
Troas, The Frozen One |
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The Frozen One awakens from his slumber! A great cold envelops the world, freezing all. Only his wretched worshipers are spared for they are practically made of him. All others are only safe if they were especially prepared such as the demon faced fish, the floating city of feathered serpents, and the colony sopohnts who left the world entirely. Though that is only the start of the catacysm. Comets of coldfire drop from the heavens destroying much life, only by a miracle would the largest comet be diverted from hitting the floating city. Everywhere the comets land fire consumes that burns cold. All necromancy done in the presence of cold fire is doubly potent.
The black orb which was the Frozen One's avatar becomes even more a physical representation of the god, a new form for this world, human and outsider in one. He searches the world for years finding the sleeping gods and collects them, on the anniversary, 200 years after his birth Troas sacrifices the sleeping gods at his most profane of sites, the well of blood. With the blood of the divine, the site is immortalized and the ice becomes a new substance. Umbral Stone, stronger than steel, absorbs massive amounts of energy, only can be liquified in small quantities by divine will. By the act of murder of another divinity, Troas claims another domain as his own, Murder. With each divine murder the well of blood pulses for all divine to gain power, as the excess power is sent not only into the well but the planet, thus also all gods.
Epic Cataclysm: catastrophe over 20 tiles (200pts), events - birth of a god, collecting gods, murder gods, creation of new material Umbral Stone, coldfire (50pts)
From this point on each divine murder of a sleeping god gives the rest 1d6 more power each round. Giving all present gods an additional 2d6 energy per round.
4d6 ⇒ (4, 6, 1, 1) = 12
Stock: 327
Total: 327+12-250= 89
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
This is going to allow us to build a fantasy world's history. Basically you are just taking turns creating a setting history. Then you can go in and pick a time in the age of the setting where you can role play D&D. The whole creation process is really a group thing.

Tacticslion |

Whoa! Second age, everybody! That's an intense cataclysm!
.
.
drop
.
.
ME:
5d6 ⇒ (3, 2, 3, 6, 5) = 19
Stock: 447
Total: 447+19=466
UMBRAL REAVER:
5d6 ⇒ (3, 5, 3, 6, 6) = 23
Stock: 15
Total: 15+23=38
TROAS:
6d6 ⇒ (1, 1, 4, 5, 4, 2) = 17
Stock: 87
Total: 87+17=104
Fey: live due to adaptation
Anglerfish: live due to being too deep
Colony Sophonts: dead in the world, but live outside of it (leaving behind bizarre ruins of civilization)
Serpentfolk: dead; no protection
Feathered Serpentfolk: alive (unless killed by meteor)
- NOTE: this requires a use of Other Event on Hordshyrd's part to prevent the meteor-death
Dwarves: dead; no protection (leaving behind bizarre ruins of civilization
Yeti: live due to being immune to cold?
Skeletal Fire Giants: Uh... I really don't know
Sound right?

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3d6 + 110 - 12 ⇒ (4, 1, 2) + 110 - 12 = 105
Command Avatar [2]
The great serpent of H'oad-shed (can't get them to pronounce it right no matter how hard I try) appears once more before the Feathered serpentfolk, filling the sky above their city will colors only experience in the thought song and dreams, with a bellow of force it charges upward towards the brightest streak of blue.
Other Event [10]
As the great blue blurs drive down through the clouds and shake the very earth far below to the point that their high city begins to wobble and sway, the great serpent of god strikes the great blue flame ripping it to pieces and allowing it to crash to the ground all around the lake left behind by the raising of the great city, casting the lake in an eerie blue light. But the touch of the strange substance seems to pain the great serpent of god, making it lash out and cry in torment as it vanishes once more to the space between worlds.
Are we going to be allowing the destroyed races to be rebuilt? Perhaps allowing a new create race to let shattered remnants rebuild their society in the ashes of what was? Perhaps losing some, but not all, of their advancements in the process.

Tacticslion |

That's basically what we're expected to do with, say, the degenerate remains of the Colony Sophont zooids.
The manner, quality, and method in which (or if) they "return" is strictly up to each deity in charge of their return, though.
Serpentfolk
- A "second strain" of non-feathered serpentfolk arise from the feathered ones
- Some serpentfolk secretly survive the cataclysm, though in somnolence until the world warms
- A divine miracle occurs, raising a few of the serpentfolk from the dead
- Some of the dead serpentfolk become infused with divine blood from the Well of Blood (or the glowing rock or something) and return to life (or corrupt unlife)
- etc
Colony Sophonts
- some degenerate remains of the devastated creatures remain huddled in the darkest depths of the world
- the broken Will of All labors on, attempting, but failing, to coordinate any remaining Colony Sophonts, driving any that do survive (rare as they are) to madness or disorder
- those who were in the deep places still persist, but, unled by the Will of All, become distant, singular, and confused
- the Will of All re-formats itself, reconstituting slowly over the eons, and eventually forming viable, working colony sophonts once again
- etc
Dwarves
- the Caverns themselves rebirth the dwarven people
- a new race, made in the image of the old, literally springs forth from the cavernous depths
- corrupted Colony Sophonts (or Feathered Serpentfolk or something), still attempting their various experiments, find genetic material preserved in the deep caverns and, developing a kind of cloning/birthing technology to create a slave race literally recreate the dwarves, though bereft of their old glories
- the fire giants use dark magic to create a slave race out of the corpses under the earth, and imbue them with a way of replacing their numbers... but eventually some are born that are truly alive...
- etc
Fire Giants
- the titans, already burning skeletal creatures, rise as new animate corpses (either with or without their previous will) after the cold has extinguished the fire of their life, possibly imbued with dark magic... the immediately begin seeking corpses to enslave...
- the Fire Giants barely survive the coldest parts due, in no small part, to their innate warmness and the power of their avatar You'll probably want to get on that, ulgulanoth. :D
- the power of their hatred is so great, the spirits of the fire giants continue onward without their bodies as potent fire spirits
- etc
So anyway, I'm reasonably sure that it's up to us - so long as we make it make sense within the context of the world at large, one way or the other, we're golden. :)

Troas, The Frozen One |
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Yesterday I and Tac both rolled for me, so...
Total tomorrow: 131
Yes all the races that were not protected one way or another can be regrown to a full race, but you need to use the points to create the race again, or create a subrace. Tacticslion's suggestions are excellent!
Most Yeti live.
Fire Giants die.
Wrong John Silver and Balthe Synder are the two who were sacrificed. Umbral Reaver might be the next one. :P

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3d6 + 372 ⇒ (4, 5, 2) + 372 = 383
Right lets get going, first revive the fire giants as undead (create race 12pts)
Advance undead fire giants: 360pts
Necromancy x6
Illusion x6
Evocation x6
Transmutation x6
Conjuration x6
Military Tactics x6
Other event 10pts, the land of the fire giants is now covered in cold fire instead of normal fire

Drejk |
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*facepalm*
I reread the Troas's cataclysm and noticed that we all should be rolling two more dice on each energy roll...
From this point on each divine murder of a sleeping god gives the rest 1d6 more power each round. Giving all present gods an additional 2d6 energy per round.
As far as I can tell only Tacticslion did not missed that part.
Rolling my four missing dice (two dice times two rolls I made):
274 + 4d6 ⇒ 274 + (6, 5, 6, 1) = 292

Tacticslion |

I'm really confused as to how this works...
If you think this is confusing, you should see the other one!
The short version: roll 3d6 (well, now roll 5d6) dice once each day. This generates a certain number of "points" that you have to spend. You continue building up your points until you can afford to do something and you desire to do so. Then you spend points according to the following chart:
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
We are finished with the first age, so I suppose the chart should look like this:
Point-Buy Table
Action - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
- Shape Land -/-/-/-/-/-/- 5 -/-/-/-/-/-/- 8 -/-/-/-/-/-/-/-/-/-/-/-/- 10
- Shape Climate -/-/-/-/- 4 -/-/-/-/-/-/- 6 -/-/-/-/-/-/-/-/-/-/-/-/- 8
- Catastrophe -/-/-/-/-/- 10 -/-/-/-/-/- 10 -/-/-/-/-/-/-/-/-/-/-/-/- 20
- Other Event -/-/-/-/-/- 7 -/-/-/-/-/- 9 -/-/-/-/-/-/-/-/-/-/-/-/- 6
- Create Avatar -/-/-/-/- 7 -/-/-/-/-/- 8 -/-/-/-/-/-/-/-/-/-/-/-/- 9
- Command Avatar -/-/-/- 1 -/-/-/-/-/- 1 -/-/-/-/-/-/-/-/-/-/-/-/- 1
- Create Race -/-/-/-/-/- 6 -/-/-/-/-/- 20 -/-/-/-/-/-/-/-/-/-/-/-/- 30
- Create Subrace -/-/-/- 4 -/-/-/-/-/- 12 -/-/-/-/-/-/-/-/-/-/-/-/- 25
- Command Race -/-/-/- 4 -/-/-/-/-/- 3 -/-/-/-/-/-/-/-/-/-/-/-/- 5
- Advance Civilization - 5 -/-/-/-/-/- 6 -/-/-/-/-/-/-/-/-/-/-/-/- 12
- Purify Civilization -/-/-/- 8 -/-/-/-/-/- 5 -/-/-/-/-/-/-/-/-/-/-/-/- 8
- Corrupt Civilization -/-/- 6 -/-/-/-/-/- 4 -/-/-/-/-/-/-/-/-/-/-/-/- 6
- Advance City -/-/-/-/-/-/- 4 -/-/-/-/-/- 5 -/-/-/-/-/-/-/-/-/-/-/-/- 8
- Purify City -/-/-/-/-/-/-/-/- 5 -/-/-/-/-/- 3 -/-/-/-/-/-/-/-/-/-/-/-/- 4
- Corrupt City -/-/-/-/-/-/-/- 4 -/-/-/-/-/- 2 -/-/-/-/-/-/-/-/-/-/-/-/- 3
- Command City -/-/-/-/-/- 4 -/-/-/-/-/- 2 -/-/-/-/-/-/-/-/-/-/-/-/- 2
- Create Sect -/-/-/-/-/-/-/- 6 -/-/-/-/-/- 4 -/-/-/-/-/-/-/-/-/-/-/-/- 4
- Command Sect -/-/-/-/-/- 3 -/-/-/-/-/- 2 -/-/-/-/-/-/-/-/-/-/-/-/- 2
On a related note, I hate forum-based formatting. No reason I'm mentioning that now, though.
The world itself is, more or less, a d20, though the numbering scheme is noticeably different. Each "triangle" of the world is one segment - one area. With any given action you take (in the pricing above), you affect one of those areas.
The way the d20 is set up is (each row consists of five triangles):
- Top row [pointing /\]: 1->2->3->4->5 (this, in turn -> 1)
- Second row [pointing \/]: 6->7->8->9->10 (this, in turn -> 10)
- Third row [pointing /\]: 11->12->13->14->15 (this, in turn -> 15)
- Bottom row [pointing \/]: 16->17->18->19->20 (this, in turn -> 20)
The six is justified immediately below the 1.
/1\
\6/
The 11 and 12 flank the 6
/11\6/12\
The 16 sits below the 11
/11\
\16/
So, building a flat text-map (poorly) might look like:
/04/05/1\2\3\
\09\10\6/7/8/
/ 15/11|12\13\ <- (14 is on the opposite side of the dice, hidden, connecting to 15)
\ 20\16|17/18/ <- (19 is on the opposite side of the dice, hidden, connecting to 20)
Wow, that looks horrible.
Anyway, if you grab a d20, create an enlarged outline on a sheet of paper (but probably cheat a little to let you see more sides), and have the "six" be the side that's most "up" on the d20 (as if you rolled a 6) and you'll see it map up pretty clearly.
The story so far:
1) in triangle 11, serpentfolk rose
2) triangle 18 became freezing
3) triangle 20 developed dwarves
4) 11 and 4 become jungles, while 13 becomes a swamp (and hot)
5) 11 becomes a tropical swamp, and 12 becomes mountains
6) 10 develops demon-faced fish
7) 19 develops bizarre alamgam-life forms eventually called (by others) "colony sophonts"
8) 12 becomes tropical
9) 1 and 7 become great forests thriving with various forms of life
10)the mountains in 12 become a deep, rich rainforest in all but the tallest peaks
11) ... and marshy lowlands at its base
12) fey are born of the great forests
13) dwarves invent machinery and become pure
14) outcast serpentfolk move to 12 and become feathered serpentfolk
15) the fey fracture into various forms to better protect nature
16) serpentfolk invent writing
17) Colony Sophonts develop construction and expand to tile 12
18) Feathered Serpentfolk build a city in 12 and tile 6 becomes rolling hills and vallies
19) the Anglers develop Vulcanoculture and build a city in 10
20) Serpentfolk invent bronze and pottery
21) Fey spread to 1, 7, 13, and 19; then 9, 3, 15, 17, 11, and 5; those in 19 become aquatic
22)
23)
24) A rift in space-time from Dunia deposits a crashed ship with "strange creatures" (kobolds) in triangle 3
25) Serpentfolk invent mathematics
26) The fey expand to all parts of the glob
27) Colony Sophonts develop memory-pods for non-genetic memory, and the feathered serpentfolk develop basic psionics to allow the two to communicate for the first time
28) The serpentfolk organize psionic diplomat-priests for the Colony Sophonts; cruel, vicious yeti are born in 18
29) anglers develop in magical power, gain additional lures, and can see through them; they also gain telekinesis
30) the fey learn how to change their shape and adapt to their environments
31) Anglers learn how to travel through and within magma
32) A black orb of future catastrophe hangs above tile 18
33) feathered serpentfolk develop ceramics; yeti begin to worship and sacrifice to the orb, or fear and curse it
34) serpentfolk capture swamp-gases to create stoves and ovens and light sources; they also develop chemistry
35) Colony Sophonts trade their construction with the feathered serpentfolk for mathematics and develop architecture from this
36) Colony Sophonts develop astronomy and create a calender
37) 16 and 17 prove to be deep ocean, revealing 3 as an enormous island
38) all the trees in area 1 become a singular entity - an avatar
39) feathered serpentfolk fail at exoskeletons, but create jewelry instead
40) dwarves create a massive city and underground agriculture
41) 16 becomes tropical, hot, and extremely stormy
42) Colony Sophonts develop machinery and metalworking
43) Feathered Serpentfolk develop basic (bronze) metalworking and architecture; their city (Ka'i'do) creates an enormous pyramid
44) The dwarves develop machinery (more or less accidentally discovering the primitive basics of potential war engines and guns)
45) From tile 18 to tiles 2, 4, 5, 11-15, and 20, the cold spreads
46) The yeti become corrupt, and blood sacrifice cults rule; but tile 12 warms once again
47) yetis gain the power to form and create ice
48) 1, 3, 6-10, 16, 17, 19, and 20 all become colder.
49) the feathered serpentfolk discover magic
50) Colony Sophonts discover and develop chemistry, basic rocketry, and aerodynamics
51) 15 becomes an excessively hot place, and a race of skeletal-looking fire giants, advanced in academics (thus writing), magic (fire and necromancy twice each), metalworking (twice) and military strategy arises; an avatar known as the Emperor Dragon arises as well as their ruler
52) Feathered serpentfolk discover agriculture and animal husbandry
53/81) Dwarves come to understand the more dangerous aspects of their inventions, creating weapons to assist in their hunting, and come together in ever-increasing solidarity; the caves they live in become their living god, guiding them
54) the Colony Sophonts develop basic automation
55) the Colony Sophonts come together to create the Will of All - an avatar of their entire race, and keeper of all their information; they all come to rely on its vast telepathic power
56) the Feathered Serpentfolk create a grand canal to bring their people and the Colony Sophonts closer together
57) the Anglers enter deeper into the trenches, and under the world into areas 3 and 16
58) the Serpentfolk invent mathematics, geometry, and engineering; they build an enormous city in 11; this city creates gas refineries and transport (plus safety catches against accidents) and underground fish, slug, and insect farms; their bronze becomes more potent, and they develop firelances (gas-powered flame-spewers)
59) the yeti develop into equal or larger creatures than the fire giants due to their worship of the orb of blackness and cold
60) massive iceburgs crush unbelieving yeti, while the orb moves to the highest reaches of 18... where the yeti are commanded to sacrifice blood-rites to grant their gods power (they choose the black orb)
61) the feathered serpentfolk continue to develop their psionic power, developing psycho-reactive coral (and related artforms), better and easier mental communication, and the ability to move objects with the power of thought
62) Colony Sophonts develop their material sciences, control pods (to psychically alter zooids - they later gift some of these to the feathered serpentfolk), controlled combustion, and improved machinery
63) the Feathered serpentfolk trade food production, cultivation of plants, and animal husbandry for astronomy; they, in turn, utilize the control pods to activate various technologies psychically; the planet gains a moon in a violent collision, creating true tides for the first time in history
64) the feathered serpentfolk learn weaving
65) tile 14 develops mountains, 10 develops tropical islands, and 17 develops forested islands
66/67) the Colony Sophonts develop a sect called Explorators, and mutate natural telepathy, and learn basic flight; the explorators go on a great exploratory mission (occasionally finding tragedy, and picking up some assistance from the feathered serpentfolk), eventually finding the crashed ship in tile 3; there, strange events cause many creatures (including, eventually, the colony sophont leader) to experience memory loss, go insane, and vanish entirely; they return with fabulous tales, inventing powered flight, electricity, and computers as a result
68) the feathered serpentfolk develop their animal husbandry to train larger, fierce guardian and riding creatures, as well as saddles and reigns
69) feathered serpentfolk develop fashion
70) An avatar appears in the dreams of the feathered serpentfolk - the archon of Hordshyrd; following its wisdom all but the most minor pockets (of unbelievers) travel to the great city of Ka'i'do to settle and live; the city and all the surrounding environs is hit by a major earthquake, and shortly thereafter again... the city rising quickly into the sky and leaving an in-ground sea where it once stood; here they learn the magic of conjuration and evocation
71) the colony Sophonts develop lens technology (and lightbending artforms), distant projection telepathic mutation (and "thoughtsong" artforms), innate computation (and math-forming, codex-spiraling, and index-shifting artforms), Localized Will (virtual and localized "will of all"), theories of graviation, density, energy, and movement, recycling systems, low-resource supply production and storage (and Cyclical Essence philosophy and artform), launching systems (and scaffolding artforms), celestial eyes (research satellites), and a map of the world and nearby outer-space
72) the feathered serpentfolk develop their own lens technology, and animal husbandry enough to finally achieve flying mounts
73) the Colony Sophonts develop theoretical space-mining techniques, and develop a viable space-colonization program
74) the Colony Sophonts send deep-space explorators, and begin settling on the moon
75) the Colony Sophonts colonize the moon, and increase its size as well as ensuring its stability and habitability; they create their first deep-space ship
76) the Colony Sophonts create a new will of all on the moon that synchs up with the Will of All on Sekai; they make peaceful contact with all races on Sekai, sharing all their information (as much as possible) with the Feathered Serpentfolk
77) the feathered serpentfolk keep all the knowledge (even the incomprehensible bits) and recreate them for future generations
78) the Colony Sophonts gather more celestial resources and develop two more deep-space ships
79) the Colony Sophonts advance their celestial eyes into living (non-sentient) subservient, telepathic self-sustaining creatures/ecosystems that spread across the skies in stable orbits of Sekai and other planets; their telepathic range becomes much larger through mutation, and each of the ships develop their own (synched) Will of All avatars, the Colony Sophonts spread to the stars and other planets and deep space
80) the feathered serpentfolk use their psionics to begin listening to the celestial eyes/stars to develop prescience; they construct warnings of a dire cataclysm coming in the future
81) see 53 below
82/83) THE END OF THE FIRST AGE: a great cataclysm of freezing cold engulfs the world and coldstone falls from the skies causing devastation and death, as the black orb becomes a humanoid who gathers and sacrifices two divine essences into the Well of Blood (transforming it into Umbral Stone, coldstone and empowering all the other gods); the avatar of Hordshyrd deflected a mighty blue glowing rock of coldstone from destroying Ka'i'do (crashing into the lake left behind by the city)
1) the skeletal fire giants return from the dead as cold creatures, spontaneously, gaining great power in necromancy, illusion, evocation, transmutation, conjuration, and military tactics (x6 all)
And that's everything we've done so far.
EDIT: The first age lasted 25,500 years (DEC 23, 2013-FEB 13, 2014; 51 days); it has been 600 years since then (FEB 14-16).
Hope that helps!

Tacticslion |

If the above post is too long:
Originally the world was large plains.
Gods created various forms of sentient life:
- dwarves [now deceased]
- serpentfolk [now deceased] and feathered serpentfolk [still alive in a flying city]
- colony sophonts [mostly deceased on-planet, but living on the moon and beyond the stars]
- fire giants [now powerful undead]
- fey [living, protect nature]
- yeti [living, cruel and malevolent]
- angler fish [living beneath the depths of the sea/in the magma of the earth]
The second age of the world began with a terrible 500-year-long cataclysm. Each day is a turn; each turn (now) lasts 200 years.

Tacticslion |

You control what you do.
You roll dice (5d6).
Tomorrow, Monday, I roll dice...
5d6 ⇒ (2, 5, 5, 3, 2) = 17
... and thus, I (theoretically)* have 17 points to spend.
Let's say that I want to create a catastrophe, create and command an avatar, and command a race.
Looking at the chart, I find that a catastrophe costs 10 points, creating an avatar costs 7 points, commanding it costs 1 point, commanding a race costs 4 points. Obviously, I cannot afford all of these.
Thus, I'd do some combination of them equal to or less than 17 points:
1) create a catastrophe and an avatar (10+7=17 points, 0 remaining)
2) create a catastrophe and command a race (10+4=14 points, 3 remaining)
3) create and command an avatar, command a race (7+1+4=12 points, 5 remaining)
etc.
If I have points remaining (let's say I choose option 3), I will hold them until tomorrow (Tuesday). Then (on Tuesday)...
5d6 ⇒ (6, 1, 2, 1, 2) = 12
Stock: 5
Total: 5+12=17*
Now I choose if I want to create a catastrophe or not (depending on if I've changed my mind, have new ideas I want to do instead or first, or someone else has done something to alter my plans).
Fast-forward a bit, and say I've accumulated 58 points*.
I decide I want to create a catastrophe... and, checking, I can do so over five triangles (five sets of 10 points = 50 points) and still have eight points left over to play with.
What you may be asking is, "What's the limit of what I can do?" (beyond affecting 1 square per purchase). The answer is, complicated.
"Well, it's vague, but try to make whatever you enact make sense within the context of the game, and the natural progression of your chosen people/method/idea." along with, "Less is generally more." (that is, if you push your affects too far for too little points or making leaps of unexplained logic, the other players might get a little leery at what you're accomplishing).
A much more reasonable advancement would be, say, the discovery of fire, from whence you would progress.
But... how do you resolve conflicts between various players and races?
"Carefully and in a good story-telling manner."
That dirty jerk Drejk***, created the Poo-mamas, a feline all-female race of tauric-humanoids (four cat-legs, upper torso of basic, humanoid females) who've evolved to have a terrible temper*** no matter what, keen hunting instincts, and excellent survival and night sight; they've learned exceptional murder and magical imitation techniques (replicating many basic - but not advanced - technologies from other creatures), and advanced small-scale military tactics (emphasizing sudden strike-and-fade techniques), extreme thieving skills, and magic (especially conjuration, evocation, transmutation, and abjuration technology). They have discovered strange magical substances, live in tiny and highly mobile clans, use abjuration magic to guard themselves, and thus have powerful magical shields that ward them from reprisal from their foes. They live short, violent lives, are enemies to all, and generally roam the earth pillaging and killing.
Now, when I caused that disaster**** over five areas all those eons ago, it happened to include some Poo-mamas in it, completely eliminating a huge amount of their population. In revenge, Drejk*** creates a minor catastrophe that creates a rift into the valley of the Frankenpoodles; then gathers his Poo-mamas into a massive army at the entrance to the valley, and prepares to march... but runs out of points before he can do so. Wow, what a terrible move, Drejk***! You should totally have counted your points, first!
So now I've got the perfect opportunity, and I use it! Commanding my race, the Frankenpoodles launch their nuclear weaponry at the massed armies of the Poo-mamas! Does the combined might of the Poo-mamas abjurant stones protect them from the nuclear power of my Frankenpoodles? Who knows!
We'd probably talk about it, and, likely, I'd spend extra points on creating a cat-astrophe*****, and having the full weight of the nuclear power obliterate the Poo-mamas, cracking and shattering their precious abjurant stones... but leaving my Frankenpoodles with a greatly depleted supply of weaponry and nuclear energy (as they've previously gathered all the radioactive material they owned), horrified at the destructive power of their own weapons (necessary as it was), and now seeking alternate energy supplies. Drejk would probably spend an Other Event on his next turn (if he gets enough points - if I'm feeling generous, and have some points, I might spot him some, if he needs) to ensure that some few of the the Poo-mamas survive, never more to wage war against the Frankenpoodle cities (or to ever gather in numbers larger than small, swift, clans) - probably getting purified or commanded. Of course, disgusted by the evil unleashed by the nuclear power, ulgulanoth commands his shining hosts of light*** to march and cleanse the wickedness of the Frankenpoodle race...
That's only one example, and it really could have gone many different ways. But that's the idea - the further you reach without paying for it, the more oddly people are going to look at you, and more likely they're going to find your decisions iffy... and if they're too iffy or annoying, the other players (or Troas himself) may either question or outright retaliate against you for your depredations.
Effectively, we're all under a Gentleman's agreement here - it's a fun game for the mutual fun of all, and if something interferes with that, we will try to help each other enjoy it instead.
The serpentfolk gained their technology because Drejk (or Hordshyrd) paid points to "advance civilization". The catastrophe occurred across the world (all 20 triangles), because Troas spent 200 points - 10 points per triangle - to cause it. Each age is ended by a world-wide cataclysm (costing 200 points). A single god is chosen as the god of catastrophe for a given age, and they choose how (and when) to unleash it and "end the age"... but they first have to gain 200 points to spend (or more, if they do anything other than cause a cataclysm).
* I don't actually have any points from this post. My total is noted up above (520 at the time of this post). In fact, it's worth noting that neither Frankenpoodles nor Poo-mamas exist.
** I don't actually like the appearance of "properly cut" poodles, but uncut poodles look nice enough. I also have no idea about their relative capabilities in anything above. But this is just an example. :)
*** He knows I don't mean it (as he's pretty awesome), which is the reason I feel comfortable using him here. :D
**** This never happened in this game, of course. I'm referencing my "example" earlier in this post! Heh - I've got better internal consistency and canon-coherence in my rough examples than either Marvel or DC have put together! Ooh! Comics-burn from no-where!
***** Hah! A pun! Those are always popular!
EDIT: word-choice and clarity

FFVIIGuru |
1 person marked this as a favorite. |
5d6 ⇒ (3, 4, 1, 4, 4) = 16
Create Race (6) - Tile 14
Aerodon
When the world became cold, the vast majority of land based life died out. As with any mass extinction, new creatures move in to fill the void. The Aerodon were once batlike, small, blind animals with little to no organisational structure. During the big freeze, however, only the more intelligent, communal Aerodon survived. Continually evolving, rapidly growing in size to adapt to the Apocalyptic conditions, they eventually gained sentience. Covered in layers of hollow fur, with strong muscles and an ability to eat almost anything, the remaining Aerodon are masters of changing to suit the terrain.
Advance Race (5) - Echolocation
Finding that the ice reflected sound in a controlled manner, some Aerodon found that they could know where they were even in flight, by making small noises and receiving the feedback. This allowed controlled flight even in tight spaces, no longer requiring the Aerodon to crawl everywhere to avoid harm via hitting a wall.
Advance Race (5) - SuperAudio Network
Due to the advanced audio capabilities of this race, and the rather unforgiving nature of life during the Snowball, the Aerodon managed to work out a method by which they could swiftly communicate threats, information, and even idle chatter to each other. By utilising nearly focused "beams" of sound, information could be communicated silently to nearby Aerodon. This essentially means that relevant information, once received and broadcast, becomes part of each individual's knowledge.
Stockpile (0)
As a race of oversized, sentient bats, i assume that the bats would have become locked into caves inside the mountains with the ice arriving. Once the mountainside ice has melted, the Aerodon will burst forth into the world. At the moment though, they are isolated.

FFVIIGuru |
1 person marked this as a favorite. |
5d6 ⇒ (2, 2, 5, 1, 2) = 12
Advance Race (5) - Linguistics
As a race, the Aerodon have no need for language communication beyond warnings and basic information sharing. However, this back and forth of information eventually caused the species to create a standardised set of sounds and respective meanings to be shared among each other. As their audio capacity is quite considerable, this brings with it the ability to learn and master many different languages - which the race does not know exist...
Change Climate (4) - Tile 14 - Return to tundra like mountains
In the aftermath of the cataclysm, the first places to recover from the ice sheets are in the upper atmosphere. The great, grinding Glaciers of the mountainous region due East of Ho'Ka'i'do lose more and more moisture to the biting winds, eventually melting almost entirely. As a result, the Aerodon begin to experience the mixed feelings being outside brings - initially the Aerodon fear the endless sky, a feeling they are not used to...
Stockpile (3)
However, having been underground for centuries, and being totally blind, you have a similar situation to that of a dwarf out in the open... what if he falls up?

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Ahh, a nice long weekend of relaxing and forgetting to keep up on this.
So two quick questions come up after the apocalypse, firstly, is anyone going to end the ice age? or should we just start warming the world bit by bit as we feel like it.
Secondly, who's going to be the new god of cataclysm?
I'll volunteer for that assuming I can do a couple of things to use up my current points first.
116 + 5d6 ⇒ 116 + (3, 3, 2, 1, 2) = 127

Tacticslion |

To answer your question, Hordshyrd, I will.
Create Avatar (x58) [7 pts each, 406 points total]
- the planet (20 triangles) [240 points]
- the moon (2 triangles) [14 points]
- the sun (36 triangles) [252 points]
I'm not claiming the sun is only 36 triangles, per se - it's never been established. Thirty-six is just an arbitrarily large number that I can afford. I'm actually under the working presumption that the sun is 100 triangles (again, this is simply arbitrarily large, despite being relatively small for a sun), but my next command should, hopefully, take care of that, unless anyone would care to argue. If this seems unreasonable, let me know.
Command Avatar (x2) [1 pt each, 2 points total]
- the sun (1 avatar) [1 point]: continue waking
In this case, I'm not actually planning on paying more points directly to continue to grow the area covered by my avatars... at present. This action is mostly to function as two things - a placeholder, and a kind of "off-screen effect." My purpose with this is not to get 100 individual avatars (though, if people prefer, I can continue to do so), but rather to have one avatar - the sun, Sekai-Taiyosutra. I'm interested in feedback from the rest of the the players here on the best way to proceed. I will take most all advice under consideration.
- the planet (1 avatar) [1 point]: waken, warm, and stabilize
Shape Climate (x20) [4 pts each, 80 points total]
- the planet (20 triangles) [80 points]: become warm, even, stable, and moderate temperatures throughout, balancing against all the needs of all living things in nature.
"The Awakening of Sekai-Wakusei, Sekai-Tsukimun, and Sekai-Taiyosuta"
The planet itself shuddered with the first catastrophe. The unholy horror of the death of two gods caused the world, the moon, and the sun itself to recoil in horror. Wakusei, Tsukimun, and Taiyosuta awaken together, as one. In harmonious rejection of the ill that was done, they act. The sun provides heat, the moon regulates the tides (and thus wind-currents), and the planet itself responds, naturalizing the environment to best support all its living inhabitants. With this one, great act, the planet and all within it breathe a sigh of relief - a sigh of life as peace, health, and light return the darkened, broken sphere over the course of the next two centuries.
Enjoy, all. You have a functioning planet again.

Tacticslion |

Actually, Hordshyrd, I realized I was unclear: what I meant by "I will" is that I'll end the ice-age. You can be the god of cataclysm, if you like. :)
EDIT: Oh, and you have my vote for enabling you to do what you like with your points first.
EDIT 2: Wow, I messed up on the planet-avatar math, and didn't note my totals.
Create Avatar (x58) [7 pts each, 406 points total]
- the planet (20 triangles) [140 points]
--> 20*7 = 140
- the moon (2 triangles) [14 points]
--> 2*7 = 14
- the sun (36 triangles) [252 points]
--> 36*7=252
Command Avatar (x2) [1 pt each, 2 points total]
- the sun (1 avatar) [1 point]
--> 1*1=1
- the planet (1 avatar) [1 point]
--> 1*1=1
Shape Climate (x20) [4 pts each, 80 points total]
- the planet (20 triangles) [80 points]
--> 20*4=80
406+2+80=488
Stock: 558-488=70
Current Stock: 70
Since I have the points...
Create Avatar (x10) [7 pts each, 70 points total]
- the sun (10 triangles) [70 points]
Remaining Stock: 0
That means I've acquired 46 of the total 100 presumed triangles of the sun awakened as my avatar(s)... thus continuing to fulfill my previous command of "continue to awaken".
EDIT 3: Sigh. Fixing Tags.

FFVIIGuru |
5d6 + 3 ⇒ (2, 4, 6, 3, 1) + 3 = 19
Create Avatar (7) - The Chamber of Echoes
Maintaining the mountains as their spiritual home, the Aerodon hollow out a cave inside, smoothing and refining the walls for one purpose - The maintaining of history. Inside this cave, the Elder Aerodon sing their stories, utilising the same beams of sound used to transmit data to their fellows. The cave bounces the sound around, amplifying slightly, in order to allow the stories to be maintained for millenia, if not forever. Good Aerodon can distinguish individual songs from the noise, concentrating.
One effect they did not intend, however, was that the echoes resonated with each other, and produced new songs. These songs could be anything from small nuggets of advice to entire scientific principles. The Aerodon are initially baffled, but decide that the Chamber has developed some kind of link with their God, who has decided to give them a helping hand in life.
The information contained and produced within, however, requires some base knowledge of the subjects, so the Aerodon cannot make use of it's capabilities for anything more than knowing what rocks will cause you to be ill. For now...
Command Avatar (1) - Produce History of the Planet
As the echoes inside the cave resonate, one Aerodon finds himself hearing a song he does not understand. Upon bringing his brothers into the chamber, they collectively discover that the cave has given them a complete and working history of the world, and has described in detail about each individual race and where they are now. Finding that the Feathered Serpentfolk are relatively nearby, the race decides to enter the stage, and take their place in the world. Quietly.
Advance Race (5) - Immune to Telepathy
Possessing no eyes, the thick skull around their brains eventually develops a special kind of marrow. This marrow not only provides a cooling system to the brain, it also prevents telepathy that isn't overpowering. Primarily to prevent detection by their prey (Certain kinds of mind reading mammalian rodents, certain birds), it also allows them to concentrate on their primary senses even more than previously.
Command Race (4) - Integrate with the Feathered Serpentfolk
Deciding to go against the "civilized" route presented to them, the Aerodon decide that it would be best to remain unnoticed as sentient beings for now. However, curious to meet these beings, 50 or so Aerodon plan to go to them and pretend to be animals - allowing themselves to be captured for use as mounts or beasts of burden. Lack of eyes may prove to be a problem, but then, might also prove to be useful.
(Move to Ho'Ka'i'do (tile 12?) and pretend to be animals. Telepathic immunity allows this disguise to be maintained until the Aerodon prove otherwise.)
(I am also aware that this allows for no possibility of direct communication between the Aerodon and any remaining Colony Sophonts. This could be interesting...)
Stockpile (2)

Tacticslion |

.
.
drop
.
.
ME:
5d6 ⇒ (3, 6, 4, 5, 1) = 19
Stock: 0
Total: 19
Create Avatar (x2) - the sun (48 of 100)
Okay, so I've decided that, if I'm going to do this,... I'm going to do this. Thus, I'm going to continue purchasing my avatars to awaken the sun, one triangle at a time.
Remaining: 5
UMBRAL REAVER:
5d6 ⇒ (6, 1, 4, 1, 3) = 15
Stock: 109
Total: 109+15=124
TROAS:
6d6 ⇒ (6, 6, 3, 2, 2, 1) = 20
Stock: 187
Total: 187+20=207

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Tacticslion I think you might have oversimplified things a little by warming the entire world, considering that a few places are meant to be cold and a few places should be even warmer. Allow me
5d6 - 24 + 127 ⇒ (6, 1, 3, 1, 6) - 24 + 127 = 120
Shape climate x6 [24points]
Despite the general warming of the planet the great mountains of tile 18 refuse to yield to the oncoming seasons, the presence of the god of snow and his followers creating even deeper cold, or so it seems in this warm world.
The tundra-desert of tile 14 streaching out from it's hills and mountains proves to baren to hold the new heat of the world, leading to massive temperature swings between day and night and from season to season.
The blazing heat returns to the deserts of tile 20, baking away the permafrost and making the air steam and dance.
The fires in the ground and the people of tile 15 soon crack through the prior cold, turning the volcanic mountains into a paradise for the burning undead that live within, and a nightmare for anyone else.
The heavy rains and blistering suns returns to the swamp forests of tile 11, warming the mangroves and letting them grow tall, just as in the first days of the folk who once lived there.
The islands and waters of tile 16 are once more wreathed in tropical storms and blessed by tropical suns.
Also
The feathered serpentfolk are mystified by the appearance of the great fuzzy, eyeless beasts that move into the forests and mountains beneath them, unable to see and seeming to lack even the base thoughts common to most animals. They do however prove to be surprisingly easy to train with a series of simple clicks and noises and are unparalleled flying at night, and so they are quickly accepted in by the Feathered Serpentfolk.
How well they manage to handle the concepts of the mind twisting architecture and strange designs of Ho'ka'i'do will be a different matter.
There we are, hopefully tommarow I can be undistracted enough to do the thing I have planned.

FFVIIGuru |
5d6 + 2 ⇒ (2, 1, 5, 3, 1) + 2 = 14
Command Race (4) - Settle In
Due mainly to the Feathered Serpentfolk showing no signs of treating them as anything other than the animals they are masquerading as, the Aerodon settle in. The architecture is quite strange at first, but a few of the more adventurous members enjoy flying throughout the peaks, spaces and the occasional bridge when they aren't being utilized. The Aerodon come to learn the serpentfolk's language, teaching it through the Audio Network back to the Chamber of Echoes to be catalogued. In all, a very successful integration attempt.
Advance Race (5) - AudioKinetics (part 1)
It is no secret that sound is merely a way of interpreting energy. While their brothers were off discovering the world, several Aerodon back in the mountains learned from the chamber
(further 1 point spent here)
that the Aerodon would be the masters of putting this theory into practice, in addition to telling them how.
With enough power, sound could become movement.
In time, and with some training, several Aerodon succeeded in learning how to move small objects remotely. Not very far away, maybe a few feet away, but noticeably moving. This then became a skill many young Aerodon coveted, and the few that could succeed were hailed as prodigies. But with no practical purpose, why should it be maintained?
Stockpile (4)
the idea is that sound is the vibration of molecules, and that with enough vibration, the material itself vibrates. That is about as far as it has proceeded at this point.
PS - I must note that while the Serpentfolk language has reached the Chamber of Echoes, Audiokinetics have not made the return journey. Thus, the serpentfolk won't have strange vibrations of an evening.