What is best in life?

The open steppe, fleet horse, falcons at your wrist, and the wind in your hair.
To crush your enemies, see them driven before you, and to hear the lamentation of their women.

Author Topic: Dawn of Worlds II OOC  (Read 25615 times)

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Offline Krakow Sam

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Dawn of Worlds II OOC
« on: February 02, 2012, 10:55:33 am »
Welcome to Part 2 of our Dawn of Worlds project. Welcome back to anyone who participated in our first run. It was a lot of fun, even if it had a bit of a rocky end, and hopefully we can use what we learned to make this run a little more smoothly.

The major differences will be as follows:
1. The players will not take on the role of gods, but rather will be a nebulous guiding force for a burgeoning civilisation (basically the same sort of concept as in most strategy video games). This should give you more freedom to go where you want to with your creations by lifting roleplaying restrictions on actions, in a new age, anything goes.

2. As the players are no longer gods, they will not be able to direct entire races, all interaction will be through their nation and various orders within and outside of it.

3. Territory is now a feature. The map is split into regions, and is overlayed with a grid. Spending points on political or military actions will allow you to claim a square for your territory. Once owned, territory can be freely gifted or traded to other players. Owning more than two thirds (rounded up) of the squares in a region for your faction will cement your hold on that region and net you a modest bonus in your points per turn (+1 point gained per turn for each region owned)

Martyk (Dreamwoods)
Mr Wizard (Imornouz Mountains)
Neoadept (Loth Ri)
Oviraptor (Southern Deepwoods)
Josasa (Plains of Muln)
Badger (Grim Wastes)
Pat (Indric Swamps)
Tesla (Hososa)
Krakow Sam (Delta Country)
Brandon (???)

A few ground rules for participation:  

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
First game: http://www.gamingsteve.com/blab/index.php?topic=17355.0

Thanks to Didero for being Map Guy and making the maps all sexy like again.

Power Cost Table per Age
Current Age: Reconstruction

Powers|Reconstruction|Sprawl| 2nd age
Alter Terrain| 8| 8| 5
Alter Vegetation| 5| 8| 8
Claim Territory| 2| 2| 2
Create Race| 20|20| 25
Create Subrace| 10|15| 15
Create City| 3| 4| 8
Military Action| 3| 2| 1
Buy Military points| 3**| 2**| 1**
Buy Armies| 8| 4| 2
Advance Race***| 12| 8|10
Advance X****| 6| 4| 6
Command X*****| 5| 3| 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| 5
Create Hero| 10| 7| 6
| | | | | |

* Only once per target per turn. (See PDF descriptions)

** Cost listed is for first military point only and rises with the number of military points currently in pool. For each point already in the buyer's military pool, the price rises by +1

*** Must be a unique advancement. For example: Best Craftsmen

**** May advance a Hero, City, Order, or Civilization. May be a General or Unique advancement. General:Can Forge Iron; Unique: Makes The Best Iron.

***** Commands a Hero, City, Order of Civilisation to construct a physical project or pass a particular edict

We're back to using armies. Army battles require a third party to resolve them. Here are how battles are resolved.

1. Consider each technology that the civilization or race which raised the army owns. For each such technology that might be used in battle (be reasonable here, if you can't agree, vote) assign a +1 bonus to that army. The same applies for an army that enjoys higher ground, a defensive wall, or specialized terrain or weather. Cavalry do not fight well in the mud.
2. Roll two six-sided dice, adding bonuses for technology and other factors. The winning army is victorious, the loosing army is either destroyed or scattered.
3. In the event multiple armies arrive to do battle, a separate roll is required for each to determine victory. If a single army wins a battle against one army, but must continue against others, it begins to tire. For each battle after the first, a cumulative -1 penalty is assigned to that army's roll.

Furthermore, armies will be contained within regions. When attacking, an army must move using a military action to the reqion containing territories the attacker wishes to own. Cities can only be attacked once the territory they reside in is owned by the attacker.

Military actions are required to move armies to attack. You may take as many military actions as you like, but armies can only be moved once in a turn.

We have added territories to the game, which were not part of the original design. This was to create a system to form a political map of Kendara. Unfortunately the army system would make capturing each and every territory a grind. To alleviate this, we will use military points to represent a civilizations ability to capture land. For every Military point, the civilization is capable of supporting the capture of that many territories per military action.

A military action can only capture as many territories as exist in the region it has occupied with armies. Even if a civilization has 9 military points, if the region only has 6 territories, the most territory a military action in that region can capture is 6.

Bonus points must come from REGIONS. In order to obtain a region bonus from territory ownership, you must own 7 territories in the region OR all territories in a region, whichever is smaller. This means that a sufficiently large region can provide 2 points, one for  2 different players. However, one player can only ever obtain 1 point from any region.

New Commands and tweaked commands:

Alter Terrain
The civilisation, city or order uses technology, magic or good old fashioned elbow grease to topologically alter one gridsquare of terrain. This can include draining swamps, building articial hills, cutting valleys, building dams to create artificial lakes etc.

Alter Vegetation
The civilisation, city or order uses technology, magic or good old fashioned elbow grease to alter the biosphere of one gridsquare of terrain in some way. This can include cutting down forests, irrigating deserts to create grasslands, planting trees etc.

Claim Territory
Your civilisation adds an unclaimed square of territory to its influence.

Command City vs Advance City
Command city causes a city to either take a political action (such as a trade agreement with another city) or build some sort of improvement (such as city walls or a school), improvements can be lost either through enemy actions or unfortunate events. Advance city causes the city to accquire a permanent edge based on a particular knowledge or area of expertise (such as being reknowned for great architecture, or throwing the best parties). Short of the city being completely destroyed, nothing can take away this advancement.

Political Action
The civilisation takes a broad political action with one other civilisation. This allows the two civilisations to accomplish various feats of cooperation:

- Trade Agreement: The two civilisations can now gift each other power points until one side decides to break the pact. Power points can not be gifted without a trade agreement.

- Tribute Land: The civilisation who initiated the command gives ownership of up to six squares of territory they own to another civilisation.

- Tribute City: The civilisation who initiated the command gives ownership of one city they own to another civilisation.

- Knowledge pact: Each time this command is used the initiating civilisation and one other civilisation choose one mastery granted them by the 'advance civilisation' command, such as mastery of transmutation magic, or mastery of engineering. Both civilisations now count as having both those advancements for all purposes until one side decides to break the pact.

Military Action
The civilisation takes a broad military action with one other civilisation.

- Declare War: Allows the initating civilisation to seize land by force from another civilisation and vice versa. Factions can still spend military points to attack each other without declaring war, but cannot seize land. A war can be ended at any time at the agreement of both participants.

- Form Alliance: Once an alliance is formed between two factions they may both bid military points in any conflict which involves either of the allies until the alliance is broken off.

- Lend-lease: Allows two civilisations to freely trade each other military points until the agreement is ended.

- Pledge Protection: A civilisation which pledges to protect another will automatically go to war with anyone who attacks their protectorate, without having to spend points as normal to initiate a war. This lasts until the protector breaks off the agreement.

Buy Military Points
Military points can be purchased without the civilisation owning a city. Military points must be bought before the player makes any offensive military actions in a turn. This is to prevent a player from intentionally losing military points to drive down the cost of buying more. Military points may only be bought once per turn, a player may not buy one, then buy another later in the turn in response to something they or someone else has done.

Create Order
Orders can be created in other people's civilisations at twice the usual cost.

Create/Command Hero
Avatars are renamed Heroes but are otherwise identical in function. In lieu of taking a normal action, a hero can be used to give a +1 bonus to a military bid once per turn.

Other New Rules:

City Ruins
Kendara is dotted with ruined cities. Anyone building a new city on, around or near the ruins of the old rediscovers ancient knowledge or repairs ancient parts of the city, and may choose one free city improvement or advancement which the ruined city posessed (Check the ARCS section in the old game thread for a list of advancements a given city used to have) to be posessed automatically by the new city. Can't find the information you need about the ruins? Ask me or someone else who was involved in running the first game and we'll tell you.

Neutral Factions
Some map territory may belong to a non-player 'neutral' faction, either due to a special game event or because a player has abandoned their civilisation (see below). Their territory can be claimed using the Claim Territory order at twice the usual listed cost, or it can be seized by force. The neutral faction will have a certain number of military points, and will spend as many as are required to defend any of its territory if it is attacked, even until it has none left.

Conquer vs Claim
Territory which is owned by nobody at all (not by a player or neutral faction) can be bought using the claim territory command but can not be seized by military means. Territory owned by another player cannot be claimed peacefully, but can be seized (or gifted as a political action).

Abandoning your civ
At some point you may grow bored with your civilisation, or just feel that it has run its course and is ready to slowly dissapear from the world. If and when this happens, simply declare you are abandoning your civilisation and start a new one elsewhere. You keep all your power points to spend on the new civilisation, but all territory, cities and military points stay with your old civilisation, which becomes neutral.
You may choose anywhere on the map to start your new civilisation, though you start with no territory at all and will have to claim or conquer your first square of land (if you even want land).

Command Format

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

[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]
[b]Power Available[/b]: [##]
[b]Actions taken[/b]:
[li][Action name] - [type, ##cost][/li]
[li][Action name] - [type, ##cost][/li]
[b]Power Remaining[/b]: [##]
[b]Running Bonus[/b]: [##]

[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?

« Last Edit: March 07, 2012, 12:11:38 pm by Krakow Sam »

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Offline martyk

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #1 on: February 02, 2012, 11:35:32 am »
Oh!  Very exciting.  This was a ton of fun last time around.  You can definetly count me as interested.
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Offline Krakow Sam

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #2 on: February 03, 2012, 10:17:21 am »

There will be less focus on creating races compared to the last game we ran. Thanks to everyone's contributions in the first round of play, Kendara has a nice complement of races, and from a more in-story perspective, the gods are taking less active role in mortal affairs, and won't be as inclined to go breathing life into clay or what have you.

Most regions of the continent have some racial diversity, although most races are limited to specific overlapping territories and will not have much meaningful representation across the entire continent.

The factions the players control will mostly be independant from race. No player will control an entire race, and it is likely that a player's faction will be multi-racial to some extent (unless they are specifically playing a faction with an ethos of racial supremacy, or have simply sent an exodus of a specific race to some remote location where no other races are already present.)

Below are summarised the races from the first round which will be present in meaningful numbers in the second.


- Tall, Slender, pearl-skinned amphibious humanoids with naturally long lives and above average talent in sorcery.
- Said in legend to have been the first mortal race created in the world, or at least on Kendara.
- Have a tendancy toward decadence, enjoying the comforts of civilisation, and talented in diplomacy and politics.
- Live in and around the remains of their old cities from before the God War
- Historically friendly with the Comiri and the Sherub

- Stockier, more colourfully pigmented offshoot of the Nalori, with shorter lifespans and a strong aptitude for arts and philosophy.
- Said to have changed from Nalori long ago due to a long migration through the magical Dreamwoods.
- Have a drive to create beauty and enrich the arts
- Claim to be the architects of the now ruined Topless Towers which dominate their homelands
- Historically friendly with the Nalori and Sherub


- Sentient humanoid plants with a strong connection to nature and a generally peaceful temperament.
- Known for their prodigious fecundity and sprawling settlements
- Have a natural aptitude for druidic magics

- Tree-like offshoot of the Fanth with barklike skin and branchlike antlers
- Insular and very protective of their forest homes
- Legendary masters of the forest, few rival their adaptation to the deep woods

- Hardy and dilligent offshoot of the Fanth, with strong bodies, a strong work ethic and a shrewd mastery of warfare
- Largely agrarian society with a long history of repelling numerically superior forces from their territory through use of masterful tactics
- Called Shuri and recognised as part of the Ri racial grouping by the Nalori, with whom they have a history of cooperation

- Small and cunning offshoot of the Fanth
- Strongly isolationist and xenomophobic forest dwellers
- Repel intruders into their lands with deadly traps
- Have a somewhat legendary reputation as boogeymen of the forest


- Extremely cunning humanoid reptillians with a talent for wizardry and commerce.
- Vegetarian by physiology and unable to eat meat
- Well adapted to living in harsh desert conditions
- History of animosity with various Plantfolk, in part because they are edible to the Saak
- History of friendship with the Ghul

- Burly slow-witted humanoid reptillians
- Physically adept and culturally simplistic, favouring a tribal lifestyle
- Long history of exploitation by the Saak

Bug People

- Humanoid insects with worker, drone and queen forms.
- Master miners and crafters, mostly living in subterranean hives.
- Workers and drones are innately loyal to their hive's Queen, but still have free will.

- Long-seperated swamp dwelling offshoot of Skirrin with lanky bodies and occasionally wings.
- Adept at witchcraft and necromantic magics
- Adapted to thrive in foetid swamps
- Historical animosity with the Bokra Gan due to previous annexation


Bokra Gan
- Horn-headed humanoids with dramatic gender dimorphism and strong patriarchal tendencies.
- Males are supernaturally strong and have a strongly dominant role in society
- Said by legend to have been created by angels
- Traditional beliefs hold that they and a seemingly arbitrary grouping of other mortals are in fact divine beings, leading to policies of racial superiority.

- Doglike ominvorous humanoids bearing an ancient necromantic curse.
- Must regularly consume the flesh of a sentient being or be transformed into an undead monster.
- Known to be learned scholars and shrewd traders
- Often shunned due to their corrupted nature
- History of friendship with the Saak

- Small verminous humanoids made from a horrid fusion of flesh and steel
- Ubiquitous pests in many parts of the continent, but not unintelligent
- Universally disliked for their corrupting influence and the danger of their numbers growing unchecked

- Winged humanoids with a strong belief in their own mythology
- Often called False Angels due to their convicion that they are divine beings
- Seek to replicate the legendary qualities and deeds of true angels
« Last Edit: February 03, 2012, 10:42:13 am by Krakow Sam »
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Offline Josasa

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #3 on: February 03, 2012, 12:07:57 pm »
I'd be interested in this if you need more people.

Offline Inkling

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #4 on: February 03, 2012, 05:26:21 pm »
I'll have no idea what I'm doing, but I'll give this a try.
Probably not a Goat, either.

Offline Krakow Sam

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #5 on: February 04, 2012, 05:41:02 am »
New war system: Territories, Regions and Military points.

The Dawn of Worlds rules as set out in the PDF have some simplistic rules for buying armies and resolving combats, but they proved to be far from ideal. Armies were cheap, combats were highly erratic and there was a definite case of army creep, with more and more people forced to spend an exorbitant amount of their points on armies simply to stay competitive. While this was a fairly reasonable way to simulate the massive armies and hurly-burly of the age of myth, its not really what we're looking for for the dawn of a more civilised age.

So me and wizard came up with a slightly different (but hopefully easy to understand) system for resolving wars.

Firstly, the map will now be divided into large regions, much like the game Risk, which will follow the general lie of the terrain, with its borders intuitively marked by natural features such as rivers, mountains, forests and the like. Additionally, the map will be overlayed with a square grid. Each grid square represents a territory in a region. If your faction owns a two-thirds majority of the territories in a region, then they are said to control the region and will gain a small but useful bonus in power points per turn.

Regions can be traded or gifted between players, but of course they can also be seized by force. This is where Military points come in.

Military points are an abstract replacement for armies, and are bought with power points (prices pending). Military points simply represent the sum military capacity of your faction, whether it be a small body of professionally equipped troops, a huge horde of barbarians or even mages riding around in hot air balloons, its all reduced to a single quantity of points.

When someone wants to seize some territory they simply declare which squares of territory they are assaulting. The attacker then 'bids' military points on the action, at a minimum of one military point per square of territory. The defender then counterbids from his own pool of military points. Bidding back and forth may continue until both sides run out of military points or both are happy not to spend any further.
Once this has happened, the winner is simply the player with the majority of points bid on the action. The winner gains (or defends) the the contested territories. The loser and winner then both lose a number of military points equal to one quarter of the total military points spent by both sides on the action, rounded down.


Mr Wizard, controlling the Gan Empire, wants to seize three squares of territory from the Northern Deepwoods region, which is controlled by Yokto's Deepwood League.
Mr Wizard bids 3 of his 10 military points on the action, a minimum of 1 per square of territory he is contesting. Yokto responds by bidding 5 of his 12 points to defend.
If Wizard were to give up, then Yokto would win, but the Gan Empire is not so lightly deterred, and Wizard spends another 5 points, bringing his total bid up to 8.
Yokto's Deepwood League is currently also engaged in a war on another front, and he doesn't want to commit any more military points to the engagement, so he declares he will not bid any more.
Wizard's attackers are declared the winners, with 8 points bid vs Yokto's 5. Both players lose 3 points ([8 + 5]/ 4 = 3) from their pools. Leaving Wizard with 7 and Yokto with 9.
As the winning attackers, the Gan Empire gain the three squares of North Deepwoods territory.

City Bonuses
Many city improvements may give a bonus to a defender fighting there, or to an attacker in adjacent territories. City improvements are not from a set list, they can be anything you can imagine which may justifiably impact on a combat.

Defensive improvements such as city walls, mage towers, guard garrisons and the like, each give a +1 bonus to any defensive bids made to defend the contested city. Unlike army points, these bonus bid points are not lost from military actions (though they may be taken away through political actions such as sabotage), and apply every time the city is attacked, regardless of how many times it may come under attack in a turn.

Offensive improvements such as battlemage academies, masterwork forges or siege workshops each give a +1 bonus to any attacker bids which take place in a region adjacent to the one the city occupies. These bonuses can only be used once each per turn, but are never lost after a battle.


Yokto's Deepwood League attacks the city of Areel-Kree, held by Krakow Sam's Kree Sultanate. Yokto has 9 military points to spend after his earlier skirmish with Wizard's Gan Empire, and Krakow Sam has a military pool of 6. Yokto is keen to take the city and bids 6 points as an opening gambit. Krakow Sam spends only 4 military points to resist the attack, but the City of Areel Kree has built a series of watchtowers in the surrounding terrain and had early warning of the Deepwood advance (+1 to bid), is ringed with defensive walls (+1), and is home to the powerful planar nexus of the Conjurer's Guild, allowing the city to summon up spirits of fire in their defense (+1). This gives Krakow Sam a total of 7 against Yokto's 6. Yokto is unwilling to spend any more and the combat ends with a victory for the defender.

Although the final bids were 6 and 7, Sam only spent 4 military points, with the rest coming from city bonuses. Both combatants lose 2 points ([6+4]/4=2.5).

Later, Sam counterattacks, pushing into Deepwood League held territory from Areel-Kree. He spends 3 points to try to seize one square of territory from Yokto, however, improvements in Aree-Kree give a bonus to the attack. Areel-Kree has a Siege Workshop (+1 to bid) and is home to the Dervish Guild (+1), making Sam's total attacking bid 5. Yokto spends 6 of his remaining 8 points to resist and the combat ends with the invaders repelled.

Both combatants lose 2 points ([3+6]/4=2.25).

In the same turn, Sam also tries to seize territory from Wizard's Gan Empire. He spends his remaining two points to try and take four squares of territory, but gets no attacker bonus, although the Gan Empire's region borders that of Areel-Kree, the bonuses from the siege workshop and dervish guild were already used this turn, during the attack on Deepwood territory.

Factional and Racial Bonuses
Advancement to races and factions (such as the Geldryn being the best archers) work the same way as attack bonuses provided by cities, but are usable only once per turn, whether on attack or defense.

Factional bonuses can only be used by the faction which posesses the advancement. Racial bonuses apply as long as the faction using them has significant representation from that race within its population.

« Last Edit: February 05, 2012, 02:04:38 pm by Krakow Sam »
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Offline Josasa

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #6 on: February 04, 2012, 09:14:40 am »
I was wondering if there will be any terrain bonuses, like harsh deserts, thick forests, or boggy swamps? The things listed in city bonuses seem to be focused primarily on city structures.

Offline Krakow Sam

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #7 on: February 04, 2012, 02:19:16 pm »
Yeah, there will be. We're still hammering out the rules a bit. Parts of what I wrote up there have already been changed after discussion, so just hold tight for a while while we iron out the kinks.

Hopefully what we'll end up with will be simple to understand and also won't make the game too heavily based on wars as opposed to collaborative creativity.
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Offline Krakow Sam

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #8 on: February 05, 2012, 01:13:30 pm »
Racial Distribution map

Below is a map showing the broad regions of Kendara with a key showing which races call each region home.

Naturally, nothing is really this neat. The coloured provinces are simply the regions where a particular race has its heartland, the highest concentrations of that race and where the most typical members of that race can be found. A given region will probably have a good sized population of races from neighboring regions (For example, the Hive Mountains region is primarilly home to the Skirrin, but also has significant populations of Bokra Gan, Geldryn and Comiri)

The Eastern territories marked as the homeland of the Giants are largely unsettled by any of the other mortal races. They are wild provinces with next to no civilisation, home to many barbaric giants.

The Isle Primeval
A large island almost completely covered by dense, primordial jungle. Home to dinosaurs and other strange beasts, the island holds the ruins of many extremely ancient fortresses. Legends hold that these structures were built by the angels of old. The only mortal race to truly call this region home are the Echlia, who see the angelic structures as their birthright and gravitate to relics of the true angels. One worrying feature of life on the island is an extremely high rate of vampire attacks.

Northern Kendara
This warm region is mostly jungle, with more unusual flora and fauna dominating to the south where the region borders the dreamwoods. This region is primarilly home to the Echlia, though some Bokra Gan settlements are to be found where farmable trees predominate.

The borders between the waking and dreaming world are thin in the Bokra Gan heartlands of the Dreamwoods. Fey creatures and unusual flora are common here, though enough areas of relative normality exist that the strange physics of the woods are not hostile to mortal civilisation. Some Planthin make their homes here, taking advantage of the unusual topology of the region to stay hidden, and Echlia occasionally migrate through the northern reaches.

Named for an ancient Bokra Gan king, this region has mythically eluded the complete grasp of the Bokra Gan, and historically is not considered to be of much value at any rate. The Planthin call this tangled region of forest and jungle their home, along with scattered settlements of Bokra Gan and also Swarim to the south.

Indric Swamps
A large region of wetlands and salt marshes, suffused with a negative aura of death and widely rumoured to be cursed. The homeland of the Swarim is largely flat and dominated by five great stone towers of ancient design and unknown purpose. Though they are fabled to be connected with the prevalence of the energy of undeath in the region.

Northern Deepwoods
A region of truly collosal vegetation and strange and dangerous fauna. The knack of thriving in the Deepwoods is something only the Bokra Gan and the Geldryn have really mastered, though some small Skirrin hives are to be found here.

Southern Deepwoods
The Geldryn heartland is jealously defended by its inhabitants. It is clear to the few Bokra Gan, Skirrin and Saak who choose to make their homes here that it is strictly at the pleasure of the Treefolk.

Foar Saiz
Once home to many Fanth, changing conditions led to more Geldryn thriving there in more recent epochs. A crossroads between east and west, Foar Saiz sees a large number of nomads and travellers, and sees minor wars fairly frequently. The Saak especially are known to migrate into the region in numbers during the growing season to feast on its abundant vegetation, much to the displeasure of the Geldryn.

Crawling Coast
Sparsely populated save for the mountains to the southwest, which are home to a reasonable concentration of Skirrin hives, the Crawling Coast region is generally considered uninteresting save as a stopping off point on sea voyages.

Hive Mountains
Most Skirrin territory is deep underground, save for the Hive Mountains, which boasts the largest surface population of the industrious insect people on the continent. The Comiri have a few settlements here and often send caravans to fetch the materials the Skirrin dig up. Geldryn occasionally deign to visit to obtain what little stone and metal they ever use.

Isle of Kree
Though largely a volcanic wasteland, boasting seas of lava and sulphorous badlands, the most fertile land on Kendara can be found on this island, tucked away in hidden valleys and gulches away from the hostile elements around it. It is almost exclusively home to nomadic tribes of Saak who are said to have migrated there beyond living memory. Legends say their ancestors were the architects of the great ruined glass domes which dot the landscape and spell death for any foolhardy enough to enter.

Va Ri An
A region largely at the whim of the tides, Va Ri An has very little land above sea level during low tide and is largely submerged when it is high, save a few archipelagos. Home to the indolent Nalori, the region is something of a breadbasket, with rich fishing and an abundance of edible sea plants, and most who live there are in no danger of starvation. The region is home to a city, also named Va Ri An, which is said to be the first mortal city in the world, though it has largely fallen into disrepair and disrepute. The region is overwhelmingly settled by the Nalori, with a few Comiri villages to the far west, and occasional incursions by giants from the east.

Shroud Mountains
The western part of the largest mountain range on the continent. This region is shrouded in mist, as well as being heavily forested, giving it an aura of ancient dignity. Nalori, Comiri and Sherub make their homes here, as well as Skirrin who come from under the rich mountains. The largest mountains have strange properties as one nears their summit, with the pull of gravity decreasing to such a feeble pull that it is said one can jump to the heavens from their craggy tops.

Great Lake
This region is dominated by Lake Iloqui, and was once the center of a great civilisation encompassing the Nalori, Comiri and Sherub. Marking the beginning of one of the only large uninterrupted swathes of unforested fertile land on Kendara, this region is in much demand. The lake (more accurately a freshwater inland sea) also boasts abundant fishing and clement weather year-round. The abundance of the region is marred by regular Grimling incursions from the southern wastes.

Imornouz Mountains
Largely devoid of any particular agricultural fertility or mineral resources, this giant-infested region is home to one landmark of note. Atashkada, the highest mountain in the world is to be found here. It is said that anyone brave and skilled enough to reach the summit may commune directly with the gods in the heavens.

The Giant Peninsula
This region holds no traces of previous settlement and seemingly has never been settled formally. Anyone who would wish to try would have to contend with roving bands of giants.

Delta Country
These temperate wetlands and plains boast the most fertile harvests on the continent, and is also the largest continuous unforested fetile region. Were it not for the martial prowess of the native Sherub and the capricious rivers which criss-cross the territory and shift with the seasons, this prize territory would be the nucleus of a permanent war of conquest. As things are, the region is troubled by only occasional giant warbands, raiding from the mountains to the north.

Peninsular Territory
Fertile to the north, this peninsula gives way to harsh tundra in the south. Few make their home here, save some isolated nests of Grimlings, and Sherub farmers to the north.

Shub Ri Planes
The third region comprising the uninterrupted flat grasslands of the east, the Shub Ri planes have a fairly large population of Nalori living alongside the native Sherub. Forests to the west are said to once have been tended by the Fanth.

Comir Wetlands
A rugged but beautiful region, replete with caves and subterranean rivers. The Skirrin and Comiri hold a roughly equal claim to these lands, though the Skirrin mostly reside below the surfaces. The land is not forested, but the rivers wash away most of its fertility to the east, making it less suitable for farming, but the rivers often uncover minerals and treasure.

Loth Ri
Loth Ri is an easier region to traverse than the wetlands to the north, and consequently sees a fair amount of travel, which the native Comiri do little to discourage.

Tyrui Mountains
The Comiri heartlands are home to the great Toppled Towers. Gargantuan ruined towers which stand half-tumbled down, at jarring and seemingly impossible angles, or even lying horizontal on the ground. The Comiri claim the towers were built by their ancestors, but few outsiders can believe the tales. The forests around the great rivers of this region are fertile, and the rivers themselves rich with fish, making life for the native Comiri, Geldryn and Saak leisurely. Grimling hordes from the south are a persistant problem here.

Hanafus Reach
The sole sign of civilisation in this frozen wasteland is a huge fortress said to have been built by the angels and largely avoided by the superstitious grimlings who live in the waste. A few brave, romantic or foolhardy peoples from neighboring provinces eke out an existance in the northern parts of the region, but life there is bitter and hard.

Cave systems, abandoned Skirrin tunnels and a greater abundance of forest than can be found to the east and west make Tiski the most hospitable of the far southern territories, which is not saying much. Some Comiri live in these old warrens, but to the south there are ony the grimling hordes and biting winds.

Grim Wastes
This barren province is almost entirely composed of arid steppe, harsh desert and frozen wastes, a few hardy settlements of Saak and a the presence of some Muln nomads mostly just provide sustenance to the innumerable Grimlings which make their nests here.

The ancestral home of the Saak is a barren desert criss-crossed with rivers of brine or acid, fed by volcanic hot springs. Settlements are rare, clustering around what rare sources of fresh water are available, with most inhabitants being nomads. The Saak predominate but there are roving tribes of Ghul, and surprisingly, also nomadic Geldryn adapted to the harsh dry life in the desert.

Much like Met to the north, Kel is a desert region where the majority of surface water is bitter and volcanic in origin, though the eastern desert near the hills of Tyrui experience monsoon rainfall, and are on the migration paths of the Saak and Muln nomads of the region.

Said to be the place where the Ghul first reach Kendara, beyond living memory, this forest region is home to the delta of the longest river on Kendara. Ghul settlements mainly cling to the river, where travel is easy and trade is to be found. Fanth live in numbers in the depths of the forest.

The Ghul heartland is a mixture of steep mountains and fertile planes, but is most notable for the ruins of the great city at its heart. The Ghul still dwell in and around the city, but its secrets are largely forgotten, save for the entrance to the Great Library, a mind-boggling complex carved into a mountain and said to house the collected knowledge of the continent and beyond. Infested with strange monsters and plagued by dimensional instability, the Library is shunned and feared, and few have made anything more than a cursory exploration of its outermost chambers, finding most of the books have crumbled away, or were written in languages which are long forgotten.

West Coast
The forested west coast of the continent holds no settlements or even prior signs of civilisation, but his home to innumerable Fanth, who mostly live in peaceful isolation there.

Decads Wo
The Fanth heartland boasts truly prodigious numbers of the fecund plantfolk. Legend has it that the entire region around the great inland sea was once one contiguous city, but no trace remains of such a place if it ever truly existed. A fair few Muln dwell in the southern reaches of this territory.

The Southwest
These fertile plains are where most nomadic Muln spend their winters, and is also home to some permanent Muln and Fanth settlements. There is no sign that civilisation ever flourished here, though some Muln ancestral sites suggest the reptillians have dwelled here for a very long time indeed.

Plains of Muln
Muln nomads spend their summers on these cold and arid planes, splitting their time between herding their livestock and skirmishing with Grimling invaders who envy the relatively mild conditions of this territory.
An ancient bridge said to be of Saak manufacture spans the spit of sea between this region and the Grim Wastes.
« Last Edit: February 06, 2012, 01:57:57 pm by Krakow Sam »
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Offline Cyst

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #9 on: February 07, 2012, 09:52:06 pm »
I will participate in this
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Offline Oviraptor

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #10 on: February 07, 2012, 11:09:53 pm »
This looks interesting; I think I will give it a whirl.

Offline Neoadept

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Re: Dawn of Worlds II: The Restoration of Kendara
« Reply #11 on: February 08, 2012, 11:08:55 am »
It just occurred to me that talking about this endlessly on irc isn't actually a confirmation.

Of course I'm in.
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Offline Krakow Sam

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Re: Dawn of Worlds II OOC
« Reply #12 on: February 08, 2012, 01:38:25 pm »
Ok, everything is up to date and we're just about read to start. Everyone who is interested who hasn't confirmed participation here please post now.

Everyone interested in participating should also name the region they would like their faction to start in. You will get one free square of land in that region. If two people want the same region and can't work it out amongst themselves then a random method will be used to decided who gets it.

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Offline martyk

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Re: Dawn of Worlds II OOC
« Reply #13 on: February 08, 2012, 01:51:31 pm »
Preferably I'd like to start up in the dreamwoods, ideally along the Northern coast.
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Offline Mr. Wizard

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Re: Dawn of Worlds II OOC
« Reply #14 on: February 08, 2012, 01:52:22 pm »
Ishgot Inin would like to be realized among the Imornouz mountains.