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Dark Archive

Mine 3d6 + 130 ⇒ (4, 4, 4) + 130 = 142

To Grand Z 1d6 ⇒ 1

Right time to do some spending
First other event x10; 80pts – the creation of the life gods; the next five gods who join the forces will have a maximum cap of creation points of 199pts (thus preventing them from ever being the gods of cataclysm) but in return they gain 2 things; first the races they created will increase in each of the technologies they already have by one every 3 rolls, and can purify or corrupt any race they created for free
62pts left


Rolling

Abrir: 1d6 ⇒ 1
Me: 411 + 3d6 + 10 ⇒ 411 + (1, 2, 4) + 10 = 428


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... lowering...
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ME (Saturday):
To 1d3 ⇒ 1, lucky7: 1d6 ⇒ 6
3d6 + 10 ⇒ (6, 6, 6) + 10 = 28
Stock: 726,854,400
Awakening 8 (of 14): (x2 for 14)
Total: (726,854+28) x 2 = 726,882 x 2 = 1,453,764

ME (Sunday [Free Advancement Day]):
To 1d3 ⇒ 2, Lady Firedove: 1d6 ⇒ 4
2d6 + 10 ⇒ (1, 6) + 10 = 17
Stock: 1,453,764
Awakening 9 (of 14): (x2 for 14)
Total: (1,453,764+17) x 2 = 1,453,781 x 2 = 2,907,562

Free Advancement: natro-cerebric enlightenment

TROAS:
4d6 ⇒ (5, 1, 5, 1) = 12
Stock: 557
Total: 557+12=569

TROAS:
3d6 ⇒ (1, 4, 5) = 10
Stock: 569
Total: 569+10=579

Free Advancement: Music

It's free advancement day! Everybody drop their rolled dice by 1 and advance your races in one category they otherwise would!

Drejk and ulgulanoth, you need to lower your totals by 4!

ulgulanoth, I expended an "Other Event" to let you roll to make up for Friday's missed roll - so roll your extra 3d6 (and grant someone an extra 1d6)!

I'll update the world soon...


2 from stock, 1 ilgulanoth, 1+2=3 drejk, thank you all(6 points)
2d6 ⇒ (3, 3) = 6

purify civilization of the Fi (3 points)- creating a very peacful, with many idea's of doing good to all Fi.

free advancement: enchantment

other event(7 points) a major earthquake in area 8, after shocks open caverns for the Fi to adventure beyond their forest.
Note: i'm only marking what the fi notice, feel free to add what, and whom this also affects.

command Avatar(1 point) to train, and be in charge some gaurds watching the new caverns

1 point in stock.


ulgulanoth, I'm seeking clarification: are you saying the next five new players, or are you saying the next five current players who decide to become life gods?

(Also, just in case you don't notice my post above, I'm reminding you to roll for Friday!)


699+4 :)
+3d6 + 10 ⇒ (2, 1, 6) + 10 = 19
= 722 points total

Free advancement day:
I advance the Merfolk, Merphim, Elphim and Merelves in bardic magic again, so I think they're all now x6? 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 (x6), Elves in music (x3), Treants in academics (x8), and kobolds in healing (x7).

Dark Archive

Friday's roll 3d6 + 62 ⇒ (1, 3, 1) + 62 = 67

To Firedove 1d6 ⇒ 6

Next 5 current players who decide


Grand Zanlifae: 1d6 ⇒ 3
Mine: 428 + 2d6 + 10 ⇒ 428 + (4, 2) + 10 = 444


722 pts +6 :)
4d6 + 10 ⇒ (4, 2, 2, 4) + 10 = 22
750 pts total

ulgulanoth, interesting idea. I'm considering it, but I have to come up with something fun to do with most of my points first, and I've been too busy to put decent creative thought into it. ... Hopefully soon...


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... lowering...
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ME:
To 1d3 ⇒ 3, Grand Zanlifae: 1d6 ⇒ 3
3d6 + 10 ⇒ (1, 4, 6) + 10 = 21
Stock: 2,907,562
Awakening 10 (of 14): (x2 for 14)
Total: (2,907,562+21) x 2 = 2,907,583 x 2 = 5,815,166

TROAS:
4d6 ⇒ (4, 4, 5, 1) = 14
Stock: 579
Total: 579+14=593


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... lowering...

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ME:
To 1d3 ⇒ 1, lucky7: 1d6 ⇒ 5
3d6 + 10 ⇒ (2, 2, 3) + 10 = 17
Stock: 5,815,166
Awakening 11 (of 14): (x2 for 14)
Total: (5,815,166+17) x 2 = 5,815,183 x 2 = 11,630,366

TROAS:
4d6 ⇒ (5, 1, 2, 5) = 13
Stock: 593
Total: 593+13=606


750 + 4d6 + 10 ⇒ (2, 3, 5, 6) + 10 = 26
= 776 points

Dark Archive

So I missed Tuesday :/

so to Lady Firedove 2d6 ⇒ (6, 1) = 7

Mine 6d6 + 67 ⇒ (1, 2, 4, 6, 2, 1) + 67 = 83

And given that no one has taken up, I'll be taking one of those 5 spots as a life god, go team undead


So do I... How did I? Someone is tampering with time? Again?

Abrir: 1d6 ⇒ 4
Mine: 444 + 3d6 ⇒ 444 + (2, 5, 6) = 457


Don't look at me! Sure, I've the most advancement in chronomancy and didn't miss Tuesday, and am getting all the points...

... okay, wait, there was supposed to be something exonerating in all that...


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... lowering...

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ME:
To 1d3 ⇒ 3, Grand Zanlifae: 1d6 ⇒ 6
3d6 + 10 ⇒ (4, 6, 1) + 10 = 21
Stock: 11,630,366
Awakening 12 (of 14): (x2 for 14)
Total: (11,630,366+21) x 2 = 11,630,387 x 2 = 23,260,774

Other Event/Command Avatar (11): the Tree of Eternity utilizes the power of its Chronomancy to allow Drejk, ulgulanoth, and Grand Zanlifae roll for one day that they've missed, as if they hadn't missed it.

Total: 23,260,763

TROAS:
4d6 ⇒ (5, 1, 5, 4) = 15
Stock: 606
Total: 606+15=621


776 + 7 :)
+4d6 + 10 ⇒ (2, 6, 1, 1) + 10 = 20
=803 pts.

So, just to clarify...
I need to spend down my points to below 199 before I can become a life god, right?
And then I can never get above 199 points, correct?

Also, have not yet created any full race, although I've been mostly controlling and enhancing the merfolk (which lucky7 originally created, and then forgot about.)
I have created three sub-races/mixed races: the Merphim, the Merelves, and the Elphim.
If I became a life god, would the free purification and technology advancements for me apply to these three sub-races I have created?

Also, could someone help me figure out which three triangles share large borders with triangle twelve?
Thank you! :)


1 person marked this as a favorite.

803 pts
The children of the half-breed races in Fuego de Paz are now coming of age, many of them now mixes of three original races: Merfolk, Seraphim, and Elves.
These young women and men share wings, long tails, and pointed ears. They proclaim themselves the epitome of beauty and grace, and they are no longer content to be called mixed-race individuals. They declare that they are a new race: The Lillends.
Lady Firedove grants them her blessing, enhancing them beyond their origins.

Create Race: Lillends - 6pts.
Triple purify race - 9pts.
Triple advance race:
...in Bardic Magic 15 pts.
...in Song, Dance, Musical Instrument Playing, Song-writing, Choreography, and Musical Composition 90 pts.
...in Poetry, Art, and Opera 45pts.
...in Design, Architecture, and Oratory 45pts.
...in Abjuration Magic 15pts.

The Lillends leave the more mundane work of crafting and farming and healing and such to their predecessor races. Humble they are not, but gracious they are. They plan and oversee the construction of a Grand Arts Center in Fuego de Paz where all can come to enjoy their magnificent performances and various works of art. They also ward this Arts Complex in multiple ways against invasion, destruction, decay, or corruption of any sort using their newly granted Abjuration Magic.

Command race twice 6pts.

I believe I just used 231 points, which means 572 points remain.

Wow, it's tough to use up 800 points!


1 person marked this as a favorite.

572 pts.

Okay, so Procan and Geshtai, the aging merfolk leaders of Fuego de Paz, catch wind of this whole Lillends-protecting-the-new-Grand-Arts-Center-via-Abjuration-Magic thing and they decide the city as a whole needs some of that extra protection, so they hire the Lillends to construct a magical defensive bubble around the entire Island on which Fuego de Paz is located, and to ward significant city structures, such as the Grand Cathedral and the high-rise castles, against destruction or decay.

Command city twice - 4pts.

568 pts. remain


568 pts.
Okay, fine, brand new race it is...

Lady Firedove sparks sentience into certain sea creatures in the shallow ocean of triangle twelve, and the Dolphinfolk are born. Both highly intelligent and physically strong, these gentle creatures become friends, helpers, and advisors to the Merfolk, who are granted the divine boon of being able to understand the Dolphins' high-pitched communication.

Other event -7pts
Create Race: Dolphinfolk - 6pts.
Command Race -3pts.
Triple purify race - 9pts.
Triple advance race:
... in Diplomacy, Sustainable Fish-Farming, Underwater Basket-Weaving (requiring complex teamwork), Search & Rescue, Tactics, and Tourist Performance. - 90 pts.
... in Advanced Nautical Combat Maneuvers. 15pts.
... in Advanced Hydrophysics, Underwater Engineering, and Environmental Science -45pts.

175 points just used

393 points remain


1 person marked this as a favorite.

393 pts.

A dozen more Celestial Phoenix avatars of Lady Firedove burst into blazing existence to continually circle, purify, and protect the inhabitants of the shallow ocean and coastal regions of Waha Dunia in triangle 12.

Create Avatar 6x12=72pts.
Command Avatar, 3x12=36pts.

285 pts. remain


Triangle twelve is bordered (in "long" sides, rather than just corner-touches) by 6, 7, and 17. :)


Procan and Geshtai hadn't caught on immortality granted to top champions of the fell gem quest? I don't remember who actual got that blessing. I might check later.

Abrir: 1d6 ⇒ 5
Mine: 457 + 3d6 + 10 ⇒ 457 + (5, 2, 5) + 10 = 479

Pact recruits some more mature and responsible Lillends and Dolphins into their ranks. (command sect for 3 points)


Gods: Oalian (by default as an avatar-race; also immortal by default); Corellon, Io

Immortal by default: Taiia-cula

Immortal by adventure: Zagyg, Bull and Snort, Magens-Taiia, Freya, Clangeddin, Zarus, Ghaunadaur

Not Immortal: Raesh-al, Procan and Geshtai, Joramy

Found here.


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... lowering...

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ME:
To 1d3 ⇒ 1, lucky7: 1d6 ⇒ 1
3d6 + 10 ⇒ (5, 4, 2) + 10 = 21
Stock: 23,260,763
Awakening 13 (of 14): (x2 for 14)
Total: (23,260,763+21) x 2 = 23,260,784 x 2 = 46,521,568

TROAS:
4d6 ⇒ (4, 2, 1, 3) = 10
Stock: 621
Total: 621+10=631


285 points
+3d6 + 10 ⇒ (1, 3, 6) + 10 = 20
305 points

Free Advancement Day!

I advance the Dolphinfolk in Underwater Engineering, so now they're x4.
I advance the Lillends in Abjuration Magic, so now they're x4.
I advance the Merfolk, Merphim, Elphim, and Merelves in Bardic Magic, so now they're x7, at least, and more for some if the mixed sub races also get bonuses from parent races.
I advance the Treants in Academics, so now they're x9.
I advance the Kobolds in Healing, so now they're x8.
I advance the Elves in Music, so now they're x4.
Since I've already advanced the Seraphim up to x6 in their Weather Magic, I now advance them up to x5 in their Healing Magic, improving their healing rain ability.

305pts.
Lady Firedove continues to pour blessings upon the small but growing population of Lillends. Their musical and defensive magic abilities increase dramatically. Also, when a Lillend has a child with a merfolk, an elf, a seraphim, a mixed-race, or another lillend, the child will be a lillend.

Other event, as described above - 7pts.
Advance the Lillends six more times in Abjuration magic, bringing them up to x10 -30pts.
Advance the Lillends seven more times in Bardic Magic, bringing them up to x10 -35pts.
233pts. remain

Drejk, unless I am mistaken, Procan and Geshtai, the merfolk leaders, did not gain immortality from the fell gem quest. They were among the last to finish the adventure, and would not have finished at all if I hadn't jumped in to make my first-ever post in this thread. :)

Procan and Geshtai send Merfolk diplomats from Fuego de Paz to reach out to the dwarves of Bumi in triangle six and the ooze-folk of Paja in triangle seven. They hope that a small contingent of Dwarven construction experts and Ooze-folk alchemists might consider moving to Fuego de Paz to share their knowledge and assist in the deep caverns and tunnels being constructed beneath the island of Fuego de Paz. They bring beautiful hand-crafted jewelry as a gift and peace offering in hopes for future friendly relations.
Command city 2x3=6pts.
227pts. remain

What do you say, guys? :)

While we're at it, let's increase the advancement of the city of Fuego de Paz in Trade, Defense, and Construction from x3 in each to x10 in each -84pts.
143 pts. remain

So, having decreased my total points to below 199, I now accept ulgulanoth's offer and accept Life God status for Lady Firedove. She shall never be a god of cataclysm, but shall promote and purify life in all that she does! :)

I also suggest that perhaps the free life god technology increases should happen once every four days/years instead of once every three days/years, so that they can be on the same schedule as the already-occurring free advancement days, and that way it's easier for everyone to keep track of, especially for Tacticslion, who has to tally all this stuff for the world updates. Sound okay?


stock 1 + 21 from all of you, thank you very much.
22+3d6 ⇒ (6, 3, 1) = 10

advance in enchantment twice(10 points)(now at X5)

advance in evocation (5) some weak combat magic and traveling light source

advance in military training in weapons, and magic(10): Weapons crafted from altering the shape of plant life.
To keep peace with the trees, living wood is used to craft the weapons. The life of the plant is sustained by planting the weapon in soil a for a few hours a day. With the Fi's magic they can continue to change the shape of the wood in to what ever they may need

advance in religion(5) Bringing about semi clerics to the both the race and sect for minor healing, food purification, bury of dead, etc.

Command (female)Avatar(1) Zaliana create create sec/form a group of adventures to venture with Azallon

command (male)Avatar(1) Azalon to take the sect/group into the unknown


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... lowering...

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ME:
To 1d3 ⇒ 1, lucky7: 1d6 ⇒ 6
3d6 + 10 ⇒ (4, 6, 6) + 10 = 26
Stock: 46,521,568
Awakening 14 (of 14): (x2 for 14)
Total: (46,521,568+26) x 2 = 46,521,594 x 2 = 93,043,188

TROAS:
4d6 ⇒ (3, 2, 4, 1) = 10
Stock: 631
Total: 631+10=641


2 people marked this as a favorite.

Abrir: 1d6 ⇒ 2
Mine: 479 + 2d6 + 10 ⇒ 479 + (2, 4) + 10 = 495

Free advancements:

Kobolds apply their knowledge of medicine, alchemy and husbandry to make an extensive scientific study of crossbreeding between sapient peoples of the world.

Magens provide multiracial denizens of Fuego De Paz with a number of medicines and procedures that help produce healthy offspring for more exotic pairings and ease the difficult pregnancies (or egg-laying).

Seraphim follow the magens' research by branch their healing magic to provide blessings of fertility and protection for unborn children.

Grues produce shadowflame that is lasting and semi-sentient.

I am not sure how grues will develop shadowflame in the future but I am expecting creation of another artificial race...


Blarg! I forgot about Free Advancement day. Twice! And it's too late to Edit.

Okay, Other Event (Tree of Eternity [Chronomancy]): retro-actively allow reduction of points from Free Advancement Day to gain free advancement for myself and Troas; and ulgulanoth can roll as if he hadn't missed free advancement day.

Me: 93,043,188 -8 = 93,043,180
<8 is derived from a roll of 2, multiplied by 2 to generate 4, multiplied by 2 today to derive 8>

All treants advance in natro-cerebric enlightenment.

Troas: 641-3 = 638

Elves advance in music.

ulgulanoth: rolls 2d6, but advances his races.

My remaining total: 93,043,180 - 9 = 93,043,171

EDIT: Also, as you guys might have noticed, The Awakening has finally completed. :)

Probably time to do something with those soon. Maybe.

Also, hopefully working on a World-Update soon.


143
+4d6 + 10 ⇒ (5, 3, 2, 3) + 10 = 23
=166 points total


Command Avatar (Yannah-Elishar): enter and become one with the Sun <2 points>

Command Avatar (the sun) [x1,000]: absorb and become one with Yannah-Elishar <2,000 points>

Command Avatar (the sun/Yannah-Elishar) [x1001]: become the Fire Circle <2,002 points>

Other Event [x1,026]: all recognize Yannah-Elishar/the Sun as the Fire Circle <9,234 points>

Advancement [x1,026], [x20]: Advance the worship, faith, and skill of the Fire Circle faith everywhere <184,680 points>

Other Event [x1,001]: the action of a thousand-as-one - the entire sun and Yannah-Elishar can all act in concert for the price of a single avatar's action instead of as 1,000 separate avatars, although it acts with the power of 1,001 of them <9,009 points>

Advance Civilization [x100] [x20]/Other Event [x1,026], [x20]: Rising Ebb of Divine Spark Ceremonies for the Fire Circle flourish everywhere. This generates an additional 200 points per round per civilization *(about 10,200 points per round, currently) <10,000>/<184,680 points>

Advance Civilization (all sub-races of treants, except the treant-folk) [x20] [x7]: Abjuration Magic <700 points>
Advance Civilization (treant-folk) [x10]: Abjuration Magic <50 points>
Advance Civilization (all sub-races of treants, except the dark treants) [x20] [x7]: Foresight/Prophecy <700 points>
Advance Civilization (all dark treants) [x10]: Foresight/Prophecy <50 points>
Advance Civilization (all sub-races of treants) [x20] [x8] [x8]: Magic (twenty each: Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Universal) <6,400 points>

<2 points>
<2,000 points>
<2,002 points>
<9,234 points>
<184,680 points>
<9,009 points>
<10,000>/<184,680 points>
<700 points>
<50 points>
<700 points>
<50 points>
<6,400 points>

Total Spent: 409,507
Total Remaining: 92,633,664

(Updating the World Takes Time)


Command Sect (x1): Unify and diversify all skill-sets.

Despite their disparity in kind, the half-breeds of Fuego De Paz have extensively intermingled, and created a unique subculture that fully blends the skills and techniques of all the others that existed before becoming this new subculture.

Advancement [x114]: each of the half-breed races gain all the missing basic skills that the other half-breed races have gained <570 points>

My Remaining Total: 92,633,094

That just saved me a ton of work.

What this means

They all share:
advancement
animals (great beast hunters, tamers, riders) (x4)
basket weaving x2
breath air or water and can fly
caves (provide shelter, keep ancestral bones in the back)
construction x8
craftsmanship (x3) [jewelrymaking (x1), musical instrument-making (x1), underwater basket weaving (x1)]
diplomacy (x3)
magic (bardic x10, universal x3, abjuration x9, conjuration x3, evocation x3, weather magic (especially lightning) x3 (can bind elementals [lightning, cloud, hail, and rain]), healing x7) {can combine their weather and healing magic to create healing rains (this power is equal to the lowest of the two)}
metalworking (forge steel x8, weapons x3, armor x4) x1
gardening
military strategy x3 and tactics x5
music x2
poetry x3
purified x6
sustainable fish-farming (x3)
trade x3
writing x6
they create and craft with the balance of nature in mind for all things

I'll be working on more.

EDIT: updating total bardic magic value

EDIT 2: as neither lucky7 nor Turambur have posted since the last world update, if they fail to post before the next one, they will officially be considered "somnolent" and thus non-active. I will store their power totals for them. EDIT 3: Similarly, Troas.


Other Event (x10)/Command Avatar (x1)/Create Avatar (x1): The Pool of Somnolence

A pool forms within the sacred well for the somnolent gods.

Those gods who have fallen somnolent (have not posted between world updates) have their essences and all of their power stored into this singular pool.

This pool represents their total "life energy" remaining, as well as the "threshold" of the pool. Whenever a deity falls to somnolence, they add their current points to the threshold.

Each deity loses 1d6 "life energy" each round (2d6, if they're an elder god, or 3d6 if they're a god of cataclysm). When that deity reaches 0 life energy, they are moved to the God Mount; they are dead. An amount of energy equal to a proportionate amount of the total "Somnolent Pool" is then distributed to all gods across the world.

Somnolent gods have their own "life points", but all start out with the total number of life points equal to the pool's current threshold. The threshold does not decrease.

For example, if the Pool of Somnolence has four gods, and a threshold of 200 points, and one god dies, all gods immediately gain 50 points. The threshold remains at 200 points.

If a god who is somnolent awakens, they rise forth from the pool and gain a portion of the pool's threshold equal to the amount that otherwise would have been generated.

For example, if the Pool of Somnolence has four gods, and a threshold of 200 points, and one god awakens, that god immediately gains 50 points. The threshold becomes 150.

If a god dies, they can restart the game at any time by rolling 3d6. They immediately come back to life with the amount that they rolled, as if they had started the game for the first time.

Total: 100 points
My Remaining: 92,632,994

EDIT: to add the "gods return to life" bit, as well as to note: I'm doing this to greatly simplify the game. As it is, there is a lot of inconsistency in play, which, while understandable, makes it difficult for people to know how to proceed with certain events or ideas. This grants that guidance. In general, this isn't supposed to be an "I gotcha!" so much as a "here's how to proceed" type stuff.


Advance (treant-folk, all subraces [x8]):
* natro-cerebric enlightenment x4
* transcendental temporalist x6
* chronomancy x8
* spirit-magic x8
* psionics x8
* nature magic/druids x8
<1,680 points>

Advance (treant-folk, all subraces [x8]):
* magic x20
* clairsentience x20
* metacreativity x20
* psychokinesis x20
* psychometabolism x20
* psychoportation x20
* telepathy x20
<5,600 points>

Advance (treant-folk, all subraces [x8]):
* divine magic x20
<100 points>

Total Spent: 7,380
Remaining: 92,634,674


Command Race (treants): some treants join the Pact of Peace and Well-Being

Also, as it was a hung vote, and no one wanted to break the tie... and it's been four pages.

Other Event (x2): activate chronomancy/decide Fell Gem Adventure outcome of the Two Taiias.

1d3 ⇒ 1

1) All the undead serpentfolk, from the past to the present, are suddenly remade into living serpentfolk... tainted by undeath, effectively becoming dhampirs, though they can no longer be transformed into undead

2) a race of mutagen created serpent folk arises since Magen-Taiia wished for her people to never suffer undeath effectively creating a new race of beings that can never suffer undeath

3) extended re-mix:
3-a) all currently living serpentfolk vanish, their bodies removed to the moon
3-b) a host of Magens suddenly spawn, filling much of the world - Magens that hold the souls, spirits, forms, and memories of all Serpent-folk that have ever lived manifest across Dunia; these magenserpentfolk will spawn a race of breeding-true Serpentfolk that are effectively also dhampirs (none of the drawbacks or corruption, just racially similar, like a template)
3-c) as a race both the Magens and the "new" Serpentfolk will be forever free of Undeath's taint, and can never be turned - the will never be able to pursue necromancy (at least in any method that involves undeath; if "resurrection" magic is necromancy, however, they would be able to pursue that, which is in keeping with the spirit of the wish)
3-d) all former bodies of serpentfolk (now empty husks) are transformed into undead creatures and removed to the moon - never able tor return; they are also purified as to be inherently non-evil (even good) in purpose, deed, and action <this is something that would be an automatic "rider" clause if the serpentfolk became undead anyway, because the first wish was that "none of these wishes are able to be used for evil">

Welp, option "1" wins.

Total spent: 22 points
My total remaining points: 92,634,652

EDIT: Other event (x9): Taiiacula would become mortal again, getting gypped out of her immortality or bumping someone else below her off the immortality ladder by default. Instead, she is now still immortal.


Other event (x8 million): Each of the respective treant-folk Patron-avatars (Tree of Eternity, Tree of Mind, Tree of Life, etc) become an actual aspect of their plane of reality, and their plane becomes an extension of themselves. This effectively gives them infinite reach/influence on that plane of reality, as they are everywhere and all places at once. The avatar is merely an extension of the plane - it is impossible to trap the entire plane.

Total cost: 72 million points
Remaining points: 20,634,652 points

Other Event: Advancement Cap on Inspiration Innovation (cap of x20 in any particular field)

Total Cost: 9 points
Remaining Points: 20,634,643 points


Other Event: Create Artifact (Writ of Divine Association)

A god can pay ten power plus 2 per advancement (maximum cost: 100) to gain an association with a given race. If a race has no associated god or a dead god, the cost is half this. If the race has a somnolent god, the price is as noted, however half the points spent are added to the somnolent gods' "life force" and the threshold of the pool of somnolence.

A god can withdraw their association from a race (casting that race adrift) in order to gain 1d6 power plus 1 per advancement that race has (maximum 100).

If it is a sect, the prices (and values) are as given, although you must also have the permission of at least one other god strongly associated with a sect in order to take advantage of that Association. In this case, the payment is made to the god in question instead of into the void.

"The Regulator puts pen-to-power once again, and creates a Writ of Divine Association. Those gods who place a portion of their power into doing so can gain additional associations with various races. Those gods who no longer have interest in a race can withdraw their patronage in order to gain more power."

Total Cost: 9 points
Remaining Points: 20,634,634 points

Associations (Active Gods):

  • Drejk: kobolds, scorpion-folk, snake-folk, plant-folk, insect-folk, ape-folk (and sub-races), spider-folk, bulls-folk, Kekaiauans, Grues, Magens, Seraphim, Pact of Peace and Well-Being
  • ulgulanoth: scorpion-folk, plant-folk, spider-folk (redback sub-race), skeletal folk, Ustilithagori, Bulls-folk, Treant-folk, ooze-folk, gray-folk, crow-folk, Undead
  • Tacticslion: dwarves, spider-folk (and sub-races), Ustilithagori, Treant-folk (all subraces), crow-folk, Whispering Echo, Pact of Peace and Well-Being
  • Lady Firedove: elves, kobolds, merfolk, ooze-folk, Seraphim, Fuego de Paz Half-breeds, Lillends, Dolphinfolk, Fuego de Paz, Pact of Peace and Well-Being
  • Grand Zanlifae: Fi

This should give us some amount of clarity on who can do what with whom and when.

All current associations stand - they were built by time and effort. You can still do that. This is mostly a "quick and instant" way of gaining and dropping associations - but this isn't a loophole that can be abused by "gaining" and "dropping" associations. It has to be genuinely earned.


Also, other event (x2): claim Raesh-al as my avatar (it was not done previously by anyone), make her immortal.

Cost: 18 points
Remaining Points: 20,634,616 points


And finally...

... at long last...

... I give you...

... the world update:

"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. Under Soma are ancient ruins that are inhabited by Fi; within which are a pair of rivers; lush, green plants and vegetables, fruit trees, and a petrified forest.
  • 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, "Wahah 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 x10, defense x10, trade x10, purified x3) made of beautiful but strong defensive towers and high-rise castles to accommodate all; guarded by fifteen celestial phoenix avatars - inhabited by merfolk, elves, seraphim, the half-breeds of the three, lillends, treant-folk, and kobolds, as well as a small contingent of dwarves and ooze-folk; 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. Io lives in hidden extra-planar vaults in the depths of the city, where copies of everything in the world are kept safe, dispensing divine wisdom. The island, as well as all of the most important structures, are warded by the most powerful abjurant magic the world has seen.
  • 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 x9, poetry x4, basket weaving (x2); they create and craft with the balance of nature in mind for all things; associated gods: lucky7, Troas, Lady Firedove
  • 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; associated gods: lucky7, Tacticslion, Lady Firedove
  • 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 [x5]) (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 applied their knowledge of medicine, alchemy, and husbandry to create an extensive scientific study of crossbreeding sapient beings around the world. 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). Fans of 80s-style Hair Metal Associated gods: Drejk, Lady Firedove
  • 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 (x3), musical instrument-making (x3), underwater basket weaving (x1)], purified (x3), masters of sustainable fish-farming (x3), healing (x3), bardic magic (x8); associated gods: lucky7, Lady Firedove
  • Scorpion-folk: advancement (x5), flesh making (x1), martial arts (x1), military tactics (x2), magic (x2) [necromancy (x12), disease (x1), fire (x1), parasitic (x2), 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; associated gods: ulgulanoth, Drejk
  • Snake-folk: advanced in flesh making (x1), martial arts (x1), military tactics (x2), magic (x5) [necromancy x12, disease (x1), fire (x1), parasitic (x2), poison (x1)]; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade. In the year XY 19,935 the dualing wishes of the Fell Gem adventure finally synchronize by the power of a god: all the undead serpentfolk, from the past to the present, are suddenly remade into living serpentfolk... tainted by undeath, effectively becoming dhampirs, though they can no longer be transformed into undead. They speak legends of Magens-Taiia and Taiia-cula passed down through the generations - the two immortal Taiia's whose dueling wishes altered their fate forever, some live on the moon; associated gods: ulgulanoth, Drejk
  • 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 (x2), poison (x1)]; nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x3; associated gods: ulgulanoth, Drejk
  • 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 (x2), poison (x1)]; nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x3 associated gods: ulgulanoth, Drejk
  • 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; associated gods: yellowdingo, Drejk
  • 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. Associated gods: yellowdingo, Drejk, Tacticslion
  • Skeletal-folk: humanoids, metalworking (x4), bone-forging (x4), flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x2), poison (x1)]; associated gods: ulgulanoth
  • Ustlilithagori (sapient land octopi): academics (x5), metalworking (x4), illusion magic (x20), enchantment magic (x20); 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; associated gods: ulgulanoth, Wrong John Silver, Tacticslion
  • beetle/fly-folk: academics (x3), metalworking (x3), hot air balloon technology (x5), flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x2), poison (x1)]; associated gods: ulgulanoth, Drejk
  • bulls-folk: carnivorous, barely sentient, advanced in , flesh making (x1), martial arts (x1), magic [disease (x1), fire (x1), parasitic (x2), poison (x1), spirit-magic (x8)]; the immortal heroes Bull and Snort have led their people into peaceful servitude for all living races; associated gods: ulgulanoth, Drejk
  • treant-folk: academics (x9), metalworking (x5), nature magic/druids (x20), psionics (clairsentience x20, metacreativity x20, psychokinesis x20, psychometabolism x20, psychoportation x20, telepathy x20) (x20), naturo-cerebric enlightenment (x20) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x20), the dangerous chronomancy (x20), transcendental temporalist (x20), foresight/prophecy (x20), magic (divine x20; abjuration x20, conjuration x20, divination x20, enchantment x20, evocation x20, illusion x20, necromancy x20, transmutation x20, universal x20) (x20), 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>; in addition to being the guardians, the Patrons are actually extensions of the planes they are associated with - they are thus everywhere simultaneously on that plane of existence and the plane is an extension of themselves. 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; associated gods: Tacticslion, (and ulgulanoth and Lady Firedove)
  • ooze-folk: academics (x4), metalworking (x3), alchemy (x4); 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; associated gods: ulgulanoth, Lady Firedove
  • gray-folk: academics (x4), metalworking (x3), psionics (x4); associated gods: ulgulanoth
  • crow-folk: academics (x4), 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; associated gods: ulgulanoth, Troas, Tacticslion
  • 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; associated gods: ulgulanoth, Tacticslion
  • 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; associated gods: Turambur
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x10); associated gods: Drejk, yellowdingo
  • 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; it can be produced to be both lasting and semi-sentient. The immortal representation of their race is the Fell Gem adventurer Zagyg, his legends forever being recalled by his people; associated gods: Drejk
  • 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. They have provided the multiracial denizens of Fuego De Paz with a number of medicines and procedures that help produce healthy offspring for more exotic pairings and ease the difficult pregnancies (or egg-laying). Associated gods: Drejk, Lady Firedove
  • Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown (purified x3); augmented by gardening, weather magic (especially lightning) (x6) (can bind elementals [lightning, cloud, hail, and rain]), and healing (x5); they can combine their weather and healing magic to create healing rains (this power is equal to the lowest of the two). They have advanced their healing ability alongside the magens to provide blessings of fertility and protection for unborn children. The only known center of the otherwise seemingly nomadic Seraphim is Fuego De Paz. Fans of Rock Opera and Symphonic Metal Associated gods: Drejk, Lady Firedove
  • Half-breeds 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, inventors of Cello-Metal); having created a Fuego Mix Dance Club, which allowed all to blend and mingle, but especially encouraged the mixed races of Fuego De Paz to do so, creating a unique subculture and allowing them to blend, unify, and diversify their skill sets among themselves. As a whole, the half-breeds of Fuego De Paz are advanced in: advancement, animals (great beast hunters, tamers, riders) (x4), breath (air or water), caves (provide shelter, keep ancestral bones in the back), construction x8, craftsmanship (x3) [jewelrymaking (x1), basket weaving (especially underwater basket weaving) (x2), musical instrument-making (x1)], diplomacy (x3), flight (those winged races have two options), magic (bardic x10, universal x3, abjuration x9, conjuration x3, evocation x3, weather magic (especially lightning) x3 (can bind elementals [lightning, cloud, hail, and rain]), healing x7) {can combine their weather and healing magic to create healing rains (this power is equal to the lowest of the two)}, metalworking (forge steel x8, weapons x3, armor x4) x1, gardening, military strategy x3 and tactics x5, music x2, poetry x3, purified x6, sustainable fish-farming (x3), trade x3, and writing x6; they create and craft with the balance of nature in mind for all things. The Elphim are advanced in songs (especially writing them x3) (x3), the Merelves in dance (especially choreography x3) (x3), and the Merphim in musical instruments (playing) (x3) and musical composition (x3). Associated gods: Lady Firedove
  • Lillends: Children of the half-breeds of Fuego De Paz, these are a blend of elf, seraphim, and merfolk, with wings, tails, and pointed ears; they proclaim themselves the epitome of beauty and grace, and they are not content to be called mixed-race individuals, instead declaring themselves a new race, and are blessed by Lady Firedove to make it so and bring them beyond their origins; whenever they have a child with a merfolk, elf, seraphim, mixed race, or another lillened, the child will become a lillend.
    advancement, animals (great beast hunters, tamers, riders) (x4), architecture (x3), art (x3), breath (air or water), caves (provide shelter, keep ancestral bones in the back), construction x8, craftsmanship (x3) [jewelrymaking (x1), basket weaving (especially underwater basket weaving) (x2)], dance (especially choreography x3) (x6), design (x3), diplomacy (x3), flight (those winged races have two options), gardening, magic (bardic x20, universal x3, abjuration x19, conjuration x3, evocation x3, weather magic (especially lightning) x3 (can bind elementals [lightning, cloud, hail, and rain]), healing x7) {can combine their weather and healing magic to create healing rains (this power is equal to the lowest of the two)}, metalworking (forge steel x8, weapons x3, armor x4) x1, military strategy x3 and tactics x5, music x2 (especially songs x3), musical composition (x4), musical instruments (craftsmanship x4, playing x4), opera (x3), oratory (x3), poetry (x6), purified (x9), sustainable fish-farming (x3), trade (x3), and writing (especially songs x3) x6; they create and craft with the balance of nature in mind for all things. musical composition (x3). They leave the more mundane work of crafting and farming and healing and such to their predecessor races: humble they are not, but gracious they are. They plan and oversee the construction of a Grand Arts Center in Fuego de Paz, where all can come and enjoy their magnificent performances and various works of art. they also ward this Arts Complex in multiple ways against invasion, destruction, decay, or corruption of any sort, using their Abjuration magic, and are hired to do similarly to the entire island, as well as key structures across it. Associated gods: Lady Firedove
  • Fi: a race of fey-creatures that appeared at the will of the illusory avatars of Grand Zanlifae, these creatures live underneath the grounds of Soma in a hidden realm of wonder and magic, though they have, by way of an earthquake, been opened to the caverns beyond their petrified forest. They are advanced in magic (enchantment x6, evocation, transmutation x4 {bent toward plant magic (communication, shaping [general and personal accommodation], plant growth, food production rate), combat magic (weak), and light sources (traveling)}, military training (magic and weapons) {bent towards creating weapons of living wood; sustained by planting in soil for a few hours per day, shaping the weaponry to their needs}, religion (minor clerical magic sect for minor healing, food purification, burial of the dead, and other typical religious activities). They are purified to be peaceful and seeking to do good to all Fi. The avatars Zaliana and Azalon train guards in charge of watching the caverns and people. A sect has been created by Zaliana to go forth with Azalon on adventures into the unknown. Associated gods: Grand Zanlifae
  • Doplhinfolk: dolphins brought to sentience in the shallow oceans of Waha Dunia (triangle twelve); highly intelligent and physically strong (but gentle), they are friends, helpers, and advisors to Merfolk (who are granted the divine boon of being able to understand the Dolphinfolk's high-pitched communication). Purify (x3), Diplomacy (x3), Environmental Science (x3), Hydrophysics (x3), Nautical Combat Maneuvers (x3), Sustainable Fish-farming (x3), Search & Rescue (x3), Tactics (x3), Tourist Performance (x3), Underwater Basket-weaving (requiring complex teamwork) (x3), Underwater Engineering (x4) Associated gods: Lady Firedove
  • 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. Associated gods: Wrong John Silver, Tacticslion
  • 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 fifteen 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. Procan and Geshtai (aging at the time) hired the Lillends to construct a powerful magical defensive bubble around the entire island, and to ward significant city structures (such as the Grand Cathedral, the high-rise Castles, and similar) against destruction or decay. Merfolk diplomats to the dwarves in Bumi (triangle six) and the ooze-folk of Paja (triangle seven) convince a small contingent of Dwarven construction experts and Ooze-folk alchemists to move to Fuego de Paz to share their knowledge and assist in the deep caverns and tunnels being constructed beneath the island of Fuego de Paz (having enticed their services with beautiful hand-crafted jewelry). Associated gods: Lady Firedove (also: lucky7, ulgulanoth, Troas, Drejk, yellowdingo, and Tacticslion, though distantly)
  • Pact of Peace and Well-being: kobolds, magens, seraphim, some of the more adventurous merfolk, some of the more responsible lillends and dolphins, and some treant-folk 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. Associated gods: Drejk, Lady Firedove, Tacticslion

Active Gods: and their avatars

  • 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; life god]: {sacred well}, Banshee of the Stars (moon 1), Innovator of Imperials (triangle 8)
  • Tacticslion [former peanut gallery member, the fifth cataclysm]: {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, the Thousand-As-One; is literally the sun and is the Fire Circle; 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), Raesh-al (an aged female crow-folk; the incarnation of the Way of the Sword, an Adventurer on the Fell Gem Adventure), The avatar Sacred Well of Divine Power (exists for the good of all gods), the planet Dunia, and the triplicate moon Uparwala.
  • Lady Firedove [former peanut gallery member, love of Tacticslion; life god]: {sacred well}, the three Celestial Phoenix avatars dedicated to guarding and purifying Fuego De Paz (circling the island and purifying all who pass through)
  • Grand Zanlifae [also known as newlehi and Abrir]: Zaliana (female avatar), Azalon (male avatar) {once the illusory, imaginary friend and imaginary love interest of a sickly elf girl made real by her first one wizard-grandfather's magic and eventual sacrifice in Soma}

Somnolent Gods (and their avatars) within the Pool of Quiescence {Threshold: 791}

  • yellowdingo [the originator of all, the first cataclysm, elder]: the Web Consciousness (the Web Mother become one with the Great Web) {Fallen Quiescent}
  • lucky7 [a human with the cosmos on his skin and glowing eyes, elder]: Giant Floating Eye (father of First Ones and Dwarves) { Fallen Quiescent}
  • 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} {Fallen Quiescent: ??}
  • 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 {Fallen Quiescent}
  • 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 {naturally Quiescent until utilized to act on the will of a god}

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; they all recognize this as Yannah-Elishar; Advancement (worship, faith, and skill) (x20),
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, and cannot be used to advance a race beyond x20 in a particular field, idea, or concept
- March 8, "normal" <-Saturday
- March 9, "normal"
- March 10, "free advancement" <- Monday
- March 11, "normal"
- March 12, "normal"
- March 13, "normal"
- March 14, "free advancement" <- Friday
- March 15, "normal"
- March 16, "normal"
- March 17, "normal"
- March 18, "free advancement" <- Tuesday
- March 19, "normal"
- March 20, "normal"
- March 21, "normal"
- March 22, "free advancement" <- Saturday
- March 23, "normal"
- March 24, "normal"
- March 25, "normal"
- March 26, "free advancement" <- Wednesday
- March 27, "normal"
- March 28, "normal"
- March 29, "normal"
- March 30, "free advancement" <- Sunday
- March 31, "normal"

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, which was subsequently purified by the god of light and purity.
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 gods assist all other gods. These also note an array of useful facts and information, such as the power generated by celestial bodies in a mega-cataclysm (a multiplier equal to 1/10th the size for a duration of a dice equal to the size).
Writ of Divine Association: This writ determines who a god is associated with and who they are not. A god can pay ten power plus 2 per advancement (maximum cost: 100) to gain an association with a given race. If a race has no associated god or a dead god, the cost is half this. If the race has a somnolent god, the price is as noted, however half the points spent are added to the somnolent gods' "life force" and the threshold of the pool of somnolence. A god can withdraw their association from a race (casting that race adrift) in order to gain 1d6 power plus 1 per advancement that race has (maximum 50). If it is a sect, the prices (and values) are as given, although you must also have the permission of at least one other god strongly associated with a sect in order to take advantage of that Association. In this case, the payment is made to the god in question. An association can still be made by time and effort as normal - a challenged Association in that case, however, would be reviewed. If a god does nothing with their association in between world updates (including free advancement), the association is considered nullified and must be re-made. This writ is not a loophole to gain more points than expended. Associations (Active Gods):

  • Drejk: kobolds, scorpion-folk, snake-folk, plant-folk, insect-folk, ape-folk (and sub-races), spider-folk, bulls-folk, Kekaiauans, Grues, Magens, Seraphim, Pact of Peace and Well-Being
  • ulgulanoth: scorpion-folk, plant-folk, spider-folk (redback sub-race), skeletal folk, Ustilithagori, Bulls-folk, Treant-folk, ooze-folk, gray-folk, crow-folk, Undead
  • Tacticslion: dwarves, spider-folk (and sub-races), Ustilithagori, Treant-folk (all subraces), crow-folk, Whispering Echo, Pact of Peace and Well-Being
  • Lady Firedove: elves, kobolds, merfolk, ooze-folk, Seraphim, Fuego de Paz Half-breeds, Lillends, Dolphinfolk, Fuego de Paz, Pact of Peace and Well-Being
  • Grand Zanlifae: Fi

Pool of Somnolence: This is a pool within the Sacred Well in triangle eleven - those gods who have fallen somnolent (deemed "quiescent" due to not having posted recently) are removed here, where they remain until their "life force" gives out, at which point the god dies and moves into the God Mount, and all active gods are empowered by a proportionate amount equal to the Pool's threshold; if the god wakes, they regain power equal to a proportionate amount of the threshold.
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
Soma, City of Dreams: This is a city in Triangle Two - when an avatar is placed within this city, all prices for all effects cost half, however everything generated is illusory.
Dunia-and-Uparwala: the planet and moon have been turned into a limited-duration divine artifact that generates enormous divine power. Starting in CY 19,918 (February 18, 2014), Uparwala persists until CY 19,921 (Feb 21, 2014); while Dunia lasted until 19,935 (March 7, 2014). 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)

(This represents 15 pages of type-written text in a word document that's currently 43 pages long. Please inform me if I made any mistakes anywhere or something needs clarifying.)


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 19,936 (March 8th, 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

Somnolent or Dead Deities
Those gods who have not posted between two world updates are considered to have have fallen quiescent or somnolent; their essences and all of their power are stored into this singular pool.

This pool represents their total "life energy" remaining, as well as the "threshold" of the pool. Whenever a deity falls to somnolence, they add their current points to the threshold.

Each somnolent god has its own "life energy", but all start out with a total equal to the pool's current threshold. A deity loses "life energy" each round (1d6 for younger gods, 2d6 for elder gods, or 3d6 for gods of cataclysm). When that deity reaches 0 life energy, they are moved to the God Mount; they are dead, and an amount of energy equal to a proportionate amount of the total "Somnolent Pool" is then distributed to all gods across the world. The threshold does not decrease for the death of a god. (For example, if the Pool of Somnolence has four gods, and a threshold of 200 points, and one god dies, all gods immediately gain 50 points. The threshold remains at 200 points.)

If a god who is somnolent awakens, they rise forth from the pool and gain a portion of the pool's threshold equal to the amount that otherwise would have been generated instead of rolling for their points that round. (For example, if the Pool of Somnolence has four gods, and a threshold of 200 points, and one god awakens, that god immediately gains 50 points. The threshold becomes 150.)

If a god dies, they can restart the game at any time by rolling 3d6. They immediately come back to life with the amount that they rolled, as if they had started the game for the first time.


Amazing update! :)

I think I should probably be associated with Treants and maybe Dwarves, too...

Also, based on Drejk's post, I think there are now some Magens living in Fuego de Paz...

Under Fuego de Paz and under gods and their avatars, please clarify/add... 3 Phoenix still circling Fuego itself, 12 Phoenix circling all of shallow ocean triangle 12 .

Add life god thing...

Thank you, Tac! We have quite a campaign setting here. :)


Sorry 'bout the treant-folk and dwarves. That was an oversight on my part. You are, in fact, associated with them.

I misunderstood the twelve new phoenixes - very cool, and it will be corrected in the next update.

I'll definitely have to add a section on the Life God thing... whoops! That was one of the things I was most thinking about, so I'm really surprised I missed it. I did, at least, note that you an ulgulanoth (an irony, there) were Life Gods, at least.

Thanks!

Also, one of my favorite parts of this setting is visualizing such things like kobolds in military uniforms and berets in missions of peace centered in massive swamp cities with humans right over there living in tribal huts and village clusters around wide plains, rivers, and mountains. So surreal and awesome. :D

EDIT: to add three important words.


Other Event: Theorem of Divine Stability:
On each Saturday or Sunday, I roll 2d8+4 for each day of the coming week (1d8+2 for free advancement day or cataclysm gods; 2d4 for cataclysm gods on Free Advancement day): Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday. Any day a god misses their daily roll, they can claim that roll instead. There is no limit to the number of gods that can claim a given roll.

For example, suppose I roll at the beginning of the week (getting a "7" on Tuesday, and a "10" on Thursday), and gods A and B miss Tuesday, while gods B and C and D and E miss Thursday. The gods A and B can both take Tuesday's roll (each getting 7), while the gods B, C, D, and E can all take Thursday's roll (each getting 10).

For Cataclysm gods, I will roll 1d6 for each day of the week as well; a cataclysm god then designates whichever non-cataclysm god they wish to receive those points. If, in the example above, god B was a cataclysm god, he would have two different d6s to donate to other gods, one for Tuesday and one for Thursday.

A god may always choose to rely on the Theorem of Divine Stability if they so-choose, though it grants none of their normal benefits (such as the Rising Ebb of Divine Spark) and averages just a little lower than normal.

Unclaimed points expire at the next week's roll on Sunday (though, obviously, grace will be extended for those who, say, miss Friday and Saturday or something). If you declare you're going to miss stuff in advance (by letting us know, for example) you can be considered to have claimed them each week at the next roll instead of losing them.

This should help us with any "missed day" rolls!

Other Event: Synchronization of the Life Gods and Inspiration Innovation
The Life Advancement and the Inspiration Innovation happen at the same time. The Inspiration Innovation, being automatic, happens regardless of whether or not the god is present. The Life Advancement, being voluntary, does not.

Total Spent: 9 points
Remaining Points: 20,634,625 points

(ulgulanoth, you owe ten more points - you use cataclysm god rather than elder god prices!)

And now:

Life Gods
A category of gods devoted to the cataclysm and propagation of life, and the elimination of wide-spread cataclysm. Becoming a Life God is a free choice that forever after places a maximum cap of divine power for that god at 199 (preventing them from ever being the gods of cataclysm), but granting them great power over races they're associated with: once every three rolls, a god can increase the technologies on races they've create that those races already have (this lacks the cap that Inspiration Innovation has), and can purify or corrupt races created for free. There can be up to five life gods.
The Life Gods are:

  • ulgulanoth
  • Lady Firedove
  • <none yet>
  • <none yet>
  • <none yet>


  • .
    .
    ... lowering...

    .
    .

    ME:
    To 1d2 ⇒ 1, Lady Firedove: 1d6 ⇒ 3
    3d6 + 1210 ⇒ (2, 6, 5) + 1210 = 1223
    Stock: 20,634,625
    Total: 20,634,625+1,223=20,635,848

    Somnolent Gods' loss (Threshold: 791)

    • yellowdingo: 791 - 1d6 ⇒ 791 - (6) = 785
    • lucky7 791 - 1d6 ⇒ 791 - (1) = 790
    • Turambur 791 - 1d6 ⇒ 791 - (4) = 787

    Other Event/Command Avatar: Herald of All is Immune to the Pool of Somnolence, it is usually non-extant, until called forth to act

    The Herald of All {naturally Quiescent until utilized to act on the will of a god} <has no points of its own, ignores Somnolence>

    My Remaining Total: 20,635,848-9 = 20,635,839

    DIVINE STABILITY

    • Sunday, 2d8 + 4 ⇒ (2, 6) + 4 = 12 OR (cataclysm) 1d8 + 2 ⇒ (4) + 2 = 6 and (gift) 1d6 ⇒ 6
    • Monday, 1d8 + 2 ⇒ (8) + 2 = 10 (cataclysm) 2d4 ⇒ (1, 3) = 4 and (gift) 1d6 ⇒ 4: Free Advancement Day
    • Tuesday, 2d8 + 4 ⇒ (2, 8) + 4 = 14 (cataclysm) 1d8 + 2 ⇒ (2) + 2 = 4 and (gift) 1d6 ⇒ 3
    • Wednesday, 2d8 + 4 ⇒ (8, 7) + 4 = 19 (cataclysm) 1d8 + 2 ⇒ (4) + 2 = 6 and (gift) 1d6 ⇒ 2
    • Thursday, 2d8 + 4 ⇒ (8, 7) + 4 = 19 (cataclysm) 1d8 + 2 ⇒ (2) + 2 = 4 and (gift) 1d6 ⇒ 6
    • Friday, 1d8 + 2 ⇒ (7) + 2 = 9 (cataclysm) 2d4 ⇒ (4, 4) = 8 and (gift) 1d6 ⇒ 2: Free Advancement Day!
    • Saturday, 2d8 + 4 ⇒ (7, 5) + 4 = 16 (cataclysm) 1d8 + 2 ⇒ (5) + 2 = 7 and (gift) 1d6 ⇒ 1


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    Abrir: 1d6 ⇒ 5
    Me: 495 + 3d6 + 10 ⇒ 495 + (6, 6, 1) + 10 = 518

    Kobolds design a stylish camouflage battledress with dark red beret as official uniform for kobold peacekeeper troops. (advance race for 5 points)

    There is a kobold-in-a-red-beret avatar available here on Paizo messageboard. Whenever I see anyone using it I think that a poster that was using it a few years ago but died is back (Q'Shae? Q'Shea?).

    513 points remaining.


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    Tacticslion wrote:
    Also, one of my favorite parts of this setting is visualizing such things like kobolds in military uniforms and berets in missions of peace centered in massive swamp cities with humans right over there living in tribal huts and village clusters around wide plains, rivers, and mountains. So surreal and awesome. :D

    And they arrive on skyships with medicines and supplies!

    That reminds me!

    Kobolds design and produce tin cans! (advance civilization for 5 points)


    A typo in the original "life god" entry made them seem like pro-cataclysm gods. That has been fixed. Sorry.

    Life Gods
    A category of gods devoted to the propagation and protection of life, and the elimination of wide-spread cataclysm. Becoming a Life God is a free choice that forever after places a maximum cap of divine power for that god at 199 (preventing them from ever being the gods of cataclysm), but granting them great power over races they're associated with: once every three rolls, all races a life god is associated with increase all their currently existing technologies by one (this lacks the cap that Inspiration Innovation has, though association with multiple gods overlaps - it does not stack), and a life god can purify or corrupt their associated races created for free. There can be up to five life gods.
    The Life Gods are currently:

  • ulgulanoth
  • Lady Firedove
  • <none yet>
  • <none yet>
  • <none yet>

    EDIT: changed one word in my introduction; then once again to alter the Life God text to be both more clear and in-line with the original intent, as well as permit other gods to gain or lose association with races (which was the intent of the Writ of Association)


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    166 + 3 :)
    +4d6 + 10 ⇒ (5, 6, 2, 2) + 10 = 25
    = 194 points

    With the blessing of Lady Firedove, and the continued influx of new inhabitants, the city of Fuego de Paz booms:

    I spend 4x10x3=120pts to make the city of Fuego de Paz advanced in Trade, Defense, and Construction x20 (previously x10).

    I spend 3x17=51 points to make the city of Fuego de Paz purified x20 (previously x3).

    23 points remain


    7 thank you again drejk
    3d6 ⇒ (5, 6, 4) = 15

    advance civilization divination, enchantment(10) each once (2;7)
    after the adventures first skirmish they figure out some basic tactics against swarms, and other vermin, etc

    Advance civil. in evocation and tactical combat (10) (2;1 or 2)

    claiming past roles?
    Do I get to roll for times i missed(this week) and gain the points that I roll?

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