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Motivated by the gifts of ulgulanoth and Tacticslion, Lady Firedove emerges again to work her will upon the world of Dunia.

She sends her spirit in the form of a Firedove with a Firestone heart to enter the Sacred Well to gain power to bring peace.

And island rises from the shallow ocean of triangle twelve. Taking advantage of their newfound flight and air-breathing abilities, the merfolk are inspired to found a city there ... the first merfolk city above the waves! Procan and Geshtai lead the merfolk there and name the city Fuego de Paz.

Three powerfully radiant celestial phoenix spring into existence to guard the island and its inhabitants, a blessing of the goddess, and her continual presence with them. Her pure light purifies the city (both inhabitants and visitors) and the merfolk as a whole, inspiring them to greater goodness, understanding, and peaceful efforts.

The merfolk doubly advance in both craftsmanship and diplomacy as they now have a much greater variety of potential trade partners above the waves. In fact, Fuego de Paz doubly advances as a trade hub, as creatures of various races travel there in peace, and all profit.

Using their increased diplomacy, Procan and Geshtai reach out to the nearby Treants, Kobolds, and Elves, encouraging groups of them to move to Fuego de Paz and integrate themselves into the city. They also seek out the elusive Seraphim, encouraging any or all of them to settle in Fuego de Paz.

(I use 6 of my 14 remaining points to create and command a sect. 8 points remain.)

A mixed group of Merfolk, Seraphim, Treants, Kobolds, and Elves start up the worship of Lady Firedove in Fuego de Paz, honoring her for enabling the newfound blessings of the Merfolk and for creating and protecting this new island city.

The goddess herself returns to her beloved and grows quiet again, but remains ready to return, should the need or inspiration arise ...


New page. Update later.

Dark Archive

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To Firedove 1d6 ⇒ 3

Mine 3d6 ⇒ (2, 2, 4) = 8

222pts


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Mine points grow to 101 + 3d6 + 10 ⇒ 101 + (6, 4, 5) + 10 = 126 while Lady Firedove gets 1d6 ⇒ 2.

I aid 1d3 ⇒ 1 adve... Uh. Adventure already ended...


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And yes, I claim Io as my avatar.

Night dragon avatar will fly over the world at nights observing the world and looking for unusual events. (1 point)

125 points remaining.


4d6 ⇒ (6, 3, 6, 2) = 17

New Total: 174


3d6 + 10 ⇒ (5, 1, 6) + 10 = 22
Stock: 493
Total: 515

Free Advancment: all treants and related sub-races gain natro-cerebric enlightenment

Hm. Should have updated the world earlier. Today is free advancement day.

If you would like to advance your races today, you can drop your last dice rolled.

That would be:
ulgulanoth 4 pts
Drejk 5 pts
Turambur 2 pts

EDIT: Aw, maaaaaaaaaaan! Looks like I've lost on donations! :D
(That's really awesome of you guys to give her those!)


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"With a mighty roar, the Regulator imposes Order upon chaos, and names the places of the world."

Game Update Notes: The World of Dunia
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, and all those who follow the Whispering Echo, which is centered in a massive city called Soma, City of Dreams, a city constructed of nearly-impossible structures created by the mind of the makers as well as those of the observers; if an avatar is placed in Soma, a god can create effects at half cost, though entirely illusory in nature
  • 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; this is the site of the Fell Gem adventure!
  • 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: The Sacred Well [a divine artifact and avatar; the gods place avatars and artifacts within for the increase in their own power or free advancements in the races every fourth round]; a disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (most living) creatures 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; it is an exceedingly mineral-rich locale.
  • Twelve: shallow ocean with an island at its center, bearing the city Fuego de Paz (built by Merfolk led by Procan and Geshtai; advanced in trade x2), guarded by three celestial phoenix avatars - inhabited by merfolk, treant-folk, kobolds, elves, and seraphim
  • 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; the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • 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; for a time, the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • 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, swamps covered in exotic plants and vines which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Two: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Three: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Four: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which are psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Five: named "Frost", a small tundra-like satellite moon with breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here; the kobolds established a mining colony
  • Moon-Six: a small desert-like satellite moon with a breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here ; kobolds build an outpost here
  • Moon-Depths: a set of deep holes that riddle the crust of all triangles 1-4, and interweave to create massive caverns and places which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here
  • Moon-Ring: a ring of dust and rocks that circles the moon which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits
  • 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 (universal x1, abjuration x2); nearly deceased at the end of the first age, some now live with the kobolds; a sect appeared calling themselves the elves, beginning to thrive again. They learn from the Sword of Damacles of magic (abjuration x5, conjuration x3, evocation x3, universal x2), and move to the fortress of Stone giants to learn metalworking (forge steel x6, weapons x3, armor x3) x1, construction x5, and military strategy x3 and tactics x5, trade x3, writing x6, music x1, poetry x1, basketweaving; they create and craft with the balance of nature in mind for all things
  • Dwarves: stone tools x14 in the mountains x14 -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it. Construction x24, Political Power (World Authority) x20, Advancement x20; led by the Adventurer, the immortal hero Clangeddin, the Dwarven King, who bringing his people into power and authority across the world; they come to inhabit every mountain , having great cities everywhere there is rock and stone to build deep places (triangles 1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 14, 15, 16, and 20)
  • 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 their rituals are advance for more advanced vision quests for their shamans allowing a dragon shaman to form a semi-tangible projection taking the shape of a draconic entity during the trance, inspired by Io), 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 with healing arts) 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). They have created flying ships that they have learned how to seal with contained self-sustaining environments within them, and created the Great Spell called "Invocation of the Shooting Star" that surrounds a star-ship with a bubble and propels it to through the sky. 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 (made semi-sapient and granted the power of speech and empathy with rider via alchemy) 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 and are purified. They can now turn ordinary kobolds into winged kobolds - who now have rudimentary powers of innate magic. They sent an exploratory mission to the moons, their first ship named "Scaled Voyager". Finding the undead there, they created an embassy and a powerful, thriving trade and exchange, building outposts on the desert moonlet and a mining colony on Frost. They investigated a spatial anomaly that vanished one of their ships, allowing them to learn basic dimensional magic and detect and analyze dimensional anomalies and extradimensional spaces; they advanced into creation of extradimensional pockets and self-sustaining environments within them; they applied this to The Vault, which was filled with back-ups of all things for the "next cataclysm". The kobolds also expanded their mining colony on one of the moons, creating living gardens and astronomic observatory on the other. The Kobolds have researched Divine Spark Ceremonies and build Divine Sanctuaries in each of the settlements - six cities on floating islands, two cities on the ground and the vault city deep underground and the city. Io, the Fell Gem Adventurer, is an ascended winged kobold, the first True Dragon, and an avatar.
  • Merfolk: able to breath air or water and to fly, they are centered in the city Fuego De Paz, though some live with the kobolds; they will forever remember the Fell Gem Adventurers, the twin brothers Procan and Geshtai, who led them in creating Fuego De Paz; advanced in diplomacy (x2), craftsmanship (x2), purified (x1)
  • Scorpion-folk: advancement (x5) (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 (x3), 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 (x2); nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x2
  • Insect-folk: they live in symbiosis with the plant-folk (x2); nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x2
  • 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) are led by the immortal Adventurer Zarus; they 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. Advancement x1; all Orange and their subraces have any access to any unique ability, trait, advancement, or other skill that any other race has, although on an individual level instead of a racial one; these advancements are considered x2, though not spread evenly through the entire race, an individual can vary up to the power of other races easily
  • Spider-folk: chaotic neutral, advancement x6 (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. A newer subrace called Golden Spinners created by the pairing of the Funnel Webs and the Golden Orb Weavers are powerful Web Magic users who specialize in transporting other races (for a fee) from anywhere to anywhere by traveling through the Web Consciousness; this race always honors the Web Mother, the Web Consciousness, and bargains in good faith; they also always help others and never countenance betrayal of any kind. Once corrupted by the dark god, the spider subraces suffered from tremendous internal strife, each subrace seeking to be the only race and killing off all the others; this was undone, and the entire race was freed from strife - both internal and external - by the wish of the immortal Golden Orb Weaver Freya, mother of the Golden Spinner race. The name Pyramius will forever live on in infamy, though as a warning or as a lesson to follow scholars of the Funnel Webs debate to this day.
  • Skeletal-folk: humanoids, metalworking (x1), bone-forging (x3)
  • land octopi: academics, metalworking, illusion magic (x13), enchantment magic (x12); the racial religion is the secretive but benevolent society The Whispering Echo, but vanished from the history of the world entirely, possibly associated with every living thing in Soma as a rider; they travel dreams
  • beetle/fly-folk: academics (x1), metalworking, hot air balloon technology (x3)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x5); the immortal heroes Bull and Snort have led their people into peaceful servitude for all living races
  • treant-folk: academics (x2), metalworking, nature magic/druids (x12), psionics (x12), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x12), the dangerous chronomancy (x12), transendental temporalist (x11), 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] <on the moon with the star treants>, and Tree of Eternity (and dark treants) [created from the Dark Water of triangle 18 - a child/seed of the Tree of Stars] <spread across all the Dark Land of the Dead with the dark treants, become the guardian of time and death>, the World Tree (and treant-folk) [created from the collected seeds of all the treant-folk in CY 19,854], the Spirit Tree (and spirit treants) [child of the World Tree] <spread across all the Spirit realm, become the incorruptible guardians of the Spirits>, the Dreaming Tree (dream treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of dreams>, Tree of Life (and ether treants) [child of the World Tree] <expanded across all the Ethereal, and become the sacred, incorruptible guardians of dreams>, Tree of Mind (and astral Treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of the Mind>; they have researched the divine spark ceremonies - centered around each patron-avatar of each of the subraces (and one in Soma) the divine spark ceremonies empower the gods
  • ooze-folk: academics (x2), metalworking (x2), alchemy (x3); Ghaunadaur, the Fell Gem Adventurer is the immortal hero of their race, and keeper of the Ultimate Formula (which granted Ghaunadaur rapid healing, eternal life, the ability to be poisonous to the touch at will, create an elixir that causes it to mutate into a powerful form, create an infusion that permanently turns a creature good, and (with a month of work) the ability to create philosopher stones
  • gray-folk: academics (x2), metalworking (x2), psionics (x3)
  • crow-folk: academics (x2), metalworking (x2), way of the sword (x3); the Fell Gem Adventurer Raesh-al is an Incarnation of the Sword, and the perfect representative of the Way of the Sword
  • undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater (and other individuals who have joined them since) as well as all the dead bodies from CY 19,850 and before, almost exclusively on the moon; the civilization advanced (x4) into starstone smithing (x2), blackwater technology (x1), 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). 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; Shadow magic (x2) allows them to teleport between the shadows and return to the planet (or moon) during a solar eclipse
  • 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 x3, weapons x1, armor x1), construction (x2), military strategy (basic and x3, including drilling techniques and assault formations) and sculpting, engineering, stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), forge star-steel (x1), 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; understanding of the universe (x2)
  • Grues: night-stalkers advanced in shadowflame (x3) that produces darkness instead of light, it can cling to creatures and lasts longer than normal fire; it can be used to cook (though does not do so automatically, it can be utilized on Grues or other creatures harmlessly, for instance) and is shielded against divinatory magic, preventing easy detection; the immortal representation of their race is the Fell Gem adventurer Zagyg, his legends forever being recalled by his people
  • Magens: half-construct artificial humanoids that serve as kobold assistants; they can self-replicate and create alchemically-grown bonded magen-familiars, and replicate other creatures' traits (even shape-shifting) on an individual level with creatures who's samples they have acquired, developed to the point of alchemical reification - absorbing the spirit and identity of a recently deceased entity. The immortal hero Magens-Taiia continues to lead and inspire the Magens forever.
  • Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown; augmented by gardening, weather magic, lightning magic, and healing (x2).
  • 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. The Whispering Echo is mostly focused within triangle two, the City of Soma; there they all live in a strange peace, possibly with attached octopi... there exists a portal there to the Sacred Region of Dreams
  • Fuego de Paz: the city is also something of a sect, consisting of Merfolk, Seraphim, Treants, Kobolds, and Elves, all of whom worship the Lady Firedove and who honor her and the her city, Fuego de Paz.

Avatars:

  • yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web) {Fallen Quiescent: current stock 46}
  • Hama [former peanut gallery member]: none {Fallen Quiescent: current stock 70}
  • lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves) {Fallen Quiescent: current stock 42}
  • Drejk [an alien dragon deity]: {sacred well}; Night dragon [seals deceased adventurers from fell magic; flies over the world at night, observing the world and looking for unusual events], Io [ascended Winged Kobold, the first True Dragon, Fell Gem Adventurer]
  • ulgulanoth [creator of many races]: {sacred well}, Banshee of the Stars (moon 1), Innovator of Imperials (triangle 8)
  • Tacticslion [former peanut gallery member]: {sacred well} 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 (see their entry as a people for more detail), The avatar Sacred Well of Divine Power exists for the good of all gods.
  • Turambur [former peanut gallery member, creator the stone giants]: {sacred well}
  • Wrong John Silver [former peanut gallery member, The Word]: none {Fallen Quiescent: 46}
  • Troas, the Frozen One [former peanut gallery member]: {sacred well}, the blue-white Blade of Damacles, 500 ft long and 25 feet wide (tapering to a needle point) hanging over the great kobold city nearly one mile up
  • Lady Firedove [former peanut gallery member, love of Tacticslion]: {sacred well}, the three Phoenix avatars dedicated to guarding Fuego De Paz

Avatars <and artifacts> in the Well:
(Remember, avatars and artifacts in the well are effectively non-functional, sacrificed for greater power)

  • Drejk [an alien dragon deity]: Great Serpentine Rescuer <artifact: Fang of the Serpent> {a shed fang imbued with divine power as a blade}
  • ulgulanoth [creator of many races]: Herald of Undeath <artifact: Will of Undeath> {a solidified blade forged from the breath of the god of undeath}
  • Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity) <artifact: the Lion Blade> {sacred blade named after the bearer}
  • Turambur [former peanut gallery member, creator the stone giants]: Guardian of the Stones <artifact: Starblade> {forged of star-steel and the mightiest of magics, capable of untold destruction in the hands of the Guardian of the Stone}
  • Troas, the Frozen One [former peanut gallery member]: the unnamed suit of armor emblazoned with the S-shield on its chest <artifact: Blade of Crafting Secrets> {runes cover the blade telling of the craftin secrets; a weapon of destruction and creation all at once}
  • Lady Firedove [former peanut gallery member, love of Tacticslion]: the Firedove <artifact: the Firestone> {a stone that represents the heart of the Firedove}

Advancements (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
sacred: advancement +3
The Fire Circle Faith: originating in the ape-folk, the Fell Gem adventurer, Joramy, spread this faith to all races and peoples in addition to any other they may hold
Rising Ebb of Divine Spark: The spark of divine within mortal races slowly grows stronger and stronger allowing the worshipers to provide more power to their deities. Each race that knows of the gods can invent the Divine Spark Ceremonies that will allow building a Divine Sanctuary city improvement. Each Divine Sanctuary has to be dedicated to specific deity and adds +1 to that deity's roll for power points.
Inspiration Innovation: After three normal rolls, on the fourth, all gods roll one less dice, but this creates a powerful resonance with all the races and the divine spark within them - they all increase in one Advancement of a relevant deity's choice that they already have (or a generic advancement if no specific advancement is specified or if the race has no advancement)
- January 29, "free advancement" <- This is today, Wednesday
- January 30, "normal"
- January 31, "normal"
- February 1, "normal"
- February 2, "free advancement" <- This is Sunday
- February 3, "normal"
- February 4, "normal"
- February 5, "normal"
- February 6, "free advancement" <- Thursday
- February 7, "normal"
- February 8, "normal"
- February 9, "normal"
- February 10, "free advancement" <- Monday

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 deceive 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; the Arku Armor has since reacted with the Sacred Well to create the Inspiration Innovation effect.
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; on every fourth turn, all races gain one free "upgrade" in something they already had

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: likes revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: favors the Regulator (also, may be related to a certain draconic divinity)

Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: free!
lucky7: free!


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Create a World Game
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 54 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,887.

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.


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8 points plus 5 gift points (Thanks, Drejk and ulgulanoth!) =13 points to start with.
Add 3d6 + 10 ⇒ (4, 6, 3) + 10 = 23 points
New total = 33 pts.

Free advancement day! :)

Advance Seraphim for a third time in healing.
Many creatures of varied races make pilgrimages to Fuego de Paz seeking miraculous cures.

Advance kobolds for a second time in boatmanship.
Kobolds ferry the faithful, the curious, and the greedy alike to and from Fuego de Paz.

Advance treant-folk for a second time in metal-working.
In addition to beautiful defensive structures, the Treants craft Firedove holy symbols as souvenirs for pilgrims, tourists, and tradesmen visiting Fuego de Paz.

Advance merfolk for a third time in craftsmanship.
Merfolk create exotic jewelry, exceptional instruments, and many other fine crafts, which are sold in Fuego de Paz, then spread by merchants throughout the world of Dunia.

Advance elves for a second time in basket weaving.
Elves create fine baskets, works of art in and of themselves, often used to carry souvenirs away from Fuego de Paz.

And finally, because it just had to be done...
I spend 5 pts. to advance the merfolk in Underwater Basket Weaving. :)

28 pts. remain


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Thank you for the reminder about the free advancment. I will advance the Stone Giants in Engineering (dropping my last roll from yesterday).

Adjusted Total: 172

4d6 ⇒ (4, 2, 6, 2) = 14

New total: 186

I should really make the time to sit down and do something with these points soon. Maybe over the weekend.


4d6 + 10 ⇒ (2, 1, 2, 2) + 10 = 17
Stock: 515
Total: 532

Dark Archive

I guess I'll let go of the free advancement

To Firedove 1d6 ⇒ 1

Mine 3d6 ⇒ (4, 3, 3) = 10

232pts


You can get the free advancement: you'll have 228 poinst instead of 232. I mean, it's either that or drop a dice at some undefined point. :/

EDIT: nevermind. Just advance them. I'll spot you the four points.
Total: 528

Dark Archive

Well thank you for the 4pts :D free advancements! I guess all the races need some more metalworking


So, uh... no one is interested in voting for the fate/results of the two Taiias? Should I just make something up, then, or... what?

EDIT:
In case anyone missed it,

me, me, me! wrote:

Magens-Taiia/Taiia-cula - the two Taiias with their wishes opposed, confront each other over the site of the ritual. The first wishes that her people were forever purified from Undeath, the second that they were forever tainted by it.

- the Magens are now and forever immune to undeath; they will never again be able to pursue necromancy, and nothing can ever corrupt them with undeath
"The gods themselves step in to determine how the wish is answered." <vote>
1) All current living serpentfolk vanished, removed to the moon. A host of Magens suddenly spawn, filling much of the world - Magens that hold the souls, spirits, and forms of all Serpent-folk manifest across Dunia, the rebirth of every Serpentfolk who has ever lived from the ancient past to the present as raised from the dead; these Magenserpentfolk spawn a race of Serpentfolk who are forever free of Undeath's taint and can never be turned. All the former bodies of the serpentfolk (now empty husks) are transformed into undead creatures and removed from the world into the moon, never able to be returned to Dunia
2) All the undead serpentfolk, from the past to the present, are suddenly remade into living serpentfolk... tainted by undeath, effectively becoming dhampirs, though they can no longer be transformed into undead
3) Only one wish wins, and the other dies - if this result is voted in, some determination mechanism will be created.
4) Other: please propose the alternate idea

I mean, I chose not to vote yet because, you know, I'm the one that made the proposal. If I had to choose now, actually I might choose "4" - my alternate proposition being both "1" and "2" occur together, consisting of the following elements:

my own, alternate proposal for number four wrote:


a) all currently living serpentfolk vanish, their bodies removed to the moon
b) a host of Magens suddenly spawn, filling much of the world - Magens that hold the souls, spirits, forms, and memories of all Serpent-folk that have ever lived manifest across Dunia; these magenserpentfolk will spawn a race of breeding-true Serpentfolk that are effectively also dhampirs (none of the drawbacks or corruption, just racially similar, like a template)
b) as a race both the Magens and the "new" Serpentfolk will be forever free of Undeath's taint, and can never be turned - the will never be able to pursue necromancy (at least in any method that involves undeath; if "resurrection" magic is necromancy, however, they would be able to pursue that, which is in keeping with the spirit of the wish)
c) all former bodies of serpentfolk (now empty husks) are transformed into undead creatures and removed to the moon - never able tor return; they are also purified as to be inherently non-evil (even good) in purpose, deed, and action <this is something that would be an automatic "rider" clause if the serpentfolk became undead anyway, because the first wish was that "none of these wishes are able to be used for evil">

I've not actually voted on that, yet, because, you know, no one else has voted, and I don't actually want to just cast a vote into something that nobody likes.

Dark Archive

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Vote 4- a race of mutagen created serpent folk arises since Magen-Taiia wished for her people to never suffer undeath effectively creating a new race of beings that can never suffer undeath

Liberty's Edge

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2d6 ⇒ (1, 5) = 6

I have 42 points...I must think on this.

Alrighty...40 points to advance the First ones, so that's 8 times...

+1 to Armor and Steelworking each, +2 to Abjuration, +4 to animal husbandry. Where they once hunted the beasts, now they ride them.


Nice! Welcome back, lucky7!
... you actually had 48 (because of the die roll you just made), so now you've got 8 left.

:)

"The Regulator casts out into the void to summon forth quiescent Elder Gods once again and see what they will choose to do in the world."

EDIT: now that someone else has voted, I'm going with number 4 too! :D

Liberty's Edge

Where is the voting thing going on?


It's the post above the post above yours that I made.

It involves something called the "Fell Gem Adventure" that was created by yellowdingo, but actually "activated"/interpreted by me.

There were a number of adventurers from different races that all sought a gem that fell from the heavens that could grant a single wish.

Most all of them made it, but two of them were killed along the way.

One was a serpentfolk girl named Taiia who sought to purify her people from undeath - she was very messily murdered by vampires and turned into one. A Magens (a race that was alchemically created by the kobolds as servants) came across the gore that remained, and somehow absorbed it, her memories, spirit, and soul and became Taiia reborn, becoming a physical replica as well as mental/spiritual one. Both of them were then sponsored by opposing gods in the race - the undead Taiia-cula (wishing her people all became undead), and the living Magens-Taiia (who wished that her people were all forever free of undeath/alive again). They had opposing wishes, and both gained their wishes.

While the easy method would be that the Magens alone are immune, Magens-Taiia specifically included serpentfolk as her idea of her own people, thus the conflict...

So, that's where things currently stand and how we're soliciting votes for the resolution of the conflicted wishes.

Tacticslion wrote:
EDIT: now that someone else has voted, I'm going with number 4 too! :D

This is specifically my number four. I realize now that uluganoth might not be doing that.


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28 points, plus 1 from ulgulanoth, plus
4d6 + 10 ⇒ (1, 4, 3, 6) + 10 = 24
= 53 points total.

I think we just vote by posting here, lucky7.
Also, I hope you don't mind the stuff I've done with your merfolk.
Thanks for creating them! :)

As for voting, I would just vote that the result not be evil, but the first wish already assures that, so.... um.... whatever you guys think!

Liberty's Edge

I go for ulgulanoth's proposal.

I created the merfolk?


lucky7 wrote:

I go for ulgulanoth's proposal.

I created the merfolk?

Yep!

Dwarves and first ones as well. :)

Liberty's Edge

Oh.


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I have 53 points.
I use 3 to make the merfolk race doubly purified, and 3 more to make Fuego de Paz doubly purified.
The merfolk already have triple advancement in craftsmanship in general, and a single advancement in underwater basket weaving. I use 5 points to give them a single advancement in jewelry making and another 5 points to give them a single advancement in musical instrument making.
37 points remain. :)


Going to roll for Troas and myself from this point on until he can get back.
4d6 ⇒ (3, 5, 6, 2) = 16

EDIT: ^ is at his request, by the way. We talked over PM.
Stock: 173


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I vote for... 2.

Lady Firedove: 1d6 ⇒ 6
Mine: 125 + 3d6 ⇒ 125 + (3, 6, 5) = 139


MYSELF
4d6 + 10 ⇒ (5, 5, 4, 6) + 10 = 30
Stock: 528
Total: 558

TROAS
4d6 ⇒ (6, 4, 4, 6) = 20
Stock: 173
Total: 193

Dark Archive

Lets give Lucky some points 1d6 ⇒ 6

Mine 3d6 ⇒ (5, 1, 2) = 8

240pts


(NOTE: THIS COMES AFTER SPEAKING PRIVATELY WITH HAMA AT HIS WISHES)
Other Event 7/Command Avatar 1 - After falling into somnolence, Hama is absorbed into the Sacred Well and eliminated; all players gain 7 points, I take 7 additional points to help pay for the "other event".

"One of the Elders falls into a somnolence never-ending. For the first time through all the Ages, a deity dies. The Sacred Well itself responds, creating a monument - the God Mount - on its side, a place where the Fallen Divine can forever be recalled. By his last desire, the power of that somnolent entity is transferred to the Sacred Well and distributed across all other Divines in existence. And so the passing of one of the Elders occurs, as he sleeps forever. But who knows? 'Forever' is a very long time, 'and with strange aeons, even death may die.'"

My stock: 564
Troas' stock: 200

Liberty's Edge

14 points...

4: Command Race: Dwarves to build a citadel in their tile and start trading.

plus 1d6 ⇒ 3


4d6 ⇒ (1, 4, 5, 3) = 13

Plus the 7 from Hama.

New Total: 206

Vote:
I like option 2 personally. So what happens if we all vote for different choices?


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Minor update...

Pst, lucky7:

First, you only rolled 1d6 - you probably want to roll another.

Second, you need to roll an extra 1d6 per turn and give this to one of the younger gods (any not listed under "Elder gods"). I'll roll the two 1d6s that your didn't and give them to a random younger god.

You may want to use an Other Event (9 pts) to create an artifact (most likely some sort of sword, blade, or other sharp object).

Then command your avatar (3 pts) to, with the artifact, enter the Sacred Well in 11.

This lets you roll 3d6 dice per turn.

Random younger god empowerment, go!

1d6 ⇒ 1
1d4 ⇒ 1
1) Turambur
2) Wrong John Silver
3) Troas, the Frozen One
4) Lady Firedove
... and...
1d6 ⇒ 6
1d4 ⇒ 1
1) Turambur
2) Wrong John Silver
3) Troas, the Frozen One
4) Lady Firedove

Welp! Turambur got it all this time!
Enjoy 7 more points!

EDIT (second attempt):
It's either 2/2/1 or 3/2 vote at the current time.

ulgulanoth needs to clarify whether the "option four" he voted for was the "option four" that I voted for. It's very similar, and I thought they were the same, but I realized in retrospect they could be slightly different.

yellowdingo and Wrong John Silver can weigh in on the vote, if they choose. If they do not, I'll encourage Lady Firedove to vote on one of the two popular options (number 2 or ulgulanoth's number 4) instead of demurring as she is at present. We'll give it until tomorrow.


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In case of ties we can roll... Or each deity could bid one or more points to increase weight of their option...


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Oh, and I forgot to add +10 bonus for divine sanctuaries. Together with Hama's divine fallout I have 156 points.


The random empowerment post is related to what I was talking about with lucky7; if you're not Turambur or lucky7, you don't really have to worry about it. Sorry that that wasn't clear.

EDIT: those are good ideas, Drejk. I was originally thinking of something similar, but felt that people might want more of a say/an equal say... thus the "vote" thing.

That said, if we'd rather settle this by dice roll or by point-expenditure, I'm fine with that, too.


37 points
Plus 6 from Drejk :)
Plus 7 from Hama's somnolence
Plus 4d6 + 10 ⇒ (4, 3, 3, 4) + 10 = 24
Equals...
74 points


Tacticslion wrote:

The random empowerment post is related to what I was talking about with lucky7; if you're not Turambur or lucky7, you don't really have to worry about it. Sorry that that wasn't clear.

EDIT: those are good ideas, Drejk. I was originally thinking of something similar, but felt that people might want more of a say/an equal say... thus the "vote" thing.

That said, if we'd rather settle this by dice roll or by point-expenditure, I'm fine with that, too.

I meant breaking tie, if it ends with a tie, not bidding on the outcome from the start.


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74 points.
I use 3 points to make the merfolk triple-pure,
and 3 points to make Fuego de Paz triple-pure.
I use 4 points to make Fuego de Paz triple-advanced in trade.
I use 12 points to make Fuego de Paz triple-advanced in defense.
52 points remain.


I understand. We're cool. I was just explaining my thought process. :)


52 points
Plus 4d6 + 10 ⇒ (6, 2, 1, 1) + 10 = 20=
72 points


ME:
4d6 + 10 ⇒ (1, 2, 1, 5) + 10 = 19
Stock: 558
Total: 577

TROAS:
4d6 ⇒ (5, 1, 4, 1) = 11
Stock: 193
Total: 204

Dark Archive

To Firedove 1d6 ⇒ 1

Mine 3d6 ⇒ (5, 1, 1) = 7

247pts

As to no.4, didn't i already clarify what my vote was?

Liberty's Edge

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my dice 2d6 ⇒ (6, 2) = 8

Points for Firedove 1d6 ⇒ 5

I have 21... 9pts to create Breaker's Blade, a sword.

12 left...

8 for an avatar, we'll make him Dolgrin Mountaincleaver, a Dwarf.

4...

3 Points...command him to enter the well in 11.


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72 points plus 6 from ulgulanoth and lucky7 equals 78 points.
(Thanks, guys!)

I use 4 pts. to create a sect of merfolk in Fuego de Paz dedicated to the worship of lucky7, the creator of the merfolk race, recently returned to activity and glory in the world of Dunia. For years the merfolk thought their creator had forgotten them, but now he has returned and has shared his power with Lady Firedove to increase their recent blessings.

I spend 4 more points to command both my sect and lucky7's sect to work together in peace and brother/sisterhood, striving for the good of all merfolk and the good of all those of any race who live in or travel to Fuego de Paz.

70pts. remain


ulgulanoth wrote:
As to no.4, didn't i already clarify what my vote was?

Yes, but I tend to be one of those pedantic RAWyer types, so I wasn't certain if your clarification was "yeah, what Tac said was number four, I vote for that" or if (due to differentiation in wording) you were positing a different number four than I was.

my very wordy one wrote:

a) all currently living serpentfolk vanish, their bodies removed to the moon

b) a host of Magens suddenly spawn, filling much of the world - Magens that hold the souls, spirits, forms, and memories of all Serpent-folk that have ever lived manifest across Dunia; these magenserpentfolk will spawn a race of breeding-true Serpentfolk that are effectively also dhampirs (none of the drawbacks or corruption, just racially similar, like a template)
b) as a race both the Magens and the "new" Serpentfolk will be forever free of Undeath's taint, and can never be turned - the will never be able to pursue necromancy (at least in any method that involves undeath; if "resurrection" magic is necromancy, however, they would be able to pursue that, which is in keeping with the spirit of the wish)
c) all former bodies of serpentfolk (now empty husks) are transformed into undead creatures and removed to the moon - never able tor return; they are also purified as to be inherently non-evil (even good) in purpose, deed, and action <this is something that would be an automatic "rider" clause if the serpentfolk became undead anyway, because the first wish was that "none of these wishes are able to be used for evil">

v.

ulgulanoth wrote:
Vote 4- a race of mutagen created serpent folk arises since Magen-Taiia wished for her people to never suffer undeath effectively creating a new race of beings that can never suffer undeath

Yours has a topical similarity to mine, but it's much more concise (lacking lots of elements of my own), thus the question.

Dark Archive

actually yours is the other way around, basically what i was saying was "because Magen-Taiia was created from alchemical means she isn't a serpentfolk and thus when she wishes for her people to never suffer undeath, it creates a race of alchemical serpentfolk", not the other way around of the skins turing into the new race of undead


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3d6 ⇒ (1, 3, 3) = 7

New Total: 220

Free Advancement: Stone Giants-Binding Magic
Advance Civilizatin: Stone Giants-Forge Star Steel (5)

After decades of silence from their god and the absence of his Avatar, the Stone Giants send an embassy to the Sacred Well commune with the Gaurdian. Being unable to approach the Well and receive guidance from the Gaurdian, they return empty handed.

Angered by being refuffed by their god, the Stone Giants begin mobilizing for war. If their god will not listen to them, they set out to light a blaze that the gods could not ignore. Using their new knowledge in binding magic and mastery of star steel, they use the skills they mastered forging the Gaurdian to create lesser golems who exist only for battle.

With these new Battle Golems in their vangaurd, and armed with star steel weapons, the Stone Giants embark on a war against every nation and people in the world--seeking to light a fire that the gods would notice them again.

Their war marched across the face of the world leaving death, slaughter, and burning cities in their wake. Eventually, the other peoples of the world unite and, despite the Giants' military superiority, drive them back to their mountain citadels.

But the damage is already done, the world has become a smoking husk filled with death and broken cities, that will take years to recover and decades or more to reach it's past glories. Even the giants did not escape this fate, as the war left their poplulation decimated and the final seiges of their homeland left many of their strongholds destroyed and the others badly damaged.

Catastrophe x20 (200) affecting all areas on the main world map, but not the moon spaces as the Stone Giants have not mastered the magic or technology needed to leave the surface.

New Total: 15


Welp. 4th Age Ended, everyone! Turambur has now progressed to the august ranks of the Elder gods!

Next Age coming soon... I recommend not spending anything until I get the update to the Ages written up later today.

Hm. I wonder what that'll be like...

ME:
3d6 + 10 ⇒ (4, 4, 5) + 10 = 23
Stock: 577
Total: 600

Free Advancement: all treant races gain in natro-cerebric enlightenment

TROAS:
3d6 ⇒ (6, 1, 3) = 10
Stock: 204
Total: 214

Free Advancement: the elves progress in music

EDIT:
(Very brief update. I need some serious work before I'm able to do the full update.)

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 5th Age
Shape Land ----------------- 11
Shape Climate ------------- 8
Catastrophe --------------- 20
Other Event ---------------- 17
Create Avatar -------------- 17
Command Avatar ---------- 3
Create Race ---------------- 28
Create Subrace ------------ 16
Command Race ------------ 12
Advance Civilization ------ 16
Purify Civilization ---------- 9
Corrupt Civilization ------- 7
Advance City --------------- 12
Purify City ------------------ 7
Corrupt City ---------------- 5
Command City -------------- 8
Create Sect ----------------- 12
Command Sect -------------- 6

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 and the all of the moon squares.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 18, and the moon.
- 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.
- Turambur's Influence: where the Stone Giants reside, currently triangles 14 and 15.

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