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Mine 3d6 + 53 ⇒ (1, 1, 2) + 53 = 57

And to Firedove 1d6 ⇒ 2


"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, "Waha Dunia": 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. What remained of the Arku Seekers, however, continued to plunge into dark magic, and eventually took over the city. After the advent and abandonment of an avatar, the Stone Giants, in a bid to gain their gods' attention waged a year-long war of annihilation on all lands-locked regions. Also inhabited by treant-folk, elves, and dwarves; the avatar the Sword of Damacles hangs 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 islands 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, "Rhu Mulk": 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, "Bhoot Mulk": 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) (x2), 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 x3, 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 x5, 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 alchemy (especially healing arts) (x4), astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy [x3], and transmutation), draconic shamanism (with advanced rituals to create vision quests, allowing a shaman to form a semi-tangible projection shaped as a draconic entity during the trance, inspired by Io; they can use this for spiritual warfare), skilled boatsmanship (x3), forging star-based crafts (alchemy x3, metals x2, stones x2), 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, and have bred dragon-cats (small, furry semi-sapient wyrmlings). They have rebuilt their City of Mangroves, a center of Alchemy (especially healing arts) and the origin of Writing. The kobolds have invented most of the sciences and magical schools used across Dunia. 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 many deep below the earth. Upon returning to the surface (and doing so again after a world-war), 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 in the seas and others 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), bardic magic (x3)
  • Scorpion-folk: advancement (x5), flesh making (x1), martial arts (x1), military tactics (x2), magic (x2) [necromancy (x12), disease (x1), fire (x1), parasitic (x1), poison (x1)]; 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: advanced in flesh making (x1), martial arts (x1), military tactics (x2), magic (x5) [necromancy x12, disease (x1), fire (x1), parasitic (x1), poison (x1)]; 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 (x5), advanced in flesh making (x1), martial arts (x1), military tactics (x2), magic [disease (x1), fire (x1), parasitic (x1), poison (x1)]; 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 (x5), advanced in flesh making (x1), martial arts (x1), military tactics (x2), magic [disease (x1), fire (x1), parasitic (x1), poison (x1)]; 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 x3, 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 (x7), 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 x5). The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it (x7). 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 (x8); 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 (x4), bone-forging (x4), flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x1), poison (x1)]
  • Ustlilithagori (sapient land octopi): academics (x5), metalworking (x4), illusion magic (x18), enchantment magic (x18); 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 (x5), flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x1), poison (x1)]
  • bulls-folk: carnivorous, barely sentient, advanced in , flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x1), poison (x1), spirit-magic (x8)]; 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 (x13) <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 [foresight/prophecy (x10)]) [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 [advanced in abjuration (x10)]) [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 (x3) [fortified against dwarven threats (x1)], 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 the city of Citadel (improved fortification x1) 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 (x3), 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 x2), 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 (x7)
  • Grues: night-stalkers advanced in shadowflame (x4) 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. Their alchemical fluid-blood is imbued with healing properties.
  • Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown (purified x3); augmented by gardening, weather magic (especially lightning) (x3) (can bind elementals [lightning, cloud, hail, and rain]), and healing (x4); they can combine their weather and healing magic 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.
  • Half-breed Races of Fuego De Paz: Merphim (half merfolk, half seraphim - seraphim wings and merfolk tails), Merelves (half merfolk, half elf - merfolk tails, elven pointed ears), Elphim (half elf, half seraphim - seraphim wings, elven pointed ears)
  • 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. A pocket dimension is built by the kobolds under Fuego De Paz in which is placed all their lore; built inside is a university, alchemical factory, defensive wards, a hospital, gardens, and a preserve for protected species; in a wilder part of the pocket dimension a forest is planted around an artificial lake with hills made out of earth and rock with caves inside. Io travels to the refuge settling in one of the caves from which he shares divine wisdom and teaches new generations of shamans.
  • 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. The pact has been formalized in dedicated to protecting and spreading peace and aid.

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), the planet Dunia, the triplicate moon Uparwala.
  • Turambur [former peanut gallery member, creator the stone giants, the fourth cataclysm]: the Holy Legion, a divinely empowered set of 50 surviving battle golems equipped with Legionnaire Blades that are second only to the Star Blade in might{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)
  • The Herald of All [unique avatar for non-partisan divine acts]: the Herald of All is a unique avatar that acts in the stead of any divine that cannot or will not be present for some reason, in order to carry out their will

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 20, "normal" <- Today!
- February 21, "normal"
- February 22, "free advancement" <- Saturday
- February 23, "normal"
- February 24, "normal"
- February 25, "normal"
- February 26, "free advancement" <- Wednesday
- February 27, "normal"
- February 28, "normal"
- March 01, "normal"
- March 02, "free advancement" <- Sunday

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
Dunia-and-Uparwala: the planet and moon have been turned into a limited-duration divine artifact that generates enormous divine power. Starting in CY 19,919 (February 18, 2014), Uparwala persists until CY 19,922 (March ; while Dunia lasts until 19,936. This effect ended the 5th Age and began the 6th.

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 sixth 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. Of those land-locked surface cities, only Soma survived; the great cities of the floating isles, the deep Vaults, and Fuego De Paz also remained.

The fifth age ended in CY 19,919 - after only 16 years -, as the result of a years-long event known as the Awakening, in which Dunia (the planet) and Uparwala (the moons) themselves awoke to lives and sentience, generating tremendous divine power. This event is currently ongoing. The year is currently CY 19,921 (February 20th, 2014).

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 6th Age
Shape Land ----------------- 13
Shape Climate ------------- 10
Catastrophe --------------- 20
Other Event ---------------- 19
Create Avatar -------------- 18
Command Avatar ---------- 3
Create Race ---------------- 35
Create Subrace ------------ 22
Command Race ------------ 12
Advance Civilization ------ 16
Purify Civilization ---------- 9
Corrupt Civilization ------- 7
Advance City --------------- 13
Purify City ------------------ 7
Corrupt City ---------------- 5
Command City -------------- 10
Create Sect ----------------- 14
Command Sect -------------- 7

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, 12, 11, 17, and 18 and the all of Uparwala (the moon).
- 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.
- Tacticslion's Influence: the planet of Dunia, all of Uparwala, Pembinasaan, Dal Quor, Rhu Mulk, Bhoot Mulk, and Asmani Segara


504 + 16 :)

So I seem to suddenly be the only point recipient. Huh. I appreciate it, but I don't know if that's really fair. Of course, Tac suddenly has an even more crazy huge point total from the earth avatar surge thingie, so maybe I shouldn't feel overpowered...

520
+4d6 + 10 ⇒ (6, 1, 3, 2) + 10 = 22
= 542 points total


1 person marked this as a favorite.

542 pts.

Remaining welcoming but mostly isolationist, Procan and Geshtai, the Merfolk leaders of Fuego de Paz, take no particular action to help or hinder those who would bind the newly awakened planet. As far as they're concerned, the awakened planet neither helps nor hinders Fuego de Paz. (Command city - 2 pts.)

The Treants of Fuego de Paz, however, advocate for aid and work on brainstorming a way to keep the planet avatar free. (Command race - 3pts.)

Meanwhile, the first members of the new half-breed races of Fuego de Paz are now becoming adults, and they create their own Fuego Mix Dance Club, where anyone is welcome, but half-breeds are especially encouraged to go to meet, mix, and mingle. (Create sect - 4pts.)

Let's triple advance the Elphim in song, the Merelves in dance, and the Merphim in musical instrument playing. (5x3x3=45pts.)

Let's also triple advance the Elphim in song writing, the Merelves in choreography, and the Merphim in musical composition. (45pts.)

And let's also triple advance all three sub races in bardic magic... awesome special effects at the Fuego Mix Dance Club! (45pts.)

542-144= 398pts. total.

As the carefree youth party hard, older and wiser citizens cautiously await news of the Stone Giant/Dwarf standoff and of what's going on with the planet as a whole . . .

Dark Archive

Mine 3d6 + 57 ⇒ (2, 2, 3) + 57 = 64

To Firedove 1d6 ⇒ 6


.
.
... lowering...
.
.

ME:
To 1d2 ⇒ 1, lucky7: 1d6 ⇒ 1
3d6 + 10 ⇒ (1, 4, 4) + 10 = 19
Stock: 2,275
Awakening 3 (of 3 [of 17, total]): (x2.6 for 3, then x2 for 14)
Total: (2,175+19) x 2.6 = 2,194 x 2.6 = 5,704

TROAS:
4d6 ⇒ (3, 1, 3, 5) = 12
Stock: 446
Total: 446+12=458


398+6 :)
+ 4d6 + 10 ⇒ (5, 6, 2, 3) + 10 = 26
= 430pts.


430
+4d6 + 10 ⇒ (6, 2, 5, 2) + 10 = 25
455
...no, wait, it's free advancement day!

So, I drop that last die rolled and have
453 points total

I advance the Merfolk, Merphim, Elphim and Merelves in bardic magic, so I think they're all now x4? Not quite sure how it works with the half races... Some of them might be more advanced if they inherited some of their parents talents...?

Also, I advance Seraphim in weather magic (x4), Elves in music (x3), Treants in academics (x6), and kobolds in healing (x5).

Dark Archive

To Firedove 1d6 ⇒ 5

Mine 2d6 + 64 ⇒ (6, 1) + 64 = 71

Free advancement... everyone goes up 1 in parasitic magic why not


I think that Merelves should be called Merlves instead.

What? English-speaking people can't handle three consonants in a row?


Lady Firedove: 1d6 ⇒ 2
Mine: 3d6 ⇒ (4, 2, 5) = 11

I try to envision kobolds playing 80s-style hair metal.
Seraphim will probably go for rock opera or symphonic metal.


.
.
... lowering...
.
.

ME:
To 1d2 ⇒ 2, Lady Firedove: 1d6 ⇒ 5
2d6 + 10 ⇒ (1, 4) + 10 = 15
Stock: 2,275
Awakening 1 (of 14): (x2 for 14)
Total: (5,704+15) x 2 = 5,719 x 2 = 11,438

Free Advancement: all treant sub-races, natro-cerebric enlightenment

TROAS:
4d6 ⇒ (4, 6, 2, 5) = 17
Stock: 458
Total: 458+17=475

Free Advancement: elves, music

Whew! Barely made it!
EDIT: tag fix, and again for free advancement notice

Dark Archive

To firedove 1d6 ⇒ 3

Mine 3d6 + 71 ⇒ (4, 3, 4) + 71 = 82


Lady Firedove: 1d6 ⇒ 1
Mine: 2d6 + 10 + 10 ⇒ (2, 1) + 10 + 10 = 23 (I forgot to add ten last time, again)


.
.
... lowering...
.
.

ME:
To 1d2 ⇒ 2, Lady Firedove: 1d6 ⇒ 3
3d6 + 10 ⇒ (4, 4, 4) + 10 = 22
Stock: 11,438
Awakening 2 (of 14): (x2 for 14)
Total: (11,438+22) x 2 = 11,460 x 2 = 22,920

TROAS:
4d6 ⇒ (5, 2, 6, 2) = 15
Stock: 475
Total: 475+15=490


I might not be available much until the next weekend so I am rolling now for the future...

Sunday: 3d6 ⇒ (6, 4, 1) = 11
Monday: 3d6 ⇒ (5, 3, 4) = 12
Tuesday: 3d6 ⇒ (1, 2, 2) = 5
Wednesday: 3d6 ⇒ (2, 3, 4) = 9
Thursday: 3d6 ⇒ (6, 6, 2) = 14
Friday: 3d6 ⇒ (3, 2, 6) = 11


453 + 19 :)
+4d6 + 10 ⇒ (2, 6, 2, 5) + 10 = 25
537 points total

Drejk... fun music ideas... and I think the Elphim play Cello Metal. :)


537
+4d6 + 10 ⇒ (6, 4, 3, 5) + 10 = 28
= 565 pts. total

Dark Archive

To Lady Firedove 1d6 ⇒ 3

Mine 3d6 + 82 ⇒ (4, 6, 5) + 82 = 97


.
.
... lowering...
.
.

ME:
To 1d2 ⇒ 1, lucky7: 1d6 ⇒ 4
3d6 + 10 ⇒ (6, 3, 6) + 10 = 25
Stock: 22,920
Awakening 3 (of 14): (x2 for 14)
Total: (22,920+25) x 2 = 22,945 x 2 = 45,890

TROAS:
4d6 ⇒ (1, 4, 6, 3) = 14
Stock: 490
Total: 490+14=504


.
.
... lowering...
.
.

ME:
To 1d2 ⇒ 2, Lady Firedove: 1d6 ⇒ 4
3d6 + 10 ⇒ (4, 2, 5) + 10 = 21
Stock: 45,890
Awakening 4 (of 14): (x2 for 14)
Total: (45,890+21) x 2 = 45,911 x 2 = 91,822

TROAS:
4d6 ⇒ (4, 4, 4, 5) = 17
Stock: 504
Total: 504+17=521


So I suppose I should do something with at least some of those.

Alright, so:
Create Avatar (x1,000): the sun [7,000]

Remaining: 84,822


565 + 7 :) +
4d6 + 10 ⇒ (2, 2, 5, 3) + 10 = 22
594 pts total

So... you are the planet and the moon and the sun, Tac?

Dark Archive

Mine 3d6 + 97 ⇒ (5, 2, 1) + 97 = 105

To firedove 1d6 ⇒ 1


Lady Firedove wrote:
So... you are the planet and the moon and the sun, Tac?

>.>

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<.<
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>.>
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...
...
... yes.
(As you are mine! :D)


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... lowering...
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Free Advancement Wednesday!

ME:
To 1d2 ⇒ 2, Lady Firedove: 1d6 ⇒ 5
2d6 + 10 ⇒ (4, 5) + 10 = 19
Stock: 91,822
Awakening 5 (of 14): (x2 for 14)
Total: (91,822+19) x 2 = 91,841 x 2 = 183,682

All treant subspecies advance in transcendental temporalist.

TROAS:
3d6 ⇒ (2, 1, 4) = 7
Stock: 521
Total: 521+7=528

Elves advance in poetry.


As Drejk sent every optional roll to Lady Firedove, I'm going to presume that was his preference.

(I briefly considered doing a 1d2 between lucky7 and Lady Firedove, but the only time he's varied within the last two pages was once to Turambur... who gave it back to Lady Firedove.)

Sunday: 1d6 ⇒ 1
Monday: 1d6 ⇒ 4
Tuesday: 1d6 ⇒ 3
Wednesday: 1d6 ⇒ 1
Thursday: 1d6 ⇒ 2
Friday: 1d6 ⇒ 5

(She can't access it until the day in question has passed, of course.)

Since Drejk didn't reduce a dice for Wednesday (Free Advancement Day!) we'll presume he did, but I'll spot him the four points he would otherwise lose.

My Remaining Total: 183,682-4 = 183,678

I'll advance kobolds once in craft (star-based metalworking).

If anyone feels differently (or if Drejk sees this and wishes to change anything!), let me know!


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(i have read a lot of what has happened in the past. first few pages , then the past to ages+a bit before; will finish Thursday or Friday early morning.)I assume it'll be alright if i joy even as late as i am.
divine role: 3d6 ⇒ (5, 5, 3) = 13

Child in city of dreams has an imaginary friend; a tiny winged human with wood like features. Her grandfather makes the her the imaginary friend permanent. That can be seen and interact with others and her surroundings. As the child aged a love interest was also created/made up. After before her death the granddaughter the wizard granted her dying wish that her friend could live on without her. Taking them to a sacred place know the well world. He contemplates, and is given instructions what to do, and as promised live is breathed into the once imaginary friends. Which also giving them a physical bodies, and separate thoughts. With the memories the granddaughter, and the friends have made together. Although the wizard was told that he’d lose the memory of what transpired. He agreed. Fulfilling her final wish they both pasted away that night. One of old age and happiness, the other a wounded soul, and body.
Create avatars(12 points)
stock: 1


Welcome! We're glad you're here!

From reading your post, I suspect you're not a native English speaker. If it's alright, I'll try and help you learn a little by correcting your post, as I understand it. I mean no disrespect - English is a difficult language to learn!

Grand Zalifae wrote:

(I have read a lot of what has happened in the past - the first few pages, then the past two ages plus a bit before; I will finish Thursday or Friday early morning.)

I assume it'll be alright if I join, even as late as I am.

Divine roll: 3d6 ⇒ (5, 5, 3) = 13

Create Avatar (6 points): A child in Soma, the dream city, (the granddaughter of a wizard) once had an imaginary friend; her grandfather made her imaginary friend - as well as an imaginary Love Interest - a permanent, real projection; her Friend and her Love Interest could be seen by others and could interact with people and their surroundings.

Before the death of the granddaughter, the wizard granted her dying wish - that her Friend could live on without her. Taking them to a sacred place known only to the sect known as the Whispering Echo, he contemplated there, and was given instructions on what to do by the Ustilithagori (a race forgotten by the world, but powerfully advanced in Illusion magic). Although the wizard was told that he would lose all memory of the Ustilithagori and the ritual performed, he agreed.

As promised, life was breathed into the Friend, giving her a new, physical body, and separate thoughts, including the memories they have made together.

EDIT: Oh! You edited your post! Okay, I'll note the changes below!

Fulfilling her final wish they both pasted away that night. One of old age and happiness, the other a wounded soul, and body.

Grand Zalifae wrote:

Create Avatar (x2) (12 points): A child in Soma, the dream city, (the granddaughter of a wizard) once had an imaginary friend - a tiny, winged human with wood-like features; her grandfather made her imaginary friend - as well as another, an imaginary Love Interest, after the granddaughter had grown older - a permanent, real projection; her Friend and her Love Interest could be seen by others and could interact with people and their surroundings.

Before the death of the granddaughter, the wizard granted her dying wish - that her Friend and Love could live on without her. Taking them all to a sacred place known only to the sect known as the Whispering Echo, he contemplated there, and was given instructions on what to do by the Ustilithagori (a race forgotten by the world, but powerfully advanced in Illusion magic). Although the wizard was told that he would lose all memory of the Ustilithagori and the ritual performed, he agreed.

As promised, life was breathed into the once-imaginary beings, the Friend and the Love, giving them new, physical bodies, and separate thoughts, including the memories they all made together.

After fulfilling her final wish, both the wizard and the granddaughter passed away that very night - one of old age, and the other of a wounded body and soul.

NOTE: I wrote the Ustilithagori as they are a race that is somewhat "in charge" of Soma, but no one knows they exist (and, in fact, all records of their history have passed beyond knowledge). They are also the most powerful illusionists in the world. I wrote that the Grandfather was a member of the Whispering Echo, as that sect was originally founded by the Utilithagori, but has subsequently included other races. I'm also presuming the people you mention are mostly human. Let me know if any of these are incorrect.


Oh, hey, I just realized I used the wrong pricing on my Awaken the Sun, above. I should have spent 8,000 instead of 7,000 - I used the Elder God pricing instead of the Cataclysm God pricing.

Thus, I should drop my total by about 2,000 (I've doubled my points since then, but if I'd had 1,000 less before the doubling, I'd have 2,000 less now.)

My Remaining Total: 183,678-2,000 = 181,678


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I wrote the original up and then changed it 3-4 four times without having all the info need for the original idea, nor rereading it fully. I apologize for that.

As for your adding for details to fit in more with the setting those are fine, I was thinking that maybe the granddaughter was became ill either from the new alchemist warfare, or another aspect of the giant's war. However I dropped it to be safe.

As for them being humans that's fine though I thought elves or another race the have long life spans to master magic would have been ideal. I was after the back story though.

I'll do what i can to make sure my writing is up to par. English does happen to be my native language. My writing does need some serious work though.

Thank you again for the added details from the world. To make the post more appropriate, and realistic to the universe.


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Welcome, Grand Zanlifae! It's nice to have a new player here. :)

I'd like to give the 16 points I got from Drejk (that Tacticslion rolled above) to Grand Zanlifae. (Or, to let GZ access them now, you could say I accept Drejk's points but gift GZ 16 pts. from my stock ... whichever.)

So, Grand Zanlifae, take 16 extra points, and welcome to the world of Dunia. :)

As for my points:
594+6 :)
+3d6 + 10 ⇒ (5, 2, 5) + 10 = 22
= 622 points total

Free advancement day:
I advance the Merfolk, Merphim, Elphim and Merelves in bardic magic again, so I think they're all now x5? Not quite sure how it works with the half races... Some of them might be more advanced if they inherited some of their parents talents...?

Also, I advance Seraphim in weather magic (x5), Elves in music (x4), Treants in academics (x7), and kobolds in healing (x6).


No problem, Grand! Glad you're here, and we're all mostly just working together!

Also, your people can totally be elves!

The main races of the Whispering Echo are kobolds, stone giants, and treants. Treants are mostly genderless, so that would leave kobolds and stone giants as normal options, or any other race as totally valid (just more unusual) options. :)


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nope they're going to be a new race actually:

:
I'm actually going for Faeries, but was hoping to come up with a different name for them by the time of creation. I'd like them to be able to metamorphisize into the next size category(small) through enough experience/time/growth. It won't happen to every Fairy, but i like the potential. As for the avatars to eventually be human sized while the rest of the race is 1-2 categories smaller.

Beyond the size change metamorphosing could potentially change individuals of the race by using different magic or components during/in the process.

With that bonus granted by Lady Firedove I can create the race.(thought it was 22 points)

Thank you very much, and either Grand or GZ is alright with me. for pronunciation purposes(its zon-lee-fae based on the mandarin romanization of mandarin Chinese called pinyin. I didn't look up to see if it meant anything yet.)

Thank you Lady Firedove. *bow in gratitude.


Hah! Sorry, I wasn't clear: by "your people", I meant the wizard and his granddaughter. :)


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ME:
To 1d3 ⇒ 3, Grand Zanlifae: 1d6 ⇒ 3
3d6 + 10 ⇒ (1, 6, 5) + 10 = 22
Stock: 181,678
Awakening 6 (of 14): (x2 for 14)
Total: (181,678+22) x 2 = 181,700 x 2 = 363,400

TROAS:
4d6 ⇒ (3, 6, 4, 4) = 17
Stock: 528
Total: 528+17=545

Dark Archive

Mine 3d6 + 105 ⇒ (4, 1, 5) + 105 = 115

To Firedove 1d6 ⇒ 4


622 + 4 :)
+ 4d6 + 10 ⇒ (2, 2, 2, 4) + 10 = 20
= 646 points total


1 stock, 16 Lady Firedove, 3 Tacticslion Thank you
3d6 ⇒ (6, 2, 1) = 9

command avatars(x2)(2points)- my Avatars' adventure going forth and populate the area, and begin metamorphosis.

Create race(6 points)- the new population of Fairy
create subrace(4 points)- the avatars increase in size changing form appoxamitly 6-12in to 3-4 feet tall

shape land and climate(5points) in the ruins/under of the sacred site the Fairies find a petrified forest, a pair of rivers spawning lush green plants, great many vegetables, and fruit trees not yet producing.

advance civilization (x2) in enchantment and transmutation(10points)- they communicate with plants easily. With this communication and the help for some alter the shape and growth rate of plants. Even as a very slow process, but does help to providing a consistent food source(for now).
used 27 total)

stock 2 point


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... lowering...
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ME:
To 1d3 ⇒ 1, lucky7: 1d6 ⇒ 2
3d6 + 10 ⇒ (6, 6, 5) + 10 = 27
Stock: 363,400
Awakening 7 (of 14): (x2 for 14)
Total: (363,400+27) x 2 = 363,427 x 2 = 726,854

TROAS:
4d6 ⇒ (5, 2, 4, 1) = 12
Stock: 545
Total: 545+12=557


389 total, I think.


646 + 4d6 + 10 ⇒ (5, 3, 4, 3) + 10 = 25
671 total


3d6 ⇒ (2, 4, 6) = 12 +2 stock

Advance civilization(x2;10 points) Further in both what they had
Increasing how fast they can produce food, can maintiian ia high populationg. they can also morph some plants to help accomadate them selves.
P.S.I don't know where the Fairies are in the world(# of triangle) also is that war against the gainst an on going event, or alreaddy post, or has it concluded because the end was stated in it's first post?


All: Abrir is Grand Zanlifae. Thus, the race referred to is the fairy-creatures, and their total technological increase is:

  • magic (plant magic [enchantment, transmutation] x4 {communication, shaping [general, and personal accommodation], plant growth, food production rate})
  • their home is underneath the City of Dreams, Soma, in triangle two, scrublands

Zan: The war between the giants and the Dwarves is pending lucky7's response to Turambur. Currently it's "simmering potential animosity" rather an an actual war - the world waits with bated breath to see what will occur.

Also, more stuff!:
Also, after thinking on it, my recommendation is that the Grandfather is a First One, while the Granddaughter is an Elf. This permits a fey-like theme, allows the Grandfather access to the requisite magics, and allows the granddaughter to have both a separation from her people, and a propensity towards poetry or whimsy - the grandfather probably isn't an elf, as they are relatively young, all-told, and thus it would be hard to have them dying of old age. Elves were created on December 28th, 2013, which is CY 19,875. Your story was established Wednesday, February 26th, 2014, which is CY 19,935. That's 60 years - not very long for an elf. Humans only attained access to powerful magic after the Fell Gem Adventure (January 28th, that is CY 19,906), about 29 years ago... thus a powerful grandfather wizard is unlikely. The best alternative race is that the grandfather/grandaughter are originally stone giants - that permits the basic humanoid form, but also allows for a mortal grandfather wizard (once one of the Arku seekers who became a follower of the Whispering Echo).
(Oh, and also, the daughter's problem could easily have come from a left over remnant of the third world-destroying disaster: raptor zombies that occasionally still show up from time to time and spread nasty diseases; or perhaps the lingering breath of the death god - wicked gasses may sometimes still circulate that wound the soul and spirit as well as the body.)

In any event, none of that actually affects your new race, the fairies, I'd say. If you want a different name, here are several: Fae, Fi (a shortened form of "Figment" - from whence they all sprang), Kami, Spirit, or Sprite. If you want to fit it in with the generally Indoneian-theme, consider Keong Emas, named after the "princess" (i.e. the little girl, or perhaps the first imaginary friend/avatar) of those stories. Toyol is also a great idea for naming them, as Toyol seem like children (explained away by their small size) conjured into existence/ownership by black magic - very much so like the magic the grandfather would have been tapping into, if he was a Stone Giant - and which require sacrifices to bind - again, hearkening back to the death of the grandfather and granddaughter, as well as the elimination of the memories of the ritual. Jenglot or Hantu Air might also work. Sundari is supposedly the Hindi word for fairy - not Indonesian, but it came up when I was looking for Indonesian fairies. Click the links I've provided (the dark blue text amidst the black) in this paragraph to learn more, if you like, or just choose a name you like.


Oh: just to clarify, the war wherein the Stone Giants assaulted the whole world is finished.

The potential war between the Stone Giants and the Dwarves has not yet occurred.

Dark Archive

So I missed Friday :/

Mine 6d6 + 115 ⇒ (6, 2, 1, 2, 2, 2) + 115 = 130

To lady Firedove 2d6 ⇒ (6, 2) = 8


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I think that I will be giving extra points to Abrir/Grand Zanlifae for now while he/she/it is newest god and with the lowest reserve.

Abrir: 1d6 ⇒ 2
Mine: 389 + 3d6 + 10 ⇒ 389 + (2, 6, 4) + 10 = 411


Other event (9): ulgulanoth and Tacticslion are able to roll for the days they missed tomorrow (March 2nd) - ulgulanoth for Feb 28th (Friday), and Tacticslion for March 1st (today, Saturday) as if they had not missed rolling for those days.

"Oof the tree of Eternity uses the combined power of Chronomancy to allow the recently disenfranchised deities to gain the power they otherwise would have lost due to circumstance. /Oof"

(I'm doing this to avoid the hassle of hand-rolling stuff today as well as to allow ulgulanoth the option of getting his otherwise would-be-lost points.)


671+4d6 + 10 ⇒ (2, 2, 4, 2) + 10 = 20
= 691

Edit: To add points from ulgulanoth that I missed ... Thanks! :)
Also, if you guys all want to give future points to Grand Z, I'm very cool with that.

691+8 =
699 points total

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