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Dawn of Worlds I

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1 Dawn of Worlds I on Sat Jun 19, 2010 1:32 am

Welcome to our first Dawn of Worlds thread! I've tried to summarize all the rules in this post, but you may still want to look over the PDF. If the PDF conflicts with the rules here, the correct rule is in this post. Additionally, power descriptions are, for the time being, in [/spoiler]the PDF; I may edit this post later and add them in.

One turn is 8 hours. The first turn will be June 20th at 12:00 AM EST.

Turns are 12AM-8AM, 8AM-4PM, and 4PM-12AM. All times are in EST.
If you miss a turn, you may roll for missed points; however, the number of total points you can get for all your consecutive missed turns put together is 30. So if you're absent for 3 days, you would roll for 9 turns of power, but you could only get up to 30 points total from all those turns put together.

Introductions
Spoiler:

Please follow this format for introducing your god, removing the parentheses and text inside them:
>Name
>Domain (Strength, Knowledge, Conflict, Honor, Life, Death, Betrayal, The Sun, the Skies, etc. etc.)
>Basic D&D Alignment (just so we know where you stand)
>Positive things you inspire
>Negative things you inspire

Ages
Spoiler:

The game is divided into three Ages, defined by the expected actions taken by the gods and the cost of each power.

Each age lasts 5-10 turns. On the sixth turn of a particular age, we will vote. A majority vote is required to move on; if it's a tie, we stay at the current age. We vote each turn until we switch ages. However, on the tenth turn of a particular age, we will move on if even a single person wants to; a unanimous vote is required to stay in the current age.

Powers
Spoiler:
The costs for various powers are detailed on the table below:

Ignore the Shape Climate power; Climate is implied by the terrain.
You MAY modify the slivers of hex that are part of land while most of the hex is in water, without spending power points, IF you are modifying a hex directly adjacent to it.

Power is generated at a rate of 2d6 per turn; roll for your first turn when you post your introduction. You also gain bonus points for ending a turn with 4 or fewer points; for every turn you end turn with 1, 2, 3, or 4 points, you gain +1 on the next turn; this bonus is cumulative, up to +3, but is lost the next time you end turn with 5 or more points.

Additionally, I need to clarify how "ADVANCE CIVILIZATION" works. It does not give a civ technology; it is not for tech trees. Instead, it makes a civ better than everyone else at something; so, for example, if you had a goblin civ and you used ADVANCE CIVILIZATION to make them expert blacksmiths, then they would have the highest-quality swords in the world (granting an appropriate combat modifier).

Oh, and because it results in much complaining, I would like to clarify how COMMAND AVATAR: CREATE RACE works. Each god may do this ONCE, and only ONCE, per game. In the second age and third age, the cost is the same as COMMAND AVATAR. However, in the first age, it costs 12 points (which covers the cost of COMMAND AVATAR).

You may only each COMMAND power, as well as the ADVANCE powers, once per turn per target; however, you can COMMAND AVATAR to have your avatar do the same thing (except for ADVANCE CIVILIZATION/CITY, which avatars may not do).

You MUST have a RELIGIOUS sect within a civilization to command it; the creator has this automatically, but all other plays must use CREATE ORDER to get it.

Warfare
Spoiler:

You must use COMMAND CITY to have your people build an army; you may also command your avatar to do this. You must also use COMMAND CITY to make your armies march towards an enemy city. A formal declaration of war must be made beforehand, and a mutually-accepted declaration of peace must be made before hostilities are officially ceased (though there is no reason there can't be a ceasefire without a truce).

At this point, roll 2d6, adding relevant modifiers (modifiers are +1 for everything that the players can agree on as providing a modifier, from relevant technology to racial habits to environment; be reasonable about this, as the lack of hard rules is not a blank check for making an ass of yourself), but only if your opponent also has an army. If there is an uneven number of armies, the lower side must roll against each of the higher sides armies in succession, tiring as it goes. As it tires, it takes a cumulative -1 penalty to future rolls for each army it defeats.

I think I've covered everything. Remember to keep OOC (INCLUDING RULES DISCUSSION) in the OOC thread.

And last but not least, remember that you are supposed to PLAY THE WORLD, not your race; feel free to modify other players' terrain, and control their civilizations and cities.

Oh yeah, here's the map (big image; paste to Paint and modify, then upload to ImageShack and post here; a map update is required with every turn that causes the map to change):
Spoiler:




Last edited by Premier Cherdenko on Sat Jun 19, 2010 10:30 pm; edited 2 times in total

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2 Re: Dawn of Worlds I on Sat Jun 19, 2010 1:32 am

>Name: Kor
>Domain: Warfare, Violence
>Alignment: Lawful Evil
>Positive things you inspire: Strength, Honor
>Negative things you inspire: Warfare, Violence

Rolling for turn 1 power.

Edit: 3 power.
Great.



Last edited by Premier Cherdenko on Sat Jun 19, 2010 1:35 am; edited 1 time in total

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3 Re: Dawn of Worlds I on Sat Jun 19, 2010 1:32 am

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 2, 1

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4 Re: Dawn of Worlds I on Sat Jun 19, 2010 1:58 am

kobo1d

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Moderator
Fane
God of Justice and Glory
Lawful Good
Positive: Chivalry, Justice, Honor, War, Daring, Valor
Negative: Fanaticism, Violence, Foolishness, Pride, Vanity

4 starting power.



Last edited by kobo1d on Sat Jun 19, 2010 2:01 am; edited 1 time in total

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5 Re: Dawn of Worlds I on Sat Jun 19, 2010 1:58 am

The member 'kobo1d' has done the following action : Roll Dice

'Six Faces' : 1, 3

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6 Re: Dawn of Worlds I on Sat Jun 19, 2010 2:43 pm

>Name
Cersi
>Domain (Strength, Knowledge, Conflict, Honor, Life, Death, Betrayal, The Sun, the Skies, etc. etc.)
Dimensions and Magic
>Basic D&D Alignment (just so we know where you stand)
Chaotic Evil
>Positive things you inspire
Advancement and creativity
>Negative things you inspire
Sacrifice and Armageddon


6 points



Last edited by FireBlaze on Sat Jun 19, 2010 2:43 pm; edited 1 time in total

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7 Re: Dawn of Worlds I on Sat Jun 19, 2010 2:43 pm

The member 'FireBlaze' has done the following action : Roll Dice

'Six Faces' : 1, 5

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8 Re: Dawn of Worlds I on Sun Jun 20, 2010 1:58 am

>Name: Melith
>Domain: Nature, Freedom
>Alignment: Chaotic Neutral
>Positive things you inspire: Growth
>Negative things you inspire: Violence, Predatory thoughts

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9 Re: Dawn of Worlds I on Sun Jun 20, 2010 1:58 am

The member 'Melith' has done the following action : Roll Dice

'Six Faces' : 2, 5

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10 Re: Dawn of Worlds I on Sun Jun 20, 2010 2:35 am

Man all the good stuff has been taking. Being the god of violence and war was my first pick but someone has that, and someone else has my backup plan which is an evil spell caster god.

edit: so here is my god


>Name
Nightbringer
>Domain (Strength, Knowledge, Conflict, Honor, Life, Death, Betrayal, The Sun, the Skies, etc. etc.)
Death,Destruction,Fear
>Basic D&D Alignment (just so we know where you stand)
Neutral evil.
>Positive things you inspire
Ambition, Strength
>Negative things you inspire
Cruelty, Fear



Last edited by Deathmarine on Sun Jun 20, 2010 5:18 am; edited 1 time in total (Reason for editing : add some stuff)

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11 Re: Dawn of Worlds I on Sun Jun 20, 2010 5:21 am

Forgot to roll

Edit: thats whats up, fuckin 10.



Last edited by Deathmarine on Sun Jun 20, 2010 5:22 am; edited 1 time in total

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12 Re: Dawn of Worlds I on Sun Jun 20, 2010 5:21 am

The member 'Deathmarine' has done the following action : Roll Dice

'Six Faces' : 6, 4

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13 Re: Dawn of Worlds I on Sun Jun 20, 2010 1:13 pm

God: Alpharan

Domain: Deception, Treachery, Cunning

Alignment: True Neutral

Positive Inspiration: Fairnes in all things.

Negative Inspiration: Treachery and deciet.


(oh yeah 11 power.... )



Last edited by TheAlphaAndOmega on Mon Jun 21, 2010 8:11 pm; edited 2 times in total

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14 Re: Dawn of Worlds I on Sun Jun 20, 2010 1:13 pm

The member 'Lord Oaen' has done the following action : Roll Dice

'Six Faces' : 6, 5

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15 Re: Dawn of Worlds I on Sun Jun 20, 2010 10:22 pm

Won't be on at midnight tonight, so here's my roll (just stockpiling points). Gotta get it out of the way.
I suppose you guys are free to take your first turn if you want to. Either way, it ends at 8AM EST.


3 power for turn one, so I get a +1 bonus for finishing below 5.

Edit: 13 points.



Last edited by Premier Cherdenko on Sun Jun 20, 2010 10:24 pm; edited 2 times in total

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16 Re: Dawn of Worlds I on Sun Jun 20, 2010 10:22 pm

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 3, 6

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17 Re: Dawn of Worlds I on Sun Jun 20, 2010 11:25 pm

>Name
Stephi
>Domain (Strength, Knowledge, Conflict, Honor, Life, Death, Betrayal, The Sun, the Skies, etc. etc.)
Corruption, politics
>Basic D&D Alignment (just so we know where you stand)
Chaotic Good
>Positive things you inspire
Tolerance, Change, Revolution
>Negative things you inspire
Zealotry actions, Sacrifice, Dramatic Change

got 8



Last edited by The Changer of Ways on Sun Jun 20, 2010 11:32 pm; edited 1 time in total

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18 Re: Dawn of Worlds I on Sun Jun 20, 2010 11:25 pm

The member 'His Majesty The King' has done the following action : Roll Dice

'Six Faces' : 5, 3

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19 Re: Dawn of Worlds I on Mon Jun 21, 2010 12:02 am

The nightbringer looks upon the world and sees it has been untouched by the hands of gods. He commands a massive black mountain to thrust up from the eastern side of the largest continent. All around the black mountain the ground darkens until the very rock and sand is black.



Edit: okay so I had 10 point then used up 8 of them plus the six points I just got so I have 8 point for my next turn.



Last edited by Deathmarine on Mon Jun 21, 2010 12:03 am; edited 1 time in total

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20 Re: Dawn of Worlds I on Mon Jun 21, 2010 12:02 am

The member 'Deathmarine' has done the following action : Roll Dice

'Six Faces' : 3, 3

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21 Re: Dawn of Worlds I on Mon Jun 21, 2010 12:08 am

The changer of Ways sees the world as sooooo bland... turning the island NW the sand turns Multiple colors, from green, purple, pink, and white

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22 Re: Dawn of Worlds I on Mon Jun 21, 2010 12:10 am

A temperate forest grows in the lands touched by Alpharan[img][/img]

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23 Re: Dawn of Worlds I on Mon Jun 21, 2010 2:41 am

(I fused your two maps together)

Deciding that the large continent undivided may pose too much of a problem, Cersi decides to part the land into two, causing ocean water to rush in to fill the gap.





6-4+3=5



Last edited by FireBlaze on Mon Jun 21, 2010 2:42 am; edited 1 time in total

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24 Re: Dawn of Worlds I on Mon Jun 21, 2010 2:41 am

The member 'FireBlaze' has done the following action : Roll Dice

'Six Faces' : 1, 2

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25 Re: Dawn of Worlds I on Mon Jun 21, 2010 3:12 am

kobo1d

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Moderator
(Hoping no one minds if I spruce up the art for stuff a bit)

Fane raises forth a range of mountains from the earth, shrouds them with vegetation and a cascading river system, and flanks them on both sides with grassland. A beautiful geographic barrier is formed.



Edit: 6+1=7 for next turn. Also changed to imageshack hosting because the built-in one forces .jpg.



Last edited by kobo1d on Mon Jun 21, 2010 3:14 am; edited 1 time in total

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