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Other Realms => Role Play Theater => Topic started by: Fax on October 29, 2011, 09:24:20 PM



Title: Dawn of Worlds
Post by: Fax on October 29, 2011, 09:24:20 PM
So I recently came across Dawn of worlds, A collaborative worldbuilding game and was thinking it would be kind've fun to run a forum variant of it. The rules themselves are extremely simple and relatively short (a mere 7 pages including intro, rules and examples though really you could easily skip large chunks of that and still easily play)

For the forum variant I was thinking that I'd take care of the administrative parts such as updating the map and the few beginning of turn mechanics so as to make things more accessible for others.

So, would anyone be interested in giving it a shot?


Title: Re: Dawn of Worlds
Post by: Dragyn on October 29, 2011, 10:17:38 PM
Interested, yes, though I can't guarantee I'll be able to commit to anything major.

What would you approximate as the time commitment, if I may ask?


Title: Re: Dawn of Worlds
Post by: Fax on October 29, 2011, 10:41:43 PM
The time commitment would be fairly minor, but could vary depending on how much detail you feel like providing. Most of the commitment would be on my part, as the time consuming part would be actually drawing up the maps. I think it'd probably end up being 15 minutes or so every couple days depending on how fast people respond and the updates can be added


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on October 29, 2011, 10:59:24 PM
As noted on chat, I am interested. Always been a fan of worldbuilding stuff.


Title: Re: Dawn of Worlds
Post by: Fax on November 04, 2011, 09:30:16 AM
Ok, so here's the rough starting map. Each turn each player will get 2d6 power points with +1 for each turn thats ended with 5 or fewer to a max of +3 a turn. I'll be rolling each and posting current totals with the changes to the map at the end of each turn. You can find the rules easily by searching 'Dawn of Worlds' for a PDF, or I also have the text of the rules here (http://s52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/)

New players will be accepted at any point during the first age of the game.


Here's a quick reference for the cost of powers, the things which you use to change the world.(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
(see the PDF for exactly what each does, the game starts in the first age of which here will be 5 turns before everyone playing can decide if another 5 turns of the first age or progress to the second age)
Instead of affecting a 1' each they will affect an area equivalent to four grid squares. This doesn't have to be exact, nor does it have to be one continuous section. I'm going to be fairly loose on judging the area so long as people don't abuse it. Also, remember that the grid is merely a point of reference. It has no actual function other than to make it easier to describe where things are.

ie. the area depicted in red only counts as a single square equivalent despite crossing into multiple  grid squares.
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/Stellarmass%20DoW/StellarmassDoW-shapelandscapeexample.jpg)

One major item of note is that during the first age avatars may not create races, this is mostly to prevent that particular combo from short circuiting the aim of the first age.

Here's the starting map, I've put some mountains on the map as a starting point. All of this can be changed during the course of the game. The actual map is significantly larger, but I'll be posting preview versions here with links to the larger ones
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-0.jpg)
Here's the climate map, This will likely change significantly over the course, like the main map.
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-0.jpg)
There will actually be at least one more map eventually but currently there's no information on them since its dependent on players changing the alignment of land or creating large underground features

Starting Points
Fax - 8
Dragyn - 9
Kenku - 9
Fen - 7
(next new person to post) - 6


I think thats everything for the time being, though do feel free to ask any questions any of you might have


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 08, 2011, 12:43:04 AM
This is already looking preety interesting, well I think the first thing Im gonna do is this.

(3)Shape Land between the coast of E6 and the mountains of F7 into a Fallow River Valley, with the river flowing from mountain to coast.

(2)Makes a bit of sense to me, make the coastal regions of F5 and G5 a step cooler, so they have a mediterrainian like climate.

(3)Make the large island on G2 and G3 volcanic.


Title: Re: Dawn of Worlds
Post by: Dragyn on November 08, 2011, 02:22:49 AM
Hmmm...Not much I really feel like doing, here.

(1)I think I'll give the island in column 2 that crosses the A,B border a sheer cliff on its eastern facing, and expand the landmass west and south a bit, so it almost touches the line between columns 1 and 2.

I'll just save the rest of my points for this turn, unless I think of something else to do with them.


Title: Re: Dawn of Worlds
Post by: Fen on November 08, 2011, 10:03:44 AM
I've just gotten around to looking at this, and I would like to play if possible!


Title: Re: Dawn of Worlds
Post by: Fax on November 08, 2011, 10:32:58 AM
Sure thing Fen, just post a move and I'll update things as I go. Same goes for anyone else interested in joining, just post a move and I'll add you in


Title: Re: Dawn of Worlds
Post by: Fen on November 08, 2011, 02:36:32 PM
awesome!

(3) I'll stretch the mountain range in C8 and D10 so that each reaches its nearest coast.

(2) Make the C8, C9, D8, and D9 a step hotter.


Title: Re: Dawn of Worlds
Post by: Fax on November 10, 2011, 11:10:28 PM
Ok, I'm going to use two instances Shape Land to put up mountains from B3 to B5 as well as mountians as well as a string of mountains from A5 to B6, filling the remaining space on A5, A6, B6 and the northeastern half of B5 with hills. Also some more hills south of the mountains in B4 and B5.
On the space north of the mountains in B3 and B4 I'll add a plain with two rivers.
On the northeastern corner of C4 I'm going to add a ridge facing to the south.
Finally on the southwestern corner of B3 I'm going to put a forest bordered by a river


Title: Re: Dawn of Worlds
Post by: Fax on November 10, 2011, 11:25:53 PM
Fax - 8 - 6 + 6 + 1 = 9
Dragyn - 9 - 3 + 8  = 14
Kenku - 9 - 8 + 6 + 1 = 8
Fen - 7 - 5 + 8 + 1 = 11
(next new person to post) - 6

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-1.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-1.jpg)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 10, 2011, 11:31:07 PM
(3) Cover C8, C9 and C10 with pockets of dense temperate forests that snake through the mountains. Have a river flow out from B10 into a large lake in B11 surrounded in swamplands.
(3+2)Cover B8, 9, 10 and A10 in icy glaciers, and cool the climate such that it would make sense that they wouldn't melt much.


Title: Re: Dawn of Worlds
Post by: Fen on November 11, 2011, 06:42:18 AM
okay, I'll use Shape Land (3) to make land south of the mountain rage on squares D8 to F10 a dense rainforest. While that's six squares technically, it's only about three-ish squares worth of land, correct?

I'll use another Shape Land (3) to run three waterfalls/rivers down the mountain range to the south towards the forest to meet at a lake centered in D9. first on lower C8, second centered in C9, third on upper-left corner of D10.

aaand that should be it for me!


Title: Re: Dawn of Worlds
Post by: Dragyn on November 12, 2011, 04:44:27 AM
From the mountains in H-7, I will run a river down to the inlet at J-6. (Shape land, I think I can do that much with 3 pts, yes?)

I'll also put a chain of 4-5 smaller lakes across the midland on the northwestern continent, going ESE across D2 slightly into D3, totaling about 1 square's worth of change.  (3 more pts worth of shape land.)

And I'll bring the temperature around C4 up a step.  (2 pts.)

(Total of 8 pts spent.)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 12, 2011, 11:11:52 AM
Fen, I editied my actions in this case, but do remeber to check other actions during the turn to make sure stuff doesn't conflict next time.

Also Draygn, it may be worth to expand your second shape land. After all, you are allowed to mess around with an additional 3 squares, and you can shape lands in multiple ways within that area during the point expenditure.


Title: Re: Dawn of Worlds
Post by: Dragyn on November 12, 2011, 02:31:16 PM
Hmm...if that's true, then I'll use any leftover shape land to expand the land under the intersection of C1, C2, D1, and D2 north a bit.


Title: Re: Dawn of Worlds
Post by: Fen on November 12, 2011, 06:59:50 PM
ack, sorry Kenku! I thought you were doing stuff way on the other side of the world!
that said, the northern portion of the axe-shaped continent is going to be ridiculous. O_o steaming jungles to the south, frozen glaciers to the north, and a huge mountain range fulls of swift rivers right in the middle.

I like the chaotic nature this world is getting from four different people all doing different things.


Title: Re: Dawn of Worlds
Post by: Fax on November 12, 2011, 11:03:25 PM
Isn't the sheer chaos great? Just wait until people start dropping avatars, races and cities into the game! Then things should get really interesting!

As for my own move, I'm going to do 2 uses of (Shape Climate) to cool down the area north of the ridge at C4 on the northwestern continent and a use of (shape land) to raise a crystal island at D11 and then use the remaining 3 cells to change I10, I11, J10 and J11 into rocky badland broken up by rivers of magma/ fire costing a total of 7 points


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on November 13, 2011, 08:59:38 AM
This is a fascinating game!

So ... since I'm newly posting, I get 6 points? That spot on E12 looks like it would make  a great bottleneck. If I may, I'll use shape land to put some mountain ranges there (the geology of plate tectonics can take a hike).

Also, if we're allowed to use shape land to create islands, I would put one at D6 so all three continents can fight over it later (muahaha).



Title: Re: Dawn of Worlds
Post by: Fax on November 13, 2011, 09:03:07 PM
Fax - 9 - 7 + 4 + 2 = 8
Dragyn - 14 - 8 + 8  = 14
Kenku - 8 - 8 + 6 + 2 = 8
Fen - 11 - 6 + 11 + 2 = 18
EccentricOrbit - 6 - 3 + 6 + 1 = 10
(next new person to post) - 7

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-2.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-2.jpg)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 13, 2011, 09:35:40 PM
Hmm...

(3)Run a cliff along the left side of the island in B2, and place a small circular lake in the center, surrounded by hills. Create a small floodable sea level land bridge connecting E4 to E5.

Thats all for this turn, going to save for next.


Title: Re: Dawn of Worlds
Post by: Dragyn on November 13, 2011, 11:00:14 PM
This turn, I shall extend a land bridge between D4 and F5, connecting 2 major landmasses.
Whatever land is leftover from that will be used to fill in most of the inlet in D1, leaving a much smaller inlet in its stead.
I'll also drop the temperature in D1 1 step.

(Total of 5 pts. used.)


Title: Re: Dawn of Worlds
Post by: Fen on November 14, 2011, 06:50:42 AM
(3)
Okay, I'll use Shape Land to shave off that little hump on E8 to make the coastline a bit smoother, and throw down a bunch of linked coral reefs in between the central continent and the northern section of the far-right continent. [from D7 to F10, out in the ocean] reef rises out of the ocean a bit, kind of like an atoll.

(3)
Another shape land to make a large expanse of desert on the land of F10 to F13, with a bit going into the G row.

Six points total used.


Title: Re: Dawn of Worlds
Post by: Fax on November 14, 2011, 08:44:16 AM
Hey guys, I'm going to need a clarification on some of these moves.
First, Dragyn, you realize that you're duplicating what Kenku is doing this turn? I generally parse things in terms of who posted first that turn (however, this doesn't prevent you from overwriting things the next turn)
Second, Fen, regarding that desert. Which continent is it on? cause F9-F13 does two continents and a chunk of ocean. or did you just want a big spit of land all along that range connecting the two continents and covered in desert?


Title: Re: Dawn of Worlds
Post by: Fen on November 14, 2011, 11:28:58 AM
oh, no. derp. I meant F10, not F9. I'll edit the post to fix that.
and, no, not filling in the ocean with sand, just making the otherwise blank terrain all inhospitable and dusty and whatnot.


Title: Re: Dawn of Worlds
Post by: Dragyn on November 14, 2011, 05:07:41 PM
Derp.  Read through to make sure nobody else was doing that, and somehow missed the post where someone had.

Change of plans for me, then.  Skip that step, and make a small island off the coast in E1.  Use roughly the same amount as the land bridge would have, and still fill in the gap in D1.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on November 17, 2011, 07:53:11 PM
Hmm, run a river with some woods/grasslands bordering it down the center of the righthand continent, F,G,H 12.

-9 points.

PS - if I don't reply in a day, don't wait up on me. Life regularly interrupts playing god.  [:P


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 18, 2011, 12:18:35 AM
Hmm, run a river with some woods/grasslands bordering it down the center of the righthand continent, F,G,H 12.

-9 points.

PS - if I don't reply in a day, don't wait up on me. Life regularly interrupts playing god.  [:P

That would only cost you 3 actually, since you can cover 4 squares an action.


Title: Re: Dawn of Worlds
Post by: Fax on November 19, 2011, 03:54:41 PM
Ok, I am going to Shape Land to make a chain of mountains from A11 to C13 and then Shape Climate to cool them down to icy cold costing a total of 5 points


Title: Re: Dawn of Worlds
Post by: Fax on November 19, 2011, 05:24:27 PM
Fax - 8 - 5 + 4 + 3 = 10
Dragyn - 14 - 5 + 5  = 14
Kenku - 8 - 3 + 10 + 3 = 18
Fen - 18 - 6 + 7 = 19
EccentricOrbit - 10 - 3 + 9 = 16
(next new person to post) - 7

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-3.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-3.jpg)


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on November 20, 2011, 12:04:26 PM
To the extent that my points allow, cover the bottom half of the southern central continent in dense spooky pine forests.



Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 20, 2011, 07:29:54 PM
(3) From the lake in B12, run a river through the mountains of C12 and down to the edge of the mountains for E12, covering the non-mountinous area surrounding it in swamps.
(3) Have a great canyon form along the border southern volcanic region, and along the un altered side of I12 and H12 cover it in tundra and grasslands(depending on climate)


Title: Re: Dawn of Worlds
Post by: Fen on November 20, 2011, 09:15:09 PM
(3) create some more smallish islands in the southwest archipelago, around H1-J2, make said islands of the archipelago in H1-J4 tropical islands.

(2) make I3-J4 a step hotter, because tropical islands in the middle of blizzard territory is silly.

5 point total


I like the fact that I can actually over a large-seeming area like that with how the 4 square equivalency system works, it's a nice touch. On the other hand, the worldwide climate is beyond the impossible at this point. XP


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 20, 2011, 09:16:45 PM
(3) create some more smallish islands in the southwest archipelago, around H1-J2, make said islands of the archipelago in H1-J4 tropical islands.

(2) make I3-J4 a step hotter, because tropical islands in the middle of blizzard territory is silly.

5 point total


I like the fact that I can actually over a large-seeming area like that with how the 4 square equivalency system works, it's a nice touch. On the other hand, the worldwide climate is beyond the impossible at this point. XP

Not really. You have weird climate points in the real world, due to stuff like the currents. The European climate are a good example.


Title: Re: Dawn of Worlds
Post by: Fen on November 20, 2011, 09:19:07 PM
(3) create some more smallish islands in the southwest archipelago, around H1-J2, make said islands of the archipelago in H1-J4 tropical islands.

(2) make I3-J4 a step hotter, because tropical islands in the middle of blizzard territory is silly.

5 point total


I like the fact that I can actually over a large-seeming area like that with how the 4 square equivalency system works, it's a nice touch. On the other hand, the worldwide climate is beyond the impossible at this point. XP

Not really. You have weird climate points in the real world, due to stuff like the currents. The European climate are a good example.

oh! then we have to fix this and make the climate truly bizarre.


Title: Re: Dawn of Worlds
Post by: Dragyn on November 21, 2011, 12:39:36 AM
If everyone else posts before I change this, assume I'm just saving my points, for now. 


Title: Re: Dawn of Worlds
Post by: Fax on November 22, 2011, 08:05:57 PM
Alright then, I'm going to create an avatar cause every world requires an eldritch abomination lying dormant in the world.

Its the sort've thing that breaks the minds of pretty much all mortals that view it, fallen to the world from the void where it will lie dormant for long aeons


Title: Dawn of Worlds
Post by: Fax on November 22, 2011, 08:12:18 PM
Fax - 10 - 10 + 8 + 3 = 11
Dragyn - 14 + 5  = 19
Kenku - 18 - 6 + 9 = 21
Fen - 19 - 5 + 7 = 21
EccentricOrbit - 16 - 9 + 6 = 13
(next new person to post) - 7

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-4.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-4.jpg)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 22, 2011, 09:09:16 PM
Hmm...Ill cultivate the land a little more.
(3) From the mountains of F6 a river delta forms and covers the land of E5, E6 and F5.

(3)The lakes of D2 form the center of a large fjord which a river flows along from C1 to D3, the river connecting each lake together with the others, and creating a fetile flood plain in the center.

(3)The Island of E1 rises as one tall mountain, to which strangely a large emerald crystal stands up top, showing it and the neighboring peninsula in green light. The Peninsula itself is strangely scarred, as if strange energies were warping it.(I figured I may as well throw something weird in here.)


Title: Re: Dawn of Worlds
Post by: Fen on November 23, 2011, 09:09:24 AM
I believe I will also create an Avatar. It is a giant eyeless grey quadrupedal skink. It has webbed feet and breathes fog.

I'm also going to make D9 a step hotter, so totaling out at 12 points spent.

(avatar's description style totally not stolen from Dwarf Fortress)


Title: Re: Dawn of Worlds
Post by: Dragyn on November 23, 2011, 11:43:47 AM
I will enlarge the largest island in I-1, engulfing several of the smaller islands around it, and make a mountain rise up in the center of the new formation, an expansive cave network formed within.  I'll also raise the temperature there by 2 steps.

(-7 pts.)


Title: Re: Dawn of Worlds
Post by: Fax on November 23, 2011, 05:25:37 PM
Hey Fen, would you mind giving a description of your avatar? It doesn't have to be anything major, just an idea of what it is and what it does. That said, the more description the better. (also, feel free to add on at later points if you think of anything you want to add to it) Same goes to everyone with pretty much anything you feel like adding, especially civilizations, avatars and orders.

Also, Dragyn, thats only going to cost you five points


Title: Re: Dawn of Worlds
Post by: Dragyn on November 24, 2011, 06:53:48 AM
Pretty sure it's 7.  2 steps hotter, yes?


Title: Re: Dawn of Worlds
Post by: Fax on November 24, 2011, 08:25:46 AM
Nah, its one use to make it as hot or cold or whatnot as you want


Title: Re: Dawn of Worlds
Post by: Dragyn on November 24, 2011, 01:23:29 PM
Is it?  Good to know.
Must've misread that.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on November 24, 2011, 02:24:48 PM
I got recruited yesterday, and while it's my prerogative to join or not... I'm really a cosmology nut so how could I resist? So yeah, first post in the forum is in a game thread.

So seven(7) points listed for the next new poster. Still plenty of untouched land so far. I'll break ground on the island occupying I-9 and I-10. Fill the landmass of the island with dense tropical jungle while increasing the climate to about that found at the equator. It's looks to be just about a square inch of total land mass, so just one use of change land and change climate should get the job done. Total points spent, five(-5).

If it's possible to do with the same change land action, drop a red crystal in the center of the island as well. Otherwise I'm out of usable points to spend in my introduction post.


Title: Re: Dawn of Worlds
Post by: Fen on November 27, 2011, 03:04:35 PM
EccentricOrbit hasn't been around since the 22nd. Should we go on without, and just have his points be saved in case he shows back up?


Title: Re: Dawn of Worlds
Post by: Fax on November 27, 2011, 05:51:49 PM
I'm going to give him until monday since thats the earliest I can get to updating the maps anyways


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on November 28, 2011, 05:12:46 PM
Quote
I'm going to give him until monday since thats the earliest I can get to updating the maps anyways
Gah! Don't wait on me. I don't want to hold up the game. I regularly have stuff going on that can keep me away from the internet.

As for actions ... cover the D1,2,3 area with marshy deciduous forests (3). I'll conserve the rest of my power for now.

Are we doing animals/specifics about the environment yet?



Title: Re: Dawn of Worlds
Post by: Fax on November 28, 2011, 08:38:13 PM
Alright, for my turn I'm going to create another avatar, the grand dragon Raval Brightwing. He's a titanic irridescent scaled dragon that will for the time being wander the world doing....stuff. He is neither benevolent nor malevolent, merely acting as is his wont.


Title: Re: Dawn of Worlds
Post by: Fax on November 28, 2011, 08:51:19 PM
Fax - 11 - 10 + 5 + 3 = 9
Dragyn - 19 - 5 + 7  = 21
Kenku - 21 - 9 + 8 = 20
Fen - 21 - 12 + 7 = 16
EccentricOrbit - 13 - 3 + 7 = 17
Raf_Cian - 7 - 5 + 9 = 11
(next new person to post) - 8

As for specifics about the environment, or really anything else, please do give any details you want! The more the better!

I'm going to allow a week from each update post for people to get their moves in, anything after that and I'll only accept them up to the point where I make the next post

As far as changing the age, I completely forgot to ask if anyone objected to moving to the next age. If there's a majority of people in favor of staying in this age then we will, otherwise the default will be for the game to proceed to the 2nd age

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-5.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-5.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-5.jpg)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 28, 2011, 09:04:17 PM
Hmm...time to add a celestial being to the mix

(10)Creating the Avatar: "The Flames Hand": Born within "The Lands that Burn"(the southern volcanic region), "The Flames Hand" is a Nine-Tailed Kitsune who brings light and prosperity to the faithful, and wrathful flame and unluck to thoes that wish to threaten them. He is an entity seen most times through his tails spirits, but will be seen in true form when the situation is dire.


Title: Re: Dawn of Worlds
Post by: Fen on November 28, 2011, 10:18:49 PM
personally I'd prefer we stay in the first age until we've got the rest of the map landscaped. it's not much though, so no worries. We can probably finish that up on this round.

I'll make the blank area around G12 a savannah, and use the rest of that Shape Land to make C8-C10 a dense swamp area (keeping the forests as-is, though... and yes, swamp mountains.)

Then another Shape Land to make the B11-B13 mountains a frozen tundra.

Six points down and significant amounts of land un-blanked.


Title: Re: Dawn of Worlds
Post by: Fax on November 28, 2011, 10:44:19 PM
Alright then, lets make this the last round of the first age and then move on to the second age.


Title: Re: Dawn of Worlds
Post by: Fen on November 29, 2011, 09:13:57 AM
I thought it was a majority vote? I'm the only one who has said anything on the matter... O_o?


Title: Re: Dawn of Worlds
Post by: Fax on November 29, 2011, 11:56:12 AM
ahhh, you're right. I got a bit ahead of myself, since I'd also vote for moving on to the 2nd age. Everyone else please do post your votes on this.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on November 29, 2011, 02:39:13 PM
At the moment...I will abstain. The landscape still has a couple holes in it, but I want to see what the rest of the peoples actions are. If its extended although, Id say no more than 1 more turn.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on November 29, 2011, 04:25:05 PM
I'll paste some grassland over the north half of the southern continent. (~8 squares - that makes that 6 points of shape land?)


Hmmm - I'll also use shape land to put a fractal forest of bizzare spiky gypsum crystals at D4. (3)

(9 points spent)

PS - I'm ready to switch ages at the end of the turn if everyone else is.

PPS - curious - what program are you using for the maps?


Title: Re: Dawn of Worlds
Post by: Dragyn on November 29, 2011, 07:28:29 PM
My vote would fall in favor of moving on to the next age after this turn.

I see nothing else I wish to do in this age, so I will continue to sit idle for this turn.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on November 29, 2011, 11:14:29 PM
I vote for staying in the first age. There's just too much open land out there. Particularly when you consider the land that isn't land. Speaking of which...

I want to put in a deep sea trench. Stretch it from about middle of the borderline between F2/F3, across to the boderline between E4/5. Overall only use one use of Shape Land for the trench: it's supposed to be a long sharp deep trench. For another one use of Shape Land, slap some subterian volcanoes at F4.

Finally some work on that island at D6. First a Shape Climate to lower the temperature to artic temperatures. Then a Shape Land to place artic tundra on the island, with a single blue crystal jutting out the center of the ladmass.

And that's literally ever single one of my points.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on November 30, 2011, 10:15:23 AM
Hmm... Not sure exactly what I'm doing, but trying to decipher the rules now with reading.  This looks interesting...

Edit: Ok, I've read through the rules, and think I have a grasp of how this works.  Preferably I'd like to get a shot at starting in the 1st age, but not sure if a vote from me would count yet.  I'll get back to this later this afternoon, either in an hour 1/2 or when I get home.


Title: Re: Dawn of Worlds
Post by: Fen on November 30, 2011, 11:34:08 AM
Hmm... Not sure exactly what I'm doing, but trying to decipher the rules now with reading.  This looks interesting...

Edit: Ok, I've read through the rules, and think I have a grasp of how this works.  Preferably I'd like to get a shot at starting in the 1st age, but not sure if a vote from me would count yet.  I'll get back to this later this afternoon, either in an hour 1/2 or when I get home.

well toast as long as it's the first age anyone can join, which it still is. Good to have another brain on board the deity train.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on November 30, 2011, 04:43:14 PM
Hmmm... right, I'm sort of bumbling a bit soooooo...
The mountains in row B (little bit in C) from columns 11 to 13, I'd like to use shape land and make them a hyperactive volcano zone.

(Question, does that use up all four grid allotments for that one use or no?)

So that's one shape land... so then I'd like to take that same area and shape climate into an Antarctica-level cold.


Title: Re: Dawn of Worlds
Post by: Fen on December 01, 2011, 02:04:31 PM
Hmmm... right, I'm sort of bumbling a bit soooooo...
The mountains in row B (little bit in C) from columns 11 to 13, I'd like to use shape land and make them a hyperactive volcano zone.

(Question, does that use up all four grid allotments for that one use or no?)

So that's one shape land... so then I'd like to take that same area and shape climate into an Antarctica-level cold.

IIRC, you need to use a separate power to make bad stuff like volcano eruptions, so they won't really by hyperactive unless someone use that ability on them a lot. You can make them threaten menacingly with nearly-overflowing lava, though.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 01, 2011, 02:07:14 PM
Ah, that's fine.  I wasn't going so much for eruptions as in locally volcanic active, with lava flows and the like constantly going on.  More of a setting thing than an event.  No Mt St. Helens. ;)


Title: Re: Dawn of Worlds
Post by: Fax on December 01, 2011, 03:26:32 PM
Yeah, having active volcanoes is just shape land, having one or more go off in a spectacular fashion (ala. Mt. Vesuvius or Thera) would be more of a catastrophe than a shape land


Title: Re: Dawn of Worlds
Post by: nagolinc on December 03, 2011, 12:56:53 PM
Toast brought this to my attention. 

Not sure if it's too late for me to join, but I am fairly obsessed with world-building so I'd like to if I can.

Assuming I can join, and assuming it's allowed, I'd like to use Shape Land to create a habitable moon with lots of dark scary craters.



Title: Re: Dawn of Worlds
Post by: Fax on December 03, 2011, 09:07:04 PM
Ok, I'm going to do two Shape Lands. First I'm going to extend the crystal forest north to fill up C4 and a tiny bit of C3 then I'm going to put some rolling hills on C1, C2 and the unfilled parts of E1, E2 and F1. Finally I'm going to adjust all of the remaining islands to fit the climates they're in.


Title: Re: Dawn of Worlds
Post by: nagolinc on December 03, 2011, 09:57:51 PM
I rescind my request for a moon and instead create a bottomless pit in the middle of h6


Title: Re: Dawn of Worlds
Post by: Donnie on December 03, 2011, 10:43:45 PM
Right so I'm coming in a bit late, I have a nasty headache so I can't read the rules in detail but I'll start with something simple with the 8 points

3) Shape Land - The island in D6 merges with the islands in D5 and C5 into a single large landmass connected to the main continent at C5. This creates a massive bay to the west of C and D4. The new landmass will be grassy/forest The shore on the east side of the new landmass shall be cliffed.

2) Shape Climate - The mass receives a jet current from the north, cooling the island, however summer heats from its geographic location makes for both hot summers and cold winters.

I shall conserve 3 points.


Title: Re: Dawn of Worlds
Post by: Fax on December 03, 2011, 10:52:46 PM
Fax - 9 - 6 + 9 + 3 = 15
Dragyn - 21 - 0 + 5  = 26
Kenku - 20 - 10 + 7 = 17
Fen - 16 - 6 + 10 = 20
EccentricOrbit - 17 - 9 + 7 = 15
Raf_Cian - 11 - 11 + 9 + 1 = 10
Radioactive_Toast - 8 - 5 + 8 + 1 = 12
Nagolinc - 8 - 3 + 6 + 1 = 12
Donnie - 8 - 5 + 5 + 1 = 9


Alrighty everyone! We have now officially moved into the second age! A time of new races and the rise of cities and empires! Remember that the cost of moves has changed!

Also, to answer your question EccentricOrbit, this is all drawn in GIMP.

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-6.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-6.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-6.jpg)  

/edit/
I thought I should also add in a list of the current avatars in the world along with some idea of where they are found.

an eldritch abomination - sleeping somewhere deep and dark in the world
a giant eyeless grey quadrupedal skink
The Grand Dragon Raval Brightwing - wandering the skies the world round
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 03, 2011, 11:14:34 PM
Behold the second age.

(6)Create Race: Within the grassy hills of F6, I create the Oryxians. Anthromorphic Herbavorus Oryx's who follow the ways of the natural gods.

(6)Create Race: Within the deep forests of H11, I create the Greryn. Anthromorphic Grey Foxes who are democratice in power. Religiously they follow the way of totem gods, most favored of them "The Flames Hand".

 


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 03, 2011, 11:51:28 PM
Soo.. 6 points for creating races? *cracks knuckles*

I'll take one 'o dems.  In the volcano/glacier mountains of B12 I create the Turu'hraim (http://static.spore.com/static/image/500/347/749/500347749614_lrg.png)  Turu'hraim are a people in love with explosions. You name it, they have a holdiday or custom of blowing it up. They do however, manage to keep their plentiful supply of explosives out of the hands of criminals... most of the time.  They spend much of their time huddled in the narrow habitable zones and caves where the volcanoes heat things up to make them not quite as freezing as the outside, and here they enjoy experimenting with explosive magics and various sulfur compounds.

Ok, since we seem to automatically get orders with our new races, the Turu'hraim start with a religious Order.  The Cult of Kerspelowd, a religion that see the universe as one giant explosion, and explosions are the most pure and essential part of existence; hence they tend to devote their efforts to making bigger, more colorful and more artful expressions of big booms.

Aaaand I'll take another 6 points to create a 2nd race, this in C13: The Phoraj (http://static.spore.com/static/image/500/423/938/500423938922_lrg.png).  These sulfur vent dwelling creatures are actually quite social and amicable in most respects, though as they are a matriarchal society several things are different.  For example, these otherwise friendly people are sent absolutely bezerk into raging killing sprees when rival tribes engage in husband stealing.

Inserting an order for these guys... I'm creating a Trading guild.  The Guild of the Flaming Ice.  Seeking to create friendship and understanding while trying to create as much profit as possible, the Guild fundamentally believes in paradoxes... except when it doesn't.

Aaaand as that stands I have no points left over currently.  Ah well.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 04, 2011, 09:22:15 AM
I'll create a race:

The Goblins: (6)

Within the jungles and mountains of D8 live the goblins: a race of anthropomorphized fruit bats. They have seperate wings and arms, with delicate fingers, and, as you would expect, huge ears. Sight is a secondary sense for the goblins, used mainly for close range tasks like reading. They mainly perceive the world through sound.

They like hanging out upside down in trees and caves, tending their fruit orchards, and composing choral sonar-poetry that is way too high pitched for anyone else to parse.

Dislikes are sunlight, loud explosions, and violations of their privacy.

I suppose to adequately interact with these guys, I'll have to create an order that instantiates my will in the world:

The order of the spiral nerd-glasses (aka the mathematicians guild) (6):

This order is dedicated to the study of mind-bending higher mathematics and anything abstract/arcane/overcomplicated. It's devotees often spend large amounts of time producing ever more complicated towers of syllogisms and logic. Within their libraries are texts containing many secrets of the Platonic world, texts that can drive the uninitiated into insanity if tackled with an insufficient background.

Any race is welcome to start a chapter. The goblins founded the first chapter to study acoustics and linear algebra.

Aaand ... I think that's all I can do this turn.


Quote
Also, to answer your question EccentricOrbit, this is all drawn in GIMP.
Nice job on the mountains then!



Title: Re: Dawn of Worlds
Post by: Fen on December 04, 2011, 12:16:30 PM
Awright, second age. I command my Avatar, to create a race (1 point) It rips off its own tail and casts it into the lake of D9. From the waters come the new race; The Tek. They are small, but many; humanoid lizards standing a maximum of five feet tall. They have claws with hooked talons on each hand and foot, with webbed fingers and toes and suction cups on their hands and feet, with gills to breathe underwater if they must. They are many shades of grey in color, reflecting the Avatar which created them. They inhabit The Green Bastion, the rainforest around the lake of their birth. They are extremely loyal to the Avatar in the lake, who they named Tek'Rael, and the rainforests they call home.

Culturally, they are complex; the race is less defined by what many do, and more on what an individual decides to do. Each Tek takes his or her own path in life and follows it; social groups are around like-minded individuals who become friends, rather than focusing on families. The interests are wide and varied; if you ask a Tek what the Tek do, your only answer will be "Everything". Despite this, though, it seems almost all Tek have a devotion to studying magic, usually to further their individual interests. The Tek are a Good aligned race (+1).

I was holding off on naming and placing my Avatar because I figured nobody would be around in the world to notice it yet.. haha. Oh well.

Okay, now then.. I'm going to Command Race to build a series of small towns around the lake to inhabit. (4 points)

Now that the Tek are civilized, I'll also Create Order (6 points) and make a floating magic city, where the greatest Tek mages study, and where new mages come to learn. It functions as the Tek Capital City as well. This is now the home of Tek'Rael, The Grey Father. The city shall be named Terrol.

I'll use Advance Civilization (5 points) as well, to give the Tek profound knowledge of magic, putting them at the height of magical knowledge in the world.

in total, 16 points spent. (1 command avatar, 4 command race, 6 create order, 5 advance civilization)

as per having a sect to start off with, my starting sect will be the Grey Robes, a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.

and I think you need to re-read the rules again, Eccentric. your race jumped from just being created to having a mathematics university. Creating a race doesn't start it off as a civilization; you need to make it a civilization yourself!


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 04, 2011, 02:01:56 PM
Quote
and I think you need to re-read the rules again, Eccentric. your race jumped from just being created to having a mathematics university. Creating a race doesn't start it off as a civilization; you need to make it a civilization yourself!

Maybe I am doing things out of order. I thought you needed an avatar or order created first before you could start telling a race to build cities/do other stuff they wouldn't normally do automatically?

For now, I suppose the order could be a rather informal society of teachers and students. The libraries/refinement of their skill could come sometime next turn when I have a chance to use Advance Civilization, and Command Order to give them a city.

As for the northeastern continent - it is beginning to look a little crowded. I suppose the other place the goblins could show up instead, being frugivores, is the forests around D3.


Title: Re: Dawn of Worlds
Post by: Fen on December 04, 2011, 02:23:44 PM
Quote
and I think you need to re-read the rules again, Eccentric. your race jumped from just being created to having a mathematics university. Creating a race doesn't start it off as a civilization; you need to make it a civilization yourself!

Maybe I am doing things out of order. I thought you needed an avatar or order created first before you could start telling a race to build cities/do other stuff they wouldn't normally do automatically?

For now, I suppose the order could be a rather informal society of teachers and students. The libraries/refinement of their skill could come sometime next turn when I have a chance to use Advance Civilization, and Command Order to give them a city.

As for the northeastern continent - it is beginning to look a little crowded. I suppose the other place the goblins could show up instead, being frugivores, is the forests around D3.


The rules are a little strange to figure out, it says you need a "sect" or an avatar before you can start commanding a civilization, and the command civilization power is used to build cities. SO that progression is pretty logical. The problem I find is it never really defines what it means by a "sect" though it does specify an avatar OR a sect to start commanding the civilization, so if you have an avatar that works I guess.. Fax knows the most about this, guess we have to poke him about it.


Title: Re: Dawn of Worlds
Post by: Fax on December 04, 2011, 06:58:56 PM
As far as orders/ sects/ whatever go, they are simply a group of individuals directed to a common goal. This can be an empire or a tiny cult or a bunch of academics or even a notable mercenary group. Doesn't really matter.
As for advances, they are essentially technologies or abilities or such that that particular civilization/ city is the first or best at. Doesn't mean that others can't eventually get them, just that they will always be best. (other civilizations can't buy that same tech as an advancement but they can still use them to some degree. You don't need to do every single last advancement that a civilization might have, just the important ones. The rest are assumed to be present)


Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 04, 2011, 07:26:37 PM
Did some more reading of the rules to confirm my memory. The creator of a race gets an order within that race automatically(detail found under command race). Orders are used to command the races/cities, but not exclusively by the orders' respective creators; impersonation just comes with a hefty surcharge(detail under command order). Impersonation costs are more for the religious orders, so it's important to note the whether if an order is religious or trade.

Hunting down details like this is starting to make me understand why some have called the rules confusing. They are very simple as a whole... it's just that all the details are spread thin without repetition where you need it for browsing clarity.

Anyway, my own actions will come a little later tonight. Don't wait up for me.


Title: Re: Dawn of Worlds
Post by: Donnie on December 04, 2011, 07:48:05 PM
I shall create an avatar:

"The Lord of Balance"
A being of pure, unforgiving order and balance, life and death, the temporary and mortal. Taking the form of an armored Gray Fox, the Lord of Balance inhabits the centermost region of the world, a peaceful tributary on the southern continent (E7). A being of great ego, he will not hesitate to demand tribute be made of him by races to come.

He is manipulative, cunning, and only serves himself and the god who offers him the greatest of power. However he will not hesitate to maintain balance in the world. Too much good, he will seek to sew discontent, too much evil and one may find rebellions erupting out of nowhere.

Beware of the fox.

(-7)
I shall tell my avatar to create a race!

The Larepin
(http://img198.imageshack.us/img198/1502/larepin.jpg)
http://img266.imageshack.us/img266/5021/geraltapparat.jpg
http://www.furaffinity.net/view/6485316
http://www.furaffinity.net/view/6565538
:---------------------------------------------------------------------------------

The Lord of Balance held upon his grasp three creatures: a rabbit, a fox, and a cat. From these three components he created a new race and threw them onto the landmass of D5 from his center of meditation on E7. From there, independent from his will from which he desired, the new race rose up and began to form their first footsteps. The race will be known as the Larepin species.

The typical Larepin is relatively short at 4 feet tall but some individuals can be as tall as 6 feet or as short as 2 feet. The general feature is long ears, bunny legs, and large tails, but like their height these features vary MADLY. Some Larepin can have huge tails but be small in height, some can be extremely tall but lack anything more than a fluffy ball for a tail. In terms of color, the typical pigmentation is creamy yellow/white with brown stripes or ends on their paws, ears, feet, and tail. However this also varies WILDLY. Some larepin have been known to posses sky blue fur, some black, eye color varies as well from white to hot pink. This is a race of extreme biological diversity.

Much to The Lord of Balance's designs, the Larepin perform a frightening level of individuality, even more so exaggerated from their tremendous birthrate. Few Larepin appear or even act like their parents, each new Larepin almost appears to be completely unique in its own appearance and personality. However these natural traits can be tempered with close family interactions, thereby creating clans of similar minded but highly divergent families. A single Larepin is immensely curious and creative, always looking to form new ideas and tools.

The midst of this seeming chaos brings about its own form of balance. The Larepin, though primitive at this current stage, show an extreme temperament to form communities of vastly different viewpoints and use the accumulated disagreements to form superior agreements. Larepin are not Larepin if they do not find themselves arguing.

Although Larepin are frighteningly chaotic, they do not lean towards evil intentions, nor are they 'good' as they tend to be highly destructive in their competitiveness. Therefore the Larepin are a NEUTRAL (0) race.

Having made a race, they should get their own 'order'. For now, being a primitive civilization, their order is currently a sect of Warrior Priests known as "Order of the White Dragons". They serve to guide their peoples and teach them the ways of wisdom, but also armed defense.

I think I have 1 point left.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 04, 2011, 11:42:44 PM
Starting Points:  10
Create Race (-6)
First order of the second age, creating a new race in the tropical jungles of J9. A strange breed of monkey rats, these creatures woke up onto the world calling themselves the Rakey. Standing at an average of four feet, the Rakey are rarely standing at all with their prehensile rat tails and delicate manipulators on all four limbs. Their fur ranges in a varying pallet of autumn colors, with brown being the most common.

Playfully moving through the trees, these mobile warrens are united by the bonds of family and the need for protection in a dangerous jungle. They work together, and recognize the need for each other’s wellbeing to survive. As such they enter into the world as a good (+1) race.

If there was a leading force amongst the Rakey, it would be the Watchers. While all admire its beauty, ever once in awhile a Rakey will be drawn to the red crystal in the center of the island. There they stare mesmerized at its shifting lights, occasionally drawing inspiration for the betterment of their people. While not direct worship, it is still idolization making them a religious order.

Command Race (-4)
The sitting still for so long, the Watchers see the need for protection from the danger of the jungle. As such they start building the first structures for protection around their idolized crystal. With rope, dead wood, and hide, they build structures near the ground and in the trees to grant them sanctuary. They don’t turn out visitors, and even if those that don’t join the meditation are welcome. Soon many families occupy and expand these original structures.  These separate families in turn becomes one greater family, forming the foundation of the first Rakey city: Recyled.

End Points: 0


Title: Re: Dawn of Worlds
Post by: nagolinc on December 05, 2011, 06:49:58 PM
Starting Points: 12

Create Avatar (-7)

Miserable-Failure is a walrus-faced monopod with a plaid sweater and peacock tail.  His two favorite utterances are "Oh no, not again" and "I blame this on toast".  It is thought if we knew why he said these things, a number of other mysteries about the universe would also become clear. 
Miserable-Failure dwells in the volcanic pits of (I,11), where he spends most of his time trying to drown himself in pools of boiling lava.  unfortunately for Miserable Failure, he is immortal.

(http://exchausa.x10hosting.com/multiverse/images/1323130309.png)

Create Subrace (-4)

The Hraim'turu are an offshoot of the Turu'hraim who are in love with implosions.  You name it, and they have a holiday dedicated to making it implode, or at the very least trying to.  Long has an ancient prophecy among their people told of the day when they would build a mythical device known as the Large-Hadron-Collider in which they might build a black-hole, causing the world itself to collapse under its own gravity. 


I'm not sure if sub-races also come with orders, but if so the Hraim'turu have one dedicated to bringing about the end of the universe in a Big-Crunch

Command Avatar (-1)
(Create Race)

While shambling around in the pits of lava trying to bring about his own demise, Miserable Failure accidentally gives birth to a race of beautiful faries, the Edraei.
Miserable-Failure attempts to exterminate the Edraei, whose beauty seems a cruel mockery of his own hideous appearance.  However, the faries easily evade Miserable-Failure's clumsy blows.
Recognizing that he is responsible for their existance, the Edraei kindly offer to knit Miserable-Failure a new sweater, but he refuses to speak to them.  Nonetheless, the Edraei form the Order of the Plaid Sweater, which vows to create a sweater so beautiful even Miserable-Failure will look good wearing it.

(http://exchausa.x10hosting.com/multiverse/images/1323132287.png)


End Points: 0


Title: Re: Dawn of Worlds
Post by: Fen on December 05, 2011, 10:19:51 PM
...is Miserable-Failure a fleshy walrus reincarnation of Marvin the Paranoid Android?


Title: Re: Dawn of Worlds
Post by: nagolinc on December 06, 2011, 06:40:47 AM
...is Miserable-Failure a fleshy walrus reincarnation of Marvin the Paranoid Android?

Actually a cross between Marvin and the Flower-pot


Title: Re: Dawn of Worlds
Post by: Fen on December 06, 2011, 12:33:17 PM
...is Miserable-Failure a fleshy walrus reincarnation of Marvin the Paranoid Android?

Actually a cross between Marvin and the Flower-pot

Wow, the two most depressing entities in the whole of the Hitchhiker universe.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 06, 2011, 06:10:28 PM
But wait... doesn't this mean he has to die (again) eventually at the hands of someone fulfilling the role of Arthur Dent?


Title: Re: Dawn of Worlds
Post by: Fen on December 07, 2011, 11:37:00 AM
But wait... doesn't this mean he has to die (again) eventually at the hands of someone fulfilling the role of Arthur Dent?

we should end the world by a visitation of a hapless bathrobed man accidentally crashing a nuclear-powered cruise liner spaceship into the planet.


Title: Re: Dawn of Worlds
Post by: Fax on December 10, 2011, 04:33:59 PM
Ok, plan is to update tonight. Dragyn, please post ASAP if you plan on doing anything other than passing your turn


Title: Re: Dawn of Worlds
Post by: Dragyn on December 10, 2011, 06:33:12 PM
Sorry.  Thought I'd said something.  I'm holding off on doing anything, until I think of something suitable awesome.


Title: Re: Dawn of Worlds
Post by: Fax on December 10, 2011, 08:27:44 PM
Alright, in the future please post that you're passing your turn if thats what you're going to do. I try to hold off doing updates until I have confirmation of everyone's moves.


Title: Re: Dawn of Worlds
Post by: Fax on December 10, 2011, 09:55:35 PM
Ok, so I will do the following: Create Race (The Jaeskine), Command race (Creating the grand city of Gvantanz) and then using Advance Civilization to make the Jaeskine master metalsmiths

As for the actual description of the Jaeskine, they are physically a form of Ferret-Squirrel Taur. I'll give them a better description at a later point. I will say that they're a fairly communal race that highly values creativity and creation in general. Also, they are both adept metalsmiths, miners and generally skilled climbers.

The starting order for the Jaeskine is the Order of Rune Smiths, an organization that controls who is taught the esteemed craft of metalworking


Title: Re: Dawn of Worlds
Post by: Fen on December 10, 2011, 10:43:01 PM
Ok, so I will do the following: Create Race (The Jaeskine), Command race (Creating the grand city of Gvantanz) and then using Advance Civilization to make the Jaeskine master metalsmiths

As for the actual description of the Jaeskine, they are physically a form of Ferret-Squirrel Taur. I'll give them a better description at a later point. I will say that they're a fairly communal race that highly values creativity and creation in general. Also, they are both adept metalsmiths, miners and generally skilled climbers.

The starting order for the Jaeskine is the Order of Rune Smiths, an organization that controls who is taught the esteemed craft of metalworking

Sounds cool, but.. er. Where are they?


Title: Re: Dawn of Worlds
Post by: Fax on December 10, 2011, 11:36:34 PM
Fax - 15 - 15 + 5 + 3 = 8
Dragyn - 26 - 0 + 9  = 35
Kenku - 17 - 12 + 5 = 10
Fen - 20 - 16 + 6 + 1 = 11
EccentricOrbit - 15 - 6 + 5 = 14
Raf_Cian - 10 - 10 + 7 + 2 = 9
Radioactive_Toast - 12 - 12 + 11 + 2 = 13
Nagolinc - 12 - 12 + 5 + 2 = 7
Donnie - 9 - 8 + 8 + 2 = 11



(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-7.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-7.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-7.jpg)  
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-R-7.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
The Grand Dragon, Raval Brightwing - wandering the skies the world round
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
Miserable Failure - A depressed walrus monoped in a knit sweater
The Lord of Balance - A potent grey fox who is a lord of balance and order.

Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions

-Phoraj - a sulphur dwelling race of crustacean like traders
- (Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-(Alignment?)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Dragons - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it

-The Goblins - A race of fruit bat people
-(Alignment? (expected to be [Geek (+0)]))
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Advance: Magic


Title: Re: Dawn of Worlds
Post by: Fax on December 11, 2011, 12:13:18 AM
Ok, so I will do the following: Create Race (The Jaeskine), Command race (Creating the grand city of Gvantanz) and then using Advance Civilization to make the Jaeskine master metalsmiths

As for the actual description of the Jaeskine, they are physically a form of Ferret-Squirrel Taur. I'll give them a better description at a later point. I will say that they're a fairly communal race that highly values creativity and creation in general. Also, they are both adept metalsmiths, miners and generally skilled climbers.

The starting order for the Jaeskine is the Order of Rune Smiths, an organization that controls who is taught the esteemed craft of metalworking

Sounds cool, but.. er. Where are they?
They're down around F5 and F6


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 11, 2011, 01:24:34 AM
Addendum to last turn

Oryxians
Alignment: Good(1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
Order: Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.

Greryn
Alignment: Nuetral(0), Wealth can lead a person down many a path
Order:Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.

As for points:
(5)Oryxians - Advance, Agriculture: The Oryxians have always been a race well known for the care of production of crops, and have learned how to work the fields due to this.

(4)Flame Hand/Greryn - Command Race: Through vision and disguising as a powerful noble of the Greryn, the Flame Hand begins of his worshipers across the southern continent. This expansion creates 4 port settlements(Astra, Aqua, Turqua, and Virmir) along the coast line between the Lands that Burn and the Great Desert, and the beginnings of the grand metropolis of Castilla east of their homelands.
(As noted by Fax, Only Castilla is a city by that action.)


Title: Re: Dawn of Worlds
Post by: Dragyn on December 11, 2011, 03:08:31 AM
Create Avatar:  (7)
    Noctellus, the Animate Shadow
       A Daemonic Entity, Noctellus can appear anywhere shadows obscure the light, taking them and bending them to his will and whim.   He himself is rarely seen, though where he is present, shadows take on a reddish hue.  He treats the caves within I-1 as a sacred place.

Command Avatar: Create Race (1)
    Noctellus gives some of his form to the shadows in the islands in and around I-2, forming the Noctus.  These creatures most resemble black-furred, bipedal wolves, with razor sharp claws and teeth.  They have varying patterns of slightly glowing red markings, though most have stripes.  They can control their own shadow, in the event they choose to cast one.

    Order: The Noctus have the Cult of the Animate Shadow, dedicated to the worship and service of Noctellus, ensuring that there are ample shadows for him to manifest in throughout the world.  (This is a religious order.)

Advance Civilization:  Noctus:  Shadow Magic (5)
  The Noctus, in their studies of Noctellus, gain an in-depth understanding of the essence of shadow.  Some can manipulate not only their own shadow, but the shadows of other things as well.

Command Race: Found City (4)
   Noctellus has the Noctus build an underground city on the southern edge of the large island in I-1.  They call it Shadowdeep, and dedicate it to the Cult.

Command Race:  Expand! (4)
   Noctellus tells his priests of other lands, bearing fiery volcanoes and lush jungles, frozen wastes and shining crystals.  He subtly encourages them to go and make more shadows in these places, so he may spread his influence.  They begin their exploration to the East, across the island chain to the mainland at I-6.


That's probably enough for now.  21 points spent, and my inspiration expended.  Do let me know if I've messed anything up, and I'll fix it.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 11, 2011, 09:55:58 AM
Right then, start with... create avatar for 7 points
(http://static.spore.com/static/image/500/423/943/500423943736_lrg.png) Andarcas, the blond afro'd inventor.  He tries to look intimidating, and attempts to keep a reputation of productivity around him, but it reality he suffers from a rather serious lazy streak that contrasts with his bold pronouncements of what he plans to do.  Generally, he compensates by picking on Miserable Failure and declaring how much more productive he is than the monopod walrus-thing.

Aaaand... go for command avatar for 1 point and create race, the Krump (http://static.spore.com/static/image/500/425/769/500425769566_lrg.png), who inhabit the plains of G9, are ginormous beings who prowl the grasslands, looking for flowers, which are an integral part of their culture.  Woe betide any infidel non Krump who so much as touches one of their flowers; they tend to end up as toejam rather quickly.

Edit: Oh these guys are... +1 evil

The Krump have an order of... Templarians, who construct vast temples entirely out of nurtured plants and vines.

And... spend create subrace for 4 points of the Edraei, the Glueiao, an offshoot of the Edraei considered near heretics by their brethren for the insistence that Miserable Failure does not, in fact, need a new knitted sweater, but in fact he needs something else entirely, some new fashion that has yet to exist.  So the Glueiao seek to create new fabrics, colors, anything that could be new and exciting!

1 Point remaining


Title: Re: Dawn of Worlds
Post by: nagolinc on December 11, 2011, 02:30:21 PM
Addendum to the last turn:  
The Edrai are a  Good (+1) race


This turn:
Starting Points: 7


Create Race: (-6)

The Dreoinin are a bat-like race that clings to the cliff-like edges of the bottomless pit in H6.
Although they have a high birth-rate, their population grows slowly if at all, due to their naturally quarrelsome nature.  Many a fight between dreonin ends with the loser being thrown to the bottom of the bottomless pit, as their vestigial wings do not actually allow them to fly.
They are an evil (-1) race with a fondness towards cruelty for cruelty's sake, especially when directed towards those they consider inferior, which is practically everyone and everything.
Although these unfriendly batlings rarely cooperate, they have nonetheless formed an order, the Bottomless Secrets Society whose goal is to journey ever deeper into the bottomless pit in which they live, seeking out its dark secrets.

(http://exchausa.x10hosting.com/multiverse/images/1323634351.png)


Command Avatar: (-1)
(Create Order)

Miserable Failure flees the burning lands into self imposed exiles in order to avoid comparing himself to the beatuiful Edrai.  As he ventures northwards, he comes upon the Greryn's dwelling near their forest homeland.
Shocked and horrified by Miserable Failure's hideous appearance, the Greryn's form an order The Humane Society, whose goal is to put Miserable Failure out of his misery, a goal which the avatar ironically agrees with.

(http://exchausa.x10hosting.com/multiverse/images/1323634368.png)

Ending points: 0








Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 11, 2011, 03:41:29 PM
Starting Points: 9
Advance Civilization (-5)
The Rakey continue to build the city of Recyled over the next hundred years (the approximate duration of a turn in the second age), but they encounter adversity given the climate. Rainforests don’t supply a surplus of expected building materials. What it does provide is wood, but the high humidity of rainforest shortens the lifespan this material.

Adversity is the mother of ingenuity, and the Watchers are always watching. With inspiration from the great red crystal, the Watchers lead the Recyled in more inventive means of building. Glues and resins derived from the local flora give the wooden structures resistance the temperature and humidity. Careful and precise scaffolding allows the construction of towering buildings that provides the most use of a small space. The scaffolding itself is more than just a construction phase innovation; the Rakey find these lattices well adaptive to their preferred means of travel.

By the end of the century the towering structures of Recyled start standing out as much the great red crystal itself. The families of Recyled don’t horde these techniques and soon other less noteworthy settlements are built with the same precision.  If anyone knew about them, it could not be denied: the Rakey are advanced in fields of Architecture.

Ending Points: 4


Title: Re: Dawn of Worlds
Post by: Donnie on December 11, 2011, 04:06:00 PM
Turn:
Starting Points: 11

Command Race: (-4)

The Larepin race, obviously noticing their booming population and need for a center of civilization, construct a vast city on the coast of D5. They shall name this city Guerrier.

Create Race: (-6)

Kycamuuni

(http://static.spore.com/static/image/500/774/813/500774813670_lrg.png)

From doth Earth the race Kycamuuni emerges. A fiendishly cute, devilishly pretty, and horrifyingly soft furred race, the Kycamuuni are Zealots and chaotic evil (-1). The Kycamuuni are a 2 foot tall race with large wings on their backs, four foot long four tails with a tuft of fur on them, talons for hands and raptor claw feet. They are built for extreme speed, flight, and vicious evisceration of flesh and cutting..... however they are herbivores as identified by their buckteeth and lack of canines. Around their necks are a cute huge tuft of fur, like a muffler.

Upon the location of their birth a massive statue of their lord and jellyfish shaped god, EDOPS lies. They zealously believe all races must worship EDOPS or die, grow four tails or die, paint themselves red in blood.... or die, eat pie and love it or die full of pie. Any who disagrees with them is an enemy of all Kycamuuni. They shall take hold of their flames, horns, spears, maracas, and flutes to march on all whom would oppose.... or rather is different than their race. They set their flag down today.

They reside in F8 near the Krump, and already they are at odds, stepping on flowers, grinding them and using them as deodorant for their armpits. Worse yet the Kycamuuni find smashing and burning flower beds exceedingly entertaining and replacing them with mushrooms, much like their cute mushroom shaped houses.

Auto Create Order:
Order of the Squid in the Sky: An ultra religious secret society whom spend all day throwing squid into the air, hoping they'd find themselves in orbit and receive the blessings of EDOPS. Due to their antics with squid... they oddly made excellent chefs in sea food and thus maintain order of their religion via food fests.

Command Avatar: (-1)
The Lord of Balance woke from his century long nap with a loud yawn, loud enough to be heard by the Oryxians, Kycamuuni, and Krump. A strange yet soothing sound.... but it brought with it a harbinger of mischief. The L.O.B donned an Oryxian disguise and proceeded to perform a wedgie on each of the Ring of 5 leaders, simply as a fun activity before returning to serious activities. His antics likely has caused a civilization wide paranoia.

Points Remaining: 0


Title: Re: Dawn of Worlds
Post by: Fen on December 11, 2011, 04:24:56 PM
Command Race (4)
Tek'Rael whispers to the grey-robes in the night, advising a city be built on the central river's mouth, in the mountains. The Tek comply, and it is done; Stonespike is founded as a base for the future plans of the skink.


Title: Re: Dawn of Worlds
Post by: nagolinc on December 11, 2011, 04:43:19 PM
Just in case you too were wondering what Miserable Failure might look like in hideously terrifying 3d

(http://exchausa.x10hosting.com/multiverse/images/1323643348.png)


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 12, 2011, 05:52:12 PM
Humane society - heh.

Let's see ... what to do ...

Command Order(-3), and Advance Civilization (-5) (Building a city at B-3)

The scholars of the spiral-goggle society were running out of places to stash their various discoveries, treatises, scrolls, errata, and other correspondence. While their scattered tree-houses had been serving as their personal libraries up to this point, much contention as to who had borrowed whose lecture notes, and who had reviewed which version of what correction, lead to much confusion among the society.

Matters finally came to a head when a very lucid scroll on matrix algorithms was found being used as a tea-strainer in a local meeting-lodge. Something had to be done! The scholars pooled a large amount of resources to set up a central library in the caves adjacent to the local salt-mines in B-3. Over the course of the next century, as salt was removed from the mine, ornate galleries and halls were carved from the mine. Their dry and secure conditions made them ideal for storing the works of the society.

With better organization, (leading to further arguing as to who had discovered what first), the scholars of the spiral-goggle society began to make much accelerated progress in abstract thought and higher mathematics.  

Thus, the city of Archive was founded:

(http://d.facdn.net/art/eccentricorbit/1323732938.eccentricorbit_city_archive2.jpg)

Yep, the Goblins are neutral. (Though it's hard to imagine them being much of a threat in their *present* state if they ever went evil - they mostly keep to themselves at the moment).

Let's see - other things to do while the world still has room ...


(because it just wouldn't be a Crimson-flag game without the full assortment of fox-morphs):
Create Subrace (4) (full race creation, if you want to bring biology into this and point out they are a different genus): Location: other coast of H10

The Red Reyn:

The red foxes grew up around the Greryn . Over the course of 100 years, their once savage tribes were inspired by their more skilled and settled brethren. The Greryn were at first only too happy to teach their neighbors the arts of shipbuilding and navigation. The Red Reyn also took to the sea, finding much joy in the art of sailing.

It is especially fun when they get to watch other ships burn.

The Red Reyn share much in culture and temperament with their Grey Reyn brethren, but their current culture is run by pirates. (+1 evil). When dealing with one of their ships, the jolly roger could go up at the first moment they find it amusing.

Auto Create Order: Assorted pirate ships.

(-12 or -14, depending)

---

Quote
Just in case you too were wondering what Miserable Failure might look like in hideously terrifying 3d
Nice. What program do you use?


Title: Re: Dawn of Worlds
Post by: Fax on December 14, 2011, 02:48:10 PM
Alright, my move will be to Command Avatar (-1) and Advance Civilization(-5)

At some points a group of Jaeskine stumble upon a cavern filled with minerals and ores, seemingly dumped there. After setting up a small workshop in the cavern and working away for a time, stockpiling various intricately worked pieces they discover the reason for the wealth of things present. The cavern happens to be one of the smaller hoards of The Grand Dragon, Raval Brightwing. Brightwing is at first furious at the destruction of parts of his hoard but is soon placated when presented with the objects constructed from it.
So pleased with the end results is he that he decides to offer the Jaeskine a deal: They may have access to his entire hoard for use as materials in turn for him having the first pick of anything they might create from it. The Jaeskine happily agree and in order to better facilitate their agreement Brightwing transports them to the seat of his primary hoard, where they construct the crafter's city of Meindwr in C9

Secondly the Order of the Rune Smiths, through endless experimentation, manage to discover and greatly advance the art of enchanting objects. With this they are able to create a multitude of hitherto impossible effects through the careful use of patterns imbedded in the objects they create.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 14, 2011, 04:24:02 PM
An interesting historical note on metal:

For 90% of human history, we basically didn't have metal tools. What natural metal existed (either through meteoric deposits, or extremely rare native deposits of things like copper) were found and used in the late stone/early copper age. But natural copper was so few and far between that you couldn't really base an economy on it. The rest of it is bound up in various oxides, what we call metal ore. Gold is one of the first metals we discovered, existing in a chemically unbound state. But gold makes lousy tools.

It must not have been at all obvious to ancient eyes that these faintly colored rocks (not so faintly in the case of copper ore - malachite, azurite) could be rendered down into metals by heating them to temperatures hotter than anything they needed prior to that time. The properties of an ore and the metal you can derive from it are not at all similar. When it was eventually discovered, (~4500BC), the bronze age began, and it was a rather dramatic leap in technology.

So also, when it was discovered that hematite and magnetite could be smelted to yield iron, something previously only available via meteoric deposits, another great leap was made, as iron tools maintained their edge through use better and could be made far harder and sharper than anything made of bronze. Even after the beginnings of the iron age (1500ish BC), meteoric iron was still sought above smelted iron, because it contained nickel, making it harder and tougher than iron smelted from ores (probably leading to a lot of ancient legends about special swords and the like made from magic metal through magic means).

In terms of the game: If Raval wants a *metal* horde to sit on, he may well need the Jaeskine's services, as native metal (depending on the chemical activity) is relatively rare.



Title: Re: Dawn of Worlds
Post by: Fax on December 14, 2011, 07:21:17 PM
Fax - 8 - 6 + 11 + 3 = 16
Dragyn - 35 - 21 + 7  = 21
Kenku - 10 - 9 + 9 + 1 = 11
Fen - 11 - 4 + 7 = 14
EccentricOrbit - 14 - 14 + 6 + 1 = 7
Raf_Cian - 9 - 5 + 11 + 3 = 18
Radioactive_Toast - 13 - 12 + 8 + 3 = 12
Nagolinc - 7 - 7 + 8 + 3 = 11
Donnie - 11 - 11 + 8 + 3 = 11



(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-8.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-8.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-8.jpg)  
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-R-8.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+1)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Dragons - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
-Created by Raf_Cian

-The Goblins - A race of fruit bat people
-Neutral (+0)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
-Created by EccentricOrbit

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Advance: Magic
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Evil (-1)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-1)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Squid in the Sky - An ultra-religious cult that worships EDOPS by throwing squid into the sky in an attempt to send them to EDOPS
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
-Created by EccentricOrbit


Title: Re: Dawn of Worlds
Post by: Dragyn on December 14, 2011, 08:02:00 PM
First:  2 things:  35 - 21 + 7  = 21, not 35, so I only have 21 points to spend.
Second, why do I not see Shadowdeep on the map?

(The rest of my turn will wait, for now.)


Title: Re: Dawn of Worlds
Post by: Fax on December 14, 2011, 08:16:57 PM
First:  2 things:  35 - 21 + 7  = 21, not 35, so I only have 21 points to spend.
Second, why do I not see Shadowdeep on the map?

(The rest of my turn will wait, for now.)

Yeah, I just forgot to update the end totals before posting. its being fixed right now


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 14, 2011, 09:09:42 PM
(Incoming Wall of Text!)

(5)Advance Civilization - Greyryn - Naval Powerhouse - The Greyryn and their Red Cousins are some of the greatest sailors of the seas. Thoes that have seen their ships know that they are strong for whatever the job is needed for them (be it cargo, settlement, speed, or in times of internal strife, war). This technology has made them a force to be reckoned with on the seas, and also make sea travel some of the best ways for them to expand their territory.

(4)Command Order - Oryxians/Ring of 5 - Over time the council is slowly able to calm the Oryxians from the Lord of Balances prank, and set their people on the path of expansion, and discovery.

Among first they find the resting place of the "Lord of Balance", which the Ring orders expedition teams to reasearch as the area is deemed a great ruin. The mission goes well, but was plagued by strange accidents, many of which seemed to be like what had happened in the Paranoia of before. It is from the accidents that the Lord of Balance is given another name: "The Hidden Trickster".

A few years after the discovery, the Oryxians traveled west, and came into contact with the Jaeskine. Initial reactions while, apprehensive, slowly softened, and in time the Council began trade of their bountiful harvest for some of the expertly made tools of the Jaeskine, benefiting both races.

Also during that time, the Oryxians traveled east, and encounted the Kycamuuni. Initial reactions with them were not very good. The Kyca were seen as very strange, and the forcefulness of them to force the Oryx to their religion scared many of a exploration team. This troubled the council and began discussions of constructing some sort of closed border. However, during these discussions it was found that the Kyca have a foundness of mushrooms, and it was that fondness that the Council used to at least keep relations peaceful for the time being.

The Oryxians also began expanding south, their people populating much of the grasslands along the southern coast of "mother lake", and the mountinous area nearby. (G7, and possibly the edge of Frump Territory in G8. How far into the mountains they go Fax is up to what you think is agriculturally viable).

(2)Command Avatarx2(expansion and city creation) - Command Order - Flame Hand/Greyryn/The Guild - Through the use of his own created money, disguises and strong visional influence, "The Flame Hand" set the Merchants and Adventurer's guild along the track of expansion accross the sea. This expansion causes them to come into contact with several races (Rakey, Frump, and Kyca results in next post) and allows them to expand into the southern pine forests, with smaller villages along the coastline.

As the Greyryn are settiling in, the Flame hand influences them into the creation of the great city of Redwood. Its position in the center of the new lands, ready to govern them.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 14, 2011, 09:29:10 PM
Interations between Greyryn and other Races:

Kycamuuni - The only landings of the Greyryn among their lands are along the edge of the "Kyca-Frump" Zone, as the reefs make travel further difficult. Thoes few meeting however is all it took for the Greyryn's to decide to avoid. The baleful pranks, vicious acting, and forced attempt at religous conversion of the explorers cause thoes that made it back to home shores be found to be everywhere from scared out of thier minds, to seen as being "medically insane" with their speak of the great EPODS and flying squids. The Guild decides not to send any more expeditions along thoes shores.

Frump - The Greyryn venture into Frump lands began with the construction of the outpost of "Akbar"(coastline of G10) ([:P). The venture was short lived, as by accident the outpost had been constructed on the "Holy Field of the Great Iris", which was soon discovered by the Frump. Enraged by the strange creatures tramipiling, uprooting, and generally destorying the feilds, the Frump veraciously destroyed it and sent the expedition packing for home, with tales of mythical titans and flowery beasts. It was decided agian that the Guild will not end any more expeditions along thoes shores.

Rakey - Raf? What would the Rakey do if a ships started landing on their island?


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 14, 2011, 09:29:58 PM
Ok... 12 points.

In D1, an abomination arises, an unholy menace that is uneleashed upon the world.  Some believe them to be spawns of the devil, others believe them to be related to the Krump.  Either way, the are known as The Scourge.  ( Create race, 6 points
(http://static.spore.com/static/image/500/340/047/500340047043_lrg.png)
+1 evil obviously

Horrid menaces that flood the land and consume and destroy, they seek only to devour all that stands in their way and crush it beneath their cute white feet.  Utilizing swarm tactics involving tens of thousands of individuals, all of whom are individually expendable, the Scourge are a race bent on constant warfare and strife, actually encouraging civil war among their own number to hold off overpopulation and to cull the weak.  

They are created with the Order known as the Temple of the Maw, represented by a mouthful of gnashing teeth.  This unholy caste stands above the fray of the rest of the Scourge, but the competition here is if anything more intense, with betrayal and duplicity not only encouraged but required to advance high into its ranks.

Andarcas, bored for the moment of harassing Miserable Failure and declining to follow him to greener pastures, heads north east and giggles in delight when he finds The Scourge.  He( command race, 4 points  )manipulates the power struggles in The Scorge to found  the city of Horgharghn, a destitute hive of suffering and unrighteousness in the eastern portion of D1.  Smaller settlements are established but rapidly rise and fall per the chaotic culling nature of The Scourge and their bloodthirsty social system.  They expand eastward into D2 and D3, rapidly establishing their presence and spilling seas of their own blood.

2 points remaining


Title: Re: Dawn of Worlds
Post by: Fen on December 14, 2011, 09:57:35 PM
I will hold onto my points for the time being.
(points used in a later post)


Title: Re: Dawn of Worlds
Post by: Donnie on December 15, 2011, 01:18:33 AM
Starting Points: (11)

Command Race: (-4)
Although the Larepin are highly individualistic, the cultural standing of Guerrier gradually reformed into a society of gathering, of family, of closeness. Although voices are heard, the nature of a race coming together to form a single entity is not without consequences.

A century of peace has been broken by a recent civil upheaval in Guerrier. In recent years a virus has stricken the city and has left what appeared no impact. Few even knew they had it, fewer even died from it. However what had happen soon appeared in later generations in the form of pure white fur. Though physically minor and insufficient to even alter the natural genes of the base Larepin, the affliction has caused horrific civil consequences.

Although Larepin naturally are highly diverse in appearance... this event caused a schism to form between the 'Normals' and the 'Whites' so they are called. To the less enlightened of Guerrier Larepin, this almost appeared as a curse from God and pity the 'Whities'. To those less forgiving, they are seen as the very negative of their society as most 'Whities' are driven to crime and poverty from their appearances.

Acting as a figurehead, the Lord of Balance disguised himself as a White Larepin and gathered all he could find. Through him he gave them an alternative option over suffering within the city. Self-Imposed Exile. He lead the White Larepin north to the eastern cliffs of C5 and set down a white stake. Upon the stake he erected a flagpole bearing a white eagle on a red background.

"From henceforth this location shall be known as 'Irfang', the White City. You shall never call one out for being different. You shall not hinder the voice of one over the thousand, nor should not hinder the voice of the thousand over the one. You shall create a society of accomplishment and encouragement. A society of freedom. Let yourselves choose your destiny and not let others choose your destiny for you."

And with that, a new city emerged. Irfang, the White City.

The Order of the White Dragon has fallen into depreciation as virtually all of its members have been afflicted by the White Gene. They accompanied the White Larepin and renamed themselves the "Order of the White Eagle" where they actively promote the values of Irfang. Said values are the embrace of individual strength, innovation, and determination.

[-Although separately governed and populated, Irfang and Guerrier are still currently one in the same civilization and are working together currently.-]

[- Both Irfang and Guerrier build surrounding settlements. Guerrier forms the port town of Les Poissons just to the north of Guerrier. They surround Guerrier to the northeast and east with the farming villages Blee and Maiz. Irfang constructs the border town of Wand in the middle of the thinnest part of the penninsula, connecting to the main landmass.-]

Command Race: (-4)

Word has spread fast that the growing Kycamuuni community has made contact with two other races! Although joyous at first with the prospect of possibly discovering similarly minded individuals, they were fundamentally let down by the newcomers. Local groups attempted the Traditional Conversion practices at converting the Oryxian and Greyn peoples to their religion... and failed quite miserably in the case of the Greyn. They feel slight unhappiness at failing at spreading their religion of space squid and happiness, mostly unhappy that they may one day have to purge the Greyn if it comes to it. However the Oryxians have left a gift! Gifts of wondrous mushrooms! The Kycamuuni find pleasure in the Oryxian's most wonderful gift.

However... these recent events have caused the various Kyca societies to come together and discuss larger things at hand. The Krump to the southeast are obviously heathenish for their love of... ugh FLOWERS, but the world at large is bigger than a measly disagreement between Mushrooms and Flowers. The Kycamuuni agreed on a measure of stability, starting with the formation of a new city on the coral coast of northeast F8. This new city shall be known as "Argonev", and it shall be their fortress monastery. In order to aid their... 'reformation', they brutally exterminated the Order of the Squid in the Sky. Replacing said order with the "Order of the Shroom". Squid has officially been dropped as a icon of the Kycamuuni for the less slimey Mushroom.

In addition to coming together as a civilization, they adopted a more 'controlled' tone to adjust for their past hijinks that drove off the Greyn. However they are still sworn to convert all races, in almost any means possible. They will victimize less now... but will still try to fanatically convert others, they may resort to tying individuals up and praying to them aloud with bad poetry. As a symbol of their... 'maturity' they stopped viciously destroying flower groves.... they now cleanly and gently plow it to be replaced with a field of brightly colored and nutritiously healthy mushrooms. They created such a field on the border of Krump territory, likely as an attempt at conversion.

Argonev features giant mushroom shaped buildings, like so:
(http://img36.imageshack.us/img36/6749/spore20111212205701.png)

[-The Kycamuuni, after their change, sends a kind letter of approval to the Oryxians for their kind gesture of Exotic Mushrooms and requests a celebration of a cup of green leaf tea and grilled mushrooms on the grassy plains between their territory.-]

Remaining Points: (3)


Title: Re: Dawn of Worlds
Post by: Dragyn on December 15, 2011, 07:10:56 PM
Command Race (4):  Noctus:  Build City

The Noctus build a city on the mainland, atop the peninsula in I-5.  They name it Shadewater, and continue their expansion from there.

Command Race (4): Noctus:  Expand!
The Noctus continue their expansion, making small settlements throughout the forests of I-6.  They also expand Northward, where they find the Bottomless Pit and with it, the Dreoinin.  The dark shadows of the pit attract them.

Racial Interactions:  Noctus/Dreoinin:

The Noctus envy the Dreoinin their pit, and find themselves at odds.  Many Noctus are thrown into the pit, and many Dreonin killed and eaten before it is realized that the Noctus can help the Dreonin in their exploration of the pit, with their ability to move through shadows.

Select Dreoinin are allowed to travel with Noctus, combining their abilities to explore ever deeper.

The Noctus establish a small village (not a city) near the pit, and call it Deepshadow, in honor of the pit.


Title: Re: Dawn of Worlds
Post by: nagolinc on December 15, 2011, 10:06:34 PM
Been doing my 2d work in GIMP and 3d in Blender (with models imported from Spore for this post)


Starting Points: 11


Advance Civilization: (-5)

With the help of their newfound noctus allies, the Dreonin venture ever deeper into the bottomless pit in which they live.  Truth be told, whenever they make a particularly interesting discover, the Dreonin tip their noctus companions off the edge of the cliff into the bottomless depths below.  In this way, they are able to keep their newfound knowledge to themselves.

Deep within the pit, the Dreonin discover unspeakable secrets that the gods have hidden away since the beginning of time.  They thus become masters of dark magic, whose incantations often involve bloodshed and are as likely to go horribly awry and destroy their user (or drive them to madness) as to aid them.


Purify Race: (-3)

Upon discovering that Miserable Failure has fled their lands, the Edraei feel a deep sense of guilt, knowing that it is their beauty that drove him away.  Collectively, they vow to be even more kind-hearted and loving then before and to work doubly hard to at last knit a sweater that will make Miserable Failure so lovely that even the sun will seem dull by comparison.

As the Edraei renew their dedication to love, kindness and beauty, their goodness so overflows that they become a (+2) good civilization.


Command Avatar: (-1)
(Create Order)

In an effort to achieve their goal of blotting out Miserable Failure from existence, the Humane Society locks him in a wooden crate and drops him out of a ship at the middle of the ocean.  As Miserable Failure sinks to the bottom of the ocean, he thinks for one happy moment that perhaps he might drown to death.  Eventually,  however, Miserable Failure discovers the unfortunate fact that he can breath underwater.  He drifts beneath the sea for years, thinking about how unlucky he is, till at last he washes up on the shores of F9, finding himself in the land of the Krumps.

The Krumps are naturally horrified to find Miserable Failure polluting their beautiful flower gardens with his hideous existence.  At first they try to stomp him to death, but once they figure out that won't work, they instead form The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses, or SASADFW for short.  The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.

(http://exchausa.x10hosting.com/multiverse/images/1324008156.png)



Ending Points: (2)


Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 15, 2011, 10:22:54 PM
What would the Rakey do? Oh boy that’s the beginning of a long cascading chain of events. I was planning to do most of this in another turn, but my points are high enough now to get it done with now, and now is a good a time as any.

Starting Points: 18

How would the Rakey react to the Greyryn landing on their shores? Well they would be curious naturally. The fox’s are the monkey-rat’s  first encounter with another sentient species. Language will be a barrier, but the Rakey are good for a reason. They’d inevitably approach the Greyryn and, after struggling with the language barrier, invite them into their homes.  Some are modest single tower homesteads, others are tiered settlements. All are tall, and with fine craftsmanship that is in sharp contrast to the otherwise jungle dwelling culture.

If the Greyryn manage to push past the language barrier enough, they might inquire to even greater centers of the Rakey culture. Being friendly, the Rakey are more than happy to lead the way. Where they take the Greyryn might not be where you expect.

Command Race (-4)
The Watchers follow the inspiration of the great red crystal. As well will be proven repeatedly in this century (one game turn) the crystal isn’t just some big glowing rock. Amoungst other things, the crystal leads to a pair of startling visions to the Watchers. One, that the crystal is in danger of exploitation. And two, that there was life in the world other then the Rakey.

The Watchers, justifiably, considered the revelations to be connected. Mediating deep on the problem they searched for a perfect solution. What they came up with was Sholin, the shoreline city. It was unprecedented for the Watchers to make suggestions beyond the upkeep of Recyled, but it wasn’t a hard push to suggest another city along the coastline to be constructed. As grand as Recyled was, over the past two centuries it had become more and more the city of the Watchers. The growing people of the Rakey needed not just physical but mental room to grow.

As such, when/if the Greyryn ask to be brought to a major settlement, they’ll be guided to not to Recyled but Sholin. Located on the northern most tip of the island, Sholin is still in development though it’s development at the Rakey pace of building. After exposure to the Greyryn it will take less than a decade for it to start to look like a proper port city. Their attempts at ships are admittedly laughable compared to the Greyryn; while very water tight they’re just too much mast and don’t have so much of a deck as internal scaffolding. Still, it’s a sea side town.

As innocent as all this was, it was only seeds for what was to come.

Create Avatar (-7)
While the Greyryn might have exploited the great read crystal in their trade, they weren’t the real threat. Internally within the Watchers, there was a growing movement that wanted to draw more than just inspiration from the crystal. They wanted, not surprisingly, power. Practicing the first crude magic within the halls of Recyled, a cable of these rebellious watchers tried to tap into power of the crystal.

They were very effective, but not because of any great skill. The power wanted out; what the other Watchers saw as a warning was really an invitation. Marked in their eyes by the glowing power they had taken the cable of rebellious watchers were no longer watchers at all but the first of the Takers, a dynasty that would make their mark upon this world.

Create Subrace (-4)
Having gained power, the Takers counter intuitively attempt to share it. Within the haven of the Watchers, few will listen and in fact take to the Takers as thieves. However new to power they are, the Takers are at this moment united in as one group and too powerful to be struke down by unprepared mortals. The Takers force their way out of Recyled and make their way north to Sholin.

While the Rakey don’t flock to the Taker’s message, it’s impossible for at least some to not be drawn into their message. The power of the great red crystal was always hypnotic, and the Takers where that power given voice. By the time they reach Sholin they have throng following them. Not having the same drive as the Watchers in Recyled, the Rakey in Sholin see no reason to hinder their progress. It will bewilder them when they force procession of several of their early crude vessels, but by the time what is going on is realized the ships are on the horizon.

These ships are very crude, barely capable of traversing the short distance to pine forests north of the Rakey homeland. One doesn’t make it. Still enough make it to the new land for what is to come next. The Takers promised to share their power with their followers and it is here on the southern shores of I9, well beyond the meddling hands of the Watchers, that they fulfill their promise.

Both the Takers and their Rakey followers are changed, taking on a form more suitable for the Takers’ power. Their hind limbs become flatter, more appropriate for standing firm on the ground. Their fine manipulators trade their needle point claws for talons more appropriate for real combat. Their tails lose their prehensile qualities, but in exchange their entire build take on a stockier tone. Essentially they toss the monkey aside and embrace the rat.

The Takers rename themselves and their followers the Resalk. The power of the crystal still resides within the Takers and their bloodline, and not all the new Resalk approve of this. Rather than casting them down, the Takers take the would be dissenters and put them into a position of power. A new religious order putting some distance between the Takers and the people on a day to day basis, the religious order of Seekers work to complete the Takers desire in exchange for the truth of their long term plans.

While born from the Rakey, it won’t take many generations for their new leadership to affect their fledgling culture. The purpose of their entry turn, the Resalk begin as evil (-1).

Command Avatar--> Command Race (-1)
To anchor their followers where they are now, and to begin training on the Seeker order, the Takers issue commands to begin construction of a new city. While this subrace still has knowledge of their forebears, they don’t have the same drive. They’re flat surface walkers, who quickly find that towering heights no longer thrill them as much as before. As such the new city is mostly flat and wide rather than tight and towering. As such, it’s something that other races might recognize as a city rather than a constructed cliff face. The new city of Salkyn near the end of the century starts to take shape at the bordering between I8 and I9.

Ending Points: 2


Title: Re: Dawn of Worlds
Post by: Fax on December 17, 2011, 09:05:55 PM
command avatar (-1) (Eldritch Abomination) : Create Order (The cult of the true seeing eye) - the cult is composed of all races, drawn in by the heinous (even by the darker races consideration) Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.

Create Avatar (-7) Garath Copperspire - Garath is the first of the brothers of the Azure Flame, a Jaeskine explorer knight.

Command Avatar (-1) (Raval Brightwing) : Create order (The Brotherhood of the Azure Flame) - The brotherhood is a group of wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.

Command Order (-1) (Raval Brightwing) - Order the northern Jaeskine to expand and explore the lands around them, setting up smaller communities as they go and to make contact with the Tek. Their general intent is to establish relations and trade.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 18, 2011, 12:04:11 AM
In response to Raf's post, the Greyryn for the most part stay nuetral to the Rakey and Takers, and as long as neither side tries to encroach on their settlements, would probably ply into trade and service with both sides. As part of trade, the Greyryn have begun to improve Rakey and Taker ships, making them seaworthy enough for constant short distance travel.


Title: Re: Dawn of Worlds
Post by: Fen on December 18, 2011, 03:33:52 PM
A small group of Tek are dispatched from the Floating City to meet with the Jaeskine on the coast after they are spotted in the reefs by a small fishing settlement. It is comprised of a few practitioners of each of the Tek's most common interests (a guard, a greyrobe, etc.) They agree to trades, and offer supplies of water to the Jaeskine and repairs to any ships that may have been damaged getting through the coral reef system, but do not allow exploration further into their land.

(Command Avatar-1) Tek'rael asks that the Tek look to the outside of their lands and establish a foundation for world exploration, and cfreating balanced decisions based on their findings.  The Scales are created, with their main headquarters in Stonespike.

(Command Order-3) The Scales set up a trading town on the central-southern coast of Green Bastion, making a general-purpose stop for traders.

Trade from the Tek includes new fruits native to Green Bastion, local (and very colorful) varieties of fish from the coral reefs. The Tek are wary of strangers and will not part with more valuable things, or allow strangers into their land.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 20, 2011, 03:26:37 PM
For now I'll do the following:

Goblins: Command Race: Expand (-4)

The Goblins make their way east along the mountains of B4. They build smaller towns and begin cultivation of various types of fruit trees in the areas where they settle. They build the coastal town of Iteration on the river delta between B4 and B5.

At this point, the Goblins are probably coming into contact with the Larepin at Irfang, C5. On finding the Larepin, I imagine the Goblins, not the most extroverted of people generally, would try to gather what information they could from a distance during the night. Interested groups of Goblin researchers would be fascinated at the idea of other intelligent species that they could trade ideas with, and hungry for what knowledge of the world they might possess. How do they do things? How do they build what they have? Who else have they contacted who is out there? On the other hand, they are likely to be comically cautious about potentially enraging their neighbors and endangering their main city.

They would attempt to approach individual Larepin who are traveling in small numbers and analyze their reaction to various stimuli, such as leaving gifts of food and tools (and finally manuscripts, puzzles, and the like) for the Larepin to find.

Finally, they might work up to actually sending people out to (gulp) talk to and trade with them. The Goblins would let the Larepin know where Iteration was, but be closemouthed about the location of Archive.

How would the Larepin react to this?

Red Reyn: Command Order (-3): Found a City at the pine forests bordering J9.

The Red Reyn thirst for adventure. Unfortunately adventure has a way of putting holes in ships, and leaving the natives of wherever they land less than well disposed to helping them patch things up. The pirate captains need a place to refit, regroup, and flaunt any treasures they may have "discovered" in their nautical wanderings. To this end, they found the city of Las Flotas in the pine forests bordering J9.

It's a city of wooden shipyards, docks, and taverns, with a reputation for being your average hive of scum and villainy. They'll accept ships from all over the world, but the various Pirate Captains in the "admiralty" will rally a temporarily united defense against anyone trying to clean them out or impose any sort of order.

(-7 total, 0 points left).


Title: Re: Dawn of Worlds
Post by: Fax on December 20, 2011, 06:29:50 PM
Fax - 16 - 11 + 9 + 3 =  17
Dragyn - 21 - 8 + 8  =  21
Kenku - 11 - 11 + 10 + 2 = 12
Fen - 14 - 4 + 10 =  20
EccentricOrbit - 7 - 7 + 9 + 2 = 11
Raf_Cian - 18 - 16 + 8 + 3 = 13
Radioactive_Toast - 12 - 10 + 9 + 3 = 14
Nagolinc - 11 - 9 + 5 + 3 = 10
Donnie - 11 - 8 + 7 + 3 = 13



(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-9.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-9.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-9.jpg)  
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-R-9.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
-Created by Raf_Cian

-The Goblins - A race of fruit bat people
-Neutral (+0)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
-Created by EccentricOrbit

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance: Magic
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Evil (-1)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-1)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
-Created by EccentricOrbit

-The Scourge
-Evil (-1)
--Order: the Temple of the Maw
-Created by Radioactive_Toast


-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 20, 2011, 07:32:28 PM
(7+1)Create Avatar, Command Avatar(Create Race): From the hill of the great glyph(the green crystal), a thunderous cracking is heard, as a shard of it the size of a polar bear breaks off. It is the shard many will come to know by that name...

As the shard has broken, it floats away from the great glyph and onto the scarred lands that neighbor it. As it does, it begins to glow in pulses and hum, as if beconing something...something that does reply, as slowly all around it are various creatures of different anthromoprhic looks, all looking to be formerly of the wilderness. Such a wilderness has been harsh, as each and every one of the creatures look as if their bodies are malnorished and malformed, and their eyes blank, as if hypnotyzed by something sinister. Each creature also seems to have strange green crystal like growths about their body, for after all, they are the Glyph's people, the "Glyph-Scarred".

The Glyph-Scarred start out (-1) Evil, and are lead by the "Shard-Blessed" thoes among them with the strongest in "Crystal Corruption".

(4)Command Race: - Glyph-Scarred: The Glyph-Scarred form and function to the Shard is simple...bring the great crystal corruption to all races by any means necessary. Their first target is the scourge to which they march upon, corrupting that who they can, destroying that they cannot...to begin this, the shard begins congregating the Glyph-Scarred into ravenous packs, ready to contain and corrupt anyone they catch(Shard builds an army on the peninsula)

(Wheeeeee! HAHAHAHAHA!)


Title: Re: Dawn of Worlds
Post by: Donnie on December 20, 2011, 08:33:40 PM
Tthe Goblin attempts at 'learning' about Irfang's Larepin can be summarized as "Frightening Hunts." Similarly unsure of the presence that approaches stealthily, the excellent hearing, smelling, and seeing Larepin are easily alerted by unknown presences. Goblin exploration teams would often find themselves being 'hunted' by search parties as the White Larepin attempt to actually FIND OUT what is trying to get near them.

Attempts at 'gifting' were often 'hilarious' to the Goblins in a certain manner. White Larepin are cautious of the roads during these times of strain. They often rode their caravans AROUND the food and gifts the goblins left rather than take them. When it came to tools, the caravans often took them and likely traded them on some obscure pawn.

The first manuscript to come upon travelers spurred minor fear of something 'unknown' lurking about. Taking said manuscripts to various colleges and authorities.

When the Goblins finally revealed themselves, they were met with the formal and polite version of "Why didn't you just show yourselves!" White Larepin are not morally inclined to discriminate by race due to their experiences from their pure blooded cousins and are far more open about the unknown and exotic than Guerrier. However, for the time being, Irfang would keep the existence of the Goblins an extremely closely guarded secret rather than inform Guerrier.

Create Subrace (-4) -White Larepin-

A century of strain, stress, tension, and cultural differences have finally taken their toll. The White Larepin of Irfang have officially declared themselves independent of Guerrier. They no longer share resources or culture. Although not at good standing with each other, hostilities between each other aren't hot enough to truly result in war. For now they seek to remain alone from each other.

Although Guerrier is shocked to have lost a land route into the mainland, they nonetheless still have the sea. They remain ignorant of the existence of the Goblins while Irfang benefits from possible trade.

Advance City (-4) -Guerrier-

The last century was hard on Guerrier. The separation of the White Larepin caused the Larepin in Guerrier to worry of their possible future at odds with their distant kin. Additionally, word has come to Guerrier of strange sightings and appearances of 'Bat People'. Although unproven and likely untrue, Guerrier has chosen to prepare themselves against any possible threat. Introducing a new form of Militia, Guerrier arms every household and family with the barebone arms needed for a warrior. Iron and steel weapons and armor, mass produced and fairly average in quality, Guerrier plans to meet a possible enemy with sheer response time. Guerrier are the leading people of "Minutemen, Militia, Martial Training". They are able to strongly resist possible occupation or invasion, every individual save for infants have training in some form or another in combat.

Martial Skill and Minutemen
When it comes to crossbows, shields, swords, and sheer courage, Guerrier are the pioneers in Levy Armies. Able to raise an army almost instantly and are difficult to occupy.

Advance City (-4) -Irfang-

It was a random venture into the forest to the southeast of Irfang... till White Larepin explorers discovered the blue crystal in D6. Historical records from Guerrier shunned approach to the crystal in the past.... however that was centuries ago... Lately Irfang have been dabbling in the magical arts and industry, developing significant archives in both fields. However upon taking samples of the blue crystal, they discover its potential for energy and advancement in the mystical arts. However Irfang Scientists weren't simply satisfied with a cold stone with extractable magical power... they developed a system for harnessing such energy to be used in technology. The first instance of their new technology, dubbed 'Magitek', is a primitive musket with the Blue Crystal shards coating the projectile in an arrow shaped ice shard. Another instance is harnessing the magical energies inherent in the shard to power machinery.

Magitek Capabilities
Magic enhanced weapons, industry, and technology. Not necessarily 'enchanted', more like 'enhanced'. Using the Crystal's power, the White Larepin form the base of new magitechno discoveries and have already utilized these capabilities in special weapons and devices.

Command Avatar: (-1)

The loud cracking from the Green Crystal did not go unheard, the Lord of Balance and his sensitive ears have sensed the coming of a looming evil threat to the west. Feeling that the balance of good and evil in the world is immeasurably distorted by the sudden appearance of evil races, he goes to work to attempt to work a counter to the threat of evil. L.O.B see's that the nature loving Oryxians that surround him currently is likely a starting point. The fox set about to prepare the Oryxians by nudging them to civilize, weaving within them mythic tales of a possible evil and the need to band together and become stronger. Whenever the Oryxians showed signs of forming stronger communities, he gently rewarded them with gifts he made himself (not easy!).

The Lord of Balance looks his eyes to the east to the zealous Kycamuuni and the brutish Krump, both of whom are evil and a possible threat... or a possible opportunity.

(0) points remaining


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on December 20, 2011, 08:41:16 PM
Andarcus looks on the The Scourge and grins with satisfaction.  They multiply and grow at a phenomenal rate, tearing into each other with a ruthless glee, poisoning and slicing and gutting their enemies and using their entrails as decorations in their cities.  Of course this quickly leads to rotting... which necessitates more fresh entrails of course!  Interesting... but it needs to be more!  The Scourge are in constant competition to outdo each other in evil, in so doing their Civilization corrupts itself ( 3 Points).  (Scourge are now Evil +2)

Their civilization (if such a backstabbing mob could called that, and would be called that would it not be for the upper castes of the Temple of the Maw) advances (5 points) in the specialization of labor and values to to the point where  they now have Swarm, arraying themselves in the thousands on short notice thanks to their overwhelming ability and focus on breeding.

Deciding the Scourge are worth his attention and amusement, Andarcus Commands race ( 1 point) causes the Scourge to organize and mobilize their Swarm into something resembling an army.  All the better to attack their enemies; non Scourge or Scourge alike.  This also acompanies a wave of expansion through the crystal lands of C4 and D4, as well as foraying into the isthmus of E5.

Meanwhile on the other end of the world, the Turu'hraim busily dig into their geologically active mountains, and before long advance their civilization ( 5 points) to an unmatched understanding of not just explosives but explosive excavation and and underground engineering.  Soon they have the ability to create vast networks of artificial caverns throughout their mountains with a minimum of causalities.  Being one of the revered Kerspelowd Explosive shamans is a highly respected job, even with the dangers to loss of life and limb that come with the job. 

(14-3-5-1-5=0 points remaining)  I'll work out race relations between the Scourge and others later.


Title: Re: Dawn of Worlds
Post by: Fen on December 20, 2011, 09:43:23 PM
Command Race (4) Expand- The Tek expand their territory over the mountains past Stonespike and into the hostile swamp (Now dubbed Deadmarsh) but founding a city bordering the lake and forest on C10, and a second city under the lake on B11. Small settlements are dotted around the cities, which are Cothar
and Yeuwel, respectively.

Create Order (6) Based in Cothar, a militant-minded Tek creates a military force after the Tek's losses in the swamp. Cothar's blades grow in influence quickly, becoming the third major power of the Tek civilization.


Title: Re: Dawn of Worlds
Post by: Dragyn on December 20, 2011, 11:39:29 PM
Command Race (4):  The Noctus continue to spread, spreading northward to the islands in F2, F3, G2, and G3.  They also spread east to the river on the southern mainland, and north from the pit, where they encounter the Jaeskine lands, and there, they lurk in the shadows...watching.

Create Subrace: Noctus -> Abyssus (4)
A team of Northward-migrating Noctus find themselves drawn to the undersea Chasm F3, and dive below to investigate.  They soon find themselves changed to inhabit the murky depths--They share their forebears black fur, but their markings are a dark greenish blue.  They have the ability to breathe underwater, and can withstand the pressures within the chasm.  The Abyssus are an evil (-1) race, as the Noctus.

(Question:  Do the Abyssus inherit the Noctus' Shadow Magic advancement, or do I have to buy it for them, seperately, like batteries?)

Hmm...I'm short on points to do what I wanted to do next, so I guess that's it, for now.


Title: Re: Dawn of Worlds
Post by: nagolinc on December 21, 2011, 09:12:28 PM
Starting Points: (10)


Command Race (-4)
(Create City)

The Edraei are horrified to discover that not only do their neighbors the Greryn despise Miserable Failure, but the actually have a sect dedicated to his destruction.  Determined to change the Greryn's opinions of Miserable Failure, the Edraei decide to "kill them with kindness". 

To this end the Edraei build the city of How Glorious is his Brilliant Fur, at the border of the burning lands.  From this city they set out on constant envoys singing the praises of Miserable Failure and offering lavish gifts to all who would listen in an effort to change the hearts and minds of those around them.

Corrupt Civ (-3)
As dark magic flows throughout the Dreonin it exacts its price.  They become even more corrupt than before.  Young Dreonin are known to throw their younger siblings off the cliff wall in order to have their parents favor alone.
As their powers grow, the Dreonin's opinion of other races plummets equally.  They learn that other races exist through their continued contact with the Noctus, but seem uninterested in meeting them.  The only goal other than selfishness and their own egos that drives the Dreonin is their desire to delve ever deeper into the bottomless pit in which they live in search of its dark secrets.
The Dreonin are now a (-2) evil civilization.

Command Avatar: (-1)
(Create Order)
Miserable Failure flees the lands of the Krump, tripping over not a few highly sacred flowers along the way.  The Krump aid his flight by kicking him in the right direction whenever they get the chance.  Eventually Miserable Failure finds himself in the lands of the Kycamuuni.  There he finds unlikely aid from the much maligned Order of the Squid in the Sky. 
After mushrooms replaced squid as the highest object of adoration in Kycamuuni society, only a few true believers  remained.  They continued to meet in secret, praying that his unfathomable madness might send a sign their way.
When Miserable Failure appears in the lands of the Kycamuuni the faith of these true-believers is confirmed:  the world is indeed a sick and twisted place. 
An offshoot of the Order of the Squid in the Sky emerges dedicated to worshiping Miserable Failure, lauding him as "the second most hideous thing in all of creation".  These new believers create the Order of Secondmost, which seeks to understand the mystery of Miserable Failure's misery.

(http://exchausa.x10hosting.com/multiverse/images/1324522553.png)


Ending Points (2)


Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 23, 2011, 10:49:55 PM
Starting Points: 13
Command Avatar --> Command City (-1)
The Takers slowly over the decades that pass allow the Seekers more independence over their management of the Resalk. Basic city expansion, maintenance, and foreign relations slowly but surely start being handled by the Seeker independent of Takers. So while the Seekers are busy placating the Greyryn traders, the Takers start working on bigger projects.

Picking some of the most able body of the Resalk, they begin a regime of physical discipline and combat training. The jungles of the Rakey homeland is far from kind to fools, so with so few generations removed the Resalk are still familiar with concept of combat. This is different though. The trainies are drilled constantly, not allowed to return to normal life. While they’re allowed to find life partners, it is soon understood that they are the Taker’s swords.

The concept doesn’t sit well with the Resalk at first, but the Taker’s are patient. With the Seekers running interference with their only neighbor, this is a time a peace where the swords are kept sharp on the mantle. By the end of the century, the existence of the Taker’s army within Salkyn is almost tradition.

Create Order (-6)
Back at the homeland, the Rakey culture reels from the separation of so many of their kindred. With the Watchers turning introverted into observing what flickers of light are left within the great red crystal, the Rakey find themselves in need of guidance. Possibly due to the influence of the Greyryn, some intelligent Rakey band together and form the Guild of Tower.

A trade guild, the Guild of Towers is a collection of the architectural expertise of the Rakey. They seek to not only improve their own settlements since that was what the Rakey where doing naturally, but also expand the application of those skills to all who would except their service. As the only race in contact with the Rakey, the Greyryn will benefit greatly from this change in culture, but only if they accept Rakey workers within their borders.

Create Race (-6)
A new race begins to appear along over the subterranean volcanoes of F4. This new race is a species of what we would recognize as gilled otters. A peaceful race, they find little reason for cruelty and suffering, entering them into the world as a good (+1) race.

Not having been created by an obvious avatar and lacking monuments to worship, the new race turn to listening to their ancestors. The voice of these ancestors come to them by way of the Circle of Dead, a religious order dedicated to listening to the wisdom of those who have passed away. One of the first things these ancestors reveal to this new race is their name: the Wattor.

The Wattor for the moment are just chilling as underwater tribes at the moment. Their only direct neighbors are the also newly born Abyssus. Having little interest in the murky depths of the great chasm, the Wattor aren’t going to be the ones to initiate contact between the two races.

Ending Points: 0

Also, counting turns from the perspective of how I remember them.
Create Race
Advance Race
Revolution
Current Turn

Next turn would be the fifth turn of the second age, meaning we need to take a vote next turn on if we stay in the second age.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on December 28, 2011, 01:49:14 PM
My moves so far:

Command Order: Red Reyn Pirate Ships: Reconnoiter and raid Rakey (3)

Pirate Captain Lorenz had been troubled by the unusual climate around the south islands for some time now. While the fine details of climactic physics escaped him, he was an experienced sailor, and it was obvious that something strange and unnatural was going on in that far southward part of the world, in the winter when the sun set for months on end, and all around the island was covered in ice and snow, that warm tropical heat still surrounded the coast.

From the indiscretion of Grey Reyn sailors on furlough, he had learned that the south island of J9 was inhabited by a people known as the Rakey. It didn't take much imagination to deduce that something of great power, and possibly great value, was responsible for the fortuitous climate of the island. As the rank and file merchant sailors had no knowledge of what it might be, either the Grey Reyn captains, or the natives themselves, were keeping whatever it was a closely guarded secret.

An expedition to find the source of this strange power was in order.

Captain Lorenz launches an expedition to the Rakey Island at J9. There he will attempt to discover what he can about the island and its inhabitants.

After the initial phase of summoning all the decorum that a pirate fleet can muster, meeting with the inhabitants, and finding out all that the Rakey might be willing to share, he will land his men on the island (hopefully covertly, but he's not above capturing and/or eliminating any witnesses along the way) and attempt to go off the rails, driving into the heart of the Jungle in an attempt to find the Red Crystal.

If he is successful, he will see what can be done about stealing it. As the Red Crystal is probably very large, and well defended, the "adventuring" party may not be able to accomplish this without an army, in which case they'll try to steal whatever they can that's not nailed down, and abduct any important looking mages/officials of the Watchers, and escape to their ships. If the opportunity presents itself, they may try blowing up or knocking pieces off the crystal (that is, if they can get close enough, and are feeling pressed enough for time).

(How successful the Pirate's expedition is, and any amusing/interesting results, I'll leave in your hands, Raf)

Command Order: Mathematicians Guild: (3)

The mathematicians guild was, after making contact with some of the Larepin, excited about the possibilities suggested by the existence of the other races around the world. They were determined to learn all that they could, (preferably under safe conditions), about who else might share their world and what they might know. They sent out several expeditions, following the same proceedure of cautious observation, then approach, that they followed with the Larepin.

One expedition was sent south through the crystal-forest desert to the southern half of their continent, and they began to observe and attempt contact with the Scourge. (Here, their caution will probably pay off, as any bad reactions are likely to cause the diplomat/explorer teams to vanish).

Another expedition is sent along the coast of B-C-D-E8 and E9, and will, over the course of its voyage, discover the Jaeskine and Tek. The Goblins will go through their standard routine of covert observation, followed by placing gifts and puzzles out for people to find, and finally approaching and introducing themselves.

I imagine the Goblins will be doubly excited about discovering the Tek, given their similarly academic interests.

11 -6 => 5


Hmm - PS

The Red Reyn also border the Krump. While they tend to stick near the coast, their reptilian neighbors would be hard to miss for long. The Red Reyn decide to send out a greeting, pirate style. That is, they go poke around, looking for anything they might steal, and generally cause disorganized rum-fueled chaos.

To their surprise, they discover that the Krump seem to highly value flowers (note to future expeditions, they aren't amused by bonfires in the flower garden), and are willing to trade quite a bit in exchange for the silliest things - flower seeds and other unlikely botanical flotsam from the all around the world. Heh, chumps. This could form the basis for a profitable relationship, assuming the Red Reyn's total lack of reverence is at all tolerable.



Title: Re: Dawn of Worlds
Post by: Fax on December 28, 2011, 06:57:17 PM
Just a heads up, due to the holidays and visiting family I'm not going to be able to update until January 3rd.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on December 31, 2011, 10:43:58 PM
@EccentricOrbit

Difficult to place how things would fall in this situation. The Rakey are peaceful in a love your brother and neighbor sort of way, but this is born from an initial unity due to the dangers of the jungle. Dangers that the Rakey deal with through group movements AND the ability to travel through the trees as easily as the forest floor.

So the initial contact will go as peaceful as predicted. When/if the Red Reyn go hostile it will take the Rakey by surprise, but they'll react quickly. It's a dangerous jungle, and young Rakey learn quick how to flee to the trees. Pretty soon they'll find the hunting parties and settlements reacting defensively to them.

If they reach Recyled, they won't find it a fortress, but assuming an alert has gone it they'll find the Watcher's waiting. Now, the Rakey don't have an army yet, but last I checked neither did the Red Reyn. With the amount of the attrition the raiding party must have suffered to get there... they should be very thankful that no matter how bad things get the Rakey are still inherently good.

All in all, this might push the Rakey in a direction I wasn't thinking of. It will be... interesting.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on December 31, 2011, 11:59:28 PM
Addendum to Donnie: The Oryxians are at first uneasy about LOB due to prior reactions, but do take the myths to heart. Discussions are made about the various issues, and actions about the Kyca's border are brought up. As part of this, the Oryxians continue to strenghten their family based societies, and work on defensive measures in case things begin to fall along the dark path.


Title: Re: Dawn of Worlds
Post by: Fax on January 04, 2012, 09:06:30 PM
The Jaeskine, having heard rumors of the existence of the scourge and having had some minor encounters with the Noctus decide that measures must be taken lest either of these outside forces prove to be aggressively hostile. To that end the southern Jaeskine establish the The Bordermarch, the guardians of the Jaeskine lands. (Create Order)
The Bordermarch wastes no time, establishing the Bordermarch Gvantanz Regulars to act as a defensive force should any attempt an invasion (Command Order: Create Army)
Further, They also establish a series of small forts along their borders, including the fortress City Shakotanz to the south of Gvantanz. As a result of these developments a number of minor settlements also arise in the protected lands. (Command Order: found city)
While the Bordermarch is establishing its presence in the south, the Northern Jaeskine, under the protection of Raval Brightwing make great advances into the field of Clockwork (Advance Civilization)

Despite their defensive measures, the Jaeskine are still willing to trade with the Noctus, should they be approached in a non threatening manner.



Title: Re: Dawn of Worlds
Post by: Fax on January 04, 2012, 09:57:07 PM
Also, while I'm thinking of it. Lets have a quick vote before the turn ends on who wants to progress to the 3rd age and who wants to stay in the 2nd


Title: Re: Dawn of Worlds
Post by: Dragyn on January 05, 2012, 02:35:14 AM
So I finally noticed you've been listing the Noctus as an evil (-1) race...
Why is that?  Here I've been thinking of them as neutral...


Title: Re: Dawn of Worlds
Post by: Fax on January 05, 2012, 04:54:11 PM
Ahhh....that would be because you didn't specifically state them as being anything else so I believe I might have made a educated guess based off of their initial description. I'll change that around when I make the next update post hopefully sometime tonight


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on January 05, 2012, 08:49:10 PM
I'll vote for staying in the second. Still a little more of the world to fill, and things to do.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on January 05, 2012, 09:44:50 PM
I say stay in the 2nd for now.


Title: Re: Dawn of Worlds
Post by: Donnie on January 05, 2012, 10:25:25 PM
I only have need for roughly one more turn. Then I can move on.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on January 06, 2012, 08:39:17 PM
I vote for moving onto the Third Age. The world is rather full of races at the moment. After the fifth and final turn of the Second Age, we need to move on from birthing the empires to growing them. Maybe play with other people's races as well as our own with the reduced point costs.


Title: Re: Dawn of Worlds
Post by: Dragyn on January 07, 2012, 01:44:30 PM
I have no particular preference as to whether we stay in stage 2 or move on.


Title: Re: Dawn of Worlds
Post by: Fax on January 07, 2012, 06:16:28 PM
Ok, given there's at least four people who still want to have at least another turn of the second age we'll stick with the 2nd age this coming turn and vote again for next turn. In the meantime, I'll see about getting the update posted tonight


Title: Re: Dawn of Worlds
Post by: Fax on January 07, 2012, 11:07:33 PM
Fax - 17 - 17 + 5 + 3 =  8
Dragyn - 21 - 8 + 4  =  17
Kenku - 12 - 12 + 5 + 3 = 8
Fen - 20 - 10 + 7 =  17
EccentricOrbit - 11 - 6 + 10 + 3 = 18
Raf_Cian - 13 - 13 + 7 + 3 = 10
Radioactive_Toast - 14 - 14 + 7 + 3 = 10
Nagolinc - 10 - 8 + 6 + 3 = 11
Donnie - 13 - 13 + 7 + 3 = 10



(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-L-10.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-C-10.jpg)
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-U-10.jpg)  
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/CrimsonFlag%20DoW/CF-DoW-R-10.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Irfang - Magitek Capabilities


-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -1 army
--Order: The Guild of Towers - The Rakey Trade and development guild
-Created by Raf_Cian

-The Goblins - A race of fruit bat people
-Neutral (+0)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
-Created by EccentricOrbit

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance: Magic
--Order: Cothar's Blades
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-2)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
-Created by EccentricOrbit

-The Scourge
-Evil (-2)
--Order: the Temple of the Maw
-Advance - Swarm
-1 army
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
-Created by Raf_Cian



-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on January 07, 2012, 11:14:51 PM
Um... I moved the Scourge into the crystal lands of C4 D4 and E4 as well as the isthmus in E5 last turn


Title: Re: Dawn of Worlds
Post by: Fax on January 08, 2012, 12:01:49 AM
Opps, missed that. I'll update the map in the morning


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on January 08, 2012, 12:03:14 PM
Since creation of new races seems to be the main thing that gets prohibitively expensive in the third age, I should probably get this out of the way now:

Create Subrace: The Vampires (4) (an evil subrace of the Goblins, hiding in their society)

One of the things that weighs on the mind of any scholar is *time*. There isn't enough time in the day to do all that needs to be done. Not enough time in a life to explore all that is interesting to explore. One of the ongoing interests of the Goblins is finding a way to extend their lives. While some approaches have shown promise, most avenues to life extension found thus far have drawbacks which render them unuseable.

For some of the Goblins, though, the "problems" are no problem at all. There is one method in particular, forbidden by Goblin society, but ever so easy and accessible. And all it requires is the blood of the innocent.

The Vampires hide among Goblin society, keeping their existence a closely guarded secret, as they seek prey to feed their new appetites. Where normal Goblins see the other races of the world as a source of inspiring new ideas, the Vampires see them as a preferable food source. They are difficult to tell apart from their benign bretheren, but there are a few tells which can single them out. While a Goblin will be disoriented and miserable when exposed in the sunlight, the dark magic that the Vampires have used to extend their lives will kill them.

Auto Create Order: Vampire circles

Create Race: The Fennecs (6) (a good race, living in the desert of G12)

The Fennec foxes are at home in the desert to an extent that few others can manage. What is an uninhabitable wasteland to the other races, the Fennecs call home.

On average, visions of conquest, wars, and other grand projects don't interest the Fennecs, who are content to spend their energy staying alive in the only spot in the world that no one else wants. They have a sense of duty to come to the aid of anyone in trouble, due to the harsh environment, and will guide the other races across the great Eternal Desert, if they so desire. Some go abroad as explorers and adventurers, and individual Fennecs may hire themselves out to unsavory people, but on the whole they'll protect those in trouble.

Auto Create Order: Desert Rangers

The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.

-10 so far.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on January 08, 2012, 12:41:41 PM
Just so I'm keeping everyone straight, who are the brown territories around C10,B11?


Title: Re: Dawn of Worlds
Post by: Fax on January 08, 2012, 12:52:08 PM
Those are the Tek, they've spread along the coast from D8 to ~C11 and a little inland as well


Title: Re: Dawn of Worlds
Post by: Raf_Cian on January 08, 2012, 06:31:11 PM
Starting Points: 10
Advance Civilzation: Resalk (-5)
Having set their civilaztions foundation, the Takers give just one order to the Seekers before turning inward towards the development of their power: prepare.

Vague as this command is, the Seekers comply. To do otherwise would be to face the wrath of the Takers and honestly they're obedience is rewarded with one of the most influential positions in society outside of being a Taker themselves. So the Seekers keep the arm, the Taker's Blade, well positions and prepared for mobilization. Over months, years, and decades of the one century that this one turn represents.

Over this century, the training of the army and preparation to be in the army leak out into the rest of society. In some ways it's only natural. The Seekers are chosen by the Takers, making the army being the position in society that a Resalk can aspire to achieve on their own merit. Fathers expect their sons to apply to Blades, and even mothers find it a joy to have a daughter marry a Blade. Sometimes the positions are reversed, but details like that matter little.

The point is that the army becomes the focus for even the civilians of the city of Salkyn. They aspire, admire, and are devoted to them almost as much as the Takers, and certainly more then the Seekers who over generations become rejects from the Blades who are given a position of power by the Takers for reasons known only to them. Out in the countryside, farmhand teens play war games in hope to making it into the Blades. The Resalk don't pick fights with their Greyryn neighbors, since that would lack the discipline needed for a Blade, but they don't back down from a fight if started.

Generation by generation, the Resalk shape themselves into a civilization advanced in the art of prolonged warfare, all without fighting a single war and most definitely all part of the Taker's master plan.

Corrupt City: Recyled (-2)
Back at the homeland, the Rakey still real from the Red Reyrin assault on their lands. On an overall basis it was a failure, with the survivors of the being rounded up at the gates of Recyled and escorted to Sholin where they put on the deck of the next Red Reyrin ship and sent packing.

And the Red Reyrin are still accepted in Sholin. Many are cautious and give them a wide birth, but that is hardly going to disagree with the pirate mentality. The real change comes in Recyled. The Watchers strongly suggested the founding of Sholin to protect the Great Red Crystal, but now it is apparent that that is no longer enough. Unsure of what to do, and lacking inspiration from the diminished power in the crystal, the Watchers in paranoia make Recyled a xenophobic city.

So, while the rest of the Rakey are still overall good, the city of Recyled corrupts itself to Neutral (0).

Command Order: Guild of Towers (-3)
The other driving force is less passive than the Watchers. If homeland is no longer safe, then the Rakey must go elsewhere. As such the Guild of Towers starts pressing their relationship with the Greyryn, exporting their services in mass to the Greyryn coastal towns. These coastal services come with them Rakey workers, and over generations of careful planning by the Guild of Towers, Rakey families.

The Rakey are a passive and friendly race, so the Greyryn might not even notice that the Rakey have migrated to their coastline towns, cohabiting their worker districts while building the towers of the rich nobles under the direction of the Guild of Towers.

There might be some resistance from noble purists in the Merchants and Explorers Guild, but most will be won over by the idea of living in towering mansions... at least once the Rakey get their head around building for flat footed fox people. Stairs will most likely become a breakthrough with Rakey craftsmanship this generation.

Ending Points: 0

Another century, another turn spending my points down to the wire.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on January 08, 2012, 07:40:08 PM
Need to conserve points so my only action for the turn:

(5)Advance Civ-Glyph Scarred: Corruption As the shard has ordered, the Glyph Scarred has increased their skills at conversting other to the way of the Glyph...

Also, the Greryn along the desert border will probably see the Fennecs as cousins, and happilily attempt to setup relations with them.

As for the Rakey, as long as they don't come into direct buissness conflict with the guild they don't care. There are several jobs along the land in their opinion, who does it dosen't really matter to them. Money is money after all.


Title: Re: Dawn of Worlds
Post by: Dragyn on January 10, 2012, 05:45:56 PM
Command Avatar: Command Race (-1):

Noctellus gives the same order he has every century, and so the Noctus continue to spread, in the hopes of finding new shadows to travel through, and new races to interact with.

Command Race:  Build City (-4)
 The Cult of the Animate Shadow realizes that a single tall structure could cast a long shadow, allowing the Noctus to travel long distances in a single shadowstep, as long as they timed it correctly.  The build a city, Longshadow, atop the tallest mountain in G7. 

Advance City: Longshadow Spires (-4(?))  (Shadow Travel)
  Longshadow is equipped with massive spires, casting a shadow in much the same way as a sundial, allowing shadow travel for miles in any direction, if only at certain times of day.  Longshadow becomes a hub of Noctus travel, and welcomes any other travelers to accompany the Noctus through their shadowwalks.

(This will likely allow the Noctus to meet most, if not all, of the races on the Southern continent this century, even if their spread doesn't reach quite that far.)


Title: Re: Dawn of Worlds
Post by: Donnie on January 16, 2012, 07:48:15 PM
Sorry for my delay. The allergies here are just killing me with the chronic drowsiness. Lets see if I can put my mind together for a short time.

Starting Points: (10)

Advance Civilization: (-5)
The Krump: Big, boisterous, brutish, and highly protective of their flowers. For centuries the Kycamuuni have labored tirelessly to convert these wayward giants, often by attempts at forced conversion via replacing flower patches with mushrooms. Most of the times these actions ended in the squishing of many loyal Kycamuuni Templars. However, one day a Kycamuuni metal smith had some free time with his many apprentices (and hatchlings) taking the hard work and thus began to experiment with various alloys and mixtures. Following a mysterious explosion in his smith, he emerged with a new metal forged using top secret ingredients. He presented this sacred metal, shaped as a massive shield, to the High King of Argonev. This metal was light as a feather but resisted shock as if it were made of cotton and as hard as diamond. The smith called it Kycalloy, and this new metal has been distributed amongst all Kyca soldiers. Full Kycaloy armor is given to the various Legates and High Templars of the Kyca army.

Kycalloy Armor
A strong armor, often decorated in elaborate and artistic curves and designs, that is capable of turning the small and meek (though fiercely armed) Kycamuuni the hardness of the greatest of beasts. They are now well protected from attacks.
(http://img692.imageshack.us/img692/6972/legatew.png)

Command Order (-3)
After centuries of failed conversion of the Krump, the Kycamuuni made a new push to get the Krump to see things their way. A method of confusing the Krump to see flowers as shrooms and shrooms as shrooms. Or at least just to get them to acknowledge the Mushroom and worship it as they have.

Command Avatar (-1)
After giving wisdom to the Oryxians, the Lord of Balance travels up the thin strip of land bridging the continents and starts to weave some mischief. Within the home lands of The Scourge, a strange group of Scourge arose whom advocate 'control' and 'moderation' and is gaining momentum, permeating through Scourge society. Claiming there is only so much land and laying down theories that rapid voracious expansion generally ends badly, despite their birthrate. This group, if successful would cause a slight modification to the Scourge's world view.

Remaining Points: (1)


Title: Re: Dawn of Worlds
Post by: nagolinc on January 17, 2012, 05:17:11 PM
One Correction: The Order of Secondmost is  Kycamuuni, not Krump

Staring Points: (11)

Advance Civilization: (-5)
In their quest to create increasingly awesome sweaters for Miserable Failure, the Edraei become skilled in the use of magic-infused fabrics.  They can make cloth that is as light as silk and as strong as steel or "thermos" cloth that keeps you cool in the desert but warm in the snow.  Alas, even with all their magic, they can't make a shade of plaid that Miserable Failure looks good in.


Advance Race: (-5)
As they venture further into the bottomless pit, the Dreonin discover a rock outcropping that juts further out from the pit-wall than in most places.  Here like thousands of bodies of those who have fallen to their doom.  With such an ample supply to work with, the Dreonin soon discover the secret of necromancy.


Command Avatar: (-1)
(Create Order)
Miserable Failure is evicted from Kyacamunni lands when a group of anti-squid zealots sieze him and throw him into the ocean.  He sinks deeper and deeper till he comes upon the home of the wattors.  Seeing a slight resemblance between Miserable Failure and themselves, the Wattors take pity on Miserable Failure, declaring him "and odder wattor than most".  The laid-back Wattors create the Well, Let's Celebrate society, which spends most of its time throwing extremely lavish parties in Miserable Failure's honor, although they occasionally fail to invite the avatar, stating that "he complains too much... he's a real party pooper" and the like.

Ending Points: (0)


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on January 23, 2012, 12:06:41 AM
Deep trouble brews in the lands of the Scourge.  Unknowing of the supernatural influence that has affected the thoughts of some of them, a greater awareness the limitations of their land and numbers.  Although raiding takes place upon the frontiers, the path to the land of the Goblins is blocked by mountains, the Jaeskine by a long, winding and easily defensible ithmus, and the Glyph Scared have no lands worth taking, worth only war and sharpening of martial skill.  Debates about how to sustain rampant population growth are usually handled through civil conflict, but the excess growth that is occurring is too much even for these wars.

The Temple of the Maw convenes a special conference of the leading clans to decide what action to take, if they should perhaps choose a new path for Scourge civilization…

After weeks of deliberation, the hierarchy of the Maw comes to a decision.  If there’s even more population than normal, then the solution is obvious: an even bigger civil war than normal!  The Temple promptly has half the clan heads killed and frames evidence in every which direction against nearly every other clan imaginable.  Diving in like there’s an all you can eat buffet, soon nearly every single Scourge is at war with their neighbor as the basic clan structure suffers a complete fracture.
The resulting  War of the Clans is long and brutal, and results in a massive 70% population decline.  In the end though, in addition to the dramatically lessoned population pressure, the authority of the clans is severely, irrevecobly weaked.  While still keeping the clans around as a useful means of dividing the Scourge into competitive units, the Temple of the Maw moves to cement itself as the center of Scourge life, and enforces its ruthless bloodthirsty doctrines directly on the populace without having to worry about clan politics watering down the effects.  As a result of this, the Scourge further descend into evil and become a -3 evil civilization.  (3 points)

As for their neighbors, the Scourge regard them all principally as vermin to be conquered.  The Jeaskine are viewed as possessors of incredible durable weapons and craftsmanship, and as such are prized raiding targets.  Many a Swarm have thrown themselves upon Jeaskine targets to try and obtain their wares.  

The Goblins are viewed primarily as uninteresting to the Scourge, notable only for resistance of the mountains and the fact they seem to taste rather good.

The Glyph Scared, by contrast, represent the height of unedibility, as Scourge consider eating dirt with lots of rocks in it to be more tasteful, not to mention less prone to rendering oneself Glyph Scared.  The near zombie hoard is relished, however, due to the fact that they have a need to attack that is as deeply woven into their minds as it in the Scourge, if not more so in some respects, a prospect which makes every Scourge squeal with bloodthirsty joy.

In the southern continent the Krump find themselves woven closer and tighter into the social fabric of the neighboring Kycamuuni.  Centuries of contact and constant conversion pressure from the diminuative fluffballs have (after many a grisly footstompings) eventually resulted in a cultural attatchement to the Kycamuuni.  While not QUITE viewing mushrooms and flowers as the same thing, the Krump’s outlook has changed enough that they stop trying to step on every Kycamuuni they see and even cooperate with them, going so far in some case where they consent to use as mounts for Kycamuuni warriors (provided they are compensated in their own weight in flowers).

The Red Reyn the Krump regard with a great deal of distrust, but they always trade well in flowers, so they see little reason in going out of their way just to crush them (though if they just happen to be in the wrong place at the wrong time they are as susceptible to becoming toejam as anyone else).

Meanwhile Andarcus, while finding the Scourge quite amusing, gets bored of watching them endlessly kill each other.  Mindless carnage can be entertaining for only so long, and he decides to seek out where Miserable Failure has gone so he can go mock him.  Having no idea where he is located, he heads across the northern ocean, and arrives in the land of the Turu’rhaim.  There he is delighted to find a race utterly obsessed with making things go boom.  So enthralled is the mad inventor with the Turu that he actively tries to help “enhance” some of their explosions… resulting in many collapsed ancient tunnels.  

Already facing growing population pressures, this even acts as a catalyst for building new tunnels and for expansion.  (command race 4 points)  The Turu’hraim found the city of Ysrhealkt deep in the mountains of B12.  They also burrow westward into non volcanic but still glacial land of A10, A11, B9, and B10.  They have less geological and volcanic activity to warm themselves with, but on the other hand the climate is not quite as arctic as it is in the mountains of their sprachbund.  

Ysrhealkt quite impresses Andarcus, who, stepping just a taaaad lighter this time, helps the Tururhaim expand their newfound capital, (Command Avatar, 1 point), advancing the city with mining and tunneling till the center of the city is a massive 3 mile deep cylinder bored right into a mountain, descending deep into the crust and radiating outward in many directions.   While many small settlements appear in Turu’hraim land, none compare to Ysrhealkt.

The expansion brings close contact with neighboring races.  The Tek the Turu’hraim find most intriguing, and they frequently press for access to explosive and tunneling magics.  The Tek trade and aid them somewhat, however they find the Turu’hraim to be rather anarchic and chaotic, especially considering the fact they value large explosions and great underground works more valuable than many lives.  Trade is thus halting at times, but there is limited contact beyond this due to the Turu’hraim’s dwelling underground in arctic climates.

The Phoraj continue their reclusive existence south of the Turu’hraim, sharing some volcanic habits and finding it useful to trade, but just as often they dispute over land and the fact that the Turu’hraim have the bad habit of collapsing tunnels when Phoraj are venturing in them (often even knowing the sulfur feeding creatures are present).   Over time this devolves into localized small scale conflict, which after one particularily bad incident where some clueless Turu’hraim kidnaps a male Phoraj for ransom, erupts into a series of bloody confrontations all through the southern mountains.  

With new territory opened in the west, the Turu’hraim see little reason to stay in hostile country and caverns, so largely vacate B13 and C13 to the Phoraj.  Despite this, the trading relationship is barely dented; indeed in the decades afterward it even flourishes.

10-3-4-1=2 points remaining


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on January 25, 2012, 01:29:10 PM
http://dow.crimsonflagcomic.com/doku.php

Thanks to Virmir for setting up the site, and Fax to getting to filling and organizing it all out.

Edit.  In the (current on wiki) turn Ten territory map the Scourge's territory is shown as it was before a subsequent correction edit.  Just mentioning this so to potentially avoid those old borders being used in the forthcoming turn Eleven territory map.


Title: Re: Dawn of Worlds
Post by: Fax on January 31, 2012, 12:36:40 AM
Ok, so apologies for the delays in getting updates up. I'm hoping to have the next update ready on thursday or friday evening. Also, if you want to make additions to the wiki send me a message and I'll set you up with an account. (Well, that or you can ask Toast and presumably he'll say either yes or no)


Title: Re: Dawn of Worlds
Post by: Fax on February 04, 2012, 10:27:49 AM
Command Avatar (Garath Copperspire)(command race: Expand) (-1) - Garath one day looks out to the north and the great glacier that has so long formed a barrier of the norther Jaeskine lands and sees great opportunity, Perhaps there are lands and incredible things to see beyond its borders. To further this end he and a company of fellow explorers go out to see what might be there. They return with stories of strange objects and buildings trapped deep within the glacial ice. This draws the curiosity of the rest of the Jaeskine and a number of expeditions move to explore the wonders discovered in the north. Many decide that they wish to stay there, near the wonders they find and so settle the areas surrounding the great glacier as well as a number of the islands even further north.

Command Order (Bordermarch Gvantanz Regulars) (-3) - The Bordermarch has become ever more acutely aware of the gradually approaching hordes of the Scourge. Knowing that it is only time before the monstrous beasts turn their eyes on Jaeskine lands they construct the massive fortress of Gaertanz on the one island along the land bridge that connects the southern and western continents to control the passage.


Title: Re: Dawn of Worlds
Post by: Fax on February 04, 2012, 11:47:34 AM
Fax - 8 - 4 + 10 + 3 =  17
Dragyn - 17 - 9 + 7  =  15
Kenku - 8 - 5 + 7 + 3 = 13
Fen - 17 - 0 + 9 = 26
EccentricOrbit - 18 - 10 + 8 + 3 = 19
Raf_Cian - 10 - 10 + 10 + 3 = 13
Radioactive_Toast - 10 - 8 + 7 + 3 = 12
Nagolinc - 11 - 11 + 8 + 3 = 11
Donnie - 10 - 9 + 11 + 3 = 15

Alright, given that its been about a month since the last update I'm going to assume that Fen is not making a move this turn. If you do want to make one, let me know and I'll add it in.
Secondly, I'm going to say for this next turn we will continue in the second age, however I'd like a vote on who wants to move to the third age after the turn has finished.



(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=cf-dow-l-11.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=cf-dow-c-11.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=cf-dow-u-11.jpg)  
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=cf-dow-r-11.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
--Advance: magic-infused fabrics
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Irfang - Magitek Capabilities


-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -1 army
       -Advance Civilization : The art of Prolonged Warfare
--Order: The Guild of Towers - The Rakey Trade and development guild
-Note: The city of Recycled is currently Neutral (0)
-Created by Raf_Cian


-The Goblins - A race of fruit bat people
-Neutral (+0)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
-Created by EccentricOrbit
--Subrace:The Vampires - Goblins who drink the blood of innocents to extend their own lives.
-Order: Vampire Circles

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance: Magic
--Order: Cothar's Blades
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
--Advance: Longshadow Spires/ Shadow travel
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-2)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
--Advance - necromancy
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
--Advance: Kycalloy Armor
-Note: The Kycamuuni continue to attempt to convert the Krump over to their mushroom loving ways
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
-Created by EccentricOrbit

-The Scourge
-Evil (-3)
--Order: the Temple of the Maw
-Advance - Swarm
-1 army
-note: Currently the Lord of Balance is encouraging a group of Scourge who preach the ideas of 'Moderation' and 'Control', particularily with regards to the Scourge's massively expansionistic worldview
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Advance - Corruption
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
--Order: Well, Let's Celebrate Society - A group of Wattor who spend their time throwing lavish parties in honor of Miserable Failure
-Created by Raf_Cian

-Fennecs - A race of desert dwelling fennec foxes living in the eternal desert
-good (+1)
--Order: Desert Rangers - The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.
-Created by EccentricOrbit




-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on February 04, 2012, 03:33:47 PM
Command Avatar(-1) Shard - Glyph Blessed: The command goes out, the Shard wants more to become as them, and orders thoes of the Scarred lead by the Blessed to march on the Scorge!

Command Avatar(-1) The Flame Hand - Create Order: As time has passed, the godly kitsune has slowly gained interest into the race of his homeland the Edraei, and decides it is time to curry some favor. Appearing to them as images of fire and flame, he is able to teach the people the way of fire in a style of magic that very much compliments thier skills in sewing and making clothes. These lessons cause for the creation of a skilled group of Edraei called "The Fire Weavers". Masters of the flaming loom, and caretarkers of the landscape to which their magic is fed.

Catastrophe!(-10) Goblins In one night, the history of the Goblins were changed forever...Within the city of Archive, all had been calm and quiet, when suddenly a great explosion was heard and seen from the center of the city, which buildings were soon shacken and rocked by the sudden shockwave after. Most buildings stood the shock with only minor damage, but it did not stop the screams, as soon as the shockwave had stopped, citizens of the city realized that they were all melting, as if their bodies had turned to liquid, until all that was left of the cities population was a pool of silver liquid.

Several hours passed, as thoes outside the city morned and started to investigate the disaster, when something happened. From within the pool, things started to rise and form...things that looked like the Goblins that had melted the night before, and it was realized. The Survivors of Archives are now Shapeshifters ([:))


Title: Re: Dawn of Worlds
Post by: nagolinc on February 06, 2012, 07:32:42 PM
Starting Points: 11

Command Avatar: (-1)
(Create Order)

Miserable Failure eventually tires of his life with the wattors, after not being invited to one-too-many parties held "in his honor".  He staggers angrily into the party and shouts frantically about not being appreciated and how it's unkind to throw parties for people and then not invite him.  

The wattors hardly notice Miserable Failure's brazen speech, however, since they are having too much fun bobbing for apples in a hottub filled with apple-sauce.  Feeling awkward and somewhat embarassed, Miserable Failure retreats from the party and attempts to drown his sorrows in a barrel of caramel.  The next day (containing a sticky Miserable Failure) is mistaken for trash and cast out to sea.  

After floating for countless days, Miserable Failure eventually washes ashore on a beautiful looking land.  
  The sun is shining, the meadow in front of him is full of flowers, and happy little bunny-rabbits prance around looking as though they couldn't be happier.  Unfortunately for Miserable Failure, what he mistakes for happy little bunny-rabbits are actually the Scourge.  Spying his walrusy haunches hungrily, the Scourge immediately decide that they would like to eat Miserable Failure.  To this end, the form the order of Bite his Butt!.  All members of this order make it their goal to take a chomp out of Miserable Failure's tasty tush.

(http://exchausa.x10hosting.com/multiverse/images/1328577181.png)



Corrupt Civ: (-3)

As the secret of necromancy continues to spread through Dreonin society, some turn this vile magic on themselves, turning into undead litches.  These litches soon come to dominate Dreonin society, turning it from a chaotic free-for-all into a finely-tuned killing-machine with NAZI-like control over all aspects of society.  Eagerly, the Dreonin look outwards beyond their bottomless pit, searching for more lands to control.

The Dreonin are now a (-3) Evil Civilization.




Create Avatar: (-7)

While hanging out with the Turu'hraim, Andarcus foolishly attempts to punish a rock for being in his way by kicking it.  Unsurprisingly, he stubs his toe.  His toe swells up to enormous proportions, turning an odd shape of purple and finally falling off.  

Andarcus, not sure what to do with an enormous purple toe, abandons it in one of the many tunnels that run underneath the mountains in which the Turu'hraim live.  Incubating in the cool tunnels, the toe continues to grow till it has formed into a full-sized man (well, more of a boy actually).  One that is the opposite of Andarcus in almost every way.

Toe-stub, as he calls himself, grows to immaturity in the dark caves till finally he feels it is time to set out into the wider world and see how he can best make his fate.

Ending Points: 0


PS. I vote for moving on to the 3rd age


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on February 07, 2012, 01:17:41 AM
Even as the Glyph Scarred launch assaults upon Scourge land, the Swarm itself is far more preoocupied with the arrival of the one known as Miserable failure.  Indeed, the Order of “Bite His Butt” soon gains massive appeal as in his journey Miserable Failure literally finds himself constantly besieged by tens of thousands of swarming Scourge.  Even though he repeatedly demonstrates his immortality, and it becomes immediately apparent that he can never actually be eaten, myths and beliefs arise insisting that chewing on Miserable Failure is good luck and increases one’s killer instinct.  As the years pass, a mobile shrine is set up around wherever the monopod travels, and he finds himself not just chewed upon relentlessly, but revered even in some respects (though always seemingly in some fashion that is unpleasant and involves pain ).  Thus, Miserable Failure finds himself the world’s first bona fide chewable idol.

Though fortresses are routinely erected and torn down in Scourge lands, several outposts last longer than most.  Noticeable is the castle Gotidle in the middle of the islands of D2, and Yaliwali in the crystal lands of C4.

Meanwhile, in the northern reaches of the world, the Phoraj have long stuck to their sulfur caverns, trading extensively with themselves but with few outsiders save the Turu’hraim.  After the explosive loving troublemakers had to be driven from Phoraj tunnels, trade continued but at a somewhat less enthusiastic pace.  With few customers among themselves and many willing sellers, competition among merchants becomes intensely fierce, with bartering and mercantile skills, already highly valued in Phoraj society, becoming even more prominent and even held as the highest of virtues.  The Guild of the Flaming Ice promotes these activities, and this encourages an age of expansion in ideas.  

For centuries, the Phoraj have had to keep to their mountains, having to keep near their sulfur vents for their survival.  The Guild however, has discovered a way to package sulfur in many compounds, encouraging ways to find easier methods of storage and transport for consumption over greater distances .  Foremost among these discoveries is a substance that seems like gold but actually contains sulfur, as well as valuable iron, it turns out.  Phoraj discover that if they injest this “fool’s gold” they gain sulfur nutrients but excrete a more or less elementally pure iron.  This discovery sends shockwaves throughout their society.  Iron is a normally hard material to obtain in pure form, yet the Phoraj now know they can do so with their very own bodies.

Trade explodes, as  the Phoraj finally start venturing from their mountain homeland (Command Race, 4 points).  Expanding into the low plains and the ithmus of C12 and D12, they discover the non volcanic, but minerally rich mountains of E12, and settle the region.  In addition, at the footsteps  of their original home range of C13, where the mountains meet the sea and the plains, they found the sprawling tunneling city of Lythr, a trading city that mushrooms quickly in size.  They attempt to base the city initially on the Turu’hraim metropolis of Ysrhealkt, but find themselves spreading more horizontally instead of straight down as they lack the tunneling prowess of their explosive loving neighbors.

Trade wise, the Phoraj grow to love the Tek, as the reptiles hunger for magical knowledge ravenously uses up mineral wealth.  Though a strange, exotic looking and acting race, the Phoraj behave more amicably on the whole than their Turu’hraim neighbors (who they insist are insane), and are less likely to blow you up when dealing with you.

To the south, tentative contacts are made with the Fennecs, who do not on the whole react apprehensively to the bizarre looking sulfur eating tunnel dwellers, so immediately the Phoraj work to establish trading relations.  

In the new lands villages sprout, principally as trading outposts that grow as they establish tunnel systems below.  These networks are reasonably extensive, but nowhere near as elaborate as those of the Turu’hraim (but with far less death among miners as well).  In C12, the principal municipality is Alyu, in D12, Zly, in E12, Anuor.

In the north, Ysrhealkt remains the principal Turu’hraim city; indeed the metropolis is unrivaled as it explodes and grows in population, fed by immense and well kept fungus and geophagus vermin farms.  Other communities come to exist, though far smaller,  throughout their original home range, and new colonization and tunneling efforts seed the northern glaciers and mountains.  Zalah’kluot grows in B11, Quodlkud in B10, and Fidauk in A9 grow to prominence.

Meanwhile, frustrated with his inability to locate Miserable Failure, and smarting over the toe stubbing incident, Andarcus makes his way south to The Lands that Burn, hoping to find clues in the land of the monopod’s origin.   Instead, he is assaulted with cheery greetings from the Edraei and endless artistic dances, plays, architecture and works of art praising the name of the self hating walrus thing.  At first Andarcus is nauseous… but then he realizes how much Miserable Failure had to have hated this so takes a sadistic delight in the process.  Spending time among the fairies, he discovers a small offshoot, who call themselves the  Glueiao.   Always seeking to outdo their Edraei cousins in glorification of Miserable Failure, for centuries they have been little more than a footnote, existing only on the fringe, trying to make themselves heard but having very little luck.

This Andarcus decides to change; what better way to spur efforts to glorifiy Miserable Failure (and thus make him more miserable) than to truly encourage competition between his “children?”  Of course, this has to be done in style, preferably with cool things.  Like… weapons!  These are fairies after all, they have untold magical ability!  Thinking of all the swords, enchanted armor, elegant bows and even siege weapons that could be produced, Andarcus rallies the Glueiao together and (Command Avatar, 1 point) advances their civilization to be the most elegant weapon smiths in the world.  Crafting imposible geometries, the offshoot fairies get to work.  They don’t actually NEED these weapons themselves, but they’re just making them for the glory of Miserable Failure!  So…. What’s the harm in selling the weapons then?  The Gray and Red Reyn traders of the seas seem more than eager enough to buy such finely crafted implements of war.

Spurred on by the blond afro inventor, the Glueiao expand (Command Race, 4 points), principally to the east into the barren tundra of I12.  Here they found the citadel city of “His Name Will be Known to the Ends of the World”, a glistening capital rising out of the gently rolling plains.  Here the offshoot fairies establish themselves firmly, and prove once and for all that they, not the Edraei, are the more fervent believers in Miserable Failure’s name.

(12-4-1-4=3 points remaining) And I vote for moving on to the 3rd age I guess too.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on February 10, 2012, 08:45:02 PM
Starting Points: 13
Command Avatar: Create Order (-1)
The Takers, sensing the age of action quickly approaching, make another move in preparation for their eventual glory. Escorted with a very select group of Seekers and Blades, the Takers approach the Red Reyn with the vague desire of improving relationships. The meeting itself comes of nothing, it wasn’t designed to of itself. What it was designed to do was expose select soldiers with less desire for more combat and less discipline to the Red Reyn culture, and for that exposure to be alongside of Seekers who where under orders to display sympathy to the select Blades’ viewpoint.

Once the meeting was over, a decent number of the singled out Blades left to Las Flotas. Along with them left a proportional number of the chosen Seekers, with secret orders. In the city they’ll try to survive the only way Resalk can in a hive of scum and villainy: with violence.  Guided by the secret orders of the former Seekers, the Resalk stick together and pull native Red Reyn into a gang. When the pirate captains start to take notice, they’re collective approached with an offer... of employment.

This Red Reyn/ Resalk gang hire themselves out to the pirate lords as mercenaries, and as bodyguards for the taverns and tradesmen of Las Flotas. They’re kept alive from local recruitment and a controlled stream of Resalk ‘undesirables’, many of who follow the Seekers’ command. It’s only after a few decades when select members of the Red Reyn are given secret audience with the Takers that the plan fully takes shape. The Red Rats are the influence that the Takers need within the Red Reyn society, to tap into their power without unmaking them.

Advance City (-4)
The Taker’s ultimate plan isn’t to impose order within Las Flotas. If anything they want the Red Reyn , and the slowly growing Resalk subpopulation, to be even more volatile. They just want to want to take that violence and tell it who to bite. So just as they ordered Resalk society to be the perfect enduring war machine, they order the secret leaders within the Red Rats to make Las Flotas generate most deadly one on one fighters in the world.

This order takes the form of elevating the street fights. Free for all are formalized, private duels becomes become public betting sports, and select open marks have sections of their grounds taken over by small gladiatorial rings. All the while the Red Rats develop fighting technique incorporating Resalk physical discipline and Red Reyn ruthlessness. The techniques and mindset proliferate, and by the end of the century Las Flotas becomes advanced in gladiatorial combat.

Command Race (-4)
Meanwhile, the Guild of Towers continues pushing the Rakey in a different direction than their warlike cousins. Rather than slipping in to be secret masters, their slipping in to be a new foundation. Having infiltrated the various port cities last century, the Guild of Towers select one of the ports to elevate above the rest: Virmir.

Slowly but surely over the century, the Guild of Towers focuses its construction efforts on the small port of Virmir. It will happen slowly over the decades, to the point that there won’t even be a spit take when the port of Virmir gets promoted to a city. It’s a city by Rakey design, so above all its tall, but tall isn’t necessarily a bad thing when it comes to shipyards. It starts shipyards at its foundation, is topped by luxury houses for the nobles of the Merchants and Explorers Guild, and a rather substantial Rakey district sneaked somewhere in between.

Ending Points: 4
Vote: Move onto the 3rd Age


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on February 11, 2012, 08:19:26 PM
Wow, you leave your people alone for a week and all of a sudden their city is gone, and they’re shapeshifters. :-P

EccentricOrbit: Starting Points (19)

The Goblins are at first devastated by the loss of their home city and main sanctuary of Archive, especially given the horrible and inexplicable deaths of the residents therein. Later, when the strange liquefied remains of their city-folk begins seeping out of the ground and talking to them, they are greatly alarmed. Approaching even this traumatic event with their typical detachment, they carefully capture this bizarre fluid and start testing it. It doesn’t take long to figure out that *somehow* the Goblins of Archive are still “alive”, and thinking, though in a rather frightful state. The Goblin researchers quarantine the shapeshifters until they are sure that it isn’t a contagious illness, and are glad that, however strange the reunion, their fellow city-folk aren’t dead.

Of course, that means, rather horribly, that in the collapsed sections of the city, their newly shapeshifting cousins are trapped in the rock. While they would prefer to recover the remains of their city carefully and slowly, as is their wont, so as to preserve the surviving art and literature, time is clearly of the essence. The Goblins, hearing of the mining and engineering prowess of the Turu’hraim, and the Jaeskine, send to them for aid in blasting their way into the caverns of their ruined city. Meanwhile, other Goblins begin researching a way to plug their prodigious ears, so as to tolerate the blasting and hammering to come.

In the meantime, they spread out among the orchards planted around their mountain-ranges, and begin repopulating their old tree-houses.

Meanwhile, the Goblins send word to the Larepin, in order to give them due notice, and not to alarm them, that several frightening threats have forced them to begin arming themselves.

Three Goblins make their way to Irfang, to speak with the people in charge. Of course, Larepin being insistent individualists, the closest the Goblins get to finding “someone in charge of the defense” is the headquarters of the order of the White Dragons.

Albaek shifted and squinted at the light from the windows. With such a glare reflecting off of every surface, he could barely see where he was going. “Must they all keep such ridiculous hours?”, he complained.

Eric hummed a tune while covering his eyes with a wing, and felt the room vibrate around him, so as to see where he was going. The sound reflected off the sturdy walls of the structure, and allowed him to image his hosts.

“I believe”, said the guide they hired in the city, “that these gentlemen may be of assistance, if you are looking for someone to talk to about defense. That is, unless you want to get up in the town square and start shouting at people. That’s really the only way to reach ‘everybody’ in Irfang”.

Albaek shook his head. “Well, thank you. We will at least have informed someone who should know.”
The Goblins began to make their case to the Larepin.

“A great many things have gone so horribly wrong in the past few years”, Albaek began. “First, there were the murders by that vile cult of dark magic users in our city. We are still trying to find them all, but they are very elusive. These vampires look like us, and act very much like us, but prey on people in their horrible rituals. If they manage to go abroad, others must be warned.

Then, we discovered this … species that lives to the south of us. Following standard contact procedures, our researchers attempted to communicate with them by leaving various puzzles, books, and gifts in their path. These creatures did investigate the puzzles quite intelligently, and used them in most creative ways-

“-yes, used them to creatively kill their companions, then eat them,” Eric said.

“I had no idea you could even *do that* with a Rubik’s cube”, Albaek said, feeling ill. “We very carefully set up contact with a band of scourge moving through the swamp south of the crystal forest. When the forward research team announced themselves, the creatures ran towards them, screeching unintelligibly. Team A fell back, while Team B watched from the air above the swamp. Hundreds of these creatures surrounded and converged on team A and … ate them.”

“Team B found these structures at the center of their nests shaped like a giant mouth filled with teeth. These creatures would bring in cartloads of animals – anything they got their hands on from the swamp, including their own kind … and eat them.” Eric continued.

“While it is certainly not a uniqueness proof for the range of possible actions, any deviation from this behavior would at this point carry significant entropy”, Albaek said.

“And, in the absence of variation, their expected behavior extrapolated from past trends point towards these ‘Scourge’ attempting to kill and eat anything in their path. In the event they move north of the great crystal forest, we must be prepared to fight them off. And so, we are preparing to arm ourselves, to deal with our present problems at home and abroad. We hope to remain good neighbors with the Larepin, and even to aid each other against these threats, though we are new to warfare.”
With that, the diplomats awaited the reply from the order.

Moves:

Create Order (6): Goblin Skirmishers
The Goblins raise an army to defend their newly scattered population from the Scourge. The Goblins are physically rather frail, and so don’t do well in massed melee formations, but have a few advantages going for them in skirmishing combat.

They can fly, and fight from the air with projectile weapons, favoring poison darts and arrows launched from cover and high treetop positions. They can coordinate their movements stealthily using tones too high for most creatures to register, as they harass enemies entering their territory, relying on distance, reconnaissance, and maneuvering room to wear them down.

Create Order (6): Shapeshifting Spies


The Goblin shapeshifters eventually learn to control their form, and resume something resembling a normal life. But if they can manage to reattain their former shape, they discover they can mimic the forms of any of the other races of the world, even that of inanimate objects. These Goblins make use of this new ability to study the other races of the world more directly than ever before.

These spies don’t necessarily think of themselves as such (though their mileage may vary as to how others perceive them). They think of themselves as going native in their new lands, *very* native – adopting the language, appearance, and customs of the people they blend in with, and participating at ground level in their society. While neophytes can be picked out by their mannerisms, within a month or so, it can become almost impossible to tell that they are not what they seem. Information about their travels filters back to the Goblin homeland through letters that these shapeshifters enthusiastically and quite innocently write to each other in the codes and mathematical puzzles that Goblins love.

Re: the Red Rats - yep, it all fits nicely. What's not to love about some crazy dudes you can unleash on any troublesome landside resistance? And if you managed to hold down a shop in Las Flotas, a little protection would not be unappreciated. Furthermore, capturing people from around the world and making them fight to the death is hilarious as well as educational.

Command Order (-3): Red Reyn Pirate Ships:

The Red Reyn pirate captains are fond of shiny loot, and the Jaeskine have lots of it. Unfortunately, the master-smiths of the Jaeskine are rather well armored and pointy on land, and so it is difficult to directly take it. On the other hand, the Jaeskine nation is divided between two continents, with many fat merchant vessels making the run between them. The pirates begin to prey heavily on Jaeskine merchant and treasure ships moving between the south central and north central continents.

Purify Civ: Goblins (3):

The Goblins have only ever loved peace and quiet, and the discovery of new and interesting ideas. And with the choices they have been forced to make lately, it is becoming clear to them that evil is ... well ... irrelevant, pointless and sad. The Goblins, while eccentric, private, and very nerdy, are relatively benign neighbors.


Vote:
Move to the 3rd age next turn.


Title: Re: Dawn of Worlds
Post by: Donnie on February 11, 2012, 09:53:05 PM
Starting Points: 15

The revelation given to the Order of the White Dragons came at a harsh surprise. Not that it was not to be expected, however. The interracial politic that has dominated Larepin interests for centuries has resulted in a partial blindness to their surroundings. Not that things got any better. Seeking to better relations with the Goblins, the White Larepin deployed several of their White Guard and shipments of Magitek weaponry in which to arm themselves and a select few of the Goblins to improve aerial skirmishing. However the sudden deployment of arms and armies did not go unseen.

After a few weeks of cooperative training, two dozen Normal Larepin suddenly appeared from the mountains in Goblin territory. The group was led by one 'Ambassadeur Joliis' escorted by a fairly tall Larepin clad in red cloth and steel and holding a massive spear lance. Following the two were twenty two yeoman from the capital. Joliis and his men came into the camp oddly without question, the White Larepin from Irfang failed to mention their neighboring kin.

Joliis shifted his eyes watching the Goblins straining to train under sunlight hours. 'All hour/weather' training the Whites claimed. "I demand an audience with the commanders of this camp." he demanded to a young Goblin. Joliis was taken to the commander's tent.

In the tent was an aide to the Goblin commander as the commander was currently napping under the strain of daylight training.

"The Whities are a minor offshoot of our race, I am honestly ashamed they failed to mention our very existence the Goblins. I am quite certain that they were surprised by the presence of a hostile force south of your borders yes? Well I say two can play at that game..." Said Joliis, curling his long head fur, "Our fishing fleet spotted what appears to be a race of cannibalic and evil.... 'bunnies' advancing through the crystal lands. We have known of this threat for a while and have trained our vast militias to fight this strange foe when the time comes. Perhaps you can 'convince' our kin to open the border for our armies to come and assist you. In fact... I suggest you... 'transfer' your inexperienced White allies someplace where they won't get themselves into trouble when our spears and bows do the heavy lifting."

With that message, Joliis and his guard retreated into the mountains once more to evade Irfang border patrols.

The Goblins now have a rough choice. The vast militias and armies of Guerrier are able to assist the Goblins during any possible conflict, however the relations with Irfang could be strained and the use of advanced Magitek weapons taken away from any upcoming battle. Granted the Goblins could play both sides of the game, but neither Larepin race enjoys being used. Or perhaps a joint agreement can be made by the Goblins to placate both sides.

Command Order: Order of the White Dragons (-3)

There is a saying: "The jig's up." The White Larepin rush to secure their assets now that they have been revealed. They quickly set up a fortress to surround the Blue Crystal in D6, constructing a single massive fort west of the crystal and a long wall spanning the crystal's cool borders and the coast to the south. They erect magitek guns on the cliffs to the east of the crystal to prevent any sort of sneak attacks against their source of power. The fort is named Eis Wand, the Wall of Ice.

Seeking to improve their infrastructure and economic security, the White Larepin establish two towns. The town of Fisch is established south of Wand on the west coast to act as a sea port and fishing center. The town of Grenze is established between Irfang and Eis Wand along the cliffs of C6 and is equally armed with Magitek cannons facing the sea and land to the south.

Create Order: Ministry of Order (-6)

Magic has never been a strong suit of the master Larepin race, they often preferred the strength of steel and sweat. The frantic fortifications the Irfinians have been up to came as little surprise when it became known the Guerriers knew about the Goblins and Scourge all along. However despite their ability to easily prepare a defense through levvying their hundreds of thousands of highly trained militia, there may come a time where aggression is needed. The Ministry of Order's current goal is to prepare for potential hostilities as well as an ambitious project to be performed in due time.

The Ministry of Order sets down guidelines and resource requirements for a sea base in the seas west of Guerrier. The fortress would be large and require a significant amount of poured concrete, wood, and metal to be constructed. Such a project however would take a full turn to be started due to the size of it.

MEANWHILE....

...in a land Far Far Away...

"Kick your Kybutts in line meat!" screamed a Kycamuuni construction foreman...

Command Order: (-3)

The victory of converting the Krump began a new age for the Kycamuuni, they began to build villages in the territory bordering the Oryxians and Krump within F8 to act as proxy villages so to establish a firmer trade and spreading their faith in the Mushroom. An additional village has been built on the coast of the lake southwest of Argonev in F8. The village bordering the Oryxians has been named 'Kyxian' while the village bordering the Krump has been named 'Kycump'. The fishing village has been named Kysh.

With their new Krump allies, the Kycamuuni formed the Kyriup Mounted Forces, a joint Kyca/Krump organization that manages relations between the groups. The Order of the Shroom orders their new mounted corps to take to the lands and seas to spread the faith of the shroom! Specialized ships for the new mounted missionaries are built, small craft that contain plenty of herbivore food and nutriants to sustain one Krump-Mounted Kyca on a massive journey in the seas. First thing's first... the Kycas send four missionaries to the Greyn lands and bring gifts of shrooms with them. Although the individual Kyca are excited to meet old acquaintances... many in Argonev say their farewells in case the Greyn do not receive the gifts kindly...

15-12: 3 points remaining.

Eep forgot. Third age HERE WE COME


Title: Re: Dawn of Worlds
Post by: Dragyn on February 15, 2012, 02:39:04 AM
Despite having seen the updated map early, I can't really think of anything I wish to do this turn.  I shall, accordingly, perform no actions.

I vote we move to the 3rd age.


Title: Re: Dawn of Worlds
Post by: Fen on February 17, 2012, 10:45:15 PM
EEEENCOMING!

Catastrophe (-10)
A huge, black, smoldering rock streams out of the sky with a horrible wailing. The fiery boulder crash-lands in the forest south of Deadmarsh, and the landscape there becomes charred and barren. The Tek, desiring to study it, attempt to perform magic on it to move. The act causes the great stone to tremble, and it opens up, revealing within it an unmoving golem of the same material.

Create Avatar (-7)
The golem moves, rising up from the fallen meteor, and declares allegiance with those who had awoken it; the Scales. It is given the name "Terros" and lifts the husk of the meteor, bringing it to the Tek capitol city for study.

Advance Civilization (-5)
The Study of the stone, now called Terrosium after the golem, is discovered to vastly enchance magical properties, and is extremely resistant to most forms of damage, only capable of being changed while under the influence of magic, wherein it takes physical properties similar to iron.

The Tek fashion many magical amulets for magical pracitioners, and lock away the little remaining Terrosium under Tek'Rael's chamber for safekeeping. Wishing for more of the previously unknown material, they turn their gaze to the stars...

(Tek-Wide Amplification of Magic, and new interest in Astrology)

4 points remain.

(Terros is an effectively nonliving entity; it does not eat, drink, breathe, or sleep, but possesses awareness, emotion, and thought. It moves on its own and has all the properties of Terrosium. While capable of speech, Terros refrains from it often and acts without any indication as to what it will do, making it seem rude at times, but in reality it constantly thinks and re-thinks situations, consequences, and courses of actions for everything it encounters.)


Title: Re: Dawn of Worlds
Post by: Fax on February 18, 2012, 12:53:30 PM
The Jaeskine do not take well to the attacks from the Red Reyn pirates and so quickly devise countermeasures. Using their own smithing capabilities alongside the close examination of a number of captured pirate ships results in the Jaeskine developing an entirely new style of naval craft, the Runecast Warship. A number of these advances are also applied to their merchant ships. Further, the Jeaskine also develop a new class of weapon, the Runecast Cannon, after trading with the Turu'hraim and encountering their beloved explosives. These two main advances allow the Jaeskine counter the pirates effectively.
Advance Civilization (Runecast Ships) (-5), Advance Civilization (Runecast Cannons) (-5)

Garath Copperspire foresees a great deal of coming turmoil and believing that things must be done, to this end he gathers a group of the Brothers of the Azure Flame to create a army. The brotherhood's army then sets about protecting the besieged shipping lines
Command Avatar (Raise Army) (-1)

The northern Jaeskine clocksmiths, inspired by the Turu'hraim explosives devise a rune powered mechanism that enables their clockwork machines to self propel and power themselves, producing massive amounts of energy.
Advance Civilization (Rune Engines) (-5)

The Jaeskine gladly trade with any race willing to reciprocate, to that end they attempt to establish trade relations with the Goblins, the Tek, Larepin and Turu'hraim.


Title: Re: Dawn of Worlds
Post by: Fax on February 18, 2012, 01:43:42 PM
Fax - 17 - 16 + 11 + 3 = 15
Dragyn - 15 - 0 + 9  = 24
Kenku - 13 - 12 + 7 + 3 = 11
Fen - 26 - 22 + 4 + 1 = 9
EccentricOrbit - 19 - 18 + 9 + 3 = 13
Raf_Cian - 13 - 9 + 6 + 3 = 13
Radioactive_Toast - 12 - 10 + 9 + 3 = 14
Nagolinc - 11 - 11 + 4 + 3 = 7
Donnie - 15 - 12 + 7 + 3 = 13

A new age has arrived! The age promises to be one of great strife and turmoil!


(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-l-12.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-c-12.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-u-12.jpg)  
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-r-12.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph
Terros - A giant Golem alligned with the Tek that arrived in a meteor from the sky.
Toe-stub - The enormous disembodied purple toe of Andarcus


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
--Advance: Elegant Weaponsmithing
--Advance: magic-infused fabrics
--Order: The Fire Weavers - a skilled group of Edraei that have mastered the flaming loom, and act as caretarkers of the landscape to which their magic is fed.
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Irfang - Magitek Capabilities
--Order: The Ministry of Order - The Ministry of Order's current goal is to prepare for potential hostilities as well as an ambitious project to be performed in due time.

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Advance - Clockwork
--Advance - Runecast Ships
--Advance - Runecast Cannons
--Advance - Rune Engines
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
   -1Army
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
   -1Army
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -1 army
       -Advance Civilization : The art of Prolonged Warfare
       --Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
--Order: The Guild of Towers - The Rakey Trade and development guild
-Note: The city of Recycled is currently Neutral (0)
-Created by Raf_Cian


-The Goblins - A race of fruit bat people
-Good (+1)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
--Subrace:The Vampires - Goblins who drink the blood of innocents to extend their own lives.
--Subrace: Survivors of Archive - The survivors of the disaster that destroyed the city of Archive, all of whom have been transformed into shapeshifting silver liquid.
     --Subrace Advance: Shapeshifters
     --Order: Shapeshifting Spies - Shapeshifting goblin explorers
-Order: Vampire Circles

-Created by EccentricOrbit


-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance - Magic
--Order: Cothar's Blades
--Advance - Magic Amplification
-Note - Due to the arrival of Terros, the Tek have gained a new interest in Astrology
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
--Advance: Longshadow Spires/ Shadow travel
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-3)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
--Advance - necromancy
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
--Advance: Kycalloy Armor
-Note: The Kycamuuni continue to attempt to convert the Krump over to their mushroom loving ways
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
--Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
--Advance City: Las Flotas - Gladiatorial Combat
-Created by EccentricOrbit

-The Scourge
-Evil (-3)
--Order: the Temple of the Maw
-Advance - Swarm
-1 army
--Order: Bite his Butt! - A gathering of the scourge who attempt to devour the newly arrived Miserable Failure
-note: Currently the Lord of Balance is encouraging a group of Scourge who preach the ideas of 'Moderation' and 'Control', particularily with regards to the Scourge's massively expansionistic worldview
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Advance - Corruption
-Note - The Glyph Scarred are at open war with the Scourge
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
--Order: Well, Let's Celebrate Society - A group of Wattor who spend their time throwing lavish parties in honor of Miserable Failure
-Created by Raf_Cian

-Fennecs - A race of desert dwelling fennec foxes living in the eternal desert
-alginment ??
--Order: Desert Rangers - The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.
-Created by EccentricOrbit




-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on February 18, 2012, 11:50:06 PM
Advance Civ- Gryryn The merchant guild of the greyryn have become powerful traders that are expertly skilled at trading and bartering, and getting a good deal in so. (Advancement Trade)

Command Race - Gryryn Rumors swirls about the lands about the happenings of Redwoods nieghbors. The learning of the Jaeskine's "magic sigil ships" sparks much interest among the guild. It is decided to send a diplomat to the their shores with a plan of trade of service in sailors(and thus better protection agianst the Red), for either aquirement of some of thier new vessels, or instructions on how to enchance their own.(Trading with Jaeskine)

Command City - RedwoodThe rumors of the "dark ones"(Noctellus) along Redwoods border has troubled many among the city and neightboring villages. While they have not attacked the Gryryn, many among the people feel very uneasy about them. As a precationary measure, the city creates a milita.(+1 Army at Redwood).

Command Avatar - Shard - Glyph-Scarred The Shard sees that there is a need for creater numbers if it is to better corrupt the Scourde, and thus pulls more Scarred out from the wilderness to do its bidding.(+1 Army)

Addendum to last turn: The sighting of the Kyca mercenaries is seen with a bit of curiosity, as the only history about the two races for the Gry are that of savagery and cultism. Allowing them to dock at shore with an escort, and state their. A feeling of comfort however is began to be found, as the Kyca speak of change, and it is decided after some discussion that a pair of outposts shall be constructed in the near future.

Command Avatar - Flame Hand - Oryxians Rumors from the landing reach the Kitsune, and among them he learns of the Oryxians. Curious about the creatures, he arrives among them, first disguising himself to walk about them, before showing himself as "A messanger of the Sun". The Orxyians for the most part are in awe of him, and for the most part follow his supposedly holy words. This words include the development of a central city connecting and bettering relations between the five, a city to be called "Alora". (Create the city at the fork of the river at F7, and have 5 small villages circiling it.)


Title: Re: Dawn of Worlds
Post by: Fen on February 19, 2012, 02:33:00 PM
Command Avatar (-1)
Terros, in the interest of finding new lands, marches to the West, eventually arriving in the land of the Larepin, on the Coast of D6. It continues to march West North-West until it arrives at Irfang. It travels from town to town on the way, collecting information as it goes. Upon arriving at Irfang, it proposes trade between Larepin and Tek.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on February 20, 2012, 11:51:14 PM
In the lands of the Edraei, Andarcus wanders about, eventually settling down for a time on the southern coast where he sets up a lab, experimenting on subjects as diverse as the culinary uses of tarantulas (coming to the resounding conclusion that no matter what recipe is utilized, they taste horrible), investigating the psychology and mental pathologies of various… temporarily captive guests of various races (discovering that Rakey and cinnamon should not be mixed under any circumstances), to investigating various mysteries of biology.

In this process the Grand Inventor managed to intrigue and fascinate one Edraei who he initially held for experiments named Vedirai.  Possessing an extremely good natured disposition but rather clumsy handling of himself, he stuck around even after Andarcus had finished with him, and grew to be a sort of lab assistant… of sorts.   Offsetting his tendency to knock experiments over and repeatedly set fire to the premises, Andarcus kept him around principally because of 1) his gullible nature and his eagerness to offer himself as a guinea pig for just about anything and 2) his seemingly unmatched resilience  against misuse and less than healthy experiments.

Then one fateful day, when the Grand Inventor was testing on Vedirai, trying to discover just what the heck the real function of an appendix is, a colossal magical explosion rang out that would have killed any mortal creature on the premises at the time, but left Andarcus merely running for the seashore cursing at his hair for being on fire.  Expecting to see no one alive, he was instead confronted with…

A white dragon.  Vedirai had been somehow transformed into an 25 ft immensely powerful magical creature, who’s first action was to immediately apologize for causing the explosion and attempt to sweep the charred burning crater up with a now proportionally tiny broom and dustpan.  Upon being informed this was a less than efficient manner to clean up a disaster site, Vedirai apologized profusely for his stupidity and suddenly flew off, retrieving a tree he had ripped from the ground and attempted to sweep using that.

At this Andarcus threw his hands up in the air, declared he was bored of the Lands That Burn, the Edraei and their Glueiao cousins, saying they all had the odor of Miserable Failure all over them.  He then proceeded to walk off, and when the new dragon tried to follow him, he exploded in one of his rants and told Vedirai “Go… fly off and do whatever do good fairy stuff that pops into your head.  Go clean up someplace else that you’ll find actual people, I’m leaving!”

Vedirai considered this decree from his… well, departing master, thinking maybe it was part of his assistant training; he needed to help people and do good!  Starting where he was, he spotted a ship out to see.  He flew out to what turned out to be a Red Reyn pirate vessel and loudly asked if they needed assistance cleaning their ship.  Somehow this didn’t quite go to plan and after a confused scuffle and one sunken ship later, Vidirai baffledly considered what had gone wrong, and pondered his future… for now anyway… if he was going to help clean maybe he should sneak up on people and clean for them while they weren’t looking so there wouldn’t be any misunderstandings!

(That counts as a create Avatar 8 points )

Far in the north, in the glaciated peninsula of A10, the Cult of Kerspelowd funds several exploratory mining expeditions, as reports of rich treasure troves of minerals are being uncovered.  It is an utterly frozen landscape all but impassable and unreachable even to the hardiest races; except of course for the arctic and subterranean dwelling Turu’hraim, who set about to construct not just an outpost, but a grand sister city to Y’skhealkt, a beacon of the ice shores of the north just as the capital is a monument carved into the mountains (Command Race, 3 points-found city).   Here they found the city of  Burkt’ek.
----
In the lands of the west, the drumbeats of war beat from the hides of fallen enemies as Scourge of the capital Horgharghn rally in a feverish bloodlust to throw the might of their swarm against the striking hordes of Glyph Scarred, bolstering the size of their contingents further as the constant war intensifies (Command City, 2 points-create army).

14-8-3-2=1 point remaining


Title: Re: Dawn of Worlds
Post by: Raf_Cian on February 25, 2012, 09:04:02 PM
Starting Points: 13
Command City (-2)
Command Avatar (-1)
With great ceremony, the Takers announce to the Seekers that the age of action is upon us. Both acting to the full extent of their ability, they begin gathering in people from the countryside to swell the ranks for the Taker’s Blades.  With the order and discipline instilled across Resalk culture they’ve tripled the ranks of their soldiers and barely even begun to exhaust their potential recruitment pool. Numerically, this means two new armies have been raised in the city of Salkyn.

Command City (-2)
In the city of Las Flotas, the Red Rats make a final move to cement their powerbase. At the edge of the ever growing port the guild builds a massive coliseum/training ground two work as their base of operations. The training areas are public, with a measure of security provided by the Red Rats. The coliseum grounds are the final step in the organized fights that the Red Rats have been encouraging for the past few decades.

Command Race (-3)
The Circle of the Dead sense a level of disapproval from the ancestors. The Wattor are a prosperous people, but they are also stagnate. Aside from the small party cult that formed a few centuries back, all the Wattor appear to do is live, and the ancestors are no longer satisfied with this. So the Circle of the Dead gather many Wattor together and found a city at the center of F4. This city will be slow in growing now that the age of centuries have passed, but it will be the first and best chance the Wattor have in marking their legacy upon the world. As such, they name it Kindle... what could go wrong?

Ending Points: 5


Title: Re: Dawn of Worlds
Post by: nagolinc on March 02, 2012, 08:44:27 PM
Starting Points: (7)

Commmand Avatar: (Create City) (-1)

After much contemplation, Toe-Stub wanders out from the maze of caves in which he came to life.  He is surprised and delighted to learn about such things as sunlight, flowers and most of all cheese.
It isn't long before Toe-Stub stumbles upon the rather pathetic civilization of the Hraim'Turu.  Toe-Stub feels a strange kinship with these unusual beings.  Perhaps because like them, he too was created mostly to mock one of the Diety Andrew's Creations. 

As he continues to dwell among the Hraim'Turu, Toe-Stub soon recognizes that their disunity is a severe weakness.  For a society obsessed with the idea of implosions, Toe-Stub finds it unusual that the Hraim'Turu haven't thought of the idea of compressing their civilization together a little.  Soon, he convinces them that they will be much more successful if they all come together.  Thus, the first Hraim'Turu city is founded: If We all Squish Together, We can Squash the World  or "the city of Squish" for short.

The most notable features of Squish are the disturbingly small apartments and the uncanny tendency of buildings there to spontaneously collapse, especially around major holidays. 


Command Order: (Create Army) (-2)

As the ruthless dictators who command the Bottomless Secrets Society solidify their grasp on Dreoinin Society, they also turn their eyes outward.  For long, they have lusted after nothing but the secrets that lie every deeper in the bottomless pit in which they well.  Now, however, some of the leaders lust after the lands controlled by other races as well.

Sensing the time for conflict is almost at hand, the society summons an army (Army +1).  When at last this labor is created, they have created a truly terrifying war-machine.  By utilizing their powers of dark-magic and necromancy, the Dreoinin have an army that actually becomes stronger the more casualties it takes.  If the army has one weakness, it is that its leaders so lust for power that they will not stop short of killing one-another in order to gain a slight advantage.

The Dreoinin look outward at a world ripe for the taking and plot their next move.


Command Avatar: (Create Order) (-1)

Miserable Failure flees the land of the Scourge, wishing all the while that he had a hand or two with which to rub his incredibly sore bottom.  It isn't long before he discovers the land of the Goblins, a land which is all that much easier to find thanks to the trails of puzzles leading the way. 

Miserable Failure, who has had a lot of time to think in his life, finds that he is actually quite good at solving the puzzles laid out for him by the goblins.  As the continues to follow the trail of increasingly difficult puzzles, Miserable Failure eventually finds himself in the Goblin city of Archive, which is gradually being rebuilt despite the catastrophe that destroyed it (transforming a number of goblins into shape-shifters in the process). 

Impressed by Miserable-Failure's puzzle-solving prowess, the goblins invite him into their inner sanctum where they work on the most difficult math-problems imaginable.  Finally, they task him with the solution of the Ultimate Problem, one which has evaded the best goblin logicians for ages.  Their goal is to create a mathematical theory so perfect and so beautiful that it can actually prove its own correctness.

Miserable Failure sets to work, his ego boosted by finally having a group of friends to hang around who are almost as weird as he is.  Unfortunately, even Miserable Failure's genius is no match for the ultimate problem.  Try though he might, Miserable Failure is unable to find a logical system that is both consistent and capable of proving its own consistency. 

Finally, in a moment of despair, Miserable Failure lets out a fateful lament.  "This is impossible!  This statement cannot be proven!"  Alas, Miserable Failure is more correct that even he had feared.  By the end of the night, Miserable Failure had written the outlines of a proof that no logical system can be both consistent and complete.  Its as if the laws of mathematics themselves are taunting him.

Miserable Failure woefully relates the details of his proof to his goblin companions.  The goblins do not take kindly to Miserable Failure's discovery however.  Goblin society is build upon logic and reasoning.  The knowledge that there are things that can never be proven could easily tear civilization apart.  Hence, the goblins form the society They Must Never Know What They Will Never Know.  The "Never Never Society", as it is called seeks to ruthlessly stamp out all knowledge of Miserable Failure's Incompleteness Theorem.  People who learn of the theorem are disappeared in the middle of the night.  They are frequently taken out into swamps and drowned.

The Never Never Society also attempts to eliminate Miserable Failure, the source of the Incompleteness Theorem.  After finding him incredibly resistant to fire, drowning, suffocation, and being tied in a sack and beaten with wooden sticks, the Never Never Society has to settle for banishing Miserable Failure from Goblin society forever, warning him that if he ever returns he will be made to suffer far worse.

(http://exchausa.x10hosting.com/multiverse/images/1330739905.png)

Ending Points: (3)


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on March 03, 2012, 01:03:14 PM
@nagolinc: Awesome picture! Did you make those models yourself? What program did you use?

It's unfortunate that the Goblins would do that - a disproof is just as valid as a proof, after all. It may mark the first time Miserable Failure has succeeded at something - a Miserable success? Ref. Godel's theorem was pretty clever,  [:)

Red Reyn: Command Order: Pirate Ships (-2)
Red Reyn: Command Order: Red Rats (-2)
Kidnap The Flames Hand

Pirate Captain Emelio cursed his luck. It seemed like such a good idea at the time. Unfortunately, wild boasts made the night before in the tavern were very hard to back down from when evaluated in the cold light of sobriety. But then, that's how most classic Red Reyn adventures start, and on the off chance it didn't kill them all, it would be epic.

The Red Reyn were slowly and haltingly growing in wealth and power, but there were setbacks at every turn. The Jaeskine, once easy and insanely profitable prey, were becoming harder to take on the high seas. The Rakey repelled the ill fated expedition of Captain Lorenz. Many of the other races of the world were developing powerful magic or had some sort of divine patronage. Unfortunately going off on half-cocked nautical adventures leaves little time for the scholarship that most magic requires. And the Reds couldn't find reverence with a map in the Vatican, so they were unlikely to endear themselves to any gods anytime soon.

"How come none of these gods ever do us pirates any favors?", Emelio waxed eloquent, bottle in hand. "That kitsune Flames-Hand is a fox, right? Maybe a little on the snooty side - after all, he could never be bothered to give us any fortune or powers, but I'm sure we can get him to see things our way."

"Oh yes, I can see this now", Admiral Marta said, laughing. "Let's go actually drawing the attention of a god. Please sir, won't you help us pillage the high seas? After all, we are so pure and stuff."

"Pure *something* anyway! Har! If you made the Captain's tavern his shrine, half of us might accidentally attend a service", Lorenz guffawed.

"Shut up, Lorenz!", the other Captains shouted.

"Exactly!", Emilio said, not quite following the conversation. "All we have to do, is get his attention. If we kidnapped him, he'd have no choice but to hear us!"

Admiral Ponfilo pounded the table with laughter. "Ah yes! You're going to just walk up to this critter and clobber him with a belaying pin, are ye? And when he wakes up halfway back to Las Flotas, we can all watch the pretty lightshow on the horizon"

"I'm not an idiot", Emilio said. "I ... have a *cunning plan*!", he put one paw on the table and gestured dramatically.

"Now we're really worried, since when did you have plans?"

"The Flames Hand isn't at home. He's currently abroad among the Oraxians. We don't have to kidnap him *directly* - we can kidnap some of those grass-eaters he seems to like so much! If he's such a good god, he wouldn't hesitate to walk right into our trap to spare his followers. And if he's not so good, he'll have to do it anyway, or he'll lose all his grass-eating worshippers when they discover what a self-serving jerk he is."

"You don't just walk into a foreign country", Lorenz cautioned. "They could have traps, armies. The land itself could be so hostile that you'll never make it to your destination", he said, shuddering.

"Shut up Lorenz!", all the pirate Captains shouted in unison.

"Oraxia, land of adorable doooom. What are the Oraxians going to do, make bambie eyes at you?", Admiral Marta said. "They're almost as scary as those monkeys that beat you by climbing trees and staying out of your way as you blundered about the jungle!"

"No, no, Lorenz has a point", Emilio said. "We can take those gladiator types with us to round up the villiagers! They're rough enough to handle anything these grass-eating hippies can throw at us. And then, when we have them, we'll send word to that Flames Hand that he must surrender to us."

"And then, just as your ships hoist anchor, all your sails will catch on fire."

"One of those gladiator types", Emelio said, motioning to a captured Tek slave, "knows how to make anti-magic wards. And we'll keep him in a hold lined entirely with glass and water, in a steel cage suspended in the air. There will be nothing for him to light on fire - he'll be trapped!"

"Well, this has been a delightful game", Admiral Marta said, "Too bad there's no one here who actually has the guts to do it."

"What?! I have plenty of guts!", Emelio shouted. "I'll do it!"

"Oh will you?", Marta said, with lidded eyes. "This I'll have to see."

"I will! My ship leaves at dawn!", Emelio said.

"You might as well take Lorenz along - he has experience beating hasty retreats from unarmed natives", Marta said. "The boldness and ridiculousness of your plan has moved us all ... to tears ... heehehe." She handed him a package.

"What is this?", Emelio asked.

"Asbestos trousers - you're going to need them!"


Title: Re: Dawn of Worlds
Post by: Dragyn on March 03, 2012, 03:49:55 PM
Starting pts: 24


Advance Civilization: Noctus Spy Network (6 pts)
The Noctus, starting to hear rumors of war and unrest, start training some of their more capable shadowwalkers to enter the cities of other races, listen and observe, and send reports back to the priests of Noctellus.  Through this newly formed Spy network, the Noctus learn that the Greryn of Redwood have formed an army against them.
(The Noctus now have a spy network.)

Command Race:  Form Alliance (3 pts)

Noctellus, ever cautious, suggests his people send peaceful representatives to the Greryn, to seek a mutually beneficial alliance.  This they do, offering their unique abilities as a defensive aid should war arise.

The Noctus also send representatives to speak with the Jaeskine, Krump, Kycamuuni, Oryxians, and the red Reyn, offering each their services, though they don't truly expect alliances with all of them.

Command City:  Longshadow: Form Army (2 pts)

The Noctus form an army, based at the Longshadow Spire.  Thus, they are able to quickly arrive at most nearby cities, should they be needed.

Command City:  Longshadow: Stealth Combat Tactics (2 pts)

The Noctus Army trains to step through enemy shadows, in order to always be mobile and harder to locate, as well as placing themselves in advantageous positions. 

Side Note:  Why is Longshadow not labeled on the map?  It is a city, after all.

Ending Points:  11


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on March 03, 2012, 03:57:03 PM
EO: Need a little clarification, are you attempting the actions this turn or next?

As for the Noctus Peace Ambassador, the Greyryn will greet him with hospitality and calmed spirits. They will probably inquire about possible trade agreements and what natural resources and technologies they posess, for monetary reasons of course  [:P.

Edit: Race corrected herpaderp.


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on March 03, 2012, 04:33:24 PM
I'm attempting it this turn.  {:P {:P (Or whenever it is convenient to write a response).


Title: Re: Dawn of Worlds
Post by: Dragyn on March 04, 2012, 01:07:16 AM
Er...I don't think Nagolinc sent any ambassadors...


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on March 05, 2012, 10:51:29 AM
(k, Ive looked at this, and LOB interference or no this is probably the best response I can think of).

About 2 months after the crew set out on their task, a derelict ship was found on the seas outside Las Flotas shores. An hour after the discovery, a salvage crew was sent out, and found a horrid sight. The ship was burned and scarred from ship to stern, its sails turned ashunder from its masts, and the hull barely holding agianst the water. Many among them wondered how it had even floated home. Its crew had also not survived whatever has plagued this ship as all that remained of them was melted metal and scorched bone.

It is from this gruesome scene that the Flame Hand appeared from below deck. Looking upon the reds that had found him he sighed. "Take me to that who leads you" he said to them, "I believe we need to talk."

and it was thus that the Kitsune came to Las Flotas to give a blessing to the red(next turn), but not without a "price".


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on March 06, 2012, 04:55:11 PM
Code:
The revelation given to the Order of the White Dragons came at a harsh surprise. Not that it was not to be expected, however. The interracial politic that has dominated Larepin interests for centuries has resulted in a partial blindness to their surroundings. Not that things got any better. Seeking to better relations with the Goblins, the White Larepin deployed several of their White Guard and shipments of Magitek weaponry in which to arm themselves and a select few of the Goblins to improve aerial skirmishing. However the sudden deployment of arms and armies did not go unseen.

After a few weeks of cooperative training, two dozen Normal Larepin suddenly appeared from the mountains in Goblin territory. The group was led by one 'Ambassadeur Joliis' escorted by a fairly tall Larepin clad in red cloth and steel and holding a massive spear lance. Following the two were twenty two yeoman from the capital. Joliis and his men came into the camp oddly without question, the White Larepin from Irfang failed to mention their neighboring kin.

Joliis shifted his eyes watching the Goblins straining to train under sunlight hours. 'All hour/weather' training the Whites claimed. "I demand an audience with the commanders of this camp." he demanded to a young Goblin. Joliis was taken to the commander's tent.

In the tent was an aide to the Goblin commander as the commander was currently napping under the strain of daylight training.

"The Whities are a minor offshoot of our race, I am honestly ashamed they failed to mention our very existence the Goblins. I am quite certain that they were surprised by the presence of a hostile force south of your borders yes? Well I say two can play at that game..." Said Joliis, curling his long head fur, "Our fishing fleet spotted what appears to be a race of cannibalic and evil.... 'bunnies' advancing through the crystal lands. We have known of this threat for a while and have trained our vast militias to fight this strange foe when the time comes. Perhaps you can 'convince' our kin to open the border for our armies to come and assist you. In fact... I suggest you... 'transfer' your inexperienced White allies someplace where they won't get themselves into trouble when our spears and bows do the heavy lifting."

With that message, Joliis and his guard retreated into the mountains once more to evade Irfang border patrols.

The Goblins now have a rough choice. The vast militias and armies of Guerrier are able to assist the Goblins during any possible conflict, however the relations with Irfang could be strained and the use of advanced Magitek weapons taken away from any upcoming battle. Granted the Goblins could play both sides of the game, but neither Larepin race enjoys being used. Or perhaps a joint agreement can be made by the Goblins to placate both sides.

I forgot to add a response to this thread. It probably needs one soon, so here it goes: (also, not sure what type of action this counts as)

Ambassador Jollis was awakened far outside the bounds of his customary hours by one of his aides. "What could it possibly be at this hour?", he asked.

"It's a courier sir, from the Goblins."

The ambassador quickly shrugged into his waistcoat and made himself as presentable as he was going to get at who knew what hour. He emerged into his office, coming face to face with the courier, who was hanging from his chandelier! Jollis blinked once or twice. "Ah, it is good to hear from our newly acquanted neighbors. What brings you here ... at this time of night?"

The courier hummed a squeak or two, then began: "Ah, yes. Our apologies for getting back to you so late. It takes the governing conference time to arrive at a conclusion, though the majority had pretty much made up their minds a good week ago. The chairs have the following reply:" The creature brought out a scroll and unrolled it.

"From the Goblin Council to the Guerrier government:

Greetings! We have recieved your offer for aid against the Scourge, and appreciate it very much.

However, we are now aware that perhaps all is not well within the Larepin nation, or should that be plural? You obviously don't get along with your cousins from Irfang - that is especially apparent because, as you have pointed out, they saw fit to refrain from mentioning your mere existence to us in all our dealings to date. (We are somewhat cross about that). However, the internal politics of the Larepin are not our concern - we do not at present seek to involve ourselves in favor of any of your parties against the other. Any alliance we make is solely to fight the Scourge. And your armies would complement us tactically better than the weaponry Irfang has helpfully provided so far.

We will continue to rely on the aid of Irfang, however. Our problem is a strategic one, one of geometry: In order for your armies to reach us, they would have to pass very close to Irfang and its surroundings, which would antagonize the White Larepin. I do not know how much influence you believe us to have with them, but you can imagine where they will probably tell us to stick any request to allow a potentially hostile army to march through their borders."

(Privately, the Goblins wonder about the nature of the militia army in the first place - it could be a ploy to gain an advantageous siege position on the Whites. After all, was that large army in an otherwise insular country really raised to deal with an *external* threat? In addition, in the event that Guerrier becomes hostile to the Goblins, whether because of this diplomatic slight, or any plotting on their part, having Irfang between them and Guerrier may be advantageous. On the other hand, in the event of hostilities with Irfang, the White Larepin would be caught between the Goblins, the Greys, and the Scourge - a position the Goblins doubt they will put themselves in willingly. The Goblins don't at present place high probability on hositlities with either Larepin nation, but it doesn't hurt to think these things through.)

"If an arrangement could be made to transport your troops via ship, that may be advantageous. After all, we welcome any and all aid against the Scourge - once you and the Whites are clear of each other's territory, our expectations of each parties interests are that it would be a best response for all of us to fight this threat together. We will contact the Jaeskine and see if they will loan any ships to help in such a scheme."

Regards,

the thirtieth Goblin governing conference and grant allocation board.

PS - in the interest of keeping everything above board, Irfang will also be copied on this communication."


Title: Re: Dawn of Worlds
Post by: Donnie on March 11, 2012, 09:16:28 PM
Hehe sorry for my tardiness, GDC and whatnot. Nice post EO.

Starting Points: 13

It was a sunny bright morning when Kycaly woke from his long sleep and crawled out of the nest.
"My big day...!" He yawns loudly, waking up his Krump companion, "And you too Vlorm!"
"It's Vlormorhd, small-ling," he sighs, standing slowly and slowly trodded his way into the equipment room with Kycaly behind.
In a blur of red, Kycaly dashed around the room grabbing every Kycalloy plate in sight and affixes them to Vlormorhd and his massive arms and legs. "Neh! I prefer Vlorm! Long journey ahead, yes sir! My first Mission! Must protect ourselves!"
Vlormorhd shakes his head slowly and feasts on a bowl of flowers, holding still as Kycaly equips him in heavy, ornate body armor. Pearl white dominates his color with lustrous gold borders reflecting everything around them.
Kycaly gave Vlormorhd a strong pat on the leg and equips his missionary garb.... with similarly lustrous plated armor.
"I don't know why the Imperium gave me this armor! But I love it!"
"Indeed. Our heading is north?" Vlormorhd scratched his plated leg, getting over minor discomforts.
"Faaar north! Unexplored! Unknown! Heathens! We will convert any we shall find to the Flower and Mushroom!" Kycaly finally straps on all his armor then operates a wooden crane to place a small hut on Vlormorhd's back, acting as Kycaly's home away from home on the long journey.

And with that... Kycaly and Vlormorhd ride north...
Advance Civilization: Mounted Krump Cavalry (-6)

The duo marches west through Oryxian territory and passing briefly through Jaeskine lands, buying a few trinkets from the squirrel taurs before making the trip up the isthmus and into lands unknown. They kept their pace and did not turn left as they probably should have. Instead the duo waded through the small lake northeast of the fortress Gaertanz and proceeded further up north, entering the Crystal Lands.

"This place... I am speechless!" Kycaly exclaimed, hopping excitedly in his micro house. However, Vlormorhd was not so excited. His massive feet could sense vibrations hounding them from behind for miles. Something was stalking them.
"Curse this armor." he muttered silently and began to stride at his best (though slow) pace.

Before the end of the day, when the sun began to set, the duo were beset by several small.... cute predators. They did not hesitate and tried to latch their maws on Vlormorhd's massive legs, failing instantly as the Kycalloy broke their teeth and Vlormorhd crushed each one under his feet.
"Gah! What are these things!? So cute but... ewww~!"
"Predatory beasts, scouting party. Likely attack in numbers." Vlormorhd mumbled and strode on north along the coast.

For the next 3 days they were under periodic attacks, each in greater numbers with the last attack forcing Kycaly to use his Kycalloy sword and cut down a few Scourge that attempted to climb.
"A...are we going to diiiieee!?" Kycaly said in desperation and fear as he see's a large swarm running up from behind.
Vlormorhd had been wounded minorly, a chomping scourge got a small bite off his thigh between armor plates, "I smell something different north and to the east. Must not give in."
Kycaly looks to the east and see's something going on in the sea... as if something was rising from the depths.

Command Race: (-3)
A small fleet of ships were ferrying large amounts of wood, steel, and iron onto a large artificial platform in the middle of the sea northwest of Guerrier and southwest of Les Poissons. The Guerrian sea fortress put in place to guard the bay and to facilitate safe passage of landing forces into Scourge territory. Guerrier had grudgingly accepted the Goblin's accords to cooperation, finding the Scourge a more urgent foe than bitter politics. Though they would have preferred to leave the Irfinians in the dirt in this conflict.

Through their use of militia training and preparation, Guerrier raises two armies from their cities and assembles on the coast.

Command Race: (-3)
As the days go by, Kycaly and Vlormorhd start to run low on supplies and energy under the constant attacks by Scourge. Vlormorhd's armor and thick skin are all that stands between the Scourge and their next meal. As the duo pass by Yallwall, they are finally beset by a massive swarm, intent on tearing them to pieces. Kycaly holds his blade shakily, likely preparing his mind for suicide over being eaten. Suddenly from the distance, a massive THUMP is heard.... followed several seconds by an explosion of ice mere meters from where Vlormorhd strode. The barrage continues for what seems like hours, ripping into the Scourge horde but with no regard for Vlormorhd and Kycaly. Vlormorhd keeps a head up, ignoring the Scourge whom are squished under his feet in favor of dodging the Ice Bombs that the newly formed Irfinian army are firing upon and goblins up in the sky are dropping. Passing finally into Goblin territory, Vlormorhd comes to a stop in a Goblin camp, laying down silently for the first time in weeks. Intrigued, the Goblins attempt to facilitate communications with Vlormorhd, but he directs inquiries to Kycaly... who had fainted in the barrage.

Some kind of new Scourge creature? "Unlikely." said a Goblin to some Irfang infantry, "For one it is pink. And is covered in flowers. And is working together with another being whom smells of rotten mushrooms. I don't believe Scourge work with anyone. Whomever these are, they are new to these lands.

Remaining Points: (1)

One of the few survivors of the barrage on the border of Goblin territory licked his chops. He had managed to get a bite into the large creature from whom he heard tasted oddly good... He and the other survivors followed the creature's scent path from where it came from. After several weeks of pathfinding the scourge come upon the guarded isthmus. They deducted that whatever that tasty beast came from, it came from here...


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on March 19, 2012, 10:45:21 AM
Yo Fax, you still around?


Title: Re: Dawn of Worlds
Post by: Fax on March 19, 2012, 11:16:45 AM
Hey, I'm not dead or anything. Just been getting buried by classes and work. I hope to have the update posted by wednesday, however the maps themselves have been completed and uploaded to the wiki already.


advance civilization (Jaeskine) - Skystones (6) - The Jaeskine make a great discovery in their rune magics. By an esoteric series of treatments coupled with a uncommon mineral they succeed in creating a stone which is capable of levitation! They quickly make great use of these stones to create  ships capable of soaring across the skies alongside the grand dragon!

Command race (open mercenary services) (3) - In response to the requests of the other races, the Jaeskine begin offering up their services as mercenaries, particularily to the Greryn. The Jaeskine gladly battle against the Red Reyn pirates as well as all others who would do ill to those under their protection, having been victums of such bandits in the all too recent past. As for the proposed alliance with the Noctus, they Jaeskine accept the offer and open up further relations with them whilst still remaining cautious of the shadowy creatures.
Further, with the advent of the skystones aand the incredible range of transit that they enable the Jaeskine begin to open up trading relations with all other races that are willing to undertake legitmate relations with them.

Create Order (Jaeskinian mercenaries) (4) - The Jaeskine see a great deal of potential benefits in assisting the Greryn merchants with the defense of their merchant ships and so quickly begin to form mercenary bands to hire out their services to those who are willing to pay for them. These bands provide the benefits of helping fund themselves while also providing Jaeskine soldiers with valuable combat experience for the anticipated war with the scourge.

Command City (raise army) (2) - The soldiers of Gaertanz, many of whom are on periodic duty form a large scale mercenary force from those who are not on the current force rotation but wish to make use of their skills as well as gain some potential profit.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on March 19, 2012, 03:49:16 PM
Umm... the wiki maps are updated?

I'm looking and there's several changes that I don't see shown in the latest turn 12 maps :/


Title: Re: Dawn of Worlds
Post by: Fax on March 19, 2012, 04:30:18 PM
Thats because its actually turn 13. The files are up but I haven't had a chance to add the page for this turn. I'll do that right now actually, just to get that cleared up.

*Edit* And they're up: http://dow.crimsonflagcomic.com/doku.php?id=turn_13 (http://dow.crimsonflagcomic.com/doku.php?id=turn_13) */edit*


Title: Re: Dawn of Worlds
Post by: Fax on March 19, 2012, 04:46:41 PM
Fax - 15 - 15 + 2 + 3 =  5
Dragyn - 24 - 13 + 8  =  19
Kenku - 11 - 11 + 3 + 3 = 6
Fen - 9 - 1 + 6  = 14
EccentricOrbit - 13 - 4 + 11  = 20
Raf_Cian - 13 - 8 + 8 = 13
Radioactive_Toast - 14 - 13 + 10 + 3 = 14
Nagolinc - 7 - 4 + 10 + 3 = 16
Donnie - 13 - 12 + 6 + 3 = 10


And here's the update! The world continues to gear up for conflict and while no outright battles have yet arisen, it is merely a matter of time!
Apologies to all for taking so long to get this up, as previously mentioned i've been busy dealing with work and classes recently and expect this to continue a bit longer so here's a bit of forewarning that the next update may also be a little slow in coming.

(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-l-13.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-c-13.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-u-13.jpg)  
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-r-13.jpg)  



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph
Terros - A giant Golem alligned with the Tek that arrived in a meteor from the sky.
Toe-stub - The enormous disembodied purple toe of Andarcus
Vedirai - An incompetent Edraei who is transformed into an immense white dragon by Andarcas' experiments

Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
--Advance: magic-infused fabrics
--Order: The Fire Weavers - a skilled group of Edraei that have mastered the flaming loom, and act as caretarkers of the landscape to which their magic is fed.
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Irfang - Magitek Capabilities
--Order: The Ministry of Order - The Ministry of Order's current goal is to prepare for potential hostilities as well as an ambitious project to be performed in due time.
-2 armies (gurrier)

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
--Advance - Traders
-1 Army at Redwood
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Advance - Clockwork
--Advance - Runecast Ships
--Advance - Runecast Cannons
--Advance - Rune Engines
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
   -1Army
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
   -1Army
--Order: Jaeskine Mercenaries - Jaeskine soldiers for hire by most anyone willing to pay them.
   -1 army
--Advance - Skystones
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -3 armies
       -Advance Civilization : The art of Prolonged Warfare
       --Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
--Order: The Guild of Towers - The Rakey Trade and development guild
-Note: The city of Recycled is currently Neutral (0)
-Created by Raf_Cian


-The Goblins - A race of fruit bat people
-Good (+1)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
--Subrace:The Vampires - Goblins who drink the blood of innocents to extend their own lives.
--Subrace: Survivors of Archive - The survivors of the disaster that destroyed the city of Archive, all of whom have been transformed into shapeshifting silver liquid.
     --Subrace Advance: Shapeshifters
     --Order: Shapeshifting Spies - Shapeshifting goblin explorers
-Order: Vampire Circles
-Order: They Must Never Know What They Will Never Know
-Created by EccentricOrbit


-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance - Magic
--Order: Cothar's Blades
--Advance - Magic Amplification
-Note - Due to the arrival of Terros, the Tek have gained a new interest in Astrology
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
--Advance: Longshadow Spires/ Shadow travel
--Advance: Noctus Spy Network
-1 Army
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-3)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
--Advance - necromancy
-1 Army
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
--Advance: Kycalloy Armor
--Advance: Mounted Krump Cavalry
-Note: The Kycamuuni continue to attempt to convert the Krump over to their mushroom loving ways
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
--Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
--Advance City: Las Flotas - Gladiatorial Combat
-Created by EccentricOrbit

-The Scourge
-Evil (-3)
--Order: the Temple of the Maw
-Advance - Swarm
-2 armies
--Order: Bite his Butt! - A gathering of the scourge who attempt to devour the newly arrived Miserable Failure
-note: Currently the Lord of Balance is encouraging a group of Scourge who preach the ideas of 'Moderation' and 'Control', particularily with regards to the Scourge's massively expansionistic worldview
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Advance - Corruption
-Note - The Glyph Scarred are at open war with the Scourge
-1 Army
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
--Order: Well, Let's Celebrate Society - A group of Wattor who spend their time throwing lavish parties in honor of Miserable Failure
-Created by Raf_Cian

-Fennecs - A race of desert dwelling fennec foxes living in the eternal desert
-alginment ??
--Order: Desert Rangers - The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.
-Created by EccentricOrbit




-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on March 20, 2012, 06:31:53 PM
Command Avatar - Create Order The first blessings of the Flame's Hand, is to help to strengthen the Red's craftmans. To do so, he creates a small guild of metalworkers to which he teached the way of steel and fire. (The Hot Steelworkers Guild is formed)

Advance City - Los Flotas This guild and the teaching of the flame hand lead to better tools and weapons among the Red, and starts to make Los Flotas a hotbed for trade in arms.(Los Flotas is now reknown for quality weapons and ship armorments.)

With the blessings done, the Kitsune leaves, but leaves with a warning on the wind. "Do not use my blessings agianst my faithful, or be prepared for my flaming wrath"

Remaining points: 0


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on March 30, 2012, 05:39:22 PM
Ok, what happened to everybody?


Title: Re: Dawn of Worlds
Post by: Fax on March 30, 2012, 07:47:23 PM
I really wish I knew. I've just been holding off making my move until the end as I always do


Title: Re: Dawn of Worlds
Post by: Donnie on March 31, 2012, 03:57:47 PM
Hehe I suppose I should stop waiting for EO to post. I'll write up mine soon.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on March 31, 2012, 06:41:14 PM
Command Order, 2 points Use Army

It has been too long since a large conflict was waged in the lands of the Scourge; unrest threatens to billow and tear apart their burgeoning empire.  If they can’t fight outsiders, then they will fight each other; that is the way of the Scourge.  Seeing this rising tension as a threat to their power, the Temple of the Maw seeks to marshal their gathered forces together.

It’s time for full scale war.

More than that, the Temple has become fascinated with the workings of the Glyph Scarred corruption; it somehow controls any species it is in extended contact with, works over any distance, and is so far without cure.  If such a power could be harnessed, the power at the Temple’s disposal would be beyond their imagination.  Eagerly they make preparations, and when they are ready, they launch their army in an invasion of the Green Crystal lands.  Their objective: drive at the other worldly crystal and secure it in the name of the Temple.

Command Order, 2 points Use Army

Meanwhile, the Temple’s focus south leaves much agitation on the eastern borderlands, a factor aggravated  by the departure of Miserable Failure.  In his absence, a large group of Scourge follow the banner of the order known as Bite His Butt roam restlessly, desiring once again the presense of the monopod so they can have their chance at deification, as a theology quickly develops that the one(s) that successfully devour Miserable Failure will attain the power of a deity.  The order soon swells into its own horde, and indeed actually attracts one of the Scourge’s main armies.

The only fact known about Miserable Failure now is that he headed north, into the land of the Goblins.  Therefore that is where the Scourge must follow.  In defiance of the Temple of the Maw’s efforts, Bite His Butt leads the 2nd main army of the Scourge north to find Miserable Failure: and assault and destroy any Goblins or others who get in their way.

Command Avatar, 1 point Create Army

In the south, the new dragon Vedirai adjusts to his new form, and is off to venture into the world!... to be helpful.  Somehow.  He doesn’t know actually how to accomplish this, just that he could start with one thing he knows how to do better than anything else; cleaning!

With this knowledge, he flies north, ambling around before turning northwest, and eventually finds himself in the lands of the Krump, who have in recent ages settled into a subordinate supportive role in the empire of the Kycamuuni.  There, he is instantly struck by the overabundance of flowers; seemingly growing everywhere, even over buildings!!  It’s very pretty in a way, but it’s so disorganized!  He decides there is no alternative but to help clean up right away.  He starts with a rampant growth of flowers that look strangely like a temple…

To the dragon’s shock, the Krump react to his attempts to help with blind furious rage!  Quickly they mobilize together, grouping into a veritable army to hunt down and crush the outrageous dragon that has defiled their gardens!

Command Order, 2 points Use Army

The Templarians, custodians of the Krump flower temples, are as enraged as anyone, and harness the outrage among the populace and seek to punish the interloping dragon responsible for the desecration of their temple.  Seeing him flee southeast, they follow.
 
Vedirai, confused and frightened by the response of those he was just trying to clean up for, seeks to rest in the lands of the Red Reyn, who don’t quite know what to make of this arguably clueless dragon.  The Krump, and the Templarians leading them see this in simple terms of the Red Reyn harboring a hated enemy, and assault the vulpines accordingly.  

Command Avatar, 1 point Create Order

Andarcus has left the south for the time being and meandered back north; at the moment he has given up on finding the whereabouts of Miserable Failure, and decides to check in on the Turu’hraim and their perpetual love of explosives.  There, he sees quite inventive pyrodestructive practices at work, but they mostly seem geared toward tunneling and engineering.   While extremely useful, they could have more amusing potential in more... martial persuits…

With this in mind, Andarcus gathers several plucky and particularly quick thinking Turu’hraim together, to see if he can get them to focus on things a bit more martially oriented.  This effort pays off, and soon the Turu’hraim boast a new order: The Engineers of Destruction.

Command City, 2 points Create Army

With the Engineers as a core, the city of Y’srhealkt contructs for itself its own army.  Trade relations with the Jaeskine and Tek are always unpredictable, and the Phoraj are only growing more uncooperative as time goes on… best be prepared…

14 points,  - 2 – 2 – 1 – 2 – 1 – 2 = 4 points remaining


Title: Re: Dawn of Worlds
Post by: Raf_Cian on March 31, 2012, 11:25:43 PM
Starting Points: 13
Command City: Las Flotas (-2)
In Las Flotas the Red Rats where already preparing to move this year to slowly but surely build up their power base so as to recover from the disaster of pirate captain operation from last year. This would normally be a slow and gradual process so that by the end of the year the pirate captains would be none the wiser.

The rampaging mass of a few of the planets largest creatures into Red Reyn territory speeds things up a bit.

Rallying the populations of Las Flotas, the Red Rats organize an army to turn back the invading behemoths. Giants versus highly combative well armed foxes and rats. Still doesn’t quite seem an even match...

Command City: Salkyn (-2)
Back in Resalk territory, the Seekers were preparing for the mobilization commands from the Takers. This involved gathering more potential warriors from the countryside and organizing them into a proper Blade division. This of course means that  Salkyn has now raised a fourth army.

The Seekers where about to send out warning to the Greryn that they would be moving though their territory when suddenly news of the army marching on Red Reyn territory reaches Salkyn. This gives the Takers a plan... which is never a good day for Seeker blood pressure.

Command Order: Seekers (-2)
The Seekers rush to pacify the Greryn of Redwood about what is about to happen next. While potentially able to crush the city, that is not currently the aims of the Takers and would be a distraction the Resalk race would like to avoid. They of course put it much more diplomatically when they assure the Greryn that no hostile actions are being taken against them.

Command Race x2 (-6)
As for what that action is... a large selection of the Takers take march two of their four armies northwards, along with several working class Resalk and their families. They do not take any aggressive action against any Greryn settlements along the way, bypassing Redwood and heading into the northern mountains.

It’s there, at about the dead center of H7 that this large force of rats found the Quesalk. With a year being a turn in the current age, it will take almost the entire turn to make it even a small settlement, but it’s a crucial point in the Taker’s ultimate strategy. At the very least it’s a well protective settlement, even with the prices the Seekers have to negotiate to allow establishment of the supply lines.

Command Avatar: Takers (-1)
And then of course comes the adaptation that recent turn of events brought forced the adaptation of the original plans. Originally only two to three Takers were going to come to oversee the construction of the new city. Twice that many came because the Takers saw an opportunity to help cement their influence over the Red Reyn even further.

Marching into the Red Reyn territory, in the path of the invading Krump army, a band of Takers with minimal escort put themselves in the line of fire... literally as their use their power to combat the army. Not even the Seekers have seen the Takers demonstrate their full power since the creation of the Resalk race. Fire reigns down from the sky, flesh distorts and fails, and ground itself betrays the feet that attempt to find stability. It’s not enough to route the army, but it’s enough to rally another. Using the demonstration of their power, the Takers rally an Army of Red Reyn within the foxes’ territory. Two armies plus representation of the Taker Dynasty... that should prove to challenge to the invading Krumps.

Ending Points: 0


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on April 03, 2012, 01:40:44 PM
Addendum: On Turu'hraim society

Written in the year 67, 2nd Age of Scepters, by noted chronicler Rur'darkt

The authority of the Reigning Scepter was not always as prominent was it has become.  In the Ages of Quakes especially the Turu'hraim were a loose people, cooperating for benifits as neighbors, but not as brothers.  We fought amongst ourselves as much as we fought, and nearly brought ruin upon ourselves *F1.  It took many long years of strife and treachery before the fallen ways could be rooted out, and authority restored to the lands of the Bright Seekers *F2.

The rise of the Reigners was a slow process.  Reading the Legends at face value, one can (and many do) conclude that with the advent of Burak'al the Bright that our system of elected monarchy was firmly established, and that he won over the consensus of the heads of the Matriarchs as a fait accompli after his storied life of great accomplishments.  However, even slaying two dragons does not automatically confer one great political authority.  More than a few arms had to be twisted and several obstinate tongues had to be discreetly silenced before the Matriarchs conferred the title of Reigner of the Turu'hraim upon Burak'al. 

Even here, as soon as the Reigner's successor was elected, the Matriarchs ate at his power, and the rule of Urg'engh was one marked by bickering and strife.  The great estates of Undergrowth*F3 under control of the Martriarchs families only grew in this time; indeed they were one of the principal driving forces of expansion of our lands, so they could procure more Undergrowth Caves for their offspring and for new rising families that were agitating for power.

Several Reigners did not simply abide being reduced to a unifying figurehead, and aggressively fought to preserve or expand their power.  But the Matriarchs held fast, and have continued to act in their own interests, largely rendering the Reigned Lands more a collection of smaller nations than one great united one. 

Even so, the Reigners have increased their authority in some matters, such as the granting of charters and in the commencement of large investment ventures.  Slowly over time the Sprawl Caves that connect our Reigned Lands have come under the overall authority of the Scepter, even though the estate controlling nobility retains command of the application and organization of arms, and over the authority the Reigner has in regulating their practices and caves.  The balance has shifted slowly, but as the ages pass the Reigners wax as the Matriarchs and the families wane; they have lost a greater deal of of power outside the "status" areas of authority than they would care to admit.

Footnotes
F1 The author here is drawing on legends, which in this case were consolidated at a time when political centralization was underway and the decentralized, tribal social structure of the past was being heavily critisized and castigated as a decrepit system that if allowed to continue would lead the Turu'hraim to ruin.  Many narratives of the demonstrate this developing Social Myth, that without strong authority the Turu'hraim face total destructive anarchy

F2 Term that the Turu'hraim often call themselves, deriving from their mystical views of the flash accompaniying an explosion.  For them, it is a brief window into the uncontainable unobtainable divine nature that lies Beyond.

F3 Large cultivated subterranean fungal farms; basically the equivalent of large landed surface estates


Title: Re: Dawn of Worlds
Post by: Dragyn on April 03, 2012, 02:25:27 PM
The Noctus, through their own network, observe the Scourge spreading.  They see the Grey Reyn and the Red Reyn, and the new army of Fox and Rat in Quesalk.

The Order of the Animate Shadow seeks guidance from Noctellus, who tells them only to wait--to bide their time, and continue to expand their network. 

The Order establishes itself as the head of the Noctus Spy Network, collecting and archiving the information they gather deep within Noctellus' sanctum in Shadowdeep.  This allows them to more easily cross reference and identify patterns, as well as standardizing their information, for more convenient use as a trade currency.  (Command Order:  Advance Race:  Noctus Information Trade)(-2)

The Noctus continue to spread their network, using their tenuous alliances to find new lands and (hopefully) more allies.  These emissaries also aim to construct "shadow shrines"; simple structures that house enough shadow to allow shadow travel, and little else.  Though harmless, these shrines may cause some level of distrust. 

(The Noctus now have agents within all known societies, though there is a high mortality rate among agents around the Scourge.)

(Command Race, -3, Advanced Noctus Spy Network)

The Noctus of the Longshadow Spire take Noctellus' words as an ill omen, and continue to grow their armies.  (Add another army at Longshadow.)  (Command Race, -3)

Starting Points:  19 - 8 = 11 Ending Points

Aside:  Sorry it took me so long.  Been busy, and wasn't really sure what I wanted to do.


Title: Re: Dawn of Worlds
Post by: Donnie on April 03, 2012, 04:55:28 PM
Starting Points: (10)

It was a dark time for the Kycamuuni. Kyca missionary and ambassador Kycroy Kynkins investigated the informed desecration of a Krump holy temple by a certain dragon named Vedirai. At first Kycroy was skeptical of the possible damage, flowers after all were not as holy as the shroom. Kycroy stood before the temple and fell to his knees in tears. On the facade of the temple once had a planted field of flowers with five shrooms in pentagonal formation symbolizing unity with the Krump. Said shrooms were picked, pulled, and their roots removed along with the flowers. In rage, Kycroy Kynkins performed what historians may call the "Longest Charge in History", where Kycroy ran for countless miles to attack Vedirai, only to trip and land headfirst onto a rock, killing him instantly. Many Kyca were there to witness the holy warrior's zeal in the face of death by rock. At first the Kyca had followed the Krump to watch the battle unfold and share pop-shroom, but the unfortunate sacrifice of Kynkins has stirred a holy fervor in the ranks of those who watched, carrying word back to Argonev of the bravery of He Who Rushed Forth.

Command Order x2: Raise Armies (-4)
The Order of the Shroom dictates forced conscription and harsh training performed on all recruits and conscripts as well as mobilizing their dormant standing forces into two massive armies. Cooperating with the Krump, the Kycamuuni set forth their greatest horror:
Kyssack Mounted Heavy Cavalry

Command Order: Use Army (-2)
With calming chants and behests to reasonable logic, the Kycamuuni generals herald the rampaging Krump, still bright pink from rage, into something reasonably resembling an organized army. Preaching holy fervor and also inserting a few sensible (though impractical) tactical advice, Kyca General arranged the formations with Kyssack Mounted Cavalry up front with the normally unmounted Krump taking the flanks. Taking advantage of a Krump's massive size and many points to grip upon their backs, the Kyca ground troops mount on the backs of the large Krump to act as a rudimentary transport that upon a charge, will dismount and fight on their teeny talon tipped feet.

Promising the revenge the Krump howl into the air for, Kyca General Kyshtalin marches south into Red Reyn territory....

:----------------------------------------------

To the far north....

It was an amusing sight really. A horde of Lare eating, cute looking, snow furred abominations swarming to the border. Holding the line against the darkne----- LIGHTFURRED tide are the White Larepin army and some Goblins as well. With a slight hesitation at the sordid sight in front of them... the Whites charge their Magitek guns and open fire on the horde.

Command Order: Use Army (-2)

The Whites fire Ice Bombs and shells into the Scourge lines and activating Ice Mines which shoot razor sharp spikes through the ground into those who tread on the grounds. White line infantry take aim with their Springers and fire shards of enchanted ice shards with the power of the spring at the Scourge. The so called 'agreed' upon plan with the Browns have them flank the incoming Scourge from the sea.

Command Order: Use Army (-2)

The thought had passed the Fortress Commander of Guerrier's sea fort. He wondered in private if he should in fact wait to deploy his troops to flank the Scourge charging the Goblin's borders... After all his orders said to flank the Scourge when the opportunity presents itself. But of course he must not jeopardize the Goblins. That'd be a relations nightmare! Looking upon a map made from the latest scout report, the Commander formulates a small plan....

He lands the two Guerrier armies onto the Scourge lands and splits them into two divisions. They will help the Whites in a small part... but he has other plans. One division marches on Yallwall. The other, at a slower pace, marches to Gotldle and by extension, Horgharghn. The Fort Commander leads the march West.

Remaining Points: (0)


Title: Re: Dawn of Worlds
Post by: EccentricOrbit on April 04, 2012, 06:02:38 PM
Quote
Hehe I suppose I should stop waiting for EO to post. I'll write up mine soon.

Eep. Sorry about that! Yes. Ignore me for now. The end of the semester is rather frantic right now.


Title: Re: Dawn of Worlds
Post by: Fax on April 04, 2012, 10:40:04 PM
Hey Dragyn, you can't use 'command race' or 'command order' to give a race an advance. That has to be done with Advance civilization/ race move (it costs 6 points)


Title: Re: Dawn of Worlds
Post by: Dragyn on April 05, 2012, 12:30:49 AM
Heh, oops.  Ah well, I've the points.  Did that twice, once with each, so that's 11-7 = 4 ending points.


Title: Re: Dawn of Worlds
Post by: nagolinc on April 07, 2012, 06:11:37 PM
Starting Points: 14


Catastrophe: (-10)

Having long dealt with their neighboring Turu'hraim, the Phoraj are not caught totally off guard when the receive an order from the Turu'hraim's little-brother race, the Hraim'turu.  Much to the Phoraj's delight, the Hraim'turu are interested in buying copious amounts of a certain mineral, Implodium.

Unbeknownst to the Phoraj (though it should have been obvious from the name), Implodium is actually the most implosive chemical-compound in the entire world.  And the Hraim'turu are trying buy literally tons of the stuff in order to celebrate the 100th anniversary of the founding of their capital city of Squish. 

Unfortunately, as has often happened in the history of high-imposives, mistakes were made.  The Phoraj's first mistake was in deciding that it was a good idea to story all of the implodium in a cave not too far from their city of Lythr.  The second mistake was lighting a match in a cave containing a larger quantity of Implodium than had ever been assembled in the history of the world.

To say that the results were catastrophic would be an understatment.  A giant sucking sound roared from the cave, the likes of which would make even Ralph Nader tremble in fear.  Rocks, dirt, mountains, anyone standing nearby, and in the end half of the city of Lythur were draw into the implosion, never to be seen again.

At the end of it all, the Phoraj stared down into the massive crater that had consumed half of their city with a look of disbelief.  Foolishly, they thought to themselves, "Well, at least it can't get any worse".

They were wrong.

Command Army: (-2)

Precisely halfway around the world, a group of Dreonin, members of the Bottomless Secrets Society were nearing what they believed to be truly the bottom of the bottomless pit in which they lived.  For the last several days, they had been climbing not down, but up, as the gravitational pull in the pit had mysterious switched directions.   

Some wise-cracker had the audacity to suggest that they had just passed through the center of the earth and were now approaching its surface on the other side.  He was promptly informed that "everyone knows the world is flat... it doesn't have a center... it's turtles all the way down"  The wise-cracker was then pushed off the edge of the pit and plummeted back towards the core, where he would yo-yo back and forth around the gravitational center of the pit long after he had starved to death.

The very next day, a vast sucking sound was heard overhead and the entire pit trembled for several minutes.  "Sounds like your mom last night," one of the younger dreonin foolishly suggested to the team-leader.   And he too was pushed off the edge of the pit.

When the dust had settled, however, the group of dreonin explorers looked up and were surprised to find themselves staring out at daylight.  It was far away, and even with their bat-like night-vision the Dreonin had difficulty seeing it, but there was no denying it.  The bottomless pit had another side.

This surprising fact was immediately reported to the leaders of the Bottomless Secrets Society using a skull that had been enchanted using dark-magic to allow instant-communication over long-distances.  The very next day, the Dreonin army was mobilized with orders to "find out what's on the other side of our hole, and conquer it."

The battle would be long and bloody (the Dreonin preferred it that way), but in a war between the evil and dark-magically enhanced Dreonin and the relatively peaceful and defenseless Phoraj, there could be little doubt who would win.

(http://exchausa.x10hosting.com/multiverse/images/1333837530.png)


Command Avatar: (Raise Army) (-1)

News of the Dreonin's brutal conquest of the Phoraj city of Lythr soon reached the Hraim'turu city of Squish.  Mostly because they had sent an emissary on the day after the disaster, demanding to know where their Implodium was. 

Sheer panic rocketed throughout Hraim'turu society, threatening to cause a collapse of all social-order (an event whose occurrence was all-to-common in Hraim'turu society).  In the end, it was left for the founder of the city of Squish, Toe-Stub, to restore social order.  Finding the neatest soap-box, Toe-stub climbed on top of it and began to speak:

"These bat-fanged, bug-eyed, big-eared monsters don't have what it takes to crush us!" Toe-Stub shouted, hopping up and down on his soap-box.  "They think all they have to do is apply a little pressure and we'll collapse.  But I'll tell you what.... when squish comes to kersplat, they don't know nothing about us.  We're not going to cave-in just because the scrunch us a little bit.  But I'll tell you what we're going to do.  We're going to pound 'em in.  Then we're going to flatten 'em.  Then we're gonna compress 'em so much they won't know what hit 'em.  We won't bulge, we won't buckle, and we won't break down.  We won't so much as bend till ever one of 'em is crumpled up back in that little hole that they came from.  Now if you can only squeeze one little thought into your head, let it be this:  WE... WILL... SQUISH... THEM...."

The entire crowd spontaneously broke out into a chant of "Squish! Squish Squish! Squish!"  and before long, Toe-stub had summoned an army to fight against the Dreonin.


Command Avatar: (Create Order) (-1)
Sheer panic begins to set into the mind of Miserable Failure.  With both the Scourge and the Goblins hunting him, it seems certain that his life is going to become even more miserable in the near-future. 

Finding himself in the lands of the Larepin, Miserable Failure goes from door-to-door begging for help.  In the end, a few kind souls agree to let Miserable Failure hide in their cellars, mostly because it's the only place where they won't have to hear him crying at night. 

Even so, no one is willing to put up with him for more than a few days, and Miserable Failure is forced to move from place-to-place.  In this way, The Underground Walrus-Road is formed, a group of Larepin who willingly shelter Miserable Failure in exchange for the promise that "someone else has to take him next week".



Ending Points: 14 - 10 - 2 -1 -1 = 0


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on April 08, 2012, 12:15:13 PM
To say that the results were catastrophic would be an understatment.  A giant sucking sound roared from the cave, the likes of which would make even Ralph Nader tremble in fear. 

*coughs* That's Ross Perot (http://en.wikipedia.org/wiki/Giant_sucking_sound) ;)


Title: Re: Dawn of Worlds
Post by: Fax on April 19, 2012, 09:18:29 AM
Hey Fen and EccentricOrbit, we're just waiting on you two


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on April 19, 2012, 10:51:46 AM
Eep. Sorry about that! Yes. Ignore me for now. The end of the semester is rather frantic right now.

I think it's safe to assume EO's out, for this turn at least.  That just leaves Fen.


Title: Re: Dawn of Worlds
Post by: Fax on May 03, 2012, 07:15:33 PM
The Jaeskine scouts soon hear news of the scourge moving on the Goblins and Larepin and decide that the time to deal with vicious creatures has come. Upon receiving the news Garreth Copperspire mobilizes the Azure Flame airship fleet and goes to assist in the defense of the combined Goblin and Larepin armies. Meanwhile the 1st Bordermarch fleet and a fleet of Jaeskine privateers move on Yaliwali and the lands between them and Gotidle.


Title: Re: Dawn of Worlds
Post by: Fax on May 03, 2012, 08:52:21 PM
Fax - 5 - 5 + 8 + 3 = 11  
Dragyn - 19 - 15 + 12 + 1 = 17  
Kenku - 6 - 6 + 5 + 3 = 8
Fen - 14 - 0 + 9 = 23
EccentricOrbit - 20 - 0 + 6 = 26  
Raf_Cian - 13 - 13 + 10 +1 = 11
Radioactive_Toast - 14 - 10 + 7 + 3 = 14
Nagolinc - 14 - 14 + 9 + 3 = 12
Donnie - 10 - 10 + 7 + 3 = 10

And the wars have begun! For this turn I will give a more extensive explination for the results of each battle but will condense it on later turns for simplicity's sake.
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-l-14.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-c-14.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-u-14.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-r-14.jpg)  

Battles
The Scourge army swarm following the order of Bite His Butt! attacks the combined Goblin-White Larepin-Jaeskine army, failing to destory either the Goblin [Scourge - 2+ (1 for advances) = 3 vs. Goblins - 3] or the Larepin forces [Scourge - 2 + (1 for advances) + (-1 for fighting a second opponent in one turn) = 2 vs Larepin 1 + (1 for advances) =2]. The Jaeskine fleet however succeeds in routing the Scourge swarm [Scourge 2+(1 for advances)+(-2 for fighting a third opponent in one turn) = 1 vs. 2 + (5 for advances) = 7]

The combined Kya/Krump attack on the Red Reyn is ultimately unsuccessful. (Kya/Krump - 3 + (2 for advances) + (1 for a second army) = 6 vs. Red Reyn 1 + (2 for advances) + (2 for extra armies) = 6]

The Larepin attack on Yaliwali is ultimately unsuccessful in taking the city, instead resulting in the destruction of the invading army [Larepin - 2+(1 for advances) = 3 vs. Scourge - 3 + (1 for advances) = 4]

However, the subsequent Jaeskine attack on Yaliwali crushes all defenses, allowing the invaders to take the city. [Jaeskine 1+(5 for advances) = 6 vs. Scourge 4+(1 for advances) + (-1 for fighting a second opponent in one turn) = 4]

The Dreonin attack on the remains of Lythr is completely unopposed and they take the ruins trivially [Dreonin 5 + (2 for advances) = 7 vs. Phoraj 6 + (-2 for disaster)]

The Larepin attack on Gotidle is successful [Larepin 3 + (1 for advances) = 4 vs. Scourge 1 + (1 for advances)]

The Scourge attack the Glyph Scarred but both sides fail to achieve any success [Scourge - 2+ (1 for advances) = 3 vs. Glyph Scarred - 2 + (1 for advances)]

Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph
Terros - A giant Golem alligned with the Tek that arrived in a meteor from the sky.
Toe-stub - The enormous disembodied purple toe of Andarcus
Vedirai - An incompetent Edraei who is transformed into an immense white dragon by Andarcas' experiments

Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Order: The Engineers of Destruction
-1 Army at Y’srhealkt
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-1 army in Squish
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
--Advance: magic-infused fabrics
--Order: The Fire Weavers - a skilled group of Edraei that have mastered the flaming loom, and act as caretarkers of the landscape to which their magic is fed.
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Irfang - Magitek Capabilities
--Order: The Ministry of Order - The Ministry of Order's current goal is to prepare for potential hostilities as well as an ambitious project to be performed in due time.
-2 armies (gurrier)
--Order: The Underground Walrus-Road - a group of Larepin who willingly shelter Miserable Failure in exchange for the promise that "someone else has to take him next week".

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
--Advance - Traders
-1 Army at Redwood
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Advance - Clockwork
--Advance - Runecast Ships
--Advance - Runecast Cannons
--Advance - Rune Engines
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
   -1Army
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
   -1Army
--Order: Jaeskine Mercenaries - Jaeskine soldiers for hire by most anyone willing to pay them.
   -1 army
--Advance - Skystones
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -4 armies - 1 in Salkyn, 2 in Quesalk
       -Advance Civilization : The art of Prolonged Warfare
       --Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
--Order: The Guild of Towers - The Rakey Trade and development guild
-Note: The city of Recycled is currently Neutral (0)
-Created by Raf_Cian


-The Goblins - A race of fruit bat people
-Good (+1)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
--Subrace:The Vampires - Goblins who drink the blood of innocents to extend their own lives.
--Subrace: Survivors of Archive - The survivors of the disaster that destroyed the city of Archive, all of whom have been transformed into shapeshifting silver liquid.
     --Subrace Advance: Shapeshifters
     --Order: Shapeshifting Spies - Shapeshifting goblin explorers
-Order: Vampire Circles
-Order: They Must Never Know What They Will Never Know
-Created by EccentricOrbit


-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance - Magic
--Order: Cothar's Blades
--Advance - Magic Amplification
-Note - Due to the arrival of Terros, the Tek have gained a new interest in Astrology
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
--Advance: Longshadow Spires/ Shadow travel
--Advance: Noctus Spy Network
--Advance: Noctus Information Trade
--Advance: Advanced Noctus Spy Network
-2 Armies, 1 in longshadow
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-1 Army
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-3)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
--Advance - necromancy
-1 Army
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
   -2 armies, currently outside Las Flotas
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
--Advance: Kycalloy Armor
--Advance: Mounted Krump Cavalry
-Note: The Kycamuuni continue to attempt to convert the Krump over to their mushroom loving ways
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
--Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
   -1 army at Los Flotas
--Advance City: Los Flotas - Gladiatorial Combat
-2 armies at Las Flotas
--Order - The Hot Steelworkers Guild - An group of Red Reyn taught to work metals by The Flames Hand.
--Advance City: Los Flotas - reknowned for quality weapons and ship armorments
-Created by EccentricOrbit

-The Scourge
-Evil (-3)
--Order: the Temple of the Maw
-Advance - Swarm
-2 armies
--Order: Bite his Butt! - A gathering of the scourge who attempt to devour the newly arrived Miserable Failure
-note: Currently the Lord of Balance is encouraging a group of Scourge who preach the ideas of 'Moderation' and 'Control', particularily with regards to the Scourge's massively expansionistic worldview
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Advance - Corruption
-Note - The Glyph Scarred are at open war with the Scourge
-1 Army
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
--Order: Well, Let's Celebrate Society - A group of Wattor who spend their time throwing lavish parties in honor of Miserable Failure
-Created by Raf_Cian

-Fennecs - A race of desert dwelling fennec foxes living in the eternal desert
-alginment ??
--Order: Desert Rangers - The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.
-Created by EccentricOrbit




-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: PrincessHotcakes on May 03, 2012, 09:58:54 PM
CATASTROPHE 10 points
The Temple of the Maw’s plan comes to fruition as they charge the Scourge swarms deep into Glyph Scarred lands.  The invasion by the northern races, which penetrate ancestral Scourge lands immensely, is largely ignored by the Temple leadership.  The northern adventure by the heretic Biters of the butt of the one known as Miserable Failure have paid for their folly in due course.  But soon this will be irrelevant once the Temple has control over the power of the Green Crystal.

Their army fights ferociously, smashing south through wave after wave of corrupted Glyph Scarred at staggering cost to both sides, the fervor and fanaticism of the Temple’s disciples fight on day after day, week after week, month after month.  The armies are unable to break the lines directly, but they are able to break open several holes which can be broken through.  The disadvantage of this is that any breakthroughs can be found and pursued to be crushed in a short amount of time

The Scourge need very little time though. The Temple leadership has been waiting for this moment.  They are already with the army prepared.  They are present to ensure their ascension to deity.  

The ritual they invoke utilizes the blood sacrifice of thousands of their own kind, as well as countless corpses of corrupted Glyph scared.  They intend to bind the power of the Crystal to every living Scourge at once, and giving the Temple leadership an even greater connection to the vast reservoirs of power within.  

Blood spills, the earth quakes, the heavens thrash as they initiate the ritual, ready to taste godhood.

The Crystal has other plans.

The unholy magical connection is established between all living Scourge, and immediately things go wrong.  They go wrong so quickly it’s unlikely any Scourge are aware of their fate, as instead of their kind harnessing the Crystal, the crystal harnesses them.

In an instant, the Scourge are no more.  There are only the transformed remnants who are one with the Glyph Scared.  The Shard, avatar of those corrupted beings, now has the powers of the Scourge swarm, including their incredible reproductive abilities which have been instantly converted and now spawn more Scarred Scourge.

Instantly the combined allied forces of the Goblin, the White Larepin, and the Jaeskine face Glpyh Scarred in their paths in the place of the Scourge.

Command Order 2 points create army
Word of the Dreoinin invasion sends the Turu’hraim lands alight in terror and fear.  The Matriarchs are stunned and political order is in chaos; the time is ripe for a bold seizure of power.  The current Reigner is the ambitious Nod’ark, and with the support of the Engineers of Destruction calls a meeting of the Matriarchs, and forces them at spear point to hand over direct royal authority to him to deal with the invasion.  Stunned and frightened, the body agrees.

Another army is gathered for the to face the Dreoinin invaders.

Command Order 2 points lead army

The Cult of Kersplowd is brought in line quickly by the bold decisive actions of Reigner Nod’ark, and they marshal the collective forces of the Turu’hraim to march south and blunt the Dreoninin’s advance before the spill out from the ruined husk of the Phroaj’s capital.

(14-10-2-2=0 points remaining)


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on May 03, 2012, 10:16:24 PM
Command Race - Glyph Scared+ Command Avatar - The Shard(3+1) As the Shard collected the new influx of power and influence its glow grew brighter, and more controlling of the changed. Its commands however had not changed, and it began to rapidly increase the Glyphshard's numbers. (Use both actions to create 2 armies at as close to the front as possible. In Gotidle from enemy fallen even if viable.)

Command Avatar - The Flame Hand(1)
Tired of the foolish persecution of the people he just promised help to, The Flame Hand decides to intervene into the conflict between the red reyn and the Kyca/Krump force. Moving through Los Flotas as a swift but gentle flame, he finds Vederai. Looking at him angirly, he demands that the dragon hand himself over to the Kyca/Krump to end this conflict. While scared at first, the Dragon agrees at the request he does not be harmed in the agreement. The Flame agrees to this, and in a fast moving gout of flame, the two of them arrive in front lines, to determine the dragon's fate. (Vedrai is brought to the Kyca/Krump by The Flame Hand in hopes of ending the conflict with the Reds.)

Command Race - Oryxians
It does not take long for the news of the "Great Corruption" to reach the Oryxians, and cause whispers among the race. The Tricksters worlds seem to carry with them and solemnly and make them fear the corruptors growth. It is decided through the discussions of the 5 circles that something must be done. While the Oryxians only have enough strength to defend their own lands, it is decided that an increase of aid and trade to the Jaeskine is needed, including an opening of closed stores. (Oryxians use their Agriculture advancement to help boost Jaeskine supplies.)


Title: Re: Dawn of Worlds
Post by: Raf_Cian on May 04, 2012, 02:00:02 PM
Starting Points: 11
Command City x3: (-6)
New armies rallied in Salkyn, Quesalk, and Las Flotas.

Command Order: (-2)
Seekers openly approach the pirate lords of the Red Ryen with interest in the protection of Las Flotas.

Command City: (-2)
Red Rats begin construction of a galleon fleet at Las Flotas, secretly for benefit for Takers.

Command Avatar: (-1)
Have a ‘meeting’ with the secret societies infesting your civilization.
Ending Points: 0

At the beginning of the new year, the Seekers and the Red Rats continue strengthening the Taker’s various armies. Not that the forces at Las Flotas consider themselves the Takers at the soldier level, but their generals know better. In any event, by the end of the year Salkyn, Quesalk, and Las Flotas will each be supporting a new army.

Additionally throughout this year the Taker’s plan for the Red Ryen are pushed forward with a sense of urgency. The Seekers use the recent attack against Las Flotas, and their masters’ help in repelling that attack, as an opening to approach the pirate lords of the Red Ryen concerning assistance in the protection of Las Flotas. In preparation for the opening this will create the Red Rats begin construction of a fleet of ships in the harbors of Las Flotas. Not an unusual activity in Las Flotas, but for the Red Rats who normally use their employers’ transportation it does raise an eyebrow. The Red Rats simply claim that one of their employers has need for both men and transportation and assure the pirate lords that they aren’t going to be infringing on their rights of pillage.

All these actions, as grand as they are, pale in comparison to the activities of solitary member of the Takers in the city of Quesalk. Her actions if fruitful will soon alter the season of the world on its furthest shores.

--- --- --- ---

The unimportant quarter mistress named Tuilan didn’t know what to expect as she sat in lavishly decorated sitting room. Rooms like this were uncommon in Resalk culture, too many thrills and not enough practicality. Practicality was in the eye of the beholder and one did not question the decisions of a Taker unless one was a Seeker, and even then with great care...

Of course that brought to attention how to react to the woman sitting across from her. By now reaching middle age, Lady Ressalon was far from the most impressive Taker; many of them where as impressive as their Blades ready to fall at the emperor’s command. For some reason this made Lady Ressalon as her position as fifth to the emperor as all the more impressive.

Putting down her ‘tea’, the Lady Ressalon raised an eye at Tuilan’s untouched cup. The quarter mistress took it up immediately and almost choked as she struggled to gulp down a sip. This appeared to assume the Lady Ressalon as she smiled for a moment before finally speaking, “So the Seekers tell me that your son has been accepted into the Blades.”

“Yes your greatness. He is a great honor to the family,” Tuilan responded with a hurried caution, particularly making sure to the ‘the’ rather than ‘our’. The Takers rarely took kindly to others claiming ownership of... anything, and only tolerated it in those who didn’t know better. And they always knew if you knew somehow as more than one foreign merchant had discovered over the decades to the detriment of their small cloth.

“Yes... an honor,” the lady responded with a smile... though there was a small frown in her undertone. “I’m certainly your father must happy. Particularly after his bother said he was such a fool for sending such a gifted prodigy into the lion’s den.”

Tuilan paled slightly. “My... there is no uncle, greatness.  Father was an only child.”

“You mean your cousin, the one posing as a merchant in Las Flotas?” Lady Ressalon said with a small frown, “Well, given the last time he’s seen his sister he may as well be an only child, but honestly this meeting isn’t about your family.”

If not for her brown fur, Tuilan would almost be sheet white. “What is it about, greatness?”

This earned a mild glare from Tuilan, “We tolerate deception rarely and only when it’s polite, but even more infrequent do I tolerate idiocy. You know very well what I know, Tuilan. After all, we know everything.”

Tuilan tried to stand only to find a pressure keeping her seated. Glancing with panic at Ressalon, all she saw where dark features and fiery eyes. The entire room seemed to glow with an inner light, dispelling all shadows as the doors and windows slammed shut. “Greatness... I assure you I...”

“WE ARE FIRE,” Lady Ressalon stated with a calmness that shook the air with its firmness, “LIGHT AND HEAT CARRIED IN VESSELS OF BLOOD. WE HAVE SPENT GENERATIONS TOLERATING YOUR PRECENCE IN OUR HERD, BUT NEVER SHOULD YOU HAVE FOOLED YOURSELF INTO THINKING YOUR WHERE UNSEEN BY THAT WHICH SEES ALL.”

Standing, Lady Ressalon advanced on the trembling Tuilan, “YOUR SECRETS ARE AN ILLUSION... A DECEPTION THAT WE GIFT TO YOU AS WE GIFT TO ALL OTHERS. A GIFT WE NOW REVOKE.” Snapping her fingers, Tuilan’s form shimmered a lost all color briefly before taking on a liquid metal sheen.

Turning around and taking a seat, Lady Ressalon lets the sense of exposure sink into Tuilan before speaking up again, “Sorry about that. It’s a bit of a right of inniations for the Seekers.”

Tuilan bubbled for a moment before refirming her vocal cords, “Greatness?”

“Surely you must have suspected we knew? The shifters have been trying to infiltrate all levels of Resalk society for generations. Is it any surprise you’ve failed to infiltrate the Seekers for so long if we didn’t knew? We are the FIRE that once guided the Watchers of Recycled, free from our crystal prison and given flesh now for generations. We know much of what happens on foreign shores, and most assuredly EVERYTHING that happens in our domain.”

“As such,” Lady Ressalon continued, “We know that things are changing... and not entirely in ways we can turn to our advantage. To pull things back on track we need contacts with those who think themselves beyond our interest.”

“You’ll soon be getting messages from your homeland that the war against the Scourge has just taken an... unpredicted turn. While distant to us, we’ll soon be recruiting allies who can provide assistance in your war... rapid assistance. Even if that turns sour, with the threats against Las Flotas diminishing we’d like to offer aid... even for those who we might have once waged war against. Do not ask questions, as Seeker you are privileged to such information only as we delegate.”

Rising, Lady Ressalon walked to the door and opened it, “You may resume your deception. Such are the games we allow the Seekers to play amongst themselves.”

Regaining her brown fur, Tuilan hastily stood and bowed. “Thank you greatness. Your intentions will be relayed at once, greatness.” And with that the quarter mistress and spy rushed out of the room.

Closing the door behind her, Lady Ressalon looked at the perfectly sealed and impossibly lit room. Truly impossible if not for her power, for even between the floor and the carpet there was light. Not a shadow was tolerated within the room. Well, almost no shadow. “You may come out, Namco of the Noctus. Or would you practice idiocy?”

After a moment of hesitations, a shadow that had been desperately trying to escape the room slid out from the bookshelf and stretched out into a canine form. Lady Ressalon evaluated the Notcus critically, almost seductively... though truth be told it was an entirely different hunger in her eyes. “You would have made such warriors. Given time we would have relished making you ours, but we barely have time to finalize our acquisition of the Red Ryen before we must act or lose all.”

“When you return to your precious spire, news of the disaster the scourge’s efforts against the glyph scared will be spreading like wildfire. What was once a minor threat might overtake the north west continent. Slaughter is slaughter, but if they breach Eis Wand... than the rest of the world might soon fall. The White Larepin do not know what they play with. We might want to rule the world, but you’d prefer living in our empire then becoming one with the swarm.”

Darkening again, Lady Ressalon’s inner fire takes over as she deliver her message, “TELL DARKNESS... TELL NOCTELLUS, THAT THE FIRE OFFER TO EXTEND THE REACH OF THE LONGSHADOW ACROSS THE NORTHERN DIVIDE. THE TIME TO DO SO IS NOT NOW, BUT IT WILL BE SOON. IT WOULD DO WELL OF THE DARKNESS TO NOT DISMISS THE FIRE’S OFFER.”


Title: Re: Dawn of Worlds
Post by: nagolinc on May 11, 2012, 08:01:33 PM
Starting Points: (12)


Command Avatar: (Raise Army) (-1)

News travels fast.  Bad news faster.  It's a matter of hours, not days, before Miserable Failure discovers that the Scourge are attempting to join forces with the Glyph Scarred.  And they're coming FOR HIM!

"Please!  You have to help me!" Miserable failure begs of the Larepin who have been sheltering him.  "I don't want to be eaten!"

Most likely because he won't stop bugging them, the Larepin eventually give in and authorize a personal bodyguard for Miserable Failure.  It is an army whose morale is low, but they are relentless in battle.  If only because death is their best chance at getting out and not having to hear any more of Miserable Failure's whining.

(http://exchausa.x10hosting.com/multiverse/images/1336783114.png)


Command Avatar: (Command Army) (-1)

Having successfully rallied the Hraim'Turu, Toestub leads them south to do battle with the Dreonin.  Along the way, however, his army comes across another army, that of the Turu'Hraim.

"Hey, it's you!" the Hraim'Turu say excitedly, recognizing their explosion-addicted cousins.

"What do you want?" The Turu'Hraim leaders demand.  Having just seized power from the matriarchs, it's fair to say that they are a little uneasy.

"Why do you always have to be so mean?" the Hraim'Turu leaders demand.  "And always making fun of us.  You said implosions would never amount to anything... Well, hear this:  we will crush anything that gets in our way."

"What's with you guys and implosions?" the Hraim'Turu demand.  "Don't you realize explosions are the only way to truly pulverize one's enemies?"

It doesn't take long before the old rivalry flares into a full-fledged argument.  And, well, both sides have an army.  Toe Stub was never quite clear on who exactly threw the first punch.  But it looked like fun, and so he joined in.  Soon enough, a full-fledged battle was raging.


Command Order: (Raise army) (-2)

News travels fast.  Bad news faster.  It isn't long before the Humane Society catches wind of the fact that Miserable Failure has his own private militia.  They remember the ancient stories of how they stuffed him into a crate and tried to drown him at sea.  The Society decides that it might be prudent to... defend themselves.  


Command Order: (Raise army) (-2)

The Edraei are positively enraged when they find out that their neighbors have raised an army, ostensibly with the sole purpose of wiping out their creator, Miserable Failure.  After a long and arduous debate, the Order of the Plaid Sweater comes to a decision.  It's time that they stopped bombing their neighbors with love and use something a little more... persuasive.  

The Edraei call out to their neighbors the Glueo to find out "what are the pointiest weapons we can buy?"

Command Order: (Raise army) ] (-2)

During the ongoing Krump/Red-Reyn war, one of the Krumps' precious flower-gardens is trampled during an especially hasty retreat.  The SASDBWF decides that it's time they do more than just think about how beautiful flowers are.  No, this time they will paint in a darker hue: blood.

Command Order: (Raise army) (-2)

Whispers in the dark:  "The secondmost is making his move."  News of Miserable Failure's new army has at last reached the ears of the Kyacamuuni order that worships the next-to-ugliest being in all of creation.  It is decided at once, they will join their idol on the hideous plain of battle.


Command Order: (Command army) (-2)


After plundering everything of value from the city of Lythr, the Dreonin hunger for more conquest.  Greedily, they turn their eyes south to the relatively undefended Phoraj city of Alyu to the west.
Surely fate will smile on them once again.

Ending points: (0)




Title: Re: Dawn of Worlds
Post by: Donnie on June 09, 2012, 02:05:41 AM
Starting Points: (10)

Tis was a time of healing for the Kycamuuni. With the return of the heretical dragon that desecrated the sanctity of both Krump and Kyca kind temples the angry armies of the Krump and Kyca return home. Although the Krump mourn the loss of a great many flowers and less importantly: Krump holding flowers, they replant and rebuild. The Kyca, however, are less than pleased to a slight degree. For centuries they have noticed a lack of progress. Most races seem to ignore the Kyca's grand gods of mushrooms (and flowers) and have grown tired of their missionaries' slow progress. It is time to kick things up a notch...

It had taken a while but the Kyca have decided to try to extend support for their operations by indoctrinating less violent cultures. To achieve this goal they expand missionary activities in Oryxian territories to do more than just spread the word.... the Kyca missionaries are to construct embassies and Religious Orders to not simply spread word... they shall blot out the Oryxian's original culture with their own...

Create Order: Oryxian Holy Order of the Shroom (-4)
The Kyca starts with one, the one convinces the few, the few convince the many. This is the basis of the Kyca's new methodology using new conversion techniques. This order shall be the Kyca's stronghold in the Oryxian territory, and from there they shall spread further.

To the far north....

Advance scouts from the Brown Larepin's detachment occupying Gotdle have returned from their stealthy mission deep into Scourge Territory. They brought with them grim news of the merged foe, the Glyph Scarred are now marching to claim all that approach. However the Fortress Commander seems confident in his massive army's ability to hold the line thanks to a recent shipment of training manuals and new equipment from Guerrier, they are confident in their ability to form a stronger defense.

Advance City Guerrier: Stone Wall Tactics & Equipment (-6)
The Browns develop sophisticated, multi tiered stratagems and formulas for defending a defensive position using every available bit of Larepower. The Browns in Gotdle construct imposing, multi tiered defenses that go on for what seems like miles. Miles of murder trenches, spike traps, vantage points for crossbowmen, and acute angled construction on the fortifications to prevent enemies from scaling the walls. The Brows have fortified Gotdle and are hunkering down, using whatever they can get to create hundreds of thousands of arrow bolts and throwing spears. The Browns will not abandon their victory to the Glyph.

To  the East...

To say Irfang command was enraged was an understatement, the whole military command was almost awash in fire from anger due to the Browns' treachery during the defense of the borders. To say nothing of the least that they deliberately split their force to pursue personal glory over the cooperation of their allies, this was near betrayal. But for now there was little else they can do.

Worse yet, however, a new even greater army approaches, called the Glyph Scarred. Irfang scientists believe they may be able to find a way to better counter this corrupted threat.... if they can obtain specimens..... Maybe even use them as weapons against the Browns should they turn traitor.

Irfang will launch a scientific investigation into the Glyph Scarred in a later turn.

Remaining Points: (0)



Title: Re: Dawn of Worlds
Post by: Dragyn on June 09, 2012, 05:32:43 PM
Starting Points: 17

Namco had quickly slipped away once Ressalon's message had been delivered, sliding through the next shadow he came across, and emerging directly in the temple of Noctellus to give his report to the priest on duty.

But it was no priest who greeted him.  Noctellus, lurking ever in every shadow, had seen the armies of the Glyph-Scarred Scourge for himself.  He knew it was only a matter of time before the Noctus were involved in the war, one way or another.  And so he had been waiting for the first offer of alliance or request for aid to filter in, though he had not expected it to come from the fire. 

"The Fire offers to create shadow for our use?  They, who so cherish the light?"

"They are fire, Lord Noctellus."

The Shadow that was Noctellus shifted slightly, glowing red eyes glancing down at Namco's prone form.  "And they say we would be unwise to reject their offer.  In that, they may be right.  The Longshadow Spire is by far the most reliable means of moving our armies."

"I think-" Namco began, then stopped, remembering to whom he spoke.

"Continue."

"I think they expect us to raise more armies, Lord Noctellus.  'The time is not now,' as she said."

There was an extended pause, where neither red-marked shadow spoke.

"You have done well, Namco.  Go to Longshadow.  Tell the priests there to raise an army.  I will meet them soon."

Namco rose, turning away from his deity.  "As you command."

The next moment, he was gone.  In a sanctuary of shadows, the Noctus didn't even have to move.

Alone in the darkness, Noctellus considered his people.  They weren't warriors.  They were listeners and travellers.  Having armies didn't really make them warriors.

If the Noctus were to survive in war, they would need more than just shadows...

-----------
Actions:

Command City:  Raise Army (2 pts):
With Namco's message delivered, Longshadow rallies more Noctus to the Spire. 

Advance Race:  Longshadow Stealth Combat Tactics (6 pts. - 2pts for previous error):
At Noctellus' recommendation, the armies of the Noctus resume training in Stealth Combat Tactics.  Slipping between shadows in the middle of combat, it is hoped, will give them some advantage.

 (How that would actually work in game mechanics is not clear to me...)

(Also, in a previous post (http://crimsonflagcomic.com/forum/index.php?topic=1155.msg11839#msg11839), I (mistakenly) tried to advance the Noctus with the same combat tactics, but I used command city instead...because derp.  You corrected me on that when I tried to do the same thing again later, and I fixed it then...but nothing ever happened for that post.  As such, I'd like to take the 2 points spent there and apply them toward the advancement here, making the total spent this turn 6 points, rather than 8.)


Title: Re: Dawn of Worlds
Post by: Fax on June 22, 2012, 08:30:17 PM
Advance Civilization: Sweep and Purge tactics (6)
Command Order: Attack Glyph Scarred (2)
Command Avatar: Purge continent (1)

Command Order: Build army(2)

The Jaeskine, after their campaign against the Scourge develop new tactics to deal with the new scourge threat. Deciding it is not worth the risk of letting any of the scourge infected entities escape, the Jaeskine adopt a polict of purging the entire infected portion of the continent. Thus, they begin to burn everything within sight that hasn't already been secured.

Further, with the assistance of the Oryxians the Jaeskine are able to  launch a new fleet.


Title: Re: Dawn of Worlds
Post by: Fax on June 22, 2012, 09:14:58 PM
Fax - 11 - 11 + 7 + 3 = 10  
Dragyn - 17 - 6 + 12 = 23  
Kenku - 8 - 8 + 8 + 3 = 11
Fen - 23 - 0 + 2 = 25
EccentricOrbit - 26 - 0 + 9 = 35  
Raf_Cian - 11 - 11 + 10 + 2 = 12
Radioactive_Toast - 14 - 14 + 12 + 3 = 15
Nagolinc - 12 - 12 + 6 + 3 = 9
Donnie - 10 - 10 + 11 + 3 = 14

Alright, this is the prospective final turn of the game! Please include in your post your vote on if we continue the game for another turn.

(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-l-15.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-c-15.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-u-15.jpg)
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=dow1_maps:cf-dow-r-15.jpg)  

Battles
The Cult of Kerplowd advances on the Dreoninin forces by the ruins of the Phroaj Capital. [Cult - 2 + (1 for advances) = Dreoninin - 6 + (2 for advances)] The attack fails miserably as the cultists are routed by the Dreoninin forces and slain in their totality

The Hraim'Turu forces, led by Toestub engage the Dreonin invaders who have begun to pillage Alyu. In their disorganized state, the Dreonin are caught unawares and crushed by Toestub's forces. [Toestub's Army - 5 + (1 for advances) = Dreoninin - 2 + (2 for advances)]

The Jaeskine proceed to burn the western continent to the ground, catching everything in the area including one of the glyph scarred armies! [Bordermarch Fleet - 4 + (7 for advances) = The Glyph Scarred - 2 + (1 for advances)] Continuing their purge, the Jaeskine burn the lands surrounding Horgharghn.



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled
Shard - A fragment of the great Glyph
Terros - A giant Golem alligned with the Tek that arrived in a meteor from the sky.
Toe-stub - The enormous disembodied purple toe of Andarcus
Vedirai - An incompetent Edraei who is transformed into an immense white dragon by Andarcas' experiments

Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Advance - explosives & explosive excavation
-Order: The Engineers of Destruction
-1 Army at Y’srhealkt
-1 Army led by the cult of Kerploded
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-1 army in Squish
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
--Advance: magic-infused fabrics
--Order: The Fire Weavers - a skilled group of Edraei that have mastered the flaming loom, and act as caretarkers of the landscape to which their magic is fed.
-1 Army
-Created by Nagolinc


-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie
--Subrace: White Larepin - Tolerant albino larepin
-Advance City: Gurrier - Martial Skill and Minutemen
-Advance City: Gurrier - Stone wall Tactics & Equiptment
-Advance City: Irfang - Magitek Capabilities
--Order: The Ministry of Order - The Ministry of Order's current goal is to prepare for potential hostilities as well as an ambitious project to be performed in due time.
-1 army (gurrier)
--Order: The Underground Walrus-Road - a group of Larepin who willingly shelter Miserable Failure in exchange for the promise that "someone else has to take him next week".
   -1 Army led by the Walrus

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Order: Oryxian Holy Order of the Shroom - A group of Oryxians who have finally been convinced by the Kyakmuni to worship mushrooms
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
   -1 Army
--Advance - Naval Powerhouse
--Advance - Traders
-1 Army at Redwood
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Advance - Clockwork
--Advance - Runecast Ships
--Advance - Runecast Cannons
--Advance - Rune Engines
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
   -1Army
--Order: Bordermarch Gvantanz Regulars - Guardians of the Bordermarch based out of Gvantanz, an organzied military force.
   -1Army
--Order: Jaeskine Mercenaries - Jaeskine soldiers for hire by most anyone willing to pay them.
   -1 army
--Advance - Skystones
--Advance - Sweep and Purge Tactics
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
       -7 armies - 2 in Salkyn, 3 in Quesalk, 1 in Las Flotas
       -Advance Civilization : The art of Prolonged Warfare
       --Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
   -1 Army (Naval Fleet) at Las Flotas
--Order: The Guild of Towers - The Rakey Trade and development guild
-Note: The city of Recycled is currently Neutral (0)
-Created by Raf_Cian


-The Goblins - A race of fruit bat people
-Good (+1)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
--Subrace:The Vampires - Goblins who drink the blood of innocents to extend their own lives.
--Subrace: Survivors of Archive - The survivors of the disaster that destroyed the city of Archive, all of whom have been transformed into shapeshifting silver liquid.
     --Subrace Advance: Shapeshifters
     --Order: Shapeshifting Spies - Shapeshifting goblin explorers
-Order: Vampire Circles
-Order: They Must Never Know What They Will Never Know
-Created by EccentricOrbit


-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance - Magic
--Order: Cothar's Blades
--Advance - Magic Amplification
-Note - Due to the arrival of Terros, the Tek have gained a new interest in Astrology
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Neutral (+0)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
--Sybrace: Abyssus - Aquatic Noctus focused on the deep sea trench
--Advance: Longshadow Spires/ Shadow travel
--Advance: Noctus Spy Network
--Advance: Noctus Information Trade
--Advance: Advanced Noctus Spy Network
--Advance: Longshadow Stealth Combat Tactics
-3 Armies, 1 in longshadow
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
   -1 Army
-1 Army
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-3)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
--Advance - necromancy
-1 Army
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
   -2 armies, currently outside Las Flotas
--Order: Order of the Secondmost - seeks to understand the mystery of Miserable Failure's misery
   -1 Army
--Advance: Kycalloy Armor
--Advance: Mounted Krump Cavalry
-Note: The Kycamuuni continue to attempt to convert the Krump over to their mushroom loving ways
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
--Order - Red Rats - A Red Reyn/ Resalk gang secretly formed by the Takers
   -1 army at Los Flotas
--Advance City: Los Flotas - Gladiatorial Combat
-2 armies at Las Flotas
--Order - The Hot Steelworkers Guild - An group of Red Reyn taught to work metals by The Flames Hand.
--Advance City: Los Flotas - reknowned for quality weapons and ship armorments
-Created by EccentricOrbit

-The Scourge
-Evil (-3)
--Order: the Temple of the Maw
-Advance - Swarm
-1 army
--Order: Bite his Butt! - A gathering of the scourge who attempt to devour the newly arrived Miserable Failure
-note: Currently the Lord of Balance is encouraging a group of Scourge who preach the ideas of 'Moderation' and 'Control', particularily with regards to the Scourge's massively expansionistic worldview
-Note: The Scourge were absorbed into the hordes of the Glyph Scarred in their entirety.
-Created by Radioactive_Toast

-The Glyph Scarred
-Evil (-1)
--Order: the Shard Blessed - The Glyph Scarred with the greatest "Crystal Corruption"
-Advance - Corruption
-Note - The Glyph Scarred are at open war with the Scourge
-3 Armies
-Created by Kenku

-Wattor
-Good (+1)
--Order: The Circle of the Dead - a religious order dedicated to listening to the wisdom of those who have passed away
--Order: Well, Let's Celebrate Society - A group of Wattor who spend their time throwing lavish parties in honor of Miserable Failure
-Created by Raf_Cian

-Fennecs - A race of desert dwelling fennec foxes living in the eternal desert
-alginment ??
--Order: Desert Rangers - The Fennec Desert Rangers are a group that keeps the peace in Fennec territory. There is no place too barren for these foxes to survive, or too remote for them to reach. They have a proficiency with skirmish tactics, and know how to hide in desert territory.
-Created by EccentricOrbit




-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.


Title: Re: Dawn of Worlds
Post by: William Swiftfoot on June 24, 2012, 01:12:53 PM
I think at this point its best to close the chapter on this. I think alot of people are burned out.

Command Avatar - Create Army Seeing a greater conflict coming, The Shard builds the army greater.
(Glyph Scarred Army +1)

Command Race- Glyph Scarred The shard continues its conquest for making all races one...(Glyph Scarred marches on the Goblins if this map is right)

Advance City - Virmir - Center of Trade To better thier sea strengths, The Greyryn create a center of monetary and goods trade within their port city of Virmir.

Thats all I have(unless there is something simple out of Auroa I can do)


Title: Re: Dawn of Worlds
Post by: nagolinc on July 11, 2012, 12:16:58 AM
Starting Points: (9)


Steal a Point from Toast: (+1)


Catastrophy: (-10)

How to begin?  It started as a rumor, the rumbling of a terrible thing.  When the first tales of the darkness reached the burning lands, it shook the Edraei to the core.  Refugees from strange lands carrying with their few belongings a look of shock and horror.  It was if the gates of hell had been broken open and from out behind them bloodthirsty armies had flooded out, devastating everything in their path.  

At first the Edraei wondered, what maddness, what hatred spurred these armies onward.  But in time they came to known.  Behind the terror was a name, a name that they knew well: "Miserable Failure".  This name shocked the Edraei to their core.  What madness, what self-loathing had caused their creator --whom they loved more than anything in the world-- to inspire such chaos?  

Seeking answers, the Edraei hunted down their maker.

"Why!?" the demanded of the walrus-faced monopod.  "Don't you know, you're tearing the world apart at seems?"

"Why should I care about the world?"  Miserable Failure retorted.  "It's never done me any favors."

"It gave you life," the Edraei argued.  "All life is a gift."

"What sort of life is this!?" Miserable Failure whined.  "I'm a good-for-nothing ugly one-legged monopod.  You--in your beautiful bodies-- would never understand my suffering."

"Is that all it would take to make you happy?" the Edraei asked.  "A new body?"

"YES!  A new body!" Miserable Failure agreed.

And so the Edraei left him, bringing this knowledge back with them.  There they labored diligently, wondering how their maker's wish could be granted.  Alas, there was no magic in the burning lands that could do such a deed.  And so the Edraei turned to darker methods,  seeking their answers among the dark magics possessed by the Dreonin.  

Finally, after much seeking, they arrived at the answer.

"And this will turn me into anything I want?" Miserable Failure asked, eyeing the strange-smelling brew distrustfully.

"Anything," the Edraei promised.

Greedily, Miserable Failure drank.

Instantly, Miserable Failure's miserable failure began to morph.  In the place of one leg, he grew two.  Arms and shoulders extended themselves from his lumpy torso till he stood tall and handsome.  Smiling at his own reflection, Miserable failure began to think.

"Why be human when I could be so much BETTER!"

Within a few moments he had morphed between a dozen different forms: a four-armed centaur, a dragon, a glowing crystal being that shimmered with light.  His form shifted faster and faster, becoming increasingly hard to follow in its intricate folds and twists.

"Why settle for anything at all?" Miserable failure wondered, his voice echoing like a chorus of angles.  "Why, I could be everything!  Everything at the same time."

His body twisted once more, this time changing too quickly for mortal eyes to follow.  For an instant, all of eternity seemed to glimmer from his sparkling form.  Brighter than the sun itself he glimmered in all of his glory.

Too late did he realize realize the change was slowing.  His form freezing into place.  And in the midst of all his changing, Miserable Failure was frozen into place, a hideous misshapen thing.

(http://exchausa.x10hosting.com/multiverse/images/1341974209.png)

And so Miserable Failure was more miserable in the end than the beginning.


Ending Points: (0)


I'm for ending, things have been moving pretty slowly recently


Title: Re: Dawn of Worlds
Post by: Dragyn on July 11, 2012, 04:55:37 AM
((Nagolinc:  By the Nine that is horrifying!  Awesome.))

(Starting points:  23)

Noctellus looked through the myriad shadows of the world, staring stolidly across the chaos, desolation, and wanton destruction that had erupted. 

"Namco." 

Deep within the caves of ShadowDeep, the Noctus Spymaster Namco, at this point the most experienced Noctus in all the lands, turned to face the red-tinged shadows that filled the greater portion of the complex.  "Yes, Lord?"

"Send word to the Flames.  The Noctus will stand on their own.  We will accept their offer, but we will not fight their war."

"Lord?"

"Any who seek refuge are welcome to retreat with the Noctus.  Our armies will defend Longshadow Spire.  We, at least, will survive."

Namco nodded, turning to leave the room.  "I bow to your infinite wisdom."

That taken care of, Noctellus turned his attention deep beneath the waves.  Politics had never been his preference.

The Abyssus Priest stroked the eye ridges of his sea serpent calmly.  He didn't bother turning to face the shadows.  "I greet you, Noctellus.  There are many here who would claim you had abandoned us."

"Perhaps they would be right, High Priest Gnossus."

"Perhaps."

There was an extended pause.  The priest picked up his helmet, and placed it expertly on his head.  As he turned, at last, to face his god, he unstrapped the dual-tipped spear from his mount.  "I assume, then, that this is not a social visit."

For the first time in centuries, Noctellus took a form distinct from the shadows.  Shadows wisped away from his fur, drifting away in the currents of the sunken temple, and latching on to other shadows.  "No.  It is not."

"Would it be too bold to inquire further?"

Noctellus shook his head slowly.  "No.  It is time for my people to reunite.  You came beneath the waves, seeking Leviathan, shadows larger even than I.  For that, I thank you.  Every shadow you found, I have claimed.  I have chosen not to interfere, because I feared you would stagnate in your efforts."  He grinned, his eyes glowing intensely red.

"My Lord?"

"The surface world is in turmoil.  For too long I have stood idly by.  Now, I must protect my people--all of them."

Gnossus knelt, spear held firmly in his right hand.

Noctellus swept the back of his hand against the ceiling, smashing it open wide, exposing the seemingly infinite void of the Chasm.  "Don't you see, Gnossus?

I am Leviathan."

Noctellus pulled the shadows of the Chasm into himself, stretching and coiling, his canid features melding with the Abyss, forming a massive black-furred sea serpent, eel-like fins and enormous teeth.

Gnossus rose, and crossed his left arm across his chest in a salute.  "I will ride with you."

"No, Gnossus.  Go to ShadowDeep.  Join my lieutenant Namco--keep my people safe."

Gnossus faltered for a moment, but recovered.  "It will be done."

The Shadows of the Abyss surged away, tendrils of shadow waving in the current; Noctellus the Leviathan would fight, as long as the shadows persisted. 


And somehow, the Abyss remained entirely in shadow, in its seemingly limitless expanse.

-----------------------------
Point Breakdown:
Starting Points:  23

Event:  Noctellus The Leviathan (-9 pts)
Command Race:  Abyssus:  Rejoin the Noctus (-3)
Command Race: Noctus:  Evacuate the World. (-3)
Command Avatar:  Noctellus:  Reject War Alliance with Fire (-1)
Command Order:  Spy Network: Aid Refugees (-2)

Total Spent:  18 pts.
Remainder:  5 pts.

I happily vote we end it at the end of this turn.

Also:  if anybody needs a few points, the 5 I have left aren't doing anything.


Title: Re: Dawn of Worlds
Post by: Raf_Cian on July 11, 2012, 02:55:24 PM
Starting Points: 12

Command Avatar Takers position themselves to fulfill bargain(-1)
While the Takers are mildly upset at the Shadow’s decision of only partial acceptance, they made the offer and they uphold the bargain. Besides, there is much for them to reap in this upholding this bargain. Chief amongst them is that it requires positioning a small grouping of Takers at the Notcus center of... everything. To that end a select group of Takers and their honor guard will make their way to the Longshadow Spire to... set up shop until their power is called upon.

Command City x2 Raise Armies in Salkyn and Quesalk (-4)
The Seekers, continuing with their standing orders to prepare, increase the size of the Blades in the Resalk cities. When suddenly the order to act finally arrives, the new armies find themselves in the position of home guard as the rest march out...

Command Race March 5 Resalk Armies towards Las Flotas (-3)
...towards Las Flotas.

Command Order x2 Seekers and Red Rats displace the Pirate Lords (-4)
It’s been a longtime coming. While the Taker’s appreciate the brutality and ruthlessness that Las Flotas, its Pirate Lords have made nothing but stupid decisions over the years. With one army under control of the Red Rats and another inspired by the Takers themselves, the remaining armies loyal to the pirate lords will be under pressure to maintain control even before the rest of the of the Taker’s Blades march their five armies on Las Flotas’s doorstep.

Assuming something doesn’t happen to displace their advantage, the Seekers keep the populace inline by handing control of the city to the Red Rats, and who promptly ask the foreign armies to camp outside while allowing recreational ‘leave’ inside the city. At least until they’re ready to depart in phase two of the plan...

Ending Points: 0

Vote: End Game
While some of us still have plans, even more of us have lost interest. Even those who are still interested probably see the current game as mostly a learning experience. I certainly would do things differently the second time around.