ImmacuNES VI: Dreams and Legends

Yet another one finished; the young boy’s hands were already caked with the clay he’s been working with and his fingers had long grown sore.

“Master, why am I making these masks?”

The old man sitting enjoying the morning sun looked quizzically at the young boy.

“You know the answer to that, we use these masks to remind people that these vessels have been refilled and no longer house those that they once knew. Some can’t take seeing a face that they once knew.”

The boy pouted indigently, “I know that but why am I making these mask? Couldn’t a craftsman make these for you? Shouldn’t I be learning how to forge life? You said I had a natural connection to the spirit energies but I haven’t done anything with them yet.”

“Yes it’s true your connection is quite strong but you don’t have the right temperament yet. Making these masks will teach you patience and an appreciation for a job well done. Plus being on the river allows you to see what it is your work will do.”

The boy looked around; the river was bustling with life, potters gathering clay for today’s pots, village women washing clothes, and a few masked figures off in the distance carrying a multitude of things. The boy let out a dissatisfied sigh; that was not what he was hoping to hear but had been with the master long enough not to push the issue.

Some time passed and many more masks were made. Suddenly the boy’s brow furrowed with a deep thought. He turned towards his master, “Master about something you said. What happens when we die and our vessels empty? What happens to the spirit energy?”

The old man turned to his apprentice with a small smirk on his face, “My that’s a deep question to jump into. To be honest I don’t know and no one really does. We know that the energies go back to the spirit realm but beyond that we don’t know. Some of my more cynical peers think that the energies lose their forms and the person they once were is gone forever. But there are others, myself included, that have felt… well something on the other side that is unlike the typical energies and whatever it is resists us. I think that those who once were still exist in some form.

The crease in the boy’s brow deepened, “So if they still exist could we bring someone back completely?”

The old man looked saddened for a moment, “Everyone eventually asks that question. No we can’t. You understand once you fill your first vessel, what we do is open a path for the energy and crudely shape it. Even if we could do more finding a single person’s essence in a sea of spirit energy would be nigh impossible. Perhaps in the future Forgers may have the skill but not now.”

The boy went silent for a few moments and then a mischievous look spread across his face, “Master are you having me make the mask so we can have conversations like that?”

The old man laughed, “That and the craftsmen ask far too much.”
 
Wow. Lots of really good stories. I can envisioned a grieving widow running from masked man to masked man- peeking and moving on before finally collapsing hopelessly and others, instead of being upset with there, gently comforting her.
 
Cannae- please consider your five perks (see OP)

(though i guess some are evident- such as the heat survival)

Also, after Cannae- no more elves. There are tons of cool fantasy creatures out there- either invent something cool, or rip off something that isn't an elf. We could use more goblinoid tribes and men.

I will still allow fey, just not anymore elves.

EDIT: There is no more room for PC nations in the desert. No more submissions for desert-dwelling nations will be accepted. I just don't want to try to fit anymore of you in.
So does this restriction of desert nations include my submition or just any other players who plan on joining this nes in the future?
 
Future nations only.
 
The Grazers back again. Xylo have name for each one. This one called Widdle. He feast many years on mortality. Now glutted. He picking up sticks, tossing them, pruning other sticks and frowning. He do this for hours before finding one that bring his chin and brow up, then he leave.

Xylo like Widdle. He not so bad as some, but not as good as some.

Scraper always come to terrorize the birches, flay their skin for shoes. Throw acorns at him and he will curse the squirrels.

Gnarl smashes Old Homes and takes them away to make his own. No stopping him.

Chipper make pictures of us in the woodskin. He comes after Gnarl. Sometimes leaves food.

Twiddle and Dawdle are little. Come just to play. Like to hide and chase.

Rend tear up beasts. Gives much blood to the homesoil. Never pays with his eyes.

Howl and Moan make much noise, always lick and crush each other with arms and legs. Always stop when we try to play. Sometimes angry, some times just leave, some times keep crushing.

Widdle find stick that make his brow and chin rise. He going away now.
-------

Writing for Kodama is difficult...
 
Interesting perspective. I had to read it twice.


I've got three sets of orders in. Today was a quiet day so i actually got the update done for all three of those submissions- including stats and maps. So yeah, feel free to submit early orders if you have time- its not like there is a lot of PC:PC or PC:NPC diplo at this point. And it will make the update come faster.
 
OOC: Wow, this has moved along quickly. Immac I'll write the story that establishes contact between Patchy and I today and, depending on how quickly the diplo goes, get orders in. I haven't forgotten about this, just the last week has been extremely busy.
 
I also have a story coming, should be done by the end of the day.
 
OOC: I tried to write a story of hunting the tarn herds and failed, so this is what you get instead.

The tarn herds are an annual sight in the Celestian lands. Every half a year, a huge herds of large birds migrate across the lands of flames… to somewhere yet unknown perhaps in search for safe nesting grounds for their children.

601_2.jpg


A tarn chick
When the herds return to the lands of the Lake, they come bearing their young. The adults keep them protected in the center of the herd, defending them from any potential harm. Packs of wolves that often stalk the herds sometimes pick off weaker birds that fall behind or the stupid birds that stray too far away when the herds stop to forage for insects and greens, but they are for the most parts, safe.

grey-wolf_565_600x450.jpg

Royal Portrait of King Lupine the Third

This year, however, the wolves that follow them are no ordinary wolves. The pack is no ordinary pack. It is led by an uncommonly large and cunning wolf, nicknamed King Lupine the Third, perhaps empowered in the same way that the Celestians have been empowered by the Goddess so many years ago. Not wishing to leave to simple chance whether or not his subjects, children, and his many wives will go hungry or feast upon tarn flesh, he gathers up his retinue way ahead of the migrating hordes. A few wolves remain behind to shadow and direct the herds towards the King.

flat,550x550,075,f.jpg

Spot the Wolf

The king watches on top of his high rock as his troops assemble. Their ranks bolster and soon they number in several dozens. Satisfied, the King awaits. He does not have to wait long as his scouts first report the sightings of the birds through long howls. The king immediately barks out orders for the wolves to begin their attack.

The younger and inexperienced wolves with impetuous demeanor are the first to rise to the challenge. Springing from an ambush from behind a hill, the barking young ones charge towards the herd, hoping to scatter the birds and hunt down the weaker ones, just as they did to so many deer. The tarns, however, are no deer. The head of tarnish males rise 9 feet into the sky. Their talons are razor sharp, their legs powerful. Their powerful beaks can easily pierce through the skulls of wolves. The males leading the herd, as they hear the wolves, turns around with surprising agility. Forming up around the massive alpha male standing 12 feet tall, the birds give a terrifying roar and begin to charge.

Chocobo-FFXIIIb.png

There is little that can stop an enraged male tarn

The younger wolves immediately turn around and flee, scattering like deer. Many of them are run down by enraged tarns and are kicked to death. Fear is infectious and the contingents of younger wolves break into a complete rout.
grey-wolf2.img_assist_custom-600x424.jpg

The survivors learn a lesson that they won't forget

The King and his retinue seize this opportunity to launch a full scale attack while the male tarns are otherwise occupied. They emerge from hiding when most of the herd have already passed by, targeting the younger tarns that follow on the rear of the horde. The strong males at the forefront are distracted by bloodlust, pursuing the enemy already broken. The males left behind to guard the middle are overcome by the fearful women and children that run desperately away from the barking and screaming wolves. The King’s troop maneuvers around to separate a small group of tarns away from the rest of the herd and then maneuvers them into a valley where yet another ambush waits. A young male tarn desperately tries to overcome his fate, charging against the King. The King scoffs at the upstart bird, sidesteps the creature’s peck easily, and then rushes forward to tear off the bird’s throat.

The pack does not go hungry that night.

The herd of tarns leaves behind their dead as they continue their migration. Mothers and fathers that lost a child or each other sing a song of mourning as they continue their endless voyage. The wolves no longer follow them. They will wait for another herd to come by once more.
 
The Harvest

Seven Ixii till the soil, moving with purpose and rhythm. If you were to watch them for long enough, you might see the pattern. An Ixii would recognize it immediately, know that these farm-caste are planting barley for the second harvest, that they are from the Tchii hive. A clever Ix would see the urgency indicating the disappointment of the spring harvest, and the clumsy steps of fifth dancer marking her as a replacement. An eldar Ix would first see the lightly scarred carapaces of the other six, and think back to brood lost to beast and wilds. And the young male Ix on the watching-hill was distracted by the iridescent shimmer of the third planter's thorax, a clear sign of her approaching fertility. His thoughts turned to the delights of raising a brood of his own, out of caste but not unheard of. A stillness in the air snapped his attention back to his post, and on the horizon he saw them. Three of the beasts, with spears and cudgels at the crest of the far hill, watching.

He chittered a warning to the farm-caste below, and they turned as one to follow his gaze. In perfect harmony, they raised their crude hoes and spades defensively and leapt to the top of the watching-hill, taking position behind their lone guardian. He notched an arrow - beyond that action, all was still.

They stood watching one another for a widow's eternity, glittering emerald on one hill, soft flesh and crude fur on another. The Ixii now knew not to underestimate the horsemen beasts despite their weak flesh - they were surprisingly powerful warriors, and the three scouts would be an even match for their eight. But today would not see them battle. The beasts turned back, perhaps starting the long journey back to their lands. The Ixii remained on the hill, motionless, until the centaurs crested the last hill on the horizon.

Again, as one, the farm-caste women returned to the field, resuming their dance in the half-plowed field. The warrior was more vigilant since the standoff, but he did steal glances to watch the third work. A very clever Ix would have noticed her glancing back.
 
I like their patience. and the caste structure. Well-done!
 
Having never played in one of these before, please let me know if anything needs adjustment.

Nation: The Padubblins
Player: Dogged57

Race: Monster (Giant Microbes)
Favored Climate: None-subterranean cities

Governance:
Stability:
Descriptor: Philosopher council-the greatest minds don’t mind learning the art of governance.
Authority vs. Liberty: Liberty!!!
Centralized vs. Decentralized: Centralized

Culture:
Cultural Strength:
Descriptor: Rock art. Art is life. Life is art. Structures are works of art, rock vibrations create beautiful music, and all trade comes with an exchange of artistic works.
Tradition vs. Adaptability: Adaptability
Glory vs. Cooperation: Cooperation

Economy:
Gold Income:
Treasury:
Resources:
Descriptor: We poop gold and diamonds. Skilled Borers (a dry lot) can adjust the composition of their slime to affect only certain types of rocks, exposing gems and ores. Of course, they don’t yet know the value of ores.
Autarky vs. Interdependence: Interdependence
Regulation vs. Free Market: Free Market

Technology:
Innovation:
Base:
Advances:

Military:
Descriptor: Ambush tactics (bursting up out of the ground) coupled with launched silicate or obsidian glass projectiles
Army Quality:
Navy Quality:
Airforce Quality:
Military Units:

Magic:
Descriptor: Aids in the use of slime and incorporation
Arcana:


Perks:

Subterranean cities-no favored climate, highly defensible

Corrosive Slime: Slime aids in boring through rock. Can be modified by skilled Padubblins to bore through certain kinds of rock only. Possibly later on this could be turned into some sort of weapon.

Amorphous form: Padubblins started out as large blobs that spewed slime on rocks and then digested the remains. Over the years, they have learned to shape their blobby bodies into any appendages and organs they need. While all Padubblins have photoreceptors with limited vision, the See-ers have developed more complex ocular organs (on par with humans). The Eary Ones, the first to go boring deep below the surface, developed aural and oral organs and can echo-locate. The generic Paddublin, or Boring One, has little ability to shape their bodies. They can make simple visual organs to differentiate between objects, they can hear as well as a human, and they can form simple speech. However, they’re mostly used to bore through rock to create the passageways between towns. They can’t differentiate between ores yet. Given time, they could develop into more skilled form shapers.

Incorporation: Currently Padubblins can incorporate rocks into their bodies, forming tools, weapons, and armor from them (in the future, they could incorporate other substances…:)). Cilia sheathed in obsidian glass are commonly used by warriors and can either be used as melee weapons (with the warrior lashing an appendage at an enemy) or as ranged weapons (lashing out with said appendage and then releasing the obsidian darts into the air).

Sculpting: Not only can Padubblins use their abilities to create weapons, they also use it to create great works of art. To be seen underground, the Padubblins use mirrors and prisms that they create placed in tunnels to channel light far below the surface.
 
Wow nicely done everyone! This has been an entertaining read so far!
B
 
Welcome to the forums Dogged. I like your race idea. :)
 
Having never played in one of these before, please let me know if anything needs adjustment.

Nation: The Padubblins
Player: Dogged57

[snip]


Hey Dogged- nice to see you here.

To be clear, I know Dogged from playing dominions (so too does LDiCesare) and I enjoyed playing with him enough to invite him to make the switch over to this game.

So Dogged, the only problem I have is that the player-designed creatures have to be roughly humanoid and survive on regular ‘food’. So if you want to make them less slime and more ‘slime-people’, your entry would be much more ‘acceptable’/’legal’.

Submitting a Nation

When you decide to join, please detail what sort of people you will be leading. Again, please remember that this is a high fantasy world but that you are being born into its very beginning. You are either a stone age or an early bronze age nation.

Players can design any race/species they like provided, 1) it is roughly humanoid and can use tools and language and has approximately human intelligence (give or take), 2) it does not possess unlimited aquatic or amphibious cabilities (the seas, etc, are still meant to serve as a natural barrier), 3) they are terrestrial- any flight should be extremely limited and perhaps be properly described as gliding, and 4) the members of that species be not too small or too large (3 to 18 feet should be the limits).


Sorry… I just need some sense of balance. In the same vein, while your cities can be below grounds, you’ll still need to survive on food grown (or caught) on the surface so your people can be partially subterranean but also need to go above ground some too. This is also for game balance.


Wow nicely done everyone! This has been an entertaining read so far!
B

Blackbard has been developing a lot of NPC nations for this game. So when you get to them and they are creative/fun/disturbing, you can point to him and realize they came from his sick and twisted mind.

Once the NPCs are more uncovered, he’ll probably also be doing some (Or all?) the diplomacy for them.
 
Jesus, Dogged D:
 
Hey Dogged- nice to see you here.

To be clear, I know Dogged from playing dominions (so too does LDiCesare) and I enjoyed playing with him enough to invite him to make the switch over to this game.

So Dogged, the only problem I have is that the player-designed creatures have to be roughly humanoid and survive on regular ‘food’. So if you want to make them less slime and more ‘slime-people’, your entry would be much more ‘acceptable’/’legal’.




Sorry… I just need some sense of balance. In the same vein, while your cities can be below grounds, you’ll still need to survive on food grown (or caught) on the surface so your people can be partially subterranean but also need to go above ground some too. This is also for game balance.

I'll get an edit out to you tomorrow :)
 
My story is still coming, I've been distracted recently. :p
 
Having never played in one of these before, please let me know if anything needs adjustment.

Nation: The Padubblins
Player: Dogged57

Race: Monster (Slimoeboid "Men")-Padubblins started out as large blobs that spewed slime on rocks and then digested the remains. Over the years, they have learned to shape their blobby bodies into any appendages and organs they need. In order to do so, they had to change their diet, moving to consume living things in order to harness more energy than the rocks could give them. Currently all Padubblins have two (or more) "arms" with "hands" that can manipulate objects. They move like snails, laying a path of slime in front of their torso/tail part of their bodies that they glide over using the cilia that cover their bodies. While all Padubblins have photoreceptors with limited vision, the See-ers have developed more complex ocular organs (on par with humans). The Eary Ones, the first to go boring deep below the surface, developed aural and oral organs and can echo-locate. The generic Paddublin, or Boring One, has little ability to shape their bodies. They all have simple visual organs to differentiate between objects, tympanic organs that hear as well as a human, and they can form simple speech. However, they’re mostly used to bore through rock to create the passageways between towns. They can’t differentiate between ores yet. Given time, they could develop into more skilled form shapers.

Favored Climate: None-subterranean cities (supported by large herds/farms/hunting/gathering on the surface...)

Governance:
Stability:
Descriptor: Philosopher council-the greatest minds don’t mind learning the art of governance.
Authority vs. Liberty: Liberty!!!
Centralized vs. Decentralized: Centralized

Culture:
Cultural Strength:
Descriptor: Rock art. Art is life. Life is art. Structures are works of art, rock vibrations create beautiful music, and all trade comes with an exchange of artistic works.
Tradition vs. Adaptability: Adaptability
Glory vs. Cooperation: Cooperation

Economy:
Gold Income:
Treasury:
Resources:
Descriptor: We poop gold and diamonds. Skilled Borers (a dry lot) can adjust the composition of their slime to affect only certain types of rocks, exposing gems and ores. Of course, they don’t yet know the value of ores.
Autarky vs. Interdependence: Interdependence
Regulation vs. Free Market: Free Market

Technology:
Innovation:
Base:
Advances:

Military:
Descriptor: Ambush tactics (bursting up out of the ground) coupled with launched silicate or obsidian glass projectiles
Army Quality:
Navy Quality:
Airforce Quality:
Military Units:

Magic:
Descriptor: Aids in the use of slime and incorporation
Arcana:


Perks:

Subterranean cities-no favored climate, highly defensible

Corrosive Slime: Slime aids in boring through rock. Can be modified by skilled Padubblins to bore through certain kinds of rock only. Possibly later on this could be turned into some sort of weapon.

Malleable form: Padubblins can alter their form somewhat, creating new appendages and/or sensory organs. Warriors can create longer appendages in order to reach enemies with their weapons, artists can enhance their vision, philosophers can improve their brains, miners can create oral/aural organs for echolocation, etc. They can also alter their shape thinner or thicker, allowing them to bloat themselves or stretch themselves out as needed to pass through small cracks in rocks or to block incoming archer fire with their armored shield-bodies.

Incorporation: Currently Padubblins can incorporate rocks into their bodies, forming tools, weapons, and armor from them (in the future, they could incorporate other substances…:)). Cilia sheathed in obsidian glass are commonly used by warriors and can either be used as melee weapons (with the warrior lashing an appendage at an enemy) or as ranged weapons (lashing out with said appendage and then releasing the obsidian darts into the air).

Sculpting: Not only can Padubblins use their abilities to create weapons, they also use it to create great works of art. To be seen underground, the Padubblins use mirrors and prisms that they create placed in tunnels to channel light far below the surface. This is also used to shape their buildings both above and below ground.
 
I'm going for a highly cultured society of hideous monstrousities:

We'll invite you to walk through our museums, which themselves are gorgeous works of architecture. We'll trade before fighting, but won't back down if you threaten our herds. Do accept a token of our appreciation: this bowl is a design from the great Ghthan'Edom. He was blind, but he sure could spew forth crockery.

Please do watch the piles of ooze everywhere, though. You do enjoy having boots, yes? And feet? Perhaps we can fashion you a sledge out of this lovely rose quartz. There you are. Now, enjoy the creations of our very own Chr'istzjknov. Magnificent, aren't they?
 
Back
Top Bottom