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Art thou a puissant enough god to create the president!?

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Lets go for Ambrosia
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HA! HA! HA! HA!
6 (21.4%)

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Author Topic: Dawn of Worlds: The Last Continent  (Read 28815 times)

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Offline Krakow Sam

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Dawn of Worlds: The Last Continent
« on: July 20, 2010, 07:58:17 pm »
Ok, this is the game thread. I'll clarify some rules here and save this post for updates, then Wizard will post the map and we can begin.

First off, lets try to keep the map looking decent. Keep the terrain features understated and minimalist so people editing in MS paint don't get left behind. If someone has invented a symbol for a particular terrain feature, use that instead of making your own for the same feature.

Second, upload images in PNG format and include your username and the number of the round in the filename, to make it easier to see who did what and when.

Use the format Daxx made in the ooc thread to report your actions.

To avoid annoying clashes and to eliminate the need for messy merges, reserve your post while working on a map update, or just make your edits while other players are not online.


PDF Link: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf
OOC: http://www.gamingsteve.com/blab/index.php?topic=17348.0



Little known rules and errata

Command Order: Commands an order to perform an action. The following Actions can be performed by this command: Shape Climate (at 1/2 the area a God can affect), Purify/Corrupt Civ/City, Create Army (Once per turn), Create Order. Finally, the God can use this power to Advance the Order, functioning the same way as Advance Civ\City, the advancement is limited to the order. A civilization with the Sect operating in it automatically benefits from the advancement, as though they had Advance Civilization. If the sect is wiped out from the race, then the race loses the advancement.

Inches and Pixels
For the purposes of this game, an 'inch' in the rules is defined as roughly the area encompassed by the black square in the bottom right corner of the map.


Power Sharing
 It is possible for two or more gods to combine their power points to pay for an action, from creating a race to causing a calamity. However, only ONE god is in control of the effect of that action. For example Daxx, Celdur and Josasa decide to pool their points to create a race in the first age. They discuss their plans and agree that Daxx will ultimately control the race, though he promises he will not oppose Celdur and Josasa when they later found sects within that race.

Nonstandard Races
The cost for creating a race which deviates significantly from the human norm (nonstandard body plan, dramatic supernatural powers, extremely large or small size etc) will cost 10 power in the second age and 22 power in the third age. The price for any race in the first age will remain the same, and the price for subraces will remain the same throughout all ages.

Purity and Corruption
Limits will be placed on how good and how evil a race can be from -3 to 3. Races can be created at morality -1, 0 or 1, as stated in the rules, and can be purified or corrupted as necessary. The price to corrupt will be the same as the price to purify, contrary to what is stated in the rules, in the interests of fairness.

To help visualise what each degree of morality reflects, here's a rough guide:

+3 - Saintly: Refuses to kill anyone for any reason, race or civilisation may even avoid killing animals under any circumstances, always helps strangers in need, even helps enemies in the right circumstances.

+2 - Good: Show mercy to their enemies, help strangers in most circumstances, reserve violence as a last resort or commit violence in accordance within a strictly good moral code.

+1 - Benevolent: Are fair during times of war, inclined to be trusting and to aid their allies, provided they don't ask too much of them.

0 - Neutral:

-1 - Amoral: Are inclined to be dishonourable, or to temper honour with cruelty. Will not aid others without receiving something in return.

-2 - Evil: Cheating, murder, cruelty, destruction, betrayal or any combination of those traits are likely to be an integral part of this civilisation's normal behaviour.

-3 - Diabolical: The hypothetical offspring of Cruella DeVille and Sauron. Would eat their own babies on a wholemeal bun and wash them down with the blood of a hundred puppies and kittens.

Shaping Land and Climate
There is a slight variation to Shape Land and Shape Climate.

Shape land has been limited to only shaping the terrain. So it can add mountains, valleys, canyons and broad flat plains, hills, and major rivers.

Shape Climate allows you to spell out the temperature, the amount of vegetation and implied water (such as adding grassland, forests, or deserts and tundras) and the general weather pattern of a region.

What's a Hemisphere?
You can't see it on the continent map, but our continent is in the Southern Hemisphere! If you want a frozen north then you will likely be disappointed. There is some godly leeway and what have you, but as a rule, things should get chillier the further south they are.

No god is an island
The scale of the map is rather large (the continent it describes is larger than Europe) so picking out fine details is impossible. Cities populated by terrestrial creatures may be placed on water and it will be understood that they are situated on islands which are too small to show up on the map. Aquatic creatures may build cities beneath the ocean waves.



Keep watching this post as more rule adjustments or house rules may be added. Now go out there and have fun!

If you need advice, want to discuss rules or just discuss the game, drop by the Gamingsteve IRC channel (Centralchat, #gamingsteve)
« Last Edit: February 07, 2012, 02:37:53 pm by Krakow Sam »


Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: Dawn of Worlds: The Last Continent
« Reply #1 on: July 20, 2010, 08:38:49 pm »
Power Cost Table per Age
Current Age: First Age

Powers| Land| Races| 1st age| GOD WARS| Rebuild| 2nd age
Shape Land| 3| 5| 8| 8| 5| 8
Shape Climate| 2| 4| 6| 6| 4| 6
Create Race| 22| 6| 15| 15| 15| 15
Create Subrace| 12| 4| 10| 10| 4| 10
Command Race**| 8| 4| 3| 3| 4| 3
--Create City**| 8| 4| 3| 8| 4| 3
Command City**| 6| 4| 2| 2| 4| 2
--Create Army**| 6| 4| 2| 1| 4 | 2
Advance Civilization| 10| 5| 6| 10| 5| 6
Advance City| 8| 4| 5| 4| 4| 5
Purify Civ. +1 Align *| 5| 3| 4| 3| 3| 4
Corrupt Civ. -1 Align *| 4| 3| 3| 3| 3| 3
Purify City +1 Align *| 4| 3| 3| 2| 3| 3
Corrupt City -1 Align *| 3| 2| 2| 2| 2| 2
Event| 10| 7| 9| 5| 7| 9
Create Order| 8| 6| 4| 4| 6| 4
Command Order| 4| 3| 2| 2| 3| 2
Create Avatar| 10| 7| 8| 10| 7| 8
Command Avatar| 2| 1| 1| 1| 1| 1
Catastrophe| 10| 10| 10| 5| 10| 10
| | | | | |

* Only once per target per turn. **Player must have either an Avatar, or order(sect) present
where directions are given. (See PDF descriptions)


 Formatting Guidelines

We should probably have a standard format for people taking their turns, to make things easy to keep track of. I suggest:
Title [turn ##]
Summary
Power Available: [##]
Actions taken:
  • [Action name] - [type, ##cost]
  • [Action name] - [type, ##cost]
Power Remaining: [##]
Running Bonus: [##]

Actions
[Action name]
[Description of above action]
[Roleplaying/flavour notes, if required]
[Action name]
[Description of above action]
[Roleplaying/flavour notes, if required]

Code: [Select]
[size=14pt]Title [turn ##][/size]
[u]Summary[/u]
[b]Power Available[/b]: [##]
[b]Actions taken[/b]:
[list]
[li][Action name] - [type, ##cost][/li]
[li][Action name] - [type, ##cost][/li]
[/list]
[b]Power Remaining[/b]: [##]
[b]Running Bonus[/b]: [##]

[u]Actions[/u]
[b][Action name][/b]
[Description of above action]
[Roleplaying/flavour notes, if required]
[b][Action name][/b]
[Description of above action]
[Roleplaying/flavour notes, if required]

Any objections or suggestions for improvement?

Age and Round record

Age of Land

Map as of the Age of Land, round 1:

Power Distribution per Player
Shub(Brandon): 5
Innichanne(Daxx): 8
Vaurer Indrus(Josasa): 8
Ral-Ral(Darth): 8
Baloria(Pat): 9
Imornouz(Celdur): 10
Nahequi(Krakow): 5  
Ashra(Yokto): 5
Galep(Yossi): 5
Valian(Neo): 7
Hanafuss(Wizard): 10
Rahdin(Martyk): 6

Map as of the Age of Land, round 2:


Power Distribution per Player
Shub(Brandon): 4
Innichanne(Daxx): 13
Vaurer Indrus(Josasa): 13
Ral-Ral(Darth): 11
Baloria(Pat): 18
Imornouz(Celdur): 18
Nahequi(Krakow): 8  
Ashra(Yokto): 14
Galep(Yossi): 7
Valian(Neo): 11
Hanafuss(Wizard): 11
Rahdin(Martyk): 10

Map as of the Age of Land, round 3:


Power Distribution per Player
Shub(Brandon): 11
Innichanne(Daxx): 17
Vaurer Indrus(Josasa): 13
Ral-Ral(Darth):14
Baloria(Pat): 7
Imornouz(Celdur): 23
Nahequi(Krakow): 10  
Ashra(Yokto): 6
Galep(Yossi): 13
Valian(Neo): 17 (had a +2 bonus)
Hanafuss(Wizard): 12
Rahdin(Martyk): 6

Map as of the Age of Land, round 4:


Power Distribution per Player
Shub(Brandon): 15
Innichanne(Daxx): 26
Vaurer Indrus(Josasa): 9
Ral-Ral(Darth): 21
Baloria(Pat): 16
Imornouz(Celdur): 8
Nahequi(Krakow): 13
Ashra(Yokto): 12
Galep(Yossi): 6
Valian(Neo): 24
Hanafuss(Wizard): 15
Rahdin(Martyk): 15

Map as of the Age of Land, round 5:


Power Distribution per Player
Shub(Brandon): 13
Innichanne(Daxx): 31
Vaurer Indrus(Josasa): 14
Ral-Ral(Darth): 28
Baloria(Pat): 16
Imornouz(Celdur): 10
Nahequi(Krakow): 10
Ashra(Yokto): 13
Galep(Yossi): 14
Valian(Neo): 5
Hanafuss(Wizard): 19
Rahdin(Martyk): 12
« Last Edit: September 18, 2010, 09:21:10 am by Mr. Wizard »

Offline Mr. Wizard

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Re: Dawn of Worlds: The Last Continent
« Reply #2 on: July 20, 2010, 08:39:40 pm »
Age of Races

Map as of the Age of Races, round 1:


Power Distribution per Player
Shub(Brandon): 16
Innichanne(Daxx): 10
Vaurer Indrus(Josasa): 14
Ral-Ral(Darth): 37
Baloria(Pat): 23
Imornouz(Celdur): 11
Nahequi(Krakow): 7
Ashra(Yokto): 11
Galep(Yossi): 17
Valian(Neo): 11
Hanafuss(Wizard): 29
Rahdin(Martyk): 18

Map as of the Age of Races, round 2:



Power Distribution per Player
Shub(Brandon): 11
Innichanne(Daxx): 11
Vaurer Indrus(Josasa): 17
Ral-Ral(Darth): 21
Baloria(Pat): 30
Imornouz(Celdur): 18
Nahequi(Krakow): 14
Ashra(Yokto): 15
Galep(Yossi): 15
Valian(Neo): 6
Hanafuss(Wizard): 5
Rahdin(Martyk): 17
« Last Edit: July 30, 2010, 09:54:36 am by Mr. Wizard »

Offline Mr. Wizard

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Re: Dawn of Worlds: The Last Continent
« Reply #3 on: July 20, 2010, 08:40:08 pm »
<reserved space>

Offline Daxx

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Re: Dawn of Worlds: The Last Continent
« Reply #4 on: July 20, 2010, 08:53:00 pm »
Summary
Power Available: 8
Actions taken:
  • Raise Mountains - [2x Shape Land, 6 cost]
Power Remaining: 2
Running Bonus: +1

Actions
Raise Mountains
By the power of Innichanne's will, a collossal mountain range heaves itself from the earth down the east of the continent.
Note: I have altered the area to be longer but thinner. I assume this is okay - if not I will revise.


Offline Yossitaru

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Re: Dawn of Worlds: The Last Continent
« Reply #5 on: July 20, 2010, 09:13:50 pm »
Summary
Power Available: 5
Actions taken:
  • Create Grassland - 2x Shape Climate, 4 cost
Power Remaining: 1
Running Bonus: +1

Actions
Create Grassland
The soft grasslands of the western peninsula sprouts by the will of Galep in preparation for her light forests and gentle folk of the forests.

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Offline martyk

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Re: Dawn of Worlds: The Last Continent
« Reply #6 on: July 20, 2010, 09:33:58 pm »
Summary
Power Available: [6]
Actions taken:
  • [Create Forest x3] - [Shape Climate, 6]
Power Remaining:
Running Bonus: [+1]

Actions
[Create Forest]
From the barren shores of the northern peninsula spreads the thick, cool, misty forests of Rahdin.
"And so are sown the roots of my domain.  May they grow strong and deep.  Woe be he who dares stand agaist it."

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Martyk is a handsome fish.
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This dolphin is delicious.
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Offline Krakow Sam

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Re: Dawn of Worlds: The Last Continent
« Reply #7 on: July 20, 2010, 09:37:06 pm »
Summary
Power Available: 5
Actions taken:
  • [Action name] - [2 x shape climate, 4 cost]
Power Remaining: 1
Running Bonus: +1

Actions
[Create Mist]
Nahequi's power shrouds these mountains in clinging mists and clouds, those who wish to know what mysteries they hold will find their sight will not avail them.

« Last Edit: July 20, 2010, 09:53:45 pm by Krakow Sam »
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Offline Brandonazz

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Re: Dawn of Worlds: The Last Continent
« Reply #8 on: July 20, 2010, 09:51:04 pm »
Summary
Power Available: 5
Actions taken:
  • Create River - [Shape Land, 3 cost]
  • Create Flood Plains - [Shape Climate, 2 cost]
Power Remaining: 0
Running Bonus: +1

Actions
Create River
Shub, seeing the towering peaks of Innichanne's making, deigned that the land spread before her should be a land of bountiful harvest, and inwardly created a rivet from the ocean that the flow from the peaks filled, making a raging river.
Create Flood Plains
From her river, Shub drew the nutrients of the world, and created a full, arable soil that would provide an endless fountain of life and vegetation for any seeds that would grace its topsoil.


Offline Josasa

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Re: Dawn of Worlds: The Last Continent
« Reply #9 on: July 20, 2010, 09:58:08 pm »
Summary
Power Available: 8
Actions taken:
  • Flood Swamps - [1x Shape Land, 3 cost]
Power Remaining: 5
Running Bonus: +1

Actions
Flood Swamps
Vaurer Indrus looked upon the land and was displeased with what he saw the other gods making. He looked upon Rahdin's foreboding forests, but felt they were not dark enough for his liking. He stole away some of Rahdin's trees and plants, flooding the area with the salt water to create a large swamp.

« Last Edit: July 20, 2010, 10:13:27 pm by Josasa »

Offline Mr. Wizard

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Re: Dawn of Worlds: The Last Continent
« Reply #10 on: July 20, 2010, 10:20:17 pm »
Summary
Power Available: 10
Actions taken: 3
  • Add hills - [Change Shape, 3 cost]
  • Cover with Humid Jungle - [Change Climate, 2 cost]
  • Expand arable soil and grassland - [Change Climate, 2 cost]
Power Remaining: 3
Running Bonus: +1

Actions
Add hills
Hanafuss creates hilly terrain on the island to the north
Cover with Humid Jungle
Hanafuss covers the island to the north in lush, humid jungle
Expand arable soil and grassland
Hanafuss expands the land made arable by Shub, planting shoots of grass
Preparing the land to support mighty nations, Hanafuss works the land. Life takes root where he walks

« Last Edit: July 20, 2010, 11:02:36 pm by Mr. Wizard »

Offline Yokto

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Re: Dawn of Worlds: The Last Continent
« Reply #11 on: July 21, 2010, 12:34:41 am »
Summary
Power Available: 5
Actions taken: 0
  • None
Power Remaining: 5
Running Bonus: +1

Actions
None
Takes no action
Ashra awaits her turn carefully studying what actions the other Gods take and contemplating the mysteries of the universe.
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Re: Dawn of Worlds: The Last Continent
« Reply #12 on: July 21, 2010, 10:44:25 am »
Summary
Power Available: 10
Actions taken: 0
  • None
Power Remaining: 10
Running Bonus: 0

Actions
None
Takes no action
Imornouz slumbers.

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Darth Grievi

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Re: Dawn of Worlds: The Last Continent
« Reply #13 on: July 21, 2010, 10:56:59 am »
Summary

Power Available: 5 (Brandonazz and I just switched gods, so I'm going with the power points assigned to Ral-Ral)
Actions taken:
  • Create Desert - Shape Climate x2, 4 cost
Power Remaining: 1
Running Bonus: +1

Actions
Create Desert
A dry, barren waste is formed, scorched by the sun under Ral-Ral's command, partially drying the grasslands formed by Galep.




Offline PatMan33

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Re: Dawn of Worlds: The Last Continent
« Reply #14 on: July 21, 2010, 11:48:20 am »
Summary
Power Available: 9
Actions taken: 0
  • None
Power Remaining: 9
Running Bonus: 0

Actions
None
Takes no action
Baloria sits pretty atop her throne and bides her time, waiting for the opportune moment to show the world her greatest work.