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Rolling dice...

3d6 ⇒ (6, 2, 3) = 11

The Exchange

Tacticslion wrote:

3d6

Total: 10

EDIT: as the game technically ended when uluganoth unleashed his cataclysm (as the third and "final" age was over)... what point-value are we using?

EDIT 2: What I mean, is, technically there are no rules from this point forward. Should we craft some based on the 3rd Age rules to make a 4th age? (one round is a year, slightly modified prices, etc)?

EDIT 3: I'm all for continuing. I just want to know what we're doing going here on out.

Lets call it the Treaty of Elders. In light of the Horrors unleashed by the Dark one we must sacrifice ourselves to strip him of his powers.

Lets assume you will be rebuilding in the Ashes of the Old World.

roll 3d6=5 (tally 41)

I use the Djam Clock on all Elder Gods meaning they are hurled forward to the moment of Cataclysm that must never come - preventing them from Collecting Points and becoming the Source of that Cataclysm.

Dark Archive

aw snag


Woah. Okay.
3d6 ⇒ (1, 3, 5) = 9

Total: 19

The Exchange

Tacticslion wrote:

Woah. Okay.

3d6

Total: 19

Just allowing the Younger Gods to make a total hash of it...


Oh, no, I'm grateful! I'm just hoping that everyone else will have fun, too. :)

EDIT: now that the other post is "Yesterday"...
3d6 ⇒ (4, 1, 6) = 11

Total: 30

Got to think of what to do later...

The Exchange

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Naming Places

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

Lots of place names...


Blarg. Rolled "yesterday", but ran out of time to do anything except roll again today. :/

Working on the naming of stuff and the organization of the new world.

3d6 ⇒ (3, 2, 4) = 9
Total: 39

The Exchange

Tacticslion wrote:

Blarg. Rolled "yesterday", but ran out of time to do anything except roll again today. :/

Working on the naming of stuff and the organization of the new world.

3d6
Total: 39

Plenty of Names of places...

I am loath to let the elder gods sit on their laurels as the Next Cataclysm struggles to arrive so i think the elder gods need to roll up a new set of points - We must buy our freedom from the new Gods.

'Please Let me live' points: 5pt

The Exchange

Anyone drawn a pen version of their region(s) of the world...scan it and email it to me at reddeerrun@hotmail.com so I can begin work on the Hex maps.

Dark Archive

3d6 ⇒ (1, 5, 4) = 10

let me live pts: 10!


Sitting today out only because it seems I rolled twice on Tuesday somehow, even though the forums informed me that I'd passed the "yesterday" mark on my roll. I don't want to cheat. :/

Dark Archive

3d6 ⇒ (2, 5, 6) = 13

please let me live points 23pts


3d6 ⇒ (1, 1, 4) = 6
Total: 45

Blarg. Lousy lingering breath.


3d6 ⇒ (6, 3, 4) = 13

New Total: 20

Not sure where to go from here, and life has been too busy this week for me to think much about it (or even make my rolls it seems). I think I'll just sit on these for a while.

Stockpile: 20


3d6 ⇒ (4, 2, 1) = 7

The Exchange

roll 3d6=6

Please let me out of the Djam Clock Bribe (11 pt)

Dark Archive

3d6 ⇒ (3, 1, 6) = 10

33pts

and how many pts do we need to get out of the clock?


3d6 ⇒ (1, 5, 3) = 9

Stockpile: 29


3d6 ⇒ (1, 6, 2) = 9
Total: 54

EDIT:

Other Event: Create Artifact, the Djam Line (Elder God): the Web Consciousness [the Web]

Other Event: Create Artifact, the Djam Tunnel (Elder God): the Draconic Defender [the Kobolds]

Other Event: Create Artifact, the Djam Siphon (Elder God): the Herald of Undeath [the Starmetal Crater]

Cost: 27
Total Remaining: 27

"Reaching forward in time, the Regulator crafts a triplicate set three new artifacts, associating them with three distinct elements of the now-missing Elder gods. In an act of benevolence, he allows them to touch their own sources of power, but at a cost - a cost paid to the younger gods, a portion of all of their power. Each may choose (once) where that portion comes from, but if they ever after return to the present, they must do so through these lifelines... and the cost will forever remain."

Choose a single dice roll of the three - the first, second, or third. Once you've made the choice, that dice roll forever equally distributes points to a single younger god of your choice when you roll the dice. Example: say you choose the "first" dice of the three; whatever that dice rolls, you choose a god who is not an elder god, and transfer those points to them. Otherwise, you may act as you like, even though trapped in the future. Even if you return to the past at some point, the power of the Djam Clock remains - the price will forever be paid to younger gods for causing the elder catastrophe. Once the dice is chosen, you can't change it later (it's chosen once - not once per roll).

Other Event: Create Artifact: the Regulation of Younger Gods
- The Younger Gods will use the Younger God Pricing for creation of effects.

Other Event: Create Artifact: the Regulation of Elder Gods
- The Elder Gods will use the Elder God Pricing for creation of Effects.

Also, the ability of Elder Gods to cause Catastrophe is more limited: except for the noted location, the cost of affecting a triangle with an Event is twice the normal cost. All other costs are as noted.

(With this, and a tithe of to any younger god of your choice, consider your way "paid". EDIT: the tithe is 10 points. You can pay for other elder gods, as desired. If no one is paid for, I'll pay 1 point per god (total of three per roll) out of each of my rolls until you're all free.)

"With a mighty roar, the Regulator finally orders the heavens, and sets concord instead of chaos. Mighty Writs of Truth are etched into the core of Reality itself - and into the Sun and the Moon. There, he creates a set of orders for all gods to follow, to further the nature of the Treaty of the Elders, and to further the cause of purity amongst all things. To give the younger gods a chance to accomplish, while allowing the older gods to reach forth and enact as well."

Purify Civilization (treant): they reacquire their original purpose, shaking off the corruption of the dark god.

Advance Civilization (treant): they gain partial immunity to corruption by the dark god.

Advance Civilization (treant): they gain total immunity to corruption by the dark god.

Total remaining points: 0

"With a surge from the Inner Light, the corrupted immortal followers of Yannah-Elishar have their wits restored to them. Horrified at what their apathy allowed to come about, the treants dedicate themselves to the re-establishment of the world, using their power to bring back that which was lost. Tapping into the Inner Light's memory, they are able to begin to refashion and reincarnate all those destroyed by the shuddering wickedness at the end of the last Age... though the individual minds may find themselves in new, young bodies."


Here is the value-purchase table for the two gods.

Drop it down for readability...

... and a little more... there.

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

EDIT: ARG! The forums ate my edit.

The noted catastrophe cost for elder gods only applies to three triangles of their choice (at one time) where their influence is strong (as noted below) or outside the near-planet area (the moon is expensive, the next solar system or space void, not-so-much). Everywhere their influence is not strong near the planet, the cost doubles to 20 points. They can expand their area of influence, but can never use the 10 point cost on more than three triangles in one turn.

The noted triangles are as follows:
- Drejk's Influence: where kobolds or related creatures live; currently 7, 9, 11, 17, and 18.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 3, 8, 11, 15, and 17.
- yellowdingo's influence: where the web touches; currently everywhere, but a given triangle has a 65% chance of being a "inexpensive" one (5% per advancement in conjuration magic of the spiderfolk plus 5% per advancement of the whole world); choose a triangle, then roll % to see.

NOTE: While harsher on the Elder Gods, it's actually (for the most part) a lessening of the cost of most things for most people. With one exception (Create Race cost for Elder Gods) all costs are taken other ages (the one exception is to make the shift in pricing more even and less harsh).

EDIT NOTE REWRITE: This may be too "harsh" - if it is, let me know! We'll work together to make it better! I was attempting to make things fun for everyone and follow the current "story" we have crafted, while still allowing everyone to play. Hope this is awesome instead of suck...

(Also, Turambur, I'm not sure I made a lot of friends, here, so you might get several tithes...)

EDIT: the tithe can be paid all to one, or split up as desired. Do mind, the "rescue" will be slow, if it waits solely on me...

The Exchange

ulgulanoth wrote:

3d6

33pts

and how many pts do we need to get out of the clock?

I was thinking we need to bribe a younger god to rescue us each...so whatever they care to accept. But apparently we are to be rescued.


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Contribution to Tacticslion: 1d6 ⇒ 3

Own pool: 2d6 ⇒ (3, 1) = 4

The elder outer dragon is currently at the verge of sleep and phasing in and out of reality being only occasionally present on Material Plane.

Spoiler:
I might not have time (or strength) to involve myself in the game much for the next four or five weeks.


3d6 ⇒ (3, 4, 5) = 12
To free the elder gods: 3
Total remaining pool: 12

And now, to step one of what I've been building towards...

Create Avatar (7)/Advance Civilization (5): the race of Treant-folk become an Incarnate Racial Avatar-Aspect of the Yannah-Elishar and its Inner Light.
Total Cost: 12
Total Remaining: 0

"The Great Spirit of Yannah-Elishar and its Inner Light inside all creatures is pleased with the purity attained by the Treant-folk. Blessing them, they imbue them with more life and light than ever before, and bless them with power and eminence - and divinity. The race becomes an extension of their deity, and becomes their deity. A thousand individuals all of the same spirit, all pure and good, immortal, and incorruptible. A permanent lasting force for good in existence."

(By the way, uluganoth, I love your creation of these things, if it's not clear.) :)

((Also, a few more steps to go...)


By "a few more steps" I mean, approximately, in order, (29*5) + (19*4) + (11*4) = 145+76+44 = 265 more points to go, give or take.

(That's nearly fifteen "perfect" rolls of 18 out of 3d6. Yes, I'm ambitious. What of it?)

:)

EDIT: Also, Drejk, that's pretty much a perfect way of handling that. Feel free to copy Drejk's format, if you like, all.

(Separating the dice rolls instead of rolling then determining.)

And,

We'll miss you, Drejk:
I'm sorry you're not going to be here! I always love your stuff! If you want, you can give me basic guidelines, and I'll try and work with your groups as best I can.

If you wanted, you could even roll, and build something like a limited time artifact that allows me to "roll" for you, so that you don't miss any daily rolls. I... don't have the points for that. One to two more rolls should generate that kind of points needed, and I could even donate one or two, if that's convenient. I can't promise I'll make all the daily rolls, but I'll try...

Hey, I'll PM this to you, too!


We'll see how it will come out. I should be able to appear from time to time, on irregular basis. It's mostly that I will spend most of my free time sleeping.

Dark Archive

ok so bribe dice
1d6 ⇒ 4

my dice
2d6 ⇒ (1, 5) = 6

so 4 to the escape pool

6 in the other one


... actually, ulgulanoth, 10-point price is in addition to the forever-cost of 1d6 to a younger god. I'll presume you equal split your points between Turambur and I, unless you clarify otherwise. Sorry that wasn't clear.

(Conversely, though, if you need help with a project, I might be willing to assist, or if we need to, we'll renegotiate things... trying to make the game fun, after all, not onerous.)

3d6 ⇒ (4, 1, 3) = 8
Gift from Drejk: 3
Gift from uluganoth (maybe): 2

To free the Elder Gods: 3

Total: 10

Elder god "freedom" purchase:
1) yellowdingo: 2 of 10
2) ulgulanoth: 2 of 10
3) Drejk: 2 of 10

The above is due to the fact that I've paid 3 points twice now, and equally split it among the elder gods.

You can spend any amount of your own to add to anyone's escape purchase. Once the total is paid, the current amount of points are split among the younger gods. So, for instance, once ulgulanoth hits 10, I and Turambur both get five points*, and ulgulanoth is free to do stuff.

Turambur, don't forget to increase your total points by 2! (Or by however much, if ulganoth says otherwise before you roll.)

* Or, if we get a third younger god playing, they'll get four points while Turambur and I each get three, for example.


Contribution to Tacticslion: 1d6 ⇒ 5
Own pool: 2d6 ⇒ (3, 5) = 8

Dark Archive

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well i'd split the pool that i'd accumulated between the two of you so that would be 32/2 -> 16pts for Turambur and 16+4 to Tacticslion


ulgulanoth wrote:
well i'd split the pool that i'd accumulated between the two of you so that would be 32/2 -> 16pts for Turambur and 16+4 to Tacticslion

'

Oh, okay, in that case:

My Total: 33 (wow, big increase, thanks uluganoth and Drejk!)

Turambur gains: +16
(Turambur, your total is now 45 before your next 3d6 roll.)

Total paid: 38 of 30 (if another elder god - Hama or lucky7 - desires to game, they have only 2 points to buy their way back in).

Drejk, yellowdingo, and ulgulnoth are now free to access the world again! From now on, they each roll 2d6 and keep it, and send 1d6 to a younger god or split among the younger gods of their choice!

Elder God Freedom: 8 points excess!

"As the Regulator had been slowly creating the bridge between the distant future and the present, the elder god of undeath saw his chance for freedom and took it, pouring power into the three artifacts, and finishing the bridge himself, incidentally permitting all the elder gods to reach back into the present once again, albeit in their slightly more limited capacity."

EDIT: excess stuff that was confusing removed


Game Update Notes:
The Map (by triangles of number): (all squares have sky-stone and sky-metals on or in them from the First Cataclysm)

  • One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk
  • Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi
  • Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by
  • Four: mineral-rich mountain ranges, inhabited by the new snake-folk
  • Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk
  • Six: inhabited by the treant-folk
  • Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk
  • Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls
  • Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays
  • Ten: mineral rich land - inhabited by crow-folk
  • Eleven: an exceedingly mineral-rich locale. A disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (living) creatures to to reach the neighboring sea - or the hole itself - by above-ground travel. It is the site of the largest impact, and the majority of skystone and skymetal resides here, though it is deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light.
  • Twelve: shallow ocean - inhabited by merfolk
  • Thirteen: shallow ocean
  • Fourteen: fertile hills and and rocky foothills; inhabited by stone giants
  • Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants
  • Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement)
  • Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive parimeter) 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)
  • Eighteen: an exceedingly deep ocean called the "World Well" which continually generates a kind of holy water toxic to undead and evil creatures, but beneficent to all others.
  • Nineteen: shallow ocean
  • Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities. 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
  • The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are.
  • The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships.

Civilizations:

  • First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users; nearly deceased at the end of the first age, some now live with the kobolds
  • Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it.
  • Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existance, sharing their city with them, and being their defacto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best intrests of all living creatures at heart. Unfortunately, militeristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, with a mighty city on the largest (advanced x2). Corrupted by the dark god, they were deceived into creating weapons of mass destruction.
  • Merfolk: some live with the kobolds
  • Scorpion-folk: advancement x3 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
  • Snake-folk: all magic, especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
  • Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
  • Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
  • Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters). All of the ape-men have a heavy drive to conquer all other lands.
  • Spider-folk: chaotic neutral, advancement x5 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it. Corrupted by the dark god, they suffer from tremendous internal strife, each subrace seeking to be the only race.
  • Skeletal-folk: humanoids, metalworking, bone-forging (x2)
  • land octopi: academics, metalworking, illusion magic (x2)
  • beetle/fly-folk: academics, metalworking, hot air balloon technology (x2)
  • bulls-folk: carnivorous, barely sentient, spirit-magic (x2)
  • treant-folk: academics, metalworking, nature magic/druids (x5), psionics (x6), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, 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 make sacred and immune to corruption from the dark god, and, with their new purity and purpose, the race was transformed into an avatar of Yannah-Elishar and its Inner Light.
  • ooze-folk: academics, metalworking, alchemy (x2)
  • gray-folk: academics, metalworking, psionics (x2)
  • crow-folk: academics, metalworking, way of the sword (x2)
  • undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater, is advanced (x4) into starstone smithing, and they pull the strings of various governments in order to create total war
  • 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), construction (x2), basic military strategy (x2) and stonemasonry, mining and tunneling (to survive the cataclysms), and have researched siege weapons and black powder canon to oppose the Air Superiority of the kobolds; they have built a citadel at the pinnacle of the tallest mountain in the range, stockpiled necessities for the coming cataclysm. After a powerful dream to reveal the power of the Arku took them, they created a sect of Arku Seekers to prevent the next cataclysm; this sect dug deep into the earth, and a militant branch crossed the world to find it, ultimately gathering the pieces with the aid of the gods themselves, though in their brutal quest, they murdered the kobold ruler, causing deep enmity. Further, once their goal was accomplished, and they saw the Web drawing forth power, the hearts of their ruling city (where it was stored) became corrupt and greedy for that power, seeking ways to take it for themselves. They have advanced once in this regard, learning dark magics, and become corrupted, creating weapons of mass destruction powerful enough to destroy the Arku itself. Shocked at the horrid destruction brought on by the release of the power held within the Arku, the stone giants foreswear all magics and turn their attention inwards to rebuilding their civilization. Not feeling that internal reform is enough, a large group of stone giants abandons their nation. Taking up a nomadic lifestyle, they set off across the world seeking to help the other peoples of the world recover from the death brought on by the hubris of their leaders.
  • Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world
  • Grues: night-stalkers

Avatars:

  • yellowdingo [the originator of all, the first cataclysm]: none
  • Hama [former peanut gallery member]: the Web Consciousness (the Web Mother become one with the Great Web); briefly sealed away by the Treaty of the Elder gods, he is now returned
  • lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
  • Drejk [an alien dragon deity]: Great Serpentine Rescuer; briefly sealed away by the Treaty of the Elder gods, he is now returned
  • ulgulanoth [creator of many races]: Herald of Undeath (who bears the armor that was once the Arku); briefly sealed away by the Treaty of the Elder gods, he is now returned
  • Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity), Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things), the Treant-folk (a once-mortal race of immortal tree-like creatures who were chosen by the Inner Light to be an avatar of Yannah-Elishar and its Inner Light - physical hands to bring benevolence to the world).
  • Turambur [former peanut gallery member, creator the stone giants]: none

Magic (across the whole world):
conjuration: advancement +4
necromancy: advancement +5

Artifacts <'of the Immortals'>:
Arku: Originally enclosing sphere within which the occupants may be held in Stasis (capable of trapping a god). It was shattered once by the Regulator and his brethren to free the Dragon God to help save his people, but restored by the Arku Seeker sect to seal away the the coming god of the cataclysm; all of this seems to have been a plot on the part of the the Web Consciousness, though, as a tendril began siphoning some power... Despite this trick, the dark god managed to decieve 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
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; the Treaty of the Elder Gods used the Djam Clock to propel the Elder Gods forward in time to the next cataclysm.
Djam Bridges: a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder and Younger): These two writs are powerful regulations that impose order upon reality. After the end of the world, these writs allow the gods to make, do, and work their will upon existence, ordering how much power it costs gods, and commanding that the Elders assist the Younger gods.

Known Peanut Gallery
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: like revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: likes the Regulator (also, may be related to a certain draconic divinity)

Dark Archive

so to Tacticslion
1d6 ⇒ 2

and my pool
2d6 ⇒ (2, 4) = 6

my total of 12


Okay!
3d6 ⇒ (5, 5, 1) = 11
Total: 44

Command Avatar/Race (x1): treant-folk spread across the world to all triangles, restoring the dead world to life.

Advance Race (x8): treant-folk advance four times each in nature magic/druids, and psionics.

"With new purpose, and as an aspect of the Divine itself, the treant-folk follow their new divine mandate - their new impulse - to go forth and fill the world with new life. They restore the dead to life, heal the sick, and cleanse the lingering taint of the death-god's breath. They settle in every land they inhabit, spreading across the entire world. They learn the final secrets of the mind from the greys they restore, while pushing ever-closer to perfection in their own natural arts."


Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round), the fourth age (1 year per round).

The first age finished with the fall of the Skystones, in CY 15,500. It took five hundred years for that even to resolve itself, allowing all creatures to being returning and starting the second age in CY 16,000.

The second age ended in CY 19,600 with a plague of uncontrolled mutated raptor zombies caused by the obsession of the kobolds with immortality. Gods stepped in to personally stop the plague, though the mutant zombies lurk in the fringes of the world to this day.

The world ended along with the third age in CY 19,830 - upon being free from the Arku, the dark god unleashed his breath across the world. Taking three years to end, the Fourth Age began in CY 19,833.

There have 9 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,842.

This may well be the final age... perhaps an unending one...

Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 4th Age
Shape Land ----------------- 8
Shape Climate ------------- 6
Catastrophe --------------- 10
Other Event ---------------- 10
Create Avatar -------------- 10
Command Avatar ---------- 2
Create Race ---------------- 22
Create Subrace ------------ 12
Command Race ------------ 8
Advance Civilization ------ 10
Purify Civilization ---------- 5
Corrupt Civilization ------- 4
Advance City --------------- 8
Purify City ------------------ 4
Corrupt City ---------------- 3
Command City -------------- 6
Create Sect ----------------- 8
Command Sect -------------- 4

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

How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.


3d6 ⇒ (4, 2, 4) = 10

New Total: 55

Still bogged down with life. I will be traveling for Thanksgiving and will probably not be able to get on line much during the rest of the week except by smartphone, so I may not be able to post again until next week.

Hopefully, next week I will be able to start playing more consistantly.

Dark Archive

to Turambur
1d6 ⇒ 4

and to my pot
2d6 ⇒ (3, 5) = 8

20pts total


Contribution to Tacticslion: 1d6 ⇒ 2
Own pool: 2d6 ⇒ (1, 3) = 4

*cough* for some reasons forum has problems with my rolls.


1 person marked this as a favorite.

3d6 ⇒ (5, 1, 5) = 11

New total: 70

After renouncing all magic, the stone giants return to their ancesteral roots, focusing on military technique and metalurgy they develop more advanced defence strategies and master a new alloy-steel-making their blades harder and more durable. Advance civilization x2: 10

Their growing numbers leads to the founding of a second city in the hills where their race was born that is slightly more welcoming of outsiders than the people of the mountain citadel. Soon a flourishing marketplace grows within the city where merchants from around the world are welcome to trade. Advance city (founding):4; Advance city (market): 4; Purify city (remove xenophobia):

Not satisfied with military might, the remaining inner circle of the Arku Seekers violate stone giant law and renew research in the dark arts. Command Sect: 2; Advance civilization: 5

Meanwhile, the nomad giants have learned much of the arts of healing in their travels and share their knowledge with their cousins in the lowland city, where it quickly spreads to all stone giants. Advance civilization (medicine): 5

Stockpile: 37

Dark Archive

to tacticslion
1d6 ⇒ 2

my pool
2d6 ⇒ (1, 5) = 6


3d6 ⇒ (3, 4, 3) = 10
Add: 2+2 (gifts)
Total: 14

Dark Archive

to tacticslion 1d6 ⇒ 4

mine 2d6 ⇒ (1, 4) = 5

so my total of 31, so spending 6 to advance the undead in transmutation x3 and evocation x3 for 30pts


I can't believe it! I was so distracted by Thanksgiving, that I forgot to give thanks! Thank you, all who donated to me! ... and for all the donations to Turambur! That's awesome! :)

3d6 ⇒ (2, 6, 6) = 14
Add: 4 (gifts)
Total: 32

Advance Civilization (treants) (x6): psionics (x1), druid/nature magic (x2), spirit magic (x3)

Remaining: 2 points

"As they spread across the earth, the avatar-people come into contact with many races and species as they finish and perfect their studies. Introduced to a bizarre race of barely sentient carnivores, the "bull-folk" as they were called, the treant-folk realized this people held a great secret: that of spirit magic. They humbled themselves and began learning the rudiments from this fascinating peoples, seeking methods to do more good in the future."

(I am now 1/7 of the way done with the next phase of my Grand Plan.)


3d6 ⇒ (4, 6, 4) = 14
Total: 16

Advance Civilization (treants) (x3): spirit magic (x3)

Remaining: 1

"The treant-folk continued their study of the fascinating discipline of spirit-magic, and its applications to the world at large."

Dark Archive

to Turambur
1d6 ⇒ 6

mine
2d6 ⇒ (3, 3) = 6

7 total in my pool


3d6 ⇒ (2, 2, 6) = 10
Total: 11

Advance Civilization (treant-folk) (x2): spirit magic (x2)

Remaining: 1

Dark Archive

1 person marked this as a favorite.

to tacticslion
1d6 ⇒ 2

mine
2d6 ⇒ (2, 5) = 7

14 total

So advance undead civilisation x2 in illusion magic (enough for them to now be able to pass off as any living creature)

4pts left


Contribution to Tacticslion: 1d6 ⇒ 1
Own pool: 2d6 ⇒ (6, 6) = 12

Still alive.


1 person marked this as a favorite.

Hmmm... Nice roll. Maybe not for Tacticslion, though.


Drejk wrote:
Hmmm... Nice roll. Maybe not for Tacticslion, though.

We're cool, bro. :)

Glad you're alive!

3d6 ⇒ (5, 2, 2) = 9
Total: 10

Advance Civilization (treantfolk) (x2): spirit magic (x2)

Remaining: zip

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