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02:51, 7th May 2024 (GMT+0)

The Second Age of the First AEON.

Posted by The Ancient OneFor group 0
The Ancient One
GM, 131 posts
I am the Alpha...
I am the Omega...
Mon 13 Jun 2022
at 05:19
  • msg #1

The Second Age

Seeing the dangers to creation, AO once again rouses his family of Gods, "Arise my children and look upon your works. See too, that there is a new God in creation whom does not share a place in the Eternal Realm!"

Each God is granted 2 ACTS to begin the new AGE!

Thackus
God, 85 posts
Mon 13 Jun 2022
at 05:54
  • msg #2

The Second Age

Thackus looked over Creation as a whole, and thought. The World Down Below, Lerret, as it was named more properly. The wizardly god thought, and then he thought some more. In his deep thought, he was, in truth, meditating.

True, much of what he had thought of, set in motion or created was magical, but he was not merely the god of magic, but the god of knowledge, and wisdom it'self. Thackus breathed a deep, magical inhalation of the energies of the universe. The power of The Source, then the very meaning of every word in The Old Tongue/Old Speech that could be made, and he released an espousal of the very meaning of all existence. His breath suffused the entirety of The known universe, then returned into his body, in the form of energy, and knowledge. The data would collect into his soul much like a magical download of information.

Not just a knowledge of all that is, but knowledge of all that could be, and all that was. No, Thackus had not tried to become omniscient, yet his will is to become one with all knowledge, that could ever be attained through mortal means.

Lastly, Thackus would attempt to expand his knowledge through one last exertion of the same technique.

ACT:
Card: Jack of Hearts: (Magic)
 Thackus, through deep meditation, absorbs the current magical knowledge, and potential
magical knowledge of all the known universe into himself as a form of omnilegence, which is psychic access to all that is, has been or will be recorded.

ACT 2: Thackus attempts a second wind of meditation to expand this knowledge into the area of Science.


         Thackus, never one to be late springs forth into creation to parlay an ACT and a Card in conjunction...As he does so mystical forces begin to feed into his eyes and ears, his nose and mouth. His hands splay forth and reveal the WEAVE ready at his fingertips! It is a web of magic that exists across the cosmos due to Bjornrogn, and through it access to all magical knowledge, sources, and invocational designs for every spell. Unfortunately, aside from the cousin magics of nature, The System, and elementalism, (including sometimes those touched by the Source) there are only his own spells that channel the power of Magic, and those who invoke his name cast these spells at will, the new generation of wizards are centered in Crucible city, near the capital building. There are four groups of roughly ten wizards in training each for a total of forty wizards, however, there are also three masters who never leave on such missions anymore and they meditate to await new spells from Thackus and often choose to multiclass as monks at this point, chaperones of the knowledge of the wizard Goh and the wizarding way, making certain that this knowledge can never be so close to being lost again, they try to scribe all they can recall. Together they make up roughly 4 percent of the population of Crucible City. Meditation is hard for the untrained mind and few choose such a peaceful lifestyle that can afford one time to meditate.

          The Arched Crucible is a brutal place to live, but Wizards and other magic users have been one hundred percent necessary for the survival of mankind here. The creatures have only gotten deadlier over the interim. The jungles of the mainland are now only a small bit of the area is used to cover, however the ape-men and their proto-tribes wage wars upon one another for territory, the gorilla vs. the chimps vs. wild men. Which sounded much simpler than it actually was in a world where all of these individuals had classes, druids and nature elementalists, as well as source blessed, often turn up at these events. Magic is used widely in daily life as well, they manipulate the world around them. It is known, however, that few animals can actually use the Old Speech, but many may focus on the intention and guide the act just as a human might speak the WORD. This phenomenon was known as Reactionary magic use, as some may instinctively contact the magical sources in random or directed ways.

          Magic has not been altered by anyone other than the Pantheon of Gods and the Elemental God Aymith. The Avatar of the Dark God can use magic though and does. The emotions of all things have been affected, however, and the after-effects of the depression that the world had gone through had been devastating. That Crow beast had been the cause of that, and it had long passed from thought and life, yet the damage had been done by the creature's spell of emotion.

          Science has barely begun and there is almost no one advancing things beyond their current level of technology, but common sense has lead to advances such as stone aged tools, clothing and writing, along with the most basic math.

          However, now it would be possible, with this ACT, for any Wizard to attempt to glean similar information. It would be called The Spell of Omniligence.

This message was last edited by the GM at 08:07, Tue 14 June 2022.
Humilis and Pax
Gods, 59 posts
Mon 13 Jun 2022
at 11:02
  • msg #3

The Second Age

Pax, in the shape of a divine Coatl, flew through the void carrying her brother on her back. For his part, Humilis remained sitting in a zen position, legs crossed and unbothered by his sisters movements. He did not have to 'hold on', as her momentum seemed to have no effect on him.

It was in this state, that the two would do their work.

"The world below is in need of peace and compassion, my sister." Humilis spoke without opening his mouth.
"Indeed it is, my brother. But we will not directly intervene in their suffering, much as we wish to." Pax's voice filled the heavens, and would have deafened any mortal creature, were they standing nearby.
"Instead we will empower our children. Give them the means to intervene on our behalf. Give them the power to show humanity, and all other creatures below, that the light above yet remains... and shines brightly."
"That even in darkness, there are more paths to power than struggle. More paths to peace, then complacency."
"More paths to survival than magic or the spear."


ACT: Humilis and Pax create a new form of power distinct from magic, called 'Qi'.

Declaration of Intent
- Simply put, Qi is life energy that is tied very closely to a beings physical body. It is accessed through willpower and meditation, and allows users to gain greater control over themselves and the world around them. Although its possible uses are not as broad as magic, Qi can still be used to accomplish a number of supernatural feats, from healing, preventing aging, jumping higher, hardening flesh, and even extending ones physical influence outside of the body (a form of telekinesis) to name a few.


ACT (Granted by Cungto): Humilis and Pax better define and enhance the 'Monk' class.

Declaration of Intent
The Monk class consists of three primary pillars, and is distinct from all other classes in several important ways. Monks gain the most experience and power by focusing on these three pillars.

 The Three Pillars
 - Cultivation of Body
 - Cultivation of Mind
 - Monastic Duty

 The Body: Monks constantly work to break down the barriers between their minds and their bodies. To train the body through physical exercise, martial arts, and daily labor not only improves ones health, but also expands ones access to Qi energy.
 The Mind: Through meditation, daily discipline, and learning, Monks seek to acheive enlightenment and understanding. Cultivating the mind also improves one's access to Qi, while also making the monk a more effective member of the community at-large, and more able to perform their duties.
 Monastic Duty: Unlike other classes, Monks are tied very closely to a set of principles and tasks that define their relationship to the world. Although these 'duties' can vary between monastic orders, the default duties are fairly universal. Monks have a duty to cultivate themselves and the world around them. They are beholden to rituals that are meant to help them focus and maintain discipline, and they have a duty to improve the world around them. Compassion and humble labors are key to a monk's life and to their advancement.

 Key Features of the Class
 - As part of a Monks duty to their order and to the concept of 'humble labors', the Monk class grants practitioners access to sub-classes that help them become more effective members of any society. These subclasses advance along with the primary class, and are always focused on humble activities, such as farming, crafting, or providing essential services.
 - Sitting in meditation for hours and hours is often just as effective a way to gain experience for a monk, than is actively fighting or taking on other challenges.
 - Martial Arts are not necessary for a monk to advance, but studying these combat disciplines can be very helpful in many ways for a monk. They help them advance and defend their communities, make their worlds better, and improve their physical pillars.
 - Expanding Qi: As a monk advances, they gain larger and larger pools of Qi energy that they can apply to improving themselves or to effecting the world.


ACT: Humilis and Pax create a special relationship between the Coatl's, Qi energy, and the Monk class.

Declaration of Intent
Put simply, Coatl's gain significant bonuses when advancing as monks. They gain experience bonuses as Monks, and greater pools of Qi energy as they advance.  But most significantly, Coatl's gain new forms and evolutions as they advance in levels as Monks. This is a characteristic unique to them. Coatls can continue to level without evolving, but they lose their experience gain bonuses by doing so.

Evolving to a new form requires two things: first they must be of an appropriate level, and second they must perform a 'great duty' or make a great personal sacrifice. These can be nearly anything, as long as the level of task completed or sacrifice made is concordant with the level and power of the evolution they seek.

There are three 'evolutions' a Coatl can gain as they advance in the Monk class, meaning that there are four 'types' of Coatl in total. Every evolution increases a coatl's size, alters their appearance, and increases their natural lifespan.
 - Levels 1 - 30, The base form of a Coatl. Unchanged since the first Aeon.
 - Levels 31 - 60, The Greater Coatl. These Coatl have gained a special mastery of their minds and bodies. They gain a second pair of wings, are larger and stronger then their base kin, and their minds sharpen, bringing them closer to true sentience. Enlightened Coatl are easily as intelligent as real-world dolphins or apes, often times more so, and tend to be fierce defenders of the weak and helpless.
 - Levels 61 - 90, Enlightened Coatl. Gaining a third pair of wings, enlightened coatl are even more massive compared to their greater kin, with feathery adornments on their heads and manes that give them a wizened appearance. They are also brilliantly colored. Enlightened Coatl gain true sentience, along with more boosts to their strength, speed, and toughness as granted by their increased size. They also gain a pair of forelimbs with clawed hands and thumbs.
 - Levels 91+, Divine Coatl. Instead of gaining another pair of wings, divine coatls instead gain a halo of pure Qi energy that sheds a great warm and peaceful light that banishes discomfort, heals wounds, calms emotions, and reveals things as they truly are. The colors of a divine coatl are constantly shifting, and never seem to be cast in shadow. They are creatures of colossal size, and gain all the appropriate stats for such massive beings. They also gain significant bonuses to their wisdom and intellect.


           And so it was! A new source of power, accessible to mortals known as "Qi". It is the power of life, mind, and body at full potential. Only the disciplined could achieve such things, and though this meant a good bulk of this power would be denied much of the animal kingdom, there were many whom seemed able to harness this power naturally, gracefully encapsulating the flow of energy. The LiMantis are a near-perfect example of this perfection of kinetic forces in motion, as the majestic cranes are another such species. The graceful cats and the bending reeds are among several others. With these natural examples of flowing Qi through powerful forms and movements, many Scholars note these creatures and attempt to learn how they harness this energy in their movements...

           Yet, it is not until the Monks of the Moon of Humilis and Pax, a loose-knit group that primarily was composed of Coatl, began to experience an awakening that signaled that something new was on the horizon. The class of Monk within the System subtly began to shuffle and mix, modifiers and features flying about to land in a very organized manner. It is set, and now it is written. The emboldened Monk now experiences many new facets of their class in their daily lives, they feel more disciplined and strong, but also wise and humble. They felt they were given the task of finding meaning, and they do this with every meditation, cultivating an appreciation for the world, even in hardship for themselves and others. Leveling for the Monks is often done while awake and meditating, sometimes they can even glimpse a bit of their own character sheets as they navigate philosophical puzzles in the dream leveling. The study was not limited to an inner search either, for they became the real scholars now, seeking understanding of the world around them, the patterns that develop, and what they indicate, committing this knowledge to woven mats of colored grasses.

          Through these studies, they uncover many of the ideas behind the natural Qi-generating animals and begin to pair them with the Monk's work. Monks soon discover how to channel their thoughts and activities through excellence in mind, body, and duty. With this cultivation and building of their minds and bodies, they found they could accomplish extraordinary feats utilizing the power of Qi. Many different styles of martial arts begin to emerge based on animals or patterns found in nature, many of which generate Qi.

           These revelations have ramifications for all humans, as well as the newest sentient beings in creation, the Coatl, who have begun to create from their seasonal nests and aeries upon the rocky mountains of their patron's moon, a winged Jōkamachi, The City of Bridges. It was a place where the winged could fly as they would, but when they needed rest, they would have it without fear. Monks across the system begin to intuit the correct path to living their lives as set by the Twin Gods. The effect of the empowered Monk class inspired some long-term gains in cohesiveness in society, as well as a shared appreciation for the world beyond the Crucible, humble enough to sift through the mire of social interaction to begin to put deeper importance on life and honor. As these various schools came into existence among coatls, humans, and eventually among all sentient, they impacted the society they resided in and much of this impact was good as AO judged such things. As was often repeated by the oldest of their class and species, Divine Coatl seemed above the petty rivalries that emerged in competition, never eager to fight, rather they taught of peace and coexistence. They often had to be arbiters of the peace between the schools of martial arts, however, survival rates began to rise both in the Crucible and in creation as a whole. Though this newly restored class was just beginning to stand on its own, it would provide much-needed salve to the world.

This message was last edited by the GM at 10:02, Tue 14 June 2022.
Ayrmith
God, 27 posts
Domain: Air, Elementalist
The Air of Life
Mon 13 Jun 2022
at 20:46
  • msg #4

The Second Age

The Ayrmith in the mortal realm started shaping his power. He started adding power into the blueprints of the slimes. He bound the new power to require a level of ten before they would gain the new traits. This would prove that they were able to survive, and act as a childhood before the slimes would have to become adults.

First, Ayrmith felt the other Ayrmith using the Jack of Spades to give the Elemental Slimes sentient. Smiling he nodded, checking to see that it was as he had planned, and they would have a chance for innocence before harsh responsibility would be put on them.

Second, Ayrmith gave the Elemental Slimes a telepathic akashic field, allowing them to communicate mentally with any other slime within range. This range was limited by the size of the slime the larger it is the larger the natural akashic field. Ayrmith linked the akashic field to the Elemental Gateways allowing the slimes to communicate with any slime with a matching element. If they were willing to pay some Elemental Energy. (With communication developing mentally it should be hard for them to lie to each other since they are only just getting sentient. Hopefully making the race very honest.)

Third, He tweaked the slimes minds to be able to handle thousand or even hundreds of thousands of voices in its mind.

Fourth, Ayrmith modified their bodies. When they reached the required level they would gain Slime Control, allowing a slime to shape its body with far more control, such as loose mimicry of animals or people. Though this didn’t allow them to change their body’s color or transparency.

Fifth, he unlocked the ability for the slimes to grow without splitting (allowing them to reach higher levels), and merge their slime into one body called a Colony Slime. A Colony Slime would gain the abilities of each slime merged into it, at a reduced rate. The added level of a skill would be level of the slime divided by the number of slimes making the Colony Slime. (If four slimes each with fifteen levels in farming, and a slime with five levels in farming joined, four would offer three levels in farming (15/5=3) while the other would offer one levels in farming (5/5=1) giving the Colonel Slime a farming skill of 13) Ayrmith also restricted the Colony Slime from having any offspring unless the Colony Slime separated back into its component slimes again.

ACT: Ayrmith gives Elemental Slimes enhanced minds, and a telepathic akashic field

ACT: Ayrmith gives Elemental Slimes, enhanced body control and the ability to become Colony Slime


Ayrmith sweeps across the world to bless the elemental slimes that existed. Some elemental slimes played near volcanoes and others slithered from tree to tree or skated on the ice. Each one felt the touch of their adoptive patron deity as they began to transform based upon their levels. The pain of the transition was near instantaneous and lasted no longer, as their awareness, mental faculties, and capacity began to swell within their cellular nuclei. They began to feel things they had never had awareness of, nor perspective enough to even comprehend. After some time, they began to learn to cooperate with one another, they'd barely been aware of one another if not for their elemental evolutions.
With an errant
"blurb"
 from one to another, the first communication had begun.

           As this occurs for the first time, a new Sentient Species is borne! This was different however, for now, they could really understand one another too. Through the power of their akashic minds, they were individuals up to a degree, then they became part of the Colony Slime, where the true intellect lay. Each elemental slime variety began to develop its own mind, one that would likely never die, and yet could not be called true immortality for it would not be the same mind in fifty years' time, being composed of many mortal beings. These minds would come to be known eventually as "The Elemental Overminds". It was an interesting development, however, for now, the Colony Slimes began to move, coordinating their individuals across the Lerret System. Some of them begin to come together, like the Earthen Overmind, creating monuments of stone and crystal in cavernous complexes under the ice sheets. They needed very little but learned to cultivate simple plants for medicinal purposes and hard times.

          Unseen in all of the activity of slime kind, the Dark Elemental Overmind fought for control of its own agents, as a force had been brought to bear upon it, one that sought to usurp control from the Overmind. The unfortunate result was confused and angry Dark Slimes...

This message was last edited by the GM at 10:45, Tue 14 June 2022.
Bjornrogn
God, 47 posts
Mon 13 Jun 2022
at 21:24
  • msg #5

The Second Age

His heavy ambling gate carries him to its' very center, where he hangs himself from barbs and thorns made from the void itself.  There, in stoic agony he hangs for a hundred years.  Sacrificing himself to himself, to gain knowledge of all that was, all that is, and all that might be.  The terrible cold, and numbing darkness assail him as he hangs there, but he is stronger than pain, weariness, sorrow, or loss.  In the dark, the light of knowledge shines honey gold from his eyes, and a Card appears before him.  With a flex of his powerful muscles, he siezes the Card, breaking through the thorns and barbs.  Freed of the restraints, he strides back to the home of the Gods.  Scars marring his once perfect flesh, concealed beneath his heavy, coarse fur.


ACT: Gain knowledge of all that was, all that is, and all that might be.

Trading a number card and an ACT for a face card.


           With the trading of the Card, Bjornrogn is assaulted by the forces of TIME, which Perenna had wrought. Even though he thought himself well prepared for such an endeavor, he is wracked by the pain of reaching backwards through time, for reaching forwards through time, and extending his mind across all creation. He could not be in all places at once, he could not exist in all times and yet not exist. He was already ETERNAL and INFINITE, and the future as ALWAYS, is merely the weave being spun into creation by the Gods. By their own wills, is creation set forth. The God then seems to invite this pain and ruining of flesh, a badge of honor in exchange for a favor from AO...

           By his Card and His ACT and his pain of WRATH, Bjornrogn becomes Omniscient! However, his eye is left bloodied and gone, a stink accompanies the bloodied hole...lost far in the future, where on the last day, he might reclaim it.

(OOC: Sorry Bjornrogn, I'm not going to summarize Creation for you again. ;P)

This message was last edited by the GM at 10:59, Tue 14 June 2022.
Plutocrus
God, 89 posts
Tue 14 Jun 2022
at 05:07
  • msg #6

The Second Age

There was a darkness and a cold here that went beyond the physical ice that covered the land. The peoples' spirit was likewise darkened, burdened with the heavy weight of the world they now lived in. Even the Humans, so proud of their sentience and villages had reverted to barely more than the rest of the animals.


While a significantly powerful transmuter could transform ice into other things, and even fire could turn ice into water, it would take a different kind of transmutation to save their spirits.


The Power of the Alpha's Rite was given to him, and its orders clear. If life was to find its own way, it must do so through the classes. Perhaps it was time to introduce a new concept to the System.


Plutocrus set about designing a new sort of Transmuter, one whose words and music would change not the physical elements around them, but the spirit of the listener. Their Charisma would bring Hope to the downtrodden and their jokes and songs respite to a weary soul. They could travel the lands, and thus learn many things. Their stories would not just amuse, but could be educational. Learners of Lore, Tellers of Tales, Musicians of Morale. This new kind of Transmuter would bring a light that mere physical darkness could not dispel.


Thus he set about to add this to the System. They wouldn't be ordinary Trasmuters, but a new sub-class. He hoped the idea of derivative classes would be design space he could explore later, so working it into the rules now, rather than trying to make a new Class seemed the best way.

And he would call this new class, "Bard".

He hoped it would be enough. The physical ice still worried him, but this must be done in life were to really Live again.


ACT (Provided by Cungto): Plutocrus makes the Bard a sub-class of Trasmuters and gives them the power to bring joy.

             With this ACT, the class of Transmuters that previously had only changed physical properties of things now had a subset that relied on high charisma scores and their skills at storytelling or perhaps performance. Such things were only just begun however and few beings yet understood such things as entertainment. Still, much of it at the start was merely intuitive, for crowds began to gather around the campfire when once such transmuter began to expound on the wonders of metals, or natural wood elemental mixtures. Those who gathered felt comfort and warmth in the telling of the tales and in doing so lifted their spirits. Their alchemical jokes aside, these new Bards often are seen as "one of the best things to happen in recent times", and were often talked about prior to their appearance at a venue, for by lifting spirits they improved societal outlooks. They were often employed by dojos as well, teaching as performance art, which had mutually beneficial outcomes. The Bard could easily learn new skills in the martial arts, while the monks often became better learned in the tales and histories of the denizens of the lands, often recording them onto tablets as well. Both among humanity and among the Coatl and even the slimes, such a boon had come to change the tide of depression that had accompanied the darkness that swept the lands, soon many felt hope and wonder once more.
This message was last edited by the GM at 05:07, Wed 15 June 2022.
Cungto
player, 31 posts
God of Luck
God of Games
Tue 14 Jun 2022
at 16:58
  • msg #7

The Second Age

Cungto's First Acts would revolve around the 5 Classes. He knew the 5 he laid claim to needed core abilities. The Question was Order, The Gambler, and Trickster were classes on the chaotic spectrum, and with his work on the Tomeborne, he felt he should work a bit on the 'Orderly Classes.' Thus he turned to the Lawbringer, the Farmer, and The Earthen Defender, his rationale wasn't sensible, for which ones to go first, but He felt a Compulsion to work on the Lawbringer and The Earthen Defender First. He knew they wouldn't be the most potent classes, for, with multiple classes and the same amount of Acts to send, he had fewer acts he could spend on each one.

Thus, He Turned to the Earthen Defender to start this journey of class empowerment, he saw great potential in their Force Field Magic, Squandered for Now, and one thing needed to change.

As Earthen Defenders became more and more powerful, They'd gain more ability to Manipulate The Forcefield Magic in the Moondust. Allowing the Moondust to react to other materials and change it's detection parameters to create complicated Enchanted items with proper Applications, a Gun of a Sort, and Force-Shields were just some more militaristic possibilities. With proper Force Application, they could create pseudo-constructs that pushed in specific ways, bats of pure force, wheels that never stop spinning,  and the like. Heck, even creating a compass that points to nearby sources of Materials.

Cungto Gave The Earthen Defenders the Access to Manipulate Forcefield Magic to make magic items.

         By Cungto's will it is done, however, there are only a few who understand how to find any source of the Moondust and even fewer who have any experience digging for it. The sentient races of Lerret do not possess the skills necessary for mining, nor do they have the capacity at this time to form alloys or any metallurgy of any kind. Finding the Moondust is for now, the greatest of all challenges, for though much can be sensed within the hills and beneath the ice but reaching it is another matter entirely. Some of the earth elementalists have discovered ways of getting into some of the lower stratas but for now, they simply did not possess the necessary will or skill to be able to break through the deeper rock layers for the thin layers of Moondust found here and there from ages past.

         There is only one decently sized source currently available to the people of the Crucible, it was the dry northern slopes of the Chained Mountains and it was always a dangerous trek full of hardship and potential loss. Therefore the people who head there are the toughest of the Earthen Defenders and usually at least one elder, who could feel the moon dust's fields beneath the soil and rock when they were close enough.

This message was last edited by the GM at 02:30, Fri 17 June 2022.
Dadacar
God, 59 posts
Tue 14 Jun 2022
at 18:44
  • msg #8

The Second Age

Dadacar recalled his promise to Cungto and so the endless pyre turned its attention to those who would be priests.

Dadacar removed a piece of himself, a small bright flame, and let it hang suspended in the inky darkness. He began to shape it, like a potter would a clay vase.

The flame surged suddenly, big and bright, but most of all hot. Hot enough to burn away even the ethereal. It burned clean, which meant a towering flame that acted as a beacon for all to see and as guidepost. The flames roared and fought, fueling each other in s swirling dance of arcing cosmic fire.

His flame-shaped Dadacar saw it split again, and again until it became thousands of pinpricks of light. He cast it down to Lerret to empower the priests.



ACT 1, courtesy of Cungto: Faith in Ideals
Dadacar creates a new form of power known as "Faith." Faith is powered by a sentient being's devotion, adherence, belief and the way they exemplify a given metaphysical ideal.


Ideals that power faith require significance. Not just the soft beliefs of men, but it takes the belief of a god to truly make an ideal powerful enough to draw on. Dadacar considers the many things he and his siblings believe but knows that for himself there can only be one choice for the first Ideal.

On the north side of the Crucible Plateau a great iron column rises from the ground. Perfectly smooth it bears an inscription just out of reach of the tallest human. The letters seem to be part of the column itself, not merely draw upon it.

The letters read: CONFLICT

Act 2: First Ideal

Dadacar creates the first Ideal, CONFLICT.
Conflict is defined as any endeavor that pits two forces against each other. The Conflict Ideal is subdivided into WAR, which covers all forms of violent conflict and CONFRONTATION which covers all nonviolent forms of conflict.



In the future Faith will power the many abilities that Dadacar and the other gods will bless the priests with. But recalling Cungto's idea of souls, Dadacar knows that there is one gift they need above all others before he can put more energy into their gifts.

ACT 3: Grant priests the power of Holy Fire
A priest of any strength who embodies any of the current or future ideals can expend a small portion of energy to burn an errant soul that is unattached to a physical form and return it to Lytek for repurposing.



              So it was, the first sentient to gain this extraordinary blessing was a Priest Coatl who had been travelling the world in search of a cause to champion. He was strong and wise now, for he had seen much and navigated the Grand Stream, a name he'd coined for the stormy passage between world and moons. This Priest was called Sessro, he found himself following the path of the Saberlions, who had followed the herds wooly gigantelope on the ice as they meandered between the oases of fertile grasses. He watched from a safe distance and unknown to the felines. They hunted as a group and traded many of their own lives for many kills. The food gained however would sustain the entire pack for many weeks. As he studied their patterns, he found something interesting, for CONFLICT was central for any meaningful interaction. The Ideal of Conflict resonated with this Priest and he soon gained a new feature, as he began to swell with more certainty, so too did he rise with the FAITH he'd gained, and belief. He went back then, to the cities of Coatl that had begun to spread around the high mountain aeries on the moon of Humilis and Pax.

             When the Pillar of Conflict rose from the ground, all those within the Crucible fell upon their knees and muttered in worry superstitiously. Yet, some among them were drawn to it, the Priests of the Crucible gathered around it, noting it's value and craftsmanship of perfection. Then they note the characters upon the stone and wonder at it's inset letters. One Wizard looked upon it, knowing of the writings of Goh, relaying its singular word, CONFLICT, so they might understand. The Priests gasp at this news, and fall upon their faces as well, ruminating for long hours on the meaning. Finally, one Priest stands and pledges to this IDEAL, it is the only thing he can think to do, but in the doing of it, his mind is opened to the possibilities of CONFLICT; against a predator, an enemy, against the world and other people, against himself. By controlling the conflict, one may control the story. So the Priest leads the others in learning about CONFLICT in its most basic concepts.

             Soon each of the Priests of the Coatl and the Humans begin to utilize the Holy Fire to defend the settlement from ghastly apparitions which seem to spawn spontaneously around the camps often with no warning, day or night. It is a frightening reminder of those who were gone, for they did not have the same grasp of reality as they might've had in life, in their Soul forms, they were much more representative of a single emotion at a time. The angry ones could be quite scary. Still, this went a long way towards the controlling of this "soul pollution" that had begun to pile up everywhere.

This message was last edited by the GM at 05:00, Fri 17 June 2022.
Thackus
God, 87 posts
Wed 15 Jun 2022
at 00:33
  • msg #9

The Second Age

Thackus looked on the World Down Below, Lerret, with pain in his heart. There was now a terrifying suffering for the dead, who's souls were burned for power by some priests. Thackus wished for those whom he gave emotions to, to live in joy and peace after their death. The fact that there was no such a place for the dead, in such a terrible Age of the world, saddened him further. Thackus'es tears became a rain on the world. Through his wish that the people live in delight, peace and joy beyond death, those who died could now live in such conditions for eternity. Adhering to the following virtues are ways that Thackus judges the dead as fitting for Paradise.

 The Virtues:
Love/Good Will, somewhat interchangeable. For example, a Mother might give her life in child birth to see her child live. A grand parent can give up the last remaining years of their life so a child could live past an illness to see old age. Love and Good Will are just ways that define someone as a good person, Loving/Good Will towards others is defined as wanting positive lives/good things for others.
Good Will might be "Whoah, I see those pilgrims being invaded by goblins, I need to stop it. And then suddenly the goblins all fall asleep.

Note: Sometimes Good Will/Love can be called "Mercy", which means that someone who has incurred the wrath against themselves for injustice, bad will, dishonor, or disorder can receive goodness rather than penalty for their misconduct. Although mercy is not guaranteed for wrong doing, even if someone is remorseful for their actions, mercy on the wrong doer's part against others nudges the chances for mercy for them to go there way.

Honor would be a reward for positive/pleasant change in society or individualistic. A toy maker providing for a village's children/an orphanage could be reincarnated and have a very happy child hood, or perhaps have many happy children and be in a happy family. A person who saves the life of a rock climber, grabs them and pulls them up, years later is saved from a great fall by a giant eagle. In other words, Honor is a reward's system for behavior. Dishonor, is the violation of someone's state of innocence or reward.

Justice, seeking out threats against communities, and individuals based on deeds already done. Since no objective morality exists in this setting yet, Thackus sees things such as sexual violence, significant violence in general against those who are generally peaceful, innocent, or at least innocent towards the offender can be punished with what is defined as "Justice". However, in some ways that almost contradict the first sentence, Justice can be carried out against someone who merely has dark thoughts towards their neighbor/anyone else. In other words, injustice is an offense against someone's innocence.

Order is more based on societal laws, and don't necessarily punish someone but might bring about change so that they won't transgress laws. However, Order can be interchangeable with Justice, but is more mutable than the latter. Thus, Order is usually based on punishing transgressors against the law (In this life), and creating laws. Keeping people in line, and thus bringing order so they obey laws, is generally "Ordered" or "Lawful". Adhering to certain ordinary laws in this life can also increase pleasure and joy in the after life, since the obedient are enhancing THIS life by participating in society.

ACT: (A Pantheon ACT) Thackus creates Paradise, a positive state of mind, existence and transcendence, serving as the final destiny for those Thackus sees as fit for living beyond death.


         Then, there came a boom and a crack of lightning as a singularity appears to coalesce between the areas of the orbit where the bands of souls can be found swirling and streaming their emotions across Lerret and the Chessboard. A wide flat disc begins to form, a two dimensional space is created, wherein all the souls in existence begin to fall towards, who had also redeemed themselves via one of the Virtues of Thackus. Of course, this ensured that the Priests of Dadacar's Conflict Ideal would have plenty of kindling for their future endeavors. It can be seen only on the last day of each month as it glows weakly. Within, each soul is rendered into it's basic concepts and memories, the very core of each being and it is free to live within its best memories for all time. However, now it's soul matter could be recycled with a nip from Lytek and a standard recycling protocol.

        The souls of the dead who were once humans, often pass on whispered bits of celestial wisdom, and the Magus seemed to be the best at learning this information, but wizards who dabble with ghosts often get labeled Necromancers, which is the despised usage of the souls of passed family members.

        As this ACT is utilized as a spell, it often grants an amazing but random boon based on the situation. Some priests also come to learn of the IDEAL of VIRTUE, and some even begin to follow this path, unknowingly following Thackus.

This message was last edited by the GM at 06:00, Fri 17 June 2022.
Dadacar
God, 62 posts
Thu 16 Jun 2022
at 02:13
  • msg #10

The Second Age

Dadacar looks around at Lerret and the 9 moons. As he does so his presence shifts. As only a child of AO can do, Dadacar splits his godly being, casting himself off into the universe. Once the Sunstar is a faint light in the distance does he stop himself.

Dadacar looks around in the cold empty void and removes a fraction of a fraction from his celestial flame. He tames the tempest of fire, smoothing its edges to a roiling sphere. It glows a dark angry red commiserate, but it's small and the area of space it warms is limited.


Dadacr hangs this new sun in the sky and admires his handiwork

ACT: Dadacar creates the second Sun, Khepri.

          AO watched then with pride as one of his gods set out to expand the cosmos once more. This new Sun would be darkly lit and yet deep into the infra-red heat, its light would bake anything too close but a similar world as to that of Lerret could exist at half the distance to the dark star as Lerret was to the Sunstar. While Dadacar rested, he witnessed a wonder, for bits of floating debris already began to fall into the new star and some found a simple orbit.

         As was often with stars of such a type, these stars would last much longer than stars who shined much more brightly but lasted half as long.

This message was last edited by the GM at 06:09, Fri 17 June 2022.
Plutocrus
God, 91 posts
Thu 16 Jun 2022
at 07:12
  • msg #11

The Second Age

Observing for a while, Plutocrus is losing confidence in the idea that the mortals could restore the world, let alone would try hard enough to do so.

"Perhaps what they need is a fresh perspective. A mindset untainted by the existing societies and preconceived mindsets."

He sought to bring forth a new creature that could aid the people, and push them into new ways of thinking. Who to manipulate? And How? He cast his gaze over Lerret. The slimes were clearly Ayrmith's project; and it seemed that Cungto was taking an interest in the TomeBorne. Humans had a lot of the traits he would want in a new creature, but they were the very creatures he was trying to diverge from.

What if... Instead of Divergence, Harmonization? Instead of changing the humans into something new to force new ideas, which wouldn't really work to get them out of their old ways of thinking anyway, he combined their physical attributes with another creature to make a wholly new thing?

His gaze fell upon one of his creations. Though trying to hide from mortal eyes, they could not escape his one unblinking eye. Of course! Deep in the water, in some of the last, warmest places remaining on Lerret, they would be the perfect ones to use. With a bit of a thought he plucked up some squid and octopi and extracted a bit of their genetic codes. Then the same for a human.

When he mixed the results with a bit more of his ink, and a lot more power he crafted them into a being that was neither a Cephalopod nor a Human, but somehow was indeed both. As their parentage dictated, they were beings of two forms and they could switch between them at will. Well, the older ones could anyway. It was a bit of a learned skill and their bodies needed to grow into their power.


In their human-like form they were short bipeds, around 2-3 feet tall, with hands and feet in the human style for the manipulation of tools. They had pointy triangular ears coming off the side of their heads and their 'hair' was actually their tentacles from their cephalopod form. this 'hair' could change color with the ink they produced, to aid in camouflage or visual distinction. They could also change their skin or eye colors though it was as instinctual as the 'hair'.  Around the eyes he gave them masks, black rings around their eyes that connected in the middle of the face above the nose.

Though in this form they were as watertight as the humans, they had special internal organs that allowed them to excrete ink from their skin. without any sort of technology to focus it, the range would be low and relatively unconcentrated, but it was still a useful ability.  Also it was worth noting, even in this form they didn't have bones, instead basically having tubes and muscles to give them their shape.



Then there was the cephalopod form. In this form they could swim through their ink at least twice as fast as their humanoid forms could run, and were capable of using that momentum to jump great distances while quicky moving. If they took the time to build up pressure and launch themselves they were capable of sustaining a limited sort of flight for up to 5 seconds.

If they could master the swimming motion necessary they could even swim up walls, so long as the walls were coated in ink. They also possessed amazing camouflage in this form. If they remained unmoving in their ink, they were virtually undetectable. Even moving only caused a blurry shape with ripples in the ink. It was a form for great mobility and stealth, but none of the offensive capacity or tool use of the humanoid form. Another side effect was this form being in ink greatly stimulated it's ink production organs.

These forms were simple in design, but here showed the first distinction between more than just males and females. The forms derived from squids had pointy heads and 10 tentacles coming out of a monochromatic form with large eyes. The ones derived from octopi were rounder, and only had 8 tentacles. It was a small difference, possibly only enough to notice if you were paying close attention, but Plutocrus wondered if having the two distinct groups would cause any interesting dynamics in the species.


Then there was the mind of course. Without brains these would be little more than magic cephalopods. He needed to make them smart, and give them enough intelligence to compete with the humans and other animals that already had a head start. He would need more power than AO's ACTS alone gave him. He would need the power of the card.  Setting up 7 Diamond defense grids to ensure no-one bothered him during this sensitive and delicate task, he set about using the power of the cards to imbue knowledge, thoughts, and personalities onto ink.


Once they were done the only remaining thing would be to seed them along the beaches, where the land was still warmest and see that they established their first settlements.


Oh yes, and to get everything set up in the system. They were lucky as a God of Wealth Plutocrus didn't mind filling out metaphysical equivalent of paperwork. Otherwise they might end up doing who knows what.

The Squid ones he'd name Inklings, and the Octopus ones, Octolings. It seemed an interesting enough mechanic. Then There were the stats. They were smaller and mor agile than humans, and surprisingly charismatic. But their small size didn't do them any favors in the strength department, they were a noticeable bit less strong than Humans.

As he recorded their racial attributes, he thought he would add another small bonus in the system. If one of these Ink-People chose to be a Transmuter (including subclasses) they would find it a bit easier than the other classes. A "Favored class bonus" if you will. It may not have been much, but he hoped it would give them a bit of an edge.


ACT: Plutocrus will make the Ink-people.

CARD: He uses the Jack of Spades to make them sentient, 7 of Diamonds as the Ante.


        As the first Inkling and Octoling gain sentience they hide from one another, afraid of their differences. They are wrong to one another, not the same. This kind of mentality fueled their rise in power and numbers. Competition was healthy, and they didn't resort to violence until Ideals were involved. Shifting to their humanoid forms made them better able to stand to be in one another's presence, therefore it became popular to visit the opposing city but in their humanoid form as tourist and trader. So it was, in the beginning, Ink-people created twin cities, the Inkling city of Centa and the opposing Octoling city of Otto. Centa and Otto were situated with a great river between them on the mouth of the river into the ocean. Otto grew to become an impressive fishing village, while Centa was becoming somewhat industrialized by the sheer amounts of materials they could find and bring to transmute with their larger force of them.

       Unknown to them and the Humans, the Ink-people lived on the southernmost edge of the Northern Continent of Lerret, while directly south was the Chained Mountains, home of Humanity at the moment.

This message was last edited by the GM at 09:09, Fri 17 June 2022.
Cungto
player, 33 posts
God of Luck
God of Games
Fri 17 Jun 2022
at 03:17
  • msg #12

The Second Age

Cungto saw the Defenders' plights and the lack of resources for that class. The Races needed some means of Taming the Wild's and not just temporarily controlling them. There was a path another Class could take that might prove helpful in this: the Farmer, the food provider of the Tribes. They were the ones to work with plants, and all they had to rely on was mutation.

Three gods had worked on mutation, yet it was still chaotic and untamed. Cungto himself had brought it into being as an aspect of the System, while Humilis, Pax, and Bjorn had added much more control and length to its sporadic and sudden nature. Some could argue that the Farmer was hampered by their meddling. Cungto knew differently; for the control and Genes, they had introduced the Basis of this ability.


Cungto Would Call the Farmer's Core Ability Genetic Modification, as they'd be changing the genetics of the Creatures. However, genetic modification wasn't a fast process, as it required careful maintenance of the parents to alter what the plant and animal children would be. Genetic modification was a great facilitator; however, as all mutations by the Farmer, if they took good care of the plants and animals, would be intentional.

Of course, intentional alterations of plants and animals through their young meant faster breeding and more accessible maintenance of life would be more adaptable. But, while this is true, the more features they had would require more resources to maintain and grow up, to create more of its kind.

There were problems to this Cungto saw, intentional mutation meant that Great and Terrible Beasts would become available, and Sentient races weren't the only creatures who could care for other animals, nor the only ones that would gain the Farmer class.

But it did mean Farmer could make wonderful and Stupendous things. From Apple Pie Trees to  Cherry Bombs and Manticores. These would be an excellent way for farmers to grow food and provide much more.


This great ability would start weakly, and grow more powerful in how they could twist life to their will as they level in the Farmer class.

Cungto Gave Farmers the ability of Genetic Modification.

          This new ability of Farmers was quite the interesting development and it signaled a new era for humanity in particular but all sentient kind even, most terrifyingly, the Tomeborne. For with the power of creation it meant far more responsibility, as many follys would ensue. Herein, a tipping point had been reached and the Scale of Order began to tip towards chaos, but for now, it was very slight. Many new things entered the world in these following days.

          As the Farmers of many regions began to use their newfound gifts, intuiting changes in various gathered vegetables and fruits unknowingly. Not only did they find that seeds had sprouted where they left their waste refuse, but also that it was more fruits and vegetables that might be gathered rather sooner than later. A disgusting discovery but one that would change the world. As Cungto had foreseen, these farmers began to tame the wilds, finding ways to cut back the brush, and irrigate, caring for these plants began to create a rift also within the Crucible for many that had engineered these first fields had required much land to do so. Many began to talk of leaving this increasingly crowded place. One farmer brought a canine that had followed him home for some scraps of food, the farmer was intent on caring for the pup and domesticating it someday.

          It was never discovered that the dog was also a Farmer, and secretly sought to create the perfect good boy family, first he started with the young. He protected his good boy family as best he could as they gathered for him, providing many scritches and meaty bones, he lost a few here and there, but he ensured those little babes made it to adulthood...

This message was last edited by the GM at 09:37, Fri 17 June 2022.
Perenna
God, 27 posts
Fri 17 Jun 2022
at 14:34
  • msg #13

The Second Age

Awaking from her slumber later than the other gods, Perenna adopted the shape of a palm-sized orb of light and took to the Void once more. Stopping in Lerret, she pondered on what type of lifeform she could create, then she took inspiration from her form and created several copies of herself.

Perenna creates wisps

     At first the people who wandered thought they were ghosts, but as they drew nearer they pulsed brightly, lighting up large areas of the countryside. Those who eventually ventured towards the villages and towns were very curious and sought to answer the question, much like a dog or cat might, "just what is in the dark here?"

     They floated on cushions of air it seemed, but rather they had direct control over their forms, they could when they wanted to, nudge things and zap things with the sting of light. This allowed them to wander almost anywhere, being between an apple and a melon roughly in diameter. Such things were unruly however and did not appreciate being shooed away much. As the first light-energy beings, so long as they were bathed in light, they could grow and reproduce, while being in darkness was a bit like a great fasting. At that point the light you had was all you had, and if you expended all your energy before being able to charge up again, well that was it. However, Lerret was not totally dark even at night, they just had to watch out not to overdo it, for they did eat less light at night.

     In this manner now, they traipsed across Lerret, drinking in sunlight when they were able and starlight and the reflected light of the moons. They did end up spreading light wherever they went, which was most welcome by almost everything in the world. The only trouble they had were the pesky humans trying to trap them and the Coatl who tried to eat them experimentally. Aside from the plants, they were among the most chill creatures in the Lerret system and soon they accidentally spread to other Moons by storms or as unfortunate accidental wayfarers to the Archive.

This message was last edited by the GM at 05:47, Sat 18 June 2022.
Cungto
player, 34 posts
God of Luck
God of Games
Fri 17 Jun 2022
at 16:07
  • msg #14

The Second Age

Cungto looked upon the Last of the 3 Classes of Order; this one was Law incarnate and thus was given an ability to match. They would have the power to impose their order upon others. The Lawbringer's control would only work on people seen as disruptive to society, under the court of law, no matter what the court may be.

This control would give them a certain amount of weight compared to the amount of chaos or disorder they brought to the stability of the City they held. But, of course, it would have more weight if this were an agreed-upon punishment beforehand.

Despite those factors, these laws and commands could be anything, from making them physically incapable of doing the Act again to being forced to stay within certain areas or do certain things. It could cause them to speak in specific fashions or the like. Anything they could hypothetically do, the Lawbringer could force them to do or not do under certain conditions. Including feeling certain emotions such as pain.

Cungto knew the Sentients would use this badly; however, it was probably the most effective way a Judge could stop someone from committing the Crime Again.

This control would start off weak, and become stronger as they level up.

Unlike what others may consider this had an Effect On Experience, For Chances of success was one of the core tenets of experience gain, and the restrictions The Lawbringers would bring would impact their chances to succeed, allowing higher xp gain when they did succeed.

Cungto gave the Ability of Penance to the Lawbringers.

        The First Law had been: "Do not commit murder of your neighbor's animals or family, nor they themselves." The Lawbringer had been marching for years. He'd been mistreated and spat upon, just for doing the thing he was blessed to do. Sure many despised him, because he put away friends or worse, but the Lawbringer was a man of the common law, that had slowly been developing over these past few years. They had organized first as warriors but later as the power had washed over them, as practitioners and arguers of the common law. More appeared later as new people chose this path. Still others felt the power of Authority often too much and harsh rules became the norm, but this was mostly out in the wilds, not in the more civilized towns and cities.

        They were enforcers sure, but their goal was to eliminate crimes of evil. No one was forcing them to do this, but they reasoned that the law abiding people would be powerless to stop bandits and thieves, for the vice of greed had grown up upon this very trail. He knew that as he drove east he would find the ones that killed his parents on a road like this one. After many human blunders and near disasters, he finally caught up to the gang that had murdered his parents and left him to fend for himself on the road. Now that he had them he threw back his hide cloak and showed them his badge clearly showing his marked out name, insignia, and the Pillar of Law, yeah, he was a Lawbringer. He was bringing them in for the rich reward the family's of several victims had contributed to including himself. He commanded them to LAY DOWN, they were ARRESTED. Much as they tried to resist, they were compelled to obey, but only if they'd broken some law, which he had witness to first hand. When he took them in they cried and wept as they were brought before the town to be punished as they saw fit. He would hand the sentence down unto the men himself.

        As he collected his reward, he thought of the countless lives he'd probably saved. He withdrew from the sack a bundle of honey ricemash cakes which he greedily ate.

This message was last edited by the GM at 06:22, Sat 18 June 2022.
Ayrmith
God, 31 posts
Domain: Air, Elementalist
The Air of Life
Fri 17 Jun 2022
at 16:20
  • msg #15

The Second Age

Ayrmith appearance shifted into a small rain cloud, for he knew what he was about to do would rob nine innocent slimes of the childhoods that he had meant for them to get to have. But to create the right effects he would need to make sure this would work. It was time to repair a few issues that the last ACTs had created. He hadn’t meant to create an Elemental Overmind for each slime element. This wouldn’t have been such a problem if the dark god’s avatar hadn’t been trying to actively take over the Dark Elemental Overmind, along with the dark slimes that made it up.

Then it was time, and Ayrmith resolved to increase the race. He took nine of the youngest slimes, to young to even have reached level ten yet. And he started to guide them, upon a path that would change their lives forever. With a feather light touch he guided them. Leading each to choose a different main element, and for them to choose the lord class. When they had grown into their own power he brought each of them together. Ayrmith then showed them how to fuse, keeping their minds their own, while their souls, and slime merged. Then he helped them to balance their elemental alignments so that they were all balanced. This was the first Slime Fusion.

Ayrmith could predict what the effects would have been if he had simply allowed the fusion to be. It would also be a gateway that all slimes would be able to access, allowing rapid colonization or rapid evacuations (A Slime Fusion could create any elemental environments strong enough for an Elemental Gateway). They would be able to sense the strength of each of the elements, and understand when they are out of alignment.

But Ayrmith knew that it wasn’t enough, so he kept adding to what Slime Fusion would be.
He wove his power though this connection showing the slimes how to draw on the mental and elemental fortitude of the Elemental Overminds, then how to overlap each of their Power into an elemental shield to cover all slimes with nine elemental shields equal to the Elemental Overmind’s. (To make it very, very hard to elemental control any slime, without having mastered every element to a master level. This should also fix the Dark Elemental Overmind.) To maintain Elemental balance all the slimes in the Slime Fusion would have to gain Element Cultivation at the same pace.

Then Ayrmith decided to add more, now it was time for the limitations. He didn’t want the slimes to be elemental tyrants able to enslave everyone else. Class abilities of the slimes wouldn’t be able to draw on the Elemental Overminds for extra strength, or power in their effects. Ayrmith made the fusion eternal, in life they would be unable to separate, and in death their spirits will still feel the connection and be drawn together.

Finally as a safeguard from any more Overminds popping up. He limited the connection so that the Elemental Overminds couldn’t merge through the connection. They would be able to communicate but only indirectly through their slimes.

ACT: Ayrmith gave the Slime Fusion.

After the creation of the first Slime Fusion, Ayrmith knew that the Elemental Overminds would now know how to create more, and maintain the new connections between the elements, and maintain the new mental shield that would benefit them all.  But a new fusion wouldn’t be enough, If they were going to survive and grow they would need insights into how to grow beyond their element. They would need to be able to make a true colony that all the slimes could live and grow. The slimes that had elemental homes would make for good satellite cities, places for young to grow and develop for their chosen element.

So Ayrmith began speaking conveying thoughts and insights into the thing that he told the slimes. To the highest tier of slime elemental cultivators, he told them insights into how to grow and use their abilities. The next highest tier was told insights about their abilities but was also shown other paths that they could still follow without losing from their current development.
The next tier was given less insights about their abilities but more about the other paths that they could follow that would grow the race to a larger impact then the master elemental cultivators. The youngest slimes were told to of the different classes and that they should make sure that they were balancing them out as a race.

Then Ayrmith spoke to every slime at once, “There are many paths to development of a civilization. Technology, Magic, Elemental Cultivation, Qi, Full Religious, Transmutation, and others, all are possible ways, but not don’t forget to use your natural advantages. You don’t need to bow your heads to a god if you don’t gain from it, you don’t need to make an Ax if you can chop a tree down by searing through it with fire or destruction. Choose a path or several but don’t waste your time and power for less than what you already have.” He paused his voice growing firmer, shifting from a friend talking to a parent, “To truly grow you must unite, every element is critical but must also be balanced. Create new cities on land, find areas near water, volcanos, and creation. These cities will be the places that you will meet new races, and develop new skills and abilities, learn the classes that I’ve already told you about. ” Before leaving the Slimes he spoke to the newly fused slime, his voice shifting to be far sweeter then it was before, “I would like you to be the founder of the new cities, you have the power to create environments to allow any slime to reach you. When the slimes as a race have grown I would ask you start the task to repair the world’s elemental balance to the best of your skills and abilities.” Finally he spoke to the Elemental Overminds, “Grow in power, but don’t let your relations fracture, maintain the Slime Fusion, create at least one per generation. They are the key to the new Elemental defenses for every slime to keep from being taken by Lord Class beings. They also allow you to move as a race quickly if you need to. Don’t forget.

Ayrmith faded from the world it would take time to see the effects of his speech.

ACT: Ayrmith gave insights on abilities, classes, civilization paths, and purpose.


           Ayrmith blessed the Slimes yet again with an adjustment to the Slime Fusion, now fine tuned to prevent them from losing themselves to the larger groups of minds. The new Fusions were composed of many elements able to utilize all of their abilities and individuality, though the winds of the mortal cultures still guided them as the Overminds were want to do. For the most part, each slime was compartmentalized from the Overmind activity, using only a tiny portion of each mind to operate. The Efusions were the ultimate elemental in many senses, capable of utilizing any element equally and very formidable as they could take on nearly any shape cooperatively, the SubSlimes were abandoned and replaced with the more effective Efusions for they truly were amazing and powerful and held no affiliation to one element, they were truly a people without division now.

           Then the God Speaketh unto these Slimes, conveying words of wisdom and meaning. The individual minds were nearly destroyed by the image seared into their brains, like King Aruun they would be damaged but not irreparably. Their saving grace this time was the powers of the Overmind, which had now come to block out the Dark God, the limiting factors in play ultimately wrested control from the dark avatar. Indeed it had also saved the sentient slime individuals from having their brain-nuclei popped by the sheer magnitude of a God whispering into their ears. It must be never assumed however, that casual contact will be sustained by a mortal race, it is always a roll of the dice. Thus the story of how the slimes were all very nearly driven mad by direct exposure to divinity.

           The words rang out and every slime did wobble a bit and raise a noodly appendage or three. A strange kind of singing began as they began to absorb these words. They blurbed before and after the worktimes now. The Overminds were awed by this communication and immediately set out to begin their crafting. First, the new Efusions met and began to design a large efficiently shaped city, something that would allow slimes to occupy spaces at the very limit of each akashic field, by now they had well mastered knowing this distance. This city was placed on the N.Continent, near the great Equatorial Swamp. In this way they began, a spiderweb of communication, at the behest of the Overminds, they centralized the Nucleus of the City, a center from which the Overminds could oversee the menial tasks coordination, small fusion pairings of two or three often made up the bulk of the labor force. If they ever got the chance though almost any slime would give it's spiracles to join an Efusion, since they were akin to being married and the commitment eternal but also celebrated. Each Efusion has an accompanying ceremony where the colony gathers to witness to a great advancement in fame and fortune. Then what follows is the ceremony to give thanks to The Elemental God!

          The Newly fashioned Efusions were celebrities amongst the slime cultures, all knew who they were but it was still a treat to make eyestalk contact. Much of the Efusion's powers were directed at this time towards the goals of securing a place for the slimes civilization. They had been given direction and now they were inspired, apart from their construction efforts, which were already the best in the world, they also had grown more interested in resources, for it was no small task to feed so many slimes working together. The Overminds at first had a difficult time working together, but soon they began to share more ideas, resources, knowledge, and even slimes between one another if help was needed. This resulted in the design of the extended supply line, this extended their communication system another forty kilometers, to the site of their food production zone on an open grassland. Elemental Slimes who were not Lords also participated in these events, for it was all for fusion! There was a righteous zeal in the air.

           Together they began to prosper, as the city began to form veins of materials being moved to and fro, buildings growing, population increasing resources growing, the need for food intensifies. Luckily, some of the colony providers who is also a Farmer has been working on some ideas and was eager to showcase some soon.

         Between the Slimes they call this city Spectrum on account of the flashing of elemental powers at all times, day and night.

This message was last edited by the GM at 09:33, Sat 18 June 2022.
Dadacar
God, 63 posts
Fri 17 Jun 2022
at 17:53
  • msg #16

The Second Age

Dadacar admired the comparatively small flame against his own, but only for a heartbeat before moving on to his next task.

In that sweet spot similar to where Lerret exists, a crystalline dot appears. As Dadacar poured his focus into it the microscopic blip grew. As it grew it became more apparent that it was not a crystal, but a drop of water.

And the more focus Dadacar put forward, the more it expanded. Swiftly it went from the size of a house cat, to a tree. Then a house, and a mountain. Soon it was as big as Lerret, but it didn't cease. Twice as big. Then three times as big.

Finally, when it was just over three times as large as Lerret the sphere of liquid water ceased its growth. Skin began to form on its exterior, hardening to a clear protective cover.

Dadacar set in orbit around Khepri and waited.

Act: Dadacar creates the water planet Abedus and set it in orbit around Khepri.

           AO saw that this too was good for a time. A new kind of World hath been wrought! For a water world would sway from gravity perturbations much more than a solid body might, and so wisely Dadacar enclosed this water in a pseudo-skin of a seemingly moulded glass variety. Holding back this water would cause pressures to mount within this sealed environments, for even on the light side facing the dim star it would be several hundred degrees with no mediating atmosphere. The glare of this clear shiny coating could be seen even from Lerret because of it's powerful gleam, some mistake it for a bad omen for the reddish light it emits. Whatever Dadacar had been preparing to do, AO hoped he would finish in time fore it seemed that time was not on his side!
This message was last edited by the GM at 10:11, Sat 18 June 2022.
Thackus
God, 89 posts
Fri 17 Jun 2022
at 22:02
  • msg #17

The Second Age

Thackus looked on the conditions of the world. There were no healing plants that the people could use for their frail bodies. They lived nasty, brutal, short lives. Stone aged living was tough, and even the villages of Humanity were surrounded by a world that was currently in a harsh Ice Age.

Thackus cared for the mortals on the World Down Below, this Lerret. Thus, his tears fell on the World Down Below once again, causing various medicinal plants to grow throughout various areas. Even in some of the harsh, freezing climates, his tears would create a form of pain killing, hunger pang fighting medicinal plant, which Thackus had no name for, yet.

Some of these herbal medicines could fight pain with vastly superior results than any of our real world natural medicines. With a careful selection of medicinal herbs, some may be able to live up to twenty or more years older than the currently average life span. (Which, in all honesty, could still be a short life, given that this is the Ice Age.)

These medicines could restore the Human body and animals from grevious wounds, if the body survives long enough. There still remains no way to restore a lost limb/fingers/organs etcetera. If surgery is invented, however, these medicines could go a long way in preserving lost body parts.

ACT: Thackus creates a wide variety of natural medicines to harvest.

         With a sleeting rain that lasted for six days, but in its wake and nearly missed by the peoples of the world was the instruments of the chemical blessing. For these plants when crushed to a pulpy thick poultice or dried and powdered as tea, using specific parts of the plant sometimes, would effect a great curing. Though some plants of this nature had already arisen, these were much more potent a source of healing. The new farm groves that had begun to appear here and there across the world began to incorporate some of these into their herbal gardens.

         This ACT by the Wizard god additionally creates a spell from this ACT that the first new settlement that had grown beyond a simple homestead beyond the Chained mountains was one mostly made from wizard-folk. East in the canyonlands where they made their homes into the cliffs themselves. Their settlement grew and some became expert greenthumbs, getting enough in each harvest to at least carry the settlement for another year, among these herbs were the ginseng plant which greatly enervated the wizards with a delicious tea. Many other plants existed as well, but they were spread far and wide and would need to be found properly, this would come with exploration and time. Though with the addition of this spell they began to learn to produce some of these medicinal plants with a complicated spell using the OLD SPEECH as well...unfortunately it was quite random.

This message was last edited by the GM at 10:50, Sat 18 June 2022.
Cungto
player, 39 posts
God of Luck
God of Games
Fri 17 Jun 2022
at 22:27
  • msg #18

The Second Age

The Gambler, his Favorite Class, was next; Cungto had prepared and had an idea of what to accomplish. The Gambler was one to test their luck and risk much for Great Rewards. That was what this would facilitate.

Betting was risk versus reward gambling over Events without knowledge of the outcome. Uncertainty was the key; A Gambler could initiate an Event where all interested parties would bet on an outcome, with proportionate Reward to the likelihood of the outcome. Even the Gambler themself is a participant, only if they chose to be. Now, what would they bet on? Why anything, of course, From Luck, Experience, Levels, Perks, Knowledge, and Their Very Souls, along with more clandestine things such as their Their lives, body parts, and material wealth or items. A valid bet would be something where the outcome and what they'd gain would be roughly proportional. Though a Gambler could only bet on the scope of what they possessed themselves or a loose equivalent to, if they didn't have X experience they couldn't facilitate a bet with X Experience, and so on and so forth.

Bets are the Gambler's Key to power, and all animals and even apparitions could consent to the gamble. So that was what The Gambler allowed; they had to make the bet clear to all involved, so they could accurately gamble on the outcome they'd predict. These Bets didn't have to be via games, far from it. It could be a battle or anything Else with no inevitable outcome. The Gambler wanted to initiate the bet; the Participants themselves would be able to deny the bet, so no gamble was forced upon them. The Bets success meters was based on the knowledge available to the participants, so no certainty as the participant's knowledge may be inaccurate or incomplete.

Cungto Gave Gamblers the Power of Betting.

      The God of Luck then cast the die once more in support of the Class system archetype known as The Gambler. THe results were good, as bonuses appeared and a unique ability to see paths towards a given outcome, they were the realm of probability and chance, yet much of this could be predicted toward some conclusion, and in such matters great powers of deductive logic also powered their minds at each ability score improvement along with growing powers to convince people in the charisma dept. Coupling this with the literal power of the bet, could cut down an army or lose a soul on a pog toss. The Gamblers who'd been began to gain a tangible feeling when such subjects were brought up, a heightened awareness of the possibilities and the outcomes. They quickly learned to mould chance to their benefit in a variety of ways for these concepts were core to the art of negotiation, for exploratory missions, for leadership positions, criminal elements, emergencies, even warriors counted many among them as Gamblers. Across the world such Gamblers began to arise, these were the first of the new. Soon several small settlements who were composed of many such Gamblers and a few scattered others.

      In this way the first of the Walkers emerge, soulless bodies generally the losers of some cosmic stakes bet. They were rare but dangerous for their cursed way. For they had lost their lives as well as their possessions, yet they sometimes had not even been injured. It made them monstrous, as this did nothing to quell the reptilian brain's needs such as the hunger of the body. Though this was a possible fate, it rarely came to such stakes, but sometimes still odd things occurred.

      Cungto watched as the Gamblers as they began to prosper through their efforts and powers mostly, and creating interesting things vicariously as well such as the finality of binding agreements. Many Gamblers began to grow powerful out in the small encampments and two hut towns and more than a few in the cities of the races, experience gained for the efforts to navigate the storm of probability that only they could see surrounded us all. They were also the best chance for survival given their chances to build luck, experience, even health in at least one case so far!

This message was last edited by the GM at 06:42, Sun 19 June 2022.
Humilis and Pax
Gods, 61 posts
Fri 17 Jun 2022
at 23:31
  • msg #19

The Second Age

"So much is happening, sister. Sometimes it is difficult to keep up with it all. Even for the both of us as gods." Humilis said, still in the form of a wise old man riding on the back of a colossal Coatl: his sister.
"It is true. The world suffers, and yet none of us have acted directly to correct it."
"Soon, I think we shall sister. For now though, we must continue to lay our foundations, then strike at this evil when the time is right."
Pax grunted. The sound shook the void around them.
"If only we could descend from the heavens and take charge of the fight, instead of plucking at strings from a distance!"
Humilis smiled.
"I share your frustration, sister. But alas, it does not change the calculus." He turned his head to look down at the worlds they had made. "Speaking of. Let us inspire our followers to new understandings. Give them paths to power that don't just involve hitting each other with rocks and constantly living in 'conflict'. Let us show them that compassion and society are just as strong as muscles and metaphorical mountain-climbing."

ACT: Humilis and Pax use Dadacar's Faith/Ideals system to add a new ideal: "Compassion".

ACT: When monks meditate on their humble labors, they sometimes receive visions and inspirations on how to improve their craft, either by the use of a novel technique, a new method of approach, or sometimes inventions or innovations for new tools.


               With a thunderclap, it is done, the IDEAL of "Compassion" was spelled into the Void. This IDEAL was pure in intention and as such formed a pillar of BELIEF. This ideal was easy to see amongst the Monks already, also seen sometimes among the elderly who no longer had an active role in other business. The Coatl make this their biggest IDEAL overall, being gentle creatures, when they wanted to be. Among the Slimes this becomes a very strong emotion to have, since they had never thought of their divisions, not since their first joining, but they began to think of themselves as valued individuals in a sort of family wrapping, wildly popular. The Inklings found little use for the ideal in their hardscrabble world of fast business between their two cities, but some did try experimentally and it still might make a comeback someday. Humans found this path in most cases a natural path, seeing themselves in much of nature and recognizing themselves in the other handiwork of the gods. The Tomeborne find themselves more comfortable around one another after one comes to the aid of another and feels a tinge of "compassion" for another being. Though it doesn't yet know it, it has grasped this ideal in its simplest form and clings to it. The two depart from the larger group and many join, but some do not. They still do not or perhaps cannot, espouse this for other lifeforms.

               Monks counting themselves as Humble laborers toiling at the problems of the world, began to see many new things as the visions they saw while in this heightened state rewarded them with a bit of extra cleverness and inspiration. This had a wide and sweeping effect, that bolstered the technical abilities of meditating Monks. Soon rudimentary laboratories and workshops were erected in many places including amongst the Coatl. Some of their Ayrmiths had smuggled several scales worth of Chessium, so while their defenders worked on aerial defenses in their own way, the Monks had gone another direction preparing for the hard times and coming up with ways of overcoming some of the problems that faced them. From this simple inspiration a number of foundational things were quickly decided but could not be consecrated into their tradition if a Master did not oversee it. So the Monks of the traditions all across the System would in time also attempt this, to get their Masters to entertain a new idea. Some had various criteria, and this concept of future survival based on innovation did not fit some of them, but the vast majority grappled with the metaphysical ramifications as well, eager to ease another's passage of time. Had they been all wrong about their temples to Martial Arts? They reasoned that only time would tell that story.

              The Martial Arts had developed as well, becoming more than just a school of Monks and Animal Kung-Fu martial artists. They began to rise in power and stature, becoming something of a troop or company. Carrying out many tasks for the Settlements, and by night they would sit by the firelight and discuss the ideas that had percolated out of their dreams. Among the newest of innovations that followed in the times ahead were explosive and wide-spread even out to the remote places on the ice:

-Simple Tilled Farming and herd/flock domestication: Slimes, Coatl and Humans
-Seasteading: Ink-People
-Trapping: Tomeborne and Inklings.
-Masonry: Cutting stone and moving it to a construction, all had achieved this as well.
-Weaving: Some would weave grasses, others yarn or thread. Many would make rugs or grass hats.
-Beast-Riding: Humans, Slimes
-Beast training: Octolings, Humanity, Slimes, Coatl
-Basic Accounting: All except Tomeborne.
-Ways of recording: All had developed some way of recording, even Tomeborne. The Inks had developed fibrous fashioned ropes with knots as a symbolic code, read just as it was tied down the line in Base 8 or 10 and they often kept many of them together in a braid like a book. The Slimes recorded their world via Overmind, Because of it every slime had a potentially eidetic memory, as a result they were quickly out-industrializing the other races. Humans had long used the clay tablets and for their quick reuse. The Coatl had created songs as it was the way of their primitive tongue, but beautiful nonetheless. These songs were the nearest they had thus far concerning ways of keeping record, but the Monks had devised a new thing, for when they had pulped a bit of wood by mistake in replicating one of Thackus poultices, they'd happened upon an interesting development for it was not dried and fibrous and still strong, able to be used to mark and record upon, a new written language, and the one who made it was a student of the Wind Fox temple, where they were devoted to protecting a Fox Soul who dwelt within the halls, to learn from it.

              In each temple or dojo new schools of thought also sprang up from observing the world. Measures had to be agreed upon and numbering systems had to be debated, forward was often a compromise among the societies. The Master echelons over time became quite the skillful position to possess and the engineers that had arisen from their ranks were incredible and creative.

This message was last edited by the GM at 10:08, Sun 19 June 2022.
Plutocrus
God, 101 posts
Sun 19 Jun 2022
at 03:23
  • msg #20

The Second Age

Plutocrus's next planned step would take a subtle touch. Thier minds had already been touched with his power since he'd made the little puddles of ink think for themselves. Hopefully they could be exposed to a bit more without losing their minds. It would be such a waste to have to start over.

He headed over to the realm of dreams, to craft a story simple in narrative but deep with meaning.

Is this story there were some Inklings and Octolings. Each individual had much of a good, but lacked the others. The ones who hoarded their goods suffered, for they dearly wanted the other goods. But those that agreed to give up some of what they had in abundance in order to get what others had in abundance were happy, for they had enough of all the resources. Those who engaged in trade became friends, and the story ends with them living peacefully together. All under a symbol of triangle with one unblinking eye on it.


Hopefully, they would understand and be gifted with not only trade, but the idea of peaceful cooperation with their neighbors even if they did count in a different base than you.

Barter was the least efficient means of trade, because it relied on a mutual coincidence of wants, but Plutocrus figured he could start with this and then if it worked introduce script or currency. Who knows, maybe they would advance to a gift economy with only this little push. What he did know was he needed to insert this subtly, carefully weaving it into the dreams of the sleeping without disturbing their little minds. So he worked with utmost care to minimize the danger.

ACT: Plutocrus teaches the Ink-People about trade-economies.

         The Ink-Cities awaken to a new dawns then after they begin witnessing the mass-dream, as some of the first to feel this madness offer, like this one, experimentally, a piece of fish in exchange for a clay pot. The effect is immediate and direct, as the second Inker stares at the first Inker considering, inky-sweat begins to bead both of their brows before the second finally commits. The exchange having taken place, the two suddenly feel relieved....and happy. No longer was it required for one to go and steal from another who had too much or strike out to get your own, or rely on the compassion of others, one clevr scholar named this developing philosophy Trade-Economics, he couldn't quite remember where he'd heard such a name though.

         Soon it was plain that exchange was the hottest thing to happen to the Ink-Cities since the Ink-Races every summer (where expensive bets had been taking place on the regular already). The Ink-People use this idea and run it through every variation in the time ahead. This leads to the problem of beauracracy soon, as people begin to work for other people, in exchange for shelter and food. As a primitive supply chain begins to develop in several different industries. Octoling becomes known for it's organizations of transmuters devoted to producing certain goods. While the Inkling become powerhouses of resource brokerage. In many ways, they begin to prosper.

        A group of the Ink-Gamblers travel to a lake to the North upriver from Ink-City, there they begin to formulate a new philosophy in the Highlands. There they take it to the next level and craft a company. Here they begin to craft a new thing, a wonderous place for amusement and games and of course trade is welcome and even enforced upon entrance to the company square. It's gardens are tended to well, and Ink-Wizards often stay here to rest and think. Its walls are high, so that Defenders might feel at ease, even the arena is primed for Monks to showcase their skills with honor and for enthralled audiences. Lawbringers are even welcomed as they too could rest after a hard day of arbitrating in the hot water of the bathhouse. They called this new place, Lakehome.

This message was last edited by the GM at 10:46, Sun 19 June 2022.
Preta'Nuwang
Sun 19 Jun 2022
at 11:51
  • msg #21

The Second Age

     The Dark God swept its gaze across the shaded Lerret system, it watched as these gods began to ACT once more. They did not seem to even care it was there. It was pleased that they wished to share creation, though one had gone off to craft some new thing. It was simultaneously glad and sad, for it had truly enjoyed this change wrought upon creation, but perhaps the ice was beginning to become bothersome, perhaps a new aspect of darkness was needed. The one called Durehan pleased it greatly, one was like him in some ways. She hoped they would meet someday soon. Perhaps very soon...The Being cast out it's next ACT upon the world before it would command it's servant. Having thought of excellent ways of using the System for its own purposes.

      ACT: Preta'Nuwang creates the Dark Ritual Scroll for the Magus Class and allowing it to drop at the feet of one.

     As it designed the Ritual it performed it, words, measurements, calculations being marked upon the scroll as events played out like a recipe. It speaks new words of a spell in the OLD SPEECH, using magical power, and causing some form of chemical energy to be expended in the vicinity, such as candles or herbal potions reacting, with the proper performative gestures that aligned one's consciousness with the casting of it. This Spell empowers a spellcasting magus to manipulate darkness through conscientious intention, even shaping it into simple physical objects, geometrical or globular. The greater the skill, the greater the control. At higher levels, the skill becomes a form of light control as well. This Ritual conferred this power for two entire nights and one entire day by Lerret time. Each time the performative motions were carried out, The Dark god would be granted some of its follower's FAITH no matter the IDEAL the caster held to.

     It called to it's immortal Avatar, the Great Eel. "Awaken Star-Swimmer..."

         The Eel's response was ready its mind impatient for this day, "Long have I slept, what task do you have for me?"

     The Dark God responds, "Go to the Sanctuary Moon, that of Durehan, there you will cover it in Darkness...Seal it off."

         The gargantuan creature acquiesced wordlessly, and enveloped the Moon of Durehan entirely, sealing it off from the outside. Its body so huge now that on its flat sinuous stone-like muscled sides it could wrap around the entirety of it, for it had lived many times longer than it was intended because of it's Godly Patron.

     That business done, the Dark God descended to the dark forests of Durehan. Once there, it smiled looking at all Durehand had crafted as the father of forests, shadow, and death. There Durehan had sought solace and had been lost in revery for some time, contemplating existence. The Dark God could smell the tiny motes of PARADOX forming near where the God rested, indeed it was how the Dark God came upon the Deity. Suddenly, from the trees surrounding the Dark God, six Unicorns emerged, each as powerful as their parents and grandparents. They sought to stave off this predatory God, and with every last ounce of their powers they tried.

     And ultimately succeeded. For this was no God, as Gods did not bleed, nor take from other gods, not Their Gods. Their FAITH swelled within them, righteously as they caged this being with the elemental power of nature, an equal to Darkness, if not it's nemesis. That would be those of Light, which were gated in aplenty. A strange thing happened that day, a devoted community had saved their god from some unknown harm and entrapped a being. The Unicorns split then into two groups of those that remained. Those two that stayed to guard the Dark God, and the two who went out among Lerret's space. Though nature had won that day, it only bought Durehan a little more time, before he would soon fall to the chaos of PARADOX, and the UNDOING would begin...

     For though trapped, for now, the Dark Being was no god, but something else and very much alive within the Elemental Tree. She was kept watch over so that if he could find a way, they might still stop him. Yet, it did not matter, for the Dark Being could not ACT, any longer.

     AO watched the Demi-being intently, watching for signs of slip up or overreach he might use to wipe the trespasser from existence. Though for now, he found none, he watched nonetheless. For the anomalous being seemed slippery and undefined. It looked deeper then until it saw what it needed. Within the being was the spark of divinity, but a child demigod, still deciding who it was. It did not yet have full agency, like the other gods, nor could it join the Eternal Realm, but could cause some damage to the God's plans regardless...AO turned then to witness the first SunStar Rise in nearly two thousand years as warmth washes across Lerret. Those Unicorns had done it!

     AO watched also as it's ACT slipped into the Universe, it was a wrong thing but it was done. AO could not undo it without unravelling Everything as well. So it was that a Magus then did pick up the parchment of the demigoddess, and his eyes did become like fire, and they burned within his skull, though he survived this painful ordeal. He copied down the ritual which had been described to him in such perfection, using many tablets and papers. After much experimentation, he found the right zone and committed to the spell. Success had been thrilling and powerful. He guarded the secret carefully and taught it only to his own students, using the skills sometimes for nefarious purposes.

     Across Lerret the full light of the SunStar once again washes across the landscape. Two thirds of the young world are covered in bright white glacial ice starting from each cap. Melting begins quite quickly but would not fully contract for another millenia. Life exists at the borders of this ice more than anywhere else, but as the ice recedes yearly, more of the new planet is uncovered, frozen life, sometimes petrified husks, become fertile ground for life to begin anew.

This message was last edited by the GM at 11:54, Sun 19 June 2022.
Cungto
player, 51 posts
God of Luck
God of Games
Mon 20 Jun 2022
at 06:02
  • msg #22

The Second Age

The Trickster, Ah Where The Lawbringer meant Ultimate Law, the Trickster was Chaos if The Lawbringer embodied Fascism, the Trickster represented anarchy. There wasn't an excellent way to Embody this, Cungto saw. The Sorcerer was a great example, but it failed, in a way. No one could predict the Sorcerer's powers, but The Trickster needed a power of its own. Cungto didn't need unpredictability here. He needed a power that couldn't be predicted or counted on by others for good or ill. These were distinct differences, and why Cungto had Saved the Trickster For last. Ultimate Order was easy to understand, Farming and Force Field Magic as Well, Heck Even Gambling was relatively simple. All Cungto knew it had to depend on luck, for that was what it Represented. Luck Trickster. Trickster of Deception. There were so many possibilities; the crux was the Core. The Core would color the other abilities they'd gain in time. Thus it took time. Cungto had to consider the other four and what he intended for them as he Thought. Lawbringer's Character Sheets, Farmer's enhancements, Defender's Tech-focus, and The Gambler's Gachans. There would be overlap with the other God's classes as it would be far more dependent on the other God's.

Cungto had ideas; what if they Deceived or Destabilized Reality? What if they held unpredictable magic within their hands? What if, what if, what if... So many what if's. Bards played music; Gamblers would gain aspect over Visuals; the more Cungto looked, the more desperate he became. Save States was a terrible idea. Aspects would be a subdivision of this into even more classes, and Cungto was overloaded as he was. Cungto was Desperate, so he looked at it from a Different Lens and what they meant in a Game. The Gambler represented risk v reward; the Lawbringer was the Game's instructions, controls, and restrictions, The Farmer Was the progression of the enemies and players, while the Defender was the items they'd equip along the journey to augment their progression. Well, that Fell flat Cungot saw.

Cungto was Exasperated; every idea he sought he couldn't find. But, the Game wasn't afoot without a plan, and this was where he needed one most. Illusions would be going with Both The Lawbringer and Gambler, using different forms. The Gambler was a meta magic-user due to its relation to manipulating aspects of the System. Would an Anti-Lawbringer power Work? No, that was too specific, and the Gambler was a problem for Lawbringer by itself. Freedom wasn't the crux of it either. Shifters should be able to shapeshift in time, so shapeshifting wasn't a go. There was a possibility, Cungto hadn't considered, however, and something true about luck.

What about the possibilities based on the fact that luck altered the path from life to death? Those paths were Where Cungto manifested the Trickster's Core Ability. Copies of the Trickster would form when the Trickster's mind is Discordant and Chaotic, filled with uncertainty, and multiple paths are considered. At level 1, and every ten levels after that, a Trickster would be able to form another Duplicate in moments where their mind is in disarray,  where they'd each pursue doggedly a different path they had considered. Thus allowing all of them to be tested, and for each course to increase the effectiveness of the task, or possibly hinder it, if multiple working in different ways wouldn't help. Finally, As The Duplicates Who became dogged on different paths disappeared, The True Trickster would be revealed to be the one who wasn't dogged, wasn't set on a course, and likely changed their plans according to what his other Selves did. They may seem natural, but their sheer doggedness proved they were not the Trickster they came from, even though they would always deceive themselves that they were the true ones.

Cungto seeing the Act in his mind before acting upon it, thought he felt a strange sense of Deja Vu. However, that was quickly dismissed as he thought about the future.

There were So many paths to this; Cungto saw the myriad possibilities he had. The question wasn't what he could do with it now, that he became set on this path. The question was how he'd imbue them with powers later. That, however, was true for all of the classes, something that he'd do in later ages; for now, The Rooks were in order, half the Age had passed, and he had some ideas that needed accounting for.

The Chessboard's Rooks, lands, and Territory, Cungto didn't even have plans of making new places, as there were so many vital lands and territories already. However, that wasn't for now, but later.

Cungto Gave the Ability of Duplication to The Trickster.

       With this ACT, Cungto reached cautiously into the near-future where the weave was not yet set into the fabric. Reaching concurrently into many of these undefined futures was night impossible for a mortal mind, delicate with their newborn selves, or it would be for any not of the Trickster class. For these people must practice to handle these effects, seeing multiple versions of oneself, committing to the handshake that would have them change places between oneself and another of oneself, yet this did not even account for the full shifting of the original person, exiled to the path not taken, a snipped thread. However, the effect was amazing!

       Still it had many ramifications that were very noteworthy, this unique ability to change place with someone who did the sought after path correctly was powerful in certain situations. The most powerful among the Trickers often chose the most profitable and the most beneficial paths for Qar's clan of Inklings. At first when the Inkling's father died, he became the clan leader, and he began to do what his father could not, he brought his clan out of the gutters of Ink-city, using his little Inkling brother's gambler traits, and together they became the most powerful of each class respectively in Inkling City, much of the time through trial, tribulation, and luck. The Transmuters of Octoling City did not trust them and small battles often broke out between the clans. The Resource Brokerage called "Qar, Snert and Sons". Though Qar could not see further ahead than a short time he could sometimes see glimpses of some larger issue among the timelines, and this time he saw a battle that could engulf the city in upheaval if he did not shift the course of actions. So Qar went to face the leader of the Transmuter organization. They squared off and Qar's mind swam with variables that coalesced into a variety of avenues, his nose began to bleed in real-time as he tried to see the whole fight. He did a pirouette and lunged forward, deftly parrying each of his defenses and strikes, finally he spun in the air, to smash with his momentum into the man. Sending him sprawling back...

       He wiped at his nose, no blood. That was good, must've healed up. The man got up and bowed to Qar, apologizing for instigating such actions. As Qar looked, he could see the path of the future begin to shift as he'd hoped his action would.

       Among the other races Tricksters were came to be respected much more for their ability to navigate difficult scenarios. They became many different professions in their lives, sometimes they did not prefer a profession at all. By navigating difficult situations with near certainty, they could often be counted upon for very difficult tasks, dangerous tasks or amusing tasks. They excelled at gambling, and a million other things, so long as they could use their power. A few anomalous situations had occurred however, such as the time a human Trickster found an exploit, where he duplicated a woven armor shirt from eleven different timelines asking each of his own duplicates to disrobe, he attempted to utilize this duplication glitch as often as he was able to maximize his available stock for future trade.

This message was last edited by the GM at 06:48, Tue 21 June 2022.
Dadacar
God, 68 posts
Mon 20 Jun 2022
at 18:06
  • msg #23

The Second Age

Dadacar observed his work and chastised himself for his haste. Looking forward into a thousand, thousand futures he saw his primitive water-world shatter and explode, failing to hold up against the pull of Khepri.

At a thought, the first green leaf bloomed in Abedus. Its frond opened and spread, and multiplied. Again and again. Soon the great green leaf split from itself. It continued onward, powered by the sun, Khepri. As the sun poured its energy into the planet these plants would soak it up and draw it in instead.

ACT: Dadacar creates Abedusian algae. It subsists off the red light of Khepri, growing across the water planet and locking the power of Khepri in its endlessly growing fronds.

      Reverberations continued to warp the glass jar of Abedus ever so slightly, the slight sunward tide of heat, but it's algae were full and ripe and quickly growing. This first generation seemed to grow strangely for it needed no soil, only light, and raced to fill the jar with it's fronds. However it did succeed at performing the task which it was set to, and began to cool the waters by absorbing the light to store into its green bodies. This would in time reach a heat equilibrium but it would take a little while, now that some places withing were shaded and of course lazy currents began to form with the movements of the cooled and heated water.
This message was last edited by the GM at 07:01, Tue 21 June 2022.
Plutocrus
God, 105 posts
Mon 20 Jun 2022
at 19:40
  • msg #24

The Second Age

After seeing how intelligent they were, how quickly they took to his lessons and all the lessons they had learned without him teaching, and how virtuous they still tried to be, Plutocrus was proud of his Ink-People.

Though they had come in after the worst of the Ice Age and now Lerret seemed set to recover, they had no doubt seen the spirits and dealt with the sadness of not being able to move on from the world into a greater place. They deserved better. Inspired by Thackus's Paradise, Plutocrus set about creating his own spiritual realm for souls who wanted to join and he thought deserved it.

A place where people could work if they wanted (Because many people were workaholics and wouldn't know what to do in a place with no work), but if you wanted to retire and celebrate a life well lived in the comfort of a benevolent afterlife that was acceptable too. Souls had no need to eat, drink, or do other biological things, so the illusion of the finest products would work far better than the actual thing. As it was spiritual stuff made and maintained by the power of this ACT, there wouldn't need to be any limitations that would plague the mortal realm like populations of food products available to be made into food.


And of course he was creating a place of enjoyment, so it needed more than just goods, Plutocrus was planning out lakes of Ink and water for swimming, fancy building for dwellings, stalls for merchants to hawk their wares, all kinds of luxuries he could think of for the spirits to enjoy. A place where all souls, of man or ink or beast could be equal, despite the circumstances of their lives on Lerret. For while some would think a God of Wealth would favor only the Rich or Powerful, in fact Plutrocus respected any of them that put forth the effort to be rich in whatever way mattered to them, like friends or love.


Once he was done with planning and ready to put it into action, If all went according to his plans, this would be The Happiest Place off Lerret. And he would name it after himself. It would be known as Pluto.



ACT (Pantheon Power): Plutocrus makes a spiritual realm for an afterlife.

ACT: Plutocrus makes it a paradise full of extravagant rewards for the virtuous.


          A new paradise zinged into the universe with a wave motion, a two dimensional plane flowed into existence, here Humans, Ink-People and beast's souls filtered into it. The efficiency of holding souls this way would tickle Plutocrus as he further enhanced the plane he named after himself. Now it would truly be the happiest place off of Lerret, for here fun was at a premium! So those souls of the departed if they were able, would have to escape Priests, and pass on Paradise, before finally getting the opportunity to enter Pluto. This is not to say that one had to pass on Paradise, it was based on their FAITH in their IDEAL. Thus far, Pluto had in fact succinctly encapsulated the self-proclaimed God of Wealth.

          As some of the Sorcerers had gained the experimental ability to communicate with spirits. This knowledge organizationally passed around, for manifesting a certain power from The Source would allow it. They began to tell all in their writings, and were soon the heads of temple projects, especially the blessings of Pluto. For they communicated with many spirits who told of the cultivated afterlife of Pluto. Many of course already had come to experience the bliss of this place, for even at two dimensions, it was a place, where one might relive the dreams of their individual fantasies with a rich summery golden hue. It was here, that many of these spirits did rejoice, for the truth had been unleashed for them to see - beautifully rendered into a miniaturized personal reality. The Purpose of their lives revealed.

          However, Slimes and Coatl began to grow sad by their exclusion in some ways. Wishing they too had the ability to travel to Pluto...

This message was last edited by the GM at 22:08, Tue 21 June 2022.
Thackus
God, 90 posts
Tue 21 Jun 2022
at 20:05
  • msg #25

The Second Age

Thackus notices the many metals in the Earth, as he looks on the World Down Below from his Moon that was so graciously crafted for him. The wizard god, Thackus thinks of his next move. If he advances the people too quickly, then it may be disastrous. Too much knowledge can be maddening, not just magical knowledge, but knowledge in general, such as science. In fact, the other dimensions throughout the Omega vers'es "Mad Scientists" were a testament to this fact. He would have to nudge things along carefully.

Inspired by the teachings of Thackus, as the wisemen slept, peoples would start to leave their crude cave dwellings and make homes of stone, yet stone outside of the cave, or even the mountain sides. These newly christened, "Chalcolithic" men used stone, adobe, and mud-bricks to build houses. They also would learn how to use limestone for whitewash. To reiterate, houses would have stone foundations, and would likely still have stone foundations for many centuries to come. Not even getting into their potential development of pottery, even just leaving their cave dwellings for actual housing would be a big breakthrough.

These people would, just as importantly, be advanced enough to learn metallurgy regularly. Perhaps these civilizations would also develop writing, and most likely textiles, especially because of the cold climate surrounding their small signs of civilization. Their metal work would certainly allow them to work with copper.

Overtime, through dreams of Mankind, also known as Humanity, the people would listen to the hints and instructions of the god of knowledge, and so, their knowledge would be expanded into the Chalcolithic Era, also known as the Copper-Stone Era. This development of copper smelting may eventually lead to currency, but Thackus thought, it may be spreading his hopes too thin to expect something like that so soon.

Despite all his hopes that civilization would grow into these revolutionary breakthroughs through his communications, he would impress on them the knowledge of copper smelting the hardest.

ACT: Thackus spends an ACT to teach the knowledge of the Chalcolithic Age to Humanity.

            The Knowledge of Thackus began to wriggle into the thoughts of sentient life, much like flotsam washing ashore on the beaches of their minds. Such inspiration was incidental in some ways, a clever enough way of getting something done. Feeling inspiration they began to experiment with new ways of writing with pictograms and symbols, even though the writing of Goh had been around since before the start of the ice age. Indeed some had learned the concepts behind pottery but the availability of material to burn had been a primary roadblock in the early days. Forests supplied much but in some places supply was outstripped by need and only the beginnings of domestication to help move such things from further afield. Humans on the coast dried sea plants offered Humanity a source of fast growing easily dried resource that could be used as fuel. A mine had been developed here that dug into the foothills and withdrew copper. THey found they could purify it by heating up this ore and separating it from the chaff. They found they could smelt it into a variety of useful tools and structural elements. Incidentally they also learned of glass rendering at this time as well, learning that sand could be melted into glass with extreme and sustained heat.

             The other races did eventually learn of these lessons, building on their own triumphs and failures. Though they could do many of the things Thackus described already. Humans of of the Crucible had crafted of stone for some time now, but this did bolster thinking in this regard. Many humans had become nomadic after spreading out from the Crucible, carrying their homes with them as sophisticated tents. With this ACT, they began to swiftly improve their architectural skills, pioneering methods of carpentry, copper tools having helped immensely.

            It should be noted that this knowledge is still in its infancy and such tools and implements were not of a very sophisticated nature...yet.

This message was last edited by the GM at 23:34, Tue 21 June 2022.
Bjornrogn
God, 50 posts
Wed 22 Jun 2022
at 10:28
  • msg #26

The Second Age

The light in his right eye, as though seen through deep water, brightens as he summons forth his will.  Bringing forth upon the Erret creatures like himself, but not sentient.

Act: Create Kodiak bear-like humanoids.  Not sentient.

    Among the pseudo-trees of Lerret 2, the ursanoids appear. They are large, very large, powerfully strong, hairy, and had a noble visage adjoined by a snouted mouthful of teeth best suited to tearing pseudo-salmon flesh and pseudo-berries from the vine. A constant struggle for dominion arose between the males and a tenuous relationship with one another in general, they gave one another a wide berth at most times. Their appearance did not change much, but their posture became more relaxed and they stood bipedally exclusively. At current count, there were two thousand such souls upon the face of Lerret 2.
This message was last edited by the GM at 21:34, Thu 23 June 2022.
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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