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Dawn of Worlds II

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1 Dawn of Worlds II on Thu Jul 22, 2010 4:56 pm

The new Dawn of Worlds game has begun!

The rules are the same as the last game, and have been copy-pasted from the previous thread.

Here's the PDF with the original rules in it; this is most useful for power descriptions, which I have not included in this post.

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.


Please follow this format for introducing your god, removing the parentheses and text inside them:
>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


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.

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.


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, provided you follow the rules as given in the PDF.

Here's the map:
Yes, I am aware that it looks like a face; that was unintentional, so deal with it.

If you don't like the 8 hour turns, we can discuss that in the OOC thread.

The first turn will be tonight at midnight (EST).

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2 Re: Dawn of Worlds II on Thu Jul 22, 2010 5:00 pm

Name: Lorant
Domain: Magic
Alignment: Chaotic Neutral
Positive Things: Freedom, Knowledge
Negative Things: Chaos

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3 Re: Dawn of Worlds II on Thu Jul 22, 2010 5:00 pm

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

'Six Faces' : 2, 5

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4 Re: Dawn of Worlds II on Fri Jul 23, 2010 7:30 pm


Domain: Sea
+: Creating new islands, offering calm seas
-: Springs, earthquakes, drownings and shipwrecks

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5 Re: Dawn of Worlds II on Fri Jul 23, 2010 7:30 pm

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

'Six Faces' : 3, 1

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6 Re: Dawn of Worlds II on Fri Jul 23, 2010 10:47 pm

Name: Angelus Encarmine
Domain: Blood/ Light
Allignment: True Neutral
+: life/blood
-: Death/ health issues


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7 zzvzv on Tue Nov 23, 2010 3:24 am

Name: Lord Dimeral
Domain: Water/ice/sleet/snow
Allignment: chaotic stupid
+: Luck fate
-: cold harsh

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8 Re: Dawn of Worlds II on Tue Nov 23, 2010 2:15 pm


Holy hell man, this place has been dead for months.

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9 Re: Dawn of Worlds II on Tue Nov 23, 2010 4:23 pm

kobo1d wrote:Holy hell man, this place has been dead for months.

I admire his optimism.

Still, locking thread until we can organize a way to bring the forum back.

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