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Fantasy The God Game 2.0

would it cost a miricale to gift one with the knowledge of how to calm god storms not get rid of them but make them less destructive
 
Karcen said:
would it cost a miricale to gift one with the knowledge of how to calm god storms not get rid of them but make them less destructive
the quest reward should be able to save all cities, not just this one. Don't worry about it. I have multiple possible solutions ready that shouldn't require points. Your input just makes it better.
 
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well giving it to one means they can spread it basically teaching "storm mages" how to calm the storms
 
stormcaller


I though i was being clever and you are guessing all my plans. curse you god of knowledge!
 
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Uligin Eldrazi magelord


age 350


skills:


- Eldrazi magic


-Eldrazi knowledge


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Name: First Son's Peak


Description: The city surrounds and penetrated the world's largest mountain at the desert in the center of the desert. It goes on for tens of miles in all directions, constantly expandingits borders and building even larger and more elaborate structures. The golems have even set out on a task to hollow out the mountain so that the city may become one with the peak. Every structure is larger than it needs to be, to the point where even the largest of the other races feel dwarfed by the structures within the cities walls. This city is the most Holy site to the Golems, being where Bara commanded Tzekt, the first golem, to settle his people.


Culture: The golems that live within First Son's Peak are obsessed with improving the city. Nothing is ever good enough to not be improved or replaced. Many races would not be able to understand this, but that is because they do not live long enough to see what the Golems an see, small imperfections and adjustments that only millennia of building could give. They are happy in their work, and the reproduction race of golems have increased thanks to their general proximity. Their greatest goal is to make a city that even Bara would be impressed with, and they continue on that even now.


Race: Golems


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Now the races are in the History Book in the overview , later I will add the servants , magical creatures , etc.
 
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@LeviathanL


I wonder what a war between the Amazons and the Wrath would be like. Both are warrior cultures that exist in murder places, and both need to prove themselves in order the obtain a mate. I can pretty much guarantee it would be bloody though.
 
AlphaDraco said:
@LeviathanL
I wonder what a war between the Amazons and the Wrath would be like. Both are warrior cultures that exist in murder places, and both need to prove themselves in order the obtain a mate. I can pretty much guarantee it would be bloody though.
definetly, but to the wrath that is just the start of a wonderful friendship. Worthy opponents are hard to come by. in the end you might just end up with some wrath chosing to stay in the jungle and some amazon slumming it with the horde.
 
Just gonna put this here while I work on other stuff.

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Name:
Hae'don


Description: Looks like a standard eel, but instead of black its skin is a deep red, the color of freshly spilled blood. Unique even among the three Seraphs, Hae'don's golden eyes shift to a glowing red when he's delivering punishment.


Personality: Called the Seraph of Destruction, Hae'don punishes those whose actions go against his god's will. Mere stories of him appearing inspire terror and keep Xir'ain's creatures walking path he wishes. When he does appear to deliver brutal judgement, his appearance is always warped and monstrous, inspiring stories and fear for more years to come. Primal emotions like rage and fear are amplified in his presence.


Traits:


Shaped by Will - Each of the Seraphs has control over their appearance and is capable of appearing however they wish. Usually they stay is the shape of Xir'ain's creatures because those are the forms they are most comfortable in. Hae'don in particular uses his shapeshifting to make himself appear unnatural and inspire fear.


Red Aura - Hae'don can inspire the baser instincts of creatures, throwing them into fits of blind passion. Anything touched by his indomitable will is driven to anger, violence, recklessness, terror, lust, only afterwards comprehending what it is they've done. And that's just the gentle touch of his aura, when it's focused on them most creatures are paralyzed by the overwhelming force and driven mad before Hae'don slaughters them. When he isn't acting as the Seraph of Destruction he suppresses the aura for the most part, though it can still have subtle effects.


Monsters Never Die - Hae'don is a monster that cannot be killed, any injury reshaping into even more eyes or teeth-filled mouths. He can keep death from those he's passing judgement on as well, forcing them to remain living and conscious far beyond when they should have died, their soul only finally leaving their body when he decides his work is done.


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Name: Ore'seur


Description: Looks like a standard eel, but instead of black its skin is pure white, the color of freshly fallen snow.


Personality: Called the Seraph of Knowledge, Ore'seur gathers knowledge and secrets and reveals just enough to keep Xir'ain's creatures moving forward. Calm and precise, Ore'seur never lets emotion guide him. He's willing to make sacrifices were they are necessary buy does not revel in destruction like Hae'don.


Traits:


Shaped by Will - Each of the Seraphs has control over their appearance and is capable of appearing however they wish. Usually they stay is the shape of Xir'ain's creatures because those are the forms they are most comfortable in. Ore'seur is the most adept at changing himself into other races not of Xir'ain's creations. He often uses it to live for periods among the other races to learn about them and gather their knowledge to benefit Xir'ain's own creatures.


White Aura - Ore'seur's presence has a calming effect, quieting emotion and promoting thought. He share knowledge by streaming it directly into another's mind, but often he is more subtle, only going so far as to plant faint whispers of ideas and inspiration into the minds of others. But just as easily as he gives knowledge, he can also take it away, erasing all traces of an idea or memory from another creature's mind.


Like A Ghost - Ore'seur has a whole host of subtle tricks up his sleeve that help him in his task of gathering knowledge. He can disappear and reappear wherever he wishes instantly and without the spectacle of the other Seraphs appearing, he can shift out of sight, move through walls, erase any trace of his presence.


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Name: Yazir'el


Description: Looks like a standard eel, but instead of black its skin is a bright golden, the color found in the eyes of every one of Xir'ain's beloved eels.


Personality: Called the Seraph of Protection, Yazir'el is the most loved of the three Seraphs. She shields the eels from hardships and appears it times of peace to lead periods of great progress. She loves all the her god has created, and uses her power to protect and nurture.


Traits:


Shaped by Will - Each of the Seraphs has control over their appearance and is capable of appearing however they wish. Usually they stay is the shape of Xir'ain's creatures because those are the forms they are most comfortable in. Yazir'el will take the form of other races in order to easier interact with them, but she refers to stay in the shapes Xir'ain gave his creations.


Golden Aura - Being around Yazir'el makes one feel at peace, safe and loved. Those with doubt holding them back find a little extra confidence to take action, the depressed feel their spirits lifted, those filled with anger find themselves wanting to forgive. She's the one responsible for the gradual change in Xir'ain's eels from solitary creatures or simple pack hunters to more social creatures able to gather without much conflict.


Protection Absolute - When necessary, Yazir'el has the power to create a barrier of golden light around that which she wishes to protect. Whatever she chooses to not allow within the barrier is expelled and cannot enter the space within the barrier so long as it is maintained.












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Torpedo Whale: Large whales that hunt the many squid-like creatures that inhabit the upper waters. They occasionally bump ships with their heads to see what they are.

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Whale Crab: A large crustacean that swims in the upper waters. It can filter feed but will hunt squid that it happens to find.

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Toras: One of the many squid-like creatures that swim in the upper waters and act as the main food source for larger creatures.

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Hunter Whale: A whale with extremely shark-like tendencies. Though much larger than most eels, it is also much slower and is incredibly stupid. The eels enjoy teasing the Hunter Whales and darting away right when it thinks its gotten one.

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Sea Dragon: A large predator that seems to fully understand that even though boats are not edible, the things in them are. Much smarter than the Hunter Whale, the Sea Dragon has learned that Xir'ain's eels are not worth hunting and only serve as distractions from more easily caught prey.

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Helmfish: A slow-moving fish that rises to the upper waters at night and uses its bioluminescence to lure squid towards it for an easy meal.






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Ghost Fly: Tiny bioluminescent creatures that eat anything that drifts down and can fit in their tiny mouths.

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Sea Angel: A strange creature that surrounds its fragile body in a much larger outer body to protect itself. Its outer body is almost entirely water and regrows quickly if damaged.

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Depth Scuttler: A medium-sized swimming insect that filters food from the detritus of the seafloor.

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Mawfish: What would be the apex predator of the depths if Hae'don didn't occasionally like passing through, the Mawfish is one of the few creatures in the oceans that actively hunts the eels.

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Trench Shark: Not a shark at all, the Trench Shark shambles along the seafloor until it feels something swim above it, then it throws it body upwards and snaps its jaws shut around its prey.






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Eel Otter: A friendly creature that can usually be found in coastal waters or on shore amusing or irritating anything that isn't actively trying to kill it. And even then the Eel Otter is quick enough to dart away if its audience decides it's had enough. They are a nuisance to fishers because they follow along hoping to steal their fish and also because Eel Otters look similar to the Black Eels that also occasionally hunt the shallower waters and are much more dangerous. There's a saying, "The eel otter wants your fish, the black eel wants your neck but might settle for the fish. If you can't tell which it is, just give it the fish."

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Sand Stepper: It walks along the coast searching in the sand with its feet for small shelled creatures to eat.






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Swamp Worm: One of the larger swamp predators, the swamp worm buries itself in moss and muck and waits for prey to approach. A single bite tears a large chunk out of the unfortunate prey creature, and the deadly neurotoxin of the worm's fangs quickly paralyzes and begins to dissolve it as the worm begins to feast.

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Mossy Salamander: Scavenger creatures that blend in almost perfectly with their surroundings. Most traveling through the swamp never notice them, but once someone does they're likely to find that they're being followed by a dozen more of the things hoping to catch whatever scraps of food is dropped.

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Treant: Though off-putting in appearance, Treants are actually one of the least dangerous creatures of the swamp. They're docile herbivores that only lash out to protect themselves of their offspring, smacking predators away with their long shovel-like hands.

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Green Screecher: A mid-sized predator that usually hunts in packs to bring down larger prey. They're very good jumpers and climbers and are incredibly quick when running in one direction, but sharp turns can throw them off and they have trouble swimming (and fear water because there's usually something waiting to eat them just below the surface). Once they get onto their prey they use their sharp beaks and claws to shred it apart.

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Tree Crab: Harmless and highly amusing yo watch, the tree crab is exactly what its name implies. It is a crab that climbs trees and eats seeds and berries.

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1. Hook Tick: Small parasites that leap onto their prey before stabbing their hook-like teeth into its body. The tick's saliva stimulates the creatures nerves so that it barely feels the tick as it feeds, but if it tries to remove the tick it feels excruciating pain. And removing the tick be force is inadvisable anyways since its hooked teeth would cause much more damage being pulled out. There's a trick to getting it to let go without losing a chunk of yourself in the process.


2. Arrowhead Fish: A tiny fish that's usually harmless until something swallows it. It uses its mouth and fins to digs its way out of the throat of whatever made the mistake of eating it. They eat insects and whatever dead falls into the water. If thee's signs of dead predators around water, check for Arrowheads before you drink.


3. Tree Glider: Small creatures that eat smaller insects and drink tree sap. Their claw-like wings let them climb and glide between trees.


4. Razor Rat: These tiny creatures are the most aggressive to be found within the swamp. Their barbs and mandibles deliver deadly venom to predator and prey, and they show no fear attacking prey much larger than themselves, whether in a large group or even alone. Large groups of Razor Rats cause most other creatures to flee the area.


5. Ambush Scorpion: It isn't actually a scorpion, nor is it particularly dangerous to larger creatures. The Ambush Scorpion waits on the ground for any smaller creature to walk over it and then snaps its tail and claws around its prey, tightening its hold until the creature stops moving and then taking its time slowly eating it. Many traveling through the swamp have been careful to move slowly and not make any loud sounds up until the moment they step on an Ambush Scorpion, at which point they swear loud enough to alert every predator within a mile of their presence.

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Light Ghost: Another harmless giant, the Light Ghost is a sight to behold. It's body is gelatinous, just handful of muscles surrounded by soft gel. It has no defenses, but most predators don't bother hunting it because there's so little to eat in its body. If it does feel threatened for any reason, the sacs encircling its body light up in a brilliant display of colors and patterns, and it will shoot water from its smaller arms to make the threat go away. Light Ghosts only drink water, surviving off the microorganisms within the murky water.

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Poison Frog: A large amphibian that produces a deadly mixture of poisons within its body. When prey gets too close it explodes some of the poison sacs on its back. If the poison burns and eats away at flesh, making it easy for the frog to lumber over and eat its prey. It can also just shoot out its sticky tongue to catch more distant prey. The poison on its tongue isn't as concentrated at the stuff on its back, but it still burns and hurts a lot, though since you just got grabbed by a hungry frog's tongue you may have bigger problems than a little pain.

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Vampire Slug: Flesh-eating and blood-sucking creatures that once latched on continue feeding until there's nothing left of their prey. Much like the Hook Ticks, once they grab on they can't be pulled off easily, but unlike the ticks there isn't a simple trick to make them let go. Even with all of the other dangers of the swamp, these things are the real reason most intelligent creatures stay out.
 
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@Wyatt I have to go sleep, if you have posted a few hours from now I think I'll make a long post covering lots of ground. So take care of any details you feel need to be taken care of beforehand. i.e. revelations and transportation
 

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