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 Drethnor turn #8

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PostSubject: Drethnor turn #8   Tue Jul 28, 2009 4:15 am

Gamemaster's Post
Drethnor Turn #8


The 7 Drethen Cattle Clans:
Point Reserve: -2 maintaining the cattle curse & Wretched Curse
Faith Points 15 (0+15)
Fear Points 13 (0+15-2)
Human Population: 545
Cattle: 1,315

Technology Known: Stone Knives/scrapers, Fire (order of flame), Cattle herding, Leatherworking (order of flame), spears (hunting game), basic cooking (order of flame), boiling healthy water (order of flame)

The Chosen (vulture men)
Faith: 12 (0+12)
Fear: 3 (0+3)
Vulture Men: 92
Drethnor's Own: 9
Dread Vultures: 360

Mystic Powers: Telepathic communication with Dread vultures

Technology Known: Stone Knives & Scrapers, Domestication: Dread Vulture


Total Fear/Faith:
Faith: 37
Fear: 16


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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 4:36 am

Gamemaster's Post
Description: The Drethen


Our clans had settled into a comfortable life upon the plains when our irreverence and pride caught the attention of mighty Drethnor! He came down unto our 8 mighty cheifs and layed them low their greed in not sharing with him the praise he deserved nor offering him any food to rot away as carrion in the sacred earth.

Many of the chiefs were much afeared yet two looked to the sky and said "But where are Drethnor's vile buzzards now? Gone! It is our way not his which has lifted the tribe high." and they did not perform the given sacrifice and woe they were struck down by his mighty wraith! For the cattle who were their tribes pride and life were struck down becoming sickly, green, and foul tasting. Indeed many of their cattle died and they were much weakened until they changed their ways to honor the great god!

And Some of the tribe did think that drethnor would notice if they took from him some of his food, perhaps a scrap of leather, or a single bone. Yet Drethnor watched like an invisible bird of prey in the sky! And woe did come to those who would steal what was rightfully his; as it was told from mother to child from long ago those who transgressed against the god were turned into foul bird men and forced to never see the sun or eat good cooked meat, but instead to hide in the dark and subsist only on carrion! Those who had scavenged carrion that belonged to the god would now eat ONLY carrion for all their days.

Even though they repented but Drethnor showed them no mercy; and they deserved none; instead they bore forth a huge egg and were left to tend it in the wilderness where they died in shame. As well they should! All honor to mighty Drethnor!


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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 4:48 am

Gamemaster's post:
Description: The chosen


Our people have been blessed in these the forested grasslands of the south. Game is plentiful and our numbers are growing. We now number three large flocks of thirty Chosen each, and each nest is guarded by Drethnor's Own children our revered leaders!

Like birds we each keep to our own territories finding the company of our cousins not to our liking. Yet the young travel between the flocks attempting to find mates or gain honor competing in hunt or scavenging against the youth of our noble enemy!

Sometimes our flock grows attracting a chick into our nest with our courage and our ways, sometimes we lose a chick to the others. In the end we all live with clever courage! It is just too bad we can't gather together and compare stories of our noble exploits! Drethnor's ways are mysterious.
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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 4:53 am

Drethnor's Post:

(1) I'm still not happy about that territorial bit, but I'm going to spend 15 points to give the leaders of the different flocks each a vision. What I"m teaching them is how to implant messages into the minds of dread vultures, send them to another flock, read what has been written there, erase it and replace it with their own new message. I'm still trying to figure out what I'll do with "The Chosen" in the long run but for now that will let them talk to each other and maintain a cohesive culture between their territories.

(2) It doesn't seem right to leave my "cursed" up north among the Drethen looking exactly like my blessed chosen. I can see you causing me greif over that later. So I want to spend points altering the basic form quite a bit to make a new "race" that I'm going to call "The Wreched"

The wreched only stand 2 feet dall, smaller even than the "The Chosen" and their feathers are a Black. Further they are all hunchbacked bent down so low their hands almost drag on the ground like an ape indeed when they run they do so on all fours! The also are completely bald from the neck up with bright RED lizardlike skin. This same red skin covers their birdlike feet, and also their scrawny NAKED arms and five fingered talon-like hands.

Wretched do not have very sharp claws or a sharp beak and they still have hollow bones. Unlike the chosen they have excellent day vision, and can "see" at night through a form of echolocation like a bat. For offense they can spit stomach acid and half digested rotten meat up to 20 feet at foes.

Their biggest defense though is a mild form of projective telepathy. This is naturally only enough to convince a predator or another scavenger that they are NOT there so they might share in it's kill. They also use this ability instictively to protect their nests.

With training they can eventually learn to effect men as well but that does not come naturally to The Wretched. It's a skill they'd have to develop or be taught. I have plenty of experience now and I'm only changing a few people at a time when they tick me off so this should be well within my abilities.

I picture their social structure and breeding being much like the osterich only laying less eggs. I want an anual population growth of 3.1% rather than the 2.5 characteristic of humans. Wretched are NOT territorial.

http://animaldiversity.ummz.umich.edu/site/accounts/information/Struthio_camelus.html
Http://www.honoluluzoo.org/ostrich.htm


(3) The next time the wretched are born I want to provide a vision to the cheif of the tribe saying that it is NOT ok to let my Wretched die. They are to live in shame as the lowest of the low. The Wretched are to be SETTLED at the center of the tribes territory and be given the bodies of the dead to eat. In this way they shall pay me back for their theft by returning my people to me! One mouthful at a time. It will be up to the dead person's closest kinsmen to see that the dead get to The Wretched from the moment that they are settled in their new home onward.


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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 5:58 am

(1) Granted you've got the numbers down now and that is a very smart way to work around the territorial aspect.

(2) Gotta think about this one, you do have experience now and your only talking about very small small groups at a time, plus you already spent a good amount of points for the effect your just altering it now.

On the other hand this is a BIG change and you want them fertile to boot. I'm going to say this would normally be a 35 point change but you already spent a ton of points last turn so I'll discount it to 20 fear points. You don't have enough fear right now but you can spend 2 faith points to make up for each missing fear point, so 16 fear+ 8 faith.
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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 5:58 am

Drethnor's response:

(2) Do I still have to pay the 2 point upkeep per turn?


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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 5:59 am

Gamemaster's post:

(2) Yes if you want them to come from the curse, of course once they are in existence the race can continue even if you drop the curse later on.

Oh, and after this could you wait a bit before springing another of these huge genetic changes on me? They HAVE to be long so we know exactly what the new race or species can do, how it breeds, etc . . . but give me a chance to catch my breath! Please? LOL


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PostSubject: Re: Drethnor turn #8   Tue Jul 28, 2009 6:00 am

Drethnor's Post

(2) Ok but I don't much like that.
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