Dawn of World 2 (MOVED TO NEW FORUM)

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Re: Dawn of World 2 (Turn 0)

Postby narie666 on Fri Jan 20, 2012 2:29 pm

Swoosh decides too much movement isn't correct either and raises high mountains in F12 and G12 (6 points)
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Re: Dawn of World 2 (Turn 0)

Postby SilverMK2 on Sat Jan 21, 2012 1:13 am

The God of the Corrupted Path looks out upon the world and flexes the smallest part of his power to shape a portion of it to his will.

I would like to create vast, craggy mountains at B10 (the starfish-like island) that jut from the sea like monolithic spires (3 points)

Then I would like to shape the climate of that barren place, creating a whirling maelstrom of storms and fog, where lightning and rain lash down from the heavens in unending torrents, mingling with the waterfalls that crash down the sides of the mountains (2 points).

This should leave me with 3 points.



And if anyone is interested, I plan to create a race of storm men: http://static.desktopnexus.com/thumbnai ... mbnail.jpg

:D
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Re: Dawn of World 2 (Turn 0)

Postby LicentiousDey on Sat Jan 21, 2012 5:53 am

Oh like Inti, but without his latent sand ability?
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Re: Dawn of World 2 (Turn 0)

Postby Quarg on Sat Jan 21, 2012 5:57 am

You know we need a mount Olympus really...
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Re: Dawn of World 2 (Turn 0)

Postby SilverMK2 on Sat Jan 21, 2012 6:12 am

LicentiousDey wrote:Oh like Inti, but without his latent sand ability?


More directly elemental - more storm than man.
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Re: Dawn of World 2 (Turn 0)

Postby nikohl on Sat Jan 21, 2012 7:03 am

Nepsis finds the gentle curve of the archipelago North-East of the map pleasing to his eye, watching the giant unshaped stones stoically break the waves of the ocean and shelter the quiet cove behind them. He sees it is a suitable area in which to start his experiments, and immediately starts work. He focuses his control on R19 and S20, raising up soft pine woods on the sweeping dunes by the shoreline, so as to reduce erosion and provide shelter to the mainland.

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Re: Dawn of World 2 (Turn 0)

Postby SilverMK2 on Sat Jan 21, 2012 7:36 am

Quarg wrote:You know we need a mount Olympus really...


I don't think that anyone is doing anything right in the middle of the large continent (L11ish) - how about if we all spend 3-4 points a turn on creating a joint "city of the gods" there?
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Re: Dawn of World 2 (Turn 0)

Postby nikohl on Sat Jan 21, 2012 7:57 am

If we're doing an awesome joint venture, I vote we work around G4, in that circle of water/land at the bottom - perfectly centred spire o'awesome. I was tempted to start building down there, but I wanted to work on an actual bit of land. It would be a nice "unreachable" column to put something godly atop, though :)
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Re: Dawn of World 2 (Turn 0)

Postby SilverMK2 on Sat Jan 21, 2012 8:11 am

nikohl wrote:If we're doing an awesome joint venture, I vote we work around G4, in that circle of water/land at the bottom - perfectly centred spire o'awesome. I was tempted to start building down there, but I wanted to work on an actual bit of land. It would be a nice "unreachable" column to put something godly atop, though :)


Haha, I was thinking of building my spire of storms there :D

But yes, that would be a pretty good place to have it. Though I was thinking of something central - the axis of the world.
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Re: Dawn of World 2 (Turn 0)

Postby nikohl on Sat Jan 21, 2012 9:01 am

I agree that central is probably best, I just really like that little circle. Same as your starfish-island, I thought that was visually pretty cool too.

We could create a large flat-topped expanse in the J,K,L lines (in the middle - 8,9,10ish?)

Nepsis enjoys balance rather than extremes of anything, so might be prone to bringing things to a more middling/average sort of state in any joint venture - but similarly, might enjoy the "balance" of one extreme with another. If we're working together, I'm sure we could make something pretty awesome in the middle, while still doing our own things elsewhere.
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Re: Dawn of World 2 (Turn 0)

Postby SilverMK2 on Sat Jan 21, 2012 9:24 am

Well, any ideas as to what we should create? A large mountain range with a mountain of the gods in the centre? A huge plateau towering over the rest of the land? Some kind of divine formation (think a giant of rock, miles high supporting a wide plane with the home of the gods on top)? A dense jungle with a golden temple? :D
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Re: Dawn of World 2 (Turn 0)

Postby Quarg on Sat Jan 21, 2012 3:04 pm

SilverMK2 wrote:Well, any ideas as to what we should create? A large mountain range with a mountain of the gods in the centre? A huge plateau towering over the rest of the land? Some kind of divine formation (think a giant of rock, miles high supporting a wide plane with the home of the gods on top)? A dense jungle with a golden temple? :D


I was thinking a large basalt tower, like the Devils Tower...

With the Garden of the Gods on the top...

But it could rise out of either plains or even a mountain range

After all we have to have something dramatically impossible to climb for a hero to overcome and yell at us about screwing up their world... :wink:
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Re: Dawn of World 2 (Turn 0)

Postby Nerre on Sat Jan 21, 2012 6:02 pm

- the god of purity creates pure rock cheese. The poor - erm - pure island only can bear minor thundra life after it has been purified.
- the god dog leaps up and down, demolishing some land to a round cliff and tipping over another one.
- The good of movement moves much upwards.
- The god of the corrupted path corrupts starfish island into a surreal place where no life can exist.
- Nepsis balances the broken away land at the northeastern shore by sheltering the land close by from erosion.

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Turn 1
Your points and the order to post:
god 3: LicentiousDey (Ibn, God of Purity) = 14 points
god 5: Narie666 (Swoosh, God of Movement) = 13 points
god 1: SilverMK2 (God of the Corrupted Path) = 11 points
god 4: Nikohl (Nepsis, God of Balance) = 8 points
god 2: Quarg (Ubo the Dog of Darkness) = 5 points

(sorry Quarg, you only rolled a 3)
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Re: Dawn of World 2 (Turn 1)

Postby Quarg on Sat Jan 21, 2012 7:24 pm

2( remaining points) + 3 (roll) + 1 (Bonus) = 6

Ubo, disappointed with how little power he has, will create rolling hills forested in live oaks, wild apple, and iron silk trees at U-10 with a river along the northern boundary with U9 flowing into the Presqule Sea (V11)
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Re: Dawn of World 2 (Turn 1)

Postby LicentiousDey on Sat Jan 21, 2012 7:30 pm

Did you add the bonuses for being less than five points at the end of our turns? That should raise Quarg up a bit...

Ibn raises a mountain range for 13I and 13J, effectively blocking off the northern edge of the island. He also raises a plateau, with a spiral path to the top at 11L. The path is steep, treacherous and unrelenting. No mortal would dare walk it. He sets the climate of 11L to "Windy." Further increasing the challenge of reaching the top. He starts a moat surrounding the Plateau of The Gods at 11K, completely covering the hex with water 1000 feet deep.

SPOILERS:I've been thinking, and what if we limit the races to humans? Storm Men could be a special "Sub-Race" of humans who can work well in the stormy star Island. I just feel like we all know humans, how they work. Their anatomy. It would make things easy for our first world when we get into politics. Well easier, there's nothing easy about politics.
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Re: Dawn of World 2 (Turn 1)

Postby Quarg on Sat Jan 21, 2012 7:51 pm

LicentiousDey wrote:
SPOILERS:I've been thinking, and what if we limit the races to humans? Storm Men could be a special "Sub-Race" of humans who can work well in the stormy star Island. I just feel like we all know humans, how they work. Their anatomy. It would make things easy for our first world when we get into politics. Well easier, there's nothing easy about politics.


SPOILERS:I would like to create non-human races myself but not vastly differentiated...As for the Storm Men...I'm not sure...
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Re: Dawn of World 2 (Turn 1)

Postby SilverMK2 on Sun Jan 22, 2012 3:06 am

SPOILERS:I'm happy to stick with more traditional races (perhaps the big 3 - humans, elves and dwarves?) if that is what people want - I was just searching on google for storm monsters, and that picture called out to me :D

I may just save it for being my avatar or a catastrophe or something.


The God of the Corrupted Path, seeing that Ibn the God of Purity has claimed the realm across the waters, extends the swirling maelstrom of storms into the ocean, to further protect and hide his domain.

The skies over B9, C10, C11 and B11 darken and the ocean boils as the wind whips it into a frothing frenzy and lightning and rain lash down without pause (8 points).

This leaves me with 3 points (or 4 if the bonus +1 was not applied).
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Re: Dawn of World 2 (Turn 1)

Postby Quarg on Sun Jan 22, 2012 7:20 am

http://static.panoramio.com/photos/orig ... 770844.jpg

is the idea of V10 for future reference....
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Re: Dawn of World 2 (Turn 1)

Postby nikohl on Sun Jan 22, 2012 9:14 am

Nepsis continues in coaxing of life to grow around the coastal cove, rising up further pine forests around the beach at P18 and Q18 (6 points)
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Re: Dawn of World 2 (Turn 1)

Postby narie666 on Sun Jan 22, 2012 10:28 am

Moving some more: mountains at H12, I13 & J14.
I dont know if this can work retroactively, but I would like the runoff of future rain in G12 to go underground towards H13, and the same has to happen in H12 and I13, all moving water underground towards H13. I will then create a big grassland there, spotted with a lot of oasis(es). If i cant do it retroactively, I would just do it in H12 and I13 then.
This means 3 mountain hexes and 1 grassland/oasis hex, 12 points. Leaving me with 1 (or 2 if bonus was not applied, which seems to not have been, since in Dawn 1 they are also mentioning the same)

SPOILERS:I'm ok with just humans, but I'm also ok with other agreements. If we get to use whatever, I'm gonna make centaurs, otherwise just nomadic humans.
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Re: Dawn of World 2 (Turn 1)

Postby SilverMK2 on Sun Jan 22, 2012 10:36 am

narie666 wrote:
SPOILERS:I'm ok with just humans, but I'm also ok with other agreements. If we get to use whatever, I'm gonna make centaurs, otherwise just nomadic humans.


SPOILERS:Centaurs sound cool - I'm happy to go with whatever, but more traditional, established races would be fine with me.
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Re: Dawn of World 2 (Turn 1)

Postby Quarg on Sun Jan 22, 2012 11:17 am

Somehow we have two Gods building mountains at I-13...

I know where the Everest of our world is located I-13 :wink:
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Re: Dawn of World 2 (Turn 1)

Postby LicentiousDey on Sun Jan 22, 2012 11:56 am

Awww, I was hoping for 11L
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Re: Dawn of World 2 (Turn 1)

Postby Quarg on Sun Jan 22, 2012 2:51 pm

LicentiousDey wrote:Awww, I was hoping for 11L
...

Your Moenia Superum has no earth equivalent on the puny planet of earth...It is the Olympus Mons of the world...

(Really I don't think that it counts as a traditional mountain when it is more the fortress of the Gods...)
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Re: Dawn of World 2 (Turn 1)

Postby LicentiousDey on Sun Jan 22, 2012 5:42 pm

I'm sorry, I'm not familiar with the term Moenia Superum and I can't find it on google... I think I know what Olympus Mons means...
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