Chained Spirit

Troas, The Frozen One's page

82 posts. Alias of BloodWolven.


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Or basically subzero! From Mortal Kombat!!!


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Or basically subzero! From Mortal Kombat!!!


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Round 2

He slams his spear into one of them hoping it will do well enough to keep it back.

Spear: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10 last 3 cold


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Round 1

He dismounts and moves before his panther. Readying to strike one of the creatures that will likely charge.

Spear: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9 last 3 cold


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

He did not sleep either. Though his panther did on the far edge away from everyone. He merely meditated and sat in a folded leg pose.

As the group talked he watched them not offering any words.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

He nods to the armor clad fellow. Then turns his panther back and begins to run in the direction they had come.

He waves his hand and for the first time smiles. Then pushes his mount forward, faster... away from the group.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

The other man soberly looks over the group. His bald head and body seems to lightly glow white under the moon light. The bare chested man wears black leggings that seem to billow from his legs. A few chains and cords are worn askew over his chest, neck, and head as several monk weapons are on his belt. He sits atop a black panther which stretches a bit and lightly growls at the group. Kaelen, I thought you were riding a lion? Attached to the back of his saddle is a thin rope that goes back about 50 feet and is tied to the packs of two mules.

With agile movements he dismounts. Seeing no overt threatening actions he slightly bows before loosening the exotic saddle on the panther. It rubs its head on his side in an obvious show of affection. Troas heavily pats its neck while waiting for Kaelen and the others to talk. He looks back at the mules for a few moments then focuses on you again. He flinched at the sound of gun fire, looking around he merely stands there waiting.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Kaelen, here is your friend.

Kaelen:
Anything you would like to know about Troas? He is rather quiet unless you ask questions. His skin has a strange blue tint as otherwise his skin is stark white. He wears chains, cords, and other similar things besides simple black monk pants. He has a few weapons on his belt but otherwise his horsepack holds the rest of his gear. His horse is black and your lion seems to like it more than it has gotten with any other horse before. Being now in this strange land he lets the silent image stop, and you see a black jaguar. So as the two of you come over the hill it likely could be even more frightening as a lion and jaguar track together. The mules are likely on a rope that is 60 feet long, letting them slowly follow from behind.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Troas waits with the back group keeping a look out for any threats coming their way. Since the others quickly move to take his spot as healer.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

As Hardish comes back and motions for the group to get off the road, he is thankful for the quick rest. It will be good for the blue-skinned woman and perhaps this will be the time to test his skills once again.

"Hold her still ladies, I need to check the wound and we need her quiet." He says seriously. Then asks hoping he will not be the only one knowing what to do, "Anyone else know what they are doing when it comes to stitching up the wounded?"

Heal check: 1d20 + 11 ⇒ (1) + 11 = 12


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

He looks around and does not notice anything weird about where they are presently, glad to not be surrounded anymore.

He silently checks his gear and then circles the group making sure there are no threats nearby. He then goes to the blue skinned woman, he says in a low gravelly voice as if he has not spoken in a while, "Be well and friendly, perhaps we will be able to help you." He helps her to her feet and checks her wound. He quickly applies a bandage, then looks to the others and shakes his head.

He stays in the back of the group with his compound bow out ready to shoot at anything that follows.

Later he approaches Brock, "Sir, your weapon... The ammo that came from it is still in her, we will need to extract it later..." He says mournfully as if he knows what that means for their future.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

"Treacherous caves you imply, you, Lucas what is your way out?" he asks getting to the point quickly, none of his skin is showing, blue and black padded armor and robes adorn his body. A bow with a quiver is slung over his back and a cloth mask covers his mask with some sort of visor covering his eyes.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Round 2

Troas looks at the women on the floor and the men getting up around him. Looks to the other sane ones around and asks, "Up or down, they are our best chances at survival?" He waits for the first response then heads that way.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11

Round 1
He looks disturbed at the movement around him he pulls two daggers that must have been well hidden as he flattens his back to the wall next to the staircase.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

"I will go first. I have nothing to hide and I care not to be in this haze any longer than I need to be." A stout man in what appears to be like blue and black leather armor with robe like material. He walks with unnatural grace and does not touch a single man as he crosses the room. A longbow is strung over his shoulder and a light leather bag at the small of his back. The gauntlets he wears lets his fingers through and bear serrated blades from his knuckles. Think subzero attire.


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Back again, and going to be doing some massive changes!

With 251 points races will be sprouting from every region!

I am going back and making the update... the very long update.

Create Race (6x12= 72): troll, sphinx, true dragon, Dwarf, Gargoyle, Storm giants, cloud giants, hill giant, lizardfolk, Medusa, minotaur, pseudodragon.

Create subraces of Fey (4x13= 52): Elf, Dryad, Redcaps, nymph, saytr, sprite, treant, unicorn, Adlet (wolf humanoid), Kami, Leshy, woodling, merfolk.

Also races coming from other planes (create race 6x12= 72)): Angel, Archon, Couatl (warm forest), Demon, Devil, Eladrin, Genie, Guardinal, mephits, mind flayers, naga, and Shae.

Any other fey anyone else can think of?

Later races:
centaur, catfolk, Doppleganger, Azer, Delver, Grey Render, Harpy,


251-72= 179-52= 127-72= 55 in stockpile now.

The great destroyer, the god of murder, Troas the Frozen One, woke up once more, he knew that life had to grow again. He let the others warm the planet, though pity the fool who would think to take his mountain from him.

Many lesser gods came to being through one manner or another and let the world flourish. Many races came to sentience and begin to develop. The fey coming out of hibernation or just surviving one way or another grow and develop. Many subraces of the fey emerge into the world.

I will let others choose where they start if you want a collection of a race to start somewhere, but the fey do start everywhere.

Anyone want to be the god of cataclysm? Otherwise we will randomly decide who gets to be it.


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Yesterday I and Tac both rolled for me, so...

Total tomorrow: 131

Yes all the races that were not protected one way or another can be regrown to a full race, but you need to use the points to create the race again, or create a subrace. Tacticslion's suggestions are excellent!

Races - Clarification:

Most Yeti live.

Fire Giants die.

Wrong John Silver and Balthe Synder are the two who were sacrificed. Umbral Reaver might be the next one. :P


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The Frozen One awakens from his slumber! A great cold envelops the world, freezing all. Only his wretched worshipers are spared for they are practically made of him. All others are only safe if they were especially prepared such as the demon faced fish, the floating city of feathered serpents, and the colony sopohnts who left the world entirely. Though that is only the start of the catacysm. Comets of coldfire drop from the heavens destroying much life, only by a miracle would the largest comet be diverted from hitting the floating city. Everywhere the comets land fire consumes that burns cold. All necromancy done in the presence of cold fire is doubly potent.

The black orb which was the Frozen One's avatar becomes even more a physical representation of the god, a new form for this world, human and outsider in one. He searches the world for years finding the sleeping gods and collects them, on the anniversary, 200 years after his birth Troas sacrifices the sleeping gods at his most profane of sites, the well of blood. With the blood of the divine, the site is immortalized and the ice becomes a new substance. Umbral Stone, stronger than steel, absorbs massive amounts of energy, only can be liquified in small quantities by divine will. By the act of murder of another divinity, Troas claims another domain as his own, Murder. With each divine murder the well of blood pulses for all divine to gain power, as the excess power is sent not only into the well but the planet, thus also all gods.

Epic Cataclysm: catastrophe over 20 tiles (200pts), events - birth of a god, collecting gods, murder gods, creation of new material Umbral Stone, coldfire (50pts)

From this point on each divine murder of a sleeping god gives the rest 1d6 more power each round. Giving all present gods an additional 2d6 energy per round.

4d6 ⇒ (4, 6, 1, 1) = 12
Stock: 327
Total: 327+12-250= 89

How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.

Point-Buy Table
Action - 1st Age(+500 yrs/rnd) - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
Shape Land - 3 - 5 - 8 - 10
Shape Climate - 2 - 4 - 6 - 8
Catastrophe - 10 -10 - 10 - 20
other Event - 10 - 7 - 9 - 6
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 1
Create Race - 12 - 6 - 20 - 30
Create Subrace - 10 - 4 - 12 - 25
Command Race - 8 - 4 - 3 - 5
Advance Civilization - 10 - 5 - 6 - 12
Purify Civilization - 5 - 8 - 5 - 8
Corrupt Civilization - 4 - 6 - 4 - 6
Advance City - 8 - 4 - 5 - 8
Purify City - 4 - 5 - 3 - 4
Corrupt City - 3 - 4 - 2 - 3
Command City - 6 - 4 - 2 - 2
Create Sect - 8 - 6 - 4 - 4
Command Sect - 4 - 3 - 2 - 2
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 2

This is going to allow us to build a fantasy world's history. Basically you are just taking turns creating a setting history. Then you can go in and pick a time in the age of the setting where you can role play D&D. The whole creation process is really a group thing.


Where is the +10 coming from. Did I miss something?

New Stockpile: 169 + 4d6 ⇒ 169 + (6, 6, 2, 1) = 184


Stockpile: 132

Missed another day, that's how the cookie crumbles. Yes, if you don't hear from me after one day a message would be great! Please pester me, I just need a little reminding. :)

4d6 ⇒ (4, 5, 5, 2) = 16

New Stockpile: 148


Stockpile: 124

4d6 ⇒ (1, 2, 1, 4) = 8

New Stockpile: 132


Stockpile: 157

4d6 ⇒ (3, 1, 2, 6) = 12

New Stockpile: 169


Well, I knew I was forgetting about something... I don't get updates from this game like the others.

Stockpile: 109

Well...I am surprised no one sent me a message, then again not that kind of game. 4d6 ⇒ (6, 4, 3, 2) = 15

New Stockpile: 124


Well, I knew I was forgetting about something...

Stockpile: 137

Well...

Thanks ulgulanoth for all the gifts! 2+1+4

Free advancement for the Old ones, Abjuration.

3d6 ⇒ (2, 6, 5) = 13

New Stockpile: 157


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Who what? Tacticslion how do you have so many points?
Stockpile: 119
Gifts! 4

4d6 ⇒ (6, 6, 1, 5) = 18
New Stockpile: 137

I help 1d3 ⇒ 1

enhancing Corellon 1d6 ⇒ 1

Hindering Oalian 2d4 ⇒ (3, 2) = 5


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Keep it Tacticslion. Everyone else roll for the missed day as well.

Stockpile: 83

8d6 ⇒ (3, 1, 6, 5, 2, 3, 3, 3) = 26

New Stockpile: 109


0 for 2, wow, I really am not the only one missing days.
Stockpile: 70
4d6 ⇒ (5, 2, 3, 3) = 13
New Stockpile: 83


Wow, I am not the only one missing days!
Stockpile: 104
Gifts! 3
4d6 ⇒ (3, 1, 5, 3) = 12
New Stockpile: 119

Just enhancing Corellon 1d6 ⇒ 3

stock: 10, total: 13


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Tacticslion, I trust you! Also I forgot to give them the original race advances. :)

Hindering: Taiia - a snake-folk 2d4 ⇒ (1, 1) = 2 for my friend, the god of death and undeath! Muhahahaha! "A group of vampires take special interest in the going ons of this group. They learn of what Taiia, intends to wish for and dispose of her in the dead of night."

I can affect 1d3 ⇒ 3 and advance:

Io, a winged kobold from the floating isles 1d6 ⇒ 2 9+2=11
Corellon, a male elf 1d6 ⇒ 2 7+2=9
Freya, a female golden orb weaver 1d6 ⇒ 1 9+1=10


Stockpile: 86

The elves enjoy their time, seeing what wondrous things the many different families have made.

4d6 ⇒ (6, 6, 3, 3) = 18

Soon for what?

New Stockpile: 86+18=104


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Stockpile: 70

4d6 ⇒ (2, 1, 3, 4) = 10

Sounds good Hordshyrd, here make a Sect for yourself on me! :)
Since I can't do that very well right now.
Gift: 10 points to Hordshyrd, to do what ever he wants with, but with in mind to create a sect or another race :)

New Stockpile: 70

Now a bad roll. :(

LOL

It looks like at the present rate, the Colony Sophonts will be ascending into the sky by the time the next age comes around.


Since I am still on... and it is a new day...

Stockpile: 48

4d6 ⇒ (6, 6, 6, 4) = 22

New Stockpile: 70

Nice roll, growing stronger now! Just need another 130...


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New Stockpile: 89

4d6 ⇒ (3, 4, 3, 2) = 12

Gift (Thank you!): 5

Advancement - Elves - Music (x1), Poetry (x1), metalworking (x1), basket weaving (x1) [5x4=20]

New Stockpile: 89+12+5-20=86

LOL, yes they would take their time...


New Stockpile: 33

4d6 ⇒ (4, 4, 2, 5) = 15

New Stockpile: 48

-Slowly collecting now. It is going to be a horrible cataclysm....

Welcome to the club Umbral Reaver, but sorry that you are... depressed.


Stockpile: 69

Gift (Thanks!): 1

4d6 ⇒ (1, 6, 6, 6) = 19

Any suggestions on what I am missing for the Elven race?

A year of rest for the Elves.

New Stockpile: 89


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Stockpile: 49
3d6 ⇒ (1, 1, 2) = 4

"The Lord of Ice, and also known as the Frozen One, recognizes his children. He brings forth massive icebergs from the sky. Squishing nearby villages who do not believe. The Avatar of the Frozen One, the black orb moves and it moves to the largest of these Icebergs on the highest peaks, waiting for the brave to be blessed by the Frozen One. Waiting for their sacrifices, to let this iceberg turn red with blood."

Catastrophe - 10 - in Tile 18.

The 'Well of Blood' is created, on the highest peaks, that the gods may be praised by sacrifices of the weak. If a god has subjects that bring sacrifices he or she gains power. Next round the god gains an additional d6. Much weeping and gnashing of teeth will be known in the world due to this new magical location.

Event - 10 - in Tile 18.

New Stockpile: 33


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Ughhh, that sounds painful!

New Stockpile: 66

Gift (Thanks!): 3

4d6 ⇒ (4, 6, 4, 2) = 16

This year the Elves focus on working with their hands, be it with weapons, creating items, writing, building new structures, or making trade work better.

[Advance Civilization - Elves -advanced military tactics x1, writing x1, trade x1, metalworking (forge steel) x1, construction x1.] [5x5=25]

New Stockpile: 84-25=69

Total so far:

Advance Civilization - Elves -
basic military strategy (x3),
advanced military tactics (x3),

writing (x5),
trade (x3),

metalworking (forge steel) (x4),
construction (x4),
metalworking (weapons) (x3),
metalworking (armor) (x3),

Evocation(x3),
Universal(x1),
Abjuration(x5)
Conjuration (x3)

Free Advancement: Old Ones grow in Abjuration

To help Tacticslion with all the collecting of info.

Also there were several Stone giant advancements by me.


New Stockpile: 53

Gift: 2

3d6 ⇒ (5, 5, 1) = 11

Advance Civilization - Elves - trade (x1)

New Stockpile: 66


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I take it as a no for the quick advancement.

I will make adjustments later. Tacticslion, I understand the whole amount of work, thanks for keeping the other game up to date!

Stockpile: 41

3d6 ⇒ (3, 4, 1) = 8

New Stockpile: 49


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All my spoilers are to limit the word walls. Feel free to look at all of them. I want input rather than being a dictator. =P

Query to all:
If you want to just advance to the next Age PM me or post regualarly with an affirmation, I think our next round could be like 20 turns thus we roll: 60d6.
Then we can start having some fun, as you oppose the god of catastrophe. :)

Dwarven Advancement - Problem:

The dwarves advance twice more (a total of three times.

Truly they are working with machinery that has grown from simple machines to the beginnings of true machines, war engines and primitive guns. This allows their nation city to flourish

Are they making the guns out of stone and wood? You have no metalworking, no gunpowder, let alone lots of advancements towards guns or war machines... also why would they need these, they have no threats except for basic animals unless they are fighting themselves. There is technically no racial enemies for they have not been created. They should not be warring because they are purified and coming together.

Advance Civilization. The dwarves become masters of weaponry. They now have emerging firearms and advanced hand to hand weaponry.

Tile 15, cold plains to become hot volcanic desert...:

You will need to expend another shape climate to make it hot.

First shape land and shape climate at 15, the plain becomes a scorching hot volcanic desert 5pts
Create race fire giants, these gigantic titans have skeletal features and are covered in fire 12pts
Advance race; fire giants 8 times, 1 in academics to give them writings, 2 in fire magic, 2 in necromancy, 2 in metalworking and 1 military tactics 80pts
Create avatar; The Emperor Dragon, a dragon so large it even dwarfs the fire giants, this creature is their leader and ruler of all the fire giants, a wise and crafty creature that has direct connection to the god that created the fire giants 10pts

Question - Avatar: The Will of All :

Which tile is it located?

CREATE AVATAR (10) The Will of All

The development of an advanced society with no written or spoken language has been a very strange one. As the Colony Sophont civilisation spreads further, the need for centralised information becomes ever more important. Collecting newly budded brain zooids from all over their territory, they fuse hundreds of them together to form a single vast entity, a being containing the totality of their culture, history and science and able to comprehend the ocean of information its consciousness swims in. Although Colony Sophonts individually have no psychic powers, the incredible collection of fused minds awakens an unfathomable well of psionic power.

Though the Colony Sophonts have no real concept of names, the Feathered Serpentfolk are almost immediately aware of its massive psychic presence and name it 'The Will of All'. It connects the Colony Sophont nation with telepathy, allowing them to speak to each other directly at last. The creature truly has no motivation of its own, but amalgamates the desires of all Colony Sophont minds and memory pods it touches into a single internal discourse. When the nation is together in their need, the Will of All is a tremendous force, but only when they are united will it act in its full capacity.

Stockpile: 28

3d6 ⇒ (5, 5, 3) = 13

New Stockpile: 41

Started the 23rd, now is the 28th. 3,000 years in... now is the 1st, 5,000 years and with the appearance of the new god of frozen cold, now marks the start towards the next age. Now it is the 10th, another 4,500 years has passed, soon the world will be 10,000 years old.

How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.

Point-Buy Table
Action - 1st Age(+500 yrs/rnd) - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
Shape Land - 3 - 5 - 8 - 10
Shape Climate - 2 - 4 - 6 - 8
Catastrophe - 10 -10 - 10 - 20
other Event - 10 - 7 - 9 - 6
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 1
Create Race - 12 - 6 - 20 - 30
Create Subrace - 10 - 4 - 12 - 25
Command Race - 8 - 4 - 3 - 5
Advance Civilization - 10 - 5 - 6 - 12
Purify Civilization - 5 - 8 - 5 - 8
Corrupt Civilization - 4 - 6 - 4 - 6
Advance City - 8 - 4 - 5 - 8
Purify City - 4 - 5 - 3 - 4
Corrupt City - 3 - 4 - 2 - 3
Command City - 6 - 4 - 2 - 2
Create Sect - 8 - 6 - 4 - 4
Command Sect - 4 - 3 - 2 - 2
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 2

Changes...to SEKAI:

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1
Forest.
Fey race. They protect and help nature grow.

Create avatar (10pt): the trees in area 1 become a single entity.
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2
Plains
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3
A series of gentle rolling hills and low valleys with quickly fill during an age of heavy rains, creating a land of rolling grassland interrupted by many fresh-water lakes both great and small.
Metal skyship from another world crash-landed on the grasslands of triangle 3, carving a valley where a hill rose before and burying secrets of magic and technology from another world at the bottom of a crater tainted with extradimensional energies, magitech radiation and alchemical waste. Whoever unearths the vessel will find numerous bodies of a small, scaled humanoids with a few winged specimens as well as cargo hold of alien ores.

a large island in the middle of a deep ocean
cold climate
Fey continue to wander and help nature as they go.

Underneath in the magma - Anglerfish
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4
Jungles -_-
cold climate
Fey continue to wander and help nature as they go.
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5
Plains
cold climate
Fey continue to wander and help nature as they go.
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6
Boreal forest (largely pine and other needle trees some leaf trees)
cold climate
Fey continue to wander and help nature as they go.
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7
Forest. cold climate
Fey continue to wander and help nature as they go.
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8
Deep ocean, beach coastlines, and volcanic islands. Cold climate as the waters begin to freeze.

The Anglers expand into the deep ocean.

Fey continue to wander and help nature as they go.
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9
Plains
cold climate
Fey continue to wander and help nature as they go.
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10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands. Cold climate as the waters begin to freeze.
Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Command Civilization(8): Build City
Using their newfound knowledge of the exploitation of thermal vents and volcanoes, the Anglers establish a series of colonies in the deepest ocean. Concealed by miles of water above them, where no sunlight ever penetrates, patchwork labyrinths of basalt, twisting chimneys of brimstone brine, and agricultural fields of tube worms develop.

Fey continue to wander and help nature as they go.
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11
A tropical swamp. The temperature drops back to temperate.

Race: Serpentfolk develop

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)

Fey continue to wander and help nature as they go.
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12
Tropical Mountains

Deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks. The section of rainforests becomes swamps closest to 10.

From the mangrove swamps of tile 11 into the rich eastern lands of tile 12, Feathered Serpent-folk leave the Serpent-folk to survive.

The feathered serpentfolk gather at one of the great mountains of the jungle highlands, beginning to inhabit what caves dot it's surface and building low structures of mud, thatch or clustering the tree branches to turn the trees themselves into shelters, and they call this place their holy city of Ka'i'do [First City!]

Advance city Ka'i'do

The feathered serpentfolk begin construction of a great pyramid temple, half carved from the mountain, half built atop it, work is slow, but generation upon generation they continue the great work handed down to them by the gods.

Command Race (8)

The begin construction of a great canal, leading from Ka'i'do all the way out to the coast, in the style of those built by the Colony Sophonts and indeed meeting up with them, and gaining their help in it's construction. Along with a great reservoir near to the city and a series of canals all throughout, allowing their allies to easily travel into the city and provide new routes for trade and even some degree of residency by the Sophonts, if any so choose.

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13
Swamp -_-
Cold climate.
Fey continue to wander and help nature as they go.
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14
Plains
Cold climate.
Fey continue to wander and help nature as they go.
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15
Plains
Cold climate.
Fey continue to wander and help nature as they go.
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16
temperate and frequently stormy. island-dotted deep ocean
Fey continue to wander and help nature as they go.

Underneath in the magma - Anglerfish
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17
island-dotted deep ocean
Cold climate.
Fey continue to wander and help nature as they go.
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18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.

Yeti emerge.

Fey continue to wander and help nature as they go.
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19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands. Cold climate as the waters begin to freeze.

Race: Colony Sophonts

Fey continue to wander and help nature as they go.

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20
temperate desert.
Races: Dwarf and Fey, though the Fey continue to wander and help nature as they go.

Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)

Create Avatar. very system of caves that their nation is becomes a living personification of the dwarves.
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https://docs.google.com/drawings/d/1YTaYbtMPHAkXpRxJEb1TmAGtGAyBes4Jv8hd4Ve 9UBI/edit?usp=sharing


Races of Sekai:

Fey
They protect and help nature grow. They have spread over all of Sekai. Peaceful so far, have not needed to protect nature very much at all.
[Advance race 10] Transmutation. The fey become closer to that which they care for. Many Fey develop in their own ways closer to nature. Thus the development of many individuals still in one race, many learn how to change their shape.

[Advance race 10] adaptation. The fey grow to learn how to best survive in the environments they live in, many know how to go dormant when natural hazards come through.
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demon-faced anglerfish
They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.
Anglers are located solely in the deepest ocean depths, under at least 2 km of water. They have an extreme sexual dimorphism; all active members of society are female fish, with gaping maws filled with needle-like teeth , and a robust arm growing out of their foreheads, between their eyes. The arm ends in a central pad with six long, dexterous fingers. Each fingertip is bioluminescent, and can be made to grow brighter or dimmer. Originally used to lure prey, these luminous ends are now mainly used for communication between females. Males of the species, on the other hand, are non-sentient, much simpler in body form, and are nearly a tenth the size of the female. They bite into and latch onto any female they find, and then fuse with them, losing all bodily form until it is subsumed into the female. She then uses the male to fertilize her eggs. A large portion of socio-economics in Angler culture revolves around the growth and trade of males, which are treated much like cattle or luxury items. High status members display and adorn the numerous males attached to them.

Advance Civilization(10): Vulcanoculture
The Anglers discover fire. Or, more precisely, the thermal vents and abyssal volcanoes of the deepest ocean trenches. They learn how the energy feeds the chemosynthetic world in the depths, how to tap into the power source, how to feed the tube worms, how to harvest hot stones from the glowing extrusions of the magma upwellings.

Advance Civilization: Magical Evolution
The Anglers start dabbling with transformative magics, delved from power sources deep underneath the ocean floor. It allows them to develop more and larger lure-hands, as well as being able to start seeing from their bioluminescent tips.

Advance Civilization: Telekinesis
This deep well of transformation also teaches the Anglers how to move things with their mind, and how to swim and maintain buoyancy in all manner of densities. They still prefer to remain in the deepest ocean trenches.

Advance Race: Magma Travel
With the recent advances in telekinesis and physical hardiness, in conjunction with vulcanoculture, the Anglers learn to survive the dangers of lava, and can now swim in the vast fiery ocean beneath the world.

Command Race x2: Fleeing the oncoming cold, the Anglers retreat into the submarine volcanoes, and begin to spread from there into new regions, underneath the world, on chthonic currents of magma. They move into regions 3 and 16, underneath the world.
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Colony Sophonts

In the primordial depths, wildly varied forms of life struggle and compete. While most of the world saw the emergence of single-bodied multi-cellular life, the dominant morphology in this region was colonies of related but distinct organisms, each serving a different role in a clustered superorganism. Evolutionary pressures amongst predatory colonies led to an increase in neural connectivity between colony members. Higher forms of cooperation proved superior, especially with the capacity for learning and tool use.

The Colony Sophonts are analoglous to Earth's colonial siphonophores. Each individual zooid performs a specific role in the colony:
Feeding parts, with instinctual animal-like instincts they pass on to the collective; all parts have their own digestion and waste processing organs and the feeding parts simply deliver nutrients to each colony member.

Prehensile tool-using tendrils, largely insensate on their own. They evolved from the paddle zooids as increased capacity to manipulate the environment became a valuable trait.

Paddle-like motor limbs, the simplest of the colony organisms.
And to organise them all, the sapient brain and core sensory organism. The brain zooid is unable to survive on its own and directs the activities of the colony's parts.
To reproduce, a Colony Sophont buds an additional brain zooid and populations of the other zooids, then divides into two separate colonies. Each has the same memory and continuity of self as the original, although particularly ancient memories degrade over multiple generations of fission.
The logical intelligence of a Colony Sophont is comparable to that of most hominids, although its social intelligence is almost entirely absent; the evolution of Colony Sophonts produced intelligence without any society. Each Colony Sophont is a nation unto itself. They have no concept of language and cannot even communicate with other colonies.

Advancements: Construction (x1)

The soft-bodied Colony Sophonts are limited in their growth and range of body plans until the development of construction techniques using coral structures. While the Colony Sophonts have no means of communicating with each other conventionally, they can observe each other and mimic useful behaviors. Their budding reproduction method also means learned techniques are passed on to offspring.

More sophisticated and sturdy Colony Sophonts begin to dominate the ocean, using the coral structures as armor and artificial skeletons for their soft zooid colonies. Groups of manipulator and paddle zooids wrapped around long segments of coral act like muscles around bones, similar to conventional limbs.

Colony Sophonts, Expand To Tile 12

With their increased sturdiness and mobility, the Colony Sophonts begin to venture into the wetlands adjoining the mountains. Woody plants serve as substitutes for their familiar coral structures where their populations move into more terrestrial environments. The total lack of language does mean that cooperation between Colony Sophonts only exists between close relatives that share memories of a common goal. As they bud off more offspring, those more distant from the ancestral goal form independent groups.

The Colony Sophonts encounter the feathered serpent-folk. Each Colony Sophont is a monstrosity of coral, wood and flesh and with no capacity to recognize intelligence outside itself, may seem an unthinking evil to the serpent-folk. Likewise, the scaly vertebrates may seem like nothing more than animals to the colonial meta-organisms.

Will the Colony Sophonts and serpent-folk learn to recognize each other's bizarrely different ways as intelligent, or are they destined to destroy each other?

ADVANCE CIVILIZATION (10) Colony Sophonts, Memory Pods

The lack of language was an ongoing problem for the Colony Sophonts, limiting their capacity to develop technologically. While their ancestral memory could create lineages of scientific genius, the complex skills learned over so many generations could not be shared with other members of the species.

That is, until the evolution of the memory pods. It began with an attempt to bud an additional brain zooid to create the core around which an offspring would be built, but a mutation prevented the zooid from maturing properly. The underdeveloped zooid could only absorb memories and skills from its parent, but had no agency or intelligence of its own. The Colony Sophont found that it could generate more stunted zooids to store memories in and other Colony Sophonts could access those memories by incorporating the tiny zooids into their own networks.

Finally, the Colony Sophonts had a way to communicate with each other, and with that, the foundation of nationhood was born.

Colony Sophonts, Trade Technology (Construction for Mathematics)

The Colony Sophonts prefer to occupy the ocean and wetlands, while their Feathered Serpentfolk allies dwell on higher ground. There is little need for conflict as they do not compete for territory or resources. In these peaceful times, using the gifts of memory pod and psionic thought exchange, the two races share their sciences with each other for mutual benefit.

The Colony Sophonts teach the Serpentfolk about their construction techniques, even so far as sharing the concepts of exoskeletons (although without the means, Serpentfolk don't have much use for this yet). In return, the Serpentfolk advance the Colony Sophont concepts of mathematics.

ADVANCE CIVILISATION (10) Colony Sophonts, Architecture

The advancements allowed by a deeper understanding of mathematics encourage the Colony Sophonts to attempt more ambitious construction projects. Their structures reach greater heights and sturdiness and they begin building great waterways wherever water meets land. These serve as roads for the largely aquatic species, and large rafts allow them to move materials quickly between their settlements and those of the Serpentfolk.

ADVANCE CIVILISATION (10) Colony Sophonts, Astronomy

Living on the surface has allowed the Colony Sophonts to turn their eyes to the stars. With the mathematical knowledge gained from the Feathered Serpentfolk, they chart the mysteries of the void beyond this world.

They establish a calendar based on the measurement of the stars and the rotation of the planet around its sun. The very first New Year's Day is marked, and they celebrate it along with their Serpentfolk friends.

ADVANCE CIVILISATION (10) Colony Sophonts, Machinery

Invention is the child of necessity, and the awkward Colony Sophonts have discovered creative ways to make their lives easier in the transition to land. The combined technologies they have mastered thus far, in conjunction with their experimentation with artificial body plans to support their squishy forms, leads to increased engineering prowess.

The Colony Sohponts begin creating geared structures out of wood and stone, including pumps for their canals. On a smaller scale, their artificial skeletons become more sophisticated, adding levers and wooden springs to enhance their physical abilities. The first mechanical catapult is inventied... by accident. Its inventor is praised posthumously.

ADVANCE CIVILISATION (10) Colony Sophonts, Metalworking

The drive for better materials for their mechanisms drives the Colony Sophonts to investigate the potentials of metal ores. Metal parts enable them to produce finer and stronger mechanisms. The application for war remains somewhat alien to the Colony Sophonts, as they have difficulty understanding the need for conflict; their own population is generally self-limiting and their strange mindset makes it hard for them to consider their feathered allies could ever be a threat.

ADVANCE RACE (10) Colony Sophonts, Chemistry

As the cold encroaches, the Colony Sophonts begin working harder and faster on ways to keep warm. Especially with their aquatic lifestyle, they require heating methods that aren't dependent on oxygen. This rush of experimental science results in many explosions, most of which are documented on memory pods. The Colony Sophonts advance in their understanding of chemistry.

ADVANCE RACE (10) Colony Sophonts, Basic Rocketry

Wow, that one went really high! Controlled explosions in tubes prove inadequate for providing sustained heating underwater, but they do make those tubes fly really far! Some Colony Sophonts, more for the sake of curiosity and entertainment than anything else, work on better and safer ways to launch their fireworks into the sky.

ADVANCE RACE (10) Colony Sophonts, Aerodynamics

The chemicals are only one part of the equation. Colony Sophonts, already good with the concepts of body plans and efficiency of different shapes in different situations, quickly improve their primitive rockets to be more stable in flight and to arc correctly if desired. Their unwarlike minds fail to realise the military application of accurate long range explosives.

ADVANCE CIVILISATION (10) Colony Sophonts, Basic Automation

With their increasing mastery of mechanical science, the Colony Sophonts invent devices to make mundane processes swifter and more precise. This includes machines such as large-scale mechanical looms and metalworks. Though this is sufficient to create a printing press, the idea of thought being stored in written form has yet to occur to them; they still use memory pods for storing and sharing information.

CREATE AVATAR (10) The Will of All

The development of an advanced society with no written or spoken language has been a very strange one. As the Colony Sophont civilisation spreads further, the need for centralised information becomes ever more important. Collecting newly budded brain zooids from all over their territory, they fuse hundreds of them together to form a single vast entity, a being containing the totality of their culture, history and science and able to comprehend the ocean of information its consciousness swims in. Although Colony Sophonts individually have no psychic powers, the incredible collection of fused minds awakens an unfathomable well of psionic power.

Though the Colony Sophonts have no real concept of names, the Feathered Serpentfolk are almost immediately aware of its massive psychic presence and name it 'The Will of All'. It connects the Colony Sophont nation with telepathy, allowing them to speak to each other directly at last. The creature truly has no motivation of its own, but amalgamates the desires of all Colony Sophont minds and memory pods it touches into a single internal discourse. When the nation is together in their need, the Will of All is a tremendous force, but only when they are united will it act in its full capacity.
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Serpent-folk

Serpent-folk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)

advance civilization writing (1x) - invent mathematics.

Serpent-folk invent pottery. While burning their pottery they discover that certain pieces of stone and clay when heated boil and can be mix to produce very strong material that is shiny bronze. (two advancements for 20 points)

Serpentfolk start to capture swamp gases in pottery and bronze jars and pipes and burn it in stoves and ovens to produce either very hot flame or to provide efficient heating and source of eerie light. (10 points for an advancement)

Their second advancement is combining mathematics, writing and observation to analyze and describe processes taking place during production of pottery, bronze and burning gas to develop chemistry. (10 points for an advancement)
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Feathered Serpent-folk
Leave the Serpent-folk to survive.

ADVANCE CIVILIZATION (10) Feathered Serpent-folk, Basic Psionics

Communication between the Colony Sophonts and their neighbors, the Feathered Serpent-folk, continued to be difficult. They could observe each other and make assumptions about each others needs based on behavior, but any meaningful exchange of knowledge was impossible.

The memory pods changed this. Of course, Serpent-folk could not attach the pods to their own brains to access them. Something else happened; a dormant power awoke in a few Serpent-folk. They could sense the thoughts trapped inside the fist-sized pods. The art of psionics was founded. Even the smallest amount of will in living beings had barred this ability from being noticed, but the memory pods had no such defenses.

The Serpent-folk and Colony Sophonts could speak to each other for the first time.

Praised be to the great serpents when the strange ones were found, those odd few who could derive the intentions of the strange ones from below. Those who could develop these strange new psychic powers quickly became a new class of sacred diplomat-priests, serving as a link between the feathered serpents and the ones from below.

Advance civilization - Feathered Serpent-folk - Basic Ceramics
Over the many years the feathered serpent-folk have seen how the ground often grows harder beneath where a fire has been burning, but finally they have managed to develop how to use this for themselves. They have learned how to mix and purify the clay of the jungle-mountains, allowing them to make pottery and brick in the hot fires of certain jungle woods, and also how to replace certain stone elements of their weapons and tools with bits of ceramic, allowing them to be made more rapidly.

Using the new technological concept of exoskeletons gained from their allies the Feathered serpentfolk begin to experiment with the concept using their ceramics.

Results are disastrous.

As a side effect the begin to make ceramic jewelry.

Advance civilization Feathered Serpentfolk Basic metalworking - bronze and gold

after many years of watching certain stones bubble and melt in the great fires, leaving behind hard shiny spots, the Feathered Serpentfolk finally discover the means of working soft metals, applying them to their pottery, advancing their ceramic tools and streangthening their stone and ceramic clubs spears and macuahuitls.

Advance civilization Feathered Serpentfolk - Architecture

With the advent of metal tools the Feathered Serpentfolk finally have the means to apply the construction techniques taught to them by the Colony Sophonts to more practical means (their psychicly aided coral forming being at best a respected though impractical artform, given their remoteness from a proper environment for the coral) advancing their brick and wooden structures and allowing them to start greater construction projects.

As the world changes around them and panic begins to rise the feathered serpentfolk reach out into the world around them, exploring the dark mysteries that their priests have previously touched upon, discovering new ways to manipulate the energies of the world around them. Discovering... Magic.

Advance race 10pts

With the planet growing rapidly colder and the forest withering around them the Feathered serpentfolk begin to worry about their source of life and begin struggling to find ways to keep themselves alive.

Some who have watched the growth of plants over many years begin to find ways of cultivating some of the jungle fauna, convincing usefull plants to grow just as they once rooted out the weeds from the city, and begin to work to sustain their people. [Agriculture+1]

Others who have long hunted the great and small beasts of the jungle begin to capture some of the small beasts that they have hunted and stolen eggs from, keeping them safe from the changing world and holding them to be eaten later. Over the generations some animals breed true in captivity and become more complacent, starting to live in tandem with those who once hunted them and providing for many. [Animal husbandry +1]

Upon the awakening of the "Will of All" so close to them the psychic priests of the Feathered Serpent-folk grow deeply concerned, they can feel the power of this thing and understand it's potential to elevate their race or destroy them. Using glimpses of it's knowledge along with the construction and architectural knowledge they have gained, they gather the great ruling priests and convince them of a great plan to draw their race closer to their allies and secure their safety from this great new force.

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Dwarves
Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)

The dwarves dig deeper into the earth creating a single massive city spanning their whole race, they manage create new methods of agriculture that allows them to specialize, rather than live as a race of underground hunter, gatherers.

Purify: The dwarves comes together even further

Total advances 4, 2 purify, 1 avatar
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The Yeti
Among the great mountains at the bottom of the world, from out of the eternal ice and snow they come, perhaps evolving from some strange shaggy beast, perhaps simply coalescing from the snows themselves. The come, their bodies completely covered in shaggy white hides of thick matted fur, only the palms and fingers, flats of their feet and toes showing the dark blue-black skin that also dominated their squinting heavy jawed faces, filled with large blunt teeth. They quickly come to a dominant position in their environment of giant lumbering herds and ruthless predators through the use of higher problem solving and through fashioning a variety of simple tools from bone. the seem to need no warmth, reveling in the cold and living in caves of packed snow or naturally forming in the mountains more out of a sense of community and for protection against predators then the cold.

Corrupt Civilization - Yeti
Upon the arrival of the strange dark object amongst the storms and clouds of the sky most of the Yeti are fearfull, hiding from it and cursing it for it's strangeness but some few others delight in it's arrival and begin to make sacrifice to it.

Corrupt Civilization Yeti -1 (up to -2 total)
As the endless winter begins to spread across the land the dark cults of the Yeti begin to spread, rapidly becoming the dominant power amongst them, slaughter and blood sacrifice become the law of the land.

[Advance race - 10] Avatar present, yetis gain supernatural abilities to form and create ice within seconds to minutes, depending on mental aptitude of each individual Yeti.
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Please PM me any thing that needs to be changed, or if you have a cleaner edit of the information.


Not for sure, was it we have 3 regular cycles then the fourth is when the well does not work. Or was it on the third cycle is when the well does not work?

You know there are soooo many aspects that could be advanced in a civilization it is hard to grasp the multitude that can be chosen, then which ones make sense to use. Such as culture, you really can't advance a race in it, but more like they increase in writing, trade, mathematics, etc. What other basic advancements would increase culture?

New Stockpile: 61

4d6 ⇒ (2, 3, 5, 2) = 12

The elves continue to advance in all aspects military, magic, and culture.

[Advance Civilization - Elves - advanced military tactics (x1), writing (x1), trade (x1), Conjuration (x1)] [20]

New Stockpile: 53


1 person marked this as a favorite.

Stockpile: 40

Gifts (Thanks!): 2

4d6 ⇒ (5, 6, 4, 4) = 19

New Stockpile: 61

Missed another day to tiredness... Oh well.

Tacticslion, I know what you mean, so many things to do so little time.


1 person marked this as a favorite.

Stockpile: 19

3d6 ⇒ (1, 4, 4) = 9

New Stockpile: 28

"The coldness seems to be just natural to the world now, many of the scholars think that the Frozen god went to sleep or disappeared entirely."


Stockpile: 6

3d6 ⇒ (6, 2, 5) = 13

New Stockpile: 19


1 person marked this as a favorite.

Stockpile: 42

3d6 ⇒ (3, 2, 3) = 8

Gift (Thanks!): 5

[Advance Civilization - Elves - advanced military tactics (x1), writing (x1), Conjuration (x1)] [15]

Free Advancement: Old Ones grow in Abjuration

New Stockpile: 40


Stockpile: 17

3d6 ⇒ (3, 3, 5) = 11

The cold continues to spread. The deep oceans are already very cold and it takes time for cold to spread down there, the oceans begin to freeze over in many spots though. The burning deserts in 20, become much more mild, but still a warm temperament.

Shape Climate one step colder to tiles, 3, 1, 6, 7, 8, 9, 10, 16, 17, 19, 20. The rest of the world, [2x11=22]

New Stockpile: 6


1 person marked this as a favorite.

Stockpile: 52

4d6 ⇒ (3, 1, 3, 3) = 10

The elves continue to learn new ways to create armor and weapons, also the many ways to incorporate magic into those vessels making them stronger.

[Advance Civilization - Elves - metalworking (weapons) (x1), metalworking (armor) (x1), Abjuration (x1), Conjuration (x1).] [20]

New Stockpile: 42


1 person marked this as a favorite.

Stockpile: 51
Gift: 6
4d6 ⇒ (4, 6, 4, 1) = 15
The elves continue to advance their race learning about the mystical arts of magic, and creating of armor and weapons. They learn with the stone giants about crafting weapons and armor, though they quickly out pace them again.

[Advance Civilization - Elves - metalworking (weapons) (x1), metalworking (armor) (x1), Abjuration (x1), Evocation (x1).] [20]

New Stockpile: 52


Stockpile: 16

3d6 ⇒ (4, 6, 1) = 11

"The Frozen One is pleased with the Yetis, giving them powers to freeze others to one degree or another for the betterment of his catastrophe"

[Advance race - 10] Avatar present, yetis gain supernatural abilities to form and create ice within seconds to minutes, depending on mental aptitude of each individual Yeti.

New Stockpile: 17


Stockpile: 22

3d6 ⇒ (6, 5, 1) = 12

The cold spreads from the mountains shaping the climate of the other areas slowly over the years to much colder, in tile 18, to 5, 4, 2, 20, 12, 11, 14, 15, and 13. [2x9=18]

New Stockpile: 16

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