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    LEGENDSPresents:

    DAWN OF WORLDS

    A cooperative system for creating fantasy worls

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    First Eition! "#ly $%%&! ' N( )o* Pesall! Es+( Attorney At Law! Dic,inson! ND

    )ase on t-e colla*orative wor, an inp#t over .& years of:

    Perry AnersonRic-ar A#c-

    "onat-an "en,s"eff Larson

    N( )o* Pesall! Es+(Eric Risty

    /-a Straatmeyer0egan Straatmeyer

    George Wal,er

    An a -ost of ot-ers collectively ,nown as 12-e )rosties(3 2-is oc#ment was written an eite wit- t-e #se of OpenOffice an StarOffice software!

    toget-er wit- ot-er free an open so#rce tools(

    Dawn of Worls first eition -as *een pro#ce for free istri*#tion over t-e 4nternets#*5ect to t-e following restrictions:

    .( No moification to t-e original file is permitte wit-o#t e6press written permission of t-e copyrig-t -oler(

    $( Any istri*#tion of t-is pro#ct m#st incl#e t-e w-ole oc#ment! incl#ing copyrig-t!a#t-ors-ip! an contri*#tion notices(

    7( A#t-ors are not responsi*le for any amages! loss of time! consorti#m! or life w-ic- mayres#lt from t-is oc#ment(

    8( 2-is oc#ment is provie free of c-arge! wit-o#t any warranty incl#ing any warrantyof merc-anta*ility or fitness for a partic#lar p#rpose(

    &( All copyrig-t is reserve *y t-e -oler! *#t permission is grante for free electronicistri*#tion s#*5ect to t-e a*ove! #ntil notice is given *y t-e copyrig-t -oler t-at s#c-istri*#tion m#st cease(

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

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    4ntro#ction

    Perhaps the most difficult prospect faced by

    fantasy game masters, players, authors, andeven ordinary daydreamers is the idea of inventing 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, of course, is left to those who want to create sucha realm. As readers, players, or daydreamers,we can suspend our disbelief as much as isreuired to follow a story. !ometimes this canbe a lot of work. Truly great tales, though, are

    set in worlds so complete and consistent thatwe hardly notice ourselves doing it.

    "ack in the day, the authors of this systemplayed a lot of games. #e read a lot of fictiontoo, and heaven knows we spent enough timedaydreaming. $very 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. #e didn%t &ust want a few vague

    notions driving us. #e wanted vastlandscapes, epic races and civili'ations,history, plots, rivalries, and all of the otherthings we see in the world around us. #ewanted them pro&ected into a fantastic worldthat we were really allowed to e(plore.

    !ure, there were any number of completeworlds from any number of publishers ready atthe local bookstore. "ut we were too many.)ike ordering a pi''a, 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. $veryone would have a hand in it,everyone would know its history.

    #e would become the gods of our own fantasyworld. #e would raise it up from the meagerfoundations of stone and water. #e wouldraise up great civili'ations, set them at war,guide them in science and magic, and give

    them leaders. And we would do it in about si(hours. *rom this singular idea arose the gamewhich you now see before you.

    #ithin the guidelines of Dawn of #orlds 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.

    4( Gos

    Dawn of #orlds is a new concept in the worldof fantasy, or at least the authors have neverrun across the idea before. The basic idea isthis. +ou, and a bunch of your friends willgather around a wide, flat surface. #erecommend a table. +ou will need at least onelarge sheet of paper, several smaller ones,pencils, and a pair of si(-sided dice. #hoeveris leading the process will probably bee(pected to provide the large sheet of paper.n this, he or she should draw the roughoutline of a land mass. This will be the mostdifficult part of the &ob. *or inspiration, feelfree to look at a globe or your nearest atlas.

    !oon, each player will be playing god. sually

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

    $ven gods have limits, at least while creatingthe world. $very round, each player takes aturn, having the opportunity to make changesto the world. $ach player will receive pointsevery round, and these points represent thepower/ that they have available to e(pend

    shaping 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 are0

    1. +our goal is to create a fun and interestingfantasy world. +ou cannot win whileplaying Dawn of #orlds, and nobody elsecan loose. #ith this in mind, feel free totinker with your own races or totally corruptthose created by someone else.

    2. +ou may or may not have a game masterwho gets e(tra influence or the final say inhow things go. $ven 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. !ure,races and orders and avatars are terribly

    cool, but sometime late in the game yourprecious civili'ations are going to wantsome mountains and rivers to hide behind.

    4. 5ave fun.

    44(/reation

    6reation of the world tales place in rounds.$ach player gets a turn during the round. Atthe beginning of each round, every player rolls

    two si(-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 si(-sided diceeach round. The highest total goes first.6reation also takes place in stages called ages.$ach age is strongly focused on one particularaspect of world creation.

    The game begins in the first age. $ach agemust last a minimum of five rounds. Afterfive rounds, the game may move from the first

    to the second age, or from the second to thethird, if a ma&ority 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.7ormally, 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 divine

    power is least for creating geographic featureson the land. 8ountains, islands, forests, lakes,and such are all very easy to achieve. This isreflected in the cost tables in section III. "ycontrast, the creation of races is e(tremelydifficult at this early stage. Indeed it is the raregame where more than a single race appears inthe world at this point. $ach round in the firstage is roughly eual to 9:: 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.;aces are easy to create during the second age,

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    while it becomes more costly to shape the landaround them. $ach round in the second age isroughly eual to 1:: years.

    )astly, in the third age, the e(pense of shapingthe land reaches its highest point, and racesagain become more difficult to make. This isan age of politics, war, and learning.

    An E6ample of Play:

    The players have gathered, Ale(i, Trever, and"ob, and are seated around the table. "ob hasprepared a mostly blank world map that lookslike this0

    !ince "ob is going to use this world to writethe great American novel, he goes first. $achplayer rolls two si(-sided dice. "ob gets a 1:,Ale(i gets a 9, and Trever gets a ?. "ob goesfirst, and spends nine of his points making a

    mountain range which separates a portion of land from the rest of the continent. Ale(ispends 3 points adding some trees along thesouthern coast, and Trever passes for the turn,holding his points. "ob marks the changes onthe map0

    A few turns pass, "ob and Ale(i continue toadd mountains and forests, while Treveraccumulates his points. *inally, after 3 turnsTrever announces that he is going to create arace, and burns 22 points to create a race of 

    elves which will live in the forests Ale(i hasbeen creating for the past 3 turns. 5e spendsanother @ points and directs these elves, whohe decides will call themselves the 5igh$lves,/ to build a city named Amberel. 7owthe map looks like this0

    Ale(i, distraught because he had intended tointroduce his own race into the forest duringthe second age, begins to save points for a

    catastrophe ... and the game continues.

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    444(Power

    $ach player must keep track of his or her ownlevel of power. *or the most part this is apretty easy task. $ach round, all of the players

    roll two si(-sided dice and add the sum to theirrunning total power level. $very turn, playersmay spend these points according to the tablebelow, or they may save them. !aving 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 ne(tround, up to a ma(imum of 3. Thus, if "obended his turn with 4 points, he would gainwhatever he rolled on two si( sided dice ne(t

    turn, 1. If he ended his ne(t turn with 4points, he would get 2 the following round.A player cannot gain more than 3 e(tra pointsper round this way. ver the course of creating a world, this can give a player manymore points than his friends who stockpile

    their power.

    $(ample0 During a round in the second age,"ob has 4 points. 5e gets 1 point this roundfor having a low total, and rolls two si( sideddice for the rest. 5e gets a ?. 5is total poweris now 14 points. "ob looks at the action chartand decides to spend ten of his points on6atastrophe/ 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 e(ercise areset forth in the table below. $ach power isdescribed afterwards. ;emember, manypowers can be used on your own creations, or

    those of another player however you like.Also you are only limited in the number of actions you take each turn by the power youhave. If you have saved up 9: points and wantto burn them all raising armies, do it. +ou aregods, after all.

    TA")$ * P#$;!

    Power 1st Age - )and 2nd Age - ;aces 3rd Age - ;elations!hape )and, 1B 3 9 @!hape 6limate, 1B 2 4 C6reate ;ace 22 C 196reate !ubrace 12 4 1:6ommand ;ace @ 4 36ommand 6ity C 4 2Advance 6ivili'ation 1: 9 CAdvance 6ity @ 4 9Purify 6iv. 1 Align 9 3 46orrupt 6iv. -1 Align 4 3 3Purify 6ity, 1 Align 4 3 36orrupt 6ity, -1 Align 3 2 2$vent 1: E ?

    6reate rder @ C 46ommand rder 4 3 26reate Avatar 1: E @6ommand Avatar 2 1 16atastrophe, 1B 1: 1: 1:

    nly once per target per turn. Player must have either an Avatar, or order=sect> presentwhere directions are given. =!ee below>

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    S-ape Lan F This power directs the creation,modification, or erosion of mountains, hills,lakes, streams, rivers, forests, &ungles, deserts,grasslands, tundra, steppes, and other landforms. n the game map, this power allowsthe creation of land forms within a 1 inchdiameter area. ;oughly. sing this powerrepeatedly can create whole ranges of mountains, inland seas, or vast wastelands.se your imagination, and don%t forget a fewwaterfalls. +ou don%t need to take up thewhole area if you have a fun idea.

    S-ape /limate F This power directs weatherpatterns that are freuent in a rough 1B area,like fog, rain, snow, sun, heat, cold, sleet. +ou

    may wish to create snowy steppes, or hot &ungle upon your forests.

    /reate Race F This power effects the creationof one of the traditional races for playercharacters in your game system, or otherclassic fantasy races. ;aces and civili'ationsare often interchangeable. +ou may, fore(ample, have more than one race of dwarves,each with its own uniue civili'ation andgovernment. 6onsider 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.$ach race must be given a starting point in theworld where they begin to build theircivili'ation, =or lack thereof.> ;aces starteither neutral, or aligned 1 good or -1 evil. !eePurify and 6orrupt.

    /reate S#*race F This power is used for the

    creation of splinter groups from an e(istingrace. These must arise in territory roughlyad&acent to their ancestors, and may or may notstart out getting along with their neighbors.Dark elves, deep dwarves, human pirates andthe like are the sub&ect of this power.

    /omman Race F "y this power, the priests

    of the gods influence a race to action. 6itiesare founded with this power, but it can be usedfor &ust 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. f course, you%ll need an army to go to war...

    /omman /ity F 5ere, 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 a

    given turn.

    Avance /ity 9 /iviliation  F This powercauses the 6ity or 6ivili'ation to gain e(pertknowledge of a given science or magic. Thesemight include war magic, healing, warfare,steel, weapon smithing, sailboats, writing,literacy, engineering, architecture, farming, orthe like. !o long as that city or civili'ationpersists, it will always be the greatest in thisfield.

    P#rify 9 /orr#pt  F 5ere, gods go aboutchanging general alignment of a civili'ation,city, or a one inch region of landscape by onestep per turn. nless the game master orauthor directs otherwise, there is no limit tohow far this can go.

    Event  F Through this power come thechanging of fortunes for an Avatar, rder,6ity, or 6ivili'ation. A gold mine may befound, a storm at sea may strike a fleet, an

    Avatar may escape death, plague, famine,drought may strike, or technologies may belost. These are the great, unplanned winds of fortune that blow through the history of theworld.

    /reate Orer F "y this power, the god createsan order of people within a civili'ation 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 e(termination asect or opposing race. It is vital to keep track of who created a given order, as the cost tocommand them can vary.

    /omman Orer F Through this power, thegod makes an order do something. *orreligious orders or sects, add 1: points if anon-creating player commands them. *orother orders, add 9 points to the cost if a non-creating player commands them.

    /reate Avatar F Through this power, the god

    creates a ma&or 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 9points.

    /omman Avatar  - An avatar can perform7$ of the following immortal or 8any8ortal actions =such as leading an army> in aturn when commanded. Immortal actionswhich an avatar can perform include06ommand 6ity, 6reate rder, 6ommandrder, 6reate 6ity, 6orruptGPurify 6ity, 6reate;ace =76$> , gather an army. Through theuse of an avatar, players may for e(ampleraise two armies in a turn from the same city,or e(ecute two commands upon a race.

    /atastrop-e  F "y this power, the godse(press their wrath. *rom 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. =5ow will you feel when your avatardrowns in a lake of acidH>

    4;(/onflictDuring the creation of your world, as with allhistory, there will arise conflicts. 6ities will

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

    In practice, the uestion will arise, , my!outhlanders have raised an army at theircapitol city of 6athardia and they marchagainst the great walled city of Port to thewest. They intend to wipe out the heathendevils to the last man. #hat happens ne(tH/

    #hat happens ne(t depends a great deal onwhat has happened before. Dawn of #orldsrelies on great fle(ibility during play. In mostcases, the answer to uestions like these isobvious. If a single army has been raised to

    march on the city of Port, and Port itself liesdefenseless, the city will be demolished. nthe other hand, another player, desperate tosave the city may send a plague through theinvading army, or perhaps flood the landbetween Port and 6athardia 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.8any 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.6onflicts between armies may be resolved asfollows0

    1. 6onsider each technology that thecivili'ation or race which raised the armyowns. *or each such technology that mightbe used in battle =be reasonable here, if youcan%t agree, vote> assign a 1 bonus to that

    army. The same applies for an army thaten&oys higher ground, a defensive wall, orspeciali'ed terrain or weather. 6avalry donot fight well in the mud.

    2. ;oll two si(-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 reuired for each todetermine victory. If a single army wins abattle against one army, but must continueagainst others, it begins to tire. *or 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. *irst, 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 fi(ture an army,order, race, subrace, or city, he or she mustpay the euivalent creation cost. Thus, if "obwanted to utterly wipe out Port, he would have

    to command his armies to march upon it, andthen pay the cost he would incur commandinga race to found it. In the first age, for e(ample,this would cost @ points.

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

    ;(0a,ing

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    DAWN OF WORLDS>4S2OR= />AR2

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