Dawn of Worlds

>The world is without form and void, an endless expanse of unbroken waves
>A great consciousness, author of this world, sits atop the waters. He is lonesome, and seeks others to share in the joy of creation.
> He calls out the void of chaos beyond the sea, and others begin to come forth

Welcome to Dawn of Worlds, a collaborative worldbuilding exercise. . You'll be creating gods and making your marks on the world, creating and shaping civilizations, or bringing them to ruin.

To join, tell us the following about your god
>Name/Title
>Appearance (Picture optional but appreciated)
>Domain, i.e. what you're god of
>Three aspects/traits of your god
>Order or Chaos?

Every player begins with 20 power points, and gains 2d6 every turn. Turns will be 30 mins to begin with, but will probably slow down once things get going. Power can be exerted as follows.

TABLE OF POWERS
Power 1st Age 2nd Age 3rd Age
Shape Land, 3 Hex 3 5 8
Shape Climate, 3 Hex 2 4 6
Create Race 22 6 15
Create Subrace 12 4 10
Command Race** 8 4 3
Command City** 6 4 2
Advance Civilization 10 5 6
Advance City 8 4 5
Purify Civ. +1 Align * 5 3 4
Corrupt Civ. -1 Align * 4 3 3
Purify City, +1 Align * 4 3 3
Corrupt City, -1 Align * 3 2 2
Event 10 7 9
Create Order 8 6 4
Command Order 4 3 2
Create Avatar 10 7 8
Command Avatar 2 1 1
Catastrophe, 3 hex 10 10 10

Create Plane (20x20) 18 22 25


We sit at the beginning of the 1st age, and will advance ages by majority consensus. I'll be around to arbitrate things, and to act as an agent of fate to shake things up.

Any questions can be directed to me, or looked up in the rulebook here
clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf

Changes to the rules:
Measurements changed from inches to hexes, for obvious reasons
Avatars can create a race for free, once
Houserules to be added as necessary for developments.

Beyond this, do as thou wilt.

Can we call dibs on an idea, and then take the time after to properly stat it out?

If so, dibs on star deity.

I don't see why not.

This game is a super-fun premise, but fucking awfully designed.

It's not the best, no, but I don't know of too many rulesets for this sort of thing

I'll bite, can we pick anything for our domain, traits, etc.?

Yeah. Just try not to go full omnipotent, and bear in mind that certain domains will be more or less useful depending on what's already in play (i.e. a god of wine and intoxication isn't doing much until there are plants to be fermented and people to get drunk, etc)

One other question, can a domain change overtime? Like, become more complex or defined?

In some dawn of time situation, I'd expect domains to be rather simple, and as civilizations develop, beliefs would become more detailed/complex.

Yes. I don't really have any mechanics for it but if it seems like a natural or logical progression/addition, then by all means feel free to hone your god to your liking.

>Name: Inalta
>Appearance, would be appropriate to the race, but a big tough momma bedecked with the trophies of defeated foes, in this case mostly monsters of legends.
>Domain: Triumph
>Aspects: Unity, Progress, Fortitude
>Order

I'll be out for awhile but when I get back, will continue play. As my first action, create some land off-center of the map by some distance.

>After an untold time in the undefined existence fighting monsters of legend and other such nasties, Inalta came to rest atop the body of her greatest foe. In time the corpse hardened and became land, and there she rests for the time being.

>Name: Braven
>Appearance: A storm cloud full of electrical activity and functioning much like a brain, just using a great deal more energy.
>Domain: Storms and other watery weather
>Traits:
>Wandering, as a storm cloud, Braven has little control over its movements.
>Forgetful, parts of its mind may dissipate or separate.
>Merciful, while some of its storms may kill, many more are fertile rains.
>Chaos

Should we use trips or not?

Oh and right quick before I go, if the turn time ticks over to the next one, my action in advance would be to create a race, humans.

Assuming I have enough points, and no one else does so, of course.

>Name: Krodol
>Appearance: A monstrous sea serpent
>Domain: Monsters, Darwinism (Survival of the Fittest)
>Aspects: Cruel, cunning, fucking huge

I'm just going swim round and be scary for this turn.

Oh, he's Chaos, I forgot to say

>Name: Tothra AKA The Meddler
>Appearance: see pic, but without the tentacles. So a tall, dark, thin, winged dude with four arms (one pair protruding from the shoulders) and three eyes.
>Domain/s:Change
>Aspects/Traits:
>Meddlesome: Tothra enjoys interfering in the lives of others, be they mortal or divine. His interferences are not inherently harmful or helpful they merely are. They are not done according to some grand plan, merely to see how things play out due to this change
>Patient: Tothra knows that change is inevitable. He has time to wait for the results of his meddling.
>Capricious: Tothra's domain is change. It's unsurprising that he's given to mood swings and general fickleness
>Chaos

For my first action, I will create a region of rain that will hopefully contain me in this world before I break apart forever. Put the region in one of the corners.

Then, raise some land in in a circle, using my shape land power 4 times, the radius of the circle will be 2 hexes, and one of the tiles should not be turned to land so that the inside of the circle can be accessed by the sea. But the land near the center of the map

Then finally, make a race of gill men that live on the land, but have most of their civilization in the bay, underwater.

20-3-3(4)=5 points left for next turn

Whoops
20-2-3(4) = 6 points left

actually races take 22 power to make at this stage, so I don't think you'd be able to make any races unless we roll for power this turn.

Speaking of which: Do we roll for additional power on this first turn?

He could make an Avatar then create a race, if he wishes.

Check the first post, we can make one free race.

Rolled 4, 6 = 10 (2d6)

Also, reading the pdf, we do get to roll on the first turn. I'll do so, and may change actions depending on what I get.

>The beast is cast down, and the tip of it's massive form rises above the tides.


No, not on the first turn. And he could create a race if he created an avatar.

Not entirely clear what you'd like, but is this about right for the land?
>A ring of earth and stone rises from the ocean. crusted with colonies of crude lifeforms, and in it's center a small sea sits, blooming with fecund potential

No, your avatar could, if you'd create one, but you yourself cannot directly.

aalso everyone feel free to alter the map yourselves. I don't mind doing it but it would probably be easier

Since I started everyone off with a decent sized power pool, I've decided to skip the first turn roll. Sorry. Should have been a bit clearer on that.

Ah, fair enough. I'm gonna use, in this turn, Corrupt five times to form a monster infested patch of sea to the east of the Gillmen's island.

Thanks for the clarification. Now, Tothra shall raise some land from the sea to the north of our big ring. Hopefully some interesting stuff will turn up here

20-3(6)=2

Rolled 6, 1 + 6 = 13 (2d6 + 6)

Sink the south most bit of land, reconnecting the two bodies of water.

20-3(5)=5

Maybe you guys could take you quest here and move it over to the board it belongs on, huh?

Content you dislike is not a quest.

>The sea grows turbulent and dark with the forms of strange and terrible beasts, dredged from primordial depths of chaos by their progenitors coiling fury.

Are there any limits to what an avatar can be, other than that it has to be important in history?

Create Avatar – Through this power, the god
creates a major figure within the history of the
world. These may be high priests, dragons,
warriors, dynasties, or the like. If slain or
wiped out, they may be resurrected or
reestablished by the creating player for 5
points.
Command Avatar - An avatar can perform
ONE of the following immortal or Many
Mortal actions (such as leading an army) in a
turn when commanded. Immortal actions
which an avatar can perform include:
Command City, Create Order, Command
Order, Create City, Corrupt/Purify City, Create
Race (ONCE) , gather an army. Through the
use of an avatar, players may for example
raise two armies in a turn from the same city,
or execute two commands upon a race.

Rules on avatars from the PDF. I'm interested to see what people intend to do with their ones, but I'm working on mine...
I would like the rules on Catastrophes to be cleared up though.

Not really, no. What do you have in mind?


>Those who have exerted themselves feel their energies returning, and those have bidden there time find themselves brimming with power

Turn 2 begins, and we'll be progressing turns at regular 30 minute intervals now.

Possibly an animal, or some weather formation like me.

Rolled 3, 3 = 6 (2d6)

I have a plan.

RAW, a catastrophe is a destructive miracle effecting 1"/3 hex per usage. I'd be willing to be flexible with what exactl it entails.

Both would be equally valid

do tell

5+6+1=11
Since I had five or less points at the start of the round, the rules state I get 1 additional point.
Everything alright there?

>>Appearance: A monstrous sea serpent
>>Domain: Monsters

My nemesis!

Yep.

Just wondering if I could create a kaiju and have it attack places.
I'll act once everyone else has rolled for power.

Certainly, though at this point there's not much to attack. Hopefully that will change

Thanks.
My avatar will be Xobleh, a low, whipping wind storm that makes a volatile oceanscape beneath its self. Make it near my cloud and keep it there for this turn.
13-10=3

Rolled 4, 6 = 10 (2d6)

Power roll.

To be fair, you were the one who destroyed one of my most prized children. An impressive feat, but one I look forward to returning the favour tenfold.

...

Rolled 2, 5 = 7 (2d6)

rollan for power and adding 1 cause I ended my turn on less than 5 power

So I believe my power would be now at, 27 with the power increase.

So with my action, I will drag the dead leviathan more out of the water to provide more land to rest upon. Relaxing is not in my nature though and I become bored quite quickly. Looking for a family where there is none, I decide to create a race in my own image using part of my own body, and so rules permitting I bring humans into being and share the island with them now that it is larger.

That takes a lot out of me though, so I'll go back to resting, while the new race tries to find its legs without me. Hopefully though, by their nature they can triumph on their own.

You can try.

By how much will you expand the island?

I think with the points I have (-22 from race creation), I would only be able to expand it once? So another three hexes.

2+8=10
Tothra's gonna use his shape land ability twice to expand his land
20-3(2)=4
Also I realise I read the power wrong and me using Shape land 6 times should have made 18 hexes not 6, so's I'm making up the difference as well

I'll use corrupt once, to corrupt further the center of the area I've already corrupted and make it the dark heart of a cursed sea.
I'll then use Shape Climate twice. I want to use it once on the land that was once a monster, to make it cold and harsh, with bitter, biting winds. I will then use it next on the empty land of Tothra, making the place a miserable rainy isle.

>Name.
Ti'kha.
>Appearance.
Pic related. Completely incorporeal, but to chosen mortals and for its own purposes, can project its presence as a mere, faint, disturbance in the fabric of reality.
>Domain/s.
Void and entropy that leads to it.
>Aspects/Traits.
Thoroughness; the beginning is just a path back home.
Disaffection; all purposes are secondary to one.
Weirdness:.
>Order of Chaos?.
Order.

Damn, thought Climate affected three hexes, mis read. I'll just affect the area of Inalta's land that is the northmost to make it cold and terrible, and the area of Torutha's closest to me.

11-7=4

It does affect 3 hexes.

Oh, he changed it from the pdf, where it was one inch and with the inch=hex conversion...
Anyway, ignore my revision then. Let some land be cold and the other rainy.

Whoops. Should have thought about that.

>Fromt the spilled blood the Queen of Conquest, mankind arises. They quickly begin to set up dwelling places around the venerated vitae, and begin to worship their Lady
>New World Wonder: Well of Blood
>New Culture: Inaltan Men

>Great leviathans begin to spawn at the heart of the cursed sea, driving all other beasts from their hunting grounds
>Meanwhile, the serpent isle grows cold and inhospitable, a waste of frozen flesh and sparse fertility. The men of the isle are forced to stick close to their camps for warmth
Turn 3 has begun

Rolled 2, 2 + 3 = 7 (2d6 + 3)

Power roll

Rolled 5, 3 + 1 = 9 (2d6 + 1)

Power roll.

Rolled 4, 6 = 10 (2d6)

Power Roll
+2 Since I've gone two turns in a row as five or under.

Power Points= 16
I'm going to expand 6 points on shaping climates, and make the land of Tothra rainy and marshy.
Then I'm going to use Corrupt twice, once to create a patch of monstrous ocean just off the coast if Inalta's land and once to the southwest of my big corruption spot.

16-6-6=4

Rolled 2, 5 = 7 (2d6)

power roll with plus two

I command Xobleh into my land ring, going through the corrupted sea and picking up its energies. In the center of the inner sea it will combine its own energies to the corrupting ones it has gathered, creating from the peaceful sea floor a race of amphibian gill men.

Then, I will enshroud 6 hexes of my land with 2 uses of my shape climate power.

7-2-2(2)=1 power left

*enshroud with fog

Karona, The Outer god
Appearance:pic related
Domain:Otherness (too vague?)
Deceptive,inexorable,Secretive.
Order

So 11 total.

I will strike the heart of the dead leviathan, drawing up a volcano in the center of the landmass, causing another increase in landmass one last time, size of 3 extra hexes.

And of course make the center hex a volcano, of periodic activity.

4+9=13
Tothra will expand the tail end of his isle by 6 hexes and will twist the point where this land meets the rest of the isle, forming a mountain range there.
13-3(3)=4

>Molten stone and burning flesh mingle with seawater to expend the isle, with the raging cone of cinder at it's heart

>The hand of the storm gathers energy from the dark sea, and turns it's fertility to useful purposes. A gentle, twisting vortex forms amidst the calm sea, stirring silt and salt and forms them into flourishing life. Among them, a new race to pay homage to he who sends the winds.
>New Culture: Bravenian Gilmen
>New World Wonder: Mother Charybdis

For my first move i will make an avatar:
Xiabala, the whispering tree:
A tree with multiple eyes in the trunk, constantly whispering nonsense

He sprouted at the bottom corner of the world (on the right).

Turn 4 Begins

Rolled 4, 6 = 10 (2d6)

Rolled 1, 3 = 4 (2d6)

Power roll, +3 for going 5 and under again.
So the green on Tothra's place is marshy wetland? I said an additional corruption on the southwest, not the southeast.

Rolled 3, 2 + 1 = 6 (2d6 + 1)

Rolled 3, 6 = 9 (2d6)

do I have the power

4+4+3=11
I have a plan.

6+2(my under 5 bonus)=8

Yes, and appologies. It's been corrected.

Thank you.

Put fog over the rest of my land and the connecting sea tile.

Then command my avatar to found the Gillman city of Vontis in the bay.

8-2(2)-2=2 left

18 total.

With 3, I'll have it that the presence of the volcano now, melts the the frozen north of the island, and makes it temperate in climate. Well enough to foster other flora and fauna at least.

Then with 10, I'll advance the humans, dragging them out of the stone age into the first level of civilization, whatever that may be. I am disappointed in their lack of progress at just being cavemen and hunter gatherers, so I will directly influence them towards civilization and progress. At least, that they might be able to continue on their own thereafter.

I'm first going spend three on corruption to add another corruption next to the south-west one I added last turn, so that only one hex separates it from the big patch.
Next, I'm going to use Create Order on the humans of Inalta. Not all wish to follow their goddess to enlightenment, and her blood is not the only one that flows within the land.
Thus is born the Fangs Monstrous, humans intent on embracing savagery.

11-3-8=0
I need some big points next turn.

4+3+9=16
with 9 of his points Tothra will twist both the lands beyond his mountains and some of Inalta's warmer lands into lush forest. In addition Tethra will coat his mountains in thick fog, making them treacherous and difficult to pass through

16-3(3)-2=5

Congratulations and best wishes from the skub board on your survival thus far.

Rolled 3, 2 = 5 (2d6)

>Name/Title: Kuz'hai
>Appearance: An armoured Mongol general riding a horse. Always appears with a host at his back.
>Domain, i.e. what you're god of: War and Conquest
>Three aspects/traits of your god:
>Tactical: Kuz'hai is an expert commander and leader of men. His words can inspire even the most craven of soldiers.
>Short tempered: Kuz'hai is not a patient god. Transgressions against him are dealt with swiftly and brutally
>Bloodthirsty: Though he may appear a mere man, Kuz'hai is an utterly ferocious combatant to face in battle. He does not hold back.
>Order

>Charging from the depths of the void, the Lord of War and his host enters the world upon the backs of horses

Rolled 6, 5 = 11 (2d6)

Missed My power roll

Well I think of them more as just basic humans rather than "mine", I don't mind if people take and influence them or spread them around.

Nice to know, cause the 2nd age will be a hoot.

Should the people who've joined in late roll for the turns they've missed? That way they've got the opportunity to do just as much as anyone else?

Sounds complicated. They already start with 20 points, we can make due.

Nah, cause then they'll be blowing massive power loads for a few turns, before going quite for a while to get used to lower power. Just let 'em have 20+2d6 and they'll do fine.

>The Gilmen finish construction of a maginificent underwater city, nestled among the seacaves of their peaceful bay and protected by a circle of baffling fog, not to mention a manifestation of their god itself. The population of gilmen booms, and many small townships are established on islands and reefs across the bay.
Civilization Advanced: Bravenian Gilmen +Capitol +Population +Society

>The humans of the serpent isle have passed that first, great milestone in the path to civilization and greatness: The discovery of metal, and how to shape it.
>Armed with bronze tools and a newly fertile land, the men begin to spread like wildfire, and villages now dot the countryside. Great longhouses and temples are erected in the proto-city around the Well, and men make great works of art in honor of their goddess
Civilization Advanced: Inaltan Men +Metalugy +Population +Surplus

>But with advancement comes disunity. Some begin to honor the beast upon which they live, and to embrace the savagery it embodies. Such disidents are epecially common on the fringe to the south, and several villages pay no homage to the Queen.
>New Faction" The Fangs Monstrous, Human Atavists

Turn 5 begins.


Nah. You still get a decent bit of power to start off with. More than enough to shake things up a bit

They should come in same as everyone. Everyone gets 20 to begin with, some are just luckier because they found the thread earlier.

Rolled 6, 2 + 2 = 10 (2d6 + 2)

Power roll

Rolled 6, 3 + 5 = 14 (2d6 + 5)

Power roll

I'll spend 9 to make a desert at the edge of the world(shape land)
>> opening the gaping maw that is his
body, The outer one spews forth a barrage of stone and earth, creating a wind-blasted sand scape at the south end of the world.

Rolled 6, 6 = 12 (2d6)

power roll

Rolled 4, 4 = 8 (2d6)

Power roll. +3 cause I don't know how to hold back.

...

11 in total... Lemme think...