The Dawn of a new World

Game Master Browman

Player-Gods create a new world
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may wind up being busy next couple days, just in case save all points and vote to continue 1st age.

Ryazan will take a moment to bask in his creations.


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

Aninga raises one last island, just to the east of the band of storms he created. It's mountainous and pounded by endless hurricanes. Between the constant wind and rain, and the frequent flash floods and lightning strikes, it is extremely rugged and barren except for a basin in the interior which is choked with a nearly impenetrable jungle, except for a lake at the center.

3 points to raise the island, 8 points to surround and engulf it with stormy tropical seas.


Age 1, Turn 5
The first age will last at least one more turn

The Gods are debating more, and fewer are acting directly at a time. Some of them though are taking more direct actions.

The primal have split into 3 groups (though there is no difference in stats between them, yet...) Each of these groups are around 1000. One of these groups undertook a significant migration to the south-east. Another of these groups has settled down and founded the town of Ba Kranesh (the first in Primal) and begun farming.

Orregr expands both the habitat of his new Avatar, the northern forest, and the southern forest to the South and East, so as to fill out more of the land. While doing so, he makes sure to leave some room between the northern forest and Fenni's desert.

With his remaining power, he cuts a deep trench which cuts just east of the northern tundra, running down to split the Primal into two tribes, then along the east of the mountains until it reaches the southern shore. He allows the ocean to fill in this trench to form a new large river.

Kelnet pauses to consider the situation.

Zantheair plucks a mote of light out of the sky and has it desend upon the world. It finds a Primal, outcast from his tribe, and give him great divine power. This creates and Avatar who leads some of the Primal to create a city (Ba Kranesh or the first in Primal).

Fenni fills in the rest of the Hisafu Desert to make it rectangular

Sheher pauses to consider the situation.

Shelayyen creates an Avatar that leads a third of the Primal South-east

Kawlinga pauses to consider the situation.

Aninga raises one last island, just to the east of the band of storms he created. It's mountainous and pounded by endless hurricanes. Between the constant wind and rain, and the frequent flash floods and lightning strikes, it is extremely rugged and barren except for a basin in the interior which is choked with a nearly impenetrable jungle, except for a lake at the center.

Ryazan pauses to consider the situation.


Fenni extends the Hisafu Desert along it's southern border. 12 points to add a rectangular patch of desert to the Hisafu Desert along the bottom.


"It is time we see what these Primal are truly capable of. We have given them the land, yet they do so little with it!"

Orregr and his creature avatar both take aim at the large gathering of the Primal among the mountains and forest.

The three-headed three-tailed beast attacks the outlying groups at random, bringing fear and chaos, though those that challenge it are led down a different path.

Orregr himself instills them with paranoia and greed, making them willing to survive and thrive at greater cost to the others.

"Though they are a fun distraction, it is not enough to make me ignorant of your expansion, Fenni. I too shall journey south."

4 points to corrupt the western Primal civilization, 2 points to command the avatar to do the same. If we are going with the alignment axis, then one step each towards evil and chaos. 3 points to expand the jungle south from the point it meets with Fenni's desert.


Chaos starts to envelop Ba Kranesh as Orregr's Wild Thing (do you think that's an okay name?) lays havoc on it's outskirts. The Kranesh try to marshal their forces, but all opposition is destroyed. Finally, Zanthreair's holy champion, Bal Norben, descends to the battlefield.

In an epic battle lasting three days the two avatars fight to a stalemate. Bal decides that attacking this beast is not the right idea, and that maybe defence is the best option. He dedicates his efforts to bring stability to his people.

Command Avatar to purify city towards Law, 2pts

In the next few months the city builds massive walls using the rare minerals in the Starheart Peaks. Construction starts on a massive citadel known as the Stairway to the Heavens. The primal in the city are becoming increasingly vile, but less chaotic.

Advance Civilization:Citadels 10pts no points left


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher watches with stirrings of what might be called anger as the conflict between Orregr and Fenni starts to encroach on the area of the Misty Peaks.

I will create a border He says with a booming voice and this conflict between Chaos and Death shall remain to the north of it

And with this Sheher crafts the land so the rains falling on the northern edge of the Misty Peaks are channelled down into two mighty rivers. The one curving East to hug the southern edge of the jungle until it hits the ocean shall be known as the Border Waters Using 3 points While the one curving to the West shall hug the jungle and touch the desert before curving south to the ocean in an arc that will be known as The CrescentAs much as 12 more points will allow With his remaining power Six points Sheher starts to fill in the land on both sides of the mountain to the south of the River. In the West south of the Border Waters will be a land of brilliant emerald green grass above as well as rich in emeralds and other gems below Think Irish countryside while in the West South of the southern edge of The Crescent will be pleasant rolling plains stretching out as far as the eye can see Think American Midwest where the buffalo roam and the deer and the antelope play etc. interspersed with the occasional rocky hills and lakes fed by tiny tributaries of the Crescent to lend variety to the landscape.


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

From the depths of the jungle on the Island of Screaming Winds something begins to grow. With no sentient being to witness, the winds whirl tighter and faster, forming a massive tornado. It grows and tightens, until the walls of the tornado are virtually solid, and with a massive crash of thunder, it transforms. It grows arms with spearlike talons on the fingers, and a wolflike head with a mouth capable of swallowing an elephant whole, and lightning for a tail.

The creature flies up through the black storm clouds, and looks out at the world, it's laughter screaming like the storm winds tearing through the mountains. It begins to fly northwest, towards the (as yet unnamed?) continent.

So sorry for the delay, I was waiting in error. 10 points to create an avatar (in the form of a mega-dragon).


Shelayyen orchestrates the expansion of both forests of her creation.

3 for deciduous and 3 for coniferous. Leaving 3 in reserve. If, however, the people aren't going to continue to the coast, then I use 2 more to move them there. However, I could just see it as a migration and it would take time. You tell me.


At dawn. A radiant flash of light is seen atop sunrise peak. A bipedal form clad in armaments of light and fire with wings radiant as the dawn and a blade bright and hot as the sun is standing upon the peak. With his remaining power Ryazan will spend his last power to create a coral reef, beautiful and glistening in the sun, around the river mouth. So as to lessen the ravaging storms of the sea and make safe the edges of the river once again.


Age 1, Turn 6
Now is the Time of the Avatars, gods are creating champions. And those champions are beginning to war with one another. The Primal, a collaboration between many of the most powerful gods have become splintered into 3 major factions, two of which are warring, while the other has journeyed far to the east. the eastern faction will continue to expand towards the ocean, but it will take a few turns. In total the Primal number about 50,000 now.

Fenni extends the Hisafu Desert along it's southern border

Orregr and his creature avatar both take aim at the large gathering of the Primal among the mountains and forest corrupting many.

Chaos starts to envelop Ba Kranesh as Orregr's Wild Thing (do you think that's an okay name?) lays havoc on it's outskirts. The Kranesh try to marshal their forces, but all opposition is destroyed. Finally, Zanthreair's holy champion, Bal Norben, descends to the battlefield.

In an epic battle lasting three days the two avatars fight to a stalemate. Bal decides that attacking this beast is not the right idea, and that maybe defence is the best option. He dedicates his efforts to bring stability to his people.

In the next few months the city builds massive walls using the rare minerals in the Starheart Peaks. Construction starts on a massive citadel known as the Stairway to the Heavens. The primal in the city are becoming increasingly vile, but less chaotic.

Sheher crafts the land so the rains falling on the northern edge of the Misty Peaks are channelled down into two mighty rivers. The one curving East to hug the southern edge of the jungle until it hits the ocean shall be known as the Border Waters While the one curving to the West shall hug the jungle and touch the desert before curving south to the ocean in an arc that will be known as The Crescent With his remaining power Sheher starts to fill in the land on both sides of the mountain to the south of the River. In the West south of the Border Waters will be a land of brilliant emerald green grass above as well as rich in emeralds and other gems below while in the West South of the southern edge of The Crescent will be pleasant rolling plains stretching out as far as the eye can see interspersed with the occasional rocky hills and lakes fed by tiny tributaries of the Crescent to lend variety to the landscape.

From the depths of the jungle on the Island of Screaming Winds something begins to grow. With no sentient being to witness, the winds whirl tighter and faster, forming a massive tornado. It grows and tightens, until the walls of the tornado are virtually solid, and with a massive crash of thunder, it transforms. It grows arms with spearlike talons on the fingers, and a wolflike head with a mouth capable of swallowing an elephant whole, and lightning for a tail.

The creature flies up through the black storm clouds, and looks out at the world, it's laughter screaming like the storm winds tearing through the mountains. It begins to fly northwest, towards the (as yet unnamed?) continent.

Shelayyen orchestrates the expansion of both forests of her creation.

At dawn. A radiant flash of light is seen atop sunrise peak. A bipedal form clad in armaments of light and fire with wings radiant as the dawn and a blade bright and hot as the sun is standing upon the peak. With his remaining power Ryazan will spend his last power to create a coral reef, beautiful and glistening in the sun, around the river mouth. So as to lessen the ravaging storms of the sea and make safe the edges of the river once again.

The Elemental Lords make minor adjustments to the smaller continent, add a few islands here and there and plot future actions.

Kawlinga floods the steep valley in Hisafu desert with a channel from the ocean

Shylar rises and acts for the first time, reaching his power down into the jungles and finding a species of large lizard that he raises to sentience. Stats will be up in the discussion thread later today


Granting those that pass the trials of his Wild Thing with a taste of his truth, Orregr's influence creates an upper class of vicious and ruthless Primal.

His Wild Thing takes the opportunity to gather the Primal for the a great hunt, a time it's creator has prophesized when others would invade their world.

10 points to advance the civilization of the northern Primal, 2 points to command avatar to create an army, 3 remaining


As his avatar overlooks the land he has made. Ryazan sees an opportunity. He form a lake from the water at the end of the river and makes cool and sunny the last of the plains.


Zanthreair's priests and his champion rally the citizens of their city around his teachings, bringing an end to the petty squabbling and unifying the community as a whole.

Purify city +1 Law, and +1 Good through main action and my avatar. This brings me up to LN again. 1point remaining.


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

Word reaches the island where storms never cease and the embodiment of nature's fury is born of a city rising in the west. The dragon takes wing and flies, battering the city with storms and displaying itself in all its terrible glory. Most until the storm's fury passes, and then rebuild and return to their lives. Some, though, find themselves touched by the power and beauty they have witnessed. They call themselves Dragon Watchers, and they live their lives quietly enough, except when the storm winds blow, when they can be found outdoors, communing with the power of their secret God.

create order 8


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher continues working on his claimed corner extending the field of green all the way south to the sea and extending the plains in the east south as well. 3 points each. Leaving 2b


Ryazan The Burning Light wrote:
As his avatar overlooks the land he has made. Ryazan sees an opportunity. He form a lake from the water at the end of the river and makes cool and sunny the last of the plains.

Which river? I think I lost track of which river you are talking about


Age 1, Turn 7
Turn 8 will be the last turn in Age 1.
The Primal Wars wane in this period, with only minor skirmishes, both of the Avatars involved take a less direct role. Each of the primal tribes numbers about 25,000 now. The Primal in Ba Kranesh establish a second smaller town, Tor Sondesh (Our second in Primal) farther south. The eastern tribe has established their first town, Ba Grondat (The Gathering in Primal) a town where the various clans can meet and trade in neutral territory.

Important thing for the gods to note, at this point only the Primal, the Saurian, animals and plants exist, no magical beasts, undead etc.

Orregr's influence creates an upper class of vicious and ruthless Primal these will be the leaders in the army his avatar is raising.

Ryazan sees an opportunity. He form a lake from the water at the end of the river and makes cool and sunny the last of the plains.

Zanthreair's priests and his champion rally the citizens of their city around his teachings.

Aninga creates an order among the Primal, they call themselves Dragon Watchers.

Sheher continues working on his claimed corner extending the field of green all the way south to the sea and extending the plains in the east south as well.

The Elemental Lords expand the southern realms, creating another big island from the cooling lava of several fire mountains.

Important thing for the gods to note, at this point only the Primal, the Saurian, animals and plants exist, no magical beasts, undead etc.

Turn 8 will be the last turn in Age 1.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher expends his power to extend the plains south all the way to the ocean Leaving either 4 points or 1 point in reserve. Then he rests.

The green fields east of the misty peaks will come to be known as 'The Emerald Marked Lands' shortened to 'Emermark' while the plains to the West are 'The Golden Plains'


Shelayyen, full of energy, summons forth the strength to truly shape the land for her people. She makes the islands a beautiful land of fertility and comfort. 10 points to make all the islands a tropical zone.

Mahri Nocknoah lead her people to the ocean, and it is their Shelayyen commands her to build a city on the coast on the southern tip of the coastal mountain range. "Here you will have access to ore, farmland, lumber, and most important, the sea. Strike out to found villages upon the islands and create trade routes, on sea and land. There will be many forces in this world, but they will all bow to you and your house.".2 points to command avatar to found city on the coast just south of the mountains that run along the coast of the eastern shores.

Returning her mind to the mountain peak, gazing at the map, a smile slowly creeps upon her face. Shelayyen then puts her hands together and cracks her knuckles.

She then pulls fresh ground water out of the southwestern region of the Deciduous forest and cracks with the force of crashing waves. Over and over again she pushes the water through the forest floor until the river reaches the city of Nocknoah where it curves to the left and around the city and then miraculously flows up the mountain where it pours over into the ocean.

The most marvelous waterfall, only seen from out at sea. 3 points to have an uphill flowing river to push it's way up the mountain near the new city and tumble over into a massive waterfall into the ocean. Leaving me 1 point.


the one my plains sorta sorround and where I placed the coral reef near.


Kelnet sends her magic flowing to the map. She sends a large amount towards her Vale. It begins to slowly change the land of the Vale and alter it over longer period of time. She sends several smaller amounts of her energy to different places in this world. The desert, the jungle, the tundra, the plains, and the largest of the islands. crafting multiple changes in concentrated areas over years.

"These sites will be mine. A small bit of your own creations I claim so that I may better provide the balance we need. I mean no offense by this, my kin. These places will grow to become Central Sites of Balance."

Spending 24 points to shape all of these areas with 1" of terrain features except the Vale, which will be shaped with 9 points. I'll have the details up soon, after I can recreate my earlier post.


Orregr takes his focus off the world at large to further his dealings with the Primal.

The forest tribes of the Primal commune with his Wild Thing (until a better name comes along), gaining unique insight into the Lord of the Wilds. Spiritual leaders begin to surface among them, bringing awareness of the world and its harsh realities.

2 points to Command Avatar to Create an Order within the most northern tribes. (unnamed as of yet - its just a spiritual following after all).


Age 1, Turn 8
My descriptions of turns are going to change to more of a description of what is happening to the world as a whole, you guys can read each other's posts to get a sense of what the other gods are doing. I will mention the actions of other gods if it is relevant.

This time would come to have many names, The Godtime, The Era of the First, The Age of Creation. The one thing all scholars could agree on was when that time ended for that single event changed the world for all time. Man. Not the first sentient race to walk the world, but the most impactful, myriad descendant races would spawn from mankind's genome, some to thrive and others to die unremembered. It would be many years before the first 3 sentient races would meet, and such meetings would not be friendly, but by that point all 3 races would be too strongly established to be destroyed easily.

The Primal had completely separated into 3 nations by this point, each led by the avatar of a different god. 2 of these nations bordered on each other and lived in an uneasy peace. The third had migrated to the east. The few cities the Primal had created thrived, with a new religious city being built on the eastern shore, Die Krundo (God wills). The Primal of Ba Kranesh found many villages but no new cities in this time.

The Saurian expand in small family groups attempting to stay at balance with nature.

Humanity explodes into existence on the southern coast/ islands. Shylar with the assistance of the Elemental Lords has created them. quickly dividing into many tribes, clans and warbands that struggle to survive and find their own territory.

At this stage the Primal are at approximately a classical Greece/ Rome level, the Saurian don't believe in technology and Humanity at a stone age level.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

And so, his work on the land completed for now, Sheher closes his eyes and expends his power to create a race, that would like the Humans they were modeled after, think thoughts, but they would be... different. They would be inclined to build and be skilled at it. Looking at the dangerous forests and unforgiving deserts that already had started to encroach on the land Sheher frowns and gives them strength and the ability to defend themselves and the wisdom to do so effectively. They would know how to build stout walls to protect their own. Unconsciously he also imparts to them a bit of his dour nature as well. If they come to be loved and respected by the other races of this world then for most of them it would be because of their nature, not their demeanour.

These will be the Buldars, may they be prosperous, may they protect themselves and others, and may they think of and build many works to honour and glorify the creative spark that drives us all and by doing so inspire more thoughts and further works.

***
The Buldars are a humanoid race they have hair on their head and running over their fleshy skin are fine lines of harder material. These will come in a lot of varieties, some of them will look like metallic fibers, or like veins of stones, or even more rarely like ink marks (tattoos) all in a variety of different colours. These don't mean anything more than their differing hair or eye colours do but of course who knows what superstitions or prejudices the race will come up for themselves.

They are medium sized, but on the taller side of that range, with the average height being 2 Meters (6.5 feet). They are a Strong and Wise people, but dour, though they mean well being inclined towards Lawful and Good behaviour like their creator.

They are born with a sense of skill and an urge to use it to build and create. Some of them (I'm thinking about 2/3rds) have a predilection and further skill for crafting from Stone and Metal while the others find themselves with an in born ability to use their strength and the hard parts of their bodies to trample and push back their enemies. They know their own minds and are resistant to attempts to affect it that are not based on argument and example.

They will begin their journey on the South Eastern foothills of the Misty Peaks but they should have the skill to mine and build homes among mountains or expand elsewhere as they choose.

They are builders and protectors.

May they have the wisdom to thrive in pleasant times and the strength to endure difficult ones. Sheher intones

4 points spent on creating sub race Buldars. 18 points remaining
***

A beat, a pause as the Buldar's establish themselves and then Sheher continues after observing them.

The Buldar build and they build well but the fine details and clever manipulations required for truly intricate creations are something that they struggle with. And so Sheher ponders.. and then creates another race. Nimbler, more clever, but...smaller and weaker as Shher hopes that they could lean on the Buldars for strength. They would be as skilled as the humans, even more so and they would find it easy to work with tiny and elaborate tools. Though they would not have the natural armor that graced the Buldars their dexterity would give them the agility to avoid the blows that the Buldar endure. They would be a burrowing race, equally at home underground as on the surface and their small stature and predilections for living in warrens would give them an urbane and social outlook on the world.

These are the Intki, may their clever and nimble fingers help make this world a better place both on the surface and underneath it, and may they think of and create many clever creations and edifices to honour and glorify the creative spark that drives us all and by doing so inspire and thoughts and further creations.

**
The Intki are a small humanoid race that is covered in fur which can range in colour in various shades of grey and brown. They have bright dark eyes shining with intelligence and a long nose and small ears on the side of their heads. They are thin and lean and quick for their size.

They are a clever and nimble race but not especially strong because of their stature. They are inclined towards Neutral Good as their first societies will be friendly and communal.

They are born as skilled as humans but with an extra affinity for mechanical crafts and more luck in using their agility to avoid attacks. Being a burrowing race with dark vision they are well suited to making their communities and cities completely or mainly underground though they would stay close to the surface to take advantage of that as they are by no means ill suited to sunlight. Basically think meerkats with toolbelts.

They will being their journeys East of the central parts of the Misty Peaks deep in the Golden Plains. They can expand into the plains or even under the peaks to burrow East in underground warrens that stretch to the other side if they wish.

May they have the intelligence and skill to work for the good of all in all situations Seher says

12 points spend on creating sub race Intki with 13 RP cost. 6 points remaining
***

Another eye blink of time passes for the gods as the Intki establish themselves and then Sheher, pensive, looks upon his two races and realizes that they are missing something... he finds it hard to understand what it is until he realizes that what they are missing is something that he himself possesses very little of. Strength to build and intelligence to invent, these he has provided for, but the ability to [i]inspire and communicate[/]? Sheher ponders and starts to create once again.

As skilled as the humans and almost as skilled as the slightly older Intki this third of Sheher's races would be fairer but frailer. Their charm is the opposite of their creator deity's but their desire to see peace in the world matches his. Outgoing and persuasive their silvered tongues and lovely aspect brings joy to those who behold them.

These are the Gilem and of all my children the ones least like me, I know not what they will do, but I trust in them to work to bring all the peoples of the world together through the joy of their words, their appearances. May they think of and create many works of art and thereby inspire us all; Honouring and glorifying the creative spark that drives us all

**
The Gilem closely resemble humans but they have features that are finer, sharper and more regular. This along with their lean and lanky builds give them a lovely aspect. Their skin and hair colour is more vivid and arresting than the human ones and the same goes for their eyes.

They are an intelligent and charming race but not very hardy. They will tend to be either Neutral Good or Chaotic Good as would be expected for a race that can in my cases get by on charm alone. They are outgoing and friendly.

Their pleasing words and appearance as well as their ability to connect with others makes them very well suited to the role that Sheher imagines for them. What they will end up doing will be under their own control of course.

Their lands are the Emerald Marked fields West of the Misty Peaks. This will always be their spiritual home land no matter where else their members will end up.

May their charm serve to make the world a more... wondrous place Sheher says and slumps in his seat exhausted by his efforts.

Spend 6 points on creating sub race Gilem with 10 RP cost. 0 points remaining


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

Create Race: Stormlings 6pts
Advance Race: Stormlings 5pts

Drawing on the power of the eternal storm that is his being, Aninga creates a race of creatures on his island home. They are humanoid in form, though they have dragonlike features and wings. They are infused with some of his power and his reckless, destructive energy. They harness the storm winds for their own purposes, and soar over the waves to beat back any who approach their island home, as though the storm itself weren't enough.

When he sees his creation, he smiles, and shows them how to build giant, artificial wings, that they may fly across the waves in tall ships to discover the world.

Stormlings:

Total=10rp
Native Outsiders (3rp) (includes Darkvision 60)
Gliding Wings (3rp)
Prerequisites: None.
Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Breeze Kissed (4rp)
Benefit: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability.
Standard Ability Scores (+2 Dex, +2 Cha, -2 Wis)
Languages: Common, Draconic


Merely gathering his power.


The Second Age, The age of Sentience, Turn 1

The beginning of the second age saw a withdrawal of many of the gods from interfering in the mortal realm, over time new gods will arise to replace some of them.

The Primal don't expand their territory much, instead focusing on moving towards a more settled lifestyle. Each of their three territories now have around 100,000 Primal. Each is still led by an Avatar, though the Avatars of departed gods are likely going to become minor gods in their own right in the future.

The Saurian expand their territory a little but feel lost abandoned by their maker.

Humanity is where the most interesting things in this period happen. Many sub-races are created by the gods and they begin to spread across the southern lands.


M Human Arcane Duelist Bard 3, Marshal 1 (HP 17/28 | AC:19| T:14 | FF:15 | CMB: 4 | CMD:18 | Fort:+3 | Ref:+8 | Will:+4| Init:+8 | Perc:+6 | Speed 30)

Falorn appears beside the other gods, observing their power and what they have done. After contemplating the world for a moment, he closes his eyes, focusing for what seems to be a second, and creates a new race in the small forested area hidden behind the mountains on the southwest corner of the island. Rise, my children, the Kalten shall be born!
As he speaks, a race of furred humanoids forms, appearing almost as if massive badgers had gained sentience. From their creator, they gain a sense of stability and purpose. They are peaceful and curious, and have an inherent love of creating things, aided by their environment, which provides access to materials from both mountains and forests. They'll be lawful neutral.

Kalten:

Total=10rp
Monstrous Humanoid (3rp) (includes Darkvision 60)
Medium Size
Kelten Immunities(4rp): Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Natural Attack-Slam (1 RP): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size.
Standard Ability Scores (+2 Con, +2 Wis, -2 Cha)
Linguist Languages(1rp): Common, Kelten

That costs him him 6 power, leaving him 2 for next turn.


N Female Human Vanguard | EAC: 25, KAC: 26 | Fort: +12, Ref: +11, Will: +7 | SP: 120/120, HP: 68, RP: 8/10 | Perc: +12 (darkvision 60 feet) | Init: +4 | Speed: 30 ft. | Entropy Points 0/6 | Extra reaction 1/1

Sheher observes the Kalten. They will create many works. It is good And he rests from the exertions of his previous effort.


Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3 Human Oracle

The time has come for the Dragon Watchers to carry their faith forward. The primal dragon-worshippers move south, into human lands, telling the primitive humans of the Storm Dragon, and his terrible, transformative power. For some, these strange, primal beings and their destructive, capricious god are terrifying, but some see in their own passion and violence, a reflection of Aninga's essence.

Enough of them embrace the Dragon Watcher's cult that they form a powerful sect, and that sect founds Kota Badai, near the mouth of the river that empties into the Storm Dragon's Sea (south coast, facing all those little islands).

Meanwhile, the stormlings sail their tall ships along the continent's southern coast, trading or pillaging according to their whims of the moment.

Create Order (among humans) -6, Command Order (found city) -3, Command Race (stormlings exploring) -4


at last, the time has come.

Ryazan melds rays of light together to form a bipedal figure, in much semblance to the humans, though slightly more slender, with longer ears and one large difference, his beings are all given wings, some will them to appear as that of a white bird, others, as pure shimmering light, while others adopt a more leathery type. He let's then decide their own. They also have hair of any colour, some red, some blue, even green. Though red is usully the most popular. He teaches them how to forge metal, and to wield blades and master the land. Then commands they take this knowledge and build a grand city. Centered on the edge of the plains, raising into the northern mountains fro. Where they shall spread and protect the land.
6 to create 5 to advance, 4 to command

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