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PostPosted: Sun Sep 27, 2009 9:24 am 
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This idea was originally created by Elias Kalderon and the game was hugely succesful and all the players enjoyed it immensely. This is why I thought that the time was right to create a new game of its like.
Old AoTB players know the concept, but here's it in short for those who don't know it.

There are 6 or so players, of whom each create a unique civilization, which can range from religiously fanatic humans to spartan style angelic things of doom or watever you wish. It's all up to you, though common sense is recommended :wink: For example my civilization in AoTB was a desert people who resembled orcs, barbarians and haradrim in their ways and looks.
In this RP you have a map which is divided into areas and the more areas you control the more income you get. You can capture more areas by moving military units into the areas and spending time there.

What makes the game so good in my opinion, is that you can play whatever race you wish and because the other players are also human, you can become engaged in as much political intrigue as you wish by making alliances, breaking them, forging treaties, betray your friends or anything you damn well please :D

This idea was originally created by Elias Kalderon and the game was hugely succesful and all the players enjoyed it immensely.

The game is run by the game master (duh) who controls the possible NPC factions, random encounters and all the in- game fingz, but most importantly, writes and processes the turn reports that the players send to him. here's an example of the game masters turn report from AoTB:

Notes:

1) The supply line between Kharod and the Grand Army is still cut at area 20. The production of area 12 was all used to sustain the many hungry soldiers.

2) Drogor alchemists and Errech priests have discovered a process of treating Gyarid plant that could make it three times more effective. An extract of this treated Gyarid plant may even make someone stronger than he was.
The alchemists are enthusiastic about selling treated Gyarid plant at three times the price.

3) The Alliance of the Bloody Oasis between Quelaran and Drogor has been forged.

4) The single camel rider searches for Sir Tristan Sigor and learns that he has retreated to area 5. He eventually finds the enemy general and delivers the message.

5) Light Infantry 2/2/1** enters area 20. They encounter a Silesian army called the Shield of Aegis. It is a strange army that consists of infantry and clerics. Even stranger is that the clerics are from two different, rivalling sects. The army is fortifying.
One group of clerics, under command of father Alek Joslin (who spent a few months in Drogor captivity, if you remember) gathers an angry mob and chases the Drogret. The Light Infatry have little trouble evading.


Nation: Drogor
Race: Drogret
Current ruler: Karnish II
Capital: Kharod (23)
Areas in control: 12, 21, 22, 23, 24, 39, 40, 41
Total production: 8
Treasury: 8

Characters: Chieftain Garnok "Ironfist" Rookdon

Special rules:
1) Camel riders 3/2/2 can move 3 areas per turn when moving through areas that border wasteland or desert.
2) Crossbowmen 5/1/1 cost 6 points (instead of 8 )
3) Light infantry 2/2/1 and Light infantry with bows 3/1/1 are scouts.
4) Occasional production bonus due to trading.
5) Shamans 2/2/1 increase the x-factor of all friendly units in the same area.

Diplomatic stances: hostile = default
Quelaran ? allied
The Stoatoic Empire ? friendly
East Fellonia ? friendly, trade partner
Errechania ? friendly, trade partner

Units:
Ironfist's Camel Riders 7/4/2** (12)
1 Shamans 2/2/1** (12)
1 Berserkers 7/1/1 (12)
1 Light Infantry w/ bows 3/1/1*/** (12)
1 Warriors 4/2/1 (12)
1 Camel Riders 3/2/2** (12)
1 Crossbowmen 5/1/1* (12)
1 Desert beast herd 7/3/1 (12)
1 Halberdiers 2/3/1 (12)
1 Light Infantry 2/2/1** (20)
1 Halberdiers 2/3/1 (21)
1 Crossbowmen 5/1/1* (21)
1 Shamans 2/2/1** (21)

Armies:
Ironfist's Grand Army of Drogor (12)

Here you see what the turn report looks like. First there are odd happenings and actions made by your troops, possible battles, diplomatic happenings and so on. Then you see the nations summary, nation name, controlled areas, production, treasury and nation special rules, and last, the units section. The numbers after the units show their stats (attack/ defence/ movement)

My RP is a bit different from the original, as I'm going for a scifi- style RP this time. It's located on a star system, where different nations already live or have appered to of various reasons. This should make a new kind of experience for the old players if they want to join, and an interesting game for people new to this concept.

I'd be happy to give more information about the game if people are interested.

Finally, da map of da planets:

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Last edited by Waaagh on Sat Dec 19, 2009 1:33 pm, edited 3 times in total.

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PostPosted: Sun Sep 27, 2009 9:26 am 
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I'm in. The original AotB was the best RP experience I've had on Ulthuan/Asur/Ulthuan (including DD8, all the DAUs I've been on etc.) and I've really been wanting to play it's like again. I warmly suggest this to anyone interested!

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PostPosted: Sun Sep 27, 2009 9:37 am 
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I'm greatly interested. I watched a bit of AotB here and there and it looked like great fun.

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PostPosted: Sun Sep 27, 2009 10:00 am 
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I'm interested, tentatively. I need to read up on it a bit more.


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PostPosted: Sun Sep 27, 2009 1:19 pm 
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Rules

Empire and production
- A nation consists of a number of areas. One of those is the nation's capital.
- Each area a player controls gives him 1 production point every turn.


Units
- A unit consists of a name and three stats. For example: Pirate raiders 2/2/1
- The first number represents the unit's attack strength
- The second number represents the unit's defense strength
- The third number represents the unit's move value
- Unit cost is calculated like this: attack value + defense value + move value - 1 = required number of production points.
A unit with the stats 2/2/1 will take 1 turn to build when the player controls 4 areas, or uses up 4 PP when built.
- Many units have special rules. The exact specifications are known to the player who built the unit and to the GM.

Movement
- a unit's movement stat says how many areas it can reach in one turn. A unit with the stats 2/2/1 can move to an adjacent area every turn, a unit with the stats 2/2/2 can move through one to another adjacent area each turn etc..

Combat
- The basic system: the attack value of all friendly units in one area added up against the defense value of all enemy units in that area added up + X-factor
- X-factor represents things like luck, morale, leadership and experience.
- The invading units always attack. When the player's units and the enemy units are all invading or all are starting in the same area, the units' move value will determine which side attacks and which side defends. Or when units have a higher defense than attack value, they will defend.
- Some units have the ability to flee and outrun any enemies. This means that when they encounter an enemy unit they return to the area they came from. When the enemy unit has a higher move value than the fleeing unit, it's able to catch it.
- Units can be ordered to fortify. It will take one turn for them to build fortifications. Fortified units always defend and add +1 to their defense stat.

Conquest
- You can conquer an area with at least two units that must have a combined strength (attack+defense) of 10 or higher. When they successfully occupy the area for two turns, the area is considered conquered.
For example three 2/2/2 units can conquer an area, as can two 3/2/1 units, or four 1/2/1 units.
- An area can only be conquered when it's adjacent to an area the player already controls.
- Scouts can't conquer areas.

Orders
- To build a unit: build <unit> <unit>.
For example: Build Pirate raiders 2/2/1
- To move a unit: Move <unit> <unit> from area X to area Y.
When the unit has a movement stat of more than 1: Move <unit> <unit> from area X, through area Y to area Z.
- to set a unit's attack stance: Set <unit> <unit> to <attack>.
An attack stance is either default (attack when invading), fortify, or flee.

Diplomacy
- Every nation regards every other nation as hostile, friendly or allied.
- The default diplomatic relation between nations is hostile.
- Friendly or allied units in the same area will fight a common enemy together (although one player's units may be attacking and the other player's units defending).
- Two or more players can form an alliance. Allied players can give each other production points without fee, can give each other units, and profit from each other's X-factor boosters.
Alliances must have a name and will be publicly known.
- A nation can give areas to another nation. The receiver must have a unit present to take control over the area.
- A nation can give production points to another nation. Either as a single gift, or as a number of points per turn for a certain period. For every 5 given points, 1 point is lost (representing fee). This means you cannot send 1 point to a nation that isn't your ally.
- A nation can declare one other nation as his nemesis. He will get an improved X-factor and possibly attack bonusses when fighting against units of his nemesis.
- Treason is always possible in any way you can think of. Just send me a PM.

Armies
- A number of units can be organised as an army. This means these units will always move together.
- The army will move at the speed of the slowest unit.
- The benefits of an army are that it gives an x-factor bonus and when joined by a character the entire army will benefit from the character's bonusses.
- Any bonusses an army gets, will increase when the army proves successful on the battlefield.

Characters
- Characters are heroes, inspiring leaders or specialists who can give bonusses or special abilities to a unit or an army. Most characters will join a unit, boost its stats and increase the x-factor of the army they joined.
- You can always design characters, but they will only come into play when the GM (me) thinks it would be appropriate.
- Examples of appropriate occasions:
When you send an army to destroy another nation
When your own nation is in serious danger
When a single, clear, important task needs to be done
- Characters can be killed or captured. Most dangerous are character hunters, sneaky units or enemy characters.
- Sometimes characters will disappear when their task or mission is done.


So these are the rules to the game. If you have any questions, please send a PM or ask it here, I'd be happy to answer

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PostPosted: Sun Sep 27, 2009 2:25 pm 
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Sure, I'm up for a go.

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PostPosted: Sun Sep 27, 2009 3:39 pm 
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Myabe you could give an example (a very basic one) of what a faction would look like in this game? I've got mine done (assuming we're using the same rough template that we used on the AotB), but if there're changes, I'd like to know. I'll post the old template here for the benefit of the newcomers:

Ruler: The ruler of your faction (although for the purpouse of this RP I'd think that it'd also be good to list the commander of your forces here, since if we play inter-stellar or inter-planetary powers the leader isn't likely to come to the fore of the fighting)

Race: The name of your race.

Appearance: The short description of your race

Capital/homeworld: Where your people hail from, where their seat of government is located

Description of the homeworld: The short description of said homeworld

Religion: If your faction practises it

Form of government: Republic, democratic, hive-mind etc.

Culture: Ranging from architecture to customs etc.

History: How your faction came where they are now. This is always an interesting read.

Vision of the future: How your faction would react to new contacts, what they expect of the future etc.

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PostPosted: Sun Sep 27, 2009 8:51 pm 
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Very interested! I think I'm going to enter something based around Dark Eldar since my own imagination is having a moment of not being that creative at all.

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PostPosted: Sun Sep 27, 2009 10:37 pm 
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Ok, we're nearing the player limit already.

One spot is reserved for a friend, and that's 6 now.
If many more are interested, I'll let 1-2 more players in, but 8 is the maximum.

Yay for the interest :)

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PostPosted: Sun Sep 27, 2009 10:45 pm 
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Damn, sounds really interesting. Far too busy for something that engaging at the moment. Good luck! :D

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PostPosted: Sun Sep 27, 2009 11:23 pm 
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I remember glancing through the previous AoTB and thinking it looked interesting. I'd like to give this a try if there's room enough.

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PostPosted: Mon Sep 28, 2009 6:40 pm 
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Ok, I think 7 players is enough.
Bob said he's in tentatively, so I'll accept a couple in reserve if there are any more people interested.

You can now start making your nations, post them here when ready. You can PM me if you have any questions.

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PostPosted: Tue Sep 29, 2009 12:05 pm 
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How big should the civs be? Multi-planet, or..?

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I’m not offering these revisions for Mubarak! I don’t care about this government. What is important is that I killed people—Copts, innocent persons—and before I meet God I should declare my sins.


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PostPosted: Tue Sep 29, 2009 1:20 pm 
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Paraicj wrote:
Damn, sounds really interesting. Far too busy for something that engaging at the moment. Good luck! :D


That.

I'll watch with interest, though. :)

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PostPosted: Tue Sep 29, 2009 3:46 pm 
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Ashnari Doomsong wrote:
How big should the civs be? Multi-planet, or..?


Indeed, how big of a scale are we working with?

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PostPosted: Tue Sep 29, 2009 5:25 pm 
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Just one planet, I first thought that it could be two or three planets but that would get quite tricky to manage...

So only one planet, one map with 80? (no idea yet of total) areas. The map will be flat, but I hope you can imagine it to be a planet :D
Or possibly it's just one area of the planet, that doesn't really matter.

In the beginning you get two or three starting areas, this is to be decided later.
But of course, your civilization may be as big as you like, but this force you play with could be a fraction of yoyur civ somehow lost on this planet, or just the entire civ here. Your decision.

Unclearly enough explained? :D

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PostPosted: Tue Sep 29, 2009 6:14 pm 
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Huh. Might I suggest that, instead of having all the action be on one planet, you make eighty-or-so planets with some sort of intrastellar routes between them? It'd be interesting, I think. And more sci-fi, with multi-planetary empires duking it out. You could modify the ruleset to acommodate for space/surface battles, even.

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PostPosted: Tue Sep 29, 2009 6:52 pm 
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Yeah, it does seem that having us all fight over a single planet contradicts the title.

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PostPosted: Tue Sep 29, 2009 8:05 pm 
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I personally do like the idea of fighting over one planet but I'm up for either option.

Writing up my civilisation at the moment. =)

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PostPosted: Tue Sep 29, 2009 11:02 pm 
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well seeing as i'm late (damn fever) i'd like to have a spot in the reserve.

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PostPosted: Wed Sep 30, 2009 12:07 pm 
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Seriously, my civ really needs to be at least a small interplanetary phenomenon, or I'm going to have to rewrite it.

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I’m not offering these revisions for Mubarak! I don’t care about this government. What is important is that I killed people—Copts, innocent persons—and before I meet God I should declare my sins.


-A condemned man in an Egyptian prison. Now executed.


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PostPosted: Wed Sep 30, 2009 12:26 pm 
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Weeelll, okay, I'll try to think of something :)

At first I was thinking of some kind of waygates between the planets... but that would give the advantage to the players who started clopsest to them. Of course, these would prove to be greatly strategical assets and big battlegrounds :wink:

But in any case, I think I'll try to make up something, propably some planets with 20 or so areas?

Players:

Luna
CH (that friend I mentioned)
Ashnari
Darktyrany
Bob
Nooodle
Amun

Reserve:

Ruerl

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PostPosted: Wed Sep 30, 2009 2:58 pm 
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What I'm thinking is, you could have every planet be one territory. Then you have two planes of combat: Surface and Space. Most combat is Space Combat, but Surface units are needed to conquer hostile-controlled worlds. So, in essence, you get Space fleets working as escorts and supports or raiders against enemy Surface units, which are transported by some sort of inexpensive dropship. You could, for instance, have a rule that you have to have at least one Surface unit on-world, but 10 combat value in total to seize a planet. Or something.
All of this is just me fabulating, of course. It's all up to you how complex you want to make the system.

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PostPosted: Wed Sep 30, 2009 4:52 pm 
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BEHOLD! It is I, CH, an Orc player, on an elf player forum... Wait, what?

Anyways, you really need to have more than one planet. I'd suggest one planet equals five territories or something like that (I don't know the proper scale for this). That way if you have fifteen planets it makes 75 territories which sounds enough for 6-8 players. Arrange the planets on a map so that you can travel from a planet to any adjacent planet and still assault a territory with units aboard the spacecraft. If you want to travel to any planet not adjacent you can, but you may not assault a territory.

Plus, I know that both Luna's and my civ require fighting on more than one planet due to their background. And that's something we're not really ready to compromise. Either way, if you don't do it for us, do it for the sake of poor, innocent nuclear weapons, which I NEED to have (and which are really too big to be used on one planet alone).

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PostPosted: Wed Sep 30, 2009 6:51 pm 
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Hey, that's a good idea... Maybe planets of 10 or so areas?
This is an idea I could refine into something good...

And of course, all because of those lonely nukes ^^

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PostPosted: Wed Sep 30, 2009 7:27 pm 
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If it's not too much bother, you could make it so that each planet is X number of continents, and each continent equals a territory, and each territory has 1 Industry? Surface forces would then, naturally, include air support and naval transport. Hell, I could make some planets for you if you want.

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PostPosted: Wed Sep 30, 2009 7:31 pm 
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And you'd probably want to vary the number of areas per planet to show varying planet size.

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PostPosted: Wed Sep 30, 2009 9:35 pm 
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So.. Wrote up a civilisation today.. Sort off. Based it around the Cthulhu Mythos rather than Dark Eldar =3

Not finished yet but it's showing progress.. Will probably expand the already present pieces a wee bit further as well.
---------------------------------------------------------

Racial Leaders:
  • Cthulhu ~ Immortal God-Emperor. Spiritual Leader.
  • Lady Leviathan ~ Mistress Of The Starspawn. Supreme Commander Of The Armed Forces.

Race: The Starspawn. (Of Cthulhu)

Description Of Race: Draconian and amphibious humanoids with a distinct resemblance to cuttlefish. They are larger than your average human and a lot more resilient. Communication goes through telepathy rather than speech although they do posses the skill of speech. Starspawn work with a system of castes where there are slaves, usually of other races, workers, soldiers and the leadership. Each caste knows exactly what their purpose is and they do whatever they are commanded by those of higher rank. No questions asked. The drones are relatively intelligent although they do not possess a clear will of their own. The leaders on the other hand posses a deep intellect.

Capital/homeworld: R'lyeh, Cthonian

Description of the homeworld: This rather large planet is completely covered with oceans. No dry land remains on the surface. One massive city inhabits the entire population of Starspawn. It's architecture is one designed for both submerged and landdwelling creatures where Starspawn walk happily in the middle as amphibious beings. Large shrines are erected throughout the city in the worship of a single God-emperor, Cthulhu. Who dwells in the city himself. Common architecture of buildings closely resembles that of the Aztec and Mayan cultures.

Religion: The Cult Of Cthulhu. A massive being known as Cthulhu, who is also the emperor of the Starspawn, is worshipped as one of the elder gods. Cthulhu is not seen as a creating god but rather as one of pure evil and destruction although a deep intellect and cunning superiority hides beneath the malice. Cthulhu is ever present in the minds of the Starspawn and often visits them in their dreams to reward or punish them for their deeds. Other races that devote their worship to Cthulhu might be presented with mercy when they stand before his judgement.

Form of government: Hive-minded. Tyranny towards slaves.

Culture: Very hostile to anything not of their own race. Utter most dedication is carried out towards a job. A spawning has one task it must complete and once it has completed the task it may or may not be reassigned. The latter means the spawning is to be used as cannon fodder. Very competitive with other races. Primitive social system of casts. Although useful slaves of other races are considered expendable and insignificant. The current policy on dealing with other races is shoot first, ask questions later if the victim has survived.
The Casts System:
  1. Leadership
  2. Soldiers
  3. Overseers
  4. Worker Drones
  5. Slaves

History: Way back to the birth of the universe the Old gods awakened from their dormant slumber within the void. Cthulhu being one of those ancient beings, with powers beyond measure, passed into the mortal realm. His grotesque shape leaking from the stars onto a planet now known as Cthonian. With his deep intelligence and maleficent cruelty Cthulhu raised his domain from the sheer nothingness on the barren sea bottom. And hereby the Starspawn followed him from the void, under the leadership of Lady Leviathan, to inhabit this new city and drive it to thrive amongst the emerging civilisations. Instead of striking outwards in an attempt to maim the universe while it is still young Cthulhu has decided to brood on his assault first, dreaming silently the great cuttlefish waits for the right time. Within the Necropolis of R'lyeh the Starspawn build to tools of destruction, raise their armies and await the moment where the great priest will rise and Cthulhu's dawn shall come over this universe.

Vision of the future: Total Destruction. Anyone that stands in Cthulhu's way will be slaughtered. Anyone that worships him as their own god might be granted mercy or even allegiance but only in the most dire of circumstances would Cthulhu's spawn truly fight side by side with another.

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Last edited by NoOoDLe on Fri Oct 02, 2009 7:24 am, edited 1 time in total.

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PostPosted: Thu Oct 01, 2009 5:44 am 
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Joined: Thu Jun 23, 2005 1:54 pm
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Location: Norsca (FIN)
Well it doesn't really matter whether I say there are continents as areas or not, as the areas still exist around the planet :P

But The biggest problem on multiple planets is that the map will be hard to draw... If I make 10 or so planets, I will need to draw 10 different sets of areas, so the map will be big. The planets themselves will be easy to draw (Paint for the win) but yeh. Big.

Cthulhu :D go noodle :D

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PostPosted: Thu Oct 01, 2009 8:56 am 
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Large scale wouldn't be large scale enough without bit being big. :P

Noodsy; Yeah, only sorta based off Cthulhu :P

I have the basic description of my race pretty much, but deciding on whether they're religious or not is proving difficult.

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