World Building Game...


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Lantern Lodge

1 person marked this as a favorite.

3d6 ⇒ (1, 1, 2) = 4

Using the new technological concept of exoskeletons gained from their allies the Feathered serpentfolk begin to experiment with the concept using their ceramics.

Results are disastrous.

As a side effect the begin to make ceramic jewelry.

Stockpile : 6


1 person marked this as a favorite.

The dwarves dig deeper into the earth creating a single massive city spanning their whole race, they manage create new methods of agriculture that allows them to specialize, rather than live as a race of underground hunter, gatherers.

Advance City and Civilization for 18 pts

stockpile 0


Today's roll

3d6 ⇒ (5, 4, 1) = 10


1 person marked this as a favorite.

Stockpile: 3

3d6 ⇒ (3, 4, 1) = 8

New Stockpile: 11

Started the 23rd, now is the 28th. 3,000 years in... now is the 1st, 5,000 years and with the appearance of the new god of frozen cold, now marks the start towards the next age.

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.

Point-Buy Table
Action - 1st Age(+500 yrs/rnd) - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
Shape Land - 3 - 5 - 8 - 10
Shape Climate - 2 - 4 - 6 - 8
Catastrophe - 10 -10 - 10 - 20
other Event - 10 - 7 - 9 - 6
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 1
Create Race - 12 - 6 - 20 - 30
Create Subrace - 10 - 4 - 12 - 25
Command Race - 8 - 4 - 3 - 5
Advance Civilization - 10 - 5 - 6 - 12
Purify Civilization - 5 - 8 - 5 - 8
Corrupt Civilization - 4 - 6 - 4 - 6
Advance City - 8 - 4 - 5 - 8
Purify City - 4 - 5 - 3 - 4
Corrupt City - 3 - 4 - 2 - 3
Command City - 6 - 4 - 2 - 2
Create Sect - 8 - 6 - 4 - 4
Command Sect - 4 - 3 - 2 - 2
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 2

Changes...to SEKAI:

_________________________
1
Forest.
Fey race. They protect and help nature grow.

Create avatar (10pt): the trees in area 1 become a single entity.
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2
Plains
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3
A series of gentle rolling hills and low valleys with quickly fill during an age of heavy rains, creating a land of rolling grassland interrupted by many fresh-water lakes both great and small.
Metal skyship from another world crash-landed on the grasslands of triangle 3, carving a valley where a hill rose before and burying secrets of magic and technology from another world at the bottom of a crater tainted with extradimensional energies, magitech radiation and alchemical waste. Whoever unearths the vessel will find numerous bodies of a small, scaled humanoids with a few winged specimens as well as cargo hold of alien ores.

a large island in the middle of a deep ocean
_________________________
4
Jungles -_-
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5
Plains
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6
Boreal forest (largely pine and other needle trees some leaf trees)
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7
Forest.
Fey continue to wander and help nature as they go.
_________________________
8
Deep ocean, beach coastlines, and volcanic islands.

The Anglers expand into the deep ocean.
_________________________
9
Plains
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10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.
Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Command Civilization(8): Build City
Using their newfound knowledge of the exploitation of thermal vents and volcanoes, the Anglers establish a series of colonies in the deepest ocean. Concealed by miles of water above them, where no sunlight ever penetrates, patchwork labyrinths of basalt, twisting chimneys of brimstone brine, and agricultural fields of tube worms develop.
_________________________
11
A thriving tropical swamp.

Race: Serpentfolk develop

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)
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12
Tropical Mountains

Deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks. The section of rainforests becomes swamps closest to 10.

From the mangrove swamps of tile 11 into the rich eastern lands of tile 12, Feathered Serpent-folk leave the Serpent-folk to survive.

The feathered serpentfolk gather at one of the great mountains of the jungle highlands, beginning to inhabit what caves dot it's surface and building low structures of mud, thatch or clustering the tree branches to turn the trees themselves into shelters, and they call this place their holy city of Ka'i'do [First City!]

_________________________
13
Swamp -_-
Fey continue to wander and help nature as they go.
_________________________
14
Plains
_________________________
15
Plains
_________________________
16
island-dotted deep ocean
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17
island-dotted deep ocean
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18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.

Yeti emerge.
_________________________
19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: Colony Sophonts

Fey continue to wander and help nature as they go.

_________________________
20
Race: Dwarf

Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)
Terribly hot desert.
_________________________
https://docs.google.com/drawings/d/1YTaYbtMPHAkXpRxJEb1TmAGtGAyBes4Jv8hd4Ve 9UBI/edit?usp=sharing

Races of Sekai:

Fey
They protect and help nature grow. They have spread over all of Sekai. Peaceful so far, have not needed to protect nature very much at all.

[Advance race 10] Transmutation. The fey become closer to that which they care for. Many Fey develop in their own ways closer to nature. Thus the development of many individuals still in one race, many learn how to change their shape.

[Advance race 10] adaptation. The fey grow to learn how to best survive in the environments they live in, many know how to go dormant when natural hazards come through.
_________________________
demon-faced anglerfish
They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.
Anglers are located solely in the deepest ocean depths, under at least 2 km of water. They have an extreme sexual dimorphism; all active members of society are female fish, with gaping maws filled with needle-like teeth , and a robust arm growing out of their foreheads, between their eyes. The arm ends in a central pad with six long, dexterous fingers. Each fingertip is bioluminescent, and can be made to grow brighter or dimmer. Originally used to lure prey, these luminous ends are now mainly used for communication between females. Males of the species, on the other hand, are non-sentient, much simpler in body form, and are nearly a tenth the size of the female. They bite into and latch onto any female they find, and then fuse with them, losing all bodily form until it is subsumed into the female. She then uses the male to fertilize her eggs. A large portion of socio-economics in Angler culture revolves around the growth and trade of males, which are treated much like cattle or luxury items. High status members display and adorn the numerous males attached to them.

Advance Civilization(10): Vulcanoculture
The Anglers discover fire. Or, more precisely, the thermal vents and abyssal volcanoes of the deepest ocean trenches. They learn how the energy feeds the chemosynthetic world in the depths, how to tap into the power source, how to feed the tube worms, how to harvest hot stones from the glowing extrusions of the magma upwellings.

Advance Civilization: Magical Evolution
The Anglers start dabbling with transformative magics, delved from power sources deep underneath the ocean floor. It allows them to develop more and larger lure-hands, as well as being able to start seeing from their bioluminescent tips.

Advance Civilization: Telekinesis
This deep well of transformation also teaches the Anglers how to move things with their mind, and how to swim and maintain buoyancy in all manner of densities. They still prefer to remain in the deepest ocean trenches.

Advance Race: Magma Travel
With the recent advances in telekinesis and physical hardiness, in conjunction with vulcanoculture, the Anglers learn to survive the dangers of lava, and can now swim in the vast fiery ocean beneath the world.
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Colony Sophonts

In the primordial depths, wildly varied forms of life struggle and compete. While most of the world saw the emergence of single-bodied multi-cellular life, the dominant morphology in this region was colonies of related but distinct organisms, each serving a different role in a clustered superorganism. Evolutionary pressures amongst predatory colonies led to an increase in neural connectivity between colony members. Higher forms of cooperation proved superior, especially with the capacity for learning and tool use.

The Colony Sophonts are analoglous to Earth's colonial siphonophores. Each individual zooid performs a specific role in the colony:
Feeding parts, with instinctual animal-like instincts they pass on to the collective; all parts have their own digestion and waste processing organs and the feeding parts simply deliver nutrients to each colony member.

Prehensile tool-using tendrils, largely insensate on their own. They evolved from the paddle zooids as increased capacity to manipulate the environment became a valuable trait.

Paddle-like motor limbs, the simplest of the colony organisms.
And to organise them all, the sapient brain and core sensory organism. The brain zooid is unable to survive on its own and directs the activities of the colony's parts.
To reproduce, a Colony Sophont buds an additional brain zooid and populations of the other zooids, then divides into two separate colonies. Each has the same memory and continuity of self as the original, although particularly ancient memories degrade over multiple generations of fission.
The logical intelligence of a Colony Sophont is comparable to that of most hominids, although its social intelligence is almost entirely absent; the evolution of Colony Sophonts produced intelligence without any society. Each Colony Sophont is a nation unto itself. They have no concept of language and cannot even communicate with other colonies.

Advancements: Construction (x1)

The soft-bodied Colony Sophonts are limited in their growth and range of body plans until the development of construction techniques using coral structures. While the Colony Sophonts have no means of communicating with each other conventionally, they can observe each other and mimic useful behaviors. Their budding reproduction method also means learned techniques are passed on to offspring.

More sophisticated and sturdy Colony Sophonts begin to dominate the ocean, using the coral structures as armor and artificial skeletons for their soft zooid colonies. Groups of manipulator and paddle zooids wrapped around long segments of coral act like muscles around bones, similar to conventional limbs.

Colony Sophonts, Expand To Tile 12

With their increased sturdiness and mobility, the Colony Sophonts begin to venture into the wetlands adjoining the mountains. Woody plants serve as substitutes for their familiar coral structures where their populations move into more terrestrial environments. The total lack of language does mean that cooperation between Colony Sophonts only exists between close relatives that share memories of a common goal. As they bud off more offspring, those more distant from the ancestral goal form independent groups.

The Colony Sophonts encounter the feathered serpent-folk. Each Colony Sophont is a monstrosity of coral, wood and flesh and with no capacity to recognize intelligence outside itself, may seem an unthinking evil to the serpent-folk. Likewise, the scaly vertebrates may seem like nothing more than animals to the colonial meta-organisms.

Will the Colony Sophonts and serpent-folk learn to recognize each other's bizarrely different ways as intelligent, or are they destined to destroy each other?

ADVANCE CIVILIZATION (10) Colony Sophonts, Memory Pods

The lack of language was an ongoing problem for the Colony Sophonts, limiting their capacity to develop technologically. While their ancestral memory could create lineages of scientific genius, the complex skills learned over so many generations could not be shared with other members of the species.

That is, until the evolution of the memory pods. It began with an attempt to bud an additional brain zooid to create the core around which an offspring would be built, but a mutation prevented the zooid from maturing properly. The underdeveloped zooid could only absorb memories and skills from its parent, but had no agency or intelligence of its own. The Colony Sophont found that it could generate more stunted zooids to store memories in and other Colony Sophonts could access those memories by incorporating the tiny zooids into their own networks.

Finally, the Colony Sophonts had a way to communicate with each other, and with that, the foundation of nationhood was born.

Colony Sophonts, Trade Technology (Construction for Mathematics)

The Colony Sophonts prefer to occupy the ocean and wetlands, while their Feathered Serpentfolk allies dwell on higher ground. There is little need for conflict as they do not compete for territory or resources. In these peaceful times, using the gifts of memory pod and psionic thought exchange, the two races share their sciences with each other for mutual benefit.

The Colony Sophonts teach the Serpentfolk about their construction techniques, even so far as sharing the concepts of exoskeletons (although without the means, Serpentfolk don't have much use for this yet). In return, the Serpentfolk advance the Colony Sophont concepts of mathematics.

ADVANCE CIVILISATION (10) Colony Sophonts, Architecture

The advancements allowed by a deeper understanding of mathematics encourage the Colony Sophonts to attempt more ambitious construction projects. Their structures reach greater heights and sturdiness and they begin building great waterways wherever water meets land. These serve as roads for the largely aquatic species, and large rafts allow them to move materials quickly between their settlements and those of the Serpentfolk.

ADVANCE CIVILISATION (10) Colony Sophonts, Astronomy

Living on the surface has allowed the Colony Sophonts to turn their eyes to the stars. With the mathematical knowledge gained from the Feathered Serpentfolk, they chart the mysteries of the void beyond this world.

They establish a calendar based on the measurement of the stars and the rotation of the planet around its sun. The very first New Year's Day is marked, and they celebrate it along with their Serpentfolk friends.
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Serpent-folk

Serpent-folk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. advance civilization writing (1x)

advance civilization writing (1x) - invent mathematics.

Serpent-folk invent pottery. While burning their pottery they discover that certain pieces of stone and clay when heated boil and can be mix to produce very strong material that is shiny bronze. (two advancements for 20 points)

Serpentfolk start to capture swamp gases in pottery and bronze jars and pipes and burn it in stoves and ovens to produce either very hot flame or to provide efficient heating and source of eerie light. (10 points for an advancement)

Their second advancement is combining mathematics, writing and observation to analyze and describe processes taking place during production of pottery, bronze and burning gas to develop chemistry. (10 points for an advancement)
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Feathered Serpent-folk
Leave the Serpent-folk to survive.

ADVANCE CIVILIZATION (10) Feathered Serpent-folk, Basic Psionics

Communication between the Colony Sophonts and their neighbors, the Feathered Serpent-folk, continued to be difficult. They could observe each other and make assumptions about each others needs based on behavior, but any meaningful exchange of knowledge was impossible.

The memory pods changed this. Of course, Serpent-folk could not attach the pods to their own brains to access them. Something else happened; a dormant power awoke in a few Serpent-folk. They could sense the thoughts trapped inside the fist-sized pods. The art of psionics was founded. Even the smallest amount of will in living beings had barred this ability from being noticed, but the memory pods had no such defenses.

The Serpent-folk and Colony Sophonts could speak to each other for the first time.

Praised be to the great serpents when the strange ones were found, those odd few who could derive the intentions of the strange ones from below. Those who could develop these strange new psychic powers quickly became a new class of sacred diplomat-priests, serving as a link between the feathered serpents and the ones from below.

Advance civilization - Feathered Serpent-folk - Basic Ceramics
Over the many years the feathered serpent-folk have seen how the ground often grows harder beneath where a fire has been burning, but finally they have managed to develop how to use this for themselves. They have learned how to mix and purify the clay of the jungle-mountains, allowing them to make pottery and brick in the hot fires of certain jungle woods, and also how to replace certain stone elements of their weapons and tools with bits of ceramic, allowing them to be made more rapidly.

Using the new technological concept of exoskeletons gained from their allies the Feathered serpentfolk begin to experiment with the concept using their ceramics.

Results are disastrous.

As a side effect the begin to make ceramic jewelry.
_________________________
Dwarves
Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society
advance in machinery (x1)

The dwarves dig deeper into the earth creating a single massive city spanning their whole race, they manage create new methods of agriculture that allows them to specialize, rather than live as a race of underground hunter, gatherers.
_________________________
The Yeti
Among the great mountains at the bottom of the world, from out of the eternal ice and snow they come, perhaps evolving from some strange shaggy beast, perhaps simply coalescing from the snows themselves. The come, their bodies completely covered in shaggy white hides of thick matted fur, only the palms and fingers, flats of their feet and toes showing the dark blue-black skin that also dominated their squinting heavy jawed faces, filled with large blunt teeth. They quickly come to a dominant position in their environment of giant lumbering herds and ruthless predators through the use of higher problem solving and through fashioning a variety of simple tools from bone. the seem to need no warmth, reveling in the cold and living in caves of packed snow or naturally forming in the mountains more out of a sense of community and for protection against predators then the cold.

Corrupt Civilization - Yeti
Upon the arrival of the strange dark object amongst the storms and clouds of the sky most of the Yeti are fearfull, hiding from it and cursing it for it's strangeness but some few others delight in it's arrival and begin to make sacrifice to it.
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Please PM me any thing that needs to be changed, or if you have a cleaner edit of the information.


3d6 ⇒ (5, 3, 2) = 10

STOCKPILE: 12

Lantern Lodge

3d6 ⇒ (4, 1, 6) = 11

New total 17

Shape climate Tile 16 becomes tropical hot and frequently stormy.

Think I'll stock the rest for a bit.

New Total 15


3d6 ⇒ (1, 4, 5) = 10

Stockpile 10


Stockpile: 11

3d6 ⇒ (6, 4, 1) = 11

New Stockpile: 22

Dark Archive

3d6 ⇒ (6, 4, 4) = 14

81pts


Rolling before going to sleep.

3d6 ⇒ (5, 3, 5) = 13


1 person marked this as a favorite.

3d6 ⇒ (2, 5, 6) = 13

ADVANCE CIVILISATION (10) Colony Sophonts, Machinery

Invention is the child of necessity, and the awkward Colony Sophonts have discovered creative ways to make their lives easier in the transition to land. The combined technologies they have mastered thus far, in conjunction with their experimentation with artificial body plans to support their squishy forms, leads to increased engineering prowess.

The Colony Sohponts begin creating geared structures out of wood and stone, including pumps for their canals. On a smaller scale, their artificial skeletons become more sophisticated, adding levers and wooden springs to enhance their physical abilities. The first mechanical catapult is inventied... by accident. Its inventor is praised posthumously.

ADVANCE CIVILISATION (10) Colony Sophonts, Metalworking

The drive for better materials for their mechanisms drives the Colony Sophonts to investigate the potentials of metal ores. Metal parts enable them to produce finer and stronger mechanisms. The application for war remains somewhat alien to the Colony Sophonts, as they have difficulty understanding the need for conflict; their own population is generally self-limiting and their strange mindset makes it hard for them to consider their feathered allies could ever be a threat.

STOCKPILE: 5

Lantern Lodge

1 person marked this as a favorite.

3d6 ⇒ (1, 4, 6) = 11
Cool totalling 28 points

Advance civilization Feathered Serpentfolk Basic metalworking - bronze and gold

after many years of watching certain stones bubble and melt in the great fires, leaving behind hard shiny spots, the Feathered Serpentfolk finally discover the means of working soft metals, applying them to their pottery, advancing their ceramic tools and streangthening their stone and ceramic clubs spears and macuahuitls.

Advance civilization Feathered Serpentfolk - Architecture

With the advent of metal tools the Feathered Serpentfolk finally have the means to apply the construction techniques taught to them by the Colony Sophonts to more practical means (their psychicly aided coral forming being at best a respected though impractical artform, given their remoteness from a proper environment for the coral) advancing their brick and wooden structures and allowing them to start greater construction projects.

Advance city Ka'i'do

The feathered serpentfolk begin construction of a great pyramid temple, half carved from the mountain, half built atop it, work is slow, but generation upon generation they continue the great work handed down to them by the gods.


1 person marked this as a favorite.

3d6 ⇒ (6, 6, 2) = 14

The dwarves advance twice more (a total of three times.

Truly they are working with machinery that has grown from simple machines to the beginnings of true machines, war engines and primitive guns. This allows their nation city to flourish

Stockpile 4


3d6 ⇒ (6, 5, 6) = 17
Stock: 104
Total: 121


Stockpile: 22

3d6 ⇒ (6, 5, 1) = 12

The cold spreads from the mountains shaping the climate of the other areas slowly over the years to much colder, in tile 18, to 5, 4, 2, 20, 12, 11, 14, 15, and 13. [2x9=18]

New Stockpile: 16

Lantern Lodge

3d6 ⇒ (5, 3, 3) = 11

Corrupt Civilization Yeti -1 (up to -2 total)
As the endless winter begins to spread across the land the dark cults of the Yeti begin to spread, rapidly becoming the dominant power amongst them, slaughter and blood sacrifice become the law of the land.

Change Climate tile 12
The merciful hand of the gods battles back the oncoming curtain of winter, sparing the great city and it's surrounding lands from the relentless chill.... for now.

Stockpile 5


I haven't rolled on Friday? Well.

3d6 ⇒ (6, 2, 2) = 10


36 points.

Dark Archive

3d6 ⇒ (4, 5, 2) = 11

92pts


3d6 ⇒ (2, 6, 1) = 9

Stockpile 13


Drejk wrote:
I haven't rolled on Friday? Well.

Yeah it seems I missed a day somewhere in there, even though I thought I'd gotten once each day in. Ah, well.

3d6 ⇒ (1, 3, 6) = 10
Stock: 121
Total: 131


3d6 ⇒ (1, 6, 6) = 13

STOCKPILE: 19


Stockpile: 16

3d6 ⇒ (4, 6, 1) = 11

"The Frozen One is pleased with the Yetis, giving them powers to freeze others to one degree or another for the betterment of his catastrophe"

[Advance race - 10] Avatar present, yetis gain supernatural abilities to form and create ice within seconds to minutes, depending on mental aptitude of each individual Yeti.

New Stockpile: 17


3d6 ⇒ (3, 3, 1) = 7
Stock: 131
Total: 138


3d6 ⇒ (1, 5, 3) = 9

stock 22


Stockpile: 17

3d6 ⇒ (3, 3, 5) = 11

The cold continues to spread. The deep oceans are already very cold and it takes time for cold to spread down there, the oceans begin to freeze over in many spots though. The burning deserts in 20, become much more mild, but still a warm temperament.

Shape Climate one step colder to tiles, 3, 1, 6, 7, 8, 9, 10, 16, 17, 19, 20. The rest of the world, [2x11=22]

New Stockpile: 6

Dark Archive

3d6 ⇒ (3, 6, 3) = 12

104pts

Lantern Lodge

3d6 ⇒ (6, 5, 1) = 12

As the world changes around them and panic begins to rise the feathered serpentfolk reach out into the world around them, exploring the dark mysteries that their priests have previously touched upon, discovering new ways to manipulate the energies of the world around them. Discovering... Magic.

Advance race 10pts

Stockpile 7


Rolling for today.

3d6 ⇒ (4, 3, 6) = 13


1 person marked this as a favorite.

3d6 ⇒ (4, 2, 5) = 11

ADVANCE RACE (10) Colony Sophonts, Chemistry

As the cold encroaches, the Colony Sophonts begin working harder and faster on ways to keep warm. Especially with their aquatic lifestyle, they require heating methods that aren't dependent on oxygen. This rush of experimental science results in many explosions, most of which are documented on memory pods. The Colony Sophonts advance in their understanding of chemistry.

ADVANCE RACE (10) Colony Sophonts, Basic Rocketry

Wow, that one went really high! Controlled explosions in tubes prove inadequate for providing sustained heating underwater, but they do make those tubes fly really far! Some Colony Sophonts, more for the sake of curiosity and entertainment than anything else, work on better and safer ways to launch their fireworks into the sky.

ADVANCE RACE (10) Colony Sophonts, Aerodynamics

The chemicals are only one part of the equation. Colony Sophonts, already good with the concepts of body plans and efficiency of different shapes in different situations, quickly improve their primitive rockets to be more stable in flight and to arc correctly if desired. Their unwarlike minds fail to realise the military application of accurate long range explosives.

STOCKPILE: 0

Because the Colony Sophonts aren't good with the idea of keeping secrets, the Feathered Serpentfolk could easily share in this knowledge even if they didn't give anything in exchange (Command Race: Scientific Espionage). Still, it might sour relations later on when the Colony Sophonts gain a better understanding of humanoid cultures and their value systems.

Dark Archive

3d6 ⇒ (5, 3, 1) = 9

113pts, ok time to start doing something

Dark Archive

1 person marked this as a favorite.

113pts
First shape land and shape climate at 15, the plain becomes a scorching hot volcanic desert 5pts
Create race fire giants, these gigantic titans have skeletal features and are covered in fire 12pts
Advance race; fire giants 8 times, 1 in academics to give them writings, 2 in fire magic, 2 in necromancy, 2 in metalworking and 1 military tactics 80pts
Create avatar; The Emperor Dragon, a dragon so large it even dwarfs the fire giants, this creature is their leader and ruler of all the fire giants, a wise and crafty creature that has direct connection to the god that created the fire giants 10pts
6pts left


1 person marked this as a favorite.

Can the Colony Sophonts create a viable space program before the apocalypse? :O

Lantern Lodge

3d6 ⇒ (6, 6, 4) = 16


3d6 ⇒ (4, 3, 3) = 10
Stock: 138
Total: 148

Lantern Lodge

1 person marked this as a favorite.

Graag, didn't save my post.

Advance Civilization x2 [20pts]

With the planet growing rapidly colder and the forest withering around them the Feathered serpentfolk begin to worry about their source of life and begin struggling to find ways to keep themselves alive.

Some who have watched the growth of plants over many years begin to find ways of cultivating some of the jungle fauna, convincing usefull plants to grow just as they once rooted out the weeds from the city, and begin to work to sustain their people. [Agriculture+1]

Others who have long hunted the great and small beasts of the jungle begin to capture some of the small beasts that they have hunted and stolen eggs from, keeping them safe from the changing world and holding them to be eaten later. Over the generations some animals breed true in captivity and become more complacent, starting to live in tandem with those who once hunted them and providing for many. [Animal husbandry +1]

Stock 3

Also darn you/great work ulglanoth, I was thinking of making some sort of fire elemental race as well.
And a question for Drejk, are these Naga style serpent folk or leg having types?


3d6 ⇒ (4, 1, 1) = 6

stock 28

Advance Civilization. The dwarves become masters of weaponry. They now have emerging firearms and advanced hand to hand weaponry.

Create Avatar. very system of caves that their nation is becomes a living personification of the dwarves.

Purify: The dwarves comes together even further

stock pile 2

Total advances 4, 2 purify, 1 avatar


New roll...

3d6 ⇒ (4, 4, 5) = 13


1 person marked this as a favorite.

3d6 ⇒ (4, 6, 4) = 14

ADVANCE CIVILISATION (10) Colony Sophonts, Basic Automation

With their increasing mastery of mechanical science, the Colony Sophonts invent devices to make mundane processes swifter and more precise. This includes machines such as large-scale mechanical looms and metalworks. Though this is sufficient to create a printing press, the idea of thought being stored in written form has yet to occur to them; they still use memory pods for storing and sharing information.

STOCKPILE: 4


3d6 ⇒ (1, 1, 4) = 6
Stock: 148
Total: 154

Lantern Lodge

3d6 ⇒ (4, 5, 4) = 13

Stockpile 16

Saving up for the end times.


Stockpile: 6

3d6 ⇒ (6, 2, 5) = 13

New Stockpile: 19


3d6 ⇒ (5, 1, 3) = 9

stock 11


And today: 3d6 ⇒ (1, 6, 6) = 13

Dark Archive

3d6 ⇒ (1, 4, 3) = 8

14pts


1 person marked this as a favorite.

3d6 ⇒ (3, 3, 1) = 7

CREATE AVATAR (10) The Will of All

The development of an advanced society with no written or spoken language has been a very strange one. As the Colony Sophont civilisation spreads further, the need for centralised information becomes ever more important. Collecting newly budded brain zooids from all over their territory, they fuse hundreds of them together to form a single vast entity, a being containing the totality of their culture, history and science and able to comprehend the ocean of information its consciousness swims in. Although Colony Sophonts individually have no psychic powers, the incredible collection of fused minds awakens an unfathomable well of psionic power.

Though the Colony Sophonts have no real concept of names, the Feathered Serpentfolk are almost immediately aware of its massive psychic presence and name it 'The Will of All'. It connects the Colony Sophont nation with telepathy, allowing them to speak to each other directly at last. The creature truly has no motivation of its own, but amalgamates the desires of all Colony Sophont minds and memory pods it touches into a single internal discourse. When the nation is together in their need, the Will of All is a tremendous force, but only when they are united will it act in its full capacity.

STOCKPILE: 1

Lantern Lodge

1 person marked this as a favorite.

3d6 ⇒ (4, 3, 2) = 9

Command Race (8)

Upon the awakening of the "Will of All" so close to them the psychic priests of the Feathered Serpent-folk grow deeply concerned, they can feel the power of this thing and understand it's potential to elevate their race or destroy them. Using glimpses of it's knowledge along with the construction and architectural knowledge they have gained, they gather the great ruling priests and convince them of a great plan to draw their race closer to their allies and secure their safety from this great new force.

The begin construction of a great canal, leading from Ka'i'do all the way out to the coast, in the style of those built by the Colony Sophonts and indeed meeting up with them, and gaining their help in it's construction. Along with a great reservoir near to the city and a series of canals all throughout, allowing their allies to easily travel into the city and provide new routes for trade and even some degree of residency by the Sophonts, if any so choose.

Stock:17


3d6 ⇒ (6, 2, 1) = 9
Stock: 154
Total: 163


1 person marked this as a favorite.

Starting stockpile: 2

3d6 ⇒ (3, 6, 5) = 14

Command Race x2: Fleeing the oncoming cold, the Anglers retreat into the submarine volcanoes, and begin to spread from there into new regions, underneath the world, on chthonic currents of magma. They move into regions 3 and 16, underneath the world.

New stockpile: 0

Dark Archive

3d6 ⇒ (2, 4, 3) = 9

23pts

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