Author Topic: Armageddon Two  (Read 7787 times)

number13

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Armageddon Two
« on: June 02, 2014, 04:58:14 PM »
This is just silly stuff I typed, because I felt like typing it. The thought experiment was: what would Arm 2.0 look like, if I was in command of everything?

(For the record, if this game setting was, by some strange chance, actually implemented in any way, I'd probably hate it. This isn't a suggestion. More like bad fanfiction.)


Tuluk
The Unseen Scream scorched the through the Way, heralding the ascension of the Sun Queen [Insert name of PC Faithful Lady].  Psions across the Known were instantly driven in a gibbering, insane rage. Their death throes added to the psionic cacophony.

In the wake of the Unseen Scream, psionics are much stronger. However, anyone opening their mind to listen to the thoughts or telepathy of others are assaulted by exceptionally painful Echoes  -- the madness of the Scream is forever imprinted on the Unseen Way.

The Sun Queen utterly dominates the entire Tuluki region. Giant and dwarven drones endlessly toll in the fields and the workshops, perfectly subservient to Her Will. Being a dwarf and having a free will is a crime. Still, there are a few dwarves born with a natural resistance to psionics (and magick), and some of these break away to become rebels in the catacombs of UnderTuluk, joining the magically adept mutants that crawl through those depths.

Exclusively, the free willed humans within the Tuluki lands are the nobility. Any Tuluki human PC is noble born, with their every whim catered to by the drones. Most highborn of Tuluk are powerful psychics, with pyrokinetic, telekinetic, and/or telepathic abilities.  Additionally, a few also train to learn the secrets of the katas to become generals of the Drone Legion and peace keepers of amid the highborn.  Fewer still secretly cultivate the anti-psionic shadow arts, as a part of a budding Rebellion, who rally to the Sun King, entombed within the impregnable Pyramid.

The highborn squabble over Marks, the currency of the land, which are slips of paper deeming the bearer the service of one drone for one day.

TULUKI PCS:
--dwarven rebel
--mutant 'gicker
--highborn psion
--highborn templar (sponsored role)
--highborn artisan (ie, crafter)
--highborn bard
--highborn shadow artist (sponsored role, with a cover story of being one of the above)

Allanak
Some say the Highlord Teknoles was slain by the Unseen Scream. A few claimed he never lived at all, was slain prior to the Scream's roar, or was destroyed in the aftermath.

Regardless, when the Scream washed over Allanak, it profoundly changed the power structure of the city.  All the black gems instantly shattered, all the templars lost their granted abilities. Insane magicks from armies of newly freed elementalists scorched the city to a near ruin during the subsequent power struggle.

A coalition of elementalist won the battle, and became the new nobility of the city.  The Drovian and Whiran temples were destroyed in the battle, and ever after, elementalists of those temples are slain when found. Allanaki PCs are all human elementalists from one of the surviving temples.

The power struggle in Allanak is ongoing. In the years following the Unseen Scream, Drov became a maelstrom of swirling angst-filled spirits, and the connection to the elemental planes is distant. To cast any spell requires Tass -- blood which is collected from the endlessly flowing wounds of the Defeated Dragon. Tass is parceled out sparingly, and the elementalists use it as a currency and a measuring stick of political power. 

Elementalists are also required to wear a black gem, constructed from Tass, so no magicker can run around fireballing everything without swift reciprocation from the templars. The templars themselves are elementalists, but in a secretive ritual, they give up their elemental magicks in exchange for sorcerous power. They are the police force of the city.

Rukkian elementlists, with Tass, can wake a golem. These nearly mindless clay creatures form the core of Allanak's army, work the fields, and patrol the city streets.

ALLANAKI PCs:
elementalist crafter of Ruk (crafts golems, magical items)
elementalist warmasters of Krath (potent warriors enhanced by magical abilities)
elementalist seers of Elokian (combines some psionic talent with magical potency)
templar (sponsored role)

The Rinth
The Rinth is right next door to Allanak, but might as well be a world away. The Well of the Void is at the center of this sprawl -- a black pit that opened during the firestorm of magicks that nearly leveled Allanak after the gemmed were unleashed.  No magic or psionics work in proximity to the well and golems cease to function, so it's become something of a sanctuary for mundanes.

A couple hunks of the Defeated Dragon are buried under the Rinth, and the endlessly flowing blood coagulates into Tass, which is used a currency to trade with Allanak.  The Kadian Guild controls the largest hunk of dragon flesh, the Wing. The Salarri Guild has the Talon.  These two Guilds are perpetually warring over farmable territory in the regions surrounding the Rinth, as well as street turf.

The Kuraci Guild is based in the Rinth, but roams the entire known as traders. Rather than dealing in Tass, their currency is Spice, which is procured at the fortress of Red Storm.  The Kuraci also maintain trading posts at Cenry, the ruins of Luirs Outpost, and an small colony amid the Salt Flats called New Steinel.

The Allanaki authorities maintain a wall around the Rinth, but it's constantly being burrowed through by goblin raiders seeking to plunder Allanaki riches.

The dead don't always stay dead in the Rinth. Nilizi are undead ghouls, who have the goal of feeding Tass and dead bodies to the Well. Successful ghouls are rewarded with increased power.  Some ghouls are unthinking monsters. Others will make deals with the other inhabitants of the Rinth.

RINTHI PCs:
goblin sappers (degenerate city-born elves, everyone hates them, but they breed too fast to exterminate entirely)
human Byn (a warrior clan that sells its services to the highest bidder)
human Guilder (shadow artists and merchants from one of three warring Guilds)
Grubs (unaffiliated humans and half-goblins)
Nilizi ghoul (undead, can approach the Well, gains power from sacrificing to the Well)


The Wastewalkers

The last group are those are not home in any of the cities. They roam the wastes, traveling between the various small outposts. All wastewalkers have basic desert survival skills.

The 'worst' of the wastewalkers are the defilers, a magical tradition that secretly cultivates students. Raiders and rogue elementalists tend to flock to the defilers, as a defiler can produce water, food, and other scarcities. Defilers can impose a Geas on a willing subject, partly ensuring the loyalty of their minions.

There's a secret 'city' that moves through the wastes, disappearing and reappearing in various far flung locations.  A defiler can open a portal leading to the secret city from anywhere in the Known.

WASTEWALKER PCS:
-desert elves
-rogue elementalists (usually Whiran or Drovian)
-rangers (rugged wilderness men, tough enough to survive the worst.)
-defilers (sponsored role)

lordcooper

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Re: Armageddon Two
« Reply #1 on: June 02, 2014, 06:29:51 PM »
Do not let this person on staff.
Ceterum censeo Carthaginem esse delendam

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oh and here's a free videogame.

HavokBlue

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Re: Armageddon Two
« Reply #2 on: June 02, 2014, 07:22:51 PM »
The low-magic/no-magic crowd might die after reading this
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

FreeRangeVestric

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Re: Armageddon Two
« Reply #3 on: June 02, 2014, 07:26:54 PM »
This member of the low-magic crowd would be pretty thrilled to have one of the nigh-omnipotent beings in the world removed with no equivalent replacement.

Creative stuff! Go make a mindbender and be the change.  :)

number13

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Re: Armageddon Two
« Reply #4 on: June 02, 2014, 08:50:34 PM »
The low-magic/no-magic crowd might die after reading this

I'm in the low-magic/no-magic crowd. The idea was to give the gicker crowd a place to gink in, so I could go be a mundane in the Rinth.

Harmless

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Re: Armageddon Two
« Reply #5 on: June 02, 2014, 09:36:21 PM »
Do not let this person on staff.

"He who is the perfect would-be staffer among you, let him be the first to throw a stone at this would-be staffer."
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Jingo

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Re: Armageddon Two
« Reply #6 on: June 02, 2014, 10:14:46 PM »
In the tablelands, the elves finally drive out all humans and create their sunshine fairyland utopia.

--The white rantarri's glittering spire can be seen throughout the pah
--elven racial purity demands breeds to be hunted down and exterminated, breed npc's can be found and twink farmed
--revelations of ancient scrolls results in a new type of magick, the druid class is now available to play
--through a combination of druidry and preserver magic a lush woodland sprouts from the sands.
--elves can now ride mounts, but only sparkly unicorns and Pegasi
--the ancient bonds between elves and gith are rediscovered and an alliance based on mutual human-hatred forms,
--gith now become a playable race in desert-elf outpost
« Last Edit: June 02, 2014, 10:18:46 PM by Jingo »
Now you're looking for the secret. But you wonít find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

lordcooper

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Re: Armageddon Two
« Reply #7 on: June 02, 2014, 10:41:21 PM »
Do not let this person on staff.

"He who is the perfect would-be staffer among you, let him be the first to throw a stone at this would-be staffer."

I'll bring the kanks back, let city elves run, blow up Tuluk, remove the glass ceiling and give everyone a free drink at the Gaj.

Vote lordcooper for Producer.
Ceterum censeo Carthaginem esse delendam

fuck authority smoke weed erryday

oh and here's a free videogame.

chuci

  • Posts: 146
Re: Armageddon Two
« Reply #8 on: June 02, 2014, 10:48:42 PM »
Get rid of omnipotent sorcerer-kings while you're at it and you have my axe.

MeTekillot

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Re: Armageddon Two
« Reply #9 on: June 02, 2014, 10:55:01 PM »
dey r not omnipotent it is posble to kill just maybe no t feasible be tha change
My thoughts.

A sex and torture survey upon character creation

HavokBlue

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Re: Armageddon Two
« Reply #10 on: June 03, 2014, 04:15:35 AM »
dey r not omnipotent it is posble to kill just maybe no t feasible be tha change

thats not my interpretation of the docs m88888888
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

BadSkeelz

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Re: Armageddon Two
« Reply #11 on: June 03, 2014, 04:25:05 AM »
Allanak is hogwarts.

Got it.
janeshephard: You really think BadSkeelz understands the concept of Wine In Front of me? This guy shot me as a townie when he felt threatened. The man's a neandrathal.

Miradus: He's not some weird mental abomination. He's just a guy on the internet.

Molten Heart

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Re: Armageddon Two
« Reply #12 on: June 03, 2014, 03:39:00 PM »
Get rid of omnipotent sorcerer-kings while you're at it and you have my axe.

And replace them with super sexy sorcerer queens played by Shaleah and IsFriday.

Is Friday

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Re: Armageddon Two
« Reply #13 on: June 08, 2014, 10:49:56 AM »
I'm down.
And then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

The7DeadlyVenomz

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Re: Armageddon Two
« Reply #14 on: June 08, 2014, 04:23:40 PM »
I'd make Tuluk predominantly elven, while Allanak remained predominantly human.
« Last Edit: June 08, 2014, 07:32:20 PM by The7DeadlyVenomz »
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You accidentally snap newbie into useless pieces.


flurry

  • Posts: 3366
Re: Armageddon Two
« Reply #15 on: June 08, 2014, 05:00:38 PM »
I'd make Tuluk predominantly eleven, while Allanak remained predominantly human.

I'm in favor of Tuluk going to 11.  ;)

New bard concept:
"No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream." - Shirley Jackson, The Haunting of Hill House

Wish

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Re: Armageddon Two
« Reply #16 on: June 08, 2014, 09:14:00 PM »
I'm in favor of Tuluk going to 11.  ;)

Don't you mean....elelven?
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flurry

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Re: Armageddon Two
« Reply #17 on: June 08, 2014, 11:03:38 PM »
I'm in favor of Tuluk going to 11.  ;)

Don't you mean....elelven?

You're thinking of elelcoolj. Or maybe elelbean. (Sorry for the silly derail.)
"No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream." - Shirley Jackson, The Haunting of Hill House

Vettrock

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Re: Armageddon Two
« Reply #18 on: June 17, 2014, 11:01:24 AM »
Do not let this person on staff.

"He who is the perfect would-be staffer among you, let him be the first to throw a stone at this would-be staffer."

I'll bring the kanks back, let city elves run, blow up Tuluk, remove the glass ceiling and give everyone a free drink at the Gaj.

Vote lordcooper for Producer.
Alright, you have my vote.  I think we are winning 2-0.
Vettrock

Zoan

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Re: Armageddon Two
« Reply #19 on: June 23, 2014, 04:38:43 PM »
As your El Presidente, party erryday in the Pyramid. I hear it's so good that you never want to leave the dancefloor when you arrive.
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Re: Armageddon Two
« Reply #20 on: June 23, 2014, 05:12:02 PM »
I'd keep everything the same, except have Kadius and Kurac perpetually fighting each other, with Salaari or the Byn or militia the only ways to escape permanently, also there's three more 0-karma races, one of which is small, furry and vicious to most people that aren't their friends (as an average personality) that can be strapped to the back as a wear item and are actually quite good there in combat, but they'll only do this for friends, and they psychologically have no racist tendencies, they can't because they have a different ecological niche or whatever.

Bring back Red Storm East, and put in coded farms around Tuluk, and a settlement that's just inside kryl country for a diamond mine or something, which constantly gets attacked, and may be used as a starting location. This settlement would have become independent due to the increasing and eventually negative cost of Tuluk supporting it. This is the point where the village would become noticeably worse off and more victimized, but also richer because they can now control prices. Good, frequent money for the byn, who in the last two years I think just tend to have more of a reason to be in the south than the north. Without Tuluki ownership, a commoner gang forms to control the mines and village and become insanely rich while the rest of the village is impoverished unless they fight the kryl or work for the gang, which superficially is the same thing. I'd love an established northern commoner gang, it could be like the Godfather. Due to necessity elves would be allowed to be bottom-rung gang members or soldiers of any rank-- there you go, another clan for elves that allows mobility but fully recognizes their status at the same time.

Kol

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Re: Armageddon Two
« Reply #21 on: June 23, 2014, 05:47:34 PM »
I'd keep everything the same, except have Kadius and Kurac perpetually fighting each other, with Salaari or the Byn or militia the only ways to escape permanently, also there's three more 0-karma races, one of which is small, furry and vicious to most people that aren't their friends (as an average personality) that can be strapped to the back as a wear item and are actually quite good there in combat, but they'll only do this for friends, and they psychologically have no racist tendencies, they can't because they have a different ecological niche or whatever.

You want a backpack Ewok??!!

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Dammit Kol you made me laugh too.
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The Warshaper

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Re: Armageddon Two
« Reply #22 on: June 23, 2014, 11:58:14 PM »
Allanak is hogwarts.

Got it.

I put on my robe and wizard's hat.

number13

  • Posts: 1110
Re: Armageddon Two
« Reply #23 on: April 22, 2020, 05:54:19 AM »
Ultra-necro bump.

I had a tickle at the back of my head, when I reading the Tuluki Listless. Seemed vaguely familiar.

Then I remembered this stupid thread. Rereading it, some these dumb ideas are actually not all that bad.

AdamBlue

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Re: Armageddon Two
« Reply #24 on: April 22, 2020, 08:13:06 AM »
Nice necro bump.
This actually doesn't seem like that terrible of an idea, honestly, I dunno why people were ragging on it back in the day. But I wouldn't get rid of current Arm for THIS Arm.
Some good ideas, though.