> While every world travels slowly towards its end, yours has just begun its journey. > For this world, the cycle of Gods and Men spins anew, on freshly birthed lands awash with life. > You are a being of creation, a God, among the first divinities born not long after a world’s genesis. You possess innate knowledge and immense power, with which you may seize dominance and carve out a place for yourself in these savage, untamed wilds. Welcome to a spinoff installation of Beings of Creation, a long-running tactical civ-style hexcrawl based on your imagination. You are a non-omniscient divine being of great power. You find yourself spontaneously brought into existence in a prehistoric, primeval world, untouched by Gods.
The rules are relatively simple, and may be picked up as you go, but the document below goes into detail. Most players are familiar veterans of the game, so don't be shy and feel free to ask questions.
https://docs.google.com/document/d/1eOyLUfkbgVFHjIPmNmcW9G2wQE7CZenv69m9yQF_aMY https://discord.gg/PvWBE9xn <span class="mu-r">Players may begin creating their gods with the format below. Following such, every update I make each player will get to take a turn. Let the birth of your gods begin...</span>
<span class="mu-b">Name:</span> <What name will your minions, and other Gods, refer to you as?>
<span class="mu-b">Description:</span> <What do you look like? Providing an image of inspiration for your God is preferred but optional.>
<span class="mu-b">Domains:</span> <The themes that dictate your God’s powers. You may have anywhere from 1-3 of these domains. The more domains you have, the less powerful each subsection may be.>
<span class="mu-b">Color:</span> <The preferred color of your hex on the map.>
<span class="mu-b">God Attributes:</span> <Choose one major attribute and two minor attributes from Affinity, Agility, Fortitude, Spirit, Strength, and Terraforming.>
<span class="mu-b">God Ability:</span> <A unique ability your God possesses, beyond even those of other Gods. Refer to the God Creation section of the rulebook if you want to learn more, but a basic idea suffices to start with.>
<span class="mu-b">Your Minions:</span> <The name of your minions’ species and their general description. Providing an image of inspiration for your Minions is preferred but optional.>
<span class="mu-b">Minion Attribute:</span> <Choose one attribute for your minions to receive a starting bonus in from Culture, Defense, Offense, and Population.>
<span class="mu-b">Minion Ability:</span> <Minions may begin with a single tech as a part of their physiology. I.e, bird minions having flight.>
<span class="mu-b">Starting Hex:</span> <If the game is using fog of war, state your preferred terrain to begin in. If the game does not use fog of war, you may choose any hex on the map to begin from. The Narrator may rule whether or not you may start within a given distance of other God’s starting locations.>
Access to your character sheets will be provided through discord. Please namefag in-thread.
May fortune favour you.
Lithic
Quoted By:
Name: <Lithic> Description: <An ever shifting mass of Chrystal’s hovering above ground. Their crystals resonate as they speak clacking together when irritated, they speak in Scottish accent unknown to other beings. With the voices ranging from masculine feminine and in between > Domains: <geomancy and energy manipulation> Hex Color: Blue green to sea green although the god has shifting colored crystals and gemstones God Attributed: < Major(strength) minor (fortitude, terraforming) Boon: hero unit Praxuh Lithic begins the game accompanied by Praxus, a Demigod Unit possessed of the Domain of Geomancy, with starting Attributes of 1/1/1/1/1 and a Vitality of 13. She is lithic’s daughter budding from lithic’s crystalline mass Bane: Minions: <lithoforms (petrosapien) Humanoid walking talking crystals with male and female variations.> Minion Attribute: <Defense> Minion ability: <Chrystaline physiology able to morph their arms into weapons and use their dense silicate bodies to defend from attacks they can regenerate damage >edited Starting hex [If allowed by QM(17,9)] crystalline planes.
tsss
>Name: tsss >Domains: Stabbings A great fractal mass of spikes and sharp edges, tsss has but one love in life, stabbing things, and wants all the world to know the joy of stabbing >God Attributes Major: Terraforming, Minor: Spirit and Fortitude> Ability - Happy Fun Ball of Death When performing a move action, tsss must roll a 1d6. Depending on the result, tsss must move a distance equivalent to its speed in the rolled direction, or until it makes contact with another Unit or obstacle. tsss makes an automatic Attack roll every time it concludes a move action, against which every Unit it shares a hex with must make a Fortitude/Defense roll or suffer damage. >Minions: Kikka A deranged clan of spine covered lizard folk sharpened by tsss. Only the males are spine covered, while females sadly are not. Given their tendency to fire these spines wildly on death, this dimorphism is perhaps the only reason the species survives. Once a timid species who survived by being more trouble to kill than ignore, a chance encounter with tsss changed the arc of their species forever.>Minion Attribute Attack> Minion Ability - Spine Shower The Kikka have an unfortunate tendency to launch their spines in all directions at high speeds on death, usually killing other Kikka in the process, who then launch their spines violently in all directions.>Color #AAAAAA>Starting Hex Anywhere in the Black Desert is good
The Whisper
Quoted By:
>Name: The Whisper>Description: The Whisper has no physical presence of its own. It is a living, though entirely non-sentient, mycelium spirit that is spread between the souls of its people. Throughout history, its presence anchors itself to a single mortal being—The Vessel, or The Speaker. This chosen individual wields incredible power, capable of bending life, death, a gift of the spiritual essence of The Whisper itself, but ultimately is just as mortal as their brethren.>Domains: Spores, Metamorphosis>Color Sea foam green>God Attributes: Major: Terraforming. Minor: Agility, Spirit>The Vessel: The Whisper lives within every single Listener. When the current Vessel/God Unit dies, a newly birthed Listener is selected as the new Host. Vessels can live for a maximum of 3 epochs, but can die at any time. On death, the Vessel will rebirth at a Settlement of choice that houses Listeners, at the cost of 1 pop. The Whisper dies for good when it has 0 pop remaining. The Vessel has a Vitality cap of 13, and Strength and Fortitude are capped at 2.>Minions: The Listeners. A porous, soft, myconid people who hide their fragility beneath robes and ornate armor. They would likely crumble and rot under their own weight if not for the god-like precense of The Whisper that resides within each one of them, sustaining and rejuvenating their frail bodies.>Minion Attribute: Population>Sporeology: The Listener's fungal bodies are composed of the spores of The Whisper, immune to the effects of other spores and most toxins, and always capable of hearing their Speaker. Knowledge tech may traded to the Listeners from any range, so long as it’s shared directly with The Speaker.>Starting Hex Sporests. As close to (14,13) as you’ll let me
Drakatron
Quoted By:
>>6274311 Name: Drakatron, The Conqueror, Covetous Hoarder of Gold and Secrets Alike
Description: A massive machine in a vaguely draconic shape, yet capable of somehow compressing itself into a more compacted humanoid shape for interacting with lesser beings.
Domains: Greed, Knowledge
Color: Bright blueish purple, not unlike that which shine from the optics of Drakatron's true form
Attributes:
Major: Terraforming,
Minor: Strength, Fortitude
Boon: Transformation - Can transform from his humanoid form to his larger draconic form, but this puts a strain on his internal energy reserves. Strength and Attack Damage are increased by 2, but he can only sustain this form for a maximum of 3 turns, followed by a (2+ full turns spent transformed) turn cooldown.
Bane: Lower Attribute Cap - Although intelligent enough to plan around his own shorter-sighted impulses, Drakatron's distinctly materialistic and self-centered view of the world make softer, more esoteric subjects chronically obtuse and frustrating. -3 to Spirit and Affinity caps.
Minions: Sharpclaw Sauria
A group of Sauria (fairly common reptile mortals native to the planet), which had been living as mere hunter-gatherers before Drakatron imposed his will upon them.
Minion Attribute: Health
Minion Ability: MINE MINE MINE! In accordance with the teachings of their new overlord, the sharpclaw have become quite good at looting both structure and fallen foe alike. They gain +1 to their Offense skill check when rolling to steal technology.
Starting Hex: 31,25
First turn coming shortly.
mutare
Quoted By:
Name: Mutare>Domains: knowledge and Unity Description: The shining light of knowledge and unity, the one who binds and inspires, the glint of genius in the eye of the inspired, the flickering flames of madness in those who drink too deeply from knowledge's well, the light moth. >God Attributes Major: Spirit, Minor: Affinity, and Agility>Minions: The Brood of Mutares adorable bug horse creatures >Minion Attribute Health><Minion Ability Name> Unified mind <Ability Description> The species forms a partial hive mind through their shared deity. Although each is a person in their own right, it's akin to an alcove in a vast lake, providing reassurance that their deity and kin are always nearby. This makes them especially good at research and discovery as it's a unified effort.>Color Azure blue>Starting Hex (20,9), <forrest>
MoleOP - Rojodaz
Quoted By:
>>6274311 >Name: Rojodaz >Description: A gargantuan, reptilian predator with a butcher’s assortment of teeth and claws. Sinuous and lean, covered in sturdy, blood-red scales, with razor sharp plates of bone running down his spine and terminating in a thick, spiny tail. A hunter of the mighty, Rojodaz was once discarded by his pack, left crippled and alone in the merciless wilderness. Desperately struggling to survive, his strength slowly waning, Rojodaz came across a Wellspring and, seized with delirious thirst, drank from it. He found himself changed, his body imbued not with mere might, but with a potential for growth that surpassed even the Primals. Revitalized physically, but not mentally, the now deadly predator swore that he would never be weak again, never stop advancing onward, never rely on another until he had reached the peak of his power, whatever that may be.
>Domains: Adaptation, Predation
>Color: Rusted Red
>God Attributes: Strength Major, Agility & Fortitude Minor
>Through Death, Strength: When Rojodaz lands the killing blow on a Primal, he completely consumes its corpse, gaining access to its unique ability and permanently ending its Mana production. Only one ability may be active at a time, however the God may swap active abilities once per epoch as an MI that will take affect at the beginning of their next epoch. To Rojodaz, this predator/prey relationship is the only one he will tolerate, and he could not conceive of taming a Primal, leaving its corpse un-devoured, or utilizing the energies emanating from it.
>Minions: The Onzabra. These cute, hairy, diminutive critters were once jumpy foragers, content to creep though the undergrowth, trembling in fear at every roar or heavy footfall, desperately hoping it would pass them by. Their lives were changed, however, when Rojodaz passed through their forest, saving (?) them by slaying the fierce, tyrannical predator that had terrorized their home for as long as they could remember. Enraptured by this mighty beast’s strength, and seized with a sudden, incomprehensible vigour, the Onzabra began to change, their cowardice replaced with fierceness that did not befit their size, their survival instincts replaced with boldness that bordered on suicidal, as they roamed to and fro, hunting every mightier creature they came across and following their new God wherever he went, whether he wanted them to or not.
>Minion Attribute: Offense
>Feeding Frenzy: The Onzabra hunt with a wild abandon that would seem right at home with a herd of lemmings, throwing themselves at their prey in great swarms like fuzzy, spear-wielding piranhas. For every 10 of their Pop killed, a Unit of Onzabra receive a +1 to their Offense.
>Starting Hex: (25, 15), or thereabouts Anonymous
>>6274311 >Name: Catarina >Domains: Ice, Fear A queen with an affinity for elemental magic that sacrificed her heart in order to never age. While an efficient ruler, her innability to connect with her subjects and tendency to dabble with the occult made neighbouring kingdoms fear her as time went on.
>God Attributes: Major: Spirit, Minor: Terraforming and Fortitude >Snowstorm: Using the apex of her magical talents, the Queen can summon forth a storm of magical ice. >Boon: Ranged Attack (-15) >Bane: Ability Cooldown (+2), Delayed Cast Time (+3) >Minions: Snow Wolfmen Sapient wolfmen adapted to cold enviroments, the main inhabitants of the realm after the majority of humans left.
>Minion Attribute: Defense >Adrenaline boost: Under threat, a wolfman will have his senses and strength improved for a short period of time.
>Color: Ultramarine blue >Starting Hex: (17, 7), Piney Forest Anonymous
Frakt ~ Lys the Heartglow
Frakt ~ Lys the Heartglow ID:aw76hsIY Sun 13 Jul 2025 19:01:59 No. 6274336 Report Quoted By:
Name: Lys the Heartglow Description: Lys resides at the peak of a mountain, a blinding pillar of light that stretches into the sky, day or night. The ruins of some once-grand architecture enclose her, as if to cage the goddess within their shattered remains. Those who climb to the peak may glimpse a form within the light, of wings and outstretched arms, welcoming you home. Domains: Safety, Rebirth, Light Color: Orange [ff8800] God Attributes: AFFINITY, Fortitude, Spirit God Ability: Endless Dawn ~ Lys’ God Unit cannot perform move actions. Lys can, when one of her Units dies within a claimed hex of hers, revive them as a Minor Interact at the cost of her own Vitality. To revive mortal Units Lys must expend 1 Vitality for every 30 population in the Unit, to a minimum of 1. To revive divine Units Lys must expend Vitality equivalent to the Unit’s full Vitality score, and the revived Unit returns at 1 Vitality. All revived Units come back to life on the same hex as Lys’ God Unit, or the closest adjacent hex if not applicable. Your Minions: The Liten A cloaked race of airy beings, attuned and nourished by flame and kindness. They guard the ancient ruins they call home, ensuring that the sanctity of these places remains undisturbed. Liten are on the smaller side, and light to boot; bounding along the landscape with practiced ease. However, they are deceptively durable, and it is not uncommon to see Liten tumbling down small cliffs or bouncing off walls without a scratch. Minion Attribute: Defense Minion Ability: Unencumbered - Liten are light, bouncy and carefree. Murky swamps, tangled thickets, blistering heat or biting cold, little can stop them from tumbling along, chiming away with bell-like laughs. [Ignores/Mitigates many, but not all, terrain penalties, QM discretion.] Starting Hex: 19,8, on the mountain's peak.
Anonymous
>>6274311 >Name: MORTROSE The Primordial Lindwyrm of Rebirth, "The Mudwyrm", "The Soul-Stealing Serpent"
Description: Emerging from a yawning mountain cave, from deep below the surface, rose the nameless Lindwyrm. Damp and unaccustomed to the scorching surface she blindly crawled for the fetid jungles and swamps below for respite. The sun's scorching rays dried her slimey surface as they hardened into scales and cracked. Her wingless trailing body smashed into tree and rock formation as she made her way from her long held home. Her formlimbs shattered and broke off at the joints as they shoved boulders and old growth aside. By the time she reached the soothing waters, her old shell had utterly shattered, and molted away, leaving a small form to finally spill forth and dive into the loamy soil. Mud would once again gush forth from her new body, harden, and reform the outer layers.
An embodiment of rebirth, the lindwyrm is in a constant state of sloughing off her old scales and emerging freshly-made much like her entrance into this world.
>Domains: [Mud], [Souls]
>God Attributes: Major: Terraforming - Minor: Fortitude and Strength
Ability:
>[Encased in Clay and Added to the Hoard] Still hashing out how this new system works with the OPs.
>Color #Rusty brown?
>Starting Hex (30,26; 30,27; or so), Somewhere where the swamps or jungles border a mountain
Anonymous
Quoted By:
>>6274340 >Minions: Vessels of her Will "Statues", "Hollow Vessels", "Pot heads"
In contrast to the deep underdark where souls are trapped and locked away, on the surface souls almost seemed to flit through the aether like a breeze, unbound. Gazing up at these free-spirited souls enraged the Mudwyrm. Something that should be so easily collected and solidified instead evaded her claws and refused to heed her will. With a roar and a gout of scarlet mud, the still lingering souls were swatted out of the sky and fell to the ground. Molding their bodies as their minds reeled, the Mudwyrm would not permit this twisted surface world to exist in such a state to defy her. She would bring these rogue souls to heel, bind them, and add them to her ever growing hoard.
A hellish sentence even worse than death, the Hollow Vessels are slaves in bodies not of their own. They are the Mudwyrm's most prized possession, a hoard and measure of her personal wealth, not treated as people but as a commodity, a resource, a symbol of status and acclaim. They are souls of mortal, animal, primal, and otherwise, stripped from their native bodies or plucked from the aether and siphoned in clay vessels dried from divine mud. Unable to leave until their cages are fully shattered, they toil away at whatever their lady demands. Set to make her ideal world on the surface.
Often the Mudwyrm will decorate them or flourish them with an appropriate form molded by her hands, her pride not allowing her hoard to be seen as unkempt or unseemly.
>Minion Attribute Defense
>[Clay Exteriors and Hollow Insides] Still hashing out how this system works with the OPs.
Anonymous
>>6274311 Name: Makrópnoos
Description: A twelve feet tall giant resembling a toned heavily muscular human man adorned in a gray toga, with eyes glowing so softly that the effect is only visible in the dark. His actual features change whenever the observer blinks, looking like a different man each time. Although he always seems to have much facial hair
Domains: Foresight and Craftiness
Hex Color: Bronze
God Attributes: Fortitude Major, Strength Minor, Spirit Minor
Boon: Foresight(Makrópnoos derives information from the future and manipulates events to his advantage)
Bane: Sacrificial Cost,Delayed Cast
Minions: Humans
Ambitious mostly hairless simians known for their high endurance, intelligence and social complexity. Makrópnoos found the humans as a disgraced people abandoned by whatever creator made them...or perhaps they never had one to begin with. He found them lethargic and struggling with fear especially in this world populated by giant monsters and so gifted them with the Inner Fire, the capability to express the power of the gods and eventually perhaps match or surpass them. Through that seed of divine power, they grew ambitious, yet this power still needs to be nurtured carefully.
Minion Attribute: Defense
Minion ability: Inner Fire
This species perception and willpower has a reality warping effect, each and every human possesses a small amount of divine power that can be awakened and exercised should the conditions and their beliefs for it be right. If they invent a law of nature and it somehow works? Then it does and they can improve upon it
Starting hex (23,18) Grassland
A Door
Quoted By:
Name: The Door The Door is just that, a door. Always has it been closed, for nobody ever managed to open it. While it has a primary vessel for it's powers this is just what it is a vessel. The Door godly presence can jump to anything around it that is considered a door. trapdoor, gates, fences, you name it. The Door whims are the only thing deciding when it'll jump to another vessel, this vessel becoming infused with it's divine powers, locking itself shut, until the Door jump again. Domains: Space, Seals Color: I do not care God attributes: Major: Agility. Minor: Fortitude/Spirit God ability: The Door cannot move from the hex it spawns on. It can, however, serve as a Portal, and once per Epoch, as a Unit Action, it can construct a Portal, a unique Structure, within its theoretical Speed, with each new Portal extending its range. Once per Epoch, each of The Door’s Units can make a Unit Interact on its God Unit, allowing them to travel to any existing Portals. Units can also make a Unit Interact on any Portal once per Epoch, allowing them to travel back to The Door’s God Unit. boons/banes: Portals/Stationary Minions: Sestans Sestans have a love for baggy cloths, from which their spindly limbs can be seen poking out. They tend to hide their face, only revealing them to people they are intimate with. As such big hats, masks, and any head covering are much appreciated among them, especially if they can match them to their glowing eyes. They believe the one who manage to open the Door and pass through it will see their wishes granted. Minion attribute: Culture Minion ability: Precise Craftsmen Lockpicking and Locksmithing. The Sestans take those arts highly in their quest for opening the Door. This has naturally resulted in their great precision and dexterity. Small and complex mechanisms have no secrets for them. While their focus is on locks, They do not shy from other intricate constructions. Starting hex: (24.25)
Laqura
Quoted By:
>>6274311 Name: Laqura
Description: Laqura is fluid in both composition and form, a mass of free-flowing liquid that churns around a divine spark that shines and shimmers like the sun from beneath the sea. When limbs are formed to move, they steam and release a mist that rises as a haze around Laqura's translucent, rippling form. When a head is formed to look, a nimbus of cloud forms around Laqura's brow which drips and drizzles and roars as the god's emotions shift.
Domain: Water
Color: Any water colour will do, from the darkest depths of the sea to the paleness of a mountain stream.
Attributes:
Major: Terraforming
Minor: Spirit, Affinity
Boon: 'Coastal Adaptation' - Can claim and build in water hexes that shared a border with a land hex.
Boon/Bane: 'Precipitation' - Every time that Laqura ends its epoch on a water, swamp, beach, or jungle hex, or their equivalent subterrains, it gains 1 Precipitation counter, up to a maximum of 10. Every time that Laqura ends its epoch on terrain that is not on the aforementioned list, remove 2 counters. At 0 counters, Laqura suffers a -3 to its _, at 1-2 a -2, at 3-4 a -1, at 5 it does not receive a bonus or malus, at 6-7 it receives a +1, at 8-9 a +2, and at 10 a +3.
Minions: Granchpolpo
Algamations of Crab and Octopus, this once-primative group have found new purpose in the service of the god who's waters surround them.
Minion Attribute: Health
Minion Ability: Aquatic - the Granchpolpo are fully at home in and beneath the water.
Starting Hex: (31,14) Nice wet swampy start
Ervenbloud
Quoted By:
>>6274311 First time player. Let me know if I need to change something.
>Name: Ervenbloud >Description: A heart made of volcanic rock that produces tides of magma with every beat. >Domains: Molten Rock >Color: Orange or dark grey >God Attributes: Major Terraforming minor agility and strength >God Ability: He Dwells Beneath Ervenbloud beats beneath the earth making it difficult to attack him. However, he lacks most natural defenses making any strike that does reach him extra damaging.
>Your Minions: The Magma Spawn are elemental creatures born from the magma Ervenbloud produces. >Minion Attribute: Offense >Minion Ability: Due to their bodies being made of molten rock they are talented at destroying structures as buildings burn or melt at their touch. >Starting Hex: 10,20 Laqura
>>6274311 Name: Laqura
Description: Laqura is fluid in both composition and form, a mass of free-flowing liquid that churns around a divine spark that shines and shimmers like the sun from beneath the sea. When limbs are formed to move, they steam and release a mist that rises as a haze around Laqura's translucent, rippling form. When a head is formed to look, a nimbus of cloud forms around Laqura's brow which drips and drizzles and roars as the god's emotions shift.
Domain: Water
Color: Any water colour will do, from the darkest depths of the sea to the paleness of a mountain stream.
Attributes:
Major: Terraforming
Minor: Spirit, Affinity
Boon: 'Coastal Adaptation' - Can claim and build in water hexes that shared a border with a land hex.
Boon/Bane: 'Precipitation' - Every time that Laqura ends its epoch on a water, swamp, beach, or jungle hex, or their equivalent subterrains, it gains 1 Precipitation counter, up to a maximum of 10. Every time that Laqura ends its epoch on terrain that is not on the aforementioned list, remove 2 counters. At 0 counters, Laqura suffers a -3 to its _, at 1-2 a -2, at 3-4 a -1, at 5 it does not receive a bonus or malus, at 6-7 it receives a +1, at 8-9 a +2, and at 10 a +3.
Minions: Granchpolpo
Algamations of Crab and Octopus, this once-primative group have found new purpose in the service of the god who's waters surround them.
Minion Attribute: Health
Minion Ability: Aquatic - the Granchpolpo are fully at home in and beneath the water.
Starting Hex: (40,29) Nice wet swampy start
The Unwanted
>Name: The Unwanted, Nugar >Domains: Degrade, Falsehood, Symbiote Loneliness fills the air as Nugar senses gradually come to life, nothing but the strange land surrounds him. His barren face only emits sadness and strong desire of longing for something he feels like it's unattainable. As he stands, the ceaseless flow of his tendril like body moves chaotically, urging Nugar to continue. Obliging to its desire, Nugar now ponders if it's his own desire or something else, deep in thought in figuring out what he is and needs. His thoughts only tease him with the sensation of coming close to an answer to only be given nothing in the end. A long, never ending road with something in the distance comes to mind, vision and thought blurring together, Nugar begins to tred forward.>God Attributes Major: Spirit, Minor: Affinity and Agility>[Knock Knock] Within your mind you see a manifestation of a random figure with wear and tear, humbly asking to pity them with a request of permission to enter the safety of what you own. Will you let the stranger in? >: -10 Airborne Plague, -13 Concealable Position >: +10 Cannot Build on Land, +3 Requires Skill Check >Minions: The Refuges What used to be a puddles of Nugar's regrets, fears, and sorrow from the path he once walked within his land now comes to life as the concentration of his unwanted feelings become sentient. They do not want to live in a place where the sun does not shine or hope lives. The Refuges all have similar dark, inky humanoid body yet they many differ from one another with different number of limbs and eyes. >Minion Attribute Plague>Assimilation The Refuges become part of whatever civilization they come across and blend in as one of them, morphing into the ones who live on the land they call home.>Color #333333>Starting Hex (9, 27), <Bramble Forest>
The Unwanted
Ejpto'Jsjt !9wqNnzVzZ6
>>6274311 >Name: Ejtpo’Jsjt >Domains: Vibrancy Lo, forsook be yore gone by, bygone it be. Fathom it, reckonous, ‘ere it begone evermore: mists aplenty, lumens gracious, pressures cozy with downpulls gentle: an era grandolent!- vim in its welcome, redolent of vapour, thrumsome of brass. Pipes sounded then, eyes blinked longsome, our symphony of jubilance, of caprice!- spun us ‘round, rounder evermore, and we neverending pondered it may never end.
Lo, such yore was, ‘ere it be no more. Listen, raucous, to a refrain what was of. Our clouds sputtered, our yearnous haze shunted, up so fierce it shook. Pipes jammed tarsome, eyes clumped, cataracted!- unto us, a song sung no more. Silence, then. Yore, bygone it be, yet release yet be nigh. One conductor spun along, of names, of crafts, so it suchwise uttered a plan: Escape. To a place new, other, not known, for a world-plinth left behind, never to be. So it went, what little was left. Now, to separate anew from nausea, find sense where it be wherever in dim struggle. More, where best be to start a symphony anew.
>God Attributes: Affinity (Major), Spirit (Minor), Agility (Minor) >Color: Dealer's choice, but preferably bright green, red, blue, or purple. >Thunderous Racket: At the beginning of every epoch, Ejtpo’Jsjt must make an Affinity roll, as its discordant tune rings out. For every 2 successes on the roll, any non-God Unit that enters a range equivalent to Ejtpo’Jsjt’s Affinity rounding up that does not belong to Ejtpo’Jsjt suffers a -10 to their Culture, or in the case of Hero Units a -1 to their Affinity, until the end of the epoch. >Boons: >Passive Area Effect: -20(-10). It is an orchestra unto Itself, never silent, never ceasing. >Banes: >Requires Skill Check- Affinity +3(-7). Any instrument takes finesse, the pipes, most of all! >Halved Attribute Cap, Strength +7(0). Lack of muscles, bags of gas beings of Might they be not. Ejpto'Jsjt !9wqNnzVzZ6
Quoted By:
>>6274422 >Minions: Zischenspawn Lo, our conductor sought so high, so low, so seeking, so verily!- a throng conductive did it seek: blowers, drummers, sizzlers, instrumentals all, alas, for naught. None did it find. So sought it with itself, for, by, forebearing it was suchly. Pieces broken from weary pipes, tears congealed from wistful eye. Thus were they molded, thus shaped were they! Lesser, manyfold so, but no less apart of what was. In image of our one! No less instruments yet unplayed, yet eager in the joining!
>Minion Attribute: Culture. What tattered remnant sights and sounds their meager talents can grasp and noisy zeal can carry.
>Minion Ability: Sympho-Kinesis. Being (SEVERELY) degenerated bud/clone offshoots of Ejtpo’Jsjt, they wield a tiny portion of its music. This lets them circumvent their lack of functioning limbs and, to a degree, the need for simple tools.
>Starting Hex: (3,7) A place apiece, apportioned, of great still eyeless things grasping up up up, creaking down down down. Find to look whatfor are they? Or to be found whyfor were they? A place strange, of twistings and contradictions.
Anonymous
>>6274311 n them.
>Color #CC8899
>Starting Hex (39, 26), Jungle
fault in our stars. Rings and rings of satellites that spectated the world from above and saw how wrong everything was to how things are supposed to be. A terrible beauty that descended from the heavens to bring about a new world.
>God Attributes: Major: Spirit, Minor: Terraforming and Agility
>Heaven's Opinion (https://youtu.be/NbhSNlgYKHA ) St. Aster cannot Attack, or make use of any Unit Interacts related to Attacking. She can, however, perform a unique Spellcast, calling the hatred of Heaven down upon her foes in the form of descending projectiles that can strike anywhere within a range equivalent to half her Speed, rounding down. This Spellcast only costs 1 DI, and deals baseline damage equivalent to double her Spirit. The price for this might is steep, however, and her body is fragile in exchange, its Armor value halved at all times.
>Minions: Narcissists They look like humans. They often have some sort of special feature. Something more, like horns, eyes, mouths, Something less, like faces, shadows, reflections. Only apparent when viewed in a group. They are natural liars, and make leaps of logic that makes no sense to anyone but them. There are hints sometimes, of aberration, that you may find some among them that bears an eerie resemblance to the followers of other gods on this land. Blink once or twice, and you'll be reminded that these are genuine humans, no matter what your senses tells you.
>Minion Attribute Culture
>People Die When They Are Killed It is said that these Followers of St. Aster are blessed with a vitality of life. You may hurt them, harm them, even kill them. They will simply arise again when none pays any attention to them. It isn't an exact science, but you must make your mind as steady as possible, for even a moment of disregard may mean a Follower only pretending to be dead and ready to assault you when you turn your back on them.
>Color #CC8899
>Starting Hex (39, 26), Jungle
Anonymous
Quoted By:
>>6274470 Kinda fucked, but missing parts,
>Name: St. Aster >Domains: Violation A deity born from a fault in -
Anonymous
>>6274311 What Hex site do you use OP?
Laurelios, the Divine Right
Laurelios, the Divine Right ID:xNrwfgcf Mon 14 Jul 2025 14:48:09 No. 6274661 Report >>6274311 >Name: Laurelios, the Divine Right Description: a beautiful gilded crown, the size fitting the head of the last wearer. Atop the crown is a beautiful amber gem, containing it’s first wearer- an ant queen.
Within the crown are many, many miniscule runes- one for every wearer.
>Domains: Royalty >Color: Purple, the color of ROYALTY God Attributes:
>Major: Affinity >Minors: Terraforming, Spirit >Your Minions: Shades, the past wearers of Laurelios. They are all a far, far cry from what they used to be, each previously bright rulers empowered by the divinity of the crown they wore in life.
Now, they are naught but spirits bound to the runes within the crown, summoned forth as mana springs into the world to keep Lauelios safe until a worthy ruler comes to claim it.
Each Shade appears as an absurdly bejeweled skeleton, bearing the finery they were buried with.
Minion Attribute: Culture
Minion Ability: The shades do not rest easily, and will return again and again so long as Laurelios is not destroyed. They obey whoever bears the crown, as though it were Laurelios itself
Laurelios, the Divine Right
Laurelios, the Divine Right ID:xNrwfgcf Mon 14 Jul 2025 14:49:10 No. 6274662 Report Quoted By:
>>6274661 >Starting Hex: 21, 16 MoleOP
Quoted By:
>>6274632 We didn't use a particular hex site. A collaborator, BoC's original creator, put together a program to run the backend of the game on, map building included.
-Arkatassus
Name: -Arkatassus Description: A pair of gods. One, a mighty divine Hydra native to this world, its fiercest protector. The other a mysterious alien saucer, an invader from another world. Domains: Assimilation, Adaptation, The Third Sun Color: Red, or whatever works. God Attributes: Major spirit, Minor Strength, Minor Terraforming God Ability, Entwined Sparks: -Arkatassus can, provided it has sufficient DI, perform two Unit Interacts per epoch. -Arkatassus has two modes, which it can switch between as one of its Unit Interacts at the cost of 0 DI, with the switch taking effect at the beginning of the next epoch. In mode, -Arkatassus’ speed is capped at 1, and receives a +1 to the FV of all Spirit based rolls, as well as a -1 to the FV of all Strength based rolls. In Arkatassus mode, -Arkatassus’ Affinity is capped at 1, and it receives a +1 to the FV of all Strength based rolls, as well as a -1 to the FV of all Spirit based rolls. Your Minions: Palladion Sauria. Reptilian mortals native to the planet, followers of Arktassus before his deadly conflict with the alien invader. With the resurrection of the Hydra and his apparent command over the third Sun, they returned from despair to worship the Hydra once more. Minion Attribute: Culture Minion Ability: Teachings of the Sun Palladion Sauria have a chance to steal techs from a civilisation after successfully converting units belonging to them. Starting Hex: 18, 23
Makrópnoos
Quoted By:
>>6274311 >>6274347 I'd like to start on 22,16 instead if possible
Ͼ-Arkatassus
Ͼ-Arkatassus
Quoted By:
>>6274793 Adjust adaptation to evolution.
Anonymous
>>6274311 Still accepting players?
MoleOP
>>6275466 Yup, capacity this time is 30 since the program makes the backend stuff easier, so still plenty of room.
Hozumi, Inkeeper
Quoted By:
>>6274311 >>6275467 >Name: Hozumi, Hidden Innkeeper >Domains: Illusion, Travel Goddess of the Tanuki and patron deity of travelers, Hozumi is a mysterious tanuki deity who resides in an ancient inn nestled within a bamboo forest. Lost travelers occasionally stumble upon her enchanted inn, where they find rest and comfort attended by a seemingly infinite number of tanuki servants. After their stay, they resume their journeys, recalling only the warmth of the ancient inn and a vague sense of having paid "something" for their lodging.
>God Attributes Major: Spirit, Minor: Agility
>Nirvana, Grand Illusion Hozumi envelops the world in a mesmerizing veil of trickery, blurring the line between reality and dream. When invoked, Hozumi conjures an ethereal mist that swirls through forests and pathways, manipulating perception, space and distance of anything trapped inside. (dunno about specific mechanic, ill leave it to qm)
>Minions: Tanuki Small, cunning, and cowardly, tanuki are shapeshifting tricksters of the bamboo forest, known for their playful deceit and love of sake. With round bodies, bushy tails, and mischievous eyes, they weave illusions to evade danger or prank mortals
tanuki folklore origins
>Minion Attribute Defense
>Minion Ability Reincarnation - The tanuki, a small, weak, and cowardly trickster race, rarely live to old age. However, a particularly clever, wise, or cautious tanuki may lead a long and prosperous life, attaining enlightenment. Those who do are called back to Hozumi’s inn upon death and given a role as her attendant. After serving for several lifetimes, they reincarnate with their memories, wisdom, tricks, and strategies intact.
>Color Light brown
>Starting Hex Anywhere near a forest
first time, let me know if need to fix anything OP
Hozumi, Inkeeper
>>6275467 >>6274311 >Name: Hozumi, Hidden Innkeeper >Domains: Illusion (Major), Travel (Minor) Goddess of the Tanuki and patron deity of travelers, Hozumi is a mysterious tanuki deity who resides in an ancient inn nestled within a bamboo forest. Lost travelers occasionally stumble upon her enchanted inn, where they find rest and comfort attended by a seemingly infinite number of tanuki servants. After their stay, they resume their journeys, recalling only the warmth of the ancient inn and a vague sense of having paid "something" for their lodging.
>God Attributes Major: Spirit, Minor: Agility
>Nirvana, Grand Illusion Hozumi envelops the world in a mesmerizing veil of trickery, blurring the line between reality and dream. When invoked, Hozumi conjures an ethereal mist that swirls through forests and pathways, manipulating perception, space and distance of anything trapped inside. (dunno about specific mechanic, ill leave it to qm)
>Minions: Tanuki Small, cunning, and cowardly, tanuki are shapeshifting tricksters of the bamboo forest, known for their playful deceit and love of sake. With round bodies, bushy tails, and mischievous eyes, they weave illusions to evade danger or prank mortals
>Minion Attribute Defense
>Minion Ability Reincarnation - The tanuki, a small, weak, and cowardly trickster race, rarely live to old age. However, a particularly clever, wise, or cautious tanuki may lead a long and prosperous life, attaining enlightenment. Those who do are called back to Hozumi’s inn upon death and given a role as her attendant. After serving for several lifetimes, they reincarnate with their memories, wisdom, tricks, and strategies intact.
>Color Light brown
>Starting Hex Anywhere near a forest
first time, let me know if i need to fix anything OP
Anonymous
Quoted By:
>>6275499 I believe you get two minor attributes, not one.
Hozumi, Hidden Inkeeper
Quoted By:
>>6275499 >just realized you take 2 minor attributes >God Attributes Major: Spirit, Minor: Agility, Fortitude
Major: Spirit, Minor: Agility
Hozumi, Hidden Inkeeper
>>6275499 >God Attributes Major: Spirit, Minor: Agility, Fortitude
Harbor
>>6274311 Name: Harbour
>Description: A harsh Presence, as encountered by the brave, yet desperate souls that wandered beyond the mountain pass for safety, which found themselves in the god's presence, awakening it by the shared suffering, after fleeing from far and wide to the north. Yet, perhaps it had followed them earlier than that, as their journey and shared suffering forged the bonds that hold them together. Domains: Bonds
Color: Mauve #E0B0FF
>God Attributes: Major Affinity, Minor Fortitude, Terraforming God Ability: Bound by thy Harness (Locking down and disabling threats)
Your Minions: Gladebound
>Minion Attribute: Defense Minion Ability: Bond Harnessing (Semi-Permanent pacification of threats by entombment/enshrinement)
>Starting Hex: 26,5, The Bondglade Harbor
Quoted By:
>>6275759 Gladebound
>The brave yet foolish souls who fled north, escaping horrors or more mundane threats. Wearing Ropes, Chains, Seals and Bandages, or objects of similar nature, they proclaim their allegiance to their bonds, each other, and the entity that Harbours them. The name stems not only from the glade in the mountains, where they live, but to signifies their journey to it.
tsss
Quoted By:
>>6274314 tssss would like to specify (7,25) as his starting location.
The Highlander
>>6274311 Name: The Highlander
Description: 1986 Christopher Lambert from the film Highlander.
Once an immortal warrior who had defeated all other immortal warriors and gained their power, the Highlander lives on in this new World, where he has molded a race of ogres that worship and imitate him as much as they are able. He with his faithful minions wander the new world looking for new experiences.
Domains: Strength and Absorption
Color: Plaid of red and green
God Attributes: Strength-major, fortitude and spirit- minor
God Ability:
Absorbing Strike-
The Highlander adds an additional 1dX to his attack roll and if successful absorbs part of its target's essence.
Your Minions: Ogres with 1600s highland tribal culture
Minion Attribute: Offense
Minion Ability: Eating their foes gains the ogre the strength of their foes.
Starting Hex: 4,8
MoleOP
>>6275807 The rest of the sheet is fine, but on the map gods are represented by one solid colour, rather then patterns or mixtures, so you'd need to pick either red or green, or some other colour if one of those alone doesn't fit. Would also appreciate if you were a bit more specific, like grass green or forest green for example.
The Highlander
>>6275841 Forest Green feels right
MoleOP
Quoted By:
>>6275847 Perfect, thank you kindly. Are you on the discord already? Mind pinging me if you are so I know who to invite into your god channel?
Anonymous
Quoted By:
>>6274311 Name: Varkhuz
Domains: Slaughter, Hierarchy
A flag ripples with the wind as thousands of rotting corpses reek their putrid fumes into the air, gold exchanges hands as boy no older then five solar rotations is castrated like an animal, blood gushes from the throat of a man as a gilded beast wrings chains around his neck. This is the domain of Varkhuz the most primal of deities, that of wretched violence the kind used to enforce one's will over another.
A horrifically deformed bloated man. He bares no skin and instead has open flesh, bone, and sinew exposed to the elements. His gaping maw is filled with razor sharp teeth. His head bears two sharp deer like horns.
Varkhuz is covered lightly in a warriors garb with metal armor covering much of his body.
God Attributes: Major: Strength, Minor: Terraforming and Fortitude
Minions: Bloody Minotaurs
A roaming band of Minotaurs they live in a strict hiearchy where the strong abuse and exploit the weak. They bare no skin on their frames and instead bare flesh faces the elements upon their bodies.
Minion Attribute: Strength
Vows of the Shattered:
Screams of horrific flesh turning pain fill the air. No mercy will be given today as bones are snapped and tendons ripped like that of butchering a animal. The Hiearch of chains has much work to do putting his victim in it's place. He will remake them into a servant imprinting his bloody image on their very soul or they will suffer an excruciating death.
Boon: Mindcontrol/Subjugation
Bane: Enemy must be defeated first
Color: Crimson
Starting Hex: Near Cactus Spring
Anonymous
>>6274311 >Name: Huáng 黃 >Domains: Enlightenment An epoch past, several mayhap, there was a man. Created out of pure light, he was tasked to teach and protect.
He sought out the weak who could not defend from the wicked, the poor who could not feed out of ignorance, and the valiant who could not see a path through a mountain aside carving it out.
To each, he would give what he could, what he had, what he knew.
The light faded, the world turned, and he would find himself reborn from a wisp, into being.
>God Attributes Major: Affinity, Minor: Agility and Spirit
>Mount Ao Sectmaster As the sect accrues more profound herbs, bones, scales, and other such alchemical components that can be refined into profound pellets, so does Huáng refine his cultivation, as his disciples follow suit, allowing the sect's strength to grow. (Probably something like resources giving stat bonuses?)
>Minions: Mount Ao Sect Disciples A collection of young hopeful martial artists and jaded old shrew masters. Seemingly mortal humans, each and every one of them is devoid of minor aesthetic imperfections, with the effect increasing exponentially the higher a member's cultivation, and thus their rank.
>Minion Attribute Culture
>Cultivation Strength, durability, and spiritual strength increases with one's cultivation, with higher cultivation allowing supernatural abilities such as flight, energy projection, short range teleportation, and more.
>Color #ffb200 (yellow)
>Starting Hex (3, 26), Yellow Mountains
Patior
Quoted By:
>>6274311 Name: Patior the one who suffers in silence
Description: Patior can feel it, the suffering of all its children at once. Patior sits in place like a scarcrow, giving off waves of psionic pulses for communication and self defense. Patior teaches that suffering be it mentally or physically is a process of spiritual refinement and purification. When one approaches Patior they are exposed to Patior's deprivation of their surroundings often resulting in a feeling of being in a dark abyss.
Domain: Suffering
Color: brown like old parchment
Attributes
Major: Spirit
Minor: Fortitude, strength
Minion: Mortals the conduits of suffering
Mortals aspire only to have their dreams fall short of reality. Their happiness in life a beautiful product of understanding that there is and always will be suffering, a driving force that makes Mortals aspire to begin with.
Mortals have the looks of humans though they are varied in shape, size and color to experiment with the pain of alienation to one another.
Minion Attribute: Fortitude
Minion ability: indomitable body and mind
When pushed to the limit Mortals continue to please Patior with just how much further they are willing to push themselves to survive. Mortals fight at the full strength or come up with genius strategies if not even Moreso in hopeless situations. The pain of dying while holding desperately on to hope a deeply nourishing event for Patior
Starting hex (13,14) surrounded in a false security of stone.
Hozumi, Hidden Inkeeper
Quoted By:
>>6275611 >>6275499 >God Attributes Major: Spirit, Minor: Agility, Terraforming
Laqura
>>6274387 ...Thinking about it (and after reading the description), the Coast Biome makes far more sense for Laqura's starting point.
Change Starting Hex to: (39,19)
Anonymous
Quoted By:
>>6275926 >>6274311 Change (3, 26) to (2, 26)
Laqura
Quoted By:
>>6276316 ...Moving to (37, 21), because Reefs
Aegiron
>>6274311 > Name: Aegiron, the Blade of Edicts > Form: Aegiron appears as a longsword of flawless, blue-grey steel with the runes of judgment and order etched along its blade that glow faintly with a pale blue light. The crossguard is shaped like stylized scales of justice while the pommel is a simple rounded band of iron, unadorned except for a sigil that depicts a sword over a set of scales with a sapphire eye set into the fuller watches with tireless vigilance.
> Personality: Implacable, stern and incorruptible the blade of edicts is the arbiter in all conflicts. Aegiron tolerates no chaos, lawlessness, or betrayal nor will it permit honorless bloodshed. In battle it is both a weapon to be wielded and a judge who delivers swift punishment or mercy as dictated by the law it embodies. To wield this blade one is to swear fealty to justice, order and the old codes of combat.
> Domains: Martial Honor and Law
> God Attributes: Major: Mastery (Skill, Precision, Control)
Minor: Authority (Leadership, Command)
> Minions: The blades of honor Forged in ages past by Aegiron itself or by master smiths bound by oath these lesser Blades are sentient swords each inscribed with a different law, code, or oath. They are scattered across the world, awaiting worthy bearers. When drawn by the honorable, each Edict Blade awakens, guiding its wielder toward justice and order sometimes gently, sometimes sternly and no two Edict Blades are exactly alike. When their wielder falls or becomes corrupt, the Edict Blade either abandons them or turns inert, awaiting a new champion. On rare occasions the blades themselves can briefly manifest spectral forms to counsel, warn, or even defend.
> Minion Attribute: Lawbound Will (the ability to judge and empower the worthy and to resist the unworthy)
> Vows of the Edict Blade "By my oath, I shall mete out justice, not retribution. Let those who bear me place the law above their own desires, or may the blade turn against their hand. I serve order, not ambition; I am the balance, not the sword of wrath."
> Boon: Verdict of the Blade In moments of conflict all violence within the Edict's blade presence must yield to law and trial. Combatants find themselves bound by codified duels before formal judgments where trickery and deceit is laid bare. Oaths spoken are enforced by the blade’s power, and even the most unruly hearts are compelled to respect the balance of law.
> Bane: Chains of Law Aegiron (and its minions) are bound to follow the law and code they represent—even when it would be easier, safer, or more expedient to ignore them. The sword cannot act outside justice or honor, and cannot serve those who would twist the law for evil ends.
> Colour: Sapphire green > Starting hex: Wherever TheBeast
Quoted By:
>>6274311 >The Beast >A shadowy figure, wrapped in furs, with what appears to be antlers growing out of his head and glowing eyes. Scattered legends tell of a lantern he carries, and of his voice, civilized and swarmy. Sometime, singing can be heard in the darkness of the woods. >Domains: Forest, Change, Soul >Color: Dark Green >Major: Terraforming; Minor: Spirit, A >Divine Ability: Beastial Ichor- the godly blood that corrupts the veins of the local wildlife. Keeps them growing, bigger and stronger than their uncorrupted counterparts, until bark and leaves sprouts from their skin and they fully subsume into the forest proper. They have an unnatural intelligence and collective instinct, informed by the bond their share with their master. >Minions: The Children of the Forest. The corrupted wildlife that consumed the nectar of a god, and was thus changed, twisted into something unnatural… or more natural than most. >Minion Ability: Beastial Instinct. The bond they share with their master, running through their veins. (More on it later.) <42,4>, right next to the glacier.
MoleOP (Posting on someone's behalf)
MoleOP (Posting on someone's behalf) ID:QEJJMxji Sun 20 Jul 2025 19:58:45 No. 6277889 Report >>6274311 Name: Daemupochu (ダエムポチュ)
Domains: Growth
A seed fallen from the Gardens of Heaven has landed in the forest and taken root. Over thousands of years, through storm and fire, it has remained and grown into a tree of
God Attributes
Major: Fortitude Minor: terraforming & affinity
Ability: Ambrosia, Fruit of the Heavens - Can sacrifice health to empower units
Minions: Daemu - Small seeds, plants, and flowers that the mystical heaven tree has given sentience in order to steward the forest.
Minion Attribute
Health
Minion Ability
Sow
A unit can be made stationary for some turns to heal.
Color
#85B09A (Cambridge blue)
Starting Hex
(38,24)
MoleOP
>>6274311 >As a fresh breath of creation graces this newborn world, a wheel begins its first tentative spins. All of the gods above this post are now free to begin their first turn.
The Highlander
>>6277906 Walk to 5,9
The Highlander will Pick up the sword and do some test swings to see if it can be wielded as great as he once wielded the MacLeod Longsword.
>>6277680 Anonymous
Rolled 6, 6 = 12 (2d10) >>6277906 Lo, nowhere our haze be, a pendulous emptiness thereby was. Smolderous smog, a thing drownful, a thing dolourous. Ejpto’Jsjt spun in place. Eye moistened, crushed under absence. Naught remained. Be it so? So betide. Alas...
Ejpto’Jsjt perceived those shapes surrounding. Long, stringent, not sinuous, shooting upward, downward. Curious were they, elongated, yet dense, lacking spaces in hollow, suited ill for music. Like naught Ejpto’Jsjt was yet to gaze on, were they. Strange.
Ejpto’Jsjst considered that place it spun on. Shapes aside, others there were. One odd, of ligaments unknown with likewise proportions. Of dual eyes welded on, at that! It stood like those other shapes, yet fell forth! Yet caught itself? So it went, be it nimble, be it quick. Lack of elements there was, was it in imbalance? Nay, it moved in sureness, of certainty! A protrusion snatched out.
Then was a blade. A thing frightening, a thing gouging. Only one eye blinked on it. Familiar, even in its lack of protuberances. Kin erstwhile? Nay, of sharpness it was, now swung firstly, by that first. Ejtpto’Jsjt felt a sudden feeling, a shifting of purpose, a thing anew. Terror.
Terror! A wonderful feeling it was! Of pulsing, of energy! Terrific! On Ejpto’Jstjt went, considering, curious. Distance be needed. But wherefor? Places downward were there, yet another one was visible, up up up. Far, yet not so overlong so. Terror found itself in a tempering stymied, a curiosity, a blending. Ejpto’Jsjt had to know what there was, had to share its symphony. Perhaps in it could be found a friend therewith? So if, not a chance was there of anywhere else.
Up Ejpto’Jsjt went! Clanging, humming, music over hills staggering in rapid motion.
>Ejpto’Jsjt moves two hexes north from (3,7) to (3,5), [2/4] speed left >Ejpto’Jsjt triggers Thunderous Racket, encompassing the Primal on (4,5), free action, (rolling 2d10 on first post) >Ejpto’Jsjt attempts to Convert the Primal on (4,5), (rolling 2d10 on second post) Ejpto'Jsjt !9wqNnzVzZ6
Rolled 3, 9 = 12 (2d10) >>6277937 Huáng 黃
Rolled 6, 1 = 7 (2d10) >>6277906 >>6277906 >Build Village [MA] [4 DI] [Enlightenment] - Mount Ao Sect Pagoda >Preq-Tech: N/A >Preq-Resources: N/A >Gateway To Heaven The Mount Ao sect requires a compound, and so Huáng directs his disciples to begin construction of one, alongside a shelf.
Soil is collected and molded into adobe bricks, dried till they cease to shrink. Extremely heavy, they function as an excellent team building exercise as disciples determine how to best transport and stack them. Some elect to collectively carry them four apiece, others create human chains that pass the bricks one by one, while still others attempt more harebrained schemes such as launching them through the use of ropes, sticks, and levers.
In time, the mighty pagoda is completed, with nine hundred and ninety nine steps lined with nine hundred and ninety nine bells leading up the mountain to it. To first gain access to the pagoda, one must take care to time each step with the intermittent ringing of the bells. Failing to do so sees one's next step be the first in the line, whether by skipping a step, breaking the steps or the bells, ringing them ahead of time, or even flying past or around.
Patience is the key to success, and through it, enlightenment 循序漸進
>Terraform [MA] [2 DI] - (3,26) (4,27) >Claim Hexes Huáng meditates on the pagoda-top, southeast. Beyond the mists and rocks and hills, he sees, he ordains, and he claims.
Catarina !oQKAKCcdZY
Quoted By:
>>6277906 >2x[MA] [DI] Claim 17,8 18,7 19,6
>[MI] move to 18,10 -talk: "Hello, neighbour. Would you know this place ?"
Aegiron
Quoted By:
>>6277913 The sword moved with a fluid grace in the Highlander’s grasp. It felt lighter than it had any right to be, perfectly balanced it felt almost weightless.
As the mysterious swordsman kept practicing swings with Aegiron, a voice would boom in the Highlander’s mind to swear the oath:
"By this oath, I shall mete out justice, not retribution. Let those who bear me place the law above their own desires, or may the blade turn against their hand. I serve order, not ambition; I am the balance, not the sword of wrath."
Ervenbloud
Quoted By:
>>6277906 As Ervenbloud awakens he senses two great sources of lava nearby. With every beat of himself he uses the magma he produces to carve tunnels that eventually connect to one of the volcanoes. Once he connects to the first volcano he redirects the magma to begin heading towards the other, going through unclaimed land in the process.
>Claim [MA] [DI] 10,20 and 11,19 However, before he reaches the other volcano he is distracted by the first of his people emerging from his Magma. The first Magma spawn wander the pyroducts aimlessly at first, but most find themselves drawn to the cavern in which Ervernbloud resides. As more and more are drawn by the sound of his beating and are fascinated by the tides of magma he produces, many choose to make permanent residence in the lava tubes closest to him.
>Build settlement [MA] Molten Provenance in 10,19 Mutare !1RvkBCkztE
[MA] [DI x 2] Claim 20,9 20,8 [MA] [DI x 4] Build settlement name: The Hive Spire The hex has a field that covers it; anyone who attempts to physically enter, mentally enter, or spiritually project themselves into it is rebuked is injured for their effort, any god or mortal with permission to enter is protected from this effect. Justification: My major attribute is spirit, so I am good at the spell-making thing Communicate [MI] With the god at 18, 10 Greetings, Kindred. I sense we are similar—godlings who will, in time, shape the path of the world. I hope you can consider me a friend. What is your name, fellow Godling? Mine is Mutare, I think, I am the divinity of Knowledge, and Unity, yes, those descriptions feel right.
Mutare !1RvkBCkztE
Quoted By:
>>6277994 correction
[MA] [DI x 1]
Claim 20,9 20,8
[MA]
Build settlement at 21,8 name: The Hive Spire
The first action only needed 1 DI, the second action was impossible, and I am not stupid enough to try
Lithic
Quoted By:
>>6277906 >Terraform [MA] [2 DI] - (19,10) (17,10) Lithic terraforms these hexs claiming providence over them as large jutting portions of quartzite sprouts out of the ground this allows for lithoforms to gain important silicates to maintain themselves.
Movement of earth and rock disturbed the area around a mountain.
Tectonic vibrations churn as rock begins to roil gravel shudders to the vibrations building until final a massive chunk of teal quartzite punctured through firing off a drum shattering bone shaking blast of rock and noise sending fauna scurrying to the safety of the plains.
Two large crystaline hands fit for golems part the way from a tunnel in the earth. Crystaline quartzite begins to bud and then form into small humanoid chrystal people clawing themselves out of the teal monolith. Lithic a giant mass of Chrystal emerges from his/her/their stasis along with a tall bulky femmine framed Chrystal being hued a dark purple. “Come my daughter, come sea the outside world for the first time” lithic extended their hands to help hail his demigoddess daughter praxus from the confines of rock and unto the base of the mountain.
“Aye ain’t this view a beute you can see the forest line and sea shore from here”
praxus shyly nodded
“Ah don’t be a wall flower go n play with your brothers an sisters, explore and discover I’ve got some business to attend ta but I’ll be close” lithic nudges her along to join in on the small emerging huddle of beings.
>Develop [MA] [1 DI] - <gathering> >Preq-Tech: N/A >Preq-Resources: ambient plant life likely fragile shrubs and plants that grow in mountainous areas > < Lithic floats towards a small huddle of them appearing to smash wood logs together some are trying to carve them with their sharp edges inspecting them for designs, others are gathering little flowers. “Hehe little ones are already developing gathering resources learning what’s useful and what’s pish” Lithic stops and turn towards the sudden presence of a being as strong if not stronger then them/him/herself
Ah a familiar figure of a human woman, if not a bit bizarre in the fact that the ambient heat energy dissipates around her leaving only cold, Infact she seems completely donned in ice and frost.
Being the polite gentleman/woman/being they where lithic began to speak apologetics
“ ACH look at me bein rude and unaware of my suroundins im sorry for not noticing ya sooner”
>Many different crystal protrusions spark with different colors as the mass of crystals speaks in different unique voices. “As for your question and tah introduce mah self you are currently on the newly formed Chrystal planes, made by me lithic, as for current celestial body? I’ve no clue neither for our current plane of existence ah just woke up with my daughter praxus”
>lithic points towards a purple Chrystal lady that towers a couple feet above her siblings “May I ask who you are for I am still new to this place aswell”
St. Aster
Rolled 1, 3 = 4 (2d10) >>6277906 Spying upon the world from her eyes in Heaven, the Saint sees a beast seemingly weak to her expertise. It is curious how weak it seemingly is from her view, but whatever. It'll be a learning experience if nothing else.
>Terraform [MA] [1 DI] - (38, 26), (39, 25) St. Aster bends and breaks a dozen unreasonable laws to make entry for her followers from Heaven. Might be a little messy to grow more eyes than you normally would have, but it'll peter out eventually.
>Create Unit [MA] [2 DI] - The Eye Hero Take the Followers with those bunch of eyes, and mush them together. Make a big Eyeball Man out of them. She needs a little giant to serve as meat shield against whatever plot this beast has to offer.
>God Unit - Spellcast: Heaven's Opinion [UI] [1 DI] - (41, 27) Target on sight.
Target locked.
Dropping payload (ROCKS ROCKS ROCKS).
Good hunting.
Good hunting.
>God Unjt - Move [UM] - (41, 24) St. Aster moves to a more advantageous position, disappearing from that end and reappearing to this end. Better to discourage any encroachment on this side of her isle.
Lithic
>>6277994 Lithic paused once again this time mentally splitting themselves in half, another dirty sending lithic the equivalent of psychic mail a kindred a being claiming to be friends, quickly thinking up a response lithic sends a message.
Greeting Mutare I am lithic a being of pure crystalline I am the divinity of geomancy and energy manipulation if ya wish tah visit I am willing tah have ya, now if yah will excuse me I have another visitor to focus in and it would be rude of me to speak to them while only partially paying attention.
Lithic
Quoted By:
>>6278011 Replace dirty with godly, was rushed a bit typing this out
Drakatron
Quoted By:
>>6277906 Drakatron surveys his new minions with a scowl. They have a long way to go before they are worthy of carrying out his will.
MA DI: First, the alien robot dragon god lays claim to the mountains to his southwest (33,18), as well as a stretch of jungle to his northeast (35,17)
MA: Then, to commemorate the start of his reign, he demands a settlement be built. It'll be not much more than a collection of mud huts and wooden hovels for now, but that is sure to change in the future, oh yes... (Build Village "Dragon Rock" at 34,18)
Frakt ~ Lys the Heartglow
Frakt ~ Lys the Heartglow ID:aw76hsIY Mon 21 Jul 2025 01:58:15 No. 6278022 Report Rolled 1, 7, 10, 7 = 25 (4d10) >>6274311 >MA 1 - (DI x 2) - Not a Realm, a Home [Safety] Lys, no matter the distance, is always the ever-distant light on the horizon edge. She comes into being, flickering anew amidst a harsh world. The Liten who cling to her mountain's base can only gaze upwards with fearful expressions. They do not understand the dangers they face, not in any sense. She must prepare for them a home, and safeguard it from the others she can already feel nearby.
>Tech to make her claimed hexes harder to counter-claim or affect. >MA 2 - (DI x 2) - Light's Peak Lys is a beacon, first and foremost. It will not do to go unnoticed, for better or for worse. Let all know of her presence, the light on the ever-distant mountain.
>Tech to make her more easily noticed, especially via distance. >>6278011 Lithic is a God, so Lys' presence will already be known to him, but her flaring light is a wordless acknowledgment that she recognizes his existence too. She is warmth, a distant hearth that promises safety.
Mutare !1RvkBCkztE
Quoted By:
>>6278011 Mutare receives the message, taking in the meaning before sending a reply in kind a pulse of mental and divine thought willed at Lithic. "i understand, and thank you for the offer, Lithic, allow me to return the invitation in kind, enjoy your conversation with the other kindred."
Lithic
Quoted By:
>>6278022 Lithic doesn’t turn towards the beams of light shining upon them but they notice it and mouthlessly smile at all the sudden attention. “So many kindred so many friendly or curious its so much better than the solitude of tha cold isolation of hibernation”
Daemupochu
Quoted By:
Rolled 6 (1d10) >
>>6277906 >>6277889 >Claim [MA] [1DI] - (38,23) (38,25) >Daemupochu's roots spread within the ground, hallowing the surrounding jungle and providing the local flora with sentience. >Terraform [MA] [2 DI] - (38,23) (38,25) Create unique terrain: Verdant [terrain]: Heals units on Verdant tiles.
>Daemupochu spreads its influence across the fertile jungle. The nutrients provided turn the land into a lush and verdant overgrowth of thick vegetation. The jungle not only pulses with life, but eminence is leaving inhabitant vibrant. Harbor
Rolled 1 + 2 (1d10 + 2) >>6277906 >Terraform [MA] [1 DI] - (27, 3) (28, 4) The displaced found themselves in the glade, a haven for those who survived the journey. And still, they survive, living no longer in imminent fear of death. Yet the fear persists. More is needed, not just for survival, but for a life desired. Thus, they speak of a vast white land, further north, as known by some. While not plentiful in food, one may still hunt the beasts beyond, and may even fish, should they find themselves able, plenty enough not just to survive, but to thrive. Thus, they set out, crossing the mountains,
>Develop [MA] [2 DI] - Bond Harvesting >Preq-Tech: Bond Harnessing >Preq-Resources: Domain (Bonds) > The creation of an alternative Resource Collection method, based on creating basic polymers and materials from debris. The harbourer, short, Harbour, found themselves approached, yet approaching, the Displaced, to be known as Gladebound. Having fled house and home, what little tools remained are gone now. Now, Harbour speaks to them, explaining the nature of the world, the connections, the bonds that are formed, the understanding of the Domain of Bonds. Understanding this is the first step to building bonds with your surroundings, instead of breaking them for your gain. Whether they understand or require more time is to be seen.
> Unit Movement > Harbour (24, 8) Their People fled north, away from the terror of the primals, of terrors unknown, or more familiar. Yet, the horrors remain, leave a trail of destruction in their wake, and are sure to cause more devastation. So, they leave, to the south, to stop the beasts in their track.
> Unit Interact > Bound by thy Harness, Jaganteo (24, 9) And thus, bound for the creature, seen from afar, but more so felt, Harbour is bound to bind this horror in place. It's a duty, given by merit of the trust put in the 'god', so the harbourer has been dubbed. What shall be done from there is to be seen.
Harbor
Rolled 3, 7 = 10 (2d10) >>6278405 As for the second Roll...
(I do not for the life of me know how to use this damn dice system.)
Laqura
Quoted By:
>>6277906 >Terraform: Claim [MA] [1DI] - (36,22) (37,22)(37,23) Laqura reaches out with churning limbs that dissolve to mist at the furthest extremities, laying claim to these coast-side domains with a pattering rain-shower that inundates gently with godly essence.
>Unit Movement: Laqura to (38,22) Moving just a little, Laqura's lower form is soaked back into the sea amidst the ocean mist to replenish and stand guard.
>Build: Village [MA] of 'Tidemark' upon (37,21) Resources: Clay, Sand
Freshly inundated, the Granchpolpo fashion what they can into crude settlement that consists of mostly impacted Clay and Sand. It's not much, but they'll have time to work on it... they can start by (hopefully) dragging back some wood and coral to decorate and add some structural support.
Makrópnoos
Quoted By:
>>6277906 >>6274661 Makrópnoos stretched his back and overlooked the tribe of Humans he had just uplifted. Their minds were already sharper but...they were wearing mere rags and had nothing to call home. This would not do and he would find them a place to stay. As he began to walk towards a suitable location, the giant investigates what appears to be another presence similar to his own and that of the others he's sensed around him. He stops in front of what looks like a crown sitting on the floor, frowning.
>Makrópnoos moves from (23,16) to (21,16) where Laurelios is tsss
Rolled 8 (1d10) >>6277906 tsss yawns. A noise halfway between a dying cat and a heap of rusted metal in an industrial blender echoes across the desert. Every living thing scurries for cover as spines pop off the death urchin, soaring for miles before stabbing into the earth below. A family of Kikka are too slow, too careless, and find themselves impaled, pinned to the earth. Such is life under the god of stabbing. There is a noise somewhere between a buzzsaw on metal and a cat’s purring from the great mass of spikes. Then sand and stone is kicked up in a wave as tsss begins rolling aimlessly in whatever direction suits him.
> MA. DI. Claim (8,26) (6,25) (5,25) Where the spikes stab into the land, so too does the will of tsss. Kikka creep tentatively into the new lands, always watching the sky for another rain of death. There they find new resources, clay in the mesas and the twisted wood and beasts of the Bramble Forest.
> MA. 2DI. Develop ssstabbers, cruel spears imbued with divine power In the bramble forest divine power lingers where the spines of tsss have crashed into the thorn tree. Filled with the power of the divine these razor sharp shards, already potent, have become more vicious still. The kikka seize on these blessings as tools of the hunt.
> Move! tsss launches across the desert at random. Or runs into a mountain. Either one! > Dice for DI Develop tsss
Rolled 4 (1d6) >>6278494 tsss has the zoomies!
A Door
Quoted By:
>>6277906 >MA + DI [Claim]: (19.23) and (29.24) Space contort. Distance shift. both in a cactus oasis and a faraway forest. Subtle door engraving appear on bark and stone alike.
>DI + God unit [Portal]: (29.24) Close to the Door, reality start to shimmer, contort, the air become reflective, at first it is impossible to comprehend the sights but little by little it settle on the reflection of a forest. In the forest the same is happening but with a reflection of the Door, until it is a reflection no more. A door now stand in the forest.
>MA [Develop]: A village in 24.25 (Mire) The Sestans found themselves lost in a desert, they have been following the Door for a long time although it doesn't move it seems they themselves have. Or not? It's confusing. The practical craftsmen that they are however are confronted to an issue, no roof over their head and nothing but sand to build some.
Their talk about digging some caves to serve as lodging is soon stopped by a new portal appearing. One that open to land full of wood and other resources. Building a village will be easier than first thought.
tsss
Rolled 6 (1d10) >>6278496 Up! Up!
Over!
For a brief moment ten thousand spikes soar through the air, launching off the peak of the mountain. Then they come crashing down with a cascade of stone and scrubby trees tangled with them, a warbling screech that might be mistaken for song by the deaf coming from the chaos. Down the mountain it tumbles, crashing into...something.
Something big?
> Attack roll on Diadeus tsss
Rolled 2 (1d10) >>6278509 There is of course only one thing for the god of stabbing to do when crashing into an unknown primal being.
> Stab it again! Huáng 黃
>>6277940 Adjustment
>Terraform [MA] [2 DI] - (3,26) >Claim Hexes [Difficult terrain modifier] Huáng meditates on the pagoda-top, southeast. Beyond the mists and rocks and hills, he sees, he ordains, and he claims.
>Build Village [MA] [2 DI] [Enlightenment] - Mount Ao Sect Pagoda >(3,26) >Preq-Tech: N/A >Preq-Resources: N/A >Gateway To Heaven [Difficult to access] The Mount Ao sect requires a compound, and so Huáng directs his disciples to begin construction of one, alongside a shelf.
Soil is collected and molded into adobe bricks, dried till they cease to shrink. Extremely heavy, they function as an excellent team building exercise as disciples determine how to best transport and stack them. Some elect to collectively carry them four apiece, others create human chains that pass the bricks one by one, while still others attempt more harebrained schemes such as launching them through the use of ropes, sticks, and levers.
In time, the mighty pagoda is completed, with nine hundred and ninety nine steps lined with nine hundred and ninety nine bells leading up the mountain to it. To first gain access to the pagoda, one must take care to time each step with the intermittent ringing of the bells. Failing to do so sees one's next step be the first in the line, whether by skipping a step, breaking the steps or the bells, ringing them ahead of time, or even flying past or around.
Patience is the key to success, and through it, enlightenment 循序漸進
>Construct [UI] [1 DI] - Caves Of Wandering >2 Roads, (2,26), (3,26) A web of caves dug out of the very earth. No direction exists, for none is needed. As a traveler plunges into the depths, with no company but his thoughts, his mind wanders as his feet do. Problems are resolved, insights are manifested, intrigues germinate. The cave's exit always leads one not to where they wanted to be, but to where they needed to be.
Not all who wander are lost 千里之行,始於足下
Huáng 黃
Quoted By:
>>6278579 Claiming the hex costs only 1 DI
MoleOP
Rolled 5 (1d10) >>6277938 Trees are casually crushed underfoot as a gargantuan, red-furred boar trundles slowly along the coastline of its island home, beady, malevolent eyes diligently scanning the horizon, searching for any signs that an interloper might dare to intrude on the borders of its demesne. Steam begins to steadily puff from its porcine nostrils as the mere thought of impertinent, odious, rapacious rapscallions stealing their way into its domain begins to drive the swine in a frenzy, before with a thunderous chuff it begins to thrash its head around, four long, gleaming white tusks reducing the unfortunate trees before it to chips of wood before the wild hog’s temper begins to cool.
Then, just as it resumes its patrol, and begins to gradually drive itself into another tantrum, its tufted ears perk up. Ever so faintly, it hears a persistent droning, like the whine of a mosquito. As the boar’s head begins to whip around, to try and identify the source of the sound, it grows louder and louder, until at last, over the crest of a hill, soars…something. Four long, almost offensively bright limbs trail behind it as it flies, its bulbous eye gazing on as it begins to circle the massive, porcine head, swaying and dipping in time with a beat utterly beyond the poor beast’s comprehension. And noise, the noise…! It as though an orchestra of cruel, merciless instruments are assaulting its mind with tings and tangs and tongs and every other sound in between as the…thing…floats jauntily through the air, casually emitting sounds that would drive any sane creature into the gentle, forgiving arms of utter, stark raving insanity. The boar begins to thrash, throwing its head (and tusks) every which way, thoroughly befuddled but driven by its survival instincts to act, to end the source of this horrific cacophony!
Anonymous
Rolled 8 (1d10) >>6278631 Near that other Ejpto’Jsjt spun, far was Ejpto’Jsjt flung. Not bodily, mindfully! Sight caught on such a swine, wonderstruck Ejpto’Jsjt was. Dimly, recognition set in, red embrace of tusks and hooves impending, a trampling huge and furious descending. Little it meant. Ejpto’Jsjt sank no thought on danger, only what was bringing it, and just how its bulk, resonant, burning, might chime into that symphony which drove it spinning.
Ejpto'Jsjt !9wqNnzVzZ6
Quoted By:
>>6278650 I'm not too good at consistent trip-setting, kek Hozumi, Hidden Inkeeper
Quoted By:
>>6277906 The Goddess of the Tanuki and her attendant awoke one day to find themselves in the heart of an unfamiliar forest. Though uncertain of her exact location and circumstances, the Tanuki Hostess, Hozumi, knew she couldn’t welcome guests in such disarray. She promptly ordered her Tanuki attendant to construct an inn that matched her ancient aesthetic and to prepare for a grand opening.
>MA Build Village: Hidden Ancient Inn [3 DI] [Illusion, Travel] >(8,14) >Each turn, a lost traveler will be spirited away into the inn, where they will contribute a random item as payment for lodging or become a guest NPC at Hozumi’s inn for a limited number of turns. To ensure the grand opening was ready in time, Hozumi taught the Tanuki the art of shapeshifting. Using illusion, the Tanuki could transform themselves into animals to overcome their small size and work faster or turn into small objects to serve as decorations. Later on, the Tanuki would become infamous for using these abilities to prank mortals instead.
>MA Develop Spell: Shapeshifting [3 DI] [Illusion] >transform into living creature or objects >bane: only change appearances, can be dispelled by discerning eyes/magic (need skill check), more complex creatures/object needs to be studied and analysed first before being able to shapeshift into (needs to interact first or spend action studying it) When everything was finally ready, Hozumi invoked a nirvana, grand illusion over the surrounding area to hide the ancient inn and protect it from unwelcome visitors.
>MI Cast nirvana, grand illusion[1 D] on (10,13), (10,14) and (10,15) Hozumi, Hidden Inkeeper
>>6277906 >MA Build Village: Hidden Ancient Inn [3 DI] [Illusion, Travel] >(8,14) >Each turn, a lost traveler will be spirited away into the inn, where they will contribute a random item as payment for lodging or become a guest NPC at Hozumi’s inn for a limited number of turns. The Goddess of the Tanuki and her attendant awoke one day to find themselves in the heart of an unfamiliar forest. Though uncertain of her exact location and circumstances, the Tanuki Hostess, Hozumi, knew she couldn’t welcome guests in such disarray. She promptly ordered her Tanuki attendant to construct an inn that matched her ancient aesthetic and to prepare for a grand opening.
>MA Develop Spell: Shapeshifting [3 DI] [Illusion] >transform into living creature or objects >bane: only change appearances, can be dispelled by discerning eyes/magic (need skill check), more complex creatures/object needs to be studied and analysed first before being able to shapeshift into (needs to interact first or spend action studying it) To ensure the grand opening was ready in time, Hozumi taught the Tanuki the art of shapeshifting. Using illusion, the Tanuki could transform themselves into animals to overcome their small size and work faster or turn into small objects to serve as decorations. Later on, the Tanuki would become infamous for using these abilities to prank mortals instead.
>MI Cast nirvana, grand illusion[1 D] on (10,13), (10,14) and (10,15) When everything was finally ready, Hozumi invoked a nirvana, grand illusion over the surrounding area to hide the ancient inn and protect it from unwelcome visitors.
Hozumi, Hidden Inkeeper
Rolled 7, 2 = 9 (2d10) >>6278685 >Settlement construction roll Hozumi, Hidden Inkeeper
Quoted By:
Rolled 6, 10 = 16 (2d10) >>6278686 >failure ack
>spell development roll MoleOP
Quoted By:
Rolled 1 (1d10) >>6278406 (Jaganteo resistance roll)
MoleOP
Rolled 5, 5 = 10 (2d10) >>6278509 >>6278515 (Diadeus resistance rolls, first dice to resist the smooshing and second to resist the extra stabbing.)
St. Aster
Rolled 10, 5 = 15 (2d10) >>6278007 >HEAVEN'S OPINION? It isn't as if the Heavens does not hate all. Everything is wrong with the world. But the Heavens is high above, and the Tzar cannot see all that his boyars have wrought. Perhaps this beast is merely a victim of circumstance, an ant, a child, who wouldn't have done anything wrong otherwise. Perhaps this beast is evil, a sinner, who profanes, who will do so despite everything. Heaven knows, and one simply has to ask until they receive the truth they seek.
MoleOP
Rolled 9 (1d10) >>6278882 (Eudaeleal resistance roll)
St. Aster
>>6278886 And Truth reveals itself. This beast is Evil, a sin, a stain, ruinous, hateful, and a hundred dozen more awful truths that revealed itself the moment that Heaven fell upon it. Does it matter what this beast was before my Truth was made for it? It does not. Does it matter that I have to do this for several more epochs as the beast suddenly revealed its stores of health? It does not. Only Truth matters, and the Truth is, this beast is evil.
MoleOP
Rolled 10, 5 = 15 (2d10) >>6278880 (Alright, my poor sweet boy is brought down to 3 Vitality, but he still has a trick up his sleeve! Gonna need a 1d10 Fortitude roll to resist this effect, whatever it might be...)
tsss
Quoted By:
Rolled 5 (1d10) >>6278895 tsss is suddenly concerned!
MoleOP
Rolled 4, 1 = 5 (2d10) >>6278891 (Alright, Eudaeleal is down to 9 Vitality, and also isn't entirely sure where whatever just hit it is, so it moves to 40, 26 and activates its ability. I'm going to need a Spirit roll to resist.)
St. Aster
Quoted By:
Rolled 10, 1 = 11 (2d10) >>6278905 The Saint of Law declares that whatever this is, it doesn't matter because it's evil and good triumphs over evil.
The Unwanted
Quoted By:
Rolled 5, 8, 4, 9, 9 = 35 (5d10) >>6277906 >Develop [MA][DI] Mind Flaying (Nugar's Embrace) >Preq-Tech: Plague >Preq-Resources: [Falsehood, Symbiote] -Add converting tick to Nugar's overall plague (-3DI)
As Nugar understands his surroundings, his self brims to life as he senses other beings in this world. An itch at the back of his mind appears which he recognizes as the need to bring what breathes life into his fold, or so he thinks. While wondering his thoughts, he realizes the emitting energy he is releasing within him is now beginning to change into something more alluring to himself, perhaps others might become enthralled by it too. The heavy, thick stunk of acceptance makes Nugar grind with excitement.
>Unit Move 7,28
Nugar begins to wander to the nearest living being and encounters the strange scale? like creature being attacked by the sharp like orb. Feeling pity towards the creature, Nugar closes the gap and brings in the creature for a hug!
>Unit Action [DI] Attack >Develop[MA[DI] Seekers of the End >Preq-Tech: >Preq-Resources: [Symbiote] -Worship System (-2DI)
There will be those who will let Nugar in, they will accept him as a whole so they may accompany him to long road for truth no matter how long it may take, eternity if need be. It is his responsibility to answer their dedication with glimpses of what they seek, brief manifestations with his followers, or sensations of divinity within them if they prove themselves through their devotion and reverence.
DICE:
1,2 Mind Flaying
3 Attack
4,5 Seekers of the End