Ascension of Worlds: The universe!

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Anoron
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Ascension of Worlds: The universe!

Post by Anoron »

In this forum post is where the players will see what the GM does with the world they are creating. And will be able to see how other players worlds are doing. They will also see GM worlds that will bud along with their own. If anything seems unfair, or if you think the GM misunderstood, please send a message to the GM instead of posting directly into this post.
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Anoron
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Re: Ascension of Worlds: The universe!

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Heron's prime race grow stronger in their limbs, they are able to climb faster, run longer as a result, while some collect in small packs, many remain aloof, and through show of strength alone does one earn their place in a pack. Many packs ravage one another, to prove which is the dominate in the area, using their trap making and hunting skills to good use on each other. The constant lack of sun produces a strange mold that grows on most things, fungal forests almost grow overnight, high and tall as most trees, attracting strange prey animals that have adapted to the near constant dark. However, the race itself isn't completely adapted to the night, they see well, but larger prey animals stalk them in the night, nearly unseen.

Eldamar is aflood with woodland, while small animals scuttle about under the cool shade of the forest. The indigenous species develops a kind of lust for using rocks to crush prey from above, and sometimes each other, and it is not long before clubs become involved as a prime tool for them to beat their lessers into submission. Prides develop that become a larger family, running into a rival family often brings bloodshed, until one retreats. Wiping out entire prides is not uncommon, as they aggressively kill any offspring. Raids happen in the day only, never at night, for large bear like creatures stalk the forest floor then.

Slag is a world of mire pits, and weeping willow like plants. Though the slime race that hails from here takes well to the constant murky pools. The winds however scatter them about many a time, flinging them to far stretches of the land, sometimes into the willow plants that use their tendrils to scoop up the slimes, devouring them slowly for more nutritional liquid sources. They do however move a bit faster, able to roll around when the wind is right, and bumping into another slime either results in a smaller spawn after a while, or being devoured by another slime, differing in color, even though of the same species. Black slimes being the largest, while the red slimes being mid sized, but quicker. Blue slimes are the most hostile to other slimes, packs of them absorbing black slimes.

Matalinth is a toxic world of boiling water from volcanic vents, toxic gasses in the waters, and much of the minerals are made of sulfate. The creatures here are alien in the extreme, almost rock like, or made of silk like tendrils anchored to the stone. Much of the world has large pockets of crystal growing out of it, slowly building and spreading, in a myriad of colors and shapes.

Tabyris holds little in the ways of mountains, or forests, mostly rolling plains, with thick growths of grasses. The weather is cool but fair, the race that roams it seems to be a simple creature of small size, but with long tails, large wolf like ears, and sharp teeth. Fights break out whenever one meets another, packs never form, and they only gather together to mate seasonally. While larger animals hunt them in the fields, they learn to burrow underground to flee from these creatures.
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Anoron
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Re: Ascension of Worlds: The universe!

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Heron grows steadily, small quakes, shifting of plates and time bring metals to the surface, while the weather starts to stop going from one extreme to the next. Its people still scatter into packs, but are normally they are of one large family. Families vary in size, but when another pack is met that isn't part of the current pack or family, and though they have a faint echo of a budding psychic skill of telepathy and empathy, this individuals are often outcast, chased off, or killed by their families and pack mates. Rarely do other creatures with these gifts group up together, often coming to blows and fighting, and tend to remain solitaires. Though one thing that does come to them, is a silk gland from the mouth, that for the time being is only strong enough to snare smaller creatures, or create boundaries in each families territory.

Eldamar's people have a great bounty of creatures to pick from, however many of these creatures come armed in several ways that makes hunting them dangerous, as well as dangerous to eat some species. A basic language forms, but each is unique to each pride. Though they see each other as the same race, communication is lacking, and though some speak the same tongue, it hardly unifies them. And with their increase to intelligence they often see other prides as definite rivals for land, women and food. Though they call themselves by one name, the Kelvar, the progress of weapons has brought a new division to the race; a rock tied to a stick. These improved, heavier clubs become status symbols for a pride, and prides normally without them fall to the more aggressive pride.

Slag has minor earth shaking, the surface temperature rising as the magma blow starts to flow upwards more. The black oozes often ram themselves into objects, and other animals on the planet, avoiding areas they know to be dangerous, and start to become the apex predator of the world. The red oozes are able to roll over fresh burning coal, and their own temperature rises as a result, blues that come in contact with them often retreat after making contact. The blues themselves spread out to catch the wind for a few moments to send them hovering over the ground for a moment or two. Overall the tendrils all the oozes make allow them to hide and ambush prey, pulling it to themselves.

Matalinth's waters become thicker with poisonous fluids, quakes opening up the earth and spilling out more hazardous gasses. Large pillars of crystal form in these fluids faster, shattering and starting to grow additional crystals from the broken pieces becoming small forests of crystal. The creatures here grow larger, and don't seem to reproduce normally; they instead eat some of the growing crystal, and ram another hard surface, breaking off a piece of themselves that grows to be a clone of the rock like parent.

Tabyris' people find an identity of serving one of their kind that has proven itself to be stronger than the others. These leaders tend to have larger teeth and muscle mass, and rule over their people with violence and aggression, with right making right. When two such tyrants from two different groups meet the two often fight to the death in a one on one match, while the others in both groups watch. When one has fallen, the losing tribe become outcasts to the other tribes for a while, but soon are allowed to come into the victorious tribe after a time. The world itself begins to rain harder, creating great pools of water and long snaking rivers that divide the land, separating many of the developing race
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Anoron
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Re: Ascension of Worlds: The universe!

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Eldamar's people begin to work with new tools, breaking their stone clubs into an edge seems to be more efficient at killing. However when the larger sub-kelvar split, they do not so much as defend themselves from the bears, but use them as totem worship. If it was one thing they excelled at, it became killing. The sub-kelvar became feared as bear warriors, who fought with the bears and also became the bear in turn. To venture to the forest floor into their territories became dangerous for the tree dwellers, and in turn the two races became bitter enemies. While the world as a whole seemed to suffer less from random quakes, now and then a big one would hit, and it was only a matter of time before the ground broke way, splitting the land in two, and created a gulf too large for the two races to interact with one another. On the tree dweller's side, all the sub-kelvar were driven to the edge and killed, while on the sub-kelvar side the tree dwellers were annihilated or hunted for sacrifice.

Slag is a world of tremors, hard winds, and boiling pools of swamp. The blues use gas pockets to lift into the air, and be caught by the wind, sending their species further out across the world. They cling to things if they do not wish to fly, waiting for the other creatures of the world to happen by, but are wary of the hulking blobs that are the blacks. The blacks have a horrid scent about them now, though not horribly toxic, if creatures linger too long, or take too long to kill them, they start to be burned by the acidic buildup that rises from within. The reds seem to glow like large coals when near heat, and at night some congregate into packs, luring in animals with their light to pounce upon them, and drag the bodies back to feed, while it burns. Though, they do not need to eat the animals as much, they have developed a taste for char, and have become a little sadistic. Blues in mass are dangerous to the reds, they swoop in, using their tendrils, and the red's natural instinct to lash out and grab to pull them away from their herds, and be torn apart by the blues further from the heat.

Heron's world is indeed what some would say is an untapped world, waiting to be despoiled. The forests of mushrooms of various densities, litter the world, sometimes choking out other life. The race commune with others, seeming to become more accepting of the once outcast, till the two stop becoming a separate group. They can chime out mentally to one another, and by the pitch an array of emotions are conveyed. With spikes taken from some of the more dense, and smaller mushroom stalks they take up a knife and a piton as a tool. Small balls of webbing now hang in the “tree's” with ladders of web that connect the hut to the ground. Though communities break into violence with other communities, it is often after long debates with mental chiming before negotiations break down.

Matalinth suffers a series of underwater quakes, crystal gardens shatter and are scattered in the wake of underwater currents from the quakes, creatures made of the many crystaline substances are forced into one another, and terrible bouts brake out, that extinguish entire species who's fragments are carried with the toxic waves. Some pieces start to regrow into these creatures again, but the blue crystal on the ocean floor has been spread too, and slowly it grows over these budding regeneraties, and as they would have used them to spawn more of their own, so too does the blue crystal garden use them to slowly grow even a little faster, oddly back towards where another patch is growing.

Tabyris's race learns to swim in the many rivers, often diving into the pools to find food below. Many new creatures dwell within the depths too, and there are a great many of the small humanoids that are consumed by greater creatures. Some of these humanoids still go by might makes right, but some develop a small, unusual talent; they can push water without touching it, and some of them are capable of walking upon it for small periods of time. The shift of obeying the strong turns to following the water walkers, and tribes form around these mystics, who then use their new minions to kill any tribes lacking water walkers.
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