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Offline Krakow Sam

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Dawn of Worlds II: Game Thread
« on: February 08, 2012, 12:38:19 pm »
In the time before Time, the Creator begat Creation.
In time long forgotten, the Spinner span the planes.
Aeons past, Crosimus created the World, and the Moon, and Ral-Ral stole away moonfire and created the Sun.
At the Dawn of the World, the gods created Kendara, and the mortals who walked upon it.

Millenia Ago, the gods went to war.

Oceans boiled, mountains were levelled, brother fought brother and children devoured their parents. At the heart of the raging battle Kharghan, Dragon God of Destruction faced off against Calathus, the Knight of Knights, a battle which neither won. The God War ended, but the world was shattered.

It is time to rebuild. The Gods have declared the Concordia Magna, a series of pacts limiting their own influence on mortal affairs and subtly changing the nature of the prime material so as to avoid a repetition of the wholescale carnage of the god war. Peace once again reigns, but much of the splendour of the ages before the war has been lost. It is a simpler, quieter time, with most mortals reverting to a tribal society, with little ambition for grandeur or conquest. This, in time, will change.

You are to be placed in charge of a burgeoning civilisation on the continent of Kendara. Turn by turn, your influence will lift your civilisation from obscurity and bring it into a new golden age. But you will not be alone. Other powers have designs on the great continent, it is up to you whether they be friend or foe.



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

ARMIES
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
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.

MILITARY POINTS, REGIONS AND TERRITORIES
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.

REGION BONUS
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.





« Last Edit: March 07, 2012, 12:03:50 pm by Krakow Sam »


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Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #1 on: February 09, 2012, 10:47:48 am »
Dawn of the First Era of the Age of Reconstruction

Power points:

Martyk: 8
Mr Wizard: 7
Neoadept: 7
Oviraptor: 6
Josasa: 6
Badger: 4
Pat : 6
Tesla : 7
Krakow Sam: 10

Everyone gets one free square in their chosen starting territory (see first post of ooc). Use the white map with the grid overlay and colour in your chosen square with a colour nobody else has chosen yet to represent your territory as part of your first turn.

I'll reserve the next post to show everyone how a turn usually goes down. Have fun everybody!

Edit: Here's a new version of the old ARCS posts. A complete version will be includes at the start of each turn.

Code: [Select]
[size=14pt]Races[/size]
[b]Nalori[/b] 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
[b]Fanth[/b] 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]Geldryn[/b] 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] 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]Skirrin[/b] 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]Drones[/b] Created from Skirrin in the 2nd Era of the Age of Races by the power of Innichanne
[b]Comiri[/b] 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]Saak[/b]  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]Muln[/b] Created in the 3rd Era of the Age of Races by the power of Ral-Ral
[b]Bokra Gan[/b] 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] 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] 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] 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
[b]Grimlings[/b] Created in the 4th Era of the First Age by Heqindrat, Avatar of Nahequi, controled by Aravolrax, Avatar of Ashra.
[b]the Echlia[/b] Created in the 5th Era of the First Age by Velvex, Avatar of Ashra

[size=14pt]Civilisations[/size]

[size=14pt]Cities[/size]

[size=14pt]Orders[/size]
« Last Edit: February 09, 2012, 12:08:24 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #2 on: February 09, 2012, 10:49:11 am »
Krakow Turn 1
Summary
Power Available: 10
Actions taken:
  • The Thrsisshil comes into being- Found faction, 0 cost
  • The Thrsisshil expands rapidly - [claim territory x 3, 9 cost]
Power Remaining: 1
Running Bonus: 0

Actions
The Thrsisshil comes into being
A dynamic and potent movement comes into being among the indolent Sherub farming tribes of the Delta country. The Thrsisshil, or 'sword-strike' is a martial movement intent on recapturing the legendary essence of Sherub warcraft as described in their oral histories. Led by a charismatic figurehead with supposedly messianic qualities, the movement initially encountered little resistance or bloodshed in the decades immediately following its creation, but was rapidly adopted among the agrarian and hunter communities, especially by young men and women eager for excitement.

The Sherub had long lived peacefully following the god wars. Their homeland in the Delta Country was fertile, and threats were few, save for the occasional rampaging giant or other monster. The Sherub mastery of warfare had long slipped into legend, the stuff of boardgames like urslasu, a diversion for old men who sit in the sun of a summer's evening and swap tall tales.
It came to pass that one day a young Sherub stumbled upon a peculiar mound while out hunting waterfowl on the delta. The strange heap of mud was punctuated by square stones sticking out from within, obviously uncovered by a recent change in the river's course. His curiosity piqued, he found an opening into the mound and found it to be the entrance to some sort of underground tomb. The walls were decorated with vivid images far more lifelike and colourful than anything daubed on a hut wall or strip of bark by even the most talented artists in his village. The murals depicted Sherub, and both the greater and lesser pearlmen who sometimes passed through his village in pitched battle with all manner of fantastical beasts and people, even giants. At the end of the chamber, clutched in the hands of a giant Sherub who had somehow been turned to stone was a long metal sword, the most metal the young man had ever seen in his life, and a curious silvery colour completely unlike that of bronze or flint. Grasping the weapon, the young man was overcome by the sensation of steel in his grip, and the vivid murals, and collapsed in the throes of a powerful vision. On returning to his village, the young man told of what he had seen and proclaimed himself Thrslisliraisil, 'sword-bearer'. The rest? Well, that's history.


The Thrsisshil expands rapidly
The Thrsisshil quickly gains a hold on the hearts and minds of the communities in a wide area, warriors under the movement's leader gain converts by showing prowess in defeating local beasts and bringing fugitives and outcasts to justice. More join for the promise of great battles to come, bouyed with martial spirit and controlled bloodlust.

Thrslisliraisil visited each village and tribe around his own and showed them his sword, and told them of his visions, which came more frequently as he became a man. "One day we will make another sword like this one. Then my work will be done."



Code: [Select]
[size=14pt]Civilisations[/size]
[b]The Thrsisshil[/b] 0 alignment - Founded in the first era of the age of reconstruction by Thrslisliraisil, the sword bearer.
« Last Edit: February 09, 2012, 12:14:44 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline PatMan33

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Re: Dawn of Worlds II: Game Thread
« Reply #3 on: February 09, 2012, 11:04:35 am »
Pat Turn 1
Summary
Power Available: 6
Actions taken:
  • The Necromantic Circle forms - Found faction, 0 cost
  • City of The Circle founded - Create City, 3 cost
  • The Circle treks South - Claim Territory, 3 cost
Power Remaining: 0
Running Bonus: 0

Actions
The Necromantic Circle forms
The most powerful Swarim Necromancers and scholars band together in hopes of changing the perceptions of their traditionally dark powers. Brought together by the light of compassion, The Circle quickly gains support from the denizens of the Swamps. A new enlightenment sweeps through the scattered settlements of the Swarim with The Circle at the forefront. United, The Circle and their followers are determined to make the world a better place for those who are willing to listen.

The Swarim have long dwelt within the Swamps of the Indric territory. For all of recorded history their tiny corner of the world has been governed by strange and odious powers. Their lands are steeped in the aroma of death and the Omega, as they call it, treads lightly, choosing instead to wander other trails. Because of the Omega's passive influence in the region, the Swarim are adept at the art of Necromancy. Over their long history the Swarim's relationship with their powers has ebbed and flowed, reaching the depths of terror and the pinnacle of compassion. Compassion, it is said on the outside, is a foreign concept to the Swarim and their death cults. And yet as time crawled on compassion began to creep steadily back into the minds of the children of the Omega. The movement reached a tipping point when a wayward band of Ghul traders unexpectedly appeared from the Southern lands after centuries of silence and rumor. Horrified by the curse that afflicted the Ghul traders, a meeting of the most powerful Necromancers in the Indric region was called and they deliberated for many weeks. The result was The Necromantic Circle, a collection of brilliant minds and powerful magics determined to use their abilities to bring about a better future for all.


City of The Circle founded
In the years following the formation of The Circle, The Circle and their followers gather together on the Southern coast of the Swamps and settled. Their fledgling city is dubbed The City of the Circle and from that place The Circle began their impossible task.

Amidst the gently sloping lands along the coast, The City of the Circle sat alone amidst a sea of blue and a sea of green. Small docks stretched out two directions, some toward the ocean and some toward the marshes. Traders from the dark lands of the Ghul slowly began to trickle through the City's crude gates and they often traded with the craftsmen of the Swamps. Some stayed but most returned to the darkness of the South. It was a genuine relationship between the two groups, though not without its pitfalls. Both sides had their lore and legends that told of atrocities committed by the other in the ages before history. Whether or not any of it was true was not known, but there existed the seeds of doubt and mistrust between the two races of Omega.

The Circle treks South
After many decades of trade and communication, The Circle launches an expedition to the dark lands of the South in order to better study the nature of the Ghul's curse.

Relations between the Swarim and the Ghul have warmed significantly over the years and while they aren't best of friends, they certainly aren't the enemies they once were. The Swarim have become infatuated with the curse that afflicts the Ghul and the Ghul, though initially taken aback at the thought of being part of an experiment, have become curious about the Swarim's capabilities. As such, part of The Circle has relocated to the dark lands of Gulfall to gain a deeper understanding of the Ghul's curse. Some in Gulfall resent the notion that they need to be "helped" by the "swamp bugs", though there are a scant few that aren't at least a little bit intrigued. Using the superior resources of the Ghul traders, The Circle has set up a small outpost along the Northern cost of Gulfall under the close watch of a band of trustworthy Ghul. Progress is slow but every ounce of research is invaluable to the Swarim if it means helping the Ghul and building bridges with their neighbors.



Code: [Select]
[size=14pt]Civilisations[/size]
[b]The Necromantic Circle[/b] 0 alignment - Founded in the first era of the age of reconstruction by Swarim Necromancers.

[size=14pt]Cities[/size]
[b]City of The Circle[/b] - Founded in the first era of the age of reconstruction by The Necromantic Circle and their followers.
« Last Edit: February 09, 2012, 01:14:45 pm by PatMan33 »

Offline Oviraptor

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Re: Dawn of Worlds II: Game Thread
« Reply #4 on: February 09, 2012, 10:40:17 pm »
Oviraptor Turn 1
Summary
Power Available: 6
Actions taken:
  • Ygeniern Greidra coalesce - Found faction, 0 cost
  • Ygeniern Greidra grow - Claim Territory, 3 cost
  • Kliilneld founded - Create City, 3 cost
Power Remaining: 0
Running Bonus: +1

Actions
Ygeniern Greidra coalesce
After remaining dormant for millennia, the ancient trees of Deepwood have started whispering again. To those that can hear, they speak of ages passed, when races banded together and built great things. For many Geldryn, they feel invigorated for the first time, like they can do great things. They call themselves Ygeniern Greidra, meaning 'the reawakened.'

Life in Deepwood had been mostly quiet, much to the pleasure of the Geldryn, who simply wished to be left to their forests. Sure, there were minor scuffles, other races overstepping their welcome a little much, for instance, but over all it was an easy life. They hunted the animals. They foraged the underbrush. They tended to their brethren trees who had already taken root. Every generation living much the way of the previous. But then trees started to awaken. Ancient trees that had long fallen silent. At first it was barely audible, just a rustling of leaves. But soon it grew to a whisperous cacophony. They spoke of things long passed, of wars, and cities, and gods. The Geldryn heard these tales. These tales were about them. An idea started weeding their way into their minds. Could they not still do these things? Thus, they coalesced into Ygeniern Greidra.

Ygeniern Greidra grow
Ygeniern Greidra grow outward, seeding the ideas they heard from their elders.

The area around the epicenter of Ygeniern Greidra quickly spread outward, gathering followers in its wake. After millennia of quiet, Deepwood was again starting to hum with activity.

Kliilneld founded
The Geldryn found Kliilneld, meaning 'renascence,' after hearing legendary accounts of cities in Deepwood.

The Geldryn heard the tale of a city in the tree tops. They worked closely with their fellow trees to establish a new city in the branches of their ancestors.



Code: [Select]
[size=14pt]Civilisations[/size]
[b]Ygeniern Greidra[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Geldryn.

[size=14pt]Cities[/size]
[b]Kliilneld[/b] +1 alignment - Founded in the first era of the age of reconstruction by Ygeniern Greidra.
« Last Edit: February 13, 2012, 09:57:25 am by Oviraptor »

Offline Cyst

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Re: Dawn of Worlds II: Game Thread
« Reply #5 on: February 10, 2012, 02:33:57 am »
Badger Turn 1

Summary
Power Available: 4
Actions taken:
  • The League forms - Found faction, 0 cost
  • The League takes land to the south - Claim Territory, 3 cost
Power Remaining: 1
Running Bonus: 0

Actions
The League forms
A group of grimlings train themselves and eachother to maintain themselves in greater sizes. They establish themselves within The Grim Wastes.

//"They call us disgusting, they call us vermin... We'll show them! We'll show them all the power we hold!"//

The League takes land to the south
Grimlings swarm across the lands of the Grim Wastes southward.

//"More land, more matter, more power, more hate!"//


Code: [Select]
[size=14pt]Civilisations[/size]
[b]The League[/b] -1 alignment - Founded in the first era of the age of reconstruction by the Grimlings.
« Last Edit: February 10, 2012, 02:52:09 am by Badger Man 22 »
DEATH TO DAESH! In solidarity with Rojava!
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Offline Neoadept

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Re: Dawn of Worlds II: Game Thread
« Reply #6 on: February 10, 2012, 10:33:16 am »
Neoadept Turn 1

Summary
Power Available: 7
Actions taken:
  • The Pursuit of the Dream forms - Found faction, 0 cost
  • The Pursuit reaches northwest - Claim Territory x2, 6 cost
Power Remaining: 1
Running Bonus: 0

Actions
The Pursuit of Dreams forms
Haunted by dreams that cannot be fulfilled, a handful of Comiri set out to discover the truth of visions and find solace for lives without purpose.  With each village passed through, the movement grows.

Tsau'ri tossed and turned in his sleep, visions flitting through his head and a void aching in his very soul.  This was not new, this was no reawakening, this had been his people's curse (or gift, as the shaman claimed) for generations beyond count.  They needed to create, and the crude carvings done around campfires paled before the lines of their dreams, the paints churned from earth and plant nothing next to the prisms of their minds, the kaleidoscopes of their very flesh.  In the weeks to come, the harvest done and the village needing fewer hands, he would consider the village to the west.  There was a color on their works that his people lacked...

~~~~~~~~~~~~~~~~~~~~~~

Many years later, Tsau'ri pored over his masterpiece.  Far to the west he'd found brothers who knew the secrets of clay and it's baking.  To the north he'd found paint that glimmered like water on a calm day.  Everywhere he had found dyes and paints never seen in his village, nowhere a complete set but everywhere something new and, together, something marvelous.  And, more, he had found friends, others with the same need, who would journey with him or apart from him, all searching for some vital piece to their work.  They paid for the help offered in labor, such that, even with an ever growing portion of their people on the move, the Comiri suffered little.

The figure in his hand, a small statue of a Comiri reaching skyward in yearning, was the most beautiful thing he'd ever seen, but it was not yet perfect, perhaps never would be.  But there were more villages over the horizon, more secrets to be had, more brothers to gather and works to shape.



The Pursuit reaches northwest
Hearing tales of their origins in the great woods far to the northwest, the Pursuit extends it's influence towards the dreamwood.

The shamen claimed that their visions had started in a distant land, a wood as surreal as their own dreams.  Perhaps there they would find the answer to their quest.



Code: [Select]
[size=14pt]Civilisations[/size]
[b]The Pursuit of Dreams[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Comiri.
« Last Edit: February 10, 2012, 10:35:42 am by Neoadept »
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 martyk

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Re: Dawn of Worlds II: Game Thread
« Reply #7 on: February 10, 2012, 11:14:15 am »
Martyk Turn 1
Summary
Power Available: 8
Actions taken:
  • Tolgan is formed - Found faction, 0 cost
  • Tol'run is founded - Create City, 3 cost
  • Word spreads - Claim Territory, 3 cost
Power Remaining: 2
Running Bonus: 0

Actions
Tolgan is formed
Along the fertile coasts of Northern Kendara and the Dreamwoods, the Bokra Gan and Echlia of the region come together for the benefit of all.

Since time immemorable, the peoples of the North have lived off the sea.  Residing along the coasts, they have lived peacefully in simple fishing villages.  As of late however, there has been increased cooperation between these small villages, resulting in increased prosperity for all.  In light of this new brotherhood between peoples, they have begun to identify under a single banner, Tolgan, or [Sea Folk].

Tol'run is founded
As the Tolgan begin to work together as a single nation, a central hub forms.  Located in a fertile territory by a natural harbor, the city of Tol'run rises from the misty coast.

With trade and travel between the people of Tolgan increasing, a central hub slowly forms.  Dubbed Tol'run, or [Sea's Wake] by her people, the city becomes the defacto capital of the region.

Word spreads
As more people find out about the success of Tolgan, immigrants come from the surrounding lands, and the fledgling nation grows.

Through word of mouth, news of the growing nation on the coast spreads through nearby lands.  As more join the people of Tolgan, its borders spread.



Code: [Select]
[size=14pt]Civilizations[/size]
[b]Tolgan[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Bokra Gan and Echlia.

[size=14pt]Cities[/size]
[b]Tol'run[/b] - Founded in the first era of the age of reconstruction by Tolgan.
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Offline Josasa

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Re: Dawn of Worlds II: Game Thread
« Reply #8 on: February 10, 2012, 01:49:38 pm »
Josasa Turn 1
Summary
Power Available: 6
Actions taken:
  • Ubtoaka Utinuid is founded- Found faction, 0 cost
  • Ubtoaka Utinuid expands across the steppes - [claim territory x 2, 6 cost]
Power Remaining: 0
Running Bonus: +1

Actions
Ubtoaka Utinuid is founded
Ubtoaka Utinuid, which means “Clan Grass Sea” or “Clan Steppe” as others might call it, are a conglomeration of the many clans that roam the Plains of Muln and The Southwest in general. They are one of the larger Clans in the history of the Muln, and hope to extend their influence over the southwest corner of Kendara.

The many clans of the Muln occupied the southern plains, moving from place to place as they herded their livestock to better grazing land. Every once in a while, different clans would met up and settle the same space for a season. In these cases the clans would either trade and coexist peacefully, or they would clash in mounted steppe warfare. The weaker would be absorbed into the stronger and life would go on as it had before. No one clan dominated the Plains of Muln.
That is, until the Utinuid was formed. They started off as a group of degenerates from a conquered clan who managed to escape. Over time, they were able to marshal their forces and conquer the surrounding clans to unify them under one banner. This was relatively unheard for the Muln. Since the beginning of history, they had been a quiet people, exploited by the Saak, but otherwise uninterested in the non-steppe world. Now that they were coming together as a larger group, the leaders of the Utinuid began imagining a bigger picture of every Muln under one clan. This was a major step, as it was the first time the Muln had envisioned such a thing. Actually, it was the first time the Muln envisioned
anything.

Ubtoaka Utinuid expands across the steppes
Utinuid outriders were sent out across the steppes to find other clans and spread the word of their clan’s power. For many of the Muln, this was the first time moving away from the known pastures grounds. Even as nomads, the different clans rarely ventured into other clan territories unless they were forced or looking to plunder their neighbors.

The Utinuid outriders made contact with tribes to the north and west. Many pledged their allegiance to the Utinuid. Those that didn’t, and there were a few, were conquered.



Code: [Select]
[size=14pt]Civilisations[/size]
[b]Ubtoaka Utinuid[/b] 0 alignment - Founded in the first era of the age of reconstruction.
« Last Edit: February 10, 2012, 02:43:53 pm by Josasa »

Offline Tesla

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Re: Dawn of Worlds II: Game Thread
« Reply #9 on: February 10, 2012, 03:42:44 pm »
Tesla Turn 1
Summary
Power Available: 7
Actions taken:
  • Ineya Ayaio is formed - Found faction, 0 cost
  • Iniir Ayaio Wo-Ria is founded - Create City, 3 cost
  • Amalgamation - Claim Territory, 3 cost
Power Remaining: 1
Running Bonus: 0

Actions
Ineya Ayaio [Ayaio's Dominion] is formed
The nation of Ineya Ayaio begins, under a banner displaying an inverted triangle.

Years before, the goddess Ayaio began visiting all Planthin over 50 during their regular use of psychotropics from the dreamwoods. She gave them visions of a future, of power, of dominance, of unending anarchic hedonist pleasure under their rule. She led them all together, the few hundred elder Planthin, those who had proven themselves every year since their birth during their fugue months. They established a nation in which all Planthin would recognize the superiority of their elders; effectively an age based class system. They led young Planthin to believe it would be an incentive to better themselves; to survive and further the Planthin race. In reality, however, the system was set up to guarantee their obedience, to establish the elders in positions of power. The Ayaion Planthin wish to spread their message of respect and motivation across Kendara. Won't you join them?

Iniir Ayaio Wo-Ria is founded

The elder Planthin founded a city upon the spot they congregated, at the border of the dreamwoods. The city of Iniir Ayaio Wo-Ria [Ayaio's Holy City] is the physical manifestation of the Ayaion philosophy - the elders live in luxurious treehouses far above the ground, while the newborn Planthin desperately scrabble for sunlight and scraps on the forest floor, buried beneath the elaborate network of rope bridges that criss-cross the city's trees. Elder Planthin are afforded everything they desire - there are drug houses, brothels, even rings where families can pit their children against one another in fights to the death, for mere pennies. The eldest of elders are granted the highest honour in Planthin culture - exemption from the annual fugue battle.

Amalgamation

Elder Planthin typically have the all the control in traditional Planthin society anyway, and they like what they hear about this new system. The Church of Ayaio spreads outwards to neighbouring towns quickly.



Code: [Select]
[size=14pt]Civilizations[/size]
[b]Ineya Ayaio[/b] -1 alignment - Founded in the first era of the age of reconstruction by the Planthin.

[size=14pt]Cities[/size]
[b]Iniir Ayaio Wo-Ria[/b] - Founded in the first era of the age of reconstruction by the Ineya Ayaio.
« Last Edit: February 10, 2012, 04:02:54 pm by Tesla »
No way dude, you're trolling me.

Offline Mr. Wizard

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Re: Dawn of Worlds II: Game Thread
« Reply #10 on: February 10, 2012, 03:50:40 pm »
Wizard Turn 1
Summary
Power Available: 7
Actions taken:
  • Ishgot Inin is founded- Found faction, 0 cost
  • Ishgot Inid secures the mountains - [claim territory x 1, 3 cost]
  • Ishgot Inid create Etinura at the World Spire, "City" of Giants - [buy military points x 1, 3 cost]
Power Remaining: 1
Running Bonus: +1

Actions
Ishgot Inin is founded
When thought and Reason returned to the world, the rulers of the mighty Giant races met on the Spine of the World. The Giants of Storm, Cloud, Frost, and Fire formed a ruling body, Ishgot Inin, to preserve the ancient glory of the Giants in the new era.


Ishgot Inin secures the mountains
The new government rallies the Giants to expand. Announcing to the other races their presence as they shake the ground with their footsteps, claiming their territory.

Striding in among the mists and peaks, Giants walk through the mountains once more.


Ishgot Inin create Etinura
It has been ages since Giantkind had a settlement to call its own. Always they were forced to fight, but never build. This new goverment decides to mark the formation of itself with a mighty city. Walls are formed with massive boulders, mountainsides are carved into cliffs, while whole iron veins are beat into gates with giant fists. In the mighty shadow of the Spine of the World, the great Giant City of Etinura is founded.




Code: [Select]
[size=14pt]Civilisations[/size]
[b]Ishgot Inin[/b] -1 alignment - Founded in the first era of the age of reconstruction.

[size=14pt]Cities[/size]
[b]Etinura[/b] - Founded in the first era of the age of reconstruction by Ishgot Inin.
« Last Edit: February 10, 2012, 04:10:00 pm by Krakow Sam »

Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #11 on: February 10, 2012, 04:38:56 pm »
Dawn of the Second Era in the Age of Reconstruction

Power rolls for the Second Era (Bonuses already included). Remember to add any power points you have left from previous turns.

Martyk: 8
Mr Wizard: 7
Neoadept: 9
Oviraptor: 5
Josasa: 8
Badger: 8
Pat : 11
Tesla : 9
Krakow Sam: 11
Inkling: 9



Code: [Select]
[size=14pt]Races[/size]
[b]Nalori[/b] 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
[b]Fanth[/b] 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]Geldryn[/b] 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] 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]Skirrin[/b] 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]Drones[/b] Created from Skirrin in the 2nd Era of the Age of Races by the power of Innichanne
[b]Comiri[/b] 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]Saak[/b]  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]Muln[/b] Created in the 3rd Era of the Age of Races by the power of Ral-Ral
[b]Bokra Gan[/b] 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] 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] 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] 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
[b]Grimlings[/b] Created in the 4th Era of the First Age by Heqindrat, Avatar of Nahequi, controled by Aravolrax, Avatar of Ashra.
[b]the Echlia[/b] Created in the 5th Era of the First Age by Velvex, Avatar of Ashra
[b]Giants[/b] Created at various times by the power of Imornouz

[size=14pt]Civilisations[/size]
[b]The Thrsisshil[/b] 0 alignment - Founded in the first era of the age of reconstruction by Thrslisliraisil, the sword bearer.
[b]The Necromantic Circle[/b] 0 alignment - Founded in the first era of the age of reconstruction by Swarim Necromancers.
[b]Ygeniern Greidra[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Geldryn.
[b]The League[/b] -1 alignment - Founded in the first era of the age of reconstruction by the Grimlings.
[b]The Pursuit of Dreams[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Comiri.
[b]Tolgan[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Bokra Gan and Echlia.
[b]Ubtoaka Utinuid[/b] 0 alignment - Founded in the first era of the age of reconstruction.
[b]Ineya Ayaio[/b] -1 alignment - Founded in the first era of the age of reconstruction by the Planthin.
[b]Ishgot Inin[/b] -1 alignment - Founded in the first era of the age of reconstruction.


[size=14pt]Cities[/size]
[b]City of The Circle[/b] - Founded in the first era of the age of reconstruction by The Necromantic Circle and their followers.
[b]Kliilneld[/b] - Founded in the first era of the age of reconstruction by Ygeniern Greidra.
[b]Tol'run[/b] - Founded in the first era of the age of reconstruction by Tolgan.
[b]Iniir Ayaio Wo-Ria[/b] - Founded in the first era of the age of reconstruction by the Ineya Ayaio.
[b]Etinura[/b] - Founded in the first era of the age of reconstruction by Ishgot Inin.

[size=14pt]Orders[/size]


« Last Edit: February 10, 2012, 04:45:31 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline PatMan33

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Re: Dawn of Worlds II: Game Thread
« Reply #12 on: February 10, 2012, 05:39:37 pm »
Pat Turn 2
Summary
Power Available: 11
Actions taken:
  • The Circle moves Northeast - [claim territory x 2, 6 cost]
Power Remaining: 5
Running Bonus: 0

Actions
The Circle moves Northeast
Moving outward from their small corner of the Swamps, the Swarim head North and East toward two megalithic structures in the distance. They are the Indric Pylons, dark machinations from the Swarim's past.

The first great expedition set out from Circle some time after the city had settled. Their journey was not into any mysterious lands, it was into the Swarm's back yard. They passed old villages and shrines, increasing their numbers as they moved North. All the while following the shadow of the Indric Pylon, one of five such structures in the Swamps which were the only known to exist on Kendara. The journey took many weeks but eventually the caravan reached the base of the tower. From up close the circular hole near the tower's peak could not be seen, though the eerie hum of wind rushing through it could be heard. A swirling darkness seemed to surround the structure and the soggy earth beneath their feet felt cold. It was a place of ill omen, to be sure. The Swarim's memory of the Pylons was scattered at best. They were very old, this they knew. The Swarim were responsible for their construction, this they also knew. They even knew that the five Pylons in the Swamps were not necessarily unique, that they existed in far off lands over the great sea. But this was the extent of their knowledge of the Pylons. Three brief, nondescript accounts of old towers. Nothing more. So the caravan moved on and this time headed to the East, moving toward the next Pylon. It loomed far in the distance, black as blackest night with a hole near its peak. The Pylons all had a hole near their peaks, a missing piece representative of something they did not understand. And in time the caravan arrived at the next Pylon. A small band settled nearby to maintain a watch and the rest returned home, unwilling to seek out the next black spot that loomed on the horizon.



« Last Edit: February 10, 2012, 06:29:43 pm by PatMan33 »

Offline Oviraptor

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Re: Dawn of Worlds II: Game Thread
« Reply #13 on: February 10, 2012, 06:35:26 pm »
Oviraptor Turn 2
Summary
Power Available: 5
Actions taken:
  • Continued expansion for Ygeniern Greidra - Claim Territory, 3 cost
Power Remaining: 2
Running Bonus: +2

Actions
Continued expansion for Ygeniern Greidra
Ygeniern Greidra continues to expand its influence in Deepwood.

ikkre idgi geldernirn yrik inynig
edyindi ykyyrdkle iygegak draaldkli dylyny kynyird
rynaln kynyird keedkli draaldkli kenarnla ykyyrdkle
edyindi ykyyrdkle ygreyld kardgri greidra inynig

                                                  --Geldryn poet

Translation: ancient roots nourished mighty trees/and saplings walked like leafless elders/then elders whispered like lively saplings/and Saplings flourished under reawakened trees





http://i92.photobucket.com/albums/l27/Oviraptor85/Other/DoW/K2.png
« Last Edit: February 11, 2012, 11:26:45 am by Oviraptor »

Offline Cyst

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Re: Dawn of Worlds II: Game Thread
« Reply #14 on: February 10, 2012, 08:29:25 pm »
Badger Turn 2

Summary
Power Available: 9
Actions taken:
  • The League founds Hillock - Create City, 3 cost
Power Remaining: 6
Running Bonus: 0

Actions
The League founds Hillock
The City of Hillock is placed on a bare stretch of land, and from a distance looks like a great city, composed of towering stone buildings. As one enters the city, the buildings prove to be nothing more than solid rock, no doors or windows on the surface. The cobbled streets possess alleys between buildings, and in one such alley is a stone hatch which leads to the halls filled with tents that the League inhabits. Many of the halls are dead ends, and there are a couple proper rooms with larger tents for 'official' work and planning.

//"The shadows are such a great home. Nobody will look here!"//



Code: [Select]
[size=14pt]Cities[/size]
[b]Hillock[/b] - Founded in the second era of the age of reconstruction by the League.
« Last Edit: February 10, 2012, 08:53:13 pm by Badger Man 22 »
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