Create a World Game


Gamer Life General Discussion

201 to 250 of 1,201 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Roll 3d6 = 15

Shape Land (3 points each, total 15 points):
- Area 2: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi.
- Area 6: supernaturally fertile land (used by Treants); the place is a light forest predominantly due to its inhabitants. Should they leave, it would appear much more like abundantly fertile plains with sparse knots of trees.
- Area 11: 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 is the site of the largest impact, and the majority of skystone and skymetal resides here, though it is deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light.

EDIT: 0 remaining points.

(How long will this trend of 0 remaining points continue? Who knows?!)

"With a mighty roar, the power of the Regulator was made manifest. A revelation of benevolence was made known: the land in which the Octo-folk inhabited was perfect for them, and had been the entire time. With a second roar, the land of the tree-folk (also called the Treants) were filled with life and vigor beyond the normal or natural, empowering and invigorating the race, and causing them to look toward the heavens. A third roar was given to keep the world safe from heavenly "gifts". A mighty hole that was torn in the earth grew deeper and greater than before, as the mountains around it rose. Collecting and sealing the ancient and most deadly gift of the rocks that fell from the heavens at the end of the last Age. Thus "the Well of Death" was created. Poison from the Heavens kept safe from the foolish reach of mortals. But safe for how long? For mortals are nothing if not persistent."

EDIT 2: adding a quote mark.


Rolled 11. Stock becomes 141.

Hmmm... I wonder if investing 100 points (20 advancements in this age) in alchemy will be enough to invent elixir of life?


I'd say so. 20th level alchemists can have such, after all.

EDIT: that would mean you only really need nineteen more advancements, by my reckoning. You could even use the star-stuff to make it happen.

EDIT 2:

So, uh, Drejk:

So, before anything else, Advance both kobolds and winged kobolds twice: with (fertility) and (amphibious) and (dragonkin) {basically the half-dragon template, if an in-game example is needed, though without the wings for normal kobolds, maybe} - they now have the ability to spawn with most anything (and they reproduce in extreme numbers) and so that they can really progress forward most anywhere on the planet. They also happen to have the blood of dragons by, you know, being dragons.

Subraces:
"the dragon" (basically an extension of the winged kobold taken a step farther - large creatures, powerful; these can be advanced later; suddenly)

"furry kobold" (more like the forest-spirit kind, made to interact more smoothly with the mammalian kind of creatures)

"barken kobold" (again associated with forest-spirit kind, these are made to interact with the plant-creatures of the world; they are generally a combination of symbiosis and cross-polination)

This all generates the ability, probability, and traits of expanding draconic blood and influence throughout the world at large, improving the world in general. Total cost: 24 points.

Feel free to ignore that, but it hit me as I was writing stuff, and I thought you may like it, so I figured I would share it.

The Exchange

Drejk wrote:

Rolled 11. Stock becomes 141.

Hmmm... I wonder if investing 100 points (20 advancements in this age) in alchemy will be enough to invent elixir of life?

You are the god of Cataclysm for this age...

roll 3d6=7 +2 (Tally 9)

create subrace: Funnel Web Spiders 4pt
Command Funnel Webs: The Funnel Webs return to Hunt for food by opening random Gates to the Webhome 4pt

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.

Tally 1pt


Also, Drejk, I was wrong. Simple math is simple, but Tac has a toddler and ADD. It's a wonder he writes anything correctly.:

Sorry, I was distracted when I first wrote that up, and added a couple things later that weren't in the initial cost perusal. Turns it into 32 points instead of 24, I think.
5x2 (advance race [kobold/winged]: fertility) 5x2 (advance race [kobold/winged]: amphibious), 4x3 (create kobold subraces [dragon, furry, bark]) - total: 10+10+12=32. Yep. Sorry.

Interesting development, YD!

Dark Archive

3d6 ⇒ (3, 2, 2) = 7

7pts


3d6 --> (10 total)

Shape Land:
area 18: an exceedingly deep ocean called the "World Well" which continually generates a kind of holy water toxic to undead and evil creatures, but beneficent to all others.

area 20: 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. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18.

"With a mighty roar of benevolence from the Regulator, the oceans deepen - from within them well the very essence of life, burning those who seek unnatural means to extend their existence. A second act, but one of more quiet, precise, and focused slowly begins to integrate the unnatural fallen essence of star-stuff into the lands around it, erasing foreign corruption by turning into the natural order."

(Two more to go!)

EDIT: Hm... I realize now that I left in a reference to something that doesn't yet exist. Ah well. It's fine. I'll see about making it so, later, if I can get to it before others do.


Also, I realized - a new page needs an updated world note:

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
  • 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
  • Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk
  • Four: mineral-rich mountain ranges, inhabited by the new snake-folk
  • Five: mineral-rich mountain ranges that are atop a mile-high plateu 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
  • Six: inhabited by the treant-folk
  • Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who live in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-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
  • Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays
  • Ten: mineral rich land - inhabited by crow-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 is the site of the largest impact, and the majority of skystone and skymetal resides here, though it is deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light.
  • Twelve: shallow ocean - inhabited by merfolk
  • Thirteen: shallow ocean
  • Fourteen:
  • Fifteen:
  • 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)
  • 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 parimeter) 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)
  • Eighteen: an exceedingly deep ocean called the "World Well" which continually generates a kind of holy water toxic to undead and evil creatures, but beneficent to all others.
  • Nineteen: shallow ocean
  • 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. 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

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 rebred all the "lost" races back into existance, sharing their city with them, and being their defacto rulers. However, they have become obsessed with life - the point they are delving into the very secrets of immortality itself.
  • 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
  • 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).
  • Skeletal-folk: humanoids, metalworking
  • land octopi: academics, metalworking
  • beetle/fly-folk: academics, metalworking
  • bulls-folk: carnivorous, barely sentient
  • treat-folk: academics, metalworking
  • ooze-folk: academics, metalworking
  • gray-folk: academics, metalworking
  • crow-folk: academics, metalworking

Players and Avatars:
yellowdingo [the originator of all, the first cataclysm]: none
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: Herald of Undeath
Tacticslion [former peanut gallery member]: Lion Blade, Guardinal (the Regulator)

Magic (across the whole world):
conjuration: advancement +4
necromancy: advancement +5

Known Peanut Gallery
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)

Now there are only 42 more posts until I do this again. Life the universe and everything! Woohoo!


yellowdingo wrote:
Drejk wrote:

Rolled 11. Stock becomes 141.

Hmmm... I wonder if investing 100 points (20 advancements in this age) in alchemy will be enough to invent elixir of life?

You are the god of Cataclysm for this age...

This does not mean I have to stockpile all the points all the time to invoke cataclysm as soon as possible...

Rolled 15. Total 156.


Ugh, forgot this in my last post. (Slightly edited copy/paste from last page.)

A new page means a new table for me to read and reference to avoid forgetting what's what. Convenience, I say!

Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round).

We are now finished with the first age, 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.

There have been 25 (more or less) "turns" since the great cataclysm (unless there have been more due to days passing, I don't know); the current year is thus CY 18,500.

Point-Buy Table
Action-----Cost by Age Age(2nd)--(3rd)
Shape Land ----------------- 5 ---- 8
Shape Climate ------------- 4 ---- 6
Catastrophe --------------- 10 --- 10
Other Event ---------------- 7 ---- 9
Create Avatar -------------- 7 ---- 8
Command Avatar ---------- 1 ---- 1
Create Race ---------------- 6 ---- 15
Create Subrace ------------ 4 ---- 10
Command Race ------------ 4 ---- 3
Advance Civilization ------ 5 ---- 6
Purify Civilization ---------- 3 ---- 4
Corrupt Civilization ------- 3 ---- 3
Advance City --------------- 4 ---- 5
Purify City ------------------ 3 ---- 3
Corrupt City ---------------- 2 ---- 2
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.

==================================================================

ALSO WORTH NOTING (I don't think I did last time), I basically copied yellowdingo's initial post and edited for ease of reading for me. I really hope you don't mind YD. Let me know if you do. It's not my intent to step on toes, just to make things more convenient for myself and any who might be reading the thread to remember what's going on. My memory's pretty shoddy sometimes.

All: my goal is to update the world-look, and re-post the rules refresher once per "page". Let me know if this isn't a good idea for some reason.

Also, it looks like no one either liked or cared about my proposed rules, so I am presuming a defacto "fail" on the lot of them. I think number two is a presumption, though, anyway, isn't it? (It's how I started playing and how it was noted to me). That's really the reason I put that one in there so it could be a little more clear to future would-be players, encouraging more to engage. Thus, I would encourage a revisit of that one in hopes it passes.

Number one is more an hoped-for rule just to simplify things and clarify them. Otherwise, I'm unsure if I'm supposed to wait for the currently seeming-inactive players (Hama and lucky7) before rolling again on a given day.

The other two were simply "could be fun you guys" and meant as a way to generate a few more points (specifically 1d6 per age, and 1d6 for a new non-me player), so I'm not worried about them at all. I would highly request a review of these two, however:

me wrote:

1) if you have not rolled on either the last page or the last day (whichever is longer) people need not wait on you to roll. (Exception: if, somehow, only one player has posted on a page and it's been more than a day, they cannot make a roll more than once every twelve hours; if a single player multiple-posts to the point of being the only one on a page, they get only one roll per day (calendar date). Other players are considered "inactive" for voting, rolling, and current play, though they can resume playing at any time.

2) any player may start at any time

If you don't like those, I'd love to hear counter-proposals. My main reason for suggesting them, as I said, was clarity and fun.

(Also, I wasn't asking a generic "yes to all, no to all" vote. I was asking about "yes or no" to each one. Sorry if that wasn't clear.)

Thus a quorum of the gods is called!

The Exchange

roll 3d6=7 (tally = 8)


... Alright?

Roll 3d6=13 (total: 13)

Shape Land (5 points):
- area 15: extremely dense hills, mountains, and nearly impenetrable forests (at last we see

Create Avatar (7 points):
- the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit)

Command Avatar (1 point): Yannah-Elishar
- see the world, and bring light of peace and true life to all places

(remaining: 0 points)

EDIT: oops. Forgot to subtract for the used Command Avatar ability!

"Coming into existence from deep within the World Well, a deep light of soothing peace and joy steps forth from the depths of the ocean onto the land. It begins to cross every place and find every habitation, bringing brief moments of joy and peace to each creature it sees, save those who are wicked and hateful... or those who are no longer living. Those dark ones flee before the radiance, hide in the depths, or perish."

So, hey, ulgulanoth:
I've made 11 an extremely deep hole surrounded by impenetrable-by-land mountains. The reason? To gather all the poisonous (including deadly radioactive) skystone and skymetal from across the globe and place it there. Something your undead crew might be exceedingly interested in. Just imagine: all that extraterrestrial poisonous substances collected into a singular location. That sure sounds like a powerful source of potential necromancy to me!

and

So, lucky7, if you're interested:
I'm thinking of creating two subraces of the boogeymen and dwarves. One is the dark ones (effectively drow), while the other is the sapiens (human-like Halfling/Changelings). That okay with you?

Those were ideas that had come to me previously. Feel free to ignore them (or tell me "no"!) if you like. Peace!

Dark Archive

1 person marked this as a favorite.

3d6 ⇒ (5, 3, 5) = 13

20pts

advancing the snake/scorpion folk undead society 4 times to lean the secrets of starstone smithing

I like the way you think Tacticslion


Rolled 12. Total 168.


Arg! My clock was off?! I could have sworn I waited until after midnight to roll again. Actually, I know I did. How is it, "Yesterday"...?

NEAR-INSTA-EDIT: ARG, okay, so I know what I did wrong. The boards are on pacific time. I was on Eastern. It was something like 1-ish in the morning here... which of course meant that it wasn't quite 12 over there, due to three hours difference. Sorry.

EDIT 2: to be clear, I apologize for rolling twice "in one day". I didn't think I was, at the time. Now I just have to wait for yellowdingo to roll before I can again!

Also, glad you like ulgulanoth! :)


EDIT: Blarg?! Hah-HAH! Vindication! Everyone had rolled prior to my second roll! Woot! I'm freeeeeeeeeeeeeeeeeeeeeeeeeeee!

Roll (3d6): 10

me wrote:

Shape Land (5 points):

- area 15: extremely dense hills, mountains, and nearly impenetrable forests (at last we see

So... can you tell I edited? Poorly? Heh, "(at last we see what was referenced in area 20)."

Anyway,

Shape Land (5 points):
- area 14: fertile hills

Command Avatar (1 point): Guardinal the Regulator
- reveal the world to all living mortals

"With a mighty roar, hills and valleys are made known to the mortal races who had not yet explored beyond their borders and new knowledge of them floods those who did as well."

Remainder: 3

Dark Archive

1 person marked this as a favorite.

3d6 ⇒ (5, 6, 5) = 16

so 3 advancements of the undead society on star metal working 15pts

command avatar: Herald of Undeath; to pick the greatest necromancers of all the races and take them to the pit where the starmetal is at 11, and build a new city there 1pt

The Exchange

1 person marked this as a favorite.

roll 3d6=9 (tally 17)
Advance Divination magic of the Spider people Divination(3) 10pt
The Great Mother becomes one with the web. Avatar: The Web Consciousness 7pt

All web is now the Web Consciousness. This allows Funnel Webs to open gates when in contact with prey.


Roll (3d6): 9 (total 12 points)

Command Avatar (1 point): Yannah-Elishar: infuse all of the living with self
- Create Avatar (5 points): the Inner Light

Total spent: 6 points
Total remaining: 6 points

"On his journey to see all of the world and all of the realms beyond, Yannah-Elishar touches each living creature, and they him. Within the essence of all living things resides the Inner Light. It is a wellspring of personal essence from which any being may tap their own potential and their own greatness. Within all the living now resides the barest hint of divinity, only extinguished by the essence of Undeath."

The Inner Light is now part of all living things and is within all living things. It (and thus Yannah-Elishar) is aware of every action that a living being takes, and provides a conscience for all people. As well, anyone may now tap into psionics as an innate power source, and, if they were not able to before, can now cast divine spells so long as they worship a deity and are not undead.

Dark Archive

3d6 ⇒ (3, 2, 6) = 11

11 for the stock for now


Roll 3d6: 12
Total: 18

Dark Archive

3d6 ⇒ (5, 4, 4) = 13

24pts


Rolled... 6. Total 174.

The Exchange

1 person marked this as a favorite.

roll 3d6=11

create sect among the Ape Folk (The Fire Circle): 6pt
Command Sect (Fire Circle): 4pt
The Fire Circle are compelled to gather the oldest of the tribe once a year and create a song that must be sung to the tribe for the rest of the year.

tally 1pt

Dark Archive

1 person marked this as a favorite.

3d6 ⇒ (5, 6, 5) = 16

40pts! ok now to start advancing some guys

Skeletal-folk: bone-forging

land octopi: illusion magic

beetle/fly-folk: hot air ballon technology

bulls-folk: spirit magic

treat-folk: nature magic/druids

ooze-folk: alchemy

gray-folk: psionics

crow-folk: way of the sword


Rolled three fives. Total grows to 189.


Roll 3d6 (roll: 17) holy mackerel!
Total: 35
Also: no Internet right now. I don't know when I'll get it back. Play as if I'm not here for now, and I'll roll when I can.
"A powerful aberrant force assaults reality, but the Regulator and his brethren turn their attention toward it, seeking to preserve everything, though it takes all their effort and concentration."

(I hope that coding is right: iPads, amirite?)

The Exchange

roll 3d6=9+1 (tally = 10pt)

Create Spiderfolk Subrace (Redbacks). 6pt
The Redbacks are exclusively necromancers.
Command the Redbacks to begin a war with the Kobolds. 4pt

Dark Archive

3d6 ⇒ (2, 2, 1) = 5

5pts... keeping it in the stock


3d6 (4, 3, 5) roll 12
Total Stock (47)

Dark Archive

3d6 ⇒ (5, 3, 3) = 11

15 in the stock

1pt to command the herald of undead to gather all the geat dead of all the civilisations and keep them in a secret tomb to ressurect after the next catastrophy


Rolled 9. Stock is 198.

The Exchange

roll 3d6=8 (tally 8)

The Exchange

Drejk wrote:
Rolled 9. Stock is 198.

When you get to cataclysm, remember to count the number of turns you made since first cataclysm - Cataclysm guy is also 'time keeper'.

Also Let me know what type of cataclysm so I can design the card for it.


But... But... I wanted to do a few things before cataclysm!

Dark Archive

Drejk, its ok, you can't get to cataclysm before you tell yellowdingo what type it is!

also 3d6 ⇒ (6, 5, 6) = 17

32 in the stock


3d6 (3, 2, 2) = 7
Total: 54

The Exchange

Drejk wrote:
But... But... I wanted to do a few things before cataclysm!

Cataclysm god gets to do very little during their time as cataclysm god...suck it up and take that resentment out on the world.

Other event: I create the Artefact known as the Arku: an enclosing sphere within which the occupants may be held in Stasis. 7pt

Command Avatar: I command the Web Conciousness to Attack the Dragon Avatar Cocooning the Destroyer before he can Ravage the World and imprisoning him in the Arku. 1pt

Dark Archive

3d6 ⇒ (3, 5, 4) = 12

44
advancing the races again for 40pts

Skeletal-folk: bone-forging

land octopi: illusion magic

beetle/fly-folk: hot air ballon technology

bulls-folk: spirit magic

treat-folk: nature magic/druids

ooze-folk: alchemy

gray-folk: psionics

crow-folk: way of the sword

4 remain


3d6 (5, 1, 6) = 12
Total: 66

Dark Archive

3d6 ⇒ (4, 3, 5) = 12

16pts

The Exchange

roll 3d6=12

Dark Archive

3d6 ⇒ (6, 5, 5) = 16

32pts in the stock for now

The Exchange

Create Subrace (Golden Orb Weaver) 4pt
They create a golden spidersilk which they turn into cloth. Golden Spidersilk is a good quality of Body armour.

Export Padded Armor +4

remainder 8pt


3d6 (2, 5, 4) = 11
Total: 77

The Exchange

No sign of Drejk? I only imprisoned his Avatar in the Arku...

Other event: The Arku appears among the Bettle-folk in a rain of rocks from the sky. 7pt

3d6 ⇒ (4, 1, 1) = 6

tally= 7

Dark Archive

3d6 ⇒ (4, 2, 6) = 12

44pts, spending 1 to command the herald of undeath to collect all the dead bettle-folk and place their corpses in the giant crypt


I haven't taken my dice with me... Time to try that forum dice roller...

3d6: 3d6 ⇒ (4, 1, 3) = 8


For a total of 206.

Dark Archive

uh-oh

201 to 250 of 1,201 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Gamer Life / General Discussion / Create a World Game All Messageboards

Want to post a reply? Sign in.