Play ThreadIt is the First Era of the First Age. The land is barren and the seas are equally empty, but raw arcane energies permeate the air in a way that will never be seen again after this age.
You are the Titans, who would one day become known as the Primordials and the Shapers. Your not-eyes open to see a world full of potential, a world ripe for you to change and make as you will.
You are capable of forging the landscape into whatever shape you wish it to be, shaping forms into new races and other dreams that those in the future will only dream of.
Like a father with a disobedient son, it is inevitable that one day you will create gods who will betray you but this is just your way. You can feel the world pulling at you to fill it with all forms of life, disobedient or not.
Read the Dawn of Worlds rules in the Information. Post here with a quick Titan concept (Titans don't have domains or anything like they, but they have appearances, names and preferences) and then get ready to rumble!
We are playing with slightly altered
Dawn of Worlds rules. Read the linked book for more information. I am the Game Master in this case and I will roll the dice for your power level.
We'll start when we have three players and we have a maximum 10 players. Every player's turn will advance the game by 50 years. Once 6000 years have passed, I will change the era.
1. You are capable of creating Gods. For the time being, these will not do much, but these will be the Second Era's player characters. Just make them and pick two domains from Dwarf Fortress' spheres or from Pathfinder's domains list. Give them a quick description and done. The creation of a god is 6 points and requires two Titans to agree on it, don't be stingy with it because that's the maximum amount of players in round 2! Gods cannot be created after the first era.
2. Create any races you want to, don't feel like you have to stick to fantasy standards. Off-shoots of a race that someone else has made are done at half price.
3. Where it says 1", assume about 50x50 pixels on the map.
4. The things you spend power on are not necessarily linked to you. A disaster might be a natural accident or something similar that is just fortuitous (or not) to you. Creating a race could involve them sailing off the corner from the corner of the map or crawling out of the ground.