Author Topic: Dawn of Worlds II: Game Thread  (Read 17042 times)

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Offline Neoadept

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Re: Dawn of Worlds II: Game Thread
« Reply #30 on: February 13, 2012, 03:56:01 pm »
Neoadept Turn 3
Summary
Power Available: 5
Military Points: 0
Actions taken:
  • The Pursuit Drives Ever Northward- claim territory x 2, 4 cost
  • Greet the Geldryn, FREE
Power Remaining: 1
Running Bonus: +4 [+3 Running, +1 Territory (8)]

Actions
The Pursuit Drives Ever Northwards
The network of villages and townships who offer their loyalties to the Pursuit of Dreams enlarges in the wake of their passage and the movement makes it's way north

More and more bow under the protection of the Pursuit as it expands.  For this is what it offers now, above all else, protection.  The order itself is still composed of wandering artists, but the network they form by necessity becomes invaluable to all involved.  What began as a way to find new skill and materials for their work has grown to encompass all, what were once little more than trails through field and forest are trampled into wide roads furrowed by the passage of countless wagons.  Villages that stood alone and vulnerable, to starvation and disease and all the myriad threats of the world, now stand together and strong, bound by the rules the Pursuit created to ply their trade.

The artists themselves do not rule, they have no desire to, but in the world they have created they are respected and sought as mediators, passing judgement where needed and asked.  There are those amongst them who found beauty in words, and among them are those who penned fables and defined morality.  And, in time, there were those who spun the lessons of these stories into books of law.  And thus the lands of the Pursuit were bound.


Greet the Geldryn
In their travels the Pursuit comes to meet another nation and offers it's hand in friendship.

Finally, others like themselves.  They had met Geldryn and other plantfolk before, but here was something more than a few villages united, here was another nation bound by a driving goal and ideal.  The Pursuit of Dreams would gladly meet with such a nation.

« Last Edit: February 13, 2012, 04:01:01 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 PatMan33

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Re: Dawn of Worlds II: Game Thread
« Reply #31 on: February 14, 2012, 03:14:33 pm »
Dawn of the Fourth Era in the age of reconstruction

If you didn't spend any points last round you get no bonus this round.

Power Points:
Martyk: 8 (5 roll, +3 running bonus)
Mr Wizard: 15 (9 roll, +3 running bonus, 3 points carried over)
Neoadept: 14 (9 roll, +4 running bonus, 1 point carried over)
Oviraptor: 15 (11 roll, +3 running bonus, 1 point carried over)
Josasa: 17 (12 roll, +4 running bonus, 1 point carried over)
Badger: 22 (12 roll, 0 running bonus)
Pat : 11 (9 roll, +2 running bonus)
Tesla : 9 (7 roll, +1 running bonus, 1 point carried over)
Krakow Sam: 11 (6 roll, +3 running bonus, 2 points carried over)
Inkling: 20 (9 roll, +0 running bonus)

« Last Edit: February 14, 2012, 03:27:04 pm by PatMan33 »

Offline Mr. Wizard

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Re: Dawn of Worlds II: Game Thread
« Reply #32 on: February 14, 2012, 03:15:17 pm »
ARCS of the Fourth Era in the age of reconstruction
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.
[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]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] - 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
[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

[size=14pt]Orders[/size]
« Last Edit: February 14, 2012, 03:20:52 pm by Mr. Wizard »

Offline PatMan33

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Re: Dawn of Worlds II: Game Thread
« Reply #33 on: February 14, 2012, 03:46:48 pm »
Pat Turn 4
Summary
Power Available: 11
Actions taken:
  • The Circle benefits - [claim territory x 5, 10 cost]
Power Remaining: 1
Running Bonus: +4 [+2 remaining power, +2 territory owned (15)]

Actions
The Circle benefits
Allowing Ghul scholars and traders into The Circle proves valuable to relations. The Circle is able to expand its influence directly into the heart of the Ghul's traditional  territory.

The Ghul were pleased to be invited into The Circle and many flocked to the hub at Ghulward. What was once a small town became a veritable city and the descendents of the master traders of old felt the very faintest hint of their past glory reemerging. Mountains of gold were still a distant wish, but it never seemed closer than it did during the early days of Ghulward's success. News of the city's burgeoning status spread deep into the Ghul homeland and its influence grew by leaps and bounds. By the end of the first wave of expansion The Circle could boast a southern border that ran along the far edge of the Ghul's homeland.


Offline Cyst

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Re: Dawn of Worlds II: Game Thread
« Reply #34 on: February 14, 2012, 04:13:59 pm »
Badger Turn 4
Summary
Power Available: 28
Actions taken:
  • The League grows yet more - [claim territory x 4, 8 cost]
  • Forward is made - [create city, 3 cost]
  • The League develops squad tactics - [advance civ, 10 cost]
Power Remaining: 7
Running Bonus:

Actions
The League grows
The league brought civilization to it's native brethren, expanding it's borders through the tribes.

//"My brothers, my comrades, we are hated by almost all. We fight amongst ourselves. But no more will we be below the other races. No more shall we be viewed as vermin. Together, we will bring about the rise of our race, to a new level. One of peace, one proven as useful to the others of our world. We will grow stronger and stronger for all eternity! And together, we shall survive!"//

Forward is made
In comparison to Hillock, Forward is a traditional city. A series of spiralling towers sit in the centre of the city, the spiralling arms of tents leading out from it until they thin out. Forward is more tribal and barbaric, more warlike, and it is the functioning head of the League's military.

The clash of iron on iron was heard as softer metals were banged into edges, to be absorbed by the legion of the league. Smoke rose from fires designed to soften the metals, and the stench of death fills the air. Old weapons scavenged from the armies that once roamed, banged into pieces to be recycled. Armour, centuries old, was being shaped into bizarre spirals and loops, absorbed into the flesh of the people.

The League develops squad tactics
A group of grimlings began working together in unison. Seeing this, the military began to mimic this and teach it.



Code: [Select]
[size=14pt]Cities[/size]
[b]Forward[/b] - Founded in the Fourth Era in the age of reconstruction by the League.
« Last Edit: February 14, 2012, 05:10:49 pm by Badger Man 22 »
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Offline Josasa

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Re: Dawn of Worlds II: Game Thread
« Reply #35 on: February 14, 2012, 05:14:33 pm »
Josasa Turn 4
Summary
Power Available: 17
Military Points: 0
Actions taken:
  • Ubtoaka Utinuid push outwards - [claim territory x 7, 14 cost]
  • Ubtoaka Utinuid founds the city of Grulspi on the ruins of Eleai-Ghul - [create city, 3 cost]
Power Remaining: 0
Running Bonus: +5 [+3 Running, +2 Territory (16)]

Actions
Ubtoaka Utinuid push outwards
The Utinuid continue to move outwards, in almost every direction. The outriders rode into Decads Wo, coming across more and more Fanth and extending the invitation to join the Ubtoaka. More territory in Eleai was swallowed by the Utinuid meaning that more Ghul joined the ranks. In the east, the Muln extended further into the Plains, their natural territory.

Riders were sent in every direction, spreading the word and bringing more people into the Ubtoaka Utinuid.

Ubtoaka Utinuid founds the city of Grulspi on the ruins of Eleai-Ghul
When the Utinuid outriders came upon the ruins of Eleai-Ghul, they were astounded. They had seen settlements before, but nothing to the extent of the once great Eleai-Ghul. Although it went against their tribal nature, they couldn’t resist the urge to explore the city as much as they could. They were especially taken with pictures showing that Muln had lived in the city before. 

Kusgry Muldayn was part of the outrider group that first came upon Eleai-Ghul. The Ghul who lived in and around the city couldn’t offer much in the way of information about the history of the city, but the pictures Kusgry and the outriders came across showed ancient Muln living alongside Ghul and Saak. This piqued their interest, and word got back to the leaders about the city. Upon hearing this, the leaders of the Utinuid agreed that further research into the city could turn up interesting results. So manpower was diverted from expanding, and the new city of Grulspi was erected next to the city ruins. The smartest Fanth, Ghul, and Muln were collected and brought to Eleai-Ghul to explore the city.

« Last Edit: February 14, 2012, 05:56:14 pm by Josasa »

Offline Mr. Wizard

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Re: Dawn of Worlds II: Game Thread
« Reply #36 on: February 14, 2012, 06:00:41 pm »
Wizard Turn 4

Summary
Power Available: 15
Military Points: 5
Actions taken:
  • The Land Quakes - [Buy Military Points x2 - 13 cost]
Power Remaining: 2
Running Bonus: +3

Actions

The Land Quakes
Giants march in lockstep, practicing drills and readying armies. The lands around their mountains quake with their combined footfalls.
« Last Edit: February 14, 2012, 06:05:04 pm by Mr. Wizard »

Offline Neoadept

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Re: Dawn of Worlds II: Game Thread
« Reply #37 on: February 14, 2012, 06:09:37 pm »
Neoadept Turn 4

Summary
Power Available: 14
Military Points: 0
Actions taken:
  • The Dream Acquired - Claim Territory x7, 14
Power Remaining: 0
Running Bonus: +5 [+3 Running, +2 Territory (15)]

Actions

The Dream Acquired
The Pursuit finally reaches the very heart of the Dreamwood.

The group pauses in it's contemplation for a moment as a bird calls out above, it's cry musical and it's plumage a vibrant swirl of colors seen nowhere else.  Much of the Dreamwood is full of such creatures, glorious and singular, each shaped by the place throughout it's life.  The wood's power had waned with time, but even so a few can feel the gentle tug of change upon them, Comiri feeling the not unpleasant sensation of their many-hued flesh changing anew.  It is not so extreme as what the shamen claim their ancestors underwent, there will be no new species born of this journey, but each of them will be marked by their passage.

If only, they consider, they were marked in mind as well as body.  For generations they had strived to reach this place, to find some meaning behind their visions, but there is no answer among the strange leaves.  Their visions grow more intense in the woods, but this only offers more vibrant imagery, more glorious works to complete, not a reason for their completion.

But perhaps, they think as they examine the wooden figures taking shape in their hands, they do not need a reason.  They know the story of their founding, it was among the first to be put to verse, and they know that the lumber here, so quick to obey skilled hands that it nearly lived as it was carved, would be as a miracle to their first.  Much of what they had discovered would be.

No, they had no answers for their visions, but they could satisfy them.  And, perhaps best of all, they could help others do the same.


Greet Ineya Ayaio and Tolgan
More civilizations are met in their journeys.

« Last Edit: February 14, 2012, 06:52:16 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 #38 on: February 14, 2012, 08:28:15 pm »
Inkling Turn 2

Summary
Power Available: 20
Military Points: 0
Actions taken:
  • The Rise of Aaeit and the Fall of the Old Order - Create Hero, 10
  • Gain Allies Across the Sea - Claim Territory x5, 10
Power Remaining: 0
Running Bonus: +2 [+1 Running, +1 Territory (9)]

Actions

The Rise of Aaeit and the Fall of the Old Order
Aaeit led the united Clans across the Isle to the banks of the great lake of lava in the south.  There the old Order and the southern clans they had terrified into joining them made their stand.  As the two sides drew closer, the very island seemed to tremble in anticipation.

“HALT!  Come no further!”  The voice of Yeletel, the head Monk, echoed across the barren plain.  “This Deserter, this Deceiver, this False Prophet has led you astray and turned you against us with his blasphemous lies!  If we cannot perform our rites and rituals, the very Isle shall tear itself apart!  Everything you know, everything you love, will be turned to ash and ruin!  But there is still time!  Lay down your arms and turn back, and we may yet be able to save your homes and your people.”

“It is you who should surrender!” Aaeit shouted back.  “I can see right through you, and at your core I see nothing but fear.  In my brothers, the clans you forced to stand beside you, there is fear of the doom you say will fall upon them.  In you, I see fear of the loss of power, fear that change will sweep you aside.  I see fear that you will finally pay for the crimes you have committed.  And I see fear of me.  I must have power to bring you to the edge of ruin so quickly.  And right you are!  I have tasted knowledge long lost, I am more powerful than all of you!  Surrender now and we may find mercy for you.”

“Insolent fool!” The Yeletel spat as the rest of the monks chanted around him.  “Our people will have order!  You will pay for your lies and false pride with your life!”  The Monk's eyes rolled back in his head as he stretched out his arms.  A gigantic column of lava rose from the lake, twisting into the shape of an arm and clawed hand.

“Fall back, all of you!” Aaeit shouted.  Many Saak on both sides had were already running for their lives, the rest also took cover.  As the towering arm reached for him, Aaeit stretched out his own hand.  There was a flash of light, and the battlefield was obscured by smoke and steam.  It faded away to reveal the arm cooled to stone and twisted into the shape of a great palm tree.

Yeletel stomped and hissed with fury as the monks began to chant louder and faster.  “You will not be the end of us, Worm!  We have guided this land for ages!  Without us you would be nothing!”

But the monks suddenly stopped their chanting at the sound of crunching, breaking rock.  Yeletel looked down just in time to see the ground give way beneath him, as the entire Order fell into the molten rock beneath them.

“Hah! It wasn't magic that did them in.” Aaeit said as he looked over the edge of the hole.  “The fools pulled the lava from under their feet to throw at me, the ground collapsed under their weight.”  He jumped back as steam hissed out of the hole, and the very earth seemed to speak.

THE….. PACT….. ISSSSS…… SSSEEAAALLLED

Aaeit and those brave enough to approach the hole looked in awe as a pillar of black glass rose from the lava, covered in glowing runes.

“My Brothers!  Come and see ancient magic, your lost history!  In ages past, the Sages of Substance did guide and mold this land with great magic.  But as time passed, they became complacent and lazy.  They put in place a terrible dark magic, a blood pact to keep the volcano dormant.  In a way Yeletel was right, the volcano will be more active now.  But we will have the power to control it, to bend it to our will!  We will return to the glory long past, we will turn from darkness to light!"


Gain Allies Across the Sea
The Order of the Flame now unites the whole of the Isle of Kree.  But the Saak will need help if they are to reclaim the glory of their past.  They set sail to make contact with races who could aide their quest.

We have been isolated for far too long!  We must reach out to the peoples of the mainland.  Go to the Skirrin!  the masters of the mine and the forge will help us unearth and rebuild our past.  Go to the Nalori!  Their civilizations are even older than our own, we can work together to revive our pasts!

« Last Edit: February 14, 2012, 09:20:27 pm by Inkling »
Probably not a Goat, either.


Offline Oviraptor

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Re: Dawn of Worlds II: Game Thread
« Reply #39 on: February 14, 2012, 10:04:28 pm »
Oviraptor Turn 4

Summary
Power Available: 15
Military Points: 0
Actions taken:
  • Four Corners - [Claim territory  x6 - 12 cost]
  • Deephaven Reborn, Adyydirk Adrekyk founded - [Create City - 3 cost]
Power Remaining: 0
Running Bonus: +4 [+3 Running, +1 Territory (12)]

Actions
Four Corners
Ygeniern Greidra have spread to the four corners of Deepwood.

The Reawakened traveled to the four corners of Deepwood so that all Geldryn may hear the tales of ancients. Even some of the Bokra Gan have joined them.

Deephaven Reborn, Adyydirk Adrekyk founded
After learning the location of the ancient city of Deephaven, Ygeniern Greidra found Adyydirk Adrekyk, meaning Deephaven Reborn.

Klagear, knees down in the underbrush, was collecting berries near his favorite hollow when he heard a faint whisper, as if someone had spoken over his shoulder. Startled, he looked around to see who was there. Finding no one, he returned to his work. Again he heard the whisper, only this time it seemed off in the distance, too far away to discern. He stood up. This time, he carefully surveyed his surroundings, trying to prove to himself that it was just the forest he heard. But the voice came again. 'Come...,' it seemed to say. It came from a direction he had never been. Unsure, he took a few steps toward the voice. 'Come to me!' it rang out again. He took a few more steps when he noticed something he hadn't before. It was a path. To most of the races on Kendara, it would have been indiscernible among the brush, but to Klaglear, it was clear as day. 'Follow...' said the voice. He began to follow the path in earnest, compelled by the voice. Soon, the trees began to thicken. Some of the trees were older then any he had ever seen. What marvelous age they had attained, he could only guess. Eventually, he came to a place with trees so thick they seems to meld together into a giant wall. He walked around them in awe. 'Over here...' he heard the voice whisper. There was a gap in the tree-wall, like an ancient gateway. As he turned the corner to pass through the wall, he heard the voice say one last thing, 'Welcome to Deephaven.'



Code: [Select]
[size=14pt]Cities[/size]
[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
« Last Edit: February 15, 2012, 12:49:52 am by Oviraptor »

Offline martyk

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Re: Dawn of Worlds II: Game Thread
« Reply #40 on: February 15, 2012, 11:30:46 am »
Martyk Turn 4

Summary
Power Available: 8
Military Points: 0
Actions taken:
  • Tolgan expands - [Claim territory  x2 - 4 cost]
  • Na'Tora [North Shore] Founded - [Create City - 3 cost]
  • Greet the Pursuit
Power Remaining: 1
Running Bonus: +3

Actions
Tolgan Reaches North
Tolgan's territory continues to spread North up the coast.

As the Tolgan's numbers grew, so did their need for land.  Pushing northward, they settled upon the northernmost reaches of Kendara's mainland.


Na'Tora Founded
A new city is founded in the far north of Kendara

As distance of some settlements from Tol'run grew, it became more and more troublesome to return all the way to the capital for certain services.  So, out of necessity, a new hub grew upon the far northern peninsula.

Greet the Pursuit
Although word had certainly reached Tolgan of other nations cropping up in the area, this was their first encounter with one.  Interested in the foreign people, they graciously welcome them to the Dreamwoods, and encourage the free trade of goods between their peoples.



Code: [Select]
[size=14pt]Cities[/size]
[b]Tol'run[/b] +1 alignment - Founded in the first era of the age of reconstruction by Tolgan.
- Their shipwrights are exceptional at their craft.
[b]Na'Tora[/b]  +1 alignment - Founded in the fourth era of the age of reconstruction by Tolgan.
« Last Edit: February 15, 2012, 12:09:07 pm by martyk »
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Offline Krakow Sam

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Re: Dawn of Worlds II: Game Thread
« Reply #41 on: February 15, 2012, 01:40:36 pm »
Krakow Turn 4

Summary
Power Available: 11
Military Points: 2
Actions taken:
  • Expand - [Claim territory  x2 - 4 cost]
  • Thrslisliraisil founds the Temple of Tsraan at Uruut-Rssu - [Command Hero (command city) - 2 cost]
  • Train Warriors - [Buy military] - 4 cost
  • Challenge the Giants - [misc action] - 0 cost
Power Remaining: 1
Running Bonus: +4 (+3 running, +1 territory)

Actions
Expand
The Sword-Strike movement spreads west in search of converts and virgin land.

Thrslisliraisil founds the Temple of Tsraan at Uruut-Rssu
As his biological immortality becomes apparent and his wisdom grows with age, the Sword-Bearer reveals the nature of his spiritual patron, to whom he has vaguely allued many times in the past. The Spirit of Strength is the god Tsraan, deity of strength, primacy and rightful dominion. The Sword-Bearer orders a great temple to be built to the god at Uruut-Rssu, an imposing blade-like edifice jutting out of the nearby cliffs, the river is partially diverted to create a dramatic waterfall around the building. The building incorporates an arena at its summit where ritual fights take place, exposed to the elements. A priesthood is formed under the Sword-Bearer, warrior priests and Paladins of Tsraan, dedicated to proving the strength of the way of the Sword-Bearer and protecting frontier communities.

"Hear me now, for I speak with the voice of Tsraan, son of Insraan, the dead grey mother of our father's father's fathers. This world is cruel, and strong. To prosper, we must be strong, and turn aside its cruelty with the shield of our resolve. In the Forge of Steel we will build the Forge of Spirit, where men make weapons of themselves for the glory of  the Thrsisshil, and of Tsraan.

Train Warriors
Inspired by the Sword-Bearer's rhetoric and the looming threat of the giants, Sherub men and women take up arms and armor in the name of their cause.

Challenge the Giants
The Sword-Bearer ascends the highest mountain to be found at the interface between his territory and that of the giants. Driving his sword halfway to the hilt into solid rock he bellows a challenge to whatever leader or champion chooses to represent the giants.

"islira ishlusu outrsru an esuluth sarrais laut ar su rssuru!"



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.
- It is host to a grand temple to Tsraan and a militant religious order.
Sam is basically right, he's just cranky.

Offline Tesla

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Re: Dawn of Worlds II: Game Thread
« Reply #42 on: February 15, 2012, 01:44:53 pm »
Tesla Turn 4

Summary
Power Available: 9
Military Points: 0
Actions taken:
  • Expand - [Claim territory  x4 - 8 cost]
Power Remaining: 1
Running Bonus: 0

Actions
Expand
Ineya Ayaio spreads as fast as Planthin messengers can spread the word, but eventually they reach their limits. On the outer fringes of the dreamwoods, the Planthin envoys begin to encounter unusual settlements populated by strange and disturbing races. They had gathered knowledge of their existence from ancient texts buried in the ruins of Iniir Islil, but shy away from making contact. Their philosophies and physiologies are strange and incompatible. They are not the rightful owners of these woods.

The forest was theirs. Their ancestral home. For now, the foreigners would be allowed to reside there, but if they expected the dreamwoods hospitable, they were sorely mistaken.

« Last Edit: February 15, 2012, 02:03:16 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 #43 on: February 15, 2012, 02:06:29 pm »
Dawn of the Fifth Era in the age of reconstruction

This Turn, we must vote in the OOC thread on whether we should move on to the next Age.

Power Points:
Martyk: 13 ( 9 roll, +1 running bonus, 3 points carried over)
Mr Wizard: 10 ( 5 roll, +3 running bonus, 2 points carried over)
Neoadept: 11 ( 6 roll, +5 running bonus, 0 points carried over)
Oviraptor: 11 ( 7 roll, +4 running bonus, 0 points carried over)
Josasa: 10 ( 5 roll, +5 running bonus, 0 points carried over)
Badger: 18 ( 11 roll, +0 running bonus, 7 points carried over)
Pat : 11 ( 6 roll, +4 running bonus, 1 points carried over)
Tesla : 9 ( 8 roll, +0 running bonus, 1 points carried over)
Krakow Sam: 14 ( 9 roll, +4 running bonus, 1 points carried over)
Inkling: 7 ( 5 roll, +2 running bonus, 0 points carried over)



ARCS of the Fifth Era in the age of reconstruction
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.
[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.

[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] - 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
[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.
[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.

[size=14pt]Orders[/size]
« Last Edit: February 15, 2012, 02:30:59 pm by Mr. Wizard »

Offline Mr. Wizard

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Re: Dawn of Worlds II: Game Thread
« Reply #44 on: February 15, 2012, 02:31:24 pm »

Wizard Turn 5

Summary
Power Available: 10
Military Points: 4
Actions taken:
  • The Giants Fall - [Declare War - 6 cost]
Power Remaining: 4
Running Bonus: +3

Actions

The Giants Fall
The Generals of the Giants were cunning. They drew out the Sword-Bearer on the plains before the mountains, threatening to raise the homesteads of farmers, to ruin the land. They charged down the mountains like boulders, crashing into the lines of the Sherub warriors. The Sword-Bearer was resplendent and giant blood glittered in the air around him. The Giants retreated against the ferocity of the Sherub lines. The soldiers cheered the Sword-Bearer, and the day looked like it was won.

A Messenger arrived in the midst of the celebration. The Sword-Bearer went quiet when the news was read aloud. Uruut-Rssu, the great city of the Sherub, was besieged by an even larger force of Giants. The Sword-Bearer mounted up and sped to the city alone, leaving the armies to organize itself on a march that may be too late. The Giants forsaw this, and left a trap for the Sword-bearer. They ambushed him in the wilderness, and although the Sword-bearer easily bested them, his mount was killed and his leg was injured. Bleeding severely from his leg, he could only watch the battle unfold from afar as his vision faded and the world spun.

Uruut-Rssu was surprised but not taken. Though giants roamed the streets, and buildings burned the sky to darkness, the citizens and guards fought on. The Guard made it's last stand in the temple. The General of the Giants came forward, and demanded the surrender of the remaining citizens. If they complied, they would be killed before being consumed. But a champion strode to meet the general in battle. No one knew his name, no one knew his face, but the symbol of Tsraan shone brightly on his armor. With a crack of lightning and a mighty blow, the Giant General was left ruined in a heap. The guard saw this hero standing before them, and rallied. The Giants were driven back against the heartened defenders. When the citizenry looked for this armored and masked hero, he was nowhere to be found.

The Giants, beaten and bloodied, returned to the mountains, never to trouble the world outside them again.

« Last Edit: February 15, 2012, 03:30:57 pm by Mr. Wizard »