Author Topic: Dawn of Worlds II: Game Thread  (Read 17013 times)

0 Members and 1 Guest are viewing this topic.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #15 on: February 11, 2012, 05:07:38 am »
Krakow Turn 2

Summary
Power Available: 12
Actions taken:
  • Thrslisliraisil trascends mortal deeds - Create Hero, 10 cost
  • Thrslisliraisil founds Ra-Thrsla - Command Hero, 2 cost
Power Remaining: 0
Running Bonus: +2

Actions
Thrslisliraisil trascends mortal deeds
As the messianic Sword-Bearer travels the Delta Country raising converts to his movement of the blade, he begins to show signs that he is capable of more than a mere man. His nights filled with visions, each morning he regails his disciples with prophecies and parables, speaking of a great guiding spirit of vitality and dominant strength which suffuses their endeavor. In the day he strides the land performing uncanny deeds, huge monsters falling like flies before his sword, knots of morality and ethics unravelling to his wisdom and enraptured followers clinging to his every word.

Thrslisliraisil came to the settlement of Ru-Lanth, which had been plagued by a foul ogre which descended from the hills at night and carried off livestock and children. Many hunters from the village had perished beneath its club and betwixt its yellow fangs.
"Bring forth a barrel of the strongest Ulusurul, and a fat Sush-beast, and I will destroy this ogre" The villagers obeyed and brought forth a barrel of their strongest liquor, and a slaughtered a prize beast, and Thrslisliraisil ordered the Ulusurul be poured inside the bellies of the Sush, and that the Sush be soaked entirely in liquor and left for the ogre. When the Ogre came to claim its meal, Thrslisliraisil stepped from the shadows where he had been hiding. "Leave forever or be destroyed".
The Ogre just laughed. "I will destroy you beneath my club, small one"
"Be not deceived by my size beast. My strength far exceeds yours in all respects. Eat, You will need your strength for the coming battle"
The Ogre laughed again and raised the beast to its mouth, humouring Thrslisliraisil. At that moment, Thrslisliraisil notched an arrow in his bow and lit the end in a burning campfire, and loosed the arrow at Sush, whereupon the Sush and the Ogre were smitten with a great flame, and the Ogre was slain.


Thrslisliraisil founds Ra-Thrsla
The Sword-bearer leads his disciples to a hill where many great rivers meet, drives his sword into the earth and commands its settlement. It is Ra-Thrsla, the city under the sword. Though the Sherub do not usually do so, the Sword-Bearer commands that each dwelling, smithy and granary extend partway underground. As the people dig, they begin to uncover old stones, jewellry and even weapons. It is evidence that this hill had once been the site of a great settlement, long ago.

"Where stones are found, build with them. Where jewels are to be found, these are your birthright. Where swords are to be found, wield them and do deeds of power.



Code: [Select]
[size=14pt]Heroes[/size]
[b]Thrslisliraisil[/b] "Sword-bearer" attained the status of Hero in the second era of the age of reconstruction in the Thrsisshil.

[size=14pt]Cities[/size]
[b]Ra-Thrsla[/b] - 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
Sam is basically right, he's just cranky.

Offline Inkling

  • S.T.U.N. Runner
  • *****
  • Posts: 8056
  • Not a Squid.
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #16 on: February 11, 2012, 07:22:33 am »
Inkling Turn 1

Summary
Power Available: 9
Actions taken:
  • Order of the Flame forms - Found faction, 0 cost
  • Order of the Flame spreads South - Claim Territory x3, 9 cost
Power Remaining: 0
Running Bonus: 1

Actions
Order of the Flame forms
Life on the Isle of Kree was more prosperous than one might expect.  The Saak settled into Clans that tended gardens and orchards in sheltered valleys.  Clans would very rarely fight each other for control of these rich oases, and the aggressor would be pushed back by an alliance of other clans.  The great magic of old had all but faded away.  Elders kept a few small tricks to entertain their grandchildren.  The Sages of Substance had long faded away.  The shadow that remained was a mysterious Order tasked with keeping the volcano in check and lava flows away from the valleys.  Most Saak were content, but a few saw their society as stagnant, wishing for past glory that was all but forgotten.  For better or worse, this old system would soon be swept away.

The Order had little contact with the rest of the island.  Monks would come by now and then to collect the small tribute of food paid by every clan, and once a year an adolescent from each clan is sent to join them at the monasteries at the base of the volcano.  The clans mostly sent weaklings or troublemakers, with no complaints from the Monks.  But one ambitious youth named Aaeit volunteered to go.  The bedtime stories of days of old captured his imagination, and he longed to learn what magic was left on the island.  Though his studies were duller than he expected, he surpassed everyone in his class.  After a year the students attended their first true ceremony of the monks, deep in the heart of the monastery.  Aaeit then learned the terrible truth.  Every year the monks sacrificed most of the new class, throwing them into a pool of lava.  This wasn’t in the bedtime stories, this wasn’t how the old glorious magic was supposed to work.  He fought his way out of the ceremony and fled the monastery that night.

A great storm passed over the mountain as Aaeit ran across the barren plain.  He was forced to take refuge inside one of the ancient glass domes.  Just as he caught his breath, lightning struck the dome.  The wall and floor gave way, and Aaeit fell into darkness.

A few weeks later, Aaeit returned to his Clan.  It was clear he had undergone a great change.  He told the elders the truth about the monks, but also of the ancient magic he had uncovered.   He sent messengers out to the other clans and began to instruct the smartest and strongest of his own.  Aaeit had learned the dark truth of his land, but his path was now clear.  He would bring light to the darkness, he would turn the old, corrupt Order to ash.  A new Order, The Order of the Flame, would take its place.




Order of the Flame spreads South

With the power of lost knowledge and righteous fury at the sacrifice of their youths, the Clans quickly united.  Aaeit led them on a rout of the monasteries, pushing the Order to the southern shores of the Isle of Kree.  The Monks ran to the southern clans.  Aaiet is a false prophet and a liar, they said.  Without them, the volcano would erupt and the island would be destroyed in lava and sulfur, they said.  With the southern tribes, the old Order would make their last stand.


Code: [Select]
[size=14pt]Civilisations[/size]
[b]Order of the Flame[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Saak.
« Last Edit: February 11, 2012, 12:19:47 pm by Inkling »
Probably not a Goat, either.


Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #17 on: February 11, 2012, 01:44:12 pm »
Wizard Turn 2

Summary
Power Available: 8
Military Points: 2
Actions taken:
  • Beat the Drums of War - Buy Military points x2, 7 cost
Power Remaining: 1
Running Bonus: +2

Actions
Beat the Drums of War
With the great thrumming of the drums within Etinura, Giants from across the mountains gather, their crafts preserved over the centuries. Axes and armor, clubs and helms are forged within giant fires. Legends of battles past draw them to Etinura, and the promise of future battles direct their practices. The strength of giants is gathering once more.

Bend and Break and Grind and Smash
Turn the valleys to blight and ash.
No homes for the small,
No havens for the little.
Crush their hopes and watch them run
As cities fall and Kings are undone.


« Last Edit: February 11, 2012, 01:46:40 pm by Mr. Wizard »

Offline Neoadept

  • Fooblitzky Fooble
  • *****
  • Posts: 4267
  • Has a nice hat
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #18 on: February 11, 2012, 03:28:16 pm »
Neoadept Turn 2

Summary
Power Available: 10
Military Points: 0
Actions taken:
  • Seek the Dream, claim territory x3, 9 cost
Power Remaining: 1
Running Bonus: +1

Actions
Seek the Dream
The Pursuit continues to push northwards to the Dreamwood, bringing new members into the fold as they go.

As they push beyond their homelands the Dreamers find fewer Comiri in their path, and just as swiftly find that it doesn't matter.  Though the other races are not afflicted with the driving visions of their own kind, all have artists.  It is not long before chitinous hands work alongside pearl-folk digits in pulling art from the hearts of stones, and trees divulge the secrets of the wood.  The Skirin and Geldryn lack the drive of the dream, but aid and art freely given by the travelers is returned.


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 13, 2012, 03:28:35 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 Josasa

  • Commando Soldier
  • *****
  • Posts: 4001
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #19 on: February 11, 2012, 08:15:54 pm »
Josasa Turn 2
Summary
Power Available: 8
Military Points: 0
Actions taken:
  • Ubtoaka Utinuid expands further west - [claim territory x 2, 6 cost]
Power Remaining: 2
Running Bonus: +2

Actions
Ubtoaka Utinuid expands further west
Word spread across the plains as fast as the mounted Muln could travel. In the west, clans flocked to the banner of the Utinuid. Fewer and fewer clans attempted to challenge the Utinuid, as they saw they were too powerful. Those that did were crushed and absorbed into the clan anyway. The clans in the west were more receptive, welcoming the Utinuid with open arms.

Auln Muldayn was an Utinuid outrider from the central Plains of Muln. He had spent his life riding through the tall grasses of the steppes like his father and his father’s father. His ancestors had ridden the plains before him, living off of the land while herding their livestock. He had expected to do the same, but the Utinuid had changed all of that. For the first time in his life, he had ventured outside the Plains of Muln and into the Southwest where the conditions were milder.

He and his companions had been sent far west to spread the word to the clans they came across. Most had been accepting of their message while a few had been hostile, but they made no move to stop them. There had been word that a group of Utinuid outriders had been killed by a clan in Eleai. That clan no longer existed, and it was death to mention their name. Apparently, the other clans had heard of this and understood the warning.

As Auln and his brothers continued west, they had come across different foliage. None of the Muln had seen these things before, and the group had decided to spend an entire day looking at the different plants in the Southwest. But the largest shock had come from the ocean. None of the Utinuid had ever seen such a large body of water. To many, it was a frightening thing. They had grown up surrounded by grass and many had believed that the gentle plains stretched on forever. To have this worldview shattered was scary for some, but others were mesmerized by the rolling waves of the water, Auln included. He had been the first Muln to step into the waters and to feel the waves brushing across his scales. This was something that could not be conquered. The thought of that scared him and thrilled him at the same time.

On that day, Auln promised to tell the Utinuid leaders of the ocean and its majesty.


« Last Edit: February 11, 2012, 09:00:39 pm by Josasa »

Offline martyk

  • Simon Belmont
  • *****
  • Posts: 5333
  • Never underestimate the power of dolphin!
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #20 on: February 12, 2012, 06:48:24 am »
Martyk Turn 1
Summary
Power Available: 10
Actions taken:
    • Tolgan grows - Claim TerritoryX3, 9 cost
Power Remaining: 1
Running Bonus: 0

Actions
Tolgan grows
As Tolgan flourishes, more rally to their cause, and their border's expand.

With word of Tolgan's prosperity spreading, more and more residents in the area join the movement, furthur increasing its success.




[/list]
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline Tesla

  • Street Fighter Champion
  • *****
  • Posts: 10616
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #21 on: February 12, 2012, 04:04:44 pm »
sorry sorry sorry



Tesla Turn 2

Summary
Power Available: 9
Actions taken:
  • Ayoia's Country Grows - Claim Land, (2 * 3) cost
Power Remaining: 3
Running Bonus: 0

Actions
Ayoian Country Grows
The new system of geritocratic government is a perfect fit for Planthin sociology. All the land previously inhabited by unrelated Planthin towns begins to unite under Ayoia.

« Last Edit: February 12, 2012, 05:47:46 pm by Tesla »
No way dude, you're trolling me.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #22 on: February 13, 2012, 08:49:35 am »
Dawn of the Third Era in the age of reconstruction

Some changes are being implemented to the rules.

Territory expansion has been reduced in cost by one point.

Territory bonuses will no longer be +1 per region controlled, and will instead be a +1 bonus for every 7 squares controlled.

Power Points: Remember to add any points you have left over from last turn
Martyk: 13 (11 roll, +2 running bonus)
Mr Wizard: 9 (7 roll, +2 running bonus)
Neoadept: 4 (2 roll, +2 running bonus)
Oviraptor: 5 (3 roll, +2 running bonus)
Josasa: 7 (5 roll, +2 running bonus)
Badger: 10 (10 roll, 0 running bonus)
Pat : 7 (7 roll, 0 running bonus)
Tesla : 14 (12 roll, +2 running bonus)
Krakow Sam: 9 (7 roll, +2 running bonus)
Inkling: 11 (10 roll, +2 running bonus)



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.
[b]Order of the Flame[/b] +1 alignment - Founded in the first era of the age of reconstruction by the Saak.

[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.

[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.
[b]Hillock[/b] - Founded in the second era of the age of reconstruction by the League.
[b]Ra-Thrsla[/b] - 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

[size=14pt]Orders[/size]
« Last Edit: February 13, 2012, 08:56:46 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Krakow Sam

  • Moderator
  • Dungeon Sieger
  • *****
  • Posts: 24483
  • Stern dissaproval
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #23 on: February 13, 2012, 08:56:04 am »
Krakow Turn 3

Summary
Power Available: 9
Military Points: 1
Actions taken:
  • Reach the mountains - [Claim territory - 2 cost]
  • Found Uruut-Rssu - [Command Hero (Create City) - 2 cost]
  • Hear the wardrums - [buy military - 3 cost]
Power Remaining: 2
Running Bonus: +3

Actions
Reach the mountains
The Thrsisshil pushes northward, the sword-bearer directing them toward the mountains in search of the resources required to wage war.

"Push on with the rising sun at your swordarm. Before you lies stone for our homes, wood for our hearths and steel for our blades"

Found Uruut-Rssu "The forge of Strength"
The Sword-bearer leads his followers into the forests and the beginning of the great hills and mountains. Divine guidance tells him where iron and other riches are in abundance and he commands a second city be founded. Uruut-Rssu is built atop a large rocky outcropping in an area of relatively open country suitable for growing and grazing, a pure white water river runs nearby while the surrounding forests provide strong timber for construction and charcoal burning. The ground below is rich in iron ores.

Thrslisliraisil again plunged his sword into the earth, but this time it did not go in all the way, striking a stone and shuddering to a halt. Thrslisliraisil plunged his hand into the earth and drew out the stone, red like blood.
"Know the taste of this stone." he commanded "Collect all you find and build great fires. As the voice of strength has told me, I tell you. Fire transforms the blooded stone into steel, as the fire of battle transforms men into steel also. Both these things will be second nature soon.


Hear the Wardrums
No sooner was the new city founded than did reports begin to arrive of the preparations the giants were making in the mountains, and of the dire pronouncements of their great drums. The Sword-bearer and his inner circle begin to rally those who had proved themselves the most potent and valorous in their long march from the delta country, arming their lieutenants with the relic weapons excavated from beneath Ra-Thrsla.

"Hark to the sound of drums over the mountains. Once we feared those who made this music. Soon it will be shown that any one of you is the equal of them in strength"



Code: [Select]
[size=14pt]Cities[/size]
[b]Uruut-Rssu[/b], 0 alignment - Founded in the third era of the age of reconstruction by Thrslisliraisil, hero of the Thrsisshil.
« Last Edit: February 13, 2012, 12:15:31 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Oviraptor

  • Moderator
  • R-Type Force Pod
  • *****
  • Posts: 6684
  • tastes just like chicken
    • View Profile
    • Oviraptor's World
Re: Dawn of Worlds II: Game Thread
« Reply #24 on: February 13, 2012, 10:00:53 am »
Oviraptor Turn 3

Summary
Power Available: 7
Military Points: 0
Actions taken:
  • Deeper into Deepwood - [Claim territory  x3 - 6 cost]
Power Remaining: 1
Running Bonus: +3

Actions
Deeper into Deepwood
The Geldryn continue to gain followers throughout Deepwood.

As the Geldryn kept spreading their ideas deeper into the forest, rumors of ancient cities' locations began to surface.

« Last Edit: February 13, 2012, 10:19:50 am by Oviraptor »

Offline PatMan33

  • Fable Hero
  • *****
  • Posts: 28788
  • M I RITE? STICKERS?
    • View Profile
    • DuckDuckGo
Re: Dawn of Worlds II: Game Thread
« Reply #25 on: February 13, 2012, 11:51:08 am »
Pat Turn 3
Summary
Power Available: 15
Actions taken:
  • The Circle expands - [claim territory x 6, 12 cost]
  • Ghulward Founded - [create city, 3 cost]
Power Remaining: 0
Running Bonus: +2 [+1 remaining power, +1 territory owned (10)]

Actions
The Circle expands
Continuing their exploration, the Swarim explore and reclaim a majority of their homeland, including the three remaining Indric Pylons. The Circle also expands its reach in Gulfall.

After a great deal of debate The Circle concluded that the Pylons were safest under their control. Rumors had spread of other burgeoning civilizations to the North and East and the Swarim were fearful of what calamity might befall the world if the Pylons fell into foreign hands. It was not a slight against those other unknown groups, not at all. The Swarim knew almost nothing about their ancient creations. Still, what little the new was still more than anyone else and the Pylons were devices of dark power. And so the Indric Swamps were once again united under a Swarim banner. Their expansion stopped at the traditional border at the Northern edge of the Swamps and several small settlements were left in case the mysterious civilizations beyond decided to make contact.

Additionally, and as a gesture of friendship meant to improve the bond between them, the Ghul began to send out small scouting ships to keep an eye on the coasts bordering Circle territory. The Circle's influence has also spread in Gulfall.


Ghulward Founded
After decades of trade with the Swarim, many Ghul have become friendly with their ancient rivals. The city of Ghulward forms on the northern coast of Gulfall on an outcropping of rock closest to their neighbors to the North.

The Swarim outpost in Gulfall has grown by leaps and bounds since its founding. And while progress on the Ghul's curse has been slow, strong friendships have formed. To commemorate the ties that bound both groups together, The Swarim extended invitations to Ghul traders and scholars in hopes that they would add their knowledge to The Circle. The Ghul graciously accepted their invitation, cementing the friendship between the two races. And while there would be some that disapproved of the union, the wheels of progress would not be stopped.

« Last Edit: February 13, 2012, 12:11:09 pm by PatMan33 »

Offline martyk

  • Simon Belmont
  • *****
  • Posts: 5333
  • Never underestimate the power of dolphin!
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #26 on: February 13, 2012, 12:01:17 pm »
Martyk Turn 3

Summary
Power Available: 14
Military Points: 0
Actions taken:
  • Tolgan expands - [Claim territory  x3 - 6 cost]
  • Tol'run harbor grows - [Advance City - 8 cost]
Power Remaining: 0
Running Bonus: +3

Actions
Tolgan Expands
Word continues to spread, Tolgan continues to grow.

The seas were good to the people of Tolgan, and as they prospered, more were drawn to them.

Tol'run Harbor Grows
The shipwrights of Tol'run are exceptional at their craft

As Tol'run depended on the sea for their prosperity, they looked to methods of how to better tame it.  With practice, the shipwrights of the city would learn better techniques and skills for the construction of mighty vessels of all kinds.




Code: [Select]
[size=14pt]Cities[/size]
[b]Tol'run[/b] - Founded in the first era of the age of reconstruction by Tolgan.
- Their shipwrights are exceptional at their craft.
« Last Edit: February 13, 2012, 12:43:48 pm by martyk »
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline Tesla

  • Street Fighter Champion
  • *****
  • Posts: 10616
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #27 on: February 13, 2012, 12:53:25 pm »
Tesla Turn 3

Summary
Power Available: 17
Military Points: 0
Actions taken:
  • Ineya Ayaio expands - [Claim territory  x2 - 4 cost]
  • Anora Eira-Nul founds Iniir Anora - [Create Hero - 10 cost]
  • Iniir Anora founded - [Command hero - 2 cost]
Power Remaining: 1
Running Bonus: 0

Actions
Ineya Ayaio Expands
Ineya Ayaio expands east, into the dreamwoods.

Word of ancient ruins somewhere in the dreamwoods prompts many adventurous Planthin to go out, in search of long-lost wisdom and eager to make a name for themselves..

Anora Eira-Nul founds Iniir Anora
A Planthin hero to lead them through the new age.

Anora Eira-Nul [Anora, 48 years old] is one such adventurer. He is wise beyond his already impressive years, and, assisted by a team of 20 and 30 year olds, he locates the ancient city of Iniir Islil. There is much to learn - records of old Kendara, first hand accounts of land beyond the jungle, information on Planthin ancestry. The Planthin learn of Thub, the old God, ruler before Ayaio. Anora shows impressive tact in manoeuvring the ruins and deciphering the data. So much so that Ayaio herself takes notice.

Iniir Anora founded
A new city rises from the ruins of the old.

Ayaio tells Anora of the incredible wealth of knowledge yet to be discovered, telling him to establish a base at the city. Over time, the Ayaion doctrine spreads out from the base, as Anora's assistants scout out the surrounding towns. The city grows - even more impressive than Iniir Ayaio Wo-Ria, the city is composed of hundreds of platforms, large and small, built above the forest floor, preventing the old city from the near-constant rain during the wet season. It becomes the cultural and intellectual capital of the growing nation.




Code: [Select]
[size=14pt]Heroes[/size]
[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.

[size=14pt]Cities[/size]
[b]Iniir Anora[/b] - Founded in the first 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
« Last Edit: February 13, 2012, 01:40:57 pm by Tesla »
No way dude, you're trolling me.

Offline Mr. Wizard

  • Karate Champ
  • *****
  • Posts: 3047
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #28 on: February 13, 2012, 01:28:09 pm »
Wizard Turn 3

Summary
Power Available: 10
Military Points: 3
Actions taken:
  • Territory Expands - [Claim territory   - 2 cost]
  • Giants Answer Call - [Buy Military Point - 5 cost]
Power Remaining: 3
Running Bonus: +3

Actions

Territory Expands
The more Giant tribes pledge allegiance to Etinura, the more land they can control. It is a slow growth, though. Giants are few, and the land is vast.

Giants Answer Call
Giants in these new territories answer the thunder of Etinura.


« Last Edit: February 13, 2012, 01:53:32 pm by Mr. Wizard »

Offline Josasa

  • Commando Soldier
  • *****
  • Posts: 4001
    • View Profile
Re: Dawn of Worlds II: Game Thread
« Reply #29 on: February 13, 2012, 01:56:26 pm »
Josasa Turn 3
Summary
Power Available: 9
Military Points: 0
Actions taken:
  • Ubtoaka Utinuid expands, encountering new races- [claim territory x 4, 8 cost]
Power Remaining: 1
Running Bonus: +4 [+3 Running, +1 Territory (9)]

Actions
Ubtoaka Utinuid expands, encountering new races
The Muln expand north, in both the Southwest and Eleai. Here they encounter the Fanth and the Ghul in relatively large numbers for the first time.

To most Muln, the Ghul were mysterious creatures of which they knew nothing about. But then again, they didn’t know much about any of the races, besides the Saak who had a history of exploiting the Muln. When the first Utinuid outriders came into contact with some of the nomadic Ghul tribes, they were unsure of what to do. The orders from the Utinuid leaders had been to spread word among the Muln tribes, but they had said nothing about the other races. This problem was compounded when another group of outriders came across the Fanth settlements that were in the northern part of the Southwest.

To the Utinuid, this was alien, not only because they were creatures of a different race, but because they had chosen to stay place in a settlement. The first thought was to torch the settlement and be done with the weaker creatures, but the outriders held off in their decision and decided to return to camp. It was there that they heard about Muln that had decided to take shelter in permanent settlements.

This caused the Utinuid to stop and think for a while, something they didn’t do very often. From here it was agreed upon that perhaps permanent settlements weren’t so bad after all. So the outriders returned, first to the Muln settlements and then to the Fanth settlements, extending the offer to join the Ubtoaka Utinuid. Those that accepted were welcomed into the clan. Those that refused had their settlements burned to the ground.

The Ghul tribes in southern Eleai were given the same treatment. However, there was a stronger connection with the Ghul, most likely because of their curse. The Muln felt that the isolation they had felt was shared between the two races, and this allowed the two to work close together.

With the induction of two new races into the Utinuid, rules were established to govern what had otherwise been a tribal society. All races were treated equally and would coexist peacefully. In reality, not much changed besides the fact that Muln mounted on their beasts were seen in greater numbers and much more frequently. Within the clan, castes began to develop without anyone truly realizing it. The Fanth were allowed to keep their sedentary lifestyle, or to take up roaming with the Muln outriders. They became the largest suppliers of food and filled the farmer niche. The Ghul became merchants, as was their nature, setting up trade networks within Ubtoaka Utinuid and transporting large amounts of goods. In return, the Muln offered protection for everyone, making up the majority of the military within the Utinuid.


« Last Edit: February 13, 2012, 02:01:16 pm by Josasa »