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LEGENDS Presents:

DAWN OF WORLDS

A cooperative system for creating fantasy worlds

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First Edition, July 2005, © N. Bob Pesall, Esq. Attorney At Law, Dickinson, ND

Based on the collaborative work and input over 15 years of:

Perry AndersonRichard Auch

Jonathan JenksJeff Larson

N. Bob Pesall, Esq.Eric Risty

Chad StraatmeyerMegan Straatmeyer

George Walker

And a host of others collectively known as “The Brosties.” This document was written and edited with the use of OpenOffice and StarOffice software,together with other free and open source tools.

Dawn of Worlds first edition has been produced for free distribution over the Internetsubject to the following restrictions:

1. No modification to the original file is permitted without express written permission ofthe copyright holder.

2. Any distribution of this product must include the whole document, including copyright,authorship, and contribution notices.

3. Authors are not responsible for any damages, loss of time, consortium, or life which mayresult from this document.

4. This document is provided free of charge, without any warranty including any warrantyof merchantability or fitness for a particular purpose.

5. All copyright is reserved by the holder, but permission is granted for free electronicdistribution subject to the above, until notice is given by the copyright holder that suchdistribution must cease.

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Dedicated to every yet-to-be storyteller, game fan, and famous author.

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Introduction

Perhaps the most difficult prospect faced byfantasy game masters, players, authors, andeven ordinary daydreamers is the idea ofinventing a fantasy world from scratch.Indeed, this is one of the things that makes agood work of fantasy fiction so appealing, thechance immerse yourself completely in animaginary realm. The really hard part, ofcourse, is left to those who want to create sucha realm. As readers, players, or daydreamers,we can suspend our disbelief as much as isrequired to follow a story. Sometimes this canbe a lot of work. Truly great tales, though, areset in worlds so complete and consistent thatwe hardly notice ourselves doing it.

Back in the day, the authors of this systemplayed a lot of games. We read a lot of fictiontoo, and heaven knows we spent enough timedaydreaming. Every game, every attempt atwriting the great American novel all beganwith the need to create a world. As we grewolder, our demands for such worlds becamemore intense. We didn't just want a few vaguenotions driving us. We wanted vastlandscapes, epic races and civilizations,history, plots, rivalries, and all of the otherthings we see in the world around us. Wewanted them projected into a fantastic worldthat we were really allowed to explore.

Sure, there were any number of completeworlds from any number of publishers ready atthe local bookstore. But we were too many.Like ordering a pizza, it was impossible toagree on the right ingredients for a good gameworld from among the mass produced options.Too, there was the problem that some playerssimply knew certain worlds better than others.It is much more fun to role-play or write in aworld you know than in one you don't.

It seemed only natural one day for us to reachthe conclusion that, while perhaps a few great

authors might spend a lifetime creating onesuch world, there had to be a simpler way. Allnotions of the divine aside, our own world,with all of its intricate history was not thebrainchild of a single man. It was the productof many minds playing off one-another overthe centuries. The solution to our dilemmaseemed only natural, we would create a worldtogether. Everyone would have a hand in it,everyone would know its history.

We would become the gods of our own fantasyworld. We would raise it up from the meagerfoundations of stone and water. We wouldraise up great civilizations, set them at war,guide them in science and magic, and givethem leaders. And we would do it in about sixhours. From this singular idea arose the gamewhich you now see before you.

Within the guidelines of Dawn of Worlds arethe tools and the advice by which a fewordinary people can set themselves up withultimate power for an evening and leave youwith a complete, detailed fantasy world. Itwill, if you make use of it, give you a worldwith complete landscapes, history, cultures,and characters. And it will be fun, too.

I. Gods

Dawn of Worlds is a new concept in the worldof fantasy, or at least the authors have neverrun across the idea before. The basic idea isthis. You, and a bunch of your friends willgather around a wide, flat surface. Werecommend a table. You will need at least onelarge sheet of paper, several smaller ones,pencils, and a pair of six-sided dice. Whoeveris leading the process will probably beexpected to provide the large sheet of paper.On this, he or she should draw the roughoutline of a land mass. This will be the mostdifficult part of the job. For inspiration, feelfree to look at a globe or your nearest atlas.

Soon, each player will be playing god. Usually

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players do not take on the role of a particulargod, but this can make for a fun variant. Whatlies on the table before them is a barren,lifeless world. It is up to each player in turn tobegin filling it. One of the most importantthings to remember about Dawn of Worlds isthat as players create things, other players areentirely free to change them. This is usuallymore than enough incentive to set civilizationsat war, as you will see in a moment.

Even gods have limits, at least while creatingthe world. Every round, each player takes aturn, having the opportunity to make changesto the world. Each player will receive pointsevery round, and these points represent the“power” that they have available to expendshaping the world. Points can sometimes besaved up over several turns to do somethingreally dramatic. The cost to do a particularthing is determined by the tables in section III.

The most important things to remember are:

1. Your goal is to create a fun and interestingfantasy world. You cannot win whileplaying Dawn of Worlds, and nobody elsecan loose. With this in mind, feel free totinker with your own races or totally corruptthose created by someone else.

2. You may or may not have a game masterwho gets extra influence or the final say inhow things go. Even if you do not,disagreements are bound to erupt. If youand your friends cannot come to anagreement on what would be the most funway to handle a disagreement, flip a coin orfind better friends.

3. Don't be afraid to build landscape. Sure,races and orders and avatars are terriblycool, but sometime late in the game yourprecious civilizations are going to wantsome mountains and rivers to hide behind.

4. Have fun.

II.Creation

Creation of the world tales place in rounds.Each player gets a turn during the round. Atthe beginning of each round, every player rollstwo six-sided dice and adds the total to his orher current power level. If there is to be agame master or author using the world, he orshe may go first. If not roll two six-sided diceeach round. The highest total goes first.Creation also takes place in stages called ages.Each age is strongly focused on one particularaspect of world creation.

The game begins in the first age. Each agemust last a minimum of five rounds. Afterfive rounds, the game may move from the firstto the second age, or from the second to thethird, if a majority of the players vote to do so.After ten rounds the age may shift as soon asany one player wishes to do so.

The first Age is focused on geography.Normally, the world map is almost blank whenthe game starts. The person who draws it upmay throw in a river, a few mountains, orperhaps some islands, but it is best left mostlyblank. During the first age, the cost in divinepower is least for creating geographic featureson the land. Mountains, islands, forests, lakes,and such are all very easy to achieve. This isreflected in the cost tables in section III. Bycontrast, the creation of races is extremelydifficult at this early stage. Indeed it is the raregame where more than a single race appears inthe world at this point. Each round in the firstage is roughly equal to 500 years.

The second age is focused on the raising of thevarious fantasy races that will dwell in theworld., Players may create races and set themdown on the land they have shaped. There isrelatively little limit to what kinds of races canbe established. There may be worldspopulated entirely by different races of men, orperhaps only one of each of the classic fantasyraces, orcs, dwarves, elves, trolls, and the like.Races are easy to create during the second age,

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while it becomes more costly to shape the landaround them. Each round in the second age isroughly equal to 100 years.

Lastly, in the third age, the expense of shapingthe land reaches its highest point, and racesagain become more difficult to make. This isan age of politics, war, and learning. Greatleaders and orders of knights may emergefrequently during the third age, while cities orwhole races may glide from noble to corrupt.Each round in the third age is only a few yearslong (adjust as necessary for realism.)

An Example of Play:

The players have gathered, Alexi, Trever, andBob, and are seated around the table. Bob hasprepared a mostly blank world map that lookslike this:

Since Bob is going to use this world to writethe great American novel, he goes first. Eachplayer rolls two six-sided dice. Bob gets a 10,Alexi gets a 5, and Trever gets a 9. Bob goesfirst, and spends nine of his points making amountain range which separates a portion ofland from the rest of the continent. Alexispends 3 points adding some trees along thesouthern coast, and Trever passes for the turn,holding his points. Bob marks the changes onthe map:

A few turns pass, Bob and Alexi continue toadd mountains and forests, while Treveraccumulates his points. Finally, after 3 turnsTrever announces that he is going to create arace, and burns 22 points to create a race ofelves which will live in the forests Alexi hasbeen creating for the past 3 turns. He spendsanother 8 points and directs these elves, whohe decides will call themselves the “HighElves,” to build a city named Amberel. Nowthe map looks like this:

Alexi, distraught because he had intended tointroduce his own race into the forest duringthe second age, begins to save points for acatastrophe ... and the game continues.

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III.Power

Each player must keep track of his or her ownlevel of power. For the most part this is apretty easy task. Each round, all of the playersroll two six-sided dice and add the sum to theirrunning total power level. Every turn, playersmay spend these points according to the tablebelow, or they may save them. Saving pointsis not always a good plan, however. This iswhere the power level gets complicated.

Players who end any turn with five or fewerpoints gain a cumulative +1 point for the nextround, up to a maximum of +3. Thus, if Bobended his turn with 4 points, he would gainwhatever he rolled on two six sided dice nextturn, +1. If he ended his next turn with 4points, he would get +2 the following round.A player cannot gain more than 3 extra pointsper round this way. Over the course ofcreating a world, this can give a player manymore points than his friends who stockpile

their power.

Example: During a round in the second age,Bob has 4 points. He gets +1 point this roundfor having a low total, and rolls two six sideddice for the rest. He gets a 9. His total poweris now 14 points. Bob looks at the action chartand decides to spend ten of his points on“Catastrophe” and sends a plague through oneof the great elven cities which another playerrecently founded. The city is now ripe forinvasion.

The different powers a player may exercise areset forth in the table below. Each power isdescribed afterwards. Remember, manypowers can be used on your own creations, orthose of another player however you like.Also you are only limited in the number ofactions you take each turn by the power youhave. If you have saved up 50 points and wantto burn them all raising armies, do it. You aregods, after all.

TABLE OF POWERS

Power 1st Age - Land 2nd Age - Races 3rd Age - Relations Shape Land, 1" 3 5 8Shape Climate, 1" 2 4 6Create Race 22 6 15Create Subrace 12 4 10Command Race** 8 4 3Command City** 6 4 2Advance Civilization 10 5 6Advance City 8 4 5Purify Civ. +1 Align * 5 3 4Corrupt Civ. -1 Align * 4 3 3Purify City, +1 Align * 4 3 3Corrupt City, -1 Align * 3 2 2Event 10 7 9Create Order 8 6 4Command Order 4 3 2Create Avatar 10 7 8Command Avatar 2 1 1Catastrophe, 1" 10 10 10

* Only once per target per turn. **Player must have either an Avatar, or order(sect) presentwhere directions are given. (See below)

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Shape Land – This power directs the creation,modification, or erosion of mountains, hills,lakes, streams, rivers, forests, jungles, deserts,grasslands, tundra, steppes, and other landforms. On the game map, this power allowsthe creation of land forms within a 1 inchdiameter area. Roughly. Using this powerrepeatedly can create whole ranges ofmountains, inland seas, or vast wastelands.Use your imagination, and don't forget a fewwaterfalls. You don't need to take up thewhole area if you have a fun idea.

Shape Climate – This power directs weatherpatterns that are frequent in a rough 1" area,like fog, rain, snow, sun, heat, cold, sleet. Youmay wish to create snowy steppes, or hotjungle upon your forests.

Create Race – This power effects the creationof one of the traditional races for playercharacters in your game system, or otherclassic fantasy races. Races and civilizationsare often interchangeable. You may, forexample, have more than one race of dwarves,each with its own unique civilization andgovernment. Consider not only humans, elves,dwarves, orcs and trolls, but also dragons,halflings, or even leprechauns. At thediscretion of the game master or would-beauthor, non-traditional races may cost double.players may pool points to create any race.Each race must be given a starting point in theworld where they begin to build theircivilization, (or lack thereof.) Races starteither neutral, or aligned 1 good or -1 evil. SeePurify and Corrupt.

Create Subrace – This power is used for thecreation of splinter groups from an existingrace. These must arise in territory roughlyadjacent to their ancestors, and may or may notstart out getting along with their neighbors.Dark elves, deep dwarves, human pirates andthe like are the subject of this power.

Command Race – By this power, the priests

of the gods influence a race to action. Citiesare founded with this power, but it can be usedfor just about anything. An immortal mustfirst establish his presence by creating sectswithin the race before influencing them viacreate order. The creator(s) of the race getsthis sect automatically. This power maybe used for starting wars, founding cities,making alliances, settling territory, etc. Ofcourse, you'll need an army to go to war...

Command City – Here, the god directs onesingle city to create something. This can be awonder, wall, school, tower, or the like.Armies too are created with this power, thoughany given city may only produce one army in agiven turn.

Advance City / Civilization – This powercauses the City or Civilization to gain expertknowledge of a given science or magic. Thesemight include war magic, healing, warfare,steel, weapon smithing, sailboats, writing,literacy, engineering, architecture, farming, orthe like. So long as that city or civilizationpersists, it will always be the greatest in thisfield.

Purify / Corrupt – Here, gods go aboutchanging general alignment of a civilization,city, or a one inch region of landscape by onestep per turn. Unless the game master orauthor directs otherwise, there is no limit tohow far this can go.

Event – Through this power come thechanging of fortunes for an Avatar, Order,City, or Civilization. A gold mine may befound, a storm at sea may strike a fleet, anAvatar may escape death, plague, famine,drought may strike, or technologies may belost. These are the great, unplanned winds offortune that blow through the history of theworld.

Create Order – By this power, the god createsan order of people within a civilization or race.

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These may include thieves' guilds, religioussects (see command race,) orders of knights,bands of brigands, pirate ships, etc. Theseorders may last indefinitely or be created for aparticular purpose, such as the extermination asect or opposing race. It is vital to keep trackof who created a given order, as the cost tocommand them can vary.

Command Order – Through this power, thegod makes an order do something. Forreligious orders or sects, add +10 points if anon-creating player commands them. Forother orders, add +5 points to the cost if a non-creating player commands them.

Create Avatar – Through this power, the godcreates a major figure within the history of theworld. These may be high priests, dragons,warriors, dynasties, or the like. If slain orwiped out, they may be resurrected orreestablished by the creating player for 5points.

Command Avatar - An avatar can performONE of the following immortal or ManyMortal actions (such as leading an army) in aturn when commanded. Immortal actionswhich an avatar can perform include:Command City, Create Order, CommandOrder, Create City, Corrupt/Purify City, CreateRace (ONCE) , gather an army. Through theuse of an avatar, players may for exampleraise two armies in a turn from the same city,or execute two commands upon a race.

Catastrophe – By this power, the godsexpress their wrath. From fiery mountains tothe destruction of avatars, the loss of greatadvancements to the destruction of city walls,this power brings ruin upon them all bywhatever clever mechanism the player canimagine. (How will you feel when your avatardrowns in a lake of acid?)

IV.ConflictDuring the creation of your world, as with allhistory, there will arise conflicts. Cities will

raise armies and march against their heathenneighbors. Avatars will lure wholecivilizations to darkness, and the politics of theworld will be played out on a grand stage.

In practice, the question will arise, “OK, mySouthlanders have raised an army at theircapitol city of Cathardia and they marchagainst the great walled city of Port to thewest. They intend to wipe out the heathendevils to the last man. What happens next?”

What happens next depends a great deal onwhat has happened before. Dawn of Worldsrelies on great flexibility during play. In mostcases, the answer to questions like these isobvious. If a single army has been raised tomarch on the city of Port, and Port itself liesdefenseless, the city will be demolished. Onthe other hand, another player, desperate tosave the city may send a plague through theinvading army, or perhaps flood the landbetween Port and Cathardia and delay theattack long enough to muster an army for thedefense.

Also there will arise times when the outcomeis not clear. Perhaps both cities have an army,or perhaps one has raised several armies.Many things can affect the outcome of battle.In the long history of the world, however, themechanics of a single battle are left to the dice.Conflicts between armies may be resolved asfollows:

1. Consider each technology that thecivilization or race which raised the armyowns. For each such technology that mightbe used in battle (be reasonable here, if youcan't agree, vote) assign a +1 bonus to thatarmy. The same applies for an army thatenjoys higher ground, a defensive wall, orspecialized terrain or weather. Cavalry donot fight well in the mud.

2. Roll two six-sided dice, adding bonuses fortechnology and other factors. The winningarmy is victorious, the loosing army iseither destroyed or scattered.

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3. In the event multiple armies arrive to dobattle, a separate roll is required for each todetermine victory. If a single army wins abattle against one army, but must continueagainst others, it begins to tire. For eachbattle after the first, a cumulative -1 penaltyis assigned to that army's roll.

As you play out the conflicts in your world,two additional rules come into play. First, it isvery difficult to completely wipe out anything.Armies, cities, and races all tend to leavesurvivors. As such, should a player wish tocompletely wipe out any fixture an army,order, race, subrace, or city, he or she mustpay the equivalent creation cost. Thus, if Bobwanted to utterly wipe out Port, he would haveto command his armies to march upon it, andthen pay the cost he would incur commandinga race to found it. In the first age, for example,this would cost 8 points.

Second, wiping out something entirely shouldgenerally be avoided. It tends to make theworld less diverse when the game is done.Players should exercise restraint, and wipethings out only when it makes for a good story.

V.Making Use of Your World

No world history would be of value withoutsome diligent historian to get it all writtendown. One of the players must serve as theVenerable Bede for the evening. This vital jobcan be assigned on a voluntary basis, or basedon who has gone the longest without chippingin for pizza. Whoever you select, be sure toimpress upon them the virtues of goodpenmanship. Each turn, the actions taken byeach player should be recorded. This soundsdaunting at first, but given the fact that someplayers will take quite a bit of time decidingexactly how many square inches of groundneed to be buried by a fiery mountain, it is

really quite easy. At the end of this text is anexample of record kept for this particularpurpose. Each action taken by each playershould be recorded by turn, name, and a shortline about what he or she did. Players maypass, and not be recorded in a given turn.

Now that your world is complete, you mustdecide what you're going to do with it. One ofthe more important options is to find oneamong your circle of friends with enoughartistic talent to transform the rough sketchesthat depict your world on the “really big sheetof paper” into a manageable and legible worldmap.

Second, if you have a trustworthy authoramong you, he or she may volunteer to convertthe bare text of the game record into a readablehistory. Among gamers, some folks evenenjoy role-playing the historian who wrote thehistory of the world in which they play.

If you're creating this world for a fantasy gamecampaign, you may be interested in permittingthe players to actually play their avatars.Another option to which your world isuniquely suited is to engage in a round-robincampaign. Because everyone knows the wholehistory of the world, each player can take aturn at running a role-playing campaign for afew weeks. This allows everyone to enjoyplaying, and avoids the dreaded game masterburnout with which some of us are all toofamiliar.

Whatever you do, remember to have fun.Remember that you're free to command otherplayer's civilizations, but that turn about is fairplay. And remember that this whole game hasbeen published free of charge on the internetfor the sole purpose of making your life better.Feel free to thank any of the authors, if youmeet them, with expensive coffee. Good luck,and Happy Immortality!

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DAWN OF WORLDSHISTORY CHART

Age:______ (First/Second/Third) World Created on ___ / ___ / ___

World Name:________________Turn/Player: Action:1. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ____________________________________________________________. ____________ ___________________________________________________________

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