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Dawn of Worlds

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Thread images: 30

>The world is without form and void, an endless expanse of unbroken waves
>A great consciousness, author of this world, sits atop the waters. He is lonesome, and seeks others to share in the joy of creation.
> He calls out the void of chaos beyond the sea, and others begin to come forth

Welcome to Dawn of Worlds, a collaborative worldbuilding exercise. . You'll be creating gods and making your marks on the world, creating and shaping civilizations, or bringing them to ruin.

To join, tell us the following about your god
>Name/Title
>Appearance (Picture optional but appreciated)
>Domain, i.e. what you're god of
>Three aspects/traits of your god
>Order or Chaos?

Every player begins with 20 power points, and gains 2d6 every turn. Turns will be 30 mins to begin with, but will probably slow down once things get going. Power can be exerted as follows.

TABLE OF POWERS
Power 1st Age 2nd Age 3rd Age
Shape Land, 3 Hex 3 5 8
Shape Climate, 3 Hex 2 4 6
Create Race 22 6 15
Create Subrace 12 4 10
Command Race** 8 4 3
Command City** 6 4 2
Advance Civilization 10 5 6
Advance City 8 4 5
Purify Civ. +1 Align * 5 3 4
Corrupt Civ. -1 Align * 4 3 3
Purify City, +1 Align * 4 3 3
Corrupt City, -1 Align * 3 2 2
Event 10 7 9
Create Order 8 6 4
Command Order 4 3 2
Create Avatar 10 7 8
Command Avatar 2 1 1
Catastrophe, 3 hex 10 10 10

Create Plane (20x20) 18 22 25


We sit at the beginning of the 1st age, and will advance ages by majority consensus. I'll be around to arbitrate things, and to act as an agent of fate to shake things up.

Any questions can be directed to me, or looked up in the rulebook here
http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf

Changes to the rules:
Measurements changed from inches to hexes, for obvious reasons
Avatars can create a race for free, once
Houserules to be added as necessary for developments.

Beyond this, do as thou wilt.
>>
>>51646643
Can we call dibs on an idea, and then take the time after to properly stat it out?

If so, dibs on star deity.
>>
>>51646676
I don't see why not.
>>
>>51646643
This game is a super-fun premise, but fucking awfully designed.
>>
>>51647018
It's not the best, no, but I don't know of too many rulesets for this sort of thing
>>
>>51646643
I'll bite, can we pick anything for our domain, traits, etc.?
>>
>>51647196
Yeah. Just try not to go full omnipotent, and bear in mind that certain domains will be more or less useful depending on what's already in play (i.e. a god of wine and intoxication isn't doing much until there are plants to be fermented and people to get drunk, etc)
>>
>>51647233
One other question, can a domain change overtime? Like, become more complex or defined?

In some dawn of time situation, I'd expect domains to be rather simple, and as civilizations develop, beliefs would become more detailed/complex.
>>
>>51647290
Yes. I don't really have any mechanics for it but if it seems like a natural or logical progression/addition, then by all means feel free to hone your god to your liking.
>>
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>>51646643

>Name: Inalta
>Appearance, would be appropriate to the race, but a big tough momma bedecked with the trophies of defeated foes, in this case mostly monsters of legends.
>Domain: Triumph
>Aspects: Unity, Progress, Fortitude
>Order

I'll be out for awhile but when I get back, will continue play. As my first action, create some land off-center of the map by some distance.

>After an untold time in the undefined existence fighting monsters of legend and other such nasties, Inalta came to rest atop the body of her greatest foe. In time the corpse hardened and became land, and there she rests for the time being.
>>
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>Name: Braven
>Appearance: A storm cloud full of electrical activity and functioning much like a brain, just using a great deal more energy.
>Domain: Storms and other watery weather
>Traits:
>Wandering, as a storm cloud, Braven has little control over its movements.
>Forgetful, parts of its mind may dissipate or separate.
>Merciful, while some of its storms may kill, many more are fertile rains.
>Chaos

Should we use trips or not?
>>
>>51647412
Oh and right quick before I go, if the turn time ticks over to the next one, my action in advance would be to create a race, humans.

Assuming I have enough points, and no one else does so, of course.
>>
>Name: Krodol
>Appearance: A monstrous sea serpent
>Domain: Monsters, Darwinism (Survival of the Fittest)
>Aspects: Cruel, cunning, fucking huge

I'm just going swim round and be scary for this turn.
>>
>>51647710
Oh, he's Chaos, I forgot to say
>>
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>>51646643
>Name: Tothra AKA The Meddler
>Appearance: see pic, but without the tentacles. So a tall, dark, thin, winged dude with four arms (one pair protruding from the shoulders) and three eyes.
>Domain/s:Change
>Aspects/Traits:
>Meddlesome: Tothra enjoys interfering in the lives of others, be they mortal or divine. His interferences are not inherently harmful or helpful they merely are. They are not done according to some grand plan, merely to see how things play out due to this change
>Patient: Tothra knows that change is inevitable. He has time to wait for the results of his meddling.
>Capricious: Tothra's domain is change. It's unsurprising that he's given to mood swings and general fickleness
>Chaos
>>
For my first action, I will create a region of rain that will hopefully contain me in this world before I break apart forever. Put the region in one of the corners.

Then, raise some land in in a circle, using my shape land power 4 times, the radius of the circle will be 2 hexes, and one of the tiles should not be turned to land so that the inside of the circle can be accessed by the sea. But the land near the center of the map

Then finally, make a race of gill men that live on the land, but have most of their civilization in the bay, underwater.

20-3-3(4)=5 points left for next turn
>>
>>51647853
Whoops
20-2-3(4) = 6 points left
>>
>>51647876
actually races take 22 power to make at this stage, so I don't think you'd be able to make any races unless we roll for power this turn.

Speaking of which: Do we roll for additional power on this first turn?
>>
>>51647915
He could make an Avatar then create a race, if he wishes.
>>
>>51647915
Check the first post, we can make one free race.
>>
Rolled 4, 6 = 10 (2d6)

>>51647944
Also, reading the pdf, we do get to roll on the first turn. I'll do so, and may change actions depending on what I get.
>>
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>>51647412
>The beast is cast down, and the tip of it's massive form rises above the tides.


>>51647915
No, not on the first turn. And he could create a race if he created an avatar.

>>51647853
Not entirely clear what you'd like, but is this about right for the land?
>A ring of earth and stone rises from the ocean. crusted with colonies of crude lifeforms, and in it's center a small sea sits, blooming with fecund potential

>>51647944
No, your avatar could, if you'd create one, but you yourself cannot directly.

aalso everyone feel free to alter the map yourselves. I don't mind doing it but it would probably be easier
>>
>>51648024
Since I started everyone off with a decent sized power pool, I've decided to skip the first turn roll. Sorry. Should have been a bit clearer on that.
>>
>>51648065
Ah, fair enough. I'm gonna use, in this turn, Corrupt five times to form a monster infested patch of sea to the east of the Gillmen's island.
>>
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>>51648035
Thanks for the clarification. Now, Tothra shall raise some land from the sea to the north of our big ring. Hopefully some interesting stuff will turn up here

20-3(6)=2
>>
Rolled 6, 1 + 6 = 13 (2d6 + 6)

>>51648035
Sink the south most bit of land, reconnecting the two bodies of water.
>>
>>51648133
20-3(5)=5
>>
Maybe you guys could take you quest here and move it over to the board it belongs on, huh?
>>
>>51648209
Content you dislike is not a quest.
>>
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>>51648133
>The sea grows turbulent and dark with the forms of strange and terrible beasts, dredged from primordial depths of chaos by their progenitors coiling fury.
>>
Are there any limits to what an avatar can be, other than that it has to be important in history?
>>
>>51648369
Create Avatar – Through this power, the god
creates a major figure within the history of the
world. These may be high priests, dragons,
warriors, dynasties, or the like. If slain or
wiped out, they may be resurrected or
reestablished by the creating player for 5
points.
Command Avatar - An avatar can perform
ONE of the following immortal or Many
Mortal actions (such as leading an army) in a
turn when commanded. Immortal actions
which an avatar can perform include:
Command City, Create Order, Command
Order, Create City, Corrupt/Purify City, Create
Race (ONCE) , gather an army. Through the
use of an avatar, players may for example
raise two armies in a turn from the same city,
or execute two commands upon a race.

Rules on avatars from the PDF. I'm interested to see what people intend to do with their ones, but I'm working on mine...
I would like the rules on Catastrophes to be cleared up though.
>>
>>51648369
Not really, no. What do you have in mind?


>Those who have exerted themselves feel their energies returning, and those have bidden there time find themselves brimming with power

Turn 2 begins, and we'll be progressing turns at regular 30 minute intervals now.
>>
>>51648453
Possibly an animal, or some weather formation like me.
>>
Rolled 3, 3 = 6 (2d6)

>>51648453
I have a plan.
>>
>>51648426
RAW, a catastrophe is a destructive miracle effecting 1"/3 hex per usage. I'd be willing to be flexible with what exactl it entails.

>>51648496
Both would be equally valid

>>51648521
do tell
>>
>>51648521
5+6+1=11
Since I had five or less points at the start of the round, the rules state I get 1 additional point.
Everything alright there?
>>
>>51647710
>>Appearance: A monstrous sea serpent
>>Domain: Monsters

My nemesis!
>>
>>51648572
Yep.
>>
>>51648528
Just wondering if I could create a kaiju and have it attack places.
I'll act once everyone else has rolled for power.
>>
>>51648598
Certainly, though at this point there's not much to attack. Hopefully that will change
>>
>>51648528
Thanks.
My avatar will be Xobleh, a low, whipping wind storm that makes a volatile oceanscape beneath its self. Make it near my cloud and keep it there for this turn.
13-10=3
>>
Rolled 4, 6 = 10 (2d6)

>>51648453

Power roll.
>>
>>51648590
To be fair, you were the one who destroyed one of my most prized children. An impressive feat, but one I look forward to returning the favour tenfold.
>>
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>>51648633
>>
Rolled 2, 5 = 7 (2d6)

>>51648271
rollan for power and adding 1 cause I ended my turn on less than 5 power
>>
So I believe my power would be now at, 27 with the power increase.

So with my action, I will drag the dead leviathan more out of the water to provide more land to rest upon. Relaxing is not in my nature though and I become bored quite quickly. Looking for a family where there is none, I decide to create a race in my own image using part of my own body, and so rules permitting I bring humans into being and share the island with them now that it is larger.

That takes a lot out of me though, so I'll go back to resting, while the new race tries to find its legs without me. Hopefully though, by their nature they can triumph on their own.

>>51648671
You can try.
>>
>>51648813
By how much will you expand the island?
>>
>>51648841
I think with the points I have (-22 from race creation), I would only be able to expand it once? So another three hexes.
>>
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>>51648765
2+8=10
Tothra's gonna use his shape land ability twice to expand his land
20-3(2)=4
Also I realise I read the power wrong and me using Shape land 6 times should have made 18 hexes not 6, so's I'm making up the difference as well
>>
I'll use corrupt once, to corrupt further the center of the area I've already corrupted and make it the dark heart of a cursed sea.
I'll then use Shape Climate twice. I want to use it once on the land that was once a monster, to make it cold and harsh, with bitter, biting winds. I will then use it next on the empty land of Tothra, making the place a miserable rainy isle.
>>
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>>51646643
>Name.
Ti'kha.
>Appearance.
Pic related. Completely incorporeal, but to chosen mortals and for its own purposes, can project its presence as a mere, faint, disturbance in the fabric of reality.
>Domain/s.
Void and entropy that leads to it.
>Aspects/Traits.
Thoroughness; the beginning is just a path back home.
Disaffection; all purposes are secondary to one.
Weirdness:.
>Order of Chaos?.
Order.
>>
>>51648916
Damn, thought Climate affected three hexes, mis read. I'll just affect the area of Inalta's land that is the northmost to make it cold and terrible, and the area of Torutha's closest to me.

11-7=4
>>
>>51648963
It does affect 3 hexes.
>>
>>51649000
Oh, he changed it from the pdf, where it was one inch and with the inch=hex conversion...
Anyway, ignore my revision then. Let some land be cold and the other rainy.
>>
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>>51648863
Whoops. Should have thought about that.

>Fromt the spilled blood the Queen of Conquest, mankind arises. They quickly begin to set up dwelling places around the venerated vitae, and begin to worship their Lady
>New World Wonder: Well of Blood
>New Culture: Inaltan Men

>>51648916
>Great leviathans begin to spawn at the heart of the cursed sea, driving all other beasts from their hunting grounds
>Meanwhile, the serpent isle grows cold and inhospitable, a waste of frozen flesh and sparse fertility. The men of the isle are forced to stick close to their camps for warmth
Turn 3 has begun
>>
Rolled 2, 2 + 3 = 7 (2d6 + 3)

Power roll
>>
Rolled 5, 3 + 1 = 9 (2d6 + 1)

>>51649118
Power roll.
>>
Rolled 4, 6 = 10 (2d6)

>>51649118
Power Roll
+2 Since I've gone two turns in a row as five or under.
>>
>>51649167
Power Points= 16
I'm going to expand 6 points on shaping climates, and make the land of Tothra rainy and marshy.
Then I'm going to use Corrupt twice, once to create a patch of monstrous ocean just off the coast if Inalta's land and once to the southwest of my big corruption spot.
>>
>>51649215
16-6-6=4
>>
Rolled 2, 5 = 7 (2d6)

>>51649118
power roll with plus two
>>
I command Xobleh into my land ring, going through the corrupted sea and picking up its energies. In the center of the inner sea it will combine its own energies to the corrupting ones it has gathered, creating from the peaceful sea floor a race of amphibian gill men.

Then, I will enshroud 6 hexes of my land with 2 uses of my shape climate power.

7-2-2(2)=1 power left
>>
>>51649265
*enshroud with fog
>>
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Karona, The Outer god
Appearance:pic related
Domain:Otherness (too vague?)
Deceptive,inexorable,Secretive.
Order
>>
>>51649152
So 11 total.

I will strike the heart of the dead leviathan, drawing up a volcano in the center of the landmass, causing another increase in landmass one last time, size of 3 extra hexes.

And of course make the center hex a volcano, of periodic activity.
>>
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>>51649239
4+9=13
Tothra will expand the tail end of his isle by 6 hexes and will twist the point where this land meets the rest of the isle, forming a mountain range there.
13-3(3)=4
>>
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>>51649332
>Molten stone and burning flesh mingle with seawater to expend the isle, with the raging cone of cinder at it's heart

>>51649265
>The hand of the storm gathers energy from the dark sea, and turns it's fertility to useful purposes. A gentle, twisting vortex forms amidst the calm sea, stirring silt and salt and forms them into flourishing life. Among them, a new race to pay homage to he who sends the winds.
>New Culture: Bravenian Gilmen
>New World Wonder: Mother Charybdis
>>
>>51649118

For my first move i will make an avatar:
Xiabala, the whispering tree:
A tree with multiple eyes in the trunk, constantly whispering nonsense

He sprouted at the bottom corner of the world (on the right).
>>
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Turn 4 Begins
>>
Rolled 4, 6 = 10 (2d6)

>>51649588
>>
Rolled 1, 3 = 4 (2d6)

>>51649540
Power roll, +3 for going 5 and under again.
So the green on Tothra's place is marshy wetland? I said an additional corruption on the southwest, not the southeast.
>>
Rolled 3, 2 + 1 = 6 (2d6 + 1)

>>51649588
>>
Rolled 3, 6 = 9 (2d6)

>>51649588
do I have the power
>>
>>51649601
4+4+3=11
I have a plan.
>>
>>51649609
6+2(my under 5 bonus)=8
>>
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>>51649601
Yes, and appologies. It's been corrected.
>>
>>51649638
Thank you.
>>
>>51649588
Put fog over the rest of my land and the connecting sea tile.

Then command my avatar to found the Gillman city of Vontis in the bay.

8-2(2)-2=2 left
>>
>>51649599
18 total.

With 3, I'll have it that the presence of the volcano now, melts the the frozen north of the island, and makes it temperate in climate. Well enough to foster other flora and fauna at least.

Then with 10, I'll advance the humans, dragging them out of the stone age into the first level of civilization, whatever that may be. I am disappointed in their lack of progress at just being cavemen and hunter gatherers, so I will directly influence them towards civilization and progress. At least, that they might be able to continue on their own thereafter.
>>
>>51649638
I'm first going spend three on corruption to add another corruption next to the south-west one I added last turn, so that only one hex separates it from the big patch.
Next, I'm going to use Create Order on the humans of Inalta. Not all wish to follow their goddess to enlightenment, and her blood is not the only one that flows within the land.
Thus is born the Fangs Monstrous, humans intent on embracing savagery.
>>
>>51649750
11-3-8=0
I need some big points next turn.
>>
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>>51649614
4+3+9=16
with 9 of his points Tothra will twist both the lands beyond his mountains and some of Inalta's warmer lands into lush forest. In addition Tethra will coat his mountains in thick fog, making them treacherous and difficult to pass through

16-3(3)-2=5
>>
Congratulations and best wishes from the skub board on your survival thus far.
>>
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Rolled 3, 2 = 5 (2d6)

>>51646643
>Name/Title: Kuz'hai
>Appearance: An armoured Mongol general riding a horse. Always appears with a host at his back.
>Domain, i.e. what you're god of: War and Conquest
>Three aspects/traits of your god:
>Tactical: Kuz'hai is an expert commander and leader of men. His words can inspire even the most craven of soldiers.
>Short tempered: Kuz'hai is not a patient god. Transgressions against him are dealt with swiftly and brutally
>Bloodthirsty: Though he may appear a mere man, Kuz'hai is an utterly ferocious combatant to face in battle. He does not hold back.
>Order

>Charging from the depths of the void, the Lord of War and his host enters the world upon the backs of horses
>>
Rolled 6, 5 = 11 (2d6)

>>51649543
Missed My power roll
>>
>>51649750
Well I think of them more as just basic humans rather than "mine", I don't mind if people take and influence them or spread them around.
>>
>>51649949
Nice to know, cause the 2nd age will be a hoot.
>>
Should the people who've joined in late roll for the turns they've missed? That way they've got the opportunity to do just as much as anyone else?
>>
>>51649995
Sounds complicated. They already start with 20 points, we can make due.
>>
>>51649995
Nah, cause then they'll be blowing massive power loads for a few turns, before going quite for a while to get used to lower power. Just let 'em have 20+2d6 and they'll do fine.
>>
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>>51649683
>The Gilmen finish construction of a maginificent underwater city, nestled among the seacaves of their peaceful bay and protected by a circle of baffling fog, not to mention a manifestation of their god itself. The population of gilmen booms, and many small townships are established on islands and reefs across the bay.
Civilization Advanced: Bravenian Gilmen +Capitol +Population +Society

>>51649689
>>51649777
>>51649750
>The humans of the serpent isle have passed that first, great milestone in the path to civilization and greatness: The discovery of metal, and how to shape it.
>Armed with bronze tools and a newly fertile land, the men begin to spread like wildfire, and villages now dot the countryside. Great longhouses and temples are erected in the proto-city around the Well, and men make great works of art in honor of their goddess
Civilization Advanced: Inaltan Men +Metalugy +Population +Surplus

>But with advancement comes disunity. Some begin to honor the beast upon which they live, and to embrace the savagery it embodies. Such disidents are epecially common on the fringe to the south, and several villages pay no homage to the Queen.
>New Faction" The Fangs Monstrous, Human Atavists

Turn 5 begins.


>>51649995
Nah. You still get a decent bit of power to start off with. More than enough to shake things up a bit
>>
>>51649995
They should come in same as everyone. Everyone gets 20 to begin with, some are just luckier because they found the thread earlier.
>>
Rolled 6, 2 + 2 = 10 (2d6 + 2)

>>51650046
Power roll
>>
Rolled 6, 3 + 5 = 14 (2d6 + 5)

>>51650046
Power roll
>>
>>51649588
I'll spend 9 to make a desert at the edge of the world(shape land)
>> opening the gaping maw that is his
body, The outer one spews forth a barrage of stone and earth, creating a wind-blasted sand scape at the south end of the world.
>>
Rolled 6, 6 = 12 (2d6)

>>51650046
power roll
>>
Rolled 4, 4 = 8 (2d6)

>>51650046
Power roll. +3 cause I don't know how to hold back.
>>
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>>51650088
>>
>>51650094
11 in total... Lemme think...
>>
>>51650046
Create a 4 islands using my Shape Land power between the ring and my storm.

14-3(4)=2
>>
>>51650080
15 total.

Krodol's counter actions are annoying enough to me that I seek confrontation. I'll spend 10 points for an event against him. I imagine whatever happens, is up to Ancient of Days, and whether Krodol reacts. If he doesn't, I guess I get lost at sea for awhile.
>>
>>51650117
I'll use Corrupt to join the two patches, creating a cursed sea of mighty sea creatures.
I'll then use Shape Climate thrice, so that all the land west of the mountains on Tothra's island grows swampy.
11-3-2(3)=2
>>
>>51650181
I'll see what the Ancients decrees before making a judgement. Needless to say, however, I'll probably be angered.
>>
>>51650270
That may be, but I'm still gonna try and throttle this godly sea serpent for all his meddling!
>>
>>51650046
Rolled last turn. Have 25 points to spend. I believe.

I spend 10 points to manifest myself as the Lord of War to the Inaltan Men. I then spend 10 points to Advance the civilization further, introducing them to horses and archery so that they may become further proficient in the arts of war.

Finally, using 3 points, I cause the Isle of War to rise up from the depths, a small island off the coast to the east of the Serpent Isle where aspiring warriors may come to meet the Lord of War personally (place the avatar here).
>>
>>51650301
Hey, you slew one of my blessed sea monsters- showing he was ultimately flawed, but he was powerful enough that another one of my children would have to been mighty to have beaten him- and created a race on it. I;m just taking my dues, while plotting against Braven for being difficult to eat and Tothra for being weird.
>>
>>51650346
In the time before time when the world was only water and monsters, fighting them them was a way of godly life!

It's just the nature of things, no two ways about it.
>>
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>>51650093
5+3+12(fuck me sideways wasn't expecting that)=20

Tethra thinks that the humans need brave new lands to explore and so creates a land bridge between their lands and the desert to their south. Additionally Tothra feels a little left out with all these avatars and races running around, so he creates his own avatar and has it create a race of Sapient Scarab people in the centre of the southern desert. He calls these people the Kárabos and his Avatar "Mirus"

20-3(2)-10= 4
>>
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>>51650227
>Tothra's continent is now nearly fully covered in fetid marshland, teeming with many strange lifeforms.

>>51650181
>The Inaltan tribes grow angry with the many beasts stalking their shores and seas, and so take up the mission of their creatrix and become slayers of beasts.
>A great crusade is enacted, and a great many beasts meet their end at the tip of a bronze spear. In crude ships of wood and reed, they take to the sea and clear the bay of serpents, and hoist the corpses high as trophies of their successes
>Civilization Advanced: Inalten Men +Boats +Slayers +Idea: Hatred of beasts
>As the beasts are slain, so too are those who worship them, and the Fangs Monstrous have their towns and villages burned, and are scattered to the wilds.

>>51650334
> The Men of the Isles are quick studies of the art of bow and bridle, and master their new weapons and mounts
>Civilization Advanced: Inaltan Men: +Archery +Horsemanship +Mounted Combat

Turn 6 begins.
From now on, we'll be doing 4d6 every hour instead.
>>
>>51650367
Yes, I agree. That was a perfect world. My children flocked round me, and tested their mettle against the hosts of godlings that formed in our way. But then you came, and slew the serpent, the one who swam on my right side, and changed everything, with your concept of land and fire, creatures so small they could mistake me for a mountain.
I find that intolerable.
>>
Rolled 3, 1, 5, 3 + 3 = 15 (4d6 + 3)

>>51650395
Power roll
>>
>>51650395
4d6 power points?
Nice.
>>
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>>51650390
and this is what Mirus looks like
>>
Rolled 4, 3, 6, 1 + 5 = 19 (4d6 + 5)

>>51650395
Power roll
>>
>>51650414
So 20 total.

>>51650395
Well I meant literally me the deity taking action against Krodol, but that works for the humans too.
>>
Rolled 5, 2, 2, 4 = 13 (4d6)

>>51650395
Power roll
>>
Rolled 3, 6, 5, 4 = 18 (4d6)

>>51650435
Forgot to roll. Still got that +3.
>>
Rolled 1, 3, 1, 6 = 11 (4d6)

>>51650395
Unlimited powa?
>>
Rolled 1, 3, 6, 2 + 2 = 14 (4d6 + 2)

>>51650395
Power Rolling
>>
>>51650456
11+3+4=18
nice. We in age two now?
>>
>>51650395
So I'm at 24 pps
I'll spend it all to make my own race, the Shoggoths, with a gibberish tree marking the place of their birth, on the furthest point away from the other race inhabiting the desert
>>
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>>51650390
>The desert surges with life, as the scarab-men emerge from the sands to serve their new master.
>New World Wonder:????
I'm not super sure what to do for Mirus/the Scarabs. I had been giving out a wonder per racial genesis, so I'd like to keep that up. Any suggestions/ideas?
>New Civilization: Tothran Scarabs
>>
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>>51650511
>New Civilization: Phasan Shoggoths
>New Wonder: The 2nd Root of Madness.
>>
>>51650395
Do these men forget whose body they squat on? Even now, my blessings still course through the body of my slain son. I will use Advanced Civilisation and magic to this world, teaching the survivors of the Fangs Monstrous how to use blood magic to become like the beast. I also command them to take to my creed of survival and power, to stop themselves being wiped out again.
Next, I will Corrupt parts of the Marshland and bring forth a new kind of monster. Slithering in from the oceans into the marshes, these serpents become reptile like and adapt techniques like camouflage and venom.
23-10-4-9=0
>>
>>51650524
A sand-stone spire called "Tothra's Claw"? set Where Mirus first entered the world
>>
>>51650390
Oh.. godly fued time
>>
>>51650567
*hack*bloodborne*cough*
>>
>>51650395
Command Xobleh to create the Order of the Depths in Vontis. Then advance the Gillman civilization in Engineering.

Lastly, cover 3 of the new islands in rain.

19-2-10-3(2)=1 left

I also think we should enter the 2nd era in the next turn.
>>
>>51650579
Mystery Scarabs v.s. Cthulu Gibberers stuff
Neat
Don't forget
Humans v.s. Monsters (Round 2!)
>>
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>>51650500
anyway Imma spend 10 points to advance the Kárabos civilisation (They live in a dangerous part of the world) and then expand the desert a little

18-10-3=5
>>
>>51650564
WHATs the tree on the right of the desert?
>>
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>>51650395
14 total

12 points: Create Subrace

>While Kuz'hai was pleased with the progress of men, he was realized that they were still far from being strong enough to combat the threats of the gods of Chaos. He needed men who are born as warriors, not simply ones who learn the trade.
>The men and women who migrated to the Isles of arts of war would change over the generations, becoming his Horse Sworn, men who not just learned the arts of war, but are born into it. Their skill with a bow is legendary.
>>
Going to be AFK for about half an hour while I drive home
If people want to wait until I return to make map edits, then we can do that. Otherwise feel free to do so yourselves.
>>
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After getting lost in the stormy sea of monsters, I think that in all the confusion of the world and with the various gods, some order on a divine level would be beneficial.

So using 10 points I will bring about an event of divine creation, and swimming to the sea floor I will strike it with my spear with such force that it causes a tear through to the molten earth beneath. This will create an up welling of boiling, rocky water, reaching the surface in a godly-sized water spout to extend to the skies above.

With another 10 points, I'll ride my boat to the top, and overtime try to gather chunks of earthen material spit up by the water spout, to start to try and create essentially a single hex massive stone pillar jutting far into the sky, eventually to end up replacing the water spout.

This will take much time even on a divine scale, perhaps a turn or more, but my hope is to create the foundational pillar for the worldly seat, or at least potential meeting place of the gods.

Location, something like 6-8 hexes to the southeast of the big ring at the center.
>>
>>51650800
Now this is going to be fun
>>
OK, so I have to go and pick up a friend from a thing. Hopefully, I'll be back in an hour but if I'm not the Ancients or someone who isn't stupid can take over mighty Krodol. If no one wants to take him over and I'm not back, I'll have him wrap round the pillar and try and destroy it in his coils, while using any spare powerpoints to boost the Fangs Monstrous and to create a subrace of monstrous gilmen, and set the swamp monsters against Tothra.
>>
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>>51650738
Oh, also. Forgot to post with that my final 2 points:

Shape Climate

>As the first Horse Sworn scatter throughout the land, the climate suddenly dips to near freezing, as snow begins to fall gently upon the brown, grassy plains. A harsh land for a harsh people, where only the strongest survive to live through another winter.
>>
>>51650657
I'm guessing it's your avatar
>>
>>>/qst/
>>
>>51651313
see
>>51648253
>>
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>>51650567
>the scattered remnants of the Fangs feel ancient stirrings in their blood, fueled by the bitterness of their defeat, and the cruelty of their newfound way of life
Civilization Advanced: Fangs Monstrous +magic +anathemanthropy +Wildcraft +Idea: Survival of the fittest
>New life springs forth from the frothing sea unto the land, in a frenzy of feeding and copulation. The survivors are those most fit for the climate, and most blessed with monstrous gifts. They quickly insinuate themselves into the local ecosystem, becoming a terror to the fauna of the marsh

>>51650572
Sounds good.

>>51650602
>The Hand of the Storm instructs the gilmen in the arts of craft and workmanship, and commands the development of a society dedicated to a greater understanding of mechanics.
>Civilization Advanced: Bravenian Gilmen +Architechture +Mechanics +Academics +Craftsmen
I assumed the Order and the engineering increase were related. Correct me if 'm wrong

>>51650626
Any specific advancements? Or just want me to wing it?

>>51650657
It's your avatar, the tree. I assumed that the tree at the Shoggoth genesis point was a seperate being/object.
We have a suggestion to enter the 2nd age. All in favor?
>>
>>51651617
More advanced metalworking would be nice
>>
>>51651617
Aye
>>
>>51651617
Sounds good
>>
So currrently the pantheon is:
Inalta, the firstborn
Braven, eternal storm
Krodol, the world serpent
Tothra, The meddler
Ti'kha, empherial being
And Me:
Karona, outer god
Finally, KaKuz'hai, embodiment of war.
>>
>>51651617
Sort of, they cover the further colonization of the world, which, once they begin surfacing, is going to require a lot of complex engineering to keep their mostly watery aspect stable on the land.
>>
>>51651640
Alright
>Utilizing the native metals of the desert, the Karabos learn to craft a number of items for industry, trade and warfare. They also learn to mimic and enhance their own chitin with metallic plating

>Civilization Advanced: Tothran Scarabs+Metallurgy +Copperworking +Goldsmithing +Armorsmithing

>>51652111
Sounds good. A worthy goal

Since the 2nd age seems to be coming up, seems like a good time to bring up how we'd like to handle conflicts, both deific and otherwise. Do we want to do pure fiat and roleplay, point expenditure, find some sort of mechanical resolution (I kind of have one but I don't know how well it'll work in practice). I'd like everyone's input.
>>
>>51652490
What's your mechanical solution?
>>
>>51652544
Basically, to steal the core mechanic of the *world games. 2d6+1 for every relevant divine/civilizational trait. Six or less, the attempt utterly fails. Ten or more, the attempt goes off without a hitch. 7-9 is a partial success, with complications of some sort.
I figure it's simple enough for our purposes, and will probably lead to interesting results at least most of the time
>>
>>51652618
Sounds good enough, it looks like people have left, when do you want to continue this?
>>
>>51652618
How do you determine what is relevant, for opposition/combat?

Does that mean a war god would beat anyone in a fight?
>>
>>51652718
I'll make a new thread tomorrow morning/afternoon, and we'll begin the second age. Hopefully people come back, because it's been pretty fun.
>>
>>51652763
If you can justify it as being relevant, than I'll probably allow it. I'd probably count direct divine action in a field related to their purview as like a +3 or even +4, which isn't necessarily a total victory but very much tips the odds in their favor, which seems fitting.
>>
>>51652772
I might not be here tomorrow, but I guess its sort of in character.
>>
>>51652837
Alright. If you'd like, I could have Braven/the gilmen do stuff on 'autopilot' if you give me a general game plan for them.
>>
>>51652879
Make a land version of Gilmen and spread them through out the islands, maybe a city on each, but don't touch the other gods' lands. Also, making more Gilmen cities in bay. But even if you forget to do this stuff a couple of times, its alright.
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