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18:38, 6th May 2024 (GMT+0)

The Second Age of the First AEON.

Posted by The Ancient OneFor group 0
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.
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