Create a World Game


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3d6 ⇒ (1, 3, 2) = 6
New total: 18

Shape Land on Area 15 to create tall, steep sided mountains: 8
Advance civilization to increase the stone mansonry of the stone giants: 6
Command Stone Giants to to build a mighty citadel at the pinacle of the tallest mountain in the new moutain range bordering their lands: 3

Stockpile: 1


Roll 3d6 (1, 3, 6) = 10
Total 80

Dark Archive

3d6 ⇒ (3, 4, 1) = 8

162


3d6 ⇒ (6, 3, 6) = 15


Random roller seems to like me more than my dice. Or maybe my dice are just suited to GURPS...


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3d6 ⇒ (5, 2, 2) = 9
New total: 10

Command mountain citadel to begin stockpiling necessities for the coming cataclysm: 2
Advance civilization to teach the stone giants mining to allow them to t6nnel deep into the mountain for added protection: 6

Stockpile:2


3d6 => (4, 1, 3) = 8
Total: 88

... how do you guys get the green dice? I know I'm going to feel stupid for asking later.

Dark Archive

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[dice] and [dice] with / in side and between the [][] have say dice on 3d6

Dark Archive

also
3d6 ⇒ (4, 2, 5) = 11

173... feel the doom comming

The Exchange

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roll 3d6=11

Send Dream to the Giants of the Artifact known as the Arku. If you can find all the pieces it can be used to Trap the God of Cataclysm... 10pt

1pt remaining

Dark Archive

3d6 ⇒ (5, 1, 6) = 12

185


3d6 ⇒ (6, 1, 6) = 13

Nice! (Also, yeah, I feel kind of dumb.)
EDIT: Also, I meant to add: thanks, ulgulanoth!

Total: 103

Advance Civilization (6 points): Treants x17
- once in nature magic/druid
- three times in psionics
- ten times in natro-cerebric enlightenment ["cerebric theurge"] (like a mystic theurge, but with psionics/nature magic instead)
- two times in nature magic/druid
- once: they are all endlessly reincarnating treant-folk: they never truly die, but are, instead, reborn the following day

Command Avatar (1 point): Inner Light - create an impression of all living creatures (constantly updated) until they become Undead; they can later be recreated as they were prior to death (or prior to undeath).

Total Remaining: nada.

EDIT: This era is so short, and life has been so busy, I haven't had the time to create an updated map. I may wait until the end of the Era...

The Exchange

Any Triangle with land that Faces onto another Triangle with land can be a continent.


3d6 ⇒ (6, 2, 3) = 11
New total:13
Create sect of Arku Seekers in stone giant citadel: 4
Command sect to mobilize elite military strike forces around the world to search for the Arku: 2
Command sect to mine deep into the mountains looking for the Arku: 2

Stockpile: 5


Looks like my Sunday roll was eaten by a grue when it was dark.

3d6 ⇒ (5, 6, 1) = 12


3d6 ⇒ (1, 3, 5) = 9
Total: 9

Dark Archive

3d6 ⇒ (4, 4, 6) = 14

199... oh so close


3d6 ⇒ (3, 4, 6) = 13
Total: 22

Advance Civilization (6 points): Treant-folk
- once: their immortality is even more powerful; they are now sustained by their own inner light and need never subsist on outside sources (eating, drinking, daylight, air, etc) ever again, but they can produce said resources for others to enjoy
- once: they gain the ability to become ethereal or material at will

Other Event: the Arku Seekers sect finds all of the pieces of the Arku: 10 points

Remaining: 0 again

Welp, you guys need to do something with the pieces. I'm out!


3d6 ⇒ (4, 1, 5) = 10
New Total: 15

Other Event: The Arku Seekers assemble all of the pieces of the Arku in their mountain cidatel, imprisoning the God of the Cataclysm. 10

Unfortunately, the methods used to acquire the pieces have inspired fear and hatred from the other races in the world; especially the Kobolds whose king was murdered in an attempt to recover one of the pieces. Corrupt Civilization causing the Kobolds to deeply hate the stone giants: 3

Now that the God of the Cataclysm is trapped, the Arku Seekers have become obsessed with the power held within. They begin researching dark arts to find ways to harness that power for their own ends. Corrupt City on the Moutain Cidatel of the Arku: 2

Stockpile: 0


Huh, looks like that worked. I wasn't sure it would.

Sorry, ulganoth!
(You know, I'm not sure that you can't keep rolling and gathering more... scary as that thought is... Rovagug...)

3d6 ⇒ (5, 1, 3) = 9
Total: 9

Dark Archive

3d6 ⇒ (3, 3, 3) = 9

208...

I'll gather up more resources, but looks like the appocalypse has been delayed

The Exchange

ulgulanoth wrote:

3d6

208...

I'll gather up more resources, but looks like the apocalypse has been delayed

My Insidious plan continues to advance...

roll 3d6=12 (tally=13pt)
Create race: Kekaiauan (aka 'The Chaos') out in space beyond the world. 10pt
I command the Web to make contact with the Arku...and draw off its power for my own ends. A small web emerges from interdimensional space and falls across the Arku...3pt

Tally=0


3d6 ⇒ (3, 1, 2) = 6

Not much I can do with that.

Stockpile: 6


3d6 ⇒ (1, 4, 1) = 6

Seems that another of my rolls were eaten by a grue...


Apparently grues also nibbled on today's roll...


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Total 78.

Create race - grues, stalking the nights (6 points).

Shape land x 5 to extend the darklands from triangle 17 to five nearby triangles and another shape land x5 to phase the excavated stone in lower atmosphere creating a chain of floating islands. (50 points)

Advance kobolds twice: they breed flying lizard mounts and use their knowledge of alchemy and starmetals to invent flying ships. (10 points)

Command kobolds to colonize the flying islands and build a city on the largest one and then advance the city twice. (12 points)

Zero points left. Certainly the grues that traveled into past and have eaten my few rolls recently have that in mind, preventing further development of koboldish flying cities!

Dark Archive

3d6 ⇒ (3, 1, 5) = 9

217

I wonder if I should wait till 400pts...

The Exchange

ulgulanoth wrote:

3d6

217

I wonder if I should wait till 400pts...

The Web touching the ARKU in which you are imprisoned has drawn off 10pts. A new web falls across the ARKU.

Surplus 10pt


3d6 ⇒ (6, 5, 1) = 12
New total: 18

Advance Civilization: The stone giants begin studying dark magics to learn how to siphon the power imprisoned in the Arku. [5]

Advance Civilization x2: The stone giants are now building seige weapons and working on black powder cannons in attempt to counter the air superiority of the Kobold Empire. [10]

Stockpile: 3


Clever girl*...

3d6 ⇒ (2, 5, 3) = 10

Total: 19

(If I have time, later today, I'll spend my points and then get an updated world-map on this page. Sorry about missing a page. If not, I'll just have to wait to tomorrow.)

* Or boy. Look it's a quote. :P :)

The Exchange

roll 3d6 (tally=19)


3d6 ⇒ (5, 1, 2) = 8

Stockpile: 11


3d6 ⇒ (1, 3, 6) = 10

Total: 29

Advance Treant Civilzation in psionics (x3) (18 pts)
Advance Treant Civilization - they are incarntations of the celestial virtues of Goodness (benevolence, generosity, goodness, life, love) (6 points)
Purify Treant Civilization (exhibit benevolence, generosity, love, goodness, life) (x1) (4 points)

Command Avatar: Inner Light, partially merge with Treant Civilization (1 point)

EDIT: total remaining: none

"With something akin to a spiritual sigh, the Inner Light partially merges with the Treantfolk, purifying them and bringing great enlightenment to their people, and making them its Chosen Vessels of all that is good and pure in the world. Their highest aim is now the good of all."


Game Update Notes:
The Map (by triangles of number): (all squares have sky-stone and sky-metals on or in them from the First Cataclysm)

  • One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk
  • 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; 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
  • Four: mineral-rich mountain ranges, inhabited by the new snake-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
  • 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
  • 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: fertile hills and and rocky foothills; inhabited by stone giants
  • 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
  • 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
  • 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.
  • 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.

Civilizations:

  • First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users; nearly deceased at the end of the first age, some now live with the kobolds
  • Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it.
  • Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existance, sharing their city with them, and being their defacto 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 intrests of all living creatures at heart. Unfortunately, militeristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, with a mighty city on the largest (advanced x2).
  • Merfolk: some live with the kobolds
  • Scorpion-folk: advancement x3 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
  • Snake-folk: all magic, especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
  • Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
  • Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
  • Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters).
  • Spider-folk: chaotic neutral, advancement x5 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it.
  • Skeletal-folk: humanoids, metalworking, bone-forging (x2)
  • land octopi: academics, metalworking, illusion magic (x2)
  • beetle/fly-folk: academics, metalworking, hot air balloon technology (x2)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x2)
  • treant-folk: academics, metalworking, nature magic/druids (x5), psionics (x6), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, 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.
  • ooze-folk: academics, metalworking, alchemy (x2)
  • gray-folk: academics, metalworking, psionics (x2)
  • crow-folk: academics, metalworking, way of the sword (x2)
  • undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater, is advanced (x4) into starstone smithing
  • 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), construction (x2), basic military strategy (x2) and stonemasonry, mining and tunneling (to survive the cataclysms), 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.
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world
  • Grues: night-stalkers

Avatars:

  • yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web)
  • Hama [former peanut gallery member]: none
  • lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
  • Drejk [an alien dragon deity]: Great Serpentine Rescuer
  • ulgulanoth [creator of many races]: Herald of Undeath
  • Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity), Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things)
  • Turambur [former peanut gallery member, creator the stone giants]: none

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

Artifacts <'of the Immortals'>:

  • Arku: 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 be a plot on the part of the the Web Consciousness, though, as first one tendril and now two has fallen across it and begun siphoning some power...
  • 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

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)

EDIT 1 and 2: to bold the names of the artifacts and note said edit. And then to put them in list form
EDIT 3: ... and to switch Hama and yellowdingo's avatar entries. Sorry, guys.

It's possible I missed something. Let me know. Also, I hope you guys appreciate how hard it was to update through two ages and a metric ton of changes and additions, and alterations through the game! :P :D

(Oh, and Drejk, I had to guess on the Darklands/Floating Islands. 19, 20, 10, and 8 were also possible options for sides that "touched" 17 by a corner (both 19 and 20 by the same corner, in fact), but I think the ones I chose were the most appropriate because 17 either touched them along a full side (18, 16, 9) or they were "sandwiched" between two that 17 touched along a full side and they touched 17 with a corner (11, 7). Let me know if you feel (or meant) otherwise.)


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.

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.

There have been 22 (more or less) "turns" since the second great cataclysm; the current year is thus CY 19,820.

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

Dark Archive

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3d6 ⇒ (6, 2, 5) = 13

220

For the first time did the god in the Arku dreamt, his dreams filling the dreams of all the people of all the lands with insidious visions of war, his utter hate filling everything in his mind as he was held in stasis

1- command sect (undead scorpionmen and snakemen) to pull the strings of all the nations to bring about a total war 2pt
2- corrupt civilisation - 3pts the stone giants into using their dark magic studies to create weapons of mass destruction powerful enough to destroy the Arku
3- corrupt civilisation - 3pts Kobolds to create weapons of mass destruction
4- corrupt civilisation - 3pts each of the spider folk become incredibly antagonistic against each of the other breeds of spider folk to the point of genocide
5- corrupt civilisation - 3pts ape-men to start a massive drive of conquest of all the other lands
6- corrupt civilisation - 3pts treant-folk to become self secluded and completely uncaring for any creature not native to their forest

203pts left


Huh? Forums ate my today roll... Thankfully I noticed that and can amend that.

3d6 ⇒ (4, 4, 1) = 9


*sigh* I just noticed that I used wrong costs for my last set of actions... I am at -31 points at the moment.


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Tacticsline wrote:
It's possible I missed something. Let me know. Also, I hope you guys appreciate how hard it was to update through two ages and a metric ton of changes and additions, and alterations through the game!

We do!


Drejk wrote:
Tacticsline wrote:
It's possible I missed something. Let me know. Also, I hope you guys appreciate how hard it was to update through two ages and a metric ton of changes and additions, and alterations through the game!
We do!

:D

EDIT: Also, I didn't name things because, honestly, I ran out of time.

Those three posts took all day until I posted them in the first place, slowly building them around an active toddler. Sorry. :(

EDIT 2:

yellowdingo wrote:

GEOGRAPHICAL LOCATIONS

A. Bodies of Water
The World-Sea: Segara Dunia
Other Oceans: Lautan, Samudera
Seas: Laut
Lakes: Tasik, Telaga
Lochs: Danau

B. Major Land Masses
Continents: Daratan, Benua, Bertarak, Berpantang
Island: Pulau
Archiapelago: Kepulauan, Nusantara

C. Other Coastal Regions
Reef: Karang
Peninsula: Seminandjang
Sea Coast: Pantai laut
Coast: Pantai, Tepi Laut
Inlets: Tempat Masuk, Djalan Masuk, Teluk, Tjeruk
Cape: Udjung Tanah
Bay/Gulf: Teluk

D. Other Landed Regions
Country: Negeri, Tanah Air, Tanah Tumpah Darah, Desa, Dusun
Nation: Bangsa
Land: Bumi, Pertiwi
Domain: Tanah, Daerah
District: Daerah, Kewadanan
Province: Wilajat
Empire: Keradjaan
Frontier: Topal Batas
Desolation: Pembinasaan, Kesunjian
Deserts: Padang Pasir, Gurun, Sunji, Sunji Sengap, Keting-Galan, Djasa
Plains: Medan, Padang, Dataran, Datar
Territory: Wilajah

E. Other Geographical Sites and regions
Oasis: Waha(h)
Crater: Kawah
Ravine: Djurang
Chasms: Ngarai, Tubir
Marsh/Swamps: Paja, Rawa
Mountains: Gunung
Highlands: Tanah Tinggi, Tanah Hulu
Forest: Hutan
Valley/Dale: Lembah

Putting this here to work on later. I love these names.

So. Exhausted. Today.:

(Toddler climbed onto diaper change table by himself with no obvious method.)
(Toddler learned to count to six.)
(Toddler acquired baby lotion and hand sanitizer.)
(Toddler obsessed with peanut butter, black beans, and crackers. And milk.)
(iPad cracked from the corner after being dropped on the tile.)
(Toddler created songs on his own today. Wonderful songs.)
(New Baby coming next July*.) :D

* Known about this one for a while, and really happy about it. Still tiring getting ready. :)

The Exchange

ulgulanoth wrote:

3d6

220

For the first time did the god in the Arku dreamt, his dreams filling the dreams of all the people of all the lands with insidious visions of war, his utter hate filling everything in his mind as he was held in stasis

1- command sect (undead scorpionmen and snakemen) to pull the strings of all the nations to bring about a total war 2pt
2- corrupt civilisation - 3pts the stone giants into using their dark magic studies to create weapons of mass destruction powerful enough to destroy the Arku
3- corrupt civilisation - 3pts Kobolds to create weapons of mass destruction
4- corrupt civilisation - 3pts each of the spider folk become incredibly antagonistic against each of the other breeds of spider folk to the point of genocide
5- corrupt civilisation - 3pts ape-men to start a massive drive of conquest of all the other lands
6- corrupt civilisation - 3pts treant-folk to become self secluded and completely uncaring for any creature not native to their forest

203pts left

The Web draws off another 10pt from the Arku...

A new web falls across the Arku...

roll 3d6=7 (tally=36pt)

Dark Archive

193

3d6 ⇒ (4, 2, 6) = 12

205...

command avatar 1pt - Herald of undeath to release the god inside the Arku
command city 2pts - stone giants living near the Arku to help the herald of undeath to open the Arku
command sect 2pts - undead society, use necromancy and star metal technology to turn the Arku into a suit of armour for the Herald of Undeath

The god of death while in stasis could reach the minds of mortals, having corrupted their minds he influenced them to release him, in return he would give them his breath, which would grant them all the extremes of life

The stone giants lead by the herald of undeath drew the imprisoned god from beyond time. It took them days to crack open the Arku, but once they did the essence of the dark god escaped, in the form of a small cloud of dust and ash. And so the god kept his promise granting the world his breath

cataclysm - every triangle 200pts, breath of the imprisoned god blankets the world afflicting all creatures living or undead

At first the breath gave the mortals and undead alike great insight, incredible knowledge and pure ecstasy, as the chosen few toiled the harnessed the Arku into a suit of armour for the Herald, making him and him alone immune to the breath of the god.

Then came wrath, for two years the mortals and the undead where granted great anger between themselves, they fought a great, short, bloody war that engulfed the world, terrible weapons were unleashed, cities where destroyed and much of the gained knowledge was lost forever.

After the years the breath's wrath intensified but instead of granting the mortals any more knowledge it took it away numbing their minds into a stupor. barely six months past before the breath began to rob them of their senses, it filled them with the cold of the void so that no warmth could heat them up. Soon they new not light, sound or any pleasure only true agony. And thus ended the third age, not with a flash but a long drawn slow painful death.


3d6 ⇒ (2, 2, 2) = 6

Gah. The breath of death's god blocked my roll...

EDIT: -25 points.

Also, I should have create a small moon instead of flying islands and move kobolds there...

The Exchange

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ulgulanoth wrote:

193

3d6

205...

command avatar 1pt - Herald of undeath to release the god inside the Arku
command city 2pts - stone giants living near the Arku to help the herald of undeath to open the Arku
command sect 2pts - undead society, use necromancy and star metal technology to turn the Arku into a suit of armour for the Herald of Undeath

The god of death while in stasis could reach the minds of mortals, having corrupted their minds he influenced them to release him, in return he would give them his breath, which would grant them all the extremes of life

The stone giants lead by the herald of undeath drew the imprisoned god from beyond time. It took them days to crack open the Arku, but once they did the essence of the dark god escaped, in the form of a small cloud of dust and ash. And so the god kept his promise granting the world his breath

cataclysm - every triangle 200pts, breath of the imprisoned god blankets the world afflicting all creatures living or undead

At first the breath gave the mortals and undead alike great insight, incredible knowledge and pure ecstasy, as the chosen few toiled the harnessed the Arku into a suit of armour for the Herald, making him and him alone immune to the breath of the god.

Then came wrath, for two years the mortals and the undead where granted great anger between themselves, they fought a great, short, bloody war that engulfed the world, terrible weapons were unleashed, cities where destroyed and much of the gained knowledge was lost forever.

After the years the breath's wrath intensified but instead of granting the mortals any more knowledge it took it away numbing their minds into a stupor. barely six months past before the breath began to rob them of their senses, it filled them with the cold of the void so that no warmth could heat them up. Soon they new not light, sound or any pleasure only true agony. And thus ended the third age, not with a flash but a long drawn slow painful death.

The Dark God Escapes his Prison


3d6 ⇒ (3, 2, 2) = 7
Total: 7

EDIT: gives them to Drejk, who is now at -18


Dice rolls break for me regularly...

3d6 ⇒ (5, 3, 2) = 10


-8... Maybe tomorrow or day after tomorrow I will be able to actually do something. Or not.

Dark Archive

3d6 ⇒ (1, 6, 6) = 13

giving 8 to Drejk for him to be at 0

putting 5 in the stock for a total of... 5


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3d6 ⇒ (1, 3, 2) = 6
New Total: 17

Shocked and dismayed by the 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.
Purify civilization: 4

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.
Create sect: 4
Command sect: 2

Stockpile: 7


3d6 ⇒ (2, 6, 2) = 10
Total: 10

EDIT: as the game technically ended when uluganoth unleashed his cataclysm (as the third and "final" age was over)... what point-value are we using?

EDIT 2: What I mean, is, technically there are no rules from this point forward. Should we craft some based on the 3rd Age rules to make a 4th age? (one round is a year, slightly modified prices, etc)?

EDIT 3: I'm all for continuing. I just want to know what we're doing going here on out.

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