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Rollin'

Tacticslion: 1d6 ⇒ 2
Mine: 3d6 ⇒ (5, 6, 2) = 13


76 points total. I think.

Dark Archive

To silver 1d6 ⇒ 5

Mine 3d6 ⇒ (6, 4, 6) = 16

44pts


4d6 ⇒ (1, 2, 2, 6) = 11
Gift: 2
Stock: 293
Total: 306

EDIT: I suppose I really should get to updating the world, huh? Alas, lacking in free time, right now... :/
(But hopefully soon.)


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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.


It isn't time for exchanging a die for an advancement yet? Right?

Tacticslion: 1d6 ⇒ 5
Me: 3d6 ⇒ (6, 5, 6) = 17


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

Dark Archive

To Troas 1d6 ⇒ 2

Mine 3d6 ⇒ (3, 6, 1) = 10

54pts


I'm interpreting three solid cycles and the fourth is "off".
4d6 ⇒ (3, 4, 4, 6) = 17
Gift: 5
Stock: 306
Total: 328

(Glad we got my internet back.)


Hand-roll, internet out, possibly for the weekend, and iPad likes to make my dice-roll attempts into strange parodies of itself

dice: 4 of 6
3, 2, 5, 6, 3: 19

328+19=347 total

Dark Archive

to Tacticslion 1d6 ⇒ 4

mine 3d6 ⇒ (5, 6, 5) = 16

Dark Archive

70pts


Ok, it's my third roll since the last advancement.

Tacticslion: 1d6 ⇒ 4
Mine: 2d6 ⇒ (3, 2) = 5

Kobolds expand on their alchemical transformation formulas learning how to apply to their winged mounts and turn them into semi-sapient creatures with power of speech and empathic bond with their riders.

Grues extend duration of their shadowflame.

Magens alchemical experimentation creates magens-familiars - alchemically grown pets bond to them.


98 points.


New Stockpile: 53

Gift: 2

3d6 ⇒ (5, 5, 1) = 11

Advance Civilization - Elves - trade (x1)

New Stockpile: 66

Dark Archive

To Troas 1d6 ⇒ 3

Mine 3d6 ⇒ (5, 4, 6) = 15

85pts


Um, well, ugh laugh off understood what I meant.
EDIT: ugh laugh off
ugh laugh off
... UN dead-guy understood what I meant
AUTOCORRECT HATES ALL YOUR NAMES

Hand-rolled, internet-less
six-sided dice: 1, 2, 1, 6
gift: 4
total: 347+4+1+2+1+6=347+5+3+9=347+8+9=347+17=364

(ulgulanoth, you and I will advance next turn)

Let's do this by dates
- January 12, "normal"

- January 13, "free advancement"
(note: Deck [dragon-guy, Auto-correct hates your name] and Toast [elf-guy, I hate Auto-correct right now] treat this as "normal instead, because they free advancement today)

- January 14, "normal"

- January 15, "normal"

- January 16, "normal"

- January 17, "free advancement"

... This was a painful to type and correct. Soon, I hoop my internet comes back, so I don't halves to worry about iPad.


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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.


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Autocorrect is spawn of the deepest hells.

Tacticslion: 1d6 ⇒ 4
Mine: 3d6 ⇒ (6, 1, 2) = 9


And... it didn't... correct... the one... instance... of ulgulanoth...why?
I HATE YOU AUTO-CORREEEEEEEEEEECT!
(Sometimes.)

Anyway,

Free Advancement (all treant-folk and related sub-species): psionics x1
3d6 ⇒ (1, 3, 5) = 9
Gift: 4 (thank you!)
Stock: 364
Total: 377

Dark Archive

1 person marked this as a favorite.

to Troas 1d6 ⇒ 1

Mine 2d6 ⇒ (6, 6) = 12

97pt

Again advancing every race by the one they have the most


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


4d6 ⇒ (1, 5, 3, 6) = 15

Maybe music? I don't recall right now whether or not you did that.
Also, in a huuuuuuuuuuurrrrrrrrrryyyyyyyyyyyyy...

Dark Archive

to Troas 1d6 ⇒ 5

Mine 3d6 ⇒ (1, 6, 5) = 12

109pts


1 person marked this as a favorite.

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...

Dark Archive

To Tacticslion 1d6 ⇒ 1

Mine 3d6 ⇒ (1, 5, 2) = 8

117pts


4d6 ⇒ (2, 5, 3, 3) = 13
Gift: 1 (thank you!)
Unrecorded: 15
Recorded Stock: 377
Total: 406

... soon.
(Probably.)


Wednesday roll...

Tacticslion: 1d6 ⇒ 5
Mine: 3d6 ⇒ (3, 1, 3) = 7


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


4d6 ⇒ (4, 4, 2, 5) = 15
Gift: 5 (thank you, much!)
Stock: 406
Total: 426

(... but not right now apparently.)
(Also, I'll see if I can update the world when my toddler sleeps later today.)

REMINDER (also, finishing out the month and getting to the next "free advancement" after that):
- January 16, "normal" (that's Today!)

- January 17, "free advancement"

- January 18, "normal"

- January 19, "normal"

- January 20, "normal"

- January 21, "free advancement"

- January 22, "normal"

- January 23, "normal"

- January 24, "normal"

- January 25, "free advancement"

- January 26, "normal"

- January 27, "normal"

- January 28, "normal"

- January 29, "free advancement"

- January 30, "normal"

- January 31, "normal"

- February 1, "normal"

- February 2, "free advancement"

And, as a special note, if any of you muck around with this timeline, please re-post the adjusted dates. It'll help a lot.

Dark Archive

To Troas 1d6 ⇒ 5

Mine 3d6 ⇒ (4, 5, 6) = 15

132pts


yellowdingo wrote:

You are all doing realy well. This is seriously progressing...merry Christmas gang.

Roll 3d6=13 pt.

Area 7: A gem falls from the sky imbued with a single wish to the adventurer who finds it.

So begins 'The Fell Gem' Adventure.

I'd... kind of forgotten about this. Oops.

Before updating, I'm taking care of this first!

Other Event (7): a powerful cohort of 15 adventurers from 13 different races gathers to seek the "Fell Gem adventure".

Led by Clangeddin, a male dwarf (seeking to empower his people once again above all others), consisting of (in the order they were recruited)

  • Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity),
  • Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods),
  • Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world),
  • Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power),
  • Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith),
  • Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god),
  • Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula),
  • Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk),
  • Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement),
  • Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword),
  • Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all a they with their master),
  • and Taiia - a snake-folk (from the kobold underground, seeking to restore all of her people to true life and purify them from ever feeling the taint of undeath again).

(I determined the races and relative alignments/sexes at random, by dice. I created their goals from there. The names are obviously inspired by old D&D gods, though these are strictly mortals... for now.)

They all start with one "fate point" for being legendary adventurers - whatever happens to them on this adventure, Clangeddin has created something the world has never seen before, and the epic adventures involved will bring the names of these people into legend.

Each new turn, I will roll for each adventurer to gain 1d6 "fate points".

The first to gain 50 fate points, total, will "win" the wish. If multiple people hit 50 at the same time, multiple wishes come true!

I will start with a demonstration, below.

  • Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) 1d6 ⇒ 4 total: 5
  • Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) 1d6 ⇒ 6 total: 7
  • Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) 1d6 ⇒ 2 total: 3
  • Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) 1d6 ⇒ 6 total: 7
  • Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) 1d6 ⇒ 1 total: 2
  • Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) 1d6 ⇒ 4 total: 5
  • Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) 1d6 ⇒ 3 total: 4
  • Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) 1d6 ⇒ 2 total: 3
  • Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) 1d6 ⇒ 6, total: 7
  • Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), 1d6 ⇒ 5 total: 6
  • Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) 1d6 ⇒ 1 total: 2
  • Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all a they with their master) 1d6 ⇒ 4 total: 5
  • Taiia - a snake-folk (from the kobold underground, seeking to restore all of her people to true life and purify them from ever feeling the taint of undeath again) 1d6 ⇒ 5 total: 6

Each god (myself included) will get to choose advance 1d3 different adventurers each by 1d6 (a god can only advance a single adventurer once per turn, no matter how much they roll on the 1d3). This is free.

The can hinder a single adventurer by 2d4. An adventurer who runs to 0 points is eliminated from the adventure entirely - how that adventurer is eliminated (retirement, corruption, exhaustion, death, distraction, strange event, or other such thing is up to the god who eliminates him). If only one adventurer remains, that adventurer wins by default. (If there are two adventurers in a given entry, a god who "hinders" them can choose for only one to be eliminated, while the other continues on the adventure with 1 point.)

A god can choose to place a new adventurer within the "race of fate", as well, but it costs 1d8 divine points to do so (the new entrant starts with half that number, rounded down, minimum 1, of fate points).

A god does not have to advance anyone or hinder anyone, specifically, nor do they have to add anyone to the Fell Gem Adventure - these are all optional.

Again, allow me to demonstrate, below - this counts as my attempt on this turn.
I can choose to advance 1d3 ⇒ 2, and thus choose Freya and Io (which is too bad - I like so many of them!).

I advance Freya by 1d6 ⇒ 6 and Io by 1d6 ⇒ 5.
I've decided I kind of hate Pyramus. I hinder him by 2d4 ⇒ (3, 1) = 4.
I also choose to put a new entrant in the race: Oalian, the treant-folk (he wishes to ensure the wish is used for the cause of good - perhaps the Inner Light gains more power, or The Word does). This costs me 1d8 ⇒ 5. That means that Oalian will start with 2 (half of 5, rounded down).

This means that:

  • Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 9
  • Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 9
  • Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 3
  • Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 2

So... good luck on the fell gem adventure!
(My total Stock is now 414.)
EDIT: removing dice rolls that didn't need to be there, they were a copy/paste error
EDIT 2: number mis-counting - I'd said 14 adventurers, but there are 15, and I'd said 8 races (which is what I'd rolled) but I never took that into account when I randomly rolled up the individual character races... thus making 13 races. Now, of course, with Oalian, there are 16 adventurers with 14 races...

Dark Archive

I'll be hindering Taiia this round by 2d4 ⇒ (2, 2) = 4


Because I'm a glutton for punishment (and I want it to be clear to everyone who everyone is and how many points they have):

Ooh, quasi-edit, uluganoth is hindering Taiia. Updated!

Droping the list down a line...

  • Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 5
  • Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 7
  • Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 9
  • Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 7
  • Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 2
  • Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 5
  • Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 9
  • Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 3
  • Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 3
  • Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 6
  • Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 2
  • Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all a they with their master) total: 5
  • Taiia - a snake-folk (from the kobold underground, seeking to restore all of her people to true life and purify them from ever feeling the taint of undeath again) total: 2
  • Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 2


"With a mighty roar, the Regulator imposes Order upon chaos, and displays the history of the world."

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

  • One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk; also inhabited by treant-folk
  • Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi; also inhabited by treant-folk, and all those who follow the Whispering Echo, which is centered in a massive city called Soma, City of Dreams, a city constructed of nearly-impossible structures created by the mind of the makers as well as those of the observers; if an avatar is placed in Soma, a god can create effects at half cost, though entirely illusory in nature
  • Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by the Lion Blade to free the Draconic Divinity trapped within. Also inhabited by treant-folk
  • Four: mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk
  • Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk; also inhabited by treant-folk
  • Six: inhabited by the treant-folk
  • Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk; also inhabited by treant-folk; this is the site of the Fell Gem adventure!
  • Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls; also inhabited by treant-folk
  • Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk
  • Ten: mineral rich land - inhabited by crow-folk; also inhabited by treant-folk
  • Eleven: The Sacred Well [a divine artifact and avatar; the gods place avatars and artifacts within for the increase in their own power or free advancements in the races every fourth round]; a disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (most living) creatures to reach the neighboring sea - or the hole itself - by above-ground travel. It was once the site of the largest impact, and the majority of skystone and skymetal resided here; though originally deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light - and inhabited by undead who harnessed it for necromancy, it was later purified and made sacred by the Regulator; the newly sacred starmetal was eventually transformed into the avatar and subrace the Tree of Stars and star treant, who left the planet to aid their draconic ally in making the moon habitable. Also inhabited by treant-folk; it is an exceedingly mineral-rich locale.
  • Twelve: shallow ocean - inhabited by merfolk; also inhabited by treant-folk
  • Thirteen: shallow ocean that gets quite deep far enough away from land; also inhabited by treant-folk
  • Fourteen: fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk
  • Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants; after the Arku was shattered, they created a militant sect to find and restore all the pieces in order to prevent the looming cataclysm. Though successful, they merely slowed the cataclysm, delaying it slightly, as they and the rest of the world became more and more corrupt and depraved by the dark god sealed within, until they unleashed the Breath of the Dark God themselves in an attempt to harness that power. A faction have since become disgusted with the folly of their people and have left to wander the world. A second mountain-top city was established, with an open Grand Market to the world, eliminating the xenophobia there. The What remained of the Arku Seekers, however, continued to plunge into dark magic... Also inhabited by treant-folk; the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement); also inhabited by treant-folk
  • Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive perimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds); also inhabited by treant-folk; for a time, the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • Eighteen: once an exceedingly deep ocean called the "World Well" which continually generated a kind of holy water toxic to undead and evil creatures, but beneficent to all others (inhabited by treant-folk), it was corrupted by the herald of undeath into a toxic sludge that destroyed life and enhanced magical power; this Dark Water's power was later turned against itself by a city of undead built within the area (who became purified guardians of Eternity) and was then absorbed entirely by the Tree of Eternity, leaving 18 a rather standard, if deep, ocean. It is now inhabited by undead, treant-folk, and dark-treant folk; the city is a city of purity and Guardian to a gate to the shadow realm of the dead
  • Nineteen: shallow ocean; inhabited by treant-folk
  • Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities; it recently became an avatar - the Sacred Lands, part of the Mana Tree. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18. Once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) the remnants of which now reside in 17 with the kobolds; also inhabited by treant-folk and mana treant-folk
  • The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are. Also inhabited by treant-folk
  • The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships. Also inhabited by treant-folk.
  • Moon-One: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Two: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Three: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Four: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which are psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Five: named "Frost", a small tundra-like satellite moon with breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here; the kobolds established a mining colony
  • Moon-Six: a small desert-like satellite moon with a breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here ; kobolds build an outpost here
  • Moon-Depths: a set of deep holes that riddle the crust of all triangles 1-4, and interweave to create massive caverns and places which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here
  • Moon-Ring: a ring of dust and rocks that circles the moon which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits
  • World of the Shadows and Dead: the world of death and shadows, entirely filled with an inhabited by the Dark Treants and Tree of Eternity who regulates all of Time

Civilizations:

  • First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users (universal x1, abjuration x2); nearly deceased at the end of the first age, some now live with the kobolds; a sect appeared calling themselves the elves, beginning to thrive again. They learn from the Sword of Damacles of magic (abjuration x4, conjuration x3, evocation x3, universal x2), and move to the fortress of Stone giants to learn metalworking (forge steel x6, weapons x3, armor x3) x1, construction x5, and military strategy x3 and tactics x5, trade x3, writing x6, music x1, poetry x1, basketweaving; they create and craft with the balance of nature in mind for all things
  • Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it. Construction x4
  • Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones, and with healing arts) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). They have created flying ships that they have learned how to seal with contained self-sustaining environments within them, and created the Great Spell called "Invocation of the Shooting Star" that surrounds a star-ship with a bubble and propels it to through the sky. By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existence, sharing their city with them, and being their de-facto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best interests of all living creatures at heart. Unfortunately, militaristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts (made semi-sapient and granted the power of speech and empathy with rider via alchemy) and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, and have created mighty cities on all of them (the first on the largest) (advanced x2). Corrupted by the dark god, they were deceived into creating weapons of mass destruction, though now they regret such decisions and are purified. They can now turn ordinary kobolds into winged kobolds - who now have rudimentary powers of innate magic. They sent an exploratory mission to the moons, their first ship named "Scaled Voyager". Finding the undead there, they created an embassy and a powerful, thriving trade and exchange, building outposts on the desert moonlet and a mining colony on Frost. They investigated a spatial anomaly that vanished one of their ships, allowing them to learn basic dimensional magic and detect and analyze dimensional anomalies and extradimensional spaces; they advanced into creation of extradimensional pockets and self-sustaining environments within them; they applied this to The Vault, which was filled with back-ups of all things for the "next cataclysm"
  • Merfolk: some live with the kobolds
  • Scorpion-folk: advancement x4 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
  • Snake-folk: all magic (x2), especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
  • Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x1
  • Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x1
  • Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters). All of the ape-men have a heavy drive to conquer all other lands. Advancement x1
  • Spider-folk: chaotic neutral, advancement x6 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it. Corrupted by the dark god, they suffer from tremendous internal strife, each subrace seeking to be the only race and killing off all the others.
  • Skeletal-folk: humanoids, metalworking, bone-forging (x3)
  • land octopi: academics, metalworking, illusion magic (x12), enchantment magic (x12); the racial religion is the secretive but benevolent society The Whispering Echo, but vanished from the history of the world entirely, possibly associated with every living thing in Soma as a rider; they travel dreams
  • beetle/fly-folk: academics, metalworking, hot air balloon technology (x3)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x3)
  • treant-folk: academics, metalworking, nature magic/druids (x12), psionics (x12), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x12), the dangerous chronomancy (x12), transendental temporalist (x10), and the ability to become ethereal or corporeal at will. They are all endlessly reincarnating entirely immortal celestial treant-folk: they, as the incarnations of goodness and the Chosen of the Inner Light of Yannah-Elishar, never truly die, but are, instead, reborn the following day; they are entirely sustained by their own inner lights, and need never subsist on outside sources (eating, drinking, daylight, air, etc) ever again, but they can produce said resources for others to enjoy. When the Inner Light of Yannah-Elishar partially merged its essence with them above and beyond how it had with all living creatures, they became the incarnation of the celestial virtues of Goodness (benevolence, generosity, goodness, life, love), and exhibit those virtues to all living things. They were later corrupted by the dark god, and had thus lost sight of their purpose - they no longer cared about creatures not native to their forest. After the wicked breath of the dark lord destroyed the world, the treants reincarnated and were purged of the malaise on their people by Yannah-Elishar. Realizing their folly, they repented, and instead sought to bring their god's benevolence to all creatures. Following the command of their deity, they seek to rebuild the world from the ashes. Pleased with their choices, they were made sacred and immune to all corruption, and, with their new purity and purpose, the race was transformed into an avatar of Yannah-Elishar and its Inner Light. They have spread across the world to spread light and life once again. They have subsequently spawned several avatar-subraces and major avatars that represent them (the "parent" of the sub-races): the Mana Tree (and mana treants) [the Mana Tree itself is part of triangle 20], the Tree of Stars (and star treants) [created from all the collected purified holy star metal of triangle 11 - a child/seed of the Mana Tree] <on the moon with the star treants>, and Tree of Eternity (and dark treants) [created from the Dark Water of triangle 18 - a child/seed of the Tree of Stars] <spread across all the Dark Land of the Dead with the dark treants, become the guardian of time and death>, the World Tree (and treant-folk) [created from the collected seeds of all the treant-folk in CY 19,854], the Spirit Tree (and spirit treants) [child of the World Tree] <spread across all the Spirit realm, become the incorruptible guardians of the Spirits>, the Dreaming Tree (dream treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of dreams>, Tree of Life (and ether treants) [child of the World Tree] <expanded across all the Ethereal, and become the sacred, incorruptible guardians of dreams>, Tree of Mind (and astral Treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of the Mind>
  • ooze-folk: academics, metalworking, alchemy (x3)
  • gray-folk: academics, metalworking, psionics (x3)
  • crow-folk: academics, metalworking, way of the sword (x3)
  • undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater (and other individuals who have joined them since) as well as all the dead bodies from CY 19,850 and before, almost exclusively on the moon; the civilization advanced (x4) into starstone smithing and blackwater technology (x1), in transmutation (x3), evocation (x3), and illusion (x2) - the last being enough to be able to pass off as living creatures. They have also begun searching the most confounding arts of chronomancy (x3). A city was built in triangle 18 to harness the Dark Water; it was later purified by the Lion Blade and their own exposure to the power of Holy Star Metal, and the sect Guardians of Eternity was created as a result, becoming an extension of the avatar the Tree of Eternity; Shadow magic (x2) allows them to teleport between the shadows and return to the planet (or moon) during a solar eclipse
  • stone giants: a xenophobic younger race with militeristic and harsh demeanor, risen during the depths of one cataclysm and desperately trying to survived the coming future ones; fortified cities rule their lands; metalworking (forge steel x3, weapons x1, armor x1), construction (x2), basic military strategy (x3) and sculpting, engineering, stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), forge star-steel (x1), and have researched siege weapons and black powder canon to oppose the Air Superiority of the kobolds; they have built a citadel at the pinnacle of the tallest mountain in the range, stockpiled necessities for the coming cataclysm. After a powerful dream to reveal the power of the Arku took them, they created a sect of Arku Seekers to prevent the next cataclysm; this sect dug deep into the earth, and a militant branch crossed the world to find it, ultimately gathering the pieces with the aid of the gods themselves, though in their brutal quest, they murdered the kobold ruler, causing deep enmity. Further, once their goal was accomplished, and they saw the Web drawing forth power, the hearts of their ruling city (where it was stored) became corrupt and greedy for that power, seeking ways to take it for themselves. They have advanced once in this regard, learning dark magics, and become corrupted, creating weapons of mass destruction powerful enough to destroy the Arku itself. Shocked at the horrid destruction brought on by the release of the power held within the Arku, the stone giants foreswear all magics and turn their attention inwards to rebuilding their civilization. Not feeling that internal reform is enough, a large group of stone giants abandons their nation. Taking up a nomadic lifestyle, they set off across the world seeking to help the other peoples of the world recover from the death brought on by the hubris of their leaders; they are advanced in medicine and help those sick and in need. The core of their society renounced dark magic hammering into iron-clad law strict punishments for its pursuit, and refocused on warfare, though they create the city of Founding with a Grand Market open to the world and free of the xenophobia of the rest of their race. Still, the remnant of the inner circle of the ancient sect of the Arku Seekers, obsessed with the dark arts, flouts Stone Giant law and delves into its mysteries, eventually animate an avatar - the Guardian of the Stone - and become the rulers of Stone Giant capital, preaching the innate superiority of their race, though the people of the Foundry and the Grand Market largely ignore this. The giants are advanced in binding magic, alchemy, conjuration, and divination (x5)
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x1)
  • Grues: night-stalkers advanced in shadowflame (x2) that produces darkness instead of light, it can cling to creatures and lasts long
  • Magens: half-construct artificial humanoids that serve as kobold assistants; they can self-replicate and create alchemically-grown bonded magen-familiars
  • Whispering Echo: originally consisting of certain philosophers of kobolds, stone giants, and treants - who realized the secret of The Word allows for an advancement into the realm of will made manifest. Once the realization of the value of imagination outside of physical reality is understood, the concept of competition between races breaks down, as the three races form a secret society based on study of the mind, transcendence of the body, and influence on the world. The entire race of sapient octopi have converted to the Whispering Echo en masse. The Whispering Echo is mostly focused within triangle two, the City of Soma; there they all live in a strange peace, possibly with attached octopi... there exists a portal there to the Sacred Region of Dreams

Avatars:

  • yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web)
  • Hama [former peanut gallery member]: none
  • lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
  • Drejk [an alien dragon deity]: {sacred well}
  • ulgulanoth [creator of many races]: {sacred well}, Banshee of the Stars (moon 1), Innovator of Imperials (triangle 8)
  • Tacticslion [former peanut gallery member]: {sacred well} Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things), the Treant-folk (see their entry as a people for more detail), The avatar Sacred Well of Divine Power exists for the good of all gods.
  • Turambur [former peanut gallery member, creator the stone giants]: {sacred well}
  • Wrong John Silver [former peanut gallery member, The Word]: none
  • Troas, the Frozen One [former peanut gallery member]: {sacred well}, the blue-white Blade of Damacles, 500 ft long and 25 feet wide (tapering to a needle point) hanging over the great kobold city nearly one mile up

Avatars <and artifacts> in the Well:
(Remember, avatars and artifacts in the well are effectively non-functional, sacrificed for greater power)

  • Drejk [an alien dragon deity]: Great Serpentine Rescuer <artifact: Fang of the Serpent> {a shed fang imbued with divine power as a blade}
  • ulgulanoth [creator of many races]: Herald of Undeath <artifact: Will of Undeath> {a solidified blade forged from the breath of the god of undeath}
  • Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity) <artifact: the Lion Blade> {sacred blade named after the bearer}
  • Turambur [former peanut gallery member, creator the stone giants]: Guardian of the Stones <artifact: Starblade> {forged of star-steel and the mightiest of magics, capable of untold destruction in the hands of the Guardian of the Stone}
  • Troas, the Frozen One [former peanut gallery member]: the unnamed suit of armor emblazoned with the S-shield on its chest <artifact: Blade of Crafting Secrets> {runes cover the blade telling of the craftin secrets; a weapon of destruction and creation all at once}

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

Artifacts <'of the Immortals'>:
Arku: Originally enclosing sphere within which the occupants may be held in Stasis (capable of trapping a god). It was shattered once by the Regulator and his brethren to free the Dragon God to help save his people, but restored by the Arku Seeker sect to seal away the the coming god of the cataclysm; all of this seems to have been a plot on the part of the the Web Consciousness, though, as a tendril began siphoning some power... Despite this trick, the dark god managed to decieve and trick to break free from his prison. It was then bound with the poisonous star metals to create a suite of armor for the Herald of Undeath
Djam Clock: a colossal gravity-defying engine of Bloodwove Bronze; the untouching components dive the Air itself with Temporal Energy; any first level or greater magic used within the presence of the clock will propel the caster forward in time to the moment of the Coming Cataclysm
Djam Bridges: a a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder and Younger): These two writs are powerful regulations that impose order upon reality. After the end of the world, these writs allow the gods to make, do, and work their will upon existence, ordering how much power it costs gods, and commanding that the Elders assist the Younger gods.
Sacred Well of Divine Power Amplification: This is Triangle Eleven - the extremely deep hole and world dividing mountains; any deity that places an avatar (by Commanding it) and a specially-crafted artifact within the well gains an additional 1d6 roll on their daily power roll; they lose the benefit of the avatar, however, for as long as it remains in the well (it can be Commanded out again, at any time); there are specific avatars for each deity that must enter the well. The Sacred Well of Divine Power Amplification is also an Avatar of the Regulator; on every fourth turn, all races gain one free "upgrade" in something they already had

Known Peanut Gallery
': dot (possibly related to the daily Western event - the setting of the fiery orb called the daystar
Mike Franke: dot
3.5 Loyalist: does like kobolds, doesn't like dice
Detect Magic: looks fun, but death and rebirth is weird
Sissyl: the first megadungeon
Hordshyrd: like revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: likes the Regulator (also, may be related to a certain draconic divinity)

Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: 4 pts (or 8, if lucky7 is zero)
lucky7: 4 pts (or 8, if Hama is zero)


Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round), the fourth age (1 year per round).

The first age finished with the fall of the Skystones, in CY 15,500. It took five hundred years for that even to resolve itself, allowing all creatures to being returning and starting the second age in CY 16,000.

The second age ended in CY 19,600 with a plague of uncontrolled mutated raptor zombies caused by the obsession of the kobolds with immortality. Gods stepped in to personally stop the plague, though the mutant zombies lurk in the fringes of the world to this day.

The world ended along with the third age in CY 19,830 - upon being free from the Arku, the dark god unleashed his breath across the world. Taking three years to end, the Fourth Age began in CY 19,833.

There have 54 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,887.

This may well be the final age... perhaps an unending one...

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 4th Age
Shape Land ----------------- 8
Shape Climate ------------- 6
Catastrophe --------------- 10
Other Event ---------------- 10
Create Avatar -------------- 10
Command Avatar ---------- 2
Create Race ---------------- 22
Create Subrace ------------ 12
Command Race ------------ 8
Advance Civilization ------ 10
Purify Civilization ---------- 5
Corrupt Civilization ------- 4
Advance City --------------- 8
Purify City ------------------ 4
Corrupt City ---------------- 3
Command City -------------- 6
Create Sect ----------------- 8
Command Sect -------------- 4

Point-Buy Table (With the Regulations of the Gods)
Action-----Cost by God's Age (Elder)--(Younger)
Shape Land -------------------- 5 ------ 3
Shape Climate ----------------- 4 ------ 2
Catastrophe -------------------- 10 --- 10
Other Event --------------------- 9 ---- 7
Create Avatar ------------------- 8 ---- 7
Command Avatar --------------- 2 ---- 1
Create Race --------------------- 12 ---- 6
Create Subrace ----------------- 10 ---- 4
Command Race ----------------- 4 ---- 3
Advance Civilization ------------ 5 ---- 5
Purify Civilization ---------------- 3 ---- 3
Corrupt Civilization -------------- 4 ---- 3
Advance City --------------------- 4 ---- 4
Purify City ------------------------- 3 ---- 3
Corrupt City ----------------------- 3 ---- 3
Command City -------------------- 4 ---- 2
Create Sect ----------------------- 6 ---- 4
Command Sect -------------------- 3 ---- 2

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

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

The noted catastrophe cost for elder gods only applies to three triangles of their choice (at one time) where their influence is strong (as noted below) or outside the near-planet area (the moon is expensive, the next solar system or space void, not-so-much). Everywhere their influence is not strong near the planet, the cost doubles to 20 points. They can expand their area of influence, but can never use the 10 point cost on more than three triangles in one turn.
The noted triangles are as follows:
- Drejk's Influence: where kobolds or related creatures live; currently 7, 9, 11, 17, and 18.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently the moon.
- yellowdingo's influence: where the web touches; currently everywhere, but a given triangle has a 65% chance of being a "inexpensive" one (5% per advancement in conjuration magic of the spiderfolk plus 5% per advancement of the whole world); choose a triangle, then roll % to see.


Three pages is waaaaaaaayyyyyyyyyyyy too long to go without an update.

And you know what? If something is wrong, and it's not harmful to you?

Leave it. Please. With sugar on top. :)

EDIT: by the way, Troas, I really appreciate the info-gathering thing, but somehow I came up with different numbers and I think I matched them several times, but I know they differ from yours. Let me know if something is particularly egregious, and I'll change it, if you wish!

Also, everyone in general, despite what I said above, do feel free to let me know... I worked really hard on this, but was very distracted by toddlers, poor sleep, and the like. :)


Also, the World is getting really large. Soon (well, relatively... don't hold your breath) - and perhaps even the next update - I'm going to really alter the layout and structure of the various Racial entries. I don't know how, yet, so I'll take solicitations if anyone has ideas. But I'm going to clarify and refine.

One idea is that I might split the races into two separate posts, the one on the World-Update with all their Advancements and one separate post about the History of the races, instead of combining both their Advancements and History into a single post as they currently are.

Makes it hard to read as it currently is.

Similarly, I might take the Gods, Artifacts, Peanut Gallery, and Elder God Freedom and put it in a new post.

Finally, I'm going to have a unique Post about the Fell Gem Adventure each turn.

And, reference the Fell Gem Adventure, feel free to get poetic or artsy or in character or whatever. If you do or you don't, the next time I update it, I'll try to ensure that I add some kind of "log" of events - if you write how a character is augmented or hindered, I'll put that into Clangeddin's Log (temporary title)... if not, I'll make something up.


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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

Dark Archive

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Thank you Troas
To Troas 1d6 ⇒ 3

Mine 2d6 ⇒ (3, 3) = 6

138pts

And advance all of my civilisations by 1 on they're... least technology


I shall aid 1d3 ⇒ 2 adventurers...

Io shall receive 1d6 ⇒ 6 points for a total of 17 fate points.
Zagyg shall receive 1d6 ⇒ 3 points for a total of 9 fate points.


1 person marked this as a favorite.

And for my own rolls...

Tacticslion: 1d6 ⇒ 2
Mine: 2d6 ⇒ (5, 6) = 11

Kobolds advance their draconic shamanism to involve channeling power from and to shaman-heroes (with Io being the first of them).

Magens learn more of alchemy.

Grues start to use shadowflame to cook. Now they can enjoy hot meals! Finally.


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I grant the Io a dream vision that involves a spirit quest that will provide him with an advancement of 2d6 - 6 ⇒ (2, 6) - 6 = 2 for a total of 19 fate points. (Other event for 9 points)

Lets say that each hero can receive only one spirit quest from each god otherwise we could burn through our accumulated points to boost our champion to success or failure in no time.

116 remaining points.


EDIT: weird how your stuff didn't show up for me until now, Drejk!

And agreed.

Free Advancement Day, all!
All treant-folk are advanced in... let's say natro-cerebric enlightenment. :)

Anyway, onto dice!
3d6 ⇒ (3, 3, 3) = 9
Gift: 2 (thanks!)
Stock: 414
Total: 425


Because I'm a glutton for punishment (and I want it to be clear to everyone who everyone is and how many points they have) I promised to do this every day. Dang it. :)

Ouch! Taiia is outta there!

Also, I'm reminding: you, personally, can't hinder/boost the same hero twice in a row. You can boost the same hero multiple times, but not in immediate succession (so, for example, I can't boost Freya or Io this turn, and can't hinder Pyramius, but I can boost either of them next turn, whether or not I boost anyone this turn.

Dropping the list down a line...

  • Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 5
  • Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 9
  • Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 10
  • Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 7
  • Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 2
  • Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 5
  • Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 19
  • Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 3
  • Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 3
  • Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 9
  • Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 2
  • Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all a they with with all a they with their master) total: 5
  • Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 2

List of the Eliminated (and their fates):

  • Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again. Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.

Clanggeddin's Log:

"CY 19,833. After years of research, I finally discovered its location. Blasted rock wouldn't be easy to find, but if the legends are true, it could all be worth it. Still... I'd never survive the journey on my own. I know that I'm taking a risk by bringing them along - a risk that they might find it before me. Yet, truth be told, I'm tired of the thing just sitting there, doing nothing. It's time, I say, for us, not just as a race, but as people to do something. Not just rely on gods that fart around vanish when they're finished with you. We need people who are willing to take heart and never forget their own kind. And for that, these freaks are perfect. We'd best get started: this is going to take years."

"CY 19,833. Welp, it's settled: I hate everyone - especially that ridiculous prancing self-obsessed nansy-pansy elf. But that doesn't matter, because I respect every last one of 'em, too. It's important that we all do, regardless of how we feel about each other individually. Each of their skills are going to continue to be critical in the days to come. Gods be with us... if any still even care."

"CY 19,833. The year is passing by faster than I could have believed. I am able to impose a rugged sense of "order" I suppose on the rowdy lot, which is a lot more than I can say for many others. The bones of fools who sought the place on their own or without discipline lie all across this land. "Fell Gem" indeed. The Elf, blast his beardless hide, has actually been quite a boon on this journey, as is that mongrel giant-kin ape, what's'is'face, Zarus. Freya, unfortunately, has suffered much... and shared it with her friends, those odd flyin' fishy fellers. If that Fire-fanatic wasn't so useful in these bitter times, I'd have thrown her out - kinda regrettin' taking her on in some regards, what with bein' preached at. I hold no love for the gods who've abandoned my people, but come on woman: fire isn't going to save your soul. That winged lizard has been surprisingly helpful. Never knew those tunnel rats had it in 'em. That burbling sludge hasn't been too helpful, but at least he's a better cook than Pyremius... who, the gods blast themselves, seems to be favored by all the divine. Everything that freakish bug touches turns to gold... doesn't matter if it's crap to the rest of us. Zagyg... unnerves me. I'm not sure if it's really here just to eat us all or not. Creepy. Raesh-al has been even more useless than the sludge, somehow. You'd think with her "perfect discipline" nonsense, she'd have found a way to help us, but mostly she's just survived. Not exactly the glorious hero from her tales, eh? Those oxen o' hers, though... hmph. We could use more like 'em underground. I wonder if they do tunnels? And Taiia, despite her rather silly naivete has been... a genuine boon. She's come through a lot for all of us. Good girl. Stupid, but good."

" CY 19,833. Freya's luck has turned right 'round. Suddenly even that durned elf is strugglin' to keep up. Hah! The look on his face when she managed to use her silks to capture that creepy thin' we got when his arrows did squat. Nice. That scaly rat, Io, has... blossomed. Pansy word - must be hangin' 'round the elf too much - but, whatever: fact is, the critter's pulled us through more times than I can count. He's definitely a hero, though I hate to say so. Then there's that... tree... fella... thin'. I dunno what his deal is. Sent by the gods?! Can ye get more conceited than that sack of slurry?! Still... insightful bloke. Been almost as helpful as the sludge, and at least as helpful as the crow and he just got here! Heh, his presence seems to unnerve that Pyramius fella' somethin' 'bout his mission to ensure it's not used by evil. Heheh. Good to see that spider squirm. Still hate preachin', from an over-glorified tree, though. Almost as bad as the fire worshiper. I wonder if I should put 'em together. Heh."

"CY 19,833. Taiia's been hittin' a bit of a rough spot on the tail end of the year. The girl just keeps runin' into natural disasters. Almost like she's cursed. A shame, really - she's nice. But I'm thinkin' we might be safer without her around. We'll see how her luck turns out."

"CY 19834. Year started off with a tragedy. Taiia went missin'. And, damn my cowardice... I... I'm grateful for it. Whatever malice that was followin' her seems to have just... lifted. I wish I could have done somethin'. Deep down, however, in thoughts I only mention to meself, here, I think I remember somethin' happinen that night - somethin' comin' for her. That Oalian feller certainly seemed to think somethin' was goin' on - said somethin' 'bout "vampires" and "will of gods" or some mumbo-jumbo. She's gone now. I hope her gods remember her. Io 'n' th' Elf have continued to be blessed beyond what they should be. I hate to say it, but we needed them on this quest, if only for this time. That Freya, too - she's gone from "nothin'" to "amazin'" over the last year."

"CY 19,834. That weirdo, Zagyg, seems to pull mischief out of his potentially non-existent nether regions. Heck, maybe he simply is a nether-region, I dunno. Hard to see. Still, it keeps workin' out for all of us. And Io... huh, the pup's got more talent than any three o' the rest o' us put together. He might just make his wish, the Little bugger."

"CY 19,834. Cheatin', that's what it is! I put this thing to get us out of the gods' manipulatin', not to ask for their help with it! He's almost as bad as the plant or flamin' ape. Lousy kobold. Hmph. Still... invaluable help. Wanderin' what this year holds for all o' us."

  • Clangeddin stock: 5, 1d6 ⇒ 3, total: 8
  • Corellon stock: 9 1d6 ⇒ 1, total: 10
  • Freya stock: 10 1d6 ⇒ 4, total: 14
  • Zarus stock: 7 1d6 ⇒ 1, total: 8
  • Procan and Geshtai stock: 2 1d6 ⇒ 4, total: 6
  • Joramy stock: 5 1d6 ⇒ 1, total: 6
  • Io stock: 19 1d6 ⇒ 3, total: 22
  • Ghaunadaur stock: 3 1d6 ⇒ 1, total: 4
  • Pyramius stock: 3 1d6 ⇒ 1, total: 4
  • Zagyg stock: 9 1d6 ⇒ 5, total: 14
  • Raesh-al stock: 2 1d6 ⇒ 4, total: 6
  • Bull and Snort stock: 5 1d6 ⇒ 3, total: 8
  • Oalian stock: 2 1d6 ⇒ 5, total: 7

I can enhance 1d3 ⇒ 1, so I'm going to enhance Oalian by 1d6 ⇒ 3, giving him a new total of 10.

I'm also giving an enhancement:
Oalian
2d6 - 6 ⇒ (6, 5) - 6 = 5
For a grand Total of 15.

Hm... pondering enhancing other players, 'cause there's so many great ones...


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


*grumble-grumble*

Tacticslion: 1d6 ⇒ 1
Mine: 3d6 ⇒ (6, 5, 4) = 15

Dark Archive

To Troas 1d6 ⇒ 4

Mine 3d6 ⇒ (3, 5, 6) = 14

152pts

Helping the adventurer's 1d3 ⇒ 3

so advancing:
Taiia-cula 1d3 ⇒ 2
Zarus 1d3 ⇒ 1
Io 1d3 ⇒ 3


The whole website was down badly yesterday, Toas.

They apparently lost yesterdays data, including the update I made. Hold on, let's see if I can remake it from my saved document...

"With a mighty roar, the Regulator imposes Order upon chaos, and names the places of the world."

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

  • One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk; also inhabited by treant-folk
  • Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi; also inhabited by treant-folk, and all those who follow the Whispering Echo, which is centered in a massive city called Soma, City of Dreams, a city constructed of nearly-impossible structures created by the mind of the makers as well as those of the observers; if an avatar is placed in Soma, a god can create effects at half cost, though entirely illusory in nature
  • Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by the Lion Blade to free the Draconic Divinity trapped within. Also inhabited by treant-folk
  • Four: mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk
  • Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk; also inhabited by treant-folk
  • Six: inhabited by the treant-folk
  • Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk; also inhabited by treant-folk; this is the site of the Fell Gem adventure!
  • Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls; also inhabited by treant-folk
  • Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk
  • Ten: mineral rich land - inhabited by crow-folk; also inhabited by treant-folk
  • Eleven: The Sacred Well [a divine artifact and avatar; the gods place avatars and artifacts within for the increase in their own power or free advancements in the races every fourth round]; a disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (most living) creatures to reach the neighboring sea - or the hole itself - by above-ground travel. It was once the site of the largest impact, and the majority of skystone and skymetal resided here; though originally deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light - and inhabited by undead who harnessed it for necromancy, it was later purified and made sacred by the Regulator; the newly sacred starmetal was eventually transformed into the avatar and subrace the Tree of Stars and star treant, who left the planet to aid their draconic ally in making the moon habitable. Also inhabited by treant-folk; it is an exceedingly mineral-rich locale.
  • Twelve: shallow ocean - inhabited by merfolk; also inhabited by treant-folk
  • Thirteen: shallow ocean that gets quite deep far enough away from land; also inhabited by treant-folk
  • Fourteen: fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk
  • Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants; after the Arku was shattered, they created a militant sect to find and restore all the pieces in order to prevent the looming cataclysm. Though successful, they merely slowed the cataclysm, delaying it slightly, as they and the rest of the world became more and more corrupt and depraved by the dark god sealed within, until they unleashed the Breath of the Dark God themselves in an attempt to harness that power. A faction have since become disgusted with the folly of their people and have left to wander the world. A second mountain-top city was established, with an open Grand Market to the world, eliminating the xenophobia there. The What remained of the Arku Seekers, however, continued to plunge into dark magic... Also inhabited by treant-folk; the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement); also inhabited by treant-folk
  • Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive perimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds); also inhabited by treant-folk; for a time, the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
  • Eighteen: once an exceedingly deep ocean called the "World Well" which continually generated a kind of holy water toxic to undead and evil creatures, but beneficent to all others (inhabited by treant-folk), it was corrupted by the herald of undeath into a toxic sludge that destroyed life and enhanced magical power; this Dark Water's power was later turned against itself by a city of undead built within the area (who became purified guardians of Eternity) and was then absorbed entirely by the Tree of Eternity, leaving 18 a rather standard, if deep, ocean. It is now inhabited by undead, treant-folk, and dark-treant folk; the city is a city of purity and Guardian to a gate to the shadow realm of the dead
  • Nineteen: shallow ocean; inhabited by treant-folk
  • Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities; it recently became an avatar - the Sacred Lands, part of the Mana Tree. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18. Once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) the remnants of which now reside in 17 with the kobolds; also inhabited by treant-folk and mana treant-folk
  • The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are. Also inhabited by treant-folk
  • The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships. Also inhabited by treant-folk.
  • Moon-One: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Two: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Three: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Four: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which are psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
  • Moon-Five: named "Frost", a small tundra-like satellite moon with breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here; the kobolds established a mining colony
  • Moon-Six: a small desert-like satellite moon with a breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here ; kobolds build an outpost here
  • Moon-Depths: a set of deep holes that riddle the crust of all triangles 1-4, and interweave to create massive caverns and places which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here
  • Moon-Ring: a ring of dust and rocks that circles the moon which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits
  • World of the Shadows and Dead: the world of death and shadows, entirely filled with an inhabited by the Dark Treants and Tree of Eternity who regulates all of Time

Civilizations:

  • First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users (universal x1, abjuration x2); nearly deceased at the end of the first age, some now live with the kobolds; a sect appeared calling themselves the elves, beginning to thrive again. They learn from the Sword of Damacles of magic (abjuration x4, conjuration x3, evocation x3, universal x2), and move to the fortress of Stone giants to learn metalworking (forge steel x6, weapons x3, armor x3) x1, construction x5, and military strategy x3 and tactics x5, trade x3, writing x6, music x1, poetry x1, basketweaving; they create and craft with the balance of nature in mind for all things
  • Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it. Construction x4
  • Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones, and with healing arts) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). They have created flying ships that they have learned how to seal with contained self-sustaining environments within them, and created the Great Spell called "Invocation of the Shooting Star" that surrounds a star-ship with a bubble and propels it to through the sky. By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existence, sharing their city with them, and being their de-facto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best interests of all living creatures at heart. Unfortunately, militaristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts (made semi-sapient and granted the power of speech and empathy with rider via alchemy) and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, and have created mighty cities on all of them (the first on the largest) (advanced x2). Corrupted by the dark god, they were deceived into creating weapons of mass destruction, though now they regret such decisions and are purified. They can now turn ordinary kobolds into winged kobolds - who now have rudimentary powers of innate magic. They sent an exploratory mission to the moons, their first ship named "Scaled Voyager". Finding the undead there, they created an embassy and a powerful, thriving trade and exchange, building outposts on the desert moonlet and a mining colony on Frost. They investigated a spatial anomaly that vanished one of their ships, allowing them to learn basic dimensional magic and detect and analyze dimensional anomalies and extradimensional spaces; they advanced into creation of extradimensional pockets and self-sustaining environments within them; they applied this to The Vault, which was filled with back-ups of all things for the "next cataclysm"
  • Merfolk: some live with the kobolds
  • Scorpion-folk: advancement x4 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
  • Snake-folk: all magic (x2), especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
  • Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x1
  • Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x1
  • Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters). All of the ape-men have a heavy drive to conquer all other lands. Advancement x1
  • Spider-folk: chaotic neutral, advancement x6 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it. Corrupted by the dark god, they suffer from tremendous internal strife, each subrace seeking to be the only race and killing off all the others.
  • Skeletal-folk: humanoids, metalworking, bone-forging (x3)
  • land octopi: academics, metalworking, illusion magic (x12), enchantment magic (x12); the racial religion is the secretive but benevolent society The Whispering Echo, but vanished from the history of the world entirely, possibly associated with every living thing in Soma as a rider; they travel dreams
  • beetle/fly-folk: academics, metalworking, hot air balloon technology (x3)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x3)
  • treant-folk: academics, metalworking, nature magic/druids (x12), psionics (x12), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x12), the dangerous chronomancy (x12), transendental temporalist (x10), and the ability to become ethereal or corporeal at will. They are all endlessly reincarnating entirely immortal celestial treant-folk: they, as the incarnations of goodness and the Chosen of the Inner Light of Yannah-Elishar, never truly die, but are, instead, reborn the following day; they are entirely sustained by their own inner lights, and need never subsist on outside sources (eating, drinking, daylight, air, etc) ever again, but they can produce said resources for others to enjoy. When the Inner Light of Yannah-Elishar partially merged its essence with them above and beyond how it had with all living creatures, they became the incarnation of the celestial virtues of Goodness (benevolence, generosity, goodness, life, love), and exhibit those virtues to all living things. They were later corrupted by the dark god, and had thus lost sight of their purpose - they no longer cared about creatures not native to their forest. After the wicked breath of the dark lord destroyed the world, the treants reincarnated and were purged of the malaise on their people by Yannah-Elishar. Realizing their folly, they repented, and instead sought to bring their god's benevolence to all creatures. Following the command of their deity, they seek to rebuild the world from the ashes. Pleased with their choices, they were made sacred and immune to all corruption, and, with their new purity and purpose, the race was transformed into an avatar of Yannah-Elishar and its Inner Light. They have spread across the world to spread light and life once again. They have subsequently spawned several avatar-subraces and major avatars that represent them (the "parent" of the sub-races): the Mana Tree (and mana treants) [the Mana Tree itself is part of triangle 20], the Tree of Stars (and star treants) [created from all the collected purified holy star metal of triangle 11 - a child/seed of the Mana Tree] <on the moon with the star treants>, and Tree of Eternity (and dark treants) [created from the Dark Water of triangle 18 - a child/seed of the Tree of Stars] <spread across all the Dark Land of the Dead with the dark treants, become the guardian of time and death>, the World Tree (and treant-folk) [created from the collected seeds of all the treant-folk in CY 19,854], the Spirit Tree (and spirit treants) [child of the World Tree] <spread across all the Spirit realm, become the incorruptible guardians of the Spirits>, the Dreaming Tree (dream treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of dreams>, Tree of Life (and ether treants) [child of the World Tree] <expanded across all the Ethereal, and become the sacred, incorruptible guardians of dreams>, Tree of Mind (and astral Treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of the Mind>
  • ooze-folk: academics, metalworking, alchemy (x3)
  • gray-folk: academics, metalworking, psionics (x3)
  • crow-folk: academics, metalworking, way of the sword (x3)
  • undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater (and other individuals who have joined them since) as well as all the dead bodies from CY 19,850 and before, almost exclusively on the moon; the civilization advanced (x4) into starstone smithing and blackwater technology (x1), in transmutation (x3), evocation (x3), and illusion (x2) - the last being enough to be able to pass off as living creatures. They have also begun searching the most confounding arts of chronomancy (x3). A city was built in triangle 18 to harness the Dark Water; it was later purified by the Lion Blade and their own exposure to the power of Holy Star Metal, and the sect Guardians of Eternity was created as a result, becoming an extension of the avatar the Tree of Eternity; Shadow magic (x2) allows them to teleport between the shadows and return to the planet (or moon) during a solar eclipse
  • stone giants: a xenophobic younger race with militeristic and harsh demeanor, risen during the depths of one cataclysm and desperately trying to survived the coming future ones; fortified cities rule their lands; metalworking (forge steel x3, weapons x1, armor x1), construction (x2), basic military strategy (x3) and sculpting, engineering, stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), forge star-steel (x1), and have researched siege weapons and black powder canon to oppose the Air Superiority of the kobolds; they have built a citadel at the pinnacle of the tallest mountain in the range, stockpiled necessities for the coming cataclysm. After a powerful dream to reveal the power of the Arku took them, they created a sect of Arku Seekers to prevent the next cataclysm; this sect dug deep into the earth, and a militant branch crossed the world to find it, ultimately gathering the pieces with the aid of the gods themselves, though in their brutal quest, they murdered the kobold ruler, causing deep enmity. Further, once their goal was accomplished, and they saw the Web drawing forth power, the hearts of their ruling city (where it was stored) became corrupt and greedy for that power, seeking ways to take it for themselves. They have advanced once in this regard, learning dark magics, and become corrupted, creating weapons of mass destruction powerful enough to destroy the Arku itself. Shocked at the horrid destruction brought on by the release of the power held within the Arku, the stone giants foreswear all magics and turn their attention inwards to rebuilding their civilization. Not feeling that internal reform is enough, a large group of stone giants abandons their nation. Taking up a nomadic lifestyle, they set off across the world seeking to help the other peoples of the world recover from the death brought on by the hubris of their leaders; they are advanced in medicine and help those sick and in need. The core of their society renounced dark magic hammering into iron-clad law strict punishments for its pursuit, and refocused on warfare, though they create the city of Founding with a Grand Market open to the world and free of the xenophobia of the rest of their race. Still, the remnant of the inner circle of the ancient sect of the Arku Seekers, obsessed with the dark arts, flouts Stone Giant law and delves into its mysteries, eventually animate an avatar - the Guardian of the Stone - and become the rulers of Stone Giant capital, preaching the innate superiority of their race, though the people of the Foundry and the Grand Market largely ignore this. The giants are advanced in binding magic, alchemy, conjuration, and divination (x5)
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x1)
  • Grues: night-stalkers advanced in shadowflame (x2) that produces darkness instead of light, it can cling to creatures and lasts long
  • Magens: half-construct artificial humanoids that serve as kobold assistants; they can self-replicate and create alchemically-grown bonded magen-familiars, and replicate other creatures' traits on an individual level
  • Seraphim: beautiful winged creatures of light and goodness; augmented by gardening, and
  • Whispering Echo: originally consisting of certain philosophers of kobolds, stone giants, and treants - who realized the secret of The Word allows for an advancement into the realm of will made manifest. Once the realization of the value of imagination outside of physical reality is understood, the concept of competition between races breaks down, as the three races form a secret society based on study of the mind, transcendence of the body, and influence on the world. The entire race of sapient octopi have converted to the Whispering Echo en masse. The Whispering Echo is mostly focused within triangle two, the City of Soma; there they all live in a strange peace, possibly with attached octopi... there exists a portal there to the Sacred Region of Dreams

Avatars:

  • yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web)
  • Hama [former peanut gallery member]: none
  • lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
  • Drejk [an alien dragon deity]: {sacred well}
  • ulgulanoth [creator of many races]: {sacred well}, Banshee of the Stars (moon 1), Innovator of Imperials (triangle 8)
  • Tacticslion [former peanut gallery member]: {sacred well} Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things), the Treant-folk (see their entry as a people for more detail), The avatar Sacred Well of Divine Power exists for the good of all gods.
  • Turambur [former peanut gallery member, creator the stone giants]: {sacred well}
  • Wrong John Silver [former peanut gallery member, The Word]: none
  • Troas, the Frozen One [former peanut gallery member]: {sacred well}, the blue-white Blade of Damacles, 500 ft long and 25 feet wide (tapering to a needle point) hanging over the great kobold city nearly one mile up

Avatars <and artifacts> in the Well:
(Remember, avatars and artifacts in the well are effectively non-functional, sacrificed for greater power)

  • Drejk [an alien dragon deity]: Great Serpentine Rescuer <artifact: Fang of the Serpent> {a shed fang imbued with divine power as a blade}
  • ulgulanoth [creator of many races]: Herald of Undeath <artifact: Will of Undeath> {a solidified blade forged from the breath of the god of undeath}
  • Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity) <artifact: the Lion Blade> {sacred blade named after the bearer}
  • Turambur [former peanut gallery member, creator the stone giants]: Guardian of the Stones <artifact: Starblade> {forged of star-steel and the mightiest of magics, capable of untold destruction in the hands of the Guardian of the Stone}
  • Troas, the Frozen One [former peanut gallery member]: the unnamed suit of armor emblazoned with the S-shield on its chest <artifact: Blade of Crafting Secrets> {runes cover the blade telling of the craftin secrets; a weapon of destruction and creation all at once}

Magic (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
sacred: advancement +3

Artifacts <'of the Immortals'>:
Arku: Originally enclosing sphere within which the occupants may be held in Stasis (capable of trapping a god). It was shattered once by the Regulator and his brethren to free the Dragon God to help save his people, but restored by the Arku Seeker sect to seal away the the coming god of the cataclysm; all of this seems to have been a plot on the part of the the Web Consciousness, though, as a tendril began siphoning some power... Despite this trick, the dark god managed to decieve and trick to break free from his prison. It was then bound with the poisonous star metals to create a suite of armor for the Herald of Undeath
Djam Clock: a colossal gravity-defying engine of Bloodwove Bronze; the untouching components dive the Air itself with Temporal Energy; any first level or greater magic used within the presence of the clock will propel the caster forward in time to the moment of the Coming Cataclysm
Djam Bridges: a a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder and Younger): These two writs are powerful regulations that impose order upon reality. After the end of the world, these writs allow the gods to make, do, and work their will upon existence, ordering how much power it costs gods, and commanding that the Elders assist the Younger gods.
Sacred Well of Divine Power Amplification: This is Triangle Eleven - the extremely deep hole and world dividing mountains; any deity that places an avatar (by Commanding it) and a specially-crafted artifact within the well gains an additional 1d6 roll on their daily power roll; they lose the benefit of the avatar, however, for as long as it remains in the well (it can be Commanded out again, at any time); there are specific avatars for each deity that must enter the well. The Sacred Well of Divine Power Amplification is also an Avatar of the Regulator; on every fourth turn, all races gain one free "upgrade" in something they already had

Known Peanut Gallery
': dot (possibly related to the daily Western event - the setting of the fiery orb called the daystar)
Mike Franke: dot
3.5 Loyalist: does like kobolds, doesn't like dice
Detect Magic: looks fun, but death and rebirth is weird
Sissyl: the first megadungeon
Hordshyrd: likes revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: favors the Regulator (also, may be related to a certain draconic divinity)

Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: 4 pts (or 8, if lucky7 is zero)
lucky7: 4 pts (or 8, if Hama is zero)


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Clanggeddin's Log:
"CY 19,833. After years of research, I finally discovered its location. Blasted rock wouldn't be easy to find, but if the legends are true, it could all be worth it. Still... I'd never survive the journey on my own. I know that I'm taking a risk by bringing them along - a risk that they might find it before me. Yet, truth be told, I'm tired of the thing just sitting there, doing nothing. It's time, I say, for us, not just as a race, but as people to do something. Not just rely on gods that fart around vanish when they're finished with you. We need people who are willing to take heart and never forget their own kind. And for that, these freaks are perfect. We'd best get started: this is going to take years."
"CY 19,833. Welp, it's settled: I hate everyone - especially that ridiculous prancing self-obsessed nansy-pansy elf. But that doesn't matter, because I respect every last one of 'em, too. It's important that we all do, regardless of how we feel about each other individually. Each of their skills are going to continue to be critical in the days to come. Gods be with us... if any still even care."
"CY 19,833. The year is passing by faster than I could have believed. I am able to impose a rugged sense of "order" I suppose on the rowdy lot, which is a lot more than I can say for many others. The bones of fools who sought the place on their own or without discipline lie all across this land. "Fell Gem" indeed. The Elf, blast his beardless hide, has actually been quite a boon on this journey, as is that mongrel giant-kin ape, what's'is'face, Zarus. Freya, unfortunately, has suffered much... and shared it with her friends, those odd flyin' fishy fellers. If that Fire-fanatic wasn't so useful in these bitter times, I'd have thrown her out - kinda regrettin' taking her on in some regards, what with bein' preached at. I hold no love for the gods who've abandoned my people, but come on woman: fire isn't going to save your soul. That winged lizard has been surprisingly helpful. Never knew those tunnel rats had it in 'em. That burbling sludge hasn't been too helpful, but at least he's a better cook than Pyremius... who, the gods blast themselves, seems to be favored by all the divine. Everything that freakish bug touches turns to gold... doesn't matter if it's crap to the rest of us. Zagyg... unnerves me. I'm not sure if it's really here just to eat us all or not. Creepy. Raesh-al has been even more useless than the sludge, somehow. You'd think with her "perfect discipline" nonsense, she'd have found a way to help us, but mostly she's just survived. Not exactly the glorious hero from her tales, eh? Those oxen o' hers, though... hmph. We could use more like 'em underground. I wonder if they do tunnels? And Taiia, despite her rather silly naivete has been... a genuine boon. She's come through a lot for all of us. Good girl. Stupid, but good."
" CY 19,833. Freya's luck has turned right 'round. Suddenly even that durned elf is strugglin' to keep up. Hah! The look on his face when she managed to use her silks to capture that creepy thin' we got when his arrows did squat. Nice. That scaly rat, Io, has... blossomed. Pansy word - must be hangin' 'round the elf too much - but, whatever: fact is, the critter's pulled us through more times than I can count. He's definitely a hero, though I hate to say so. Then there's that... tree... fella... thin'. I dunno what his deal is. Sent by the gods?! Can ye get more conceited than that sack of slurry?! Still... insightful bloke. Been almost as helpful as the sludge, and at least as helpful as the crow and he just got here! Heh, his presence seems to unnerve that Pyramius fella' somethin' 'bout his mission to ensure it's not used by evil. Heheh. Good to see that spider squirm. Still hate preachin', from an over-glorified tree, though. Almost as bad as the fire worshiper. I wonder if I should put 'em together. Heh."
"CY 19,833. Taiia's been hittin' a bit of a rough spot on the tail end of the year. The girl just keeps runin' into natural disasters. Almost like she's cursed. A shame, really - she's nice. But I'm thinkin' we might be safer without her around. We'll see how her luck turns out."
"CY 19834. Year started off with a tragedy. Taiia went missin'. And, damn my cowardice... I... I'm grateful for it. Whatever malice that was followin' her seems to have just... lifted. I wish I could have done somethin'. Deep down, however, in thoughts I only mention to meself, here, I think I remember somethin' happinen that night - somethin' comin' for her. That Oalian feller certainly seemed to think somethin' was goin' on. She's gone now. I hope her gods remember her. Io 'n' th' Elf have continued to be blessed beyond what they should be. I hate to say it, but we needed them on this quest, if only for this time. That Freya, too - she's gone from "nothin'" to "amazin'" over the last year."
"CY 19,834. That weirdo, Zagyg, seems to pull mischief out of his potentially non-existent nether regions. Heck, maybe he simply is a nether-region, I dunno. Hard to see. Still, it keeps workin' out for all of us. And Io... huh, the pup's got more talent than any three o' the rest o' us put together. Little bugger."
"CY 19,834. This year's b'n a differ'nt beast, tha's for shur. H'm afraid I h'ain't been much help as I'd like. Heh, at least that durn'd Elf's learned what humble pie tastes like. Unfortunately, so's many others: that human bloke, th' fire circle ape, th' ooze, and (though h'm not too worr'd here) that freakish Pyramius. I catch'm lookin' at me like h'm on th' menu sometimes. Creepy. 'Bout the h'only one're pull'n their weight 'round here are that Freya, durned kobold, creepy Zagyg, th' flippin' religious tree, 'n th' sword-bird. Her two oxen h'ain't that bad, neither - least they're keepin' up wit' me."
" CY 19,834. That... tree. Oalian. He... he knows thin's. Thin's tha' he shouldn'. 'S like he sees th' future, 'r, somethin'. Freaks me right out. But he's b'n pullin' more'n'more o' th' weight 'round here. Purely due ta' his strange magicks we made it through. I... don' know what ta' make o' it all, but clearly he's right 'bout his god. Durned tree n' kobold. Cheaters. But it helps us. Hmp."
" CY 19,834. Huh. The durned ooze actually made good, lat'ly. Used some o' tha' acid o' his to burn right through that blockage, and 'is bomb blew our way out th' other side. Th' fire-circle ape-witch's been more useful than I'd've guessed, too - who knew them critters're a'fraid o' fire? And the tengu's been certainly pickin' up the slack. Way o' th' sword indeed. An' then, there's that creepy Zagyg critter. He... well, somethin' strange happen'd. He said he "dreamed" 'r somethin', it weren't too clear, on account o' he don't dream, but he jus' got inspir'd, o' somethin'. Took off like a wildfire and clear'd a way in front o' us. Incredible help."
" CY 19,834. Th-... the gods preserve us. Taiia's back! ... Two of 'em! One came wanderin' in late at night, all fangs 'n darkness, 'n' sensual, and terrifyin'. The other showed up this mornin' an... gods help me, it's like th' girl's jus' back, but... a little... off somehow, too. And... they're more than' pullin' their weight. Like they're both blessed by th' gods, though clearly set against each other - they hate each other fiercely. Oalian, blast him, seems entirely content with this, speakin' 'bout th' gods 'n all that. Blast it all! I was tryin' to get us away from th' gods! They abandoned us! Abanon'd my people! Perhaps... perhaps they care more'n I thought... But that's a dark road o' thought. If they are active... and do care for their own... what does that make us?

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