
Tacticslion |

3d6 ⇒ (4, 6, 1) = 11
Plus gifts: +4
Total: 15
Advance Society (treants) (x3): chronomancy (x3)
Remaining: absolutely nothing. Again.
"Coming across a curiosity, the treant-folk found living creatures the did not know, and had no record of within the World-Memory of the Inner Light. Their minds entirely blank slates, unconnected with the cycle of nature, these "living" creatures were a conundrum. Studying the secret of these aberrant beings yielded strange discoveries and terrible magics: the beginnings of opening doors to the horrible secrets of time itself."
(Hah! Well played, uluganoth. I was just thinking of how to do the same thing, but you beat me to it.)
Welp, time for this again...
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; also inhabited by treant-folk
- Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi; also inhabited by treant-folk
- Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by the Lion Blade to free the Draconic Divinity trapped within. Also inhabited by treant-folk
- Four: mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk
- Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk; also inhabited by treant-folk
- Six: inhabited by the treant-folk
- Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk; also inhabited by treant-folk
- Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls; also inhabited by treant-folk
- Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk
- Ten: mineral rich land - inhabited by crow-folk; also inhabited by treant-folk
- Eleven: 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. Also inhabited by treant-folk
- Twelve: shallow ocean - inhabited by merfolk; also inhabited by treant-folk
- Thirteen: shallow ocean; also inhabited by treant-folk
- Fourteen: fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk
- Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants; after the Arku was shattered, they created a militant sect to find and restore all the pieces in order to prevent the looming cataclysm. Though successful, they merely slowed the cataclysm, delaying it slightly, as they and the rest of the world became more and more corrupt and depraved by the dark god sealed within, until they unleashed the Breath of the Dark God themselves in an attempt to harness that power. A faction have since become disgusted with the folly of their people and have left to wander the world. A second mountain-top city was established, with an open Grand Market to the world, eliminating the xenophobia there. The What remained of the Arku Seekers, however, continued to plunge into dark magic... Also inhabited by treant-folk
- 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); also inhabited by treant-folk
- Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive perimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds); also inhabited by treant-folk
- 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. Also inhabited by treant-folk
- Nineteen: shallow ocean; inhabited by treant-folk
- Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18. Once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) the remnants of which now reside in 17 with the kobolds; also inhabited by treant-folk
- The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are. Also inhabited by treant-folk
- The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships. Also inhabited by treant-folk.
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 existence, sharing their city with them, and being their de-facto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best interests of all living creatures at heart. Unfortunately, militaristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts 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 and killing off all the others.
- 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 (x11), psionics (x11), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x10), the dangerous chronomancy (x3), 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. They have spread across the world to spread light and life once again.
- 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; after the end of the last age, they have advanced 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)
- 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) (x2), construction (x2), basic military strategy (x3) 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; 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.
- 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)
- 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
- ulgulanoth [creator of many races]: Herald of Undeath
- 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
Djam Bridges: a a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder 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)
Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: 4 pts (or 8, if lucky7 is zero)
lucky7: 4 ptns (or 8, if Hama is zero)

Tacticslion |

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 17 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,850.
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.

Tacticslion |

3d6 ⇒ (5, 6, 5) = 16
Total: 16
Advance Race (treant-folk) (x3): transcendental temporalist (x3)
(Akin to the Mystic Theurge, but dealing with chronomancy and spirit-magic specifically instead of arcane and divine)
Gift to ulgulanoth: 1 pt
Remaining: none
"Delving with gusto into the secrets of spiritual magic and chronomancy, the avatar-people learn how to advance within both realms simultaneously. Though dubious of his honor, in recognition and appreciation of his creation-discovery of fascinating elements, Yannah-Elishar gifts a token gift to his rival, the Herald of Undeath."

Tacticslion |

3d6 ⇒ (1, 2, 4) = 7
Plus Gifts: 4+3
Total: 14
Huh. One point short.
Oh well. Gifts!
Advance Race (treant-folk) (x2): transcendental temporalist (x2)
Gifts: ulgulanoth (+2 to bring you to 9) Drejk (+2 to bring you to a nice 55).
Remaining: zippo.
"Guiding its people-self deeper into the unfathomable secrets of time and spiritual matters, Yannah-Elishar grants benevolence to its friend and ally, the draconic divinity from beyond the stars, and its respected and creative rival, the herald of undeath; both as tokens of peace, and as tokens of potential comradrie."

Tacticslion |

Huh. Forum ate my last post. Weird.
But a much nicer dice roll, though!
3d6 ⇒ (3, 5, 6) = 14
Plus Gifts: 4+3
Total: 21
One point excess instead of one point short. Oh well. Giftiness!
(Sorry it's not as much for you as last time, ulgulanoth!)
Advance Race (treant-folk) (x4): transcendental temporalist (x4)
Gift: Drejk (+1 to bring you to 54).
Remaining: empty.
"Guiding its avatar-people further into the strange secrets of time and spiritual matters, the Yannah-Elishar grants a token of benevolence to its friend and ally, the draconic divinity from beyond the stars both as a token of peace, and as of camaraderie."

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to tacticslion
1d6 ⇒ 4
mine
2d6 ⇒ (4, 6) = 10
so 19 points eh
first; Catastrophe 10pts on triangle 18, corrupting the holy water to a toxic poisonous black slime that kills anything not undead but that can be used to power any magic intensifying the magical effect a hundred fold
advance civilisation: the undead to use the black water technology 5pt
command civilisation: build a new city on triangle 18 to harness the black water

Tacticslion |

Okay, figuring this out...
I'm going to pretend that I rolled today's yesterday (my second post).
So, that means that I started out with nothing after the gifts to ulgulanoth and Drejk.
I rolled up 14.
I advanced the treant-folk. I can't advance them four times, but I can advance them two times off of that, getting the equivalent of what I thought I'd advanced them.
That leaves me with four points.
One to Drejk, meaning that he gets what I thought he did from that roll, and leaving me with three points.
So...
Corrupt Civilization (3 pts): undead - paranoia, hubris, and self-focused xenophobia; the undead now hate and loathe each other (the three "centers" of their civilization, and those infiltrating society) hampering their own growth as a collective and individuals attempt to place themselves on top by destroying rivals.
"The Guardinal, incensed at the abuse of the gifts of the Light, suggests the Lion Blade act. He does... by whispers. The undead on the mountain become convinced of the foolishness of the wave-riders, sand-skimmers, and life-haunters. The undead of the ocean hold in contempt all their pathetic land-walker 'bretheren'. The undead of the desert despise those who have left their ancestral origins. The undead amongst the people are disgusted by all those who work on their "projects" instead of The Great Project. Each fragment of civilization becomes so obsessed with undermining and destroying their rivals that they lose the ability to work together cohesively. Further, within the fractured pieces of society, paranoia begins running deep. After all, "Who can know better than "I" what needs to be done... and who knows if that undead can be trusted not to be a spy from other societies? And none deserve this power more than I..." Rivals begin harming and destroying one another, undoing each other's work in a mad bid for personal power at the expense of all their fellows."

Turambur |
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3d6 ⇒ (4, 1, 6) = 11
New total 54
The remnants of the Arku Seekers begin making major breakthroughs in their research, learning to channel divine power into inanimate objects in much the same way as the Arku once imprisoned an elder god's power. Advance civilization: binding magic (5)
This breakthrough inspires dreams of a grand plan for the Arku Seekers. Command sect (2) They follow this inspiration and begin learning the arts of sculpting and engineering and advancing their skill at stone masonry. Advance civilization: sculpting, engineering, and stone masonry (15)
Meanwhile, the stone giants in Foundry profit from their association with other peoples by learning skills and magics from around the world. Advance civilization: Alchemy, Conjuration, and Divination (15)
Stockpile: 17

Tacticslion |

3d6 ⇒ (3, 1, 4) = 8
Total: 8
Other Event (x1): all the collected poison star-metals become holy, hallowed substance that negates and destroys all nearby undeath and contacted Darkwater; the presence of the holy "weight" of the collected metals, even within the mountain range, binds and negates all energy that could otherwise be taken from darkwater, and inhibits all chronomancy, necromancy, and corruption magic. The collected starstones and triangle 11 are effectively a holy artifact of the immortals.
Command Avatar (x1): the Regulator to cleanse triangle eleven of all undead presence.
"Seeing the work of the dark one, the Regulator moves his own hand to purify the remaining starmetal: that curse from so long ago becoming a sudden boon and blessing to the whole world, and creating a powerful weapon against all that is evil and corrupt, and entirely eradicating one quarter of the undead on the planet and the site of one of their greatest centers of research and innovation."

Turambur |
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3d6 ⇒ (5, 6, 3) = 14
New total: 31
The Arku Seekers make the final breakthrough needed for their great task Advance civilization: binding magic (5) and construct a great stone body for their god to inhabit-according to the instruction in their dreams. The stone giants' god invests a portion of himself into it during a two week ritual animating it into a great protector of the stone giants and their sacred citadel. Create avatar (7) Command avatar to protect Citadel (1)
With this sign from their god, the Arku Seekers rise to become the religious leaders of the stone giants-preaching the innate superiority of their race. Command sect (2) Corrupt city (3) The Wanderers and people of Foundry, however, largely ignore this call.
Stockpile: 17

Tacticslion |

Ah nooo, my undead!
to Turambur 1d6
mine 2d6
4pts
Hey! My world-well! In the height of Regal, Divine, and Unfathomably Mature style, "You started it." :) Besides, you've still got, like, 1/4 of them left!
(I hope you know, I'm enjoying the game, and our interactions, though opposed to your character's/creatures' goals, I'm not attempting to harm your play experience, so talk to me if it's unfun! PMs are where it's at, my friend!)(I also thought the Dark Water thing was both clever and creative!)
(I will also be glad to help you with stuff later, if needed.)
I'm going to spend an extra point, regardless of what I roll today on Command Avatar in order to follow the "fluff" I'd written earlier in the corrupt-undead post.
Anyway, lacking a working internet connection, I've gone to my iPad. And "Arg" doesn't describe trying to use the forums dice roller with autocorrect. Dice 3 do 6 dice is what it changes it to, no matter how I try and force it. Hand-rolling time...
Actually, strike that, I'm using the wizards old Dungeons & Dragons (oh, sure, autocorrect, don't let me type a mathematical expression, but allow me to misspell "Dragons" as "Dargons" and force a hand-fix) dice roller (found somewhere on wizards.com; I've got an old Favorite linked, but it's probably able to be found via Google).
Three d6: 6, 4, 6
Huh. Kind of makes me want to do that more often.
Anyway, total: 16!
Retro-active expenditure of 1 point, as I "fluffed" the corruption of the undead as Command Avatar (Lion Blade)
Advance Civilization, treat-folk, x3: transcendental temp oralist x3 (ARG, LET ME WRITE, STUPID SMART MACHINE; you guys know what I mean, despite autocorrect forcing the doofy thing above)
Remaining: none
" Oof The treat-folk after reeling in the tragedy of the corruption of the world-well, and mourning the loss of their brethren for years, return to progressing into the deep mysteries of time and spirit once again. Oof"
... I hate autocorrect with an everlasting hate. (By which I mean this post is annoying and flustered ing to make.)
("FRUSTRATING" Not "flustered ing"!)
"Beset by strange glitches in reality, the Regulator imposes order and his will; though some words seem to come out blurred by the interference, ultimately, what is intended will be fully accomplished."

Drejk |
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Tacticslion: 1d6 ⇒ 5
Mine, all mine!: 2d6 ⇒ (3, 1) = 4
Commands kobolds to build cities on remaining four triangles of floating isles (16 points) and advance each of new skycities twice (2 x 4 x 4 or 32 points).
Advance the kobold civilization to learn how use alchemy and magic to transform ordinary kobolds into winged ones (5 points).

Tacticslion |

(Okay, so I've got a proper working internet connection today. Huzzah! No iPad doofiness!
To clarify, just in case it wasn't obvious, in the last post, I advanced my treant-folk in transcendental temporalist three times, and commanded my avatar once.
Also, I previously miscalculated, not including the gifts (+4+1+5) meaning I have ten points more than I previously recorded.
Okay, let's see how this goes...)
3d6 ⇒ (1, 5, 4) = 10
(Not bad!)
Total: 20
Advance Civilization (treant-folk) (x4): spirit-magic (x1), chronomancy (x3)
"Having finally advanced to plumbing the deepest secrets of spirit magic and spirituality, the treant-folk return to the dark, but inhibited arts of chronomancy, plumbing the depths therein to understand the deepest mysteries of time, though due to the actions of the Regulator, none could truly access it effectively."
(Alright. Twenty points before I'm finished with this - relatively newly added - portion of my Grand Plan! Huzzah! Next roll I'll even distribute to everyone, with weird numbers favoring currently-active elder gods in alphabetical order! Merry looming Christmas!)
(Also, for the curious, the Dice Roller I used is here, and it's actually really good!)
EDIT: twenty points, not thirty...

Drejk |
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Kobolds create race of magens - alchemically grown half-construct artificial humanoids (12 points) to serve as their assistants.

Drejk |

It would be good to define sorcery more precisely, though - you mean d20 sorcerer casting or something else? (I tend to think in the terms of Master of Magic where Sorcery was Blue Magic of Order, Skies, Winds and Illusions)

Tacticslion |

3d6 ⇒ (1, 6, 4) = 11
Alright! That's four each for Drejk and ulgulanoth, and 3 for turambur!
But... I still have ten from gifts!
Advance Civilization (winged kobolds) (x1): innate magic (x1); winged kobolds - created or born - now automatically come with a rudimentary form of spontaneous magical spells they can cast
Command Avatar (Lion Blade) (x1): purify the undead city of Darkwater.
Purify City (undead city in triangle 18): the slow saturation of the holy power from Holy Star Stones in the World Pit mountains begins to weaken their resolve for evil; a guilt at past actions, and a desire to serve the living instead corrupting or destroying them grows within the community
Remaining: 1 point
"Approving of the work of his friend's people accomplished, the Regulator grants a boon to the winged ones of the children of the Dragon. Mirroring his brother, but for different ends, the hidden Lion Blade walks unknown and unnoticed among the undead of the City of Darkwater. Seeing potential, he begins to make whispers, showing them the folly of evil, and beginning the slow process turning their eternally blackened hearts towards the light. A minor impulse, perhaps, but one that begins burning bright: a call to service in something higher than themselves. Still dangerous, far, far too dangerous, to be sure, to act upon, but the idea seizes the community, held in secret from their neighbors, friends, and dubious "allies" - no, they cannot act, yet, for who knows who might destroy them for this heretical thought? But... the desire for something better, greater than themselves begins to build. And a memory of what they once were, and joys long forsaken. Joys that should be protected. People that should be protected."
EDIT:
I will try this evening, but wanted to make sure I got my roll in so that I don't cost everyone a second round two days in a row.
Hey, you're totally fine! I'm sorry if my teasing was worrisome! It wasn't meant to be! Just friendly banter. :)

Tacticslion |

This looks so fascinating! Would it be possible to join, or shall I simply remain in the peanut gallery?
You may certainly join! Just start rolling and doing!
I'll update the world information later citing you either as a peanut gallery member (Wrong John Silver: curious) or as the newest of new gods on the block with a minor update on your style. :)

Wrong John Silver |
1 person marked this as a favorite. |

Well, then!
3d6 ⇒ (5, 2, 3) = 10
Create Avatar (outside the Regulations)
From somewhere far beyond the void, a great being witnessed the destruction of its world, the utter annihilation of its creation. It has wandered the cosmos, looking, seeking a purpose, seeking reason. In the destruction of the world, the being witnessed the destruction of its body, the obliteration of its reality, until only its concept remained. It is this concept, this idea, that has sought fertile ground, a place to be reborn.
And thus it has found this world, and it sees its wondrous potential. It appears to only a mere handful of sages across the world, as a theory. The idea that the will of a concept can exist and exert force outside a physical reality. That the world can be shaped by imagination, and thus, this imagination can exist independently of its creation.
The theory is summarized by sages as The Word.

Tacticslion |

Well, then!
3d6
Awesome! And welcome!
As a new player, you use the Younger God pricing listed above in the pricing stuff.
EDIT: Heh, I posted that before you'd actually written what you did! Nice timing.
In any event, I like the idea that you start outside the Regulations (as you weren't here, yet) but I'll go ahead and retroactively include you with them by Commanding my Avatar-People (it'll cost me 4 points) to utilize their Chronomancy and the Regulator to include you (1 point), just in case you get to roll again before I do today, if that comes up. So keep those three, and presume you're included! :)

Tacticslion |

You know, you guys, Turambur was nice enough to post early, and then you don't show up... :P
:D
Good morning, guys!
3d6 ⇒ (4, 4, 5) = 13
Gifts: 4
Total: 17
Advance Race (treant-folk) (x2): chronomancy (x2)
Command Avatar (Regulator), Command Avatar/Race (treant-folk): include The Word (Wrong John Silver) into the Regulations retroactively as a younger god
Remaining: 2

Tacticslion |

Happy morning, world! Yep nothing could POSSIBLY go wrong this morning!
Oh, right: after I took a shower, my internet connection suddenly dropping on me after working so well JUST BEFORE I COULD GET TO THE THING I WANTED. I'm going to wait to later to see if I can get a standard connection back. I do NOT want to deal with Auto correct again. :P

Tacticslion |

Okay, giving up. Going to dice roller instead.
Dice: 6, 5, 1: total 12
Gifts: 3
Total: 17
Other Event (x1): all starstone picks up the properties of sacred starstone in area 11; because of the heavy concentration of starstone in and within all the living things in triangle 20 takes on the same properties as the Holy Starstone of the Sacred Depths in area 11. Triangle 20 becomes another (redundant) artifact of the immortals.
Purify City (x1): the Darkwater City continues its slow climb into honor and purity - they openly begin working against the other undead societies, while bending their magic in service to good against corruption, guarding any living from any taint of the Darkwater
Other Event (x1): purify and mitigate the Darkwater - by taking excess radiation of the holy starstone energy from the two sources, the effects of the black waters are altered: still a poisonous black slime that kills creatures other than not undead, but is no longer toxic; its power can be used to intensify magical effects five-fold (it is still inhibited as previously noted by the sacred starstone energy)
Remaining: 0
(So let's see what disaster those thirty points will buy...)
"The blessing of the Regulator spontaneously spreads across the world to other Starstone deposits. The undead city of the black ooze slowly discovers their agreement with rejecting their old philosophy, and so turn against their fellow undead, seeking to cleanse the world of corruption and evil, while turning the darkest arts of the Darkwater against itself. The ambient holy magic enhances their efforts, mitigating the greatest of the Darkwater's worst properties."

Tacticslion |

ulgulanoth's actually a really cool guy. Disasters not withstanding... :)
Since everyone's rolled (and my internet's back up)...
3d6 ⇒ (5, 4, 5) = 14
Alright! Only one point short...
Gifts: 3
Sweet!
Total: 17
So...
Advance Civilization (treant-folk) (x3): chronomancy (x3)
Remaining: 3
"Finally finishing plumbing the depths and pressing beyond the boundaries of the power of chronomancy, the living avatars - treant-folk - accomplished the will of their Inner Light, and prepare for what next await them, spreading good and life across the world. The Regulator, meanwhile, holds out a branch of peace to the new godling, The Word."
Welp! Only 530 more points until I've accomplished my "GRAND PLAN" (tm), though I've some other fun things I want to do after that, too...
(The next stage only costs 15 points, but the stage after that costs 95... we'll see how quickly I can get that one started...)