Author Topic: Dawn of Worlds  (Read 112912 times)

Dragyn

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Reply #135 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...



Fax

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Reply #136 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



EccentricOrbit

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Reply #137 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.



PrincessHotcakes

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Reply #138 on: January 05, 2012, 09:44:50 PM
I say stay in the 2nd for now.

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Donnie

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Reply #139 on: January 05, 2012, 10:25:25 PM
I only have need for roughly one more turn. Then I can move on.



Raf_Cian

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Reply #140 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.



Dragyn

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Reply #141 on: January 07, 2012, 01:44:30 PM
I have no particular preference as to whether we stay in stage 2 or move on.



Fax

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Reply #142 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



Fax

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Reply #143 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





 
 



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.
« Last Edit: January 07, 2012, 11:10:09 PM by Fax »



PrincessHotcakes

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Reply #144 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

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Fax

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Reply #145 on: January 08, 2012, 12:01:49 AM
Opps, missed that. I'll update the map in the morning



EccentricOrbit

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Reply #146 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.
« Last Edit: January 08, 2012, 12:06:37 PM by EccentricOrbit »



EccentricOrbit

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Reply #147 on: January 08, 2012, 12:41:41 PM
Just so I'm keeping everyone straight, who are the brown territories around C10,B11?



Fax

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Reply #148 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



Raf_Cian

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Reply #149 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.