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 Taeuvanshu Turn # 0

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PostSubject: Taeuvanshu Turn # 0   Sun Mar 04, 2012 6:14 pm

Taeuvanshu's Turn #0
This sheet records important details about your Deity.

Corruption
Energies like order, chaos, or primal are terribly alien to the gods nature and swallowing them can alter the deities makeup. We call this sort of permanent alteration corruption, and if a player ever has 100 points of corruption in a single type of energy his deity becomes an entity controlled by the game's staff. Over time deities who drink a lot of these types of energy can also gain tolerance allowing them to handle more and more energy with less and less risk of corruption.


------------
...
Soul
Order
Chaos
Primal
Border
Cosmic
Corruption

0
0
0
0
0
0
Tolerance

50
0
0
0
0
0
Max Drank

100
10
10
10
10
10
Deals
This segment is meant to hold links to any active deals effecting your deity. All deals are subject to review once every five turns and may be altered at some later date, in the meantime they give you benefits and problems outside the purview of the normal game rules.

[none]

Thaumatic Energy Stored & Total Upkeep
This section shows your current amount of stored thaumatic energy

[Hope, Fear, and acceptance will start arriving on turn one]

1 BIRTH ACTION
1 COMMUNICATION ACTION

Dedicated Banks
This entry is meant to hold ritual points that have been dedicated to specific tasks. Points in these banks can only be used for those tasks.

[none]

Links
This contains links to the other posts listed within this turn so that you can easily navigate between them using the forward and back buttons on their browser rather than needing separate tabs open at all times. Player actions should always start below this post.

Taeuvanshu Turn #0: DEMOGRAPHICS
Taeuvanshu turn #0: NARRATIVES

Summary
We don't know anything much about Taeuvanshu yet. The Game has just begun and we are eager to meet this player.


Last edited by Admin on Sat Apr 07, 2012 4:22 pm; edited 2 times in total
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PostSubject: Re: Taeuvanshu Turn # 0   Tue Mar 06, 2012 1:17 pm

Very exciting stuff! I couldn't be happier with my turn zero. I feel like I've got a good canvas to work with. You called Taeuvanshu a 'goddess', and up until now I've been imagining my god as a male entity but then I got to thinking, maybe a female entity wouldn't be so bad. I'm pleased with my three tribes and glad that there isn't any infighting (yet) but it sounds like I may want to be cautious when it comes to dissolving the symbiotic relationship between the two inland tribes, if Taeuvanshu gives them the tools to be two self-reliant groups, I could easily see some hostility emerging between them over a few hundred years, or rather a strained and contemptuous cohabitation, which isn't good for my end goal. The Fischer water-faring people interest me quite a bit too, I've already had a couple neat ideas with abilities to give them.
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PostSubject: Re: Taeuvanshu Turn # 0   Tue Mar 06, 2012 1:28 pm

The goddess bit was likely a typo, coming in from the fact that the fischer culture I started with was originally developed for an nearby area with a female player and I took a lot of their text from that initial area just to keep things unified between the two player owned spots on the map that they currently inhabit. I can alter the text to god if you like or leave it, that is entirely up to you. Normally with a deity where the sex hadn't been made clear yet I'd stick with gender neutral terminology. Either way thanks for pointing it out as this is a beta version and that is something I'll want to warn dragonspar to watch out for as well. Especially as the game progresses and we have more interplayer interaction, and places where two players see the same thing from slightly different perspectives. Smile
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PostSubject: Re: Taeuvanshu Turn # 0   Tue Mar 06, 2012 1:46 pm

I don't know when it is or isn't prudent to write things down that I want to be included in the future, but just for the sake of putting it down somewhere, I'll mark them as Points of Interest.

POINT OF INTEREST

When the second level of the Shadowlands (the Translocation level) is created, it will offer an ethereal map to any Shadow Walker (I'm imaging it like a Google Earth interface) and they can explore it, study it, zoom in and zoom out, and (if they choose to) instantly transport to the corresponding actual location that they select on the map. The map is automatically updated to include areas where any Shadow Walker has been, with the area of effect having a 10 mile radius. We can think of it like a large spotlight throwing a 20 mile wide beam straight down onto a Shadow Walker, and anything the beam falls on is charted on the map (this necessarily includes anything that happens to be in the sky). If a Walker is navigating land that's already been added, but there have been significant changes, the map is updated to reflect that. If a Shadow Walker attempts to transport to an area that has been drastically changed and the map doesn't know about it, it will recognize a fault before completely reappearing them and attempt to place them in a "safe zone" anywhere within a 10 mile radius (as long as it has been charted). If there is no reasonably safe spot to appear them, they simply can't go there. I'll have to flesh it out a bit more when I
explain it during my communication action, but this should be a good primer.
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PostSubject: Re: Taeuvanshu Turn # 0   Tue Mar 06, 2012 1:52 pm

Upon further reflection, I've decided to keep a male entity for my god. I don't know anything about women anyway.
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PostSubject: Re: Taeuvanshu Turn # 0   Tue Mar 06, 2012 1:58 pm

Things related to your birth action should probably be discussed here as you still haven't gotten that finalized. I'd consider design for the shadow lands to be part of that discussion as it makes a huge difference in how we implement that area of afterlife. I find the search function and safety feature to be especially interesting ideas. You also have a notes area for planning future events outside of the turn.

Your also right to think you should be careful with your two inland cultures. They are at a very delicate point in their development right now. They consider themselves as two separate peoples and would return to living on their own in their own lands if they could but . . . they have already made significant changes to accommodate one another and in the demographics I treat them as a single economic and social unit. Anything you do could either cement and further their alliance or break them apart. You also have the opportunity if you want to further integrate the fischers into the network if you can figure out how to manage it. I'd say manage it safely but in this game things are seldom "safe" often the best a player can do is to roll with the punches, and make things as clear as they can.

That includes making sure deals are fully discussed before being implimented, and trying to follow the turn format from the rules section as closely as possible. As we're past registration I'd suggest renaming "points of interest to "Birth action discussion" from here on out so we can separate that from any discussion we have about your communication action. Smile

Also I'll change the text to read GOD right away, then I'm heading off to work. See ya there!
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PostSubject: Re: Taeuvanshu Turn # 0   Wed Mar 28, 2012 2:36 am

Time is getting short and as a first time player I'm sure all the options and such can be sort of confusing. This game has more depth than most others and it's easy to get lost in all the things you could do. Your birth action idea is fairly good so far, but we need some details and I figure I can take a few moments to walk you through some of it. You might not like what I come up with here, but hopefully it will help you with design as the game progresses.

You've decided to create a magic system with your birth action, and that is very powerful due to the fact that you get free combat points with the birth action, and you get a much lower reserve cost. That alone will probably be enough to make you a mystical superpower. The first thing we need to do is define that magic system so we can figure out what limits it has, none of us are going to give you free reign to just create any type of spell you want with a magic system that is priced with a reserve cost priced at 1% of costs (normal is 10%). This is most of what we've been doing so far, figuring out the limits of THIS magic system. That does not mean you can't make other systems later in the game, just that they are different from THIS one, and fall under normal guidelines rather than all these special discounts your getting. Here is what I understand so far:

The theme of this spell system is travel and shadow manipulation. It has three main parts as follows:

First you have a magic transportation system which includes both a Google Earth -llike teleport function and some sort of ability to move boats through the shadow plane to different destinations. Both of these "spells" are variations on the same power set and you might expand this to include other forms of transit like blimps or wagons in the future.

Second you have the ability to sacrifice (destroy) an object or creature in the shadow lands and then be able to summon a "shadow" copy of it into the real world to serve you at will. This may include some ability to transform real objects into permanent shadow objects as well, and it also may include the ability to create "heirloom" objects which gain power with each generation they are passed down to. We haven't specified details on these sorts of spells yet, just that they can exist within your spell system in the future. One limit that has been defined for these spells is that to sacrifice an object, or upgrade it you need to actually be in the shadow realm.

Third you have the ability to create spells that summon forth "shadow" artifacts that the people can summon and use, for example a spell to summon forth a "light saber" made of shadow materials, or a shadow robot shaped like a tiger that obeys the person for a limited time, whatever.

Given the shadow theme I'd say that the spell system also has some inherent limits. These haven't been as well discussed. For example the summons have to pull forth the object FROM a shadow, or to enter the shadow realms you need to pass THROUGH a shadow big enough to serve as a doorway. So you couldn't use it in a jet black cavern, or a dark moonless night, or in blinding bright sunlight out in the flat desert sands. Such built in limits are something we definitely want to nail down as they effect how your people will behave culturally and strategically, and where you have the advantage over another player. This sort of thing is called flavor text as it defines limits and advantages separate from the base numbers of our combat system.


So while we don't have a lot of details you've established a lot of potential, and we've also established a few limits. If you try to create a fireball with this spell system I'll say "NO WAY!" but if you describe the same sort of damage effect as tentacles creeping out of the shadows, crawling around the ground, and stabbing the enemy that's great. If you try to move around and create or destroy shadows in the real world that is a no go, but if you summon forth a shadowy ooze from a small spot of shadow it can expand or contract as a "summoned shadow object" any way you like.

Our next step is to define who your giving access to these abilities. Technically right now anyone who knows a spells trigger could access your power, and thus make you pay a small bit more for their being a "shadow mage" they wouldn't even need to worship you. That's not something most gods want. We haven't spoken of this yet, and you haven't written anything down, but I've heard some of your ideas from a mutual friend and since your new I'll throw them out here, plus some ideas of my own.


From what I've heard people have to be a worshiper in order to have any chance of accessing this spell system. That's fairly standard as most gods don't like freeloaders sapping their power and giving nothing back to them.

However that isn't all. They also have to journey, or be taken, to one of several magical temples surrounding your central temple in a square that is 10,000 square miles in area (500 miles in all four directions from your temple is 1000 miles per side) . Once there they must ritually bathe themselves in fresh water and then they must physically travel on pilgrimage to your main temple and step through the open gateway into the shadow realm.

After that to maintain contact with your spell system they must pray once a day at twilight while kneeling on a woven prayer mat facing towards your main temple, or at least the direction they think is towards it if they are somehow lost.


Those conditions limit the spell system to a select few who are worshipers. They also are innately part of the next step. That is cost saving measures. Even with the discount you don't want to foot the entire bill for this spell system every turn. Those free loading bums you call worshipers should help you out some right? Of course it's right. lol. People help you out by doing dedicated rituals and you've already had a few mentioned. That pilgrimage could be a ritual, the prayer mat thing definitely is a ritual. Unfortunately by being so simple and common they aren't going to net you a lot, but every little bit helps right?

Later on you may want to give your priests or monks or whatever some rituals to also help support the spell system, but these rituals will help for now. We call a ritual that is used ONLY to support a spell system "dedicated" and because dedicated ritual points can only be used for one purpose those rituals generate more points, often a lot more points. We should definitely make those prayer rituals and the pilgrimage ritual dedicated to the spell system. We also need to fill in details on them. As things stand I can do that myself if I need to, but if I do it the ritual will be simplistic, and often a great god wants a bit more elaborate ceremony attached to his worship. I'll leave that up to you.

Moving on to the last thing . . . Individual spells. At the moment you have a lot of options, but no real spells. In short you have a spell system that doesn't DO anything. We've given the system structure, created entire areas of the afterlife to support it, raised magical temples out of nothing for ritual use. But right now the spell system doesn't DO anything. I'll use teleportation as an example.

To teleport the shadow jedi must find a shadow big enough to walk into and say in a whisper "Taevanshu please allow me access to your path of shadow" at which point the shadow darkens and becomes a gateway that the person can enter, if it's big enough he may also be able to bring a friend with him, or even a horse, but he must be touching whatever object or person he takes with him. Inside he winds up in a three dimensional illusion showing a shadow image of his former location. This illusion space can be manipulated mentally allowing him to zoom over the map passing through blank spots that are unexplored and thus unavailable for transit, and also over images of places the people have been before and into which he could emerge. Once he reaches his valid destination he can leave simply by deciding to.

Before the person leaves the spell checks a 1 mile radus around his destination for safe spots, updates the map if it needs updating, and he will then ooze as a blob of shadow material out of the nearest safe shadow and form safely into himself and companions, animals, or gear. To an outsider it might appear that he's oozed out from under a rock, or from the shadow of a leave on the ground beneath a tree.


As you can see this description is a full spell because it includes three parts:

  • A trigger. That is the conditions under which the spell can be used and what the shadow jedi, mage, priest, or whatever needs to do in order to access the power of the spell. In this case he just has to ask your permission and be a worshiper in good standing; have made his pilgrimage and done his nightly prayers every night since.

  • It has a description of how the spell works. In this case it's accessing your already built realm of shadowy illusions, but it could just as easily be creating an extra dimensional space. This description lets us price the spell since we know what it's doing. It's opening a gate in one place, defining a distant location, and then opening a gate to that location. It's also gathering information from you about where worshipers have explored, and it's showing the person an illusion and responding to his/her mental commands like a computer, and it's reshaping him at the end point so he can emerge from shadows that may be tiny.

  • It has a description of how the spell looks in action so we can describe it in a narrative and figure out how someone who had never seen a shadow jedi teleport into their presence might respond to it.

  • We should also give the individual spell a power level. You could, of course, simply give power level to the entire spell system, but then a few spells trying to overcome an enemy could put your entire spell system below zero and cause it to stop working entirely for a time. Much better to force one copy of the "spell" to go up against one set of enemy power levels rather than risk the loss of worship that would come from an entire spell system failing all at once. Even if all those different power levels do cost you more in the long run than one large power level for the entire system.

Another similar spell might provide that same shadow jedi access to another level of your shadowy afterlife where he could perform a third spell allowing him to sacrifice an item or a fourth spell allowing him to sacrifice a person, and those spells would also include the triggers for summoning forth those items into the real world, perhaps (for consistency" using the same "oozing shadow" imagery I just put forth for the teleport so that swords, stone blocks, even a pet dog or a fully built house, might ooze forth out of even the smallest of shadows.

As the turns go on you can define all sorts of different spells within this shadow magic system. If you don't like how I just defined the teleport we can change it before we finalize your deal. I just wanted to walk you through how things MIGHT work, and maybe throw out something you might like in case we run out of time. We also should define security and stealth values for your spell system, give you a sort of fire wall so other gods are less likely to hack the system and change your spells in such a way as to humiliate or kill your shadow jedi. I'd suggest 500 stealth points and 500 security points, with the remaining 1000 free points reserved for individual spells as you create them so you can have a wide number of powerful spells in play before you have to start paying upkeep on their combat values.

If you like this we can move onto your communication action, which we discussed at mcdonalds, but which needs to be written down, preferably by you in order to be finalized. I try not to commandeer peoples turns by using things I hear in conversation as official before they actually write them down. I only was willing to do this much for you here because it's your first game, your running short on time, and you might need the help to get yourself started. We give NEW players a lot of leeway like that so they can get their feet firmly under them. I hope what I wrote here helps even if you change it all. Smile
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PostSubject: Re: Taeuvanshu Turn # 0   Sat Mar 31, 2012 5:38 pm

It has been reported to me that personal issues have lost our player Taeuanshu internet access and he won't be replying to my last post until well after turns are locked, nor will he be posting a communication action. If he had simply not posted he would fall under the rules for a missed turn. In short he'd lose his communication action, get no income next turn, and have to draw on divine batteries in order to pay his upkeep, any reserve costs, and to speak to some of his people. Thus risking corruption and eventually death.

However due to finding out the situation before turns are posted I am implimenting our rule for sitters, something that I didn't think to put in the manual (though I will in the revised edition provided nobody objects to this). Players sometimes have issues in real life that prevent them from logging in during a week. When that happens, if the staff is told ahead of time we will appoint a sitter from amongst our staff members.

That sitter will take the players turn following what is known of the players intentions. Meanwhile another, totally different, staff member will finish processing the players turn. In this case I will assume my outline of a deal is alright with Taeuvanshu, and will write him a communication action based on what I remember of his plans form mcdonalds a few weeks back. Full apologies to the player if I get this wrong! After that Dragonspar will finish processing the players turn and post his turn #1 for us.

I hope this judgement is fair in the eyes of our player base and other staff members. This function should be very useful in the future when other players have personal emergencies and can't take their turn for some reason.
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PostSubject: Re: Taeuvanshu Turn # 0   Sun Apr 01, 2012 8:30 pm

(birth action)

I want to clarify that I am raising a circular temple made of oozing, shifting solid shadow in the center of my area of Sahara type desert. This looks much like a shadow version of the pantheon in Rome. Inside the light is dim and diffuse even on the brightest desert days, and at the center of main chamber, beneath the circular hole at the top (no rain will get in through here), is an arch of crystalized shadow, through which anyone can walk directly into my shadow realm, the level where items are sacrificed and dead souls wander.

Diagonal from this shadow temple, forming the corners of a square 500 miles wide and 500 miles long, I have identical temples placed, which instead of having portals have pools of clear spring water that never empty at their centers. These temples will be the center of my religion, the place where my god was born. To gain access to my powers a worshiper must journey to one of the outer temples, wash himself in the spring water, and from there make a pilgrimage to the desert temple without using any magic, and step through the gateway into my shadow realm. This pilgrimage ritual is dedicated to helping support my spell system.

I talk about a kneeling ritual with a mat being required also in the previous post. This will become a requirement only after the first turn when I tell people about it, and people who are already using my system won't have to use it until they KNOW about it. I assume that my chosen people in the communication action won't have such mats, and I don't want my action to fail because they can't do the ritual in the middle of the desert due to lack of materials for a prayer mat. When it does come into play this ritual will also be dedicated to supporting my spell system.

My spells are as above except that three other new spells will be added to the first example, all of them very simple spells indeed.

The first new spell is one that allows access to the crafting level of the shadow world, where dead souls dwell. It is accessed just as the travel level is except the person must ask "Please taeuvansu open a path for me into your realm of shadows", changing their destination from the path to the land where sacrifices can be made, dead souls dwell, etc . . . The appearance of this effect is the same, except that they ooze back out in the rough area they entered from, or as close as possible if that place is no longer having a shadow or is no longer a safe location to exit to.

The second spell I'm adding is the ritualized destruction of a man made tool or other object in my shadow level. To do this you must first bring the object into the shadow level using the previous spell. Then you must place said item on the ground and ask "please great Taeuvanshu take this item into your care for me", at which point the object is eaten by shadow and the person in question suddenly knows how to instinctively call it forth into existence somewhere in close proximity to the person (say within 5 feet) maybe into his hand, or at his feet, in his backpack, though he could not call the knife into existence flying through the air at his enemy.

The last spell is a spell to create an oozing shadowy tar that can be used to make reed boats or other objects completely watertight, strong as hardened steel, and also protect them from most physical damage. Note they still weigh like reeds covered in tar! The tar can also be used to hold stones or wood together like mortar, and to weather proof them.To create this substance though a person must first enter the shadow realm using the previous ritual that allows such travel and then kneel down on their prayer mat with a woven reed basket in front of them and ask "great taeuvanshu please bless me with your shadows of building." At which point shadows will ooze up into the basket solidifying inside until their is a full container of the tar after which the remaining shadows ooze away. Items coated in the resulting tar can not be sacrificed using these spells!

(Communication Action)

If I'm recalling the player wants to use option six of the communication action to draw roughly equal numbers of people from each group, chosen from the locations where the groups all overlap. First these people will move through to the first of the outer pavilions with fresh water and the god will introduce himself as Taeuvanshu god of travel and shadows, and he will walk them through the initial ritual of purification which is basically cleaning themselves off with fresh spring water.

Then they will make the pilgrimage itself through the desert to the shadow-substance temple at the center of the great square of water-pavilions made out of shadow substance, here they will pass through the open gateway into the making things level of the shadow realm, where they will have their powers unlocked (a second use of option six guides them on their pilgrimage). Note that in the future this journey after purification MUST be made without using any magic!

As the player hasn't described the god he will appear as a whispering echoing voice in oozing shadows all around the people each time he speaks, with the shadow of a large humanoid form becoming apparent every so often, this gives the player the ability to clarify his god of shadows and travel into a more specific shape later.

In the shadow realm the god will impart secret spells to each group. Note he tells them each that their spell is a special gift from him to their people and to keep it a secret if they can for if the others learn to do this they may use the power as well and thus your own people would be marginalized.

The nomadic wanderers get the travel ability. The settled crafters get the ability to enter the shadow realm and then sacrifice an object and summon it forth again at will, letting them keep special objects just for themselves. The boat people get the ability to enter the shadow realm and the secret of the mystical shadow tar.

After imparting these secrets the god tells all of the people that they must now cooperate to return all members of the group home. He will be watching to see if they can do this together, while keeping the secrets he has given each of them as SECRETS, and not letting any member be left behind or leaving any member to die. Once they return they are to use their abilities to benefit their peoples, and also to bring back new converts to make the pilgrimage they just went upon, for only those who make this pilgrimage and honor me in their heart as THEIR god shall receive the blessings of my power. He also tells them that these are not all the spells he has to impart, and that further rituals and conditions may fall upon them depending on how they succeed or fail in the test he has set for them.


(yes it's rough, purposefully rough, I'm doing what I think the player wanted to have done as best I remember it, not what I'd do in his place, I just hope I remember it right and that the spots where I fill in the blanks don't go too far into straitjacketing him or fall to short of the sort of more specific rituals he WOULD have made, I really don't feel justified in doing anything too elaborate until we know more about this deity, I have almost NO clue how to roleplay it's character.)
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