The Dance Of The Gods (Forum game)

Looks good to me.

I don’t want someone to get more than 2 advantages because, one, it’s easier to calculate the outcomes that way and two, because I don’t want anyone to have a ton of advantages and then put really small disadvantages that barely effect the civ, or have an OP advantage that makes them impossible to kill (I’m looking at you fralegend). I just want the game to be fair.

hmm, what i replace my second disadvantage with something super annoying? right now its reallly weak

Alright then… like what?

soulless- gods, demons, ect. refuse to work with lathes unilaterally. lathes may still learn magic but must power it of their own accord. gods may harm lathes but generally treat them like animals and have no reason to. Lathes lack an afterlife as well, and cannot be resurrected. -3 to religious conversions of other races, must have special healing magic for lathes researched separately, and no lathe may be good or evil, as they lack a conscience.

hows that?

Actually that’s pretty cool, you can keep that. Although, you race won’t count toward followers weather or not they believe in the god…

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would it be possible to have two races?

You can’t start with both, but you will be able to find the other as an NPC race you can absorb.

I’ll join because why not?

My civ

Species name: Primordial Dragons

Strength: 6
Constitution: 10
Dexterity: 5
Charisma: 4
Wisdom: 30
Intelligence: 5

Advantages:
Elemental magic (can use any type of elemental magic.)
Wings (+ dexterity)

Disadvantages:
Soft spot on the chest.

Size: Large

Lifespan: 150-300 years.

Description: An intelligent species of hexapod that bear resemblance to non-mammalian Synapsids in appearance. There scales come in a wide variety of colors and patterns that often reflects the element the individual is inclined to, with elemental inclination determined by a combination of genetics and the will of the gods. Ever hungry for knowledge and to better understand there world the primordial dragons explore, document, and test there surroundings.

Civilization name: Eternum

Civilization alignment: Neutral

Description: A civilization dedicated to progress and reason, in the pursuit of knowledge nothing is off limits.

In depth description

Lore: In the beginning there was nothing but an empty void, devoid of life and color, nothing but empty pitch. However some of that void began to change and differentiate itself from the rest, it grew more complex and changed shape taking the form of a great dragon with six wings, then it began to think. It stayed in the void for an unknown amount of time, days, months, years, eons, how long it stayed? it did not know. But eventually this being grew bored of the nothingness surrounding it and desired to see something new. So it began to move, and with its first step; the void cracked open and light of incomprehensible colors spilled out in wispy phantasmal spirals. With its second step, vibrant crystals jutted out and led the way forwards and upwards. Climbing upwards the great beast left the void and darkness of the underworld behind and eventually found the entrance to a cave that looked out upon the lands. The light hurt its eyes and yet the beauty of the world forbid that they look away. With this newfound knowledge of a land created by beings unknown to it, the beast decided to grant a name to itself-to herself. Null, born and made of the underworlds void it only seemed fitting that she was named after nothing. Null wandered the world searching for others like her, but found none. Saddened she laid down and became lost in her thoughts, until an idea! If there weren’t others like her then she would make some herself. So she wandered about and created the elemental gods from the raw materials the world provided and soon she was no longer alone! Null was happy for a time, but soon she felt as though something was missing. She may have had the elemental gods she created to keep her company, but they did not wonder or speculate or seek new experiences, for they had no need to. So Null decided to create something new, something that could wonder and speculate, something with a need for curiosity and knowledge. Using her own blood, she created a seed, and from this seed grew a tree with egg-like fruits. From these fruits hatched her children the first dragons, the other elemental gods gifted them with the elements so they could properly defend themselves from those that wished them harm and other qualities. To this day the children of Null still stand strong.

Gods

Null: The creator god, born from the void of the underworld she resembles a giant black dragon with six wings, decorated in luminescent markings that come in every conceivable color. She created the other gods and created dragonkind from her own blood. She embodies the elements of space, time, and gravity and is known to occasionally gift these elements to certain individuals.

Igna’Furis: The elemental god of fire, also a god of blacksmithing, forging, crafting, and artisans. He gifted the dragons the element of fire and a desire to create things.

Fulgaris: The elemental god of electricity, also a god of machines, technology, art, and engineers. He gifted the dragons the element of electricity and the ability to improvise.

Vel’kana: The elemental god of ice, also a god of museums, secrets, vaults, and hidden treasures. He gifted the dragons the element of ice and the desire to collect objects of value.

Terrkko: The elemental god of earth, also a god of architecture, precious gems, metals, and miners. He gifted the dragons the element of earth and the desire to learn.

Phytus: The elemental goddess of nature, also a goddess of agriculture, forests, fertility, and the hunt. She gifted the dragons the element of nature and the ability to hunt prey.

Aaq’uinn: The elemental goddess of water, also a goddess of oceans, primordial life, sailors, and fishermen. She gifted the dragons the element of water and the desire to explore the unknown.

Typheus: The elemental goddess of wind, also a goddess of seasons, change, cycles, and storms. She gifted the dragons the element of wind and the ability to fly.

Lumin: The elemental goddess of light, also a goddess of justice, the law, the sun, and peace. She gifted the dragons the element of light and the desire for order, she also acts as a jury and voice of reason of the divine court in the afterlife.

Obscurus: The elemental goddess of shadow, also a goddess of Fortune, mysteries, assassins, and thieves. She gifted dragons the element of shadow and the desire for excitement.

Timore: The elemental goddess of mind, also a goddess of dreams, fear, madness, and emotion. She gifted the dragons the element of mind and the instinct of fear to protect them from dangerous things.

Toxx’venn: The elemental god of poison, also a god of medicine, potions, venomous animals, and fungi. He gifted the dragons the element of poison and the desire to decrease suffering.

Rott’eus: The elemental god of plague, also a god of natural selection, decay, disease, and adaptation. He gifted the dragons the element of plague and the desire to survive.

Hazard: The elemental goddess of spirit, also a goddess of death, ghosts, undeath, and the afterlife. She gifted the dragons the element of spirit and gave them mortality. She collects the souls of the dead at night and takes them to the afterlife. She also rules over the spirit realm (limbo), and aids in the process of reincarnation.

Infern’esis: The elemental god of chaos, also a god of war, punishment, vengeance, and rage. He gifted the dragons the element of chaos and the ability to roar. He also acts as the opposing council in the divine court, vying for the souls punishment and rules over the equivalent of hell.

Lov’era: The elemental goddess of order, also a goddess of love, forgiveness, mercy, and symbiosis. She gifted the dragons the element of order an the ability to show mercy. She acts as the council in favor of the soul in the divine court, vying for the souls innocence and rules over the equivalent of heaven.

Slayte: The elemental god of blood, also a god of execution, fatal accidents, suicide, and murder. He gifted the element of blood to the dragons and the concept of morality. He acts as an executioner, roaming the land and cutting the lives of the wicked short. He also acts as the judge of the deceased, sentencing them to what afterlife they will go to and weighing the heart of the deceased as part of a final verdict.
(afterlives are not permanent, the soul always eventually reincarnates)

The government structure of the primordial dragons is a democratic council where a group of dragons (10 total) are chosen by popular vote to lead the city.

Let me know if anything needs to be changed.

Do you want the big continent or the small one? You race is perfect for both, but I suggest the big one.

I’ll go with the big continent.

Updated Civ

Race name: Living Lathes

Attributes: You have 60 points. For each category you can fill between 5 and 30. The points will determine your chances of success in each category. Were going with D&D rules for easy world transfer.

Strength 11
Constitution 9
Dexterity 9
Intelligence 13
Charisma 5
Wisdom 13

Capabilities:
[Bonuses cannot exceed +5 points at first]

Advantages:
Undue Population- Population grows as though the Living Lathes had half their size and lifespan
Mystic Sharing- Any Living Lathe may gain the magic or skills of another for no effort. This may only be used once per Lathe so no stacking.
Ironclad Society- Lathes don’t complain, follow the law, and don’t let morale get too low in general. stability is removed. any grievances will literally wait until the next contract is made.
Soulless power- any lathe can learn magic, broadly perception enhancing magic and necromantic DPS or even necromantic healing.

Disadvantage:
Idiotic Specialization- As a Lathe gains skills in one field its other stats decline.
soulless- gods, demons, ect. refuse to work with lathes unilaterally. lathes may still learn magic but must power it of their own accord. gods may harm lathes but generally treat them like animals and have no reason to. Lathes lack an afterlife as well, and cannot be resurrected. -3 to religious conversions of other races, must have special healing magic for lathes researched separately, and no lathe may be good or evil, as they lack a conscience.

(in total, you have a 2:1 ratio of advantages to disadvantages (this allows a 4:2 ratio right??))

Size: Medium, takes up two hexes/squares due to being hexapodal.

Lifespan(s): 75

Description: six-legged purple-and red dog-like creatures with horrific maws and two great arms tipped with claws and graspers.

Alignment tendency (for auto civs): Lawful unaligned (non-malicious utter lack of empathy)

Civilization Name: Lathe Swarms

Civilization Alignment: LN

Description: An Athenian democracy where anyone who specializes in a mental or magical skill gets a vote (keep in mind everyone else is an idiot) and food and shelter is distributed equally, though the mages and smart folks use their votes to guarantee their own homes are the best. If we know farming that’s cool.

In depth description

Lathes form a far more explicit social contract then humans do, lacking humor, empathy, and many other emotions, they have the self-awareness to sign a literal social contract, all adult Lathes, including non-mentally capable ones, get to submit ideas for a social contract, those ideas are picked out, and all reasonable ideas are memorized by many, and put in artwork form just to help once every two decades, if someone takes issue with the government they can ask someone who memorized the core principles of the contract if it’s being broken, and if it is they can point to the breach in law, and demand it be respected. due to the general lack of souls, morals, or convictions, those in power tend to just listen.

After thousand of years of stone age life learning to live with population explosions whenever food allows it, the government tends to send huge numbers of young people into food production immediately after a boom, adjusting the ratio of “you go to farm” to “do whatever i dont care” very precisely to either prevent starvation or keep the population exploding for longer.

Magic known of but rare. Ima make a flag in GIMP tomorrow i think, i dont care if they’re stone age or what.

Nqilq is the word for spiritualism. It generally means getting in touch with yourself, learning self control, and with the end goal of dying at peace with your lack of afterlife. It is basically stone age psychology incorporated with magic teachings and has no worship involved. It promotes a sort of nationalism (by way of saying having an afterlife is being coddled and lathes grow strong out of the fear of true nothingness), but sense the emotional range of lathes is incredibly stunted they don’t tend to care.

Here fixed it up.

I’m Just trying to get a picture of who all is in the game rn;

Deathwake - Living Lathes
Doomlightning - ???
Frale - Felix
PositiveTower - ???
Twilight (me) - Runic Ghoulems
Nigel? - Cynthropulum Hivemind
Teaking - Kolra’ak
Hazard - Primordial Dragons
Zenzone? - ???
Null? - ???

Did I miss anyone?

Also, could we do 4:2 for advantage to disadvantage if you agree to the advantages/disadvantages Centarian? I have some ideas (and this would allow for me to actually use an advantage to be immortal) but I can stick with 2:1 if need be

Edit:

extra advantages/disadvantages if allowed

Advantages:

Free Soul - Immortal, and if death has happened in a given area they can increase their pop amount, but it never decreases (though for pop to be useful after body has been destroyed it must reform, in accordance with the disadvantage)

Runic Masters - They have innate knowledge of Runic Magics such as creature summoning and arcane forms of elemental magics

Disadvantage:

Godless - Feared by gods for the potential of their power, they have none of their own and while gods will not go out of their way to harm them, they will not assist them

@Ascended one question, will there be nomads who raids us and destroy any progress we made

Why’d you ping The Ascended (who currently don’t exist) for that? Lol

Did you mean @Centarian?

Idk big fingers probably
Yes @Centarian

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soo that mean that Centarian it at last ascended?

aka: i have amy civic ready but it soo bisard that i got shere here (u know me)

bruh, you could atleast make it less obvious

Also, if we can have more than 2 advantage then mine will be:

Summary

Advantages:
Gravelord undead (each time they die their bodies turns to ashes and return back to life in a place of their choosing that they have been in the past (can respawn up to 9 times, dying the 10th time they die for real), can grow population using other living beings corpses)

Flavia’s blessing of body (+3 strenght, +2 costitution)

Junione’s blessing of mind (+2 Intelligence, +3 Wisdom)

Disadvantage:
Crestfallen curse (when in low stability/happiness a percentage of the population becomes “hollow”, starting to mindlessly attack non-hollows)

Make what less obvious?

I will say I did take inspiration from deathwake’s, but I tried to change it up, the ‘gods’ viewing the Lathes as dumb animals while they are more hostile towards my Civ

(Admittedly looking between the two, It is quite similar. I might change this up. If you were attempting to discuss the similarity between my and Deathwakes disadvantages, thank you for prompting me to take a second look)

@UndyingHazard you forgot to put down an intelligence score.

I might just have to make another topic for the forum game when I start it, and a chat for everyone who is playing.