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November 8th, 2004, 10:02 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: MP Game - Yarnspinners
Turn 15 has run at Last, and the game will hopefully be back on track now.
If you happen to be interested in joining the game, there are still three nations left for picks: Abysia, Caelum and Vanheim (they are currently being played by the players farthest away from them).
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November 9th, 2004, 11:22 PM
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Sergeant
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Join Date: May 2004
Location: Massachusetts, USA
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Re: MP Game - Yarnspinners
---- Arcoscephale, Turn 16 ----
Now that was an interesting fight. Huge fanged serpents -- wolves pouring in from the forests -- women soldiers turning into serpents instead of dying -- the trumpeting of many elephants as they trample same. Most intriguing was this one woman who occupied my Silver Shields for some while (truth be told, they had little need to fight while the elephants were on their merry trample). She wore an enormous pelt which made her hard to kill, and was quite mad. This woman, called Ninhadi, was apparently a devotee of the cult of Fenris, some really powerful local wolf-god, or so I gathered when talking to locals after we had taken the village.
One of them provided me with the following page torn out of a book of lore; it seems a rather grisly way to honor a god. There was a curious scrawled footnote noting that it was prophesied that the pelt would be lost "in the time of the great butter wars", but then it is all smudged. More mystical nonsense, I am sure...
As usual, Amshula was quite ineffective, though she did manage to give this one snake something of a headache, and more importantly not injure anyone on our side. Now, once again, she has disappeared in search of gods only know what. I hear that yet another mystical ritual back home has failed to turn up anything; I think she and her siblings are getting a little desperate. I, for one, am simply glad for the respite from her incessant barbs.
We are pausing here for some time to wait for Divikar to arrive before proceeding. And I've been thinking... after all this time around Amshula, I really miss Limmy. At least ol' blue was contrite when he failed to contribute meaningfully to battles.
---
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November 10th, 2004, 10:33 PM
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Sergeant
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Join Date: May 2004
Location: Massachusetts, USA
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Re: MP Game - Yarnspinners
--- Caelum, turn 16 ---
I have not had time to write this year past. My kingdom has greatly expanded, from the Nidzh River all the way to the deep port at Muktadir, and some part of this has been my doing. After many months of study, aided by the Seraphs, I was presented with a lucky amulet and an evil-looking sword, and went forth to expand my reach northward.
The storm general prophet has been crusading up and down in the east, carving a place. He still insists on my divinity, of course, claiming that all he does is in my name, but he's become quite a hero himself among the Caelians. Sometimes I wonder. The Seraphs back home are loyal enough, though, perhaps too much so. As they have slowly come back down from the mountains, they have all taken new names, denoting their magic skills. It's convenient, but also very disconcerting.
Last month I received an odd gift from a people called Vanheim in the north. They sent a magical dwarven hammer and some water gems, but if the messenger was supposed to bring a message also, the long trek had addled his brain, and I could not get any sense out of him. Until I better know the strengths of those rising around me, it seems like a poor idea to alienate a potential friend, so I had Wizard (W) (I told you the names were odd) forge a magic clam which produces a magical pearl each month. I shall send it back to Vanheim, in payment for the sturdy hammer.
That hammer will swing in the forge again this month, fashioning one of the most feared weapons of the ancients: the staff of storms. With this twisting, sparking thing of raw might and beauty bringing storm clouds wherever it goes, my seraphs will become even more formidable in battle. In a month or so, enough will have gathered to strike south against the rabble of knights and religious fanatics who have too long held that land in defiance of Caelum. The very skies will open and strike them all in anger.
I am at a bit of a loss for what to do next. I must continue to expand my power base but how is that best accomplished? Magic is key, but lately I have also become concerned that the people have insufficient faith in me. It is perhaps hypocritical to be upset that they don't venerate me, when I am no divine being, but the benefits of a strong belief are so great. The people live more happy, productive lives, and my own strength is supported by their chanting. As such, it is clear that I need to encourage more men to enter the priesthood. Yes, men. To be honest, I do not trust the Seraphines, high-priestesses of Caelum. They are so fanatical, that if they ever suspected I am but a pretender to god-hood... the outcome would be painful. It is best to keep their number small, and encourage religion among the humans and other lesser races.
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November 11th, 2004, 02:24 PM
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Sergeant
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Join Date: Mar 2004
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Re: MP Game - Yarnspinners
Hi folks - sorry about the long absence - I still have no video card at home, and have been v busy at work. Will try to catch up asap, but glad I haven't missed too many turns!
I take the point about replacement players possibly being put off by low point totals. I have a suggestion: instead of 1 point per turn, how about 2 points per turn for which no .trn file was received? That way, the empires who have missed several turns (and suffered accordingly) will at least have a few point in compensation.
I don't know the shape of the game though, so this may not be appropriate (if eg. Atlantis played a lot of turns without writing yarns). Giving 14 or 15 points to a replacement player seems a bit harsh on those of you who have been diligently yarnspinning!
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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November 12th, 2004, 09:53 AM
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Corporal
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Join Date: Oct 2004
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Re: MP Game - Yarnspinners
Turn 16, R'lyeh
... Sleep between death ...
Gods have a thousand names, but they are always the same.
The other day, upon the stair,
I met a man, who wasn't there.
I wandered, empty, through trackless wastes. In the middle of a swirling void we caught sight of each other: a fellow god, a spinner like ourselves, and even more so. A still place in this world of dreams, and a glass table, with the world apportioned on it, and 10 obsidian figurines, robed in light. We talked for eons... a day. I saw his world, far away, as if I stood on a hill next to him, and surveyed his whole dominion from horizon to horizon. I turned to speak to him, but his eyes dissolved into a hail of arrows...
He wasn't there again today,
I wish that man would go away.
... and then it was another battle against frightened peasants to sate my starving, maddened brain, most of their number disappearing into the wold.
I received word that the kingdom of Man is responsible for the late Mr. Flibbles. Can a thousand airs gems bring him back? Knit his cold, fishy soul back together from the snowflakes of him now swirling forever in void? It is a kind offer, but there is no way I could accept.
A Star Child brings tidings of Lilith, the Vampire who imagines herself lord of the fiery humans. Her magical power is formidable, and she chewed through the humans like a hot knife.
From the void, the stargazer has pulled a double brace of Lesser Othernesses, strange beings of lime-flavored goo. Apart from seasoning for Atlantian tacos (or burritos, maybe with some deliciously picante fire-human spread on top), I'm not sure what good they are, since they're too small to crush even humans. Maybe if I had some midgets I needed to crush... Still, one has to respect the survivability of these suckers. Spawned in the void, they can withstand most of the damage pitiful earth-bound mages can spew at them: 100% shock immunity, 100% fire immunity, 100% cold immunity, 100% purple immunity, 100% poison immunity. In the dark final days of this terrible war, against the magic death-throes of this world, these shall form a deliciously wobbly corps of shock troopers.
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November 12th, 2004, 11:51 AM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
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Re: MP Game - Yarnspinners
Just my opinion, but I believe the people who would want to join this and write yarns will not be turned off by a lack of points for whatever nation they take over. I suspect that they are doing it mostly for fun, not points.
I have been writing a fan fic that started over a year ago and is up to about 700,000 words. I am not getting any points or money or anything else for it, yet I continue to write regularly on my story. It is just a fun thing to do with my spare time in the evenings. I think most of the folks still writing in this thread are the exact same way, they are not really doing this for the points or because they want to win the game or anything like that.
In fact, it is obvious the folks like Puffyn are clearly doing this because they enjoy the writing. Just as those lurkers (like me) who have been reading them and enjoying the yarns. I have been concerned recently about the fact that this game might die.
I did read with amusement about the free dwarven hammer and gems from Vanheim to Caelum. Those two races were originally begun by boyfriend and girlfriend and that is the way they always play on those occasions when they both join the same game. They are always allied on day 1, they never attack each other, they give gems, money and artifacts freely between each other, and they will assist one another as needed throughout the course of the game. It is kind of sad that they felt the need to do that in a game that is supposedly for fun only.
Of course, aren't ALL games supposed to be for fun only???
Now, I can either go to work on my day off or write Chapter 276 in my story. What will it be???
Ugh - work! I have some things that I must get done today in the office to prepare for a business trip on Monday morning...
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November 12th, 2004, 05:03 PM
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General
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Join Date: Sep 2003
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Re: MP Game - Yarnspinners
Man - Turn 16:
An endless plain appeared in her mind, a land where even colours were long gone. Whirling shapes could be seen, the shades of the dead and the forgotten. The howling wind added its plaintive note to the desolation. The twisted bodies of skeletons surrounded her, sometimes throwing a bony arm around her. And everywhere were the maniac grins of the ghosts, as if they rejoiced of her presence in their midst.
The Otherworld faded away, bringing sights of the abominations, these things coming from beyond, so far away from her land. Swirling tentacles seized her, and all the eyes of these things, far too many of them, were sneering at her. She could almost hear their whispers: “Come wish us, come...”. They were invading her mind, their ram echoing loudly, as her mental defences collapsed.
A Daughter was insistently knocking at the order, shouting something about an urgent message from the North. Velimaine shook the remnants of her nightmare, her head still reeling from that apercu of these unearthly creatures. She could almost understand the desperate course Ilneoa had initiated; almost. Man would need to grow in power to save this land they loved, but could not keep its traditions while being involved in the deification madness. Mortals should not imperil the world thus by their petty conflicts on godhood, not in this moment of great need.
That missive from the Northern reaches was a wonder of curtness: “Fishes threatening the land, and their ilk complaining about their death. Not like the Atlantian Courts.” So they would be the ones considering an attack against the Vale; how fool these foul creatures were. The fabled longbowmen of Man would simply repel their advance, should they dare to walk on the soil. Their power would be no more so far from their lands of emptiness from where they stem.
But all the might of the Summer Land might not be enough against this age of sundering. The Roaming Dead still thrive – or they would had they kept their lives and their souls – far in the South, and darker rumours could be heard in the taverns. Everything from Dragons to Demons and sapient serpents were loosed on the land, or so the commoners thought, and they might have had the truth of it for once. Nonetheless, an alliance of the peoples of the earth would not be unwelcome, if only the bickering of the Pretenders did not interfere.
Velimaine thought she would do well to bring Ilneoa back from her ashes as well. A figurehead would not hurt her efforts, and the Virtue had probably lost her hubris along with her life, and most of her grace. Her mastery of the winds would be of a great assistance; until she taught her knowledge to another Daughter. And if Ilneoa were to remain impossible to restrain, her life would simply be forfeit once more. After all, what has been done can happen once more at will. Velimaine was smirking when she sent her first prayer in months to the Virtue, Last of all her pantheon of deities.
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November 14th, 2004, 02:24 PM
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Sergeant
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Join Date: May 2004
Location: Massachusetts, USA
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Re: MP Game - Yarnspinners
Panther,
Glad to hear you appreciate the yarns. I definitely am in this game mainly for the narrative aspects, not anything so crass as "winning". (And this has nothing - nothing! - to do with the score graphs, no sir.)
Still, the point system helps keep me writing every turn, even when I'm not particularly inspired. If we are going to find replacements for some of these races who aren't leading, it might be a not-insignificant incentive to provide them with the points to allow them to remain competitive in scoring.
On a somewhat related note, Caelum actually *is* doing quite well (*sniff* better than Arco), and would be a good choice for someone who wanted to take over a race and have to worry more about coming up with a good narrative then about surviving the next few turns. Of course, I'm more than happy to keep playing them, but it's fun to have new stories to read... (Panther...?)
Puffyn
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