
Tacticslion |

"With a mighty roar, the Regulator imposes Order upon chaos, and names the places of the world."
Game Update Notes: The World of Dunia
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". The kobolds also expanded their mining colony on one of the moons, creating living gardens and astronomic observatory on the other. The Kobolds have researched Divine Spark Ceremonies and build Divine Sanctuaries in each of the settlements - six cities on floating islands, two cities on the ground and the vault city deep underground and the city.
- 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. A newer subrace called Golden Spinners created by the pairing of the Funnel Webs and the Golden Orb Weavers are powerful Web Magic users who specialize in transporting other races (for a fee) from anywhere to anywhere by traveling through the Web Consciousness; this race always honors the Web Mother, the Web Consciousness, and bargains in good faith; they also always help others and never countenance betrayal of any kind. Corrupted by the dark god, the spider subraces 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>; they have researched the divine spark ceremonies - centered around each patron-avatar of each of the subraces (and one in Soma) the divine spark ceremonies empower the gods
- 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 (even shape-shifting) on an individual level with creatures who's samples they have acquired
- Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown; augmented by gardening, weather magic, lightning magic, and healing.
- 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}; shadowy serpentine dragon [seals adventurers from fell magic]
- 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}
Advancements (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
sacred: advancement +3
Rising Ebb of Divine Spark: The spark of divine within mortal races slowly grows stronger and stronger allowing the worshipers to provide more power to their deities. Each race that knows of the gods can invent the Divine Spark Ceremonies that will allow building a Divine Sanctuary city improvement. Each Divine Sanctuary has to be dedicated to specific deity and adds +1 to that deity's roll for power points.
Inspiration Innovation: After three normal rolls, on the fourth, all gods roll one less dice, but this creates a powerful resonance with all the races and the divine spark within them - they all increase in one Advancement of a relevant deity's choice that they already have (or a generic advancement if no specific advancement is specified or if the race has no advancement)
- January 21, "free advancement"
- January 22, "normal"
- January 23, "normal"
- January 24, "normal" <- This is today, Friday
- January 25, "free advancement" <- This is the day after, Saturday
- 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"
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 deceive 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; the Arku Armor has since reacted with the Sacred Well to create the Inspiration Innovation effect.
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)

Tacticslion |

Create a World Game
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 59 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,892
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 3, 8, 11, 15, and 17.
- 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.

Tacticslion |

Huh. I've just realized that my dates on the Clangeddin's logs are really wrong. Like, fifty years+ wrong.
I... don't know how that happened.
I think I'm going to correct that now... in-character...
Catastrophe (10 points): the travel by the Adventurers through the Web Consciousness goes awry, as the Djam Clock mysteriously activates, seemingly resonating with the Innovation Inspiration effect (the resonance between the profane Arku Armor and Sacred Well, causing varying chronological effects and distributing events irregularly
Other Event (7 points): The Regulator roars attempting to impose order on the chaos, and partially succeeds. The adventurers are projected forward in time to a point at which the city of Soma exists and their adventure can continue. It is unknown if the effect is potent enough to stabilize the Innovation Inspiration effect, or not.

Tacticslion |

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Dropping the list down a line...
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Rules of the Fell Gem Adventure:
- The first creature to achieve 50 Fate Points wins a single Wish. The wish is noted in their character descriptions.
- The top seven creatures with the highest Fate Scores (except, of course, those wishing for divinity or those who are already immortal) will gain immortality when the wish is granted.
- Gods can optionally help 1d3 contestants per round (for 1d6 points each), optionally hinder 1 contestant per round (reducing their points by 2d4).
- Gods can grant a special one-time Vision Quest or similar effect (Other Event, granting 2d6-6 points).
- If a god reduces a creature to 0 fate points, that creature is out of the quest; either the god can determine their fate (and thus whether they retired, were killed off, corrupted, distracted, just quit, or whatever) or I will. Regardless of their final fate, the name of all those involved in the quest will live on forever as legends among their people, as will stories of their ultimate fates.
- A god can introduce a new contestant. It costs 1d8 Divine power, and the new contestant starts with half that as their fate point total (rounded down, minimum 1).

Tacticslion |

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Dropping the list down a line...
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Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 37
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 39
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 47
- 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: 32
- 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: 18
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 31
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 47
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 22
- 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: 40
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 26
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 33
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 43
List of the Fated (and their fates):
- Oalian - the treant-folk adventurer was the first to find the gem; abducting it, he traveled to a place in the far future: Soma, the city of Dreams, to wait for the adventurers to follow. [(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)]
- Magens-Taiia - the wondering Magens-turned clone of the snake-folk Adventurer (including her spirit and memories) has followed the trail led by Oalian to the future and the gemstone [(a wandering Magens turned clone (complete with memories and spirit) of the original, this Taiia seeks what she always sought: the complete redemption of all her people (now both Magens and Serpentfolk) from ever feeling the touch of undeath)]
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.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
- Pyramius - a spider-folk of the Funnel Web sub-race, Pyramius sought to eliminate all other subraces, so that only the Funnel Webs remained; suffering alternating bouts of fair and ill fortune, his own hubris and cruelty drove him to paranoia and ever-deeper problems, until, at last, he sought to murder a fellow adventurer - she outplayed him, however, and, after mating, at his head, producing yet another sub-race from their coupling, one that revolutionized the world. His name will forever go down in the annals of spider-folk lore, though his story will be taken either as a warning against bigotry or a warning against trust, depending on the sub-race in question. [(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))]
Clanggeddin's Log:
" CY 19,839. Huh. That durn'd elf, the creepy-yet-needed spider, an' that tree've all shown us what-for. Th' fire-ape seems to've been inspired by her own self and talk o' "inner fire" and what-not - incredible, the lot o' them. Th' scaly rat's recovered from the cave-in, as has th' dark prankster. Th' two Taiias've been at each other's throats as always... but only in ways that're good f'r all o' us. Then there's me. I... I ain't never fully recovered from my shame. I lost a lot of confidence in mah leadership abilities and been shaken deep by it all - and also by Pyramius' death, though I can't really blame Freya for it... 'twas gonna end up her or him, an', I've been made to understand, that's jus' their way. 'S been a hard year for them fishy-fellers, th' ooze, the sword-lady, and those bulls, too. I don't think this rocky swamps been good for any o' them. Zarus got injured real bad at the beginning of the year - broke his leg an' ankle in sinkhole. We've mostly been carryin' him ever since, though he's tried to soldier through. We're almost there, though - I c'n feel it."
" CY 19,839. Th' fates're linin' up. I c'n feel it. So does everyone else. Somethin' big is about to happen. That Oalian tells us that Freya's th' closest to our fate, but that many here still have a chance - that it's all up to the will o' gods. F'r once he'n th' fire ape 'n I are all in agreement."
" CY 19,839. Th- that lousy, no-good, jerk-friggin' thievin' tree! I- I- he takes th' blasted gem, and jus' disappears on us! Usin' Freya's own children f'r goodness sake! (Children made by way o' Pyramius - creepy little advance buggers. Creepy origin, too.) Hm. Taiia-cula managed to track down where he went, though wit' her magic. Half-way 'round th' world?! How're we supposed to get there! Th' tree can't be serious... "
" CY 19,839. Freya's become distraught at th' idea that her children might have gone into danger. I dunno. Th' tree doesn't seem th' type, though he didn't seem the type to run off wit' th' gem neither. That undead Taiia's been a help anyway - surprisingly empathetic, but also driven... creepy in a comforting way."
"Th- the livin' Taiia jus' disappeared. She claimed she'd seen it - that she knows where it went. Then she called out a bargain and a golden web o' light was spun in front o' us. The ride was... bumpy, an we ended up somewhere that jus' can't exist. An then... Taiia... she jus' vanished. That durned elf kept us all together, though, thankfully. Th' bulls seem to have some ability to discern reality from fantasy... hard to do in this place. "Soma", th' locals call it. "Unnatural", what I call it."
EDIT:
I can help 1d3 ⇒ 3
So I help... uh... Zagyg 1d6 ⇒ 2, total: 42
and... Clangeddin 1d6 ⇒ 5, total: 42
... and... uh... Corellon 1d6 ⇒ 3, total: 42
EDIT 2: HAH! That's... really neat, actually. Three 42s. I went back and forth on who to empower.
ANYWAY, you guys get a last chance to influence things before I post the dice rolls. I'm quite certain that by this next dice roll, with enhancements, we'll have more than one winner. Last wish is up, and six slots remain for immortality.

Tacticslion |

"CY 19839. CY 19893? So... looks like we lost some years or somethin' without agin', least if th' inhabitants o' this place'r correct. Eerie - that's what it is. It's... hard to tell when it's night 'n' when it's day. That darkness-critter, the durned elf, and I've managed to keep most o' our heads on straight, though, helpin' keep th' remainin' member o' our group together. Harder ta' do than it seems, given that the place... shifts around you, like it were all a dream. It almost seems ta' respond ta' our unconscious desires. Easy ta' get distracted here. And th' dreams... even when you're awake. Huh. "Final Test" indeed..."
"CY 19893. Th' scaly rat an' night-critter've helped us out somethin' fierce. They manage to pierce a number o' barriers and chased off some sort o' strange ghost-octopi. Most people don't understand that there used ta' be these critters in this region - like they're all jus' gone, 'cept it seems they're still around somehow... Io-'n'-Zagyg's helped us clear our minds somewhat... and we're almost there."

Tacticslion |

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Dropping the list down a line...
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Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 42
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 42
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 47
- 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: 32
- 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: 18
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 31
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 49
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 22
- 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: 48
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 26
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 33
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 43
List of the Fated (and their fates):
- Oalian - the treant-folk adventurer was the first to find the gem; abducting it, he traveled to a place in the far future: Soma, the city of Dreams, to wait for the adventurers to follow. [(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)]
- Magens-Taiia - the wondering Magens-turned clone of the snake-folk Adventurer (including her spirit and memories) has followed the trail led by Oalian to the future and the gemstone [(a wandering Magens turned clone (complete with memories and spirit) of the original, this Taiia seeks what she always sought: the complete redemption of all her people (now both Magens and Serpentfolk) from ever feeling the touch of undeath)]
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.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
- Pyramius - a spider-folk of the Funnel Web sub-race, Pyramius sought to eliminate all other subraces, so that only the Funnel Webs remained; suffering alternating bouts of fair and ill fortune, his own hubris and cruelty drove him to paranoia and ever-deeper problems, until, at last, he sought to murder a fellow adventurer - she outplayed him, however, and, after mating, at his head, producing yet another sub-race from their coupling, one that revolutionized the world. His name will forever go down in the annals of spider-folk lore, though his story will be taken either as a warning against bigotry or a warning against trust, depending on the sub-race in question. [(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))]

Tacticslion |

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Dropping the list down a line...
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Clanggeddin's Log:
"CY 19,893. Th'... city itself 's talkin' to us. It's sendin' us dream messages. I... I hear it call mah' name."
Other Event: Soma's created dreams have no downside
Other Event: all heroes receive a Dream Quest from the City of Soma itself.
Stock: 447
- Clangeddin stock: 42, 2d6 ⇒ (4, 6) = 10, total: success!
- Corellon stock: 42 2d6 ⇒ (1, 4) = 5, total: 46
- Freya stock: 47 2d6 ⇒ (5, 1) = 6, total: success!
- Zarus stock: 32 2d6 ⇒ (6, 3) = 9, total: 41
- Procan and Geshtai stock: 18 2d6 ⇒ (5, 5) = 10, total: 28
- Joramy stock: 31 2d6 ⇒ (2, 3) = 5, total: 36
- Io stock: 49 2d6 ⇒ (3, 1) = 4, total: success!
- Ghaunadaur stock: 22 2d6 ⇒ (1, 4) = 5, total: 27
- Zagyg stock: 48 2d6 ⇒ (3, 5) = 8, total: success!
- Raesh-al stock: 26 2d6 ⇒ (6, 2) = 8, total: 34
- Bull and Snort stock: 33 2d6 ⇒ (3, 3) = 6, total: 39
- Taiia-cula stock: 43 2d6 ⇒ (3, 1) = 4, total: 47
Clanggeddin's Log:
"CY 19,894. We did it. We're here... most o' us. We got separated at th' last minute. It was hard, but... we're here. I hear it callin' mah name. Destiny, that is. Th' ritual's gonna begin, soon - Oalian was tryin' to let more people have a wish... I see..."
Annual Point Upgrade (CY 19,892):
- Corellon stock: 46 2d6 ⇒ (6, 4) = 10, total: success!
- Zarus stock: 41 2d6 ⇒ (1, 1) = 2, total: 43
- Procan and Geshtai stock: 28 2d6 ⇒ (2, 4) = 6, total: 34
- Joramy stock: 36 2d6 ⇒ (4, 5) = 9, total: 45
- Ghaunadaur stock: 27 2d6 ⇒ (6, 2) = 8, total: 35
- Raesh-al stock: 34 2d6 ⇒ (1, 6) = 7, total: 41
- Bull and Snort stock: 39 2d6 ⇒ (3, 5) = 8, total: 47
- Taiia-cula stock: 43 2d6 ⇒ (5, 4) = 9, total: success!
Clanggeddin's Log:
"CY 19,894. Mor've arrived. There're only a few that aren't here. But... will they make it? An' what'll happen to contradictory wishes...?"
Command Avatar (Oalian): open ritual to all who arrive
Command Avatar (Oalian): change wish
- New Wish: None of the wishes can be utilized for evil from now into perpetuity, regardless of their result (but they are still granted)
Stock: 445
I Assist 1d3 ⇒ 2
I help:
Zarus 1d6 ⇒ 4, total: 47
Bull and Snort 1d6 ⇒ 1, total: 48
Okay, guys. Tomorrow when I post, I'll post the results of the now-begun year-long ritual. If you don't help someone make it before then, they haven't made it. I will probably help one last time tomorrow before that.
Still Running:
- Zarus stock: 47
- Procan and Geshtai stock: 34
- Joramy stock: 45
- Ghaunadaur stock: 35
- Raesh-al stock: 41
- Bull and Snort stock: 48
Note: if everyone (including myself) grants successful dream-quests to Ghaunadaur and/or Procan and Geshtai and assists them, they can still, technically, make it. It's... a bit of a long shot, though, as they each need 15/16 points to get there - that's at least three 6s or six 3s (plus three 6s to offset the dream-quest failure ratio).
You know, I've been spending an awful lot on this Fell Gem Adventure...

Tacticslion |

*Looks at your dice rolls*
...
...
...
... wow. I'm sorry, ulgulanoth. That... is impressive. :/
Thanks for the gift, though!
Also, dropping eight points because I forgot the double dice drop (and I'm dropping my two second dice) and advancing all treant subraces in transcendental temporalist by 1.
Stock: 437

Drejk |
1 person marked this as a favorite. |

Ok... Lots of wishes incoming...
Tacticslion: 1d6 ⇒ 2
Mine total: 80 + 2d6 ⇒ 80 + (1, 6) = 87
I help 1d3 ⇒ 3 adventurers...
Bull and Snort get the missing point.
Raesh-al gets 1d6 ⇒ 1 and a vision quest for 2d6 - 6 ⇒ (6, 4) - 6 = 4. Still needs 4 more points...
Zarus gets 1d6 ⇒ 5
Joramy receives a vision quest for 2d6 - 6 ⇒ (3, 2) - 6 = -1 points.
78 points remaining.
Free advancements...
Kobolds enhance their draconic shamanism allowing for more advanced vision quests for their shamans allowing a dragon shaman to form a semi-tangible projection taking the shape of a draconic entity during the trance. (inspired by Io)
Magens develop alchemical revivification allowing them to absorb spirit and identity of a recently dead humanoid. (inspired by Magens-Taiia)
Grues develop shadowflame formula further making it act as a shield against divinatory magic, preventing easy detection of stalking grues. (not inspired by Zagyg)

Tacticslion |

You're good, Turambur.
You haven't been on enough to consider dropping two dice, though you could drop your last if you want to to give your giants one more free advancement: that'd put your total at 125 and them with one advancement (in something they already have) of your choice.
EDIT: Also, I can't believe I forgot: that was awesome, Drejk!

Tacticslion |

4d6 + 10 ⇒ (2, 5, 5, 2) + 10 = 24
Stock: 437
Total: 461
Zarus stock: Success!
Procan and Geshtai stock: 40
Joramy stock: 44
Ghaunadaur stock: 37
Raesh-al stock: 46
Bull and Snort stock: Success!
1d3 ⇒ 3
Raesh-al 1d6 ⇒ 3, total: 49
Procan and Geshtai 1d6 ⇒ 6, total: 46
Joramy 1d6 ⇒ 6, total: success!

Lady Firedove |
2 people marked this as a favorite. |

A new goddess springs into the world from the heart of Tacticslion ... Lady Firedove! :)
In truth, she has been with him all along, but has remained silent and inactive until now.
Lady Firedove wishes to see a world full of happy, flying, air-breathing merfolk, and so she emerges to augment the heroes...
1d3 ⇒ 3 hero(es) augmented
1d6 ⇒ 2 Procan and Geshtai
1d6 ⇒ 6 Ghaunadar
1d6 ⇒ 5 Ghaunadar
... also, the one she loves is very curious what the ultimate alchemical formula will be. :)
Lady Firedove then re-intertwines with the soul of Tacticslion, and no one knows if she will emerge and assert herself again...

Tacticslion |
1 person marked this as a favorite. |

Hi! Aw! That's sweet! (^^^ Not an alt account, guys. My real-life wife. She's a fan of merfolk.) :)
Other event: grant new deity ability to augment a single creature twice (the last remaining one)
"Utilizing the powers of Chronomancy of the Dark-treants, the Regulator retroactively allows the new deity to augment more than one."
Total: 456
Procan and Geshtai: success!
Ghaunadar: success!
EDIT: whelp! I'd best get crackin'...
EDIT 2:
"Having each overcome their individual challenges, and having the very gods themselves step forth to assist where they failed, all the adventurers save two achieved their quest - and one of those was returned to receive it twice, both as originally desired and as reversed by darkness. How shall it all end...?"
(I'm going to write up a bunch of stuff either tonight or tomorrow. Lots of stuff happened today and not much sit-down-and-concentrate time for writing story events.)

Drejk |
1 person marked this as a favorite. |

Uh, we need exact fate scores for individual adventurers because those with highest scores that hadn't ascended to divinity will become immortal...
I am making the aid roll for Bull and Snort which I didn't make because they needed only one point. They end with a total of 49 + 1d6 ⇒ 49 + (6) = 55 fate.

Drejk |

Tacticslion |

And so the Fell Gem Adventure came to a close:
"Time passed. Or perhaps it did not. Reality both was and was not. Time bent and flowed like a living, liquid thing, curling around to places it should not be, and returning to points it had never been. The adventurers were pulled by the inescapable power of fate to their destiny, and one wish was multiplied into fourteen."
Immortal (thus they are ignored):
1) Oalian
2) Corellon
3) Taiia-cula
4) Io
Totals of Others (in order of acquisition):
Magens-Taiia 53
"She saw the way forward. She knew her destiny had arrived. She was led to it by Fate and the gods. And she stepped forward to find him waiting on her."
Clangeddin 52
"He arrived, just as it was foretold. And his people would grow and benefit, just had been foretold from the beginning."
Freya 53
"She stepped foot on the plateau, pulling herself up into the light. The ritual was waiting. For her. And soon, peace would return to her people - to all of her people."
Zagyg 56
"His curiosity peaked, he moved forward, into the shining darkness - a place made for him to occupy within the brilliant light of the gem, as it called to all."
Bull and Snort 55
"Dull of mind, but stout of heart, the mated pair stepped forward together, finding some of their friends, and seeking to clear the way forward for the rest, hoping for a peace for all their kind. With their arrival, the ritual began."
Zarus 52
"Ambition kindled within him as he took the final steps forward. They had started without him, as was expected - the other races cared nothing for humanity and never would. But that no longer mattered. At last, humanity would have it all - all the secrets, all the technology, all the knowledge and power of all the other races - it would all be theirs. He rejected his own distractions and failures - none of it mattered, for now humanity was brought forth into the light."
Joramy 50
"The Fire called. Even the tree respected, though they had not waited - the tree had known and prepared a place for her. Though she had nearly failed - nearly lost her way - her dreams guided her in this sacred place. And now all would worship the Fire - and would honor and respect the True Path."
Raesh-al 51
"The Blade called her. She followed. She became an extension of it, just as it became an extension of herself. She cut through ever barrier that had stood within her way, like a razor's edge to the final goal - to understand and become the way of the blade. She arrived at the half-way mark, but was unconcerned. Like the Way of the Blade, she moved with precision, and joined the Ritual that was for her to be within all along."
Procan and Geshtai 51
"They floated forward. For too long, their people had been held underneath the waves - curiosities for other races, but unable to grow or increase without good trade with others. But now - now, at long last - they needn't rely on charity anymore, as their people would be able to leave their watery home and spread forth across the world, growing and aiding the other races as well. Almost failed, they managed to arrive near the tail end of ritual itself. But they were welcomed with all the rest into the light..."
Ghaunadaur 52
"The Formula. It had consumed its mind, filling every thought. But now the Formula was being made clear. It watched as the last of the Ritual finished, and it oozed its way through its dreams to the place of revelation with the last vestiges of the incantation."
Top Seven (in order) - Those Who Gain Immortality:
1) Zagyg 56
2) Bull and Snort 55
3) Magens-Taiia 53
4) Freya 53
5) Clangeddin 52
6) Zarus 52
7) Ghaunadaur 52
"The power of the ritual sparked off within the Fated. They were transformed, altered by it, sustaining their life and their soul, and granting immortality beyond even their name."
The Others (in order):
8) Raesh-al 51
9) Procan and Geshtai 51
10) Joramy 50
"The glory washed over them, and their names and deeds would be recorded in the history of Forever."

Tacticslion |

The Wishes Are Granted:
Oalian - the Inner Light and Word are empowered, and none of the wishes are used for evil.
Magens-Taiia/Taiia-cula - the two Taiias with their wishes opposed, confront each other over the site of the ritual. The first wishes that her people were forever purified from Undeath, the second that they were forever tainted by it.
- the Magens are now and forever immune to undeath; they will never again be able to pursue necromancy, and nothing can ever corrupt them with undeath
"The gods themselves step in to determine how the wish is answered." <vote>
1) All current living serpentfolk vanished, removed to the moon. A host of Magens suddenly spawn, filling much of the world - Magens that hold the souls, spirits, and forms of all Serpent-folk manifest across Dunia, the rebirth of every Serpentfolk who has ever lived from the ancient past to the present as raised from the dead; these Magenserpentfolk spawn a race of Serpentfolk who are forever free of Undeath's taint and can never be turned. All the former bodies of the serpentfolk (now empty husks) are transformed into undead creatures and removed from the world into the moon, never able to be returned to Dunia
2) All the undead serpentfolk, from the past to the present, are suddenly remade into living serpentfolk... tainted by undeath, effectively becoming dhampirs, though they can no longer be transformed into undead
3) Only one wish wins, and the other dies - if this result is voted in, some determination mechanism will be created.
4) Other: please propose the alternate idea
Clangeddin - his wish is to empower his people once again above all others; the dwarves gain 80 free advancements
Corellon - Corellon is now a new deity of elves; either Troas can claim him as an avatar, or a current player (Troas has first claim, but can "pass" and allow another, as desired) can "appropriate" him as a new, younger god (this requires creating a new Alias).
Freya - the spiderfolk now and forever are free from all strife, internal or external. All gods gain a one-time increase of extra points: 8d6 + 20 ⇒ (1, 5, 3, 4, 6, 4, 1, 2) + 20 = 46. Thus, all gods gain 46 points.
Zarus - by his wish humans (and in fact, all Ape-folk and sub-species) gain an increase in every advancement that another race has x1, and will always do so whenever new advancements are developed
Procan and Geshtai - their wish that all merfolk can fly and breath air as well as water is granted
Joramy - all creatures in the world suddenly realize the Truth - all become worshipers of the Fire Circle faith, in addition to any other they hold
Io - the winged kobold achieve ascension; either Drejk can claim him as an additional avatar at no cost, or a current player (Drejk has first claim, but can "pass" and allow another, as desired) can "appropriate" him as a new, younger god (this requires creating a new Alias).
Ghaunadaur - it has, at long last found and understands the Ultimate Formula; in acquiring it, it gains eternal youth, increased intellect, heals quickly from many wounds, can mutate into a powerful creature, becomes poisonous to touch, and can create philosophers stones.
Zagyg - the newly immortal good-hearted prankster-grue wishing only for understanding and amusement, gains it, as he cavorts forever through the nights
Raesh-al - Raesh-al becomes a perfect Incarnation of the Sword - she is both an avatar of the Blade of Damacles (Troas' blade), and a perfect representative of the Way of the Sword; now and forever all swordplay will be built off of the philosophies that she creates and espouses. Much like the other two avatars, she can become a free avatar (Troas gains first pick, as he wishes), but is not necessarily immortal (though she can be made so by an Other Event for that express purpose). <Note: As he spent the most on her success, I might recommend this one go to Drejk as well, though, of course, it's up to you guys to talk about.>
Bull and Snort - the two mated bull-folk wishing their people could live in harmony with all as they with their master (Raesh-al) have their wish granted - utilizing powerful spirit-magic, they tame the violent hearts of all their people, who spread across the world as subservient, peaceful, and beneficent allies to all living races; there is no town, no city, no home in Dunia where bull-folk are not peacefully welcomed in their arrival, becoming excellent servants and helpers for all and living in peace.

Tacticslion |

Well, since we all got something of a wind-fall, I'll go ahead and use it on something I was somewhat considering anyway. Ladyfiredove doesn't know if she's going to get into this any more or not (she's really busy, too), but I'm posting this for her anyway.
My Current Total: 558
Give Lady Fire Dove Points for:
- Avatar (7 points)
- Other Event [create artifact] (7 points)
- Command Avatar [into the Sacred Well] (1 point)
Total given: 15 points
Spend some:
- Add Divine Spark Ceremonies from all of my elements/locales to her as well: 50 points
Total Spent: 65 points.
My Total Remaining: 493
Her Total: 64 points (if she uses 15 points in the above manner, she'll have 49 left).

Tacticslion |

While I'm at it, in case they ever want to come back, I'm noting their stocks for them:
lucky7: 46 points
Hama: 74 points
yellowdingo: 46 points
EDIT: Actually, I'm going to go ahead and spend some of Hama's and lucky7's points on "freeing" them. :)
I'll note the changes in my World Update thing. In fact, I'll note the totals of all the players who've gone Quiescent (not posting for at least one page).
yellowdingo: 46 points
Hama: 70 points
lucky7: 42 points
Wrong John Silver: 46 points

Tacticslion |

I forgot to mention about Ghaunadaur's Ultimate Formula: he is not constantly poisonous (he can turn it on and off at will) and he can daily brew an infusion to permanently and irrevocably turn the imbiber good (though gods or powerful magic can revoke this effect).
EDIT: I also forgot to write up the divine/immortal four. Oops. Will do.
In any event, the Fell Gem Adventure is now complete! Hope it was fun!
Also really curious what you guys intend to do with all those points.
EDIT 2: The lost moments
Oalian
"As he found the gem deep within the heart of the marshlands, Oalian waited on the Inner Light within to command. At its command, the treant's hand reached forward, grasping the gem, taking it and claiming it, and removing it from its ancient sacred resting place. At the will of the Light in All Living Things, the treant summoned forth a new race, come about by the will of the Regulator, to move the to a place that did not yet exist, a realm of dreams made manifest. To that end, Oalian helped craft and create the Waking Dream - Soma, the Gateway to Dreams. There, waiting in meditation, Oalian knew all would come in time - all who were ordained would arrive, and the ritual would finish. The gods' will would be done."
Corellon
"The history of the world had led up to this point. To his destiny. His people had long cowered in caves, and dark places, hidden within the deep places in the world... and the had come the Flowering of the Blade. They were the First, but had only recently Awakened, following to their Blooming and Expansion... and culminating in his ascension. He realized, as he entered the ritual, that he had always been, forever - it was not only Ordained, it was him who had done so, from the beginning."
Taiia-cula
""She saw the way forward. She knew her destiny had arrived. She was led to it by Fate and the gods. And she stepped forward to find them waiting on her.""
Io
"His destiny had driven him to this point. At long last he had reached what he'd sought, struggled, and longed for. The ritual - he was taking part within the ritual, adding his people's ancient powers and skills and magics. It was a Mighty ritual, filled with the direct power of the gods... power that he tapped into, transforming and becoming One of them. His destiny unfolded at last."

Lady Firedove |
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The mechanics:
64 points
Use 15 points to create avatar the Firedove, artifact the Firestone, and command avatar into Sacred Well.
49 points left
4d6 + 10 ⇒ (4, 5, 5, 5) + 10 = 29 points added
78 points
Use 3pts to create an island in triangle 12
Use 3pts to command the merfolk to build a city there
Use 21pts to create three Celestial Phoenix avatars
Use 3pts to command them to guard the island
48 points left
3pts to purify civ merfolk
3pts to purify city on island
42 points left
5pts to advance civ merfolk in craftsmanship - 5 more points twice
5pts to advance civ merfolk in diplomacy - 5 more points twice
4pts to advance island city in trade - 4 more points twice
14 points left
... flavor post to come...