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 Drethnor Turn #6

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PostSubject: Drethnor Turn #6   Wed Jul 22, 2009 10:24 pm

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Drethnor Turn #6

Faith Points (0 +15) 15
Fear Points (0+15) 15
Human Souls: 1

Human Population:
............Herdsmen/women: 175
............Vulture Men: 23
Dread Vultures:
Domesticated by herdsmen: 44
Domesticated by Vulture men: 46
Cattle: 135


Last edited by Admin on Fri Jul 24, 2009 1:48 am; edited 2 times in total
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PostSubject: Re: Drethnor Turn #6   Wed Jul 22, 2009 10:24 pm

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Description


One hundred years ago the general situation among the factions of your people had escalated into outright conflict. The Fire keepers and the Herding families were competing for dominance. Fortunately as you chose your original woman from the first families where the tribesmen came from this eventually came together as a total ruling upper class. At the moment almost every upper class woman belongs to the firestarters and most of the upper class men are herdsmen. Lower class men either work on another mans herd or go out hunting every day.

In the midst of the conflict the scavengers were chased from the tribe as unclean and diseased. Lacking fire, cattle, or leather these fellows reverted to the oldest ways of scavenging lions kills and drinking from springs. They became fanatics about how one should scavenge PERIOD in the name of the vulture god. For a period these two factions stayed in conflict with the scavengers recruiting heavilly from the lower class.

During this time period you took action upon the scavengers seperating them forever from the main bulk of the people and stopping their recruitment. Every man woman and child of the scavengers tribe were bathed in a red holy fire and cried out in pain. Flesh and hair twisting and melting like rot on a corpse sped up to infinite speed.

When Drethnors work was done the Vulture Men were born. Humanlike creatures with the clawed talons of a bird of prey upon their hands and feet, huge vulture eyes, sharp lionlike teeth, and feathers for hair. The people fled in terror from these apparitions and the two tribes split apart into totally seperate wandering groups.

The Nomadic herdsmen (we should name the tribe) have decided that the scavengers were cursed by Drethnor for their sins of filth and disease. The story of their creation has become a myth used to scare small children. Mothers tell their children if you are filthy and don't obey then Drethnor will make you into vulture man doomed to eat nothing bot rotted raw meat!

The scavengers of course have a different take on the entire thing. They feel that they are your chosen people. They have been remade in your image and are being forced to live in the way you wanted for the people all along. Their children are raised to believe that they are blessed by Drethnor with the ability to forgo fruit and vegetables altogether. They seek to convert their human brothers whenever possible, saying if you live right you to can be remade in the gods image! It's safe to say the attempted conversion isn't working very well.

Both tribes worship you and are thankful not to have to deal with the other race. From this point on I will seperate the turn description into two parts, one description devoted to the vulture people, and one devoted to the tribesmen. This is getting really interesting
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PostSubject: Re: Drethnor Turn #6   Thu Jul 23, 2009 3:30 am

Drethnor's Post

I like it. These vulture guys aren't quite human so they should be fun to play around with. Am I right in guessing that every vulture man has a mated pair of dread vultures? Looks like less of my normal people have them too. Or am I misreading the numbers? Two dread vultures per vulture man, but only something close to 25% of my humans now have them. You've sucker punched me enough for not paying attention so I'm asking on this one!

Also with the tribes structure they should already have a name for themselves. I don't figure on spending points on that, if you haven't come up with one for them I'll call them the the Drethen, people of Drethnor!

(1) I'm not entirely sure how this soul bit works but I'd like to convince this guy to willingly give up his existence in order to help forge a permanent telepathic link between my vulture men and the dread vultures. I want the vulture men to share in my ability to look out the eyes of the dread vultures, but more than that I want them to be able to communicate with the birds actually directing their actions to some extent. The vultures aren't super smart but they are smart as a dog and eager to please when they know what is wanted from them.

(2) I also need to do something about that genetic issue you mentioned. I'm not going to ignore it and have my bird men all die out in the next turn or two. I figure Dread Vultures breed faster than people do so . . . as the dread vulture population increases I want to transform 2 dread vulture eggs in each family of Vulture People.

While the people are watching the eggs they will glow red and grow to huge size. From these eggs will hatch a bird person. The new bird people will be based on the genetics of the still HUMAN tribe members with the most genetic difference from the initial 15 scavengers who founded the race.

These new bird men will also inherit more bird qualities from their vulture "parent" they will be fully covered in this waterproof green and black feathers from head to foot and instead of a human mouth with teeth and great beaklike noses they'll actually have a gigantic SHARP version of the dread vultures beak. This won't get rid of their enhanced sense of smell as the dread buzzars have that too. This beak will be able to produce human speech in the same way a parrot does so they won't be mute either! Each family should get a man and a woman child, and these traits will be very dominant. Within a few generations with these new vulture men as a large part of the population everyone should have the new traits.

If I have the points for more than two eggs per family I'll take a larger increase in numbers. Thanks.


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PostSubject: Re: Drethnor Turn #6   Thu Jul 23, 2009 10:26 pm

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Feedback


Yes your right the vulture men do have a LOT of Dread Vultures, while the human nomads have a declining population of the birds. Most of the Dread vultures were kept by hunters and scavengers who used them to find animals. Getting rid of the scavengers cut down the population that was keeping the birds by half, and the upper class is growing faster than the hunters. Most hunter families have birds but the upper class prefer their cattle.

(1) I think this soul probably would be willing as it died fanatically defending the group you intend to help, but it is a huge sacrifice so it takes some convincing and you'll have to toss in five faith points to get the process started.

(2) you've got 25 points and with your experience and the method your using you certainly can get this done. However your method is going to cause you some problems, your not altering an existing creature, your mixing the genetics of man, vulture man, and dread vulture. That is cheaper in some ways but less exact. You've got a choice here.

You can do a total of ten eggs and get them EXACTLY the way you describe, or you can get up to ten eggs per family spread over the course of one hundred years but you'll likely end up with more bird traits than you initially planned and perhaps a few odd results I decide to throw in. It's up to you. More eggs means more genetic diversity and a bigger population of worshippers, but fewer eggs gives you more control. It's really a matter of how much you want to trust me.


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PostSubject: Re: Drethnor Turn #6   Thu Jul 23, 2009 10:52 pm

Drethnor's Post:

(2) hmmmm . . . I'm tempted to risk it, seems like I'm always getting more than I bargain for in this game anyway. However I'd like some assurance that I'm not going to end up with some horrible monsters that will destroy the race. So long as you give me that I'm ok with seeing what happens.
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PostSubject: Re: Drethnor Turn #6   Thu Jul 23, 2009 11:03 pm

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Feedback


(1) I'll give you the assurance but in return I'm only going to give you six eggs per family spread out over 100 years instead of the full ten. That shows your paying a bit more attention and using a bit more power per egg, but it's not enough to get everything just right and avoid all possible mistakes.
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PostSubject: Re: Drethnor Turn #6   Thu Jul 23, 2009 11:06 pm

Drethnor's Post

(1) Ok I can live with that.
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