Poll

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

Hey Lords
3 (10.7%)
Thanks for creating me
3 (10.7%)
Lets go for Ambrosia
16 (57.1%)
HA! HA! HA! HA!
6 (21.4%)

Total Members Voted: 28

Author Topic: Dawn of Worlds: The Last Continent  (Read 28458 times)

0 Members and 1 Guest are viewing this topic.

Offline martyk

  • Simon Belmont
  • *****
  • Posts: 5333
  • Never underestimate the power of dolphin!
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #180 on: September 17, 2010, 11:26:41 am »
Rahdin Turn 15
Summary
Power Available: 15
Actions taken:
  • Bide - 0 cost
Power Remaining: 15
Running Bonus: 0

Actions
Bide
The black clouds of war grew ever closer on the horizon.  Rahdin buckles down in preperation for the comming storm.
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline Tesla

  • Street Fighter Champion
  • *****
  • Posts: 10603
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #181 on: September 17, 2010, 01:18:26 pm »
Thub Turn 15
Summary
Power Available: 7
Actions taken:
  • Retake Ut-Islil, Command City, 2 cost
  • Ask to join the Ri Federation, Command Race, 3 cost
  • Cast Protective Magic, Command Avatar, 1 Cost
Power Remaining: 1
Running Bonus: +1

Actions
Retake Ut-Islil
Over the years, tension between the Relexrin and the Sherub in Ut-Islil diminished to nothing, as the only Relexrin left was a small army and several representatives. A series of treaties slowly hand back power to the Sherub, until they can call the city theirs once more.
Join Ri Federation
Their capital restored, the Sherub ask to join the nearby Ri Federation, to strengthen their newly independent state.
Cast Protective Magic
Nahequi agrees to take the Sherub into the Ri Federation, in exchange for a small favour. Thub must create a dome of protective magic over the Labyrinth at Hive Ix. Thub obliges, and commands Inilath to travel east to Hive Ix. With the guidance of Thub, Inilath manages to find his way to the exact centre of the Labyrinth, and is commanded to draw a series of complex ruins that allow Thub to channel his powers through him. Inilath acts like a conduit, powerful, godly magic travelling through him onto the mortal plane. A small dome flickers into existence around Inilath, glowing a pale blue. The dome suddenly expands, rapidly passing through walls and Skirrin, growing to a massive size and enveloping the entire hive. The dome shines in the sunlight for a brief moment, then fades into invisibility.

Mortal magic can no longer exist within Hive Ix and the Labyrinth.
« Last Edit: September 18, 2010, 05:51:03 am by Tesla »
No way dude, you're trolling me.

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #182 on: September 18, 2010, 08:10:30 am »
Vehorveh Turn 15
Summary
Power Available: 1
Actions taken:
  • Capture Heqindrat - Command Avatar, 1 cost
Power Remaining: 0
Running Bonus: +3

Actions
Capture Heqindrat
Vehorveh was mostly silent as the world moved on, leaving him as an anachronism from another age. He traveled from race to race, seeing their strength as they defend themselves from evil, and build their towering civilizations despite the dangers. His blue scorched iron skin identified him to all races. He saw the great prison being built in Hive Ix, the great library built by the Order of the Codex.  He believed his time as protector was passed, until he became aware of the Grimlings.

Disgusting blasphemous fusions of flesh and steel, he concluded the existence of the unnatural Grimlings was a precursor to an attempt at conquering the continent. He sought out their creator, and found her in Areel-Kree.She was named Heqindrat. Vehorveh's wisdom foresaw the schemes Heqindrat must be plotting. He learned of her nature as a Demilich, and knew his only course of action would be to permanently imprison her. He sought permission from the Skirrin to use their great labyrinthine prison to lock her away, and visited Gnodrahor the Gnarled of the Bokra Gan to provide him the martial might to march on Areel-Kree.

So, Vehorveh stood on the shore of the great lake of lava, looking at the distant city of Areel-Kree with three Vaunted Lords and their legions. Vehorveh did not enter the city himself. He used his deific power to part the lava of the lake for weeks, as the armies marched into the city. The Saak garrison, intimidated by being outnumbered, stood aside, and let them arrest Heqindrat. She tried to marshal an army of ghosts to her aid, but the stalwart Bokra Gan were unimpressed, and brushed them aside, dragged her back to shore, and deposited her before Vehorveh.

Vehorveh took her to Hive Ix, deep inside the prison. He decided that the world no longer needed him, just as it no longer needed the Angels. He chose to stay within the prison with Heqindrat, to prevent her from escaping via her phylactery, for all time.

Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
N/A

[size=14pt]Avatars[/size]
[b]Heqindrat, The First Demilich[/b], Avatar of Nahequi
-Imprisoned within the Great Prison in Hive Ix
[b]Vehorveh, Protector of Kendara[/b], Elexrin avatar of Hanafuss
-Imprisoned within the Great Prison in Hive Ix

[size=14pt]Sects[/size]
N/A

Offline Daxx

  • Golden Axe Battler
  • *****
  • Posts: 8613
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #183 on: September 19, 2010, 06:02:42 am »
Innichanne Turn 15
Summary
Power Available: 12
Actions taken:
  • Found Hive Tisk - Command Race, 3 cost
  • Found Hive Ask - Command Race, 3 cost
  • Raise Army at Hive Tsax - Command Race, 2 cost
  • Raise Army at Hive Klak - Command Race, 2 cost
  • Raise Army at Hive Rok - Command Race, 2 cost
Power Remaining: 0
Running Bonus: +3

Actions
Found Hive Tisk and Hive Ask
Innichanne directed her attentions again to her children, their great task completed and the demilich sealed away. She commanded that two new but powerful Hives build for themselves great cities in her honour. Hive Ask was deep in the mountains and was everything typical of the Skirrin - deep beneath the mountains, ridding them with warren-like tunnel systems and delving into their depths. Hive Tisk, though, was different and new. It lay far in the cold south, almost near the great ice plains. It did not delve so deep but instead the Skirrin of that Hive took advantage of the great forests above for wood to heat and power their city. Hive Tisk represented the greatest nod to the methods and aesthetics of the other races.

The Armies Rise
But whilst Innichanne's attention was upon her new Hives, she forgot to cast her gaze over the old. The oldest of the Hives joined Ix in marshalling their forces as politics within the Council became ever more fraught. The tacit support of the Untainted in Hive Ix for the machinations of other gods and races was only made worse when Hive Rok was seized by Untainted forces from the Underwarrens. It seemed that the Skirrin were once again preparing for civil war, only this time armies would march through the Hives.



Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Avatars[/size]
N/A

[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
[b]Hive Tisk[/b] 0 alignment
Founded in the 5th Era of the First Age by the Council of Queens
Inhabited by Skirrin
[b]Hive Ask[/b] 0 alignment
Founded in the 5th Era of the First Age by the Council of Queens
Inhabited by Skirrin
[b]Hive Tsax[/b]
+ 1 Skirrin Tainted Army (Innichanne)
[b]Hive Klak[/b]
+ 1 Skirrin Tainted Army (Innichanne)
[b]Hive Rok[/b]
+ 1 Skirrin Untainted Army (Innichanne)

[size=14pt]Sects[/size]
N/A
« Last Edit: September 19, 2010, 06:06:16 am by Daxx »

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #184 on: September 19, 2010, 08:10:06 am »
Round 6! Still First Age costs

-------------------------------------

Map as of the First Age, round 6:


Power Distribution per Player
Thub(Tesla): 14
Innichanne(Daxx): 11
Vaurer Indrus(Krakow): 10
Ral-Ral(Kratok): 23
Imornouz(Celdur): 11
Nahequi(Krakow): 10
Ashra(Yokto): 8
Galep(Yossi): 15
Valian(Neo): 11
Gan Empire(Wizard): 14
Rahdin(Martyk): 21
« Last Edit: September 19, 2010, 09:28:17 am by Mr. Wizard »

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #185 on: September 19, 2010, 08:10:50 am »
ARCS as of the First Age, round 6:
Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
[b]Nalori[/b] - -1 Alignment - Created in the 2nd Era of the Age of Land by the combined power of Baloria and Nahequi
[b]Elexrin[/b] - 0 Alignment - Created in the 2nd Era of the Age of Land by Alora, Avatar of Ashra
[b]Fanth[/b] - +2 Alignment - Created in the 3rd Era of the Age of Land by the combined power of Galep, Shub, and Rahdin
- They are the masters of nature magic
[b]Storm Giants[/b] - -1 Alignment - ]Created in the 3rd Era of the Age of Land by the power of Imornouz
[b]Geldryn[/b] - +1 Alignment - Created in the 4th Era of the Age of Land by the power of Keladi, Avatar of Rahdin
- Geldryn are the unrivaled masters of the woods
- Geldryn are the leading experts in herbology
- Geldryn are unmatched in the art of guerrila warfare
- Geldryn are increadibly formidable archers
- The wooden craftings of the Geldryn are unmatched in quality
- The Geldryn are very agile, capable of impressive feats of acrobatics.
[b]Sherub[/b] - 0 Alignment - Created in the 4th Era of the Age of Land by the power of Islil, Avatar of Shub
- They are the masters of Agriculture
- They are experts in Battlefield Tactics
- They are experts in Alcohol Making
[b]Relexrin[/b] - 0 Alignment - Created from the Elexrin in the 4th Era of the Age of Land by the power of Aravolrax, Avatar of Ashra
- They are the best espionage agents
- They are leaders in Engineering
- They are leaders in Architecture
- They are leaders in Grafting
- They are leaders in Conjuration
- They are leaders in Illusion
- They are leaders in Poisons
- They are leaders in Mech Copying
[b]Skirrin[/b] - 0 Alignment - Created in the 4th Era of the Age of Land by the power of Innichanne
- The are the masters of the Forge
- They are the masters of Fortification
- Only race capable of forging Baloris
[b]Comiri[/b] - 0 Alignment - Created in the 4th Era of the Age of Land by the power of Torium, Avatar of Valian
- They are the Masters of stone working
- They are the Masters of Transmutation
[b]Angels[/b] - +3 Alignment - Created in the 1st Era of the Age of Races by the power of Hanafuss
- Destroyed in the 3rd Era of the First Age
[b]Saak[/b] - -1 Alignment - Created in the 1st Era of the Age of Races by the power of Ral-Ral
- They are the Masters of Glass-making
- They are the Masters of Navigation
- They are formidable in close-quarters combat
[b]Mad-touched[/b] - -1 alignment - Created from all Races in the 2nd Era of the Age of Races by the power of Nahequi
[b]Drones[/b] - 0 alignment - Created from Skirrin in the 2nd Era of the Age of Races by the power of Innichanne
[b]Cloud Giants[/b] - -1 Alignment - Created from the Storm Giants in the 2nd Era of the Age of Races by the power of Etiraaub, Avatar of Imornouz
[b]Fire Giants[/b] - -1 Alignment - Created from the Cloud Giants in the 2nd Era of the Age of Races by the power of Imornouz
[b]Frost Giants[/b] - -1 Alignment - Created from the Cloud Giants in the 2nd Era of the Age of Races by the power of Imornouz
[b]Mountain Giants[/b] - 0 Alignment - Created from the Frost Giants in the 2nd Era of the Age of Races by the power of Imornouz
[b]Hill Giants[/b] - 0 Alignment - Created From the Mountain Giants in the 2nd Era of the Age of Races by the power of Imornouz
[b]Vampires[/b] - -1 alignment - Created in the 2nd Era by Kamaria, the Mother of Vampires, an Avatar of Nahequi
[b]Muln[/b] - +1 Alignment - Created in the 3rd Era of the Age of Races by the power of Ral-Ral
[b]Bokra Gan[/b] - +1 Alignment - Created in the 4th Era of the Age of Races by the power of Ubethtau, Avatar of Hanafuss
- Men of this race are especially strong
[b]Swarim[/b] - -1 Alignment - Created from the Skirrin in the 4th Era of the Age of Races by the power of Skaras, Avatar of Vaurer Indrus.
-They are masters of swamp warfare
-They are masters in the art of necromancy
[b]Planthin[/b] - 0 Alignment - Created in the 2nd Era of the Age of Relations by Islil of the Fanth
- The Planthin are masters at trap-making
[b]Ghul[/b] - 0 Alignment - Created in the 2nd Era of the First Age by Vaurer Indrus
- Created on another continent by Vaurer Indrus in times unknown
- Guided to the continent in the 2nd era of the 1st age by Rawms, Avatar of Vaurer Indrus
- They have an agreement to trade for corpses with the other sentient races
[b]Grimlings[/b] - -1 Aligment - created in the 4th Era of the First Age by Heqindrat, Avatar of Nahequi, controled by Aravolrax, Avatar of Ashra.
[b]the Echlia[/b] +1 Aligment - created in the 5th Era of the First Age by Velvex, Avatar of Ashra

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #186 on: September 19, 2010, 08:11:16 am »
Code: [Select]
[size=14pt]Cities[/size]
[b]Ashralore[/b] -1 Alignment
- Founded by the Elexrin in the 3rd Era of the Age of Land by the Sect of Ashra
- Originally Inhabited by Elexrin
- Elexrin driven out by Baloria's Wrath
- Resettled by Nalori of the First Coven of Nahequi
- Formerly know as Hequestis under Nahequi rule
- The City of New Ashralore was built underneath, it was destroyed by Iquab Saar under the command of Nahequi in the third era of the first age.
- Retaken during the third era of the first age by Alora and the Elexrin
- the tower of Warped Reality, build 5th era of the First age.
- Inhabited by; Majority Relexrin, Minorty Elexrin and Nalori
- 3 Elexrin Army (Ashra)
- 11 Relexrin Army (Ashra)
[b]Vaurlian[/b] -3 alignment
- Founded by the Nalori in the 4th Era of the Age of Land by the Nalori Order of Sorcerers, with the blessing of Vaurer Indrus
- Inhabited by Nalori
- 1 army of Nalori at Vaurlian(Nahequi)
[b]Tyruime[/b] 0 Alignment
- Founded by the Comiri in the 4th Era of the Age of Land by the Comiri Sect of Valian
- Inhabited by Comiri
- Three Comiri Armies (Valian)
- Torium
[b]Hive Klak[/b] 0 Alignment
- Founded by the Skirrin in the 5th Era of the Age of Land by the Council of Queens
- Inhabited by Skirrin
- 1 Skirrin Tainted Army (Innichanne)
[b]Queitar[/b] - City Alignment 0
- Founded as 'Deephaven' by the Geldryn in the 5th Era of the Age of Land by Keladi of the Geldryn
- Invaded by the Saak in the 4th Era of the Age of Races
- Liberated by the Angels of Hanafuss in the 5th Era of the Age of Races
- Abandoned by the Geldryn
- Peacefully Colonised by Nalori at the suggestion of Ubuurqua, avatar of Nahequi
- A Protectorate of the Bokra Gan
- Contains Planthin army
[b]Luwari[/b] -1 Alignment
- Founded as Lewarth by the Fanth in the 5th Era of the Age of Land by Detrite of the Fanth
- Destroyed by an army of giants under Imornouz in the fifth era of the age of Races
- Rebuilt by Nalori led by Ubuurqua, child of Nahequi and Valian, in the first era of the First Age.
[b]Ess-Kreel[/b] 0 Alignment
- Founded as Imorath by the Elexrin in the 5th Era of the Age of Land by Alora the mad, Avatar of Ashra
- Inhabited by Saak
- Seized in the 5th Era of the 1st Age by Kamaria, mother of Vampires and the Saak Sages of Substance at the command of Nahequi, the original Elexrin inhabitants were exterminated.
- It is rich in deposits of Elexrin metal
- 1 Saak Army and 1 Vampire Army (Nahequi)
[b]Eochiidro[/b] +2 Alignment
- Founded by the Angels in the 1st Era of the Age of Races by the Archangel Ubethtau, Avatar of Hanafuss
- abandoned by Angels in First age 3rd era
- resettled by Relexrin in First age 3rd era
- given over to the Echlia in First age 5th era
- Inhabited by; Majorty Echlia, Minority Relexrin
- the city of Oubliette exists within the Labyrinth under Eochiidro, at 0 alignment, contains a passage to the Underdark
----- 1 Mad-touched army in Oubliette.(Nahequi)
[b]Maeophim[/b] +2 Alignment
- Founded by the Angels in the 1st Era of the Age of Races by the Archangel Vaumemtau, Avatar of Hanafuss
- abandoned by Angels in First age 3rd era
- resettled by Relexrin in First age 3rd era
- given over to the Echlia in First age 5th era
- Home to the Divine Academy of the Cabal of Transcendence
- Inhabited by; Majorty Echlia, Minority Relexrin
[b]Atauzain[/b] +2 Alignment
- Founded by the Angels in the 1st Era of the Age of Races by the Sect of Hanafuss
- abandoned by Angels in First age 3rd era
- resettled by Elexrin in First age 3rd era
- Conquered by Kairhordraor Gaimir the 4th era of the First Age
- Inhabited by Bokra Gan
- 2 army of Bokra Gan (Gan)
[b]Lothric[/b] 0 Alignment
- Founded by the Cormiri in the 1st Era of the Age of Races by the Sect of Valian
- Inhabited by Cormiri
- Three Comiri Armies (Valian)
[b]Met-Saak[/b] 0 Alignment
- Founded by the Saak in the 1st Era of the Age of Races by the Sect of Ral-Ral
- Destroyed by eruption of caustic lake in 1st Era of the Age of Relations
- Reclaimed in the 2nd era of the First Age
- Inhabited by the Grinning Knife
- Nine Grinning Knife Armies (Inistios (Valian))
- Inistios
[b]Aventres Foh[/b] +2 Alignment
- Founded by the Fanth in the 1st Era of the Age of Races by Sect of Galep
- Inhabited by Fanth
[b]Ut-Islil[/b] +1 Alignment
- Founded by the Sherub in the 1st Era of the Age of Races by Islil
- Inhabited by Sherub
- 1 Sherub Army in Ut-Islil(Thub)
[b]Hive Rok[/b] 0 Alignment
- Founded by the Skirrin in the 1st Era of the Age of Races by the Council of Queens
- Inhabited by Skirrin
- 1 Skirrin Untainted Army (Innichanne)
[b]Hive Tsax[/b] 0 Alignment
- Founded by the Skirrin in the 2nd Era of the Age of Races by the Council of Queens
- Inhabited by Skirrin
- 1 Skirrin Tainted Army (Innichanne)
[b]Nahesha[/b] 0 Alignment
- Founded by the Relexrin in the 2nd Era of the Age of Races by the Sect of Ashra
- Inhabited by Relexrin
- given over to the Echlia in First age 5th era
- Inhabited by; Majorty Echlia, Minority Relexrin
[b]Hive Ix[/b] 0 Alignment
- Founded by the Skirrin in the 3rd Era of the Age of Races by the Council of Queens
- Inhabited by Skirrin
- The Great Labyrinth
- 1 army of Skirrin (Innichanne)
[b]Eogísvocchí[/b] +3 Alignment
- Founded by the Angels in the 3rd Era of the Age of Races by the Archangel Nunhetau, Avatar of Hanafuss
- Divine Design: The fortress is designed as a match to any fortress in the celestial planes
- abandoned by Angels in First age 3rd era
- resettled by Elexrin in First age 3rd era
- Conquered by Grimlings in First age 4rd era
- Inhabited by Grimlings
[b]Afnirosafn[/b] +1 Alignment
- Founded by the Bokra Gan in the 4th Era of the Age of Races by the Sect of Hanafuss
- Inhabited by Bokran
- Mutual Defense Alliance with Algem
- 2 army of Bokran (Hanafuss)
[b]Algem[/b] -1 Alignment
- Founded in the 4th Era of the Age of Races by Yulari, Avatar of Vaurer Indrus
- Inhabited by Swarim
- Mutual Defense Alliance with Gan Empire
- 1 Army of the Swamp, led by Rawms (Vaurer Indrus)
[b]Trunecat Forsays[/b] +2 Alignment
- Founded by the Fanth in the 4th Era of the Age of Races by Sect of Galep
- Inhabited by Fanth
[b]Wognoat[/b] +1 Alignment
- Founded by the Bokra Gan in the 5th Era of the Age of Races by Kairhordraor Hosos, Avatar of Hanafuss
- Inhabited by Bokra Gan
[b]Kel-Saak[/b] -1 alignment
-Founded by the Saak in the 5th Era of the Age of Races by Kai-me, Avatar of Ral-Ral
- Current Inhabitants: Saak and Muln
- 1 army of Saak, Sect of Ral-Ral
[b]Ut-Nilisis[/b]
- Founded by the Saak in the 5th Era of the Age of Races by Sherub, Avatar of Ashra
- Inhabited by Sherub, (other races have small representation to in the trading districts)
- 1 Sherub Army in Ut-Nilisis(Ashra)
[b]Iquab Saar[/b] -1 alignment
- Founded by Storm Giants led by the Mother of Vampires in the 1st era of the First Age.
- Its construction is a masterpiece of arcane technology
- Rests on the colossus avatar of the same name
- Equipped with mighty flame weapons
- Conquered by Vehorveh 2nd era of the First Age
- Conquered by Ogedveh 3rd era of the First Age
- Conquered by Ygsa 3rd era of the First Age
- Currently submerged in lava
[b]Anin[/b] - +1 alignment
- Founded by the Bokra Gan in the 1st Era of the First Age by the Kairhordraor
- Inhabited by Bokra Gan
[b]The Underwarrens[/b] - City Alignment 0
- Founded by the Skirrin in the 1st Era of the First Age by the Untainted
- Expanded tunnel network linking all of the Skirrin Hives
- Connections to the Underdark, dug at the close of the Skirrin civil war
- 1 Army of Skirrin Untainted (Innichanne)
[b]Canopy[/b] - City Alignment 0
- Founded in the 1st Era of the Age of Relations
- Current Inhabitants: Geldryn
- A hidden city concealed high within the branches of the great trees of Deepwood, Canopy is virutally unassaultable.
- 8 armies (Deepwood Guard)
[b]Decads Womera[/b] +2 alignment
- Founded by the Fanth in the first era of the Age of Relations
- Current Inhabitants: All
- Governed and Maintained by Fanth
- Ten Unnamed Districts, Fanth Capital District
[i]Capital District[/i]
    City Wall
[i]North first District[/i]
[i]North second District[/i]
[i]North third District[/i]
[i]North fourth District[/i]
[i]North fifth District[/i]
[i]South First District[/i]
   Area for temples
      Temple to Galep
[i]South second District[/i]
[i]South third District[/i]
[i]South fourth District[/i]
[i]South fifth District[/i]
[b]Tre-Saak[/b] - City Alignment -1
- Founded in the First Age of Relations
- Current Inhabitants: Saak and Muln
[b]Areel-Kree[/b] -1 Alignment
- Founded in the 2nd Era of the Age of Relations
- Current Inhabitants: Saak
- 1 army of Saak (Nahequi)
[b]Iniir Islil[/b] 0 alignment
- Founded by Thub in the 2nd era of the Age of Relations
- Inhabited by Planthin
- Protectorate of the Bokra Gan
- Masters of Psychotropics
[b]Ut-Asiril[/b] +1 alignment
- Founded by Thub in the 2nd era of the Age of Relations
- Inhabited by Planthin
[b]Yijuafot[/b] +1 alignment
- Founded by Kairhordraor Sootsil of the Bokra Gan in the 2nd era of the First Age.
- Inhabited by Bokra Gan
- 2 army of Bokra Gan (Gan)
[b]Wanderlust[/b] 0 Alignment
- Founded by the Cormiri in the 12th Era of the 1st Age by the Order of Travelers
- Inhabited by various
- They have a trade alliance with the Elyme-Daiil and several gifted balloons
[b] Cuarudr[/b] 0 Alignment
- Founded in the 2nd Era of the Age of Relations
- Current Inhabitants: Ghul
[b]Ividruarla[/b] 0 Alignment
- Founded in the 2nd era of the 1st age by the Ghul Settlers
- Inhabitted by Ghul
[b]Eleai-Ghul[/b] 0 alignment
- Founded by the Saak and Ghul of the Elyme-Daiil in the third era of the First Age
- Current Inhabitants: Saak, Ghul, and Muln
- Great Library, built by the Order of the Codex in the Third Era of the First Age
- It is the wealthiest city on the continent.
- One Ghul army
[b]Iloqui[/b] 0 Alignment
- Founded by the Ri Federation in the 5th era of the 1st age at the command of Nauorta, under the guidance of Ubuurqua, Avatar of Nahequi.
- Inhabited by Nalori and Comiri
- Most unified religions
- Army of Nalori at Iloqui (Ri Federation)
[b]Idracaul[/b] 0 alignment
- Founded
- Inhabited
[b]Hive Tisk[/b] 0 alignment
- Founded in the 5th Era of the First Age by the Council of Queens
- Inhabited by Skirrin
[b]Hive Ask[/b] 0 alignment
- Founded in the 5th Era of the First Age by the Council of Queens
- Inhabited by Skirrin

[size=14pt]Avatars[/size]
[b]Yulari of the Nalori[/b], Avatar of Vaurer Indrus
[b]Alora the mad[/b], Nalori Avatar of Ashra Formerly "the Eldritch"
[b]Detrite of the Fanth[/b], Avatar of Vaurer Indrus
[b]Keladi of the Fanth[/b], Avatar of Rahdin
[b]Islil of the Fanth[/b], Avatar of Shub
[b]Aravolrax the First of the Relexrin[/b],Avatar of Ashra
[b]Torium[/b], Nalori Avatar of Valian
[b]Skaras of the Skirrin[/b], Avatar of Vaurer Indrus
[b]Etiraaub the Storm Giant[/b], Avatar of Imornouz
[b]Archangel Ubethtau[/b], Avatar of Hanafuss
- Ascended to Heaven in the 3rd Era of the First Age
[b]Archangel Vaumemtau[/b], Avatar of Hanafuss
- Ascended to Heaven in the 3rd Era of the First Age
[b]Ogedveh the Angel[/b], Avatar of Nahequi
[b]Kamaria, Mother of all Vampires[/b], Avatar of Nahequi
[b]Heqindrat, The First Demilich[/b], Avatar of Nahequi
-Imprisoned within the Great Prison in Hive Ix
[b]Kai-me the Remorseless[/b], Saak Avatar of Ral-Ral
-Killed in the destruction of Met-Saak in the 1st Era of the Age of Relations
[b]Fad Od Ilf[/b], Fanth Avatar of Galep
Sacrificed to act as Water Purifier.
[b]Archangel Nunhetau[/b], Avatar of Hanafuss
- Left for Os'Mora in the 3rd Era of the First Age
[b]Cavaros[/b], Comiri, Avatar of Valian
[b]Velvex of the Shadows[/b] Avatar of Ashra
[b]Ironthorn of the Deepwood Guard[/b], Avatar of Rahdin
[b]Rawms the Grotesque[/b] Avatar of Vaurer Indrus
[b]Ubuurqua[/b] Avatar of Nahequi
[b]Inistios[/b] Avatar of Valian
[b]Kairhordraor Dynasty[/b] Bokran Avatar of the Empire of Gan
--Hosos the Godly
--Tayiyg the Scholar
--Sootsil the Stern
--Juithih the Quiet
--Gaimir the Conqueror
--Gnodrahor the Gnarled
[b]Rel-Met the Informed[/b] Saak Avatar of Ral-Ral
[b]Iquab Saar, the wandering city[/b] Avatar of Imornouz
[b]Vehorveh, Protector of Kendara[/b], Elexrin avatar of Hanafuss
-Imprisoned within the Great Prison in Hive Ix
[b]Shashuun[/b] - Muln avatar of Ral-Ral
[b]Atvaul[/b], Ghul Avatar of Demon Prince Lo'boll.
[b]Birchhand the Wanderer[/b], Geldryn Avatar of Rahdin
[b]Inilath of the Planthin[/b] Avatar of Thub

[size=14pt]Sects[/size]
Nalori [b]Sect of Baloria[/b]
Elexrin [b]Sect of Ashra[/b]
Fanth [b]Sect of Galep[/b]
Storm Giants [b]Sect of Imornouz[/b]
- 3 Storm Giant army (Imornouz), Patrolling Misty mountains
Nalori [b]Order of Sorcerers[/b], created by Vaurer Indrus
Geldryn [b]Deepwood Guard[/b]
Sherub [b]Sect of Shub[/b]
Nalori [b]First Coven[/b], created by Nahequi
Relexrin [b]Sect of Ashra[/b]
- 11 army of Relexrin (Ashra)
- 1 Army of Elexrin (Ashra)
Fanth [b]Order of Sorcerers[/b], created by Vaurer Indrus
Skirrin [b]Council of Queens[/b], created by Innichanne
- Wiped out in the first era of the First Age by the Tainted Bloodline, led by Ogedveh, avatar of Nahequi.
- Reborn in the Fourth Era of the First Age
Cormiri [b]Sect of Valian[/b]
Angel [b]Sect of Hanafuss[/b]
- Destroyed in the 3rd Era of the First Age
Skirrin [b]Order of Sorcerers[/b], created by Vaurer Indrus
Saak [b]Sect of Ral-Ral[/b]
- 2 Saak armies
Saak [b]Merchants of Shub[/b]
Mad-touched [b]Sect of Nahequi[/b]
Fanth [b]Mandrake[/b], created by Nahequi
- They are the greatest assassins
Nalori [b]Guardians of the Elexrin[/b], created by Ashra
Fire Giants [b]Sect of Imornouz[/b]
- 3 Fire Giant army (Imornouz), Patrolling Misty mountains
Frost Giants [b]Sect of Imornouz[/b]
- 3 Frost Giant army (Imornouz), Patrolling Misty mountains
Hill Giants [b]Sect of Imornouz[/b]
- 3 Hill Giant army (Imornouz), Patrolling Misty mountains
Mountain Giants [b]Sect of Imornouz[/b]
- 3 Mountain Giant army (Imornouz), Patrolling Misty mountains
Cloud Giants [b]Sect of Imornouz[/b]
- 2 Cloud Giant army (Imornouz), Patrolling Misty mountains
Skirrin [b]Disciples of the Forge[/b], created by Innichanne
Vampire [b]Children of Kamaria[/b], Created by Nahequi
Skirrin [b]Tainted Bloodline[/b], Created by Nahequi
Saak [b]Sages of Substance[/b], Created by Nahequi
- They are Masters of Alchemy
- They are Masters of Using Fire
- They can create Fire-fettered
- They are masters of constructing hot-air balloons
Muln [b]Sect of Ral-Ral[/b]
Comiri [b]Order Of Travelers[/b], Created by Valian
- Masters of Hidden Ways
- Masters of Trade
Geldryn [b]Tree Weavers[/b], Created by Valian
Bokra Gan [b]Sect of Hanafuss[/b]
- Destroyed in the 3rd Era of the First Age
Swarim [b]Sect of Vaurer Indrus[/b]
Nalori [b]Order of Bounty[/b], Created by Shub
Angels [b]Order of Life[/b], Created by Shub
Comiri [b]Brotherhood of the Fist[/b], Created By Valian
- Masters of Martial Arts
Saak [b]Order of Fragile Things[/b], Created by Valian
Comiri [b]Lovers Guild[/b], created by Nahequi
- They are the world's greatest lovers
Planthin [b]The Order of Thub[/b]
Various [b]Grinning Knife[/b], Created by Inistios (Valian)
- Masters of Blood Letting
- Masters of Intimidation
[b]Ghul Settlers[/b] of Vaurer Indrus
- They are master mariners
Nalori [b]Order of Deepwood[/b], created by Rahdin
Saak and Ghul [b]Elyme-Daiil[/b]
- Does not belong to any one god. Can be controlled equally.
Nalori and Geldryn [b][b]Crimson Moon[/b][/b], Created by Nahequi
- They are Master Hunters
Grimling [b]Sect of Dark Goddess[/b] (Ashra)
Planthin [b]The Farmers Guild[/b]
Bokra Gan [b]Vaunted Lords[/b], Empire of Gan
- Masters of the Phalanx
The Echlia [b]The Echlia Order[/b]
Nalori and Comiri [b]Ri Federation[/b] - Founded in the 5th era of the 1st age by Nauorta under the guidance of Ubuurqua, Avatar of Nahequi.
- Possess best trade routes and roads.
- Masters of couriers.
- Co-controlled by Nahequi, Valian and Innichanne
Bokra Gan [b]Maidens of Gan[/b] - Founded in the 5th era of the 1st age by Ogedveh the Dark Angel, Avatar of Nahequi.
- This order is exclusively female
[b]The Cabal of Transendence[/b], multiracial organisation avatar of no god (Vaurer/Krakow Sam)

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24480
  • Stern dissaproval
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #187 on: September 19, 2010, 09:30:00 am »
Nahequi Turn 16
Summary
Power Available: 10
Actions taken:
  • Warbeasts - Advance Race, 6 cost
  • Master Diplomats - Advance Order, 2 cost
  • Expand Ri Federation - Command Order, 2 cost
Power Remaining: 0
Running Bonus: +3

Actions
Warbeasts
The Nalori had long studied the art of animal husbandry, and after centuries of selective breeding could state that they raised the greatest war-beasts of any civilisation. Commonly used are Tuhurit, horse-like animals with jointed legs and sleek carapaces who were originally limited to the shallows of the reefs around the ancient Nalori city of Vaurlian. Originally used as beasts of burden, they went where the Nalori went. Recently, Tuhurit have been bred which are strong enough to carry a Nalori warrior into battle. They are swift and extremely sure-footed, and their feet end in sharp chitinous spikes which can impale a soldier through even strong armour. Their carapaces have been bred into a variety of colours and patterns, and the most beautiful Tuhurit are great status symbols.
Another popular beast is the Acobol, a hulking crustacean creature distantly related to the Tuhurit. Acobol provide what the Nalori and Tuhurit lack, brute force and raw power. These huge creatures can easily smash down wooden gates and their thick carapaces can turn aside ballista bolts. Acobol are commonly fitted with large wooden platforms on which Nalori archers, battle-mages and officers ride into combat.

Master Diplomats - Advance Order
The Ri federation's loose nature requires constant vigilance on the part of its politicians. Diffusing countless incidents and building a strong civilisation has made the diplomats of the Ri Federation the greatest on the continent.

Expand Ri Federation
The Ri federation welcomed the newly liberated Sherub into the fold, though they were not afforded the same position in the hierarchy as the Nalori and Comiri, they were not true 'Ri' after all, but rather 'Ru'. Sheru, as they are called in Nalori are not permitted to hold certain high offices in the Federation, but are given complete autonomy in their own territories.
The Sherub successfully integrated, the Ri federation turned to its nearest neighbours, the Skirrin. Research by the order of the codex revealed that in the distant past the Skirrin had been blessed by Baloria, the goddess who created the Nalori and sister of the Federations patron deity Valian. Nahequi examined the Skirrin again and found that her tainted bloodline had come to very little, while the true-blooded Skirrin were once more on the rise. Deciding to discard the tainted bloodline, Nahequi commands the Ri federation to offer the trueblood rebels political support, offering them a place in the Ri federation.


Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Avatars[/size]
N/A

[size=14pt]Races[/size]
[b]Nalori[/b] - -1 Alignment - Created in the 2nd Era of the Age of Land by the combined power of Baloria and Nahequi
- They are masters of the use of animals in war

[size=14pt]Cities[/size]


[size=14pt]Sects[/size]
Nalori, Comiri and Sherub [b]Ri Federation[/b] - Founded in the 5th era of the 1st age by Nauorta under the guidance of Ubuurqua, Avatar of Nahequi.
- Possess best trade routes and roads.
- Masters of couriers.
- Master diplomats
- Skirrin have been offered membership
« Last Edit: September 19, 2010, 10:12:32 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Yokto

  • Street Fighter
  • *****
  • Posts: 6236
  • Do not feed the Giant Gnawling.
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #188 on: September 19, 2010, 10:43:20 am »
Ashra Turn 16
Summary
Power Available: 8
Actions taken: 4
  • Build The Guardians of Ashralore - Advance City, 5 cost
  • Raise Alora army at Ashralore - Command Avatar, 1 cost
  • Raise Velvex army at Ashralore - Command Avatar, 1 cost
  • Raise Ygza army at Ashralore - Command Avatar, 1 cost
Power Remaining: 0
Running Bonus: +3

Actions
Build The Guardians of Ashralore
To rebuild Ashralore after the damage the Collossus made and to protect the city from more giant attack Great guardians where constructed. Manufactures are build in the ring city around the Spire that tower over the Maelstrom. But with dwindling surplices of Elexrium the new titanic constructs would have to relay on powerful commanders to lead them as these Golem like creatures where almost mindless. Only capable of repeating the simplest tasks without any direct commander to guide them.  The largest of the Guardians are capable of carrying quite a number of people including the commander internal to protect them against the elements and can easily stand against the great tides of the maelstrom. The smaller ones needs the commander to lead them on foot.

Re-enforce the defenses of Ashralore
Having lost many men protecting Ashralore a new army is trained. The Giants might come back and if so then the Relexrin will be ready.

Code: [Select]
[size=14pt]Cities[/size]
[b]Ashralore[/b] -1 Alignment
- Founded by the Elexrin in the 3rd Era of the Age of Land by the Sect of Ashra
- Originally Inhabited by Elexrin
- Elexrin driven out by Baloria's Wrath
- Resettled by Nalori of the First Coven of Nahequi
- Formerly know as Hequestis under Nahequi rule
- The City of New Ashralore was built underneath, it was destroyed by Iquab Saar under the command of Nahequi in the third era of the first age.
- Retaken during the third era of the first age by Alora and the Elexrin
- the tower of Warped Reality, build 5th era of the First age.
- the Guardians of Ashralore, build 6th era of the First age.
- Inhabited by; Majority Relexrin, Minorty Elexrin and Nalori
- 3 Elexrin Army (Ashra)
- 14 Relexrin Army (Ashra)
Check out my Creatures.
The Æthirans
The Echin
The Jinnivons
Star Citizen Ref code: STAR-JLJP-LRTC
When you singing up use code and get 5000 credits for free ;)

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #189 on: September 19, 2010, 01:18:00 pm »
Gan Empire Turn 16
Summary
Power Available: 14
Actions taken:
  • Found the Senescent - Command Avatar, 1 cost
  • Arwoodan Drayias becomes Leader of the Senescent - Create Avatar, 8 cost
  • Senescent Wizards master the Wind - Command Order, 2 cost
Power Remaining: 3
Running Bonus: +3

Actions
Found the Senescent
Kairhordraor Gnodrahor the Gnarled, having broken his species record as the oldest living Bokran in history, founds the Senescent. The great wealth of knowledge that can be generated when ones later years are spent on the acquisition of learning is clear to the Kairhordraor. The Senescent were warriors in their youth, each a proud Vaunted Lord, now retired. They turn their time to sacred study, and the secrets of the universe begin to slowly unravel before them.

Arwoodan Drayias becomes Leader of the Senescent
A trusted advisor to Gnodrahor for many years, he is appointed leader of the Senescent. As is custom of the Bokra Gan, all future leaders will inherit his name.

Senescent Wizards master the Wind
Under the watchful eye of the Arwoodan, the Senescent learn to harness the wind to their advantage. Soon, an aged Wizard from the Senescent is a standard member of the crew for the Empire trading vessels.

Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
N/A

[size=14pt]Avatars[/size]
[b]Kairhordraor Dynasty[/b] Bokran Avatar of the Empire of Gan
--Hosos the Godly
--Tayiyg the Scholar
--Sootsil the Stern
--Juithih the Quiet
--Gaimir the Conqueror
--Gnodrahor the Gnarled
[b]Senescent Arwoodan[/b] Bokran Avatar of the Empire of Gan
--Drayias the Wise

[size=14pt]Sects[/size]
Bokra Gan [b]The Senescent[/b], Empire of Gan
- Masters of wind control
« Last Edit: September 19, 2010, 01:21:01 pm by Mr. Wizard »

Offline Daxx

  • Golden Axe Battler
  • *****
  • Posts: 8613
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #190 on: September 19, 2010, 01:19:17 pm »
Innichanne Turn 16
Summary
Power Available: 11
Actions taken:
  • Raise the Spine of the World - Shape Land, 4 cost
  • Build the Atashkada - Command Order, 2 cost
  • Create the Guardians of the Gate - Command City, 2 cost
  • Lend 2 power to Vaurer
Power Remaining: 1
Running Bonus: +3

Actions
Raise the Spine of the World
Innichanne saw one great project that she had yet to complete, and to do so she needed to raise the world closer to the heavens both metaphorically and literally. At the heart of the Misty Mountains she forced up great mountainous spires known as the Spine of the World; they could be seen for vast distances across the continent and it was said that when you ascended them, the strange magical properties of the Misty Mountains meant that you could almost float to the top, barely climbing at all.

Build the Atashkada
The Atashkada was in the truest sense a temple to all the Gods. Innichanne desired that mortals be able to entreat more readily with their masters, so she took Vaurer's Skirrin Mages and set them to build this temple at the very highest peak of the Spine of the World. There, portals could be opened to the celestial homes of the Gods. Those brave or foolish enough to try could enter the very planes that the Gods themselves resided on - though without the favour of the gods, the unwanted would surely perish.

Create the Guardians of the Gate
To protect the Atashkada, Innichanne raised an Army of beings summoned from the outer planes, and magically bound them beneath it, whence they would be summoned to protect the temple from intruders. Those attempting to enter without the permission of a God would first have to face a mighty obstacle.

Give 2 power to Vaurer Indrus As payment for use of his Order.



Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
[b]The Atashkada[/b] Alignment N/A
Founded in the Sixth Era of the First Age by the Order of Sorcerers under the command of Innichanne
The Atashkada is not a city, but a temple at the top of the Spine of the World.
1 Outsider Army, bound to guard.

[size=14pt]Avatars[/size]
N/A

[size=14pt]Sects[/size]
N/A
« Last Edit: September 20, 2010, 05:10:33 am by Daxx »

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24480
  • Stern dissaproval
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #191 on: September 20, 2010, 04:17:46 am »
Vaurer Indrus Turn 16
Summary
Power Available: 12 (2 from Innichanne)
Actions taken:
  • Plot Revenge, 0 cost
  • Offer the Senecent Immortality - Command Avatar, 1 cost
  • The Cabal of Transcendence build a Planar Nexus - Command Avatar, 1 cost
Power Remaining: 10
Running Bonus: +0

Actions
Plot Revenge
Sensing tensions were mounting among the gods, Vaurer began to plot his revenge against his former master. He visited other gods and sowed vile lies about Saulemene, hoping to poison the other gods against him.

Offer the Senecent Immortality
Meanwhile, Rawms is dispatched to the Gan Empire. He meets with the Senescent and entices them with the prospect of having an eternity to make their studies by becoming undead creatures like liches or vampires. Whether any accept this offer remains to be seen.

The Cabal of Transcendence build a Planar Nexus
Gaining favour with the Echlia, the Cabal of Transcendence is permitted to travel to Ashralore. There they meet with the Echlia elders, and with their combined knowledge they oversee construction of a great planar nexus, a magical construction which allows travel to other planes much more easily. Walkways extend out from the impossible tower and lead into planar gateways which can transport mortals and objects far across creation.

Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
[b]Ashralore[/b] -1 Alignment
- Founded by the Elexrin in the 3rd Era of the Age of Land by the Sect of Ashra
- Originally Inhabited by Elexrin
- Elexrin driven out by Baloria's Wrath
- Resettled by Nalori of the First Coven of Nahequi
- Formerly know as Hequestis under Nahequi rule
- The City of New Ashralore was built underneath, it was destroyed by Iquab Saar under the command of Nahequi in the third era of the first age.
- Retaken during the third era of the first age by Alora and the Elexrin
- the tower of Warped Reality, build 5th era of the First age.
- the Guardians of Ashralore, build 6th era of the First age.
- Planar Nexus built in the 6th era of the First age
- Inhabited by; Majority Relexrin, Minorty Elexrin and Nalori
- 3 Elexrin Army (Ashra)
- 14 Relexrin Army (Ashra)

« Last Edit: September 20, 2010, 04:29:50 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #192 on: September 20, 2010, 05:19:38 am »
Gan Empire Turn 16 Continued
Summary
Power Available: 3
Actions taken:
  • Deliver the Refusal (Create Anteschism) - Command Order, 2 cost
Power Remaining: 1
Running Bonus: +3

Actions
Deliver the Refusal(Create Anteschism)
Drayias received Rawms offer, and with the rest of the Senescent, refused. Drayias ordered a formal letter of refusal written, and asked for volunteers from among their own ranks to deliver it. A large group of Senescent went with the courier, to show solidarity. They were never seen from again.

The refusal was delivered, but the men who delivered it accepted Rawms offer for themselves. And so, the Anteschism, those who would remember the Senescent before any conflict, was born.


Code: [Select]
[b]Avatars, Races, Cities, and Sects[/b]
[size=14pt]Races[/size]
N/A

[size=14pt]Cities[/size]
N/A

[size=14pt]Avatars[/size]
N/A

[size=14pt]Sects[/size]
Bokra Gan [b]Anteschism[/b], Empire of Gan and Vaurer Indrus
« Last Edit: September 20, 2010, 05:23:15 am by Mr. Wizard »

Offline Neoadept

  • Fooblitzky Fooble
  • *****
  • Posts: 4267
  • Has a nice hat
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #193 on: September 25, 2010, 04:45:39 am »
Valian Turn 16
Summary
Power Available: 11
Actions taken:
  • Gather Madmen - Command Order, 2 pts
  • Gather Madmen - Command City, 2 pts
  • Master Torture - Command Order, 2 pts
  • Befriend Demons - Command Order, 2 pts
Power Remaining: 3
Running Bonus: +3

Actions
Gather Madmen
Inistios continues to gather raving followers.

Master Torture
The Grinning Knife continues it's quest to perfect the art of pain.  With this new knowledge their victims can be made to scream for death indefinitely.

Befriend Demons
Inistios uses her mother's heritage to reach out to the citizens of the Abyss.  Their desires in alignment, bargains are struck and the Grinning Knife gains new dark power.

The warlock laughed maniacally as the village burned at his command, eldrich power crackling through his very soul.  The bargain struck had cost him, but it was so very worth it.  It wasn't as though he'd been going to an eternal reward anyways.


Code: [Select]
[[b]Avatars, Races, Cities, and Sects[/b]

[size=14pt]Cities[/size]
[b]Met-Saak[/b] 0 Alignment
- Founded by the Saak in the 1st Era of the Age of Races by the Sect of Ral-Ral
- Inhabited by the Grinning Knife
- Eleven Grinning Knife Armies (Inistios (Valian))
- Inistios

[size=14pt]Sects[/size]
Various [b]Grinning Knife[/b], Created by Inistios (Valian)
- Masters of Blood Letting
- Masters of Intimidation
- Masters of Torture
- Friends of the Abyss
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Tesla

  • Street Fighter Champion
  • *****
  • Posts: 10603
    • View Profile
Re: Dawn of Worlds: The Last Continent
« Reply #194 on: September 25, 2010, 05:45:43 am »
Thub Turn 16
Summary
Power Available: 14
Actions taken:
  • Eat - Be Idle, 0 pts
Power Remaining: 14
Running Bonus: 0

Actions
Have a hearty meal
Thub always remembers his fruit and vegetables!
No way dude, you're trolling me.