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To Firedove 1d6 ⇒ 3

Mine 2d6 + 247 ⇒ (6, 5) + 247 = 258

advance all the races in academics (or if they lack it, necromancy)


(Meh, re-post for a new page.)

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 5th Age
Shape Land ----------------- 11
Shape Climate ------------- 8
Catastrophe --------------- 20
Other Event ---------------- 17
Create Avatar -------------- 17
Command Avatar ---------- 3
Create Race ---------------- 28
Create Subrace ------------ 16
Command Race ------------ 12
Advance Civilization ------ 16
Purify Civilization ---------- 9
Corrupt Civilization ------- 7
Advance City --------------- 12
Purify City ------------------ 7
Corrupt City ---------------- 5
Command City -------------- 8
Create Sect ----------------- 12
Command Sect -------------- 6

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 and the all of the moon squares.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 18, and 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.
- Turambur's Influence: where the Stone Giants reside, currently triangles 14 and 15.


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I haven't rolled yesterday?

Lady Firedove: 1d6 ⇒ 3
Mine: 156 + 2d6 + 8 ⇒ 156 + (2, 2) + 8 = 168 (two ground cities are probably rubble now and need rebuilding).

Free advancements:

Kobolds invent wards against golems.
Magens invent alchemical fertility enhancers to increase crops helping cope with the damage done by the stone giants.
Grues improve the shadowflame to bleed through physical barriers allowing darkening the insides of the buildings from outside...


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70 pts. plus 6pts. (Thanks, Drejk and ulgulanoth!) =76 pts.

Add 3d6 + 10 ⇒ (2, 2, 5) + 10 = 19

95pts. total.

Considering that the city of Fuego de Paz is:
1. located on an island in the middle of an inland sea
2. triple advanced in defense
and
3. continually circled by three celestial Phoenix avatars of a goddess who has commanded them to defend the city and all who live there
...I figure that the city survived the Stone Giant attack fairly well, all things considered.
I don't believe the Stone Giants have any particularly strong abilities in swimming, flight, or boatmanship.

However, to be on the safe side,
I use 7pts. for a special event in which I help defend and protect Fuego de Paz and all who live there and all who happened to be peacefully passing through at the time of the attacks.
I use 3pts. to command my three celestial Phoenix avatars, 2pts. to command my sect, and 2 pts. to command the city as a whole to defend against the Stone Giants and their golems.
81 points remain.

In the aftermath of the attacks, I spend 2pts. to command the city of Fuego de Paz to welcome refugees of any race who might be fleeing their homelands after the Stone Giant attacks, and I spend 2pts. to command my sect to help the refugees with healing, basic sustenance, and integration into the city.
77 points remain

I also spend 12 points to triple advance the city of Fuego de Paz in construction, as beautiful but strong defensive towers and high-rise castles are built to accommodate all the new refugees.
65 points remain

Free advancement day! :)

Advance Seraphim for a fourth time in healing.
After the world-wide cataclysm, even more creatures of varied races make pilgrimages to Fuego de Paz seeking miraculous cures.

Advance kobolds for a third time in boatmanship.
Kobolds ferry the refugees to Fuego de Paz.

Advance treant-folk for a third time in metal-working.
The Treants create even more beautiful defensive structures, and assist with the construction of the high-rise castles.

Advance merfolk for a third time in diplomacy.
With all the refugees of various races suddenly moving to Fuego de Paz, the merfolk will need all the diplomatic skills they can get to keep the peace.

Advance elves for a second (?) time in construction.
Elves create beautiful but strong high-rise castles to defend Fuego de Paz and house all the new immigrants.

Anyone else want to weigh in on what other races probably have groups flee/move to Fuego de Paz other than just the merfolk, seraphim, treants, kobolds, and elves? :)


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65 points
I also spend 15 points to triple advance the merfolk race in sustainable fish-farming to provide a continual supply of nourishing food to the suddenly booming population of Fuego de Paz.
50 points remain


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50 points
I spend 2pts to command my mixed-race sect to create a grand cathedral in Fuego de Paz.
It is a center for the worship of Lady Firedove, but it also contains shrines to worship their creator deities ... lucky7 for the merfolk, ulgulanoth for the Treants, Troas for the elves, Drejk for the seraphim and kobolds, and yelowdingo for the world of Dunia as a whole. The Treants also make sure there is a shrine to Tacticslion, of whom they are all now avatars.
If other races become a significant part of Fuego de Paz, other shrines may be added.
The cathedral is a place of safety, comfort, healing, hope, and peace in a war-torn and chaotic world.
48 points remain


Command Avatar: utilize chronomancy to...
... Other Event: confusion of dreams and reality (Soma survives)

Command Avatar: repair Soma
Other Event: Soma becomes ever-more the incorporeal realm of the mind

Total: 584

"Seeing the great destruction wrought on the world, the Dreaming Tree calls on the power of the Tree of Eternity through the Inner Light so that the giants who waged war on Soma became confused - their dreams of conquest and destruction displayed before them, causing them to believe they had destroyed Soma far more than they ever did. After this event, the treants of Soma repaired the city, as the Dreaming Tree caused it to become even more a figment of the Mind's Eye..."

EDIT: working a bit more chronomancy, I'm adapting what I said about Turambur before. He is now a Cataclysmic god in the re-ordering...

Other Event/Command Avatar (x2): Create a new Regulation - a Regulation of the Gods of Cataclysm; this regulation is an amendment to the older regulations of the Elder and Younger gods. This eases restrictions on the elder gods while focusing the Regulations on what they were intended for - reigning in the excesses of Cataclysm.

Other Event: Chronomancy by the Tree of Eternity; this pricing was "always" in effect (the net total of this Chronomancy change is effectively that lucky7 has... 3 additional points that he, retroactively "did not spend"; not really all that much).

Total: 568


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"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 with an island at its center, bearing the city Fuego de Paz (built by Merfolk led by Procan and Geshtai; advanced in trade x3, defense x3, purified x3) made of beautiful but strong defensive towers and high-rise castles to accommodate all; guarded by three celestial phoenix avatars - inhabited by merfolk, treant-folk, kobolds, elves, and seraphim; it has become a sacred place of refugees ever since the world-war of the stone giants, commanded by Lady Firedove to help all refugees with healing, basic sustenance, and integration into the city.
  • 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); inhabited by kobolds and 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); inhabited by the kobolds, all pre-cataclyms races (having been kept and re-bred by the kobolds), and the 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 once hunted great beasts but now tame and ride them (x4), work steel (especially armor) (x1), they are magic users (universal x1, abjuration x4); 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 x5, 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 x6, and military strategy x3 and tactics x5, trade x3, writing x6, music x2, poetry x1, basket weaving (x2); they create and craft with the balance of nature in mind for all things
  • Dwarves: stone tools x14 in the mountains x14 -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it. Construction x24, Political Power (World Authority) x20, Advancement x20; led by the Adventurer, the immortal hero Clangeddin, the Dwarven King, who bringing his people into power and authority across the world; they come to inhabit every mountain , having great cities everywhere there is rock and stone to build deep places (triangles 1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 14, 15, 16, and 20)
  • 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 are advanced in draconic shamanism (and their rituals are advanced 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), and being skilled boatsmanship (x3); 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. Io, the Fell Gem Adventurer, is an ascended winged kobold, the first True Dragon, and an avatar. In response to the maddened Arku Seeker-led stone giants, they have develped wards against golems.
  • Merfolk: able to breath air or water and to fly, they are centered in the city Fuego De Paz, though some live with the kobolds; they will forever remember the Fell Gem Adventurers, the twin brothers Procan and Geshtai, who led them in creating Fuego De Paz; advanced in diplomacy (x3), craftsmanship (x3) [jewelrymaking x1, musical instrument-making x1], underwater basket weaving (x1), purified (x3), masters of sustainable fish-farming (x3)
  • Scorpion-folk: advancement (x5) (and all magic (x1), 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 (x4), 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 (x3); nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x2
  • Insect-folk: they live in symbiosis with the plant-folk (x3); nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x2
  • 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) are led by the immortal Adventurer Zarus; they 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 x3; all Orange and their subraces have any access to any unique ability, trait, advancement, or other skill that any other race has, although on an individual level instead of a racial one; these advancements are considered x2, though not spread evenly through the entire race, an individual can vary up to the power of other races easily
  • Spider-folk: chaotic neutral, advancement x6 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x2), 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 otherwise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds (generic advancement x3). The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it (x3). 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 (x3); 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. Once corrupted by the dark god, the spider subraces suffered from tremendous internal strife, each subrace seeking to be the only race and killing off all the others; this was undone, and the entire race was freed from strife - both internal and external - by the wish of the immortal Golden Orb Weaver Freya, mother of the Golden Spinner race. The name Pyramius will forever live on in infamy, though as a warning or hero scholars of the Funnel Webs debate to this day.
  • Skeletal-folk: humanoids, metalworking (x3), bone-forging (x3)
  • land octopi: academics, metalworking, illusion magic (x13), enchantment magic (x13); 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 (x3), metalworking (x3), hot air balloon technology (x3)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x6); the immortal heroes Bull and Snort have led their people into peaceful servitude for all living races
  • treant-folk: academics (x3), metalworking (x4), nature magic/druids (x12), psionics (x12), naturo-cerebric enlightenment (x12) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x12), the dangerous chronomancy (x12), transendental temporalist (x11), 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 (x2), metalworking (x3), alchemy (x3); Ghaunadaur, the Fell Gem Adventurer is the immortal hero of their race, and keeper of the Ultimate Formula (which granted Ghaunadaur rapid healing, eternal life, the ability to be poisonous to the touch at will, create an elixir that causes it to mutate into a powerful form, create an infusion that permanently turns a creature good, and (with a month of work) the ability to create philosopher stones
  • gray-folk: academics (x2), metalworking (x3), psionics (x3)
  • crow-folk: academics (x2), metalworking (x3), way of the sword (x3); the Fell Gem Adventurer Raesh-al is an Incarnation of the Sword, and the perfect representative of the Way of the Sword
  • 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 (x3), 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), military strategy (basic and x3, including drilling techniques and assault formations) and sculpting, engineering (x2), stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), forge star-steel (x2), 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 (x2), alchemy, conjuration, and divination (x5); furious at their god's apparent silence, the Arku-seeker-led government mounted an expedition to the Sacred Well; unable to see the avatar, in order to gain the attention of the gods, they launched a war that spread across the face of Dunia, killing and cleaving all they could to gain the attention of the gods, but devastating their own population as a result, and ending the Fourth Age
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x3)
  • Grues: night-stalkers advanced in shadowflame (x3) that produces darkness instead of light, it can cling to creatures, bleeds through physical barriers (allowing darkness to penetrate inside of buildings from the outside), and lasts longer than normal fire; it can be used to cook (though does not do so automatically, it can be utilized on Grues or other creatures harmlessly, for instance) and is shielded against divinatory magic, preventing easy detection; the immortal representation of their race is the Fell Gem adventurer Zagyg, his legends forever being recalled by his people
  • 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, developed to the point of alchemical reification - absorbing the spirit and identity of a recently deceased entity. The immortal hero Magens-Taiia continues to lead and inspire the Magens forever. They developed alchemical fertility enhancers to assist with the rapid recovery from the stone giants' sacreligious crusade.
  • Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown; augmented by gardening, weather magic, lightning magic, and healing (x4). The only known center of the otherwise seemingly nomadic Seraphim is Fuego De Paz.
  • 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; while Soma was almost destroyed, by an act of the Tree of Eternity, the Dreaming Tree was able to alter the perceptions of the invading stone giants and make them believe that it was entirely eradicated; the city itself becomes ever-more a thing of the mind.
  • Fuego de Paz: there are two sects of that make up the city. The first is the city itself; it is a sect that worships Lady Firedove and honor her and her city, Fuego De Paz; it consists of Merfolk, Seraphim, Treants, Kobolds, and Elves. This sect has created a Grand Cathedral to Lady Firedove, with shrines devoted to the creators of the races: Merfolk (lucky7), Treants (ulgulanoth), Elves (Troas), Seraphim and Kobolds (Drejk), and yellowdingo (the world of Dunia); as well there is a shrine for the one the treants are avatars of (Tacticslion); the cathedral is a place of safety, comfort, healing, hope, and peace in a war-torn world. The second is a sect of Merfolk dedicated exclusively to lucky7, who work with the main sect for the betterment of all merfolk and all who live in or travel through Fuego De Paz. The city and all those in it (even those just visiting) are constantly purified by the presence the three ever-circling Celestial Phoenix avatars.

Gods: and their avatars

  • yellowdingo [the originator of all, the first cataclysm, elder]: the Web Consciousness (the Web Mother become one with the Great Web) {Fallen Quiescent: current stock 46}
  • lucky7 [a human with the cosmos on his skin and glowing eyes, elder]: Giant Floating Eye (father of First Ones and Dwarves) { Fallen Quiescent: current stock 42}
  • Drejk [an alien dragon deity, the second cataclysm, elder]: {sacred well}; Night dragon [seals deceased adventurers from fell magic; flies over the world at night, observing the world and looking for unusual events], Io [ascended Winged Kobold, the first True Dragon, Fell Gem Adventurer]
  • ulgulanoth [creator of many races, the essence of undeath, the third cataclysm, elder]: {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, the fourth cataclysm]: {sacred well}
  • Wrong John Silver [former peanut gallery member, The Word]: none {Fallen Quiescent: 46}
  • 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
  • Lady Firedove [former peanut gallery member, love of Tacticslion]: {sacred well}, the three Celestial Phoenix avatars dedicated to guarding and purifying Fuego De Paz (circling the island and purifying all who pass through)

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}
  • Lady Firedove [former peanut gallery member, love of Tacticslion]: the Firedove <artifact: the Firestone> {a stone that represents the heart of the Firedove}
  • Dolgrin Mountaincleaver, a dwarf <artifact: Breaker's Blade> {a sword}

Advancements (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
sacred: advancement +3
The Fire Circle Faith: originating in the ape-folk, the Fell Gem adventurer, Joramy, spread this faith to all races and peoples in addition to any other they may hold
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); this advancement cannot be used to advance in corrupt forces
- February 3, "normal" <- This is Monday; likely Today when you're reading this!
- February 4, "normal"
- February 5, "normal"
- February 6, "free advancement" <- Thursday
- February 7, "normal"
- February 8, "normal"
- February 9, "normal"
- February 10, "free advancement" <- Monday

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, Younger, and Cataclysm): These three 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 Cataclysmic and Elder gods 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: free!
lucky7: free!

Dead Gods: the God Mount is an eternal shrine on the side of the Sacred Well in 11
Hama [former peanut gallery member]: an elder god of inaction who's somnolence is now eternal


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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 fifth 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.

The fourth age ended in a year-long total-war by the Stone Giants in CY 19,903 in a misguided attempt to draw the attention of the gods. Only the great cities of Fuego De Paz and Soma remained.

There have 0 (more or less) "turns" since the end of the fourth great cataclysm: the current year, thus, is CY 19,903.

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 5th Age
Shape Land ----------------- 11
Shape Climate ------------- 8
Catastrophe --------------- 20
Other Event ---------------- 17
Create Avatar -------------- 17
Command Avatar ---------- 3
Create Race ---------------- 28
Create Subrace ------------ 16
Command Race ------------ 12
Advance Civilization ------ 16
Purify Civilization ---------- 9
Corrupt Civilization ------- 7
Advance City --------------- 12
Purify City ------------------ 7
Corrupt City ---------------- 5
Command City -------------- 8
Create Sect ----------------- 12
Command Sect -------------- 6

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

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 the Cataclysm 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 and the all of the moon squares.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 18, and 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.
- Turambur's Influence: where the Stone Giants reside, currently triangles 14 and 15.


Turambur: you somehow beat me to becoming the next God of Cataclysm... well played... :)

Dark Archive

Mine 3d6 + 258 ⇒ (3, 5, 1) + 258 = 267

To... Tacticslion 1d6 ⇒ 1

Liberty's Edge

3d6 ⇒ (6, 1, 1) = 8


ME:
4d6 + 10 ⇒ (2, 5, 5, 1) + 10 = 23
Stock: 568
Gift: +1
Total: 592

TROAS:
4d6 ⇒ (4, 6, 6, 4) = 20
Stock: 214
Total: 234


48 pts plus 4d6 + 10 ⇒ (5, 1, 1, 1) + 10 = 18
66 points total

(Also, Tacticslion, please add the triple advancement of Fuego de Paz in Construction to your next mega world update. Thanks for those, by the way! :)


Blarg! I knew I was forgetting something. Thanks! I've added it to the document.


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Argh! The server ate my post this morning.

Should I begin donating one of my daily dice to one of the "younger gods"? I'll make sure save some points today to donate retroactively if I should.

4d6 ⇒ (2, 1, 6, 4) = 13

New Total: 28

The stone giants' god has heard their cries and swears to never abandon them again. To fullfill his promise, he once again sends a portion of his power to dwell among them. Imbuing a platoon of 50 surviving battle golems with divine power; he charges this Holy Legion to defend Citadel and serve as high priests among the giants.

The Holy Legion immediately orders the Arku Seekers to arm them with the finest blades available. In reply, the Arku Seekers commision the forging of new Star Steel weapons made specially for the Legion and imbued with the greatest magics possessed by the stone giant smiths. These Legionaire Blades are second only to the Starblade in the annals of stone giant creations.

Create Avatar-Holy Legion: 8
Command Avatar-Holy Legion-Defend Citadel: 2
Command Sect: 4

Stockpile: 14


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Kobolds rebuild both destroyed cities and then add fortifications, defensive wards, sanctuary, university, alchemical factory, sea port, skyport, hospital, gardens, preserve for protected species, metallurgy plant, hatchery and war college for a total of 120 points.

Lady Firedove: 1d6 ⇒ 2
Mine remaining: 48 + 3d6 + 10 ⇒ 48 + (2, 2, 6) + 10 = 68


Turambur, probably, sort of:
The original idea - that is, the intent from the beginning, from what I understood based on yellowdingo's original ideas - was that those that brought cataclysm across the world being no longer able to do so. At the time, it was only the three elder gods who were still playing (yellowdingo, Drejk, and ulgulanoth) that had enacted a cataclysm.

Since the original game never existed beyond the first three ages (and the idea of the age-ending cataclysm is new to this game), that we kept on playing was more or less just because it was fun*. With the return of lucky7 to activity, though, I've been considering the fact that, really, he hasn't gotten to do much, over-all, and has been more or less subject to restrictions despite the fact that he wasn't part of the cataclysms. Thus, I've been thinking about it, and have used chronomancy (which is a great invention by ulgulanoth - he comes up with some of the best things**) in order to more or less alter the Regulations of the gods, inducting you into a god of cataclysm.

Since the grand total effect of the chronomancy is that lucky7 basically just gets a few extra points, I figured this was fine. I altered your title to "god of cataclysm" rather than "elder god".

Anyway, point is, I would say that you should give some points to younger gods, but that's basically just me and Ladyfiredove right now (as Wrong John Silver is notably inactive, more or less on purpose, and Troas wants me to roll for him, as he's just too busy right now, but wants to play eventually, maybe). Anyway, I would probably choose to distribute it to your choice of myself, Lady Firedove, or lucky7.

That was certainly an unexpected apocalypse, I've got to say. Well done! :)
(Actually, all four cataclysms have been really interesting and cleverly crafted.)

Hm. Now I've got to consider whether or not I'm going to make this a really, really short age, or to hold off becoming a god of cataclysm.

* It was Drejk's rolling after the end of age three that encouraged me to do the same, though at the time it may just have been to get himself out of the hole, so to speak. After I asked yellowdingo and got a vague response + The Treaty of the Elder Gods (where the elder gods vanished) and then he decided they should "buy their freedom from the elder gods", I decided to run with it and allow that to happen.

** ulgulanoth has invented (among other things): treants, chronomancy (barely beating me to it, appropriately enough), and a great "end of the world"/"last cataclysm" to end age three, the original end of the game.

EDIT 1 and 3: linkage

EDIT 2: We really need to start naming things. I'll probably do so on the next update, lacking any other input? Also, anyone good at making maps? I'm worthless at scanning them.

yellowdingo wrote:

GEOGRAPHICAL LOCATIONS

A. Bodies of Water
The World-Sea: Segara Dunia
Other Oceans: Lautan, Samudera
Seas: Laut
Lakes: Tasik, Telaga
Lochs: Danau

B. Major Land Masses
Continents: Daratan, Benua, Bertarak, Berpantang
Island: Pulau
Archiapelago: Kepulauan, Nusantara

C. Other Coastal Regions
Reef: Karang
Peninsula: Seminandjang
Sea Coast: Pantai laut
Coast: Pantai, Tepi Laut
Inlets: Tempat Masuk, Djalan Masuk, Teluk, Tjeruk
Cape: Udjung Tanah
Bay/Gulf: Teluk

D. Other Landed Regions
Country: Negeri, Tanah Air, Tanah Tumpah Darah, Desa, Dusun
Nation: Bangsa
Land: Bumi, Pertiwi
Domain: Tanah, Daerah
District: Daerah, Kewadanan
Province: Wilajat
Empire: Keradjaan
Frontier: Topal Batas
Desolation: Pembinasaan, Kesunjian
Deserts: Padang Pasir, Gurun, Sunji, Sunji Sengap, Keting-Galan, Djasa
Plains: Medan, Padang, Dataran, Datar
Territory: Wilajah

E. Other Geographical Sites and regions
Oasis: Waha(h)
Crater: Kawah
Ravine: Djurang
Chasms: Ngarai, Tubir
Marsh/Swamps: Paja, Rawa
Mountains: Gunung
Highlands: Tanah Tinggi, Tanah Hulu
Forest: Hutan
Valley/Dale: Lembah

===========================================
Naming Places

Column: Tiang
Tower: Menara
Village: Dusun, Desu, Kampang
Hamlet: Pelosok, Dokoh
Town: Kota
City: Kota Besar
Capital Cities: Huruf Besar, Ibu Negeri, Modal
Palace: Istana, Astanu
Castle: Menggatang Asap
Cloistered Monestary: Biara
Statue: Patung
Archive: Arsip, Panehan
Citadel: Benteng
Market: Pasar, pasaran, Pekan
Bazaar: Pasar Derma
Crossroads: Persimpangan, Simpang Dua, Simpang Empat, Perapatan
Internment Camps: Tempat Tawanan, Tempat Pengasingan
Settlements: Tempat Kedlaman, Tempat Kedudukan, Penetapan, Pentelesian, Pendampian
Port: Pelabuhan, Poret
Obelisk: Tugu Peringatan
Mine: Tambang, Lombong, Randjau, Periuk Api('fairy-fire')
Monument: Tugu
Memorial: Ingat-Ingatan, Permohonan, Nota, Tanda Peringatan


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Is the sea in triangle twelve named yet?
If not, I could come up with a name...

Dark Archive

To Firedove 1d6 ⇒ 4

Mine 3d6 + 267 ⇒ (1, 1, 1) + 267 = 270


ME:
4d6 + 10 ⇒ (2, 5, 4, 5) + 10 = 26
Stock: 592
Total: 618

TROAS:
4d6 ⇒ (5, 4, 2, 5) = 16
Stock: 234
Total: 250


66 points
Plus 6 from Drejk and ulgulanoth :)
Plus 4d6 + 10 ⇒ (6, 5, 5, 2) + 10 = 28
Equals 100 points


Lady Firedove still has the lowest power pool.

Lady Firedove: 1d6 ⇒ 4
Mine: 68 + 3d6 + 10 ⇒ 68 + (6, 1, 2) + 10 = 87

Dark Archive

To Firedove 1d6 ⇒ 1

Mine 3d6 + 270 ⇒ (6, 2, 2) + 270 = 280


ME:
4d6 + 10 ⇒ (2, 1, 6, 4) + 10 = 23
Stock: 618
Total: 641

TROAS:
4d6 ⇒ (3, 3, 4, 1) = 11
Stock: 250
Total: 261


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To lucky7 from Monday: 4

Adjusted Total: 10

To Lady Firedove: 1d6 ⇒ 5
Mine: 4d6 ⇒ (3, 1, 2, 3) = 9

New Total: 19

The Stone Giants, under the guidance of the Holy Legion, decide that ready and controlled access to more resources are necssary for their survival after the Giant War. With this mind, they reach out to the Dwarven nation in area 5 to negotiate the possiblity Stone Giant settlements and mines in the mountains bordering the Giants' holdings in area 15

Command Race: 4

Stockpile: 15

PS: I don't want to dictate both sides of the negotiations because that would not be fun narratively, and it looks like lucky7 created adn developed them very early in the game. I don't know how much ownership and attachement everyone has to the races they created, but I am looking for volunteers to run the dwarves through this little side plot. I only seems fair to give lucky7 right of first refusal since he created them, but if he is not interested I would still like someone else to run with it.


I agree: lucky7 should have the first right of refusal. If (and only if) he's uninterested, I'll probably take them, considering I kind of created Clangeddin's whole thing with the Fell Gem adventure. I'm not really bucking for them, but am entirely willing to engage! :)
(Collaborative game and all!)

EDIT: for clarity


And for today:

Lady Firedove: 1d6 ⇒ 6
Mine: 87 + 3d6 + 10 ⇒ 87 + (6, 3, 1) + 10 = 107


100 points
Plus 16 in gifts (Thanks!)
Plus 4d6 + 10 ⇒ (5, 4, 6, 4) + 10 = 29
Equals 145 points


Anyone else want to weigh in on what other races might have groups flee/move to Fuego de Paz other than just the merfolk, seraphim, treants, kobolds, and elves? :)

Liberty's Edge

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3d6 ⇒ (2, 6, 4) = 12
"We're not taking any stinkin stone giants into our lands!"

Command Race and City (7 points total) to raise armies.

"To war!!!"

Dark Archive

To Luck7 1d6 ⇒ 3

Mine
3d6 + 280 ⇒ (2, 1, 2) + 280 = 285


.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (6, 4, 4, 1) + 10 = 25
Stock: 641
Total: 666

Uh... that's... uh... hm. An unfortunate set of numbers. WELP.

TROAS:
4d6 ⇒ (2, 2, 4, 6) = 14
Stock: 261
Total: 275


1 person marked this as a favorite.

To lucky7: 1d6 ⇒ 3
Mine: 3d6 ⇒ (1, 5, 5) = 11

New total: 26

Taken aback, but not surprised, by the Dwarves violent reaction, the Holy Legion itself sends a delegation to the Dwarven leadres to attempt to forstall impending war. The delegation assures the Dwarves that the settlements would be small, minimally armed communities and offers to pay tribute for the right to dwell and mine in the areas bordering Stone Giant lands.

Meanwhile, the Stone Giants begin mustering their armies and drilling in underground warfare.

Command Avatar-Holy Legion to pursue a peaceful resolution: 2
Command Race to muster armies: 4
Advance Civilization-Military Strategy to learn underground tactics: 5

Stockpile: 15


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Should the kobolds involve themselves in any way or not?

Lady Firedove: 1d6 ⇒ 5
Mine! Keep Out!: 107 + 3d6 + 10 ⇒ 107 + (6, 6, 6) + 10 = 135


Nice roll, but is it a sign?


It's about the same as my current point total...
... maybe this is going to be a short era...

EDIT: Considering he's currently got 48 points, lucky7 can't exactly cause a globe-spanning catastrophe... yet... but still, prepping to launch an all-out war so soon after the last one, and two sets of three sixes... hm...


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Kobolds train themselves in close combat, skyship combat, precise bombardment, airdrops, air to ground support, air evacuation, underground fighting (being small makes wonders when fighting in tunnels), alchemical warfare, counter-alchemical warfare and spirit combat (for shamans projecting their spiritual selves during vision quests). (50 points spent on advancements)

They form standing defensive force to protect themselves and raise a kobold expeditionary force with the purpose of helping other races defend from unjust attacks and preventing unlimited warfare from spilling over the lands (or under or above). (8 points)

Kobolds, magens and seraphim made a compact about cooperation for purpose of providing aid to victim's of unjustified attack and preventing large scale military operations. Other races are invited to join as well. (4 points)

73 points remaining.


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Isn't today free advancement day, guys?


Lady Firedove wrote:
Isn't today free advancement day, guys?

Oh! Quite right! Thanks! Also: sorry I forgot, guys!

So, to comply, I just drop the last dice rolled, and advance all my treants in, transcendental temporalist x1.

Stock: 665!

Huzzah! A better number all-around.

You can either do so today, or, if you've already rolled, drop your last dice or wait until tomorrow.


Huh. I will drop the die and use free advancements tomorrow...


145 +5 from Drejk
+ 3d6 + 10 ⇒ (4, 6, 1) + 10 = 21
equals 171 points


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I spend 5 pts. to advance the Merfolk in healing. They picked it up from the Seraphim in Fuego de Paz.
166 points remain.

Free advancement day! :)

Advance Seraphim for a second time in weather magic.
Somehow they just have a feeling it will come in handy.

Advance kobolds for a second time in counter-alchemical warfare.
They hope it won't come in handy.

Advance treant-folk for a fifth time in metal-working.
The Treants continue to create even more beautiful defensive structures in Fuego de Paz and elsewhere.

Advance Merfolk for a second time in healing.
With all the refugees of various races moving to Fuego de Paz, the Merfolk assist the Seraphim in healing everyone.

Advance elves for a seventh time in construction.
Elves continue to create beautiful but strong high-rise castles to defend Fuego de Paz and house all the new immigrants.

The Seraphim and Kobolds living in Fuego de Paz encourage the rest of the city of Fuego de Paz to join in their pact with the Magens to aid victims of unjustified attack and prevent large-scale military operations.

However, Procan and Geshtai, the merfolk leaders of the city, are hesitant to enter into such a pact if it means that they or any of their people must leave Fuego de Paz. Instead, they vow to continue to welcome and aid any refugees who come to their city in peace.

Several more adventurous merfolk, however, do venture out to join the seraphim and kobolds in their prevention and relief operations, lending their diplomatic skills, healing arts, and flight/swimming capabilities in whatever ways they can.

(2pts. to command city and 3pts. to command race?)

161 points remain


161 points
Plus 4d6 + 10 ⇒ (4, 5, 6, 4) + 10 = 29
190 points total


.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (6, 4, 6, 1) + 10 = 27
Stock: 665
Total: 692

TROAS:
4d6 ⇒ (6, 1, 3, 6) = 16
Stock: 275
Total: 291


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Tacticslion: 1d6 ⇒ 2
Me: 2d6 ⇒ (4, 5) = 9

Free advancement: Stone Giants-Tunneling and Mining

New Total: 24

Liberty's Edge

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8 plus...
3d6 ⇒ (1, 4, 6) = 11
19 points.

Advance them 3 times in metalworking.

"Dwarf weapons and armor are among the strongest int he world."

The Dwarves say "We've been pushed back too far by the cataclysms! And then kindly explain to the diplomats if they don't settle, the Dwarves won't attack."


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Lady Firedove: 1d6 ⇒ 3
Mine: 73 + 2d6 + 10 ⇒ 73 + (6, 3) + 10 = 92

Free advancements:

Kobolds expand their alchemical warfare technology to provide nonlethal alchemical weapon in the form of sleep gas.

Magens improve their ability to absorb identity and can now shift between absorbed identity and their original form.

Grues improve the shadowflame so now it induces disorientation in non-grues (first I thought about sleepiness but what fun it would be for grues to feed on sleeping victims?)

Seraphim combine their healing and weather magic and now can invoke healing rains.


Thanks!

.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (3, 1, 3, 6) + 10 = 23
Stock: 692
Gift: 2
Total: 692+23+2=717

TROAS:
4d6 ⇒ (6, 2, 1, 5) = 14
Stock: 291
Total: 291+14=305

These are purposeful early rolling since I'm not sure that I'll have internet access tomorrow. I probably will, but this is just in case.

EDIT: added the gift in, thanks again!

Dark Archive

to Lucky7 1d6 ⇒ 6

Mine 3d6 + 285 ⇒ (3, 6, 3) + 285 = 297

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