Dawn of Worlds Thread.   Posted by Narrator.Group: 0
Narrator
 GM, 137 posts
 Reader of the Bones
 EST
Thu 18 Oct 2018
at 16:42
Re: Dawn of Worlds Thread
Battle Record
The Fungus League
10 using 2d6+4
6 using 2d6+2(-1)
9 using 2d6+2

Ereja's Kingdom
4 using 2d6+1
11 using 2d6+1
5 using 2d6


Summary
The forces of Ereja scattered, Fungholm just holding itself against the onslaught due to the aid it received. The Weapons of War and Ereja's Champions were destroyed, as well as the Raptor Knights, but Drasil's First Army stood, and aided in the towns rebuilding.
Cordin
 player, 46 posts
 EDT
Thu 18 Oct 2018
at 17:19
Re: Dawn of Worlds Thread
Previous Power: 0 (+3)
Power roll: 12:57, Today: Cordin rolled 11 using 2d6+3.  Power.
Current Power: 11

Action 1: Event(7) - Second Moon. Ereja limped back to his tower of light and gold, his army lying in ruins. There, next the throne from which Ereja looked upon the world waited Baali. Ereja walked past his brother, his right leg crushed his left arm shredded, nearly useless. He sat with a sigh upon his seat.
"You know why I am here."
"I will never cease, this pestilence must be cleansed -"
"Your last words Brother."
Unabashed, Ereja continued, slamming a fist upon his throne as his leg straightened, his arm grew new sinew and skin, eyes glowing brighter as he spoke.
"- they will pay. In blood and screams. Their brothers and sisters torn asunder -
Hefting his axe called Sunder Baali swung. With the might of a mountain, the sharp blade forged beneath Flat Top severed Ereja's head from his shoulders.
"The Mushroom Kings, the Sparrow Princes, Giants and Orcs! ALL will kneel -"
Korren stepped from behind a nearby column, producing vine and splinter he bound shut Ereja's mouth.
Y'nar rode a wave of water forward from behind the throne and sealed the head of flame within a ball of water and ice, dimming its light.
The Ever Mother descended from above and took Ereja within her hands and lifted the now dim head of the one of the first Primordials above the world into the heavens. A second moon joined the first. The Second Moon rose once a month, during which time works of magic would surge for better... or worse.

Action 2: Command Avatar (1) Create Order: Kassau. Seeing that she had too long favored Ereja and Baali the Ever Mother offered Nassau to follow her son of the forest, Kassau, to be bound to him and follow him through the green forests of the world. Those taking up this order shrunk in size and grew wings, and were prone to mischief, drink and revelry.

Used Power: 8
Ending Power: 3

Done: Yes
</quote>
Narrator
 GM, 139 posts
 Reader of the Bones
 EST
Thu 18 Oct 2018
at 17:31
Re: Dawn of Worlds Thread
Reyne holds, All roll +1d6 next round
Istvan
 player, 78 posts
Thu 18 Oct 2018
at 19:03
Re: Dawn of Worlds Thread
Previous Power: 0 (+3)
Power roll: 13:43, Today: Istvan rolled 6 using 2d6 ((5,1)).

Current Power: 9

Action 1: Command Avatar (1): Cardinals: Again in conjunction with the Greenskins, the Cardinals use the power of Noric which they share to create the Windorchids, small floating castles. Each Windorchid takes about 3 years to grow and has room to let about 1000 beings live there comfortably. They drift naturally, but are enchanted to 1. not get too far from land, 2. to avoid crashing into mountains and Skytrees, and 3. most of all, to stay as far away from dragons as possible. When one sees a large wooden castle drifting through the sky with four huge purple flowers growing out of each corner, one knows that it's probably drifting away from a dragon... It is hoped that anyone living in the Windorchid floating castles may escape the coming predicted disaster...

Action 2: Command Avatar (1): Mother Orc: Mother Orc, concerned about the self-defense of her sentient creations, works with the greatest warriors and priests of the Harvesters to develop Martial Arts, a spiritual form of defending oneself, and those weaker than oneself, that beings of good alignment may learn... but it is a discipline for which some Harvesters will always have a special talent...

Action 3: Command Avatar (1): Ever Mother: The Ritual of the Three Stars... The Ever Mother enacts, for the first time, The Ritual of the Three Stars, which requires three powerful and good priests of three races (in this case a Myconid, a Harvester, and a Cardinal), which helps to purify the corruption of a city... in this case, Daybreak... (Daybreak loses its -1 and returns to 0)

Action 4: Shape Land (4): The Seatrees finally begin to sprout, and Swifts-- and any Greenskins who want a life over the ocean-- move there and begin building simple villages...


Used Power: 7
Ending Power: 2

Done: Yes
Alyx Faust
 player, 40 posts
 PST
Fri 19 Oct 2018
at 20:02
Re: Dawn of Worlds Thread
Previous Power: 2 (+3)
Power Roll: Today: Alyx Faust rolled 15 using 3d6 with rolls of 6,4,5.  A2T10 Power
Current power: 20

Action 1: Command Avatar: Command City
Toadstool's Reach erects a vast military academy in the wake of the last war.  Intent on learning from the sacrifices of those who came before, this academy features libraries documenting battles and strategies and the training fields to support both superior soldiers and intelligent commanders.

Action 2: Command Civilization (Peace Treaty)
With Ereja's fall and the Ritual of the Three stars, the Fungal League officially recognizes the end of hostilities.  For the first time, the Messengers visit Daybreak, bringing their gifts in exchange for partnership and peace.  The mushroom forests open to the Kassau, and most importantly...

Action 3: Event
Drasil meets with the Ever Mother, and as one "parent" to another suggests a cultural exchange.  Those elemental beings who share their powers with mortals become soulbound, able to experience life through lesser beings in return for elemental affinity.  Such bonds become a joyous diversion for the Primordials, who direct their partners to vices of their choosing, and a boon to all races of the world who desire elemental powers.

Action 4: Command City: Raise Army
The remnants of the Raptor Knights resurrect their legion as the academy births a new generation of Knights.

Action 5: Corrupt City
Something very wrong has befallen the city of Lowsand.  Dark magic has corrupted the sands of the desert, and there is a foulness that has driven craftsmen insane within.  Something seems to be lurking in the reflections on the glass; a dark figure whispering ill omens.

Action 6: Command Avatar: Create Order
The Deathcap Kings reach out to the east, making an offer to the denizens of the Dragon kingdom.   A clan of dragons secretly accept, bearing the name Hydra.  They rise to prominence encouraging the superiority of Dragonkind in public and supplying the corpses of their opposition to the Darkspore in shadow.

Used Power: 19
Remaining power: 1
Done: Yes

This message was last edited by the player at 21:55, Fri 19 Oct 2018.

Narrator
 GM, 146 posts
 Reader of the Bones
 EST
Sat 20 Oct 2018
at 01:52
Re: Dawn of Worlds Thread
War: The Deep Rising
Daybreak
Armies





Permanent Bonuses
Magic



Temporary Bonuses

The Deep Alliance
Armies
Baali's Bulwark
Giant Army of Taa
The 1st Legion of the Deep
The 2nd Legion of the Deep

Permanent Bonuses
Magic
Silversteel
Trains

Temporary Bonuses




With no armies to stop them, the now leaderless city of Daybreak was quickly occupied by the Deep Alliance.
Narrator
 GM, 147 posts
 Reader of the Bones
 EST
Sat 20 Oct 2018
at 02:59
Re: Dawn of Worlds Thread
Previous Power: 0(+3)
Power roll: 21:53, Today: Narrator rolled 14 using 3d6.
Current Power: 17

Action 1: Event(7) - The Book of the Dead.
S'rata, He who floated above the Mists of Chaos, Guardian of retired souls, and God of the dead grew irritated with the mortals that lived on his brothers back. The Darkspores had long mocked the law of death he created, but the souls of their automatons always returned to him. Now, however, with Oath Magic in the world, suddenly he no longer had access to all of the essence he used to, and so delivered to the World a Holy Text, The Book of the Dead. While many books were made in these artifacts image, only 5 were originally distributed. In these books, S'rata listed the rules he made in clear language, and described the burial services necessary to appease him.

War was coming to the land above, and it was best they knew how to deal with those that did not make it through the battles.


Action 2: Command Race(4) - Destroy Daybreak
Daybreak laid occupied by the Deep Alliance. The occupation was a peaceful one, with no force to defend the armies of the Deep. Taa, Worldking, and Baali held long discussions on what to do with the city, eventually coming to a difficult consensus. The city stood as a monument to Ereja's tyranny and madness, it had to fall. The citizens still living in the city were relocated, sent via the Deepway throughout the underground empire, and all but one stucture was leveled on what the gods had made the highest point in the land; Ereja's Golden Tower. The Tower was left as monument to the Mad King's vanity and hubris, and a lesson to those who sought to follow in his footsteps.

Action 3: Command Avatar(1) - Raise Army: The Silver Scales
Ato'a raised another army from her people, this one lead by a general of a solid silver color.

Action 4: Command Avatar(1) - Create City: Silverdeep
Needing more space for their people to go with the relocation out of Daybreak, the Deep Alliance leaders built a Deepway Tunnel all the way to the Northeast Isles. Here, a town deep in the earth was built to mine the amethyst and the silver from the mountains above.

Action 5: Command Avatar(1) - Create City: Northpoint
The Dragons extended their land, claiming the high cliffs far to the north. This settlement was half on the ground, and half hanging from the sheer cliffs. Dragons would make their nests in the caves that pocked the cliff side while their human servants homed above.

Action 6: Command Avatar(1) - Create City: Norsea
Ur'a guided her children through her High Priestesses, and sent them further north to colonize another port for the civilization. Norsea was built half in the cold waters and half out, as much a farm for the land as the sea. Large pearl farms and hatcheries dotted shores, and the dark green kelp was harvested for potions both cosmetic and medicinal.

Action 7: Command Avatar(1) - Create City: Isle Aruula
The Mareshin Ripple built a summer home for their people on one of the many amethyst covered isles the town was small, and far from the sea, settled in the soft grasses at the base of the purple mountains.

Action 8: Command Avatar(1) - Create City: Woodbridge
The Swift had long lived in the trees, scattered throughout their territory as tribes and lacking any place among the trees to call their capitol. With their people living in boats and on islands and floating castles and floating trees, some Swift yearned for return to their roots. Or rather, their branches. Woodbridge was built throughout the branches of 100 trees, with rope and plank bridges connecting the farms and homes of the swift that inhabited it. Some buildings were built along the floor for those they traded with that did not care for heights, but the majority of the city sat high in the clouds themselves.

Used Power: 17
Ending Power: 0

Done: Yes
Cordin
 player, 47 posts
 EDT
Mon 22 Oct 2018
at 14:39
Re: Dawn of Worlds Thread
Previous Power: 3 (+3)
Power roll: 10:21, Today: Cordin rolled 13 using 3d6.
Current Power: 19

Action 1: Command Avatar (1): Create Order Yassau. Only Y'nar remained without an order of Nassau to follow her will explicitly. As changing as the sea Yassau would carry out her will as her mood allowed. Some days as chaotic as Ereja had championed. Others as calm and serene as Baali was wise. They made their home beneath the waves and waters, living even in ponds, lakes and streams.

Action 2: Create Avatar (7): Sunder. The axe Sunder, which took Ereja's head from its body, stayed in Daybreak. Its sharp edge dulled and buried into the very throne upon which Ereja had sat. Over time, and exposure to the sun and two moons upon the throne of which Chaos had reigned, Sunder took on a power of its own and began exerting its influence upon the world.

Action 3: Catastrophe (10): Death of the Ever Mother. Despite the Ever Mother's gift to Y'nar, the Primordial aligned with the sea, true to her nature swung between moods of elation as Ereja's end and fathomless anger at his death. Despite her part in preserving his head in the heavens, she resented the Ever Mother and her part she played. After years of planning, on the strongest of Second Moons the oceans, lakes and rivers seethed in anger as Y'nar walked the land. Ascending Flat Top she removed Sunder from Ereja's throne. As she turned to leave the Ever Mother called out, having taken upon her son's seat. No one knows what was said that day, but the Ever Mother was split in twain, her essence cast to the winds. Throwing Sunder from its perch upon Flat Top, Y'nar watched as the axe whistled through the air and landed in a lake, hidden from view and the world, least its power were to be used against her. Baali, in the city beneath Flat Top bowed his head in sorrow.

Used Power: 18
Ending Power: 1

Done: Yes
Istvan
 player, 82 posts
Mon 22 Oct 2018
at 17:00
Re: Dawn of Worlds Thread
Previous Power: 2 (+3)
Power roll: 10:13, Today: Istvan rolled 11 using 3d6 ((4,2,5)).

Current Power: 16

Action 1: Create Race (6): Saurians: (alignment: +1) Slightly inspired by the Dragoon, and somewhat by the Raptor Knights, Noric turns many of the dinosaurs into their own race: the Saurians. (Saurians are composed of Swiftoids (you know, two legs, two arms, one head, stands upright (or is capable of it) created from all sorts of dinosaurs. When two types interbreed, there's a 50/50 chance of the offspring being the mother or father's species (though some traits may (or may not) be shared-- a T-Rex father and Triceratops mother may have a child that is a T-Rex... but is omnivorous... and with stronger arms than his father...)) The Saurians view the Swifts as a parent-race, and so worship Noric.

Action 2: Command Order (3): Noric commands the Rangers to form a second army of Saurians, the unsurprisingly-named Saurian Army.

Action 3: Create Avatar (7): Saurial Avatar: The Great Rook: Noric creates an avatar to be a mighty liason between the Saurians and the Swift: A pterodactyl he infuses with power to grow and become he who comes to bear many names: Rukh, Roc, The Great Rook, and, finally, Quetzalcoatl, the Winged Serpent (sometimes shortened by the Swifts to simply "Q"). The Great Rook patrols the air above the Skytrees, the Seatrees, and Fort Star, but is careful to avoid all dragons whenever possible.

Used Power: 16
Ending Power: 0

Done: With this turn, yes, and thus the 2nd Age comes to an end, but it's about to be my turn again...

This message was last edited by the player at 17:11, Mon 22 Oct 2018.

Narrator
 GM, 153 posts
 Reader of the Bones
 EST
Mon 22 Oct 2018
at 18:30
Re: Dawn of Worlds Thread
Age 3 Initiative:
Istvan
Narrator
Alyx
Cordin
Istvan
 player, 83 posts
Mon 22 Oct 2018
at 19:25
Re: Dawn of Worlds Thread
Previous Power: 0 (+3)
Power roll: 12:03, Today: Istvan rolled 11 using 2d6+2 ((4,5)).

Current Power: 14. 3rd Age starts here!

Action 1: Command Race (3): Noric commands the Swifts, and a treaty is made with the peoples of Mother Orc: the Harvesters, the Greenskins, and the Halflings, of mutual aid and help.

Action 2: Command Avatar (1): Mother Orc: Mother Orc decided to celebrate the new alliance by creating an order of Martial Artists, the Jade Hand Society, pledged to preserve freedom, protect the weak, and to fight for the common good of Swift, Saurian, Harvester and Greenskin.

Action 3: Create City (3): Fort Hand (alignment +1): Saurials, Swifts, Harvesters, Greenskins, and Halflings create a new walled city with reinforced foundations. It is a city of military defense first and trading second, though much trading is done. Its primary function is to stand as a united stronghold against attack from dark forces... any such forces, it is hoped, will have to deal with the might of Fort Hand first. Fort Hand is built north and slightly east of Lumenskeep.

Action 4: Create City (3): Fort Refuge (alignment +1): Another fortress city is built by the alliance between the peoples of Noric and Mother Orc: on the island the Swifts name Hatchet Island, Fort Refuge is built-- a vast bulwark, a place where war refugees and survivors can come and regroup in times of danger and despair. Interestingly, the piratical order known as The Chosen Flames are invited to come and trade and rest and find sanctuary, and they become the island's greatest protectors.

Action 5: Command Avatar (1): Purify Order: Mother Orc: Under the compassion and love of Mother Orc, who reaches out to the wild and chaotic seagoers, the Chosen Flames become, over time, swashbuckling enemies of tyranny and oppression, always with a smile and a clever jest (alignment +1)...

Action 6: Command Avatar (1): Create Order: The Great Rook creates a new order of spies designed specifically to combat slavery: The Broken Chain. Composed at first of mostly Halflings, but quickly gaining humans and dragoons, the Broken Chain works to free all slave races...


Used Power: 12
Ending Power: 2

Done: Yes

This message was last edited by the player at 19:26, Mon 22 Oct 2018.

Narrator
 GM, 155 posts
 Reader of the Bones
 EST
Mon 22 Oct 2018
at 19:52
Re: Dawn of Worlds Thread
Previous Power: 0(+5)
Power roll: 15:32, Today: Narrator rolled 6 using 2d6.
Current Power: 11

Action 1: Create Avatar(8) - The Painter.
S'rata grew bored. With no contact with the world until his tome, he had never understood the meddling of higher beings on those that would inevitably end up in his anyways. He was beginning to understand, now. So he went up to the mortal world, leaving the swirling mists of true nothingness, and disguised himself as human.

In the city of Sevenspires, he traveled from tavern to tavern and reveled for the first time in the beauty of life. Listening to bards, watching plays, and viewing paintings, he found great appreciation for those that created despite knowing their mortality.

In his travels he came across an Artist of no compare. The man manipulated paint and canvas to create masterpieces, that conveyed emotions to even the god of Death. S'rata, for the first time, felt love. And so, he gave the painter a piece of his Divine Essence, so that he could create forever as an immortal, and that he could visit the Underworld and return alive.

Action 2: Command Avatar(1) - Create Army: The Green Fists.
Ur'a created another army for her people, choosing only those who mastered the martial arts to join its ranks. The Green Fists were masters of hand-to-hand combat and protected their land in a more direct way.

Used Power: 8
Ending Power: 3

Done: Yes
Narrator
 GM, 158 posts
 Reader of the Bones
 EST
Tue 23 Oct 2018
at 19:52
Re: Dawn of Worlds Thread
Alyx Holds
Narrator
 GM, 159 posts
 Reader of the Bones
 EST
Wed 24 Oct 2018
at 14:51
Re: Dawn of Worlds Thread
Cordin Holds their turn.
Istvan
 player, 86 posts
Wed 24 Oct 2018
at 17:21
Re: Dawn of Worlds Thread
Previous Power: 2 (+3)
Power roll: 10:39, Today: Istvan rolled 11 using 2d6+2 ((3,6)).

Current Power: 16.

Action 1: What happened next started when a saurian named Utto started having dreams.

Utto was a saurian version of a cyclotosaurus-- amphibious, strong, with a big head. More muscle than brains in his head, though.

Which made it odd that he started having the dreams.

Utto's dreams caused him to swim. He swam east, feeling pulled... Then he walked over land, eating whatever he could find or trap or catch...

His dreams led him to a lake. And into it.

When Utto emerged, it was with the axe Sunder.

Utto became whispered about, something of a folktale, wandering back to the west, up mountains and down into valleys, sometimes killing wild animals for food (the axe began to change him, making him capable of running in great bursts of speed sometimes)... but sometimes not bothering to eat for days.

Utto the unstoppable wanderer was on his way to becoming a legend... when his wanderings led him down a tunnel, one day, and a lot of people started getting in his way.

Utto met his end when he encountered the dwarf Garnus, a captain in the Second Legion of the Deep. Garnus bore magical armor, a mighty shield, but most of all, a sharp mind for strategy. In the end, though many lives were lost, Garnus overcame Utto, though his shield was destroyed and his armor lay cracked and useless, though Garnus oozed from a dozen wounds...

But Garnus gained Sunder.

This! This was a wielder much more to Sunder's tastes! Garnus began to change, even more than had Utto before him... Garnus' wounds quickly scarred over. He no longer needed armor. He walked out of the tunnels, to a new life where he was more powerful than all the regiments he'd formerly commanded...

Garnus became a true legend...

Create Dwarven Avatar: Garnus (8)

Action 2: Garnus' story changed, though, when his travels took him east of Lowsand, for there he and Sunder were noted by the dragons. Nere'e The Yellow, it was, who wanted Sunder for her own purposes, and she led a force of dragons and dragoons against Garnus, to take Sunder from Garnus, as he himself had taken it from Utto before him.

They failed... at first.

Garnus' undoing came when he started throwing Sunder to fell the flying dragons. He would reclaim it from the fallen dragon's corpse each time... until the fourth time, when Nere'e attacked him before he could retrieve it.

Nere'e The Yellow underestimated how bearing the axe had changed Garnus-- he fought on with fallen weapons dropped by dragoons, and when those broke, with a horn he snapped off a dragon's corpse and used as a combination club and spear.

Finally, Nere'e The Yellow was forced to retreat, almost mortally wounded, and Garnus was left alone, the only living thing on the battlefield.

But the two were not the only survivors.

When Garnus sought Sunder, he found that it was gone.

For the third survivor was Nalar, a dragoon who had decided to seize his chance, and who took it from the corpse of the dragon it had felled, and fled northward with it...

Did Sunder miss Garnus? Who can say? But it eventually seemed to accept Nalar, changing him as well, making him more formidable, as it had Utto and Garnus...

And so, the three of them did become legendary... Garnus the Pursuer, walking the land, always seeking the one who had stolen Sunder... Nalar the Thief, grown mighty in his own right, but always avoiding his pursuer... and Nere'e The Yellow, never as powerful as ere she met Garnus, but plotting vengeance upon him, and schemes to (safely) trap Nalar and gain the power of the axe Sunder for herself...

Create Dragoon Avatar: Nalar the Thief (8)

Used Power: 16
Ending Power: 0

Done: Yes

This message was last edited by the player at 17:22, Wed 24 Oct 2018.

Narrator
 GM, 161 posts
 Reader of the Bones
 EST
Wed 24 Oct 2018
at 19:41
Re: Dawn of Worlds Thread
Previous Power: 3(+5)
Power roll: 15:12, Today: Narrator rolled 7 using 2d6.
Current Power: 15

Action 1: Advance Civilization(6) - Walls.
With the ability to commune with the earth at a profound level, the Harvesters began to raise massive amounts of earth and stone from the ground. This allowed for them to grow their cities faster, and defend them even better than before. The walls they built looked aesthetically like cliffs, patchwork earth and stone, covered in moss. However they withstood the blows of even the strongest beasts, and were quickly repaired by the Shamans magic.

Action 2: Command Avatar(1) - Create Race: The Painted
The Painter sat on the throne next to S'rata, and looked out at the land of the dead. With human hubris and ingenuity, he thought he could improve the process.

Mixing his divinity into the oils and paints he worked with, The Painter began to create his greatest masterpiece. He drew tall, beautiful figures, some with wings like birds, some with wings like bats. He drew his children with horns, with halos of light, with with hair of every color imaginable. Letting his paint dry, he blew his breath across his great canvas, and pulled into being The Painted.

Action 3: Command Race(3) - The Painted
The Painter ordered his children out of the Land of Death and sent them out into the world to enforce his and his husbands laws. The Painted were to serve as the Arbiters of the Book of the Dead, and enforce both S'rata's laws and the wills of The Painter.

Action 4: Command Avatar(1) - Create City. Frostfall.
The Mareshin Ripple needed a friendly port in the north, now with the dragons patrolling the air and Sea, and so they built one. Tucked away in the cold and stormy north, the land laid unclaimed by the Myconoids past the mountains, and so Frostfall was built with a claim on all the lands touched by snow.

Action 5: Command Avatar(1) - Create Order. The Axeborn.
Sunder reached out in dreams to those that had never dreamt before, The Forgeborn. Sunder told them of his ways and offered power to those without any. The order reforged the bodies they were in, replacing their heads with a large, sharpened axehead.

Used Power: 12
Ending Power: 3

Done: Yes
Narrator
 GM, 162 posts
 Reader of the Bones
 EST
Fri 26 Oct 2018
at 18:42
Re: Dawn of Worlds Thread
Alyx Holds, Cordin is next
Cordin
 player, 50 posts
 EDT
Tue 30 Oct 2018
at 15:34
Re: Dawn of Worlds Thread
Previous Power: 1 (+6)
Power roll: 11:32, Today: Cordin rolled 24 using 4d6+4.
Current Power: 30

Action 1: Command Avatar [Sunder] (1) : Corrupt City - Fungholm -1. From its location deep beneath the waters near Paal'Reena, Sunder reached out with tendrils of chaotic thought and began to influence the denizens of Fungholm. Where romance existed, so did jealousy. Where tourists would roam there were cons and plots to exploit their presence. Slowly it would turn from bright and cheery to having an air of seediness.

Action 2: Create Order [The Red Robes] (4): An order of wizards, witches, sorcerors and the like gathered in force upon the southeastern layline node. There they built a tower, to gather power, perform rituals and deeds that would further their power. They tended to act more chaotically, and were typically thematically aligned with fire.

Action 3: Create Order [The Third Eye] (4): Among the mountains, sages and wise men and woman gathered to create a tower upon the location of the north eastern layline node. There they would take vows to not speak plainly, but only in riddles and song, in rhyme and limerick. There they worked to perfect the art of seeing into the lines of the future.

Action 4: Create Order [Ever Light] (4): In memory of the Ever Mother's end, the order of Ever Light gathered and built the tallest lighthouse upon the northeastern layline node within the great bay. There they practiced the art of navigating the seas, guiding ships home, and thought of themselves of

Action 5: Create Order [Grey Robes] (4): The grey robes embraced a middle ground between order and chaos, acknowledging both were essential to life. They built a grand temple dedicated to learning and welcoming all at the northern most layline node. They considered themselves logical and often took up the mantle of judges, clerks and lawyers.

Action 6: Create Order [Iron and Anvil] (4): The house of Iron and Anvil was raised at the southwestern most layline node. There they espoused the virtues of order, the latticework of life and how chaos held no part of their world. Here, where tradesman gathered, learned trade, balanced ledgers and gained apprenticeships they held true to training the future of the world, and always profiting, producing quality work.

Action 7: Command Order [The Third Eye] (2): A leading figure in the Third Eye took a vow of silence for a year, and banished herself to the tallest mountain near the tower of the Third Eye. When she returned she told of a prophecy of a Grey Robe causing the ruin of the Tower of the Red Robes.

Action 8: Command Order [The Red Robes] (2): Word of the prophecy, called Red Ruin's Edge, made its way to the ears of the Red Robes who protested and gnashed their teeth in the halls of their debate. Regardless the knowledge of The Third Eye tower was not discredited and in their fear they worked tirelessly over years to forge an artifact to protect their tower from all harm.


Used Power: 25
Ending Power: 5
Done: Yes

This message was last edited by the player at 16:02, Tue 30 Oct 2018.

Istvan
 player, 95 posts
Wed 31 Oct 2018
at 22:53
Re: Dawn of Worlds Thread

Previous Power: 0 (+3)
Power roll: 11:05, Today: Istvan rolled 7 using 2d6+2 ((1,4)).

Current Power: 10

Action 1: Command Avatar (1): Raise Army (Human): The Painter's Brushes: The Painter decided that the humans needed an army to free them from the dragons. It would have to be quite powerful... it was composed not just of humans, but of sympathetic dragoons, Harvesters, Lichenthropes, Redcaps, Myconoids, Elves... anyone who feared the dragons and wouldn't mind seeing them brought low... therefore there were even a few Darkspores...

Action 2: Command Avatar (1) (Mareshin Ripple): Raise Army (Elves): The Bright Blades: An all-female army of elven women forms (alignment +1). They prepare for war...

Action 3: Command Avatar (1) (Mother Orc): Raise Army (Harvesters): The Labrys: Mother Orc, inspired, creates her own all-women army (alignment +1)

Action 4: Command Avatar (1) (The Great Rook): Raise Army (Saurians): The Carnivores: The Great Rook smells war in the air. Perhaps the time has come to deal with the dragons? Or the Darkspores? Or both? In any event, more military might is needed. The Great Rook creates an all-carnivore army.

Action 5: Command Race (3): Warfare: Humans Vs. Dragons: The time has come. The humans fight for their freedom, to overthrow the dragons, or to destroy them, or at least their grip on Sevenspires and on the human race.

The Dragoons throw in as well, and the Harvesters, and so the treaties require backup: the Carnivores come to help The Painter's Brushes, and (though they're not exactly happy about it) the Swift army, as well as the Bright Blades, The Labrys, The High Priestesses, The Green Fists, The Choir Invisible, The Broken Chain, and The Blades in the Dark

The dragons had the Bih'WheGa order, The Golden Scale, The Silver Scales, and, y'know, they were dragons. So that was kinda tough.



Used Power: 7
Ending Power: 3

Done: Yes
Narrator
 GM, 165 posts
 Reader of the Bones
 EST
Fri 2 Nov 2018
at 14:31
Re: Dawn of Worlds Thread
Previous Power: 3(+5)
Power roll: 10:03, Today: Narrator rolled 6 using 2d6.
Current Power: 14

Action 1: Corrupt Civilization(3): Dragons -2
Ato'a growled at this insurection. Humanity was hers. She created it, and they were hers to deal with as she pleased. How dare these foreign interlopers lay claim to her creation? She would show them what happened when you stole from a dragons hoard. Unleashed was a new age of tyranny, harsh even by draconian standards.

Action 1: Command Avatar(1): Create Army - The Resplendent.
Ato'a formed an elite brigade of her most elite and loyal soldiers. Dragon, Dragoon, and Human knights as well, the army was a fierce arm of Ato'a's might, and imposed new regulation on Sevenspires. In return for their loyalty, Ato'a gave them a gift. These soldiers could take on a new form, shedding their old scales and taking on rainbow colored ones in honor of their Queen. These scales were not as glorious as Ato'a's own, but they shone with a harsh brightness that gave this brigade it's name.

Action 2: Command City(2): Create Army - The Flamebacks.
The City of Sevenspires raised an army as well, composed mostly of red dragons and dragoons to fight the coming armies.

Action 3: Command City(2): Create Army - The Frost Fangs
The City Gul'Waere raised an army t oprotect their port. The city was mostly Blue and White dragons already, so the army they made was as well. This army breathed pure ice to slow the invading forces.

Action 4: Command City(2): Create Army - The High Talons
The relatively formed city of Northpoint struggled to create an army, yet they did. Their army was mostly dragoon and human riding partners. What the army lacked in strength they made up for in tact. Used to navigating the high and treacherous cliffs of Northpoint, the High Talons flew above their enemy and attacked dive bombing into their enemies.

Action 5: Command Race(3): Create City - Dunespire
The dragons expanded their land to Dunespire, a city among the long sands of the desert. The land was harsh to live in, only Dragons and Dragoon having the scales to block the cutting sandstorms. The city got its name from the single, massive keep that stood above the sands, visible for miles, that stretched down into the massive circular cave where people lived, safe from the sands above, burrowing homes into the sandstone walls

Used Power: 12
Ending Power: 3

Done: Yes
Alyx Faust
 player, 43 posts
 PST
Tue 6 Nov 2018
at 21:14
Re: Dawn of Worlds Thread
Previous Power: 1
Power Roll: 21
Current power: 22

Action 1: Event
Enraged at receiving a declaration of war from the humans, a fire dragon General belonging to Hydra borrowed dark magic from the Deathcap Kings.  Appearing over the skies of Toadstool's Reach without warning, his forces seized several high ranking members of the Redcaps and, more importantly, the daughter of the royal family.   His last words before the raid forces disappeared were a warning that if the human forces from Toadstool's Reach interfered in the war, his hostages would pay with their lives.

Gripped with the lives of their beloved family and spiritual leaders, Toadstool's Reach could only pray for the fortunes of their fellow humans in Sevenspires.  Their armies would not be able to take the field.

Action 2: Command City: Raise Army
With the vast scale of conflict descending, the Deathcap Kings judged that their forces were still insufficient.  The Wraith Guard, comprised of the ghosts of those who had sold their souls to the Darkspore, take their place at the heels of their masters...

Action 3: Command Avatar(Drasil): Create City
Consolidating the seat of his first children, Drasil brings together the greatest elders of the Myconid to join hands, sending a piece of the world into its own realm.  Forming the largest gathering ever seen, thousands of whitecaps in Armor form living walls against the threats off the world.  Named the Living City is possibly the only city set in its own layer of reality.  Accessible only by transfer magic, it is a sacred place for both Myconid and elements alike.

Action 4: Advance Race (Darkspore)
Graph the Tomb King completed his masterpieces: massive, mobile structures called Megaliths.  These towering war machines, forged of gold and stone, fueled by dark magic and blood rituals were the greatest architectural undertaking of all time.  The humanoid castles ranged from the size of a city wall to virtual mountains.  Though they could grapple dragons and weather cannons, their true purpose was to enhance the commanding ability of Darkspore over their armies and safeguard their spoils.  Each one conquered represents a great boon for those who can bypass the traps and spells keeping each Megalith secure.

Action 4; Command Avatar: Raise Army
Survivors of the arena and fighting pits, a legion of Forgeborn charge out of the desert.  Bearing ragged hunks of scrap alongside battle-tested weaponry, the Berserker Core are violence incarnate.

Action 5: Command Race: War
At the command of their masters, the Berserker Core, the Oathbound, and the Golem legions set out to capture Lowsand.

Used Power: 21
Remaining power: 1

Done: yes

This message was last edited by the player at 02:14, Sat 10 Nov 2018.

Cordin
 player, 57 posts
 EDT
Mon 12 Nov 2018
at 20:43
Re: Dawn of Worlds Thread
Previous Power: 5 (+6)
Power roll: 15:03, Today: Cordin rolled 11 using 2d6+2
Current Power: 22

Action 1: Advance City: Goruum (4): Staying out of the war, Baali and his followers in Goruum worked tirelessly, driven by the magic in the world, they found a way to contain magic in letters and thus specialized in Rune Magic.

Action 2: Event (7) Chaotic Surge: Ereja, The Second Moon, occasionally held sway over the world below. On the eve of the first battle he rose in the sky, pulling and distorting the magic of the earth below. For the next month magic ceased to function.

Action 3: Create Avatar (7): Sidyl, Child of Darkness. The month the world existed without magic would be remembered for generations. But during that time the magic had to do something, go somewhere. And from his perversion of nature, Ereja unwittingly gave birth to his second Avatar. Sidyl ruled from the shadows, striking when least expected, whispering in dreams and working for herself. The Towers of the Third Eye and Grey Robes (though for the later, only more nefarious members) both became known to worship Sidyl and her ways.

Used Power: 18
Ending Power: 4
Done: Yes

This message was last edited by the player at 02:49, Thu 15 Nov 2018.

Narrator
 GM, 169 posts
 Reader of the Bones
 EST
Thu 15 Nov 2018
at 15:14
Re: Dawn of Worlds Thread
War: The Revolution of Sevenspires
The Dragons
Armies
The Golden Scales
The Silver Scales
The Resplendant
The Flamebacks
The Frost Fangs
The High Talons

Permanent Bonuses

Temporary Bonuses
Bih'WheGa




Human Rebels
Armies
The Painter's Brushes
The Carnivores
The Swift army
Bright Blades
The Labrys
The Green Fists

Permanent Bonuses

Temporary Bonuses
The High Priestesses
The Choir Invisible
The Broken Chain
and The Blades in the Dark




Battle Math
The Dragons

2d6(+1)
2d6
2d6
2d6
2d6
2d6
Human Rebels

2d6(+4)
2d6
2d6
2d6
2d6
2d6

Narrator
 GM, 171 posts
 Reader of the Bones
 EST
Thu 15 Nov 2018
at 15:16
Re: Dawn of Worlds Thread
10:16, Today: Narrator rolled 11 using 2d6+1.  Dragon Battle 1.
Narrator
 GM, 175 posts
 Reader of the Bones
 EST
Mon 19 Nov 2018
at 21:09
Re: Dawn of Worlds Thread
The Golden Scales fight through the Painters Brushes, and continue on the Battle against the Carnivores.

09:10, Today: Narrator rolled 5 using 2d6-1.  Golden Scale Round 2.

The Golden Scales barely scrape out a victory and continue against the Swift Army.

16:07, Today: Narrator rolled 5 using 2d6-2.  Golden Scales 3.

Somehow, the Golden Scales fight through, and go to challenge the Bright Blades.

11:23, Today: Narrator rolled 7 using 2d6-3 ((6,4)).
12:11, Yesterday: Istvan rolled 8 using 2d6 with rolls of 6,2.  Istvan's 4th War Roll..


The Golden Scales finally fall, and the The Silver Scales go up against the bright blades.

12:32, Today: Narrator rolled 10 using 2d6.  Silver Scales 1.
20:15, Wed 21 Nov: Istvan rolled 10 using 2d6 with rolls of 5,5.  Istvan s 5th war roll.


Equally matched, the Silver Scales and the Bright Blade spar again.

15:43, Today: Narrator rolled 6 using 2d6-1.  SS 2.
12:30, Today: Istvan rolled 12 using 2d6 with rolls of 6,6.  Istvan s 6th war roll.


This time however, The Bright Blades champion over the Dragons and push forward against the next army.

12:51, Today: Narrator rolled 6 using 2d6. Dragon 3.
10:08, Today: Narrator rolled 3 using 2d6-4.  BB r4.


The Resplendant break through the tired BrightBlades and Push on towards the Labyrs

10:10, Today: Narrator rolled 12 using 2d6.  The Labrys.
10:09, Today: Narrator rolled 6 using 2d6-1.  Resplendant .

The Resplendant Fall and the Labyrs push on to battle the Flamebacks.

10:12, Today: Narrator rolled 10 using 2d6.  The Flamebacks.
10:12, Today: Narrator rolled 6 using 2d6-1.  The Labrys.

The Flambecaks challenge the Green Fists

10:12, Today: Narrator rolled 7 using 2d6.  The Green Fists.
10:12, Today: Narrator rolled 7 using 2d6-1.  The Flamebacks.

And find themselves evenly matched.

10:13, Today: Narrator rolled 6 using 2d6-2.  The Flamebacks.
10:12, Today: Narrator rolled 4 using 2d6-1.  The Green Fists.

Challenging them again, the Flamebacks claim victory for the Dragons in this Insureection

This message was last edited by the GM at 15:17, Fri 30 Nov 2018.