Divinity Forge - Competitive World-Building (Inactive)

Game Master Umbral Reaver


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Divinity Forge

The Entity looks upon the myriad gods and sees them looking over their primitive peoples, all eager to spread their influence far and wide. It pleases her to see them so eager to master this newborn world. The time has come. She releases her grip on the world and it starts to turn. The First Age begins.

She gathers them, allowing them for the first time to witness her form; she is a thing of the cloth of space itself, bejeweled with stars and adorned with myriad nebulae and distant galaxies. The Entity smiles - her dark lips formed from the dust shadows across bright clouds - and speaks,

"Welcome to your world. Some of you I have taken from other realms, and you know the weight of divinity well. Others, I have brought forth fully formed in this realm and know godhood for the first time. You are given rulership over your chosen people, and freedom to do with the world as you please. I do not govern your actions, and I do not judge. Good and evil are your tools to wield as you see fit.

But this world will end - as all worlds must - and I set a challenge. One mighty god will not fade with its passing, but be elevated to stand with me in the vast cosmos. The god most worshipped by this world's people will receive this glorious prize. The rest will be naught but dust and memory, as infinity reclaims its brief gift of existence.

Now go, seed the world with life and thought. Craft the greatest nation this world has ever seen - or ever will see! Go, and be victorious!"

The first dawn shines.

Divinity Forge Rules
The World Map (Also game chat; click on the speech bubble in the top right to join)

Cycle 1 of The First Age: Dawn of the Gods

The world has awoken and the gods are given power over its lands and people.

Events

A Spark of Divinity:

The mystic potential of the world and its inhabitants is untouched, even and calm across its surface. This makes it easy for gods to draw upon its energies.

This turn, if you roll a total less than 10 when gathering Power, treat the roll as a 10.


3d6 ⇒ (6, 1, 1) = 8 *Edit after everyone sees the roll!* Treated as a 10 due to ROUND 1 RULES.

Nitty grit:

Settlement at G3: Create Settler. Cost: 1 (1 settlement, no settlers, 0 difficulty). 9 Power Left.

Move settler G3 to F3 (no roll needed due to TRAVEL. Keep that in mind for all settler movements!).

Settlement at F3: Grow. Cost 1: 1 Pop + 1 Difficulty - 1 agriculture. 8 Power Left.

Settlement at F3: Create settler. Cost 3: 0 settlers + 2 settlements + 1 difficulty. 5 power left.

Move settler at F3 to E3.

Settlement at E3: Grow. Cost 1: 1 Pop + 1 Difficulty - 1 agriculture. 4 power left.

Settlement at E3: Advance. Cost 1. 1 difficulty. 3 power left. 2 science gained.

Spend 1 science on Survival. Gain Survival rank 1.

Settlement at G3: Grow. Cost 3: 0 difficulty + 4 pop - 1 agriculture. 0 power left.

END TURN with 0 power, 1 science held in reserve.

Description:

A roaring Shout shared the scene with the spectacle of shooting stars that shined and sped across the spread wealth of the skies at the awakening of the Centaurs. The Shout spoke thus to all assembled:

"I, Alosvalophos, have chosen you, the Centaur, as my people. Heed my commandments, that you might ever be held in my favour: Spread and subdue! There is no higher calling than this! You are my people, and the world is yours! Conquer first The Riding, for such shall your island home be named. The Ipposarchia shall reign triumphant!"

The Centaur were well disposed to follow the Lord on High, and began began the conquest along the Northern coast of The Riding. Though home in flat scrubland, their hooved feet made a mockery of the elevation of the hills, and they could hardly complain of the forest's shade. Indeed, they became so used to travelling through these different climates that upon settling the woods, they realized that they had nothing to fear from alternate climates--they could not only survive, but thrive no matter where they rode. No doubt their skill in agriculture--principally revealed through the ease which they found pasture growing tall and high for them--assisted this revelation, as they required little to grow sufficiently to spread so speedily.


He who is Within and Without, the Father of Thought.

Generating Power: 3d6 ⇒ (2, 4, 3) = 9 > 10.

The stage is set. The words of the Entity filled Prexus with a newfound ambition. The Father of Thought had taught his people, the Iremae, the two most important lessons of all. These lessons should suffice for now. If a Father cannot put trust in his children, how could the children ever have faith in their Father?

The Iremae used to have raw power determine who would rule. Now, after the Great Thought had struck them, the definition of power had been rewritten. Collectives of Thought were formed. The brightest of ideas flourished here. Sound plans reverberated and through cooperation, the Iremae managed to expand their holdings. Nearby tribes were often nothing but savages. Worst of all, they had not been touched by the Divine Spark. Against the Collective they stood no chance.

Settlers moved out of Erus into the nearby wetlands. Slowly but steadily, the Iremae settled these new lands and civilized them. Many new thoughts were added to the Hall of Records, Archive of Thoughts and the Library of Realisations. To the east, a mountain range loomed and an enormous vulcano dominated the skyline. This unforgiving wall of stone would let no thoughts through and the Iremae had but one way of conquering; by going over it.

Settlement H-14: Create Settler. Costs 1 (0 difficulty, 0 settlers, 1 settlement). 9 power left.

Settler H-14: move to I-15. Travel domain means no check is needed. Build new settlement.

Settlement I-15: Grow, from 1 to 2. Costs 1 power. 8 power left.

Settlement I-15: Create Settler. Costs 2 (0 difficulty, 0 settlers, 2 settlements). 6 power left.

Settler I-15: move to J-14. Build new settlement.

Settlement J-14: Create Army (1 unit). Costs 3 power (base 2, difficult terrain 1). 3 power left.

Army (1 unit) J-14: move to K-14.

3 power left. If possible, goes into the pool.


3d6 ⇒ (2, 2, 6) = 10

Exactly ten.

Well...

Time for the first miracle: create people on tile E9 for 4 points (one settlement squared times 6, +1 for distance, halved for Community domain and rounded up).

The second settlement (E9) grows by 1 at the cost of 1 point of power (population 1, difficulty reduced to 0 by survival, rounded up to a minimum of 1) and performs festivals generating 2 points of power.

The first settlement (D8) grows by 1 at the cost of 5 points of power (population 5, 0 difficulty) and then advances research generating 6 points of science for 0 power (difficulty 0)

6 points of science are spent to learn agriculture 1 (1 point), religion 1 (1 point), religion 2 (2 points), and religion 3 (2 points)

Power: 2
Science: 0
Worshipers: 8
Inventions: Agriculture 1, Religion 3, Survival 1
Settlements: The First City (D8; population 6), The Enclave Of The Chosen Ones (E9, population 2).

When The One City grew, a young Kai-Tang named Get ventured into the wild mountains in seek of enlightenment. Far from safety of Kai-Tang community she sensed that she is observed by someone - from the jungle shadows emerged a group of half-feral Kai-Tang with fur colors she never saw before. With gestures, grunts and simple symbols they rold her story of being woken up by great serpentine spirit to meet her, learn from her and teach her in return. Get takes the name of Get-Tol becoming lover and teacher/student of The Red Scaled One chosen children. Soon they send their family-brothers and children back to The One City which changes its name to The First City. With insight from The Chosen Ones and their own studies, The First City develops ways of tending to the fruits and grubs of the jungle to make them bigger and fattier, start to study mysteries of The Red Scaled One and ponder on the questions of philosophy.

EDIT: Corrected science cost of inventions letting me buy one more invention for the same points.


3d6 ⇒ (5, 3, 1) = 9 Increase to 10 for first turn

The Phorax have finally attained the appropriate operational level to begin expanding their operations into new vectors. The first external action units are installed with appropriate larvals and begin to head out into the wider world, even as the great Lord Yogga inspires their existence abroad.

Miracle Create People L12 5points (1settlement^2=1*6=6/2for domain=3+2for diagonal distance=5)

Create Settler: N14 : 2 (2settlements+0settlers+0difficulty)
Move settler to M14 and settle

Grow Settlement: L12 : twice 3points (1pop+0diff + 2pop+0diff = 3

Settlements L12 and M14 advance generating 4 science
Buy advancements 1 point - Religion
- - - - - - - - 2point - Agriculture
Power:0
Science:1
Worshippers:8
Advancements: 1survival 1religion 1agriculture
settlements Enclave N1494pop), Enclave M14(1pop), Enclave L12(3pop)


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

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EDIT: Re-working due to a rules failure on my part. Sorry.
EDIT: Leaving for now, because, in creating a new settlement, it's right there. If it's noted that I need to change it (by intent), than I'll gladly do so.
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Reposting from here, let me know if I need to re-roll instead. Sorry for my confusion!

Power: 3d6 + 1 ⇒ (3, 2, 6) + 1 = 12

My E7 people produce [Advancement] (cost 0 power). This generates three five science!

The Shaecubi Advance in Survival twice (cost 3 science)!

I enact a Civic Miracle [Inspire City] to inspire My E7 people produce one settler (cost 5+1=6 divine power). The settler does nothing at this time.

I enact a Civic Miracle [Create People]; I create a second iteration of my Shaecubi people in K14 (cost 3 power). They produce [Festival] (cost 0 power; generates 1 power).

Remaining
Power: 4
Science: 1

Does that work, UR, or do you want me to be more poetic in my descriptions. 'Cause I've got some ideas, but I don't know how much you want me to clutter the place with narrative.

EDIT: will this let me edit?

EDIT: I see narrative is the order of the day. Well, then! Not feeling well, so it's kind of lame. :P

The Dark Seer moves. Its people rise up and follow its command. The learn about the harsh coldness of the world that contrasts their own inner fire and warmth. They learn to adapt, and prepare to move forth into the world at their lord's command. Pleased with the first results, he shed his blood again, creating a second iteration of his race. They celebrate as, with a blessing of fecundity, the proliferate greatly, spreading ti fill their new home.

EDIT #?: Okay, copy/pasting enough times worked.


*cough*

Small correction. My power surplus is 1 point, not 2 points.

Spoiler:
Festival generates power equal to half the population, not full population. My bad.


Cycle 1 Concludes

No combat this cycle.

The world map has been updated. See the map's information tab for your current status. If you feel I have made a mistake, please say so in the discussion thread.

The Red Scaled One:
The festival in E9 generates only 1 Power (equal to half the population, rounded up). You have 1 Power stored at the end of your turn.

Lord Yogga:
Your create people miracle counts the distance before halving. It works out to the same cost, though.
Settlements cannot grow twice in the same turn. Your settlement at L12 grows only once. 2 Power is unspent.
You generate 3 science from your advancement actions. You have 0 remaining.

The Dark Seer:
Your miracle would cost: (1 settlement squared * 6 + 7 distance) / 2 = 7 Power. At this point in your turn, you have 6 Power remaining, so it would leave you on -1. However! Foreign forces now occupy the target tile. Your miracle can only target empty tiles, so your Power is retained. This is fortunate. The army would have captured the settlement.

Cycle 2 of The First Age

The diverse people begin to spread and settle their surroundings.

Events

No events this cycle.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

3d6 + 6 + 1 ⇒ (1, 5, 2) + 6 + 1 = 15 (6 points from religion 3 x 2 settlements, 1 point of surplus from previous round)

The First City (D8) grows for 5 points (6 population, -1 for agriculture 1) and then makes scientific advances generating 7 points of science.

Research is focused on increasing religion to 4 (3 science) and then to 5 (3 science) leaving 1 point of science for further development.

The Enclave Of Shamans (E9) grows for 1 point (population 2, -1 for agriculture, difficulty reduced to 0 by survival anyway) and then produces settlers for 2 points (2 settlements, 0 settlers, difficulty reduced to 0 by survival).

The settlers move to F9 (no movement roll thanks to survival) and create a new settlement which immediately grows for 1 power and makes a festival generating 1 point of power.

Five points of power pay for an inspire city miracle allowing The First City to create single army for the remaining 2 points of power.

Power: 0
Science: 1
Worshipers: 11
Inventions: Agriculture 1, Religion 5, Survival 1
Settlements: The First City (D8; population 7, 1 army), The Enclave Of The Chosen Ones (E9, population 2), The Swamp Settlement (F9, population 2).

Studies of philosophy and cosmology in The First City continued with some Kai-Tang combining philosophy with physical regimen leading to creation of martial adepts - ape-folk honing their bodies and spirits by fighting and meditating together.

In mean time, the Enclave Of Shamans sent some of their kin to the east, creating many small settlements in highland wetlands, where they continued to ponder on the wonders of the spirits and make offerings of the wildland bounty.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

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3d6 + 1 ⇒ (1, 1, 6) + 1 = 9
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Power: 6+8 = 14
Science: 1
Worshipers: 5
Advancement: Religion 1, Survival 2 (total 3)
Settlements: E7

My E7 people produce [Advancement] (cost 0 power). This generates four science!

The Shaecubi Advance in Religion (cost 3 science)!

I enact a Civic Miracle [Inspire City] to inspire My E7 people produce one settler (cost 5+2=6 power). The settler does nothing at this time.

I enact a Civic Miracle [Inspire City] to inspire my E7 people to produce an army (cost 4 power).

I enact a Civic Miracle [Create People]; the Shaecubi people spread to E8 (cost 3 power). They produce [Festival] (cost 0 power; generates 1 power).

Having been thwarted by a shift in reality, the Dark One moves his people to a nearby mountaintop, granting a sudden burst of fecundity. His people continue to ready their expansion, as they continue to seek the religious truths inherent in themselves as the children of the Dark Seer. From their high place, they look down and see strange movement in the depths of the alien green canopy below. What does this mean? What could it foretell?

Power: 1
Science: 2
Worshipers: 5
Advancement: Religion 2, Survival 2 (total 3)
Settlements: E7, E8

EDIT: making some corrections


3d6 ⇒ (2, 2, 5) = 9

9 power to begin the turn.

Settlement at F3: Grow! Cost: 1 (1 difficulty + 1 population - 2 cost + 1 minimum). 8 power left.

Settlement at G3: Advance! Gain 5 science for 5 population. (6 science)

Buy advancements Religion 1 (cost 2 science), Religion 2 (cost 3 science). 1 science left.

Settlement at F3: Create settler! Cost: 3. 5 power left.

Move settler to G4 from F3. Settle.

Settlement at E3: Grow! Cost: 1 (1 difficulty + 1 population - 1 difficulty - 1 agriculture - rounded to 1 [grr!]). 4 power left.

Settlement at E3: Create settler! Cost 4 (4 settlements + 0 settlers).

Move settler to F4 from E3. Settle.

Settlement at F4 holds a FESTIVAL. Gain 1 power! 1 power.

Settlement at G4 grows! Cost: 1 (2 difficulty + 1 population - 1 survival - 1 agriculture). 0 power.

Result:

0 power, 1 science. New settlements at G4 and F4.

RP:

Religious sentiment explodes amongst the Centaurs as they reach the Southern Strait for the first time. A hecatomb of cattle is prepared and slaughtered by the seas, inaugerating a grand festival in honour of their beneficient God who has brought them to near total domination of The Riding in but two cycles. There is only the inhospitable marshes to conquer, and then...the sea.

Meanwhile, philosophy flourishes in their steppe homelands, as the Ippoarchia grows in wisdom as well as might. The great thinkers amongst the Centaur discern the first principles, and are first to espouse that it is not the same thing to be burnt and whipped as not to be burnt and whipped.

So far, the Ippoarchia has not had use for arms. The warriors grow restless, and take to hunting as a poor substitute for war. They punch a lot of deer in the face. These are their ways--they are inscrutable.


He who is Within and Without, the Father of Thought.

Power Generation: 3d6 ⇒ (6, 2, 4) = 12

I'll either slowly edit my post or figure it out and post it in a couple of hours! Sorry, had a rough night, need sleep :<


Power Gathering: 3d6 ⇒ (3, 3, 1) = 7+2Carryover +3religion (1 lv1x3settlements)
12 Power

Grow Settlement M14 1 points (1pop+0diff-1ag)
Command Settlement N14 Advance - Generates 4 science
Advancement - Agriculture 2 - 3science
Grow settlement L12 1 points (2pop+0diff-2ag)
Command Settlement L12 Create Settler 3points (3stm +0stl +0diff)
Command Settler move to K12 and settle
Grow Settlement K12 1 points (1pop +0diff{1height diff-1survival)-2agg)
Grow Settlement N14 2 points (4pop+0diff-2agg)
Command Settlement M14 and K12 Advance - Generates 4 science
Advancement - Religion 2 - 4science

Power:4
Science:1
Worshippers:11
Advancements:Survival 1, Agriculture 2, Religion 2
Settlements: M14, N14, L12, K12

The Phorax continue their inexorable advance across the globe, beginning to move into the more difficult regions of the world their specialized artiframes make life among the high hills almost as easy as a flat plain.
They send up their praises to the great Lord Yogga as new improvements in their resource gathering techniques allow for simplified growth and expansion of population within their new and existing enclaves.


I hope I'm doing this right.

Starting power: 0
Starting science: 0
Starting worshippers: 5

Power gathering: 3d6 ⇒ (3, 2, 4) = 9

Grow Settlement 5 -> 6 in H9. Cost: 4 (5 +0 terrain -1 Ag)
Create Settler in H9. Cost: 1
Move settler to H10 and settle.
Grow Settlement 1 -> 2 in H10. Cost: 1
Terrain Miracle: Raise terrain in G9 to 1J Cost: 3 (Nature)
H10 settlement advances. Generates 2 Science.
Advancement: Survival 1

Ending Power: 0
Ending Science: 1
Ending Worshippers: 7


He who is Within and Without, the Father of Thought.

Dark tidings to the east forced the Iremae to think, and act fast. A war-like race of all-consuming parasites were expanding their grasp on the barren wastes of the continent. Perhaps they had troubles climizating to more verdant regions, but the advancement of this parasite race was so rapid that no risks could be taken. Some voices said that diplomacy was the answer, but most knew that without a strong sword and the power to back up the words the Iremae would speak, diplomacy was nothing but a gesture of weakness. A philosopher by the name of Archaedores claimed that Prexus would not approve of wanton aggression, but mortal fear had gotten the better of the minds of most. The horns of war were sounded and the Iremae marched forwards onto uncertainty.

Power pool at the start of the turn: 15.

Settlement J-14: create army (1 unit). Costs 3 power, 12 power remains.

Army J-14: move to K-13.

Settlement I-15: grow, size 1 to 2. Costs 1 power, 11 power remains.

Settlement I-15: advance! 2 points of science.

Settlement H-14: advance! 4 points of science, for a total of 6.

Science! 6 power buys the scientific Iremae 4 advancements (S1) -1, S2) -1, S3) -2, S4) -2 = total cost of 6)

Old techs: Seafaring 1.
New techs: Seafaring 1, Religion 1, Agriculture 1, Armour 1, Weapons 1.

Army K-14: remains where they are.

Settlement J-14: grow, size 1 to 2. Costs 1 power, 10 power remains.

Ending power: 0.
Ending science: 5.
Ending worshippers: 8.


He who is Within and Without, the Father of Thought.

Ignore my above post. I got my alternative post copy/pasted in a notepad document, but I'm awaiting a reply from Lord Yogga.


He who is Within and Without, the Father of Thought.

Ignore the above post. The stupid board ate my edited post and I have to type it from scratch.

Yes, sometimes I can't help but dislike the paizo forums ><

The Iremae meet the Phorax, a strange alien people. Through the intervenance of the Gods, the Iremae do not clash with the Phorax.

Power pool at the start of the turn: 15.

Settlement J-14: create army (1 unit) Costs 3 power, 12 power remains.

Army J-14: move to K-13.

Settlement I-15: grow, size 1 to 2. Costs 1 power, 11 power remains.

Settlement I-15: advance! 2 points of science.

Settlement H-14: advance! 4 points of science, for a total of 6.

Science! 6 power buys the scientific Iremae 4 advancements (S1) -1, S2) -1, S3) -2, S4) -2

= total cost of 6)

Old techs: Seafaring 1.

New techs: Seafaring 1, Religion 1, Agriculture 1, Armour 1, Weapons 1.

Army K-14: remains where they are.

Settlement J-14: grow, size 1 to 2. Costs 1 power, 10 power remains.

Settlement H-14: grow, size 4 to 5. Costs 3 power (+4 size, -1 agriculture), 7 power

remains.

Create people! J-13. A settlement comes to be, size 1. Costs 6 power, 1 power remains.

Settlement J-13: grow, from size 1 to 2. Costs 1 power, 0 power remains.

Settlement J-13: advance! 2 science points are created.

Ending Power: 0.
Ending Science Ranks: 5.
Ending Science points: 2.
Ending Worshippers: 11 (if I'm not mistaken!).


Cycle 2 Concludes

No combat this cycle.

The world map has been updated. See the map's information tab for your current status. If you feel I have made a mistake, please say so in the discussion thread.

The Dark Seer:
You started with 1 more Power and Science than you thought.
The action taken by a city after being inspired is not reduced in cost by your community domain.
The following actions could not be completed: Create People Miracle (insufficient power). Festival in E8 (no settlement).

The Source:
[ooc]Your terrain miracle cost an additional 1 for distance. (6 + 1)/2, rounded up is 4. Since this is your first turn, I have allowed you to spend into negative Power.

Prexus:
The halved cost of advancements is rounded up. You end your turn with 1 Science remaining.
The following actions could not be completed: Create People Miracle (insufficient power, 55 required!). Grow in J13 (no settlement). Advance in J13 (no settlement).
Your Weapons advancement was not completed, due to insufficient Science.

Cycle 3 of The First Age

Disparate nations come into contact with their rivals.

Events

Blessed are the Meek:

A strange philosophy gains traction throughout the world, emphasising humility and honouring the downtrodden.

This turn, the god with the least worshippers gains an additional 10 Power. If two or more gods share this position, each of them gains an additional 5 Power instead.

The Dark Seer has the least worshippers and gains 10 additional Power.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

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2d6 + 2 ⇒ (3, 2) + 2 = 7
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Power: 12+7 = 19
Science: 3
Worshipers: 3
Advancement: Religion 2, Survival 2 (total 4)
Settlements: E7

My E7 people produce [Advancement] (cost 0 power). This generates three science!

The Shaecubi Advance in Religion (cost 4 science)!

I enact a Civic Miracle [Inspire City] (cost 6 power); the Shaecubi people in E7 produce 1 army.

I enact a Civic Miracle [Inspire City] (cost 7 power); the Shaecubi people in E7 produce 1 army.

I enact a Civic Miracle [Create People]; the Shaecubi people spread to F7 (cost 4 power).

One settler and two armies attempt to move to D8. The difficulty would be 2 (V->C, 1->2), but Survival (2 ranks) reduces this to 0 (there is no listed minimum difficulty). Thus he succeeds)*. 1d6 ⇒ 4
-> The Settler becomes a town with a population of 1 defended by its army.

One settler attempts to move to D6. The difficulty would be 1 (V->C, 1->1), but Survival (2 ranks) reduces this to 0 (there is no listed minimum difficulty). Thus he succeeds*. 1d6 ⇒ 6
-> The Settler becomes a town with a population of 1.

* Given that it says that "1 always fails" only under armies attacking, it seems that the armies are the only part that statement applies to.

Shadows move and unwind. What was thought accomplished never was, and who can tell what is truth and what is illusion in the darkness, when the darkness itself is what moves? But at last it is accomplished. The false revelry of the people are finished, and they set forth establishing three new steps into the world, pouring forth like the magma from rocks in the cite of their origin and first home, to flood and fill, though, unlike the magma that gave birth to them, they flow upwards as well as below.

Power: 2
Science: 2
Worshipers: 5
Advancement: Religion 3, Survival 2 (total 5)
Settlements: E6, E7 (origin), E8, F7


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3d6 ⇒ (4, 5, 2) = 11

11 + 10 (gathered by religion + 2!) = 21.

I have 1 science left over from last turn.

The nitty grit:

Settlement at G3 ADVANCES for 5 science! (6 science total).

Settlement at F3 GROWS at a cost of 1 (+1 dif +1 pop - 1 ag - 1 sur rounded to cost 1).

Settlement at E3 GROWS at a cost of 1 (1+ dif +2 pop - 1 ag - 1 sur).

Settlement at G4 GROWS at a cost of 1 (1+ dif +2 pop - 1 ag - 1 sur).

Power: 18 after those moves.

Settlement at E3: CREATE SETTLER! Cost: 5 (5 settlements + 1 difficulty - 1 survival).

Move settler to E4, settling all of THE RIDING (Northern Island).

We're just horsin' around here!

13 power held in reserve at this point. Continuing on...

Cast miracle: TERRAIN RAISE on G5. Cost: 6. Next turn, that shallow will become Flat Wetland. 7 power left.

BUY: Agriculture + 2 (4 science). 2 science left.

Settlement at F4 GROWS at a cost of 1 (3+ dif + 1 pop - 2 ag - 1 sur).

Settlement at E4 GROWS at a cost of 1 (+3 difficulty + 1 pop - 2 ag - 1 sur).

5 power left after the last two actions.

F3 and E4 ADVANCE for FOUR SCIENCE. 6 science total.

Buy. RELIGION + 3 (5 science). 1 science left.

F4 holds a FESTIVAL for + 1 power. Six power left.

CREATE SETTLER: G4. Cost: 6 (6 settlers + 1 difficulty - 1 sur).

MOVE settlers to (while waiting for their Alosvalophos to Moses the terrain) G5. 1d6 ⇒ 1

The settlers fail to move! Horses don't like fishes D: (Their tails do not act as rotors.)

The Riding is conquered: The Wetlands fall beneath trampling hooves that draw the island under the rule of the Centaur people. The Ippoarchia now stretches from sea to sea, an equine civilization that holds unchecked sway over the whole island.

A particularly clever Centaur develops the Ontological Argument for the existence of Alosvalophos. No one may refute him with the Perfect Island, on account of the fact that everyone knows the Riding -is- the Perfect Island already. Duh.

Hunters keep punching deers in faces. In fact, they get so good that venison becomes their main source of protein. An agricultural surplus follows.

Though promised dry land from their benevolent God, a pack of centaur settlers try to use their tails as rotors to cross the shallows. They fail miserably and return soaked and humilated.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

Shaecubi invade Kai-Tang hometown?! (they must have lost their way while colonizing)

3d6 + 15 ⇒ (6, 5, 3) + 15 = 29 (religion 5 multiplied by 3 settlements)

Defensively smite two armies and settlers belonging to The Dark Seer that invade The First City (D8) for 9 power.

Smite the last army on E7 for 4 power (3 plus 1 for distance) hopefully preventing The Dark Seer from invading soon.

The First City (D8) grows for 6 power (7 population -1 agriculture) and then advances generating 8 science. Eight science is used to research religion 6 (4 science) and religion 7 (4 science).

The Enclave of Shamans (E9) grows for 1 power (2 population -1 agriculture) and creates army for 2 points.

The Swamp Settlement (F9) grows for 1 power (2 population -1 agriculture) and creates army for 2 points.

Power: 4
Science: 1
Worshipers: 14
Inventions: Agriculture 1, Religion 7, Survival 1
Settlements: The First City (D8; population 8, 1 army), The Enclave Of The Chosen Ones (E9, population 3, 1 army), The Swamp Settlement (F9, population 3, 1 army).

The peace of the Kai-Tang is disrupted by a band of marauding Shaecubi warriors stumbling in to The First City from the depths of jungle. Before the hostilities can break out, a serpentine shape flies from the sky blasting the invaders with gouts of boiling venom...

Having witnessed the Red Scaled One in his full glory, Kai-Tang focus on discussing divine nature, role of gods, duties of deities toward mortals and mortals toward deities.

The other two settlements have a more realistic approach after hearing about the invasion and start training their own martial adepts.


4reserve power + Generation: 3d6 ⇒ (4, 1, 3) = 8 + 8 religion (lvl2*4settlements) = 20
Carryover 1 science

The lord of the Phorax learns of troops gathering at the border of it's land, and acts just as promised.
A dark rain begins to fall, black as pitch from the sky, the armies below settle in to shelter until it passes, but in the days that follow they grow lethargic then sickly and by the time the sun once more shines only a handful of ragged, wasted survivers crawl free to bring the tale back to their people.

Miracle Smite army K13 2points (3+1distance/2domain)

Grow Settlement K12 1 point (2pop+1diff-1surv-2agg)
Grow Settlement L12 1 point (2pop+0diff-2agg)
Grow Settlement M14 1 point (2pop+0diff-2agg)

Command Settlement L12 and M14 Advance - Creates 6 science
Command Settlement K12 Create Armies - 2 armies for 4 points (2*2armies+1diff-1surv)

Command Army 1 army remains in K12 while 1 army moves into L12
Wary of duplicity after the appearance of armies so close to their border so soon after the declaration of armistice the Phorax prepare to defend themselves. They bring the first of the Reavers online and busy them to work fortifying the lands and eliminating any troublesome local lifeforms.

Advance - Survival 2 for 5 science

Create settler N14 - 4points (4stm+0stl+0diff)
Move settler from N14 to M13 and settle

Grow settlement M13 1 point (1pop+2diff-2surv)
The Phorax expand into the jagged hill land that exists between their disparate settlements, new advances in stoneworking and articulated motivation allowing for the easy acclimatization to this new landscape, which is thankfully clear of any impeding organic life.
Grow settlement N14 2points (4pop-2agg+0diff)

Create Army M13 2points (2*1army +2diff-2surv)

Power:2
Science:2
Worshippers:16
Advancements:Survival 2, Religion 2, Agriculture 2
Settlements: Prime enclave N14, M14, M13, The inspired collective L12, K12


Starting Power: -1
Starting Science: 1
Starting worshippers: 7

Power generation: 3d6 ⇒ (5, 4, 6) = 15

Settlements: Sporefall H9, Rhizome H10

Grow Sporefall: Cost 5-1=4.
Grow Rhizome: Cost 2-1=1.
Terrain Miracle: Alter G10 to forest. Cost: 4.
Rhizome: Create Settler, Cost 2.
Move settler to G9, settle Bloom.
Grow Bloom: Cost 1 (Survival lowers difficulty).
Advance Bloom: 2 Science
Advance Sporefall: 6 Science

Advancement: 2 ranks of Survival, 1 rank of Religion. Cost: 9 Science.

Ending Power: 2
Ending Science: 0
Ending worshippers: 10

Increasingly at home in their new world, the Cordyceps continue their expansion and find themselves able to handle far more environments in this world. Their hosts travel beyond their borders, finding home in the jungle as well.


He who is Within and Without, the Father of Thought.

Power Generation: 3d6 ⇒ (6, 3, 1) = 10


He who is Within and Without, the Father of Thought.

The people feel deep regret and sorrow for they have made a terrible mistake. They did not heed the words of their Father and did not pay their proper respects to the Phorax. To make up for this, the Father has issued the Iremae to start building schools and temples where proper worship of the Father is possible and where the people may be educated in his ways. This comes at the cost of some of their personal freedom, but so is the price of peace. Meanwhile, the artisans of the Iremae have started work on a gift for the Phorax: a statue inscribed with runes of knowledge and wisdom. Through this gift, they hope to offer their excuses in a tangible manner and so fill the rift between them, knowing well that they were the ones who created it.

Since I'm unaware of how this would go, I'll leave it till next turn. If possible, I'd like to donate some power and or science. Something for the discussion thread!

Power: 10 generated, 6 remaining from last turn (durp, fail create people) and 3 generated through religion = 19.

Army K-14: move, to J-14.

Settlement H-14: Grow! Size 5 to 6. Costs 4 power (5 size - 1 agriculture). 17 power remaining.
Settlement I-15: Grow! Size 2 to 3. Costs 1 power (2 size - 1 agriculture). 13 power remaining.
Settlement J-14: Grow! Size 2 to 3. Costs 2 power (2 size - 1 agriculture + 1 difficulty). 12 power remaining.

Settlement H-14: Advance! Gain 6 science.
Settlement I-15: Advance! Gain 3 science.
Settlement J-14: Advance! Gain 3 science. Costs 1 power (difficulty 1). 11 power remaining.

= 12 science in total, plus the 2 remaining from last turn is 14.

Settlement H-14: Inspire! Costs 10, 1 power remaining.
Settlement H-14: Advance! Gain 6 science.

= 20 science in total.

Science ranks gained: 5 at the cost of 19 science points. 1 science point remains. (Cost = 3+3+4+4+5=19)
1: Religion 2
2: Religion 3
3: Religion 4
4: Survival 1
5: Agriculture 2

Science ranks (10 total): Religion 4, Agriculture 2, Survival 1, Weapons 1, Armour 1, Seafaring 1.

Ending power: 1
Ending population: 12.
Ending science points: 1.


Cycle 3 Concludes

The shallow ocean at G5 was raised to become flat wetland by Alosvalophos' divine power!

Prexus' army at K13 was destroyed by Lord Yogga's divine power!

The mountainous jungle at G10 was altered to become mountainous forest by The Source's divine power!

No combat this cycle.

Please view the map's information tab for your current details! They may be different than your own record-keeping.

The world map has been updated. See the map's information tab for your current status. If you feel I have made a mistake, please say so in the discussion thread.

The Dark Seer:
Please check the information tab for your correct Power and Science reserves.
The cost of an action taken by an inspired city is not reduced by the Community domain; only the cost of the inspire miracle is halved (from 10 to 5). The second create army action is at the correct cost.

Alosvalophos:
The create terrain miracle costs an additional 1 due to distance.
The following actions could not be completed: create settler (insufficient Power). Cannot complete action: move settler (no settler).

The Red Scaled One:
Smite recanted as requested. Power not spent.

Cycle 4 of The First Age

The first sparks of conflict between the gods arise.

Events

No events this cycle.


He who is Within and Without, the Father of Thought.

Power Generation.: 3d6 ⇒ (3, 6, 2) = 11

I will start doing the math now and plan my turn! But fear not, it won't take two days this time *blushes*


Power 2 reserve + generation: 4d6 ⇒ (1, 4, 1, 4) = 10 +10 religion (lvl2religion*5settlements)

Power:22
Carryover Science: 2

Grow Settlement K12 1power (3pop-2agr+1diff-2surv)
Grow Settlement L12 1power (3pop-2agr+0diff)
Grow settlement M13 1power (2pop-2agr+2diff-2surv)
Grow settlement M14 1power (3pop-2agr+0diff)
Grow settlement N14 3power (5pop-2agr+0diff)

Command Settlement - Create Settler K12 5power (5stm+0stl+1diff-2surv)
Move Settler K12 to J12 and settle
Grow settlement J12 1power (1pop+2diff-2surv)
Command Settlement J12 Create army 2power (2*1army+2diff-2surv)
The Phorax push higher into the great barren mountains, using new bifurcated leg designs to easily rise along the steep slopes of the dunes and find the more stable land on high, carving out a new enclave and establishing another company of reavers to safeguard the borders from the fickle swamp organics.

Command Settlement M14 Create Settler 6power (6stm+0stl+0diff)
Move settler M14 to M15 and settle
Grow Settlement M15 1power (1pop+2diff-2surv)
The Phoraxi desire to grow and establish a border to prevent swamp organic interference in their expansion leads them to make their first dedicated foray into the organic rich regions of the world. Their is significant difficulty involved in dealing with local entities but this leads to a greater access to construction materials.

Command Settlements L12, M13, M15 and N14 to advance - generates 15 science

Advance - - Religion 3 - 6science
- - - - - - Survival 3 - 7science

Power:0
Science:4
Advancements: Survival 3, Agriculture 2, Religion3
Worshippers:23
Settlements: N14, M15, M14, M13, L12, K12, J12


He who is Within and Without, the Father of Thought.

Proudly the artisans presented their work to the Collective of Thinkers, men and women clad in the colored robes of their office - each color representing the rank of its wearer within their respective organisation. A marble pillar, some twenty feet high, was revealed to the gathered people. Men and women stepped forward and let their hands glide over the polished marble, studying the runes and depictions that were chiseled into it. The pillar represented Iremae craftmanship and to those who could read, and thus study it, it explained the purpose of the Iremae and their ideals. Prexus walked amongst his people, disguised as a simple scribe, and through his touch, infused it with power. This would make a fine gift ...

I'm 'gifting' 2 power to Lord Yogga through this pillar. What he does with the pillar and where he places it, is completely up to him!

The pillar was but one of the many things the Iremae did during the current Cycle of the Calendar of the Entity. They used their newfound wisdom and knowledge to enter a Golden Age! New settlements were founded by adventurous pioneers. Urged onwards by the Lesson of Without, they went forth to further the glory of Prexus in new lands. The lands between the Phorax and the Iremae were off-limits and Iremae officials went into these lands to lay down stones, marking the border between the two peoples.

11 power generated, 12 power through religion and 1 left from last turn makes for 24 power to be used this turn. 2 is gifted, so 22 remains.

Settlement H-14: Grow! Size 6 to 7. Costs 4. 18 power remaining.
Settlement J-14: Grow! Size 3 to 4. Costs 1. 17 power remaining.
Settlement I-15: Grow! Size 3 to 4. Costs 1. 16 power remaining.

Settlement H-14: Advance! Gain 7 science. 8 science in total. Costs 0.
Settlement J-14: Advance! Gain 4 science. 12 science in total. Costs 1. 15 power remaining.

Technology!
Spent 11 points to gain 2 ranks (costs are: rank 10 = 5, rank 11= 6).
Religion from 4 to 5.
Survival from 1 to 2.
Science ranks total: 12.
Science points remaining: 1.

Settlement I-15: Settler! Size 4 to 3. Costs 3. 12 power remaining.
Settler I-15: move to J-16. Build settlement.
Settlement J-16: Grow! Size 1 to 2. Costs 1 power. 11 power remaining.
Settlement J-16: Settler! Size 2 to 1. Costs 4 power. 7 power remaining.
Setler J-16: move to I-16. Build settlement.
Settlement I-16: Grow! Size 1 to 2. Costs 1 power. 6 power remaining.
Settlement I-16: Settler! Size 2 to 1. Costs 5 power. 1 power remaining.
Settler I-16: move to H-15. Build settlement.

Ending power: 1.
Ending science ranks: 12 (Religion 5, Agriculture 2, Survival 2, Weapons 1, Armour 1, Seafaring 1.)
Ending science points: 1.
Ending population: 17 (if I'm not mistaken!)
Ending settlements: 6 (H-14 @ size 7, J-14 @ size 4, I-15 @ size 3, I-16 @ size 1, J-16 @ size 1, H-15 @ size 1.)


OOC: I will post while I am at work, but let me roll now.

I have six power left over from last turn (as I had insufficient power to create settlements).

So, let's see my power total is: 4d6 ⇒ (4, 3, 1, 1) = 9

...9? Really? -9-? What the f!~+, dice, what the f~$!?

Good thing I have the SIX POWER from before, and also 3 * 6 = 18 power from my religion + 3!

So I have a grand total of...

33 power to play with this turn. You shall see the fruits of my labours when I dick around at my work computer!

Also, clearly centaurs CAN swim, and the last turn was a vicious lie propagated by anti-centites.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

.
.
3d6 + 8 ⇒ (2, 1, 4) + 8 = 15
.
.

Power: 0+15=15
Science: 0
Worshipers: 6
Advancement: Religion 2, Survival 2 (total 4)
Settlements: E7, E6, E8, F7

My E7, E6, E8, and F7 people all Grow (cost 6 power).

My E7, E6, E8, and F7 people all produce [Advancement] (cost 0 power). This generates six science!

Civic Miracle [Inspire City]: E7 is inspired to create a Settler! (cost 9 power).

The Shaecubi Advance in Religion (cost 5 science)!

The darkness is filled with many mysteries and half-truths that seem done, but are undone. As the illusions of another world are slowly shaken for the hard truth of this one, the Shaecubi people begin to learn their new world and slowly forget the rules ingrained by the memories of their father. Nonetheless, they are blessed by surging fecundity.

Power: 0
Science: 1
Worshipers: 5+1 settler
Advancement: Religion 3, Survival 2 (total 5)
Settlements: E7, E6, E8, F7


33 power + 1 science

Settlement at F3 GROWS. Cost: 1. (2 pop + 1 dif - 2 ag - 1 sur rounded to 1). Pop is now 3.

Settlement at E3 GROWS. Cost: 1 (2 pop + 1 dif - 2 ag - 1 sur rounded to 1). Pop is now 3.

Power is now 31.

ADVANCE settlements at F3, G3 for SIX SCIENCE.

Buy: Survival 2 for 6 science. 1 science held in reserve.

Settlement at E4 grows. Cost 1 (3 difficulty + 2 pop - 2 ag - 2 sur = 1). Pop 3.

Settlement at G4 grows. Cost 1 (3 pop + 1 dif - 2 ag - 2 survival = 1). Pop 4.

Power is now 29.

ADVANCE settlements at E4 and G4 for 7 science + 1 science in reserve.

Buy: Survival 3 for 7 science. 1 held in reserve.

Settlement at F4: CREATE SETTLER. Cost 6 power (6 settlements + 3 difficulty - 3 sur = 6). \

Power is now 23

Move settler to G5.

Grow settlement at G5 cost 1 (3 difficulty + 1 pop - 2 ag - 3 surv rounded to 1).

Create settler at G5 cost 8 (7 settlements + 3 difficulty - 3 surv = 7).

16 power left

Settler moves to F6.

Settlement at F6 GROWs. Cost 1 (1 dif + 1 pop - 3 sur - 2 ag rounded to 1). Pop: 2

15 power left.

CREATE ARMY at F6. Cost: 2. 1 army.

13 power left.

GROW settlement at G3 for 3 power (5 pop + 0 dif - 2 ag = 3). Pop: 6.

ADVANCE G3 for 6 science. + 1 science held in reserve.

Army at F6 ATTACKS The Dark Sage's HOME SETTLEMENT at E7. Dif: 1 due to -3 survival (0S -> 0B -> 0C -> 0V - 1V = 4 - 3. No movement roll due to travel. Due to the domain of war, my army will attack twice.

Cast miracle SMITE on The Dark Sage's population at E6. Destroying 1 population, reducing it to 1 population. Cost: 4. (3 + 1 dis)

Cast miracle SMITE on Dark Sage's army at E7. Destroying his army. Cost: 4 (3 + 1 dis)

Cast miracle SMITE on Dark Sage's settler at E7. Destroying 1 settler. Cost: 4 (3 + 1 dis)

12 power from the last two actions, leaving 1 power left which shall be reserved for the next turn + 7 science.

RP:

By the grace of Alosvalophos, a land-bridge emerges from the murky depths to give the Centaurs free reign to explore the continent south of the Riding. This bridge is quickly settled by the Centaurs, who though finding some difficulty in the watery domain, are nevertheless decreasingly hampered by terrain due to the hardiness that their expansion has endowed their people.

Meanwhile, wisdom flourishes in the Riding. However, with wisdom comes tom foolery near behind. This accounts for the rumours that a bunch of Centaurs had braved the waters, only to find that their tails were not sufficiently powerful to act as rotors to propel them through the water. As it so happens, this was merely the jests of Sanstesticles, a famous gelding playwright who wrote the tale as a satire of Centaur expansionism. There were calls to castrate him for libel, but...he already had no balls, so he got away Scot (or Ippoarchian) free.

Far more gravely: The Centaurs have finally found an enemy, and their actions betray the bestial ruthlessness which had long been checked by distance since crossed. Ill satisfied with mere fists (though they shall surely punch the faces the dead in the FACE!), the Centaurs warriors come equipped with powerful recurve bows and long lances. These they use with frightful efficacy (a volley of arrows followed by a devastating charge with the lances) as they bring misery to the Shaecubi, attacking the very core of their empire upon the volcanic hill they call their home. Their general mocks the Dark Seer.

"Sinner! Our God, Lord on High, Lord of the Spangled Sky, Sky Father, Celestial Patriarch, Alosvalophos the Broad-Reaching, has commanded us to SPREAD and SUBDUE. You are an ABOMINATION in the eyes of our God, and his wrath bids us OBEY his commands! We come now to slaughter you to the last.

"What is yours is ours and forever shall be. You will be conquered by the Centaur!"

As if pleased by the ruthlessness displayed by his people, Alosvalophos himself aids the Centaur. "The stars throw down their spears and water Heaven with their tears", or rather, the tears of the Shaecubi water the world as the celestial sons of Alosvalopho, at his command, make an appearance in the heavenly flesh upon the field of war. Taking the vague form of Centaurs as a type of ippoanthropomorphizing (horse-man forming, taken from anthropomorphizing) from their immaterial existence, the sons walk as veritable titans upon the earth, bearing tremendous swords which cut such a swathe across the field as to slaughter thousands by the stroke, and wearing armour which reflects the majesty of the heavens themselves to such an extent that miniature stars are kindled upon the surface of the metal, exuding such brilliant light as to leave dazzled the enemy at a distance of miles.

When the ravages of the sons are complete, the Dark Seer's army that would otherwise meet the Centaurs upon the volcano has been destroyed. Likewise, the settler which occupied the same space is destroyed, and half the population of the neighbouring locales of the crater die almost as an afterthought of the cataclysmic violence that was imposed upon the volcanic hill.

"Our father triumphant!" call the sons as they ascend to the sky following their appearance.


4d6 + 21 + 17 ⇒ (6, 5, 1, 4) + 21 + 17 = 54 power (7 religion x 3 settlements, +17 supply from previous turn)

The First City (D8) grows for 7 power (8 population, -1 agriculture) and advances generating 9 science. Together with surplus of 1 science this allows inventing agriculture 2 (5 science) and survival 2 (5 science).

The Enclave Of Shamans (E9) grows for 1 power (3 pop, -2 agri) and produces settlers for 3 power. Settlers move and create a new city on D9.

The Swamp Settlement (F9) grows for 1 power (3 pop, -2 agri) and produces settlers for 4 power. Settlers move and create a new city on F10.

The newly settled Harbor Watch (D9) grows for 1 power and creates an army for 2 points.

The newly settled Southern Harbor (F10) grows for 1 power and creates an army for 2 points.

The First City (D8) receives Inspire City three times for 15 points of power using advance three times and generating 27 science. This allows for researching religion 8 (6 science), religion 9 (6 science), religion 10 (7 science) and survival 3 (7 science), leaving 1 point of science in surplus.

The Kai-Tang civilization thrives, its philosophical and theological studies reaching levels of complexity beyond comprehension of more world-oriented races, while at the same time slowly spreading into surrounding lowland swamps, seemingly unaware of nearby conflict.

Smite directed against population of The Dark Seer's settlement on E7 twice for 8 power.

Smite directed against armies of The Dark Seer on E8 twice for 8 points of power followed by army from Harbor Watch attempting to move there under the Red Scaled One's guidance with mission of bringing enlightened civilization to Shaecubi living there (if possible they would try to capture the city instead of destroying it - possible only if their occupation takes place after it grew). The mountainous crater is difficult terrain for Kai-Tang, even with their high survival skills requiring result of 3+ (5 steps away terrain chart, -3 for survival). 1d6 ⇒ 5. Success.

The Red Scaled One flies from his hidden lair and strafes over the lands of Shaecubi burning them with his terrible breath. Kai-Tang follow the path of flames bringing aid and consolation to the survivors.

The Red Scaled One lands in the burning ruins of the Shaecubi capitol, turns towards the rampaging centaurs and roars "I have fulfilled what your master asked me for... Leave now, for I will obliterate remains of this place soon."

Power: 1
Science: 1
Worshipers: 19
Inventions: Agriculture 2, Religion 10, Survival 3
Settlements: The First City (D8; population 9, 1 army), The Enclave Of The Chosen Ones (E9, population 3, 1 army), The Swamp Settlement (F9, population 3, 1 army), Harbor Watch (D9; population 2), Southern Harbor (F10). Possibly Shaecubi leftovers (E8; population either 1 or 0).


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Power Generation: 3d6 + 3 + 2 ⇒ (2, 5, 5) + 3 + 2 = 17

Grow Sporefall (H9): 6-1=5 power
Grow Rhizome (H10): 2-1=1 power
Grow Bloom (G9): 2-1=1 power

Sporefall advances: +7 Science.
Spend 5 science for Weapons 1.
Bloom makes 2 armies: 4 power.
Rhizome makes a settler: 3 power.

Rhizome settler moves to G10, settles Fruit Cap.
Grow Fruit Cap: 1 power.
Raise army in Fruit Cap: 2 power.

Fruit Cap army to F10, invades Southern Harbor.
Bloom armies to F9, invades Swamp Settlement.

Ending Power: 0
Ending Science: 2
Ending advancements: Agriculture 1, Religion 1, Survival 3, Weapons 1
Ending settlements: Sporefall (H9) 7, Rhizome (H10) 2, Bloom (G9) 1, Fruit Cap (G10) 1
Ending armies: F9 x2, F10 x1.

Animals start pouring out of the forests, enter the swamps, all inexorably drawn to a source of power hidden in the swampy lands...
(something like the fact each village nets you 10 power a turn. Too much. Too broken.)


Cycle 4 Concludes

The Dark Seer's Shaecubi population at E6 was destroyed by Alosvalophos' divine power!

The Dark Seer's Shaecubi army at E7 was destroyed by Alosvalophos' divine power!

The Dark Seer's Shaecubi population at E7 was destroyed by The Red Scaled One's divine power!

2 of The Dark Seer's Shaecubi armies at E8 were destroyed by The Red Scaled One's divine power!

Combat at F9:

The Source's 2 Cordyceps armies must roll a 2+ to kill: 2d6 ⇒ (3, 2) = 5
The Red Scaled One's Kai-Tang army must roll a 3+ to kill: 1d6 ⇒ 4

Remaining forces:
The Source's Cordyceps army.

Combat at F10:

The Source's Cordyceps army must roll a 2+ to kill: 1d6 ⇒ 5
The Red Scaled One's Kai-Tang army must roll a 3+ to kill: 1d6 ⇒ 4

Remaining forces:
None.

Conquests

Alosvalophos' Centaur army razes The Dark Seer's Shaecubi settlement at E7, destroying 1 population and 1 settler!

The Red Scaled One's Kai-Tang army conquers The Dark Seer's Shaecubi settlement at E8, capturing 1 population and destroying 1 population!

The Source's Cordyceps army conquers The Red Scaled One's Kai-Tang settlement at F9, capturing 1 population and destroying 2 population! The Source's slavery domain forces the remaining population into military service as 1 army!

Please view the map's information tab for your current details! They may be different than your own record-keeping.

The world map has been updated. See the map's information tab for your current status. If you feel I have made a mistake, please say so in the discussion thread.

The Dark Seer:
You have a lot more resources than you thought. See the information tab for your current details.

Alosvalophos:
The following actions could not be completed: smite settler (insufficient Power).

The Red Scaled One:
The following actions could not be completed: smite population at E7 (no population).

Cycle 5 of The First Age

While the Northern continent erupts in war, a renaissance in thought draws some of the populace away from religion and toward other scholarly arts.

Fire From The Sky

Blazing stone rains from the sky, devastating the land where it impacts.

Meteorites impact ten random tiles. If an ocean tile is struck, everything in that tile is destroyed and adjacent tiles suffer the effects of obliterate. If a surface tile is struck, that tile becomes craters and it and those adjacent suffer the effects of obliterate.

The impact sites are: C3, C12, D14, H16, J9, K16, M6, N13, O19, P14

Prexus' settlements at H15, I16 and J16 are destroyed.

Lord Yogga's settlements at M13, M14 and N14 suffer much destruction but some survivors remain.

Rule Changes

The Entity glides across the surface of the world, crossing leagues at a time. Her voyage is punctuated only with brief stops at places of civilisation.

She stops at a small village - no more than a few hundred people - and invisibly observes them going about their ritual worship. Something gives her pause. The Entity watches the divine power - unseen by those generating it - rush upward into the heavens in a tremendous geyser of energy. The sheer volume of power surprises her.

The Entity moves on, next arriving at a bustling city. She perches atop a great, majestic edifice of religious congregation. Again, she watches the product of the peoples' worship rush upward in the same great volume. It is, she notes, the same as that produced by the humble shrine in the village.

She ponders a moment, then takes a look at the threads of fundament forming the universe.

"Oh, whoops."

The Entity plucks at a few strands of existence, and the error is mended.

Religion Fix

You gather full Power from religion this turn.

If you wish to, this turn you may trade in ranks of religion for ranks of any other advancements. This opportunity exists for this turn only.

On subsequent turns (not this turn), religion advancement cannot grant more Power from a settlement than that settlement's population.

Meteorite!
Meteorites are made up of powerful magical ore. A settlement on the site of a meteorite impact (shown as 'METEOR!' on the map) may take the 'mine' action. Mining meteorite generates 1d6 Power per population, but if a 6 is rolled, the meteorite is depleted (shown as 'meteor' on the map). An impact site that is depleted twice is removed and provides no further benefit.

Instead, a settlement on the site of a meteorite impact may create armies with superior meteorite weapons and armour (shown with a + after the number of armies on the tile). Meteorite equipment grants an additional +1 to attack rolls and to defense and makes the army immune to hostile miracles. For each army created with meteor equipment, roll a d6. The meteorite may be depleted as per the mining rules.

Controlling Multiple Races

This is not a rules change, but an important clarification now that some of you have conquered settlements:

Foreign races you control count as your population, but for all purposes regarding terrain difficulty use their original home terrain.

They do not benefit from any of their original advancements. Instead, they benefit from all of your advancements.

If you control population, armies or settlers of different races on the same tile, when commanding them you must specify which race you are commanding.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

.
.
2d6 + 3 ⇒ (4, 5) + 3 = 12
.
.
I get three from religion - one from E6, two from F7

Power: 2+12=14 "2" being what I started with according to the information tab on the map
Science: 5 "5" being what I started with according to the information tab on the map

E6: Create Settler (3 power); this eliminates the colony at E6 (reducing the population to 0). The Settler moves (and succeeds automatically, due to Survival) to the square of F7.

F7: Sacrifice: all of the shaecubi of F7 are all sacrificed, generating 3 power.

Civic Miracle (Create People): P4; the Shaecubi re-appear in area P4! [cost 6*(0^2)=0 power!] This has no cost due to distance, since all other settlements are now eliminated.

Nature Miracle (Alter Terrain): P4 becomes Scrub-land [cost 6 power]
This is altering the biome by 1 step, but also successfully eliminates all possible penalties due to Survival

Command P4: Grow! [cost 1 power; cost=population] This is the only part I'm not sure of. I scanned the previous posts and didn't see that this wasn't possible, but it could be impossible. If so, I don't take this action at this time.

Civic Miracle (Inspire City): P4; grow! [cost 7 power;cost = population+5 <10/2>] This part is, of course, dependent on the "Command P4" part. If that doesn't work, than it's all for naught. In which case, of course, I don't use this ability.

Alternate Command, if the above two don't work.:
Civic Miracle (Inspire City): P4; grow! [cost 6 power; population+5 <10/2>] If the above two actions are not available, than I take this one instead.

Power: 0 If the last two abilities don't work, then I take the spoiler action, and have 2 power instead. Remaining power, if any, is donated to The Source in recognition of his friendly actions.
Science: 5 I can't actually afford to do science now!

The Dark Seer sees the truth in the dishonor and wanton cruelty and violence of the foul half-horse and their cruel alliance with the ape. He moves forth, encouraging those of his people free to do so to gather together, and he reclaims them into himself. Stepping across the vast distances of the world through the shadows, he returns some of his people to the world, remaking the chosen locale into a more suitable clime, reminiscent of the place they just left. To the Shaecubi, it is impossible to tell what, exactly, occurred - they were in their home, and their dark lord passed over them, then many were in what, at first, appeared to be the same locale, only with no enemies, and much of the surrounding land gone, almost as if it had sunk beneath the waves. Regardless of the truth, they worship their lord, as he returns more and more of them back to the world he'd taken them from, but in a safer, more remote locale.

I hope everything's correct. It looks correct, with the only question being whether P4 can grow twice or only once this turn.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

The last cycle of power overwhelming... No, I don't exchange religion for different advancements.

4d6 + 50 + 5 ⇒ (6, 6, 6, 1) + 50 + 5 = 74 (10 religion times five settlements plus 5 surplus, it won't be that great next time :( )

The First City (D8) grows for 7 power (9 pop, -2 agri) and advances generating 10 science for a total of 11 science. Kai-Tang research develops agriculture to 3 (8 science) leaving surplus of 3 science.

Two smites strikes both of the Source armies on tile F9 (8 power)
Three smites strike the Source settlement on tile G9 (12 power)
Two smites strike the Source settlement on tile G10 (8 power)

Shaecubi's Refuge (E8) grows for 1 power and advances generating 2 science.

Harbor's Watch (D9) grows for 1 power and builds settlers for 5 power. The sea parts revealing a patch of (relatively) dry land to the NW (C8) allowing the settlers to move and create a village there.

Ocean's Floor (C8) grows for 1 power and builds settlers for 6 power. The settlers move to D7 building a Jungle's End village.

Jungle's End village (D7) grows for 1 power and advances generating 2 science.

The Shamans' Enclave (E9) grows for 1 power and builds settlers for 7 power. Settlers and the army move to F9 rebuilding the settlement there.

Swamp Regrowth (F9) grows for 1 power and advances generating 2 science. Kai-Tang develop agriculture 4 (8 science) leaving surplus of 1 science.

Souther Harbor grows for 1 power and builds two armies for 4 points.

66 points of power expended...

Power: 8
Science: 1
Worshipers: 25
Inventions: Agriculture 4, Religion 10, Survival 3
Settlements: The First City (D8; population 10, 1 army), The Enclave Of The Chosen Ones (E9, population 3), The Swamp Regrowth (F9, population 2, 1 army), Harbor Watch (D9; population 2), Southern Harbor (F10, population 3, 2 armies), Shaecubi Refuges (E8; population 2, 1 army), Ocean's Floor (C8; population 1), Jungle's End (D7; population 2).


When the envoy of the Iremae arrive at the north west edge of the great enclave they are greeted by their first sight of the Phorax and their civilization. Great low buildings spread through the sand, their sloped roofs vanishing and reappearing from the sand at the whim of fickle winds. The settlement seems to be constructed of a mismatch of materials all used in a surprisingly efficient manner, stone and sand, hides and bones all taking whichever place makes best use of them, no resource seeming to go unused.

The group sent to meet the envoy is made of up several young larval Phorax, their translucent coating ranging in coloration from light blue to dark brown and left exposed to the elements, dimly showing the strange collection of mystic and mechanical components that gave them their animation, A single Phorax diplomat model, it's larval self covered in a frame made to resemble one of the Iremae, but pale and waxen, as though designed by one who had never glimpsed a live member of the species only one caught in the rictus of deat, and two Reavers, towering over the others, their frames constructed of bone bound with sinew, stone and gem gears and cogs turning to their alchemical animation and driving the strange unique constructions, one bearing the skull of some great desert predator, the other that of some hulking herd beasts, all gazing at the envoy with eyes black as pitch that soak in all light.

The diplomat speaks words of thanks in the Phoraxi language, dark and guttural punctuated by sharp clicks and pops. The others drawing off the great pillar, examining it's perfection and the potential of it's runes before drawing it off towards the spawning district. The diplomat continues, speaking in the incomprehensible Phoraxi language then offering a dark sphere filled with spiraling tendrils of dark energy before they part.
Gift 2 power to Prexus

Power 2(gift)-2(gift) + generate: 4d6 ⇒ (1, 4, 1, 4) = 10 + Religion 14 (2religion*7stm{last turn of full steam})
Science 4


Ammendment, Religion 3 creates 21 power.

Even as the northwest of the enclave grows and prospers the east is wracked by the devastation of the great meteor, shattering the spawning chambers and leaving nearly a half million dead or injured. But even as their is loss their is seen the potential, and soon the minions

Total power 31
Science 4

Grow Settlement J12 1power (2pop-2agr+2diff-3surv)
Grow Settlement k12 1power (3pop-2agr+1diff-3surv)
Grow Settlement L12 1power (3pop-2agr+0diff-3surv)
Grow Settlement M13 1power (2pop-2agr+2diff-3surv)
Grow Settlement M14 1power (1pop-2agr+1diff-3surv)
Grow Settlement M15 1power (2pop-2agr+2diff-3surv)
Grow Settlement N14 1power (3pop-2agr+0diff-3surv)

Create Settler K12 7power (7stm+0stl+1diff-3surv)
Move Settler K12 to L11 and settle
Grow Settlement L11 1power (1pop+2diff-3surv)

Create Settler N14 8power (8stm+0stl+1diff-3surv)
Move Settler N14 to N13 and settle
Grow Settlement N13 1power (1pop+2diff-3surv)

Create Army N13 METEOR!: 1d6 ⇒ 1 2power

Command settlements ADVANCE M13-15, L11, J,K,L12 Creates 16 Science!!! total 20

Advancements - 8 Survival 4
- - - - - - - 9 Survival 5
[I]With the coming of the meteor the Phorax manage to strike two great revelations, first they assemble the first of the hulks, a great war machine, nearly impervious to assault and devine intervention, built around an insensate larval trained for combat, it has no cares or emotion, it's only purpose to make that which lives die. And the final discovery of their survival technology, allowing them to exist at premium operating levels at any point above water.

Power:5
Schience:3
Worshippers:25
Settlements:9
Advancements: Survival 5, Religion 3, Agriculture 2


Begin with 3 power held in reserve + 1 science.

4d6 ⇒ (2, 1, 1, 6) = 10 A 10. Are you -effin' kidding me? Christ...-10-?! -10-?! Good thing I have religion + 3 for 3 * 8 = 24 power. So all together, I have 37 power (10 + 24 + 3 = 37) to use this turn.

I will not be giving up my religion + 3.

The nitty grits:

Grow settlement F3 cost 1: (1 difficulty + 3 pop - 2 ag - 3 surv). Pop: 4.

Grow settlement E3 cost 1: (1 difficulty + 3 pop - 2 ag - 3 surv). Pop: 4.

Grow settlement E4 cost 1: (3 difficulty + 3 pop - 2 ag - 3 surv). Pop: 4.

Grow settlement F4 cost 1: (3 difficulty + 1 pop - 2 ag - 3 surv). Pop: 2.

Grow settlement G4 cost 2: (1 difficulty + 4 pop - 2 ag - 3 surv). Pop: 5.

Grow settlement G5 cost 1: (3 difficulty + 1 pop - 2 ag - 3 surv). Pop: 2.

Grow settlement F6 cost 1: (1 difficulty + 2 pop - 2 ag - 3 surv). Pop 3.

Cost of the above moves: 8.

29 power remaining.

Advance settlements G3, E4, F4, F3, E3 gathering 6 + 4 + 4 + 4 + 4 (22) science. + 1 science held in reeserve.

BUY: Weapons + 1 (cost 8). BUY: Religion + 4 (9 science). Cost: 17 science. Retain 5 science in reserve.

Create settler at G5. Cost: 8 (8 settlers + 3 dif - 3 surv). G5 pop: 1.

21 power remaining.

Move settler at G5 to G6. Settle.

Grow settlement at G6. Cost 1: (1 difficulty + 1 pop - 3 surv - 2 ag). Pop 2.

20 power remaining.

CREATE ARMY at G4. Create 3 armies (pop 5/2 = 3 when rounded up) cost 6 (1 difficulty - 3 survival + cost of 2 per army).

14 power remains.

Move three armies at G4 to G5.

Create settler at F6. Cost 9 (9 settlements + 1 difficulty - 3 survival).

5 power remains.

Move settler at F6 to F7. Settle. F7.
.
Move army at E7 to F7.

Grow settlement at F7. Cost: 1 (2 difficulty + 1 pop - 3 surv - 2 ag).

4 power remains.

Hold a festival at F7. Gain 1 power.

5 power remains.

Create 1 army at G5. Cost 2. (3 difficulty - 3 survival + 2 per army).

3 power remains.

Move army at G5 to G6.

Create army at G6. Cost: 2. (1 difficulty - 3 survival + 2 per army).

1 power remains.

Army at G6 moves to F7.

RP:

The Centaurs, fresh from their victory over the Dark Seer, take this Cycle to vastly grow in wisdom. Centaur philosophers ponder the great mysteries of the world, and in so doing develop different schools of thought that contribute to a fruitfully argumentative discourse. Meanwhile, the smiths forge improved weapons for the centaur, making their spears longer, stronger, and lighter while improving their recurve bows with a better mix of composite materials. Growth continues apace, and settlement of the Northern Continent continues, with new Centaur cities amongst the Barrens and Scrubland.

In honour of their recent triumphs, a festival is held amidst the scrubland mountains. The Centaur grow more deeply religious in recognition of their great God. Popular cults begin to develop in appreciation for specific celestial wives, sons, and daughters of the Lord on High.

In preparation for future conflicts, Centaur armies begin the trek south. Several gather at the scrubland mountains (where they enjoy the festival mightily), whilst a large Force from the Riding follows the Southern highway of the land bridge.

Some face-punched deer are gifted to their Kai-Tang allies. This contributes no power, but perhaps teaches them the glory of face-punching deer. Truly, face-punching deer is the greatest of all sports.


He who is Within and Without, the Father of Thought.

Power Generation: 3d6 ⇒ (4, 1, 6) = 11 + 15 religion + 1 left = 27.

A cataclysmic event rocks the Iremae' world. From above comes a falling star and as the world embraces it, dust clouds the size of mountains come crashing over Iremae settlements. A newfound sense of mortality grabs Prexus by the throat as many of his followers die a horrible death: choking, being burned alive, slowly dying while being pinned under rubble, and worse. He knows he cannot protect his people from everything. His people know Prexus cannot protect them from anything.

And so, after a change in the winds of power, the Iremae stop looking up and start looking down. From hoping on their God to get things done, to the fields where they can grow their crops. Crops that lead to sustenaince, that can fuel a specialist class of soldiers, scientists and engineers. Specialists who can pave the way forward for the Iremae, who can do their darnest to make sure that another Earthfall will not happen to their lands ever again.

The first explorations into the shattered lands reveal that the lands rocked by the ash clouds boost a high level of fertility. Ever practical, the Iremae expand into these lands because the promise of a rich harvest is all the farmers need to hear.

Religion 5 -> 3. Agriculture 2 > 3. Survival 2 -> 3

Settlement H-14: Settler! Costs 3 power, 24 remains.
Settler H-14: move to G-14, settle.
Settlement G-14: Grow! Size 1 to 2, costs 1 power, 23 remains.
Settlement G-14: Settler! Size 2 to 1, Costs 4 power, 19 remains.
Settler G-14: move to G-15, settle.
Settlement G-15: Grow! Size 1 to 2, costs 1 power, 16 remains.
Settlement G-15: Settler! Size 2 to 1, Costs 5 power, 11 remains.
Settler G15-: move to H-15, settle.
Settlement H-15: Grow! Size 1 to 2, costs 1 power. 10 remains.

Settlement H-14: Grow! Size 6 to 7, costs 3 power. 7 remains.
Settlement I-15: Grow! Size 3 to 4, costs 1 power. 6 remains.
Settlement J-14: Grow! Size 4 to 5, costs 1 power. 5 remains.

Settlement I-15: Festival! Gather 2 power. 7 remains.
Settlement J-14: Festival! Gather 3 power. 8 remains.
Settlement H-15: Settler! size 2 to 1, costs 6 power. 2 remains.
Settler H-15: move to I-16, settle.
Settlement I-16: Grow! Size 1 to 2, costs 1 power. 1 remains.
Settlement I-16: Festival! Gather 1 power. 2 remains.

Ending power: 2
Ending science ranks: 12 (Religion 3, Agriculture 3, Survival 3, Weapons 1, Armour 1, Seafaring 1.)
Ending science points: 1.
Ending population: 21.
Ending settlements (7): H-14 (7), J-14 (5), I-15 (4), G-14 (1), G-15 (1), H-15 (1), I-16 (2).

Special: gain 2 power as a gift next turn (from Yogga).


An oddity in the life cycle of the Source, the fungal masses die down, its armies and people stop and fall to the ground as the Cordyceps grow senescent.

Power gathering: 3d6 + 4 ⇒ (2, 2, 5) + 4 = 13


Cycle 5 Concludes

The Source's army at F9 was destroyed by The Red Scaled One's divine power!

The Source's population at F9 was destroyed by The Red Scaled One's divine power!

3 of The Source's population at G9 were destroyed by The Red Scaled One's divine power!

2 of The Source's population at G10 were destroyed by The Red Scaled One's divine power!

The shallow ocean at C8 was raised to become flat wetland by The Red Scaled One's divine power!

Please view the map's information tab for your current details! They may be different than your own record-keeping.

The world map has been updated. See the map's information tab for your current status. If you feel I have made a mistake, please say so in the discussion thread.

The Dark Seer:
The difficulty of hilly scrubland is 1 for the Shaecubi (3 biomes different from volcanic, -2 survival).
You gathered the full amount of Power from your religion advancements this turn, and end your turn with 4 Power remaining. As requested, this is donated to The Source.

The Red Scaled One:
Because terrain miracles occur at the end of the round, the settlers cannot create a settlement at C8 this turn. They can attempt to move into the tile and wait until next turn: 1d6 ⇒ 4 They succeed.
The following actions could not be completed: Create settlement at C8 (illegal terrain). Grow settlement at C8 (no settlement). Create settlers at C8 (no settlement). Move settlers to D7 (no settlers). Create settlement at D7 (no settlers). Grow settlement at D7 (no settlement). Advance at D7 (no settlement). Research Agriculture (insufficient Science).
Due to the way your turn resolved, you end up with more power than you thought, as your additional settlements could not be created.

Lord Yogga:
The following actions could not be completed: Advance at K12 (settlement has already acted).

Prexus:
Check your remaining Power. The gift from Lord Yogga has been included.

Cycle 6 of The First Age

The First Sign

From the darkness beyond the world they come, and to that darkness they send the doomed. The Heralds are here, untouchable by our gods, and we do not know what drives them to destroy us.

Five Lesser Heralds fall to the world on random tiles. A Lesser Herald is equivalent to three armies and has no ranks of armour or weapons. Heralds cannot be destroyed with miracles. Each cycle, they move 2 tiles toward the nearest settlement. If multiple settlements are equally distant, they move toward the largest.

The Heralds appear on the following tiles: A7, C12, F5, K6, O2

The appearance of the Heralds is a sign of the end to come. Though still distant, it is inevitable. Eight cycles remain.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

.
.
2d6 + 3 ⇒ (6, 3) + 3 = 12
.
.

Power: 12
Science: 5
Worshipers: 3
Advancement: Religion 4, Survival 2 (total 6)
Settlements: P4
P4: Advance: cost 1 [difficulty 1]: generates 3 science!

Using Science, gain Survival 3! [cost 6; science 8: 8-6=2]

P4: Civic Miracle [Inspire City]: Grow: cost 8 [population+difficulty]

O4: Civic Miracle [Create People]: cost 3 [1/2 (6*<#cities^2>)]

Seeing the arrival of the lesser heralds, the Dark Seer plants a second people, hopefully making a feinting maneuver to gain time and power.

Power: 0
Science: 2
Worshipers: 4
Advancement: Religion 4, Survival 3 (total 6)
Settlements: P4, O4


Power: 3d6 + 2 ⇒ (1, 6, 6) + 2 = 15
15 + 17 = 32 power

The Cordyceps continues to die back, and the very land shrivels beneath them, returning them to a small island.

Miracle: G9, Lower Terrain x2, 12 power.
Miracle: G10, Lower Terrain x3, 18 power.

Grow Rhizome (H10) to 3, 1 power.

1 power remains.

Advance at Sporefall (H9) and Rhizome, 10 Science.

Total 12 Science.

Gain Armour 1.

6 science remains.


4d6 + 22 + 12 ⇒ (6, 6, 6, 6) + 22 + 12 = 58 (+22 from religion if I calculated religion bonus correctly, +12 surplus)

The first city (D8) grows for 7 power (10 population, -3 agri) and advances generating 11 science. Together with 7 surplus from the previous cycle this goes to invent armour 1 (8 science) and armour 2 (9 science).

Settlers from C8 move to D7 and build a city there. Newly build settlement builds and army for 2 points.

Shaecubi Refuge (E8) grows for 1 point and advances research adding 3 points of science.

Harbor Watch (D9) grows for 1 point and builds two armies for 4 points.

Shamans' Enclave (E9) grows for 1 point and advances research generating 4
points of science.

Swamp Regrowth (F9) grows for 1 point and advances research generating 3 points of science. This allows for researching armour 3 (9 science) and leaving 2 points of science in surplus.

Southern Harbor (F10) grows for 1 point and builds two more armies for 4 points.

The First City gains four inspirations for 20 power, advancing three times for +33 science points - giving Kai-Tang armour 4 (10 science), armor 5 (10 science), weapon 1 (11 science) and leaving 4 science. Forth inspiration allows the First City to build 6 armies for 12 power.

Power: 4.
Science: 4.
Worshipper: 29
Inventions: Agriculture 3, Armour 5, Religion 10, Survival 3, Weapons 1.

Warned by their deity about the incoming danger, the Kai-Tang shamans and martial adepts learn how to harness their inner power to shield themselves from harm.


Nitty grits:

Agriculture 2, religion 4, survival 3, weapons 1 (10 advancements). 6 science held in reserve.* (Checked with Umbral on this total. We both messed up simple arithmetic!)

5d6 ⇒ (1, 2, 5, 5, 4) = 17 - Rolled a 17. Not bad, not bad. Not great, but not bad.

29 power from religion + 17 from the roll = 46

Grow G3: Cost 4 (Dif + 1 + 6 pop - 2 ag - 3 surv = 4 cost). Pop: 7.

Power 42.

Advance G3: Gain 7 science. 13 science now.

Buy: Agriculture + 3 (10 science). 3 science remains.

Grow F3: Cost 1 (Dif + 1 + 4 pop - 3 ag - 3 surv = 1 cost). Pop: 5.

Grow E3: Cost 1 (Dif + 1 + 4 pop - 3 ag - 3 surv = 1 cost). Pop: 5.

Grow E4: Cost 1 (Dif + 3 + 4 pop - 3 ag - 3 surv = 1 cost). Pop: 5.

Grow F4: Cost 1 (Dif + 3 + 2 pop - 3 ag - 3 surv = 1 cost). Pop: 3.

Grow G4: Cost 2 (Dif + 2 + 5 pop - 3 ag - 3 surv = 2 cost). Pop: 6.

Grow G5: Cost 1 (Dif + 3 + 1 pop - 3 ag - 3 surv = 1 cost). Pop: 2.

Grow F6: Cost 1 (Dif + 1 + 2 pop - 3 ag - 3 surv = 1 cost). Pop: 3.

Grow G6: Cost 1 (Dif + 1 + 2 pop - 3 ag - 3 surv = 1 cost). Pop: 3.

Grow F7: Cost 1 (Dif + 2 - 2 pop - 3 ag - 3 surv = 1 cost). Pop: 3.

Cost 10.

Power 32.

Advance F3, E3, E4, F4, G6 - gain 21 science. + 3 science from before. 24 science.

Buy: Weapons + 2 (11 science). Weapons + 3 (12 science). 1 science remains.

Create army at G4: 3 armies (5/2 = 2.5) at a cost of 2 per army (3 survival) for 6 cost total.

Power 26.

Create army at G5: 1 army at a cost of 2 (3 survival)

Power 24.

Move two armies from G5 back to G4. Hold the armies at G4. Move the other two armies at G5 to F6.

Create army at F6: 2 armies (3/2 = 1.5). Cost of 4 (3 survival).

Move 2 armies at F6 to F7.

Move 1 army at G6 to F7.

Create army at F7: 2 armies (3/2 = 1.5). Cost of 4 (3 survival). Move 2 armies at F7 to G8. Retain 3 armies at F7.

Power 16.

Civic miracle: Inspire city. Cost 10. Inspire G4.

Power 6.

Create army at G4. Create 3 armies (5/2 = 2.5) at a cost of 6. Move those three new armies to G5.

All together, there ought to be 5 armies at G4, 3 armies at G5, 2 armies at F6, 3 armies at F7, and 2 armies at G8.

RP:

The presence of the Heralds in the blocked-strait betwixt the Northern continent and the Riding occassioned the appearance of messengers from Alosvalophos. These came by way of his divine sons and daughters, who strode in glorious majesty amidst the Centaurs, not as titanic knights arrayed for battle, but as beings full of grace and power, of beauty unimagined and strength unequalled, riding with the freedom of the winds and to the music of war trumpets sounding with the sonorous harmony of the Heavens.

"Ye favoured of our father, The Broad-Reaching, Lord of the Spangled Sky! Hear us, his sons and daughters, hear us! The Void has sent forth her monsters amongst us, and it pleases the Sky Father that his chosen should stand united against such threats by their own might of arms! Ride, o! fleet Centaur! Ride to the coast, where ye shall meet this foe upon your hard-won ground. Stand firm! It cannot prevail against the favoured of Alosvalophos!"

The Centaur heed the call of the children of their lord and assemble such forces as had never have been seen before. Armies poured from all quarters to defend their land, and the herds of Centaur warbands formed a living wall upon the coast to face the Herald in all its terror. They were unafraid even in facing such a foe, for they were strong in the faith of the Celestial Patriarch, and newly armed with weapons endowed with the magic of their thaumaturgical smiths, who inspired by the presence of the divine children, were able to at last channel the heavenly power into earthly metal and wood. They were themselves partaking of the divine nature, and so their courage would not fail even in the face of this monster from beyond.

Of course, the threat of one Herald could not occupy the whole of the Centaur. No. Others had to proceed to face other threats, such as that which was recently posed by the infestation that plagued the Northern Continent and injured the Red Scaled One's ape-men. So the Southern way is once again taken by marching hooves, leaving the Heralds to their brothers to handle.


Sorry for my delay.

Power 5 +Generation: 5d6 ⇒ (4, 6, 2, 2, 1) = 15 + Religion 24 (based on max 3 from 9 settlements 3 not producing at full)

Growth (Pop-2agr, Diff-5surv)
J12 1power (3pop, 2diff)
K12 1power (3pop, 1diff)
L12 2power (4pop, 0diff)
L11 1power (2pop, 2diff)
J12 1power (3pop, 2diff)
M13 1power (3pop, 2diff)
M14 1power (2pop, 0diff)
M15 1power (3pop, 2diff)
N13 1power (2pop, 2diff)
N14 2power (4pop, 0diff)

Create Armies N13 With meteor! x2 4power (2armies*2power+2diff-5surv)
Check to deplete: 1d6 ⇒ 5
Check to deplete: 1d6 ⇒ 2

Create Armies N14 x3 6power (3armies*2power +0diff)

3armies from N14 move 1 each to M13, M14, M15
1meteor army from N13 Moves to N14

Create Settler M15 9power (9stm 0stl 2diff-5surv)
Move settler M15 to N15 and settle
Grow settlement N15 1 power (1pop 1diff-5surv)

Create Settler M13 10power (10stm 0stl 2diff-5surv)
Move settler M13 to L13 and settle
grow settlement L13 1power (1pop 2diff-5surv)

Science 4 + Advance J12,K12,L12,L11,L13,M14,N15 23science

Buy advancement - 10 weapons 1
-- - - - - - - - - 11 Armor 1

With the coming of the first true sign of the end to come the Phorax react in the same cold and logical way they seem to approach most things, not fearing the end, for those are the days when they shall reign supreme, but instead simply working to arm themselves, should the evangelions arrive at their own gates. creating the first of the reapers, the greater structures of death, the simple bone frames of the reavers now heavily augmented with plates of bronze and blades of brass, heavy and slow, few and hard to make, but as effective as many times their own number.

Power:1
Science:6
Advancements:Survival 5, Agriculture 2, Religion 3, Armor 1, Weapons 1
Worshippers:37
Settlements:11


Cycle 6 Concludes

The hilly jungle at G9 was lowered to shallow ocean by The Source's divine power!

The mountainous forest at G10 was lowered to shallow ocean by The Source's divine power!

Combat at G4:

The Lesser Herald must roll a 3+ to hit: 3d6 ⇒ (3, 2, 3) = 8, 2 hits
Alosvalophos' Centaur armies must roll a 2+ to hit: 10d6 ⇒ (4, 3, 4, 2, 5, 3, 4, 5, 4, 4) = 38, 10 hits

Remaining forces:
Alosvalophos' 3 Centaur armies.

Conquests:

The Lesser Herald razes The Dark One's Shaecubi settlement at P4, destroying 4 population. The terrain is transformed into hilly void fields!

Please view the map's information tab for your current details! They may be different than your own record-keeping.

The Dark Seer:
The following actions could not be completed: Create people (insufficient power). You forgot the cost due to distance again.

The Source:
You have more power left over. You forgot to both add the distance cost for your miracles and halve their cost due to your nature domain.

Alosvalophos:
You actually have two more armies at F7.

Lord Yogga:
The following actions could not be completed: Grow settlement at J12 (settlement has already grown this turn).

Prexus:
You generate 4d6 + 14 ⇒ (6, 5, 5, 4) + 14 = 34 power.

Cycle 7 of The First Age

Mortals meet the heralds in combat. A vast creature formed from a starry void, with a shining sun in place of a head falls before the Centaur armies, although not before plunging near half of their forces into the limitless beyond. On the other side of the world, another herald looms above where once stood a city, the land now covered in strange, twisting crystals.

The Void Consumes

The destruction caused by void phenomena so far is as follows:

The Dark One: 4 population.
Alosvalophos: 2 armies.

The Void Fields

A new type of terrain has appeared in the wake of the heralds. They are called void fields, lands where all life has vanished and from every surface grows bizarre crystal formations.

Void fields have a difficulty of 5 plus elevation difficulty (if any). What benefits or hazards the void fields may present is yet to be discovered.


You haven't added six of my armies in the First City. Apefolk apparently are hard to notice in jungle...

5d6 + 28 + 4 ⇒ (6, 3, 3, 2, 5) + 28 + 4 = 51

Jungle's Edge (D7) grows for 1 point and creates an army for 2 points.

The First City (D8) grows for 8 points and advances generating 12 science. Weapons are progressed to rank 2 for 11 science leaving surplus science of 5.

Two of the seven armies stationing in the First City (D8) move to Jungle's End (D7) in preparation of defense against herald.

Harbor Watch (D9) grows for 1 point and builds settlers for 7 power.

Shaecubi Refuge (E8)grows for 1 point and builds 2 armies for 4 power.

Shamans' Enclave (E9) grows for 1 point and builds two armies for 4 power.

Swamp Regrowth (F9) grows for 1 point and builds two armies for 4 power.

Southern Harbor (F10) grows for 1 point and advances generating 4 science.

The First City (D8) is inspired to advance again generating 12 more science and inventing 4th rank of Agriculture. Apefolk can't subsist on war alone after all.

Power: 11.
Science: 9.
Worshipper: 36
Inventions: Agriculture 4, Armour 5, Religion 10, Survival 3, Weapons 2.

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