Dawn of Worlds RPG Vore Setting (Closed!)

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When should we start the second age?

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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby voryure » Wed Aug 02, 2017 7:50 pm

12 Going to use all of it to tiddy up the edges on the forest and jungle and make a bit of overlap between the gravel lands and the caves.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Bright » Thu Aug 03, 2017 10:32 am

Starting this round with 3 points, +2 for slow start.
http://orokos.com/roll/537778
2d6=6+5 = 11

I use 6 of these points to create a race.
They are giant humanoids.
(12 feet, or twice as big as your average human.)
They start of as bronze age type greek style.

They are good natured in general, but will eat anyone they consider a threat.

I use 4 points to advance their city in stonecrafting. This city will always be the greatest within masonry as long as it exists.

I end my turn.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Thu Aug 03, 2017 12:45 pm

6 points + 3 left over + 3 for low start = 12 points

I make telkhines as a race, a species of semi-aquatic dog-seal monsterfolk, for 6 points. They are warlike (-1 evil) and inclined to eat their enemies (+1 predator). Their starting city, Tethusa, is bronze age, just as with Bright's race.

I advance their civilization in metallurgy for 5 points; as a race telkhines are excellent smiths and stand out above other cultures.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Anime_Chaos » Thu Aug 03, 2017 4:42 pm

16 total

I create centaurs in the northwest for 6 points. They have a natural inclination to being preds (+1 predator). Since I don't want to cause the rapid advancement of other cultures they default to bronze age.

I also advance the Centaurs in Engineering and Medicine for 10 points. They will always be the greatest in those fields.

A thought: Should we include specifics of these races in case someone else had similar ideas? Or in the event of subraces being used so the base race is fully defined.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Fri Aug 04, 2017 5:32 am

http://orokos.com/roll/537960
29

a large 15 foot long octo girls down in the deep waters a playful and hungry race buld their stone city deep in the glowing mushroom woods under water, plus 2 to Predator -1 for evil

14 points left with those I up their tech, on stonecrafting their under water bulding is above all else, the winds are laugh at campared to the force of waters pushing against their buildings

a loud noise is heared in the deep kraken like in size their lustful queen over 40 feet long this lady is called Abyss avater made

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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Fri Aug 04, 2017 5:37 am

don't forget to chace your votes back to wait folks so a new pull dose not have to be made
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Fri Aug 04, 2017 4:57 pm

Jnfly, a race can only start out with +1 predator, 0 switch or -1 prey. Anything more extreme must have additional points spent just as for corrupting or purifying a race. Also, where'd you get the figure of 14 points halfway through your post from? It costs 6 points to create a race right now, and 29-6=23, so how did you end up with 14?
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Fri Aug 04, 2017 7:54 pm

I was adding the pred 2 to them
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Fri Aug 04, 2017 7:57 pm

Even so, that only costs three extra points. So, at the mid point you'd have 20 points left, not 14.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Fri Aug 04, 2017 8:03 pm

oh ok then I will save
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Fri Aug 04, 2017 8:05 pm

So, eight points left over. I'll update the history post.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby voryure » Fri Aug 04, 2017 10:30 pm

9 I'm going to use six of those to create a race of goblins.

Goblins stand about three feet tall and have large pointy ears and skin ranging from yellow to green. They are often neutral (0 on the good/evil scale) and tend to be prey (-1 pred/prey). Goblins are usually horny and bread rapidly, reaching adulthood by age ten and rarely living into their twenties. Rarely a goblin will give birth to a hobgoblin instead which stand nearly six feet tall and natural leaders who usualy rise to positions of prominence within the tribe.

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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Bright » Sat Aug 05, 2017 5:53 am

Roller Julien Brightside
Character God Bright
Campaign Dawn of Worlds
Description Roll for points round 10, creating races
Results 2d6: 7 [2d6=1, 6]

http://orokos.com/roll/538264

I start this round with 1 point, +3 for low points. +7 from roll. 11 points.

I make a race of humans down south. They're tan of skin and mellow in behaviour.
Alignment neutral on the good/evil scale.
Tendency to be prey.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Sat Aug 05, 2017 3:23 pm

Voryure, before my turn, I want to say that if you want the hobgoblins to exist in addition to regular goblins, that's what create subrace is for. So, officially, no hobgoblins until you spend some points on them.

Also, before my turn, I'd like to say that the telkhines I created last turn average a bit over five feet tall, with longish torsos, short legs ending in seal-like flippers, a long-snouted dog's head with pointed ears and webbed, flipper-like hands. Their fur is short, covers their entire body and comes in various shades of brown, or rarely grey.

Now, for my turn...

9 points + 1 left over + 3 for low start = 13 points.

First, I advance the telkhines in alchemy. Then, in the northern pine forests I create a race of sasquatch. They range widely in height, anywhere from seven to twelve feet tall. At any height, they are muscular and thickly built, with long, shaggy fur that ranges from light auburn to black and dark, grayish or brown skin on their palms and face. They are shy, preferring to isolate themselves from other races (0 neutral), and though capable of taking large prey, generally prefer to live on plants and unintelligent fish (0 switch).

EDIT: Sorry, forgot to post my map. Here it is.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Sat Aug 05, 2017 4:13 pm

(( you forgot tarror on your map hun
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Sat Aug 05, 2017 4:14 pm

OR GORDO I think birght you updated an older map
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Sat Aug 05, 2017 4:35 pm

I copied the parts Bright and I added over voryure's map and then edited my post to have the completed version.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Anime_Chaos » Sat Aug 05, 2017 6:58 pm

5 total

The centaurs expand beyond a city state with the city of Bastionne founded between the twin rivers for 5 points.

Command Race power says the creator of a race gets a religious sect in it for free.

Continuing the retroactive bestiary entries: Centaurs have minimal sexual dimorphism. Making all members of the race appear female aside from the equipment between their hind legs. Females are more numerous and physically larger than males. Yet both genders share the same appetite, resulting in the 'males' usually having much larger endowments than the females in relative and ofttimes even absolute size.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Cowrie » Sat Aug 05, 2017 7:42 pm

Actually, it only costs 4 points right now to command a race, which is the action used to build cities.
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Re: Dawn of Worlds RPG Vore Setting (Closed!)

Postby Jnfly » Sun Aug 06, 2017 10:42 am

http://orokos.com/roll/538620

16

I use 5 to shape land making a underwater manga pool, I upgrade my city useing 4 Tarror the pop incresing and underwater towers I command useing another 4 to have a mining post in the manga fields as they form the religion of the lustful rat for free,use 1 to command Abyss, she orders Tarror To build a forge on the Manga pools as well

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