Author Topic: Dawn of Worlds II: Game Thread  (Read 17021 times)

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Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #135 on: March 07, 2012, 03:15:14 pm »
Krakow Turn 14

Summary
Power Available: 12
Military Points: 3
Actions taken:
  • Living Space - [Military Action - 2 cost]
  • The Fortress of Light - [Create City - 4 cost]
  • Hallowed Halls - [Advance City - 4 cost]
Power Remaining: 2
Running Bonus: +8 [+3 Running, +5 Region]

Actions
Living Space
As the vampire hordes began to infiltrate Sword-Strike territory, the reaction was mixed. The Sword-Strike's entire governmental and religious hierarchy was entirely based on the principals of the strong leading the weak, and Vampires are strong. Natural predators, with a penchant for domination, there was little resistance when the undead seized the smaller settlements, but when the vampires attempted to take the larger cities they were rebuffed. Many of the Empire's higher ranking officials were empowered clerics or Paladins, and they had a natural advantage in resisting undead incursions, making the Vampires more of a nuisance than a real threat in urban areas. However, life in the rural areas where the vampires went largely unopposed was difficult, and the Sword-Bearer and his government saw there was little value in trying to remove them by force. The task of finding a final solution to the vampire threat was given to the Witch-Arch, and the Empire's resources were diverted to making sure those who would flee the undead would have somewhere to go. The military campaign into League territory continues, though this time with a more noble end than simple political appeasement. The Grimling lands, unpopulated as they were, had not yet been infiltrated to any great extent by vampires, and as such was the ideal place for refugees to go.

Yes, the soil here is hard, and the nights are long. But at least the ichor is not drained from us at night, and our tyrant sees the value of kin and hearth.

The Fortress of Light
As the Sword-Bearer leads his armies west, clearing the lands for the citizens displaced by the vampires, they see a great ruin rise above the snowfield before them, a fantastic edifice constructed entirely from iron, yet miraculously free of rust or decay. Every inch of its massive external walls, as well as the great vaulted halls and spacious passages within are engraved with fantastical murals and histories in the old language of Angels. Perhaps from superstition, the grimlings had never thought to settle here, and what inhabitants did squat within the great cold iron walls were quickly sent packing by the Sword-Strike's soldiers. Supplies are gathered and settlers instructed to begin working the surrounding land. As inhospitable as its surroundings are, the fortress becomes a living city. Arl-Rulaut, the Fortress of Light.

"EOGISVOCCHI - OPAVEHGISG PAPANA NAIGAL BVANNAMALS GEDVEHEPAXOR VEHCGAL PAGISG ~ Angelic Inscription at the gate of Arl-Rulaut"

Hallowed Halls
Working tirelessly to understand the inscriptions covering everything in the great Angelic Fortress, scholars of the Feint discover the key to powerful divine magics locked away within the fortress itself. With a little self-sacrifice, the scholars are able to enact a great work of divine magic which bathes the entire fortress in an aura of consecration and vital energy. Undead creatures of all types find it near impossible to approach the fortress, as though it were a great holy symbol turning them away. Morover, none within its walls may cast any spells of necromancy or death, and the suffusion of vital force causes wounds and diseases to heal more quickly. The fortress quickly becomes a rallying point for the displaced refugees in the area. A place of strength and safety in the barren wilderness.

"When I feel fear of a night, I look up at the lights of Arl-Rulaut, and feel the weakness of fear banished from my soul"



Code: [Select]
[size=14pt]Cities[/size]
[b]Arl-Rulaut[/b] - "The Fortress of Light" resettled in the fourth era of the age of Sprawl by the Thrsisshil.
-- Once known as Eogísvocchí
-- Divine Design: The fortress is designed as a match to any fortress in the celestial planes
-- The Fortress pervades an aura of Positive Energy

[size=14pt]Regions[/size]
[b]Hanafus Reach[/b]
--Contains 1 Army of the Thrsisshil lead by the Sword-Bearer
Sam is basically right, he's just cranky.

Offline Tesla

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Re: Dawn of Worlds II: Game Thread
« Reply #136 on: March 07, 2012, 03:46:16 pm »
Tesla Turn 14

Summary
Power Available: 11
Military Points: 1
Actions taken:
  • Schism! - [RP Event - 0 cost]
  • Spread! - [Claim Land - 2*2 = 4 cost]
  • Sanctuary - [Advance City - 4 cost]
Power Remaining: 3
Running Bonus: +5

Actions
Schism!
For centuries, the Planthin of Iniir Anora have tolerated the barbaric traditions and government of their nation. It was accepted as part of their nature, so they stood by while their children were treated even worse than they had been before Ineya Ayaio existed, and their culture became more and more estranged from their simple roots. Ayaio had corrupted them.

Very few vampires ever made it past the White Wall, and Ineya Ayaio remained isolated, untouched by foreign affairs. Iniir Ayaio Wo-Ria was least of all affected, being the deepest into the forest and furthest from any border. Iniir Anora got the brunt of the attacks but was fortunately the city most capable of fending it off due to the well educated and capable population. Over time, defence watches became hunting parties, and hunting parties became rescue missions. Planthin healers even crossed local borders in an effort to combat the vampire scourge.

The geritocracy refused to co-operate. It wasn't their business what the mongrel races got up to beyond their borders. After a particularly bad attack in a Geldryn town near the border, many refugees were brought back to Iniir Anora as a show of goodwill. Geritocrat reactionaries immediately demanded the exile or even execution of these asylum-seekers, and this disagreement led to the brief siege of Riora Isora, the College of Chemicals. The geritocrats were defeated after only three days and Iniir Anora declared independence. The new nation declared its first policy - to accept all refugees fleeing the undead, and hopefully end the plight in the future.

The new nation is the Ineya Sera - Freed Dominion.

Spread!
Much of Ygeniern Greidra lies empty - the "crossroad" of Kendara has high traffic of vampires moving between cities. Any remaining Geldryn are already moving north to the promised safety in Ineya Sera. It is a natural next step that Ineya Sera spreads its influence south, destroying any vampires they encounter.

Sanctuary!
Adegkla Draan is cleansed of the undead, and established as a nexus for refugees across the continent. Even in desperate times, the city becomes a place of cultural exchange and tolerance - Many races meet for the first time in centuries here, and all united by one motivation; destroy all vampires.

The city is repaired but otherwise left relatively unchanged aside from a number of safety adaptations  - extra fortifications, regular patrols, a growing force of vampire hunters...



Code: [Select]
[size=14pt]Civilisations[/size]
[b]Ineya Sera[/b] +1 alignment - Founded in the Fourth era of the age of sprawl by Planthin revolutionaries.
-- Formerly a part of Ineya Ayaio.

[size=14pt]Cities[/size]
[b]Adegkla Draan[/b] +1 alignment - Founded in the fifth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Canopy.
-- Recolonized by the Ineya Sera during the fourth era of the age of sprawl, as an asylum for vampire attack survivors.
« Last Edit: March 07, 2012, 04:24:03 pm by Tesla »
No way dude, you're trolling me.

Offline Inkling

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Re: Dawn of Worlds II: Game Thread
« Reply #137 on: March 08, 2012, 10:00:25 pm »
Inkling Turn 14

Summary
Power Available: 29
Military Points: 0
Actions taken:
  • Put Together the Pieces - [RP event - 0 cost]
  • The Giants Make Peace  - [Claim Territory x4 - 8 cost]
  • Meeki's Great Leap Forward - [Advance civ x4 - 16 cost]
  • Join Federation - [Political Action - 0 cost]
  • Let's Hunt some Vampire - [Buy Army - 4 cost]
Power Remaining: 1
Running Bonus: +8 [+3 Running, +5 Territory (40)]

Actions

Put Together the Pieces
Once they get out of the caves, the Bullbats start to remember their story.  It takes a while, having been in suspended animation for millenia.

The Giants Make Peace
THe giants will be friendly to the Order if only they make the scary Bullbats go away.  The Bullbats didn't like this dump anyway, so everyone is happy.

Meeki's Great Leap Forward
Meeki's the head honcho of the Order, remember him? he studies Aaeit's notes and the stuff dug up and gets all kinds of things done.

-Ballons! - Hot air in a bag.  It really shouldn't have taken this long to remember how to do this.

- Firefettered - The first attempts are with monkey lizards and lava spirits.  They aren't that great, but they're good for keeping a forge going.  Let's ship some to the Skirrin, we're on a volcano and have all the fire we need.

-Ironsides - Ships had to be reinforced to carry Lavafettered to the Mainland.  It isn't much of a leap to reinforce the whole ships, now they're unmatched on the seas.

-Better Firefettered - monkey lizards don't work that well, using people is too evil.  but binding the lava and fire spirits with metal bodies works like a charm.

Join Federation
I'm in some kind of alliance with the Tik Toks, so it's official now I guess.

Let's Hunt some Vampire
Bullbats see really well in the dark, being part bat and all.  Those Saak fire wizards can conjure stuff pretty close to sunlight.  Time to chase the vampires out of the swamps and the mountains.

« Last Edit: March 08, 2012, 10:33:50 pm by Inkling »
Probably not a Goat, either.


Offline Brandonazz

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Re: Dawn of Worlds II: Game Thread
« Reply #138 on: March 09, 2012, 03:23:53 pm »
Brandonazz Turn 14

Summary
Power Available: 8
Military Points: 0
Actions taken:
  • The Auxiliaries of Urbai - [RP Lore - 0 cost]
  • Claim the Shub Ri Plains for Tychan Indictrius  - [Claim Territory x3 - 6 cost]
  • The Walls of Tolshos Are Stained With Blood - [Corrupt City - 2 cost]
Power Remaining: 0
Running Bonus: +2 [+2 Running, +0 Territory (6)]

Actions

The Auxiliaries of Urbai
To outside Sherub, the Iron Branch looked like a beacon of faith in a bleak era of unrest - proof that even when the weak abandon their faith in their rulers and their god and try to abandon their divine duty of subjugation, Tsraan will make right. To other peoples of Kendara, the new fiefdom looked like nothing more than a cabal of ambitious zealots making a bid for their own little seat of power, a nuisance at worst and a political tool at best. To the Nalori inside the Iron Branch, it was an instrument of precision. The Auxiliaries of Urbai are, officially, an advisory council of mystics and a military augmentation to the Sherub rulers and soldiers of Tolshos.

Claim the Shub Ri Plains for Tychan Indictrius
I, True Voice Melesh of the Iron Branch, hereby, through the divine power of Tsraan, at command of his will to rule, do assert authority over these lands and the settlements, trade routes, mines, and lawful governance already existing herein.

Those who oppose will be made pleasing to God through purification.


The Walls of Tolshos Are Stained With Blood
The Comiri are brilliant architects. You see, when Tolshos was rebuilt, it was placed on a hill surrounded on all sides by beautiful statues of polished bronze bearing great shields in the air before them and raising their blades in defiance. The shield have peculiar shapes, and at midday once a year, when the Tournament of Tychan begins at the Tower of the Sword, their purpose is illuminated. The light of the sun, directed by the polished shields, pours onto a mirror in the tallest tower. The glittering decorations throughout the fortress - crystalline statuettes and mosaics of silver, blossom with the geometrically redirected glow, and the most sacred of prayers are given to Tychan in all his names while the ruby eyes of his serpentine statue shine brilliantly.

Deep below the light show, though, the executors of Tychan's true will do him better justice. One thousand Sherub pilgrims from the Thrisisshil, assembled in the cavernous halls beneath the fortress to engage in prayer, would do more good in death than all of their prayers in life could accomplish.

The presiding Nalori mystic raised his arms before the congregation. "Osuqoso issiih, Urbai hisucbi."

The few who spoke his tongue only had a moment to be perplexed before they were engulfed in violet flame. The red-eyed statue, there watching on the wall, made no move or made token of approval, but as the sun passed overhead, the light illuminating the idol from within faded. The Nalori mystic kneeled before his god, with faith that his favor was this day earned.

_________________


"Such faith!" The Nalori mystic moved swiftly through the now darkened sanctuary above. "Your brothers have set sail to bring the word of Tsraan to distant lands, look!"

He extended a spindly finger out of the shadowed hall toward the sea, where a mirage of a ship sank quietly under the horizon.
With great fervor, the Sherub and Comiri made praise to Tychan.



Code: [Select]
[size=14pt]Cities[/size]
[b]Fortress at Tolshos[/b] -1 Alignment - Founded in the third era in the age of sprawl by the Iron Branch.
-Site of a bloody massacre in the fourth era of the age of sprawl.
« Last Edit: March 09, 2012, 03:43:06 pm by Brandonazz »

Offline Josasa

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Re: Dawn of Worlds II: Game Thread
« Reply #139 on: March 09, 2012, 03:46:31 pm »
Josasa Turn 14
Summary
Power Available: 19
Military Points: 5
Actions taken:
  • Demand Concessions from The League- [political action, 0 cost]
  • The Great Underwater Glass Domes of Odamul Prudoda are built- [command city, 2 cost]
  • Arm the Masses- [buy military points x2, 11 cost]
  • Organize the Army of Light- [buy army, 4 cost]
  • Establish the Northern Military Zone- [military action, 2 cost]
Power Remaining: 0
Running Bonus: +10 [+3 Running, +7 Regions]

Demand Concessions from The League
Many within the Utinuid Empire were happy with the results of the Spring Offensive, as the eastern invasion had come to be called. Losses had been minimal, and the results fantastic for the Utinuid Empire. However, many within places of power correctly pointed out that the Utinuid Empire had failed to gain the territory that had been the entire purpose of the campaign.

The League could only agree, given the terms of their protectorate. And so, there was a movement of immigrants from the Utinuid Empire as the two provinces within Kel came within the jurisdiction of the Empire. Those Grimlings that called the area home were allowed to stay, but were often forced out of their homes to make room for the influx of settlers.

The Great Underwater Glass Domes of Odamul Prudoda are built
Odamul Prudoda sat on the northern tip of the Lesser Bay gaining wealth from the trade of the surrounding areas. Since its foundation, the city had been known for the lesser glass domes that were located partially under and above the water line. These structures alone had drawn a number of tourists wishing to see the wonders of Saak glass-making. In order to capitalize this, Empror Muldayn ordered the construction of three massive glass domes based around the same design as their lesser cousins.

The Underwater Domes of Odamul Prudoda are quite a sight to see. Several different levels are stacked within the domes. The levels closer to the sea level have natural lighting from the sun. But as one moves lower, towards the sea floor, the rooms and hallways get darker so that artificial light is required. Some say these domes remind them of the ancient Nalori city Vaurlian. I think the domes have a unique beauty all their own.
-Comiri Traveler


Organize the Army of Light
The vampire menace had cause widespread destruction throughout the Utinuid Empire. Even now, the Empire’s forces were still trying to round up a number of vampires that insisted on living (or not living for that matter). This job was made all the harder since the Empire shared such a large border with the former Necromantic Circle.

An army was assembled in the northernmost province of Eleai-Ghul, and quickly made preparations to march into the lawless lands. They would not stand on the sidelines and watch as their allies were ripped apart.

Establish the Northern Military Zone- [military action, 2 cost]
The army marched north, into the lawless land, wiping out the vampires and establishing law and order in the provinces they entered. Casualties on the side of the Empire were few, as they met little organized resistance in their march north.

It was with a heavy heart that I took the news concerning the fall of the Necromantic Circle. Thousands, if not millions, of peaceful and law abiding citizens dwell within the regions to our north and cry for our help. The major cities have become safe havens for the masses, but they are running out of time. Food reserves are running low, and the menace of the undead haunt them at every turn.

It is because of this that I declare the creation of the Northern Military Zone, and declare martial law in all the afflicted regions. Our presence will be felt in force, until such a time that the undead have been vanquished and the citizens of those regions are strong and stable enough to govern themselves.
-Emperor Darou Muldayn




Code: [Select]
[size=14pt]Cities[/size]
[b]Odamul Prudoda[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
-- Home to the Great Underwater Glass Domes, constructed in the fourth era of the age of sprawl.

[size=14pt]Regions[/size]
[b]Gulfall[/b]
--Contains 1 army of the Utinuid Empire
« Last Edit: March 09, 2012, 03:59:21 pm by Josasa »

Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #140 on: March 10, 2012, 01:57:31 pm »
Dawn of the Fifth Era in the Age of Sprawl

Power Points:
Mr Wizard:  (10  roll, +2 running bonus, 8 points carried over)
Neoadept: 19   (8  roll, +7 running bonus, +4 blackmail bonus, 0 points carried over)
Josasa: 19   (7  roll, +10 running bonus, 0 points carried over, +2 points from Badger)
Badger:  28  (7  roll, +4 running bonus  19 points carried over, -2 points to Josasa)
Tesla : 12  (4  roll, +5 running bonus, 3 points carried over)
Krakow Sam: 18  (8 roll, +8 running bonus, 2 points carried over)
Inkling: 13  (7  roll, +6 running bonus, 0 points carried over)
Brandonazz: 8  (6  roll, +2 running bonus, 0 points carried over)

« Last Edit: March 10, 2012, 02:39:58 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: Dawn of Worlds II: Game Thread
« Reply #141 on: March 10, 2012, 01:58:30 pm »
ARCS of the Third Era in the Age of Sprawl
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 incredibly 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
--Masters of Mounted Warfare
[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
- Some Planthin are known for their incredibly poisonous skin
[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
[b]Ralalri[/b] 0 Alignment - Subrace of the Geldryn created in the first era of the age of sprawl by the Utthsh.
[b]Queen Caste[/b] 0 Alignment - Subrace of the Skirrin created in the Third era of the age of sprawl by the Speaker of the Ti'q To'k.
-- Masters of Mental Magic

[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.
-- This civilisation has a captive population of enslaved giants as labourers and battle-thralls
-- They have the best drilled military troops on the continent
[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.
-- The tenacity of Ygeniern Greidra's inhabitants is unrivaled
-- Ygeniern Greidra are masters at siege warfare
[b]The League[/b] -1 alignment - Founded in the First era of the age of reconstruction by the Grimlings.
-- Masters of the Sea
[b]The Pursuit of Dreams[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Comiri.
-- Masters of siege weaponry
-- Masters of song
-- Masters of movement
-- Masters of golemcraft
-- Masters of messages
-- Masters of mass production
[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.
--Masters of all things chemical, and their own biology.
[b]Ishgot Inin[/b] -1 alignment - Founded in the First era of the age of reconstruction.
[b]Order of the Flame[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Saak.
[b]Ti'q To'k[/b] 0 alignment - Founded in the Sixth era of the age of reconstruction by the Skirrin.
[b]Ubtoaka Utinuid[/b] 0 alignment - Dissolves in the Tenth era of the age of reconstruction and is replaced by...
[b]Utinuid Empire[/b] 0 alignment - Takes the place of the defunct Ubtoaka Utinuid
--Master of combined military strategy
[b]The Iron Branch[/b] 0 alignment - Founded in the third era of the age of sprawl by the Witch Arch.
[b]Ineya Sera[/b] +1 alignment - Founded in the Fourth era of the age of sprawl by Planthin revolutionaries.
-- Formerly a part of Ineya Ayaio.


[size=14pt]Heroes[/size]
[b]Thrslisliraisil[/b] Sherub "Sword-bearer" attained the status of Hero in the second era of the age of reconstruction in the Thrsisshil civilisation.
[b]Anora Eira-Nul[/b] "Anora, 48 years old" attained the status of Hero in the second era of the age of reconstruction upon the ruins of Iniir Islil.
[b]Aaeit[/b] Saak Hero, attained the status of Hero in the Fourth era of the age of reconstruction among The Order of the Flame.
[b]Speaker of the Ti'q To'k[/b] Skirrin Queen attained the status of Hero in the Ninth era of the age of reconstruction in the Ti'q To'k.
-- Xoska the First
-- Xiko The Scholar
-- Xoko The Godly
-- Xak the Diplomat
-- Roxa the Eldest
-- Xat, her protege

[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.
-- Their shipwrights are exceptional at their craft.
[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.
[b]Hillock[/b] - Founded in the second era of the age of reconstruction by the League.
[b]Ra-Thrsla[/b] 0 alignment - Founded in the second era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil.
-- It is founded on the ruins of the ancient city of Ut-Islil
-- It is home to the Thlaut Lathsh, the Great Mausoleum ordered by and for the Sword-Bearer
-- It contains the Tower of the Sword, an impressively engineered combat arena
[b]Uruut-Rssu[/b], 0 alignment - Founded in the third era of the age of reconstruction by Thrslisliraisil, hero of the Thrsisshil.
[b]Ghulward[/b], 0 alignment - Founded in the third era of the age of reconstruction by The Necromantic Circle and their followers .
[b]Iniir Anora[/b] - Founded in the third era of the age of reconstruction by Anora Eira-Nul of the Planthin.
-- It is founded on the ruins of the ancient city of Iniir Islil
[b]Forward[/b] - Founded in the Fourth Era in the age of reconstruction by the League.
[b]Grulspi[/b]  0 alignment - Founded in the fourth era of the age of reconstruction by Muln.
--Home to the Great Library, reclaimed in the Third Era of the Age of Sprawl
[b]Adyydirk Adrekyk[/b] +1 alignment - Founded in the fourth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Deephaven
[b]Na'Tora[/b]  +1 alignment - Founded in the fourth era of the age of reconstruction by Tolgan.
[b]Adegkla Draan[/b] +1 alignment - Founded in the fifth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Canopy.
-- Recolonized by the Ineya Sera during the fourth era of the age of sprawl, as an asylum for vampire attack survivors.
[b]Eekaak-Kree[/b]  0 alignment - Founded in the fifth era of the age of reconstruction by the Order of the Flame.
[b]Algem[/b] -1 alignment - Resettled in the sixth era of the age of reconstruction.
-- Consists of the ancient, petrified scholarly city of Algem.
-- Site of ancient Necromancer battles - the land is cursed.
[b]Cuarudr[/b] 0 alignment - F Resettled in the sixth era of the age of reconstruction.
-- First Ghul city settled on Kendara after their arrival.
[b]Tyruim[/b] +0 alignment -Reclaimed in the sixth era of the age of reconstruction by the Comiri.
- Ancient city lost in the God Wars.
- Home of the Topless Towers, now rebuilt.
- Protected by the Wall of Ruin constructed in the first era of the age of Sprawl.
[b]Hive Xix[/b] - Founded in the sixth era of the age of reconstruction by the Ti'q To'k.
--Built on the ruins of Hive Tsax
[b]Ess-Kree[/b]  0 alignment - Founded in the sixth era of the age of reconstruction by the Order of the Flame.
[b]Ra-Uilra[/b] 0 Alignment - "City under the Witch" Brought to civilisation in the seventh era of the age of reconstruction by Thrslisliraisil, hero of the Thrsisshil.
-- Previously known as Iloqui in the Nalori language
-- It is one of the most religiously diverse cities on Kendara
-- Home of Isutrurta, a grand magic accademy built into a huge triumphal arch.
-- Contains a giant Islirinira Ayaio temple called "Iira"
[b]Ividruarla[/b] 0 alignment - Resettled in the seventh era of the age of reconstruction.
-- Ancient Ghul trade hub where the mighty river meets the great lake.
-- The fishing is spectacular!
[b]Brighter Outlook[/b] +2 alignment - Founded during the seventh era of the age of reconstruction.
-- Located at Kendara's Westernmost point.
-- First city founded by The Circle outside of its traditional lands and revered as a sign of hope.
[b]Crux Bay[/b] - Founded in the Eighth era of the age of reconstruction by the Ti'q To'k.
-- contains The Pedestal, constructed in the Ninth Era of the age of reconstruction by Xoska the Ti'q To'k Speaker.
-- Location of the Divine Receiver, Recovered in the First Era of the Age of Sprawl by Xoko the Speaker.
-- Busiest Port
-- contains the famous Crux Bay Arena
[b]Hive Tosk[/b] - Founded in the Eighth era of the age of reconstruction by the Ti'q To'k.
-- Founded on the Ruins of Hive Ix
-- The Great Labyrinth(lost)
[b]Drynekat[/b] +1 alignment - Founded in the eighth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Trunecat Forsays
[b]Iy Rafot[/b] 0 alignment - Founded in the eighth era of the age of reconstruction by Anora Rit-It-Rit.
-- It is founded on the site of the ancient city of Yijuafot.
[b]Iniir Risa[/b] -1 alignment - Founded in the eighth era of the age of reconstruction by Ineya Ayaio.
[b]Hive Kree[/b] 0 alignment - Founded in the eighth era of the age of reconstruction by the Order of the Flame.
[b]Vaurlian[/b] 0 alignment - Brought back to civilisation in the eight era of the age of reconstruction by the Order of the Flame.
-- It is the oldest city on the continent, and may be the oldest mortal city in the world.
[b]Ra-Thrulrl[/b] - Founded in the ninth era of the age of reconstruction  by the Thrslisliraisil, Hero of the Thrsisshil
--Its structure incorporates part of the Great Wall constructed by the Thrsisshil
-- It is guarded by a legendary water dragon who dwells in lake Iloqui
[b]Musil-Toa[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
[b]Krakramu[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
--Contains the Domed Gardens of Krakramu, large domes of vibrant life. Constructed in the Third Era of the Age of Sprawl with the help of Bart the Eccentric
[b]Dusgrow[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
[b]Musil Prudoda[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
[b]Kibkul Prudoda[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
[b]Odamul Prudoda[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
-- Home to the Great Underwater Glass Domes, constructed in the fourth era of the age of sprawl.
[b]Niugu[/b] - Founded in the tenth era of the age of reconstruction by the Utinuid Empire.
[b]Uruut-Irsu[/b] - Founded in the tenth era of the age of reconstruction by the Sword-Strike.
-- Location of Lalul Oruut, the College of War.
-- Location of the Sentinel Tower, a wondrous observation platform
-- It produces the greatest military officers on the continent.
[b]Kro'faer[/b] - Founded in the tenth era of the age of reconstruction by the Tolgan.
[b]Val'ea[/b] - Founded in the tenth era of the age of reconstruction by the Tolgan.
[b]Bo'tora[/b] - Founded in the tenth era of the age of reconstruction by the Tolgan.
[b]Hal'ein[/b] - Founded in the tenth era of the age of reconstruction by the Tolgan.
[b]Tal'vera[/b] - Founded in the tenth era of the age of reconstruction by the Tolgan.
[b]Terminus[/b] - Founded by the Pursuit of Dreams in the first era of the age of Sprawl.
[b]Lailkyk[/b] +1 alignment - Founded in the First Era of the Age of Sprawl by Ygeniern Greidra.
[b]Neyalin[/b] 0 alignment - Founded in the First Era of the Age of Sprawl by Ygeniern Greidra and The Necromantic Circle.
[b]Idragyrel[/b] +1 alignment - Founded in the First Era of the Age of Sprawl by Kedern Adyned of Ygeniern Greidra.
[b]Roqur[/b] - Founded by the Pursuit of Dreams in the second era of the age of Sprawl.
[b]Alserv [/b] -2 alignment. Founded by The Necromantic Circle during the second era of the Age of Sprawl.
-Acts as a buffer between central Circle territories and the east.
-Necromantic enchantments require unwanted guests to exit the city the way the entered or die.
[b]The Indric Academy of Economics[b/] Founded by The Necromantic Circle during the second era of the Age of Sprawl.
-The Academy contains a portal to the city of Terminus, completing the trade route around the inland sea.
[b]Fortress at Tolshos[/b] -1 Alignment - Founded in the third era in the age of sprawl by the Iron Branch.
-Site of a bloody massacre in the fourth era of the age of sprawl.
[b]The Dock[/b] - Founded in the third era in the age of sprawl by the League
[b]Arl-Rulaut[/b] - "The Fortress of Light" resettled in the fourth era of the age of Sprawl by the Thrsisshil.
-- Once known as Eogísvocchí
-- Divine Design: The fortress is designed as a match to any fortress in the celestial planes
-- The Fortress pervades an aura of Positive Energy

[size=14pt]Orders[/size]
[b]Islirinira Ayaio[/b] 0 alignment - Founded in the fifth era of the age of reconstruction. A Planthin religious order active within Tolgan and The Pursuit.
[b]Shsuar[/b] Founded in the sixth era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil.
[b]Hive Tyr[/b] Assembled in the seventh era of the age of reconstruction by Wiuri, hero of the Pursuit of Dreams.
-- Part of the nation of the Pursuit.
[b]Utthsh[/b] "Feint" Assembled in the eight era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil.
[b]The White Wall[/b] is built along the borders of Ineya Ayaio to keep outsiders away.
[b]Federation of the Fire Mountains[/b] 0 alignment - Founded in the First Era of the Age of Sprawl.
- Best Dressed Soldiers
-Official Members
--Ti'q To'k civilization

[size=14pt]Regions[/size]
[b]Hanafus Reach[/b]
--Contains 1 Army of the Thrsisshil lead by the Sword-Bearer
[b]Grim Wastes[/b]
--Contains 1 army of the Utinuid Empire
[b]Dreamwoods[/b]
--Contains 2 Armies of the Pursuit
[b]Gulfall[/b]
--Contains 1 army of the Utinuid Empire
« Last Edit: March 10, 2012, 02:11:45 pm 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 Neoadept

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Re: Dawn of Worlds II: Game Thread
« Reply #142 on: March 10, 2012, 02:30:09 pm »
Neoadept Turn 15A

Summary
Power Available: 19
Military Points: 3
Actions taken:
  • Light Up The Night - [Power to the Sword - 4 cost]
  • Gather at the Gate - [Buy Army - 4 cost]
  • Gather at the Gate - [Buy Military Point - 4 cost]
Power Remaining: 7
Running Bonus: +7 [+3 Running, +5 Region]

Actions
Light Up The Night
Wiuri watched the work to the east.  The city that glowed with sacred light.  The towers that harnessed the very sun.  Places anathema to the dead, places built by the hands of men.  As with so many other things, the mere concept set him down other paths, other powers.  The sun could not be stopped, Ral-Ral far too fickle a god to be trusted to pause in his circlings.  But even out of sight, the sun was there, shining, it's light gracing other lands and seas.  And there were other ways than mirrors to redirect light...
He sent his plans to the Witch Gate, where there was power enough to see it through.  They would steal light from the Sun-Thief, and purge the land.

These creatures think that they can stand over all there is,
And they hope that we'll lie down without raising a single fist.
But we'll chase them to the shadows, we'll blind them with the sun,
They think that we are prey, but they're the ones'll run!
Sooner or later they're all gonna burn...
The only way that they'll ever learn!

Gotta light 'em up.

Stop the sun!

There is a land that this darkness can't shroud.
There are the embers of a fire gone out,
But I can still feel the heat on my skin,
And there's a chance we can win,
And you and I...
Maybe you and I...
Can still make it right,
We can light up the night!


Gather at the Gate
More and more gather at the great gate linking the Pursuit to the Circle.  When the plan goes into effect they will have the briefest of times to seize control of the infested lands and root out the worst of it's monsters.  The circle has no one to clear the lands for it, and left untouched they would become a festering sore upon the land, forever infecting the rest of Kendara.  When the time came, they would be swift and vicious.

Terminus took on another meaning in the days leading up to their assault.  It was now the end of the road in more way than one.  One way or another, this was where everything would end.  They would either destroy the monsters on the other side...  Or break themselves trying and leave their homes defenseless.

Code: [Select]
[size=14pt]Regions[/size]
[b]Dreamwoods[/b]
--Contains 2 Armies of the Pursuit
« Last Edit: March 10, 2012, 04:19:52 pm 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 Inkling

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Re: Dawn of Worlds II: Game Thread
« Reply #143 on: March 10, 2012, 06:54:35 pm »
Inkling Turn 15

Summary
Power Available: 13
Military Points: 0
Actions taken:
  • Airships! - [Advance civ - 4 cost]
  • Set Sail for Glory - [Power to the Sword - 5 cost]
Power Remaining: 4
Running Bonus: +8 [+3 Running, +5 Territory (40)]

Actions

Airships!
Great reinforced balloons are built. Powered and repaired by firefettered, the Order of the Flame are masters of the air.

Set Sail for Glory
The Order hears of something big brewing on the mainland, a way to get rid of those vampires for good.  Wise Saak wizards, powerful Nalori witches, and elite Saak and Bullbat vampire hunters board the swiftest airship and sail to the Witch Arch.
Probably not a Goat, either.


Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #144 on: March 12, 2012, 05:13:08 pm »
Krakow Turn 15

Summary
Power Available: 36 (18 roll, +4 from Neo, +4 from Wizard, +5 from Ink, +5 From Tesla)
Military Points: 3
Actions taken:
  • The Solar Communion [Create Order - 6 cost]
  • Xatka the Radiant  - [Create Hero  - 7 cost]
  • The Solar Temple of Xix - [Command City  - 3 cost]
  • Masters of Light - [Advance Order  - 4 cost]
  • The Month Without Night  - [Event  - 7 cost]
Power Remaining: 9
Running Bonus: +8 [+3 Running, +5 Territory (40)]

Actions

The Solar Communion
As the long, bitter struggle against the vampires continues, it becomes apparent that the scholars of the Witch Arch are the best placed to find a lasting solution, and learned people and leaders begin to gravitate to Ra-Uilra. Of the nations of Kendara, those most active in the endeavors at the arch are the Sword-Strike, the Pursuit, the Order of the Flame, Ineya Sera, and the T'iq T'ok. Recognising the need for complete openness and cooperation in the matter of the vampires, the Solar Communion is formed, a multi-national organisation with a great deal of political autonomy, and a large number of resources at their disposal.

Let the Covenant between those here gathered shine forth. Knights of the Sword, Hunters of the Dream, Wielders of the Flame, The Free of the Dreamwoods, Burrowers in Stone. Let five hands reach out and catch the spears of Ralal. Five blades to cut out the hearts of the hunters in the night.

Xatka the Radiant
It is agreed that a single leader will be required for the Solar Communion, to focus its energies toward the proper ends and minimise political disturbances. With their natural aptitude for diplomacy and magical abilities, a Skirrin Queen is deemed to be the most apt choice. An ideal candidate presents herself in Xatka, the breeding Queen of a minor hive under the auspices of hive Xix. In addition to having proven herself an able leader, Xatka is also a wielder of divine magic, and a devotee of the Sun god Ral-Ral, making her ideal for the role.

The Solar Temple of Xix
Using the schematics provided by Wiuri of the Pursuit, Xatka orders the construction of a great ziggurat above Hive Xix. Around the pyramidal structure are several statues holding huge articulated mirrors, and at its summit a tall tower topped with a great glass prism. The work is gruelling and technically challenging beyond the expertise of any one race, even the Skirrin or the Comiri, and the cooperation of all members of the Communion is required to complete the building over several months.


Great plans, Comiri write it
Great stones, Skirri cut it
Great glass, Saakri mold it
Great force, Shuri push it
Great spells, Nalori weave it
Great spirit, Planthri bind it
Great Temple, Sun Shine on it


Masters of Light
In constructing the Solar Temple, the Communion learn more than any other mortals of the mundane and magical properties of light. Their alchemists and artificers can create lenses and prisms which make light bend and dance without the need for magic, telescopes clearer and more powerful than any yet made harnessing mirrors and lenses, and even wondrous paper which can be etched with light the way wood or stone is etched with a chisel. The mages and priests of the communion plumb the divine and arcane secrets of light, and produce dazzling visual illusions more vivid than any seen before, and create magical lanterns with fantastical properties.

Light is liquid yet ether, mundane yet magical, propagating itself here in a straight line and there in a curve. Seen through one eye it is a swarm of sparks, like motes of lighting, and through the other it is but undulations in the ethereal plane, like waves on a beach or dunes in a desert. All these things and more must be held at the forefront of our minds as we plumb the mysteries of radiance.

The Month Without Night
The temple is completed and all spells and rituals written are deemed suitable. Xatka personally visits the Speaker at Crux bay and takes possession of the Divine Receiver, bringing it to the Solar Temple and asecending the prism tower. Here, the ritual begins. Planthin mystics fill the air with wondrous compounds specifically designed to bring all present into a particular altered state. Nalori weave their spells and a Comiri bard plays a darkwood lute with strings of Baloris. Saak sages summon the intercession of spirits of fire and wind and Paladins of Tsraan stand vigilant to ward off any demons or evil presences attracted by the monumental forces at play. As the ritual culminates, a strange presence overtakes Xatka through the divine receiver and intones the syllables which complete the spell. The great mirrors spring to life, and the great prism becomes another sun unto itself projecting light high into the sky.

The spell is successful. When the time comes for night to fall, the sun does not even begin to sink below the horizon. Though not even those involved can agree exactly what forces are at play here, night simply does not arrive as expected. The most adept seers of the Communion forecast this state will persist for one month as measured by the passage of the moon. One month in which no vampire can walk the surface and live.

Code: [Select]
[size=14pt]Cities[/size]
[b]Hive Xix[/b] - Founded in the sixth era of the age of reconstruction by the Ti'q To'k.
-- Built on the ruins of Hive Tsax
-- Home to the Solar Temple, a great Ziggurat incorporating towers bearing mirrors and prisms for enacting epic rituals of magic.

[size=14pt]Orders[/size]
[b]The Solar Communion[/b] - Founded in the fifth era of the age of Sprawl by elements of The Thrsisshil, The Pursuit of Dreams, The Order of the Flame, Ineya Sera, and the T'iq T'ok civilisations
-- Their understanding and application of the sciences and magics of light are unrivalled.

[size=14pt]Heroes[/size]
[b]Xatka the Radiant[/b] - Rose to the status of Hero in the fifth era of the age of Sprawl as leader of the Solar Communion

« Last Edit: March 13, 2012, 10:12:43 am 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 #145 on: March 13, 2012, 10:13:36 am »
I will be leaving soon, so I am hereby empowering you to post this for me once Sunshine goes into effect.



Neoadept Turn 15A

Summary
Power Available: 7
Military Points: 3
Actions taken:
  • Liberation - [Military Action x2 - 4 cost]
Power Remaining: 3
Running Bonus: +7 [+3 Running, +5 Region]

Actions
Liberation
The Pursuit pushes through the gate and into former Circle lands, purging the undead.



Code: [Select]
[size=14pt]Regions[/size]
[b]Indric Swamp[/b]
--Contains 2 Armies of the Pursuit
Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #146 on: March 13, 2012, 10:58:38 am »
Krakow Turn 15A

Summary
Power Available: 9
Military Points: 4
Actions taken:
  • Slay the vampires [Buy Military Points - 5 cost]
  • Onward to glory!  - [Military Action  - 2 cost]
  • Arrange a meeting  - [Greet Utinuid Empire  - 0 cost]
Power Remaining: 2
Running Bonus: +8 [+3 Running, +6 Territory (44)]

Slay the Vampires
Vampires are strong in the darkness, but given a month of daylight a child could kill one. Even in the settlements where the vampires were welcomed, enterprising individuals soon learn that killing a sleeping vampire is no harder than killing a sleeping dog. The Sword-Strikes territories are largely bereft of forests dark enough for a vampire to hide, and hunting parties are sent into any caves and ruins near enough to settlements to be a cause for concern. With the Vampire problem finally reaching closure, the Shsuar authorise the diversion of resources to the far off western fringe of the Empire.

Admittedly the new Tyrant can't dominate a dissenter's will with a gaze or become mist and seep through keyholes, but one thing he can do is survive an afterdinner stroll in the sunshine.

Onward to glory!
As fresh supplies and soldiers arrive from the east, the Sword-Bearer continues to push the borders of the Empire westward, sweeping effortlessly through Grimling lands in a single campaign which covers hundreds of miles in a matter of weeks. Finally the unopposed army halts as civilisation is reported by scouts. The Sword-Strike has a border with the one Empire who would rival its martial zeal or veneration of strength and vitality.

Arrange a Meeting
The Sword-Bearer gleefully dismounts and runs alone to meet with the representatives of the Utinuid Empire. He makes one demand before handing over the negotiations to his Nalori adjutant.

"Bring me your Emperor!"

« Last Edit: March 15, 2012, 03:33:25 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Josasa

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Re: Dawn of Worlds II: Game Thread
« Reply #147 on: March 14, 2012, 07:03:49 pm »
Josasa Turn 15
Summary
Power Available: 19
Military Points: 5
Actions taken:
  • The Coliseum of Kibkul Prudoda is constructed- [command city, 2 cost]
  • Musil-Toa retrofits the Ancient Bridge- [command city, 2 cost]
  • Musil-Toa expands across the Ancient Bridge- [create city, 4 cost]
  • Pacification- [military action x4, 8 cost]
  • Meet the Sword Bearer- [Roleplay Event, 0 cost]
Power Remaining: 3
Running Bonus: +14 [+3 Running, +11 Regions]

The Coliseum of Kibkul Prudoda is constructed
Kibkul Prudoda, built along the coast of the Greater Bay, and one of the major seats of trade for that productive region, was ordered by Emperor Muldayn to construct a grand coliseum. Like most of the Utinuid Empire’s buildings, the coliseum is in the shape of a dome, but lacks the roof which lays open allowing the harsh sun of the Saakese desert to illuminate the floor.

Although it lacks the grandeur and majesty of the Crux Bay Arena, the Coliseum of Kibkul Prudoda more than makes up for it with its massive size. Like most things in the Utinuid Empire, it is large, in both its construction and the size of the events it holds. One of the largest events is the Grand Massacre, in which a wide variety of gladiators come from across Kendara to win the grand prize by killing as many people as possible.

Musil-Toa retrofits the Ancient Bridge
The Ancient Bridge, built by the Saak had long since fallen into disrepair. After the construct of Musil-Toa and the subsequent expansion of that city, it was only a matter of time before the Utinuid Empire rebuilt the Ancient Bridge as it regained importance.

The short campaign against The League exposed the limits of the Utinuid Empire’s supply lines to the easternmost section of their empire. The eventual capitulation of The League made the Ancient Bridge one of the busiest choke points in the Utinuid Empire, if not the continent of Kendara.

Musil-Toa expands across the Ancient Bridge
With the retrofitting of the Ancient Bridge, the settlements across the Lesser Bay grew and became a part of the city proper.

Pacification
The Necromantic Circle welcomed the Utinuid Empire with open arms as they brought law and order to the otherwise desolate wasteland.

Anyone with an ounce of knowledge knew that it was the Solar Communion that brought an end to the vampire menace of Kendara. However, the Utinuid Empire was more than willing to rewrite that part of history on their end of the continent. Their march into the lawless lands of the Necromantic Circle was the end of the menace and brought a new age of safety and prosperity to Western Kendara.

Meet the Sword Bearer
Emperor Muldayn, after hearing of his summons, was more than willing to meet with the fabled Sword Bearer. He rode out from the capitol of Grulspi with a massive entourage showing off the splendors of the Utinuid Empire. They crossed the newly built Ancient Bridge, Emperor Muldayn being the first person to cross. Following that, the group trekked across former League lands to meet the Sword Bearer and his army.

”Pleasure to meet you, Sword Bearer.”



Code: [Select]
[size=14pt]Cities[/size]
[b]Kibkul Prudoda[/b]
-Home to the Coliseum of Kibkul Prudoda, a massive arena.

[b]Musil-Toa[/b]
-Home to the Ancient Bridge, that spans the small waterway between the Plains of Muln and the Grim Wastes
« Last Edit: March 14, 2012, 10:09:03 pm by Josasa »

Offline Mr. Wizard

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Re: Dawn of Worlds II: Game Thread
« Reply #148 on: March 15, 2012, 05:38:59 pm »
Wizard Turn 14

Summary
Power Available: 20
Military Points: 1
Actions taken:
  • Participate in he founding of the Solar Communion [Give Points - 4 cost]
  • Train Federation Soldiers [Buy Armies - 8 cost]
  • Federation has Cannons [Advance X - 4 cost]
  • Federation masters the Firing Line [Advance X - 4 cost]
Power Remaining: 0
Running Bonus: +1 [+1 Running, +2 Territory (14)]


Actions
Participate in he founding of the Solar Communion
The Xenophobia of the Skirrin proved to be their best defense for the Ti'q To'k against the hoard of Vampires. The taint of undead is the illness that divided the Hives of ages past. The limited contact with other cities outside of their own hives prevented the hives from becoming infested with undead. The hardest hit community was Crux Bay, and even with massively elevated security, the Speaker had trouble keeping the economic heart of the Ti'q To'k beating. When a call was sent forth from the Other nations of the world to defeat the Vampires, the Dawn Order answered.

Train Federation Soldiers
In preparation for the results of the Solar Communion's actions, the Federation trains its first large scale military build up.

Federation has Cannons
Saak and Skirrin alchemists work together to find new weapons that could be effective against Vampires. They create the continents first cannon weaponry. It proves to only have limited effectiveness against the undead, and is shelved for many years. When the shelved weapon accidentally fires and kills a researcher, they quickly realize they have found a new type of weapon.

Federation learn the Firing Line
Faderation tacticians quickly formulate new tactics and techniques to make effective use of the powerful but inaccurate hand cannons. With Troops lined up in two rows, the front line kneeling and the rear line standing, they maximize the forward facing fire power of their cannons.


Code: [Select]
[size=14pt]Regions[/size]

[size=14pt]Heroes[/size]
[b]Speaker of the Ti'q To'k[/b] Skirrin Queen attained the status of Hero in the Ninth era of the age of reconstruction in the Ti'q To'k.
-- Xoska the First
-- Xiko The Scholar
-- Xoko The Godly
-- Xak the Diplomat
-- Roxa the Eldest
-- Xat the Bright
-- Skir, her protege

[b]Cormiri Wetlands[/b]
--Contains 2 Armies of The Federation of the Fire Mountains
« Last Edit: March 15, 2012, 05:44:35 pm by Mr. Wizard »