
Tacticslion |

I only did it once...
Twice*, actually, but I do hope you know I was only joking about! As I said, I actually enjoy the stuff done. :)
(And what's this "so close" business about then, if not disaster...?)* EDIT: ((By twice, I mean: you were the god of cataclysms! This is not a knock on your character! Your character's character, maybe, but not yours! :D))
Also: whoa, guys, those rolls for me! Thanks! Looks like I'll make the second set faster than I thought...
3d6 ⇒ (3, 6, 5) = 14
Gifts: 12
Total: 26
Advance Race (treant-folk) (x3): immune to corruption; the treant-folk are now immune to corruption of any kind
So now to start the next step...
Create Avatar/Subrace (x1): the treant-folk of triangle 20 come together, blending the power of the Inner Light with all they have learned, to create a new subrace, and a new avatar: they create the Great Mana Tree, an immobile avatar built into/as part of triangle 20, causing that Triangle to become a Sacred Land. All seeds born of the Mana Tree have some of the magical properties of sacred starmetal, as do the individual treants born from the Tree, and are thus a source of great power.
"At last, the avatar-people, the treant-folk, complete their journey of purification, ascending to immunity to corruption by outside force. Within the newly minted Sacred Lands, acting on the wisdom of their Inner Light, the treant-folk collected the sacred power inside of themselves and implanted it into the land - a seed which blossomed into a tree beyond anything seen in the world: the mana tree. The mana tree created children, seedlings, each of which held its power within themselves. Together, both treant-folk readied themselves to bring about good across the world."

Wrong John Silver |
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3d6 ⇒ (2, 2, 6) = 10
Create Sect (x3): Select philosophers of the Kobolds, Treant-Folk, and Stone Giants recognize that the secret of The Word allows for an advancement into the realm of will made manifest. Once the realization of the value of imagination outside of physical reality is understood, the concept of competition between races breaks down, as the three races form a secret society based on study of the mind, transcendence of the body, and influence on the world, founding the Whispering Echo.
Advance Race (x2): The land-octopi, long-forgotten denizens of the badlands, reach their own epiphany based on concepts of The Word. They begin to delve into their own illusionist capabilities and start learning new ways to influence others. (Illusion Magic x3, Enchantment Magic x1)
Command Race: The land-octopi, well familiar with the concepts behind making one's thoughts manifest, fully embrace the way of The Word and join with the Whispering Echo en masse.

Tacticslion |

3d6 ⇒ (5, 5, 2) = 12
Total: 26
Command Avatar (Mana Tree) [triangle 20]: produce seed
Command Race/Avatar (treant-folk): plant seed in triangle 11, and use the mightiest of all magic, psionics, and power to imbue with divine might and energy
Command Avatar (Yannah-Elishar): produce the Tree of Stars from the Mana Seed
Create Avatar/Subrace/Other Event (treant-folk/Mana Tree): the Tree of Stars [triangle 11]
Remaining: 2
"The great embodiment of the Sacred Lands, produces a single seed, taken by its people and placed deep within the Holy Mount, planted within the Sacred Star Metal there, and the treant-folk brought all of their magics (natural, spiritual, and even chronomancy, inhibited as it is) and all their psionics in powerful rituals to infuse the seedling and Star Metal. By the power of Yannah-Elishar, the seedling sprouted and grew, becoming a new being - a living artifact, an avatar of Yannah-Elishar, the mightiest Tree of Stars, bearing all the properties of Star Metal as well as treant-folk, both magical and material. Though far less potent individually, its children, a new subrace of treant-folk bore the same properties, as did any seeds they produced - literally they became a living source of Holy Starmetal."
(I used a lot more power than I necessarily needed to for this, but I figured it was for the best to justify the potential world-altering nature of having an entire race of living starmetal trees, and an avatar that was also an artifact.)
Gift: Drejk 2 points
Remaining: zero
(Hope that helps, Drejk!)

Tacticslion |

3d6 ⇒ (1, 2, 6) = 9
Gifts: 6+4+1+4 (thanks, guys!)
Total: 44
Command Avatar (Tree of Stars) [triangle 11]: produce seed that will absorb the Dark Water when it grows [1]
Command Race/Avatar (star-treant): use the mightiest of all magic, psionics, and power to imbue with divine might and energy, and plant seed in triangle 18 [4]
Command Avatar (Regulator)/Other Event: imbue the Star Seed with the power of the Regulation of Reality [all time-related powers, effects, and events] [8]
Command Avatar (Regulator): produce the Tree of Eternity from the Star Seed [1]
Create Avatar/Subrace/Other Event (treant-folk/Tree of Eternity): the Tree of Eternity [triangle 18], absorbing all present and future Darkwater (and similar substances or effects) and the ability to claim and absorb any substance that would be considered inherently both corrupting and destabilizing; gaining all the properties of both Star Metal and Dark Water [18]
Command Avatar (Tree of Eternity): bless the Undead of City 18, and make them direct extensions and servants of you, as well as the guardians of dead souls. [1]
Purify City/Create Sect (undead of city in 18): the undead of the city have now become eternal Guardians of Eternity, who serve all living creatures of the planet in causes of good and justice and guard the rest of the sacred dead, and the keeping of the secrets of time. [7]
Total Spent: 40
Remaining: 4
Hmp. Seven Points short of where I intended/hoped. Ah, well. Keeping the four for now to hopefully hit that 11 points needed to finish the "Tree of Eternity" phase...
"Having gathered its power, the Tree of Stars produces a seed, like the Mana Tree before it; this time, it was a seed meant to be within the Dark Water. The star-treants, the avatar-children of the Tree of Stars itself, used all of the power and knowledge they have gathered to imbue the seed with Divine Potential, as the mana-treants did before them. Then they sailed into the center of the dangerous sludge, and placed the seed there, near the City of Darkwater, watching it sink into the depths below. The Regulator acted upon this opportunity - he imbued the star seed with the power of the Regulations of Reality, and caused it to bloom, and flourish, consuming the Dark Sludge, and becoming imbued with it. A new avatar was born - dangerous, deadly, filled with darkness, and its children were the same... but the world was purified. The new Tree of Eternity, the master of Time, the incarnation of the Dark Water itself, stretched forth its hand, and saw those who had long been its servants, and blessed the city. The undead there became extensions of itself, just as its children were. The government reorganized into the Undying Court, the city was thoroughly converted to the Guardians of Eternity, a sect that is a pure extension of the will of the Tree of Eternity."
Hey, Drejk! Awesome! Glad you can do that! I won't have to spend quite so many points, then...
uluganoth: don't worry too much. The Tree of Eternity is likely not going to hang around too much longer, and the city of the dead... well, it's going to get a lot cooler, soon. :)
EDIT: desperately need to update the world for this page. Toddlers =/= free time. Sorry.

Tacticslion |

3d6 ⇒ (4, 3, 5) = 12
Total: 16
Other Event (city of 18): the city becomes a nexus between worlds - the world of the dead, and the world of the living. [7]
Command Avatar/Race (dark treants/Tree of Eternity): shift out of this reality and into the shadows of it, guarding the dark doors and paths of time, regulating them, and keeping all things for Good [4]
Command Avatar/Race (star-treants): remove yourselves via astral travel, and go to the moon and pieces beyond, and create atmosphere and decent living conditions for those races who aren't immortal and entirely self-sufficient [4]
TOTAL: 15
Remaining: 1
(Welp, only 30 more points before I'm back on track to my old goals. Hope you like the city, uluganoth!)

Tacticslion |

EDIT: blarg, tired, finishing Turambur's requirements; and again, because someone doesn't actually have an avatar...; and again because, again, I left out things...
3d6 ⇒ (6, 2, 2) = 10
Gifts: +3+2
Total: 17
Other Event (x1): Create Artifact <Sacred Well: Divine Power Amplification> [Triangle 11; sacred lands, within the Deep Hole]
- Any deity that places an avatar and a specially crafted artifact (unique to each deity) within the Sacred Well gains an additional 1d6 roll dice roll; however the deity loses the ability to utilize that avatar; if a deity has an avatar already (at the founding of this event), that must be the avatar utilized; if a deity does not have an avatar, in order to partake of this, they must create one and command it to take its place within the Sacred Well; a deity can, at any time, command the avatar to leave the sacred well
- yellowdingo: must place the Web Consciousness within
- lucky 7: must place the giant floating eye within
- Drejk: must place the Serpentine Rescuer within
- uluganoth: must place the Herald of Undeath within
- Tacticslion: must place one of the following within: the Lion Blade, the Guardinal, Yannah-Elishar, the Inner Light, the Treant-folk (or any of the subraces thereof), the Tree of Stars, or the Tree of Eternity
- Turambur: must place the Guardian of the Stone within
- Wrong John Silver [The Word]: must make an avatar specifically to place within
- Hama: must make an avatar specifically to place within
Create Avatar (x1): Triangle 11/The Sacred Well
- The Sacred Well (and all of Triangle Eleven) becomes an avatar of the Regulator; this effect does not allow the Regulator to "have an avatar" within the well. This avatar only has the abilities of the Sacred Well and of Triangle 11 itself; it cannot move, alter, change, or affect anything else.
"The Regulator, seeking to hasten the will of the gods, places a new regulation upon reality - on the abandoned crater that once bore the Starstone. There, he imbues the fabric of the world itself with a device - an amplification of divine power. He makes a call to all avatars: if they would seek additional divine power, they must meditate within the deep well he has created and left open for all."
(Not quiiiiiiiiiite enough points to command my own avatar into it. Heh. Oh well.)
(Drejk, I'm planning on something quasi-similar to that... sort of. You guys'll see, soon, I hope... Man, I really wish I had 55 points right now. Ah, well. Also, since you've got the whole moon thing down, I'mma let you finish it? Or would you still like some generic but potent help?)

Tacticslion |
1 person marked this as a favorite. |

(So daggum tired. Two hours of sleep last night. Enjoy the update!)
"With a mighty roar, the Regulator imposes Order upon chaos, and names the places of the world, revealing the truth to all."
Game Update Notes:
The Map (by triangles of number): (all squares have sky-stone and sky-metals on or in them from the First Cataclysm)
- One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk; also inhabited by treant-folk
- Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi; also inhabited by treant-folk
- Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by the Lion Blade to free the Draconic Divinity trapped within. Also inhabited by treant-folk
- Four: mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk
- Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk; also inhabited by treant-folk
- Six: inhabited by the treant-folk
- Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk; also inhabited by treant-folk
- Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls; also inhabited by treant-folk
- Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk
- Ten: mineral rich land - inhabited by crow-folk; also inhabited by treant-folk
- Eleven: an exceedingly mineral-rich locale. A disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (living) creatures to to reach the neighboring sea - or the hole itself - by above-ground travel. It was once the site of the largest impact, and the majority of skystone and skymetal resided here; though originally deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light - and inhabited by undead who harnessed it for necromancy, it was later purified and made sacred by the Regulator; the newly sacred starmetal was eventually transformed into the avatar and subrace the Tree of Stars and star treant, who left the planet to aid their draconic ally in making the moon habitable. Also inhabited by treant-folk
- Twelve: shallow ocean - inhabited by merfolk; also inhabited by treant-folk
- Thirteen: shallow ocean that gets quite deep far enough away from land; also inhabited by treant-folk
- Fourteen: fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk
- Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants; after the Arku was shattered, they created a militant sect to find and restore all the pieces in order to prevent the looming cataclysm. Though successful, they merely slowed the cataclysm, delaying it slightly, as they and the rest of the world became more and more corrupt and depraved by the dark god sealed within, until they unleashed the Breath of the Dark God themselves in an attempt to harness that power. A faction have since become disgusted with the folly of their people and have left to wander the world. A second mountain-top city was established, with an open Grand Market to the world, eliminating the xenophobia there. The What remained of the Arku Seekers, however, continued to plunge into dark magic... Also inhabited by treant-folk
- Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement); also inhabited by treant-folk
- Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive perimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds); also inhabited by treant-folk
- Eighteen: once an exceedingly deep ocean called the "World Well" which continually generated a kind of holy water toxic to undead and evil creatures, but beneficent to all others (inhabited by treant-folk), it was corrupted by the herald of undeath into a toxic sludge that destroyed life and enhanced magical power; this Dark Water's power was later turned against itself by a city of undead built within the area (who became purified guardians of Eternity) and was then absorbed entirely by the Tree of Eternity, leaving 18 a rather standard, if deep, ocean. It is now inhabited by undead, treant-folk, and dark-treant folk; the city is a city of purity and Guardian to a gate to the shadow realm of the dead
- Nineteen: shallow ocean; inhabited by treant-folk
- Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities; it recently became an avatar - the Sacred Lands, part of the Mana Tree. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18. Once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) the remnants of which now reside in 17 with the kobolds; also inhabited by treant-folk and mana treant-folk
- The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are. Also inhabited by treant-folk
- The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships. Also inhabited by treant-folk.
- Moon-One: one of the primary triangles of the reconstituted moon; star treants are preparing it for kobolds
- Moon-Two: one of the primary triangles of the reconstituted moon; star treants are preparing it for kobolds
- Moon-Three: one of the primary triangles of the reconstituted moon; star treants are preparing it for kobolds
- Moon-Four: one of the primary triangles of the reconstituted moon; star treants are preparing it for kobolds
- Moon-Five: named "Frost", a small tundra-like satellite moon with breathable atmosphere; star treants are preparing it for kobolds
- Moon-Six: a small desert-like satellite moon with a breathable atmosphere; star treants are preparing it for kobolds
- World of the Shadows and Dead: the world of death and shadows, entirely filled with an inhabited by the Dark Treants and Tree of Eternity who regulates all of Time
Civilizations:
- First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users; nearly deceased at the end of the first age, some now live with the kobolds
- Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it.
- Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existence, sharing their city with them, and being their de-facto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best interests of all living creatures at heart. Unfortunately, militaristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, and have created mighty cities on all of them (the first on the largest) (advanced x2). Corrupted by the dark god, they were deceived into creating weapons of mass destruction, though now they regret such decisions. They can now turn ordinary kobolds into winged kobolds - who now have rudimentary powers of innate magic.
- Merfolk: some live with the kobolds
- Scorpion-folk: advancement x3 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
- Snake-folk: all magic, especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
- Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
- Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
- Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters). All of the ape-men have a heavy drive to conquer all other lands.
- Spider-folk: chaotic neutral, advancement x5 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it. Corrupted by the dark god, they suffer from tremendous internal strife, each subrace seeking to be the only race and killing off all the others.
- Skeletal-folk: humanoids, metalworking, bone-forging (x2)
- land octopi: academics, metalworking, illusion magic (x5), enchantment magic (x1); the racial religion is the secretive but benevolent society The Whispering Echo
- beetle/fly-folk: academics, metalworking, hot air balloon technology (x2)
- bulls-folk: carnivorous, barely sentient, spirit-magic (x2)
- treant-folk: academics, metalworking, nature magic/druids (x11), psionics (x11), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x11), the dangerous chronomancy (x11), transendental temporalist (x10), and the ability to become ethereal or corporeal at will. They are all endlessly reincarnating entirely immortal celestial treant-folk: they, as the incarnations of goodness and the Chosen of the Inner Light of Yannah-Elishar, never truly die, but are, instead, reborn the following day; they are entirely sustained by their own inner lights, and need never subsist on outside sources (eating, drinking, daylight, air, etc) ever again, but they can produce said resources for others to enjoy. When the Inner Light of Yannah-Elishar partially merged its essence with them above and beyond how it had with all living creatures, they became the incarnation of the celestial virtues of Goodness (benevolence, generosity, goodness, life, love), and exhibit those virtues to all living things. They were later corrupted by the dark god, and had thus lost sight of their purpose - they no longer cared about creatures not native to their forest. After the wicked breath of the dark lord destroyed the world, the treants reincarnated and were purged of the malaise on their people by Yannah-Elishar. Realizing their folly, they repented, and instead sought to bring their god's benevolence to all creatures. Following the command of their deity, they seek to rebuild the world from the ashes. Pleased with their choices, they were made sacred and immune to all corruption, and, with their new purity and purpose, the race was transformed into an avatar of Yannah-Elishar and its Inner Light. They have spread across the world to spread light and life once again. They have subsequently spawned several avatar-subraces and major avatars that represent them (the "parent" of the sub-races): the Mana Tree (and mana treants) [the Mana Tree itself is part of triangle 20], the Tree of Stars (and star treants) [created from all the collected purified holy star metal of triangle 11 - a child/seed of the Mana Tree], and Tree of Eternity (and dark treants) [created from the Dark Water of triangle 18 - a child/seed of the Tree of Stars]
- ooze-folk: academics, metalworking, alchemy (x2)
- gray-folk: academics, metalworking, psionics (x2)
- crow-folk: academics, metalworking, way of the sword (x2)
- undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater, is advanced (x4) into starstone smithing and blackwater technology (x1), and they pull the strings of various governments in order to create total war; after the end of the last age, they have advanced in transmutation (x3), evocation (x3), and illusion (x2) - the last being enough to be able to pass off as living creatures. They have also begun searching the most confounding arts of chronomancy (x3). Paranoid, filled with hubris, and self-focused xenophobia, the three "segments" of undead are at war with and hate one another - those who inhabit the ancestral desert, those that attempt to infiltrate society, and the city of Dark Water. A city was built in triangle 18 to harness the Dark Water; it was later purified by the Lion Blade and their own exposure to the power of Holy Star Metal, and the sect Guardians of Eternity was created as a result, becoming an extension of the avatar the Tree of Eternity
- stone giants: a xenophobic younger race with militeristic and harsh demeanor, risen during the depths of one cataclysm and desperately trying to survived the coming future ones; fortified cities rule their lands; metalworking (forge steel) (x2), construction (x2), basic military strategy (x3) and sculpting, engineering, stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), and have researched siege weapons and black powder canon to oppose the Air Superiority of the kobolds; they have built a citadel at the pinnacle of the tallest mountain in the range, stockpiled necessities for the coming cataclysm. After a powerful dream to reveal the power of the Arku took them, they created a sect of Arku Seekers to prevent the next cataclysm; this sect dug deep into the earth, and a militant branch crossed the world to find it, ultimately gathering the pieces with the aid of the gods themselves, though in their brutal quest, they murdered the kobold ruler, causing deep enmity. Further, once their goal was accomplished, and they saw the Web drawing forth power, the hearts of their ruling city (where it was stored) became corrupt and greedy for that power, seeking ways to take it for themselves. They have advanced once in this regard, learning dark magics, and become corrupted, creating weapons of mass destruction powerful enough to destroy the Arku itself. Shocked at the horrid destruction brought on by the release of the power held within the Arku, the stone giants foreswear all magics and turn their attention inwards to rebuilding their civilization. Not feeling that internal reform is enough, a large group of stone giants abandons their nation. Taking up a nomadic lifestyle, they set off across the world seeking to help the other peoples of the world recover from the death brought on by the hubris of their leaders; they are advanced in medicine and help those sick and in need. The core of their society renounced dark magic hammering into iron-clad law strict punishments for its pursuit, and refocused on warfare, though they create the city of Founding with a Grand Market open to the world and free of the xenophobia of the rest of their race. Still, the remnant of the inner circle of the ancient sect of the Arku Seekers, obsessed with the dark arts, flouts Stone Giant law and delves into its mysteries, eventually animate an avatar - the Guardian of the Stone - and become the rulers of Stone Giant capital, preaching the innate superiority of their race, though the people of the Foundry and the Grand Market largely ignore this. The giants are advanced in binding magic, alchemy, conjuration, and divination (x5)
- Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world
- Grues: night-stalkers
- Magens: half-construct artificial humanoids that serve as kobold assistants
- Whispering Echo: originally consisting of certain philosophers of kobolds, stone giants, and treants - who realized the secret of The Word allows for an advancement into the realm of will made manifest. Once the realization of the value of imagination outside of physical reality is understood, the concept of competition between races breaks down, as the three races form a secret society based on study of the mind, transcendence of the body, and influence on the world. The entire race of sapient octopi have converted to the Whispering Echo en masse.
Avatars:
- yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web)
- Hama [former peanut gallery member]: none
- lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
- Drejk [an alien dragon deity]: Great Serpentine Rescuer
- ulgulanoth [creator of many races]: Herald of Undeath
- Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity), Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things), the Treant-folk (a once-mortal race of immortal tree-like creatures who were chosen by the Inner Light to be an avatar of Yannah-Elishar and its Inner Light - physical hands to bring benevolence to the world). There are several avatar-subraces and Prime Avatars that have come out of the treant-folk: the Mana Tree (and Mana Treants) <triangle 20>, the Tree of Stars (and star treants) <currently on the Moon>, and the Tree of Eternity (and Dark Treants) <currently in the Dark World of the Dead>. The avatar Sacred Well of Divine Power exists for the good of all gods.
- Turambur [former peanut gallery member, creator the stone giants]: Guardian of the Stones
- Wrong John Silver [former peanut gallery member]: The Word
Magic (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
Artifacts <'of the Immortals'>:
Arku: Originally enclosing sphere within which the occupants may be held in Stasis (capable of trapping a god). It was shattered once by the Regulator and his brethren to free the Dragon God to help save his people, but restored by the Arku Seeker sect to seal away the the coming god of the cataclysm; all of this seems to have been a plot on the part of the the Web Consciousness, though, as a tendril began siphoning some power... Despite this trick, the dark god managed to decieve and trick to break free from his prison. It was then bound with the poisonous star metals to create a suite of armor for the Herald of Undeath
Djam Clock: a colossal gravity-defying engine of Bloodwove Bronze; the untouching components dive the Air itself with Temporal Energy; any first level or greater magic used within the presence of the clock will propel the caster forward in time to the moment of the Coming Cataclysm
Djam Bridges: a a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder and Younger): These two writs are powerful regulations that impose order upon reality. After the end of the world, these writs allow the gods to make, do, and work their will upon existence, ordering how much power it costs gods, and commanding that the Elders assist the Younger gods.
Sacred Well of Divine Power Amplification: This is Triangle Eleven - the extremely deep hole and world dividing mountains; any deity that places an avatar (by Commanding it) and a specially-crafted artifact within the well gains an additional 1d6 roll on their daily power roll; they lose the benefit of the avatar, however, for as long as it remains in the well (it can be Commanded out again, at any time); there are specific avatars for each deity that must enter the well. The Sacred Well of Divine Power Amplification is also an Avatar of the Regulator
Known Peanut Gallery
': dot (possibly related to the daily Western event - the setting of the fiery orb called the daystar
Mike Franke: dot
3.5 Loyalist: does like kobolds, doesn't like dice
Detect Magic: looks fun, but death and rebirth is weird
Sissyl: the first megadungeon
Hordshyrd: like revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: likes the Regulator (also, may be related to a certain draconic divinity)
Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: 4 pts (or 8, if lucky7 is zero)
lucky7: 4 pts (or 8, if Hama is zero)
(As always, let me know if I got something wrong.)

Tacticslion |
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Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round), the fourth age (1 year per round).
The first age finished with the fall of the Skystones, in CY 15,500. It took five hundred years for that even to resolve itself, allowing all creatures to being returning and starting the second age in CY 16,000.
The second age ended in CY 19,600 with a plague of uncontrolled mutated raptor zombies caused by the obsession of the kobolds with immortality. Gods stepped in to personally stop the plague, though the mutant zombies lurk in the fringes of the world to this day.
The world ended along with the third age in CY 19,830 - upon being free from the Arku, the dark god unleashed his breath across the world. Taking three years to end, the Fourth Age began in CY 19,833.
There have 17 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,850.
This may well be the final age... perhaps an unending one...
Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 4th Age
Shape Land ----------------- 8
Shape Climate ------------- 6
Catastrophe --------------- 10
Other Event ---------------- 10
Create Avatar -------------- 10
Command Avatar ---------- 2
Create Race ---------------- 22
Create Subrace ------------ 12
Command Race ------------ 8
Advance Civilization ------ 10
Purify Civilization ---------- 5
Corrupt Civilization ------- 4
Advance City --------------- 8
Purify City ------------------ 4
Corrupt City ---------------- 3
Command City -------------- 6
Create Sect ----------------- 8
Command Sect -------------- 4
Point-Buy Table (With the Regulations of the Gods)
Action-----Cost by God's Age (Elder)--(Younger)
Shape Land -------------------- 5 ------ 3
Shape Climate ----------------- 4 ------ 2
Catastrophe -------------------- 10 --- 10
Other Event --------------------- 9 ---- 7
Create Avatar ------------------- 8 ---- 7
Command Avatar --------------- 2 ---- 1
Create Race --------------------- 12 ---- 6
Create Subrace ----------------- 10 ---- 4
Command Race ----------------- 4 ---- 3
Advance Civilization ------------ 5 ---- 5
Purify Civilization ---------------- 3 ---- 3
Corrupt Civilization -------------- 4 ---- 3
Advance City --------------------- 4 ---- 4
Purify City ------------------------- 3 ---- 3
Corrupt City ----------------------- 3 ---- 3
Command City -------------------- 4 ---- 2
Create Sect ----------------------- 6 ---- 4
Command Sect -------------------- 3 ---- 2
How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.
The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.
The noted catastrophe cost for elder gods only applies to three triangles of their choice (at one time) where their influence is strong (as noted below) or outside the near-planet area (the moon is expensive, the next solar system or space void, not-so-much). Everywhere their influence is not strong near the planet, the cost doubles to 20 points. They can expand their area of influence, but can never use the 10 point cost on more than three triangles in one turn.
The noted triangles are as follows:
- Drejk's Influence: where kobolds or related creatures live; currently 7, 9, 11, 17, and 18.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 3, 8, 11, 15, and 17.
- yellowdingo's influence: where the web touches; currently everywhere, but a given triangle has a 65% chance of being a "inexpensive" one (5% per advancement in conjuration magic of the spiderfolk plus 5% per advancement of the whole world); choose a triangle, then roll % to see.

Drejk |
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Creating artifact is an other event costing 9 points?
Imbues one of the fangs with a shard of divine power and commands the serpentine avatar to carry it to the sacred well... (11 points)
3 points remaining. With my rolls it might get more than three days to make up for this expenditure but I think its still worth having an extra die.

Drejk |
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Shape climate on moon... Triangles two and three (equatorial) become lush exotic jungle of blue and purple semianimate plants. Triangle one (north pole) and four (south pole) become... Let's see... Swamps covered in exotic plants and vines. (16 points)
To continue my earthwyrm habits I will also use shape land to riddle the mantle of the moon with enormous caverns, while the stone and dust are spread around the moon to form a ring. (5 points)
In the meantime the kobolds will invent how to seal their flying ships with alchemy, magic and skymetal-craft and create self-sustained environments inside. (5 points)
Remaining point is not enough to invent propulsion and send the kobolds to the moon... Yet.

![]() |
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to Tacticslion 1d6 ⇒ 5
mine 3d6 ⇒ (2, 5, 6) = 13
93pts
Command avatar: 2pts to send the herald of undead into the sacred well
Other event: 9pts create the will of undead (it is a solid peace of the god of undeath's breath forged into a sword, as long as the sword exists the undead will be under the control of the god of undeath) which the Herald of undeath wields
Other event: 9pts x6 (64pts) the great shift during the first total solar eclipse the bodies of all the glorious dead along with their funeral trappings and the undead civilisations of 3, 8, 11, 15 and 17 are teleported into the moon
Create race: 12pts the god of undeath revives all the dead that arrived on the moon into a new race of undead
Purify civilisation: 3pt the great shift dispels the paranoia of the undead of the moon, but also removes their want for destruction and war
3pts left

Tacticslion |

3d6 ⇒ (4, 5, 4) = 13
Gifts: +5
Total: 18
Other Event (artifact): create arfitact (the Lion Blade) - the holy dagger wielded by the Lion Blade and named after him
Command Avatar (Lion Blade, bearing the Lion Blade): enter the Well
and now...
1d6 ⇒ 3
Command Avatar/Race (Tree of Stars/Star Treants): apply a modification to the biospheres of the moon that leave it responsive to kobold efforts, as well as leaving many, many deposits of holy Star Metal for the kobolds to use in their alchemy and metallurgy.
Remaining: 10
Command Avatar/Race (x6)/Other Event (x6) (M 1-6): create viable living conditions and basic, rudimentary (but alterable) biosphere, especially responsive to kobold efforts or those of related creatures, and grant all moon triangles the same mystical properties as Holy Starstone, and leave many deposits for kobolds to use in their alchemy and metallurgy
I partially enacted that above. Obviously, I no longer need the biosphere part, as Drejk finished it, and I left the Starstone part, but altered. I was planning on having the moon take on the Starstone properties, but now that your undead are there...
Your undead do have skill at Starstone alchemy, though, so if they created some sort of special cautionary handling procedures, those skills might not be put to waste. What do you think? Should I drop it and go about my other business? I really didn't want to "chase you away" from the planet, and I want even less to do so from the moon...
Also, also, does your "Will of Undeath" effect apply to the Guardians of Eternity? It's a little bit of a vague spot, though it seems you left them in the Great Shift. What do you think?
Happy gaming!

Drejk |
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Other event: 9pts x6 (64pts) the great shift during the first total solar eclipse the bodies of all the glorious dead along with their funeral trappings and the undead civilisations of 3, 8, 11, 15 and 17 are teleported into the moon
Create race: 12pts the god of undeath revives all the dead that arrived on the moon into a new race of undead
Purify civilisation: 3pt the great shift dispels the paranoia of the undead of the moon, but also removes their want for destruction and war3pts left
I assume that they all went to the large moon not one of the small moonlets?

Wrong John Silver |
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3d6 ⇒ (4, 3, 6) = 13
Advance Race x6: Add Illusion Magic x3 and Enchantment Magic x3 to the land-octopi (Now Illusion x8 and Enchantment x4)
Advance City: Found a city in Two.
Command Sect: Moving the Whispering Echo
Members of the Whispering Echo come from all over to arrive in the badlands of the land-octopi. Deciding they need a retreat from the existences of the world, they found a new city, Soma, City of Dreams. Details of the place from travelers appear conflicted--some call it a peaceful center of contemplation, others call it a desolate shanty-town. However, the Whispering Echo and the followers of The Word pay them no mind as they go about designing their city.
Stockpile: 2

Turambur |
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3d6 ⇒ (3, 3, 5) = 11
New total: 47
After sitting in silence for decades, the Guardian of the Stone stirs and speaks his first words. He commands the Arku Seekers to go into the world and gather Star Metal (Command Sect: 2). Meanwhile, he instructs the smiths of the Citadel to make an alloy of iron and Star Metal that is strong, sharp, and imbued with great magics (Advance Civilization-Forge Star Steel: 5).
Under his instruction, they forge for him a mighty sword-the Star Blade (Command Sect: 2) (Create Artifact:7)-a weapon capable of untold destruction when wielded in the Guardian's mighty hand. Finally, the Gaurdian of the Stones leaves his vigilant post and travels to the Sacred Well (Command Avatar: 1).
Unsure of what the departure of the Gaurdian means, the Stone Giants begin mustering their armies into the Citadel.
Stockpile: 30

Drejk |
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Ok, kobolds are inventing a powerful transmutation spell invocation of shooting star that surrounds the ship in a warp bubble and propels it across the sky. (5 points for an advancement)
Then they send their first ship "The Scaled Voyager" to the moons with exploratory mission. (4 points for commanding race)
The flight starts with...
1d3 ⇒ 1

Tacticslion |

Now that everyone has rolled...
4d6 ⇒ (4, 4, 2, 1) = 11
Gifts: 5
Total: 26
Other Event (x6) (M 1-6): Due to the work of the star treants and the Tree of Stars, all the lunar elements are created as viable living conditions and basic, rudimentary (but alterable) biosphere, especially responsive to kobold efforts or those of related creatures, and the moons themselves all take on the same mystical properties as Holy Starstone; and are filled with many deposits for kobolds to use in their alchemy and metallurgy
"The Star Treants finish their labor of love, spiritually, naturally, mentally, and temporally adapting the lunar biospheres to be responsive to their kobold brethren and kin. The moons themselves respond to the will of the Tree of Stars, preparing themselves for the coming of the kobolds and their peoples...."
Remaining: 4

Wrong John Silver |
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3d6 ⇒ (6, 1, 4) = 11
Advance Race x2: The land octopi go up to Illusion Magic x10
Soma, City of Dreams, starts to take on completely fantastic characteristics. The tales of the city as nothing more than a series of caves in the harsh badlands give way to structures of near-impossible beauty, a home for the land-octopi conceived not only in the mind of the denizens, but in the mind of the observer.