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Other Realms => Role Play Theater => Topic started by: PrincessHotcakes on June 19, 2013, 03:00:17 AM

Title: DoW the 3rd
Post by: PrincessHotcakes on June 19, 2013, 03:00:17 AM
Putting together some map making and learning how to work the Doku wiki...

So are there any who would be interested in a game of it?

Rules would basically be the same as found in the last game (http://crimsonflagcomic.com/forum/index.php?topic=1583.msg16053#msg16053); post once a week, the rest of the mechanics are there.  Though when I jumped into the first game I found it more informative to see how other people played in their own posts, so newcomers may want to glance through the thread linked.

Edit: I don't have Fax's time constraints, so as soon as everyone posts, the next turn can resume.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on June 19, 2013, 06:58:56 AM
I am. I have an interesting idea to play out.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on June 19, 2013, 11:32:07 AM
Sure, I'll toss my paw in for a game, wouldn't hurt to try anyways, could be funner than I think even. [:P
Title: Re: DoW the 3rd
Post by: Draykin on June 19, 2013, 01:44:37 PM
Headfirst into the unknown. I'll go at it.
Title: Re: DoW the 3rd
Post by: Digital Vulpine on June 19, 2013, 06:15:06 PM
I suppose I could take another swing at this, hopefully this time a tad more peaceful and not quite so much in the middle of things.  {;)
Title: Re: DoW the 3rd
Post by: Stormkit on June 19, 2013, 06:49:29 PM
Pontos has pointed this out to me in the past, and I see that this one's just starting. As such I have decided that you really need more chaos. Consider this my application. Also? Beware.
Title: Re: DoW the 3rd
Post by: FrostedLights on June 19, 2013, 07:05:55 PM
This one wants to play n.n
Title: Re: DoW the 3rd
Post by: Snow on June 19, 2013, 08:02:29 PM
I'm interested. Might not be especially active in it, but would like to try it out.
Title: Re: DoW the 3rd
Post by: Fax on June 19, 2013, 11:47:58 PM
Sure, I'm in
Title: Re: DoW the 3rd
Post by: DigitFiredrake on June 20, 2013, 11:54:44 AM
Sure, why not! I'll pop in if thats ok?
Title: Re: DoW the 3rd
Post by: I am the IZOD on June 20, 2013, 04:41:32 PM
I will do that thing.
Title: Re: DoW the 3rd
Post by: Tizocoatl on June 20, 2013, 04:45:15 PM
i'll join. looks like a big turnout this time, you'll need a bigger map, Toast
Title: Re: DoW the 3rd
Post by: Donnie on June 20, 2013, 06:24:26 PM
I must think of shenanigans. I'm in once more. MUAHAHAA.
Title: Re: DoW the 3rd
Post by: Geary on June 20, 2013, 07:40:03 PM
];) .msinodeh dna ssendnik reehs hguoht eueuq sutats htiw ssem ot ytinutroppo rehtona em seviG .ni em tnuoc nac uoY
Title: Re: DoW the 3rd
Post by: Dragyn on June 20, 2013, 07:44:45 PM
Nah, count me out. 
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on June 20, 2013, 08:31:46 PM
Blast it Dragyn you gave me a fright thinking you were yet another peep wanting to get on an already crowded wagon.

Turn One

Now then, starting the first age, here's the point cost card (http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)

And here are the base geography: (http://imageshack.us/a/img694/1203/xumx.png)
And climate maps (http://imageshack.us/a/img850/2106/yqoc.png)

And we have a grand total of 14 victimsplayers, and the dice rolls accordingly; which seemed to find it amusing to mock me from the get go.

Toast - 2
Kenku - 7
Trask - 11
Draykin - 10
Digital Vulpine - 9
Stormkit - 12
FrostedLights - 9
Snow - 8
Fax - 5
Tech - 10
I am the IZOD - 12
PineapplesOfScience - 7
Donnie - 8
Geary - 7

Edit: Remember to post within one week or post on this thread if at all possible that you are skipping your turn, otherwise you forfeit new points in the following round.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on June 20, 2013, 08:35:07 PM
Shape Climate and Shape Land(5) - on the top of the center island of F8 there not sits a gigantic orb of Ruby and Sapphire, pattered to be almost split down the middle, splitting east and west. The land near each side fits its element. The land to the side of the Ruby becomes volcanic and hot, magma and ash spewing from the many craters, the land to the side of the Sapphire becomes  very cold, mountinous and snowy.
Title: Re: DoW the 3rd
Post by: Donnie on June 20, 2013, 08:42:43 PM
A new star forms in the skies of this brave new world. Every year the star grows brighter and brighter. Who knows what it may be or what is causing it. It is bright and brilliant, a pure white orb in the sky with a flourishing twinkle.

Pass This Turn
Title: Re: DoW the 3rd
Post by: DigitFiredrake on June 20, 2013, 09:02:30 PM
Things were quite, but Fios knew things were to change soon.

CREATE AVATAR(10) Fios was old... at lest relative to time at this point... tho being a immortal sea-lamander time had little to no meaning to him. Fios crawled up out of the water his massive scaled body making land fall in the bay (H5) he roared as he saw the land.

"Such a empty place" he said in his deep ground rumbling voice. "But I have been sent to guide those to come... and I know that the forger of all that is good has plans and I must wait for them to come to form!"

(If you can't tell, Fios is much like a dragon, but with no wings, instead he has fins all over his body and can breath both air and water. As well he has the ability spit a acid. And is ageless)
Title: Re: DoW the 3rd
Post by: Digital Vulpine on June 20, 2013, 09:03:33 PM
Shape land: 3 points
The land in B1/B2 is extended south to include C1/2 and D1/2, with an arbitrarily natural looking coastline.

Shape climate: 2 points
A gentle northward current nudges the temperate zone in C1/C2 north by one square.

Points remaining: 4
Title: Re: DoW the 3rd
Post by: Stormkit on June 20, 2013, 09:19:42 PM
Did you know sometimes crystals will appear out of thin air in the right conditions of temperature and natural particles in the air? It's called sublimation and that is my scientific bull reason for why there are suddenly crystals everywhere in J13-K14. These crystals seem to conduct magic and different kinds seem to be good for conducting specific elements.

I'm mostly sure that counts as shape land, so that's three points off and I've got 9 left to sit on.
Title: Re: DoW the 3rd
Post by: I am the IZOD on June 20, 2013, 09:47:30 PM
The Lord Zod looks upon the land, ambition abounding in his heart.  But the time has not yet come for his plans to be put into motion.

Pass.
Title: Re: DoW the 3rd
Post by: Draykin on June 21, 2013, 12:48:34 AM
The oceans were calm, a gentle breeze sweeping over the waves, and all the world was quiet. In the deep, dark waters of the western ocean, something stirs. In mere moments, a colossal force surges through the water, as the ground, deep below the water's surface, launches itself upwards. A cascade of water, pushed aside into dozens of waves that will die out at sea, flows forth from atop this new landmass, as a new island is formed.

Shape Land (3): In the spaces of G1, G2, and H2 now resides a large island.

Shape Climate (2): Due to the manner in which the island was formed, a large amount of earth moving upwards, it has pockets of magma that were caught in the upwards motion, which now warm the island. The red, tropical zone moves to cover the whole island.

EDIT:
Points used: 5
Points remaining: 5
Title: Re: DoW the 3rd
Post by: Snow on June 21, 2013, 01:18:03 AM
(Shape Land:3)
Continental plates shift and buckle in the west, driving land and magma up from beneath the sea.
A new continent forms over most of H1, H2, I2, I3. D4,C4,C5,B5.

(Shape Land:3)
Something more than molten rock and metal rose from the depths. A substance we might call floatstone bubbled up... and up, and up into the sky. Many tons of ordinary stone went with it, finding equilibrium in the form of islands that hovered, defying gravity. This material was either extremely buoyant or actually negative in mass; no one was around to say, at first. In any case:
Hovering islands of various size and mostly round-ish shape appear roughly in the area of H2 D4, scattered loosely, mostly over the sea. Elevation varies from around 10m-10km.

(Power: 8->2)

(May need to edit a bit to take into account the previous post.) Edited to not overlap what Draykin added while I was writing this!
Title: Re: DoW the 3rd
Post by: Fax on June 21, 2013, 12:43:45 PM
The land ground and rumbled, its flat surface buckling over long ages as mighty mountains arose, forcing their craggy claws high into the sky. Their shadows laying far across the otherwise featureless lands of the north. Watching. Waiting.

[Shape Land][3] – create a huge mountain range along the coast from B11-A14

Initial points – 5
Points spent – 3
Remaining points – 2
Title: Re: DoW the 3rd
Post by: Geary on June 21, 2013, 02:42:16 PM
Shape Land (3): Metal-rich meteors rain down on B1, B2, C1, and C2, causing the land to have an abnormally high concentration of metals near the surface.

-------- Tally --------
Starting Points: 7
Points Spent: 3 (3)
End Points: 4
Total Points Spent: 3
Title: Re: DoW the 3rd
Post by: FrostedLights on June 22, 2013, 10:57:37 AM
A ring of mountains on A13 and A14 surge even higher, towering above the firmament. Their jagged peaks can be seen from hundreds of miles away. A singular pass leads up, up into the great earthen nest, but treacherous winds whistle through it, night and day. covering the pass with ice and snow, a formidable barrier to entry into the Ascended Vale.

Shape Land
Shape Climate

Pts Remaining: 4
Title: Re: DoW the 3rd
Post by: PrincessToyTime on June 22, 2013, 01:19:14 PM
Shape land - 3 points.

At F1, an island rises out from beneath the waves, occupying the entire cell, it consists of nice lush forests with a nice little river cutting down almost directly down the middle, It also sports a large tree near the river on the right side of the island, but here's the biggest shocker of all... this island is not made of rock, nope, it is actually made of vinyl, and all the trees and such, are made of fabrics and the like. And at F2, another island is formed, but something happens, and it seems to just steadily rise up above everything around it, this one actually floats in the sky a few thousand feet up! the reason behind it is easy to guess, it is made of vinyl like the other island, and is filled with helium! it may look fragile, but the vinyl shell is quite durable and thick, it also has a fabric forest and the same features as the other island does, it also has a big swimming pool on it, yep.

Shape Climate - 2 points.

At F1 and F2, a sudden heatwave, possibly due to magic, or something, occurs and the area becomes even HOTTER than before, this of course does very little to effect the synthetic flora on these landmasses, aside from warming them up even more so than before.

Remaining points: 5.

Bring on the SILLY SQUEAKINESS! [:P [Also edited too, just so you know!]
Title: Re: DoW the 3rd
Post by: Tizocoatl on June 26, 2013, 07:04:07 PM
(http://i.imgur.com/Unn2FwG.png)

LAST MINUTE POST OF ULTIMATE N00BNESS

whew, just finished re-reading the rules

*cracks knuckles*

       ___________________________
      ///       ROUND 1!!!  BEGIN!!!!  ///


Shape Land: 3 pts

in the areas of J [8/9] and K [8/9] an island arises, tall cliffs bar any access from the sea, the constant snowfall obscures this pillar of icy rock from the view of any nearby landmass

4 points remain
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on June 27, 2013, 02:11:54 AM
A great cosmic force bides its time as it has an embarrassingly low amount of points to start off with

Skip turn
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on June 27, 2013, 02:51:17 AM
Right, onto turn two.  Just a reminder for you guys that this game will go as fast as all of you post; I'm not under any time limit like Fax was with making his combined with a heavy load at work

Turn Two

Game wiki http://dow.crimsonflagcomic.com/doku.php

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
(http://imageshack.us/a/img4/5914/aqa2.png)

(http://imageshack.us/a/img28/5823/fu8x.png)
Digital Vulpine - (9-5=4) 4+1+4=9 moved
Donnie - (8-0=8) 8+0+11=19
Draykin - (10-5=5) 5+1+4=10 moved
Fax - (5-3=2) 2+1+7=10 moved
FrostedLights - (9-5=4) 4+1+5=10 moved
Geary - (7-3=4) 4+1+9=14 moved
I am the IZOD - (12-0=12) 12+0+12=24 moved
Kenku - (7-5=2) 2+1+6=9 moved
PineapplesOfScience - (7-3=4) 4+1+2=7 moved
Radioactive Toast - (2-0=2) 2+1+7=10
Snow - (8-6=2) 2+1+8=11 moved
Stormkit - (12-3=9) 9+0+6=15 moved
Tech - (10-10=0) 0+1+8=9 moved
Trask - (11-5=6) 6+0+4=10 moved

Numbers are (Initial points last turn minus points spent equals points left over), then said leftover total plus bonus plus the dice roll for this turn equals total points for this turn.

Avatars
Fios, the Sea-lamander
 (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Title: Re: DoW the 3rd
Post by: Digital Vulpine on June 27, 2013, 05:40:42 AM
Edit: Bleh, might as well keep stacking.

Shape climatex2

A temperate forest grows in C/D 1/2

A coniferous forest grows in B1/2, petering out into tundra as it approaches the A row.

points left: 5.  Watch me roll 2 next turn.
Title: Re: DoW the 3rd
Post by: Tizocoatl on June 27, 2013, 05:51:35 AM
DoW3 Round 2:

pointless move time

Shape Land: 3pts

the icy island expands to include [K6], [K7], and [K10]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 points remain
Title: Re: DoW the 3rd
Post by: Fax on June 27, 2013, 09:27:04 AM
Around the bases of the mountain ranges to the north a heavy pine forest arises, quickly spreading towards the southwest and covering much of the land there.
Further, the first signs of something terribly wrong begin to arise in the lands far to the west as the land takes on a subtle aura of menace. For the time being however, nothing overt can be seen to be wrong. Merely a sense that something is wrong.

Shape Land [3] - Pine forest in B10,C10-12
Corrupt City [3] - Land in B7,8, C7,8


Initial points – 10
Points spent – 6
Remaining points – 4
Title: Re: DoW the 3rd
Post by: William Swiftfoot on June 27, 2013, 10:41:47 AM
Shape Land[3] - In the center of the landscapes at F6, F11, B6, and B12, there form orbs of Ruby(F Spots) and Sapphire(B Spots). These orbs, unlike its larger brethen however, do not warm the land around it, but simply lay in a clearing among the land.
 
Title: Re: DoW the 3rd
Post by: Snow on June 27, 2013, 11:50:44 AM
Shape Climate x2, Shape Land x1 (Points: 11->4)

#1: In the hills and mountains (Clarification: creating minor hills in the area, as part of this)of area [B7,B8,C7,and B5], creatures stirred. Later folk would call them "vozards": dark things with chitin, claws and stinging tails. What was remarkable about them was that they built vast underground nests by gouging holes in solid rock. Some speculate that they had a means of producing shockwaves with a snap of their claws, powerful enough to crush or melt their way through a mountain. In any case, this strange species left behind geometric patterns of tunnels and rooms, around ten feet wide, arranged in rectangular or hexagonal fashion. The discovery of these ruins on area [B5] led to a wild rumor that vozards did not merely get washed across the sea, but that there was a tunnel connecting their two known nesting areas. Or perhaps far more than a mere passageway... And were the markings on the cavern walls just random scratches left by mere animals?

Future generations would say, whenever they found strange underground mazes with no clear purpose, that most likely "a vozard did it".

(Gameplay note: These creatures exist just to create the unique environment and are not meant as a playable race. I have no plans for them. If there's any question and nobody wants to use them, assume that they die out -- or vanish, at least -- without any further effect than having added mysterious dungeons to the map.)

(Likely to interact with Fax's post!)

#2: The Z-shaped island of [B5,C5,C4,D4] became a land of rolling hills (rarely literally), rivers, and forests full of all sorts of excellent wood. Unfortunately some of the inhabitants were dangerous creatures, such as the Mossy-Hook, the seemingly indifferent Bartleby, and the Godanbat.

#3: The strait at [D8] became an astonishing natural arch, nearly a mile wide and sturdy enough to support its weight and far more. Extensive seaside caves formed in [D9-E9], the area near it, supporting a whole ecosystem of fish, ferns, and lizards. The polar waters of A5/6/7/8 became super-oxygenated, warmer, and mineral-rich due to seafloor organisms and upwellings from below, creating something like Earthly "black smoker" vents with a unique ecosystem.

(Note: When I said the floating islands were "centered on" that one square I intended more of a large effect, like "more of a cross-shaped area affecting roughly 4 squares". Could that set of islands be made more extensive, please?)
Title: Re: DoW the 3rd
Post by: DigitFiredrake on June 27, 2013, 12:07:56 PM
Shape Land[3] --- In the lands of H5 many changes soon start to happen... first the ground near the cost riases forming a massive hill side with a river flowing down it, and a small cave in the side of it... atop this lightly sloped mountain burst gas vents... venting a strange blueish glowing gas. Vazirum a powerful yet stable gas. Also some trees form on the hill making into a nice lightly wooded area... but not as many as form to the east forming a heavily wooded area in H6. Also to the north G5 the ground dries under the heat of the new hills blocking of the cool southern winds and forms into a dry sandy desert. A great valley cracks in the land as the ground dries... and a glowing red gas vents from this gash... Trazium a more less and more unstable counter part to Vazirum but much more Trazium here then Vazirum from the hill.

Shape climate[2] --- Also the hill actually provides shade to H6 but also warms G5 with the lack of air flow making it quite hot. Finally the valley formed inside  the desert heats... its now a temperature beyond any other found on the world as of yet in the depths of the valley.
Title: Re: DoW the 3rd
Post by: Geary on June 27, 2013, 12:13:19 PM
Create Avatar (10): From mineral-enriched lands of B1, a creature emerges from the earth as its slumber. The creature resembles an artic fox, with stark white fur, though it stands upright and bears no tail. "This world will soon bear children. Let them know that they have been gifted with a Father, to guide them in line with the whims of their Mother."

"Corvo, The Allfather, is born."

-------- Tally --------
Starting Points: 14
Points Spent: 10 (10)
End Points: 4
Total Points Spent: 13
Title: Re: DoW the 3rd
Post by: I am the IZOD on June 27, 2013, 05:05:59 PM
The Lord Zod looked up the face of the world, and found that now was the proper time to begin.  He made the land in E10-12 and F12 into a tropical and subtropical swamp.

Shape Climate (2)

Once this was done he looked upon the creation and found it to be...adequate.  From the muck of the swamp he brought forth his creatures in not-quite-his-own image.

Create Race (22)

The Crondins are bipedal, humanoid reptiles, ranging from 7 to 9 feet in height.  They're backs are covered with lines of ridges similar to that of a crocodile, with razor teeth and claws.  Being reptiles, they are cold-blooded, and as such they do not handle cold well.  The most that they would be able to survive in would be in temperate climates, and that just barely.  Since they reside in the tropical zone, they wear very scant clothing items, basically amounting to a loin cloth.

At this stage, they have a very decentralized form of governance.  Tribes are spread across the swamp regions described above, with patriarchs who lead in war, trade and internal affairs.  Their can be viewed as brutal by outsiders, with disagreements being settled by competition and combat.  However, they have strict traditions that must be adhered to.  Wars must be fought in certain ways, traditions of the victor and the defeated followed, otherwise violators will they will either be punished by their patriarch, or the Ngarjeck, if it is deemed necessary.

Create Order (0)

The Ngarjeck were once a tribe of themselves.  However, as time passed and they saw that many other tribes were parting with righteous tradition, and took it upon themselves to judge the unrighteous, to cleanse them, installing righteous leaders among the tribes.  Eventually, their influence spread, till it covered all the tribes.

The Ngarjeck is a cross-tribal order, the only thing that truly connects all the tribes of the Crondin.  Their responsibility is to ensure that tradition, and therefore law and order, in kept by the tribes.  Individuals who grossly violate tradition will be punished accordingly, with reciprocal punishment (ie, eye for an eye).  A tribe that violates tradition and upsets the balance is thus targeted by the Ngarjeck, and kill the men of the tribe, and take the women and children as their own, thus they become part of the Ngarjeck.  Most tribes will hold great contests among their people, both male and female.  The contests are based on physical, intellectual, and moral fortitude.  Those who win such contests are welcomed into the Ngarjeck, thus solidifying the tribes commitment to tradition, and thus the Ngarjeck.

Knowing that many offenses are committed in the dark, the Ngarjeck are constantly patrolling, often in secret, not announcing their presence to anyone, but instead watching in secret, waiting for the unwary to carelessly offend, and then bring swift judgement upon them.



24-2-12=0
Title: Re: DoW the 3rd
Post by: Stormkit on June 27, 2013, 11:36:47 PM
Did you know that crystals resonate at certain frequencies can be used to generate radio signals that can comm- yeah, I'm not doing this again. So the crystals are in tune to aetheric energy of various elements dependent on the specific crystal, right? So based on region certain places are more attuned to certain elements. Well there is this one spot that is attuned to all of the elements at once. And in this spot there is a mystic hubbalaboo. And an avatar, master of all the elements, materializes. He (or possibly she, it's hard to tell) has existed a long time, but has only now found a portal into this plane of existence. He is the agent of chaos, the harbinger of confusion, known by many names, but answering to none.

Create Avatar: Khayos -> -10 points. Five remaining.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on June 28, 2013, 12:15:18 AM
Create Avatar - 10 points.

On the floating island residing in the super hot region of F2, a creature magically emerges from a portal through time and space, this being, born not of flesh and blood, instead, is a toy of vinyl and cottony fluff construction! a bit on the shorter side, this being is what appears to be a combination of plush and pooltoy, a species mix of feather dragon, and gray fox, his name was Syrask Kyuro, though a bit confused, he had a good idea of what happened, and by some fate or other circumstance, wound up in a fairly empty world. "Hmm, looks like I got some work to do here."

From ambiguous origins, Syrask Kyuro is created!

0 points remain.
Title: Re: DoW the 3rd
Post by: FrostedLights on June 28, 2013, 01:09:47 AM
The Emerald Grotto

The land rises from the sea in G14, H13-14, forming an island with a lush cove, covered in a heavy forest. A soft, pervasive mist wafts eerily through the trees. Deep within the woods, a great cavern opens, cool and wet, the walls aglow with bright fluorescent lichen. The winds whisper of ancient secrets...

-3 points


The Emerald Grotto begins to cool...

-2 points

5 Points Remain
Title: Re: DoW the 3rd
Post by: Draykin on June 28, 2013, 02:35:01 PM
Create Avatar - 10

Deep within the molten depths of the world, an ancient being rests. It has lived eternal since the creation of the world, but yet it has passed its time, content to slumber within the core, never caring to head towards the surface. It is Ignis, the Embodiment of Fire. And Ignis cared not for the surface world, that is, until the Ripple.

The ground trembles on the newly formed island at G2, as molten rock and lava burst forth from the ground, only to superheat and cool at the same time, forming into the very Essence of Flame Itself. Ignis looks upon the world for as far as it can see, and it knows that the time has come.

WARNING: THIS IS A BIG PICTURE

(https://imageshack.us/a/img443/1362/v1j2.jpg)

IN CASE OF IMAGE NOT APPEARING,
BACKUP LINK IS SUPPLIED:
http://www.furaffinity.net/view/10953056/

EDIT: Points Remaining: 0
Title: Re: DoW the 3rd
Post by: Donnie on June 28, 2013, 07:32:08 PM
A New Tale Begins


Create Avatar -10
Danyel Yekzon

A long long time ago...
On a planet far far away...

There once was a Pomharpii archaeologist named Danyel residing in the great fortress of Sarajevo. The day was grand and he stood amongst millions of his kind and that of their close kin, the Batosians. The crowd were anxious, not just for the fulfillment of the grandest prophecy, but of the great battle being fought beyond their walls. Time was tight and all inside were rather afraid, but they never doubted their Messiah. When they heard of their soldiers yell "Victory!" as the great tower lit, all celebrated as they  ascended to a higher plane of existance, obtaining near godlike knowledge and power. Danyel was truly happy as he flew across his world as an etherial form of energy, studying all civilizations on his world, exploring ancient human tombs without harming the surroundings. He was truly alive.

Until the one day when he had discovered all there was to be discovered. Much of his kind still remain on their homeworld even as ascended beings. Home is home after all. Danyel bid farewell to his homeworld and explored the stars. Until one day....

(http://img692.imageshack.us/img692/1743/zwuh.jpg)

SHAPE LAND -3

With a flick of a wing, the water freezes, the snap of a claw the bedrock cracks, with the burp of a full stomach (if he had one), LAND FORMS... or rather a MOUNTAIN RANGE at DE 8,9 Unifying the two continents into one super continent...! Though the mountain does make traversing the two landmasses rather troublesome... SO WHAT!?

SHAPE LAND -3

Danyel slammed his tail upon the ground, shattering some part far away that he's not on there yet. The bedrock in C3 BURST with the power of a volcano, forming a molten crater that cooled from the waters flowing into the crater. Over time this bowl would drain and become a fertile crescent... err... bowl of sorts. Full of rich rivers and fertile soil covered in bright green grass.

SHAPE LAND -3

Satisfied with wanton destruction and abuse of his ascended powers, he decides to plan ahead for now. He hovers over a spot at H13 and raises his wingpaws. From the ocean floor the very coral reef and bedrock raise to form an island. Danyel wastes no time in disposing of the disgusting coral and replacing it with grasslands and forests.  He expands the island south to connect with the strange blue island. He figures it may be fun.

Danyel rests, feeling rather drained of energy for now.
0 Points Remaining.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on June 28, 2013, 10:27:42 PM
The great cosmic force peeks back out, having sufficiently recovered some dignity and steps forth until the world, looking it over. 

The great force is distracted, however, as niggling thoughts poke its mind and keep distracting it with the most useless tidbits and musings.  After a particularly agonizing sit-down thinking about thinking about thinking ad nauseum, it shook its being, shaking out the erratic, errant thoughts that then fell to the earth below...
Create Avatar-10 points
Falling to the earth falls the fragment, smashing in and creating a small crater where it lands.  Crawling up soon emerges
(http://static.spore.com/static/image/500/428/362/500428362216_lrg.png)
Zerky

The twisted dragon thing looks around, blinking dizzily... then wheezily laughing with a sly grin.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on June 29, 2013, 03:47:59 AM
*Baps Donnie for not checking the coordinates of other people's previous moves*

Turn 3

Digital Vulpine - (9-4=5) 5+2+12=19 moved
Donnie - (19-19=0) 0+1+3=4 moved
Draykin - (10-10=0) 0+2+10=12 moved
Fax - (10-6=4) 4+2+7=13 moved
FrostedLights - (10-5=5) 5+2+2=9 moved
Geary - (14-10=4) 4+2+6=12 moved
I am the IZOD - (24-24=0) 0+1+2=3 moved
Kenku - (9-3=6) 6+0+2=8 moved
PineapplesOfScience - (7-3=4) 4+2+4=10 moved
Radioactive Toast - (10-10=0) 0+2+5=7
Snow - (11-7=4) 4+2+8=14 moved
Stormkit - (15-10=5) 5+1+5=11 moved
Tech - (9-5=4) 4+2+2=8
Trask - (10-10=0) 0+1+4=5 moved

http://dow.crimsonflagcomic.com/doku.php?id=game3

(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Base
(http://imageshack.us/a/img819/746/g9q.png)
Alignment
(http://imageshack.us/a/img7/737/vmf.png)
Underground
(http://imageshack.us/a/img401/1982/5w0n.png)
Climate
(http://imageshack.us/a/img40/4551/sa4m.png)
Races
(http://imageshack.us/a/img191/4268/dwbm.png)
*As there is only one race as of yet, the Crondins, I'm not including a key since there's no need to differentiate at this time.

Races
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)
(+0)

Orders
Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)


Avatars
Corvo (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekzon (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
Fios (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)
Title: Re: DoW the 3rd
Post by: Tizocoatl on June 29, 2013, 07:27:55 AM
(http://th02.deviantart.net/fs71/PRE/i/2013/180/2/c/round_3_by_master_pineapples-d6b6evj.png)


An Ancient creature, sealed away for reasons unknows deep beneath the Frost Island, is alerted. it is time to return to the surface. the world has changed much since he vanished beneath the island ages ago. the aquatic spirit, Tizocoatl, is ready to shape the land to his will.

expend 10 points to create avatar: 0 points remain
Title: Re: DoW the 3rd
Post by: Digital Vulpine on June 29, 2013, 09:43:47 AM
Create Avatar: 10 points
A new consciousness emerges in the immaterial plane, driven by emerging senses of order, justice, and fairness among creatures in the world that were just beginning to realize their potential.  These would be nurtured to maturity in time, and the new entity took upon itself the responsibility in guiding them toward the path of civilization. John Locke, the god of Law, began his careful work. 

Command Avatar: shape land: 2 points
His influence first manifests in B1, where a new spring creates a winding river that branches to flow into the bay at B2 on the northern branch, while the southern branch winds through C1 before emptying into the sea at D2.

Shape climate: 2 points
The forest in C2 spreads into C3, creating a swamp region.

Points left: 5
Title: Re: DoW the 3rd
Post by: Geary on June 29, 2013, 10:10:42 AM
The Allfather felt a strange sensation in his backside, moments before a large, poofy tail tore out of his makeshift pants. The tail held a mask on its end, one which appeared reptilian in nature. "Truly, so early? It seems I must get to work sooner than anticipated." He began his journey across continents to meet this newborn race, his tail giving off a light glow as the fox's form shifted to match their own.

Command Avatar (Create Order) (2): Corvo founds a sect in the primitive species to worship of his true self as the messenger of Mother Earth with relative ease, especially given the smug superiority some find in the knowledge that they're the first ones to rise up into a civilization. However, he finds that only discrete individuals must be recruited, as Ngarjeck might find the cult to be a perversion of their ways. The Order of the First Tail is founded amongst the Crondins.

-------- Tally --------
Starting Points: 12
Points Spent: 2 (2)
End Points: 10
Total Points Spent: 15 (3 + 10 + 2)
Title: Re: DoW the 3rd
Post by: Snow on June 29, 2013, 10:52:59 AM
(Assuming I have 4+2+8=14 points, not 13, since I ended turns 1&2 with <=5 points.)

(Shape Land: 14->10) Correction: This cost only 3.
Some would say they dug too deep. In the ancient era, the vozards carved far more extensive tunnel networks than early archaeologists realized. A spiky-haired boy from a later civilization would travel from the western lands, battle countless ancient traps and subterranean creatures, and realize the truth:

There was a vast cavern filling most of B6, centered around a crude but massive stone altar containing a sapphire larger than the boy had ever seen. The caverns continued into a southern region filling much of C6 (with entrances on several small surface islands there). They also extended northward into A6 and A5, where they featured frequent lava pools, steam jets, deadly magma-orms and scaled seethers. Later explorers would describe that last area as "somewhat more pleasant than you'd think for being at the bottom of an arctic ocean".

(Hopping on the Avatar Bandwagon: 10->0) Correction: 11->1

It appeared that the sapphire was the greatest treasure of the caverns. The young explorer found countless bodies of vozards and other creatures scattered around it, the remains of a titanic battle. None were alive to tell why they'd fought over this thing, beyond its obvious size and beauty. The boy stepped closer to touch it, wondering how he might take it home and become incredibly rich and famous and, oh yeah, fight off his people's enemies.

The gem shrank and transformed into an indestructible gemstone breastplate perfectly fitting him. The boy's usual reaction to mysterious magic artifacts was to poke at them, so he donned the armor and discovered that he had just become history's first holder of...

THE ZENITH

The Zenith is an artifact powerful enough to be an Avatar. It is only vaguely intelligent and does little on its own. However, if it finds a suitable mortal, it reshapes into a basically invulnerable, gem-like object such as armor or a sword, possibly changing the new owner to suit. The owners don't so much mind the changes, because of the amazing powers that come with them. Once the Zenith picks an heir, it generally stays with them for life. Zenith owners aren't necessarily kings, but always end up being influential. Part of its power is a subtle wish to go higher, to reach into the sky... Typically its powers include amazing leaping and gliding ability along with the power to survive almost any injury if the owner can give dramatic speeches about heroism. It likes that kind of thing.

Notes:
-The Zenith is currently sitting undisturbed in a cave, doing nothing we know of until it is found in the Second Age. The scene described here hasn't happened yet!
-Kenku, if you want me to leave the sapphire alone, let me know and I'll revise how these actions work.
-As noted in turn 2, the steam-vent area in the arctic ocean should have a somewhat warmer climate than shown on the turn 3 map.
Title: Re: DoW the 3rd
Post by: Fax on June 29, 2013, 12:52:13 PM
A shadowy figure arises from the depths of the vozard caverns into the light. Blinded by the glaring light of the surface the figure wanders the lands aimlessly for an age. The Wanderer has arrived in the lands.

Off the east coast of D11-A14 arise an archipelligo of small rock and grass covered islands ranging out to A-D 15. With a few exceptions all of the islands are too small to sustain any major settlements.


Create Avatar [10]
Shape Land [3]

Initial points – 13
Points spent – 13
Remaining points – 0
Title: Re: DoW the 3rd
Post by: I am the IZOD on June 29, 2013, 06:26:26 PM
Shape Land (3)

And so it was that at squares G9-11 and H9, the land rose, forming a highland, and springs came forth, forming lakes and rivers flowing North, Northeast, and East, flowing into the seas and the swamp.

3-3=0
Title: Re: DoW the 3rd
Post by: William Swiftfoot on June 29, 2013, 09:01:15 PM
A Gentle wind blows...

PASS
Title: Re: DoW the 3rd
Post by: FrostedLights on June 29, 2013, 10:23:06 PM
In the beginning came The Song, and it was melodious and and it was full, and it was beautiful. In the stillness of morning it resonates off the icy peaks, resounding through the trees below. A field of crystalline orbs arises, welling up from the ground. Their colors are many and varied, like the melody that surrounds them.

Purify City, A13-A14

Shape-Land A13-A14


10-4-3=3


Title: Re: DoW the 3rd
Post by: Stormkit on June 29, 2013, 10:41:42 PM
Shape climate: (2)

Khayos insists that if Danyel wants to hook up his new land to the already existing continent that it at least be prone to snowing. He can keep all those silly trees, but dammit there will be snow. Also maybe some of those crystals start forming a bit up the island because they have more room to grow.

Corrupt Civ.: (4)

It is well known that reptiles are the bad guys. This always happens. Like every time. It's a universal constant you see. After all, the lands the vozards once inhabited are corrupted now, right? Clearly this is all the proof I need to tell you that the Crondins are eeeevillll....

Total remainder: 5
Title: Re: DoW the 3rd
Post by: Draykin on June 29, 2013, 10:45:10 PM
It was with a stern glare that Ignis first gazed upon the world, and within it Ignis saw potential like that of a log about to catch fire. It was its move.

Shape Land - 3
As with any beast, be it sentient or not, Ignis expands its territory, raising rock from the sea floor below to augment its island home.
The island at G1/G2/H2 expands southwards to also fit into H1 and I2, and I3. The southern coast of I2 and I3 is mountainous.

Shape Land - 3
Ignis saw the mainland, and it was then that it knew what it must do. It dug its tail deep into the ground, and melted tunnels that would serve it well.
A large series of caverns opens up underneath the sea, starting at G2 and ending at G5.

Shape Climate - 2
When Ignis grew wearily, it desired a place to rest, and so grew forth life.
On G1, G2, H2, and H1 grows a rain forest.

Points at Turn Start - 12
Points Spent - 8
Points Remaining - 4
Title: Re: DoW the 3rd
Post by: Donnie on June 30, 2013, 01:23:31 PM
Danyel Yeckson woke from a short nap and found a good bit of time has passed... but he felt weary. The universal fabric must be in a waning phase. The world hasn't changed much so he believes it is a good time to rest some more.

Turn Passed
Title: Re: DoW the 3rd
Post by: PrincessToyTime on June 30, 2013, 03:47:30 PM
Command Avatar: Shape Land - 2 points.

In the sector of F3, Syrask was stretching his plush-like feathery dragon wings going for a little flight to survey the surroundings, he noticed a prime spot to create another island to add to the chain. with some magic and ancient chants of an unknown language, another peculiar island emerges! no different than the other two islands nearby, this one as before, made of vinyl and fabrics. It floats easily and effortlessly, this time however, there is an oasis situated right in the middle of the island, and it is desert-like in appearance, but really, that is just how the fabric looks, complete with trees of similar material as the other islands. "Ah, this looks like a lovely home for my kind! still nice and hot too, I just wish it was a biiit hotter." The toy featherdragon fox was pleased with his work, and swooped down to float in the Oasis' body of water, soaking up the nice sun above.

Shape Climate - 2 points.

The area where this newly made island at F3 emerged, the climate somehow... just intensifies and becomes hotter! was it perhaps this wish of Syrask's? or just random magic? who knows! but this doesn't do much effect to the land below.

1 point remains!
Title: Re: DoW the 3rd
Post by: DigitFiredrake on June 30, 2013, 10:24:12 PM
Shape Land - 3 Climate change - 2
A huge mountain forms in I5 it soon becomes snow capped and beyond freezing there, another strange gas pours from the rocks at the peek, a white gas. Also a small island froms in the water at h5 its quite lush but covered in swamp and emits a green gas from its waters!
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 01, 2013, 03:48:43 AM
Command Avatar-2 points
The entity known as Zerky flies over the earth-awkwardly, one might add-rambling about and attempting to stuff sharks into seagulls and the like, contemplating making square pegs triangular so they would fit even worse into round holes.  As he had this thought he ran into the Crondins-literally.  He ran into one while he wasn't paying attention at high speeds.  Fortunately for Zerky he was a divine fragment so was naturally resistant to such blunt force trauma, but the whole affair ended badly for the poor Crondin who now resembled meatloaf.

That said, his fellows were most impressed with this act.  Not only had Zerky demonstrated great power and (seeming) ability, but he had managed to off the most annoying member of the tribe he had stumbled upon.  Promptly celebrations were held and much free food ensued; Zerky found these parties somewhat bland until he taught them how to ferment their grains, then slowly but surely over months all hell broke loose.  The tribe nearly wiped itself out due to getting chronically drunk, but eh, it was one tribe, and Zerky had gotten free food to his heart's content out of the deal.  The other neighbor tribes took care not to befall the fate of their neighbors... but they were still mightily interested in this fermenting process.

With newfound respect, Zerky comes to a sort of an informal divine prophet, a living deity among the tribes, though one that quickly becomes refered to as "Zerky, bringer of drunkenness and disorder," to the point that the word "Zerky" comes to mean drunkard in their tongues.  Still, his advice is still sought, particularily as the Crondin have diverging opinions on succession of titles and inheritance.

Zerky doesn't think very long on the subject, simply stating that if the older siblings are older and came first, their word should be law.  Of course many eldest sons take this advice to heart, but this isn't a universally shared opinion, meeting some resistance.  The proponants pointed out that a divine being gave them this advice.  Opponants pointed out that this divine being had taught them to be drunken slobs. 

Thus, consensus was not achieved, but many of the older brothers said "fine, be that way!" and banded together, forming a new Order, the Elder Rights.  Their job is to be useful, helpful, and productive in their labor given to any tribes, so long as they adopt an "eldest child makes the rules" rule.  Opponents again jeered the whole proposal, mocking them with "Oh yeah?  Or what?"  When Zerky was asked this by a particularily pesky young Crondin, the dragon-thing became irritated until he grabbed the nearest heavy object he could find, a stone tablet, and whacked the annoying lizard upside the head.  This was taken as a sign; soon the Elder Rights Order would attempt to beat younger brothers over the head with stone tablets inscribed with lengthy treatises on why younger brothers should do what they're told.  This later develops into a tradtion for the Elders; beat little brothers up with books upside the head whenever they get uppity.  Unfortunately (in the eyes of oldest brothers everywhere) this norm is not universally adopted by the Crondin, but to everyone else they're too busy getting annoyed and rubbing sore heads.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 01, 2013, 04:48:17 AM
Turn 4

Digital Vulpine - (19-14=5) 5+3+12=20 moved
Donnie - (4-0=4) 4+2+6=12 moved
Draykin - (12-8=4) 4+3+9=16 moved
Fax - (13-13=0) 0+3+11=14 moved
FrostedLights - (9-7=2) 2+3+10=15 moved
Geary - (12-2=10) 10+0+12=22 moved
I am the IZOD - (3-3=0) 0+2+10=12
Kenku - (8-0=8) 8+0+3=11 moved
PineapplesOfScience - (10-10=0) 0+3+11=14 moved
Radioactive Toast - (7-2=5) 5+3+9=17
Snow - (14-13=1) 1+3+10=14 moved
Stormkit - (11-6=5) 5+2+4=11 moved
Tech - (8-5=3) 3+3+11=17 moved
Trask - (5-4=1) 1+2+7=10 moved

http://dow.crimsonflagcomic.com/doku.php?id=game3

Geography
(http://imageshack.us/a/img42/6038/pqr.png)
Alignment
(http://imageshack.us/a/img841/9094/jlnr.png)
Underground
(http://imageshack.us/a/img198/9648/9o1.png)
Climate
(http://imageshack.us/a/img221/8766/7zk.png)
Races
(http://imageshack.us/a/img594/3702/4h1.png)

Races
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)
(-1)

Orders
Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)


Avatars
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)
Title: Re: DoW the 3rd
Post by: Snow on July 01, 2013, 11:10:11 AM
(Starting Points: 14 actually, due to my miscalculation last time.)

Command Avatar: Purify City (14->12)
Maybe it was the Zenith's influence. At least, that's what people later thought. Most of the forest lands to the west, [C4,C5,B5], became purified. So did the caverns of [B6]... mostly, and even the sea above them. Although the land and the tunnels were dangerous, there was a prevailing sense that things would be okay. That heroes would always show up, harvests would be good enough, and you'd find your true love someday while battling a Loping Hacksor by moonlight.

Shape Land (12->9)
"Our canary died while we were down there."
"The regular one or the doomspike?"
"The one, then the other. It was serious business."


There was a deadly hot valley at G5 full of strange gases. The earth cracked around it, forming a giant canyon and cave complex that extended into [G5,F5,F6]. The people would call it the Atmos Canyon and do all manner of foolhardy things there.
Meanwhile, more floatstone rose from the sea, forming a few more hovering islands at F4 that became... odd, due to the influence of those to the west. They were partly like the northern islands -- perfectly ordinary hovering islands -- and partly not.

The innkeeper scoffed at the 'monster pelt' his friend the adventurer had brought. "You say you skinned a critter for that? So the monsters wear clothes?"
"No, this was its skin."
The barkeep sighed; his colleague must've been addled by his experiences. He patiently replied, "But it's made of cloth. And it's plaid."
"Yup! The Tartan Mauler blended in cunningly with its lair."
"No more ale for you tonight."


Shape Climate (9->7)
"So it's like a forest, but rainy?"
"Basically. I'm thinking of calling it... the Thunder Rapids of Mount Foreboding!"
"I meant a name for the biome... oh. That's what you meant too."


The tropical northwest of the main continent became similar to what's at C5. Jungles and rivers sprang up around [E8,E7,E6 and the land bits of D7 and E5], mainly fed by a great river from the existing mountains. The whole area cooled off a little too.

Purify City (7->3)
This time it definitely wasn't the Zenith. The land and sea themselves seemed to be just plain insufferably nice. You could hardly bear to strike down a Ghibli even for combat practice, and the grinning Slimes didn't really do much more than dissolve your clothes when they struck. [C4] became doubly purified, and [C3,D3 and D4 including the islands] came to be pretty nice too.

(Ending Points: 3)
Title: Re: DoW the 3rd
Post by: Geary on July 01, 2013, 11:19:54 AM
Corvo, The Allfather, beseeches mother earth to give him more duties. Nothing happens, however, because his actual deity slept in.

SKIP.

-------- Tally --------
Starting Points: 22
Points Spent: 0 (0)
End Points: 22
Total Points Spent: 15 (3 + 10 + 2 + 0)
Title: Re: DoW the 3rd
Post by: DigitFiredrake on July 01, 2013, 01:19:58 PM
In the lands of I6 Dark forces are at work!

Shape Land -
The ground becomes covered in a thick fog... the plants die, and a black gas steams from ground.... also under the hill of H5 the source of these gasses becomes clear, deep under the surface, far to deep for many to reach lays a "insatiability" Not one of rock... but of substance. It is a split of basic components of space its self! These components easily cling onto the nearest matter they can find, in these small vents air is the only matter that moves, thus all that is carried to the surface!
Title: Re: DoW the 3rd
Post by: Digital Vulpine on July 01, 2013, 03:07:10 PM
Ah, I see the dice decided to apologize for the rough start.  {;)

Create Avatar: 10 points
As Locke guided the primitive creatures of the land on the path towards civilization, they began to slowly understand that some had different needs, resources, and skills than others, and by trading what they had in abundance for what they lacked, the happiness of all could be improved.  This knowledge left its imprint in the immaterial plane, eventually becoming Adam Smith, the god of Trade.

Create Avatar: 10 points
Something else began to happen to the primitive creatures: they began to see patterns in how the world worked.  They began to make discoveries that made their lives easier: fire, the wheel, levers, and primitive tools.  A spirit of discovery and enlightenment came into being, manifesting itself as Isaac Newton, the god of Science.

Together with the god of Law, these manifestations of order worked to guide the primitive tribes to become something more than just clever animals... a work that would be centuries in the making.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on July 01, 2013, 07:21:36 PM
WHOOOOSH

PASS
Title: Re: DoW the 3rd
Post by: Tizocoatl on July 02, 2013, 10:39:03 AM
i couldn't do a comic because this post is being submitted over wifi from a Boeing 737

under the direction of it's only resident, changes begin to occur on the Frozen Island...

shape climate -2 pts: Frost island (K7 to J10)

Large Evergreen forests grow to populate the entire island

shape climate -2 pts:

the climate of frost island warms slightly, to the point of finally being capable of supporting life. with the slight warming comes the formation of freshwater lakes from meltwater. the island remains quite cold and any sustainable culture there will need to fight to thrive.

4 points spent: 10 points remain
Title: Re: DoW the 3rd
Post by: FrostedLights on July 02, 2013, 07:37:09 PM
Purify A13, A14

Points: 15-4=11

The Song resonates with the crystalline eggs, and they begin to shine.
Title: Re: DoW the 3rd
Post by: Stormkit on July 02, 2013, 10:46:03 PM
The amount of purification going on is moderately ridiculous and needs to be offset. As such this turn will be about corruption.

Corrupt City: (3 pts - centered on E4)

They say there are untold depths of the ocean, and that dark creatures stir there. The kraken... the leviathan... if they exist and have a home, surely it is at the depth of the ocean. And if any place in the oceans are likely to have this home... it is that region. Yes, that one. Centered at E4, but ranging south into F4, west into E3, and north-east into D5/E5-ish. It tried to be surprisingly symmetrical, like an equilateral triangle with the sides bashed in, but Snow's purification messed with that. Instead if will wrap ominously around his safe waters. Woe to those who venture too far from shore.

Corrupt City: (3 pts - Scattershot)

Total points used: 6
Points remaining: 5
Title: Re: DoW the 3rd
Post by: Draykin on July 03, 2013, 12:37:36 AM
Ignis awoke in a sudden rage, thrashing about and letting loose sounds that would chill even the bravest of souls, before he dug into the earth, and the earth shook. In the distance, rock and soil split and heaved.

Shape Land - 3
The underground caves and caverns at G5 extend to also occupy G6, H5, and H6. In addition, mountains rise atop the Eastern edges of G6 and H6.

The Flaming Serpent's fury was not limited to the lands across the ocean, and it was with a single smack of its tail that its island home was broken in two, allowing the waters of the ocean to flow in freely. Later, Ignis would see this newly broken land as an opportunity, and craft it to its desires.

Command Avatar: Shape Land - 2
A river forms, beginning in the bay at H2, and ending at the Southern part of the coast of H1. Near the middle of the river also forms small mountains, creating a river valley.

Shape Climate - 2
At this new river valley, the ground turns red, and there is not a single hint of the rainforest that covers most of the island. This new river valley also becomes much hotter, to a point where the water at the surface of the river boils, and salt washes up upon its coast.

At last, Ignis found what had awoken it in such anger, the new presence that did not belong. It saw that invaders, trespassers, had arrived, and Ignis struck them for its own amusement. For several months, Ignis hunted the spirits that had entered its lair, ruthlessly tracking them, devouring the souls of some, and incinerating others until not a hint of their spiritual residue remained. For years, they would provide the Avatar of Fire with entertainment, and an easy meal.

Purify City - 4
The areas of G1, H1, G2, and H2 are purged of their corruption.

Points at Round Start - 16
Points Remaining - 5
Title: Re: DoW the 3rd
Post by: Fax on July 03, 2013, 12:23:28 PM
Somewhere deep within the mountains an ancient vault is disturbed by the shifting and rumbling of the land. Within it a consciousness awakens: The Dungeonkeeper. Having awoken from what dreamless slumber or non-existence it had experienced beforehand the dungeonkeeper sets itself to its task: The creation of an endless series of temples, ruins and dungeons across the land.

Meanwhile, the eastern archipelligo extends further north into B and C 13 and 14

Create Avatar [10]
Shape Land [3]
Title: Re: DoW the 3rd
Post by: Donnie on July 04, 2013, 09:14:51 PM
Somewhere on G10...

Therein lies a mysterious red brick castle surrounded by sleepy rolling hills and gentle flowing rivers. This castle appears to be aged and in ruin, walls have crumbled and secrets await.... that is if it was created by any civilization at all. A bright light appears in the distant sky, sometimes appearing next to the sun and becoming brighter and brighter...

(http://img822.imageshack.us/img822/8674/zlnq.jpg)

Create Avatar: -10
Myrddin Ambrosius!

Many many years ago, Myrddin Ambrosius was a legendary researcher of Pomharpii Transmutation energies and chemistry. A vaunted master in his field, he can turn wood to metal, rend and repair flesh with little difficulty, and during the late 3rd Era of the great Pomharpii Civilization, he was a leading researcher in the possibilities of the grand mineral Otterium. Many of his peers have identified him as The Wizard for his incredible skill and intellect over Transmutation. Upon his Ascension he dedicated himself to understanding all there is of the material realm, and how far he can bend the powers of Transmutation.

Myrddin arrives on this newly born planet to investigate the acts of another ascended being interfering with the natural order of the world.

"If it isn't Myrddin Ambrosius, the Wizard," Danyel sneered.
"Don't be coy with me child, what is it you are doing here? Why have you constructed a castle and suddenly destroyed it?"
Command Avatar: -2
Danyel: Create Castle on G10.... and wreck it to appear as a ruin.
"Weeeell~ I wanted to tease any new upstarts into trying to figure out where this castle come from."
"Poppycock, this is child's play. Certainly you have better things to do?"
"Myrddin, we are immortal now. I chose this path as I wish to witness civilization grow and evolve... around my actions. Why don't you join me? Meddling could be a good exercise."
"You presume I intend to experiment on this world?"
"I presume you'll find something to learn here." Danyel grins.

Points used: 12
Remaining Points: 0
Title: Re: DoW the 3rd
Post by: PrincessToyTime on July 06, 2013, 09:50:57 PM
Syrask Kyuro still relaxes happily in the water, enjoying himself.

TURN = PASS.
Title: Re: DoW the 3rd
Post by: I am the IZOD on July 07, 2013, 10:39:39 PM
Guess I should get this in quickly.  Create Avatar (10).
Suddenly, a Tasmanian Devil appears.  But not just a plain old one.  This one is 5 feet tall, and walks on his hind legs.  He wears a monocal, and writes the stories of what goes on and what will happen.  He is Richard, and he is a God of Fate.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 08, 2013, 03:10:43 AM
Create Avatar 10-points
The great entity from beyond looks down in embarrassment upon the world, grumbling as he realizes that out of all his traits to influence this virgin world it had to be those aspects.  Sighing dejectedly, it nevertheless fashions something a bit more graceful and elegant, birthing the Ember Wind Dragon, a beast of the air and the flame.
(http://static.spore.com/static/image/500/420/495/500420495886_lrg.png)

Shape Climate 2-points
The land between H7 and G10 becomes dry and steppe like
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 08, 2013, 03:54:06 AM
Turn 5
And due to popular demand we are entering the 2nd Age ahead of schedule.  This will not be cutting this age short however, as it will still proceed it's normal 5 turns in addition to this one, unless people vote otherwise when we get to that point.  For now, race time.

Digital Vulpine - (20-20=0) 0+3+2=5 moved
Donnie - (12-12=0) 0+3+9=12 moved
Draykin - (16-11=5) 5+3+7=15 moved
Fax - (14-13=1) 1+3+6=10
FrostedLights - (15-4=11) 11+0+3=15 moved
Geary - (22-0=22) 22+0+2=24
I am the IZOD - (12-10=2) 2+3+6=11 moved
Kenku - (11-0=11) 11+0+4=15 moved
PineapplesOfScience - (14-4=10) 10+0+3=13 moved
Radioactive Toast - (17-12=5) 5+3+12=20
Snow - (14-11=3) 3+3+5=11 moved
Stormkit - (11-6=5) 5+3+9=17 moved
Tech - (17-3=14) 14+0+12=26 moved
Trask - (10-0=10) 10+0+8=18 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Base
(http://imageshack.us/a/img4/1660/xl20.png)
Alignment
(http://imageshack.us/a/img43/9374/u5vz.png)
Underground
(http://imageshack.us/a/img850/2833/rlxw.png)
Climate
(http://imageshack.us/a/img708/9094/pvq.png)
Races
(http://imageshack.us/a/img153/1083/98i.png)

Races
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)
(-1)

Orders
Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)
Title: Re: DoW the 3rd
Post by: Snow on July 08, 2013, 08:58:29 AM
(Starting points: 11)
Command Avatar to Create Race (1). Starting alignment: +1
The Chiaro were a race of centauroid skunk-folk. Most of them were laid-back by nature, content to farm and trade. A substantial fraction, though, became known as Adventurers -- or Delvers, or Crazy Fools. The adventurer tradition was built into them at the instinctive level, since their homeland (nice as it was) had a steady supply of dangerous monsters, and those Chiaro willing to defend their villages became popular and powerful. Most Chiaro youths went through an adventuring phase, often leading them to move to other towns before settling down, thus helping the race genetically. Others became wandering mages, mercenaries, and explorers. Still others (some of the smartest) figured out that they could make a lot of money selling goods and services to their weapons-and-armor-obsessed kin. Early in the race's history they explored far enough into the ancient vozard tunnels to discover the Zenith, leading to speculation that its "call" had actually shaped their species from the dawn of time. They first appeared at the sacred land of C4, called the Brightlands.

Create Order (free w/race)
The Adventurers' Guild became one of the most influential agencies in the region. The holder of the magical Zenith was usually a member. The Guild offered equipment, training and advice to so many of the most famous Chiaro that it had substantial sway over government and business. Later it would offer membership to would-be heroes of other races.

Advance Civilization (5)
The Chiaro lived in a land of wonder, and soon became experts with magic. In particular, they became the best in the world at healing and protective magic. Someone had to patch up all those foolhardy people who thought severed tails and fractured bones were all in a day's work.

Purify Civilization (3)
They were just plain nice. Usually. Sure, they occasionally produced tyrants and cruel killers. But those people tended to get not just defeated, but mobbed by dozens of spiky-haired, idealistic youths with halberds, all wanting to become famous heroes. The less fighting-prone Chiaro were innately calm and confident thanks to their substantial bulk and built-in defenses.


Command Order to Create City (3)
"I'm pretty sure the stockade's high enough, Finn."
"Blight an' nonsense! Have ye ever fought a Death Hare? It can leap about --"
"Yes, yes, we've all heard the story. But between the wooden spikes, and the moat, and the tame unicorn for an alarm..."
"Did ye see tha' unicorn lookin' at me funny? I just know she's up ta somethin'! There's no end to the defenses we mi' need someday. Ye'll thank me when -- Augh!"
"*Sigh* You've been spending too much time in the caves, Finn. That was just a ghibli brushing up against your leg. Now we've got to air out the whole inner keep again, or we'll be driving out the settlers as much as the critters."

The City of Lindisfarne (location: C4) was founded by the adventurer Jumpy Finn, who credited his success to "tail an' axe raised at all times". It became a safe place for people to trade or take shelter. Travelers would speak highly of the famous Axe-At-Hand Inn, with a long tradition of alcohol and edged weapons, and which was credited with the invention of the "Cure Hangover" spell.

(Ending points: 11-9=2. Bonus next turn: +3.)

Note: The mysterious sapphire at B6 should now be removed from the map, because it's the Zenith and has been taken away in the (temporary) form of an enchanted gemstone breastplate. Surely my swiping of the sapphire won't have troublesome consequences down the road! Also notice that some of the islands in the far NE are missing from the good/evil and climate maps.
Title: Re: DoW the 3rd
Post by: Digital Vulpine on July 08, 2013, 04:19:56 PM
Command Avatar: Create Race: 1 point
The Triumvirate reveal themselves to the fox-like creatures living in B1, and each grants them a gift to complete their transition to a Civilization.

John Locke bestows upon them the Treatises of Government, to form the foundation of sound and just laws.

Adam Smith bestows upon them The Wealth of Nations, to bring riches and prosperity through trade.

Isaac Newton bestows upon them the Principia Mathematica, to reveal the secrets of the universe through science.

Many tribes are reluctant to accept the Three Philosophies, but King Arth of Ter pledges to champion the Triumvirate and immediately enacts sweeping reforms to bring his tribe in line with them.  Several smaller tribes join with the Terrans, the name which would one day be synonymous with their race.  Together their leaders form the Council of the Round Table, charged with studying and interpreting the Three Philosophies for the benefit of the Terran people.  Thus the Kingdom of Ter was formed, under the banner of a gold three-pointed star centered on a red field.

There was a long road ahead for the Terrans, and there would be several wars of unification before they would finally be one nation.

Free Order: Council of the Round Table
The Council of the Round Table is the ruling body of the Kingdom of Ter, currently headed by King Arth of Ter.  Each tribe that joined the Kingdom became a Province, which appoints a representative to the Round Table.  The practice by which these appointments are made vary wildly between provinces, though at the moment the station is held for life. 

Command Avatar: Create City: 1 point
To reward King Arth for his loyalty, John Locke grants his blessing to the city of Ter, sitting at the mouth of the river in B2, to become the capitol city.

Command Avatar: Create City: 1 point
The mercantile tribe of Hayek became particularly devout followers of The Wealth of Nations, and persuaded Adam Smith to establish his temple in their city (of the same name) on the west bank of the lake in B1.

Points left: 2
Title: Re: DoW the 3rd
Post by: Donnie on July 08, 2013, 04:33:32 PM
T'was a deeply raining day in B2, the City of Ter till a bright light carved a sunlit line down the clouds, parallel to the city gates. A robed and hooded figure walking upon a walking stick strode to the front gates.

"If I may pardon ye passionate guardsmen to accept my most humblest of requests to joineth your grand city."

The guardsman wasn't sure of what to make of the hooded figure, if anything he had a mighty fine red fox tail, much as they Terrans. The Guardsman allowed the visitor to enter the City of Ter. The fox rented a room in a local inn and pulled down his hood.

"Taking a physical form is such an inconvenience," he held up a paw and a ball of light formed, "But knowledge will always persevere over flesh." Myrddin began planning how to influence the realm...

CREATE AVATAR ORDER
Knights of the Round Table
Over the years, Myrddin or Merlin had worked his way into the courts of King Arth and had distinguished himself as  an impressive asset, knowledgeable in seemingly endless amounts of topics and sciences... and 'magics'. He has become court wizard and an individual of great influence... though whether or not it is due to his powers or not is debatable. Although the founding of the Council of the Round Table is commendable, Myrddin laments that no order of bureaucrats and nobles can exert any form of appropriate power without a sword and shield in hand. He thus formed the Knights of the Round Table.

The Knights are high ranking soldiers, the best of the realm who have accepted the call to leadership and join the Council as military leaders and advisers. Numbering 100 exactly, these noble Knights are technically independent of the Council, but whose goals are to defend the realm. Although they are subservient towards King Arth, they are still highly influenced by the words of Myrddin, the Wizard.

;-------------------------------------

Somewhere overlooking Tizocoatl's Camp

Danyel Yeckson eyes the evolution of the Tiatlaca within the time frame of a sneeze and is visibly disturbed.
"Hey... that's cheating..." he whispered, "It appears we have other immortal beings to contend with." He ingrained this moment in his memories. He launched from the icy cliff to further explore until he stopped in the air, spotting something in the distance.
"Not again..." He moped as he spotted a dim star slowly growing brighter with every second....

CREATE AVATAR
"How childish these males are and their drive to manipulate others..."
-Unknown-

Points Spent: 7
Points Remaining: 5
Title: Re: DoW the 3rd
Post by: William Swiftfoot on July 08, 2013, 08:32:02 PM
*Tweet*

PASS
Title: Re: DoW the 3rd
Post by: I am the IZOD on July 10, 2013, 04:35:43 PM
Purify Civ (3)

"For too long we have stood by while corruption has run rampant among our people.  Law and tradition has been forgotten by many.  Now is the time we will remind them."

Ngarjeck were disturbed by the corruption that had festered so long amongst the Crondins, but it had been so rampant and widespread that they had decided to bide their time to build up their martial force.  The time had come, and now they were ready to unleash justice upon the unlawful.

And so the Ngarjeck swept across the tribes of the Crondin, killing the leaders of every tribe, and destroying all their armies, and annihilating the tribes that would not bow to truth and justice.

With corruption and injustice purged, the Ngarjeck set themselves up as overlords over all the Crondins, dedicated to preserving law and tradition.

Command Avatar (1)

Richard sat upon a distant hill observing the goings on of the Crondins and the Ngarjeck.  With Ngarjeck now set up as rulers, he decided now to write next chapter.

He directed the Ngarjeck to build a city at E12 at the head of the river delta, giving them control over food, water, and transportation.  Thus the city of Kelorn is born, from which the Ngarjeck rule over the Crondins.

Advance Civ (5)

Venturing southward from the swamps, the Crondins discover strange rocks in the hills and valleys.  After years of experimentation, they discover that when exposed to heat, the rocks become malleable and can be sharpened, or used to create protection.  Through this, the Crondin develop a tradition of metallurgy unequaled by any others.  Constantly, the experiment and create newer and stronger metals for use in weapons, armors, tools, and trade.

11-9=2
Title: Re: DoW the 3rd
Post by: PrincessToyTime on July 11, 2013, 02:09:31 AM
Command Avatar/create race - 1 point.

Syrask decided it was pretty lonely on the island, why have a pool when you cannot have a pool party? the toy creature pondered and came to a simple solution, why not create more toys? "Ah, I have the fix right here, I'll just use my magic... and some incantations..." he entered into a meditative focus, and started to cast. Suddenly, in little spheres and stars of mana, vague-looking creatures formed, and their features soon materialized, Syrask had successfully made his first creations, other toys like him! They ran the entire gambit, from plush, pooltoy, balloons, to windups pinatas, puppets, and many other sorts of whimsical playthings brought to life, he wasn't sure what to call them, so as usual, he improvised and christened them, "The Utoypia".

Advance Civilization - 5 points.

The featherfoxdragon toy chuckled and admired his newly made beings, but... something seemed amiss... they were cute, true, but awfully primitive in their thoughts and obviously lacked much concept of technology, so armed with a mission, he stepped forth to bestow to them, civilization! arming them with magic, the same stuff that both Syrask uses and thrives on, and also which created their existence,  was opened to them, making them wiser, more powerful in the magical arts, they became unequalled in all things mystical and spiritual! He smiled and admired his work, feeling quite good at what he was doing, truly feeling like progress was being made.

Create Order.

Once the Utoypia were formed and grasped the gift and power of magic, those especially gifted easily stood out from the rest, known as Toymancers. These special toys were very adept at their craft, and could easily turn anything of biological or otherwise non-toy like material or creation, into that of a toy, their role was to expand numbers, and seek out those who would join them in their mission to bring happiness to all.

Advance Civilization - 5 points.

After their mastery of magic, the toys developed a naturally very high moral and willpower, unshakable in their faith to spread goodness and joy to others, filled with a purpose and a wealth of love in their work and existance, they were truly peerless in their state of optimism and purity.

Advance Civilization - 5 points [yet again].

Through their happiness and power over the powers of magic, the Utoypia and the Toymancers also happened to combine magic with the art of restoration, becoming wonderfully adept and potent healers. Their discovery happened when a toy happened to become broken down due to any number of reasons, an obvious flaw they worked to circumvent. They developed magical needles and other such implements to maintain, repair, rebuild, even modify or improve upon their older designs, they became unmatched at such arts of regeneration and mending.

This race is a +1 race! also 2 points remain. [:)
Title: Re: DoW the 3rd
Post by: Tizocoatl on July 11, 2013, 03:43:41 AM
beautiful space backgrounds courtesy of NASA... if for any reason you thought i could actually draw that...

this was supposed to be a normal black and white sketch comic... i don't even know what this is anymore

(http://th09.deviantart.net/fs70/PRE/i/2013/192/0/a/dow2_by_master_pineapples-d6cyi2n.png)

13 Points:

Command Avatar: Create Race (-1 pt)

After watching 10,000 years of evolution occur in the span of 30 seconds, Tizocoatl finally completes his first creation, a race of creatures similar to himself known as the Tiatlaca

The Tiatlaca people maintain the same basic form as Tizocoatl, also descended from the Axolotl, although Tizo is actually an albino. albinism is much more common in the tiatlaca at a rate of about 1:40, the majority of tiatlaca are brown-colored and can have speckled or flat-color skin. shades of brown range from chocolate brown and lighter to nearly black and speckles are darker than normal skin. all tiatlaca share the external lungs, which fan out from six spines arranged extending from the back of the head. these allow the Tiatlaca to breathe underwater and take in more oxygen than other creatures, making them better suited for their cold, high-altitude habitat. if these external lungs are covered up or damaged, the tiatlaca can continue breathing through a small pair of internal lungs. of course if their external lungs, or any part of them for that matter, is damaged, they can easily regenerate their wounded areas. it can take as little as 10 days to completely regrow a lost limb or a damaged but nonessential internal organ. their regenerative ability gives them a serious advantage over other creatures trying to endure harsh climates. although they spend most of their time on land, if they have zero access to water for more than a few days their skin will dry out, causing extreme pain and hampering their regenerative abilities and restricting physical activity until they can rehydrate, luckily they tend to live near the coastline and the Frost Island is covered in freshwater lakes.

12 points remain:


Create free Order: (-0 pts)

the Water-bearers: under a newly established and very basic leadership of Tizocoatl, the tiatlaca have begun to exploit the natural resources of their cold land, because there is no way to grow crops in the frozen, rocky soil, a special group of tiatlaca are designated the water-bearers. they have the important job of carrying large containers of water into the caves on the cliff faces of Frost Island. there, they place the containers of water on top of naturally occurring geothermal vents of hot air and steam. they then carry the heated water back to the communal living area of the tiatlaca, although they have not yet established a city, and continue to live in makeshift tents and basic wood shelters, with the arrival of a source of hot water, it is slowly becoming possible for the tiatlaca to grow basic crops and help to cultivate the existing fruit trees, whose fruit seems resistant to cold but which take a long time to grow and bear their fruit. understandably the popularity of the water-bearers increased dramatically over little time and soon it was considered the highest of honors to brave the high cliffs and dark caves to attain the hot water needed for farming. As they appeared to be the most respected and well-organized group, Tizocoatl decided to slowly give them the opportunity to establish a rule by the people, as a hard-working and trusted group, they are quickly accepted as the leaders of the tiatlaca as Tizo slips away to carry on with his other plans...

12 points remain:

the northward winds seem to blow colder, as if carrying an omen from the frozen land...

end
Title: Re: DoW the 3rd
Post by: Draykin on July 11, 2013, 03:43:29 PM
Within the depths, something stirs.

*PASS*

Points at Round Start - 15
Points Remaining - 15
Title: Re: DoW the 3rd
Post by: Stormkit on July 11, 2013, 04:49:32 PM
Create Race w/Avatar: 1
In the crystaline corner of J13, J14, and K14... a new race emerges. Those elementally tuned crystals somehow give birth to elementals. It is uncertain whether they acted as a radio tuned to the perfect frequency to summon or more like seeds that collect energy until enough is there to coalesce, but whatever the case, anywhere a crystal lay an elemental of the relevant type would be born from it.

Elementals vary in size and shape, sometimes even within the same individual (especially the more volatile elements). No two elementals are the same and many will go by different names. Some are large, taking territories and defending them (and all within), shaping the zone to their element. These tend to take the forms of large reptiles and call themselves dragons. Others are small, flitting about with a love of travel, often acting as messengers and couriers, calling themselves sprites. There are many different temperaments tending towards certain sizes and shapes, each with a class of name they refer to themselves by, and just as many that fall into no category at all.

Elementals tend to live in zones similar to their element and any individual can set up their own zone large enough to live in, though it is general practice that most live under the protection and in the zone of some dragon. One thing all elementals have in common is their heart which is made from the crystal they were born from and their ability to switch between a form made of their element and a form of flesh with strong affinity for their element. Despite the occasional opposing types, elementals have strong bonds as a race and will often visit each other and form relationships irregardless of element, occasionally even living in seemingly opposing zones.

Create Order w/ Race: 0
The Balance
As a species as varied as this one, many elementals are well aware that it is not too healthy for the pendulum to swing one way or another. There are several interpretations of this. Some members of this order helps settle any conflicts that arise in a way that does not favor any side too strongly. They are great negotiators and their opinion is valued by most of the species. Others are performers, showing acts of physical grace in dances that wow and amaze. Others still seek meditation and the inner peace that comes with it. Even something as simple as the duality from an ice and fire elemental living together can be an expression of this order. There are many ways this path is sought, but the defining element is the emphasis placed on some kind of balance.

Advance Race: 5
Elemental Alchemy
As a race literally made up of elementals, it is hardly surprising they would excel in magic related to it. By mixing their talents, they have learned how to combine elements in new ways, creating magical artifacts with a variety of purposes. Amulets that allow one to breath under water, survive extreme temperatures, fly, etc were several basic applications. One of the more advanced applications led to...

Comman Order: 3 - Build City and go forth to explore
Kruos: The Crystalline City
... the discovery that through certain combinations, matter can be pushed in a direction sideways to any known direction. This led to a great project where many interested parties helped found this city, a neutral zone outside of space where all and any can live and come to interact with others to trade information, goods, and more. The pathways between this city and the real world were tied to anchor crystals which had to be physically brought to a location in the real world, but once an anchor crystal was somewhere, any who knew the secret could use it to travel straight to the city and from there to any other anchor crystal.

After a time it became known that the land the Elementals lived in was only a small portion of the world at large from exploration prone members of the race. After much debate it was decided that this was not exactly balanced and so they decided to spread to other parts of the world. Although the island of their birth would always remain their homeland and their main means of reproduction, many went exploring the world at large, bringing with them anchor crystals to keep ties to home. Sprites would find likely spots with an inherent affinity to be the new home of the anchor crystals and Guardians would then protect them. These outposts are more like trade embassies than any sort of territory expansion. So far they have explored as far as the rest of their landmass (Donnie's snowy forests) and the nearest three continents: the south, mountainous area of Draykin's jungle, the eastern side of Pineapple's Frost Island, and much of Frosted's Emerald Grotto. They are likely to start trade with any friendly species they encounter.

note: Guardians are those who dedicate their lives to the protection and caretaking of important places, things, etc. They are sometimes known as Caretakers, and that which they guard can range anywhere from anchor crystals to caves and even to more ephemeral things like flowers.

Advance City: 4
Kruos - Dimensional magic
Considering the city itself exists outside of space, it is hardly a surprise that they have made other advances in related magics; shortening/lengthening distances, looping passageways, bigger on the inside objects, etc. It's gotten to the point where the city folds in on itself in some places like a giant fractal, often in a very escher-like manner.

Points used: 13
Points remaining: 4
Title: Re: DoW the 3rd
Post by: FrostedLights on July 12, 2013, 01:53:50 AM
The Emerald Grotto

Mist, as far as the eye can see. It shrouded the Emerald Grotto like a soft blanket, rolling in off the warm waters of the ocean and sinking to the ground from the unnatural cold of the grotto. The Pendri emerged as subtly. Wise as men, swift as leopards, the island teemed with strange these strange new lifeforms, wrought by divine hands. Fair-skinned human bodies rested on the proud shoulders of noble white panthers, pelts striped with indigo blue.

One day as the mists come in, the banks of the island are empty, but when the mists recede the following day, statues have been erected. A Pendrian man, holding a hammer in one hand, and a polearm in the other. With strength and hard work they will tame this island, and defend it with the zeal of a primal beast.

The Pendri are visited by their creator and blessed with fire magic.

Praise to the Flame~~

Order: Church of the Burning Light

The Ascended Vale
A dazzling medley of rapturous light pierces the heavens over the Ascended Vale (A13, A14). The crystalline eggs shimmer from within, revealing the slender silhouettes of the creatures sleeping within. The inner lights swell, gaining in intensity until at last the eggs begin to burst, all over the valley, and the Melodians are born. Their eyes shine with warmth, and their coats reflect the crystalline eggs they were born from. Four feathery wings adorn their backs.

The shimmering remnants of the crystal eggs sink from sight, vanishing into the firmament, only to appear again in the form of tall fruit-bearing trees, food for the fledgeling race. The Melodians flourish in the isolation of the Ascended Vale, protected, for now, by the harsh winds and driving snow that surrounds their snowy home.

Rumors abound, of the source of the lights that rose so high through the clouds. Some say that on the days when the wind roars the least, you can hear the Song, a faint glimmer of light on the din of the eternal storm. Few have dared to brave it, and so far none have returned. Their fate is not hard to guess.

As the fledgeling Melodians stake out a meager existence in the ascended vale, their creator makes himself known to them. A temple is constructed in his honor, and the Church of the Lights forms to worship him. An Order of priests serves in the temple, headed by a High Priestess. She is called Arylia, and she is much loved by her people. Wise as she is beautiful, she becomes the center of Melodian culture.

Create Race: Melodians (+1 Alignment)
Order w/Race: Church of the Lights


Create Race: Pendri (+1 Alignment)
Order w/Race: Church of the Burning Light

15-(6*2)= 3 Points Remain
Title: Re: DoW the 3rd
Post by: DigitFiredrake on July 12, 2013, 07:28:54 PM
Create Race and Create Subrace - 10

The world was quite in the lands of H5... and Knowlsek did not like that as they were formed by their creator formed them! ... well at lest two of them. At first  their maker formed four of them, two pairs, two families!

The first was the Silver family, who always look for information! The Silvers seemed to almost always be happy. They also seemed to be filled with a thirst for information... such a strong one they would offten believe anything they were told! They were light and happy ... But also naive! This family looked human, just like a normal person ORIGINALLY... however...

The Second was the Tin. The Tin family did not much look like the Silvers, even if in the same race... They were covered in fur... having ears atop there head, and having long tails, sometimes more then one! Its hard to tell if they are cat like... dog like... mouse like... weasel like or any other mamal... as the often had different traits ORIGINALLY. They did not shear their brothers and sisters risk taking and "jump in attitude". Instead they preferred the quite. They talked little and instead meditated... in fact they had such a difference in viwes, they instead DIStrusted most things they heard... this is not to say they. didn't have a thirst for truth as well... but it was ONLY TRUTH they sought! Lies, and untruth could not be let into their minds!

After years of living the families inter twined... however this showed intresting results. A child of a Silver and a Tin could look like either one.... or sometimes both! Having a human body but a animal like tail, and or ears. HOWEVER... no matter their look they ALWAYS took after ONE of the familes, as in a fur covered snorted child might very well become a Silver... meaning he is wide eyed and always looking for fun... and more information to soak in! Likewise a human like Knowlsek might be a Tin, being more slow and thoughtful!

Create Race with Avatar - 1
Fios saw that the human like race would need companions so, from the woodland animals he formed uplifted the Miz. The Miz are tinny lizard like animals, they... tho fully aware, they often cling to people choosing them as partners. The Miz were sent to help balance, they have a far more neutral stance then the Silvers or Tin.


Free order
Tho the Knowlsek respected Fios, and listened to his words as he told them what to do... However, the Knowlsek soon realized that Fios was becoming over taxed with their needs... they realized they would have to form their own place of guidance. And thus formed the Plex. The Plex is a leadership in based in Maze, formed to guide over disputes and help all the gain and grow!


Command Race and Order: Create City and Expand empire - 4 and 3

They soon grew to live in the homelands (H5) as well as north and south (G5 and I5) MANY Tins living in the Blood River Canyon and many Silvers in the White Mt.Horizon Blade. Most however lived in the homelands, a wonderful place of wealth and prosperity. On the edge of the Gulf of Light on the river hill of Ubuntu, the city of Maze was built! On the idea that life is much like a maze, we never know where to go, but its clear after we find truth. Near the base of the majetic city the Knowlsek formed a massive water wheel of gold, its hight and size over shadowed much of the lower town area and gave the people of the city power, a great deal, enough to help them start their research into odd gasses around their lands!

Free order
The Miz soon realized they should do the same... however the Hexogon order turned out to be more... of a club that would talk about what foods they liked more then the problems of the people really.

Advance Civ - 5
The Knowlsek soon found out something about themselves, the ability to "over or under clock" either their physical bodies OR their minds. This alows them to live either FAST burn out lives where they get a TON done but die as young as 35 from old age! OR live a SLOW life getting a lot done over a very SLOW live of upto 5,000 years! This also lets them do martial arts unlike that seen on this world before! Or solve puzzles in seconds! MOST of them do one or the other... A select few master switching, letting them live a long life, but BURST out amazing abilities!  

FLAVOR TEXT
The Knowlsek right now wear colorful robes and armors, much like ones normal pretty high fantasy! The main city they live in is gold for the most part and shines in the rising and setting sun!  


26 -10 -1 -7 -5 = 3
Title: Re: DoW the 3rd
Post by: Fax on July 12, 2013, 10:34:09 PM
(http://dow.crimsonflagcomic.com/lib/exe/fetch.php?media=wiki:zemeri_final_small.png)
Create Race (Zemeri)
There are many tales as to how the Zemeri came to be and many variations of those tales. The most commonly accepted one however is that of the Wanderer and the Moon's Daughter. It is said that the moon was a most jealous mother, hiding her away from the rest of the world in her shadow. The Wanderer amongst his long journeys heard the sobbing of the moon's daughter and called out to the moon that he might behold her.
However, the moon refused and in an attempt to rid herself of the Wanderer, she challenged him to catch one of her daughter's tears knowing that any which fell from the great height which she and her daughter dwelt would surely freeze and slay any mere mortal.
The Wanderer accepted this challenge and so for a year and a day tried his outmost to catch one of the falling tears. Every time however he was either too late to catch the falling tear or blasted away by the heat as it fell to the ground. Not all was lost though, as the moon's daughter took notice of the Wanderer and made up her own mind to meet him.
To do so she mixed a potion which when quaffed would transform a single tear to glittering cold crystal. Thus on the eve of a year and a day from when the challenge was issued the Wanderer chased down another tear and this time was neither too late nor blasted by the intense heat of the falling tear. Upon catching it however, the tear sliced deeply into his hands, spilling his blood upon the ground. It is said that the moon herself was agape with awe at the beauty of the single bloodstained tear and further with wonder as the first Zemeri arose from the blending of the blood of the Wanderer, the ground below and the radiance of the tear.
Thus it is that the Zemeri are known as Scions of the Shadowy Wanderer, the moonlight and very earth itself.

Command Avatar (Create City) (C8, western shore of the inlet) (Deephallow)
Advance Race (Stoneworking)

The Dungeonkeeper watches as Zemeri wanderers begin appearing on the plains and approaches one of the larger groups. In exchange for expanding its realm the Dungeonkeeper offers a home, protection and the secrets of stone and metal. A large number of the Zemeri agree after considering the offer for a time and so the subterranian fortress-city of Deephallow is founded. The Dungeonkeeper, true to its word shares the secrets it promised as part of the deal

Create Order (Scions of Shadow and Moonlight)
The Scions are a bloodline of Zemeri who possess the strongest ongoing ties to both the darkness of night and the paleness of moonlight. As this connection is of great importance to the otherwise mundane Zemeri, the Scions end up taking on a ruling role.

Command Order (Create City) (D9)
The Scions decree that a grand city should be built along the river valley pass of the mountains south of the plains. The city becomes known as 'Deleni Pusobu' or The Parting of Ways for its placement at the nexus of all major passes through the mountains.



Command Avatar [1] (Create Race)
Advance Civilization [5]
Command Avatar [1] (Create City)
Command Order [3] (Create City)

Initial points – 10
Points spent – 10
Remaining points – 0
Title: Re: DoW the 3rd
Post by: Geary on July 13, 2013, 02:09:58 AM
The Allfather finds himself suddenly weighed down by no less than ten new tails, bearing masks of a skunk, a fox, a... dragon? Or was it another fox? But it has feathers? Moving on, the other tails bore the masks of some frilled tentacle thing, a reptilian head composed of water, fire, air, and earth, a human with vague leopard features, another feathered dragon, (though without the confusing fox features,) a humans with constantly changing animal features, another lizard, and a rabbit-dog thing.

Corvo takes some time to get used to having eleven blasted tails and heads off.

Command Avatar (Create Order) (1): Going in chronological order for the sake of simplicity, The Allfather assumes the form of a Chiaro and infiltrates their civilization. He finds them simplistic, yet altruistic and endearing in their adventurous curiosity. He catches the interest of a few Chiaro by informing them that there are secrets to uncover and depths to be delved outside of tombs and jungles, and that the best way to discover them is to follow the teachings of the Mother Gaia. The Order of The Second Tail is founded, and, while it does not preach upon the streets, neither does it hide its existence, becoming something of a guild.

Create Order (6): Thankfully next door were the Terrans, and had to do very little in the way of hiding his true form from them. He doubted they would respond well to a fox who was more fluff than flesh, but his brilliant white fur worked in his favor. Finding a government completely at odds with what Corvo would need, he spread the belief of rule from the people, and that it should be the people who interpret the beliefs of their founders, not one man who claims power by force. True, he fudged the situation a bit and exaggerated minor grievances, but he was sure that it would be a slow transition from monarchy to any sort of democratic system anyways. The Order of The Third Tail is less of an official group and more of a public sentiment in its current incarnation.

Create Order (6): The Allfather made his way down to an island chain, after a bit of practice with long-distance swimming, and assumed the form of the seemingly inorganic 'Utoypians'. Similar to his first encounter of the age, the Utoypians were fairly simplistic in terms of culture, though significantly more altruistic to the point of it becoming their second most defining feature. It wasn't too difficult to plant the idea of Gaia in the form of unity and harmony, with The Order of The Fourth Tail becoming a fairly public group, and Corvo checked the race off his list.

Create Order (6): Annoyingly far away, Corvo found the Tiatlaca. While interested in their ingenious method of making their habitat livable, his only goal at the moment was to instill The Order of the Fifth Tail and take a nap. This basically consisted throwing around a bunch of pamphlets filled with buzz-words and collapsing in the street. "Ugh... I need some assistants..."

Not done yet, to be completed in the morning. FREAKIN' DONE.

-------- Tally --------
Starting Points: 24
Points Spent: 19 (1 + 6 + 6 + 6)
End Points: 5
Total Points Spent: 34 (3 + 10 + 2 + 0 19)
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 14, 2013, 05:46:45 PM
Create Avatar-7 points
Creative ferment sweeps through the floating islands of the Utoypia, as the new life explores and frolics in its new existence.  Among the new toys that arise is a particularly curious and inqusitive toy, a thing of vinyl, wide eyes and nubby flippers.  Flurps the pink orca pooltoy devotes herself to to the study of magics, developing to the point where she can levitate and float into the air with the greatest of ease.

Create Avatar-7 points
Not all of the Utoypia's creations come out happy or inquisitive.  Some few come out wrong; put together incorrectly or just carelessly, no one knows for sure.  One plush toy in paricular just doesn't seem to want to get along very well...
(http://static.spore.com/static/image/500/427/477/500427477916_lrg.png)
His name is Hrakihk, and he doesn't like hugs.

Command Avatar-Create Army-1 point

One day another plush tries to hug Hrakihk, who explodes in fury and nearly blows the stuffing out of his own head in frustration.   He storms off from the lands of the Utoypia, wandering east.  Trudging over soggy seas and over forests, he eventually finds the lands of the Crondin.  After meeting the shocked natives and receiving a spear to the gut, the cursed plush merely yanks it out to the astonishment of the wandering hunting party.  Receiving treatment as a great spirit, before long he finds more followers gathering around, which out of some sense of boredom and some malice, he berates and beats into a something resembling an organized force, forming what would be looked upon by historians as the worl's first army, known as the Crondin Raiders.  Eventually however, the Raiders get sick of Hrakihk's constant brooding and grumpiness; a great powerful “spirit” he may be, but he's not a particularily pleasant one to be around!  They end their dealings with the outraged plush by tossing him into the sea to the north off a cliffside.

Command Avatar-Create Army-1 point

The Ember Wind Dragon, racing across the surface of this still settling in world, finds himself curiously  poking in at the various landscapes and features, examining much of the wildlife, though seemingly at a  distance, since most life flees from his flaming whirlwind presence.  This is why he finds it most curious when he comes across the Zemeri of the northern continent, who regard his appearance with some alarm and caution, but still decide to approach him.  The dragon is intrigued by this development, and discovers they are scouts for a new and expanding civilization. 

His curiosity peaked, the Ember Wind Dragon spends some time with these beings, though not anywhere near enough to teach them his magics or abilities.  He does seem to impart in them ideas of organization, to make their scouting more effective.  This ends up creating the Deleni Pusobu Scouts.  With this impartation of knowledge passed, the dragon bounds off for the wider world, eager to see more of these new life forms springing up.

Command Avatar-Lead Army-1 point

Zerky mostly vegges in his newfound role as the center of such attention in the land of the Crondins, living the good life of wine, women and song.  Some of these Elder Rights fellows, though, are being awefully insistent on following through with this ideology that they've been developing, supposedly in their Divine Example's name.  The sleezy creature is starting to bore himself drowning wine though, and is starting to get itchy.  This is when the Crondin Raiders wander north and encounter the main concentration of Elder Righters.  After some tense moments followed by a rip-roaring amicable dinner, Zerky suddenly pops an idea in his head.  These Raiders... they raid.  That could lead to loot... more goodies, more wine! 

Quickly a plan is hatched to get the Elder Righters to do what they love to do most; convert others.  The bringing into the fold of the Raiders is superficial at best, with most of the belligerent Crondins not caring one way or another, but deep belief is not necessary; all Zerky has to dangle over their head is the promise of loot and booty. 

With this commitment, Zerky launches his wild scheme into practice, wandering his army to the northwest.  It's a rather haphazard, ill thought out venture, with no maps or guides for them to follow, and they start to get lost and cold in the mountain passes.  It nearly goes south for Zerky as low food stores means the irritable Crondins are about a day away from attempting to eat their divine inspiration.   But then just in the nick of time, they discover outlying hinterland of the Zemeri city of Deleni Pusobu.  Famished and utterly frustrated, the Raiders have a great deal of rage to vent out, and now that they have a target to strike at they are quite intent on taking it.  Thus begins the assault on Deleni Pusobu, with the Scouts of said city scrambling in quickly as possible to attempt to repel the invaders...

3 points remaining
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 14, 2013, 11:45:04 PM
Turn 6

These dice blasted hate me
Digital Vulpine - (5-3=2) 2+3+10=15 moved
Donnie - (12-8=4) 4+3+11=18
Draykin - (15-0=15) 15+0+10=25 moved
Fax - (10-10=0) 0+3+12=15 moved
FrostedLights - (15-12=3) 3+1+12=16
Geary - (24-19=5) 5+1+11=17
I am the IZOD - (11-9=2) 2+3+10=15 moved
Kenku - (15-0=15) 15+0+10=25  moved
PineapplesOfScience - (13-1=12) 12+0+11=23 moved
Radioactive Toast - (20-17=3) 3+3+2=8
Snow - (11-9=2) 2+3+12=17 moved
Stormkit - (17-13=4) 4+3+11=18 moved
Tech - (26-23=3) 3+1+10=14 moved
Trask - (18-16=2) 2+1+12=15 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Base
(http://imageshack.us/a/img18/3372/fvix.png)
Alignment
(http://imageshack.us/a/img607/1169/hyjp.png)
Underground
(http://imageshack.us/a/img23/2655/ecq9.png)
Climate
(http://imageshack.us/a/img90/4002/xn46.png)
Races
(http://imageshack.us/a/img27/8866/q0gx.png)
Race color key
(http://imageshack.us/a/img707/3558/slr3.png)

Races
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+1
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
Elementals (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)



Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)


5(roll)+1(Advances) vs 2(roll)+1(Advances)
The battle of Delini Pusobu proceeds with a brief clash near the gates, followed by a large scale rout as the element of surprise wins for the Crondin Raiders, as well as the fact that the Scouts marched harder and exhusted themselves more in trying to get to the city to fortify it.  The result is that the Crondin Raiders wipe out the Scouts and enter the city, and after sacking it fortify it as conquerors.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on July 14, 2013, 11:46:49 PM
Doodoodododo

PASS
Title: Re: DoW the 3rd
Post by: Snow on July 15, 2013, 12:08:14 AM
(Starting points: a whopping 17!)

Create Avatar: THE WHEEL OF FORTUNE (7)

Not every artifact of destiny turns into a sword, or transforms you, or makes you a mighty warrior. Nor is every magical force a mysterious crystal. This one is a humble-looking wooden wheel, made by mortal hands. Its craftsman was a merchant desperate to repair his wagon so he could sell his wares at the next town. He let his friends fend off the monsters, befriend the local villagers, and so on, while he worked humbly.

From the day he installed that new wheel, fortune followed him. You know how there's somehow a shopkeeper standing right outside the Tower of Ultimate Peril, ready to sell you his stock of legendary +7 crystal swords and Potions of Cure Ridiculous Wounds? He basically got to be that guy. He was always in the right place at the right time. But after he got lazy and took his mercantile skill for granted, the merchant lost his wagon, and the wheel rolled and bounced into other hands. Sometimes it was a ship's wheel, or even a random restaurant decoration that happened to attract just the right customers. In any case, the Wheel exerted a benign and subtle influence on fate, on behalf of all the non-adventurer folk.

Command Avatar (Zenith) to Create City (1)
Here's what we'll do. I've got my magic Zenith axe strapped to me, so I can leap really far, right? I'm gonna run full-tilt off that cliff and leap way over onto that island that's hoverin' over the sea an' the rocks an' the spikefish. Then you lads grab hold of some ropes I'll lower, and climb on up with the supplies."
"This is the best plan ever!"

After several attempts, explorers to the south managed to establish a coastal settlement (at D4) that included elaborate rope bridges to several floating islands. This sea-and-sky town took its name from the lookout towers and other buildings that hung improbably over the docks and farms: Highland.

Command Order to Raise Army (3)
"You made a sport out of it?!"
"Why not? It's not that far to Braddock Isle from Connach's Fall."
The merchant leaned against his fancy wagon. "I would think the name would dissuade you."
"Nah! Look. We chipped some bits of the floatin' rock off Braddock Isle and stuffed 'em in our saddlebags, so we can glide a bit as we leap off the cliff. They make us a bit lighter, see? So you can recreate the heroic foundin' of Highland -- if you've got the stones for it."

Highland prospered, but as the people experimented with boats (and the mysterious floatstone), there were troublesome stories of monsters in the southern sea. Persistent rumors of a beast called Nessie led to the town's merchants and sailors helping to fund the first (semi-) organized military force in Chiaro history: The Highland Watch. It focused on how the city might be defended by land, on the theory that "fightin' on a boat means bein' a mass of wet fur sittin' on a plank on top of somethin' that don't need a thing to stand on."

Command Avatar (Wheel of Fortune) to Create City (1)
"There's somethin' unnatural about 'em," said Sean, advancing with a lantern held high. His footsteps echoed with Weaver Mab's as they explored the tunnels. "An' I can't help thinkin' it's from the eastern dark."
Mab smiled at him. "I thought this was about founding a new town, not fretting over some cult." She studied the passageways, marked by decades of explorers who'd found safe spots and not-so-safe spots. Seemed reasonable to turn the usual campsite into a permanent defense outpost for the sake of getting at some of the minerals down here. And hey, why mine them yourself when you could build a shop and mine the miners?
"There's more trouble brewin' than you think. I want people livin' here in a good defensible area just in case armies of monsters come for us one day. Or... other things. If my gold an' silver can help you get set up, well, I guess it doesn't matter if you believe me. But I wish you would."
Mab turned to the grizzled merchant, forgetting her promise to herself to keep this little trip strictly to business. Sean was a scoundrel, a blasted lucky and persistent one, but he was right about things too often to ignore. "What in the sky has your tail in knots? Usually you're not looking past your next conquest, whatever or whoever that is."
Sean looked bashfully away, pawing at the rocky ground. The childishness of it startled Mab. He said, "That's just it. I'd been thinkin' -- yeah, dangerous, I know. A man's got to believe in somethin', right? Or he just ends up believin' whatever lies reach his ears first. An' if nobody's got a hair of an answer to silly questions like 'why're we here?' but that nature cult, well, we'd better hunker down. I'm not the man to answer 'em."
Wow, thought Mab. An admission of humility from mighty Sean? Settling down here made good business sense, whatever he said. She couldn't help shivering, though, at the sense that he was right about more than the economic and tactical value of these tunnels. The adventuring types didn't usually recognize any threat but the kind that attacked their bodies... "Tell you what," she said. "Let's get out of here and put all our feet up, then talk about the long term. For a city, I mean!"

The founding of Black Watch, a largely underground town in eastern B5, marked what a generation lamented as the end of the truly exciting adventuring era. (Future generations would lament that the first century afterward was the truly exciting era, and that they'd missed it. And so on.) The place had permanent light spells and even some magic-heavy underground farms and fish-ponds, built with the intent to make the underworld areas self-sufficient. Mineral deposits for dyes helped co-founder Weaver Mab popularize the wearing of colorful plaid sashes, known as "taurtan". Explorers began to experiment with new ways of charting and navigating the vast tunnels, including a type of south-seeking stone. Actual delving opportunities continued to exist for anyone willing to venture past the east gates, to see sites like historic Zenith Point where the greatest of treasures had been found, back in the good old days. Overall, Black Watch folk came to be considered more serious and philosophical than most, more interested in a peaceful life with books and business than in beating up random creatures and collecting cool weaponry. Weird.

(Ending Points: 5. Next Turn Bonus: +3.)
Title: Re: DoW the 3rd
Post by: Digital Vulpine on July 15, 2013, 04:01:13 PM
Command Avatar: Create City: 1 point
King Arth ruled from Ter for 40 years, respecting the guidance of the Council and doing his best to govern according to the teachings of Locke, despite his poor understanding of them.  He was greatly loved by the Terran people, and fought several successful wars of unification to expand the kingdom's territory and bring wayward tribes under the Terran banner.

One of these tribes, the Joule, were amazed by the teachings of the Principia Mathematica and dedicated themselves to the cause of Science.  From their city on the east bank of the river in C2, they studied the wildlife of the nearby forests and swamps, founded the College of Joule, and performed a great many experiments.

Advance Civilization: Science Marches On: 5 points
The College of Joule attracted many students from across Terran lands, and trained them in the ways of Science.  The ceaseless experiments of the College and the generally inquisitive nature of the Terran people produced breakthrough after breakthrough, making their nation a scientific powerhouse that developed technology at a breakneck (sometimes literally, though the plans for the troop catapult were scrapped) pace.

Advance Civilization: Siege Warfare: 5 points
The wars of unification taught the Terrans harsh lessons.  Their walls grew high and complex, their trenches grew deep, and in response, their mighty engines of war grew larger and more powerful. Entire libraries were dedicated to the fine art of seizing fortified cities, and keeping your own cities safe from attack.

Command Avatar: Create City: 1 point
On the coast of D2, the city of Say was not conquered by troops or siege engines, but by trade.  Under the guidance of Adam Smith, the merchants of Hayek persuaded Say's leaders to join the Kingdom in order to facilitate freer trade and greater profits.

Command Avatar: Create City: 1 point
After his long and benevolent rule King Arth eventually died of pneumonia, at the age of 72. His son, Moore, seized the throne over the objections of the Council.  Moore and his supporters claimed that his family had been granted a divine right to rule for their role in founding the Kingdom.  The Council argued, rightly so, that the Treatises of Locke explicitly denounced the concept of divine right, teaching that legitimacy could only be derived from the consent of the people.

Moore lacked his father's respect for the teachings of Locke, and denounced the Council as seditious.  A brief battle broke out between his supporters' and the Council's, however, Moore had brought a great number of troops, armed for battle in anticipation of a coup.  The Council, unprepared, had only their civilian supporters and personal security teams.   The battle was brutally one-sided, and the Council was forced to flee the city.

All was not lost, however: seeing what was happening, Locke guided the Council and those sympathetic to them to ensure they could escape arrest.  He led them to the city of Columbia in D1, where they could hide and gather support.

King Moore was afflicted with a mighty hubris, and disregarded the teachings of the scriptures.  He silenced scientists and philosophers, stifled trade under burdensome regulation and excessive taxes, and used his armies to crack down on anyone who dared question him.  He became known as Moore the Dread, and under his rule the Kingdom's growth ground to a halt as he devoted his attention to gaining power and wealth for himself.
Title: Re: DoW the 3rd
Post by: Tizocoatl on July 15, 2013, 06:38:32 PM
this is only the first half of my comic... the next one will be here soon. the move is complete, though.
(http://th06.deviantart.net/fs71/PRE/i/2013/197/5/c/dow3_by_master_pineapples-d6dqizj.png)


23 Points Available

Command Avatar //Tizocoatl// Create City: (1 pt)

After an interesting encounter with Corvo, Tizocoatl revises all of his plans. as he takes on last look at the camp of his people, he sees stone houses and paved streets. It is clear now that this is a city, and so Tizo names this city Den Atzintli. it is here that the capitol of the Tiatlaca will be established.

Create Avatar: Tehuan (7 pts)

Tizocoatl marches straight into the main building of the Water bearers. he sees them going about their business in regulating water supply and in their basic government. immediately he walks into the chambers of Tehuan, the Tiatlaca who currently runs the order. he sits down with Tehuan and forms a declaration of laws. this document stated that a ruler should be democratically elected, and should be advised by a pair of vice-leaders. one of these should beselected by a test of strength, the other by a test of intellect. under this system he declares Tehuan the first ruler of the Tiatlaca, and oversees the tests which will decide his co-rulers. he then promptly makes preparations to depart the island.

Command Avatar //Tehuan// Purify Civilization (1 pt)

although not particularly pugnacious or unruly to start with, Tehuan takes it upon himself to keep his society organized and clean. this isn't particularly difficult but it's good to have something in place to deal with trouble...

Advance Civilisation: (5 pt)
Immediately after the departure of Tizocoatl, Tehuan makes preparations to advance the city and the Tiatlaca as a whole into a new age of growth. deep holes are carefully dug and hollowed out logs and even some iron pipes are inserted, piping the heat of the earth up into the city in the form of steam. houses are permanently heated and farming production doubles. soon after, population does as well. Den Atzintli is a massive coastal city built on and in some points right into the high, stone cliffs. boats are soon circumnavigating the island and some have even ventured out into the open ocean. although so far no other lands have been reached with conventional technology, though there are rumors of magic-based projects to increase the speed and durability of the Tiatlaca's boats...

9 points remain
Title: Re: DoW the 3rd
Post by: Fax on July 15, 2013, 10:01:19 PM
Command Avatar (Shape Land) [1]
   The dungeonkeeper, having bestowed his gift extracts his price. The Zemeri being a stoic and throughly nonmagical sort set themselves to their work and soon produce a titanic network on tunnels, dungeons and dark mines. All of which  have been suitibly seeded with traps, monsters and a sprinkling of treasure.
   The Zemeri do not quite understand the Dungeonkeeper's obsession with what it terms 'The Labyrinth Game' but go along with it as long as new secrets are revealed to them.
   
Catastrophy[10]
   The Zemeri were not about to stand for the insult given them by the Crondin raiders and their leader, Zerky. Nor were they about to let them get away with their heinous actions. Thus a trap was set for the brute, preying on his greed, overconfidence and love of alcohol to draw Zerky out from the city walls with merely his small honorguard of raiders.
   What happened when he reached what appeared to be a hobbled but rich trade caravan was swift and brutal. None of the raiders ever knew what hit them until it was far too late. From that point on the only piece that any Crondin ever saw of their 'god' was his severed hand, carried back to Kelorn by sole survivor of the massacre that followed.
   Out of a torrent of cleverly hidden tunnels a horde of darkly singleminded Zemeri flooded into Delini Pusobu past all of the defenses that had been erected by the invaders. By the time the day was done only a single, cowering raider remained alive amidst the burning ruins of the city.
   The raider, shellshocked by the simple cold fury of the entire attack and badly beaten was then sent back home to conveny a message: The Zemeri would not tolerate any further such invasions. To further make their point, the corpses of the raiders were strung up by the enterance to each of the passes through the mountains into Zemeri Lands.
         
Command Avatar (Create City) [1]
   Having repelled the wretched invaders, the Zemeri set about finishing razing the city to the ground only to rebuild it as an ominous towering fortress city. The newly rebuilt city of parting ways had now taken on new meaning in addition to the old, for now for now it also marked the parting of ways between the living of the dead.
   The new city, a monstrous thing of metal and stone towers up above even the nearby mountains as a warning to all. All according to the design of the Wanderer.
   
Command Order (Create Army)[3]
   After the razing of the old city, the Scions set about collecting the best and most terrifying of the horde into an organized fighting force, The Black Hands of the Scions. Their orders were simple, defend the empire from any outside threats. Stationed in the new mountain fortress, they would all die before allowing harm come to their charge.


Command Avatar [1] (Shape land)
Catastrophe [10]
Command Avatar [1] (Create City)
Command Order [3] (Create Army)

Initial points – 15
Points spent – 15
Remaining points – 0
Title: Re: DoW the 3rd
Post by: I am the IZOD on July 17, 2013, 03:15:09 PM
Command Avatar (Command Race) (1)

Extremely amused by the story so far, Richard began to add a segment of his own for the Crondins.

The Crondin in general, and the Ngarjeck in particular, had not been very supportive of the Raiders.  The very name they had taken implied lawlessness.  However, their utter demise at the hands of the Zemeri frightened the Crondin.  That such a young race could marshal such strength was a terrifying prospect, and there was always the possibility of the Zemeri moving against the Crondin.  

And so they expanded to the swamps in the west and secured them.

Command Order (Create City) (3)

At E9, the Crondins spot a perfect place with which to watch the mountains and control the river: right where the river splits.  So it is there that they build the city of Bulwark to protect the western frontier.

Advance Civ (5)

The Crondins greatest weakness has always been the cold.  They can only travel to the subtropical areas of the temperate zone, for beyond that the cold would simply kill them.  

That was the case until the day that Thermal Magic was discovered.  Crondin wizards in Kelorn had been working hard for decades attempting to figure out how to tap into the ley lines covering the world.  Finally they have assessed how to create thermal magic which can be used as spells or enchanted into clothing and amulets.  As a result of the research, they also learn how to weaponize the magic, creating fire spells and enchantments as well.

Advance Civ (5)

Secure in their seat of power, the Ngarjeck begin to use their power to their advantage.  They command that an aqueduct system be erected throughout the realm to transfer precious water to where it is most needed.

However, now that the Ngarjeck have been in power for an extended period of time, they are beginning to lose sight of their original purpose.  Their latest leaders,  the Council of Four, have started to take their power for granted, and are losing themselves in the indulgences of power, that of wine, women, and song...

EDIT:  Point totals
15-14=1
Title: Re: DoW the 3rd
Post by: Draykin on July 17, 2013, 09:22:48 PM
Command Avatar: Create Race: Jaegers - 1
Ignis could sense a coming power, or perhaps it was a power that already existed, that threatened the world it knew, and in a spark of brilliance, Ignis drew in fire, rock, metal, and even the force of life, and Ignis created the Jaegers within the river valley on its home island.

Jaegers stand tall at about six feet on average, with slender bodies of molten rock, covered in a layer of obsidian which eerily resembles skins and fur, although most have a mane of metal quills along their backs. Their limbs are long so as to allow them to easily maneuver and grab, and their arms and legs are tipped with viciously-clawed appendages which resemble hands and feet. In addition to this, they have cat-like tails, tipped at the end with curved metal blades.

Jaegers are also very social creatures, and tend to coordinate to achieve victory like pack animals, though they clearly show signs of higher intelligence. They communicate through vocalization, and can also burrow through dirt and stone alike. Also, due to the nature of their bodies underneath the ebony exterior, they have very high body temperatures.

Create Order: The Order of Hunters - Free (Create Race)
With the creation of the Jaegers, Ignis gave them purpose, and they banded together for that purpose.

Create Avatar: Aeolus - 7
A powerful storm surges over the ocean, one that never ends. If anyone is to look upon this storm, they might see the thin serpent-like form that dances between the water and the clouds for a moment before they are struck down to the depths of the sea. It the Stormbeast Aeolus, Master of Sea and Sky.

The storm appears at I10.

Command Avatar: Create Race: Carcharodons - 1
Aelous' minions come forth wherever the Stormbeast may arise, so that they may always serve their master.

The Carcharodons are humanoid creatures with lower bodies that make them resemble mermaids of legend, but one would be foolish to think of them as such. They have large dorsal fins on their backs, and fins along their forearms, and their hands are webbed and clawed. Their bodies are also coated in reflective blue scales that are both hard and flexible to allow for agility in water. They have gills as to allow them to breathe in water, but also small lungs to allow them to leave the water for brief periods of time, although upon leaving the water, their tails become hindrances.

Carcharodons are known to grow up to ten feet in length, and do not eat often, for when they find meals, they use their large jaws filled with row upon row of serrated teeth to bite off chunks large enough to sustain them for weeks. They appear with their master at I10.

Create Order: The Predatory Chain - Free (Create Race)
With the Carcharodons, if you are weak, you will be killed and used to feed the strong. If you are of land and go to the sea, you are trespassing in the Stormbeast's territory.

Create Avatar: Nyx - 7
From the shimmer of moonlight in the sky, a conscience forms and looks down upon the world. It is Nyx, She Who Exists in Moonlight.

Command Avatar: Create Race: Nocturnals - 1
Nyx, in her graces, looked upon a desert one night after observing the sleeping races of the world. Nyx was sad that many would not revel in light of the moon, so she looked upon the barren area, and spotted tiny life. She then shaped it to fit her whims.

Nocturnals range from two to four feet tall, and resemble anthropromorphic jerboas.  They are nocturnal, and burrow underground during the day, to come out at night to enjoy the night (and it's cooler temperature in the desert). They appear in the desert at G9.

Create Order: The Temple of Nyx - Free (Create Race)
The Nocturnals did not soon forget who had created them, and as such, they pay tribute and respect Nyx as their Goddess.

Command Order: Create City: Deracol - 3
The Temple of Nyx was quick to think first of their Goddess, and then of their own needs. They could not survive and expand without shelter, water, and food. It was one fateful night when they decided to build a large, underground city, and they named it Deracol. They built the city at the lake(?) at G9. However, they could not do this feat without...

Shape Land - 5
It is decades in the making, as sand, dirt, rock, and more are moved aside in this great feat, carving out large caverns and crude shelters to serve as a city to the Nocturnals, and a home to the Temple of Nyx.

The area of G9 gains a large cavern to house the city of Deracol, and numerous tunnels spread across the area overtime to access G10 and H9.

Points at Turn Start: 25
Points used: 25-1-7-1-7-1-3-5
Points Remaining: 0
Title: Re: DoW the 3rd
Post by: Donnie on July 17, 2013, 10:33:24 PM
Within the Grand City of Ter

Merlin stroked his beard, the Pomharpii impersonating as a Terran wasn't terribly sure what to make of the successor to King Arth.
"Certainly he has SOME redeeming qualities. I have spent many eons instructing his father in the ways of science and understanding. For now I must press on."

Merlin submits to the scientific community a thesis on enhanced metallurgy to the Terrans. Obviously incomplete so that Merlin doesn't divulge too much to the young race.

ADVANCE CIVILIZATION -5
Terrans receive some early metallurgical science from Merlin, giving them the basics to take the leap from bronze to iron, and iron to steel, and beyond.

Additionally, Merlin sent a general request that the Knights of the Round Table start mobilizing an army to help maintain order in the change of government.

Command Order -3: Create Army
Army of the True King
The army is a regiment of well trained soldiers fully equipped with ranged, melee, heavy armor, and siege equipment. They are fully committed to serving the Terrans.

:---------------------------------------------------------------------------------------------------

"Myrddin..."
"Eh? Who goes there? I'm busy! Wait... that name..."
"Certainly you've not forgotten your true name, Wizard?"
"Y...you.... what are you doing here!?"

AVATAR REVEALED!!!

MORGANA, THE FAERIE
(http://img706.imageshack.us/img706/1340/a1vd.jpg)

Many eons ago, the Pomharpii known as Morgana the Faerie was part of the order The Marked, a sect dedicated to the understanding of Diplomacy, Subterfuge, and Manipulation. She is an especially talented member of this order during its prime; she has proven herself many times by subverting others to accept her will and obey her commands without question. She has set whole city states at one another with sheer charisma. She was given the nickname The Faerie for her disturbing capacity to charm and enchant others to do her bidding.

When she Ascended along many of her kind, she sought a life of concealment by impersonating mortals and mastering her powers to affect the minds of others. She has become famous amongst the Pomharpii Ascended of her ability to coerce others into obeying her.

"What are you doing here, Morgana," Myrddin shouted, "This world isnt of any concern to you!"
"On contrary, Myrddin," Morgana flicked her fox paw at Myrddin, "Your involvement here is as much of a reason for me to be here as well."
"What are you talking about!? And why have you taken the form of a Terran? Wait...."
"My dear Myrddin, you have forced my hand. You must leave this world, else I'll force you to."
"You can't be serious..."

Morgana vanishes into the darkness...

4 Days Later

"HAIL MORGANA! THE TRUE QUEEN!" Shouts roared from outside Ter's gates.
"HAIL MORGANA! THE TRUE QUEEN!" Knights clad in steel armor and armed with the latest weapons lay siege to Ter.
"HAIL MORGANA! THE TRUE QUEEN!"

The Army of the True King have been brainwashed by Morgana through various magics, tonics, and mind control into believing she is the true heir to King Arth. Even royal archivists have discovered to their dismay papers proving her heritage within the royal vaults. Paintings of her appeared in various chambers in the castle and many servants suddenly remember the daughter of Arth.

Command Avatar -1
Morgana marches on Ter, seeking to dethrone King Moore.

;----------------------------------------------------------

In the deep south pole...

Danyel sighs in relief where upon the bright flash of light a few years back had not yet seen fit to come to him. "Last thing I need is someone shoving me around..."

Danyel returns his observations on the strange Tiatlaca.
"It appears signs of rapid evolution have caused their minds to not adapt well enough to their new situation. It takes generations of continued growth to spur mental development. Hmmm."

Danyel ruffles his wing feathers and gets an idea.
Command Avatar: -1

On the shores of J8, a small deserted village appears. The structures are mostly intact though have the look of an aged settlement. This settlement is of sufficient size to support the Tiatlaca and soon word comes to their main tribes of its discovery.

Create City J8 Telcoco

;-----------------------------------------------------------------------------
In the Night Sky

The planets emit a soothing colored glow as they pass through the heavens, but a new glow is amongst them, flickering like an angry Ember.
Create Avatar: -7
Unknown!

1 Point Remaining
Title: Re: DoW the 3rd
Post by: Stormkit on July 18, 2013, 11:39:43 PM
As scouts and diplomats and such continue to explore ever outward, it was inevitable they would start meeting other races. These seem to be their opinions of the races they're encountered so far.

Tiatlaca: Strange folk, but they seem nice enough. Plus they come from the same climate. If it weren't for the odd people, and the lack of crystals, it'd be just like home.
Pendri: They know they exist, but don't have much of an opinion on them. Neutral relationship so far.
Carcharodons: When a perpetual storm appears near a homeland of explorers, they tend to take notice. However these strange folk don't seem very friendly and tend to attack people. Elementals don't really taste that good however and they're kind of hard to kill by injuring them, so the two peoples seem to be at an impasse.
Jaegers: Decent folk, and so far the only other species whose biology actually makes sense. It's a bit weird that they only come in one flavor though.

As they continue to explore, they discover the center continent and begin to explore it, likely to soon encounter the Crondids and Nocturnals. They're also getting pretty close to discovering those toy islands. Or at least that's how it would naturally progress if not for...

Event! - 7
Teleport experiment gone awry
It has long been realized that the world is a big, big place. And the Elementals (who have started to call themselves Aeons because 'Elemental' is too confusingly descriptive) want to explore it faster. To this end they started experimenting with teleportation, but just can't seem to get it right. Without an anchor stone, coordinates seem to change or lead to nowhere. Even things that should be as simple as 'one meter to the right' end up in unpredictable places.

One day however, someone (it was totally Khayos... probably) messed with the experiment and instead of teleporting a test pulse it teleported everyone in the next room over; an earth guardian, an air sprite, and a lightning scout. They didn't know it, but they were now literally on the other side of the world, on an island in C6. After finding a way into the underground caverns, they got themselves completely lost until they were found by a Chiaro. Given how much they look like monsters, it was a wonder they didn't attack each other on first sight and it was only because they could speak the same language. To this day historians can't figure out how an awry teleport made the three speak the Chiaro's language instead of their own.

In order to keep afloat, the three started selling easy to make magic artifacts to the Chiaro in Black Watch. After a while the three were able to cobble together an anchor stone and return home (at which point language barriers ensued and had to be resolved). And it was discovered that although they didn't know how it worked, the experiment was repeatable and they could teleport consistantly to C6, though it kept scrambling their native language so most opted for travel there by the anchor stones installed there. Seeing as how the Chiaro seemed to be another race that enjoys exploring, the Aeons set up a more permanent outpost than normal on those islands and will often trade artifacts to adventurers who want them.

Raise Army w/ Avatar - 1
Khayos gets bored sometimes. And not everyone can be scientists or explorers, etc. Some people like to brawl, spar, and fight. As such, he started tournaments for different styles and eventually people realized that this sort of thing can be a rather informal army if given the right equip set of artifacts, and they all fight for the same purpose.

Advance Civilization - 5
Shapeshifting
This is something that has always been possible, especially among the more volatile elements such as air, fire, and water... but after meeting other flesh-type species, Aeons learned how to take on flesh-like guises of their own. It's rarely perfect, and something of their element usually leaks through, but it tends to pass as looking mostly like a native that happens to have say... particularly staticky fur or hair that is always blowing in the wind whether there is wind or not. This is mostly possible because
they exist as constructs of elemental energy around a crystal-ish core. Eventually they will figure out how to do this for other species, but not for a while.

Points spent - 13
Points remaining - 5
Title: Re: DoW the 3rd
Post by: DigitFiredrake on July 19, 2013, 10:51:43 AM
Advance Civ - 5
The Knowlsek continued on there way! Soon mastering the gasses near their lands, forming them into "energy fuel" that many devices use, from flying machines to magic portals, to weapons, and much more!
The different gasses seemed to allow for different contraptions and forms of "energy" the  blue gasses providing FORCE as well as light.
The white in the mountain providing cooling.
The red heat and massive amounts of energy.
The green from the swamps seemed different, altering things it contacted. Including people... it was even said the first explorers that went there are now ancestors of the birds that live there, tho there is no proof.  The green gas is however quite useful and is regularly collected because if used right has EXTREAMLY impressive healing properties!
The dark black gas however is feared, as that is known about it is it kills almost anything it comes near.... the only use

Advance Civ - 5
They also find that they have more abilities themselves,  they can use similar energies to the gasses, blue shifting lets you move quickly, block and deliver HUGE forces as well as sometimes fly or move objects with your will.
Red to master fire, heat and endure them as well.
White is the master of the cold likewise.
Green is that of healing.... or... changing. While MOST official green shifters are healers. There are a few that use it to alter the world. Its said that old lady Mekoo regularly turns small children who walk into her yard into bunnies. But again, no confirmation on that.
Black is... not used... at lest not by the law biding. Death is not a toy...

Com Avatar - 1
Fios the Sea-lamander then tells the Knowlsek people to be careful, but in order for them grow as a people  they need to have trade and helps them to build a massive port H5, the port giving a easy way to harvest from the Swamp of Turning in H4 as well as establishing trade with Utoypia, Chiaro and the Terrans.

Utoypia they find odd, but offer their gasses as trading goods for more technology.

From Chiaro the trade their gasses for mostly crafted goods and such as well as hiring some of their youth looking for work and adventure.

They offer to the Terrans goods in trade to go to their collages and such.

Com Order - 3 form army
 The Plex also see fit to defend their homes and soon form the Plexus Armed Tactical Heavy Guard  or PATH guard. These men and women are well trained forces who volunteer to defend their homes! Some are masters in weapons from staffs and swards or bows to magical "guns", others still are masters of the shifting arts, some have many skills. But all aside they are a force to be reckoned!
Title: Re: DoW the 3rd
Post by: PrincessToyTime on July 20, 2013, 07:02:44 AM
Command Race - 4 points.

Syrask Kyuro decided that although one warm inhabited toy island was nice, more could be even better! so without hesitation, he ordered some of the other Utoypians to go and spread their influence to the other islands nearby, starting with the one at F1, and then some of the others would go ahead and colonize the island at F3, all three of the islands now with the Utoypians on each.

Create Avatar - 7 points.

Syrask felt a bit lonely being the only avatar around, what to do? well... another avatar would be nice to have around! "Gee, sure is boring around here... I know! I need a friend." With a plan and some available magic to toy with, he did exactly that, and created a similar being to himself, and was thus named Trasiro Kyuro! Syrask hugged his new brother of sorts.

11 points expended, 4 remain.
Title: Re: DoW the 3rd
Post by: FrostedLights on July 21, 2013, 03:54:33 PM
The Ascended Vale

One evening in the early fall, something came unto the Melodians unlike anything they had ever seen. A visitor had braved the winds and entered the Ascended Vale. Driven to pursue such an isolate place, Tempest felt the pilgrim could only be a madman.

But still, Ariya welcomed the pilgrim into their midst. She showed him the great temple to Ilsalvor, and the white marble statue carved in his likeness and told him of the great magic in the crystals, and the remnants of the crystal eggs that birthed her people into the world.

Tempest had his doubts of the stranger's motives, but Ariya could do no wrong in his eyes. He was always at the High Priestess's side and adored her more than most. So when Ariya ordered a feast be thrown in the pilgrim's honor, Tempest saw it done.

On the third night of the festivities, Tempest found his beloved priestess in the temple, looking up at Ilsalvor's image.

"You have misgivings about the Chiaro mage," Ariya said softly.

Tempest hung his head, avoiding the priestess's searching eyes. "I can see such darkness in him," he confessed. "Little blots he tries to hide, like when the sun falls through the leaves of the trees."

"We all have our faults," Ariya advised. "Even me, though I am certain that you cannot see them," she said with a warm smile.

Tempest forced a smile back, but it broke as his eyes drifted back to the floor. He had seen the bodies, the bones, littering the frozen pass. What could drive a man to ford through such a treacherous place? He looked up when he felt Ariya's paw on his shoulder.

"You can be a candle, Tempest," she said, folding one out to him. "Take it to the pilgrim."

"It isn't lit," Tempest said, eyeing the unburnt wick.

Ariya smiled as she tilted a lit candle against his and one flame became two. "The pilgrim carries within him an unlit candle, a potential for light but still alone in darkness. As I have lit your candle, you can carry light into the dark and show him the way."

"I... I will try," Tempest said, and he carried the candle with him into the evening air. At sun up he returned and found a horrible sight. Ariya lay on the steps leading up to the altar, her eyes closed in pain, one paw reaching out toward Ilsalvor's statue.

"Ar...Ariya?" Tempest asked, his voice trembling. He knew there would be no reply. There was too much blood. It had trickled down the steps and was already cold and dark. "Ariya... no no I... ARIYA?!"

The distraught melodian scrambled up the steps, slipping in the blood, embracing his murdered priestess. Her belly was slashed, her heart cut from her chest.

As the morning sun rose, all the valley came to know of Ariya's grisly fate. The Dark Pilgrim was gone, a thin trail of ruby slivers marking his path through the snow, shed from the high priestess's heart, now turned to crystal to shelter itself from the dark and cold it had been forcibly bought into.

At sundown they buried Ariya, and Tempest spoke over her grave, mourning the loss of her light, and the curse brought unto the land by this Dark Pilgrim.

"I ask you, all of you, those who are brave enough, to come with me into the perilous dark, to bring the wrath of God to the dark pilgrim and any that share in the darkness of his soul. I ask you, who will go with me, to bring back Her heart?"

When the morning came Brazen had gone, with thirty of his fellows.

The Emerald Grotto

16 Points

Create Avatar - 7 points

The Church of the Burning Light grows within the Pendri civilization and a leader emerges among the clergy. Even the princes of the Pendri clans come to him for aid and guidance. He is the High Priest of the Church of the Burning Light.

Command Avatar - Create City - 1 Points

The High Priest commands a temple be built, and all the warlords and princes come together to Alsimor where trade begins to flourish and many tribes become one, a king is selected from the gathered leaders, blessed by the High Priest.

Advance Civilization - Seafarers - 5 points

The Pendri, isolated on their island with bountiful timber begin to build boats, and become highly skilled in the art of seafaring (Building Ships/Fishing)

3 Points Remain


Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 21, 2013, 05:04:07 PM
Skipping Geary since he's bowing out of the game.  Will be putting in filler posts though to keep the number of posts per page nice and even like it was with my updates appearing at the top all the time. ];)
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 22, 2013, 05:20:39 PM
Command Avatar-create Order-1 point
Hrakihk soggily picks himself out the sea, fuming that he was tossed aside so lightly.  Well, that's what he gets for being a living plush.  Holding the area in contempt and spitting on the ground it sits on-well, figuratively; at best he can just cough up a wad of cotton- he plods off to the west, until he comes the lands of the somewhat crazy Chiaro.  An adventuresome lot they seem to take delight in charging into great risk, all in the name of more "adventure."  They aren't quite sure what to make of the cursed plush, as he's rather... well, evil looking, but he's a plush!  What harm could he be? 

This thought only lasted as long as Hrakihk didn't try something like devouring the soul of a young Chiaro boy.  Which in due time he did.  And promptly got himself chased by a posy.  A posy that pursued him for days and days and weeks.  A posy that consists mostly of the young, easily riled and reckless youth.   After 3 weeks of pursuit the group soon gets bored of its original objective, and begins rampaging around the coastline looking for booze and shinies.   Soon months and years pass, and the scaliwags develop into the Sky Isle Ocean Brigands.

Command Avatar-raise army-1 point
Around this time, Flurps the pink inflatable is busily doing nothing but enjoying herself, the orca toy floating along the currents of the ocean freely when she brushes along the shore of the floating continent, happily swimming along until she find some dirty looking skunk taurs on the shore.  She squees and smiles at them, with the disheveled Chiaros too confused to know what to do around her, not having seen a Utoypian before. 

Quickly an understanding is established, and while the young gruff brigands are just a taaad put off by her bubbly personality, the magical toy proves most helpful in one specific way- in her floatings around she gets the idea her new friends should be able to swim as fast as she does!  She gets to work experimenting and teaching her friends how to build and construct fast boats, which definately gets their attention and gratitude.

Command Order-3 points
One night after the nauseatingly bubbly Flurps left, the Brigands sit around drinking and boozing, when one of them puts two and two togehter; fast boats+brigands that ride them= a group that could swoop in from the coast and loot and take junk before any response could be marshaled.  His fellows are quick to declare him BRILLIANT.  Before long a Pirate fleet is assembled that swoops westward, striking at the Terran city of Say.  With no large organized armies present and with the kingdom distracted by internal squabbles, the Brigands descend on the helpless city...

3 points remain
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 23, 2013, 02:10:55 AM
Turn 7

Digital Vulpine - (15-13=2) 2+3+3=8 moved
Donnie - (18-17=1) 1+3+10=14 moved
Draykin - (25-25=0) 0+1+2=3 moved
Fax - (15-15=0) 0+3+2=5 moved
FrostedLights - (16-13=3) 3+2+7=12 moved
I am the IZOD - (15-14=1) 1+3+9=13 moved
Kenku - (25-0=25) 25+0+12=37 moved
PineapplesOfScience - (23-14=9) 9+0+8=17 moved
Radioactive Toast - (8-5=3) 3+3+9=15
Snow - (17-12=5) 5+3+4=12 moved
Stormkit - (18-13=5) 5+3+4=12 moved
Tech - (14-14=0) 0+2+3=5 moved
Trask - (15-11=4) 4+2+12=18 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img96/9035/voph.png)
Alignment
(http://imageshack.us/a/img15/5436/2b24.png)
Underground
(http://imageshack.us/a/img22/6675/cs1x.png)
Climate
(http://imageshack.us/a/img11/2549/bk0b.png)
Races
(http://imageshack.us/a/img844/9263/2ymd.png)
Race color key
(http://imageshack.us/a/img690/9149/irws.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
    Armies:
    Khayos' Tournament
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+1
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
    Armies:
    Path Guard
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    Army of the True King
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions



Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)
[/s] DEAD

6(roll)+1(Advances) vs 2(roll)+3(Advances)
The Pirates raid with alarming speed upon the city of Say, striking fast and hard.  No slouches in warfare themselves or in seiges, the Terran city guard attempts to break the invaders before they can set up a proper siege position.  The attack goes badly, the tide turned by the pirates' Chiaro healing and protection magics.  The result is that the city falls to the brigands.

5(roll)+3(Advances) vs 4(roll)+3(Advances)
Morgana's assault on Ter advances quickly, charging forth before the city guard can sweep the area and properly send out skirmishers.  Morgana's scouts engage the king's in bloody affairs, but ones that end up in the favor of the usurper's.  With the flanks in her favor, her army sweeps forward against the defending army which finds its flanks harrassed and belegued from both wings.  Unable to take the strain, pieces of the battle line break off bit by bit until the main True King army strikes the demoralized center.  The first assault is a bloody and inconclusive affair, but the second shatters the defenders' resolve and has them retreat in a brutal rout.  Morgana's army sweeps into Ter and swiftly occupies the city.
Title: Re: DoW the 3rd
Post by: Snow on July 23, 2013, 11:37:54 AM
(Starting Points: 12)

Advance Civilization (5)
The Feisty Lass rolled over starboard-wise, nearly dumping its crew into the ocean fifty feet below. All three of them screamed and clutched the wooden gunwales for dear life, but only Bran sprayed.
"Rock more starboard!" shouted Fianna.
"The rocks are falling out?!" said Bran in the stern.
Big Scott said, "No, they're not!"
Fianna risked a backwards (and upside-down) glance and saw that most of the boxes of floatstone were still firmly attached, though one of them was starting to come loose but for Scott's hefty tail in the way. "I meant, everyone roll to starboard to flip us back around rightways!" Meanwhile she feared for the mast and sails, dangling below them like a flimsy anchor and starting to lash at them with loose rope ends.
The three grunted and tried to shift their weight around without falling out. Fianna caught sight of spectators on the cliffs, cheering and placing bets. A pox on them! Scott wasn't moving enough either. "Scott, I need more power!"
"I'm givin' it all I've got, cap'n! My tail canna take much more o'this!"
"Heave! On three!"
Fianna joined in the next scream. They were wobbling sickeningly in the sky, pitching... and rolling! Finally, they got momentum working for them and bobbed back to something resembling level flight.
Bran was white-knuckled on all fours on the gunwales, and had his hands over his eyes. "Are we dead yet?"
Fianna, the poor daughter of nobody important, began to pry her own hands and feet and forepaws off of the ship. She took hold of the mast so that she could stand on her hindlegs and look up at the flapping sails. She pointed dramatically with a forepaw. "No, ensign, we have quite a lot to do before we can die. Tiller to port! Sheet in the sails! There's a south wind, and we're off to Lindisfarne to collect our prize!"

Airship technology was an outgrowth of experiments with the floatstone of the southern isles of Highland. The Chiaro, though terrified of it at first for good reason, quickly saw its potential for trade, exploration... and even fighting. Chiaro airships were powered by sails and held aloft with stone. Later improvements added magic-assisted height control, greater cargo capacity, and (on premium models) safety belts.

Command Avatar (Wheel) to Create Army (1)
Ah, for the first days of the Highland Sky Fleet! Those first flying ships of theirs must have been a pure joy to sail through the clouds, not like the later models that were so designed with so much concern for "safety" that there was hardly any skill involved. The daring men and women of those days, led by Fianna the Feisty, were traders and explorers first. But they stood ready to swoop in for a heroic rescue, a cunning night raid, or whatever other excuse for a heroic tale might present itself. Youngsters swooned at pictures of their favorite sky-pilots posing with goggles and taurtan scarves, or wanted to be great builders and designers of the ships themselves.

Command Avatar (Wheel): Attack! (1)
The first order of business (after making some money off airships) was to deal with the troublesome news that had come a few years earlier: the Chiaro league's resident pirates had discovered aliens, and invaded their land! Horrified Chiaro leaders (who'd been planning to go out that way anyway to make some money) funded an expedition to fly the Highland Sky Fleet west to Say and crush the brigands. (And also make some money.) Fianna herself took the lead in this expedition. The fleet didn't really know what to expect. After all, it had been years since that rowdy gang went west, and hopefully the rumors were false about them having actually taken a city. The expedition's orders were to withdraw peacefully against any force other than the brigands "or anything obviously nasty". Chiaro intentions are to return Say to its owners, not to keep it.

Command Avatar (Zenith) to Create City (1)
Deep underground, the sunrod's light shined on orange fur. Lady Connach the Citrine had been transformed, turning her bright orange with cream-colored spots -- not to mention female -- and had gotten a very different perspective on life when anonymity became impossible for her. That sort of thing came with the perks of holding the Zenith. Currently she carried it in the form of a giant scythe made of blue crystal. Not very many people called her "Lady Cream-Sickle" to her face.
"So what are we doing here, m'lady?" said Garrett, who had most of the luggage on his lower back.
"I'm just visiting, actually. You're staying."
"Wait, what? But there're monsters!"
She turned back to grin at Garrett. "You'll have my support, m'lord."
Now he was even more baffled. He stomped the ground with his forepaws, saying, "I'm not --"
"You wanted to get away from us 'annoying politicians' in Lindesfarne, right? Have your own place with your own rules? Well, now's your chance! I actually think it's a good idea to have more settlements where we can be safe and come up with new ideas. Literally come up, since you'll be underground and all. Open the box."
Garrett grumbled and sputtered protests about being abandoned and tricked. He let the chest thud to the cavern floor, threw it open, and stared at a mass of gold pieces, gems, and magic items donated by Connach and invested by Black Watch. "This... I think I could work with this, m'lady."

The City of Tuatha, in (B6), was built entirely underground. Even more so than Black Watch, it was forced to develop self-sufficiency magic and technology...

Advance City: Life Support Magitech (4)
...Which paid off in the form of massive magic-lit cavern farms, spectacular artificial waterfalls that purified themselves again and again, and various Aeon-derived means of regenerating the air. The new ideas here were first focused on keeping the new city alive, but soon airship engineers would begin to buy their technology and learn to make long-duration voyages, high into the sky.

Not a Formal Action
"Order! The gentleman is out of order!"
"Sure I am!" said Drust, shouting over the professors and the chairman's gavel. "Do you realize how long it's been since we truly learned anything new? Decades after the first airship flight, even longer since those elementals showed up, and the esteemed College of Black Watch insists on keeping its heads --"
"The gentleman will return to his seat."
That could have been the end of it, what with the burly guards starting to close in on Drust. But one man stood up. He was no hero; he didn't need to be. "I wish to yield five minutes to young Drust. I'm enjoying hearing his fresh perspective." He gave a wicked grin.
There were objections and motions, but the College's committees were bound by their own laws. Decreasingly so, these days, but they still loved their parliamentary procedure. Or at least they preferred it to the more traditional dispute resolution method, thought Drust; how many of them had ever hefted an axe?
Drust cleared his throat. "To put it more politely, I'm saying I want two airships, some stout scholars and fighters and mages, and supplies for a year. In return, I will bring you knowledge of things you've never even imagined." He didn't add: Things you hidebound, fat-bellied academics can't imagine. Things that might spark a revolution.

The Drust and Tess Expedition flew far beyond civilized lands... but their initial plans were sent spinning by recent events. First contact with the Terrans had apparently not gone well. The expedition's airships flew southwest and discovered two things. One was the race of strange artificial creatures known as the Utoypians. The meeting was happy, though they narrowly averted an unfortunate incident involving Martin the Masked Mace Mauler and a village of sentient pinatas. Magic research and trade increased from the new contact. The relationship only got stranger from there. They both discussed the two bizarre "avatar" creatures that had spawned the pirate menace, and the troubling shadow on the world around (E4), which the airships had passed on the way.
Drust later flew to the far east, straight over the massive tunnels, and was spotted by the Zemeri. More bipeds! They seemed to be fellow delvers, with important knowledge of metalworking. Drust attempted trade with them, and with growing alarm learned that the Shadow-On-the-World existed in their lands, too. Something would have to be done about that, before these innocent people could become corrupted by it. The Chiaro also warned the Aeons about this shadow, and were warned in turn that a mad sorcerer was on the loose!
New lands, new cultures, new magic, new ideas, and threats to the land itself. Drust brought home such tales that he soon got his revolution.
Might justify small territory claims on an (E3) floating island and a bit of (C6), if those cost nothing.

(Ending Points: 0. Next Turn Bonus: 3.)
(Races Known: Aeon/Elemental: friendly, minor trade. Terran: frightened. Utoypian: friendly, eager magic collaboration. Zemeri: neutral, worrisome.)

"Be on the lookout for anything weird while you're out there!" "You mean like a giant magical talking inflated pink orca that wants to teach us?" "That already happened. Think weirder!"
Title: Re: DoW the 3rd
Post by: William Swiftfoot on July 23, 2013, 10:04:26 PM
Do doooo dodododo

PASS
Title: Re: DoW the 3rd
Post by: DigitFiredrake on July 26, 2013, 10:22:44 AM
MEANINGLESS FALVOR TEXT! - 0 Lighting strikes the top of the water wheel! DOING! ... nothing!


PASS!
Title: Re: DoW the 3rd
Post by: FrostedLights on July 28, 2013, 03:14:47 PM
The Melodians

Months pass and Tempest and his band fail to return. A dark pall descends on those that dwell in the Ascended Valley. One by one, families take up their own and depart, leaving before the winter frosts trap them all in Ariya's tomb. The Melodian civilization breaks into dozens of large families, wandering nomadic across the central continent. Still bearing the sting of the Dark Pilgrim's betrayal of their trust, the Melodians become extremely xenophobic


Tempest

Tempest tracks the Dark Pilgrim south. Tempest and his allies will attempt to kill anyone harboring the Dark Pilgrim.

The Pendri

The High Priest receives a prophecy of a great cataclysm. He beseeches the masses to shore up their faith, for dark times are ahead. The pendri must be strong, they explore the local coastlines. A new city is founded on I12, Sarsil (Alignment: +1)

Alsimor and Sarsil begin new projects. To further reinforce the growing pendri nation, each city begins building a mighty tower on their coast. Visible from hundreds of miles away, these two great towers, combined with the mighty pendri fleet, establish unquestioned military control over the pass between these two islands.

Sarsil builds the Tower of Seven Stones.

For where once stood nothing, now stands a great stone.

Alsimor builds the Tower of Shooting Stars

Where once was darkness, now is light.

Command Avatar (1), Build City - Sarsil
Command City(Alsimor, 4, Tower of Shooting Stars)
Command City(Sarsil 4, Tower of Seven Stones)

Remaining Points: 3
Title: Re: DoW the 3rd
Post by: Tizocoatl on July 28, 2013, 05:28:24 PM
Note for Toast: Den Atzintli is on the north side of the island
i don't know why i bother... Kenku is going to kill us all once we reach the third age with 100 points or something
No comic this time...
17 points available

Advance Civilization: (5 pts)

the reports came in to Tehuan and his advisors only minutes after it was found. During a routine mission to map nearby caves in order to expand the city's underground network of storage tunnels and heat and water vents a strange substance was found oozing out of the wall of a deep cave. when touched, it sent on cave-scout flying back 10 feet and emitted a blinding light. The scouts had tried to bring back a sample but it seemed that any contact with the blueish substance caused the same light and force. Tehuan made the decision to research this strange element. With scientific research now being supported by the local government, a new interest in knowledge arose and soon the strange chemical, at that point being called ForceStone was being analyzed for it's many properties.

whenever force is applied to a piece of forcestone it is amplified by a significant factor which varies based on the size and purity of the sample. this amplified force is then output into the environment. this comes at the price of the forcestone losing a small portion of it's mass to provide energy for the reaction.

This substance soon became quite the commodity, it was not easy to mine because if it was struck by a pickaxe it could kill someone. The rock around it had to be worn away slowly by high-pressure water pumps. water, it seemed, was not solid enough to cause the striking force that caused forcestone to react. it then had to be gently carried back to the surface in containers full of water, which had to be placed in heavily padded boxes. as methods improved production increased and soon it had been worked into many practical uses. using a striking mechanism involving a piece of forcestone and an iron hammer could generate enough force to carry a small boat at over 80 miles per hour over the ocean. shields crafted from forcestone could repel and even break most conventional metal weaponry. a force-powered piston could drill straight through trees, cutting them down and stripping them into logs in the time it took four tiatlaca with saws to fell one evergreen.

it wasn't long before the first scouting parties returned saying they had crossed the ocean and seen the lands to the northwest and had established a basic camp...

12 points remain

Command Avatar //Tehuan// to Create City (1 pt)in the bottom left corner of H7 a small coastal camp arises. a small number of Tiatlaca set about studying and mapping the nearby landscape. the camp of Den Zacatl

11 points remain
Title: Re: DoW the 3rd
Post by: Draykin on July 29, 2013, 12:23:00 AM
Command Order: Create City: Hydros
The Carcharodons found the seas to be abundant with prey, and they saw no reason to move far from free food. Using years of labor, they create the city of Hydros, made of corals and stone.

The underwater city of Hydros is positioned at I9.
Title: Re: DoW the 3rd
Post by: Digital Vulpine on July 29, 2013, 03:32:29 PM
For many decades after the overthrow of Moore the Dread, Morgana ruled over the Kingdom of Ter.  Many were dissatisfied with her rule, as the Council was not reinstated and many of Moore's policies were continued.  More strangely though, the Queen took no effort to produce an heir, as the years grew long rumors began to spread that she did not age, and her closest followers always seemed to have something "off" about them.  After inexplicably surviving no less than four assassination attempts, she became known as "the Witch Queen".

For some though, the dissatisfaction ran deeper.  The founding principles of their country were being ignored.  The regime's claim to power, deriving from a dubious claim of heirship, were in their minds both illegitimate and illegal.

Alexander Hamilton, James Madison, and John Jay collaborated on a series of essays on the subject of proper government, under the pen name of Publius.  They argued for a Federal form of government, wherein the power to rule was invested first and foremost in the People.   Over time, their writings became known together as the Federalist Papers.

When word of the Federalist Papers reached the Queen, all three authors were arrested and hung for sedition.  The papers were banned throughout the kingdom.  But it was too little, too late.

Thanks to the new technology of the printing press, the papers spread like wildfire.  Passed in secret from one person to the next, printed on presses in cellars, closets, attics and barns. For every copy of the Federalist Papers that was burned, ten more were printed.

Command Avatar: create army: 1 point

John Locke aided the cause of the Federalists, helping their writings spread in defiance of the Queen's censorship.  With his help, the Federalists drew ever more recruits and organized into an army.  The 1st Columbian Minutemen would suffer the tyranny of a monarch no longer.

Command Avatar: create army: 1 point
Adam Smith swayed Terran business leaders to back the Federalists, bringing much-needed funding to the rebellion.  With this money, the Federalists were able to buy more arms and equipment to train and field additional troops with. The 1st Hayek Infantry Regiment would not stand by while their homes and property are seized to fund the Witch Queen's war effort.

Command Avatar: create army: 1 point
Isaac Newton inspired several prominent scientists to join the Federalist cause, bringing with them experimental gunpowder weapons.  These weapons were both highly effective and easy to use, allowing the Federalists to rapidly train common citizens for battle.  The 1st Joule Infantry Regiment would no longer tolerate the Queen's heavy-handed censorship.

Command Order: 3 points
Under the leadership of the Council, the rebel armies marched on Ter to reclaim the capitol under the new banner of a silver four-pointed star on a blue field. With rallying cries of "Liberty or death!" and "No taxation without representation!", the Federalists battle the Queen's loyalists throughout the Kingdom (but for convenience's sake will resolve the conflict with a single battle at Ter).

Say is unfortunately left to fend for itself while the kingdom is in turmoil, due to budget cuts and because I don't trust the RNG enough to go into battle at anything less than 3:1.

Points left: 2
Title: Re: DoW the 3rd
Post by: I am the IZOD on July 29, 2013, 04:25:12 PM
Advance Civ (5)

In the hot and humid tropics, it is obvious that food does not last terribly long, and must be thrown out once any hint of spoilage occurs.  Crondin mages, experimenting with ways of solving this issue, have discovered that if one can remove the moisture and heat, food lasts many times longer than otherwise.  Thus, the Crondin have discovered the secret of Magical Refrigeration, solving a host of supply difficulties.

Command Avatar-Create Order (1)

A Crondin mage name Chardath had been experimenting with metals and enchantments for most of his life.  While doing so, he discovered that the rare ore Mythryl, when refined properly, was able to channel the energies of innate mages.  A talented fire mage could channel fire into his sword, varying the intensity at will, as could those talented in shock.  Knowing that this power needed to be harnessed and used for the betterment of the Crondin race, Chardath set out to recruit mages into his new order: The Sakari.  With the Ngarjeck occupied with administration, they are spread thin in keeping the peace, and so the Sakari begin to supplement them in their role of lawkeepers.

Command Order-Create City (3)

With mining operations in full swing in the highlands to the south, the Ngarjeck realize that a quicker and larger mode of transport is in order to bring the metals where they are needed.  As such, they take the small port-town at the river delta of F12, and develop it into the City of Htark, a full-fledged port city to more efficiently ship the metallic riches of the highlands around Crondin nation.


Along with the riches, corruption and apathy creep into the ranks of the Ngarjeck.  They are starting to lose focus of their founding principles, and worse, starting to ignore the state of the people in their domain, the Ngarjeck Hegemony.  People have begun to murmur and grumble at the state of things.

13-9=4
Title: Re: DoW the 3rd
Post by: Fax on July 29, 2013, 06:58:03 PM
Command Avatar (Create City) [1] - The Wanderer leads a group of Zemeri to found the city of "Drevo skalni vez" on the border of the forests and mountains in C11
Command Avatar (Shape Land) [1] - The dungeonkeeper continues to instruct the Zemeri under its command to continue to expand the seemingly endless series of tunnels, temples, dungeons and hidden caverns.
Title: Re: DoW the 3rd
Post by: Donnie on July 29, 2013, 10:08:19 PM
Avatar Revealed!
Adriana: The Origin Flame
(http://img821.imageshack.us/img821/776/wgxa.jpg)

Many untold years ago there was once a Batosian soldier by the name of Adriana, a valuable member of the Pomharpii order Black Pom. The Pomharpii looked favorably on multiracial integration, especially welcoming their ancestors: The Batosians. Adriana was fanatical, to say the least. She personally led the defense of Sarajevo from the vicious Fox-Fox invasion. Rumor has it she charged on foot and personally slain dozens, perhaps hundreds of double headed abominations as an example of her rage. Upon their Ascension, Adriana was uneasy with the eternal peace they have obtained as it was in her nature and training to dominate and destroy those who oppose her and her people. The greater Pomharpii Ascension have little qualms about their members doing what they wish so long as they don't endanger the whole, as such Adriana decided to travel to other worlds and assemble grand armies and sweep aside all non-believers and wage an interstellar battle to assert their Ascended dominance. Adriana has come to this world as who she appears where others would disguise themselves within the existing societies. She is an Avatar of the Eternal and Origin of the Flame. She is the Origin Flame, and will smite all those who refuse to join the crusade.

Create Order -6
: Priory of Origin
Adriana began her crusade with greatest of promises: Power, then Knowledge, even possibly the secret of Ascension to those who follow in her footsteps and prove themselves worthy. The priors are derived from virtually every race on the planet with the capacity of fanaticism and reverence in their being. Jaeger, Chiaro, even wayward Melodians are brought together within the Priory to worship the teachings of the Origin Flame. Such is their devotion that the casting of flame is a holy act.

Adriana breathed deep the empowering worship she has been granted. She is but a god compared to these beings, and so she sets her sights on her first target of the crusade...

Command Order -3: Raise Army "Crusaders of the Flame"
The Priory scattered throughout the world, gifted with arcane powers by their God, Adriana whom ordained that followers be gathered, great war machines be built, and the loyal be equipped with weapons of destruction. The Chiaro Prior preached his sermons in Lindisfarne and quickly assembled those loyal out of the city to witness Adriana, their god. Emboldened by their witness of the Origin Flame, they fanatically return home to spread word of the new, true god. Though many Chiaro resisted the idea of the coming of a god, many joined their ranks, bringing with them Chiaro technology and equipment, reforming them by the instruction of the Origin.

Command Avatar -1: Attack Lindisfarne

Adriana set forth her Crusaders upon the helpless city, those who refused to acknowledge her would be punished.

;-----------------------------------------------------------------------------------------------------------

In the City of Ter-2 years ago...

Morgana thoroughly enjoyed being queen, controlling servants and giving out demands to the peoples. She cared little for the petty squabble of the masses, only enough to keep taxes low enough to encourage the masses to carry on with their lives. That is until she heard of Say...

"Such is a perfect time to demonstrate my dominance over these people." She remarked and ordered her knights to form a second army...
Command Order: -3 Raise Army Army of the Vengeful Queen
Command Avatar: -1
Morgana marches with the Army of the True King and Army of the Vengeful Queen to Say.

"So the Chiaro invade our territory as well? Let them kill weaken one another first, then kill the survivors."
Morgana waits until the aftermath of the Chiaro/Pirate battle then attacks the victor of said battle

Morgana is unaware of an armed uprising and attack on Ter while on campaign. Only the city garrison remains.

Remaining Points: 0
Title: Re: DoW the 3rd
Post by: PrincessToyTime on July 30, 2013, 12:08:46 AM
Advance Civ - 5 points.

The Utoypian's curiosity over studying their own forms lead them to discover helium, the substance that fills some of their ilk. Their study over it allows them to synthesize and understand how it works, and what it does, thus, they develop a way to inflate and deflate things using a kind of special magic alchemy, something the Toymancers especially took to.

Advance Civ - 5 points.

Further studies into various magics and sciences has them finding that both work well interchangeably, the Utoypians create the first known MagiTech, fusing both into one distinct thing, once considered mutually exclusive, this opens the door for many possibilities.

Advance Civ - 5 points.

An interesting experiment one day with a Utoypian Toymancer idly jotting down notes accidentally caused some mana and ink to fuse, causing the first incident, and discovery of magical ink, this interesting substance seemed to act on whoever drew with it, bringing thoughts and ideas into reality, making real things, and real actions, needless to say, the other Utoypia were pretty impressed and immediately devoted more to furthering this newly made material.

Command Avatar - 1 point.

Syrask got bored and decided that while the Utoypians were certainly making progress as a race, they lacked something, but of course! a city! Syrask told the Utoypians on the island located at F2 to begin making a city, the first center of their civilization was founded, christened it "Hugalot", Syrask was rather fond of hugs, and the others certainly shared this same interest and love.

Command Avatar - 1 point

Meanwhile, somehow thinking on the same page as his brother, Trasiro also commanded some of the other Utoypians, the ones on the island of F3, to also construct a city of sorts, this one was to be named "Snuggles", like Syrask, Trasiro really liked hugs, snugs, and whatnot, thus, the second city of the Utoypia, was founded.

1 point remains!
Title: Re: DoW the 3rd
Post by: Stormkit on July 30, 2013, 04:12:50 AM
Ack! Real life stuff distracted me and suddenly everyone posted :/
So first to clarify something I should have made clear in the previous turn: The Aeons made a territory claim on C6. They didn't exactly make a city, but they have a sort of settlement there which they are calling 'Trados'. As it turns out, the -os postfix is a lingual thing indicating the word is a name of some importance. And now for stuff that actually happens now:

With their new placement on the islands of C6, the Aeons are uniquely place to discover a fundamental aspect of the world they had not seen before, namely they are surrounded by both corrupt and purified lands. Combining this with their continued interaction with the purified race of Chiori, they have started to learn enough to realize a bit how this works. As a result, debate immediately resulted. Some argued that the Chiori were unbalanced and should have a counterweight, while others argued that as an unnatural race made out of some bizarre mix of stuff they were already unbalanced and that really that whole thing only applied to the Aeons anyway.

Corrupt/Purify Civilization +/-1 - 3 pts
They eventually settled on splitting their race with roughly a third going -1, a third going +1 to keep balanced, and the last third staying grounded in the middle. The 'dark' Aeons would act the necessary villains in order to counter balance the other races as needed while the 'light' Aeons step in when the 'darks' go overboard. Aside from that however, the two sides somehow remain remarkably civil to each other with 'light' and 'dark' being considered a sort of secondary element rather than something to be prejudiced about. It is slightly confused of course by the fact that that light and dark were already two elemental attributes and they are still arguing over the proper syntax for this secondary elemental status.

Command Order (Balance): Create Order - 3 pts
Necessary Evil
Every up must have its down, such is the motto of the League of Necessary Evil. They exist to create a foil for 'goody two shoes races' and other such stuff. That's why the motto of Restoring Pendulum is 'to fix what does not need fixing'. Okay, so they're arguing more than just the new elemental syntax. 'Necessary Evil' or some permutation thereof seems to have the popular vote thus far.

Command Avatar: Shape Land  - 1 pt
Meanwhile, in some other part of the world, Khayos hasn't been doing anything overtly chaotic and should fix that. One day while exploring somewhere or other, he sees these two huge towers. They are obviously a set and belong together, so he connects the two landmasses via a landbridge. Also for the heck of it he also connects it up to the main continent at around G12. By his calculations, he's on a roll and can do that roughly one more time for now. So while he's at it also connects the southern continent at K6 to the mainland at J5/J6, because why not?

As Aeons continue to expand exploration, they continue to meet new civilizations, like the Utoypians which creep them out rightously. And the Zemeri which they think are kind of stoic and cool. They are ambivalent towards the Crondins and Nocturnals for now, but the gases the Knowlesk use in their technology intrigues them. They have met the Melodians and their stuck up behavior played no small part in the formation of the Necessary Evil. They are mostly bemused by the endless conflict the Terrans seem to have.


Starting Points: 12
Remainder: 5
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 31, 2013, 02:21:26 AM
Note for Toast: Den Atzintli is on the north side of the island

Command Avatar //Tizocoatl// Create City: (1 pt)

After an interesting encounter with Corvo, Tizocoatl revises all of his plans. as he takes on last look at the camp of his people, he sees stone houses and paved streets. It is clear now that this is a city, and so Tizo names this city Den Atzintli. it is here that the capitol of the Tiatlaca will be established.

It's helpful to give me a location for your city on the grid if you want it placed where you want it to be placed ];)
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 31, 2013, 02:47:25 AM
Create Avatar-7 points

A  great storm strikes near the city of Deleni Pusobu, unusual for the mountain passes.  It’s more a storm that would be sighted on the plains, for it is accompanied by great thunder and lightning;  many Zemeri take it as an ill omen.  

Suddenly lightning strikes the ground near the east of the city, arching around in an extremely sprawling manner, like a sprawled hand.  The local wise men, scholars and mages regard the event with curiosity and foreboding  in the days following; they have never seen one bolt of lightning spread itself so suddenly and so clearly for all to see.  Add to this that the strike is accompanied by a sudden great and mighty wind across the whole valley.

What none of the occupants see is a hand striking against the far valley floor, followed by a great many bones piling together, flesh racing over their frame and sinews weaving themselves.  Soon there is a breath… a wheezing sound, a sneaky, untrustworthy laugh.  “I…  LIVE… AGAIN!” cries the reanimated form of Zerky.

This is of course followed by a moment of reflection and memories flooding back… and just exactly what horrors the Zemeri inflicted on him when he breathed last.  Shuddering and popping a few of his bones back into place, the sleezy creature decides to get the hell out of Dodge.

Create Avatar-7 points

The Pomharpi beings that have arrived on this world already are not the only ones to have come... Just as the Poms accepted Batosians into their ranks, they offered an inclusive paw to many and all, including some surprising souls who chose to venture forward with them.  One of which is Nicephorus, a member of the fallen race of Man.   One of the mages that hid in cowardice during Adamis’s final hours, he was cursed with the form of a Scrounger, a hideous, deformed creature looking as a chimera of a locust and a rat.  The most despised and hated of the fallen races, Nicephorus knows what it means for others to hold him in contempt… and it is a feeling that he regards the universe with mutual disdain.  Deep, wounded anger writhes in his veins, old and ancient as they are, as he was one of the last surviving members of his race to have witnessed the fall of the Floating City.  For a time he cast in his lot with the Poms, a race he felt a kindred bond with: both seen as vermin by the rest of the world.  He joined them in their accension, but he has grown restless, unsatisfied with the new life he has.  He is somewhat of an admirer of Adriana, and follows her to this world, secretly harboring centuries of spite and venom.

Command Avatar-1 point-create army

Flurps finds she’s having a wonderful time traveling around, and is delighted that her new Chiaro friends have discovered how to make the fastest and most agile watercraft she has ever seen!  They do seem a bit rough… maybe a little mean… oh well!  She swims back to the Utoypia lands, squeaking with awe at the new cities taking shape!  Inspired by the city of Hugalot, she communes with her fellow Utoypians, and inspires them in a similar manner to her Chiaro friends to swim the seas, forming Fleet of Joy.

Zero points remain
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on July 31, 2013, 02:12:50 PM
Apologizes for the delay
Turn 8

Digital Vulpine - (8-6=2) 2+3+2=7 moved
Donnie - (14-14=0) 0+3+7=10 moved
Draykin - (3-1=2) 2+2+8=12
Fax - (5-2=3) 3+3+3=9 moved
FrostedLights - (12-9=3) 3+3+4=10 moved
I am the IZOD - (13-9=4) 4+3+5=12 moved
Kenku - (37-0=37) 37+0+11=48 moved
Radioactive Toast - (8-5=3) 3+3+11=17
Snow - (12-12=0) 0+3+2=5 moved
Stormkit - (12-7=5) 5+3+5=13 moved
Tech - (5-0=5) 5+3+6=14 moved
Tizocoatl - (17-6=11) 11+0+6=17 moved
Trask - (18-17=1) 1+3+10=14 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img27/9799/jvyc.png)
Alignment
(http://imageshack.us/a/img189/3258/o8u2.png)
Underground
(http://imageshack.us/a/img189/9312/fkv3.png)
Climate
(http://imageshack.us/a/img545/4691/1dc.png)
Races
(http://imageshack.us/a/img801/9564/rijf.png)
Race color key
(http://imageshack.us/a/img542/6941/vm7p.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
    Armies:
    Khayos' Tournament-in Kruos
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+1
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Highland Watch-in Highland
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
    Armies:
    Path Guard-in Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Columbian Minutemen-in Ter
    1st Hayek Infantry Regiment-in Ter
    1st Joule Infantry Regiment-in Ter
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Armies:
    Fleet of Joy-in Hugalot
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu

Other
Forces of Adriana
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
  Armies:
  From the Chiaro:
    Crusaders of the Flame-in Lindisfarne
Sky Isle Ocean Brigands
  From the Chiaro:
    Pirate Fleet-in Say
Forces of Morgana
  Armies:
  From the Terrans:
    Army of the Vengeful Queen-outside Say between Terran and Chiaro lands


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Chiaro Highland Sky Fleet assaults Brigand held Say
3(roll)+2(Advances) vs 9(roll)+2(Advances)
The Highland Sky Fleet fails to achieve surprise on its route to Say, as fierce upper level winds chaotically roil about, necessitating several course corrections that has the air fleet leading a wide arc to the south, were Brigand sea patrols spot them.  The city is able to be fortified long before the attack arrives, with the Sky Fleet finding its approach significantly hampered by a great many large fires set by the defenders to send up clouds of black smoke everywhere, especially around the city.  The causes the first few ships that attempt to land directly in the city to crash or land in comprimised positions, leading to the quick slaughter of their crews.  This forces the Sky Fleet to land well outside the city, picking a large forest field that seems mostly clear of smoke.  Unfortunately for them, this is deliberate, a trap designed to make the Sky Fleet land on an ambush site of the pirate's choosing.  In the middle of the long and clumsy process of unloading their men and seige equipment, the Sky Fleet is caught with its pants down as Brigands attack from all sides, butchering the invasion force and eliminating the Fleet as a fighting force.

Terran Assault on Morgana held Ter
12(roll)+3(Advances) vs 2(roll)+3(Advances)
8(roll+3(Advances) vs 5(roll)+3(Advances) -1(prior combat)
10(roll)+3(Advances) vs 8(roll)+3(Advances) -2(prior combat)
The combined Terran assault on the capital of Ter is utterly overwhelming, the city garrison completely unable to keep itself together as a coherent fighting force with mass defection in its ranks and large riots in support of the invading army rocking the city.  The mob takes control and flings the doors of Ter open, allowing the armies to march in almost unopposed, as they declare themselves liberators and quickly imprison any Morgana collaberators or sympathizers.

Crusaders of the Flame assault Chiaro held Lindisfarne
11(roll)+2(Advances) vs 4(roll)+2(Advances)
Adriana's Crusaders compose themselves, flocking from the countryside, inspired by the appearance of the flaming one who declares herself to be their True God.  Her iron command is quickly followed, fear but also fervant inspiration driving on her followers to take up arms and assault the Chiaro capital.  The city defenses are frightened by the reports they hear of their coming foe, and rumors of her power undermine moral and cause mass panic before the Crusaders even arrive.  Nevertheless, enough control is maintained to prevent the terrified mob from flinging the doors of the city open, and the defenders give battle.  It is for naught, however, as Adriana inspires her followers to what their opponants see as terrifying fanatism in throwing themselves at the city.  Before night falls the walls are breeched, and the Crusaders tear into the city, an orgy of violence following in which those who refuse to awknowledge the firey entity are put to the sword.

Morgana's armies assault Brigand held Say
4(roll)+3(Advances) vs 10(roll)+2(Advances) - 1(prior combat)
9(roll)+3(Advances) vs 12(roll)+2(Advances) - 2(prior combat)
Morgana's assault on Say fumbles at the start, pushing itself hard after enduring an unseasonbly late winter storm that bites into their progress.  The troops are somewhat tired and exhausted as they approach, when their Queen learns of the failed assault by the Chiaro, who foolishly hope to take the city and simply give it back to the Terrans.  Their naive plans never are able to bear fruit, but the effect is one that has to have drained the defenders of strength.  She pushes her army harder and faster to reach the southern coast, too hard in fact.  By the time they arrive the defenders have just about recuperated from the Sky Fleet assault, yet Morgana deems it necessary to press the advantage immediately.  She orders the Army of the True King to seige the walls, but it is thrown back with only moderate extertion from the defenders.  Enraged, Morgana immediately sends in the Army of the Vengeful Queen on the heels of the assault, often running over the scattered retreating remains of the first.  This fight is a much bloodier, ragged afair, one which succeeds in cresting the walls and sends fighting spilling into the streets.  However, several well placed protective spells in key streets effectively contain the breach, and slowly but surely the defenders push the invaders back, though at terrible cost.  Seeing the danger her army is in, Morgana orders the Army of the Vengeful Queen to pull back and withdraw, leaving both armies intact but resulting in a strategic victory for the Brigands, who remain in control of Say.  The Army of the True King is destroyed as a fighting force.
Title: Re: DoW the 3rd
Post by: I am the IZOD on July 31, 2013, 03:32:41 PM
The Ngarjeck have lost sight of their responsibilities.  Absorbed in their power, wealth, and pleasures, they have forgotten the people and the very traditions they came about to protect.  Poverty is rampant and famine has hit the land hard, while the Ngarjeck horde food for their own mouths.  The Ngarjeck have become the very thing they swore to destroy.  

The Sakari, attuned to cries of the people, decide that no longer can they sit idly by while the people starve.

Command Avatar-Create Army (1)

The Sakari form the Army of the Elements, and march on Kelorn to cast down the Ngarjeck.

As the Army swept through Kelorn, many of the Ngarjeck attempt to flee from the wrath of the people, but all who try are slain.  Those who are taken captive are tried for crimes against the Crondin race, and summarily executed.  Cleansing blood flows down the streets of Kelorn as thousands of lives are extinguished.

The Sakari, taking the lesson of the Ngarjeck to heart, opt not to set themselves up as the rulers, but rather as the guardians of the Crondin, and to let the people decide how the wish to organize.  After years of turmoil, the Crondin finally lay out a new system of government.  All those outstanding members of society who supported the coup are chosen to form a Senate, and thus is born the Crondin Republic.


However, the Ngarjeck have not been exterminated.  Many who had grown disillusioned with the old order had fled Kelorn and gone into hiding before the Sakari had arrived.  They listened as the grim news of their comrades fates came to them, though they felt no sympathy for them.  They had brought their own fates down upon them by forgetting truth and justice.  Now those who were left would return to these old truths.

With the Sakari hunting for the Ngarjeck, they could no longer operate as the order had in the past, in the open for all to see.  If they were to serve true justice, to fight corruption, they could no longer reveal themselves in doing so.  They would need to do so from the shadows, in such a way that it would not be known that their hand was at work.

Create Avatar (7)

A new leader arose, and taught them all what they needed to do and how they would accomplish this task.  Saying that the name of the Ngarjeck was tainted, he decreed that they would no longer answer to it.  He came up with a new name, one that in the Crondin tongue is completely unpronounceable to outsiders, but when translated it comes out to "The Legion of Shadows".  This new leader is simply known as:

The Ghul.

As years go by many old members pass, and new members come, but the Ghul remains.  Some believe that he has tapped into some power of the Earth that gives him virtual immortality.  Others believe that it is simply different men who take over from the original Ghul and keep his name, putting up an air of continuity across the years.  Whatever is the case, those few who know of the Ghul know he is someone to be feared, for he carries the power to bring entire cities to their knees without them even knowing that he is behind it.

Corrupt City-Htark (2)

The merchants of Htark are beginning to gain power in the city's government, and influencing them to make policies that waylay any new competition, and only benefit the merchants.  Htark is descending into decadence.

12-10=2
Title: Doooomed!
Post by: Snow on July 31, 2013, 03:37:16 PM
(Starting Points: 5)

Command Avatar (Wheel) to Raise Army (1)
The Chiaro of a settlement near Highland watched a burning, charred ship's wheel wash ashore. The Sky Fleet had gone west recently, and this piece of it returning first was not a good sign. They began to organize a posse to go finish off the pirates, who were surely on their last legs after the airship's assault... right? But it was not to be. By the time they were fully organized as the Burning Wheel Brigade, the symbolism started to look downright unfortunate. What with the capital being burned by a bunch of pyromaniac cultists killing everyone in sight, according to the escapees. So, the new army's target was at the same time more necessary than a distant expedition, and more heroic, and a shorter walk. But who would lead this ragged bunch of wannabe adventurers, when many of the Chiaro's finest had gone with the Sky Fleet and the Zenith holder had not come back from Lindisfarne?

Command Avatar (Zenith) to Lead Army (1)
"How did you get that?!"
The young man was ragged and filthy-furred. He'd run into a Highland patrol, and now stared at the armed men with terrified eyes. "Took it off the street -- in Lindisfarne! It was terrible. I don't know how the gem got away from the cultists after they killed -- whoever had it. It changed hands twice that I could see. Lady Connach didn't last long. Took down eight of the fiends though!"
The watchmen murmured. "Then how did you escape?"
"I hid. I have some spells of wind and frost and stuff, so I hid in a smoldering building. Healing myself when the heat got too bad. Then I had to get away, just to get the Zenith to someone who could use it." He held the sapphire out, obviously hoping one of them would snatch it from him. For the moment it was only a palm-sized spike of crystal. "It doesn't want me. I'm no hero. I make iceboxes for a living. My Pa says..." He trailed off, not wanting to finish that thought.
One of the guards put a forepaw on his lower shoulder. "Kid... We're grateful to you. Who knows what would've happened if the Zenith had fallen into the cult's hands?" Everyone nodded. "You know how that thing works, right? I mean as well as anyone does. None of us is a great hero either. And nobody else has gotten it so far, and it came into your possession. Maybe you just have to let it do its thing. Accept its power."
"N-no! I saw them getting mauled and burned alive in the city!"
The man glared at him, gripping him harder. "And you're willing to let that happen even more? You're in a position to get powerful enough to help put a stop to it!"
"I said I don't want to get killed! I saw! You didn't see what they did to people!"
The guard sighed and let the man go. "All right then. It's not for everyone. You run along to town, back south. They'll take you in. The rest of us had better go find ourselves someone who wants to step up."


The army sent out a call through discreet messengers, trying to elude the fire cult's spies. The first Chiaro who stepped forward to claim the Zenith was one of those turncoats, and wouldn't go down without being stabbed and clubbed to death. Worst of all, it had seemed as though the Zenith had reacted to her, as though its power could work for a villain as easily as a hero. Here was an obvious heroic quest to do, the greatest challenge the Chiaro had ever faced, and there was no one immediately volunteering to solve it!
Eventually, they found someone. It wasn't an "unlikely hero" type this time, but Archmage Duncan of Tuatha. The Zenith accepted him and made him young again, but he fully expected not to live long enough for that to matter.
The new Army of Mists marched to attack Lindisfarne. It was a grim set of orders Duncan gave, and there'd be no heroic forgiveness of the villain or his henchmen.

UPDATE:
However, something bizarre happened on the way there (see Donnie's post, below). After several minutes of just standing there blinking, Archmage Duncan shouted. "Army of the Mists, fall back to Highland! I shall go on and bring our new allies! Somehow!"
The result was the strangest expedition in Chiaro history, which was saying quite a lot. Duncan arranged for a multi-airship voyage far to the south. Far, far to the south. They saw many things along the way, but there was little time to investigate on this voyage to where no skunktaur had gone before. The Fish n' Sticks eventually agreed to come along, to help fight in a war they knew nothing about -- except that it was for Myrddin. Together, quite a bit behind schedule, the Army of Mists and the Fish n' Sticks attacked Lindisfarne, with the axolotls serving as the second line. A puzzled ambassador named Finn Mac Cool remained behind in the strange fish-people's territory, trying to offer magical secrets and learn what he could without freezing his tail off. A small opportunistic group stopped in the jungle coast of D7, hoping to build a settlement and having no idea what a "Zerky" was.
UPDATE TO UPDATE:
The result was, in fact, the rallying of a number of Chiaro survivors and Terran refugees, who formed the Purple Hearts. So, they and the Army of the Mists attacked Lindisfarne, in no particular order. There was no grand airship expedition. Somewhere, a godly axolotl was briefly outraged for some reason.

Purify City (3)
Archmage Duncan had left detailed notes for a project of his. His friends and associates in Tuatha worked with the Zemeri on a campaign of geomancy, magical barriers, and sacred pole-dancing (always the most popular part) to change the mystical "alignment" of the land. They couldn't really apply the theory to the ocean, yet, but used the technique in the vast tunnels and the ground above. The result was a purification of B6 and the land areas of B7, B8, C7 (that's <2.5) and bits of B5 and A6. Zemeri lands became less innately hostile, giving them a glimpse of a better world... and Chiaro mages told them about what severe danger Lindisfarne was in, and how true heroes were badly needed to go crush the evildoers in the sacred Brightlands. (Hint, hint.) The experiments were self-serving too, turning Tuatha and Black Watch more pleasant and beginning to make the steamy northern tunnels safe. Chiaro historians marked this time as the end of real heroic adventure.

Meanwhile... Destiny changed for a young merchant named Blake the Spotty, who had little ambition beyond building his fortune through trade. His wife had been at Lindisfarne... Later, a boy named Leod was born, who would one day work with him to advance their civilization when it wasn't so hard-pressed.
Title: Re: DoW the 3rd
Post by: Donnie on July 31, 2013, 03:39:54 PM
Lindisfarne

A grand golden ring structure stands above the gates of Lindisfarne:
Ave Ignis. Hatred et calor. Praedo hostium.
So it was written above the gates of Lindisfarne, the city converted and under the control of the Origin. Much of the city has been rebuilt and converted into a sacred beauty partly reminiscent of old Pomharpii designs, but heavy with ivory over obsidian. A violent trial by fire, and many are still bitter within the city. However to many who overseer the city and those who reside in it, obey your lords, worship the flame, and you may live your life peacefully and hopefully without intervention.

The first years were fraught with execution by fire sung by believers. Their worship so hardened to believe all else is but the realm of evil, that few bat an eye to the executions. Over the generation, many came to accept this way of life as bandits are utterly terrified of this new order. Adriana is no economist, but she knew better than the thrust a knee on the very resources mortals need to survive, therefore she has encouraged the faithful to compete in contests and business and those who flourish are blessed by their God for pushing their hardest to their goals. This fostering of self improvement has done much to convert the people to their God, and have thus become more fanatical to her in the belief that the faithful are rewarded.

Adriana looked upon her first victory. A good start, she thought, but more is to be done.

Command Avatar -1: Raise Army Crusaders of the Coming Purity
Command Order  Priory of Origin -3: Raise Army Crusaders of the Serene Heat

;--------------------------------------------------------------------------------------------------------------------

Morgana tended to the wounds of her army, furious that a band of brigands would dare oppose her fury. She sent her generals out to recruit more troops, as well as couriers to find out why her reinforcements haven't arrived.

"Morgana, Morgana, you have blundered so..." Myrddin chuckled and ducked as Morgana lashed a lightning bolt over his head.
"Myrddin you fool, shouldn't you be tending your pitiful library as I've ordered you to? What are you doing here? Go back home before I have your head!"
"I apologize, Morgana, but I cannot do that. For you see..." Myrddin reached into his robes and pulled out a copy of the Federalist Papers, "For you see... you have lost your citadel."
Morgana paused for a moment, torn between shock and anger.
"Morgana, we are both immortals, surely you realize that you cannot let such trivialities anger you...?" before he was interrupted he teleported out to dodge Morgana's fireballs. The Witch Queen sits in her throne and contemplates how to regain control. This isn't a mere game to her.

Command Avatar: -1 Raise Army Morgana raids the dozens of bandit camps in the surrounding areas and presses them into service, brainwashing them and removing their personalities. She forms the "Army of the Dark Gaze", a mass of cannon fodder to her command.

;--------------------------------------------------------------------------------------------------------------------

As the Army of Mists marched on the short path to Lindisfarne, a bright flash of light suddenly burst in front of them, carving a small crater in the road.
"If you value your lives, and your troubled brethren, I suggest you reconsider and hold." Danyel warned.
"Who are you?" One soldier questioned.
"He looks like that Flame fellow! I saw it before!"
"No no no, this one's not on fire."

"I apologize and sympathize with your desire to reclaim your city, but the Origin has reinforced their position. You are outnumbered three to one, and they have your own technology to work against you, maybe even better knowing Adriana..."

"You know the beast...!?"
"I must really keep my mouth shut. But if it makes you feel better..." Danyel raised a paw and....
Command Avatar: Raise Army -1 The Purple Hearts (Chiaro)
"I'll search around for whatever survivors and refugees from Lindisfarne and assemble them in Highland. There are also a lot of displaced FoxFolk to the west, I'll send them word that you require aid. You'll recognize their shields."
"Wh..wha...?"
"How can we trust you?"
"I've just spent energy to come here and warn you, and inform you of possible helpers. I've already done too much, I may return in the future. For now adieu." With that, Danyel vanishes in a flash of light.

;--------------------------------------------------------------------------------------------------------------------

Myrddin sat upon his chair, sighing heavily at the recent events and revolution within Ter.
"Such rambunctiousness! He threw his spiked hat to the stand and quickly got back to work, writing theories he already knew about to hand to the Terrans, as well as possible battle plans to prevent such an uprising from happening again.
"All the better to STICK IT to Morgana! Yehahahahaw!"

Advance City: Ter -4
Railgun
The moment Myrddin spoke of the name, the research council all tilted their heads and let out a collective "What?"
The weapon Myrddin fashioned for the Terrans was not truly of technology. Although it functions via electromagnetism like how Myrddin knows it to, it functions exclusively off of his power. In general Myrddin must be around for the device to function, flinging a metal slug down a metal tube at high velocities towards a target. Myrddin generally disliked the act of killing, but he wouldn't be caught idling again.

Remaining Points: 0
Title: Re: DoW the 3rd
Post by: Digital Vulpine on July 31, 2013, 04:28:16 PM
Command Avatar: raise army: 1 point
The 1st Terran National Guard is formed to secure the city of Ter and oversee the implementation of the Federal government.  With careful study of the Founding Documents, a new Constitution is drafted outlining the core functions of each branch of government, and the procedures for the election of the President and legislature.  The Council is divided into a Senate with two representatives from each region in the Federation, and a House of Representatives where each region's seats are proportional to its population. The new government is named the Terran Federation.  Some loyalists are tried for various crimes and imprisoned or executed, depending on the severity of the charges.  Most people, however, are either left alone or given a choice to renounce the Queen or face exile.  Images of the Witch Queen are taken down and statues are toppled, many are destroyed outright but some are sold to museums and historical societies.  

Command Avatar: lead armies: 1 point
Adam Smith will not stand idly by while brigands oppress his followers.  Fresh from their victory, the Federalist troops rapidly resupply and march to liberate the city of Say.  The  1st Columbian Minutemen, 1st Hayek Infantry Regiment, and 1st Joule Infantry Regiment assault the city in a coordinated attack.

Advance Civilization: Industrial Revolution: 5 points
In the years following the revolution, the Terran Federation saw an age of unprecedented prosperity and technological development.  In mere decades, factories sprung up in the large cities to produce goods in both high quality and high quantity, providing employment for millions.  Advances in medicine and agriculture fueled exponential population growth, roads and railroads created vast transportation networks to deliver the factories' goods far and wide, and the steam engine allowed stainless steel ships to ply the seas day and night, without regard to winds or currents, to sell their goods in foreign lands.  

The telegraph and later the radio allow the Terrans to communicate at unprecedented speeds, sharing their ideas and their culture, further accelerating technological development.  The Automobile and later the aeroplane allow unprecedented freedom of movement, while the advent of mechanized warfare brings great and terrible power to the battlefield.  The electronic computer brings sweeping automation and vastly enhanced productivity, propelling the Terran Federation into the future.  The Terran people now look forward to a bright future in a brave new world, where the power of technology sweeps away the everyday struggles of the past and ushers in a new era of peace and prosperity.

Remaining points: 0
Title: Re: DoW the 3rd
Post by: William Swiftfoot on July 31, 2013, 07:43:22 PM
Light winds blow on the northern cliffs...

PASS
Title: Re: DoW the 3rd
Post by: Fax on August 02, 2013, 07:54:38 AM
advance civilization (Mechanization) [5] - The Zemeri continue their refinements of the arts of metal and stone, beginning to create fantastic machines which in many cases are capable of replicating the effects of magic without the need for any talent in that art. The Zemeri, being essentially devoid of magicians take to these new developments with little to no resistence or hesitation

Command Avatar (Create Army) [1] - The Dungeonkeeper decides a standing military force is both useful and potentially profitable and so commands the formation of "Deephallow Mercenary Company"

Command Avatar (Command Army) [1] - Upon hearing of the upheval in Lindisfarne, the Dungeonkeeper commands the Deephallow Mercenary Company to assist the combined Chiaro-Terran-Tiatlata force in retaking the city. The band of grim faced mercenaries (Even by Zemeri standards) set out for Lindisfarne with the aid of group of Chiaro traders who spend the trip trapped between relief that the Zemeri sent help to their homeland and horror at just how dark their senses of humor were.

Command Avatar (Create City) [1] - The wanderer continues his travels until he reaches the point where the northern plains, forest and sea all meet (B9). He stays there for a time, a number of Zemeri families joining him and settling in to found the city of "Duchlesa Breh"
Title: Re: DoW the 3rd
Post by: Tizocoatl on August 02, 2013, 04:39:30 PM
17 points available

Command Avatar //Tehuan// create city: (1 pt)

over the course of a year the sea level began to lower revealing a land bridge connecting the former Frost Island to the main continent, making it a sort of... Frost... Peninsula?Tehuan's immediate reaction as leader is to construct another main city along the width of the land bridge. forming a band from east to west across [J6]this city is more heavily fortified than the cities on the main island landmass, and it is built to support trade as well. this city which gives the Tiatlaca access to the western and eastern oceans is known as Den Tietzal and it marks the border between the Tiatlaca territory, which encompasses all of the former Frost Island, and the lands beyond

16 points remain

Create Avatar: military advisor General Telectol (7 pts)

of the two advisors which have served Tehuan over his reign, the one chosen in a test of strength, endurance, and tactical knowledge was Telectol. A dark brown Tiatlaca with intense orange eyes which reflect his superiority in combat upon all who face him in training and in competition.

9 points remain

Advance Civilization: (5 pts)

As news from Den Zacatl travels to the capitol of the fierce war in the north, preparations are made to ready the Tiatlaca for battle in case any brigands or raiders should travel south and mount an offensive. In response came a period of secretive collaboration with Kertzielki, the advisor of the sciences to Tehuan. in the following years powerful weapons and fortifications are designed using the powers of Forcestone and steel from the iron-rich frozen lands. Force Weaponry is advanced and with it comes the advent of the powerful siege and defense tool: The Force Cannon. the force cannon uses a spring mechanism to slam forcestone-enriched iron cannonballs at very high speeds out of the muzzle of the cannon, because they are enriched with tiny particles of forcestone, they produce powerful explosions on impact and fling iron shrapnel all over the surrounding area.

4 points remain

Command Avatar //Telectol// raise army: (1 pt)

General Telectol, with the permission of Tehuan, raises the first official mobilized army of the Tiatlaca, The Fighting Fish Sticks The Explorational Defense Force. dedicated specifically to accompanying scouts, scientists, and mapmakers further into unknown territory

3 points remain

Narrative Event!
The camp of Den Zacatl had grown to become a significantly large scientific community. catalogues of new plants, profiles of new races, the members of this colony personally doubled the known map of the continent. There was one thing they were about to do that would change the fate of the Tiatlaca forever. as quite the reclusive species, apart from one Chiaro airship and one very lost Utoypian, the Tiatlaca had made no significant contact with any other race. that was about to change, as a group of diplomats approached the Knowlsek city of Maze, flying a standard of peace and bearing a series of papers and proposals written by Tehuan to broker a peaceful alliance. after spending a few days waiting out a decision from the council, word reaches Den Atzintli of the successful alliance, prompting celebration and the promise of a personal visit by Tehuan to the city of Maze.
Title: Re: DoW the 3rd
Post by: DigitFiredrake on August 02, 2013, 11:02:39 PM
Advance Civ - 5
The Knowlsek advanced becoming fully realized in thier uses of the forces within the gasses, learning that there must be a "core" that is dividing the forces of the world, and theses forces bind to the gas... and to rocks deep under the ground giving them greater knowlage of these energy. Using this they build greater devices and master their ability to clock their bodies even better! They saw the Den Zacatl embassy coming and sent out many of their new autotron constructs, as well as turbine driving high speed airships. They offered their finest drinks the the diplomats and seemed happy that they would send a hand out to speak with them. Within moments of talking the idea of trading knowledge was offered by the Knowlsek silvers... the tins frowned on this idea thinking it foolish to give such information to newly contacted races, but enough tins were intreged by the idea of feeling them out they passed the vote.


Create Avatar - 7
Not all of the Knowlsek are the same, most are kind and caring, not all are... when exploring near the woods to the east, some of the Knowlsek found dark cloaked figure... he waved his hand and offered them deeper knowledge... most the this group looked on to him to see what he could teach them... he began to explain... that the best way to learn is to DO... and to dismantle. Three Tins and two Silvers became fearful... and ran.... before being deconstructed before the others eyes... the rest bowed... worshiping Entopius lord on the deep knowledge. 

Order Avatar: Create order - 1
Entopius sent his new fallowers out to teach and convert to his cause... he formed the order of the Mercury Eye... And to build up... "as someday we will teach the rest of those silvers and tins... that they need to become one... in the order of the Mercury Eye!
Title: Re: DoW the 3rd
Post by: Stormkit on August 03, 2013, 04:49:49 PM
The League of Necessary Evil ends up feeling kind of silly when they went through all the effort of figuring out how to corrupt themselves for thematic purpose in order to prove a worthy foe to the Chiarans and instead they just got their main city burned to the ground. From the looks of it, the world is in greater need of good than evil right now. Luckily many folks seem to be rallying to the cause, so they'll just raise this army and save it for a non-rainy day.

Command Order (LoNE): Create Army - 3 pts
And thus the Standard Tainted Army Responders (STAR) was created, but having nothing to do, they just hang out at Trados and eat steaks. Or they would if they could metabolize steaks, but since they can't they just sorta stay put. Like the league champions, they are more 'rag tag' than an organized force and make up for it by the fact that any individual member is formidable in a fight and the technological advances their race has access to. Speaking of which...

Advance Civilization: Teleportation - 5 pts
While Kruos discovered the secret to alternate dimensions and (since then) elemental plains existing alongside the one we live in, they have never figured out how to actually teleport within a certain plane accurately until now. Really they would have figured it out much faster if they didn't constantly try to base the technology off that experiment gone awry that founded Trados all those years ago. Turns out that was the weirdest of flukes and they still cannot explain that one, let along how their people wound up speaking Chiaran. But now they are back on the right track and have learned how to teleport both long and short range. An ever enterprising race, they sell certain kinds of this spell such as 'recall stones' that let you return to a certain place you ask the Aeon who sold it to you to set. Also 'blinker stones' that when channeled through allow one to teleport to somewhere within a short range. Longer range blinker stones, mass transport, and other similar applications they figured might be best to keep to themselves if they're going to start fighting other races soon.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on August 03, 2013, 08:25:30 PM
Command Avatar [Syrask Kyuro] - Create City - 1 point.

Syrask liked the progress made with the construction of Hugalot, he then figured the other toy island at F1 would also be good to expand to, thus, he ordered them to expand westward and create a city there, thus, the Utoypia built the city of Squeak at F1.

Command Avatar [Trasiro Kyuro] - Raise Army - 1 point.

Trasiro decided that more Utoypia should be dedicated to their mission of peace and happiness, and also to protect themselves, he gathered some of them and assembled them into what would be known as the "Legion of Happiness", led by Toymancers who armed them with the simple purpose of spreading their toy-based joy and peace, through converting others, they would be stationed at Snuggles.

Command Order - Civilization - 3 points.

The Utoypians having gained dominion over the islands, set forth to spread, travelling East to F4 to the cluster of little islands, and settled there, a little cooler than their original home, but still cozy and warm, they had little issue getting used to it. Some of them also spread down south a bit, to G1 and G2, reaching a large landmass, at least to them, and decided to make their home along the shores, it was pretty cozy to them.

Advance Civilization - 5 points.

More random research led to a breakthrough which would allow them to alter the land [and pretty much everything else] around them to their own needs and habitat of sorts, it was called "Toy-a-forming", a witty toymancer having named it for punniness, this technology was then spread to all their ilk, for wherever they go, they can adapt the climate to their needs, rather than having to adapt to the environment's terms. The most intriguing part of this was the fact the "material" [if it can even be called such] looked just like bubbles, which only made it more adorable and innocent looking.

Command City [Hugalot] - 4 points.

More of the denizens of Hugalot form another army for the Utoypians everywhere, "Harmony Corps" was formed, as they grew in number and expanded to new lands, these new armies were formed for several of reasons.

0 points remain.
Title: Wrath is a Heavy Burden
Post by: FrostedLights on August 03, 2013, 11:12:07 PM
And so here it ends...
Tempest is relentless in his hunt. He tracks the Dark Pilgrim to the former island city of Alsimor. There the Dark Pilgrim seeks refuge among those similar to him, but the Pendri are not welcoming of this visitor and he takes refuge in the forest nearby. The Heart of the Song burns heavy in his hands, and he turns its power on the city of Alsimor. He'll repay them for their hospitality and end the Melodian threat once and for all, but things do not go as planned. The Heart reacts negatively to his black magic. Legends will tell of a song, heard all throughout the region on that day, somber and mournful, the Heart's swansong echoing across the map. A blinding flash of silvery light burst from the Heart, rapturous and brilliant. The Heart's song ends as cracks spider along its violet surface. It bursts, and Songshards are scattered across the world, glimmering with a faint violet light, evident of extremely potent magic dwelling within. Tempest and his band are caught up in the eerie purple light, and several die from exposure. The strongest and their leader survive, albeit torn and mutated by the intense burst of magic. Their fur darkens, reds and yellows and blues darkening to soft violets.

Alsimor is not spared the brunt of the failed spell. When dawn comes the city is vanished, seemingly obliterated from the world of day, but at night, the city returns, and the inhabitants... well... rumors coming out of Alsimor are not all pleasant....

Sarsil sends emissaries to Krudos, looking to establish a peaceful relationship with their elemental neighbors.


Catastrophe, -10
Songshards are scattered across the map.
Tempest now hunts the Songshards. Anyone possessing a Songshard with alignment -1 or less will be attacked without warning if Tempest finds them.
Melodians gain Night Singers
Alsimor is now cursed and only appears after dark. The city will not appear to people already present in the Emerald Vale at nightfall. They must leave and come back. Citizens of Alsimor now have dark fur, and only exist at night. Night Singers only exist at night.
Title: Re: DoW the 3rd
Post by: Draykin on August 04, 2013, 11:35:02 PM
Command Avatar: Create City: Daishi - 1
Ignis watched as his creations grew, hunted, and interacted, but it could not do without peeking upon the other creatures of the world. It saw cities, bustling with life, and wars being raged, Ignis could not help but feel some jealousy. The command was issued with haste.

The Jaeger city of 'Daishi' is built in the middle of the red zone in H1/H2.

However, more has developed on the island since the founding of Daishi...

Advance Civilization: Jaegers: Ignition - 5
Over time, the Jaegers lost their more primal instincts, as they were replaced by newer, superior ones. They have evolved a higher form of intelligence, which some would say made them 'sentient', or even 'sapient'. They began to understand their bodies, and they began to experiment, testing their limits, and trying new things. It was with such experimentation that they discovered a new ability.

When a Jaeger feels itself in danger, or otherwise just wants to, it may call upon its inner heat to emit a large surge of energy, resulting it the Jaeger catching itself on fire. This makes them highly resistant to fire and able to produce large amounts of heat.

Advance CivilizationL Jaegers: Self-Sustained Flames - 5
With the discovery of their flaming forms, the Jaegers began to hold contests to see who could remain on fire the longest without needing to stop for air, as they had found in the past that fire made it hard to breathe. These contests, over the years, slowly began to last longer and longer, until after many years, the Jaegers found that they and their molten insides no longer needed oxygen to breathe and to burn.

Jaegers, and the fires they make when lighting themselves on fire, do not require oxygen to survive.

Turn Start Points - 12
Remaining Points - 1
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 05, 2013, 02:46:36 PM
Command Avatar-create city-1 point
The Ember Wind Dragon resumes flying about the surface of the earth, eventually finding himself in the small corner that the Miz inhabit.  Curiostiy and a balanced temperament seem to exude from them collectively, though they seem to prefer rather simple ways compared to their neighbors.  For now.  The dragon meditates on their presence, and seeks to corral them into one spot H6, teaching them how to live closely and organized like their neighbors so they can have some chance at collective action.  They form the city of Nuz north of the bay

Command Avatar-Raise Army-1 point
Command City-Raise Army-4 points
The war over the Chiaro lands and Lindesfarne attracts Nicephorus’s attention, especially when he learns that Adriana is involved.  Still possessing some form of attraction to her under his shell, he makes his way there, offering his services.  As a token of his offering, he takes several residents of the city and the hinterland, mutating them into slave armies imbued with his own Scrounger attributes, and forms the Scrounger Slave Phalanx and the Besiegers of Flame.

Command Avatar-Create Order-1 Point
The dimensional city of Kruos stands as a marvel in the world, while it could perhaps said to be located in the southernmost peninsula chain of the main continent of the world, in reality it does not exist there at all, but beyond the material plane completely.  This does not prevent its dimensionally shifting inhabitants from being able to access the material world… nor vice versa.  Flurps, the inflatable pink orca toy, comes across a traveling band of Aeons returning to their capital, following in their wake.  The resulting meeting is one of surprise and confusion, but the many myriad types of elementals quickly congregate around the Utoypian, finding her presence infectious in its own way.  Many simply note her and move on, but many of the brighter colored, good leaning Aeons are enamored, their minds filled with her being and what she represents, her joy almost bubbling over till they become almost filled with it.  They become almost obsessed with happiness and joy, leading to many of their fellow Aeons to question their wellbeing.  They start to draw together, mingling less with their fellow Aeons and forming the Joy Afflicted.

Command Avatar-Raise Army-1 Point
The Joy Afflicted continued to congregate, sharing joy and perpetuating it long after Flurps left.  They soon gain an overly optimistic view of Utoypians, and are as such quite disappointed when they encounter the wandering cursed toy Hrakihk.  Confused and perplexed to discover that he doesn’t like hugs, they soon develop some alarm when he tries to push them into despair and loathing and subsequently trying to feed off of them.  Alarmed, and fearful that the cursed plush may try and seek out the Aeons oriented towards darkness, they throw him out as quickly and forcefully as possible, forming an armed group The Preservers of Happiness, leaving Hrakihk to curse his luck, and wonder why everyone always grabs their pitchforks not long after they meet him.

Command Avatar-Raise Army-1 Point
Zerky then comes around.  The Joy Afflicted take one hard look at the sleezy looking creature and decided “Yeah no.” and form the Blossomers of Glee to keep out the nefarious looking creature

Command Order-Command Armies-3 Points
The Joy Afflicted soon turn their attention inward, and start to feel that the rest of their kind are the ones who are unbalanced, since they know nothing of joy!  They attempt to teach them, but their proselytizing falls on deaf ears.  They only try for so long, before coming to the conclusion that their attempts will only continue to fail, and they decide that they will show the rest of the elementals their joy; by placing themselves in the center.  They therefore assault the capital of Kruos.

Five Points Remain
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 05, 2013, 04:32:27 PM
Fiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiller
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 05, 2013, 07:59:21 PM
Turn 9

Digital Vulpine - (7-7=0) 0+3+9=12 moved
Donnie - (10-10=0) 0+3+8=11 moved
Draykin - (12-11=1) 1+3+6=10 moved
Fax - (9-8=1) 1+3+6=10 moved
FrostedLights - (10-10=0) 0+3+8=11 moved
I am the IZOD - (12-10=2) 2+3+5=10 moved
Kenku - (48-0=48) 48+0+12=60 moved
Radioactive Toast - (17-12=5) 5+3+7=15
Snow - (5-5=0) 0+3+6=9 moved
Stormkit - (13-8=5) 5+3+2=10 moved
Tech - (14-13=1) 1+3+5=9 moved
Tizocoatl - (17-14=3) 3+1+2=6 moved
Trask - (14-14=0) 0+3+7=10 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img534/6696/6li.png)
Alignment
(http://imageshack.us/a/img197/8527/elve.png)
Underground
(http://imageshack.us/a/img62/7435/fhuv.png)
Climate
(http://imageshack.us/a/img841/7125/thgx.png)
Races
(http://imageshack.us/a/img94/3441/brwq.png)
Race color key
(http://imageshack.us/a/img542/6941/vm7p.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Trados
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+1
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Highland Watch-in Highland
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Ngarjeck (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Joule Infantry Regiment-in Say
    1st Terran National Guard-in Ter
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
    Armies:
    Explorational Defense Force-in Den Tietzal
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Armies:
    Fleet of Joy-in Hugalot
    Legion of Happiness-in Hugalot
    Harmony Corps-in Hugalot
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu

Other
Forces of Adriana
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
  Armies:
  From the Chiaro:
    Crusaders of the Flame-in Lindsfarne
    Crusaders of the Serene Heat-in Lindsfarne
    Scrounger Slave Phalanx-in Lindsfarne
    Besiegers of Flame-in Lindsfarne
Forces of Morgana
  Armies:
  From the Terrans:
    Army of the Vengeful Queen-East of Say between Terran and Chiaro lands
    Army of the Dark Gaze-East of Say between Terran and Chiaro lands
Joy Afflicted
  Armies:
  From the Aeons:
    Preservers of Happiness-in Kruos
    Blossomers of Glee-in Kruos


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Chiaro Alliance Assualt on Adriana held Lindesfarne
8(roll)+2(Advances) vs 10(roll)+2(Advances)
9(roll)+2(Advances) vs 7(roll)+2(Advances)
3(roll)+2(Advances) vs 10(roll)+2(Advances)
5(roll)+2(Advances) -1(prior combat) vs 6(roll)+2(Advances)
The Chiaro's counter offensive is one that is marked by several armies coming together, which on one hand adds strength, but on the other it makes coordination harder.  The assault goes underway with a critical misjudgement, that the defenders are less numerous than they actually are.  Thanks to the ascended powers of the two avatars present and the large forced conscription and conversion, Lindesfarne is defended by a far larger force than the attackers realize, which they only discover once the battle has already been committed.  Overconfidant of their ability to take the city, the Chiaro led assault crosses the river just south of the city, but only when has it crossed halfway, with their force split in half, do they find the Adriana led armies swoop down from five different directions, three on the army half north of the river and two on the army stuck on the south.  The resulting confrontation is tooth and nail, with the forces north of the river crushed swiftly after the Zenith led Archmage Duncan's command is smashed by a concerted charge of fanatic Adriana worshipers.  The Zemeri mercenaries, sent to aid the Chiaro, are crippled by poor communication and unfamilarity with Chiaro army methods, and the resulting poor logistics lead to their army's swift anihilation.  Only south of the river is there a bright spot for the Chiaro, as the Purple Hearts, those rendered destitute and homeless by the armies of fanatics already, fight tooth and nail to slay as many attackers as they can.  In the process they anihilate the Crusaders of Coming Purity, but then the Scrounger Slave Phalanx under the command of Nicephorus sweeps upon them with swift ferocity, pinning them against the river bank and crushing them.

Adriana victory
Armies that survive:  Crusaders of the Flame, Crusaders of the Serene Heat, Scrounger Slave Phalanx, Besiegers of Flame
Armies destroyed: Crusaders of the Coming Purity, Army of Mists, The Purple Hearts, Deephallow Mercenary Company



Terran Assault on Pirate held Say
6(roll)+4(Advances) vs 9(roll)+2(Advances)
4(roll+4(Advances) vs 11(roll)+2(Advances) -1(prior combat)
10(roll)+4(Advances) vs 8(roll)+2(Advances) -2(prior combat)
Resolute on liberating all of their territory as they are, the Terrans have a particular problem with Say, namely that by now the city has been ruled as a pirate enclave for longer than it has been a Terren settlement, with even the native Terrans living by a loose, brigand inspired culture that while not quite lawless, most certainly doesn't mesh with the high, lofty ideals of the rest of their race, to say nothing of the generations of pirate Chiaro who have been born and raised here.  The result is a populace that firmly supports its de facto independece as a brigand run city state, one that is by now establishing its own independent identity.  This adds to the morale of the defenders, outnumbered as they are, and once again traps and ambushes to the north of the city are set, and once again they take their toll, with large casualties that wound or effectively cut off a full third of the attacking army.  The remaining force plows south in force, determined to crush any resistance it meets, which it invariably does.  A siege is quickly laid, but the wily pirates create havoc with the seige works, with underground tunnels dug to collapse seige towers and repeated raids implemented to steal or destroy supplies, leading to a long, drawn out and frustrated seige.  Over winter a bitter cold sets in, and frostbite and infections further dwindle the Terran army down by another half.  Still, the defenders have been battered and killed off steadily by the repeated fighting, and by the time spring comes there aren't enough men to adaquately man the walls.  A renewed attack on the city ensues, with Terran forces breaching the city at last and laying waste to the defenders.  

Terran Victory
Armies that survive: 1st Joule Infantry Regiment
Armies destroyed: Pirate Fleet, 1st Columbian Minutemen, 1st Hayek Infantry Regiment



Joy Afflicted Assault on Aeon held Kruos
7(roll)+3(Advances) vs 6(roll)+4(Advances)
11(roll)+3(Advances) vs 4(roll)+4(Advances) -1(prior combat)
To say that the city of Kruos was not expecting an assault is an understatement.  Indeed, the attack by the Joy Afflicted isn't even planned to be the assault it becomes, rather it begins as a more ad hoc march to the city's center and an attempt to take over all the critical institutions.  The defense is equally ad hoc, as the army knows as Khayos's Tournament rushes to try and beat off the interlopers and prevent them from imposing their heresy of imbalance up the crown jewel of the Aeons' civilization.  The sheer audacity and surprise of the attackers, however, puts the Tournament on the backfoot, and soon their crystaline shattered remains are strewn across the city, with the heretics establishing control of the Dimensional City.

Joy Afflicted Rebel Victory
Armies that survive: Preservers of Happiness, Blossomers of Glee
Armies destroyed: Khayos' Tournament
Title: Re: DoW the 3rd
Post by: William Swiftfoot on August 05, 2013, 08:07:21 PM
And so it begins...

Shape Climate(5) Along the northern reaches of Terran lands, it starts to steadily get colder. What was once a simply cold enviroment has now turned into the better ice covered tundra found more within its northern seas, if not feeling even colder...(B1-B2 cool to lowest temp level.)

Shape Climate(5) To the south of Hitark, the tempature slowly seems to do the opposite. What was simply warm tropical weather, slowly becomes warmer and drier, turning the lands to a desert like state...(G11-12 Warn to Highest temp level)
Title: Re: DoW the 3rd
Post by: Snow on August 05, 2013, 08:38:53 PM
Starting points: 9

Advance Civ (5)
"When there are ships to sail the void between the stars, there will also be skunktaurs to sail them."
Spaceflight was invented by accident, when the crew of the merchant airship Titan lost control of their altitude control for days on end. Heroic effort let them land on (well, crash into from below) one of the highest floating islands in the world. Their life support technology kept the air breathable long enough for Titan's crew to make repairs and return to report that they totally meant to do that.
Within a few years, there was a clamor for explorers to take to the "sable sea" and the moon beyond. But who would fund such a venture, requiring the finest airship ever built, for unknown gain? At first, the technology only enabled the use of more numerous and versatile airships, with obvious military uses. Many a Chiaro boy grew up with a personal "Red Flyer" air wagon, and yet more floating islands became inhabitable. Airship designers were thinking of far more than fun and adventure, though... They'd quietly begun to panic in the wake of the massive, evil force occipying their homeland, and it was said that foreign visitors could smell the people's unease.

Command Avatar (Wheel) To Create City (1)
For centuries, the holders of the Zenith had felt a subtle pull to go higher, to take to the highest mountains in search of adventure and then to ride airships. But Chiaro history had led them in other directions, delving to create cities like Tuatha and venturing outward to make contact with other races. Then came the war, when idealism seemed lost and victory through the traditional strategy of "whack it till it dies" had failed. It fell to the owner of a humble wheel to make the greatest voyage happen. At the time, no one knew it was that enchanted wheel; it was just part of the capstan of his cargo airship, not even the flashy lacquered steering wheel. He didn't think of himself as an adventurer, either, except in the sense that businessmen are all "adventurers". This man was Blake the Spotty, and he was the first one to really listen when the ambitious young mage Leod came to him with a daring proposal.
"I'm not a battle mage, nor a great healer. But in Tuatha I've spent my life keeping folks alive with food an' air an' water, so's they can go have their adventures. I don't think you want to be a hero either. But you've got a pile o' gold, and I think you know what..." He hesitated, then met Blake's eyes again. "What's going to happen. There's an army of madmen, and none fit to stand against 'em."
Blake winced; he'd lost someone many years ago at the great Battle of Lindisfarne. What had the world come to, that the beloved Brightlands could not be retaken by any army? It seemed as though there was nowhere left to go to escape them -- except to either retreat into the lightless world of the tunnels, or to go up.
Blake put a forepaw on the mage's shoulder and made a fateful decision. "I'll throw in my lot and my fortune with you, but you're going in person, and I'm going too."


Soon, there was a town in orbit. Tiny at first, Leod's Dun was a collection of tunnels and inflated domes built with a little Utoypian inspiration. There was no sign of sky monsters, but the place was still built with defensibility in mind. After all, there was known horror back in the world below. Over the years the place began to take on a more solid appearance as a gleaming, flying island with a classic black-and-white stripe band around its equator.

For the rest of his life as a high-flying trader, Blake wondered: had he been a coward, to run away from all that? "No," he told himself; "I'm building something that may yet save us all."

Command Avatar (Zenith) to Create Subrace (1)
Some Utoypians came along on the space mission. They seemed not to share the Chiaro sense of urgency and panic that drove the self-imposed lunar exile. But they'd consulted with Leod's Dun and with the current Zenith holder, who was far too busy trying to save his people to join them in the sky. Why go to war when there was a simpler way to help the explorer skunks? And so, their magic created the Plushstripes, skunktaurs made of living cloth and stuffing. They shared the same basic morality as their flesh-and-blood cousins (+1 alignment), and their much lower life support needs aided them in expanding Leod's Dun and exploring the moon.

The flying city became obvious to onlookers with telescopes, with airships and a form of radio broadcast maintaining contact with the world below. The generation of Chiaro and Plushstripes born in orbit began to question whether it was really their mission to go back to the icky ground someday, for more than a brief resource-gathering trip. Why not just stay up there, selling exotic microgravity magitech, and trying to snag passing asteroids?

Ending points: 2. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: Digital Vulpine on August 05, 2013, 09:10:13 PM
Following their hard-earned victory and an extensive rebuilding effort, the Joule 1st Infantry Regiment returns to their hometown to guard it until they are needed again.

Create Avatar: 7 points
Over the years, the tale of the revolution was told and retold.  The story of the heroic rebels who overthrew the witch queen and drove the barbarians out of Say gradually accumulated embellishments and exaggerations, though remaining fairly accurate on a basic level. The Federalist Papers are taught alongside the Founding Documents in every Terran school, its authors held up as heroic martyrs who gave their lives to ignite the revolution.  Their combined image in the public consciousness gave rise to a new guardian of the Terran people: Publius, the god of Liberty.

Command Avatar: raise army: 1 point
To preserve law and order while the new government is established, John Locke raises the 2nd Columbian Infantry Regiment in Columbia.

Command Avatar: raise army: 1 point
Publius stirs up the people's patriotic spirit in Say, forming the 1st Say Marines to defend freedom.

Command Avatar: raise army: 1 point
Outstanding GDP growth post-revolution generates enough surplus revenue in Hayek to fund the 2nd Hayek Tank Division.

Command Avatar: shape climate: 1 point
Behold, Isaac Newton did look upon the mysterious cold in the north, which did defy all science and reason.  So it was that he sayeth "Sod that!", and did promptly restore B1-B2 to its former temperate climate.

Meanwhile, hearing news of their eastern neighbors building a ship that could leave the atmosphere, the Terran president called a news conference in Joule to announce that, with Congress' authorization, he had launched a new space program and was going to offer a reward of one million Sterling to the first team to launch a citizen into space and return him alive.  Additionally, the first team to successfully land on the moon, record their landing, and return with a sample to verify their presence would earn a reward of 10 million Sterling plus a contract to supply the new Terran Federal Space Agency with rockets.

" We meet at a college noted for knowledge, in a city noted for progress, in a State noted for strength, and we stand in need of all three, for we meet in an hour of change and challenge, in a decade of hope and fear, in an age of both knowledge and ignorance. The greater our knowledge increases, the greater our ignorance unfolds.

Despite the striking fact that most of the scientists that the world has ever known are alive and working today, despite the fact that this Nationąs own scientific manpower is doubling every 12 years in a rate of growth more than three times that of our population as a whole, despite that, the vast stretches of the unknown and the unanswered and the unfinished still far outstrip our collective comprehension.

No man can fully grasp how far and how fast we have come, but condense, if you will, the 50,000 years of terrans' recorded history in a time span of but a half-century. Stated in these terms, we know very little about the first 40 years, except at the end of them advanced terrans had learned to use the skins of animals to cover them. Then about 10 years ago, under this standard, we emerged from our caves to construct other kinds of shelter. Only five years ago we learned to write and use a cart with wheels. The Founding Documents were written less than two years ago. The printing press came this year, and then less than two months ago, during this whole 50-year span of terran history, the steam engine provided a new source of power.

Newton explored the meaning of gravity. Last month electric lights and telephones and automobiles and airplanes became available. Only last week did we develop penicillin and television and nuclear power, and now if Terra's new spacecraft succeeds in reaching Ares, we will have literally reached the stars before midnight tonight.

This is a breathtaking pace, and such a pace cannot help but create new ills as it dispels old, new ignorance, new problems, new dangers. Surely the opening vistas of space promise high costs and hardships, as well as high reward.

So it is not surprising that some would have us stay where we are a little longer to rest, to wait. But this city of Joule, this country of the Terran Federation was not built by those who waited and rested and wished to look behind them. This country was conquered by those who moved forward--and so will space.

King Arth, speaking in 1630 of the founding of Ter, said that all great and honorable actions are accompanied with great difficulties, and both must be enterprised and overcome with answerable courage.

If this capsule history of our progress teaches us anything, it is that we, in our quest for knowledge and progress, are determined and cannot be deterred. The exploration of space will go ahead, whether we join in it or not, and it is one of the great adventures of all time, and no nation which expects to be the leader of other nations can expect to stay behind in the race for space.

Those who came before us made certain that this country rode the first waves of the industrial revolutions, the first waves of modern invention, and the first wave of nuclear power, and this generation does not intend to founder in the backwash of the coming age of space. We mean to be a part of it--we mean to lead it. For the eyes of the world now look into space, to the moon and to the planets beyond, and we have vowed that we shall not see it governed by a hostile flag of conquest, but by a banner of freedom and peace. We have vowed that we shall not see space filled with weapons of mass destruction, but with instruments of knowledge and understanding.

Yet the vows of this Nation can only be fulfilled if we in this Nation are first, and, therefore, we intend to be first. In short, our leadership in science and in industry, our hopes for peace and security, our obligations to ourselves as well as others, all require us to make this effort, to solve these mysteries, to solve them for the good of all people, and to become the world's leading space-faring nation.

We set sail on this new sea because there is new knowledge to be gained, and new rights to be won, and they must be won and used for the progress of all people. For space science, like nuclear science and all technology, has no conscience of its own. Whether it will become a force for good or ill depends on us, and only if the Terran Federation occupies a position of pre-eminence can we help decide whether this new ocean will be a sea of peace or a new terrifying theater of war. I do not say the we should or will go unprotected against the hostile misuse of space any more than we go unprotected against the hostile use of land or sea, but I do say that space can be explored and mastered without feeding the fires of war, without repeating the mistakes that the races have made in extending their writ around this globe of ours.

There is no strife, no prejudice, no national conflict in outer space as yet. Its hazards are hostile to us all. Its conquest deserves the best of all terrans, and its opportunity for peaceful cooperation may never come again. But why, some say, the moon? Why choose this as our goal? And they may well ask why climb the highest mountain? Why, 35 years ago, fly around the world? Why does Hayek play Say?

We choose to go to the moon. We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one which we intend to win, and the others, too. "

Points left: 1
Title: Re: DoW the 3rd
Post by: I am the IZOD on August 06, 2013, 01:30:57 AM
Catastrophe (10)

The Merchants of Htark had grown rich and powerful off of the metal trade coming down from the highlands to the south.  How ironic, then, that the metal trade would be their undoing.

Tradesmen from the south brought back with them a most curious metal.  When viewed upon in the dark, the metal glowed a faint blue.  Naturally, the rich merchants were absolutely fascinated by this magical metal.  They experimented with the metal, and discovered ways to mix it in with the paint used for their rooms, and to turn it into powder so it could be mixed with their drinks giving them a neat glow.

The merchants latched onto this new metal, and made deals with the tradesmen to bring it in regularly.  Convinced that this magical metal heralded good days for them all, they declared that a city-wide celebration was in order.  Libations were poured out in excess, and a large quantity of metal powder was dumped into the water supply, showing all the wealth of the great city of Htark, exposing a majority of the city to it.

Months passed, and the sicknesses began.  Lesions had formed on the skin of those who handled the metal.  Those who ingested it experienced extreme fatigue and weakness.  Sores formed on their bodies.  They felt extreme pain in their bones, which when they died was found to be cancer of the bone.  By a year later, half the city had died.  Seditious feelings had mounted to the boiling point, and everyone knew who was to blame.  The remaining citizenry formed a mob, and stormed the homes of the merchants and leaders.  The streets were filled with their cries and screams as they died horrific deaths.  

But even with revenge satisfied, most of those remaining succumbed to the sickness and died.  With most of the population dead, the few who were left deserted the city of Htark and it was reclaimed by the wilderness.

The City of Htark has been cleansed of its decadence.

10-10=0
Title: Re: DoW the 3rd
Post by: Draykin on August 06, 2013, 03:57:52 PM
Silence



...PASS


Points Remaining - 10
Title: Re: DoW the 3rd
Post by: Stormkit on August 06, 2013, 05:22:40 PM
The events perpetrated by the Joy Afflicted shock Aeons everywhere. The good natured Aeons were supposed to step in if the bad ones went too far. Everyone expected that if problems were going to arise it would have been from the League of Necessary Evil, not the counterbalance. Furthermore even then no Aeon should even dream of killing another. Always before even the most opposite of Aeons could get along in peace and the joy afflicted were therefore no longer Aeons. These events, combined with the recently purified lands to the east cause a severe case of alarm in the Aeons and it's quite possible that they overreact.

Command Order (The Balance): Raise Army - 3pts
The Balance talks together and quickly form an Army by the name of 'Restoring Force'. Things have gone quite far enough and it is time to set them right.

Command Order (LoNE): Raise Army - 3pts
Suspecting that their current armies may not be enough, and liking their acronyms perhaps a bit too much, the LoNE forms the STaND army, 'Super Tactical and Necessary Deployment'.

Command Avatar (Khayos): Command Armies - 1pt
Little and less is known about this figure, practically a legend among their people. No one is quite if he is the same 'khayos' or if it is a lineage. He just seems to pop up in places knowing way more than any Aeon should. It is long suspected now that he was responsible for that transportation mayhap oh so long ago. As such, when someone ran into him, they were nervous at first, but when they asked him to lead them into battle, he basically grinned and said 'sounds fun!' He somehow managed to coordinate an attack from multiple parts of the city with the three armies, though by request he allowed LoNE's STaND to lead the charge.

Flavor Text in the event that Kruos is retaken
For all that the Joy Afflicted had commited the greatest sin an Aeon can, those fighting to reclaim the city did not wish to stoop to the same level. As such, no prisoners would be killed, but rather exiled to a separate dimension where they would not be allowed to return. A similar fate would be given to any member of the Joy Afflicted found in the city (or elsewhere). The way into the exile dimension (and back) was locked, and the keys kept hidden by members of The Balance for the possible emergency that LoNE goes as rogue as they did. But in the meanwhile, good was having far too great an impact on the world and something needed to be done about that.

Flavor Text in the event that Kruos is not retaken
The Aeons realize this is not working, it is time for them to melt into the shadows and start a war of attrition. They go into exile now, but this fight is not over.

In either case, they send messengers to the Zemeri who seem to understand the value of darkness and the cultists of Adrianna. Just in case of a bad reaction, they sent fire based elementals in case the cultists decide to just burn them alive. Both are disguised as mortals using their shapeshifting talents. Chiaro and Terrans mostly, though perhaps some Zemeri in case that people react better to their own kind.

Points at Start: 10
Points Spent: 7
Points Remaining: 3
Title: Re: DoW the 3rd
Post by: Fax on August 11, 2013, 06:08:23 PM
Advance Civilization (Ablative shielding) [5] - The zemeri artificers, in what was initially an attempt to improve mining efforts accidentally stumble across the secrets to create energy shields capable of protecting the users from both projectile and magical influences.

Command Avatar (Create Army) [1] - "Deephallow Mercenary Company" - The Mercenary company retreats back to Deephallow after the disasterous encounter at Lindesfarne. Upon their return the Wanderer decides that the company is far too useful to let dissipate and orders a recruitment drive to replenish their ranks.

Command Avatar (Shape Land) [1] - The Dungeonkeeper orders the Zemeri to continue their expansion of the dungeons, complexes, tunnels and caverns beneath the land
Title: Re: DoW the 3rd
Post by: Tizocoatl on August 11, 2013, 08:45:31 PM
no eloquent story this time, i'm tired

Advance Civilisation: (5 pts)

Megaships:
With the aid of shared Knowlsek technology the Tiatlaca have gotten over their fear of heights, creating the megaship. a city-sized battleship built to sustain an entire city as well as serve as a military transport. at the moment only one such ship exists...

Command Avatar //Tehuan// Create City: (1 pt)

the first megaship ever created was the Cloudcutter Memepixque. it's maiden flight begins just north of Den Zacatl on the coastline.

0 points remain


Toast: use this http://i.imgur.com/Cu9gO7n.png
Title: Re: DoW the 3rd
Post by: PrincessToyTime on August 11, 2013, 08:53:14 PM
Advance Civilization - 5 points.

The Utoypia undergo further research of their islands and realize with the proper application of science and magic, they can manufacture modular, expandable, portable versions of their floating helium-filled islands! allowing them to expand out into the vast sea, setting up outposts and giving them greater flexibility of where to go.

Advance Civilization - 5 points.

While the island research was being undertaken, another research team decided their armies needed more effective weapons and armor, the result was bubbles being launched from various sorts of guns, cannons, and the like, even throwable bomb-like prototypes were proposed, these could toyify any who were unfortunately hit by such things, they also adapted special cloth-like armor, very magically durable and could self-repair.

10 points consumed, 0 remain. [:)
Title: Re: DoW the 3rd
Post by: DigitFiredrake on August 12, 2013, 10:01:07 PM
Create Avatar -7

Belzon lived in the home city of Maze looks like a normal teenager... but is in fact 327 years old, he is a master of the clocking powers and has slowed his aging massively. He has managed to raise to the lead of the main army of Maze and has just been tasked with looking into the new mercury order.
Title: Re: DoW the 3rd
Post by: Donnie on August 12, 2013, 10:02:34 PM
Create Subrace-4 Followers of Origin
Having established themselves a strong centralized order and all whom reside in Lyndisfarne have converted, she announces the formation of an independent nation. The Followers of Origin.
The culture established tends to be rather xenophobic but welcoming to 'converts' who come to join the flock.

Command Avatar Adriana: Raise Army -1 Fleet Command
Adriana grins in accomplishment, her crusaders having made much progress in expanding and developing the needed infrastructure for what comes next.
"We shall build great ships to take to the most dangerous of seas and tame as one does to a pet..."

Advance Race Followers: Ascended Knowledge - Classified Weapons -5
"... We shall rain fire on the forces of evil that pervade the cosmos and smite all who dare resist the Origin."
Famed converted engineers received thousands of pages worth of complex designs and blueprints for technology completely beyond their comprehension. Still, the works were translated to be manageable for their mortal minds. They and thousands of workers went to work on a massive project...

Command Avatar Morgana: Raise Army -1 Plague of Locust
Morgana had not bathed in months. She grew tired of scrounging the land for whatever men and food she could find to support her plans. She lays eyes northward to reclaim what she had lost.
"Soon... they shall pay..."

Points Remaining: 0
Title: Re: DoW the 3rd
Post by: FrostedLights on August 12, 2013, 10:05:27 PM
Create Avatar-
Tempest becomes an Avatar

Points Remaining: 4

(Story with next post, sorry :( )
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 12, 2013, 10:07:13 PM
Fiiiller post about stuff and monkeys and penguins and Charlie Chapman
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 13, 2013, 02:27:17 PM
Command Avatar-Corrupt City-1 point
Hrakihk eventually wanders north, into the lands of the Zemeri, grumbling to the world at large and full of spite in general.  The Zemeri are an oddly humored race, defiantly living in cursed lands that makes a formidable, resolute people.  Naturally Hrakihk hates them, and out of spite heads to Duchlesa Breh to spread trouble, gradually creating strife, cursing the flora and fauna, and spreading an aura of discontent and spite.  The city's rulers and merchants begin to succumb, oppressing the masses with an iron fist.

Command Avatar-Corrupt City-1 point
The Jeagers know some things about the chipper Utoypians landing on the north shore of their continent, and they aren't pleased by them.  When Flurps swims by to spread joy to them, the Jeagers scowl in disgust, put off by the overt and gaudy displays of happiness.  She continues to try and spread joy to them, but their hearts only harden as the city of Daishi becomes choked by anger that radiates from the inhabitants, seeking to differentiate themselves from the sickening masses of smiles to their north that ominously become more advanced than they.

Command Avatar-Corrupt City-1 point
The Ember Wind Dragon flies across the earth, running over the seas to the northwest, finding with a the Terrans, a peculiarly industrious people who pride themselves on their government and craftsmanship.  However, this new “industrialism” they are eager to embrace is happening at a fast pace, seeing rich industrialists come to power at the expense of their fellows, a trend that is nowhere more apparent than in the city of Columbia.  This, combined with a growing paranoia about the powerful Utoypians to the south across the sea creates an atmosphere of dread and loathing, causing Terran to curse his fellow Terran.  An atmosphere of mistrust and mutual contempt begins to grow, as the city comes under corrupt control of the party machine run by the local Comstock family, which, borrowing from their longtime Chiaro neighbors, use airship technology to create a floating capital district for the city of Columbia, where the rich and affluent increasingly relocate to.

Command Avatar-Corrupt City-1 point
Disgusted by the overwhelming good in Lindesfarne and the surrounding hinterland, Nicephorus does what it takes to corrupt and degrade the landscape, though it is a process that takes a great deal of time. 

Command Avatar-Corrupt City-1 point
Meanwhile, in the south Zerky comes across the Tiatlaca, and their northern city of Den Zacatl.  Regarded as a bizarre curiousity by the inhabitants, but little more, Zerky is rather offended by their overall dismisal of him.  Distraught, he heads to the local pub, and starts helping the Tiatlaca brew ales, liquors, wines...

Before long the city of Den Zacatl aquires a reputation, a city of rampant hedonism and debauchery, a city devoted to wine women and song and little else, to the increasing disadvantage of its ever more disenfranchised masses.

Advance Civ-5 points
The Followers of Origin soon can no longer be regarded as an offshoot of the Chiaro who happen to be under the thrall (or service) of Adriana.  They become a multiracial enterprise, though at this juncture still largely dominated by Chiaro manpower.  Their Priors, the mystically inclined “priests” or “enforcers” of Adriana are soon imbued with great powers.  Soon the Powers of the Priors add a formidable and terrifying addition to the Followers' arsenal.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 13, 2013, 04:40:11 PM
Turn 10
This is the last turn of the 2nd age unless people vote otherwise.
Unless I get 7 players voting for keeping this in the 2nd age we are moving on

Digital Vulpine - (12-11=1) 1+3+10=14 moved
Donnie - (11-11=0) 0+3+12=15 moved
Draykin - (10-0=10) 10+0+4=14 moved
Fax - (10-7=3) 3+3+3=9 moved
FrostedLights - (11-7=4) 4+3+9=16 moved
I am the IZOD - (10-10=0) 0+3+8=11 moved
Kenku - (60-10=50) 50+0+3=53 moved
Radioactive Toast - (15-10=5) 5+3+12=20
Snow - (9-7=2) 2+3+11=16 moved
Stormkit - (10-7=3) 3+3+8=14 moved
Tech - (9-7=2) 2+3+6=11 moved
Tizocoatl - (6-6=0) 0+2+10=12 moved
Trask - (10-10=0) 0+3+2=5 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img15/1567/mkn.png)
Alignment
(http://imageshack.us/a/img22/9325/u59v.png)
Underground
(http://imageshack.us/a/img703/3827/zwez.png)
Climate
(http://imageshack.us/a/img43/1945/3rah.png)
Races
(http://imageshack.us/a/img833/3416/jxr.png)
Race color key
(http://imageshack.us/a/img542/6941/vm7p.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Kruos
    Restoring Force-in Kruos
    Super Tactical and Necessary Deployment-in Krous
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+1
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Highland Watch-in Highland
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Crusaders of the Flame-in Lindsfarne
    Crusaders of the Serene Heat-in Lindsfarne
    Scrounger Slave Phalanx-in Lindsfarne
    Besiegers of Flame-in Lindsfarne
    Fleet Command-in Lindesfarne
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Joule Infantry Regiment-in Say
    1st Terran National Guard-in Ter
    1st Say Marines-in Say
    2nd Hayek Tank Division-in Hayek
    2nd Columbian Infanty Regiment-in Columbia
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
    Armies:
    Explorational Defense Force-in Den Tietzal
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Armies:
    Fleet of Joy-in Hugalot
    Legion of Happiness-in Hugalot
    Harmony Corps-in Hugalot
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow

Other
Forces of Morgana
  Armies:
  From the Terrans:
    Army of the Vengeful Queen-East of Say between Terran and Chiaro lands
    Army of the Dark Gaze-East of Say between Terran and Chiaro lands
    Plague of Locust-East of Say between Terran and Chiaro lands


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Aeons Assault on Joy Afflicted held Kruos
11(roll)+3(Advances) vs 10(roll)+4(Advances)
7(roll)+3(Advances) vs 4(roll)+4(Advances)
3(roll)+3(Advances) vs 2(roll)+4(Advances) -1(prior combat)
The Joy Afflicted quickly realize that in their ad hoc, cobbled together haste, they have crossed a moral event horizon from which it is unlikely they will return.  They know the rest of their kind regards them as heretics and a dangerous threat, and worst of all a tremendous imbalance.  The assault that follows is one that is bitterly fought, with both sides thrashing each other with all their might.  The Standard Tainted Army Responders from Trados are the first in the attack, and they mightily bloody the Preservers of Happiness.  The struggle is ultimately inconclusive however, with the STAR army forced back after hours of fighting, though in an orderly and well conducted manner that preserves them as a fighting force.  The Resotring Force is able to deal a crushing blow to the Blossomers of Glee, routing them into the streets of Kruous while the worn out and tactically exposed Preservers of Happiness find themselves broadsided in a crude and blunt all out assault by the Super Tactical and Necessary Deployment.  The attackers nearly fall apart due to little cohesion poor organization, but the Restoring Force saves them in the nick of time to catch the Preservers in a pincer, ensuring that the heretic menace is crushed.

Aeon Victory
Armies that survive: Standard Tainted Army Responders, Resotring Force, Super Tactical and Necessary Deployment
Armies destroyed: Preservers of Happiness, Blossomers of Glee
Title: Re: DoW the 3rd
Post by: I am the IZOD on August 13, 2013, 05:06:07 PM
Catastrophe (10)

In the throes of hedonism, the Tiatlaca of Den Zacatl continued to seek new wicked acts to perpetuate.  One such act was the creation of the Arena, where the wealthy took random members of the commoners, turned them into armies and pitted them against each other in a colliseum.  This continued for years on end, and the dead were collected beneath the arena in the catacombs.  Surely it was inevitable that this practice would come back to haunt the city.

And indeed it did come back and haunt them.  A night came that, without warning, legions of phantoms of the fallen, streamed out of the catacombs and into the city.  Cries of terror echoed through the streets as the vengeful dead slaughtered every living thing they came in contact with, and thus was the city laid waste.

While some blamed this occurance on "strange creatures in black robes, placing incantations in the catacombs," most believed that this was an act of the Gods.  The Gods, displeased with the holocaust occurring in the city, raised the dead to wreak havoc on the wicked. 

Needless to say, the few who survived quickly fled the city, either to the Tiatlaca home, or out into the countryside.  Thus, the city of Den Zacatl was no more.


The city of Den Zacatl has been cleansed of its decadence.

Command Avatar-Create City (1)

The Crondin, desperate for a easier, more efficient access to the riches of the Southern Highlands, rebuild the City of Htark on top of the old ruins.

11-11=0
Title: Re: DoW the 3rd
Post by: PrincessToyTime on August 13, 2013, 05:23:58 PM
Command Avatar - Syrask Kyuro - Create Order - 1 point.

Syrask decided there needed to be a bit more organization with the Utoypia, the Toymancers governed only some of their kind, another order was needed to keep this sort of stability facilitated, and also for spreading the toy-based joy, the solution of course, was to create the Puppetmasters, a new order designed to lead armies outside of their territory in times of war, and to manage any acquired territories.

Command Avatar - Trasiro Kyuro - Create Army - 1 point.

A new army was formed by Trasiro who thought a little bit of extra protection, and whatnot was a good idea to invest in, additional toys made recently were formed into the Squeak Squad, the finest from Squeak! to further the Utoypia's plan!

Command Order - Toymancers - Create Army - 3 points.

While this was all happening, the Toymancers round up some toys in Hugalot into the Huggernaut, they too would serve their kind proudly, no matter what happens.

5 out of 5 points consumed, 0 remain.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on August 13, 2013, 06:17:49 PM
It Begins...

CATASTROPHE! - RAAAAWWWWRRRR(10) -

While Issac's manuvers kept the climate stable for another century, it could now stop the events that were about to unfold. As the century closed, a massive snow storm enveloped much of the Northern Lands (A1-A2), as the rapid cold reached its peak, there was a flash of light, and a booming crack of sound, much as if there had been a giant bolt of thunder...From within the blowing snow, there now appeared...a giant elemental Kitsune appeared around the area of A1.

Standing quadupenally 40ft tall, the elemental fox was covered in thosands of small sharp spines of ice, its eyes crystalline clear and cold, its three tails swirling the wind about it and its breath as chilling as a winter storm. On lookers watched as the elemental stood before looking off to the Southeast, and beginning to march that way, stepping along steadily and undeterred, even to the horror of thoes that would be in its Icy Path.

This path included much to the horror of the Terrans the city of Ter, to which it lumbered into uninvited. The Terran Gaurd found valiently, as the rail gun proved to push it the elemental away, but still it marched on, leaving a scar of frozen ice in its wake as it lumbered away. As the Icy Elemental continued southeastward...it suddenly stopped. Curling up, it slowly formed itself into a giant glacier in B3, and began to sleep.

Meaaaaanwhile

CATASTROPHIE - MORE RAWWWWWWWRRRR(10)

Within the sand of G12, as the temptures reach there highest, a suddenly snow storm picks up, with an ungodly roar, as from within the desert, there appears a second three tailed fox. Much like its cousin, this one takes traits much from with it came.

Standing also at 40 feet tall, this elemental fox is seething with heat, so strong that a simple touch can light fires and melt structures, the tips of its fur over 100 degrees, and its mere presence raising an area's ambient tempature an additional 10 degrees, and each of its three tails floating with a seering hot flame.

As the storm began to settle, the Elemental Kitsune began to lumber north. Barely missing Htark, it lumbered into Kelorn, building melted and water boiled as the Kitsune marched past, passing straight through no matter what was in the way or what attacked, leaving behind it within the city a scar of melted metal and glass.

Lumbering on, the Kitsune marched into the sea...and then began to sleep, forming a small island within E12.

As both Elementals slept, the climatic changes that brought them resided(return to climate before "Shape Climate" actions)
Title: Re: DoW the 3rd
Post by: Snow on August 13, 2013, 10:36:40 PM
Starting points: 16
Age Vote: YES, advance to Third Age

Command Avatar (Zenith) to Create City (1)
Ultima Thule. The new city lurked deep underground, sustaining itself with the heat and energy of the region's geothermal vents. Its people desperately dug in, so fearful of the traitors outdoors that generations grew up thinking of their ancestral home, the Brightlands, as a place of terror. In this respect the fire-worshipers had already won. Chiaro historians decreed that this city's founding marked the end of the true era of heroic adventure. It was a place established out of fear, and its outer walls and convoluted entrances made that plain. Yet inside, those welcomed to Ultima Thule could find shelter, food and light even in what would naturally be a deadly place. The Chiaro took some solace in that.

Purify City (Area around Tuatha: B6,A6,B7 and E6) (3)
"The Adventurers' Guild? Why do we even call it that anymore? We're practically afraid of the sun!"
"Not sunlight, kid. Fire."
The young mage stomped his paws and raised his tail. "So there's no plan at all to go liberate Lindisfarne? The land itself is losing its holy power! I've seen evidence from the scouts!"
"And? You volunteer to get yourself killed out there? There's enough 'adventure' here in the caves, still. Have you even been out east?" The lizardmen say there's no end to the tunnel networks."
"Even if we can't save the Brightlands directly, we can still fight back."


Chiaro researchers who had seen both the power of the Brightlands and the extensive magitech of Tuatha and the new orbital settlement, had a strong understanding of what exactly made land "purified" and "liveable". So, they used their most advanced enchantments to enhance Tuatha and much of the surrounding area. In the process they made Tuatha itself more "pure" and "holy" than any place ever seen before. Where one tier of purification made for a land of unnaturally pleasant climate and fertile land, two tiers brought a vague mythic quality to reality such that people began to feel that everything would be okay, no matter what. And three tiers...

Purify Civ (Chiaro)(3)
"Gentlemen, the fault lies in our own nature." Professor Bligh Machugh showed off diagrams of the Chiaro people's lands, and of a stylized Chiaro posing in a circle. "We are both black and white. I don't particularly want to change that in a literal sense, but we've seen now that because of the natural advantages we have over the hapless bipeds, the greatest threat to our people are themselves. Our own people can turn against the cause of light and liberty! And so I propose to begin the modification and purification of our own kind, and not merely the caverns and fields of home."

The Chiaro reach an alignment of +2. Note that this change does not affect their wayward, increasingly evil kin in the Lindisfarne area. (If allowed, though it's probably not, it'll affect the Plushstripes too.)

Command Order (Adventurers' Guild) to Create Army + Command Avatar (Zenith) to Lead Army (3+1)
The Plushstripe ambassador hopped down from his airship and squished slightly as his fabric body took the impact. The hovering island itself also gave, since it was inflated. "We need your help!" he said. "Can't you whip up some kind of artificial juggernaut to help us take back our capital from the scary evil fire people?"
"No," said the perpetually smiling plush bear wizard. "But only because the name's already taken."


Soon, a terrifying and/or ridiculous sight came slouching toward Lindisfarne. Its entire body rattled faintly when it moved, like a sack of small objects. Its claws were mere fabric, but the razors at their edges were not. Of course, the whole thing was designed with fireproofing in mind. A terrified scout raced home, shouting, "It's some kind of... It's...!"

Another villainous Chiaro pointed and shouted. "Look! The Beanheamoth is attacking the city!"

The Beanheamoth gave a mighty squeak and charged, with magical bubbles issuing from its maw.

And finally, Command Avatar (Wheel) To Create City (1)
The city of Newcastle was established as a resource-gathering base for the people of Leod's Dun, who found it most convenient to land in places near the equator. Chiaro youths from the sky were surprised and delighted by what they found: Dirt! Monsters! Rain! All kinds of cool things to rekindle the adventuring spirit! A coastal site at E5 became the new local population center, with a distinct high-tech look due to its orbital origins. The new groundlings continued to trade with Leod's Dun and the Utoypians, while some of the braver Plushstripes focused on exploring the hot, dangerous canyon and the nearby cave networks.

Ending points: 4. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: Tizocoatl on August 13, 2013, 11:03:20 PM
...you won't like me when i'm angry...

Command Avatar //Tizocoatl// Rebuild (create) City: (-1 pt)

"...now that's just going too far"

With a burst of arcane energy Tizo was standing in the middle of the deserted city of Den Zacatl. As he surveyed the ruined streets and the massive arena towering over the rooftops, he clenched his fists, wisps of starpower crackling over his body as time flew back around him, showing him the past 200 years of battle, conflict, and a very odd looking dragon-thing.

"...way too far..."

With a single wave of his webbed hand the recently risen corpses littering the streets dissolved into mist. With an upward stroke, like a conductor raising his baton, every last wreck of a building rose again to it's former glory.

"...time to get involved"

With a blast of energy Tizo vanished, streaking into the sky in search of information on the destruction of his city. Within years the Tiatlaca have reclaimed the city and are once again thriving with new scientific discoveries.

11 points remain

Purify City: Den Zacatl (-3 pts)

With new motivation never to repeat the monstrosities of the past, Den Zacatl is cleansed of it's evil and class conflict.

8 points remain

Command Avatar //General Telectol// Raise Army: (-1 pt)

Tehuan is absolutely shocked that such a city as Zacatl would fall so quickly. at the recommendation of military advisor Telectol a specialized army built to hit and run, trained to sweep over battlefields like a wave and vanish just as quickly, is raised in Den Tietzal. The army of the Frost blades this shock force is prepared to strike anywhere, anytime.

7 points remain

Advance Civilisation: (-5 pts)

War is in the air near the south pole. and with it came new advents in weaponry from the Tiatlaca and also from the positive alliance with the Knowlsek. new methods of refining can produce incredibly potent forcestone samples which are incorporated into things like boots, which allow the wearer to launch themself high and far through the air, and small handheld cannons with impressive power. The Tiatlaca are ready to become a dominating fighting force.

2 points remain

Command Avatar //Tehuan// Create city: (-1 pt)

Tehuan commissions another Megaship for use by the military, this one takes off from Den Tietzal on the eastern coast and is named : Cloudcutter Pixacosta

Command Avatar //Tehuan// Command Armies (-1 pt)

Prepared to retaliate in any way possible for the corruption and destruction of his entire scientific colony, Tehuan sends the Explorational Defense Force and the Frost Blades to assault the newly rebuilt city of Htark

0 points remain




also i vote to stay in age 2 for one more turn

Title: Re: DoW the 3rd
Post by: Draykin on August 14, 2013, 01:00:53 PM
The eerie inactivity continues...

TURN PASS

Meanwhile, in Deracol, Nocturnal diggers begin to uncover ancient artifacts from a time long ago... Work begins on translating.

Points Remaining - 14
Title: Re: DoW the 3rd
Post by: Digital Vulpine on August 15, 2013, 03:43:44 PM
Command Avatar: Purify City: Columbia: 1 point
John Locke finds the situation in Columbia unacceptable.  With a little encouragement to informants and some conveniently found evidence, the Comstock family is soon brought to the attention of Federal law enforcement.  Following a thorough investigation, the Comstock Machine is brought down and its members arrested for sedition, multiple Constitutional and Civil Rights violations, numerous counts of murder, money laundering, tax evasion, and littering.  The city government is restructured into Constitutional compliance, and an interim mayor is appointed to run the city until the next election.  The rule of law is restored.

Advance Civilization: Secure Satellite Networks: 5 points
The Terran space program pays off rapidly, though manned missions to the Moon and neighboring planets have only resulted in territorial claims and small scientific outposts so far, the gains in orbit are far more tangible.  Telecom satellites allow worldwide communication and media broadcasts, while the new Global Positioning System allows people to know their exact location on the planet at any time.  Advances in satellite technology eventually led to the development of the Peacemaker Orbital Defense System, which allows commanders on the ground to call in precision orbital bombardment anywhere on the globe.

Advance Civilization: Power Armor: 5 points
Advanced robotics and compact generator technology leads to the development of self-actuating armored exoskeletons, commonly known as Power Armor.  Troops equipped with power armor are better, stronger, faster than conventional infantry.  Their armor's systems allow them to equip and utilize assets that would ordinarily be too heavy or too dangerous for an unarmored Terran, such as jet packs, shoulder-mounted missile pods, rotary guns, and portable railguns.  Advanced communication and sensor suites allow unprecedented situational awareness, and the armor's composites have been tested to withstand most known small arms.  Power Armor features a completely self-contained environment with advanced atmospheric filters, temperature regulators, water recycling systems, and oxygen reserves capable of sustaining an active Terran for up to six hours in a complete vacuum.  

Command Avatar: Raise Army: 1 point
Isaac Newton is pleased with the rapid pace of technological development, and raises the 2nd Joule Mechanized Infantry Regiment to demonstrate the latest breakthroughs.

Command Avatar: Raise Army: 1 point
Publius raises the 3rd Columbian National Guard to police the city while it undergoes reconstruction, and ensure that the officials overseeing the restoration do not become oppressors themselves.

Command Avatar: Raise Army: 1 point
Adam Smith, with his invisible hand, ensures funding is available for the 3rd Hayek Mobile Infantry Regiment to protect the Federation's trade lanes and the newly emerging deep-space mining industry.

Points left: 0
Title: Re: DoW the 3rd
Post by: Stormkit on August 17, 2013, 02:52:35 AM
So just to get this out there... Aeons are preparing for war.

Advance civilization - 5 pts
Their scientists study a couple of joy afflicted kept captive to determine just what happened to their brains as they begin to devise a defense against it and other similar effects of brainwashing. Hopefully one day they will be able to cure their wayward souls.

Advance civilization - 5 pts
While elemental alchemy can do many nifty things, the produced artifacts don't exactly have large area impacts. Unless they work together... After much testing, a way is figured out how to combine artifacts to have bigger and better effects, essentially flat out magitech by now. There are also hints at larger... very widescale applications and Aeons have started leaving crystals hidden around the oceans near Utoypia.

Command Avatar: Create Order - 1 pt
The Unextinguished Hope
Not all the joy afflicted were captured, especially not the ones who were lesser effected. These good natured Aeons who didn't quite go crazy found they had to lay low for a time due to the ill advised actions the the joy afflicted. These remnants found their way guided, oddly enough, by the very commander of the army that rounded up all their former compatriots and banished them. These remnants realize that it is best to stay underground until the anti-good fervor dies down a bit.


Points at Start: 14
Points remaining: 3
Title: Re: DoW the 3rd
Post by: Fax on August 19, 2013, 09:51:54 PM
Advance Civilization (Magicite) [5] - A highly secretive group within the Zemeri artizans and researchers stumble upon something curious. Having retained a number of explorers who had been lost in the labyrinths beneath zemeri lands in a near death state they discovered a means of crystalizing their power into a gemstone. These stones were found to be able to lend their power to those that bore them, enabling a rare few of the otherwise magically bereft Zemeri to partake in the arcane arts. None but a select few actually know the origins of the stones.

Command Avatar (Create Army) - The Dungeonkeeper declares the need for additional military forces and so founds the Nightspire Lancers. The lancers are tasked with protecting the southern borders of the Zemeri Territory.
Command Avatar (Create Army) - In agreement with the Dungeonkeerper's declaration, the Wanderer founds the Shattered Coast Reavers, after the northern coastal region of the Zemeri Territory.
Title: Re: DoW the 3rd
Post by: FrostedLights on August 20, 2013, 01:32:29 AM
Starting Points: 16

Advance civilization (Force of Night) - The Pendri find strength in their curse, and at night their strength is bolstered.

Advance Civilization (The Great Towers) - The Pendri maintain naval and air superiority via the two mighty towers.

Advance Civilization (Blindsight) - The Pendri of the Emerald Grotto no longer require light to see, courtesy of their curse.

The High Priest raises an army, a mighty force to stand against the darkness. (Command Avatar)
Remaining Points: 0
Title: Re: DoW the 3rd
Post by: DigitFiredrake on August 20, 2013, 06:04:02 PM
The tiMe Of inSight is coming... The TRUTH will bE knOwn....

So said Entopius as he walked to the shore with his new found followers. "We shall spread the path to oneness. All shall be scoured until all truth is one. When I was a child, I was much like you." He continued pointing to a fox like Knowlsek. "I saw man attacking a young lady much like this fair child" Pointing to another more otter like lady. "I asked them to stop... asked them why they were doing this... they would not stop... I pleeded with them...  I lived a wealthy life of pleasure... I wondered why it was not like this for all... I saw these men, and knew that they were at lest part of the reason why this world was broken... but why where they broken? Where did their evil come from? I asked these questions... I felt compelled to find out, to fix this world. I started that day... "

"I took them apart... slowly, to find out why... what made them tick.... why they did what they did. It took time, they lied at first, but as I fought them, my power of the separation started to become more clear. The same energies we to power our world are in all things, I found I could draw them out, dividing them... and dividing the object holding them as well. I learned about their lives, how they came to be what they were... but as it answered questions more arose. I soon realized my struggle was not to be answered easily. After years of fighting those who opposed my body was failing. Everytime I deconstructed something tho, I learned how it was made... I used this information to make my form harder, solidifying my form in this manner. I wish it was not as repulsive as it is. but that is from the scars of war. And within is the purity of form, strength, power, speed and wisdom!"

"NOW MEN NOW IS THE TIME WE NEED TO FIND THE ANSWERS! NO MORE SUFFERING ONCE WE HAVE FOUND THE ROOT!"

With that he sent his men far and wide!

Form avatar -7
In the lands of Utoypia his men found a new follower Jack-The-Ripper-In-the-Box. He was not the normal toy... and he wanted to find this new justice a home.

Command Avatar - 1 Form army
Entopius formed the first SightSeekers in the woods east of Maze!


Command Avatar - 1 Form army
Jack-The-Ripper-In-the-Box worked hard and started building constructs using Utoypia advanced knowledge to build a force worthy of the cause requiting any other Utoypian toys who felt that this path could be the way to fix the rest of the world!
Title: Re: DoW the 3rd
Post by: Donnie on August 20, 2013, 06:19:06 PM
The Halls of Celeste flickered from the light of thousands of candle lights illuminating the grand atrium, the grandiose marble architecture glosses and shines only tarnished by the boots of the tech foremen bringing in reports from the labs.

"How goes the call to arms?" Adriana spoke through her walls of flame.
"The workers are tired, my lady, but they are driven to accomplish their tasks and please thyself."
"And they will be rewarded as their due."
The servant bows and leaves the halls, the military adviser steps forth, "My lady, the threat at hand?"
"Distribute the new weapons to the ground troops. I had wanted to unleash Avalon on our foes."
"Yes my lady, Avalon is not yet complete."
"So be my displeasure that the unbelievers would dare unleash such an abomination upon our sacred citadel."

Advance Civilization -5: Excalibur A Mysterious Weapon
Advance Civilization -5: Camelot A Mysterious Defense
Advance Civilization -5: Avalon A Mysterious Power

A strange mound has formed in the forests around Lyndisfarne......

Remaining Points: 0
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 20, 2013, 08:00:26 PM
Advance Civilization-5 points
In the city of Nuz the Miz happen up on a chance discovery while one individual trader experiments with the various gasses the Knowlsek have used for generations now.  While not able to extract the exotic gasses at their source, they do discover how to liquify and transport these gasses in a stable liquid form that can be condensed into a workable size.

Advance Civilization-5 points
The Carcharodons long labor and learn under the eye of Aelous, eventually learning some of the great beast's arts of manipulating weather.

Advance Civilization-5 points
The Nocturnals over the course of generations learn how to harness the power of night, gaining powers of stealth and invisibility.

Command Avatar-Corrupt City-1 point
Nicephorus further corrupts the area around Lindesfarne, further eradicating the odious taint of harmony and working for his master's goal of created a righteous and ordered land in her own image.

Four Points remaining
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 20, 2013, 08:00:52 PM
Looks like we're moving on to the 3rd age then
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 21, 2013, 02:32:37 PM
Turn 11
Thus begins the 3rd Age

Digital Vulpine - (14-14=0) 0+3+8=11 moved
Donnie - (15-15=0) 0+3+2=5 moved
Draykin - (14-0=14) 14+0+3=17 moved
Fax - (9-7=2) 2+3+12=17 moved
FrostedLights - (16-16=0) 0+3+8=11 moved
I am the IZOD - (11-11=0) 0+3+4=7 moved
Kenku - (53-20=33) 33+0+7=40 moved
Radioactive Toast - (20-16=4) 4+3+7=14
Snow - (16-12=4) 4+3+3=10 moved
Stormkit - (14-11=3) 3+3+12=18 moved
Tech - (9-7=2) 2+3+6=11 moved
Tizocoatl - (12-12=0) 0+3+7=10 moved
Trask - (5-5=0) 0+3+5=8 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img819/2844/tkpk.png)
Alignment
(http://imageshack.us/a/img849/6051/23n4.png)
Underground
(http://imageshack.us/a/img801/6532/6p53.png)
Climate
(http://imageshack.us/a/img23/1235/k8x.png)
Races
(http://imageshack.us/a/img199/5331/o87q.png)
Race color key
(http://imageshack.us/a/img542/6941/vm7p.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  The Unextinguished Hope (http://dow.crimsonflagcomic.com/doku.php?id=the_unextinguished_hope)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Kruos
    Restoring Force-in Kruos
    Super Tactical and Necessary Deployment-in Krous
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)+0
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+2
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Highland Watch-in Highland
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Crusaders of the Serene Heat-in Lindsfarne
    Scrounger Slave Phalanx-in Lindsfarne
    Besiegers of Flame-in Lindsfarne
    Fleet Command-in Lindesfarne
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)+0
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)+0
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
    Armies:
    High Priest Army-in Sarsil
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Joule Infantry Regiment-in Say
    1st Terran National Guard-in Ter
    1st Say Marines-in Say
    2nd Hayek Tank Division-in Hayek
    2nd Columbian Infanty Regiment-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Columbian National Guard-in Columbia
    3rd Hayek Mobile Infantry Regiment-in Hayek
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
    Armies:
    Explorational Defense Force-in Den Tietzal
    Army of the Frost Blades-in Den Zacatl
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Puppetmasters (http://dow.crimsonflagcomic.com/doku.php?id=puppetmasters)
  Armies:
    Fleet of Joy-in Hugalot
    Legion of Happiness-in Hugalot
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Huggernaut-in Hugalot
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Nightspire Lancers-in Delini Pusobu
    Shattered Coast Reavers-in Duchlesa Breh

Other
Forces of Morgana
  Armies:
  From the Terrans:
    Army of the Vengeful Queen-East of Say between Terran and Chiaro lands
    Army of the Dark Gaze-East of Say between Terran and Chiaro lands
    Plague of Locust-East of Say between Terran and Chiaro lands
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
Jack-The-Ripper-In-The-Box (http://dow.crimsonflagcomic.com/doku.php?id=jack-the-ripper-in-the-box)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Beanhemoth Assault on Lindesfarne
12(roll)+9(Advances) vs 3(roll)+8(Advances)
9(roll)+9(Advances) -1(prior combat) vs 11(roll)+8(Advances)
4(roll)+9(Advances) -2(prior combat) vs 6(roll)+8(Advances)
7(roll)+9(Advances) -3(prior combat) vs 7(roll)+8(Advances)
5(roll)+9(Advances) -4(prior combat) vs 9(roll)+8(Advances)
The great Beanhemoth storms toward Lindesfarne, just as unaware as its creators that in the time since it was crafted the Followers of Origin have progressed into more knowledge and advances thanks to Adriana.  Still, the strength of the great toy construct is great and not to be underestimated, as the Crusaders of the Flame realize as they overconfidantly attempt to surround and blast the monstrosity to pieces.  The Beanhemoth is quicker and has greater reserves of magic than they realize, especially the Utoypian Magical Ink that it uses to near continually restore itself.  The Crusaders are singled out and targeted as the Beanhemoth tries to take on its enemies one by one, but though the army is wiped out, the concerted assault from the rest of the Follower forces swarm the magical construct is overwhelming, especially from the magically endowed airships.

Followers of Origin Victory
Armies that survive: Crusaders of the Serene Heat, Scrounger Slave Phalanx, Besiegers of Flame, Fleet Command
Armies destroyed: Beanhemoth, Crusaders of the Flame


Tiatlaca Assault on Htark
5(roll)+5(Advances) vs 6(roll)+4(Advances)
6(roll)+5(Advances) vs 8(roll)+4(Advances) -1(prior combat)
The long march to Htark strains the men doing the marching, and the sheer distance of the expedition stretches the logistics of the attacking army to the point where cohesion becomes an issue.  The defending city guard of the newly reconstructed Htark, and all the Crondins in general, are rather confused and frightened by news of this expedition.  Claims of their responsibilty are met with confusion, a reaction encouraged by the Legion of Shadows so as to ensure their continued invisibility.  Nevertheless, the attack is one that is met with a great deal of preperation even in the face of a more numerous advanced foe.  When the seige begins, however, the defenders are ready; the reconstructed city was made with defense in mind, and ample stores of aqueduct filled cisterns and large stores of food make it so the city can withstand a seige for years.  Deciding to hold off an attack until the city is weakened, the Tiatlaca forces besiege it, surrounding it on all the sides that it is practical, though its location in a swampy morrass makes this endevor dubious, and as the weeks pass into months, and the months eventually pass into years, the city continues standing, able to withstand numerous small attacks and able to continue gathering food and necessities from the hinterland due to the Crondins greater familarity with the boggy terrain.  After a long fruitless seige of five years which has seen disease steadily thin their ranks and mutiny threaten to boil out of control, the Tiatlaca decided to call off the fruitless campaign and withdraw back to their lands.

Crondin Victory
No armies destroyed-Tiatlaca forces withdraw
Title: Re: DoW the 3rd
Post by: Donnie on August 21, 2013, 03:56:09 PM
[Pass]
Title: Re: DoW the 3rd
Post by: I am the IZOD on August 21, 2013, 11:52:13 PM
Advance Civ (6)

Being the eldest of the races, the Crondins has a wealth of knowledge and wisdom spanning the vast expanse of years.  A renewed interest in old learning leads to a accumulation of Ancient Wisdom, giving the Crondin race an advantage over the younger races.

Command Avatar-Create Army (1)

Noticing the disturbing lack of defending forces should outside forces attack, the Senate organizes the Crondin Defense Force, forming the 1st Brigade in Htark to protect against further attempts at incursion from the south

7-7=0
Title: Re: DoW the 3rd
Post by: Tizocoatl on August 24, 2013, 05:18:29 PM
The tiatlaca need time to regroup after their failure at Htark

Skip Turn
Title: Re: DoW the 3rd
Post by: Digital Vulpine on August 24, 2013, 06:55:14 PM
Advance Civilization: Battlemechs: 6 points
The technology behind power armor eventually led to the construction of massive battle robots known as Battlemechs.  Controlled by a combination of motion capture and neural interface much like its smaller predecessor, the Battlemech is heavily armored and capable of carrying a dizzying array of weapons.  With sizes ranging anywhere from 20 tons to 100 tons, they are intended to complement tanks and other conventional vehicles with a highly mobile all-terrain fire support platform.  Although the Battlemech allows a single pilot to essentially function as a one-man army, the extremely high cost of building and operating a 'Mech makes them extremely rare.  Terran military doctrine considers a single Battlemech to be a battalion-level asset, to be supported by no less than three companies of conventional forces.

Command Avatar: Raise Army: 1 point
John Locke raises the 2nd Terran Armored Division in Ter, to further safeguard the capitol.

Command Avatar: Raise Army: 1 point
Isaac Newton raises the 3rd Joule Fighter Wing in Joule.

Command Avatar: Raise Army: 1 point
Publius raises the 4th Columbian Bomber Wing in Columbia.

Command Avatar: Raise Army: 1 point
Adam Smith raises the 2nd Say Fleet in Say.

Points left: 1
Title: Re: DoW the 3rd
Post by: Snow on August 25, 2013, 12:29:00 AM
Starting points: 10

Clyde slammed open the door with a full-body tackle, shouting, "It's over, Lord Duncan!"

Duncan, Master of the hovering city Leod's Dun and therefore master of the skies, awaited Clyde and his friends from the far side of a map table. "Guards!"

Clyde's friends grinned and gave each other a high-ten. They'd already knocked out a dozen of the Master's goons and put up glowing barriers to ensure a little privacy for this final chat. Clyde himself was more serious as he drew his glaive. "We know everything. How you've been stealing from the people and subverting the law for your own luxury and power."

Lord Duncan slapped the map table with a forepaw and glared. "Everything, eh, boy? What I do is for the salvation of all Chiaro." He pointed to the little red flags crowding the once-proud capital city of Lindisfarne. "The entire city is militarized. Our armies were routed last time we tried to retake it, our Beanheamoth was torched by weapons and defenses we never even identified, and even now the whole population is being trained to burn this continent. Do you see much luxury in this room, boy? The money hasn't been lining my saddlebags; it's been going into the solution to our problems."

Clyde had fought for an hour to reach this fine office overlooking the mighty flying city. He'd expected gold and gems, but this room was more of an improvised magitech laboratory than a thieving miser's pleasure dome. He felt reassured to have a weapon in hand, but the man's words disturbed him. "You think you're helping people by starting another war?"

"No. I decided to end one. Among the resources I diverted was a little something from our asteroid capture and mining project. The 'present' for Lindisfarne will be mostly ice, but I only really picked that one to spite our fire-worshipping foes. Metal wouldn't have been very different. You 'adventurers' have accomplished nothing against them. What I do will be called evil, yet it will work."

The glaive rested loosely in Clyde's hands, and his jaw slackened. He looked at the map again. "You're going to... to destroy the city? With our own people in it?" He hefted the blade again. "How dare you! We are a holy race! We fight for justice!"

"Not very successfully, apparently. Did you know they're not just amassing a huge army, but poisoning the land while our own nation works to purify it? They're evil, boy, and they have to be stopped now. And not just with dramatic speeches." He sighed. "Although you've just made me do one."

Clyde sputtered. "You're going to kill our own people, though! I'm putting a stop to this plan of yours!"

"You should have come a little earlier, then," said Lord Duncan. He pointed to the window, where the intruders began to notice a new light in the sky, starting downward. "Shall we watch from the patio? There's nothing you can do now, and it will be quite a show."

A small gemstone display on the map table flickered with the readout: CATASTROPHE: SECTOR C4 (LINDISFARNE). ESTIMATED EFFECT: DESTRUCTION OF CITY AND ARMIES. CIVILIAN CASUALTIES: 0 (NONE PRESENT). CHANCE OF DESTROYING TARGET CODENAME 'AVATAR': 36%. ENVIRONMENTAL DAMAGE ESTIMATE: LAKES/RIVERS/RUBBLE FORMED BY ICE METEOR IMPACT IN SURROUNDING SECTORS.

Ending points: 0. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on August 25, 2013, 12:35:24 AM
Command Order: Toymancers - Create City - 2 points.

The Toymancers decided it was important to expand borders and find suitable places to inhabit, at F4, they instructed some Utoypia to head out East to construct a new city. This new city was named Huggleburg!

Command Order: Puppetmasters - Create City - 2 points.

While the Toymancers were expanding, the Puppetmasters sought the same plan of action, they ordered a city to be constructed just south of Hugalot, on G2, this one was to be named, Squirkle.

Command Avatar: Syrask Kyuro - Command Armies - 1 point.

One day, Syrask pondered what was on the island south of them, barely going deeper than the shoreline, he gathered some Utoypians to go on an expedition, they objective was to expand and ensure the area was clear for future projects planned for that land, the Huggernaut and Legion of Happiness were chosen for the task, from their home base of Hugalot, they traveled directly south. After a while, they happened upon a city of strange fire golem creatures, bringing their best tech and training to bear, the two armies immediately lay siege to the city of Daishi.

Command Avatar: Trasiro Kyuro - Create City - 1 point.

Meanwhile, Trasiro declares that the sea to the west might be fun to expand to, and with their recent technological advances, order a new city be built at F15, called Plushville!

Command City: Snuggles - Create Army - 2 points.

Snuggles forms some of the Utoypia in the city into an army, they were called the Toysaders!

8 points of 8 used, 0 remain. [:)
Title: Re: DoW the 3rd
Post by: William Swiftfoot on August 25, 2013, 04:13:13 PM
CATASTROPHIE! - RAWWWWWWWR

As the years go by, the great scars caused by the elementals slowly hear and are repaired, and in time the two great beings are forgotten to many, except thoes of the fateful days...

...and thoes that remebered showed fear as the Iceberg slowly awakened from its slumber and walked agian. Crossing over the land, the icy elemental slowly began trudgining along, leaving an icy path of destruction among the fields. As it reached what remained for Lindsfarne, it stopped. Sitting among the remains of what looked like a large organic structure, was precularly large blue orb. Picking it up, the elemental looked at it, before a sudden blue glow was transfered between it and the Orb, to which it set back down and continued on. As it reached the inner sea, the waters around it began to freeze, locking the ports of Highland and Newtown in blankets of ice, before it reaching the other lands south of Newtown, causing the city to have several years that felt like there was no summer at all. Contiuing on, the elemental over to the Orb in E6...and with only a simple look...picked it up and ate it.

CATASTROPHIE! RAWWWWWWRRRRR

Meanwhile north of Kelorn, the Kitsune elemental of fire has also awaked. Trudging ahead, it too marches twoards an orb, this blue orb in the norther mountains. As it does, its great heat begins to cause giant forest fires within the trees, threatening to cover the southern continent in rolling flames. After picking up and consuming the orb, it begins south, crossing right into the path of Drevo Skani Vez. While the Zemeri are able to use their shielding ability to somewhat buffet the elemental, it does not stop the city to end up much in flames, as does the forests south, as the Firey Elemental continues on.
Title: Re: DoW the 3rd
Post by: Stormkit on August 26, 2013, 04:53:10 AM
This has been a surprisingly busy week for me and I don't really have time to plot out much, so I think I'll skip my turn while mentioning that the Aeons have continued their project of stashing gemstones of various types and mysterious effects in tiny dimensional pockets in a variety of locations around the everywhere, particularly the NW quadrant of the map. I'm sorry to lose my +3 bonus chain, but having rolled a 12 last turn, this is a good time to do it I guess.
Title: Re: DoW the 3rd
Post by: Draykin on August 26, 2013, 04:25:43 PM
Nocturnal archaeologists slowly begin to decipher the language of the artifacts they find, and they become more and more disturbed as they translate more.


Advance Civilization: Jaegers: Molten Ground - 6
In the time before the unprovoked attack on Daishi, the Jaegers had adapted once more, having learned to be able to melt the ground immediate to them and turning it to a liquid, allowing them to burrow through rock and super-heated dirt easily as the ground cools rapidly behind them.

Daishi was unprepared for an attack of any kind, leaving the Jaegers defenseless as the Utoypians invaded without warning. Tempers flared like wildfire as countless flamebeasts flocked to battle in defense of their homeland.

Points Remaining - 11
Title: Re: DoW the 3rd
Post by: Fax on August 27, 2013, 01:12:35 PM
Command Avatar - After the mysterious fire elemental passes by the city of Drevo Skani Vez, burning much of it to the ground, the wanderer appears, bringing with him a company of workers to help rebuild the city and douse the fires that have scoured the land. As the reconstruction commenced, two strange jewel shards are discovered amongst the ashes. At some point it appears that the two of the mysterious songshards had been collected by a merchant and brought into the city.
The two shards are ensconced atop a tower in the center of the city that all might see them, even as their energies are studied. The tower becomes a beacon of hope for all who see it for long years to come.
Command Avatar (Create City) - The Dungeonkeeper continues its mysterious plotting, commanding the Zemeri to construct the fortress of Rekapivo on the Westernmost coast of their lands. The fortress is to be the primary launching point and base for Zemeri forces to support their western allies.
Advance Civilization (Ride Armor) - The Zemeri ship had only just docked as a terrifying whirring and groaning erupted from it, scaring off a handful of nearby chiaro. The deckhands, completely unphased by the noise continued their work as the side of the ship opened up and the whole vessel shuddered. Out of the side of the ship seven hulking brutes of machines emerged.
The Zemeri have developed a variant of the Terran Power Armor, much heavier than the Power Armor though nowhere near the scale of the Battlemechs. Powered by multiple cores of magicite, each Ride Armor unit contains unnatural amount of power for something their size. Some of the development crew express concerns that the radiant energies that the pilots are exposed to may have unexpected consequences but the units are deployed anyways.
Advance Civilization (Aura of Terror) - After the long years of unnerving other races with their very presence the Zemeri discover a means of controlling their ambient aura of terror. Soon they learn how to both tone down and vastly amplify this ability, becoming near avatars of terror when needed.

Initial points - 17
Points spent - 14
Points remaining - 3
Title: Re: DoW the 3rd
Post by: DigitFiredrake on August 27, 2013, 02:26:41 PM
BASS! .... errr... I mean pass.
Title: Re: DoW the 3rd
Post by: FrostedLights on August 27, 2013, 11:00:19 PM
Command Avatar -1
The High Priest of the Pendri declares that the holy temple must be seen in the light of day. New Alsimor is built where Alsimor once stood. New Alsimor can only be accessed by day, Old Alsimor can only be accessed by night except through the site where both temples of the Church of the Burning Light now stands.

Command Order - 2
The Church of the Burning Light sends missionaries into the outlying Pendri tribes. A new city is built G13, Korvesh, the City of Lights.

Advance City -5
The City of Lights
Korvesh becomes known for its candles. Candles dot the city like a great swarm of fireflies, lighting even the darkest of streets. Vigilance rises, making the city less susceptible to spies and attacks.

Points Remaining: 3
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 28, 2013, 01:14:22 AM
Command Avatar-Raise Army-1 point
The catastrophe visited upon Lindesfarne is one that is met with shock, but soon with absolutely blinding rage.  Especially from Nicephorus, who, in almost blinding admiration and infatuation with Adriana, is overcome with seething hatred.  Immediately he hatches a plot to bring together elements to raise armies of vengeance with which to reap upon the enemies of his master while she plots secret things that she will not share with him…  Barred from her counsel, he dives into his plot to aid her. 
When he hears of the Ember Wind Dragon spotted in nearby lands, he immediately sends agents to try and capture it, to sacrifice it to harness its primal divine energies.  This attempt is fraught with trial and ultimate failure, however it does succeed in raising a core group of hunters that both learn from the hunt and from the strange fire magics the dragon possess, which forms them into the Flame of Purifying Light

Command Avatar-Raise Army-1 point
Deception is the next key, as Nicephorus knows his history, and how the being known as Flurps once inadvertently raised a menace by teaching poor fishermen how to sail, ultimately causing them to take up piracy.  He sends followers to the southern coast, waiting for the strange Utoypian to migrate past, while spreading rumors of poor fishermen who can’t make a living.  Somewhat to his surprise, Nicephorus’ plan pays off almost immediately, and history quickly repeats itself as she undertakes much of the hard work of teaching the Followers there magics and techniques that are useful for raising a fleet, including techniques for holding and utilizing helium.  Ultimately this creates the Followers Unto The Sun, a fleet of floating airships.

Command Order-Raise Army-2 points
The Priory of Origin is quickly mobilized as well, raising up the Avengers of Justice

Command Avatar-Command-Army-Attack Blackwatch-1 point
The armies assemble, though commanders are few and far between with so much of their forces decimated.  To fill in this stopgap, Nicephorus sends his agents far and wide, looking for anyone they could possibly use… 
He finds help in the oddest, unlikeliest places.  The strange cursed Utoypian Hrakihk is found to be of some use, promised limited lordship and spoils if he succeeds in leading the Avengers of Justice in an assault east, upon the unsuspecting city of Blackwatch.  The Chiaro, while vigilant against beasts lurking in the vast tunnel networks to the east, are confidant that the Follower threat to them has ended, and their defenses are minimal.

Command Avatar-Command-Army-Attack Tuatha-1 point
For the Flame of Purifying Light, there is difficulty finding a candidate… until a strange creature is found, one who comes hearing about promises of loot and plunder, along with an erroneous belief there will be lots of booze to be had.  The Zerky creature is one that even the deformed Nicephorus finds distasteful, not to mention exceedingly slovenly, but he manages to hold his nose and gives the army to him, promising him all the booze he can find.  He sends him to attack the underground city of Tuatha.

Command Avatar-Command-Army-Attack Highland-1 point
For the Followers Unto The Sun, Nicephorus personally takes the field and sends them on a strike southward toward the floating city of Highland, swarming with his airfleet as he seeks to sate his appetite for revenge

Corrupt City-2 points
Nicephorus burns with such rage and hate that the landscape around him literally burns and withers, corrupting the goodness of the lands near and around Highland.  Even if he can’t take the city, he’s going to strangle this wretched purity the Chiaro have so tenderly cultivated over the ages.

Five points remaining
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 28, 2013, 01:57:53 PM
Flarpleblarple
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on August 28, 2013, 02:01:02 PM
Turn 12

Digital Vulpine - (11-10=1) 1+3+5=9 moved
Donnie - (5-0=5) 5+3+6=14 moved
Draykin - (17-6=11) 11+0+6=17 moved
Fax - (17-14=3) 3+3+8=14 moved
FrostedLights - (11-8=3) 3+3+6=12
I am the IZOD - (7-7=0) 0+3+6=9 moved
Kenku - (40-20=20) 20+0+5=25 moved
Radioactive Toast - (14-9=5) 5+3+6=14
Snow - (10-10=0) 0+3+9=12 moved
Stormkit - (18-0=18) 18+0+3=21 moved
Tech - (11-0=11) 11+0+4=15 moved
Tizocoatl - (10-0=10) 10+0+2=12 moved
Trask - (8-8=0) 0+3+6=9 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img826/4638/2nwa.png)
Alignment
(http://imageshack.us/a/img856/1141/9stk.png)
Underground
(http://imageshack.us/a/img138/3875/wc52.png)
Climate
(http://imageshack.us/a/img546/492/8aai.png)
Races
(http://imageshack.us/a/img703/9954/5liq.png)
Race color key
(http://imageshack.us/a/img542/6941/vm7p.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  The Unextinguished Hope (http://dow.crimsonflagcomic.com/doku.php?id=the_unextinguished_hope)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Kruos
    Restoring Force-in Kruos
    Super Tactical and Necessary Deployment-in Krous
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)+0
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+2
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
    1st Brigade-in Htark
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Flame of Purifying Light-in Blackwatch
    Avengers of Justice-in Blackwatch
    Followers Unto The Sun-in Highland
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)+0
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)+0
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
    Armies:
    High Priest Army-in Sarsil
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Terran National Guard-in Ter
    2nd Terran Armored Division-in Ter
    1st Joule Infantry Regiment-in Say
    1st Say Marines-in Say
    2nd Say Fleet-in Say
    2nd Hayek Tank Division-in Hayek
    3rd Hayek Mobile Infantry Regiment-in Hayek
    2nd Columbian Infanty Regiment-in Columbia
    3rd Columbian National Guard-in Columbia
    4th Columbian Bomber Wing-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Joule Fighter Wing-in Joule
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
    Armies:
    Explorational Defense Force-in Den Zacatl
    Army of the Frost Blades-in Den Zacatl
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Puppetmasters (http://dow.crimsonflagcomic.com/doku.php?id=puppetmasters)
  Armies:
    Fleet of Joy-in Hugalot
    Legion of Happiness-in Daishi
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Toysaders-in Snuggles
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Nightspire Lancers-in Delini Pusobu
    Shattered Coast Reavers-in Duchlesa Breh

Other
Forces of Morgana
  Armies:
  From the Terrans:
    Army of the Vengeful Queen-East of Say between Terran and Chiaro lands
    Army of the Dark Gaze-East of Say between Terran and Chiaro lands
    Plague of Locust-East of Say between Terran and Chiaro lands
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
Jack-The-Ripper-In-The-Box (http://dow.crimsonflagcomic.com/doku.php?id=jack-the-ripper-in-the-box)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Utoypian Assault on Daishi
2(roll)+9(Advances) vs 9(roll)+3(Advances)
11(roll)+9(Advances) vs 2(roll)+3(Advances) -1(prior combat)
The Toy Crusade begins with a bang as the Utoypians march south upon the Jeager city of Daishi.  The defenders scarcely had an idea of what to make to their neighbors to the north, and now they are attacking to "covert" and "Uplift" them.  Their rhetoric does not convince many Jeagers at all, as the superheated molten creatures converge on their capital to defend it with their lives.  Though the Utoypians possess overwhelming knowledge of magics, their haste to bring more followers to their ways leads them to underestimate their foes.  The Jeagers' extensive knowledge of fire and consequent heat abilities leads to several successful raids against the attackers, which cuminate during the seige when the giant Huggernaut attempts to breach the city walls.  The ground practically erupts with magma gushing from beneath, and concentrated fire slams the great beast until it can stand no more, falling dead and lifeless to the ground as it burns to ashes.  This takes nearly literally all the strength of the defending forces however, leaving them utterly unable to counter the assault from the Legion of Happiness, which breaches the walls and pours into the city almost without a fight.  The Toyification soon begins, with refugees streaming south into the mountains.

Utoypian Victory
Armies that survive: Legion of Happiness
Armies destroyed: Huggernaut


Follower Assault on Blackwatch
9(roll)+8(Advances) vs 6(roll)+3(Advances)
Hrakihk is not one used to dealing with the company of others often, and even leading an army (FINALLY without being tossed into the sea for once by mutinous underlings).  His orders are simple and brutal; take the enemy quick and hard.  The underground entrances to Blackwatch are stormed suddenly and without mercy, the Priors blasting their way through ancient and inadaqute defenses and quickly pouring into the tunnels.  The ancient city is one that was designed to be defended from attacks from the EAST, from the uncoordinated assaults of monsters and other ancient beasts who lurk in the dark.  Though the Chiaro quickly realize what is transpiring, and attempt to bravely mount a response, by the time any coherent organization is brought together the Follower Army is already on top of them, pounding through and slaughtering any who dare resist.

Follower Victory
Avengers of Justice takes Blackwatch



Follower Assault on Tuatha
3(roll)+8(Advances) vs 8(roll)+3(Advances)
Zerky's expedition quickly runs further east of Hrakihks; the two ad hoc generals regarding each other with mutual suspicion and distrust, especially once the cursed toy starts accusing the dragon rat thing of trying to nibble his strings and trying to unravel him.  This inauspicious start leads Zerky to try and press hard into the tunnels as soon as Blackwatch is taken, not taking sufficient time to reorganize the army for marching deep into the tunnel network.  This becomes a crippling problem, as the native Chiaro know the tunnels far more and begin setting ambushes and traps that start to whittle at the attackers.  They just barely reach the city with their forces as disorganized mess; still they look like they can possibly prevail against the outnumbered Chiaro.  But then Zerky starts smelling something familiar.  For among the defenders are small numbers of Zemari mercenaries, a scent zerky knows far too well for his liking.  He immediately panics, though has the sense to pull his army back in something halfway resembling coherent orders rather than 100% screaming and babbling at the top of his lungs.  Much of the army is lost, but enough survives to preserve it as an effective fighting force.  Zerky, as soon as they escape the tunnel network, leaves his army at Blackwatch and bolts immediately before Nicephorus can possibly learn about his cowardice and failure.

Chiaro Victory
No Armies destroyed.  Followers withdraw



Follower Assault on Highland
5(roll)+8(Advances) vs 9(roll)+3(Advances)
The Highland Watch is barely able to scout the attacking airfleet before being attacked, with Follower light airships darting ahead and hunting for Chiaro scouts.  The city is barely able to mobilize when the main attack arrives, though they are able to successfully drive back the right flank of the airfleet assault after bloody distance shots and boarding actions.  Nicephorus, however, is out for blood, and throws his fleet in straight at the city and the defending armies, willing to sacrifice as many of his forces as necessary to achieve victory.  While his loses are nearly crippling, the Chiaro break first from the overwhelming onslaught, leading to the bloody capture of the city and the city center rededicated to a temple to Adriana.

Follower Victory
Armies that survive: Followers Unto The Sun
Armies destroyed: Highland Watch
Title: Re: DoW the 3rd
Post by: Digital Vulpine on August 28, 2013, 03:17:05 PM
Terran high command is gravely concerned by news of two Exeter class nations breaching containment at the same time, and the President convenes a meeting of world leaders to discuss the formation of an alliance of free nations to counter this emerging threat. 

Additionally, Terran congress has authorized humanitarian aid for the Chiaro and has temporarily waived Chiaro immigration quotas in order to accommodate refugees. 

(actual actions that cost points will be worked out later)
Title: Re: DoW the 3rd
Post by: PrincessToyTime on August 28, 2013, 09:18:19 PM
Command Avatar - Syrask Kyuro - Create Army - 1 point.

Syrask creates a new army having heard the news that the Huggernaut fell in battle, to take It's place, a hopefully better design was made after contemplating the obvious weaknesses, to take It's predecessor's place, the Snuggernaut was formed in HuggleBurg.

Command Avatar - Trasiro Kyuro - Create Army - 1 point.

Trasiro also forms some extra readily made Utoypia straight from the facilities that made them, called Gigglers, they were created and stationed at Plushville for mostly defensive reasons.

Command Order - Toymancers - Create Army - 2 points.

The Toymancers decide to make more toys, these ones ready to spread the word of peace and joy to others, called the Bringer of Snuggles, these were equipped with extra emphasis on conversion, peacefully or otherwise, they were stationed and created at Snuggles.

Command Order - Puppetmasters - Create Army - 2 points.

The Puppetmasters create the Bouncy Ball Brigade, a prototype design of toys, crafted at Huggleburg, these curious toys were outfitted with all sorts of interesting innovations, erratic and unpredictable movement, and surprisingly well-armed, given their appearance.

Command Race - Utoypia - Command Armies - 3 points.

The Utoypia hear word of an evil race to the North East of them, and deploy the Bouncy Ball Brigade and Bringer of Snuggles to go attack the city of Highland, as anything not good and nice must be cleansed and converted to a better way, as their typical thinking goes.

9 of 9 points consumed, 0 remain.
Title: Re: DoW the 3rd
Post by: Stormkit on August 28, 2013, 11:24:57 PM
Points at Start: 21

Catastrophe: Summoning the Deep One - 10 pts.
It was not for nothing that the Aeons have been secretly stashing crystals everywhere for quite some time now. They have been placing them specifically in extra concentration around the floating vinyl islands, drawing energy from the corrupted waters of the east, activating in resonance until a hole is torn between this plane and one of darkness, and exchange is made. A great tentacled beast, its form obscured by the ocean depths is pulled into this world by exchanging the equivalent mass of the island upon which Hugalot stands and much of the surrounding ocean. The island with its city and all inhabitants are drawn screaming into the void of darkness where untold horrors await them in a place where time itself does not exist and a moment is the same as eternity.

While this dimensional gash remains open, torrents of negative energy pour through, corrupting the waters of F1-F4, creating a favorable hunting ground for this leviathan which is essentially an army unto itself, though its connection to this plane of reality is still somewhat tenuous. Shortly after its summoning, it wraps its tendril around the island of Snuggles and drags much of it beneath the sea, though Snuggles itself somehow remains mostly intact. The loss of so much water creates a low surge and the waves that fill it wind up establishing a new sea current from the NE, dragging with it cooler temperatures to E4, and F2-F4.

Command City (Trados): Raise Army - 2 pts.
Scientists of Trados act quickly upon the summoning of their leviathan and bolster its connection to this plane using further dimensional sorceries, increasing its power by that of another armies worth. The Leviathan is now essentially two armies that happen to always travel together.

Advance Race: Dimensional Aura - 6pts.
Using similar techniques to the outwash of corruption from the leviathan's home plane, Aeons have discovered how to warp and distort the area immediately around themselves to act as a sort of body armor. The kind of armor varies based on the plane it was pulled from, but all make spacial relations confusing making them hard to hit. Additional effects can include fire armor setting things on fire, wood armor acting as an extra layer of defense, etc.

Command Avatar (Khayos): Command Armies - 1 pt.
Khayos will direct the full might of the Leviathan an direct it towards the twice corrupted waters of F4 where it will attack Huggleburg with its tentacled fury, a mass of writhing tendrils that will wrestle with the Snuggernaut and attempt to drag it into the ocean. Regardless of how that goes, it will also pluck attackers from their safe shores and pull them deep into the depths of the corrupted sea where they never return from. However, sometimes in future years... when the sea is calm and relatively clear... you might swear you can see their forms, desperately reaching for the surface and hear on the wind their whispers, cries pleading for help. Any would be rescuers find nothing when they dive to seek them out and sometimes those rescuers don't make it back either... their faces added to the sea and their pleas added to the wind.

Command City (Kruos): Command Armies - 2 pts.
Having conferred together, The Balance and The League of Necessary Evil plan their follow up attack on Huggleburg. The dark Aeons (for that is what they have started to call themselves, having finally decided to rename the original elements of light and dark to umbra and lumen) will attack first in the order of the Standard Tainted Army followed by the Super Tactical one while the Restoring Force pincers from the other side. They arrive in Huggleburg to find to their surprise that the Leviathan is attacking here for some reason instead of the expected Snuggles, but they're pretty okay with this and will just collectively shrug and head over to attack Snuggles instead. With their deployment ability afforded to them from the anchor stones, returning to Kruos and redeploying at Snuggles is practically trivial.


Points Used: 21
Points Left: 0
Title: Re: DoW the 3rd
Post by: William Swiftfoot on August 29, 2013, 08:53:24 PM
Double Catastrophie-KABOOOOOOOOOOOYYYYYIIIIIIIIIIP!

As the years went on, the elementals went on their way, heading twoards the center of the world. From the west, the Ice elemental froze land and sea, as it trudged its way into the inner sea, and slowly began to climb the cold side of the split orbs isle.

From the north the fire elemental trudged on agian, covering the last easter of Kolorn in a thin layer of glass, and boiling the inner sea, as it collected the last red orb, and began to trek up the hot side of the split orbs isle.

It was at the top of the mountain where the Orb sat that they would meet. Those curious enough to watch the happenings would see the two elementals look at each other in the eye, press a hand into the orb, and then.

KAAAAABOOOOOOOM!!!

In a matter of moments the entire island exploded in a cloud of magic, smoke, dust and light, nearly blinding onlookers and thoes in the cities nearby, the cloud of dust shot straight up in the air, before flowing outward and began forming large dust storms that covered the lands about the ring.

As quick and violently as the eruption started, it stopped...and all that remained of the elementals at the island was a ringed lagoon...a ringed lagoon that had a large bright object floating over it. The orb, which to onlookers looked to almost be 50 stories wide, floated above the island with almost a tranquil look to it. As time went on however, the orb began to change, as strands of light began forming what looked to be a broad muzzle and short vulpine feet. Whiskers then formed as did triangular ears, before the body followed in the proper curved vulpinish shape. With the body done, the tails formed one at a time, until size long flowing tails flowed out from behind it, and the great kitsune awoke from his birth slumber with a rumble of a yawn. Looking about, the Kitsune looked over the lands nearby, and decided to try to greet people in the simpilist way it could think...by telepathically saying to every person within 3x3 square radius of it "Hi".

Title: Re: DoW the 3rd
Post by: Snow on August 29, 2013, 08:59:58 PM
Starting points: 12
Command Avatar (Wheel) to Create Army (1)
Command Avatar (Zenith) to Create Army (1)
The twin avatars of the Chiaro had been busy. A young hero found the ancient gem left behind by the colossal elemental and had no idea what it really was, until he grew that extra tail and turned blue. The Wheel was being used as a gambling house's wheel of fortune, making such a profit for the owner that he turned his wealth toward higher causes. In any case, they began covert operations against the Followers and raised two irregular armies from within the enemy ranks: the Chirish Republican Army and the Burning Justice Brigade. Both "armies" surfaced in Black Watch, launching pyrotechnic attacks within the endless tunnels and vanishing again into the darkness.

Meanwhile, the mages of Tuatha and Ultima Thule worked frantically on a secret project. There were materials aplenty at hand, hewn from the rock and scavenged from the northern ice and steam, or traded from the east or the Aeon island settlement. To protect the project, the people realized, they'd have to evolve from "adventurers" into a more organized military force. Swinging a three-handed sword around was pretty cool for an individual but not all that effective when standing with fellow fighters to your left and right. Of course, there were heroes who argued that their traditional weapons of choice -- shields, boomerangs, books, oars, plush fish -- were fine in a formation, but even they admitted that pikes and bows might be more useful.

Command Order to Create Army (2)
Tuatha raised the Tuatha Home Guard from its own people, and hired a unit of Zemeri mercenaries known as the Black Lanterns, both in that city. The Chiaro were in the front lines. Their orders were to remain in the Tuatha area for defense.

Command Avatar (Zenith) to Retcon Lead Armies (1)
The Zenith holder gave a signal to have the Follower-based units try to open the gates of Black Watch and let the Black Lanterns in: ie. to have all three armies try to take the city! Little did they know that Terran units were en route. The attackers were willing to accept shared control of the city in the event of a victory, faced with overwhelming Terran forces claiming to be "peacekeepers".

Advance Civ (6)
"Then what does it mean to be a hero?"
"Never mind that, lad; leave it to the philosopher-mages in the back row. Our job is to buy time!"

The Chiaro bristled at the notion of how thoroughly outmatched they were in war. Some of the more independent-minded ones focused on perfecting Heroic Power to even the odds a little. With this dedication to defense of their homeland, using traps and area-affect powers, small parties of warriors and mages found themselves able to stave off whole armies... for a little while, anyway.

(Recap: 2 armies of Followers in Black Watch, 1 Zemeri in Tuatha.)
(Note: Tuatha has the city advance "Life Support", giving a +1 in battle due to high-quality medical backup and specialized application of magical barriers and wards.)(Probably irrelevant in this battle.)

Ending points: 1. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: I am the IZOD on August 30, 2013, 09:15:09 PM
Advance Civ (6)

After years of research of various enchantments, a brand new magic has been discovered.  Enchantments can now be made that shoot beams of light that burn what they touch.  Enchanting this into stock-shape pieces of wood, the Crondin now have Beam Weapons.

Command Avatar (The Ghul)- Create Army (1)

Volunteers hear news of a call to serve, and form the Volunteer Corp.  Coming together outside of Htark, they are welcomed with beam weapons, and trained in the basics.

Command Avatar (Richard)- Command Army (1)

Richard decided that things were just plain too boring in the southwest, and sets in motion a plan to make it more interesting. 

The 1st Brigade and Volunteer Corp realize that the Pendri to the south are prime targets, who have not experienced true aggression.  Convinced of their own superiority as a race, the armies march on the city of Korvesh.

9-8=1
Title: Re: DoW the 3rd
Post by: Tizocoatl on September 03, 2013, 04:21:54 PM
Skip Turn
Title: Re: DoW the 3rd
Post by: Donnie on September 03, 2013, 07:33:06 PM
CATASTROPHE
BATTLECRUISER AVALON

"Reactor online."
"Sensors online."
"Weapons online."
"All systems nominal."
"Launch Avalon." Adriana spoke to the crew.

http://www.youtube.com/watch?v=eNPggf0RPcg
(http://imageshack.us/a/img844/3618/sshl.jpg)

"Orbit achieved."
"Calibrations complete, Excalibur is ready."
"Strike the enemy with your blade."

(http://imageshack.us/a/img13/9044/x1wb.jpg)

EXCALIBUR vaporizes the Bouncy Ball Brigade and Bringer of Snuggles, the beam slashes the islands of E4, cutting through Snuggles and Squirkle, setting fire to the islands and Daishi island's forests They toy cities are standing but are on fire. The waters around where EXCALIBUR fired upon are raised in temperature due to the beam penetrating the ocean bedrock, exposing hot lava to the seas .

(http://img404.imageshack.us/img404/6353/z9it.jpg)

Command Avatar: -1 Adriana raises an army in Black Watch, Battlecruiser Camelot
Command Avatar: -1 Morgana, witnessing the beam from space, marched to the east and marshaled various beasts from the forests, Cursed Gryphons
Command Order: -2 Priory of Origin raises an army in Blackwatch, Knights of Camelot

Remaining Points: 0
Title: Re: DoW the 3rd
Post by: Digital Vulpine on September 03, 2013, 09:19:27 PM
"There is a very unstable situation on the ground, that is unfolding very quickly."
The Terran Congress, recognizing that the situation on the Chiaro border is escalating rapidly, issues a formal declaration of war against the Followers of Origin.  They additionally pass the Lend-Lease Act, authorizing the sale of Terran military equipment to the Chiaro and their allies.

"We are going to have to act, if we want to live in a different world."
Command Avatar: Raise Army: 1 point
Isaac Newton raises the 3rd Joule Orbital Drop INfantry Regiment.

Command Avatar: Raise Army: 1 point
Adam Smith raises the 3rd Say Carrier Battle Group.

Command Avatar: Raise Army: 1 point
Publius raises the 5th Columbian Heavy Artillery Division.

Command City: Raise Army: 2 points
Ter raises the 3rd Terran Mobile Infantry Regiment.

Command City: Raise Army: 2 points
Hayek raises the 4th Hayek Tank Division.

Command Avatar: Command Armies: 1 point
Under John Locke's guidance, the 1st Joule Infantry Regiment, 4th Columbian Bomber Wing, 4th Hayek Tank Division, 3rd Terran Mobile Infantry Regiment, and 5th Columbian Heavy Artillery Division assault Blackwatch right on the tail end of the Chiaro commando strike, hitting the Followers while they are still off balance.  'Mechs and power armor stride across the battlefield between charging tanks while bombers and their escorts soar overhead.  Fire rains from the skies as bombs, shells, rocket artillery, and Peacemaker orbital cannon strikes bombard the enemy position.

Points left: 1
Title: Re: DoW the 3rd
Post by: Draykin on September 03, 2013, 10:32:09 PM
Fiery death rained from the heavens as the Jaegers watched the menace from the north burn and melt and bubble into lifeless piles of ash and puddles that smelled horrible. They watched as the great fire from the sky burned their island home, and they watched the fires spread. They began to feast upon the flames under the command of Ignis.

Advance Civilization: Jaegers: Flame-Assisted Leaping - 6
The changes came quickly with the ingestion of this fire from space, and the Jaegers fed upon it readily as it never wanted to cease its burning. They began once more to tinker with their abilities, and they discovered that with just the right amount of fire and energy, they could propel themselves into the air fours times as far as they could before, and move almost six times the distance horizontally in a single leap, impacting back onto land with devastating force.

Advance Civilization: Jaegers: Infectious Cauterization - 6
Another change to come to the fire golems known as the Jaegers was the terrifying ability to superheat their claws and teeth to leak living molten rock. This may seem simple, but it is oh so much more complex. When a wound is inflicted and the molten material seeps in, it begins to tunnel further into the body, burning, searing, and charring its was as tendrils of white-hot energy target vital organs. On the bright side, wounds become cauterized, so there is no real blood loss, though metals become completely devastated and usually melt.

Command Avatar: Ignis: Create Army: The Consuming Pyre - 1
As death rained down from above, Ignis saw opportunity, and rounded up his most loyal subjects. He was furious with the sudden invasion and defeat his creations had suffered, as had finally found that the time had come for his contented peace to end. Their orders were simple.

Command Order: The Order of Hunters: Create Army: First Spark Recon Corps. - 2
The loyal Order of Hunters was not about to let the Jaeger race become prey to those who would threaten them, even though they had shown no signs of aggression prior. They knew that first they needed two crucial pieces of information about their foes; Who they were, and how flammable they were. Thus, the First Spark Recon Corps was assembled, for the sole purpose to search, recon, and burn.

Points at Turn Start - 17
Points Spent - (6+6+1+2) - 15
Points Remaining - 2
Title: Re: DoW the 3rd
Post by: DigitFiredrake on September 04, 2013, 11:57:13 AM
PASSSSSSSSSSSSSSSSSSSS!
Title: Re: DoW the 3rd
Post by: Fax on September 04, 2013, 08:21:05 PM
advance civ [6] (Ghestalian metamaterials) - The Zemeri continue their delving into the arcane arts of magicite metamatierals. In the process of doing so they devise a means of imbuing various properties into the essence of the material itself without directly consuming the magicite used in the process. This enables them to create a fantastic variety of new alloys with incredibly wide applications
advance civ [6] (Sub-orbital defense platforms) - Continuing their rapid advancement, the Zemeri develop a series of flying bases, designed to provide support to Zemeri forces at long range from the extremely high altitudes at which they are stationed.
2 x command avatar (raise army) [2] - The sudden appearance of the Excalibur unnerves the Zemeri, as such a weapon in the hands of the primary foe of their allies could be just as easily turned against them as against the utoypians. As a safeguard, they form two new forces: The Rekapivonian Superheavy Dragoons and the Hussars of Palazzo.
Title: Re: DoW the 3rd
Post by: FrostedLights on September 06, 2013, 05:52:18 PM
The Pendri have taken notice of the warped melodians, lurking in the nights. They synthesize crystal magics of their own.

Advance Civ [6] (Crystal Magic Weaponry)

Command Order [2] (The Church of the Burning Light) - Advance City- The Third Tower

Korvesh needs a tower of its own, and so the church commissions built the Tower of the Twilight so that Korvesh can communicate with Alsimor, New Alsimor, and Sarsil through light telegraph. Korvesh braces for the coming night, as scouts bring back reports of the coming attack...

Points Remaining: 4


Title: Re: DoW the 3rd
Post by: PrincessHotcakes on September 06, 2013, 09:17:04 PM
 Command Avatar-Create Subrace-1 point
Zerky is quick to escape from the debacle at Tuatha, fleeing west as fast as possible and hiding out in the forests.  Even here he is not safe, as the earth quakes with disasters and armies.  While part of him giggles with delight at all the chaos, he’s rather prefer not to be in the middle of it, so continues to flee, further westward.  There, to his astonishment he discovers the Rightful Queen in Exile, Morgana.  Not completely ignorant of history (just mostly), his curiosity takes over and he meets with her.  Dining with the queen is a sordid affair, with the queen displaying barely hidden disdain for the creature in her presence, interested only in the fact that he seems to be rather zombie like and nigh indestructible, which intrigues her greatly.

Unfortunately, during the dinner misfortune strikes largely due to Zerky’s incompetence.  He ventures out into the tents behind while relieving himself, noting several strange potions in Morgana’s private collection.  Stashing several and hoping no one notices, he comes back to the meal… but come time to serve the wine several tripping over of servants and guests and moments of confusion result in Morgana imbibing a long-term-sleep spell.  Mortified, Zerky jumps in and claims that clearly the forces of the Terrans have poisoned her, to do away with the ancient Witch Queen once and for all.  This stretched explanation is given coincidental credence when Terran armies start marching through the area (though they are in fact headed farther east to Blackwatch).  Zerky immediately takes advantage of the situation, claiming that he knows the location of a cure to Morgana’s condition, but it may require her followers now follow the disheveled creature for a time.  Mostly following out of a fear of the marching and flying Terran armies, Morgana’s own much more primitive armies follow, not sure what to do without the orders of their brainwashing Queen.

Zerky leads them south, across the sea, deeming the whole northwest continent to be unsafe.  He dooooes sorta kinda have an idea of herbal ingredients that *might* lead to a cure, but he’s mostly just leading armies and having a good time of it.  Alas, as they “borrow” ships to move south the seas erupt into absolute and unremitted chaos.  First come the flying Utoypian armies, then the dimensional vortexes swallowing floating cities, then the giant Levianthans.  Zizagging the fleet in a panicked erratic course to avoid the latest disaster, Zerky and Morgana’s forces almost get wiped out when a massive energy beam slices from the skies  in front of them.  At this point Zerky just decides it’s time to get WAY away from this whole corner of the earth, sailing like mad to escape south.  So far south, they end up in the south pole.  The armies are now nearly mutinous, even in their brainwashed stupor;  the only thing keeping them from tossing the rat-dragon overboard is the fact that with all these disasters many of them believe the world is in the process of ending.  Making promise after promise, Zerky becomes increasingly unable to control the situation until they come across a strange floating pink Utoypian.  Flurps waves and takes pity on the fleet, though they do seem rather… strange and empty eyed, and Zerky strikes her as a bit untrustworthy.  Still, they’re lost and helpless out here, it’s her duty to help!  
Flurps leads the fleet northward through the ice fields to places of safety.  By now the True Queenites, as they have come to be called, no longer just scrapped together Terran stragglers and Chiaro and their descendents, band together to push forward, at last breaking into warmer seas.

Advance Civ-6 points
The Queenite tendency for ferocious blind obedience to Morgana is furthered during this period, resulting in an increased Fanatical Resolve.

Advance Civ-6 points
During this time, advances are made in a particular area that allows great mobility against large, cumbersome flying opponents that seem to populate so much of the world; Jetpacks

Command Avatar-Command Armis-1 point
As they ride north, Morgana begins to stir; the potion seems to be wearing off.  Becoming antsy and knowing his time for loot and plunder is short with this whole army behind him, Zerky moves to the nearest coast- here he discovers the Tialaca and their coastal city of Den Atzintli.  Though protected from the sea by tall icy cliffs, the Queenites’ new Jetpacks allow them to overcome this natural defense.  Wasting no time, and wanting to have as much surprise as possible, Zerky orders a full attack on the city.

Zero points remain
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on September 08, 2013, 01:02:05 AM
Turn 13

Digital Vulpine - (9-8=1) 1+3+6=10 moved
Donnie - (14-14=0) 0+3+4=7
Draykin - (17-15=2) 2+1+7=10 moved
Fax - (14-14=0) 0+3+9=12 moved
FrostedLights - (12-11=1) 1+3+6=10 moved
I am the IZOD - (9-8=1) 1+3+5=9
Kenku - (25-20=5) 5+1+11=17 moved
Radioactive Toast - (14-14=0) 0+3+10=13
Snow - (12-11=1) 1+3+7=10 moved
Stormkit - (21-21=0) 0+1+7=8 moved
Tech - (15-0=15) 15+0+2=17 moved
Tizocoatl - (12-0=12) 12+0+9=21 moved
Trask - (9-9=0) 0+3+10=13 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img69/4838/322l.png)
Alignment
(http://imageshack.us/a/img19/8903/4u7x.png)
Underground
(http://imageshack.us/a/img10/1971/zj4y.png)
Climate
(http://imageshack.us/a/img836/5012/dc4f.png)
Races
(http://imageshack.us/a/img29/6042/l82g.png)
Race color key
(http://imageshack.us/a/img853/9168/mvf.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  The Unextinguished Hope (http://dow.crimsonflagcomic.com/doku.php?id=the_unextinguished_hope)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Snuggles
    Restoring Force-in Snuggles
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)+0
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+2
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Black Lanterns(from the Zemeri)-in Blackwatch
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
    1st Brigade-in Korvesh
    Volunteer Corp-in Korvesh
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Followers Unto The Sun-in Highland
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)+0
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
    Armies:
    The Consuming Pyre-south of Daishi
    First Spark Recon Corps-south of Daishi
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)+0
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
True Queenites (http://dow.crimsonflagcomic.com/doku.php?id=queenites)-1
    Armies:
    Army of the Vengeful Queen-in Den Atzintli
    Army of the Dark Gaze-in Den Atzintli
    Plague of Locust-in Den Atzintli
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
    Armies:
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Terran National Guard-in Ter
    2nd Terran Armored Division-in Ter
    1st Joule Infantry Regiment-in Say
    1st Say Marines-in Say
    2nd Say Fleet-in Say
    2nd Hayek Tank Division-in Hayek
    3rd Hayek Mobile Infantry Regiment-in Hayek
    2nd Columbian Infanty Regiment-in Columbia
    3rd Columbian National Guard-in Columbia
    4th Columbian Bomber Wing-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Joule Fighter Wing-in Joule
    3rd Joule Orbital Drop INfantry Regiment-in Joule
    3rd Say Carrier Battle Group-in Joule
    5th Columbian Heavy Artillery Division-in Joule
    3rd Terran Mobile Infantry Regiment-in Joule
    4th Hayek Tank Division-in Joule
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
    Armies:
    Explorational Defense Force-in Den Zacatl
    Army of the Frost Blades-in Den Zacatl
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Puppetmasters (http://dow.crimsonflagcomic.com/doku.php?id=puppetmasters)
  Armies:
    Legion of Happiness-in Daishi
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Snuggernaut-in Huggleburg
    Gigglers-Plushville
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Nightspire Lancers-in Delini Pusobu
    Shattered Coast Reavers-in Duchlesa Breh
    Rekapivonian Superheavy Dragoons-in Reckapivo
    Hussars of Palazzo-in Reckapivo

Other
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
Jack-The-Ripper-In-The-Box (http://dow.crimsonflagcomic.com/doku.php?id=jack-the-ripper-in-the-box)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
The Kitsune (http://dow.crimsonflagcomic.com/doku.php?id=kitsune)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Aeon Leviathan Assault on HuggleBurg
8(roll)+6(Advances) vs 7(roll)+9(Advances)
2(roll)+6(Advances) vs 5(roll)+9(Advances) -1(prior combat)
The seas quake as the Leviathan charges the floating islands of Huggleburg, using its dimensional distortions to bring down the inflatable islands in the sky one by one, attempting to bring down its defenses.  The challange does not go unanswerd, as rising from the seas comes the Utoypian construct, the Snuggernaut.  The great monstrosity can at will fill itself with water, air, and helium, allowing it to rise into the air, float on the water, or dive under the waves whenever it suits its purpose.  The two giant beasts have at each other, the Leviathan skilled in the Aeons dimensional warping and shifting, the Snuggernaut possessing the enchanted helium, ink, and regenerative abilities of the Utoypians.  The fight is brutal, lasting hours as the few spectators and scouts have to move to quite a safe distance as they giants thrash in the waves.  In the end though, the Snuggernaut is able to use its magical ink to create a hole in the great Leviathan, ripping it open and tearing the beast asunder.

Utoypian Victory
Armies that survive: Snuggernaut
Armies destroyed: Leviathan


Aeon Assault on Snuggles
7(roll)+6(Advances) vs 4(roll)+9(Advances)
7(roll)+6(Advances) vs 11(roll)+9(Advances)-1(prior combat)
8(roll)+6(Advances) vs 5(roll)+9(Advances)-2(prior combat)
The Aeons charge onward into Snuggle simultaniously, smashing into the Toysaders that defend the city.  The Standard Tainted Army Responders strike at the center in a full on assault, not wishing to besiege the city for fear of powerful Utoypian reinforcements.  This assault fares better than the Utoypians expect, as despite their powerful magics they are are unable to destroy the attackers.  However, the STAR army is bloodied severely and is forced to pull back prematurely.  The Super Tactical and Necessary Deployment, coming in on the side, is unable to reach position before it is smashed into by the high morale Toysaders.  The fight is fierce, but the Utoypians manage to surround their flank and wipe the Aeon force out as a fighting force.  Their sacrifice is not in vain however, as the Utoypians break formation all across the island to try and crush the 2nd army force as much as possible, and they are thus unprepared for the Restoring Force which attacks from the rear at the moment of maximum disorganization among the Toysaders.  The result is devestating for the defenders, as Aeon squads and formations strike and break apart the scattered Toysaders piecemeal, siezing control of the island and of the city of Snuggles.

Aeon Victory
Armies that survive: Standard Tainted Army Responders, Restoring Force
Armies destroyed: Toysaders,  Super Tactical and Necessary Deployment



Chiaro Assault on Blackwatch
9(roll)+8(Advances) vs 5(roll)+8(Advances)
3(roll)+8(Advances) vs 7(roll)+8(Advances)
10(roll)+8(Advances) vs 7(roll)+8(Advances)
2(roll)+8(Advances) -1(prior combat) vs 4(roll)+8(Advances)
9(roll)+8(Advances) -1(prior combat) vs 5(roll)+8(Advances) -1(prior combat)
11(roll)+8(Advances) -2(prior combat) vs 8(roll)+8(Advances) -1(prior combat)
The Chiaro launch a coordinated strike upon Blackwatch from all directions: from the tunnels, from the surface, and in the air as well.  It is their intent to break the Follower forces simultaniously and hopefully prevent them from reinforcing each other; the plan is if they attack swiftly enough the Followers will not be able to coordinate and will fall apart into dissaray.  Outnumbered by the defenders, it is an incredibly bold plan.  Chiaro excell at boldness however, and throw themselves into the attack.  Their use of defectors and reverse brainwashed citizens throws the Follower plan of defense into dissarray; they were certainly expecting an armed assault from the tunnels by regular Chiaro forces, but nothing of this magnitude from their own ranks from a supposedly secure city.  As hit and run attacks in and out of the tunneled city commence, more subterfuge is utilized with the use of Zemeri mercencaries, flying in their own airships marked as trading vessels.  They approach the city slowly, then suddenly dart in on the hovering Air Battlecruiser Camelot.  The massive airship is replete with weapons, but Zemeri tactics and advances are unfamiliar to the Followers, and their Sub-Orbital Defense Platforms take the defenders completely by surprise, not having spied their construction.  Their tough new Ghestalian alloys presevere the attacking vessels for quite a long time, enough to eventually break the Battlecruiser in half in the skies.  The battle below proceeds bloodily, with the attackers driving fast and hard into the city, fully aware of its layout and landscape of the tunnels.  Outnumbered as they are, they still manage to take out many Followers and disrupt the defensive layout.  By the time the Followers succeed in wiping them out, the Black Lantern mercenaries strike from the surface, sweeping into the caves with terrifying ferocity, using their dark auras to full effect.  The result is a close thing, but by the end of the bloodletting the Chiaro stand victorious, reclaiming Blackwatch just in time for scouts to report a massive Terran army approaching.  While somewhat dismayed such massive reinforcements were unable to be sent against the Followers, the Chiaro are grateful they were able to reclaim the city itself, fearful that otherwise it would have been liberated under the auspices of Terran "protection," whatever that would entail.  Satisfied that the Follower threat has been dealt with for now, the Terran army withdraws and causes no futher incident.


Chiaro Victory
Armies that survive:Black Lanterns
Armies destroyed: Chirish Republican Army, Burning Justice Brigage, Flame of Purifying Light, Avengers of Justice, Battlecruiser Camelot, Knights of Camelot



Crondin Assault on Korvesh
8(roll)+6(Advances) vs 7(roll)+7(Advances)
11(roll)+6(Advances) vs 3(roll)+7(Advances)-1(prior combat)
When the ancient Crondins spill out of the low lying swamplands to assault Korvesh, the Pendri are taken by suprise and a great deal of alarm that their secretive neighbors have suddenly turned their arms against them.  They have just completed more defenses to the city, including one of their great magical towers, but the resourceful Crondins do not simply throw themselves against its might.  They probe and prod, taking losses but steadily ascertaining the capabilities of the city and its defenses.  Pendri morale rises when they see the Crondins seemingly beat themselves a wall, thinking perhaps the attackers are rife with indecision and do not know how to proceed.  When the attack finally comes, it happens swiftly during the dead of night, Crondin magical beam weapons lancing out and blasting holes in the defensive perimeter.  Korvesh's defenses are fierce, and many Crondin units are forced to withdraw lest they are slaughtered.  The advance is steady and sure, however, and within days the attackers breach the city from three sides and swarm in, overwheliming the High Priest Army defending and take the city.

Crondin Victory
Armies that survive: 1st Brigade, Volunteer Corp
Armies destroyed: High Priest Army



Queenite Assault on Den Atzintli
7(roll)+5(Advances) vs 5(roll)+5(Advances)
5(roll)+5(Advances) vs 4(roll)+5(Advances)-1(prior combat)
6(roll)+5(Advances) vs 7(roll)+5(Advances)-2(prior combat)
If there was to be an assault on Tialaca lands, the white amphibians certainly expected it to take place to the north, on one of their Megaships, or the exposed Den Zacatl, or the strategic Den Tietzal.  The strike on Den Atzintli is totally unexpected; none foresaw an enemy force striking north directly from the path throught the south pole.  Fearing that the attackers are alien, terrifying strategic geniuses, the citizens and defenders panic and morale plumets.  Thus, even when Zerky's erratic and haphazard battle plan goes into effect, much to the chagrin of his subordinates, resistance is not all it could be.  The jetpack assisted attackers are swiftly able to overcome the cliffs and land on the mainland, striking into the city in haphazard droves like a bunch of uncoordinated barbarians.  No doubt Morgana will be disgusted when she awakens soon, but the general chaos of the barbarian-like attackers sends the city into further despair, causing many defenders to simply melt and retreat into the streets without putting up more than a token resistance.


Queenite Victory
Armies that survive: Army of the Vengeful Queen, Army of the Dark Gaze, Plague of Locust
Title: Re: DoW the 3rd
Post by: Tizocoatl on September 08, 2013, 02:38:26 AM
With the news of the latest attack in mind, the entire Tiatlaca population begins a mass evacuation. every citizen is moved to the new Cloudcutter Megaships. they are easily capable of sustaining the full population and soon all of the old cities except for Den Zacatl are nothing but empty ghost towns. The Tiatlaca are now more secure in their Megaships and ready to ride out a terrible war.


Create Avatar (8 pts)

Having remained in nearly complete obscurity until now, the gold-scaled scientific advisor to Tehuan had been seen by almost nobody until she was forced to flee the city of Den Atzintli with general Telectol and Tehuan. Akuritli led the people of the capital city into the caves where specially designed vehicles were waiting...

13 points remain

Create Order (4 points)

the Military Council is established to improve efficiency in military decisions

9 points remain

Command Order //Military Council// create city: (2 pts)

Having successfully moved a good chunk of citizens and all major government figures out of Den Atzintli, the new Tiatlaca capital is set up on board the heavily fortified new megaship Cloudcutter Lethicutl. the ship immediately takes off to a safe altitude in the center of [I6]

7 points remain

Command Avatar //Tehuan// raise army (1 pt)

Shock Force A is created and stationed on the Memepixque

Command Avatar //Telectol// raise army (1 pt)

Shock Force B is stationed on the Pixacosta

Command Avatar //Akuritli// raise army (1 pt)

Shock Force C is stationed in Den Tietzal

Command Order //Water Bearers// raise army(2 pts)

Shock Force D is also stationed on the Pixacosta

2 points remain

Command Avatar //Tizo// command armies(1 pt)

the Queenite armies almost don't see the Cloudcutter Pixacosta as it drifts slowly across the water and over Den Atzintli, but when they do, it is definitely quite a surprise. Even more of a surprise is that as the Queenite force deliberate over how to deal with the flying warship looming overhead they don't notice as the Explorationary Defense Force surround the city and the Frost Blades Army emerge from the caves below, striking first with deadly precision. Shock Forces B and D drop down from the Pixacosta to join the battle as cannon fire rains down on the abandoned city...

no matter who wins, the attack on Den Atzintli will be a short one...

1 point remains

Title: Re: DoW the 3rd
Post by: DigitFiredrake on September 10, 2013, 07:43:19 PM
The Knowlsek see the Tiatlaca mobilizing, and choose to aid their trading partners and allies. Starting to equip them with some of thier advanced weapons and tools! Flying ships, and... choose to risk teaching them the arts of energy manipulations within their spirits!  This grants them many magical like powers!  Advance Civ + 2!! -12 points
Title: Re: DoW the 3rd
Post by: Snow on September 11, 2013, 11:12:27 PM
Starting points: 10

Advance Civ (6)
"Oh, wipe that grin off your muzzle. They were designed as spacesuits first! Very practical. The artificers' design just happens to also be suitable for making ten-ton stompy battle golems."
Said Ten-Ton Stompy Battle Golems were impressive centauroid creations made of stone, wrought iron wreathed with climbing roses, and the obligatory crystals. They fought with weapons and shields made of solid light, and rarely accepted commands from anyone but the most hot-blooded, spiky-haired youths. A slight oversight led to the most impressive golems being built twenty feet tall inside a room with ten-foot doors, so Chiaro mage-engineers did the logical thing: upgrade the mecha to be able to transform.

Command Avatars (both) to Raise Armies (1x2)
Emboldened by the new magitech, Tuatha raises two armies to protect its most crucial research and the main entryways to Ultima Thule. These units are the Tuatha Home Guard and Henry's Hooligans. Some of the Hooligans were eager to race off and "calibrate their weapons" alongside the Terrans in their eastern war, but their leaders held them back for now.

Remaining points: 2. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: Fax on September 13, 2013, 09:36:17 PM
Advance Civ (Phase Shifting) - Further investigation into the effects of magicite reveals other properties that enable the users to shift into near parallel dimensions, allowing them pass through solid matter without effect while also enabling them to return to normal states at will
Command Avatar (Create Army) - The Dungeonkeeper, seeing the incredible utility of the suborbital platforms orders another development with the formation of the 'Void Knights', an armored force of Zemeri troops stationed on the platforms and equipped with drop ships so that they can rapidly deploy anywhere worldwide.
Command Avatar (Create City) - The wanderer decides that the time is right for the Zemeri to move on to the next frountier. To that end the order is given for the founding of the Orbital Station Narshe, the first stepping stone towards the stars for the Zemeri.
Command Avatar (Command Army) - The Zemeri gather the Nightspire Lancers, The Rekapivonian Superheavy Dragoons and Hussars of Palazzo and proceed to finish purging the influences of Adriana from the Chairo lands.
Title: Re: DoW the 3rd
Post by: FrostedLights on September 14, 2013, 03:49:59 PM
Korvesh has fallen, and the Pendri are infuriated. Word spreads through the kingdom and armies emerge from the day and night.

Alismor, New Alsimor, and Sarsil all pour out their wrath against those that would deign to call themselves lords of a Pendri city.

Command Cities: Create Armies (6 points)

Points Remaining: 4

Command Avatar (High Priest)

The High Priest leads the armies of the Pendri in an attack on Korvesh, to reclaim the city.

Title: Re: DoW the 3rd
Post by: Digital Vulpine on September 14, 2013, 07:22:36 PM
With the Eastern Front appearing contained for now, the Terrans turn their eyes west.  There is much oppression and injustice in the world, and, so the argument goes, it is their manifest destiny as a world power to carry the light of liberty to the corners of the world. 

Command Avatar: Raise Army: 1 point
Isaac Newton inspires more aggressive exploitation of recently developed technology, forming the 5th Joule ODIN regiment.  Additionally, a clerical error is corrected and the 3rd Joule ODIN regiment is renamed to the 4th Joule ODIN regiment.

Command City: Raise Army: 2 points
The city of Ter raises the 4th Terran Tank Division.

Command City: Raise Army: 2 points
The city of Say raises the 4th Say Fleet.

Command City: Raise Army: 2 points
Hayek raises the 5th Hayek Mobile Infantry regiment.

Command Avatar: lead armies: 1 point
With John Locke's blessing, the 2nd Say Fleet, 4th Joule ODIN regiment, 4th Hayek Tank Division, 4th Columbian bomber wing, and 5th Hayek Mobile Infantry Regiment assault Kelorn.

Command Avatar: lead armies: 1 point
With plenty of fuel for a long-range strike, Adam Smith leads the 5th Joule ODIN regiment, 3rd Joule fighter wing, 4th Terran Tank Division, 2nd Columbian Infantry Regiment, and 2nd Terran Armored Division against Bulwark.

Command Avatar: lead armies: 1 point
Publius leads the 3rd Say Carrier Battle Group, 1st Say Marines, 5th Columbian Heavy Artillery Division, 3rd Terran Mobile Infantry Regiment, and 1st Joule Infantry Regiment to liberate Htark.

Remaining armies are tasked with defending the homeland as needed, and are distributed as necessary.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on September 14, 2013, 08:29:25 PM
Awake and Aware, the Kitsune looks over the world it has been born into, and watches the choas with slight sadness. As he looks about, one little race intreguies it to which it floats over.

EVENT - Enlightening the Companions

As the foxy entity floated over, the Miz looked upon it with awe, before it landed and looked like a ant would look at a mountain. The kitsune smiled...but was kind sad. How could one communicate with one so small. Pondering a moment, he came up with an idea! With a slight step back into the sea, he cast a spell of light upon the Miz, which began to enchant them, and cause them to grow in size, until they Miz were a few feet tall. As the growth finished, there was a sudden feeling of surprise, as the Miz realized that they could now communicate through thought...and thus the Kitsune's blessing was completing, making the Miz no longer companions, but a race of themselves. (Miz grow to 3ft in size, and have Telepathic Powers)

Create Order - Miz - Mindwalkers Among the Miz now, as thoes who walk through the realm of thought, and through that, give guidance to the Miz in their new look on life.

Title: Re: DoW the 3rd
Post by: PrincessToyTime on September 14, 2013, 08:41:10 PM
Tired and lazy, so here we go, short and simple move actions. [:P

Command Avatar - Syrask Kyuro - Create Army - 1 point.

New army made at G15 in Bubbles, known as Windup Floatilla.

Command Avatar - Trasiro Kyuro - Create Army - 1 point.

New army made at E15 in Fluff 'n' Stuff, this one shall be called The Fluffy.

Command Order - Toymancers - Create City - 2 points.

New city at E15, named Fluff 'n' Stuff

Command Order - Puppetmasters - Create City - 2 points.

New city at G15, named Bubbles.

Command Race - Utoypia - Create City - 3 points.

New city at D15, named Thread Town.

Create Order -  4 points.

New order created, named The Keypers.

13 of 13 points used up, 0 remain.
Title: Re: DoW the 3rd
Post by: Stormkit on September 14, 2013, 10:25:57 PM
Sorry it took so long... today has been less than fun. I have eight points, so I'm going to use three to corrupt the Utoypians since a *lot* of dark magic has gone on over there. It only makes sense after all. I'd add more flavor text but I'm still not feeling so great so I'm just leaving it at this.
Title: Re: DoW the 3rd
Post by: Draykin on September 14, 2013, 10:53:44 PM
Advance Civilization: Jaegers: Advanced Pyromancy - 6
Through militaristic training did the Jaegers learn a uniform method to controlling the flames that burned across their island, and in turn fire that they could create with their own bodies. From lances of flame to savage blazing orbs, their arsenal for combat increased.

Command Order: The Order of Hunters: Create Army: Strike Force Vulcan - 2
From the elite of the elite of the elite, the Order of Hunters hand-picked their best fighters and most loyal subjects of Ignis, and paired them with those who showed the best potential for strategy and quick thinking to create Strike Force Vulcan.

With armies in position, the Jaegers await...

Points at Round Start - 10
Points Remaining -2
Title: Re: DoW the 3rd
Post by: Donnie on September 14, 2013, 11:22:23 PM
Command Avatar
When Morgana awoke from her slumber she quickly gave the current situation her full attention. Zerky was having a tasty meal of fish at his table in the great hall when Morgana burst forth, flanked with obedient slaves in heavy mechanical mail. She crossed her arms and glared into Zerky's eyes... then gave him a subtle congratulations for making the best of bad situations. However Morgana will not suffer disobedience and understanding that this creature is very much likely to flee after the current ordeals, she tries to make the best of things.

Raise Army - Levvied Tiatlaca
The Tiatlaca that were unable to escape were rounded up and measured for their worth. The strongest, most able, but also the more expendable of the people were enchanted and levied into Morgana's army, training them to utilize the latest in equipment they have to defend from the approaching assault.

Command City Den Atzintli
Raise Army - Ice Golems
Morgana went to work stretching the limits of her ability to transmute matter and technology to create a veritable army of ice giants. These creatures make good thralls and cannon fodder.

Out of the mists, Danyel Yeckzon appears in the grand hall from which Morgana resides.
"Ah, so it is the archaeologist, what may I do for one of my own?" she grins, her subjects shocked that she would treat another as her equal.
"Morgana, you've really hit a low haven't you?" Danyel crossed his arms, his massive pom wiggling.
"It comes with the package of taking a mortal image. I'm afraid the races of this world are truly difficult to tame. I'm surprised Myrddin hasn't been discovered yet."
"He keeps feeding the Terrans technology and wisdom, for all I know he has something up his sleeve. For now Morgana, you need to leave these people."
Morgana grins, "Very well, I'll leave this place. But after I deal with some.... problems. Do me a favor, talk to our sister Adriana. You know what I'm talking about."


;-------------------------------------------

Command Avatar - Adriana Highland Raise Army Battleship Sword of Hannibal
Command Avatar - Myrddin Raise Terran Army 1st Squadron, 1st Cavalry Regiment of the 1st Armored Division.
Command Avatar - Danyel Jeckzon Raise Follower Army The Truth

Remaining Points: 1
Title: Re: DoW the 3rd
Post by: I am the IZOD on September 15, 2013, 04:40:54 PM
The Crondin Senate is greatly disturbed by the news coming from the south.  They had been concerned with keeping the borders secure from the interloping young races, but now were receiving reports that action had been taken to the southwest, and the Pendri city of Korvesh had been taken.  Many within their ranks believed that this was a gross misjudgement that would bring forth reprisals.

And now it seemed that reprisals had come.  Terran forces were now moving to assault all the Crondin, and action was needed.  Sensing that the Senate was incapable of handling the crisis, they voted to suspend the Senate meetings and put one man in charge to lead in the defense the Crondin homeland.  The man's name was Kysir.

Command City- Create Army (2)

Quickly, Kysir sends out calls for defenders, and so the 2nd Brigade is born, and immediately is sent to reinforce Kelorn.

Command Avatar-Command Armies (1)

Kysir sends word to the troops stationed in Korvesh to abandon the city to the City Guard, and march at the double-quick to Kelorn, for if the capital is lost, the Crondin Republic will fall. And so the 1st Brigade and the Volunteer Corp make their way back to Kelorn, and garrison the city for incoming attack.

Command Avatar- Create Army (1)

A call goes out, and the 2nd Volunteer Corp is formed and stationed at Kelorn.

9-4=5
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on September 15, 2013, 09:32:57 PM
Apologies for delays, homework is attempting to crush me.
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on September 21, 2013, 11:27:58 PM
Purify Civ-4 points
A disquieted mood comes over the beleaguered Utoypians, as they feel a corrupting presence bear down upon them, weighting their movements and stifling their natural joy.  A strange a frightening experience, the sapient toys come together to attempt to figure out what has gone wrong, and how to fix it.  To outsiders it seems almost as if their entire society has come to a stop, as intense collective mediation overtakes the whole race.  The result however, is a wave of white light bursting out of every one of their controlled cities several days later, as the entire race repurifies itself, casting off the strange Underworld magical curse, that they have no doubt is the work of the hostile Aeons.  Thanks to these dedicated efforts however, their alignment recovers from its recently induced gray neutrality.

Command Avatar-raise army-1 point
Zerky’s position with the Queenites is quite tenuous, and he knows it.  He sees the way Morgana looks at him… and she’s entirely right to suspect him of wishing to leave right away.  However, the Tiatlaca army is currently assaulting from all sides… leaving Zerky little avenue of escape (not that he doesn’t try, only that he has to run back when an army is coming in his direction).  Instead, he realizes with a great deal of anxiety the only way out of this without getting ruthlessly dismembered (again!) is to stand and fight.  To this end he forms the Morgana’s Most Loyal corps.

Command Avatar-raise army-1 point
To the north, Nicephorus regards the looming situation with impotent rage and alarm.  The other recent conquest of the Followers, Blackwatch, just retaken by the Chiaro?  And the moving military juggernaut of the Terrans?  This cannot be allowed.  He immediately forms the Avenging Phalanx in Highland.

Command Avatar-raise army-1 point
Hrakihk is quick to vacate the fortress city of Blackwatch, managing to slip out quietly, as the Chiaro led mercenaries were not expecting a Utoypian to be around.  Slipping south, he considers simply fleeing but part of him wants revenge, so heads south for Highland.  There, regrouping with the rest of the Followers, he helps organize the Joy Hater Corps

Command Avatar-raise army-1 point
Flurps hears of the disasters befalling her homeland and in squeaky dismay she races back.  In the city of Squeak she forms the Joyful Surfers to serve as a Utoypian naval grouping
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on September 22, 2013, 05:26:05 PM
Turn 14

Digital Vulpine - (10-10=0) 0+3+12=15 moved
Donnie - (7-6=1) 1+3+8=12
Draykin - (10-8=2) 2+2+5=9 moved
Fax - (12-9=3) 3+3+5=11 moved
FrostedLights - (10-7=3) 3+3+8=14 moved
I am the IZOD - (9-4=5) 5+3+7=15 moved
Kenku - (17-9=8) 8+0+2=10 moved
Radioactive Toast - (13-8=5) 5+3+3=11
Snow - (10-8=2) 2+3+4=9 moved
Stormkit - (8-3=5) 5+2+9=16 moved
Tech - (17-12=5) 5+1+10=16 moved
Tizocoatl - (21-20=1) 1+1+12=14 moved
Trask - (13-13=0) 0+3+4=7 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img39/2240/kf11.png)
Alignment
(http://imageshack.us/a/img833/3106/x7gb.png)
Underground
(http://imageshack.us/a/img7/1517/1efx.png)
Climate
(http://imageshack.us/a/img20/4013/foq2.png)
Races
(http://imageshack.us/a/img716/8021/cjd6.png)
Race color key
(http://imageshack.us/a/img853/9168/mvf.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  The Unextinguished Hope (http://dow.crimsonflagcomic.com/doku.php?id=the_unextinguished_hope)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Standard Tainted Army Responders-in Snuggles
    Restoring Force-in Snuggles
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)+0
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+2
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Black Lanterns(from the Zemeri)-in Blackwatch
    Tuatha Home Guard-in Tuatha
    Henry's Hooligans-in Tuatha
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
    Volunteer Corp-in Kelorn
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Battleship Sword of Hannibal-in Highland
    The Truth-in Highland
    Avenging Phalanx-in Highland
    Joy Hater Corps-in Highland
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)+0
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
    Armies:
    The Consuming Pyre-south of Daishi
    First Spark Recon Corps-south of Daishi
    Strike Force Vulcan-south of Daishi
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
  The Mindwalkers (http://dow.crimsonflagcomic.com/doku.php?id=mindwalkers)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)+0
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
True Queenites (http://dow.crimsonflagcomic.com/doku.php?id=queenites)-1
    Armies:
    Army of the Vengeful Queen-in Den Atzintli
    Ice Golems-in Den Atzintli
    Morgana’s Most Loyal Corps-in Den Atzintli
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
    Armies:
    1st Pendri Army-in Korvesh
    2nd Pendri Army-in Korvesh
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    1st Terran National Guard-in Ter
    1st Squadron, 1st Cavalry Regiment of the 1st Armored Division-in Ter
    1st Joule Infantry Regiment-in Say
    1st Say Marines-in Say
    4th Say Fleet-in Say
    2nd Hayek Tank Division-in Hayek
    3rd Hayek Mobile Infantry Regiment-in Hayek
    3rd Columbian National Guard-in Columbia
    2nd Joule Mechanized Infantry Regiment-in Joule
    3rd Joule Fighter Wing-in Joule
    3rd Say Carrier Battle Group-in Joule
    3rd Terran Mobile Infantry Regiment-in Joule
    5th Columbian Heavy Artillery Division-in Joule
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
  Military Council (http://dow.crimsonflagcomic.com/doku.php?id=military_council)
    Armies:
    Shock Force A-in Cloudcutter Memepixque
    Shock Force C-in Den Zacatl
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Puppetmasters (http://dow.crimsonflagcomic.com/doku.php?id=puppetmasters)
  The Keypers (http://dow.crimsonflagcomic.com/doku.php?id=keypers)
  Armies:
    Legion of Happiness-in Daishi
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Snuggernaut-in Huggleburg
    Gigglers-Plushville
    Windup Floatilla-in Bubbles
    The Fluffy-in Fluff 'n' Stuff
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    The Black Hands of the Scions-in Delini Pusobu
    Deephallow Mercenary Company-in Deephallow
    Shattered Coast Reavers-in Duchlesa Breh
    Void Knights-in Deephallow

Other
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Akuritli (http://dow.crimsonflagcomic.com/doku.php?id=akuritli)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
Jack-The-Ripper-In-The-Box (http://dow.crimsonflagcomic.com/doku.php?id=jack-the-ripper-in-the-box)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
The Kitsune (http://dow.crimsonflagcomic.com/doku.php?id=kitsune)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Tiatlaca Assault on Den Atzintli
5(roll)+7(Advances) vs 11(roll)+5(Advances)
7(roll)+7(Advances) vs 7(roll)+5(Advances)
10(roll)+7(Advances) vs 8(roll)+5(Advances)
6(roll)+7(Advances) vs 9(roll)+5(Advances)
9(roll)+7(Advances)-1(prior combat) vs 8(roll)+5(Advances)
6(roll)+7(Advances)-1(prior combat) vs 9(roll)+5(Advances)
2(roll)+7(Advances)-2(prior combat) vs 10(roll)+5(Advances)-1(prior combat)

General foreign intelligence and spies tells Morgana that an enemy offensive in the making, though she does not know precicely when.  Ironically, the first decisive sighting is by Zerky as he's trying to flee the city.  Racing back, all routes of ultimate escape closed off, the sleezy rattish dragon informs Morgana of what's coming, claiming he was "scouting."  While dubious, she orders the armies to assume defensive positions and sends out more scouts to confirm the sighting.  The answer comes mere minutes later when the Tiatlaca airships begin long range bombardment.  The resulting battle is one fought over several days, with the Queenites adopting a strategy of sending out their jetpack equipped troopers in waves to swarm air targets that get in too close, while swiping at the ground forces advancing on the city.  In this regard meet much success, though they take staggering casualties in the process.  The assault from the caves by the Frost Blades Army, however, is one that takes them largely by surprise, with insufficient forces guarding the cave entrances.  Tiatlaca forces swarm into the city, striking at key points and almost taking them, only for a bloody grinding urban battle to ensure, as the defenders begin to fight block by block, building by building.  Again, the Queenite loses are enourmous, but in the end they have more troops to throw around than the Tiatlaca, who begin to lose cohesion as their numbers grow insufficient to hold their positions.  The eventual smashing the air assault by the Queenites, destroying the airships and dealing enough damage to the Cloudcutter Pixacosta to force it to withdraw, leaves the attacking armies without air support, which  costs their remaining ground forces dearly.  In the end they are unable to recover and are routed by the fanatical Queenite armies.

Queenite Victory
Armies that survive: Army of the Vengeful Queen, Ice Golems, Morgana’s Most Loyal Corps
Armies destroyed: Explorationary Defense Force, Frost Blades Army, Shock Force B, Shock Force D, Levied Tiatlaca, Army of the Dark Gaze, Plague of Locust



Zemerai Assault on Highland
6(roll)+9(Advances) vs 4(roll)+8(Advances)
4(roll)+9(Advances) vs 10(roll)+8(Advances)
5(roll)+9(Advances) vs 9(roll)+8(Advances)
11(roll)+9(Advances)-1(prior combat) vs 12(roll)+8(Advances)

The Zemerai march on Highland is well executed, but gets off to a bad start by its inability to evade Follower scout vessels patroling the continent.  This allows the Origin believers to consolidate and position their forces defensively.  Though the many advances of the subterranian dwelling creatures proves to be a powerful element in their plan of attack, particularily their new phase shifting which the Followers struggle to counter, especially in the earliest phases of the battle.  It is not until later they learn its precise limitations and how to best position and utilize magical fields positioned within groups to counter it.  By this time, however, they take heavy losses, especially on one of the floating islands to the east that is being used as an airfort.  Sensing the moment is ripe, the Zemeri general orders his forces in, hoping to strike swiftly and decively and achieve a total crushing victory against these devils once and for all.  However, the attack is bottlenecked by careful fortification of the surrounding sky isles, which rain down fire and are difficult to take out piecemeal, even with phase shifting, due to the ability of any artillery position to reorient in almost any direction.  Zemeri get close, many of their airships breaching the perimeter and landing on the city isle itself, but by then their overall position is much weakened, leaving them unable to mount sufficient support and concentrate their troops on any one breach in the perimeter.  The result is a general encirclement, especially with the arrival of a Follower Battleship, the Sword of Hannibal, in the Zemeri rear.  With the fanatical Followers mercilessly descending on the overstretched Zemeri, one by one they wipe them out as effective fighting forces until there isn't anything left to call an army.

Follower Victory
Armies that survive: The Truth, Battleship Sword of Hannibal, Avenging Phalanx,
Joy Hater Corps
Armies destroyed: Nightspire Lancers, The Rekapivonian Superheavy Dragoons,
Hussars of Palazzo, Followers Unto The Sun


Pendri Assault on Korvesh
8(roll)+5(Advances) vs 5(roll)+8(Advances)
9(roll)+5(Advances) vs 4(roll)+8(Advances)-1(prior combat)

The Pendri march on the promise of revenge and retribution for the taking of their soil and city, but privately many of the troops are weary, knowing the city's formidable defenses and the fact that they do not outnumber the enemy.  Determined, yet grim and somewhat resigned to a grisly end, the Pendri march north... but much to their surprise they find the city apparently deserted of almost the entirety of its defenders, a small garrison all that remains.  Wary and cautious, the Pendri generals send in probing attacks to determine the enemy's strength.  The garrison commander has a hopeless task, but is determined to make the Pendri bleed for any attack they undertake.  In this, the first round, he is quite succesful, as the numerous Pendri attacks are severely mauled and bloodied, and in the end forced to retreat.  However, this reveals to the High Priest just where the defenders are located, and how they are using the city walls and defenses.  Armed with this knowledge, the High Priest orders strikes against weak points in the Crondin defenses.  Before long breaches in the perimeter are opened, and no amount of beam weapons can aid the defenders as zealous Pendri swarm in, overwhelming the garrison and retaking the city.


Pendri Victory
Armies that survive: 1st Pendri Army, 2nd Pendri Army



Terran Assault on Kelorn
5(roll)+7(Advances) vs 8(roll)+6(Advances)
7(roll)+7(Advances) vs 3(roll)+6(Advances)
5(roll)+7(Advances) vs 7(roll)+6(Advances)
7(roll)+7(Advances) vs 7(roll)+6(Advances)
11(roll)+7(Advances) vs 4(roll)+6(Advances)
7(roll)+7(Advances)-1(prior combat) vs 10(roll)+6(Advances)-1(prior combat)
10(roll)+7(Advances)-1(prior combat) vs 12(roll)+6(Advances)-1(prior combat)
2(roll)+7(Advances)-1(prior combat) vs 5(roll)+6(Advances)-2(prior combat)

Vacating all their other lands in an emergency evactuation to try and hold on to the capital, the Crondins dig in for an all out defensive effort to keep their grip on the ancient city.  The swamps are fortified, raiding lines established, air defences organized, and every weapon available is pulled into the battle lines.  The Terran assault when it comes is massive and overwhelming, this one offensive matching the entire Crondin military.  Attacking from the sea, land, and air, the Terrans work to use their combined arms to break apart, overwhelm, and crush their Crondin opponants.  The air and sea assaults in particular prove devestating, though parity is much more apparent in the ground assault, where the thick swamps hamper all efforts to move Terran tanks in an orderly fashion, despite their impressive logistics.  The orbital drop troops land in early, and actually manage to secure a full 3rd of the city in the initial assault, but the Crondin defensive posture is designed for strategies like this in mind, giving them the ability to cordin off large swathes of the city without comprimising the overall defense.  A grueling months long slog ensues, Crondin and Terran combatants often engaging in close quarters swamp and urban combat.  No matter how much the invaders attempt to secure their perimeter, Crondin raiding parties always manage to find ways to harrass and deplete the supply lines.  A turning point is reached when a large night attack strikes out to the sea to surprise the Terran navy, which has been so far been providing constant and accurate naval and gun support.  In the ensuing battle, over half the Terran fleet is at the sea's bottom, and the rest is being chased and harried.  Deprived of naval support, the ubiquitos, dispered anti-air units the Crondins possess steadily whittle down the Terran bombers and strike aircraft with constant beam weapon attacks.  Finally, a full 5 months into the battle, the Crondins take advantage of a Terran reorganization to launch a full assault, breaking the vulpines' positions and driving them into the swamps and a rout.

Crondin Victory
Armies that survive: Army of the Elements, Volunteer Corps
Armies destroyed: 2nd Say Fleet, 4th Joule ODIN regiment, 4th Hayek Tank Division, 4th Columbian bomber wing, and 5th Hayek Mobile Infantry Regiment, 1st Brigade, 2nd Brigade, 2nd Volunteer Corp



Terran Assault on Bulwark
2(roll)+7(Advances) vs 4(roll)+6(Advances)
5(roll)+7(Advances) vs 9(roll)+6(Advances)-1(prior combat)
8(roll)+7(Advances) vs 12(roll)+6(Advances)-2(prior combat)
3(roll)+7(Advances) vs 9(roll)+6(Advances)-3(prior combat)
4(roll)+7(Advances) vs 10(roll)+6(Advances)-4(prior combat)

The general in charge of the attack on Bulwark is supremely confidant of victory.  So confidant, that many of his subordinates question his judgement to some degree, producing a great deal of unease.  Nevertheless, the odds in the Terrans' favor are overwhelming, and barring improbable circumstances, the battle is theirs to lose.  Unfortunately, things start to go wrong from the beginning, as the weather this particular year is excessively volatile, more so than any of the natives can remember even.  Thunderous monsoons and several typhoons see fit to ravage the region, flooding vast swathes of land and often making the skies dangerous to fly through.  Nevertheless, the Terran commander insists the attack proceed as scheduled.  The Crondin defenders are almost dumbstruck from the reports they're getting of the Terran army suicidally marching into the worst weather this region has seen in recorded history.  Whole divisions of the Terran invasion are wiped out by massive flooding, and in one particularily fatal incident the Terrans try to launch an all out arial assault on Bulwark during a massive wave of thunderstorms, reasoning that the defenders will not be expecting such an arial and paratroop invasion combined with orbital drop troops.  This bizarre occurance results in utter disaster, the orbital troops having their capsules widly blown off course from intense upper level winds, and much of the airforce caught in a sudden squall that downs over half of the aircraft.  Amid the terrible storms and roiling floods, the tiny Crondin garrison of Bulwark decides to risk it all in an all out attack.  They have known since the beginning the only job they have is to merely make the Terrans bleed for taking the city, but the sudden devestating weather patterns and the invading army's apparent suicidal wishes gives a small window of oppritunity.  Small groups press out from the city, the city guard rushing out in pouring rain and storming conditions, which are not unfamiliar to the lizard folk in the slightest, to strike the Terrans at their moment of maximum disorganization.  The strike succeeds beyond their wildest dreams, as the low morale of the Terrans and their incompetent leadership cracks under the strain and causes them to spectacularily rout.

Crondin Victory
Armies destroyed: 5th Joule ODIN regiment, 3rd Joule fighter wing, 4th Terran Tank Division, 2nd Columbian Infantry Regiment, 2nd Terran Armored Division



Terran Assault on Htark
12(roll)+7(Advances) vs 2(roll)+6(Advances)

In contrast to the fierce battles and utter debacle taking place to the north, the Terran attack on Htark can barely be called such, so perfect is their coordination and swift their strike.  Before the defenders can even organize orbital drop troops and naval support is in place, and iron discipline and rigorous scouting gives the Terran tanks and armoured vehicles paths through the brutal swamps to sweep up to the city's doorsteps.  Almost without a fight then is the city taken

Terran Victory
Armies that survive: 3rd Say Carrier Battle Group, 1st Say Marines, 5th Columbian Heavy Artillery Division, 3rd Terran Mobile Infantry Regiment, 1st Joule Infantry Regiment
Title: Re: DoW the 3rd
Post by: Draykin on September 22, 2013, 05:54:26 PM
Advance Civilization: Jeagers: Burning Vengeance - 6
The next step in preparation for war was not so much of an evolution as it was just a rallying to a single cause. As the Jaegers saw it, they had been attacked, driven from their homes, and.... converted into abominations against their wills. As far as they knew, the entire world had turned from peaceful to hateful, and wanted to destroy them. First, the invaders, then the great fire from the sky... Now, they just wanted to see the world burn.

Command Order: The Order of Hunters: Create Army: Legion KILLJOY - 2
Using happy-go-lucky fools that happened to be foolish enough to go alone and be captured, the Order began testing on the freakish assailants of their homeland. Alas, there was nothing to be learned, other than the best way to defeat a Utoypian, is to burn it. They assembled a legion of six thousand Jaegers, and named them Legion KILLJOY.

Command Avatar: Ignis: Command Armies: Begin the March: Target - Daishi - 1
With a mighty roar in the midst of night, Ignis awoke every soul on the island. The Jaegers' hearts burned for battle and revenge, and so forth, Ignis commanded all forces to retake the city of Daishi.

Points at Round Start - 9
Points Remaining - 0
Title: Re: DoW the 3rd
Post by: I am the IZOD on September 22, 2013, 06:23:52 PM
Catastrophe (10)

When Htark had been created, it had indeed been with defense in mind.  However, it had also been created with the idea of depriving the enemy of control over it.  And so it was, the morning of the Terran victory that took control of Htark, that the this protocol was enacted.

A lone Crondin commander who had been given the task triggered the destruct magics that had been placed under the city.  The magic burrowed into the earth, and within a half an hour, the magic struck and drilled through the tectonic plates.

Very quickly, magma shoots up through the tunnel, and Htark is consumed in the fire of a newborn volcano, taking with it the inhabitants, and the armies stationed there.

Command Avatars- create armies (2)

Grim celebrations reverberate through the Crondin realm.  Victory has been achieved.  The armies of the invaders have been decimated.

Kysir, however, cautions that the threat is not over, and that they must be prepared for further wars of aggression.  And so in memorial of the units that gave themselves for the protection of Kelorn, the 1st and 2nd Brigades are reformed, and garrisoned in Bulwark.

15-12=3
Title: Re: DoW the 3rd
Post by: Digital Vulpine on September 22, 2013, 06:44:44 PM
The Terran Federation preemptively evacuates Htark, because it was not worth holding.  Therefore no armies are lost.  Each army returns to its home station.  

Avatar creates one army in Ter.

Each homeland city generates an army.

Each avatar orders attacks on Tratos, Kruos, and Snuggles, with three armies per target.

Defensive armies are re-organized to place five in Ter, one in each of the other cities.

1 point left.

Will edit with extreme prejudice as necessary.
Title: Re: DoW the 3rd
Post by: Snow on September 26, 2013, 09:15:21 PM
Starting points: 9
Advance Civ (6): Golem Warriors
"Why is it that every one of these things takes a whole minute of flashy magic flares to 'summon' even after all the actual construction work? I'd rather not watch the process over and over."
Research into piloted golems advanced far enough to make them autonomous. Plushstripe technicians nagged Chiaro researchers that they'd pretty much known how to do this sort of thing for centuries, but cooperation between the races had declined after the failure of the Beanheamoth. Still, both sides saw the value of being able to send big, expendable minions into war while still giving heroes a chance to shine. Besides, there was a pressing need for manpower, as the Chiaro worked on a project. So secret was it that the leaders set up a conspiracy specifically to attract the inevitable adventurers who wanted to uncover this sort of thing, and used that to identify good recruits.

Command Avatars (both) to Raise Armies (1x2)
In Black Watch, the Chiaro reinforced their position by bringing in Caber's Crusaders, an expendable golem-backed unit led by a few brave pilots.
In Tuatha, Ryan's Riders stood by their transforming battle golems, ready for a call to action.

Ending points: 1. Next turn bonus: +3.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on September 30, 2013, 01:27:19 AM
Turn taking time! here we go. [:)

Command Order - Toymancers - Create City - 2 points.

City created at E14, will be called Sea Seams.

Command Order - Puppetmasters - Create City - 2 points.

City created at F14, named Stitches.

Command Order - Keypers - Create Army - 2 points.

Army formed at E14, they shall be named, the Sea Seam Squadron.

Command Avatar - Traskiro Kyuro - Create Army - 1 point.

Army formed at F14, named Tag Team.

7 of 7 points consumed, 0 remain.
Title: Re: DoW the 3rd
Post by: Fax on September 30, 2013, 05:02:10 PM
Catastrophy - [10] After being rebuffed by the defenses of Highland the Zemeri proceed with their usual grim and brutal effectiveness. Their doctrine of implementing catastrophic levels of overkill in the face of seemingly unbreakable opposition is once more engaged. Surprisingly, Zerky is once again in their sights, however only by coincidence of his alliance with Morgana. He simply got to be the first to realize what was happening.

What started as an idle admiration and coveting of a couple falling stars rapidly turned into a frantic flight for safety as the falling stars fell towards HIM. Zerkey knew innately there was only one source for something quite so malevolent: those pitiful creatures which should have been such easy pickings that he had tried to overrun so many ages ago. It turned out to be such a horrible, horrible mistake. There was only one thing for it, Zerky fled the city screaming in abject terror.

Meanwhile, up in orbit the fledgeling Zemeri space program had just finished its program of gathering up all of the loose slag, tailings, waste and depleted meteors they could lay their hands on. The massive collection of gargantuan rocks were then propelled towards Highland with one devastating goal: the complete and utter obliteration of Highland and the areas surrounding it and in the process, the annihilation of Morgana's remaining forces on the continent. By the time they ran out of rocks little remained of the city or its surrounding islands but smoking, overlapped craters.

Amazingly enough, Zerky actually got to the mainland before most of the city was obliterated though through a freak accident one of the rocks thrown from orbit fell off target. Zerky, seeing that meteors were all falling well away from where he now was let out an exclamation of victory: He had escaped not only from Morgana but also (at least in his eyes) beaten those wretched Zemeri. Unfortunately for him, this was the point where one of the minions shouted and pointed to the sky where the rogue meteor was proceeding to break up into a hailstorm of flaming meteoric grapeshot coming directly for him. The wretched creature could do little but screech in horror as he and his entire camp was reduced to little more than burning shreds.


Edit: - Strangely enough, the above occured but due to an odd quirk of temporal mechanics, it turns out that Zerky was not infact in Highland at the time when the Zemeri proceeded to render it and its contents down to a couple meters below the bedrock level via orbital meteor bombardment. Instead he simply had horrific nightmares of the event for a good three weeks after it happened, starting well before news even reached anyone under Morgana's command.

Once the bombardment had ceased the next stage of the Zemeri plans commenced. While the primary stronghold of the immediate foe had been obliterated, the area was practically a wasteland so, in their usual grim manner the Zemeri mercenaries set about laying the groundwork for the repopulation and restoration of the region.
Title: Re: DoW the 3rd
Post by: William Swiftfoot on September 30, 2013, 07:35:12 PM
The Kitsune looked upon the continuing choas and sighed. No good would come of choosing one side, and such conflicts were too heavy to be able to create peace...and thus it decided to take the only path it could...create a shelter to thoes that do not wish a part.

Command Avatar - Kitsune - Mindwalkers - Create City With the help of the Miz he had blessed, the Kitsune began to create a grand city within the center of its birthplace, the Lagoon of F8. The city over time becomes a place of market and faith...and of diplomacy, as the Kitsune through the Miz run the city as one of debate and understanding, welcoming all, as long as they do not attempt to commit violent acts within the city itself. As a simple protection to the city as well, the Kitsune creates a shield of light, and thus The Sancturary of Light is created.

Advance City - SOL The shimmering sheild that Kitsune created gaurds the city from the chaos outside, and makes it a protected shield should an army be wayward.

Remaining Pts: 4
Title: Re: DoW the 3rd
Post by: Stormkit on September 30, 2013, 08:57:43 PM
Advance Race: Dimensional Research - 6 pts
      The Aeon further their research into dimensional travel and have surpassed the need for a stable place to return to, learning how to navigate infinity.

Command City & Order: Resurrect the leviathan - 4 pts total.
       "We may have suffered a small set back, but we shall emerge victorious! With this resurrection we shall conquer the place of our defeat! Hugglesburg shall fall under the force of all our armies!"

Command Avatar: Command armies to attack Hugglesburg Ter - 1 pt.
       "Umm... General Khayos, this isn't Hugglesburg."
       "What? Of course it is! Doesn't it look like Hugglesburg?"
       "Not... really... Where is the Huggernaut? If this is Hugglesburg, why hasn't it reacted yet?"
       "It must be cleverly hiding. It's a ruse! Be on the lookout for ambushes!"
       "And... what about all the Terrans running around?"
       "Another ruse! Are you suggesting Utoypians can outsmart us?"
       "This isn't even an island! This isn't Hugglesburg, this is Ter! Why are we attacking Ter?!?"
       "Bwa Ha Ha! Fooled you again!"
       "Well joke's on you, you tipped your hand too early. We're going home."
       "Oh hey, I think they noticed our rather large army... I sure hope they don't think we're hostile and attack anyway..."
       *railgun fires*
       "... Sometimes you are the worst."

Points spent: 11
Points remaining: 5
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on October 01, 2013, 09:09:44 AM
Catastrophy - [10] After being rebuffed by the defenses of Highland the Zemeri proceed with their usual grim and brutal effectiveness. Their doctrine of implementing catastrophic levels of overkill in the face of seemingly unbreakable opposition is once more engaged. Surprisingly, Zerky is once again in their sights, however only by coincidence of his alliance with Morgana. He simply got to be the first to realize what was happening.

What started as an idle admiration and coveting of a couple falling stars rapidly turned into a frantic flight for safety as the falling stars fell towards HIM. Zerkey knew innately there was only one source for something quite so malevolent: those pitiful creatures which should have been such easy pickings that he had tried to overrun so many ages ago. It turned out to be such a horrible, horrible mistake. There was only one thing for it, Zerky fled the city screaming in abject terror.

Meanwhile, up in orbit the fledgeling Zemeri space program had just finished its program of gathering up all of the loose slag, tailings, waste and depleted meteors they could lay their hands on. The massive collection of gargantuan rocks were then propelled towards Highland with one devastating goal: the complete and utter obliteration of Highland and the areas surrounding it and in the process, the annihilation of Morgana's remaining forces on the continent. By the time they ran out of rocks little remained of the city or its surrounding islands but smoking, overlapped craters.

Amazingly enough, Zerky actually got to the mainland before most of the city was obliterated though through a freak accident one of the rocks thrown from orbit fell off target. Zerky, seeing that meteors were all falling well away from where he now was let out an exclamation of victory: He had escaped not only from Morgana but also (at least in his eyes) beaten those wretched Zemeri. Unfortunately for him, this was the point where one of the minions shouted and pointed to the sky where the rogue meteor was proceeding to break up into a hailstorm of flaming meteoric grapeshot coming directly for him. The wretched creature could do little but screech in horror as he and his entire camp was reduced to little more than burning shreds.

Umm, Fax, you mixed up which of Donnie's avatars is where and who's doing what =p

Since you've been focusing mostly on the Followers and aiding the Chiaro in the north and attacking Highland in the past, I'd assume you'd be directing this there; however, Morgana and Zerky are in the south at Den Atzintli.
Title: Re: DoW the 3rd
Post by: FrostedLights on October 04, 2013, 11:13:26 AM
Still feeling the sting of the Korvesh disaster, the Pendri set to work ensuring that never again shall a Pendri city fall to the enemy. New walls are constructed, combining the curse of Old Alsimor with the magical fire they hold dear.

Advance Civilization - Night-hardened Walls (6 points)

Shards of the Melodian's Ancient Artifact begin to resurface, granting strange magical powers to anyone that posses them, but beware Tempest's wrath, should any be found unworthy to bear such a gift.

Advance Civilization (Melodians) - Shardhunters: The remaining Melodians zealously seek the songshards, and will stop at nothing to keep them from the hands of those that wield shadowy magicks. (6 points)

2 points remaining
Title: Re: DoW the 3rd
Post by: DigitFiredrake on October 04, 2013, 10:31:23 PM
PASSSSSSSSSSSSSSSSSSSSSSSSSSSS! :D
Title: Re: DoW the 3rd
Post by: Tizocoatl on October 05, 2013, 08:00:21 AM
Pass
Title: Re: DoW the 3rd
Post by: Donnie on October 06, 2013, 06:01:32 PM
In Highland

A Terran scribe turns through a book of records, "The new equipment has been installed onto Avalon thy flames."
Adriana was in a lousy mood. The races of this world have been acting carelessly, dropping meteors and what have you.
"In my day we did not resort to such trifle means to an end."

Danyel approaches Adriana, "Sister, our time here is approaching an ends."
Adriana's eyes burned a flame, "I have yet to even begin, Yeckzon!"
Danyel crossed his arms and nudged his pom behind him, "He's coming, and you know it."
"He comes seeking an army, and I shall provide him with the finest!" Adriana sneers.
Danyel sighs, "Adriana, it is no longer our way to promote violence. We should be watching over the mortals, not rounding them up as followers."
"Regardless," she looks out the glass dome, Avalon above, "It is not in me to leave without my goal complete. I require an army."
"And you have one. Take what you have and leave. I will aid you in this, no more. I shall bring Morgana and Myrddin."
"Gather them at the northern most tip of the continent to the east."
Danyel  leaves the chambers.

Catastrophe -10
Avalon has returned to the surface and been refitted with new technology. In addition to it's main cannon, it has been fitted with two subsections on the wings, allowing for independent control, targetting, even jettisoning for independent control.

The Avalon Dreadnought is now an army with a +1 combat modifier in addition to tech advances.
Avalon Dreadnought available for command.

Danyel assembles the Pomharpii ascended and gather their forces at B5.
Morgana brings all her assets.
Myrddin brought with him the 1st Squadron, 1st Cavalry Regiment of the 1st Armored Division

Adriana abandons Highland and brings the whole population with her aboard the Avalon. Avalon's sensors have detected a mass de-orbiting of debris and shielded the city from most of the smaller rocks as the city was evacuated. Behind them, Highland is crushed below both Morgana and Myrddin's armies converge and march.

Myrddin grins with abject accomplishment, "By lord, the Terrans have done more than I have ever imagined! Quite astonishing how they evolved to be so different than the Foxkind of our homeworld. I wonder how they are doing now? I can't wait to find another world to study!"

"Pah," Morgana quips, "I don't intend to leave so easily."

Command Avatar Adriana Attack Ultima Thule
The Pomharpii and Batosian have discussed with one another on the upcoming visitation and have all agreed that a floating island would make a fine location to present themselves. After all, this was to be a major visit.

Adriana wished for a proper aerial platform to prepare the fleet.
Morgana wished for a throne in the skies.
Myrddin wished to study the island.
Danyel, enters Ultima Thule and lays down the demands,

"We are henseforth annexing this island for the duration. There is no need to resist. Surrender and you will be relocated to friendly territory in peace with all your belongings, resist and you be forced to leave."

Danyel sighs heavily, being the only one with the voice of reason, otherwise Morgana would mind control the people, or Adriana murdering them. God knows what Myrddin would do....

Remaining Points 1
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on October 11, 2013, 12:02:51 PM
Catastrophe
Zerky is traumatically haunted by the nightmares he keeps receiving of destruction from the skies, becoming more and more unbalanced as time goes on.  Morgana's sudden and swift departure without him in the dead of night leaves the rat-dragon neurotically squirming and alone with his own thoughts.  Finally he can't take it anymore, his mind beset by the only obvious conclusion.

The Zemeri are out to get him.

He needs to kill the Zemeri!  Yes!  Kill the Zemeri, kill kill!

It's just a matter of sneaking onto a space vessel: Terran, Chiaro, Zemeri; any will do.  And then slaughtering the crew while they sleep.  Yeees... they don't see him coming.  He laughs wheezily; yes kill the Zemeri.  Wait, aren't these Terrans he's killing right now?  Or maybe the taur Chiaro... he isn't actually paying attention...  Anyway, max thrust, bring it down to the earth...  Yes!  Yes, Delini Pusabo.  That CURSED city from his nightmares, the place of dismemberment. 

His arm flies away from his body as the spears pierce his skull-

Hahahah!  Yesysysysysysysy they city must die!  Send it crashing!  Kiiiiiill, end it.  Wipe the city from the face of the world.  End the nightmares!  The planet approaches, the velocity increasing faster and faster, boosted by several slingshots around the moon.  Faster, faster, swing swing swing dive divedivegoathemhitthemendthenightmaresmakethemgoaway. 

The oceans loom, the landmass comes into view, the mountains reveal themselves!  His speed is incredible!  The kinetic energy it is carrying is overwhelming!  The city is doomed, no longer will it haunt him!  He's won!  He has overcome his!...  Wait... he's still in the ship.  Oh sh-
Title: Re: DoW the 3rd
Post by: PrincessHotcakes on October 12, 2013, 05:42:36 PM
Turn 15

Last turn of the game, however it will not be the last update.  Upon completion of everyone's turn there will be a final endgame update so that you can all see what happens as a result of all your turns.  I'll endevor to include some appropriate flavor text as well.

Digital Vulpine - (15-14=1) 1+3+9=13 moved
Donnie - (12-11=1) 1+3+9=13
Draykin - (9-9=0) 0+3+12=15 moved
Fax - (11-10=1) 1+3+8=12 moved
FrostedLights - (14-12=2) 2+3+5=10 moved
I am the IZOD - (15-12=3) 3+3+8=14 moved
Kenku - (10-6=4) 4+1+5=10 moved
Radioactive Toast - (11-10=1) 1+3+2=6
Snow - (9-8=1) 1+3+7=11 moved
Stormkit - (16-11=5) 5+3+12=20 moved
Tech - (16-0=16) 16+0+4=20 moved
Tizocoatl - (14-0=14) 14+0+6=20
Trask - (7-7=0) 0+3+7=10 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3
(http://i52.photobucket.com/albums/g33/Kiminari/Dawn%20of%20Worlds/sketch-1.jpg)
Geo
(http://imageshack.us/a/img14/9649/ldq8.png)
Alignment
(http://imageshack.us/a/img62/5627/tn56.png)
Underground
(http://imageshack.us/a/img580/5595/lzcz.png)
Climate
(http://imageshack.us/a/img546/2909/wpfn.png)
Races
(http://imageshack.us/a/img31/7051/m79.png)
Race color key
(http://imageshack.us/a/img853/9168/mvf.png)

Races
Aeons (http://dow.crimsonflagcomic.com/doku.php?id=elementals)+0
  Orders:
  The Balance (http://dow.crimsonflagcomic.com/doku.php?id=balance)
  The League of Necessary Evil (http://dow.crimsonflagcomic.com/doku.php?id=necessary_evil)
  The Unextinguished Hope (http://dow.crimsonflagcomic.com/doku.php?id=the_unextinguished_hope)
  Joy Afflicted (http://dow.crimsonflagcomic.com/doku.php?id=joy_afflicted)
    Armies:
    Restoring Force-in the dimensions
Carcharordons (http://dow.crimsonflagcomic.com/doku.php?id=carcharodons)+0
  Orders:
  Predatory Chain (http://dow.crimsonflagcomic.com/doku.php?id=predatory_chain)
Chiaro (http://dow.crimsonflagcomic.com/doku.php?id=chiaro)+2
  Orders:
  Adventurers' Guild (http://dow.crimsonflagcomic.com/doku.php?id=adventurers_guild)
  Order of the Second Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_second_tail)
  Sky Isle Ocean Brigands (http://dow.crimsonflagcomic.com/doku.php?id=sky_isle_ocean_brigands)
    Armies:
    Black Lanterns(from the Zemeri)-in Blackwatch
    Caber's Crusaders-in Blackwatch
    Tuatha Home Guard-in Tuatha
    Henry's Hooligans-in Tuatha
    Ryan's Riders-in Tuatha
Crondins (http://dow.crimsonflagcomic.com/doku.php?id=crondins)+0
  Orders:
  Legion of Shadows (http://dow.crimsonflagcomic.com/doku.php?id=ngarjeck)
  Order of the First Tail (http://dow.crimsonflagcomic.com/doku.php?id=the_order_of_the_first_tail)
  Elder Rights (http://dow.crimsonflagcomic.com/doku.php?id=elder_rights_order)
  Sakari (http://dow.crimsonflagcomic.com/doku.php?id=sakari)
    Armies:
    Army of the Elements-in Kelorn
    Volunteer Corp-in Kelorn
    1st Brigade-in Bulwark
    2nd Brigade-in Bulwark
Followers of Origin (http://dow.crimsonflagcomic.com/doku.php?id=followers_of_origin)-1
  Orders:
  Priory of Origin (http://dow.crimsonflagcomic.com/doku.php?id=priory_of_origin)
    Armies:
    Army of the Vengeful Queen-in Ultima Thule
    Ice Golems-in Ultima Thule
    Morgana’s Most Loyal Corps-in Ultima Thule
    Battleship Sword of Hannibal-in Ultima Thule
    Avalon Dreadnought-in Ultima Thule (Follower +1)
Jaegers (http://dow.crimsonflagcomic.com/doku.php?id=jaegers)+0
  Orders:
  The Order of Hunters (http://dow.crimsonflagcomic.com/doku.php?id=order_of_hunters)
    Armies:
    The Consuming Pyre-south of Daishi
    First Spark Recon Corps-south of Daishi
    Strike Force Vulcan-south of Daishi
Knowlsek (http://dow.crimsonflagcomic.com/doku.php?id=knowlsek)+0
   Subraces: Tin (http://dow.crimsonflagcomic.com/doku.php?id=tin)
  Orders:
  The Plex (http://dow.crimsonflagcomic.com/doku.php?id=plex)
  The Mercury Eye (http://dow.crimsonflagcomic.com/doku.php?id=mercury_eye)
    Armies:
    Path Guard-in Maze
    First SightSeekers-East of Maze
Melodians (http://dow.crimsonflagcomic.com/doku.php?id=melodians)+1
  Orders:
  Church of the Lights (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_lights)
Miz (http://dow.crimsonflagcomic.com/doku.php?id=miz)+0
  Orders:
  The Hexogon (http://dow.crimsonflagcomic.com/doku.php?id=hexogon)
  The Mindwalkers (http://dow.crimsonflagcomic.com/doku.php?id=mindwalkers)
Nocturnals (http://dow.crimsonflagcomic.com/doku.php?id=nocturnals)+0
  Orders:
  Temple of Nyx (http://dow.crimsonflagcomic.com/doku.php?id=temple_of_nyx)
True Queenites (http://dow.crimsonflagcomic.com/doku.php?id=queenites)-1
    Armies:
    ARMIES LINKED WITH THE FOLLOWERS OF ORGIN
Pendri (http://dow.crimsonflagcomic.com/doku.php?id=pendri)+1
  Orders:
  Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=church_of_the_burning_light)
    Armies:
    1st Pendri Army-in Korvesh
    2nd Pendri Army-in Korvesh
Terrans (http://dow.crimsonflagcomic.com/doku.php?id=terrans)+0
  Orders:
  Council of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=council_of_the_round_table)
  Knights of the Round Table (http://dow.crimsonflagcomic.com/doku.php?id=knights_of_the_round_table)
  Order of the Third Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_third_tail)
    Armies:
    2nd Terran Carrier Battle Group-in Ter
    4th Terran Marines-in Ter
    5th Columbian Heavy Artillery Division-in Ter
    1st Joule Infantry Regiment-in Tratos
    1st Say Marines-in Tratos
    4th Say Fleet-in Tratos
    2nd Hayek Tank Division-attacking Kruos
    2nd Joule Mechanized Infantry Regiment-in Snuggles
    3rd Joule Fighter Wing-in Snuggles
    3rd Say Carrier Battle Group-in Snuggles
    1st Hayek Fighter wing-in Hayek
    4th Joule Tank Division-in Joule
    2nd Columbian Infantry Division-in Columbia
    2nd Say Infantry Division-in Say
Tiatlaca (http://dow.crimsonflagcomic.com/doku.php?id=tiatlaca)+0
  Orders:
  Water-Bearers (http://dow.crimsonflagcomic.com/doku.php?id=water-bearers)
  Order of the Fifth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fifth_tail)
  Military Council (http://dow.crimsonflagcomic.com/doku.php?id=military_council)
    Armies:
    Shock Force A-in Cloudcutter Memepixque
    Shock Force C-in Den Zacatl
Utoypia (http://dow.crimsonflagcomic.com/doku.php?id=utoypia)+1
  Orders:
  Toymancers (http://dow.crimsonflagcomic.com/doku.php?id=toymancers)
  Order of the Fourth Tail (http://dow.crimsonflagcomic.com/doku.php?id=order_of_the_fourth_tail)
  Puppetmasters (http://dow.crimsonflagcomic.com/doku.php?id=puppetmasters)
  The Keypers (http://dow.crimsonflagcomic.com/doku.php?id=keypers)
  Armies:
    Harmony Corps-in Hugalot
    Squeak Squad-In Squeak
    Snuggernaut-in Huggleburg
    Gigglers-Plushville
    Windup Floatilla-in Bubbles
    The Fluffy-in Fluff 'n' Stuff
    Sea Seam Squadron-in Sea Seams
    Tag Team-in Stiches
Zemeri (http://dow.crimsonflagcomic.com/doku.php?id=zemeri)+0
  Orders:
  Scions of Shadow and Moonlight (http://dow.crimsonflagcomic.com/doku.php?id=scions_of_shadow_and_moonlight)
    Armies:
    Deephallow Mercenary Company-in Deephallow
    Shattered Coast Reavers-in Duchlesa Breh
    Void Knights-in Deephallow

Other
Jack-The-Ripper-In-The-Box
  Armies
  From the Utoypians
    Jack-The-Ripper-In-the-Box's Army-in Snuggles


Avatars
Adam Smith (http://dow.crimsonflagcomic.com/doku.php?id=adam_smith)
Adriana (http://dow.crimsonflagcomic.com/doku.php?id=adriana)
Aeolus (http://dow.crimsonflagcomic.com/doku.php?id=aeolus)
Akuritli (http://dow.crimsonflagcomic.com/doku.php?id=akuritli)
Belzon (http://dow.crimsonflagcomic.com/doku.php?id=belzon)
Corvo the Allfather (http://dow.crimsonflagcomic.com/doku.php?id=corvo)
Danyel Yekson (http://dow.crimsonflagcomic.com/doku.php?id=danyel_yekzon)
The Dungeonkeeper (http://dow.crimsonflagcomic.com/doku.php?id=dungeonkeeper)
Ember Wind Dragon (http://dow.crimsonflagcomic.com/doku.php?id=ember_wind_dragon)
Entopius (http://dow.crimsonflagcomic.com/doku.php?id=entopius)
Fios the Sea-lamander (http://dow.crimsonflagcomic.com/doku.php?id=fios)
Flurps (http://dow.crimsonflagcomic.com/doku.php?id=flurps)
The Ghul (http://dow.crimsonflagcomic.com/doku.php?id=ghul)
High Priest of the Church of the Burning Light (http://dow.crimsonflagcomic.com/doku.php?id=high_priest)
Hrakihk (http://dow.crimsonflagcomic.com/doku.php?id=hrakihk)
Ignis (http://dow.crimsonflagcomic.com/doku.php?id=ignis)
Isaac Newton (http://dow.crimsonflagcomic.com/doku.php?id=isaac_newton)
Jack-The-Ripper-In-The-Box (http://dow.crimsonflagcomic.com/doku.php?id=jack-the-ripper-in-the-box)
John Locke (http://dow.crimsonflagcomic.com/doku.php?id=john_locke)
Khayos (http://dow.crimsonflagcomic.com/doku.php?id=khayos)
The Kitsune (http://dow.crimsonflagcomic.com/doku.php?id=kitsune)
Morgana, The Faerie (http://dow.crimsonflagcomic.com/doku.php?id=morgana)
Myrddin Ambrosius (http://dow.crimsonflagcomic.com/doku.php?id=myrddin_ambrosius)
Nicephorus (http://dow.crimsonflagcomic.com/doku.php?id=nicephorus)
Nyx (http://dow.crimsonflagcomic.com/doku.php?id=nyx)
Richard, God of Fate (http://dow.crimsonflagcomic.com/doku.php?id=richard)
Syrask Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=syrask_kyuro)
Tehuan (http://dow.crimsonflagcomic.com/doku.php?id=tehuan)
General Telectol (http://dow.crimsonflagcomic.com/doku.php?id=telectol)
Tempest (http://dow.crimsonflagcomic.com/doku.php?id=tempest)
Tizocoatl (http://dow.crimsonflagcomic.com/doku.php?id=tizocoatl)
Trasiro Kyuro (http://dow.crimsonflagcomic.com/doku.php?id=trasiro_kyuro)
The Wanderer (http://dow.crimsonflagcomic.com/doku.php?id=the_wanderer)
The Wheel of Fortune (http://dow.crimsonflagcomic.com/doku.php?id=wheel_of_fortune)
The Zenith (http://dow.crimsonflagcomic.com/doku.php?id=the_zenith)
Zerky (http://dow.crimsonflagcomic.com/doku.php?id=zerky)

Jeager Assault on Daishi
7(roll)+7(Advances) vs 11(roll)+9(Advances)
4(roll)+7(Advances) vs 11(roll)+9(Advances)-1(prior combat)
11(roll)+7(Advances) vs 6(roll)+9(Advances)-2(prior combat)

With burning vengence that has been sitting in their heart for a generation, the much stronger and built up Jeagers strike north, intent on reclaiming the jewel of their civilization and purge it of the abominable Utoypian influence that has corrupted it.  They are emboldened when they learn the city's defenses are minimal, and it has not been reinforced due to expansion to the west and wars to the north.  Familiar with the landscape and the valley which they are attacking, the fire endowed Jeagers use their numerical superiority to great advantage, surrounding the city from all sides and steadily advancing in.  They know the Utoypians are not to be underestimated however, and they are proven right when intense counterattacks strike out randomly from the city, plowing into and decimating the Jeager ranks.  Their overwhelming magics and self regeneration make them slice through the attackers with ease, resulting in the Jeagers losing close to half their forces in the resulting clashes.  But no matter how well endowed and how well led, the Utoypians are outnumbered 4 to 1, and soon those numbers take their toll.  The defenders become fatigued and their reduced numbers have to shrink into a tighter and tighter defensive perimeter, with the Jeagers pressing the advantage relentlessly.  Soon the Utoypians are reduced to mere blocks inside their converted city, which is steadily reduced to rubble from the fighting and bombardment, incinerated with deliberate abandon by the Jeagers, who wish to cleanse their capital of the toy taint.  There is no mercy for the defenders, as no matter how high the cost, the Jeagers wipe them out to the last fighter.


Jeager Victory
Armies that survive: Strike Force Vulcan, Legion KILLJOY
Armies destroyed: The Consuming Pyre, First Spark Recon Corps, Legion of Happiness



Aeon Assault on Ter
9(roll)+7(Advances) vs 7(roll)+8(Advances)
8(roll)+7(Advances) vs 4(roll)+8(Advances)
2(roll)+7(Advances) vs 10(roll)+8(Advances)
7(roll)+7(Advances) vs 7(roll)+8(Advances)
6(roll)+7(Advances)-1(prior combat) vs 6(roll)+8(Advances)
8(roll)+7(Advances)-1(prior combat) vs 7(roll)+8(Advances)-1(prior combat)

Caught up in poor dimensional navigation and orded by their commander to simply attack, the sudden attack upon the Terran capital city of Ter is one that ironically catches both sides by surprise, as they struggle to come to grips with the situation.  Though the Aeons are ordered and prepared for a fight, they were not expecting Ter and its formidable defenses and many armies surrounding it.  The Terrans, though well fortified and manned, similarily did not expect a sudden and out of the blue attack from extra-deminsional crystaline beings.  Though they know of the Aeons, they weren't anywhere close to expecting an attack from the strange beings.  In the sudden confusion, the Aeons are the ones able to gain the upper hand initially; their attackers swarm the technologically endowed Terrans with their dimensional magics and shapeshifting abilities.  These put the vulpine defenders on the backfoot, and cause a severe breach in the lines, especially near the shoreline.  However, things turn sour quickly for the Aeons when they try and bring their vaunted Leviathan into the fight, which almost immediately finds itself beset by relentless attacks from a Terran carrier battle group.  The air attacks pound mercilessly away at the great dimensional beast, and within 10 minutes it is broken apart into bloody chunks across the ocean's surface and depths.  Witht their intended hammer blow utterly destroyed, the remaining Aeon forces find themselves thrashed by artillery attacks which push them back to the shoreline, where Terran naval superiority hammers them.  A fighting retreat begins, but only the Restoring force is able to escape in an orderly fashion; the rest of the Aeon force is utterly anihilated.

Terran Victory
Armies that survive: Restoring Force, 2nd Terran Carrier Battle Group, 4th Terran Marines, 5th Columbian Heavy Artillery Division
5th Columbian Heavy Artillery Division-win
Armies destroyed: Standard Tainted Army Responders, Leviathan (x2), 1st Terran National Guard, 3rd Terran Mobile Infantry Regiment



Terran Assault on Tratos
5(roll)+7(Advances) vs 3(roll)+7(Advances)

There is little to defend the Aeon outpost of Tratos aside from its geography, and that advantage is mitigated by the naval and marine forces the Terrans bring to bear against it.  Though the defenders utilize their dimensional advances, the efforts are ill organized and poorly coordinated, leaving the city rapidly falling to the attackers.

Terran Victory


Terran Assault on Snuggles
9(roll)+7(Advances) vs 3(roll)+7(Advances)

The Aeons have had little time to consolidate the city of Snuggles after taking it from the Utoypians, and it shows in the lack of defensive networks they have established around the city. To call it a battle is saying too much; it's more of a movement of troops that sees the Terrans swiftly land and occupy the city and island, leaving the local Aeon garrison to scatter.

Terran Victory


Terran Assault on Kruos
6(roll)+7(Advances) vs 5(roll)+8(Advances)
11(roll)+7(Advances) vs 12(roll)+8(Advances)-1(prior combat)
4(roll)+7(Advances) vs 11(roll)+8(Advances)-2(prior combat)

The city of Kruos is different from the other Aeon cities the Terrans have assaulted; having been attacked before, and the fact that the city itself exists in an alternate dimension presents a formidable obstacle to the Terrans, who, while possessing some foreign intelligence gathered on the Aeon capital, are presented with significant unknowns in how to exactly navigate the dimensional currents to reach into the city itself.  This causes the attacking force to be horribly exposed to native defenders, who set up dimensional pockets and booby traps that anihilate many attacking troops, disintigrating their molecular structure wholesale.  Morale plummets quickly, and despite heroic efforts to maintain order the situation crumbles as nightmarish distortions eat at the unprepeared attackers.  The only force to make it out more or less intact is the heavy tanks, which were waiting outside the dimensional gates for the infantry to secure a beachhead, and thus never ventured inside.

Aeon Victory
Armies that survive: 2nd Hayek Tank Division
Armies destroyed: 3rd Hayek Mobile Infantry Regiment, 3rd Columbian National Guard



Pomharpi Alliance Assault on Ultima Thule
2(roll)+7(Advances) vs 4(roll)+6(Advances)
3(roll)+8(Advances) vs 10(roll)+6(Advances)-1(prior combat)
7(roll)+8(Advances) vs 12(roll)+6(Advances)-2(prior combat)
2(roll)+8(Advances) vs 9(roll)+6(Advances)-3(prior combat)
11(roll)+5(Advances) vs 3(roll)+6(Advances)-4(prior combat)

The combined Pomharpi Alliance forces presents a terrifying prospect to any opponant, with the power to level almost any opponant.  The great Avalon slices a path through the ocean floor, creating an invasion tunnel through sea and bedrock to strike into the undefended city of Ultima Thule.  Or so they think.  Alliance forces gush into the breach, but unfortunately for them they are walking into a terrible trap; the bedrock they dig into is perilously close to the underground magma vents that crisscross the region, and just as a massive chunk of the invading army is tunneling in, the surprised by undaunted Chiaro garrison dynamites as much of the walls seperating the new tunnel and the magma chambers as they can.  This, combined with a sudden harrasement by the Thule garrison catches several Alliance armies in a deadly pincer; even though the garrison is small and their attacks not overwhelming, their suddenness and the obliterating magma bursts incinerates thousands of troops before the Alliance withdraws and regroups.  Ferociously angry, Adriana and her fellows redouble the assault immediately, ordering care but overwhelming force be brought to bear, and that all who show the slightest signs of resistance to be executed immediately.  Though the defenders are brave, they cannot hold against the desperate odds and succumb despite the damange they inflict.

Pomharpi Alliance Victory
Armies that survive: Army of the Vengeful Queen, Ice Golems, Morgana’s Most Loyal Corps, Battleship Sword of Hannibal, Avalon Dreadnought
Armies destroyed: 1st Squadron 1st Cavalry Regiment of the 1st Armored Division, The Truth, Avenging Phalanx, Joy Hater Corps
Title: Re: DoW the 3rd
Post by: Draykin on October 14, 2013, 11:23:51 AM
CATASTROPHE: The Burning Eternal: Ignis - 10
Upon reclaiming Daishi, revenge was not yet had by the Jaegers, or their angered leader. Doom was to be upon their enemy, as Ignis reared its head, burning hatred and loathing oozing molten from the corners of its hinged jaws, fangs dripping with caustic fluids and poisonous acids. In all its rage, Ignis condensed its raw emotions into a tiny, flaming ball, no larger than to fit the paw of the tiniest mouse... It was sent flying in the direction of Squeak.

For seven days and seven nights, the orb flew through the skies, but it turned and flew every which way, slowly gaining speed as it orbited the planet, but never left the atmosphere. On the eighth day, a blazing star could be seen in the sky above Squeak. It gave a sense of mystery and wonder, and then, on the eighth night. Awe and wonder was replaced with fear and confusion.

At the stroke of midnight, the flaming orb hovering the sky above Squeak shot to the ground. It passed through the floating island, and dipped straight into the seas below. It impacted the water with such force as to send tidal waves across the ocean, and made the seas boil below Squeak. The seabed creaked and cracked, before magma turned lava and blew skywards in the likeness of Ignis, opening its wicked and gnarled jaws as it consumed the now panicked flying isle and the city of Squeak, swallowing it down into an inferno, before coiling up around its swallowed prey and letting loose a roar that could be heard across the entire planet, before bursting into a flaming, tornado-like vortex and dissipating, leaving behind only the charred, falling ashes left from the isle that once housed Squeak, and a gaping hole that left to the smolder core of the planet below.


The vinyl/toy island at F1, and the city of Squeak, are completely and utterly incinerated beyond belief. Also, a giant hole.

Points Spent: 10
Points remaining: 5
Title: Re: DoW the 3rd
Post by: William Swiftfoot on October 14, 2013, 10:42:56 PM
Purify Civ(Miz) The Miz's time with the kitsune has slowly made them a race of the light of peace, and thus becoming more of a good race, and thus are now +1
Advance City - SOL - Purifying Glow In time the Mindwalkers and the Kitsune better the technology of the city and begin to fold its light about it, creating a peaceful glow creating calm heads and cool minds as they approach. (Anyone who is nuetral who approaches or enters the city is purified. Thoes that are corrupt of mind are either rebuffed away or temporarily "cleansed".)


After the great calamaties had taken their course...


Command Avatar - Create City The dissapearance of Zenith and much of the Chiaro during the changing of the portal had placed a great sadness upon the Kitsune. While the Zenith was only an element in its creation, it was always happy to see how the Chairo had enjoyed the entity, and in some ways they had become somewhat a friend. The Kitsune sighed, and a discussion begun between it and the Mindwalkers, before it was decided as remeberance, a great monument be placed. Gradurally floating over to F2 with some of its followers, the Kitsune began building a small temple from the ground up, and caretaking building out around it. In time, the temple's lands became a small island town, to which the Kitsune named Zenith's Watch.

Happy with his creation, the Kitsune returned to the sancturary, but left a message to the Chiaro of Newcastle:

"A gift to you for you defence of the light. Cherish it well..."

Summary: Create the City in F2, with shared control between the Miz and the Chiaro
Title: Re: DoW the 3rd
Post by: Stormkit on October 15, 2013, 01:39:43 PM
Stormkit - (16-11=5) 5+3+12=20
...
.......
...............
=DDDDDDDD

Goodness, I'm not entirely sure where to even begin... but let's start with
Dual Catastophy
The wisest of the Aeons sit in conference, contemplating the path history has taken. These sages between them span all elements known to the race save a very few that cropped up only a few times... 'time', 'entropy', 'law', etc. The sole known element of 'time' has been too young to be a sage for the past century or so, 'entropy' had turned its talents on itself and withered away, 'law' was currently locked up with the rest of the brainwashed Aeons, etc. However, this meeting was about none of those elements, it was about a newly born element of 'balance'. The entire race regarded this as a sign... but of what none could tell. And so the sages sit in contemplation, trying to fathom its meaning. The conclusion they came up with was startling... their race was out of balance, that much was known, but they realized that their current solution, balancing the entire world, could never work. They would never stop the spread of good in this world, it spread faster than it could be contained. But also they realized... they didn't need to.
Just as they were only a small piece of this world, so too was this world only a small piece of infinity. And this world may not be balanced, but infinity is and out there somewhere is another world that would balance this one. They need not and even *should* not be attempting to change this because trying to had driven their own race out of balance ever since the day they banished a third of their race to their dimensional prison. With this realization, the sages came to an agreement that was announced the next day: they would be leaving. All of them, everywhere. Any Aeons that wished to stay could, but they would be left behind and would likely never encounter their own kind again. And so preparations began:

The first step was to retrieve their light allies who had been locked away. They had long come up with a cure for their dementia, but had not yet found it necessary to actually release them as the process to release them would require a great expenditure of energy and nigh irreparable damage to the world they lived in. Still, it had to be done, and Trados was the place to do it due to its proximity to an unusually blessed land. This seemed unfortunate because Trados had recently been conquered by Terrans, however not all was as it seemed. The Aeons are as a race masters of dimensional magic and had warped the area around their island settlement to the point where the city the Terrans conquered was naut but an echo of the true Trados, but now a city in its own right. Any armies left invading their doorstep were shuffled off, suddenly finding themselves back on their home continent, kept alive and unharmed as a gesture of goodwill. Then following this, they began the process to bring their brethren home.  Much like the floating island they had recently banished to another dimension, they now opened another door, this time over Trados. This time, instead of linking to a deeper, darker plane, they connected to the higher and lighter one in which they had imprisoned the joy afflicted, wrenching their prison open through the fabric of reality. In the process, a good chunk of matter was wrenched away, quickly filled in with a surge of oceanic currents, causing the now exposed tunnels below to begin flooding. Prepared for this, the Aeons had already installed artifacts to render the caverns below not waterproof exactly, but they altered the properties of the water entering the caverns to act more like water than air. It would not extinguish light and it would not suffocate air breathers, but it was still flooded.
What the Aeons did not expect however, was the tsunami that arose as an aftershock of all this displaced water. This surge of waves cascaded across the ocean, disrupting the current, sank nearby islands, and marred the coastline in several locations. Several island in F4 sink, the inland sea of C8/9 floods over rendering the area surrounding it into swampland, the rainforest at the corner of E/D7/8 breaks clear through connecting the inner and outer oceans, and the nearby coast for any straight line from the event is battered by waves for days on end. The resulting currents push the corrupted waters to the SW away from E/D5 and down into the G/H3/4 strait. Meanwhile the purity around B6 leaks out from the newly opened portal to B5, and down south to start trickling into the inner sea through the newly created connection that set up a current that is still equilibrializing.
Their retrieval successful, more or less, the Aeons unbrainwash their wayward members and then the city of Trados, now detached from reality, rendezvous with Kruos where another portal is opened, this time to the plane of balance. As this portal is over land, it has surprisingly little effect and would have caused neutral energy to cascade outward, eliminating nearby effects of purity/corruption, but as none were nearby this doesn't really do anything. This may or may not have anything to do with using the effects of the second catastrophe to maximize the impact of the first. >.> Both cities are navigated into this new portal leaving this unfortunate world behind as they set off into infinity for whatever adventures await them.

So checklist for Toast because ho boy, wall of text:
For the 'holy' portal, white with gold center probably works, and for the neutral one, you can probably do silver/gray with a center of white/black swirled together, but if you have a different idea go for it, I'm not particular.
Title: Re: DoW the 3rd
Post by: DigitFiredrake on October 15, 2013, 02:59:55 PM
And so the god of order did throw his hands into the sky, yelling. "I yield! My mind hath not comprehended the reasons for the occurrences in this world!" And with that, he moved on!


*The god leaves the world to become what it will!*

:D thanks it was fun while it lasted! GG all!
Title: Re: DoW the 3rd
Post by: Snow on October 15, 2013, 03:04:34 PM
Command Avatar to Direct Armies (1)
Catastrophe (10)

The mages of Tuatha could hear the echoing explosions to the north, many miles away, as the evil fire-cult blasted its way into the caverns. The foe had blasted their way into the underwater caves and killed many of the Chiaro living there among the steam vents. Meanwhile, there were reports of massive flooding to the south due to the sudden obliteration of the Aeon outpost. All contact had been lost with the elementals.

Ryan, apprentice to the Great Sage, tried to ignore the sounds of distant battle and the endless alarms. There was work to finish. But he couldn't brush off the party of young heroes who bashed their way into the central laboratory; they'd come armed. He smiled wearily at them.

"Great Sage!" they said. "What's the point of all this?! Why didn't you fight to defend Ultima Thule?"

The Sage was far too busy drawing runes on the stone floor to interrupt. Ryan said, "You're just in time. We need to organize an evacuation and do something that'll be either heroic, or mass suicide." He put one forepaw on the world map, on a table. "See that giant swirly death scar on the planet? No, the other one. Next to the one you're looking at."

"That's where those... those things came up out of the ocean and ate the Utoypians?"

Ryan nodded. "We're going to jump in. Want to come along?"

Even the young adventurers looked anxious about that, stomping the ground nervously and flicking their tails. Ryan pointed a forefoot toward the Sage's work and explained. "We Chiaro have tried since the beginning to be heroes, but we failed at it. We weren't strong or organized enough. But with what we've learned of purification magic, barriers and life support, we have an opportunity to undo some of the harm this world has suffered... and to escape." There was no time to explain the calculations his team had been working on for years. "In short, we plan to lead as many people as we can toward the great rift in the west, sector F2, and fire off a spell that will reverse its polarity."

"Which means what?"

"Fighting off unholy monsters on the way in, of course. Then, blasting it so hard it turns into a holy portal, spilling sacred energy into the world instead of dark. It'll be sacred ocean, something like our home in Tuatha. And then... Well. Fancy a long trip?"


The Chiaro evacuate Tuatha, led by the Zenith holder. Their airships battle fire-cultists and monsters all along the way, losing many good warriors. Some of the population veers south to Newcastle and the orbital stations linked to it. The rest hurries west and activates a complicated, mighty spell.

The portal at F2 becomes a positive-energy rift instead of negative, possibly affecting or neutralizing nearby squares. Tuatha is no longer inhabited. All Chiaro armies from Black Watch and Tuatha vanish or relocate to Lud's Dun and Newcastle.

Chiaro mages and warriors and civilians floated in a bubble of unreality, full of airships. All was silent for a long time as they looked out at the endless light. They'd lost their homeland and been driven to lurk in caves, watching the world collapse around them. Many of the braver ones put paws up on their friends and family members, and said together: "We'll do better, next time."
Title: Re: DoW the 3rd
Post by: Digital Vulpine on October 15, 2013, 07:43:55 PM
In the aftermath of the Terran Federation's sweeping victory against the Aeon aggressors, the Treaty of Tratos provided for the peaceful removal of the Terran occupation in that city in exchange for transferring control of the island formerly known as "Snuggles" to Terran forces.  The island is renamed to Guam.

Command Avatar x4:
Command Order (Council): 6 points total

The Federation sees a disturbing trend of peaceful, law abiding nations being forced to flee their cities by the encroachment of tyrannies with a disturbing habit of utilizing mind control to enslave their subjects.  The Federation determines that it must take a more active role to preserve liberty around the world, to promote a free and just society for all people.  To this end, the Federation seizes the abandoned cities of Blackwatch, Tuatha, Den Tietzal, Telcoco, and Den Atzintli to serve as operating bases as they stand against the encroachment of tyranny.

Command Avatar: Shape Land: 1 point
Isaac Newton spearheads a massive engineering project to enhance support for the Federation's large space fleet and expanding extrasolar colonies: powered by the latest in fusion technology, the Exajoule  Mass Driver has an acceleration track that extends from the eastern border of Joule all the way to the rim of the crater in C4, ramping up the side of it for the purpose of launching large payloads into orbit.  It took considerable effort to drain and pave the portion of the swamp that the Exajoule Mass Driver passed through, but the finished project has opened up new frontiers in orbital construction as the raw materials can be launched for a few Sterling per kilogram using cheap, plentiful electricity.

Command Avatar: Shape Land: 1 point
Publius inspires the Terrans to clean up the trench that passes by Guam, reducing it to a fairly normal looking ocean trench.  In a few decades, the trench becomes a thriving underwater ecosystem and home to many rare aquatic species.  Additionally, Terran engineers are able to gradually replace Guam with natural materials, converting it to a normal terrestrial island.

Command Avatar: Shape Land: 1 point
Adam Smith leads the Federal Highway Project, connecting all Terran cities that share a landmass with paved roads. (yes, technically it's more than 4 squares, I'm stretching it with the fact that roads are a really thin terrain feature, their total area is less than the area that 4 squares would contain)

Command Avatar: Shape Climate: 1 point
John Locke leads a team of climate scientists in normalizing the temperature and wind currents in B4, C4, D4. With the source of the unnatural cold removed, their calculations predict that the climate surrounding those regions should return to normal.

Command Race: 3 points
The Department of Defense establishes Camp Buehring in G12 to act as a forward base to protect Terran interests in the region.

The 2nd Hayek returns to Hayek, the 1st and 4th Say relocate to Tuatha, the 1st Joule relocates to Blackwatch, the 2nd Joule relocates to Joule, the 3rd Joule relocates to Say.
Title: Re: DoW the 3rd
Post by: PrincessToyTime on October 16, 2013, 12:48:56 PM
Command Avatar - Trasiro Kyuro - Create Subrace - 1 point.

In the aftermath, the old area where the Utoypia once called home was effectively entirely gone, the West had fallen... or did it? Trasiro unfortunately was split up from his brother, Syrask, who had taken the initiative to seek a better place and keep their mission to extinguish evil. Trasiro looked around, they had not much of a home left, but toys are very hard to sway in their morale and beliefs, Trasiro gathered whomever remained and survived. "We are still Utoypia, but we unfortunately, are the last of what remains in our original place we once called home and took pride in, this is all we got left, lets fight for it and never give up, we will die free before we die enslaved!" A rousing speech motivated the toys of Hugglesburg and Squirkle, both places have seen better days, and they were determined to make it last as long as they could. From the ashes, the "Protectoys" as they called themselves, arose and took the oath of protection, they would defend their homelands and never give up or surrender.

Command Subrace - Protectoys - Create Army - 2 points.

The survivors, remnants, whatever you'd call them, the ones who remained, the entire populace was given instruction to take arms, regardless of skill, regardless of purpose, of make, of model... all toys were to do their duty and they knew that, they didn't know what to expect, or what their fate was to be, but they did know one thing, they only had each other left, their "brotherhood" as it could be likened to was their strength, and their new purpose. The Toymancers who remained knew it was no longer just a crusade against evil, but simply to survive against it now on this front, and take the fight to their enemy when they could, they will remain brave and resolute in the face of darkness, a beacon of light to shine in defiance, as for the hastily raised militia, they were feeling more xenophobic and believed everything was evil, their only concern was to take down anyone not a toy, survival was first priority, only made more prevalent as the smell of burnt cotton, scorched vinyl, and melted plastic hung heavy in the air.

The toys assemble at Hugglesburg and form the Surviving Squeaks, a hodgepodge mix of professional and militia-grade fighters, fortify on the toyified islands that remained to make a last stand of sorts, to do or to die.

Command Order - Toymancers - Create Army - 2 points.

A rousing speech given by Syrask and an order was given to all authorative sources, the Toymancers raise the army, Freedom Fluffs, in Fluff 'N' Stuff.

Command Order - Puppetmasters - Create Army - 2 points.

A rousing speech given by Syrask and an order was given to all authorative sources, the Puppetmasters raise the army, Squeaky Saviors, in Bubbles.

Command Order - Keypers - Create Army - 2 points.

A rousing speech given by Syrask and an order was given to all authorative sources, the Keypers raise the army, Fleet of Liberatoys, in Sea Seams.

Command Avatar - Syrask Kyuro - Command Armies - 1 point.

It has been a while since Syrask seen his homelands, he wondered how his brother was, but had a good feeling he was still safe and well, they got separated when the orbital bombardments occurred, these guys were really serious, weren't they? He wasn't sure, aside from carving out a new place to call home, on floating ad-hoc island communities using their technologies, on what else could be done, they were far from any civilization, it felt nearly like the beginning times in the peacefulness that ensued. One day though, he did overhear word on the ones we would call as the "Joy Blessed", they shared similar ideals but were imprisoned, their captors were the Aeons it seemed, after being informed by his fellow toy advisors, he came to a conclusion. "Those jerks! they keep those who would share our vision of a Utoypia! I must address our fellow toykin on this, we must right this wrong..." Syrask sent word and gathered all the toys he knew, he wanted all of the Utoypia to hear his speech. "Attention all Utoypia, I've gathered you all here, for an important announcement and news, I've overheard of the Joy Blessed, they believe in happiness and peace, they want what we want as well, but there is one problem, they are prisoners of the Aeons, who would keep them against their will. This is unacceptable! they would commit an evil to hold those of such purity against their will, and so would we if we were to not act in their hour of need, I ask all of you, are we not here to envision a Utoypia? are we not here to defeat evil, and ensure peace and prosperity? if you are all true of purpose and will, then you would heed my words, we must go to Krous, we must liberate the Joy Blessed, take them in among us perhaps, show them a better world, a better life, are you with me!?" Syrask rose his mittenpaws up, and a loud cheer and applaus thundered out all around. "We have assembled a large task force, the bravest and most determinate of us, to spearhead a rescue operation, we will all do our part to fight as hard as we can to try to save them, if we do not, then we are no better than the Aeons, who condemn them to confinement. I declare that Operation Foam Swords of Justice be effective immediately, for freedom! for liberty! for the purity against evil!"

The armies of Freedom Fluffs, Squeaky Saviors, and Fleet of Liberatoys converge to and deploy as one major force from Bubbles, the mission quite clear and very important, they would never abandon those who would be their ally, they will succeed, or be destroyed trying, for this is truly a cause worth "dying" for, they sail and land to invade at Krous to liberate the Joy Afflicted [Blessed to the Utoypia], their knowledge of magic and their Magitech was their answer against what would stand in their way.

10 of 10 points spent, 0 remain, mission accomplushed to make use of every single resource! [:P [Pun totally intended too.]
Title: Re: DoW the 3rd
Post by: Fax on October 26, 2013, 03:08:52 PM
Command Avatar - 1 - Whilst most of the Zemeri retreat to their lands, bringing along a handful of their allies, the Chairo, the Dungeonkeeper commands a small band of Zemeri to remain behind, founding the secret fortress town Monitoring post delta beneath the ruins in D9

Event - 10 - The time had finally arrived, the mystic circuts which the dungeonkeeper had spent the milennia setting out and constructing beneath Zemeri lands were finally finished. And with them the means of departure from this world. With the word given the entire continent surged with mystical power before tearing free from its roots and departing for the stars.
Title: Re: DoW the 3rd
Post by: I am the IZOD on October 29, 2013, 11:39:19 AM
Kysir called for a special session of the Senate.  He still needed them to keep control over the different regions, but for all intents and purposes, power would no longer rest in their hands.

After the gavel was struck and the chambers quieted, Kysir stood and began to speak.

"The winds of change have come.  The Crondins are the oldest race, and yet have had satisfied ourselves with being a second-rate power.  Over countless ages, we have not expanded.  We have sat within our borders, and any gains we have made were quickly lost.  We have been attacked time and again, this past time by overwhelming force.   But we prevailed!"

A chorus of cheers and clapping followed, and Kysir continued.

"We have a birthright, nay, and obligation as the First Race to bring order and peace to this world, to instruct the youthful races in Ancient Wisdom.  But what have we done with this?"  He let that sit in the air for a few seconds, then continued.

"We have sat on our hands.  We have let them go their own way, and now they have torn our world apart, waging endless wars amongst one another.  But I say, no more!"

"Therefore, I declare that the Crondin Republic will be reorganized into the FIRST!  CRONDIN!  EMPIRE!  For a safe, and secure, society!"

Thunderous applause rang out through the Senate Chambers.


Command Avatar- Create Army (1)

The new Crondin Empire forms the 1st Stormtroopers to charge through enemy lines with brutality and efficiency.

Command Avatar- Command Armies

Kysir leads all the Crondin armies to march on Ultima Thule and eradicate the parasites once and for all.

Corrupt City, Korvesh-(2)

The Pendri had been overjoyed when they retook Korvesh.  It had been an unexpected, and great, victory for their people.  There had been dancing, rejoicing, and revelry in the streets.  It seemed as if great days were upon them, and would never cease.

However, as the days trod on, the rich of the city more and more turned to corruption.  They bribed the courts to rule in their favor, and bribed the rulers to looked favorably upon them.  Increasingly the poor on the streets turned to crime to survive, turning on each other and thinking only of their own survival.

 Catastrophe- (10)

A man appeared among the Pendri of Korvesh.  He preached a message of social justice, saying that the oppressed needed to rise up against the oppressors.  This city had to be cleansed of its wickedness, and he called on those who were willing to do all that was necessary to follow him.

The man referred to himself as Carl Marks.

Within a few months, Marks had gained a substantial following, people who believed that the ends justified the means which were used.  He told them that the city was beyond saving, that all had become corrupted except those who followed him, and that the city must be purified.

And so it was, that during the night, Marks' followers ran through the city, setting it all ablaze.  With all the confusion that settled upon them, people tried to escape the city.  But the followers, steadfast in their oaths to Marks, slaughtered all that were not among his followers, since only they were worthy of life.

And so it was that the city of Korvesh and its people were utterly destroyed.

The City of Korvesh has been cleansed of its decadence.
Title: Re: DoW the 3rd
Post by: FrostedLights on November 02, 2013, 12:09:47 PM
Catastrophe!

The Crondins wanted stormtroopers did they? Well Stormtroopers they will have!

http://tvtropes.org/pmwiki/pmwiki.php/Main/ImperialStormtrooperMarksmanshipAcademy

Laziness among the troops spreads like wildfire, discipline breaking down, their reputation for ineptitude spreads, and the wary eyes of the Pendri watch from their three great towers, biding their time for a moment of unmatched weakness in their age old enemy...

Soon...
Title: Re: DoW the 3rd
Post by: Donnie on November 13, 2013, 08:53:47 PM
Upon the Sea above Ultima Thule

The massive vessel Avalon lay afloat on the calm waters where tens of thousands of followers of the Ascended stood in anticipation for the arrival of the first, great one. The avatar of the ascended beings known as the Pomharpii, the grand prophet who brought all those who followed him ascension. The crowds were anxious, nervous even. Many wondered what would come to them and their ascended lords. Would they ascend? Would they be congratulated? When the clouds parted and a light slowly fell, all were silent.

A loud crack echoes for miles as the Messiah lands on Avalon to address his kin and followers.

(http://img541.imageshack.us/img541/9572/vkic.jpg)

The Messiah glows more brilliant than any other on the ship, surrounded by a lordly halo. All the Pomharpii ascended bow before him.

"Brothers, Sisters, as I am sure you are aware... I have come here to judge the actions you all have committed on this world."
The crowd of Terrans, Chiaro, some Jaeger, and Zemeri followers exchanged hushed worries to one another, that their once thought gods were not only bowing before another, but were receiving judgement on one, greater power. Regardless of why they follow Origin, many had doubts on the power of their glorious flame while the non-followers felt skeptical of the ones they looked up to.

The Messiah lifts his eyes for a moment in silence for many moments, soon followed by the Pomharpiis below him, confused.
Across the sea marches the Crondin armada approaching Avalon. Stunned, Adriana stood up, but before she could shout her commands she was hushed by the Messiah.

The Messiah rose into the air, sensing the hostile intentions of the approaching army of the Crondin empire he glowed brightly like a sun, visible to the Crondin...

CATASTROPHE
In a bright flash of brilliant ruby light, the Messiah clapped his paws, unleashing a slow moving red shockwave, visible to the Crondin fleet as an ever growing circle approaching them. The hemisphere expanded and expanded and soon contacted the Crondin fleet. The vessels began to disintegrate as the energy wave crossed them, transmuted into dust. The crew panics and many jump into the sea, only to be still caught by the Transmutation Wave. The crowds upon Avalon gasped in horror as the fleet that approached became but mud in the water washing upon their vessel. The Messiah only ceased upon the final survivor upon a raft.

"Leave." The Messiah uttered and waves a paw, teleporting the Crondin away.

-Transmutation-
A power the original Pomharpii possessed and many mastered to create their technology. Upon ascension, many Pomharpii abandoned the power of Transmutation, seeing little need for the ability to construct, deconstruct, then reconstruct matter after obtaining ascension. The Messiah demonstrates the extent of Transmutation at the Defeat at Ultima Thule, vaporizing the attacking Crondin fleet through sheer Knowledge of Transmutation. The Messiah remains the most intelligent, and powerful Pomharpii in existance.

"It is Verdict Day, my Brothers. Adriana, my prodigal Sister. Have you used your tongue for diplomacy along with conquering, you'd not have the whole of the world disgusted by your actions.

Adriana bowed low.

"Danyel, my gentle Brother. Your attempts to help shape the world by acting passively has only resulted in others exploiting your gifts, you yourself falling into the void of obscurity."

Danyel bowed low.

"Morgana, my fierce Sister. You sought to enlighten others through the force of your own will. With no will of their own, your followers will never grasp ascension.

Morgana bowed low.

Myrddin, my clever Brother. Your guidance of the Terrans was admirable, however you let your own curiosity cloud your goals. The Terrans know nothing of the power of enlightenment, and only seek to further their military agenda through the very technology you gifted them.

Myrddin bowed low.

"You have failed to bring true, proper enlightenment to the world, only but a few whom were in contact with all of you managed to truly enlighten them."

The Messiah stood before the crowd, "Not all of you are ready for enlightenment, the final stage in evolution. And many of you whom are ready are not yet prepared to hold responsibility of the great burden such knowledge would be placed upon you. Your world has been dipped into the vat of blood and war, much as my world was when  I was born. A world of demons, monsters, and friends. Go now, spread the teachings of ascension to the world. Bow to those who listen, smile to those who would reject you, and live under whom would have you destroyed."

The Messiah raised a paw and several of those in the crowd glowed and became light, "Let these few enlightened guide you on your way. They will watch over you, my children! Guide this world to enlightenment!"

Command Avatars -3
Myrddin: Create city at D9, the remains of the Zemeri capital Celestis
Danyel: Create City at C4, the remains of the Chiaro capital Atlantis
Adriana: Shape Land - Ultima Thule raises from the seas and becomes an island sanctuary. It is renamed henceforth Avalon

The Followers scatter to the new cities where they train themselves and spread further to spread the word of Enlightenment and Peace, Brotherhood, Unity.

Danyel maintains the archives and spreads the sermons of peace.
Myrddin instructs others on the safe use of technology.
Adriana maintains a standing army to protect their Brotherhood and visits the Jaeger, believing them the first truly beings able to embrace Enlightenment.
Morgana travels to heal the sick of mind and body.

The Messiah left the world in as a light bright as the sun, meeting with others of his kind on other worlds on their progress in spreading his teachings.
The teachings of Nod...

The End
Title: Re: DoW the 3rd
Post by: Tizocoatl on November 30, 2013, 01:21:30 PM
Double Catastrophe!(20 pts)  Raging Nope-ocalypse

NOPE

Tizo watched from the prow of one of his warships as the entire surface of the planet was covered in violent explosions

NOPE

over to the east a glowing figure was descending from the sky in a beam of light to cheers audible even over the vast distance

NOPE

over to the north a massive wave of plush toys was sweeping across the continent

NOOOOOOOPE

"That's it. i'm done. i KNEW it was a bad idea coming up here again. nothing to do here. we're leaving. nuke it from space and we're LEAVING"
The Axolotl mashed a few buttons on the control panel in front of him, all the while screaming...

NOPE

cannonfire pummeled the area around Telcoco  and Den Atzintli until there was nothing left but a crater

NOPE NOPE NOPE

Den Tietzal was reduced to rubble in moments

NOPE NOPE NOPE NOPE NOPE...

the three airships, citizens all encased in their biodomes, simultaneously turned upward and  blasted off into the sky, leaving no trace of the tiatlaca save for a few craters

NOOOOOOOOOOOOOPE



(the end)