-Bump- So here are some of the rules I've come up with. First pick a Deity. Deities
Avandra: Good Goddess of
Change, Luck and Travel. Patron of Halflings.
Bahamut: Lawful Good God
of Justice, Protection and Nobility. Patron of Dragonborn.
Moradin: Lawful Good God
of Family, Community and Creation (as in smithin). Patron of Dwarves.
Pelor: Good God of Sun,
Agriculture and Time. Seasonal God of Summer.
Corellon: Unaligned God of
Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron
of Eladrin.
Erathis: Unaligned Goddess
of Civilization, Inventions and Law.
Ioun: Unaligned Goddess of
Knowledge, Skill and Prophecy.
Kord: Unaligned God of
Storms, Battle and Strength.
Melora: Unaligned Goddess
of Wilderness, Nature and the Sea.
Raven Queen: Unaligned
Goddess of Death, Fate and Doom.
Sehanine: Unaligned
Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and
Patron of Elves.
Asmodeus: Evil God of
Tyranny and Domination. Lord of Devils.
Bane: Evil God of War and
Conquest. Revered by Goblins.
Gruumsh: Chaotic Evil God
of Slaughter and Destruction. Patron of Orcs.
Lolth: Chaotic Evil
Goddess of Shadow and Lies. Patron of Drow and spiders.
Tharizdun:The Chained God.
Tiamat: Evil Goddess of
Greed and Envy, Patron of the Chromatic Dragons.
Torog: Evil God of the
Underdark, Patron of Jailors and Tortuerers.
Vecna: Evil God of the
Undead and Necromancy. Lord of Secrets.
Zehir: Evil God of
Darkness and Poison. Favoured Deity of the Yuan-Ti and Patron of
Assassins. Each one has certain bonuses and restrictions on gameplay. Avandra:
Shape land costs 1
less When creating cities,
increase your lowest attribute by 1. Halfling Cities get
+1 Population when created. May not make
alliances with Zehir and Torog.
Bahamut:
+1 to Cities Defense
Roll. Dragonborn Cities get
+1 Population when created. May not make
alliances with Tiamat.
Moradin:
+1 more defense from
mountain biomes. Dwarven Cities get +1
Population when created. +1 Population for
each adjacent City that shares at least one of the following (Deity,
Alignment, Race) May not make
alliances with Gruumsh, Orcs, or Asmodeus.
Pelor +1 more population
from Plains Biomes. When Creating,
Shaping, or Extending Plains Biomes, add 1 more Plains Tile. Human Cities get +1
Population when created. May not make
alliances with Tharizdun.
Corellon When Creating,
Shaping, or Extending Forest Biomes, add 1 more Forest Tile. Eladrin Cities get +1
population when created. Make not make
alliances with Gruumsh, Bane, Lolth, Orcs, Goblins, or Drow.
Erathis Cities Cost 1 less to
create MinotaursCities get
+1 population when created. Advancing Cities cost
1 less. May not make
alliances with Melora
Ioun Creating Orders cost
1 less. Advancing Cities cost
1 less. May not make
alliances with Vecna.
Kord Cities get +1 Mil
when created. When fighting or
defending on Wet Biomes, Gain 1 extra battle dice. Gain an extra power
point for each city defeated.
Melora Create, Shape, and
Extend Land costs 1 less. When Creating,
Shaping, and Extending Land that is Ocean. Add 1 more Ocean Tile. All biomes give +1
Population instead of their normal modifer(s).
Raven Queen Every time a City is
defeated gain a Power Point. When Creating,
Shaping, and Extending Land that is a Cold Biome. Add 1 more of that
Tile. Cities created on
Cold Biomes gain +1 Population when created.
Sehanine Elven and Halfling
Cities gain 1 Pop when created. Add 1 to your
Population Attribute roll when creating cities. May not make
alliances with Drow or Lolth.
Asmodeus Cities that have no
alliances gain an Extra Gov. Badlands Biomes gain
+1 Gov instead of -1 Population.
Bane Goblin Orders cost 1
less to create. When attacking gain 1
to all dice rolls, but -1 when defending. Goblin and Bladeing
Cities gain 1 Pop when created.
Gruumsh Every time you defeat
a City gain 1 Power Point. Every time you defeat
a city that worships Corellon gain an extra Power Point Orc and Half-Orc
cities gain 1 Pop when created. May not make
alliances with Cities that worship Sehanine, Corellon, or Moradin.
Lolth Align City costs 1
less. Every time you defeat
a city that worships Corellon gain an extra Power Point Drow Cities gain 1
Pop when created. May not make
alliances with Cities that worship Corellon.
Tharizdun When Creating,
Shaping, and Extending Land that is a Cold Biome. Add 1 more of that
Tile. Orders of Drow and
Genasi cost 1 less to create. May not make any
alliances except with Chaotic Evil Cities that Worship Tharizdun.
Tiamat Every time you defeat
a City gain 1 Power Point. Every time you defeat
a city that worships Bahamut gain an extra Power Point May not make
alliances with Bahamut Cities.
Torog Badlands Biomes gain
+1 populatin instead of -1. Every time you defeat
a city that worships Avandra gain an extra Power Point May only make
alliances with Cities that worship Torog, Asmodeus, Lolth, and the
Raven Queen.
Vecna Every time a City is
defeated gain a Power Point. Every time you defeat
a city create 1 army from that city. Reverant, Shade, and
Vryloka Cities gain 1 Pop when created.
Zehir Cities created on
Mountain Biomes gain +1 Population Align City costs 1
less. Make not make
alliances with Tiamat. Here are all the main races you can create when you want to put races in the game. Races
Every
race has a favorite biome, when creating cities on this biome, gain
+1 POP.
Core
Races
Deva:
II None
Dragonborn:
I None
Dwarf:
I Mountains
Eladrin:
I Jungle Elf: I Forest
Githzerai:
II Jungle
Gnome:
II Forest
Goalith:
II Mountains
Half-Elf:
I Plains or Forest
Half-Orc:
II Plains or Badlands
Halfing:
I Plains or Forest
Human:
I Plains
Minotaur:
III None
Shardmind:
III None
Shifter:
II Forest
Tiefling:
I None
Wilden:
III Forest
Monster
Races
Bladeling None
Bugbear Any
Changeling None
Drow
Badlands
Genasi None
Githyanki Jungle
Gnolls Savanna
Goblins Any
Hamadryad Forest
Hengeyokai Forest
Hobgoblins Any
Kalashtar Forest
Kenku Forest
Kobalds Any
Mul Mountains
Orc Badlands
Pixie Forest
Revenant
None
Satyr Forest
Shade
None
Shadar-Kai Swampland
Svirfneblin Forest
Thri-Kreen Badlands
Vryloka
None
Warforged Ruins POWERS
Each
player must keep track of his or her own level of power, or power
points. Each round all players roll two six-sided dice and add the
sum of their running total power level. Each turn, players may spend
these points on powers listed on the table below, or save them for
later.
Players
who end their turn with five or fewer points gain a cumulative +1
point for the next round, up to a maximum of +3. Therefore if Pelor
ended his turn with 4 points, he would gain 2D6+1 power points next
turn, 2D6+2 the following, and 2D6+3 after that (if he ended with
five or fewer each turn). If you don't end with five or fewer you
lose the bonus and would have to start it over. After 5 rounds you can pass onto the next age with a majority vote. After 10 rounds you can pass on with just 1 vote. *With
Command City and Align City, if they City doesn't worship you it
costs 10 more power points to perform this action, unless you have an
order present.
**
Religious Orders that weren't created by you cost 10 more power
points to command, non-religious orders cost 5 more.
Create
Land: Roll a D12 and create D6 tiles of that type of land,
(consult the Create Land chart) the land can be placed anywhere as
long as they are all adjacent to each other. This land creation
cannot replace other Tiles except Ocean Tiles.
*
Some biomes are sub-types and don't replace other tiles, but get
added together. You could have an Ocean Mountains, a Savanna with a
River, Swampland Ruins, or even a Desert with a River and Mountains.
Shape
Land: Change a single tile of land into another type of your
choice. Such as changing a plains into a forest.
Extend
Land: Create another tile of land that is adjacent to another
one, this new land must be the same type as the adjacent one. This
land creation can replace other land.
Create
Race: Create a new race into the world. The race don't have a
particular tile they roam in, but are rather “in” the world.
Create
City: Command a race a build a city. Cities have attribute that
effect how them and they must be generated when created. Roll 3d6 4
times and assign them to the cities stats. Which are Military (MIL)
Population (POP) Government (GOV) and Religion (REL).
Military
effects the total number of armies the city can create as well as its
defense dice.
Population
determines its total health, if it reaches 0 the city is destroyed
and becomes ruins.
Government
determines how many actions the city can make when being commanded.
Religion
determines how easy the city can be taken over by an order.
Cities
are placed on a single tile and get can get benefits from the tile of
land they are placed. Consult the Chart below for benefits.
Command
City: Commanding a city lets you perform 1 city action. If the
city has no actions left, you cannot perform this Power this turn,
Actions refresh at the start of a round.
Advance
City: Increase one of its attributes by 1 point to a max of 20.
Create
Army: Create an army, when attacked roll an extra damage dice and
all armies must be destroyed before damage to the city can be done.
Create
Order: Create an order of one type (Mil, Gov, Rel)
Go
to War: Attack another City. Roll a number of battle dice equal
to your number of armies. Defending City rolls a number of defending
dice equal to its Military Mod + number of armies. Compare highest
dice first. For each dice higher destory an army, if lower you lose
an army, if equal you destory an army and lose an army. If city has
no armies you deal damage to its Population Score instead. If the
population score reaches zero the city becomes ruins.
Create
Alliance: Choose a city that
shares one of the following: Alignment, Religion, Race. Make an
alliance with this city, You may not attack cities you have alliances
with.
Break
Alliance: Break an alliance.
Command Order
Infiltrate
City City
There
are three type of orders (Mil, Gov, Rel)
Military
Orders: Military try to take over a city through power. Roll a single
battle dice against the Cities Defense dice (number equal to its
Military Mod) If your dice is the highest you take over the city you
are successful and your order now has a presence within that city. If
equal nothing happens, if lower your order is destoryed.
Government
Orders: Government orders try to take over a city through spys,
assassins, or money. This works the same as military orders except
they the city gets a number of defense dice equal to their Government
Mod.
Religious
Orders: Take to take over a city through mass worship. This works the
same as military and government orders except the city gets a number
of defense dice equal to their Religion Mod.
If
successful your order gains a presence within the city.
Attack
another order: May attack
another order within the city, each roll a battle dice, and gain
modifiers from the list below: The highest dice wins, and the loser
is destroyed from the city, if tie, both orders are destroyed.
Align
City: Alter the Alignment of the city. You must either increase
or decrease it, by 1 level.
Lawful
Good (2)
Good
(1)
Neutral
(0)
Evil
(-1)
Chaotic
Evil (-2)
Event/Catastrophe:
You lash out directly against a city, order, or another Deity.
Against
a city: You deal D6 damage to its Population.
Against
an Order: you roll a D6+1 against their D6, if you are equal to
or higher, you destroy that order from that city.
If
the order worships you, then you automatically win the roll.
Against
another Deity: each roll a D6, if you are successful they lose D6
power Points. There is a bit more, but there are in the form of excel spreadsheet snippets and roll20 doesn't like those.