Create a World Game


Gamer Life General Discussion

851 to 900 of 1,201 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Liberty's Edge

10
3d6 ⇒ (6, 6, 6) = 18

Dark Archive

To lady firedove 1d6 ⇒ 3

Mine 3d6 + 297 ⇒ (3, 5, 1) + 297 = 306


190 + 6 (Thanks!)
Plus 4d6 + 10 ⇒ (6, 4, 1, 6) + 10 = 27
123 points total


Lady Firedove: 1d6 ⇒ 2
Mine: 92 + 3d6 ⇒ 92 + (1, 3, 5) = 101


190+6+27=223, not 123. Oops.
Plus 2 from Drejk :)

225 points overall


Well, we did get internet back in time, but it was a little iffy. :)

Dark Archive

To Firedove 1d6 ⇒ 3

Mine 3d6 + 306 ⇒ (4, 4, 6) + 306 = 320


225 + 3 +
4d6 + 10 ⇒ (2, 4, 3, 5) + 10 = 24
252 total


.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (1, 1, 4, 5) + 10 = 21
Stock: 717
Total: 717+21=738

TROAS:
4d6 ⇒ (1, 2, 5, 1) = 9
Stock: 305
Total: 305+9=314

A new page needs a new World Update.

I'll... work on it. Later. :)

EDIT: adding my totals. Oops. Heh.


Sunday roll.

Lady Firedove: 1d6 ⇒ 1
Mine: 101 + 3d6 + 10 ⇒ 101 + (6, 5, 4) + 10 = 126


Haven't I rolled today at similar time as I rolled on the other world?


I... kind of thought you did, though I really couldn't say for sure. Do your rolls seem to be disappearing? How odd.

Dark Archive

To... Tacticslion 1d6 ⇒ 5

Mine 2d6 + 320 ⇒ (4, 2) + 320 = 326

And lets upgrade all the races again with the standard I think


Rolling for today...

Lady Firedove: 1d6 ⇒ 2. No other active young deity seems to have lower. I think.
Mine: 126 + 3d6 + 10 ⇒ 126 + (4, 1, 3) + 10 = 144


1 person marked this as a favorite.

To Lady Firedove: 1d6 ⇒ 5
Mine: 3d6 ⇒ (5, 1, 4) = 10

New total: 34

Under the guard of a large military force with artillery support, the stone giants begin construction of a small fortified city on the border of area 5 closest to their own lands.

A message is sent to the Dwarves "The opportunity for you to profit from our enterprise is still there for you. The choice is yours: we can work together and both profit, or we can go to war and much blood will be shed."

Command Race: 4
Advance City: 4

Stockpile: 26


.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (6, 6, 4, 3) + 10 = 29
Stock: 738
Gift: 5 (thanks!)
Total: 738+5+29=772

TROAS:
4d6 ⇒ (3, 6, 4, 2) = 15
Stock: 314
Total: 314+15=329

EDIT: Seriously unsure if I should try and update the world later today, or if I should wait until this proto-quasi-war, or whatever it might be, passes. Hm. Will think. (Also, will see what time I've got.)


2 people marked this as a favorite.

Kobolds expand their skyship project building larger skyships acting as permanent flying base of operations. (civilization advancement for 5 points)

The first skyfortress is send to triangle 5 together with a few smaller skyships, small contingent of peacekeeper troops, seraphim healers and supply of medicines and non-lethal weapons keeping an eye on dwarves and stone giants. (command race for 4 points)

I am considering more invasive methods of keeping peace... I refrain from taking that route. For now.


2 people marked this as a favorite.

"Pax Koboldi"?
(I've no idea how you'd "Latinize" the word "Kobold"...)


1 person marked this as a favorite.

I'm transferring The Word to the God Mount, and letting 6 points get distributed to Tacticslion for his master plan. The rest of my points are being distributed--I've worked it out with Tacticslion, he's got the details.

I'm still watching, but not rolling for now. I am existing behind the mind of everyone now.


Alright!

Total: 772+6=778

Create Avatar (7): Herald of All
- the Herald of All is created to perform the will of the gods

Stock: 771

EDIT:

Free Advancement: sapient octopi in illusion

I'll modify my own and Troas' rolls for Free Advancement Day later. Sigh. Goofy on my part...


The god has spoken, his will be done.

Stock: 40
Advance Race: Sapient Octopi x8: enchantment x4, illusion x4
Remaining: 0

Stock: 771
Command Race: Reorganize as the Ustlilithagori
Remaining: 765

"The Word expends the last of his energy into his chosen people, the Ustilithagori, that is "dream eaters" or "the Word dreams" (named by the Regulator to honor their master), and enhances them greatly - pushing them even further into the realm of the mind. So empowered, the Word's will has been done."

The god has spoken, his will be done.
Stock: 765
Other Event/Command Avatar: For the second time a Great One falls silent, though this time it is a younger, not an elder. After expending the last of its power, the Word rests. Its essence is absorbed into the Sacred well and is eliminated.

"One of the Younger Ones falls into an eternal somnolence. For the second time through all the Ages, a deity dies. The Sacred Well itself responds, placing deceased deity into the God Mount - the monument where the Fallen Divine can forever be recalled. And so the passing of one of the Younger Ones occurs, as it sleeps forever. But who knows? 'Forever' is a very long time, 'and with strange aeons, even death may die.'"
Total: 757


1 person marked this as a favorite.

252 +gifts = 260
Plus 3d6 + 10 ⇒ (5, 2, 6) + 10 = 23
283 total

Free Advancement Day! :)

Advance Seraphim for a third time in weather magic, or whatever will best enhance their new healing rain ability.

Advance kobolds for a third time in counter-alchemical warfare.

Advance treant-folk for a sixth time in metal-working.

Advance Merfolk for a third time in healing.

Advance elves for a eighth time in construction.

The world watches and waits to see if the dwarves will accept the stone giants building on their borders...


Me: I lose 3 points for free advancement day, leaving 754
Free Advancement (treants): transcendental temporalist

Troas: he loses 2 points for free advancement day, leaving 327
Free Advancement (elves): poetry (x1)


Command Sect (Whispering Echo) (x2): turn to both the Dreaming Tree, and the Inner Light now that the Word has entered the God Mount

"With the Word entering the God Mount, the Whispering Echo finds a new patron - the Inner Light and the Dreaming Tree (they see their savior, the Tree of Eternity as an aspect of the Dreaming Tree). Their dreaming continues unabated. This dualistic faith has interesting affects on the general outlook of those who live in Soma."


.
.
... lowering...
.
.

ME:
4d6 + 10 ⇒ (1, 2, 5, 5) + 10 = 23
Stock: 746
Total: 769

TROAS:
4d6 ⇒ (3, 6, 4, 2) = 15
Stock: 327
Total: 327+15=342


"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, "Lembah": 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 and dwarves
  • Two, "Padang Pasir": 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, dwarves, 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, "Gunung": 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 and dwarves; "Gunung" crosses triangles 3-5
  • Four, "Gunung": mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk and dwarves; "Gunung" crosses triangles 3-5
  • Five, "Gunung": 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 and dwarves; "Gunung" crosses triangles 3-5
  • Six, "Bumi": inhabited by the treant-folk and dwarves
  • Seven, "Paja": 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, "Djasa": 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 and dwarves
  • Nine, "Pertiwi": - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk and dwarves
  • Ten, "Tanah Tinggi": mineral rich land - inhabited by crow-folk; also inhabited by treant-folk and dwarves
  • Eleven, "Tubir Muquaddas": 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 and dwarves; 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 construction x3, defense x3, trade 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, "Lautan": shallow ocean that gets quite deep far enough away from land; also inhabited by treant-folk
  • Fourteen, "Tanah Hulu": fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk and dwarves
  • Fifteen, "Kesunjian": 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 and dwarves; 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, "Rawa": 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 rebuilt first kobold city (Mangroves; advancement, fortifications, defensive wards, sanctuary, university, alchemical factory, sea port, skyport, hospital, gardens, preserve for protected species, metallurgy plant, hatchery and war college); inhabited by kobolds, treant-folk, and dwarves; "Rawa" crosses triangles 16-17
  • Seventeen, "Rawa": 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); the great fourth kobold city has been rebuilt on the surface (advancement, defensive perimeter, fortifications, defensive wards, sanctuary, university, alchemical factory, sea port, skyport, hospital, gardens, preserve for protected species, metallurgy plant, hatchery and war college) 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. "Rawa" crosses triangles 16-17.
  • Eighteen, "Segara Dunia": 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, "Samudera": shallow ocean; inhabited by treant-folk
  • Twenty, "Kawah Hutan": 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 dwarves, treant-folk and mana treant-folk
  • The Darklands, "Ngarai": 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, "Uran Pulau": 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, "Uparwala": 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; "Uparwala" comprises of triangles M1-M4
  • Moon-Two, "Uparwala": 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; "Uparwala" comprises of triangles M1-M4
  • Moon-Three, "Uparwala": 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; "Uparwala" comprises of triangles M1-M4
  • Moon-Four, "Uparwala": 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; "Uparwala" comprises of triangles M1-M4
  • Moon-Five, "Uparwala Thanda" or "Frost": 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, "Uparwala Sunji" or "Desert": 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, "Uparwala Ngari": 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, " Uparwala Biara": 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, "Pembinasaan": the world of death and shadows, entirely filled with and inhabited by the Dark Treants and Tree of Eternity who regulates all of Time; a door is opened between here and the city in 18
  • Region of Dreams, "Dal Quor": the sacred world of dreams and desires, entirely filled with and inhabited by the Dream Treants and Dreaming Tree, the sacred, incorruptible guardian of Dreams and Dreaming; a portal hidden deep within the strange realities of Soma leads to this place
  • Spirit Realm, "Mulk Rhu": the world of spirits (including elemental- and fey-like entities); entirely filled with and inhabited by the Spirit Treants and Spirit Tree the sacred, incorruptible guardian(s) of life (regulating its flow in tandem with the Inner Light); the Inner Light is an expression of this sacred realm
  • Ethereal, "Mulk Bhoot": the world of life and ether, entirely filled with and inhabited by the Ether Treants and Tree of Life the sacred, incorruptible guardian(s) of life (regulating its flow in tandem with the Yannah-Elishar); Yannah-Elishar is an expression of this sacred realm
  • Astral Sea, "Asmani Segara": the world of the mind and conscious thought, entirely filled with and inhabited by the Astral Treants and Tree of Mind who have become the sacred, incorruptible guardians of the realm of the Mind

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 x8, and military strategy x3 and tactics x5, trade x3, writing x6, music x2, poetry x2, 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; though they were greatly weakened through the many cataclysms, their deepest levels survived them, and they are now led by the Adventurer, the immortal hero Clangeddin, the Dwarven King, who brought his people into power and authority across the world. They have 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). When the stone giants attempted to create a pact of trade, the dwarves rebuffed them and built up their armies across the race, but especially in their city in area five. They have demanded that the stone giants not settle in their lands. Construction x24, Metalworking x3, Political Power (World Authority) x20, Advancement x20
  • 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; they can use this for spiritual warfare), being skilled boatsmanship (x3), combat (close combat, skyship combat, underground fighting [utilizing their small size to their advantage]), military airship action (precision bombardment, air drops, air-to-ground support, air evacuation), and warfare (alchemical warfare [and sleep gas], and counter-alchemical warfare (x3)); they herd and tame the insects, serpents, and lizards of the mangroves; they have rebuilt their 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 [x3], 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 rebuilt new mighty city, and carefully re-bred all the "lost" races back into existence, sharing their rebuilt cities with them, and being their de-facto rulers. However, they became, for a time, obsessed with life to such a point that they sought the secrets of immortality. However, after they accidentally unleashing 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 giants' search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sophonts 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). Once 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 developed wards against golems. The kobolds, in response, have prepared to help all with any war that might come forth - even if that means they have to win it. They have formed a standing defensive force to defend other races from unjust attacks and preventing unlimited warfare from spilling over the lands (above or below).
  • 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), healing (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 x3
  • 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 x3
  • 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 x4; 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 (x6), conjuration (x9), and universal (x3) 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 x4). The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it (x6). 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 (x7); 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 (x4)
  • Ustlilithagori (sapient land octopi): academics (x4), metalworking (x4), illusion magic (x18), enchantment magic (x17); the racial religion is the secretive but benevolent society The Whispering Echo, but vanished from the history and memory 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 (x4)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x7); the immortal heroes Bull and Snort have led their people into peaceful servitude for all living races
  • treant-folk: academics (x5), metalworking (x5), 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 (x13), 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 life>, 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 (x3), metalworking (x3), psionics (x4)
  • crow-folk: academics (x3), metalworking (x3), way of the sword (x4); 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 (x4), 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 (x3) 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, underground tactics) and sculpting, engineering (x2), stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x3), 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. Their god heard them, however, and created an avatar out of 50 surviving battle golems, named Holy Legion, equipped with Legionnaire Blades (of starmetal) second only to the Starblade, that now guard Citadel. They have tentatively reached out to the dwarves to acquire more resources and trade peacefully, but the arrogant dwarves have rebuffed them and raised armies. The Holy Legion pursue a peaceful resolution, but the stone giants muster a powerful army and have built a fortified city, "Opportunity" (fortification x1), along the border between their home and the dwarven city in 5 as a warning and gesture of potential partnership
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x5)
  • 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), causes disorientation in non-grues, 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 revification - absorbing the spirit and identity of a recently deceased entity; they can shift between this absorbed identity and their original form. 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 (x3), lightning magic, and healing (x4); they can combine their weather and healing abilities to create healing rains (this power is equal to the lowest of the two). 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. As a result, they have turned to the Dreaming Tree (seeing the Tree of Eternity as an aspect of it) and the Inner Light (as a representative of the minds that dream) as their patrons, once the Word entered the God Mount.
  • 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.
  • Pact of Peace and Well-being: kobolds, magens, seraphim, and some of the more adventurous merfolk have created a compact for cooperation to mutually assist each other, providing aid to victims of unjustified attack and preventing large-scale military operations.

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 races in corrupt powers or abilities
- February 10, "free advancement" <- Monday
- February 11, "normal"
- February 12, "normal"
- February 13, "normal"
- February 14, "free advancement" <- Friday
- February 15, "normal"
- February 16, "normal"
- February 17, "normal"
- February 18, "free advancement" <- Tuesday
- February 19, "normal"
- February 20, "normal"
- February 21, "normal"
- February 22, "free advancement" <- Saturday

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 coming god of the cataclysm; all of this seems to have been a plot on the part of 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; after the Herald of Undeath was placed in the Sacred Well, the Arku Armor 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 suite of four artifacts (the Line, the Tunnel, the Siphon, and the Eye) 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 [first peanut gallery member]: an elder god of inaction who's somnolence is now eternal; 0 CY - 19,901 CY (Played from June 16, 2013 - January 31, 2014)
Wrong John Silver [former peanut gallery member]: a younger esoteric god of mentalism that began outside the regulations known as "the Word", who faded into the dreams of the gods and its chosen people the Ustlithagori (Sapient Land Octopi that are lost to the world); 19,857 CY - 19,911 CY (Played from December 10, 2013 - February 10, 2014)


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 9 (more or less) "turns" since the end of the fourth great cataclysm: the current year, thus, is CY 19,912.

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 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.


1 person marked this as a favorite.
Tacticslion wrote:

"Pax Koboldi"?

(I've no idea how you'd "Latinize" the word "Kobold"...)

Pax Draconica?


1 person marked this as a favorite.

Free advancement day today? Already?

Lady Firedove: 1d6 ⇒ 4
Mine: 135 + 2d6 ⇒ 135 + (6, 6) = 147

Kobolds breed dragon-cats, a small furry semi-sapient wyrmlings.
Magens imbue their alchemical-fluid-blood with healing properties.
Grues don't have any idea for a new advancement.
Seraphim expand their weather magic to binding lightning, cloud, hail and rain elementals.


You might notice something important in the World Update above - that's right, it's named! Huzzah!

12 is unnamed on purpose - I am allowing Lady Firedove to generate a name for it, at her interest; I will generate a new one, if she wishes. If you wish any segment or location renamed or additionally named, let me know; these names were generated primarily from yellowdingo's list (though I had to research a few, such as "spirit" or "celestial" to kludge together something close to what I meant - if any of you are better at this sort of thing, let me know how I messed up, and I'll alter it.

I EDITed the Dunia Map Update once in order to make a name change

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 <Uran: of a flying or floating nature>
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 (see Hutan, below)
Ravine: Djurang
Chasms: Ngarai, Tubir (Muquaddas: Saint or Sacred)
Marsh/Swamps: Paja, Rawa
Mountains: Gunung
Highlands: Tanah Tinggi, Tanah Hulu
Forest: Hutan (see Kawa, above)
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

Also used (researched by myself):

- Uparwala: moon
- Uparwala Thanda: moon frost
- Uparwala Sunji: moon desert
- Uparwala Ngari: moon
- Uparwala Biara
- Dal Quor {not Urdu}
- Mulk Rhu: realm of spirit
- Mulk Bhoot: realm of ether
- Asmani Segara: celestial sea

Let me know, all!

Dark Archive

To Lady Firedove 1d6 ⇒ 6

Mine 3d6 + 326 ⇒ (3, 4, 1) + 326 = 334


283
+10 (Thanks!)
+ 4d6 + 10 ⇒ (1, 2, 2, 1) + 10 = 16
equals....309 points total

Wow. Awful rolls today!

I will consider a name for twelve, but I would be curious what you would pick, Tac. :)


OUCH! Those rolls hurt from here!

If it were up to me, it would probably be Wahalaut or Lautwahah or something similar (the words for Oasis and Sea. Pantai Laut, Tepi Laut, or Pantai, and Karang (if there are reefs), possibly with Pulau added for "island" are all possible options as well. Anything stand out?

Also, speaking of "Pulau", I'm going to rename the floating islands from "Uran Pulau" to "Uran Kepulauan" or "Uran Nusantara" - while they are individually flying islands, when taken together, they are kind of like a flying archipelago, which is actually really cool. Any preferences, Drejk?

I've not actually named the continents. Since I've lost my three-dimensional map, I'm not entirely certain of the shapes of the world (I can figure it out quickly enough by looking at my flat-chart, but it takes some doing) so I'd have to look more carefully before deciding between the continents and naming them.

You guys should look at the list above and name your various cities accordingly. (You're not going to be forced to re-name your cities, however.)

I actually really like having all the named locations. The world suddenly seems much more alive. :)


1 person marked this as a favorite.

To Taticslion: 1d6 ⇒ 5
Mine: 3d6 ⇒ (2, 4, 4) = 10

New total: 36

The Stone Giants of Opportunity continue construction and begin mining around the city--waiting to see how their Dwarven neighbors react.


I hope you like the city name!:
But please, feel free to change it! I'll update it according to your desire.

I just used it as a method of making my notes comprehensible. It felt both promising and threatening at the same time (depending on how you choose to read it) and most of the other things I came up with were too unwieldy - the few that weren't mostly didn't have the variable interpretation, and of the couple remaining, this one seemed the most like what you were going for.


For twelve I think I like the idea of naming it Waha Dunia ... as in the oasis of the world ... a shallow body of water ... a place of tranquil respite from the harsh surroundings. :)
Too pompous?


Tac, which city name do you mean? I don't see it.

Also, did/should the herald of All avatar make it into the world update?


The city name was in reference to Turambur.

I think your name sounds good, Lady!

And:
Ah! The Herald of All! I... kind of forgot about that. Heh. Oops.

>.>
<.<
...
...
...
updated, EDIT: and noting the Holy Legion avatar as well under, you know, avatars

Dark Archive

To Lady Firedove 1d6 ⇒ 6

Mine 3d6 + 334 ⇒ (2, 4, 3) + 334 = 343


We have alien invasion on our world!


.
.
... lowering...
.
.

Gah! The Regulator attempts some serious Chronomancy to summon an even more powerful force: the Moderator.

Other Event x3 (21) - enable the other gods to "flag" the alien invasion in order to summon the Moderator, a force more powerful than all.

Stock: 748

ME:
4d6 + 10 ⇒ (2, 1, 3, 6) + 10 = 22
Stock: 748
Total: 748+22=770

TROAS:
4d6 ⇒ (1, 6, 3, 3) = 13
Stock: 342
Total: 342+13=355


my apologies to everyone. I had posted that this world building just wasn't really for me, however my post I made about that must have disappeared during the forum wonkiness a couple weeks ago.

Sorry all.


Er, wrong thread. Sorry everyone, I probably gave him a bad link. In any event, I'll be handling it over there...

EDIT: Also, we're cool. We understand. :)


First... what's wrong? What's happening? Should we know what's going on?

Second ...
309+6 :)
Plus 4d6 + 10 ⇒ (5, 1, 4, 2) + 10 = 22
equals 337 points total

851 to 900 of 1,201 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Gamer Life / General Discussion / Create a World Game All Messageboards

Want to post a reply? Sign in.