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10:11, 26th April 2024 (GMT+0)

The Second Age of the First AEON.

Posted by The Ancient OneFor group 0
Thackus
God, 91 posts
Wed 22 Jun 2022
at 16:47
  • msg #27

The Second Age

Thackus looks out over Lerret once more. He was a little more pleased with the world, now that the people were developing into civilization. People had medicinal plants now. Yet the world was still very cold and inhospitable. A dwelling of stone and wood was still cold, yet it was superior to a cave dwelling in every way. On the other hand, Thackus noticed that the areas where Humans settled were not able to be very large, since there were only isolated pockets of warmth in a huge ice ball that was Lerret.

Thackus would take a break from his role as the teacher of knowledge, wisdom, and magic, and instead take a whack at the role of a home maker. In a large island that was neighboring a mostly cold, but somewhat (though sparsely) inhabited region, he would magically warm the region, creating a large temperate, forested region of free flowing rivers, hills, and grassy plains with occasional mountains. Thackus breathes his magical spirit into this island, imbuing it with new found warmth.

Only the northern most portion of this large island would even approach the freezing temperatures of the old days, and only during the harshest winters.

ACT: Thackus magically transmutes a large island on the world of Lerret with a warmer, though temperate, long term climate, for people to settle.

           With great power, a large area of the northern continent is divided from it to create a small subcontinental island. Forests and grasslands quickly took root here, drawing energy from the magical breath of Thackus which invigorated the area with warmth, finally thawing the last of the glacial ice found on this island. Here in the lands were slowly changed to hills and river basins, spotted with occasional peaks.
This message was last edited by the GM at 21:50, Thu 23 June 2022.
Cungto
player, 52 posts
God of Luck
God of Games
Wed 22 Jun 2022
at 17:11
  • msg #28

The Second Age

As Cungto looked at the infinite expanse, Cungto had an idea, for there were many Solar Systems with many planets, all missing the critical piece to the puzzle, for the Chessboard itself allowed for much, but it was constrained to Lerret. Thus, he thought, why not make more? However, there was a problem with this. The Chessboards would be so samey, instead there needed to be some change. He had an idea for that change. Thus, he set one Chessboard into Every Solar System, creating a kind of Center point for their respective places, as it forms a binary orbit around the primary planet.


Thus he made a slight tweak for every Board there would be a unique arrangement of pieces, Black and White, and the Rook, Bishop, Pawn, King, and Queen. There would be a purpose behind this later, but for now, he didn't limit copies or numbers of any particular piece. He was instead, Grouping them by how similar they were to others nearby. With Systems having similar arrangements to what systems were nearby. An all-white pawn-covered chessboard would be closer to all-white pawns, except for a missing piece.

These arrangements weren't limited to legal moves or the number of pieces, but it did prefer to group up in legal ways whenever possible, having the illegal moves and arrangements fill in the gaps.


Cungto Created The Arrangement of the Endless Chessboards.

          So it is, that nearly 10123 gigantic chessboards came into existence and slowly found their way into the moon and Lerret X system relationships. A wave of such creations flows forth from Cungto, further populating the cosmos. Each one is slightly different, with continental-sized pieces in a variety of legal moves on the gridded pattern of the chessboards. In addition even more were made with illegal moves, where these pieces were moved into places where such pieces should not be, by traditional chess rules, including around the newest Abedusian system where an incorrectly moved white rook was the primary arrangement.

           The closest of these in the Lerret 2 system, began to lazily circle like another larger moon. Though the entirety of the Chessboard had been duplicated, it was without the artifact blessings instilled within the White King, Queen, and the Black King, as these were blessings of ITEMS OF POWER and thus could not be transferred. Thus not everything had been transferred exactly alike. They all had the properties of Chessium however and kept their distance from the Moons.

This message was last edited by the GM at 22:55, Thu 23 June 2022.
Dadacar
God, 69 posts
Wed 22 Jun 2022
at 20:54
  • msg #29

The Second Age

Dadacar is prepared to bring another form of life to Abedus.

He takes inspiration from his sibling Humilis & Pax and their Lerretian arthropods. A faint image begins to form within Abedus, filling it nearly completely. Slowly, at least as the gods perceive time, it became more solid, colors springing to life and "realness" settling it. It had a thick exoskeleton covering its entire thick-bodied form, which tapered off into a flat whale-like tail for propulsion. Along its side ran smaller fins for navigation. Opposite the tail was a great mouth with thick, flat teeth made to grind and pulverize vast amounts of algae. To aid in this effort were a duo of four-pronged pincers adjacent to its mouth. Four deep-set eyes, two on the side, two forward looked out into a watery world.

In a flash, the creature began to shrink in size, from a being that filled the entirety of Abedus to something not much bigger than one of the land hippos of Lerret. From there it began to shrink further, not in size, but in age. Soon it went from an adult to a mere egg. That egg then multiplied from a single proto-being to 10,000 of them.

Dadacar took the egg cluster and hung it in one corner of Abedus and left it there until he was ready to activate them.

ACT: Dadacar creates the Abedusian Brute. The Brute has the following characteristics

  • It has a hard-shelled exoskeleton meant to protect its invertebrate insides
  • It prefers Abedusian algae but is omnivorous
  • It has gills that allow it to breathe in the Abedusian worldsea.
  • It is not a smart beast, with a small brain-to-size ratio
  • It is hermaphroditic, able to alter its sex as needed to procreate with its partner
  • It produces young via a fertilized egg
  • It has a long life span of 300 years.
  • It is large, the average adult size is 100 feet long, however, they never stop growing and can reach up to 300 feet long and weigh several thousand tons
  • It has genetic memory. The offspring of each brute will have limited access to the memory of both its parents.
  • It has access to ONLY the priest class, no others
  • It has a pair of glands inside its mouth that secrete powerful saliva that can harden into an organic metal compound similar to ultra-hard Lerrretian metals. Brutes can use their four-pronged clawed appendages
  • Brutes cannot have souls attached to their physical forms, they are soulless.
  • Communication occurs via a hivemind
  • It has four eyes, two on the sides of its head and two on the front. While its vision is very very good up close, it struggles with distance
     


       Finally, animal life felt its way into the Abedusian system, for here then was a new species of life, arising whole from eggs these first generations continued their lineage. These crab-like beings were large compared to Lerret animal life and clung to the rope-like algae masses to feed themselves. Their world became a huge sea of reddish light and green reflections, and the Abedusian Brutes soon became the check on their balance. As they filled the waters with their offspring, and soon an equilibrium began to take place as they reached the limits of what the algae in a region could support. They moved on then, which allowed for more algae to return to the previous area. They largely do not interact, often climbing over one another rather than fighting, but when the algae begin to become more scarce, they via for dominance often pummelling one another into crusty bits of an exoskeleton.

       Their numbers swell from the initial population to quickly over seventy thousand individuals. Because they had no souls to speak of, they were relieved of the overhead that came with such things, like their character sheets. This did not stop them from becoming priests, however. One thing they could not do via this ACT was to use the superpower of creating metal-equivalent materials from their mouth-glands. These glands were still present but excreted nothing at the moment, dormant for now. Their minds likewise found only conflict or acceptance within the Hive...While many held the ideals of acceptance within their minds, others felt minimized by this system of strength as well as age over all else and were excluded from the greater hive.

This message was last edited by the GM at 14:23, Fri 24 June 2022.
Plutocrus
God, 108 posts
Thu 23 Jun 2022
at 18:23
  • msg #30

The Second Age

As Plutocrus observed it occurred to him. He's had made the Trasmuters a class and given them Transmutation magic, but they only did so much with it. They could do so much MORE if they had some proper spells and a spell system.

So, he wrote some manuals on casting, with specific delineated spells, and the gestures and words that could bring them about. They could still come up with their own spells and make them work, but these were a bunch of spells he was codifying and introducing to the sentient Transmuters. Some of them he wrote in Inklings' rope languages, some in Octoling, and the highest level spells, meant to only for highest level characters, in an alternating method of both meant to ensure someone was willing to do the research before trying such powerful magics.

Then it was a simple matter of seeding them where the most intelligent Ink-People Transmuters would find them.

ACT: Plutocrus introduces spell lists and the idea you can train people to get repeatable results in magic to the Transmuters.

      Thus new books of transmutation magics appeared, conjured by the hand of the first Transmuter himself, Plutocrus. The god swelled with the FAITH of his people, and the Transmuters appeared ready to receive this new knowledge, for long had they struggled to understand the nature of matter so they could create consistent results. The Octoling Transmuters were the best by far, but even still they had as likely a chance to make more copper ore as they did wood. However, for many, their entire lives revolved around transmuting for trade, so it was a welcome blessing to be able to see the material nature of things from Plutocrus himself so they might better transmute it, as he'd written.

      Already great temples had been erected to Plutocrus, but now they were given psalms by Priests who were given to the IDEAL of Plutocrus, it seemed to revolve around Trade, therefore it began to spread as a few voices gave rise to a devoted congregation of followers who zealously defended the God of Happiness and Wealth, they were easily the most FAITH filled of all the beings on Lerret.

This message was last edited by the GM at 04:21, Fri 24 June 2022.
Ayrmith
God, 35 posts
Domain: Air, Elementalist
The Air of Life
Fri 24 Jun 2022
at 15:22
  • msg #31

Re: The Second Age

Ayrmith knew that it was time and that it would take a lot of power to futile the dream that Cungto had inspired. An upgrade to his Airsmith class. First, he would need to create the new special focus that the class would have, creating and entering Sub System Worlds.

Each item or being in creation was connected to the system, and could theoretically level up, gain stats, Skills, Experience, Perks, and Classes. The problem was most Items couldn’t act to archive the growth. So Ayrmith drew on the connection that the system has with each part of creation, he then piggybacked a new sub-system onto that connection.

The sub-system would create an infinitely sized, random landscape, that would follow the Laws of Creation, and the Acts that have been set down.

Depending on how the sub-system is set up it will generate one of two effects. An empty world that can be used for storage, or an active world that allows the Anchor (item or person that the connection is made through.) to grow. There would be several bonuses and penalties for both options.

The storage world (Sub System World – Storage) would be created empty, and safe, but the Anchor wouldn’t be able to fully enter the area. There would be safeguards to make sure that only the Anchor would be able to open their storage world. The main penalty is the person that the storage world was linked to wouldn’t be able to fully use the area.

The active worlds (Sub System World – Growth) would be different, they would allow growth for their Anchor. The terrain will grow more difficult to progress through the farther it is explored, and the longer that it is assessable. Spread through the world will be rewards, Bonus Experience, Knowledge, and material goods.

Act: Ayrmith creates Sub System World – Storage, Sub System World – Growth

The next step was to create and recruit the defenders for the active worlds.

Ayrmith knew he would need his defenders to be more than a mindless beasts, and he knew forcing the sentient races to fight to boost an item wouldn’t work. He would have to create a path that would allow for monsters and for a path for sentient defenders. His mind stretched out looking over every creature in creation, seeking out the ones that were unwanted the lost. He paused the Tomeborne, which would meet many of the requirements, they would need better bodies, and they would also need some guidance. Then his eyes looked at the spirits many had fallen to the priest, others were in paradise, but a few might have the fighters drive, or the desperation for life again.

Ayrmith created a powerful ritual. Any creature, being, or spirit that chooses to use the ritual will sacrifice their body and temporary freedom. They will have a divine teleportation to a Sub System World and will be given a new body (Determined by the system, based on the value of the Anchor) with full knowledge of its power and movements. If they kill (or are part of the group that kills) the invaders they will get to retain the new body, if they fail and die they will be given another body and have to continue challenging the invaders.

With the creation of the ritual he sent out a silent pulse, The effects of this pulse were called the Tomeborne, and the spirits, the desperate and lost to agree to the terms of the ritual. A chance for a new life, or a second chance, or for some an attempt at immortality, whatever the reasons any choose to agree, would know the ritual.

Act: Ayrmith recruits from the Tomeborne, and spirits to become his defenders of the Sub System World – Growth

Ayrmith then created the other powers that he would also be adding to the Airsmith class upgrades. He created the System Information Sight, allowing users that trained their skills to be able to read the system data about people and things. With training will they unlock the skill System Information Deciphering allowing them to gain more information, and allows the users to determine the value that the system gives things, also allows the user to know the level of the defenders in a Sub System World – Growth before opening a portal into it. The final level of this skill tree would be System Information Unlocked, it gives all the information that the system has about someone or something. The downside to these skills is they aren’t fast, the System’s information isn’t very user-friendly, and understanding the information requires concentration.

Act: Ayrmith created the System Information Path

Depleted of power Ayrmith growled not yet finished with his demands upon the world. His voice came out like the wind blowing through the branches weakened and ethereal, “Cungto it is time for you to lend me your strength to finish this class.

Then his body grew firm as if calling on all of his hidden reserves to keep going. His voice thundered “Airsmith gain the power of to access, and link the Sub System Worlds.” With his decree Airsmiths would be able to open Sub System Worlds when in physical contact with the Anchor, though only one Sub System World could be open per item per invasion. (An Airsmith can open a portal into a knifes Sub System World but then no one else can open the Sub System World into that knife until everyone has left the knife, or died.) The Airsmith also needs to be with the party that goes into the Sub System World so that they can create a portal out of the Sub System World.
He also gained the ability to link a Sub System World – Storage world to someone, limiting them to being the only ones able to gain access to it. (Inventory)

Airsmith’s form wavered like a heat haze threatening to break from the demand put on it, Again his voice struck with all the force of a meteor strike, “Airsmith gain the power of the System Information Path. Learn the path, grow in its skills show the world.” With this commandment, he gave the Airsmith access and accelerated learning of the System Information Path.

Act (Granted by Cungto): Ayrmith adds access to Sub System Worlds and System Information Path to the Ayrsmith Class.

Rules of the - Sub System Worlds:
An inventory by making an empty Item world

Sub System World – Storage
- Empty with only a random ground formed.
- Access is limited to the User the of Storage World
- Limited Land with no bonuses for exploring



Sub System World – Growth
- Anchor = item (or person) that the connection to the Sub System World – Growth is made through.

-The Anchor cannot enter into its own linked Sub System World

-There can’t be a Growth World in a Growth World.

-Growth Worlds can have anything that is connected to the system in them.

-The Growth World’s landscape will be random, and increasingly difficult to journey through the farther you travel.

-The defender’s abilities, and stats, will be based on the Value of the Anchor, the distance traveled inside the Sub System World – Growth, and the number of Defenders that are already defeated.

-The Intelligence of the defenders will increase as the difficulty increases. Leading to sentient defenders, and even defenders more advanced in supernatural abilities. (The environment will reflect the Defenders intelligence, After developing to the level of having shelters, Villages will start appearing with the Defenders living in them. When the Defenders reach the level of weapons and armors, blacksmiths will appear.)

-Defenders can be generated as any living creature or race. Regardless of their Intelligence. ( A wolf Defender may be as smart as a human, or a human Defender may not be sentient)

-By traveling through the Growth Worlds rewards will be earned, in the form of extra Experience, Energy Knowledge (any of the current options), Class Knowledge, or material goods. The rewards will directly relate to the difficulty of the area, defenders, and duration.

-The Anchor will gain a quarter of the Experience gained in the Growth World.

-If an item levels due to progress made in the System World it will imminently gain Stats, Skills, Repair, and Perks. How these are distributed will be based on if the item is owned, or unowned (all divine artifacts count as the gods regardless of who currently possesses it). If the item is owned then the owner gets to determine all Stats, Skills, and Perks. If it is unowned then the system will determine the Stats, and the Skills, and Perks will be randomly chosen out of the offered options.


         Ayrmith's power shimmers across the Void granting these powerful gifts with immediacy. Their new storage capacity comes in extremely handy for those who labored and adventure across the lands. Now many could make a longer crossing without fear of heavy things weighing them down or slowing their travel. With this advent, a new resurgence in travel is born anew and better yet, such cavernous storages could easily carry ten times what a man or beast might carry.

         The Growth SubSystem worlds were strange and terrifying places, that did not obey the laws of the natural world in some respects, though their challenges were fierce and the enemies were strange and equally tough and dangerous. With the addition of the Ayrmith SubSystem vision, an even more powerful understanding of this place was revealed, a challenge from the Gods that ruled the heavens that got progressively harder and more difficult as the adventurers ascended levels. The Enemeies enjoyed a wide array of powers and levels as they served out their time within the Growth realms.

         Though many thought such things were fanciful if not impossible for themselves, they often cheered on the young and naive, who often were held to account by the renewed class of the Ayrsmith. These men and women became the guides on such journeys and reported how their bands of adventurers faired to the Ayrsmith Authority - The Elders that grew up around this new idea. They recorded the processions upon their tablets of the age, Fellowship of the "so and so", and so on.

This message was last edited by the GM at 01:37, Sat 25 June 2022.
Ayrmith
God, 36 posts
Domain: Air, Elementalist
The Air of Life
Fri 24 Jun 2022
at 18:20
  • msg #32

Re: The Second Age

Ayrmith used his power to float through the cosmos towards Durehan’s moon where the god had gone into STASIS. But Ayrmith didn’t come to see the sleeping god, he had come for the dark demi-being. As he approached the moon he saw the Great Eel, becoming a shadow in the darkness he slid past the Eel’s tentacles without any problem.

He landed in front of the tree where the dark demi-being was hiding. He created a dome of darkness that reach out several feet beyond the shadow of the tree, while creating a much more intense barrier of light around the outside of the dome. This would give the dark demi-being a chance to stretch without a risk of escaping containment.

Ayrmith’s form became a rainbow, showing each element mixing with the others. His voice was gentle as he spoke, “Hello there little godling. I think that I’m the first to greet you personally.” Ayrmith gave a smile as he added, “I could help you to grow, and expand your power farther then this tree that protects you from the Unicorns.” He waved a hand to the Unicorns that had been keeping watch over the tree. “I have created a way that will allow the increase of the strength of items and people. To use it a group of beings much travel into a sub realm and fight defenders, this will split the Experience between the group and the item being empowered. If you wanted I could let you become an overseer of these worlds, able to power up bosses, allowing you to gain power for each invader you killed.” Ayrmith paused for a second allowing his words to have a moment to sink in. “If you grew enough perhaps the others would see you as their equal, a god to join in the creation of the world. For now I offer you freedom and power for you to oversee the Sub System Worlds and become a resident of the realm.

I would also offer the chance to grow. I am willing to give you all of my elemental connections allowing you to become a god of all the elements if you would like and the AO gives his consent. It would allow you to become so much more then what you are now.


Looking to the sky he asked, “AO if I’m willing would a transfer of my powers to the dark godling, and the dark godling consents will you allow it?” (I know that it would be an Act so I know that I can’t do it now)

      The Dark Being responded at first mirthfully, but with a serious edge, the bark of the tree within which she was trapped twisted and shifted at her struggle. "I would welcome such mercy, should I be granted some leeway to use my ACTs once more as an elemental deity. Your price is furthermore not without its merits. Release me, I beg of you!"

      AO did hear this then and conjured himself from the long shadows cast upon the ground and he strode through the light barrier to stand with Ayrmith. "IT CAN BE DONE..."

This message was last edited by the GM at 01:49, Sat 25 June 2022.
Humilis and Pax
Gods, 63 posts
Fri 24 Jun 2022
at 23:25
  • msg #33

Re: The Second Age

No mortals were present when Humilis and Pax set foot on their moon, physically manifesting themselves in the void once again as an old man and a divine coatl. Without speaking to each other, the two began to work. They did not use their godly powers, instead they used their physical bodies, moving earth and stone as any mortal creature might do. Together, laboring over weeks, they flattened the peak of their moon's second-tallest mountain and arranged there a rock garden of unique design and beauty.

Only once they were done with their humble labor, did they finally exert their godly powers, investing three entire acts into the garden, transforming it into a unique place of power in the void!

They settled their for a time, appreciating their work, and became the first beings to meditate within the garden, though they did not attempt to use its power for themselves.

Once their time there was complete, Humilis crawled back up onto the back of Pax, and the two flew back into the void once more.

ACT: Humilis and Pax create a new ITEM OF POWER, placed on their moon's second-tallest peak, called the 'Garden of Nirvana'. The garden is as much a location as it is a thing, and has the appearance of a beautiful rock garden approximately fifty meters wide whose features and patterns shift and change continuously over time. The mountain is a challenge to climb, and the weather surrounding the garden is naturally anathema to even creatures capable of flight. In other words: it is a challenge to reach it, though the garden itself is always serene.

ACT: Humilis and Pax give a POWER to the Garden of Nirvana: mortals who meditate in the garden are given the power to search within themselves for true purpose. By doing so, the garden grants them a vision of a great task, quest, or undertaking they must complete (always in service of peace, compassion, and community). By completing the task, a pure soul may undergo an evolution (much like the Coatl) into a more 'perfect' version of themselves, while also gaining a halo of calming light and a physical mutation (such as feathery wings, glowing eyes that see perfectly in darkness, or chameleon skin) that mark them as an enlightened, celestial being.

Darker souls, or those who are 'cursed' may instead undertake a quest or task that will purify or redeem them (these purified souls may then undertake a new task as above). The redemption must be genuine, and any attempt to 'fool' the garden results in the immediate loss of all memory and subsequent destruction and reincarnation of the individual into a humble non-sentient lifeform.

ACT: Humilis and Pax give a second POWER to the Garden of Nirvana: once per individual, any purified being that focuses inward while using a rake to draw a pattern in the garden, may change one fundamental aspect of themselves. This could be something as simple as a change of physical gender, to a removal of a genetic disorder, to a complete reroll of all their class choices, to even a change of species!


        With the Delivering of these ACTs, Humilis and Pax also deliver a blessing with another challenge to the Monks of the Universe. These tasks were handed down from a non-random place, something that their own personal story would require for fulfillment of true ascension. Likewise, those who may have done harm or orchestrated such harm might have a place to redeem themselves via humble labor or other act of selflessness fitting to their crimes. Here in the Garden of Nirvana, such things were possible, for those who sought the path were numerous and widespread, at first among the Coatl, but then also amongst the Slimes and Inkers, Humanity, and even a few scattered Tomeborne. Getting to this place was another matter except for a select few Ferrymen as they'd come to be known, who helped those who sought passage to the moons, if they were full of certain kinds of elements, they were open to travel. Many of these Ferrymen became quite rich, from the trades that occurred when one wanted to enter or return from the Moon of Humilis and Pax, though many still made it through, people were often forced to become quite creative with their trades. Coatl often scolded such brokers when confronted, for they inadvertently gatekeep the Moon as well, preventing some of the less wealthy from skipping to the moon.

        Nevertheless, many made it to those peaks in time and found the hollow that held the garden itself, which provided respite for those who had made the long journey and a generally calm feeling when casting about upon its paths. There was a feeling of divinity even now. Try as they might, none have yet to complete their soul journey, though in time many would. Those that come here are blessed with the knowledge of Humilis and Pax just by exploring its features, pools, and immaculate designs. Many rejoice at the Garden of Nirvana, for it is the closest anyone has come to the Gods yet! FAITH in the IDEALS of Humilis and Pax also swell to new heights and the Priests of their faith tell the story of the Garden of Nirvana to all who would listen.

        It is here also that another important thing happened first, for Coatl had been required to spread this news to the other species and with it the IDEALS of Humilis and Pax. The Garden of Nirvana becomes the first place where connections and communications between civilizations transpire in good faith and honesty. It portends good things for the world's people.

        It was known that such a place was unique and utterly amazing, invested with power like no other ITEM OF POWER in creation, it would never degrade and never be destroyed, except by WRATH. 

This message was last edited by the GM at 04:18, Sat 25 June 2022.
Thackus
God, 92 posts
Fri 24 Jun 2022
at 23:46
  • msg #34

Re: The Second Age

Thackus realized that over the world, it was still rather cold. He was surprised no one, not even himself had decided to deal with the giant Dark God in the sky yet. For himself, Thackus could understand. He was, after all, more of a strategist or tactician than a warrior. For now, he was content to let more war-oriented gods conduct their plans in dealing with the Dark Lord.

He turned his attention on the universal space between the worlds, in the worlds, the Chess Board, and various stellar bodies, not to mention the Archive.

Thackus would create, the "Astral Plane", a somewhat mirror realm to the physical universe. The Astral Plane, so far, would only exist in the minds and dreams of the living, and spirits. What the Astral Plane is, is somewhat of a fantastical mesh of reality and imagination. It's partially real and partially unreal.

This Astral Plane was created by the minds, memories, emotions and souls of the living. When a living being was born, or created somehow, they would create a permanent spatial representation in the Astral Plane, connected to all other Astral Realms.

The Astral Plane coincided with the components of a being such as the mentioned minds, etcetera, and would change depending on the decisions, thoughts, agendas and actions of the life form that it's realm would derive from.

When a life form chooses to enter this Astral Plane, they have the ability to pull from the Charm of Making, in order to travel throughout the god's creations. Rare individuals can do this without a Word Of Power,and are born with this ability. However, because of the partial imaginary, and ephemeral nature of the Astral Plane, there is no time passed between entering the Astral Plane and leaving, creating an instantaneous Time Paradox, which is just as quickly solved. As long as the plane, world, etcetera they are on either has life that has created their own Astral Realm, or life capable of dreaming/going to an afterlife or creating an Astral Realm, they can teleport to it.

This is one way that a devout of Thackus and/or very virtuous person can enter Paradise without dying.

Someone who enters The Astral Plane can also retrieve memories of themselves or others through traveling to other Realms.

ACT Thackus creates "The Astral Plane", a partially illusionary realm of reality and imagination detailed above.

        Thackus moves through the Void once again and delivers a new decree which reality bends to his will. Now within each mind is a portion of the vast realm known as the Astral Plane, all who dreamt could find themselves here in this place. Reality and imagination mingled also, for much of the universe were rendered ghostly, able to be passed through as if it were as empty as air, though only if a conscious entity happened to be passing through such a location, only then could it be broadcast into the realm of the Astral, thus it was an ever-changing and dynamic place, echoing the sentiments of the most powerful mortal minds in the Universe. From here, all beings might connect to one another on some higher level, but in many ways, limited versions of this existed within the Overminds of the Elemental Slime. However, now such concepts were open to all beings who wished to communicate over vast distances or travel to locations undreamt of, to far-flung locales like Lerret 2 even.

        Those who were able to access the realm of the Astral were few and far between, knowing the proper incantation to achieve this was up to skill and deeper knowledge of the WORDS OF POWER. Thus, they were primarily wizards and sorcerers, though such knowledge was guarded, for there was a great potential to do harm in the Astral Realm, as it was composed of many minds linked together, sometimes over vast distances. It was not uncommon for the Astral Projector to lose his way back if they ventured too far and they often left behind a lifeless husk, locked comatose in the meditative position.

        This spell was achieved by intoning the WORDS and once there, WORDS were further used to make one's way through. The "WORDS of the Realm Astral" were in fact the name of the spell set that would guide one.

This message was last edited by the GM at 05:54, Sat 25 June 2022.
Dadacar
God, 70 posts
Sat 25 Jun 2022
at 05:04
  • msg #35

Re: The Second Age

Dadacar amuses himself watching the great Brutes carve out a place of their own in their new watery world. The lack of competition would have worried Dadacar sick, had he not been prepared to solve it immediately.

Using the Brutes as a template, Dadacar smoothed away great sections of his new creature, removing all the excess. Its exoskeleton was long and smooth, jointed once at the center. When relaxed, its armored plate would open to reveal tiny hair follicles examining every wave and current. Its crescent-shaped tail was hugely powerful lending the creature great speed, particularly over short distances. Along its sides ran half a dozen spear-tipped legs, bendable and strong enough to offer the creature superior maneuverability. Eyestalks rise and descend, like a periscope. Its mouth drooled saliva of powerful acids, able to destroy whatever it touched. But its armature was the most frightening. Two of its arms were barbed spears with lancet tips sharp enough to puncture all the but the hardiest Brute coats. The other two arms were given over to scythelike claws.

The Brutes would find their own social hierarchy, but on the Sprints, Dadacar impressed upon them to use their smaller numbers to work in greater teams.



ACT: Dadacar creates the Abedusian Sprint. The Sprint has the following characteristics

  • It has a hard-shelled exoskeleton meant to protect its invertebrate insides
  • It prefers Abedusian Brutes but is omnivorous
  • It has gills that allow it to breathe in the Abedusian worldsea.
  • It is smarter than the average Brute, but is highly prone to distraction
  • It is hermaphroditic, able to alter its sex as needed to procreate with its partner
  • It produces young via a fertilized egg
  • It has a moderate life span of 150 years.
  • The average adult size is 25 feet long, however, they never stop growing and can reach up to 100 feet long and weigh thousands of tons
  • It has genetic memory. The offspring of each brute will have limited access to the memory of both its parents.
  • It has access to ONLY the priest class, no others
  • It has a pair of glands inside its mouth that secrete powerful acidic saliva that can score, melt, cut and corrode most metals, including Brutish Saliva.
  • Sprints use their sharp, spear like and cutting appendages as weapons
  • Brutes cannot have souls attached to their physical forms, they are soulless.
  • Communication occurs via a hivemind, which it shares with the Brutes
  • The Sprints have highly advanced sense mechanisms to stalk their prey. Atop each eye stalk are a dozen eyes that allow sight in all directions. Below their belly a small appendage can filter millions of oils and scents to determine the nature of the creatures around it. The hairs between the plates of their exoskeleton can detect small changes in the currents around them.
  • Sprints live and hunt in prides of up to two dozen. Greater numbers tend to fall to immediate in fighting and savagery


       Thus it was the day when the first Abedusian Brute looked murderously upon his parent, for it was no longer a Brute, but now a Sprint. This Sprint had only a stat block in the system, and would always be a Priest by a sentiment of its IDEAL of CONFLICT, and this one specialized in WAR. Likewise, it found many new brethren with similar changes. They coordinated ambushes and often disguised themselves with algae. Their own pride-minds were in unison, sharing but not revealing their own power with the Brute hivemind. These small predatory bands noted their role within the Hivemind came to be that of cleanup, that is, cleansing of old and too weary, or lame, and when they required, a fresh big one to sate their appetites. They retained their individuality, like the Brutes, but felt the buzz of danger or distress echoes, the movements of the organisms. The Sprints used this knowledge to find those that were weakest and single them out.

        Priests of Dadacar lived among the Brutes and Sprints of course, as animals might, often spurring conflict rather than quelling it, they were more apt to come up with a strategy for stealing from another pride than figuring out how to get it themselves. However, those who listened to these Priests often ended up becoming great warriors and remarkably adaptable fighters, if they survived such training. It remained to be seen if any of the life here would have souls to provide soulfire here on Abedus as the other power that Priests held sway over, but did not here.

       In this way many Brutes and Sprints began to level extremely fast, as the CONFLICT IDEAL was an ongoing and predatory relationship, however, they both began to change as a species and individually. Many became even more fierce, including some that could use their glands to create and destroy hardened colonies that floated in the seas. Their eyestalks gave the Sprints an undeniable advantage as they could hide among the algae foliage and extend an eye to check out the situation and coordinate their ambushes and tactics.

This message was last edited by the GM at 06:23, Sat 25 June 2022.
Plutocrus
God, 109 posts
Sun 26 Jun 2022
at 20:32
  • msg #36

Re: The Second Age

Plutocrus looked over his people. By and large, they were happy and full of FAITH. They sought happiness, did trade and transmuting, and venerated him. What more could he give them?

Well, he could think of a few things, but perhaps it was best to leave them be for now. For now, he would return to one of his old tricks, giving people a reason to explore.

On a faraway island, where the sugarcane grew tall he built himself a temple in the Ink-people style, but of stone and metal, to last a thousand years. Inside it, he would put a Secret Thing. Long did he ponder what the Secret Thing should be, until he came to an idea.


He took from himself strange coins, of darkest obsidian, and used his power to forge them into a stamp one foot tall with a rectangular base and a cylindrical handle that at the top bore the image of a pyramid with an eye. On the bottom, it bore a strange symbol. It was His Seal, and it would be his Secret Thing.


He then gave it power. It could stamp any contract, regardless of whether it possessed any mundane way of marking it. Any contract that was signed and then stamped with it would bear the mark of the stamp. This mark would bind the parties to the contract so it could not be broken, no matter what. All signatories would be obligated to follow their roles in the contract. There could be no escape or resistance. So wise users of this item would build escape clauses into the contract in case they later wished to be free from it.

However, there was a caveat. It had to be agreed to of your own free will. You could be coerced, or in other ways under duress, but no one could physically force you to sign, mind-control you into signing, nor could anybody sign on your behalf. Anyone who tried to force another to sign would find that the stamp would refuse to mark the contract, but instead, they were marked with a different sign. This would signify all the sins they had tried to commit.


A thing this great required a name of equal magnitude. And So he dubbed it Oathforcer; the Enforcer of Contracts and hid it within the secret temple he had made.


ACT: Plutocrus makes a secret temple to himself and makes it last against entropy and elements.


ACT: Plutocrus creates an item of power, Oathforcer.

ACT: Plutocrus empowers Oathforcer to binding contracts and agreements.


        Then on one of the Islands of the Northern waters before the Northern Continent, between the coast of the small subcontinent and the mainland, towards Ink City, existed a temple, no one knew how long it had been there. The Ink scouts who first found this place gave an account of the magnificent temple and its strange material nature. What Ink-person had done this? Where had they gone? In time, those who discover the Oathforcer, see its significance by the etched writing on the metallic surface surrounding the ITEM of POWER. It had detailed instructions on contractual concepts and schools of thought, and how one might utilize the Oathforcer.

        This was beyond the simple crafts of the Inks so far, though not very far. For already some Inks had learned of wrought iron from the pages of Plutocrus spells, names of all the metals, even brass ore! They had begun their making and were only just beginning. Even though it was shaped as the tentacle of an Ink-Person might, it was still clear of a divine nature, its halls large and wide, ornate with details beyond simple craftsmanship. Soon many began to pour over the discovered temple, including powerful groups of Transmuters, they begin to also process the sugarcane and learn its properties and its remarkable taste. Taking this sugarcane back to the mainland they began to plant it among the other food crops experimentally, those who learn of it already know it's going to be a big hit!

        For as this time of prosperity arrived for the Ink-People, flush with pyramidal eyes stamped into powerstone coins now, they'd learned to shape their transmutations by first shaping the things to be transmuted. The powerstone spells were only available to highest level Transmuters however and were always accountable in Ink-City for their transmutations, partially because the material was so rare and also because it was extraordinarily difficult to transmute, only a master could do such a thing. However, they also commanded the most respect as well, for they each take an official Oath enforced by the Oathforcer, they cannot make counterfeit money. The Inkling Meza had taken control of Ink-City and by putting this oath onto these Master Transmuters, thereby controlling the new resource of money. Many interesting things happened in Ink-City as a result, including the Bay area Market boardwalk, construction companies, taverns, food vendors, and soup shops. Farming became the number one profession in the Ink-Lands, but Industry production became a close second.

        With the advent of Contracts, Explorer Flotillas began to travel the seas, representing the competing trade companies, setting out to find and make contact with new civilizations more officially, and share the technology of trade with these people. Incidentally, they had many awkward encounters before some of the Inks began to realize they were trying to engage domesticated animals, rather than the civilization's creators, many of these encounters ended badly, but some seemed cautiously accepting of the new ideas and open to communications, INK makes contact with HUMANITY.

This message was last edited by the GM at 07:37, Mon 27 June 2022.
Dadacar
God, 71 posts
Tue 28 Jun 2022
at 04:01
  • msg #37

Re: The Second Age

Dadacar had found himself a fascinating war between the Brutes and the Algae. The plodding, glacial pace gave the back and forth a degree of strategy that he appreciated in creatures of such a lesser plane. But with the introduction of the Sprints he was reminded of what a conflict played out over moment, rather than years, could look like.

Dadacar felt the dimming of the age. It always felt this way, a flattening. Morose boredom always precipated his slumber. But not quite yet.

Again a swirling array of ghostly limbs that look picked from every manner of insect and crustacean in existence appear overlayed across Abedus.  These creatures would vary yet again.

Built physically for agility, their exoskeleton clothed form was almost a perfect orb, save for a slight lengthening on one end that held their mouth. Around their maw ran a frill of tendrils with barbs at the end, useful for understanding their environment, manipulation and defense. Dividing the orb down the center, poking out through chitinous sheathes were a similar set of appendages, though with blunted ends rather than barbs. These could likewise manipulate the world around them, though they were primarily used for locomotion.

Most startling though were their eyes. Their eyes were a dizzying array of colors, like a slow motion shimmering field of jewels. On either side of their body, great domed eyes looked out into the world and saw dozens of channels of light.

Reducing them to eggs, Dadacar placed them into Abedus and watched.

ACT: Dadacar creates the Abedusian Engineer. The Engineer has the following characteristics

  • It has a hard-shelled exoskeleton meant to protect its invertebrate insides
  • It prefers Abedusian Algae but is omnivorous
  • It has gills that allow it to breathe in the Abedusian worldsea.
  • It is incredibly smart and focused. Able to highly manipulate the world around it to its advantage, as well as manipulate other creatures.
  • It is hermaphroditic, able to alter its sex as needed to procreate with its partner
  • It produces young via a fertilized egg
  • It has an incredibly long life span of 500 years.
  • The average adult size is 12 feet long, however, they never stop growing and can reach up to 50 feet long and weigh hundreds of tons
  • It has genetic memory. The offspring of each Engineer will have limited access to the memory of both its parents.
  • It has access to ONLY the priest class, no others
  • It has a pair of glands inside its mouth that secrete powerful genetically rich saliva that can alter a range of traits in the eggs of their offspring, or Brutes and Sprints
  • Engineers lack the offensive and defensive capabilities of the Brutes and Sprints. However, the dexterity of their limbs makes them able grapplers if within close combat. Engineers cannot have souls attached to their physical forms, they are soulless.
  • Communication occurs via a hivemind, which it shares with the Brutes and Sprints
  • The Engineers have incredibly powerful eyesight, able to recognize dozens of channels of light as well as borrowing down to the atomic level if need be, primarily used as they make adjustments to creatures in utero.
  • Engineers are typically solitary creatures, however, they will group together for short times into "families" of up to six to complete certain tasks.


        For the first time since genes were created, find a new use under the newly spawned creatures called the Engineers. These creatures utilize the material to change the body plans of the creatures they find around them, including sometimes one another. In the wake of this, families temporarily form and begin to domesticate some of the brutes in order to use them as a defense against other Abedusians. Once each is paired with a domesticated creature, they use them to build large hexagonal geometric structures that floated weightlessly in the sea. Upon these structures, they create posts for themselves to perch upon as they think of new things to do. In this way some of these families form loose truces with their individuals, banding together for mutual protection in their hex structures, but acting in solitaire most of the time. These creatures also begin work to juice up the evolutions of outside brutes and sprints, making them better in some ways, but also sifting the chafe away, inferior genetic material was consigned to the trash heap of history...
This message was last edited by the GM at 22:00, Tue 28 June 2022.
Thackus
God, 93 posts
Tue 28 Jun 2022
at 04:43
  • msg #38

Re: The Second Age

Thackus, once again was unsatisfied with the science on Lerret. He likely would continue to be in that way for millennia in the future. Still looking for a way to expand knowledge and the standards of living for the people of Lerret, Thackus mystically began to transmute materials such as clay, and various plants, herbs, and metals, by mixing these materials and substances together. With a mystical union of alchemy in secret, the god who was known as Thackus began to create the first potions.

Thackus would teach the union of science and magic, called alchemy to the folks who would listen, in the same way as he taught the science of smelting copper and the various knowledge of the Copper Age, through dreams. Alchemy could be used for poison, enhanced healing, metalworking, and potions for a wide variety of purposes, such as fertility, beauty, and perhaps even replicating spells, for the very advanced alchemists.

For now, the science of Alchemy was bareboned, like all science. However, Thackus was glad he was getting into the role of teacher and guide for civilization more and more.

ACT: Thackus teaches the science and magic hybrid of Alchemy to Humanity through various dreams of wise people.


           Arcane recipes and interesting concepts crept into the minds of sleeping folks across the southern continent's lands of humanity...strange principles that they'd never heard of and sometimes barely understood. Though these people were wise, they had learned of copper in times past, they'd learned to mine for substances and gather mud to heat for firing clay pots and such. Transmuters had given them something else that was interesting, the ability to affect chemical changes upon materials, in part or on a whole object, to craft things of metals or any other element they had uncovered from the transmutation spells of Plutocrus.

           Now, Thackus releases this knowledge upon all the races, in a way that any mortal could accomplish given the right materials, tools, knowledge and timing. The test for humanity would be how to reach the levels that the Ink-People had. It was around this time, however, that the Farmers of Cungto had cultivated a new thing in the Void and it gave them an edge when attempting such feats. Using their pack creatures, the Hippocows, one adventurous Farmer had sought to learn the nature of intellect, and if it could arise among his domesticated creatures. So he tried many trials and birthed many creatures unfit for the wilds or civilized lands, so they were quickly cut down. However, among his ravening experiments he also uncovered the nature of brains, in some respects, and found that he could develop a hippobrain. It was all brain and only the barest essentials for continued life, it could learn verbal commands and respond due to it's human-like vocal chords. He called them Depositories and they could be fed information, for they could not move on their own and were totally dependent on man. The Farmer then helped a Monk to feed all of the alchemical knowledge to it, and in this way, they crafted the first simple organic computer, for all intents and purposes a book that could communicate. This helped to full keep the information for at least the lifetime of the Hippobrain though it was not uncommon for them to be set up against each other to transfer knowledge.

          This knowledge began to filter through human society and soon they grasped the basics of alchemy, though there was much still to accomplish according to the dreams. This wisdom taught them of the elements, metals, stone, fire, and electricity. They did find they could create many chemical reactions, and this included transmutation and potions that could be used for mundane or remarkable things, like "hit-potions" that could do the work of healing herbs of Thackus. The Potion of Omniligence was another amazing potion because it cast a limited area connection to scientific knowledge, allowing one to analyze their own chemicals and knowledge for imperfections and gain some insight about how to correct any problems. With this knowledge, chemical and material sciences began to grow quite rapidly.

This message was last edited by the GM at 04:37, Fri 01 July 2022.
Ayrmith
God, 37 posts
Domain: Air, Elementalist
The Air of Life
Thu 30 Jun 2022
at 05:15
  • msg #39

Re: The Second Age

Ayrmith choose to mediate there in front of the tree waiting until he had the power to fulfill his offers.  He waited growing his power and preparing to shape it, finding the connections within himself to the Elements. He drew the power out shaping it into nine sphere each containing all of the elemental connections, and a touch of his divinity. When each was fully formed, he nodded to the Demi-Goddess of Darkness, “If you accept this power, you will grow in power and, in your nature. If you reject the power, it will fade away. This is the time to choose.” Then each of the sphere collided into her form.
Before the power had even had a chance to be absorbed, Ayrmith spoke again, “I name you Tempest.” Ayrmith voice resounded with power as he said, “Remember use your powers to help, guide, and strengthen the sentient races.”

ACT: Ayrmith transfers all of his elemental powers to Tempest, (the Demi-Goddess of Darkness)

Ayrmith made a unique realm, hidden deep in the system tied to the primary nature. This would allow Tempest to have access to all of the Sub System Worlds, allowing her to empower defenders to add difficulty to the item growth. The benefits for the mortals would be that these empowered defenders would offer faster growth and potentially better rewards from the Sub System World.
Then Ayrmith reached out connecting the realm to Tempest’s new power binding it to her nature. His voice was soft as a breeze in her ear as he spoke, “By shaping the worlds, and empowering the defenders the sentient races will fight and grow. As they do their gear will grow more powerful, in time you will help shape their path for growth."

ACT: Ayrmith allows Tempest access to all Sub System Worlds, to oversee them and add challenges.

      With an eagerness that Ayrmith might not have expected, Tempest rose from the tree prison she'd been locked within, and the creatures of light frantically ran to and fro. "I accept Elemental Master, she bows deeply before casting out for the Subsystem Realms.

      Once there she began to understand the vast gift she'd been given and began to decide how to use it best. First, she began to create stories to shape the world of the SubRealm, one in which she was installed as the GodQueen Tempest and ruled over the horde of blood-thirsty, but not always very competent goblins. She gifted these first pupils with an armor of plant fibers and simple weapons of stone-age primitives. This served lower-level sentient challengers well as meager protection and armament against their threat level, while she began to experiment with other materials and magics in her fortress for greater challengers, as she awaited the first to reach her lair. She began to dare to dream of greater heights even, but she tested against caution with her new gifts in hand. In a chamber of her citadel, where few adventurers would ever dare to tread -- her citadel itself hidden within the Eye of a Hurricane which swirled with all manner of matter and elemental energy, she began to pick out several creatures who'd been conscripted by the SubSystem to serve as its minions, and of these she chooses those who are gaining experience themselves, learning much despite their dimwitted brethren. Therein she begins to train them, lending them strength and in secret, teaching them to cultivate the elements that she swirled around them. Some of these creatures could not level, however, for they would never sleep as spirits. She granted these chosen a boon, so that they could learn Spells and also grant them access to the abomination trait, which would give these Lieutenants the ability to cast intimidation, trading their fairer forms for terrible or disgusting shapes and abnormally powerful bodies.

  ACT: Tempest creates the Monster Class, which is tied exclusively to the SubSystem Realms.

     Her reason to keep it to the SubSystem Realm was to prevent it from interfering with the Classes already in play.

This message was last edited by the GM at 06:17, Fri 01 July 2022.
Dadacar
God, 73 posts
Thu 30 Jun 2022
at 11:53
  • msg #40

Re: The Second Age

Dadacar watched the Brutes, Sprints, and Engineers crash into each other. The push and pull of conflict between their unique strengths and weaknesses would come to define the future of Abedus and Dadacar was excited to see the outcome. However, as important as the conflict was, they needed an anchor to bind them together. The friction between their differences would continue to drive them to greater heights, but without something that joined them then it would be for naught.

Few things were as unifying as family. It was a small, simple adaptation to create, and so with a thought, Dadacar altered the anatomy of each creature in just the right way to allow them to mate with each other.

ACT: Dadacar alters the Brutes, Sprints, and Engineers to allow them to procreate with each other. He does NOT create any kind of dominant genes, leaving it up to chance for now to see what randomized mixing (plus Engineers tinkering) can do. Now a single species, the Brutes, Sprints, and Engineers come to be known collectively as simply "Abedusians"


        As Dadacar eliminates the barrier of the species' differing genetic codes, which had prevented them from mating with one another, a sudden shift began to occur. Still, each fed upon the other and the algae. However, many mixed families began to arise and at first, it was a rare sight, and then became more common. These mixed families were often times better suited for survival than keeping each to their own, for each had great strength and oftentimes they could cover one another's weaknesses. Their inner lives were that of CONFLICT, however, for they were irritated about everything, nearly all the time. They were not sentient though and so thought little about these specific issues, but rather formed loose bonds so long as no one killed another.

        Two generations hence, however, a new species had been born, one that did not have the ability to reproduce naturally for they were sterile. This new species however was a full combination of the three different creatures. The Engineers and Abedusian mules began to attempt to duplicate them genetically and this did work, though it too was sterile. Work continued but this was a genetic anomaly that would need much more time to work out on a natural animalistic level. Blessed with the genetic traits of all three, they often formed an alliance with one another in competition for algae and the meat of Brutes, these superfamilies began to carve out their own niche within the ecosystem, often trailing the Sprints as the real Lions of the Abedusian waters.

        Nevertheless, FAITH in the IDEAL was high!

This message was last edited by the GM at 06:52, Fri 01 July 2022.
Cungto
player, 54 posts
God of Luck
God of Games
Thu 30 Jun 2022
at 16:23
  • msg #41

Re: The Second Age

Cungto was insane, for he had an idea that could very quickly establish something new and strange for interstellar travel. The White Rook Behind The Earthen Defender would be connected to one White rook on all boards that had them; this would cause a problem for some systems still, but not all worlds should hold life in the first place, and some could be established with life that wasn't native to the first World.

This Connection allowed all that entered one rook, from the simplest single-celled organism to the smartest Slime Hivemind, to leave to another Rook. If they weren't aware, the transition would be effectively random, while those with purpose from even the mildest intents a wish to be on the board in a Queen's Gambit, or back to the World I came from, would go to that Respective Rook's Chessboard, provided a paired Rook was on that board.

Cungto Established the Rook's Exit of Intent.

        At the Top of the WHITE ROOK upon each Chessboard, being one of the primary defenses for the Kings and Queens, which often did not appear on the other Chessboards, was a massive window, that suddenly appears that looked out upon a new version of the Lerret System. Thus, not all Chessboards bore this blessing. For upon the upper echelon of the Castle-shaped continents of white chessium, which often appeared overgrown with tufts of long viny grasses and moss-beards, was a portal carved into its individual tower parapets and caverns which could take one to the Window from this ACT.

        These Windows were not of glass at all but would allow one to enter through the massive portal based upon a panel upon the sides of the portal. This portal mirrored the panels of the Chessboards, and held simplified versions of the chessboard, when arranged correctly, it would cast its portal window to any corresponding Chessboard across the vastness of the Void...

        In time many would come to use this method of transport, but for now, there seemed to be few reasons to travel to the dangerously barren Chessboard. Few plants or animals yet alive could survive upon the chessboard's almost perfectly flat terrain, cut with the marble-like chessium of black or white. The few things it did have in abundance was free-roaming full torso vaporous spirits, since there were no Priests in this area of the Lerret System to burn them off with Soulfire. However, as one got closer and closer to the White King, the greater the chance of a given thing happening. This perfect Chaotic state that began to develop as one approached the Luck Singularity, was the perfect place for such NEW BEINGS to arise, the first was the Grassworms, a new kind of mobile plant. Then had come the rapid evolution into a variety of other simple life, seemingly all made from a near-perfect and untouched by time replica of the first currency-based grasses. Now, these had begun to learn to grapple with the harsh realities of life upon the Chessboard. One had to tough it out between the infrequent rainstorms and pray to find a drift of actual soil. Though, not far away was the new chessium ocean rift at the edge of the board. The currency worms only needed sunlight, chessium, and organic matter to survive, and there was a greater concentration of that floating within the edge-ocean and upon its shores where time had worn down the rough edge with ice and tidal forces. Here there arose a new fish-like creature called a cash fin on account of their single wing-like prehensile greenish fin. After several hundred thousand generations, they learned to harness the power of chessium, by having a moon organ that mimicked the alchemical nature of moondust. These tougher creatures leaped from the waters to cast about the Chessboard like vultures on their single now leathery wing.

         They did in time find many things that had accidentally found their way to the Chessboard. The White Rook providing the means of departure. For reasons of scarcity, their sizes were small generally, but there were many, many new creatures that slowly began to find their way into the Rook and clime the long stairs to the portals. Perhaps in time enough mortal of any species will find their way here to start a life here as well, for now however it was still a barren hinterland for the most part, this was primarily because of water, as well as adaptations for eating chessium as that was the greatest material here and still accounted for close to ninety-nine percent of all materials here.

This message was last edited by the GM at 10:35, Fri 01 July 2022.
Thackus
God, 95 posts
Thu 30 Jun 2022
at 22:08
  • msg #42

Re: The Second Age

Okay, so many wisemen and wisewomen on Lerret were either an alchemist or a wizard. Or maybe a monk. Thackus immediately came to the conclusion, "Other worlds have witches. The kind of witch I want can be either male or female, so let's just make them a specialist kind of wizard."

Witches could manipulate any spells that wizards could learn to become a hex or charm. Hexes were a form of temporary curse that involved the Word of Power spoken. For example, a fire spell could cause a fever. A charm was the beneficial inverse of a hex. For example, a witch could charm an arrow with magic so if it hit a Fire Bird it could cancel out its fires, temporarily.

Witches learned Words of Power more slowly than a wizard but they could also invoke hexes and charms. Depending on the "edition" of the Class system, witches learned a lower maximum number of Words of Power, but with Thackus expanding on magic over the millennia, wizards might not mind.

Thackus once more involved himself in the dreams of the wisemen and wisewomen. The first witches would be women, however.

ACT: Thackus creates a subclass of Wizard, the Witch.

           Excellently, Thackus crafts a subclass of Wizard which could cast magic upon items, enemies, or just other people. The new subclass Witches would be offered to female specialist wizards, a smaller pool to be sure. Mostly these would be curses but oftentimes they worked out to be blessings as many of the spells of the incantations of Thackus were in fact quite benign and useful. When these rituals, potions, and curses could be gained by the new Witches, they could become very powerful and skillful in a wide array of skills and thus very flexible both as fighters but also as logisticians and scholars in their own right. Meditations often gave them insight into the shapes of the WORDS of POWER, like their Wizard parent class. Much of this knowledge had been passed down and depended upon the available mentorships, which had been growing throughout the ages.

           To address this, now then the Guild of Wizards arose and began to make space for the new insights of those of the Witch Class. Many strides had been made, but the current project within the Guild was that of Charming weapons with the power of electricity or fire. By now, the Guild was filled with Alchemists and Archivists who had oftentimes been responsible for keeping records of the happenings of the world through their extensive writings. Sometimes they got it right in their theorizing about the Great Void, however, they just as oftentimes got it wrong. Many humans had granted a modicum of this knowledge through the dreams of Thackus, but it has taken time to record and understand these visions, let alone to test them properly. Even so, as time ground on, the big questions began to form from the scholarly circles, typically these questions would've been relegated to the Temple of Thackus, "What is our purpose?  How did we come to be?  Why Can't We See Our Record Sheets?"

           Most Monks were very technical people, who studied the physical forces in play throughout the world. They often created the first simple machines, and they were also among the best scholars, yet soon there arose a rift in the communities of Wizards and Monks. Many Monks and Wizards had a difficult time working with one another. Wizards felt that Monks were too spiritual rather than objective, while Wizards were far too constrictive in their methods for Monks. Thus, there arrived a wondrous thing. The Farmer communities that focused on genetic manipulation provided a link to the others, giving them both an interesting duality as an intermediary in the scholarly worlds. This also invoked a kind of technology race between the Communities, which had only just begun, and would extend throughout the time between AEONS...


           Life had continued in the human Realm of Aruun where this knowledge had primarily been spread starting with its Capital of Crucible City, the name of the Nation that had arisen in recent times, having settled much of the Southern lands and having established brick roads to help the trek across the nation and having finally developed the capacity for tempered Bronze. Though Monks had gleaned much from the dreams as well and passed it along to the Way of Nirvana, the largest and most influential of the Orders of Monks on the moon of Humilis and Pax. The other races did not yet have all of these blessings of knowledge, though their Monks and Wizards were attempting to replicate such feats on their own in some cases.

This message was last edited by the GM at 08:49, Fri 01 July 2022.
Plutocrus
God, 113 posts
Fri 1 Jul 2022
at 19:14
  • msg #43

Re: The Second Age

Plutocrus was pleased with his last acts, they had done what he wanted in encouraging exploration. But now he would give future people a cause to explore. These treasures he would hide on far away worlds so when the people developed ways to travel between the worlds to other reflections of Lerret they would find incredible resources there to reward them.

First he took an ACT to make a special rock, and imbue it with the power of contra-gravity. Instead of moving towards objects of larger mass like normal, this rock would move away from the biggest masses. once he placed it on a world, it would float until it came to equilibrium with the moons and the planets pushing on it.  By tweaking the values a bit, that Lerret copy would be the one with cool floating mountains drifting around well above even the tallest trees.

ACT: Plutocrus made Upsidasium and hid it on a far off Lerret.

The next act was to take another bunch of rock and imbue it with enormous potential energy. Properly exploited even an ounce of the stuff could yield comparable power to the Sunstar. That rock he took and buried deep in another Lerret, replacing the other deep metals for his new power rock.


ACT: Plutocrus made Protonite and hid it on a far off Lerret.


The last one would be an extremely dense metal ore, virtually impossible to mine that had the unique property of not transferring energy. As such it never got hot or cold and would act as a perfect insulator.  It would be interesting to see what people would do with this stuff if they found it.

He hid large chunks of this stuff away in the final Lerret he visited.


ACT: Plutocrus made Neutronium and hid it on a far off Lerret.

       Each of these was secreted off into the universe, where soon many would be discovered.
This message was last edited by the GM at 08:13, Thu 14 July 2022.
Cungto
player, 56 posts
God of Luck
God of Games
Fri 1 Jul 2022
at 20:57
  • msg #44

The Second Age

Cungto looked upon the World.

The Two Black Rooks Remained, where the Whites allowed physical travel between places. The Two Whites would allow for connections to form. However, much like the Whites, people would need to journey to the Chessboard for proper access to be granted.


The First Was the Rook Behind the Transmuter, one related to the Ethereal World of Dreams. The Other, The Afterlife.

Indeed, Behind the Earthen Defender would be His Own Afterlife. Should he have placed it behind the Priest? Most Definitely. Cungto was an imperfect diety, and things were tweaked due to chance as much as logic would dictate.


The Afterlife, which He'd make with 2 of his Acts, would be an endless Realm inside the Core of the Black Rook and a natural suction for the Souls aligned to luck and games. Any soul lucky or knowledgeable enough to end up near the Black Rook or those of its ilk would be allowed to enter, so long as they had no body to inhabit.

Inside they'd Find a Den that changed. Where all forms of games and entertainment could be found. This place had different wings for different people that shifted according to those who rested inside. However, the two Areas would remain mostly the same no matter the people who came to stay in them.

The First of the Two Major Wings was the Opulent Casino. This area was where Gambler would call home and where people would earn their relaxation. In this place, free time and enjoyment must be made through gambling their time; those unlucky enough to no longer have any time at all would be sent back to the forge where they could gamble much of themselves for the time they wanted. All souls would have a minute's worth of time for every experience point they had earned while alive. This Casino was laden in Marble, and Silver, with all games a Casino would host to be found here.

The Second of the Two Major Wings was The Convention, a large hall with various exhibits where people could sell parts of themselves for the time of others, be it working as a servant, or works they make of their very own Soul Stuff. This place was most Clearly made of Black Chessium; in truth, all of it was, for any mortal would see this as made of Black Chessium and be unable to see the True Beauty inside.

Yes, indeed, no angels would reside in this Afterlife. Instead, the Souls would work for other souls to strive for enjoyment in this Den of Games and Luck.

Cungto Spent 3 Acts to Create Arcadia.

       Arcadia's grand halls reverberated with changes brought on by individual souls and rippled with new enticements. Many of the souls who ended their journey here would come to enjoy their time, and the luckiest of them would be able to enjoy it forever, but many would find themselves spent to nothingness, becoming an addition to the theater of delights as artwork or currency.
This message was last edited by the GM at 08:26, Thu 14 July 2022.
Humilis and Pax
Gods, 66 posts
Fri 1 Jul 2022
at 23:01
  • msg #45

Re: The Second Age

Traversing the void together once again, Humilis and Pax contemplated the age as it was drawing to its close. There was always so much to be done, and it seemed like there was ever so little time to do it.

But as the two gods watched the others do their works, and as they watched their own creations struggle and thrive, they discussed what might come next.
"Truly sister, I feel as though the Coatl must be made ready not just to fight the challenges that may come, but to lead with wisdom and certainty of purpose. They already have an unusual life-cycle, why not help them compensate by giving them the power to retain their wisdom through the ages?"
"I'm not against this idea, brother, but what of the humans? Have we neglected them?"
"Humans are meant to be a foundation; solid and unchanging except for that which they learn and develop themselves. Perhaps if we gave more attention to the classes and powers that they most benefit from? Perhaps if we more broadly focused on our core tenants, they would also benefit?"
"Perhaps so, brother. Perhaps so. We will try it your way, but I will be watching closely. Depending on the outcome, the next age I might ask you step aside and allow me full control. I have been silent for so many of your musings and workings. Yet I feel as though something is missing..."
Humilis bowed his head. "I would grant you this, even without a wager against the success of these final acts. I have no doubt that your age will be a true golden age for anyone you grant your blessings to. So let us bid this age farewell, and await the coming of the Age of Pax?"


ACT: Humilis and Pax grant Coatls the power to pass on a portion of their memories to a number of other Coatls, equal to their level, at the time of their death. The circumstance of the death does not matter: in the last fraction of a moment, their thoughts become 'frozen' in time long enough for them to make their decision regarding who learns what.

ACT: Humilis and Pax grant monks the power to improve the outcomes of their meditations by doing it in groups, in locations of spiritual significance, or by combining their meditations with acts of charity or spiritual guidance offered to non-monks.

ACT: Humilis and Pax create a new subclass for Druids called 'Daoshi'. Daoshi are meant to be a bridge between civilization and nature. Like monks, Daoshi have the power to meditate (gaining all the associated benefits) and like priests they can dedicate themselves to IDEALS. They give up most of their shape-shifting powers, but retain most of their nature magic. The also gain divine powers that specialize in cleansing corruption, providing blessings of fertility to communities and the land, animal handling, healing, and alchemical herbalism.



         The Daoshi and the Coatl gifts would become pivotal in the ages to come, with Monks extending their strengths by meditating in larger groups. These communal meditations were often some of the most productive and often guided the Monks in their decision-making afterward; each council of Monks within the structure of the Way of Nirvana soon made this one of their rituals prior to their meetings. What emerged seemed to be a much more laid-back and relaxed environment for discussions that rarely ended in argument now. The memory lineages of the Coatl began to emerge in their aerie clans and were especially prominent among the Monk Orders, wherein they could pass forward memories of their ancestors and retain many of the lessons that had brought them to the current stage.
This message was last edited by the GM at 08:23, Thu 14 July 2022.
Thackus
God, 101 posts
Sat 2 Jul 2022
at 01:04
  • msg #46

Re: The Second Age

Now that people may have been getting a little free time and not always devoting almost all of their daylight hours trying just to survive and make it another day, Thackus believed that the people should begin devoting some of their lives to the pursuit of higher knowledge and intellect. Not just science, although that was admirable, not just faith, and that was also admirable, but the pursuit of how the individual man (Or woman) should think and live their life.

With his time-honored efforts of teaching through mystical dreams, Thackus begins to teach philosophy. He would begin to teach philosophies, including the Socratic Method. Though he would not be beholden to the state as the real-world Greek philosopher, questioning one's own logic was a healthy and overall good thing.

Thus, Thackus thought to further civilization through the love of wisdom. The hope would be that people would learn how to think for themselves and make great use of their knowledge. Philosophy wouldn't just make people smarter but hopefully could be a great tool to improve one's moral character in addition to that.

ACT: Thackus teaches philosophy to Humanity.

     As Thackus goes into the Dreamscape to teach again, this time, however, he can feel the solidarity of Ebadorimu began to feel uncertain and wavering. As if it is but held aloft by a single string. He performs his teaching quickly, for he knew this would be his last venture into the dreamscape since it was far too delicate with the coming paradox growing around the Goddess Perenna.

     The people of Lerret had not needed this ACT to have successfully developed many philosophies already; a cursory examination of their development could've shown this, but it did grant them the specifics of critical thinking, a not completely unheard of concept but one that now gained much more traction. Debates had already been an established ideal on Lerret for nearly an entire age, but merely defending a viewpoint had also been much more single-minded before; now, the humans began to look inside themselves more to find answers to their own problems and question their own methods and concepts objectively. Ethics was the biggest overall achievement to advance from this since few who had traced their families back to the Crucible had given much thought to gentile society or the building of a more just world. The Crucible had hardened their ancestors, but it did not have to harden them too and make them cruel or uncaring.

     As a result, the humans began to achieve an age of enlightenment, where every viewpoint was considered valuable, and peace began to spread across the southern continent until they met the Ursanoid Bear-men of the far East... These primitive peoples had begun attacking the lands of the Arunnian Empire which had spread across the lands there.

This message was last edited by the GM at 09:01, Thu 14 July 2022.
Ayrmith
God, 39 posts
Domain: Air,
The Air of Life
Sat 2 Jul 2022
at 04:50
  • msg #47

Re: The Second Age

Ayrmith though about what his final act should be… He debated a new form of slime, or a new material, but then he thought about Tempest. She had caused the world no small amount of trouble, but she had been bound, grown, and now had a realm to rule over. Her growth would be more important in the present then the other additions that he wanted add.

Ayrmith thought about how to help her grow, perhaps a form of worship would be the best way to help her grow in divine power. A temple would be a good start, but perhaps several would be required to help her to truly develop into a god.

First he created a glass like structure, the inside showed the weather outside, while the outside looked like normal glass. Then he walked into the temple area, and crafted a figure of Tempest with standing next to her Great Eel, both were scaled to be around twenty feet. Then he reached out, making a model of the solar system, it zoomed up until it was focused on a view focused of Tempest’s entry into the world, Then the view followed her, expanding to also keep track of the Great Eel, showing the effects it had on the world. For each of her acts the model showed Tempest as well as the effects that it had. Then it showed her capture, growth, and how she choose to take over the Sub System Worlds. The entire effect looped every hour.

Then he created copies of the temple, each of the copies would act as a gateway to the main temple, and anyone that entered through a gateway would leave through the same gateway. Then he spread the copies of the temple throughout the lands, including in each of the sentient races' lands.

ACTs: Ayrmith created Tempest’s temple


    These Temples of Tempest arose throughout the lands of the world and even upon the Moon, which would be called Nirvana among the Coatl. It recorded her movements in time and her actions. This prompted her to care about the life which she had affected when she found out about these temples. The people themselves found her temple to be awe-inspiring, true magnificence. They often gathered to tour the temple and worshipped by participating in the SubSystem World challenges. These Temples were often ministered by Magus, some of whom had learned the Ritual Spell of Darkness. Nevertheless, she began to grow in FAITH once more, and her powers would soon be completed, perhaps.

     When she saw her Eel, she felt shame, for it had laid in waiting for millennia. So she called out to it and bid it venture into the Void or protect Lerret, for she had overseen her first SubSystem Challenge session with a Species that had not arisen upon Lerret, these Abedusians would be formidable opponents to the life of Lerret.

This message was last edited by the GM at 08:56, Thu 14 July 2022.
Dadacar
God, 75 posts
Sat 2 Jul 2022
at 17:57
  • msg #48

Re: The Second Age

Dadacar's presence is split across the solar systems. While part of him observes the growth of the Abedusians, his other self hovers over Lerret. He continues to ponder the issue of excessive souls. Perhaps in time, there would be enough living creatures in this reality to provide a being for each soul, but that time was not now. And still, the souls were not fulfilling their purpose. When bound to a sentient being they should be acting like a marker, saving their experiences so that the soul could carry them to the next being. Rather than each living creature starting their existence from scratch, and ultimately struggling to reach their true potential, the soul could impart them with a portion of its past experiences.

Dadacar looked upon Lytek and his loom. In an effort to improve the situation, he orders Lytek to make a small adjustment to the loom's settings.

PANTHEON ACT: Dadacar adjusts the loom's settings to allow souls that return to the loom before getting recast onto a sentient being to be bound to one specific class.

     Lytek, The Soulkeeper was pleased with his patron's visit to the Soulforge and reveled in his sweeping gestures that shifted his never-ending workload. Each soul now bore a metaphysical stamp that compelled the System to sidestep the rule of choice in every case that came to Lytek's attention. This had far-reaching consequences but would not be felt for quite some time.

     In the Age to Come, the peacetime choices of the souls of Lerret would cause a serious lack of warriors in the Ages to come, at least for a time. This did not affect all, for any new souls spun from Voidstuff would be free to make their choices, but with a third of all souls reentering the SoulForge, the next births would become that of the class to which it had been consigned. Even this was not without its great benefits, though, for souls could now carry a bit of that wisdom and experience into the next life, granting them a perk of the prodigy at birth.

This message was last edited by the GM at 09:20, Thu 14 July 2022.
Dadacar
God, 76 posts
Sun 3 Jul 2022
at 16:54
  • msg #49

Re: The Second Age

With the growing sentience of the Abedusian race, Dadacar had one last task for the young planet before he took his rest for the aeon.

Searching the minds of the Engineers he found the wisest of them. Sliding into the swirling waters of its dream, he watched the arthopodian visions. Into the Engineers dream Dadacar inserted a vast blueprint for the first grand structure of Abedus. A place where all of the Abedusians could mix and rub against each other. Where their friction and discord would come together to set them to greater purpose. Night after night Dadacar brought the same vision again, from different angle and perspectives until the blueprint was etched onto the complex eyeballs of the Engineer. On the last night he added one final feature. The Abedusian hivemind was a complex language full of symbols and words. The last evening of the dream Dadacar delivered the name of their first city.


ACT: Dadacar provides blueprints for a metropolis on Abedus to be constructed of Brute saliva and algae to the wisest of Engineers. It is to be called Strife

       The Abedusian city of Strife soon arose afterward; the elder Engineer, blinded by the visions of Dadacar, could describe the city in perfect detail down to its last column and pillar. The hivemind language was complex and descriptive, so it was easy to tell the others what it had seen. It had described the construction with unwavering clarity and with this achievement, lead the first of the worships of Dadacar and his IDEAL of CONFLICT there within the city structure. Thousands of Abedusians arrived by the day to marvel at its vast architectural wonder, a testament to the cleverness of the Abedusians. Strife had come to be; millions of brutes, sprints, engineers and super sprints worked together to create it and continue its growth. They began to channel their aggression into a fight for hierarchy, individuals fighting for the right to rule. The Great Engineer set out precedents; however, for their city to remain, they must live within the laws he set forth. He called it the Dictates of Dadacar and it formed the basis for combat-based governance. Those whose ideas were strongest would survive.
This message was last edited by the GM at 09:39, Thu 14 July 2022.
Humilis and Pax
Gods, 69 posts
Mon 4 Jul 2022
at 01:06
  • msg #50

Re: The Second Age

"Brother, we have been named the Alpha." Pax said, just as the twin gods retreated into the spaces between time, so that the aeon could pass as decreed by Ao.
"Indeed sister, we have... and without trying very hard." Humilis replied, still seated on his sister, in the form of Coatl.
"Indeed. No effort at all. What should we do with this great gift, brother? With this final say at the end of this era?"

Humilis considered for a moment, before responding.
"Let us use this final gift to make a humble act. Let us name that which has not yet been named. A simple thing."

Pax nodded her head, and it was so.

ALPHA ACT: Humilis and Pax name their moon. 'Nirvana'

      The Naming of the Moon became one of its most pivotal moments. Across the system, sapient beings could feel a change had come, they looked towards the newly crowned Nirvana and it sighed out its name to the Universe...
This message was last edited by the GM at 09:42, Thu 14 July 2022.
Cungto
player, 60 posts
God of Luck
God of Games
Mon 4 Jul 2022
at 16:21
  • msg #51

Re: The Second Age

Cungto saw the pantheon Acts would soon be Wasted; thus, he needed to do something both significant and minor.

In Addition, it had to relate to the Dream Realm and Transmutation. 3 Acts were significant. It would be a major deed. There was one thing that the Last Black Rook would have. Unlike all other Chess pieces, it would become an item of power and become a Castle, with Bedrooms of all sorts, from feasting grounds for microbes to Cloth Beds; each one was Splendid and luxurious for the creature it was intended for. This Entire Castle, The Black Rook, would be the Item of power. Allowing for two things to happen on the premises.

The First was the Communication aspect; it allowed those that rested to enter the dreams of another and mess with it, making it a living hell, or incredible paradise, or even the mundane of sending a simple message. Something others that didn't have access to the Rook wouldn't be able to alter in such a profound way.

The Second was something entirely different. Leveling happened while people dreamed, and Leveling was an altogether singular experience; those that Rested would, by journeying their soul and keeping their Body inside the Rook, be able to mess with the leveling of others through the creation of custom perks. These perks were another alteration in reality; by altering the offerings made instead of creating them as powers related to the Rook itself, they could anchor themselves as things that could exist outside the Rook itself. These perk alterations would allow for more custom abilities, but it wouldn't increase the overall power of the perks. So someone could change a toughness stat growth perk to one focused on Arson, for instance. Or alter the bridges they walked down, changing the skills they chose to go down.


Cungto felt this simple but profound artifact would be far more worthy than any small thing. He could have created Guardians for the 3 worlds where the metals of Pluto resided. He could have made the discarded ideas he hadn't made or allowed a push forward for new things that weren't manifested yet. He could do so much with this, and yet he felt this was far more appropriate. It was significant yet minor, shouting to the future potential of this Chessboard. It allowed for so much and gave something for Mortals to strive for, but connected the final piece of the System, and the Rooks, along with neatly tying to the Transmuter's transmutation magic in the realm that exemplified it the most.


Pantheon Act: Cungto Created The Item of Power, The Black Rook of Dreams.



Pantheon Act: Cungto Gave the Black Rook of Dreams the ability of Dream Communication.

Omega Act: Cungto Gave the Black Rook of Dreams the Ability of Level Alteration.
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