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  • File : 1276222381.png-(138 KB, 928x832, New thread.png)
    138 KB Dawn of Worlds IV: Part 2 Bert !8YVBZH/ERE 06/10/10(Thu)22:13 No.10417239  
    Continuation of the first thread.

    So begins the first turn of the 2nd age.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:13 No.10417258
    rolled 3 + 8 = 11

    With only 8 points, I will do nothing for turn 7.
    >> Vatat 06/10/10(Thu)22:14 No.10417267
    rolled 9 = 9

    Turn 7, right?

    13 points saved.
    >> Arkanok 06/10/10(Thu)22:14 No.10417272
    rolled 1 + 18 = 19

    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:15 No.10417296
    rolled 8 + 11 = 19

    And just 'cause, I'll roll for turn 8 as well.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)22:15 No.10417300
         File1276222549.png-(125 KB, 928x832, Untitled.png)
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    rolled 10 = 10

    The twin gods spend twenty to of their thirty five accumulated points to create a new race and it's city.
    >> Athruoyit !DfFwR1XYfE 06/10/10(Thu)22:15 No.10417306
    rolled 4 + 19 = 23

    rollin rollin rollin
    >> Ekyth: Dragon of Ice 06/10/10(Thu)22:16 No.10417307
    Hey, I'm interested in playing one of these Dawn of worlds games.

    When should I expect another game to pop up? I have a god already wrote out, so I just need to find an open game.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)22:17 No.10417330
         File1276222649.png-(9 KB, 343x375, Histra.png)
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    rolled 6 = 6


    First 6 points is spent on creating my race, the Histra.

    The Histra are fairly weak and clumsy, and have no aptitude for magical or divine abilities. However, they are creative, loyal and social beings. Safety of the community is extremely important to them, and they seek to create very well defended cities to protect themselves. They are somewhat xenophobic, but generally will open themselves up to those that gain their trust.

    5 points on advancing their civilization with DEFENSIVE TACTICS: The Histra are weak, but clever. They utilize any advantage they can get to increase their cities' defense: Walls, towers, traps, destroying supply lines, they will take every edge (honorable or underhanded) to defend themselves from danger.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)22:17 No.10417339
         File1276222679.jpg-(173 KB, 515x800, 1275598575713.jpg)
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    Damn, I forgot we're in second age. Make that six points.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)22:18 No.10417349
         File1276222720.png-(23 KB, 377x751, Vigil.png)
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    I spend 6 more points to FOUND AN ORDER: The Vigil

    Walls, traps and ranks of loyal soldiers can defend you from invaders and other external forces, but they are ineffective against internal threats.

    The Vigil is an organization made up of well trained soldiers, bright detectives and wise advisors. Their task is to defend civilization from the corrupting forces within: betrayal, corruption and supernatural entities. Their jurisdiction generally lies within the walls of their cities, but in rare cases I may speak to their leaders directly to ask them to intervene in matters I believe require their attention.

    Think a combination of military police, anti-espionage police, and Ghostbusters.

    I spend the last 4 points commanding the construction of my first City, Bastion (as seen in map in the original post)
    >> Anonymous 06/10/10(Thu)22:19 No.10417362
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:19 No.10417366
    Alright dudes just tell me when turn 8 rolls around.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)22:19 No.10417368
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    By the way, if anyone needs some shitty cartoony shitscribbles, I'll be glad to drawfag for you.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:20 No.10417373
    Oh yay!
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:20 No.10417384
         File1276222858.png-(104 KB, 928x832, dawn of worlds2.png)
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    I have nine points.

    I order the Reskara to found a city, spending 4 points. The city is the might citadel of Thel'malak.

    I save my other 5 points.

    We're still open, if you don't mind jumping in at the second age.
    >> Arkanok 06/10/10(Thu)22:21 No.10417386
         File1276222862.jpg-(25 KB, 512x384, LotofAxels.jpg)
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    >> Vatat 06/10/10(Thu)22:21 No.10417391
         File1276222877.jpg-(407 KB, 1920x1200, 1274317510743.jpg)
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    22 points...

    Vatat sees disorder even in his perfect order, and is disgusted. To this end he creates his avatar Asmodeal, a giant of flaming iron ten feet high, crafted in mockery of the favored servants of nobler deities.

    (15 left)

    His people are gifted with knowledge of the workings of the magic of hellfire and alteration. (Advancement: warlocks)

    He also "gifts" his people with an arcane and complex beauracracy. To better organize their lives (advancement, -5)
    >> Anonymous 06/10/10(Thu)22:21 No.10417398

    >> Lorsan 06/10/10(Thu)22:22 No.10417419
    rolled 8, 10 = 18

    I really need to keep up with you guys. Rolling for this and last turn.

    I counter with my Drakor, again!

    - 6 create race

    -1 command avatar

    With the advent of a new age, Lorsan shaped a new race, made in the image of his avatar, Tolbar. He then commanded Tolbar to help these newcomers create a city, to be named Tal 'zor.

    -1 command avatar
    this leaves me with only what I get from my rolls.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)22:22 No.10417425
         File1276222967.png-(125 KB, 928x832, 1276222549065.png)
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    I command my tireless worker Dorn to carve me the beginnings of a race in my image directly from the mountainside. The Dawi as they shall be known.
    I kick Dorn into overdrive and command him to build them a city deep under the mountains to house them, Deepholm.

    -2 points
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:22 No.10417429
         File1276222972.png-(125 KB, 928x832, dawn of worlds2.png)
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    Oh shit, I just realized how old this map is.

    Here's a better version.
    >> Vatat 06/10/10(Thu)22:22 No.10417430
    That comes out to 5 points remaining, once all is said and done.
    >> Athruoyit !DfFwR1XYfE 06/10/10(Thu)22:24 No.10417455
    I spend 6 of my 23 points to create my first race the Kaltik. A proud race carved from the sacred crystals of their creator. Their first settlement shall be know as Halstat.
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:25 No.10417459
    "All the world will be your enemy, O Prince with a Thousand Enemies. And when they catch you, they /will/ kill you. But first... first they must catch you."

    From the Hares of the field, I race a short, swift bipedal race. Highly skittish, and more than a little xenophobic, they nevertheless appreciate the little things in life.

    They are largely nomadic, but the largest of their permanent settlements- a warren set into a series of great hills- lies on the southern plains, near the edge of the Treacherous Swamp.

    Create Race: Efrav [5]
    Points Remaining: 4
    >> Athruoyit !DfFwR1XYfE 06/10/10(Thu)22:25 No.10417468
         File1276223136.jpg-(187 KB, 928x832, godmap3.jpg)
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    map fail again.
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:25 No.10417476
    Oh wait.

    I also spend 5 points to advance the Deep Ones with Weaponsmithing. They are unskilled at most tasks, but a better weaponsmith or armorsmith in this world does not exist.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:27 No.10417499
         File1276223247.png-(137 KB, 928x832, Dawn of Worlds 3.png)
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    rolled 8 = 8

    21 points

    -4 points. The Avatar of Heilus blesses some of the Histra, creating a sub-race capable of using Magic. The Astra.

    -10 points. Advance civilization x2. The Astra are given knowledge over Basic Arcane Magic and Literacy.

    -6 Points, form order, the Librarians. Who will be introduced in the next post.

    The Astra are lead by Heilus the Ascended to the base of the Great Mountains, where they found the Great Conclave of Sanctuary.

    1 point remaining, plus roll.
    >> Anonymous 06/10/10(Thu)22:27 No.10417500
    I feel really bad for you, Bert. You never get to finish your race up ;_;
    >> Blackheart 06/10/10(Thu)22:27 No.10417507
         File1276223257.png-(125 KB, 928x832, Uroth.png)
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    rolled 7 + 3 = 10

    Blackheart begins the Second Age on the Isle of Black Glass with a bang
    Spending 13 of 15 points.
    Create Race-6
    Create Avatar-7,

    He had brooded for centuries after the death of his father, but Blackheart finally looked down from his lofty seat, and acted. His first act was to create life upon the land. he knew other gods were quicker than him in this, but he did not worry.
    His race was wrought from Magma, Obsidian, and Smoke. Fiery of temperament, with four arms, they quickly built for themselves a city, Uroth. And so the Lakima were made.
    And from their number, he found one cunning and deft, and poured in him the silence of smoke, the power of a volcano, and made his mind sharp as obsidian. This was to be his Avatar, Aram.

    With that, he gathered.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:28 No.10417515
    The Builders are commanded to begin their work and create the city of Ritravar, named after their creater.

    A sect is founded within the Vashar, the Falseborn. Influenced by the Seeker, these self-revilers believe that the crime of their own existence can only be made up for by servitude to "properly" born races.

    The Builders are advanced to become the masters of masonry in all its aspects.
    >> Vatat 06/10/10(Thu)22:28 No.10417517
    Some of the expansions I made during turn 5 seem to have been forgotten.


    (ahhh... duplicate file detected... )
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:28 No.10417525
         File1276223318.png-(125 KB, 928x832, 4.png)
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    forgot my pic
    >> Anonymous 06/10/10(Thu)22:28 No.10417529
    Ah hell didn't realise what time it was. I'm going to have to bow out.
    >> Lorsan 06/10/10(Thu)22:29 No.10417538
         File1276223355.jpg-(148 KB, 701x730, dragon-final2-copy.jpg)
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    Bert, just so you have a taste of what may be headed the Histra's way in the future.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:29 No.10417542
    also this brings me from 19 to 4
    >> Blackheart 06/10/10(Thu)22:29 No.10417550
         File1276223373.jpg-(110 KB, 455x599, Lakima.jpg)
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    And here is my submission for my race's appearance. (A little less death-y though.)
    >> noko+dice 1d10+4 Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:30 No.10417556
         File1276223407.png-(110 KB, 928x832, Ircathos turn 7.png)
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    I speak to certain elders, and ambitious young ones among the Efrav, teaching them to fortify themselves, to build great walls and tunnels, and to make their greatest warren into a mighty, fortified city.

    Command Order (3)
    Points Remaining: 1

    Rolling for turn 8
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:30 No.10417566
         File1276223439.png-(16 KB, 423x563, dawn of worlds librarians.png)
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    The Librarians are a faction that follow Heilus the Ascended. Living a life of isolation and poverty, the Librarians are dedicated to the creation and preservation of arcane knowledge rather than personal profit. Their roles vary from simple farmhands and maintenance workers for Sanctuary's underground ravines, to copying spells down en masse, to actually creating new spells on behalf of the Ascended One.

    Of course, all who wish to join are accepted, but the Astra, losing the kindness of Bert when accepting Heilus, are cold and distant from non-Astra, and Heilus' bigotry is not lost on them.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:30 No.10417571
    Turn 8 yet? Also, can someone tell me how many points it'll be to make an avatar and race?
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)22:31 No.10417582
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    Making his first move since the dawn of time, Arathor creates the Birtonians, a human-like race of strong-willed warriors. He then commands them to build the city of Praet on the southern island. After this, he creates the "Great Expansion", a religious sect dedicated to convincing the Birtonians to form a grand empire in Arathor's name.

    (6+4+6 points spent, leaving me with 26.)
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:32 No.10417603
    if you create a race you get a sect within them by default
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)22:33 No.10417619
    By the way, if someone wants to edit the city's name's size to make it look better, feel free to do so.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:34 No.10417635
    you do? This is news to me.

    So I got the 8 from my roll, and six back since I didn't have to create a sect. (probably doesn't apply to me, though, since I created a sub-race.)
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)22:34 No.10417638
    Ok, I'll take my six points back then.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)22:35 No.10417655
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    An image of the Dawi they stand only slightly shorter than men. They live lives as long as the stones they are formed of, and eat pebbles and gravel. They reproduce by carving another in a form that pleases them and simply asking their deity or his avatar.

    I spend 5 points to advance the civilization with master architecture.
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:35 No.10417658
    rolled 8 + 4 = 12

    Failled at Rolling.
    I've got my rabbit people and my Polyp people, as well as a race of aquatic Vashar, who serve the polyps. I don't intend on conquering the world with the Efrav. I think it's time for me to start whispering Advances in people's ears.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:35 No.10417664
    15, total.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)22:36 No.10417681
         File1276223782.jpg-(298 KB, 608x800, 1275598628638.jpg)
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    This race is known as the Ramunds. The people of their new race are not particularly strong or fast, but they do possess a fair amount of intellect. Concepts like accounting, banking, and handling numbers come very naturally to them. They have a love of labor that cannot be quenched and are not happy when they must remain idle mentally or physically. The workers are tenacious building and creating until they collapse.

    Six points spent to create: The Mercenary Core, a select group of Ramunds decide not to work in factories or attempt to enter their brutal business world and instead decide earn cash another way. These Ramunds train themselves to become elite warriors who sell their service to the state and act as the armies of the merchant rulers. They are highly skilled and outfitted with the best the rulers can afford them, but can be swayed by the lure of wealth.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:37 No.10417700
    So that'll leave me with four points. Does a city come with the package or is that another few points?
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:37 No.10417704
    >smart people
    >build structures in the name of one of several gods

    My god... You've created Jews!
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:38 No.10417723
    It costs 11 points to create a Race and an Avatar in the Second Age.

    Creating a city requires you to Command the race, which costs 4 points.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)22:39 No.10417746
    rolled 4 + 4 = 8

    Rolling for turn 8, whenever we get there. 4 points left over after all that creation and avatar commanding.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)22:40 No.10417766
    I based them off of the Volus actually, but less round and weak.
    >> Arkanok 06/10/10(Thu)22:40 No.10417775


    >> Turn 7 Bert !8YVBZH/ERE 06/10/10(Thu)22:40 No.10417777
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    So here's the 7th turn update. If I forgot someone's city, mention it to me.

    Also, I would really, REALLY appreciate if someone would compile all the racial information into one post for easy access at the end of every turn. Like, list all the races, their cities, their advancements, etc.
    >> Vatat 06/10/10(Thu)22:41 No.10417792
    rolled 7 = 7

    Rolling for turn 8 (+5, +1)
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:41 No.10417794
    It has to be a religious order.
    Are they warrior-priests?
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:42 No.10417814

    My free sect among the Efrav shall be the Messengers, tireless envoys dedicated to carrying news, knowledge, and packages from warren to warren.
    They serve as post office, storytellers, and, when necessary, detectives.
    >> Blackheart 06/10/10(Thu)22:43 No.10417817

    Wait, according to the chart a race and avatar is 13 in the second age.
    >> Lorsan 06/10/10(Thu)22:44 No.10417834
    Forgot mah city.
    And yeah, we need somebody to do that. Gosh, I wish Ra 'zan was here.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)22:44 No.10417838
    rolled 5 + 32 = 37

    Rolling for turn 8.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:44 No.10417843
    I can imagine these two going to war. Not because of "good vs evil" or "order vs chaos" but simply ideological differences. It would be an interesting first meeting, a race whose primary power base is an order of detectives and soldiers who abstain from greed and focus on utilitarianism, and a race focused around capitalism, greed, and individuality.

    You guys are awesome. Bravo.
    >> Lorsan 06/10/10(Thu)22:44 No.10417847
         File1276224276.png-(146 KB, 928x832, dawn of worlds map 3.png)
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    God damnit
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:44 No.10417851
    Damn it you're right.

    I suck at math.

    Again, it needs to be a religious order, otherwise you can't command them.
    >> Arkanok 06/10/10(Thu)22:44 No.10417853
    rolled 5 + 8 = 13


    >> Vatat 06/10/10(Thu)22:45 No.10417854
    rolled 8 = 8

    I'll do it, and hopefully no one else will have it done before I post it.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:46 No.10417873
    rolled 2 + 4 = 6

    rolling for turn 8
    >> Lorsan 06/10/10(Thu)22:46 No.10417876
    Actually, I think the free sect stands for the clergy dedicated to the god who created their race.
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:46 No.10417877
    The Efrav know they are not the strongest, the toughest, or the most mystical of the races. They are tasty snacks to nearly anything that might wander out of the Treacherous Swamp.
    And so, they have taken to heart the words spoken to their prince in a dream: First, they must catch you.
    Advancing Efrav in Stealth.
    5 Points, 7 Remaining.
    >> Lorsan 06/10/10(Thu)22:48 No.10417907
    They may also happen to be snacks for my Drakor. >:)
    >> Storam !!A1ptcGu4nSv 06/10/10(Thu)22:48 No.10417916
    It does.

    It's ALWAYS a religious sect.
    Otherwise it would be impossible to Command them.

    Unfortunately, I must drop out of this game. Hopefully there'll be another one tomorrow, when I'll have much more time for playing.

    As with last time, my race is available to whomever wants them, as long as you first create a religious Order among them to make your will known.

    My Avatar, meanwhile, shall sleep beneath the corrupted waves for eternity.
    Or until I return, if we do decide to continue the game tomorrow.
    >> Blackheart 06/10/10(Thu)22:49 No.10417929
    I have discovered some errors in my math, as such, this turn I shall build my city and advance my people, using 9 of my ten points, to make the Lakima the most skilled negotiators, from their home of Uroth.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:50 No.10417950
         File1276224606.png-(147 KB, 928x832, Dawn of Worlds 3.png)
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    rolled 1 = 1

    14 points.

    -10 points to advance the Astar twice. Tier 2 Arcane Spells and basic Engineering to bury into the mountains and keep building up the Libraries.

    -4 points to move a portion of Librarians to the mountains to the West of the desert's entrance, creating the smaller Library-City of Enclave.

    1 remaining (reducing to zero points) + roll
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)22:50 No.10417965
    The free sect for this race is of course The Merchant's Guild. A immense network of traders, peddlers, and merchants who spend their perfecting the art of trade. They practice haggling, arithmetic, and learning trends in spending. These are the type of Ramund most people think about when they think of the race. They worship the twin gods to a great degree seeking their wisdom in all manners related to creating and trading goods.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:51 No.10417971
    advancing my people in art, leaving me with two because i forgot to add one for ending my last turn with two
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:51 No.10417977
    I'm a god of travel, secrets, and paranoia.

    I thought a Rabbit Post Office made sense for my priest's calling.

    Meanwhile, unbeknownst to the Vashar, a small number of their fellows bear modified lungs, capable of breathing water, just as easily as air. Always, always in there ears are maddening whispers, but they are very, very good at blending in.
    Similar infiltrations are occurring throughout the civilizations of the younger races.
    Advance Lost Vashar: Infiltration.
    Cost: 5
    Points Remaining: 2
    >> Turn 8 Darner !!5a/rX2S92St 06/10/10(Thu)22:51 No.10417983
    - 6 points
    I create an order within the Dawi, the 'Listeners'. Dawi who have come to understand my will simply by listening for long enough to the sounds of the mountain.

    -1 I send my avatar Dorn to make contact with the humans of Praet, though he cannot speak thier language he brings them human food, and water as a sign of good will.

    1 measly point left.
    >> Blackheart 06/10/10(Thu)22:52 No.10418004
    rolled 1 + 3 = 4

    forgot my power roll.

    Also, for the compiling guy, I should mention that the sect I founded with my race is the Blackheart Merchants. As god of Thieves and Gamblers, my order is very interested in tithes and so forth, and administration of money is a holy task. As is spending it and stealing it, but such things are the will of the gods.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)22:52 No.10418006
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    Well I'll spend however many points it takes to make an avatar, race, and city. Here it is, I'm way behind and thinking of a description for everything.
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)22:56 No.10418069
    rolled 10 + 4 = 14

    Finally, I command Yellith'dake to walk among the underwater settlements of the Lost Vashar, teaching them of espionage, of infiltration, and of intelligence gathering. She fashions from them a great spy network, in order that they might support her cultists across the world.

    Order Avatar: Create Order (1)
    One point remaining, rolling for turn 9.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)22:57 No.10418078
    rolled 3 + 1 = 4

    Rolling my turn 9.
    1 point, +1 for less than five.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)22:57 No.10418091
         File1276225076.png-(145 KB, 928x832, Citadel.png)
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    I advance Histran civilization with the knowledge of BLACK POWDER. Though right now they can only use it for very limited purposes, namely traps. I won't overpower them with the ability to make guns or carronade. The recipe for making black powder is one of Histran society's most closely guarded secrets.

    I also command the Histra to build a second city, Citadel, on an island rather far from Bastion.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:58 No.10418095
    rolled 2 + 3 = 5

    rolling for turn 9
    >> Vatat 06/10/10(Thu)22:58 No.10418106
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    rolled 1 = 1

    At the behest of the great infernal, Asmodael, to the south a great fortress of black rock and iron is created, to hold the line. (command avatar, -1)

    An army is built to maintain it (-4)

    An order of dark knights, to maintain the land, is decreed by the priests: They shall be known as the Blackiron Brotherhood. (-6)

    2 points remaining.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)22:58 No.10418112
    advance makes your people the BEST at something.
    >> Heilus !v8k3.76tII 06/10/10(Thu)22:59 No.10418122
    Hey, Bert, just to make sure, you don't mind that I made a sub-race out of the Histra, do you? I know the point of them was to focus on unification and numbers over superior physical/magical power, but they seemed the most balanced race out there.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)22:59 No.10418123
         File1276225186.png-(45 KB, 985x634, Bastion.png)
    45 KB
    rolled 9 = 9


    Fergot to roll for next turn.

    Also an image I drew of Bastion several threads ago. Yes I will repost this in every thread until I see a DoW game to its end.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:00 No.10418127
    Arathor creates an Avatar, a simple bard who goes around Praet and it's surrounding farms, singing songs of praise to Arathor and imperialism.

    Arathor also advances the Birtonians in metallurgy, telling them the secrets of creating weapons and buildings of metal rather than wood.

    The nameless bard, as he is known as, tells the Birtonians to accept the Dawi's gifts and to send a trading party to Deepholm to open trading relations.
    >> Vatat 06/10/10(Thu)23:00 No.10418132
    rolled 9 = 9

    Rolling for turn 9. (+2)
    >> Arkanok 06/10/10(Thu)23:00 No.10418134
         File1276225249.png-(129 KB, 928x832, 8TURN2AGE.png)
    129 KB
    >> Vatat 06/10/10(Thu)23:02 No.10418163
    let's wait for the remaining orders before posting our 9th turn orders. Also the compilation of the 8th turn map changes from Burt. This is getting to be a little confusing.
    >> Arkanok 06/10/10(Thu)23:03 No.10418166
    rolled 7 + 1 = 8

    ROLL FOR TURN 9. Assume there are still bonus points if you are below 5.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:03 No.10418171
    Shurthosh, he of many arms, is born this day! His powerful, jet-black body is torpedo-shaped, and ends in a writhing mass of tentacles. His five baleful eyes gleam scarlet red, and belie a ruthless cunning. With intimate knowledge of all waterways, Shurthosh is an excellent and accurate navigator. Should a captain find himself running astray, Shurthosh may help guide him back home safely. However, Shurthosh is capable of great destruction. It is said that those lost at sea sink to Shurthosh's lair, where their damned souls feel him. His many arms are powerful enough to crush warships, and his gigantic, ivory beak is capable of breaking even the hardest metals. In times of war, followers and favored of Krakanos the Seafarer can expect to be aided by this powerful being.

    Along with my avatar, I create the Korgites. These beasts stand about ten feet tall on average, and are invariably lithe creatures. Their wiry frames are covered in sinewy muscles, webbed hands and feet, wide like paddles, are on the ends of eight limbs (four legs and four arms). Rough, leathery skin that seems to perpetually weep mucus covers their bodies. Their faces vary in appearance. Short, knob-like heads protrude from thing shoulders. Wide, sucker-like mouths lined with small, jagged teeth and rimmed by tentacles and small, beady eyes take up most of the face. Some Korgites are also covered in a fine layer of hair.

    Does this work?
    >> Lorsan 06/10/10(Thu)23:04 No.10418187
    rolled 4 = 4

    People keep forgetting mah city.
    >> Lorsan 06/10/10(Thu)23:05 No.10418199
         File1276225528.png-(132 KB, 928x832, dawn of worlds map 3.png)
    132 KB
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:05 No.10418201
         File1276225536.jpg-(642 KB, 1920x1200, Robot.jpg)
    642 KB
    Finally for this round Sigmund and Goram create their avatar in this world. Well create would be the wrong word, the Ramunds, feverish to establish contact with their gods seek to bring them to this world. The merchants guild orders the creation of a behemoth to house their gods. The project would be doomed to fail due the their lack of mechanical expertise, but the twin gods smiled upon their people and breathed life into the golem. (The thing isn't actually this big scale it down a bit and that's the avatar).

    The gods decided then to bless their people and advance them in the art of trade. (-13 points total).
    >> Bert !8YVBZH/ERE 06/10/10(Thu)23:07 No.10418226
         File1276225631.png-(5 KB, 214x375, Astra.png)
    5 KB

    No problem at all. In fact, I drew a picture of one. I dunno if subraces are supposed to be physically very different from the parent race, but whatever here it is.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:09 No.10418259
         File1276225795.jpg-(500 KB, 1079x921, 127458527562.jpg)
    500 KB
    Actually that picture makes the avatar seem overpowered, I'll use this one instead.
    >> Turn 9 Darner !!5a/rX2S92St 06/10/10(Thu)23:11 No.10418284
    I spend all of my 5 points to advance the Dawi to become master miners.
    They can smell a seam of ore or precious gems close to them and so mining out the riches of the earth comes second nature to them.
    >> Lorsan 06/10/10(Thu)23:11 No.10418287
    No avatar can be overpowered in my opinion. See my Tolbar? See how big and badass that fucker is?
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:12 No.10418289
         File1276225920.jpg-(44 KB, 400x388, darkmantle.jpg)
    44 KB
    Good old Darkmantle fits the description of my avatar I guess.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:12 No.10418298
         File1276225953.png-(21 KB, 791x453, astar.png)
    21 KB
    I did, too. 'course, my artistic abilities are pretty much non-existent, but-- y'know. Tried to make him look colder and more detatched than the Hastra, but, I dunno.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:13 No.10418322
    Will it require points to make my race good at... anything?
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:14 No.10418323
         File1276226041.jpg-(137 KB, 600x1270, The Void Protagonist 2.jpg)
    137 KB
    bud, my Avatar is the body of a man who ascended to Godhood, charged with his Deity-Soul's powers.

    There is NO such thing as an overpowered Avatar.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:14 No.10418336
         File1276226061.jpg-(5 KB, 145x142, images.jpg)
    5 KB
    This is basically what my bard Avatar looks like.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)23:14 No.10418344
    what round are we on?
    this thing seems to be falling apart
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:14 No.10418347
    Alright then, I'll guess I'll keep the giant golem. I didn't see anyone else using anything half the size of a city though. Didn't want to be that guy that had to have a unique snowflake avatar.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:15 No.10418356
    no, but technological/magical advancement requires five points each.
    >> Lorsan 06/10/10(Thu)23:15 No.10418358
    So he's like Aragorn, except with superhuman abilities.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)23:15 No.10418360
    only to make them THE BEST at something. Tech is assumed to advance on it's own
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:16 No.10418379
    We need to advance to round 8. Thinks are derailing fast.
    >> Lorsan 06/10/10(Thu)23:16 No.10418380
    I like to think that my avatar is as big as your guy, only organic, and, well, a dragon.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:17 No.10418390
    Pretty much. Mostly music-based powers though.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:17 No.10418394
    Bert, do you have the map ready so we can move on to Turn 8?
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)23:17 No.10418397
    wait, we weren't ALREADY on round 8? fuck now i don't even know where i am
    >> Arkanok 06/10/10(Thu)23:18 No.10418404
    >> Darner !!5a/rX2S92St 06/10/10(Thu)23:18 No.10418408
    We're on round 8. Waiting for the ok to move ahead. I took my turn 9 accidentally.
    >> The Seeker !./9.S6qBQQ 06/10/10(Thu)23:18 No.10418411
    fuck it, i'm confused and lost, i'm just gonna stop right here
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:18 No.10418417
         File1276226325.png-(3 KB, 247x220, can't argue with that.png)
    3 KB
    meant turn 9
    >> Turn 8 compilation Bert !8YVBZH/ERE 06/10/10(Thu)23:18 No.10418421
         File1276226335.png-(145 KB, 928x832, Compilation8.png)
    145 KB
    rolled 3 = 3


    Alright, has everyone gone for turn 8? DOESN'T MATTER, POSTAN UPDATE ANYWAYS.

    On turn 9, I order the Vigil to begin observing Tal'Zor to the north. Checking for suspicious behavior.

    I advance my civilization with the power of SLAYING. Histran society understands and fears the immense powers of Gods and Avatars, but now they have a way to compensate for their lack of an Avatar. Histran soldiers are taught tactics that will help them have a fighting chance against the immensely powerful superbeings that walk the world.

    I like it! We'll go with your visualization.
    >> Turn 9 Ircathos !!RXujcZtjnHB 06/10/10(Thu)23:18 No.10418422
         File1276226336.png-(121 KB, 928x832, Ircathos turn 9.png)
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    Forgotten by the races of the surface, the Polyps of the Deep labour long and slowly, constructing a great city built of basalt, of glass, and of their own discarded bodies. The Dismal Delve takes shape in the Depths Obscure.
    Command Sect: Build City (3)

    These Polyps are the masters of Abjuration: Of defensive magic, of glyphs, of wards, of force fields. Living at such crushing depths, such a skill is vital. All their cities, and their caravans on the rare occasions that they ventured out, are warded by powerful magics.
    Advance Polyps: Abjuration. (5)

    Points remaining: 6

    Hmm. I'm going to need to spend some more to keep my bonus.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)23:19 No.10418434
    Ok, NOW its turn 9. Gogo
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:19 No.10418435
    rolled 9 + 2 = 11


    Okay. Then the Korgites are excellent ship makers, navigators, and trappers. Sturdy ships carrying the pelts of wildlife indigenous only to the dark and mysterious swamps of the Nadog isles to the Southwest are prepared to commence trading with any willing races.

    Though they were born from a villainous god, the Korgites have a relaxed way of doing things.Though paladins and cleric of Krakanos spread debauchery and evil (in the most lawful way possible), most Korgite citizens want nothing more than to relax on their house-rafts and sip on swamp-ale.

    The capital city, Krastona, is one massive, fortified house-boat. Floating along in the center of the Bour-Tramps Lake, Krastona is home to many Korgites, and is the center of their pelt-trading business.

    Rolling for turn nine.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:20 No.10418445
    rolled 3 + 24 = 27

    Rolling for turn nine.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:20 No.10418452
    rolled 7, 7 = 14

    Well damn, I'm behind. Rolling power for turn eight and nine.
    >> Blackheart 06/10/10(Thu)23:22 No.10418480
    rolled 9 + 4 = 13

    Ugh. With only 4 points, Blackheart will wait for turn 9.
    Le sigh.
    >> Arkanok 06/10/10(Thu)23:23 No.10418501

    >> Heilus !v8k3.76tII 06/10/10(Thu)23:24 No.10418509
         File1276226664.png-(150 KB, 928x832, Dawn of Worlds 3.png)
    150 KB
    rolled 5 = 5

    I command an expedition of Order to amass at the Land Bridge. Next turn, they'll cross and explore the western-most island.


    1 point remaining, plus roll
    >> Lorsan 06/10/10(Thu)23:25 No.10418519
    rolled 7 = 7

    Oh yeah?! Tolbar, use a splash atta- I mean, I advance my Drakar in weaponsmithing, stonemasonry - you know, for the ULTIMATE FORTRESSES - and the taming and usage of warbeasts. I also command my avatar to create a subrace of the Drakor, the Zeigan.
    The Zeigan are similar to the Drakor, but are much bigger, have no wings, are able to breath fire, and are arguably smarter.
    - 5 weaponsmithing
    - 5 stonemasonry
    - 5 warbeasts
    - 1 command avatar
    this leaves me with 2 points plus what I get for the roll.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:25 No.10418524
    rolled 8 = 8

    >expedition of Order
    meant to say expedition of Librarians.
    >> Anonymous 06/10/10(Thu)23:26 No.10418530
    Ok, so giant faggot here I know, but how do you guys make the grid? Like what program do you use?
    >> Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:26 No.10418544
         File1276226802.png-(973 KB, 1384x900, jesus christ it's jack get in (...).png)
    973 KB
    rolled 2 = 2

    From the obsidian wastes of the northwest, the dark god of Power rises from his slumber! Asleep since the dawn of the First Age, he has returned to bring life to the dark corners of the world.

    (Bert, I can't remember if you can take 10 points when you jump in on the Second Age, or if that's only a Third Age rule)
    >> Blackheart 06/10/10(Thu)23:27 No.10418568
    Masonry and weaponsmithing are already taken, or I'd have weaponsmithing.
    Deep ones got Weapons and Builders have Masonry.
    >> Lorsan 06/10/10(Thu)23:28 No.10418570
    rolled 10 = 10

    Just go ahead and take the points, you've been absent long enough to deserve them.
    >> Ircathos !!RXujcZtjnHB 06/10/10(Thu)23:28 No.10418576
    rolled 6 + 6 = 12

    In the lands of the Secondborn, the detritus accumulated from centuries of Strange Moods begins to accumulate. The sect of Mad Builders, established long ago, is ordered to round up as many of these artifacts as possible, to maintain them, to reverse-engineer them where possible, and gather them together in caches for some anticipated future need.

    Order Sect: Jawa Mad Builders: Establish Weapons Caches. (3).

    There. Under 5 points. I keep my bonus again.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:28 No.10418578
    Arathor sends visions to a few formidable Birtonian warriors, commanding them to create an order designed to protect and serve the Birtonians against threats within and without. (Create Order: 6 points)

    The nameless bard instills the idea of a numerical system to help organize the Birtonians better. This bureaucratic system makes other races (and most Birtonians) scratch their head in confusion, but helps to better organize the growing civilization.
    >> Blackheart 06/10/10(Thu)23:29 No.10418584
    Father! You have awoken!

    (Well, this will be interesting.)
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:29 No.10418588
    For turn 9 i'll expend 5 points to make the Korgites master seafarers. What would that entail? Masterful ship building? Excellent navigation tools? etc?
    >> Bert !8YVBZH/ERE 06/10/10(Thu)23:30 No.10418597

    C. All of the above
    >> Lorsan 06/10/10(Thu)23:30 No.10418603
    rolled 10 = 10

    stonemasonry to > architecture
    weaponsmithing to > training in warfare
    >> Lorsan 06/10/10(Thu)23:31 No.10418616
    igore that roll
    >> turn 9 Vatat 06/10/10(Thu)23:32 No.10418632
         File1276227137.png-(145 KB, 928x832, Turn 9.png)
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    How about we state the turn in the subject line of our posts.

    Like so:

    Turn nine actions: 22 points to spend.

    Vatat stares down at his people, and is displeased. He sees them lacking in number and places to expand. And so, he decrees that the creation of two cities shall be in order. Kamashtor, the Ebon fortress, and Fal Drazat, the port city. (one by avatar, so -5)

    The order of the BlackIron brotherhood is created to maintain guard over this new land (-6).

    Finding his people's devotion still lacking, Vatat takes actions to ensure that they are more to his liking. He decrees his priests to be cast from their temples, and to walk among the people. (corrupt civ, -1 alignment) (-3)

    Finally, an army, known as the Legion of the Hammer and Chain, if formed. (-4) and positioned within the walls of the newly created citadel to watch for unlawful intruders.

    4 points remaining.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:32 No.10418634
    Okay cool.

    Having a fleet of the best ships equipped with some of the best tools available, the Korgites seek to amass wealth through trade.

    I'm really no good at evil, I think I'll go be neutral.

    Any races interested in a trading franchise?
    >> Blackheart 06/10/10(Thu)23:34 No.10418664
    The Lakima would love to!
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:34 No.10418665
    You can bet that the Birtonians will.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:34 No.10418675
    Try Sigmund's Jew-Laborers.

    He's a bit behind, but y'know, good labor isn't cheap.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:34 No.10418680
         File1276227294.jpg-(549 KB, 900x1273, 1275333620051.jpg)
    549 KB
    rolled 3, 5 = 8

    In a fit of generosity the gods decide to advance their people's city. They create factories and clockwork mechanisms all about it to assist in production of goods. They then bless their people and advance them in the ways of mechanical design and engineering. Hoping to bring their people closer to the glorious mechanized forms of their fathers. They order their golem-avatar to create a new city.

    The Ramund's are always happy to trade.
    >> Lorsan 06/10/10(Thu)23:35 No.10418682
    The Drakor accept this proposal.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)23:35 No.10418687

    Fal Drazak is located on the current location of Citadel.
    >> Anonymous 06/10/10(Thu)23:36 No.10418708

    Pointing out my question again and asking if anyone knows. I've got some IRC friends I'd like to play with, but I have no idea how to make a grid like that.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:36 No.10418714
    That was prompt. In return for strong woods from their swamplands and valuable pelts, the Korgites are willing to sell the rights to begin mining operations around Louithrogos mountain on the Eastern Isle.

    Furthermore, how many points will it take to fund a modestly sized militia or army / legitimate business?
    >> Turn 9 Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:36 No.10418716
         File1276227410.png-(10 KB, 383x501, stalwart regular dude.png)
    10 KB
    rolled 1 = 1

    Alright, total is 10+2=12

    (-6) I fashion from the wastes of the island my chosen children, the Derse! Wreathed in black carapace and armed with sharpened teeth and claws, they will be the arbiters of my will upon the world!
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:37 No.10418727
    same as any Order/Sect.
    >> Blackheart 06/10/10(Thu)23:38 No.10418734
    I'd help you if I knew.
    >> Lorsan 06/10/10(Thu)23:38 No.10418742
    6 if its an order
    4 if you command your race to form it
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:38 No.10418747
    Looks like... six?

    Well I'll wait till next turn then.
    >> Vatat 06/10/10(Thu)23:39 No.10418752

    Oh, whoops, just noticed that.

    hmm... Then it shall be on the southern island, we shall see if this proximity leads to war or trade...
    >> Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:39 No.10418753
         File1276227556.png-(146 KB, 928x832, 1276226664106.png)
    146 KB
    rolled 2 = 2


    (-4) A life of nomadic waste wanderers is not a lot fit for my children! From the same obsidian that birthed them, so shall the Derse birth a great city: Derse! An ebony work of twists and turns, towers and alleys, Derse shall bask in the warm glow of the magma sea.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)23:39 No.10418756
    The Dawi accept, and are willing to trade metal/gems for good edible stone.
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:40 No.10418766
    It's not actually supposed to be on a grid. If you want, you could buy some graph paper or print a hex grid out, but it's supposed to be played on a large sheet of paper (11x17?) with one inch being the equivalent of a hex here.
    >> Bert !8YVBZH/ERE 06/10/10(Thu)23:40 No.10418770

    I'd assume armies and businesses come with the civilization, the size of those would be determined by the prosperity of your race.

    The only thing you really need to spend points for are for specialized sects and ordering your guys around.

    Oh yeah, and the Histra accept your trade offer. They won't sell any technology, black powder or other sorts of secretive goods though.
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:40 No.10418776
    rolled 10 + 19 = 29

    Done with nine, rolling for ten.
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:40 No.10418780
    Ah, four. Okay, well then I use my last four points to have the Korgites form the Nadog Trading Company: Ready to ship goods across the seas.
    >> Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:40 No.10418781
    rolled 2 = 2

    Point total=2

    My turn's done, and I would love to know the story behind Blackheart so I'm gonna scour the initial thread.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:40 No.10418787
         File1276227656.png-(135 KB, 928x832, Untitled.png)
    135 KB
    Ignore that roll, the placement of the city is as follows.
    >> Anonymous 06/10/10(Thu)23:41 No.10418799

    I'd be playing online (Just not on /tg/) so I'd still need the grid.
    >> Lorsan 06/10/10(Thu)23:42 No.10418806
    Actually, you have to command a city or your race to raise an army if you want one.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)23:42 No.10418807
    rolled 7 + 2 = 9

    Rolling for turn 10. 2 bonus.
    >> Vatat 06/10/10(Thu)23:43 No.10418818
         File1276227783.png-(145 KB, 928x832, Turn 9 real.png)
    145 KB
    Fixed actions.
    >> Arkanok 06/10/10(Thu)23:45 No.10418847
    rolled 4 + 3 = 7

    TURN 10 AS WELL.
    >> Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:45 No.10418857
         File1276227956.jpg-(40 KB, 600x583, hoursinpaintnoir.jpg)
    40 KB
    rolled 4 = 4

    Just did a little reading, thanks for keeping the obsidian wastes alive and well while I was away.

    Your mortal brothers shall defend your progeny, for the bonds of kinship are stronger than the hardest ebon spire! (Once I get the points to command them).
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:46 No.10418862
    rolled 8 + 2 = 10

    Turn 10 roll.
    >> Vatat 06/10/10(Thu)23:47 No.10418874
    rolled 7 = 7

    turn 10.
    >> Sigmund & Goram !HMDWZMXLv. 06/10/10(Thu)23:47 No.10418880
    rolled 5 = 5

    Rolling for round ten.
    >> Darner !!5a/rX2S92St 06/10/10(Thu)23:48 No.10418890
    Are we ready to move ahead with turn 10?
    Trying to keep this organised
    >> Arathor !!gp+j1YrI/eP 06/10/10(Thu)23:48 No.10418899
    I think so.
    >> Turn 10 Lorsan 06/10/10(Thu)23:48 No.10418902
    rolled 4 + 19 = 23

    Turn 10
    >> Heilus !v8k3.76tII 06/10/10(Thu)23:51 No.10418939
    Could we get the map for turn 9?

    Also, Turn 10 is the final mandatory turn for the Second Age.

    >> Turn 9 compilation Bert !8YVBZH/ERE 06/10/10(Thu)23:52 No.10418952
         File1276228341.png-(148 KB, 928x832, Compilation9.png)
    148 KB

    I command the Histra to raise a militia for each city, consisting of both naval and ground forces. Also, I command the Histra on Citadel to try to engage in trade with the Vashar but maintain as much distance as possible between the cultures. Nobody is to enter inside the second layer of walls of Citadel, and no secret technology (namely black powder and traps) are allowed to leave.
    >> Turn 10 Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:52 No.10418954
    rolled 5 = 5

    3(2+1under 3 bonus)+6=9

    (-4) The Derse may be a young and inexperienced race, but they extend an offer of peace and cooperation to the Lakima. The enemies of Uroth shall be the enemies of Derse. (Command Race: Alliance)

    (-5) To make sure the Derse can defend his grandchildren from the machinations of the upstart races of the "good" Deities, Jack Noir bestows upon them mastery over the shadows and the dark. (Advance Civ: Umbramancy)
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:53 No.10418969
    Unfortunately for me it's getting late. I'm going to take my leave of you gentlemen. This was a really cool game, I like this a lot. You guys have fun, if anybody wants to take over for Krakanos be my guest.
    >> Jack Noir !mYPmO7xG2. 06/10/10(Thu)23:54 No.10418983
    rolled 4 = 4

    Oh crap, looked at the wrong number. The Derse will have to wait a turn for their sorcerous might. Point total readjusted to 3 and my turn is done.
    >> Lorsan 06/10/10(Thu)23:55 No.10418999
    Sorry you couldn't make it to the third age bro. Peace
    >> Vatat 06/10/10(Thu)23:58 No.10419046
    rolled 1 = 1

    The Vashar are eager to trade with the Histra, although this eagerness has as much to do with the potential riches gained as it does with the chance to spread the "enlightenment of order" to another people. Although the sometimes arcane and complex beauracracy of the Vashar hinders the achievement of maximum profits for both sides.
    >> Anonymous 06/10/10(Thu)23:58 No.10419051
    Where'd everyone go?
    >> Krakanos !TWH2hpvImM 06/10/10(Thu)23:59 No.10419057
    Oh it's no big deal. I'll be on the lookout for threads like this in the future!
    >> Lorsan 06/11/10(Fri)00:00 No.10419073
         File1276228813.png-(155 KB, 928x832, dawn of worlds map 3.png)
    155 KB
    In a bid to increase their influence, the Drakor construct the great city of Durnholt by the command of their lord's avatar, Tolbar.

    - 1 command avatar
    >> Turn 10 Heilus !v8k3.76tII 06/11/10(Fri)00:01 No.10419085
         File1276228885.png-(155 KB, 928x832, Dawn of Worlds 3.png)
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    rolled 8 = 8

    Command Order (-3). The Body of the Ascended commands the Librarians to expand their influence. They trek the Savannah, and found an outpost town of Academy. While Enclave and Sanctuary are focused on creating and maintaining spells, Academy serves more as the face for the Order. Here, Astra teach vagrants and others the ways of magic, in exchange for something benefiting the Librarians, of course.

    Also, Librarians at Enclave come up with a breakthrough in Arcane studies. A Librarian has mastered divining. His first act was to spy on Derse. He promptly suffered a stroke and died. However, basic restoration has been researched.

    Aaaannd... out of points.

    Anyway, anyone willing to set up an alliance in exchange for low level Magic? I mean, hell, it's still magic. Field medic/cannon level magic, but still.
    >> Arathor !!gp+j1YrI/eP 06/11/10(Fri)00:02 No.10419096
    Arathor looks over the Birtonians' neighbors, the Dawi, and decides that something must be done to ensure loyalty, sending a group of priests of the "Great Expansion" to teach the Dawi of Arathor's teachings. (Create Order: 6 points)
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)00:03 No.10419108
    rolled 10 + 5 = 15

    Actually, turn 10 is not the mandatory final turn of the second age. The second age began on turn 7, so it actually CAN'T end until after turn 11, and it's not mandatory until turn 16.

    A very old Astra woman has been seen visiting various scholars, teaching them ideas that seem revolutionary, but serve mainly to twist the minds of those who listen to them.
    Avatar: Corrupt Astra (1)

    The Efrav of the Great warren raise a mighty militia, so as to defend themselves from the predations of the monsters of the Treacherous Swamp, and any other mortal raves that look at them funny.
    Command Race: Form army (4)

    Meanwhile, in the Dismal Delve, the Polyps are busy, fashioning various subsentient servant races from fish, coral, mollusks, and anything else that presents itself as convenient.
    Advance Polyps: Fleshcrafting (5)

    Points remaining: 2
    >> Darner !!5a/rX2S92St 06/11/10(Fri)00:03 No.10419111
         File1276229023.png-(151 KB, 928x832, 1276227783528.png)
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    -8 points
    Darner decides to send a message to the listeners of the Dawi for the first time since their creation. They must work on expanding further, they must not fall behind the more numerous races for that path leads to their downfall.

    Darner orders the Dawi to construct an additional city, far larger than Deepholm and connect the two cities together using an underground highway of epic proportions. Known as the 'Underway' this allows fast transport between the two cities, even passing under the ocean. The fortress city 'Cloudtop' is built on the highest mountain to the north.

    Please excuse my shitscribbles. 1 point left.
    >> Lorsan 06/11/10(Fri)00:04 No.10419116
         File1276229040.png-(156 KB, 928x832, dawn of worlds map 3.png)
    156 KB
    Merging maps
    >> Heilus !v8k3.76tII 06/11/10(Fri)00:06 No.10419139
         File1276229211.png-(109 KB, 240x258, skeptical creationist.png)
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    rolled 4 = 4

    >corrupt Astra
    well, it's on now.
    >> Arkanok 06/11/10(Fri)00:07 No.10419143

    >> Vatat 06/11/10(Fri)00:08 No.10419156
         File1276229291.png-(149 KB, 928x832, Turn 10.png)
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    Vatat fumes over every tiny flaw in his people. He has created the perfect order for them, yet there are still imperfections, fractures and impurities in the crystal of his creation. The cities seem almost on the verge of breaking away from one another, and while the idea of the strong dominating the weak is not so abhorrent to him, the chaos it would cause!

    If only there were some way his chosen could communicate faster with one another.

    Yes, that is it. A track of stone, laid into the ground. Stable footing for horses. Replace the dirt and mud with a highway to cross the land, to connect the empire.

    He smiles, and communicates his inspiration to Asmodael, to ensure that it is done.

    Advancement (advanced roads) -5

    2 points remaining.
    >> Bert !8YVBZH/ERE 06/11/10(Fri)00:09 No.10419169
    rolled 5 = 5


    Fergot to roll for next turn.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)00:09 No.10419170
    Actually, Dismal Dive sounds better. I'm going with that.
    Also, I've decided to spend I'll my remaining points this turn having my Polypous Fleshcrafters raise an army of genetically engineered and magically tweaked fish-things to guard their city, leaving me to begin next round with 13 points.
    >> Turn 10 Blackheart 06/11/10(Fri)00:10 No.10419187
    rolled 1 + 7 = 8

    In the minds of Blackheart Merchants, the voice of their god booms. "THE FIRST HAS RETURNED, MANY BE HIS WORKS."
    It is quickly determined by his followers that the Derse are fierce and proud, but not the most social. And the Gods of Light are ever watchful for the taint of evil. And so the Lakima became great dissemblers, their talent for deceit and trickery unmatched in the land.
    Command Race-4 (The Derse, and their God, Jack Noir, are our holy brethren. Aid them when possible.)
    Advance Race-5 (Trickery and Falsehood.)
    Leaving me with 4
    Roll for power.
    >> Round Ten Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)00:11 No.10419189
    rolled 8 = 8

    Sigmund and Goram look into the minds of their children and find something wanting. They lift themselves from their seats within the cosmos and sprinkle the knowledge of tactics and strategy into their heads. The Ramund's are now masters of strategy and many of them become gifted generals capable of leading armies with great efficiency.

    The golem-avatar is commanded again to create a city, this time from the side of a mountain. It's hands lifting tons of rock and dirt carefully carving the new settlement.

    A new order is created as well, The Nautical League. An alliance of merchant ships and guardian dreadnoughts that serve as the main navy for the Ramund people. They sail the seas en mass to deliver goods and carry out missions. While the majority of the ships are merchant carrying vessels the mighty engineering skill of Ramund ensure each ship is well defended by their massive dreadnought protectors. Each dreadnought sporting nasty canons. While they are no match for the children of Krakenos they hold their own in the sea.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)00:13 No.10419207
    Surely you understand that Yellith'dake seeks only to educate your people! Sure you, of all gods, appreciate the search for knowledge!
    She apologizes for feeding them information that wasn't compatible with their Euclidean, mammalian brains.
    >> Arathor !!gp+j1YrI/eP 06/11/10(Fri)00:14 No.10419222
    Arathor watches as the other races begin to war, and decides that the Order of Knights he created will not be enough to defend the Birtonians, now telling the Order to raise an army to bolster Praet's defenses. (Command Order: 3 points.)

    Meanwhile, the nameless bard walks into nearby forests, his single lute in hand, and plays a miraculous song to the forest creatures. Some creatures are enlightened by such music, quickly evolving into beastmen. (Command Avatar, Create Race: 2 points.) These beastmen are indoctrinated with the idea of serving their new Birtonian masters, acing as war machines and beasts of burden.
    >> Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)00:18 No.10419272
    The Ramund people would be willing to engage in trade, they are always willing to engage in trade. We offer you several new mechanical devices we have created. Be warned though, you may want to look over the contract with a fine tooth comb, they are master merchants/traders and may get more out of the deal then you'd like.
    >> Turn 11 Dice Vatat 06/11/10(Fri)00:19 No.10419274
    rolled 7 = 7

    Rolling for turn 11.
    >> Heilus !v8k3.76tII 06/11/10(Fri)00:20 No.10419287
    rolled 10 = 10

    Surely you understand that I had to put down all the insane Astra. I can't be researching magic if all my followers are driven insane.

    It's no problem. I have the points to purify them.

    I'm more worried for defense, though.
    >> turn 11 Darner !!5a/rX2S92St 06/11/10(Fri)00:21 No.10419299
    rolled 10 + 1 = 11

    Rollan my turn 11. 1 Spare point. 3 Bonus for less than 5, 3 turns running.
    >> Heilus !v8k3.76tII 06/11/10(Fri)00:22 No.10419312
    rolled 7 = 7

    we'll consider your reputation as cheats and scoundrels when looking over business agreements.

    We are, however, tempted to accept.
    >> Turn 11 Jack Noir !mYPmO7xG2. 06/11/10(Fri)00:22 No.10419318
         File1276230153.gif-(6 KB, 650x450, always with the boxcars.gif)
    6 KB
    rolled 6 = 6

    Point rollan. Maybe I should have Hearts Boxcars do it this turn. Because the thing about Hearts Boxcars is
    >> Turn 10 compilation Bert !8YVBZH/ERE 06/11/10(Fri)00:22 No.10419328
         File1276230178.png-(151 KB, 928x832, Compilation10.png)
    151 KB
    rolled 8 = 8


    I command the Histra to build a fortress in the north, Stronghold.
    >> Arkanok 06/11/10(Fri)00:23 No.10419337
    rolled 10 + 4 = 14


    >> Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)00:24 No.10419343
    Cheats and scoundrels? Absolutely not, we're businessmen, it is no fault of our own that others simply cannot haggle and trade on our level.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)00:25 No.10419362
    Defense, you say? Perhaps we could come to some sort of arrangement?

    Yellith'dake does her best to distribute stabilizing memes, counteracting the spreading insanity. In the meantime, she gathers an order of astronomers around her.
    Avatar: Establish Order: Gazers at the Stars (1)

    Remaining: 12
    >> Blackheart 06/11/10(Fri)00:26 No.10419366
    If it would please, The Lakima would be happy to negotiate a treaty for you, great mages. We have little in the way of magics, but are adept at contracts. And if this one may, sometimes it is best to not reveal all of one's assets at the bargaining table.
    We are of course, willing to handle negotiations for any race that requires our services.
    >> Bert !8YVBZH/ERE 06/11/10(Fri)00:26 No.10419375
         File1276230408.png-(9 KB, 463x281, Howitzer.png)
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    I also give the Histra the gift of ARTILLERY. Sure, kegs of black powder used for traps is all fine and dandy, but they require the problem of proximity to do any damage. The Histra have developed primitive howitzers in order to send explosive ordinance a much greater distance.

    And I'm off to take a shower. I *should* be back by the time next turn rolls around.
    >> Darner !!5a/rX2S92St 06/11/10(Fri)00:26 No.10419376
    I am impressed.
    >> Heilus !v8k3.76tII 06/11/10(Fri)00:29 No.10419399
    rolled 8 = 8

    perhaps we can organize a trade agreement? Cross-continental trade would be extremely profitable. Good can be shipped through Academy, which will serve as a haven for traders for both peoples. Naturally, this will be beneficial for all parties.

    Also, purify Astra. Saving the rest of my nine points.
    >> Turn 11 Jack Noir !mYPmO7xG2. 06/11/10(Fri)00:30 No.10419413
         File1276230630.png-(150 KB, 928x832, 1276229291174.png)
    150 KB
    rolled 4 = 4


    (-5) To make sure the Derse can defend his grandchildren from the machinations of the upstart races of the "good" Deities, Jack Noir bestows upon them mastery over the shadows and the dark. (Advance Civ: Umbramancy)

    (-4) Having seen the works of his children destroyed on other worlds, Jack commands the magicians of Derse to construct great sigils and gates throughout Derse. Channeling a portion of his might into the runes, Jack enhances the powers of the deep dark within the Jewel of the Island of Black Glass. Every shadow longer, every back alley deeper, the night sky forever looming overhead. The city of Derse is now connected to the godly realm of Jack Noir, expanding the interior indefinitely.
    >> Jack Noir !mYPmO7xG2. 06/11/10(Fri)00:34 No.10419446
    rolled 6 = 6

    The Derse are willing to barter with their mastery of the dark. That is, if the Astra can stand a little bit of THIS IS STUPID every now and then.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)00:34 No.10419449
    rolled 3 + 5 = 8

    Meanwhile, members of many races find themselves drawn to the shores in the middle of the night. The quantities involved are tiny, but there are enough for the Polyps to get the necessary genetic and arcane samples. After decades of unpleasant experiments, they are able to use them to render the phenotypes of the Losh Vashar even more flexible.
    Advance Lost Vashar: Shapeshifting. (5)
    Advance Lost Vashar: Telepathy (5)

    Points Remaining: 2
    >> Lorsan 06/11/10(Fri)00:34 No.10419450
    rolled 5 = 5

    rollin for powa
    command city -4
    command city - 4
    With dark time just beyond horizon, Tolbar orders his people to create armies, both for defense and for the conquests he would launch in the future...
    >> Arkanok 06/11/10(Fri)00:36 No.10419469
    >> Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)00:36 No.10419473
         File1276230974.png-(140 KB, 928x832, Untitled.png)
    140 KB
    This trade would be acceptable.

    (Forgot to attach this to my last update, if it could be worked into the compilation for round 11 that would be great.
    >> Turn 11 Darner !!5a/rX2S92St 06/11/10(Fri)00:36 No.10419476
    Arathor would you accept an offer of military alliance? The Dawi can offer the Birtonians a near endless supply of metal ore for their master smiths, exclusive access to the underway and aid in war.
    >> Lorsan 06/11/10(Fri)00:36 No.10419479
    rolled 7 = 7

    Turn 11
    >> Blackheart 06/11/10(Fri)00:37 No.10419484
    Truly a great suggestion, oh wisest one. If the Ramund, who all know as great merchants, join, then truly we may all enjoy the fruits of our great world.
    >> Arkanok 06/11/10(Fri)00:40 No.10419511
    rolled 3 + 14 = 17

    >> Vatat 06/11/10(Fri)00:40 No.10419515
         File1276231210.png-(152 KB, 928x832, Turn 11.png)
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    At the behest of the Avatar of Vatat, the Vashar build a city to the north. A mere outpost compared to the other citadels of their people, it's very nature is yet another testament to Vatat's law and tyranny. (-1)

    It is during this time that the second wave of merchants go to the histra, many with a single instruction: "bring them the enlightenment of the Order"

    Create Order: Cult of Vatat in Citadel (-6)

    In the capitol, another army is raised, being called simply "the second legion". There is no need for honorifics with these soldiers. Their badge of office is a forest of black iron spears and a wall of shields. (-4)

    Brings me to 0.
    >> Xom 06/11/10(Fri)00:42 No.10419541
    Like apples? Or oranges? Oh, I know! KIWI! THATS WHAT WE NEED!

    >> Blackheart 06/11/10(Fri)00:45 No.10419593
    Aram, inspired by his master's wishes, creates a new order: The Mouth of All.
    The Mouth of All are negotiators, organized from the most quick-witted and well-spoken Blackheart Merchants. They pledge to reach the most amicable resolution in any negotiation, and, it is whispered, are directly empowered by their god.
    Command Avatar: Create Order (1).

    In truth, it is not just the Mouth of All that Blackheart has empowered, but all clever Lakima. Their words become nets, binding the minds of their foes. They find that all tongues are as one to them, and with great exertion, they make their lies true.

    Advance race: Linguimancy, the magic of language. 5

    (Should I be wrong, and I must pay the cost of the order as well, then ignore the Linguimancy, I'll get it next turn.)

    And now for some power.
    >> Blackheart 06/11/10(Fri)00:49 No.10419641
    rolled 2 + 5 = 7

    I keep typing "roll" instead of "dice".
    >> Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)00:49 No.10419645
    rolled 5 = 5

    Rolling power for the round.
    >> Vatat 06/11/10(Fri)00:54 No.10419709
    rolled 1 = 1

    rolling for turn 12
    >> Lorsan 06/11/10(Fri)00:54 No.10419716
    Be back in a little bit guys.
    Gotta take care of some stuff.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)01:00 No.10419795
    rolled 4 + 7 = 11

    A small group of scholars, members of the Watchers of the Stars, go before the curator of The Librarians, offering an academic collaboration, and a limited exchange of magics.
    Order: Trade Agreement (3)

    Yellith'dake, meanwhile, has returned to the Dismal Dive, and is busy constructing a vast array of luminous, poisonous, and hallucinogenic coral, in twisted, confusing, non-euclidean arrangements, to stymie anyone bold enough to approach.
    Avatar: Build defenses (1)
    >> Bert !8YVBZH/ERE 06/11/10(Fri)01:04 No.10419847
         File1276232670.png-(9 KB, 339x281, Legion.png)
    9 KB
    rolled 2 = 2


    A wave of unease and fear spreads throughout the Histran society. They are surrounded by strange beings with incomprehensible ideals and beliefs. Some have appeared friendly enough at first contact, but there is always suspicion that these seemingly amiable races hide something sinister beneath their skin.

    To calm them, I order two armies to be raised in Bastion and Redoubt, complete with batteries of their fancy new artillery. Before they can be content again, the Histra must be safe, and in order to be safe they must be prepared...

    I also order the Vigil to keep a VERY close eye on the Cult of Valat, and to ensure they do not increase in power.
    >> Turn 12 Jack Noir !mYPmO7xG2. 06/11/10(Fri)01:06 No.10419876
    rolled 1, 1, 1 = 3

    Dice don't fail me now!
    >> Bert !8YVBZH/ERE 06/11/10(Fri)01:07 No.10419883

    Looks like they failed you.
    >> Jack Noir !mYPmO7xG2. 06/11/10(Fri)01:07 No.10419887
    rolled 3 = 3

    Or do something weird.

    3+this roll.
    >> turn 11 Darner !!5a/rX2S92St 06/11/10(Fri)01:09 No.10419906
         File1276232967.jpg-(20 KB, 268x459, stone_giant.jpg)
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    -6 Create order
    'Arms of the Mountain'
    Not wanting to be caught defenceless the Dawi begin construction of a grand army led by this order. Formed from the toughest stones found deep below the mountains, they are considerably stronger than others of their race. It is also said that they are slightly more intelligent, and possess the capacity for speech thanks to a special kind of stone which is easy to manipulate and produces audible vibrations, a makeshift voicebox.

    Whoops, almost forgot to do something.
    >> Turn 12 Darner !!5a/rX2S92St 06/11/10(Fri)01:10 No.10419923
    rolled 2 + 8 = 10

    Rolling points for turn 12. 8 spare, no bonus.
    >> Bert !8YVBZH/ERE 06/11/10(Fri)01:16 No.10420000
         File1276233409.png-(153 KB, 928x832, Compilation11.png)
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    I meant to say Bastion and Stronghold, not Bastion and Redoubt. Also here is the turn 11 compilation.
    >> Jack Noir !mYPmO7xG2. 06/11/10(Fri)01:17 No.10420004
    rolled 6 = 6

    (-5) The Derse have been conducting experiments in the darkest depths of their shadowy realm. From the Elder Beings of the Far Ring they discovered the secret to manipulating the bodies of their people. A quarter of all Derse's military forces are transmuted into grotesque abominations of carapace and muscle. (Advance Civ: Rook Process).
    >> Vatat 06/11/10(Fri)01:18 No.10420018
    An unfortunate 1... at least I have a +3 bonus from bleeding power each turn.

    The Avatar of Vatat, Asmodael, orders the creation of the Cartography and codifying guild, to help spread the knowledge of Vatat to new lands. (-1)
    >> Lorsan 06/11/10(Fri)01:19 No.10420026
         File1276233548.png-(161 KB, 928x832, dawn of worlds map 3.png)
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    I'm back, and what's more, I'm feeling a little aggressive.
    command avatar - 1
    command race - 4
    command race - 4
    The Drakor, wanting to expand their borders, plead with Tolbar to help them create a new city, a major port called Ral 'bun

    In addition, massive projects are created to found a dozen new military outposts, as well as a huge highway system to connect the major cities and the outposts.
    >> Lorsan 06/11/10(Fri)01:23 No.10420089
         File1276233805.png-(164 KB, 928x832, dawn of worlds map 3.png)
    164 KB
    >> Vatat 06/11/10(Fri)01:27 No.10420147
    Is this thread being archived? Because that might be a good idea.
    >> Lorsan 06/11/10(Fri)01:27 No.10420157
    I have no idea how to archive this shit.
    >> Bert !8YVBZH/ERE 06/11/10(Fri)01:30 No.10420195

    I'm on it.
    >> Vatat 06/11/10(Fri)01:30 No.10420200
    Well, here goes nothing.
    >> Darner !!5a/rX2S92St 06/11/10(Fri)01:35 No.10420271
    Darner orders the construction of a grand army, led by the order of the arms of the mountain.
    -4 command race
    A new order emerges within the Dawi, these golems have strange powers allowing them to manipulate stone and bend it to their will. At their best they can construct great works of architecture in a fraction of the time, at their worst they can cause landslides and earthquakes. They are called simply 'Mountains anger'
    -6 create order

    0 points left
    >> Sigmund & Goram !HMDWZMXLv. 06/11/10(Fri)01:36 No.10420284
    From the Ramund's a sub race is born. They are the Null-Ramund, born without the spark of magic existing within other races making them incapable of using magic, but also making them heavily resistant to it's effects. They take to engineering and mechanical design more readily than the normal Ramund do,. Many butchering themselves and replacing parts with robotic prosthesis so they may grow closer with the machine gods that shaped them. They are the zealots of their species. (-4)

    In the city of Prestom a new outpost of the Mercenary Core is created and staffed. As is the city of Miduce, but with the aid of the avatar. (-4-1=-5)

    -9 Points (3 left)
    >> Vatat 06/11/10(Fri)01:37 No.10420288
    Turn 13? Or have enough people retired for the night that the game is effectively over for today?
    >> Jack Noir !mYPmO7xG2. 06/11/10(Fri)01:37 No.10420301
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    rolled 10 = 10

    Hardcore amateur drawfaggotry.
    >> Ircathos !!RXujcZtjnHB 06/11/10(Fri)01:41 No.10420358
    An ancient Derse lady walks among the Isle of Black Glass, spreading forbidden teachings. Her followers become known as The Reflection In The Wrong Mirror
    Avatar: Create Sect (1)

    The Lost Vashar, masters of imitation, disguise, and infiltration, have intensified their infiltrations, sending more agents into the cities of the other races.
    Order: Spy Network: Increase Influence (3)

    The Efrav, meanwhile have begun offering their services as messengers and as storytellers, with caravans roaming near and far.
    Order: Messengers: Strike up trade relations with Stronghold and Sanctuary. (3)

    Points Remaining: 4
    >> Turn 12 Blackheart 06/11/10(Fri)01:42 No.10420376
    rolled 1 + 6 = 7

    It's looking pretty over, though perhaps that's just me.

    But before we do, MY TURN 12.

    Noting that growing economic power must be supported by military power, Many among the Lakima utilize the razor sharp obsidian of their home island to arm themselves, creating a force that can at least try to protect their diplomats.

    Command Race (Army) 4
    Bringing me to 3.
    and now I roll.
    >> Vatat 06/11/10(Fri)01:50 No.10420485
         File1276235416.jpg-(76 KB, 600x750, 1273022729177.jpg)
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    Well, if this truly is the end (and it certainly is looking like it will be for me soon), then I must say that this has been a thoroughly enjoyable game. I applaud each and every one of you.
    >> Jack Noir !mYPmO7xG2. 06/11/10(Fri)01:50 No.10420490
    rolled 9 = 9

    I think it's about that time when things start winding down. Gonna update the archive and hit the hay myself.

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