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File 170863018546.png - (235.76KB , 1295x1295 , 022124_FromNothingTitle.png )
1084137 No. 1084137 ID: 1effd3

From nothing, a new beginning.
788 posts omitted. Last 50 shown. Expand all images
>>
No. 1100935 ID: 890acc

>>1100918
>Stream runes aren't inherently cold.
Then why does this place get colder every time we use one?
>>
No. 1100940 ID: 2f41db

>>1100904
A low heat generating substance.
It will consume items slowly by turning them to ash.
Im not sure if its real combustion slowed down or some other energy transfer but it does emit heat.
Small heat with good insulation can accrue to a comfortable temperature.
I dont think youll be boiling any kettles with it, but enough could create a faint warmth around in important spots around the island.

Hmm.
I wonder how it reacts to direct magic?
If you have a small amount of it separable from the whole, hit it with flare to see if it gets warmer or works faster. See how it reacts to other magics too.
>>
No. 1100989 ID: 6c233e

2 flare, 2 stream, and a tremor for the good minerals; should make a fine hotspring.
>>
No. 1101032 ID: 1effd3
File 173378681451.gif - (73.32KB , 600x500 , FromNothingUpdateGifs1.gif )
1101032

Figuring out island expansion soon! Will be a few days!
>>
No. 1101235 ID: 1effd3
File 173421838195.png - (107.82KB , 900x750 , 121224_FromNothing197_SplashWasSuperEffective.png )
1101235

>Ah, so not actually that good for heating, but pretty great as garbage disposal. Ashes make for some great fertilizer too.
>Ah, we have something that can make charcoal without using fuel to heat it, maybe?
>A low heat generating substance. It will consume items slowly by turning them to ash. Im not sure if its real combustion slowed down or some other energy transfer but it does emit heat. Small heat with good insulation can accrue to a comfortable temperature.
I dont think youll be boiling any kettles with it, but enough could create a faint warmth around important spots around the island.
>That stuff burns forever, but not very hot. Try it out! Also, it can be used to burn *anything* into ash, eventually. Wait, what do we contain it with? Doesn't that mean it'll burn rocks?
>apparently a slow burning ash that makes very little heat but can burn down anything if given enough time... seeing how you're holding it though and it's not hurting you I have no idea how long it takes to burn something to ash.
“I don’t think it’s lit yet Tetsi. It’s cold, and feels kinda like wet sand. I suppose I could put it into the campfire…”

>How does magic affect it?
>What if we put it in a container of water?
“We… don't have any containers except for the bottles for water. We could probably make a hole and fill it with water.”
Silv digs a small hole and lights the Everburn in it with Flare, sparking it to life. The flame goes out once doused with water.
“Well it’s not waterproof. I’m not sure how magic affects it though, it seems all Flare did was ignite it.”
>>
No. 1101236 ID: 1effd3
File 173421839924.png - (98.81KB , 900x750 , 121224_FromNothing198_.png )
1101236

>[Simplify]: Expand the island with 3 tremor, and use 1 flare and 2 stream runes to make a hotspring.

x3 Tremor to expand the island.

Silv throws 3 Tremor runes into the Manapulse Nexus, expanding the island's mass slightly beyond the pond. Only 13 runes left.


x1 Stream Rune and x1 Flare rune for a hot spring.

Silv grabs the two runes and begins heading back to the nexus, however, something grabs her, yours, and Fern's attention.
>>
No. 1101237 ID: 1effd3
File 173421843052.png - (364.25KB , 900x750 , 121324_FromNothing199_aColdWindBlows.png )
1101237

“What’s… that…?”

“Chirp?”

A low wail begins to sound from elsewhere in the void. A chilling breeze begins to pick up, affecting even Silv who’s been able to tolerate it till now. Looking around, you see the Voidlings shifting around uncomfortably, and heading inside of Silvs shack. You soon learn why as the winds suddenly pick up from deep in the void.
“What’s this?!”

“C-c-chirp!” Fern cries as he grabs onto Silv to not get blown away.

Silv brings Fern into the shack before heading back out to make sure nothing else will get blown away by the sudden winds. After making sure everything is safe, she heads back into shelter with Fern, the Voidlings, and the Fabric Golems.
>>
No. 1101238 ID: 1effd3
File 173421844572.png - (341.61KB , 900x750 , 121424_FromNothing200_cramped.png )
1101238

It’s a little cramped.
“...Now’s probably a good time to sleep, huh?”

“Chirp?”

The wind howls outside, while Silv is (somewhat) comfortably squished inside with everyone. It’s not particularly warm, but the company is nice.
”...Anything you’d like to talk about Tetsi?”
>>
No. 1101241 ID: 80c73b

Ummmm...know any good stories? Now sounds like good story time.
>>
No. 1101244 ID: 861ceb

>Well it’s not waterproof
...with a name like ever burn I feel lied to. Though that does mean we don't have to worry about it spreading out of control so good to know.

>Anything you’d like to talk about Tetsi?
So, how you holding up? Enjoying the adventures, dreading them, indifferent? Don't think we've had a moment to really reflect.
>>
No. 1101245 ID: 273c18

I guess we can use everburn safely by putting it in a pot over a basin of water. If it burns through the pot, it'll be extinguished by the water. Nice little heat source for warming up the shelter!

>questions?
Have you remembered anything more about your past? Like, who was your teacher? Your family?
>>
No. 1101253 ID: 6c233e

You've been through a lot in a short time Silv. Are you feeling okay? Anything you want to make our next goal?
>>
No. 1101254 ID: 9bbb0e

That wind felt like it came from somewhere, or like it was produced by something, out in the Void. The timing came as we were expanding, maybe the nexus firing up is getting something's attention.

>talk
Try humming a tune, the first one to come to mind, see if it calls to mind any memories. Things like that can help jog amnesia.
>>
No. 1101263 ID: 5b2941

>>1101237
the black wind is howling...
>>
No. 1101292 ID: 0db8d3

I've been busy theory-crafting spells. We should be able to make some with permanent effects, if we obtain more runes.
I've thought of one to allow you to heal by eating.
One that could trigger a metamorphosis and give you functional wings to fly with. On you they'd probably be the pretty gossamer wings of a dragonfly or fairy...
I've thought of a way to teleport, and a sort of blessing/curse that makes you stronger but more monstrous based on how much damage you take...

I've also come up with something horrifying. In theory the Eldritch rune should be able to reverse the law of entropy in an arbitrary space. I'll spare you the technical stuff, but that means with an easy to create, low mana spell, you could destroy... anything. Everything. An enemy. A nation. A world. ...And beyond. Even if extensive safety measures were programmed into the spell, it would still be trivially easy to screw up and cause a catastrophe.
I'm certain that more than a few of these fragments are from worlds that met their end with that very spell. It's probably why we keep seeing the ruins of advanced civilizations. In order to use the Eldritch rune like that one needs to have a deep understanding of how the laws of nature work. That's something primitive civilizations lack.
I don't think we're in too much danger of it- The laws of nature, while present, do not dominate this place. I still don't wanna find out first hand, though.

I think it might be a good idea to look into restoring the mana-pulse nexus soon. Call it a hunch, but I worry we may end up needing it sooner rather than later...
>>
No. 1101351 ID: 1effd3
File 173447465540.png - (148.15KB , 900x750 , 121624_FromNothing201_.png )
1101351

>Well it’s not waterproof
>...with a name like ever burn I feel lied to. Though that does mean we don't have to worry about it spreading out of control so good to know.
>I guess we can use everburn safely by putting it in a pot over a basin of water. If it burns through the pot, it'll be extinguished by the water. Nice little heat source for warming up the shelter!
“Too bad I left it outside in a hole… A little more warmth would be nice.”

>So, how you holding up? Enjoying the adventures, dreading them, indifferent? Don't think we've had a moment to really reflect.
>You've been through a lot in a short time Silv. Are you feeling okay? Anything you want to make our next goal?
“I’m doing OK I think. Exploring around has been fun, but also scary at times since we don’t know anything and have to manage surviving.”

>Have you remembered anything more about your past? Like, who was your teacher? Your family?
>Try humming a tune, the first one to come to mind, see if it calls to mind any memories. Things like that can help jog amnesia.
“Nothing’s really come back to me at all, only those few couple of memories.” Silv yawns.
“Tunes… tunes…”
>>
No. 1101352 ID: 1effd3
File 173447468090.png - (178.95KB , 900x750 , 121624_FromNothing202_.png )
1101352

>the black wind is howling…
“...It’s… an oddly comforting sound…”
Fern snuggles closer to Silv.

>>1101292
“...”
Silv has fallen asleep.
You slowly feel yourself drifting away as well…
>>
No. 1101353 ID: 1effd3
File 173447470798.png - (492.57KB , 900x750 , 121624_FromNothing203_SnowyFern.png )
1101353

You awaken to Fern attempting to wake Silv up, but to no avail. She continues to sleep soundly with the voidlings. Fern looks around, grabs you, and heads outside.

The air is chilly, and frost covers the ground.

“...?”
>>
No. 1101354 ID: 5b2941

>>1101353
"...!"
>>
No. 1101357 ID: 861ceb

man we picked a good time to build a shelter.

>Fern looks around, grabs you, and heads outside.
howdy, is your new coat helping you handle the weather?
>>
No. 1101358 ID: 273c18

Hello Fern. Is everything alright?
>>
No. 1101359 ID: 6c233e

Has anyone told you that you're adorable, Fern?

You should play in the snow before the novelty wears off and the cold sets in.
>>
No. 1101362 ID: eb0a9c

Okay... that's not good.
Our mushroom crops need to be harvested before they wither, our island's heating core needs to be jumpstarted... lots of stuff to do before winter sets in.

[Scan: arid animals]
>>
No. 1101364 ID: 9bbb0e

>>1101359
Fern's a plant, that would probably just cause lethargy.

Wake up the cloth golems. They can help us salvage the crops that can still be saved from the frost.
>>
No. 1101365 ID: 2f41db

>>1101353
Say, fern
If you can hear us, carefully take a little walk around the island.
NOT near the edge.
Just enough to let us see the damage.

Youre ojay though arent you? Not too cold?
>>
No. 1101366 ID: 56db77

>>1101353
Sulv looks pretty arthropodal there's a chance she may have gone into a dormant staye due to the cold.
>>
No. 1101369 ID: 80c73b

Hiiii Ferrrn
>>
No. 1101370 ID: 273c18

Oh, maybe Fern can get the Everburn out of the water for us and put it in the shelter to warm it.
>>
No. 1101372 ID: 0db8d3

Huh.
Neat!
Anything else different about the island, Fern?
We should look around.
>>
No. 1101458 ID: 1effd3
File 173480035467.png - (91.96KB , 512x750 , 122124_FromNothing204_AyeAye.png )
1101458

>Hello Fern. Is everything alright?
>Hiiii Ferrrn
>"...!"
“!”
“?”

>howdy, is your new coat helping you handle the weather?
>Has anyone told you that you're adorable, Fern?
“o7”

>Silv looks pretty arthropodal there's a chance she may have gone into a dormant state due to the cold.
“!!!”

>Oh, maybe Fern can get the Everburn out of the water for us and put it in the shelter to warm it.
“!”
“...?”
...How is Fern supposed to light it?
>>
No. 1101459 ID: 1effd3
File 173480038167.png - (168.35KB , 900x750 , 122124_FromNothing205_SmolSquadGo!.png )
1101459

>Okay... that's not good. Our mushroom crops need to be harvested before they wither, our island's heating core needs to be jumpstarted... lots of stuff to do before winter sets in.
>Wake up the cloth golems. They can help us salvage the crops that can still be saved from the frost.
“!” “o7”
Fern quickly runs back inside the shack, and carries the cloth golems outside with them. They then proceed to check the mushrooms with the help of the golems.

>[Scan: arid animals]
While Fern is doing that, you try to Dowse, but bring up nothing.
Fern returns shortly with a small pile of mushrooms, and even checked on the Toxigrowth plants.
x10 Glowshrooms obtained.
x16 glowshrooms in the garden.
x7 Toxigrowth fruit obtained.
>>
No. 1101460 ID: 1effd3
File 173480040796.png - (180.71KB , 900x750 , 122124_FromNothing206_InTheDistance.png )
1101460

>Say, fern If you can hear us, carefully take a little walk around the island. NOT near the edge. Just enough to let us see the damage.
>Huh. Neat! Anything else different about the island, Fern? We should look around.
“o7”
Fern runs around the island with you to check the damage caused by the frost. There isn’t much, but you can tell the mushrooms and Toxigrowth won't provide anything new until it warms up.

“...?”
Fern tries to get your attention, and is pointing out into the void. You squint out into the distance, trying to see what Fern sees.
As the cool breeze blows by, you see a significantly brighter spot in the darkness than normal. You can’t quite make out what’s over there though, it’s too far away.

You should probably wake up Silv, right?
>>
No. 1101461 ID: 861ceb

oh cool, Fern can hear us. Was somewhat worried that only Silv could since no one else seem to react to what we say unless she repeats it.

>You should probably wake up Silv, right?
I mean, sure? Is the light coming closer or staying put? If it's getting closer then yes please go wake Silv up now. If it's just staying there maybe we should observe it a bit more to see if anything happens and let Silv get a little extra rest. Speaking of observing let's see if we can scan what the light is.
>>
No. 1101463 ID: 0db8d3

HOLY CRAP THERE ARE FIVE GIANT VOIDLINGS OUT THERE!

SILV!
SILV!
>>
No. 1101464 ID: 273c18

>>1101463
What? Where? I just see some clusters of "stars".

>>1101460
I suppose so, yeah. We can wake Silv up to get the everburn warming the shelter in case she wants to ignore it, too.
>>
No. 1101465 ID: 0db8d3

>>1101464
What do you think the "" in "Stars" is?
>>
No. 1101466 ID: 273c18

>>1101465
If they're not close enough to see their shapes then I don't think we need to be worried about them.
>>
No. 1101469 ID: 6c233e

so is it another island or is it a vessel? If it's moving closer then get Silv, if not observe.
>>
No. 1101475 ID: 9bbb0e

>>1101460
That looks a bit like our eye. Could it be someone else awakened a Nexus, or an artifact like us, and detected the expansion of our island? They definitely seem to be directing a vessel.

>Dowsing yields nothing
I wonder if that's because there was nothing, or because Fern isn't a caster.

Let's try...
>Dowse: Tetsi's Sibling
>>
No. 1101477 ID: 273c18

>>1101475
We can't dowse for specific things like that.
>>
No. 1101482 ID: 5b2941

>>1101463
>>1101464
>>1101465
Seven. Not sure they're voidlings, tho, there's no outline.
>>
No. 1101534 ID: 1effd3
File 173497948993.png - (127.50KB , 900x750 , 122324_FromNothing207_Confernsion.png )
1101534

>>Dowsing yields nothing
>I wonder if that's because there was nothing, or because Fern isn't a caster. Let's try… >Dowse: Tetsi's Sibling
>We can't dowse for specific things like that.
Dowse brings up nothing once again.

>HOLY CRAP THERE ARE FIVE GIANT VOIDLINGS OUT THERE! SILV! SILV!
>What? Where? I just see some clusters of "stars".
>What do you think the "" in "Stars" is?
>If they're not close enough to see their shapes then I don't think we need to be worried about them.
>Seven. Not sure they're voidlings, tho, there's no outline.
“???”
Fern is lost by Tetsi’s internal dialog.

>Is the light coming closer or staying put? If it's getting closer then yes please go wake Silv up now. If it's just staying there maybe we should observe it a bit more to see if anything happens and let Silv get a little extra rest. Speaking of observing, let's see if we can scan what the light is.
>We can wake Silv up to get the everburn warming the shelter in case she wants to ignore it, too.
>so is it another island or is it a vessel? If it's moving closer then get Silv, if not observe.
You and Fern stare out at the light in the distance, but it’s too far away for you to tell if it’s moving closer or not, and it’s definitely too far away for you to be able to scan it. You can confirm that the cold breeze is coming from that direction however. Should probably wake Silv up anyway.
>>
No. 1101535 ID: 1effd3
File 173497951714.png - (164.10KB , 900x750 , 122324_FromNothing208_Warming.png )
1101535

After much tugging and poking, Fern manages to wake up Silv from her restful slumber.
“Mwaaa… Fern? Tetsi? Why’d you wake me? I was comfy…”

“!” “!” “?”
Fern pulls out the Everburn and gives it to Silv.

“Am I cold? It is chilly… You must be cold too, so let’s get warmed up then.”
Everyone sticks inside the shack for a bit to warm up as Silv puts the Everburn into a hole and lights it. After a while, everyone is sufficiently warmed up, and heads back outside, where Fern and Tetsi show Silv the thing in this distance.
>>
No. 1101536 ID: 1effd3
File 173497953603.png - (209.44KB , 900x750 , 122324_FromNothing209_FromAfar.png )
1101536

Yeah, it’s definitely closer.
>>
No. 1101537 ID: 5b2941

>>1101536
ye-es. That does seem to be closer. The "clusters" are exactly where they were before, tho, so at least that's a relief.
>>
No. 1101538 ID: 9bbb0e

>>1101534
If it's the source of the breeze, they may be doing what we were considering with the sails and the wind magic for propulsion.

We should prepare a combat spell in case we need to defend ourselves.

Spell suggestion: Stream + Breeze + Harm, to hose down enemies with a battering stream of water like a fire hose. Stream for the substance, Breeze to compress the water so it doesn't scatter before it hits the target, harm to give the impact force. It should cause less collateral damage to our island than a fire blast.
>>
No. 1101542 ID: 2f41db

>>1101536
Fern, you did a wonderful job there while silv rested.
Well done.

...what IS that thing...
Lot of light coming off it...
That is definitely something that itd be better to check out before its colliding with us.
>>
No. 1101543 ID: 6c233e

We need a spell that would form some kind of wall or shield. Stream to start, with Gale to spread it out and Ice for solidity.

Something that can repel what they throw at us without being hostile ourselves.
>>
No. 1101563 ID: af2d3b

>>1101536
I guess we'd better go out there and intercept it. We wouldn't want it to crash into our island, and if it doesn't do that then it'll fly past us and we'd lose the chance to interact with it at all.
>>
No. 1101607 ID: 0db8d3

First thing's first, we need to prevent a collision.

Cast the following spell upon the Manapulse nexus.

[Static]-[Eldritch]-[Tremor]

[Eldritch] will be the core of the spell and will be modified by [Tremor] and [Static] to focus and make efficient its capabilities.

In essence this spell is a ward.

When casting the spell the castor must designate the target to be warded. It must be either an object made of stone or a landmass containing large amounts of stone.

The warded object will be passively surrounded by a detection zone equal to ten times its total area in size.

The Detection zone is linked to a trigger. The trigger condition is a single stone object or landmass entering the detection zone with at least 10% or greater the amount of mass as the warded object.

Upon being triggered, the electromagnetic fields of both the warded object and the triggering object are altered to have uniform magnetic moments. The initial configuration of the subsequent magnetic fields shall be that of both positive poles facing eachother, creating a repelling force. The warded object will attempt to slowdown or match vectors with triggering object while trying to keep it in the detection zone. It does this by manipulating the strength, orientation, and polarity of it's magnetic field.

Once velocities are matched, the warded object will begin to close the distance between itself and the triggering object, speed reducing asymptotically until it falls below 0.1 kilometers an hour.

Upon making contact with eachother, the warded object's field is briefly set negative relative to the triggering's to remove any remaining momentum.

Finally, the spell ends. Natural conditions should begin to restore themselves fairly quickly.

Basically:This spell avoids collision by causing the two landmasses to peacefully dock with one another.
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