This is a summary of the rules originally created by:
Attribution:
http://www.clanwebsite.org
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 Anderson
Richard Auch
Jonathan Jenks
Jeff Larson
N. Bob Pesall, Esq.
Eric Risty
Chad Straatmeyer
Megan Straatmeyer
George Walker
And a host of others collectively known as The Brosties.
I - Gods
Dawn of Worlds is a new concept in the world of fantasy. You, and a bunch of your friends, will gather around a wide, flat map. Soon, each player be playing god. Usually players do not take on the role of a particular god, but this can make for a fun variant. What lies on the map before them is a barren lifless world. It is up to each player in turn to begin filling it. One of the most important things to remember about Dawn of Worlds is that as players create things, other players are entirely free to change them. This is usually more than enough incentive to set civilization at war, as you will see in a moment.
Even gods have limits, at least while creating the world. Every round, each player takes a turn, having the opportunity to make changes to the world. Each player will receive points ever round, and these points represe the "power" that they have aavailable to expend shaping the world. Points can sometimes be saved up over several turns to do something really dramatic. The cost to do a particular thing, is determined by the tables in a later section.
The most important things to remember are:
- Your goal is to create a fun and interesting fantasy world. You cannot win while playing Dawn of Worlds, and nobody else can lose. With this in mind, feel free to tinker with our own races or totally corrupt those created by someone else.
- You may or may not have a game master who gets extra or influence or final say in how things go. Even if you do not, disagreements are bound to erupt. If you and the players cannot coe to an agreement on what would be the most fun way to handle a disagreement, flip a coin or find better players

- Don't be afraid to build landscape. Sure, races and orders and avatars are terribly cool, but sometime late in the game your precious civilizations are going to want some mountains and rivers to hide behind.
- Have fun

II - Creation
Creation of the world takes place in rounds. Each player gets a turn during the round. At the beginning of each round, every player rolls two six-sided die and adds teh total to his or her current power level. The highest total goes first. Creation also takes place in stages called "ages." Each age is strongly focused on one particular aspect of world creation.
The game begins in the first age. Each age must last a minimum of five rounds. After five rounds, the game may move from the first to the second age, or from the second to the third, if a majority of the players vote to do so. After ten rounds, the age may shift as soon as any one player wishes to do so.
The first age is focused on geography. Normally, the world map is almost blank when the game starts. The person who draws it up may throw in a river, a few mountains, or perhaps some islands, but it is best left mostly blank. During the first age, the cost in divine power is least for creating geographi feature on the land. Mountains, islands, forests, lakes and such are all very easy to achieve. This is reflected in the cost tables. By contrast, the creation of races is extremely difficult at this early stage. Indeed it is the rare game where more than a single race appears in the world at this point. Each round in the first age is roughly equal to 500 years.
The second age is focused on the raising of the various fantasy races that will dwell in the world. Players may create races and set them down on the land they have shaped. There is relatively little limit to what kinds of races can be established. There may be worlds populated entirely by different races of me or perhaps only one of each of the classic fantasy races (orcs, dwarves, elves, trolls, minotaurs, beast folk, goblins, etc). Races are easy to create during the second age, while it has become more costly to shape the land. Each round in the second age is equal to 100 years.
Lastly, in the third age, the expense of shaping the land raches its highest point, and races again become more difficult to make. This is an age of politics, war, and learning. Great leaders and orders of knights may emerge frequently during the third age, while cities or whole races may glide from noble to corrupt. Each round in the third age is only a few years long (adjust as necessary for realism).
An Example of Play:
The player have gathered: Alexi, Trever and Bob. They are seated around the map:
Each player rolls two six-sided dice. Bob gets 10, Alexi 5, Trever 9. Bob goes first, and spends nine of his points making a mountain range which seperates a portion of land from the rest of the continent. Alexi spends 3 more points adding some trees along teh souther coast, and Trever passes for the turn, holding his points. Bob marks the changes on the map:
A few turns pass, Bob and Alexi continue to add mountains and forests, while Trever accumulates his points. Finally, after 3 turns, Trever announces that he is going to create a rae, and burns 22 points to create a race of elves which live in the forests Alexi has been creating for the past 3 turns. He spends another 8 points and directs these elves, who decides will call themselves the "High Elves," to build a city name Amberel. Now the map looks like this:
Alexi, distraught because he had intended to introduce his own race into the forest during the second age, begins to save points for a catastrophe... and the game continues!
III - Power
Each player must keep track of their level of power. For the most part, this is a pretty easy task. Each round, all players roll 2d6 and add the sum to their running total power level. Every turn, players may spend these points according to the table below, or they may save them. Saving points is not always a good plan, however. this is where power level gets complicated.
Players who end any round with five or fewer points gain a cumulative +1 point for the next round up to a maximum of +3. Thus, if Bob ended his round with 4 points, he would gain whatever he rolled on 2d6 next turn, +1. If he ended his next round with 4 points, he would get +2 the following round. A player may not exceed +3 per round this way. Over the course of reating a world, this can give a player many more points than his friend who stockpile their power.
Example: During a round in the second age, Bob has 4 points. Het gets +1 point this round for having a low total, and rolls 2d6 for the rest. He gets a 9. His total power is now 14 points. Bob looks at the action chart and decides to spend ten of his points on "Catastrophe" and sends a palgue through one of thegreat elven cities which another player recently founded. The city is now ripe for invasion.
The different powers a player may exercise are set for in the table below. Each power is described afterwards. Remember, many powers 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 you have. If you have saved up 50 points and want to burn them all raising armies, do it. You are gods, after all.
Code:
Power 1A 2A 3A
Shape Land (1area) 3 5 8
Shape Climate (1area) 2 4 6
Create Race 22 6 15
Create Subrace 12 4 10
Command Race** 8 4 3
Command City** 6 4 2
Advance Civilization 10 5 6
Advance City 8 4 5
Purify Civ (+1Align)* 5 3 4
Corrupt Civ (-1Align)* 4 3 3
Purify City (+1Align)* 4 3 3
Corrupt City (-1Align)* 3 2 2
Event 10 7 9
Create Order 8 6 4
Command Order 4 3 2
Create Avatar 10 7 8
Command Avatar 2 1 1
Catastrophe (1Area) 10 10 10
*Only once per target per turn
**Player must have either an Avatar, or an order (sect) present where directions are given (see below)
Shape Land
This power direct the creation, modification, or erosion of mountains, hills, lakes, streams, rivers, forests, jungles, deserts, grasslands, tundra, steppes and other land forms. On the game map, this power allows the creaion of land forms within 1 area. Using this power repeatedly can create whole ranges of mountains, inland seas, or vast wastelands. Use your imagination, and don't forget a few waterfalls. You don't need to take up the whole area if you have a fun idea.
Shape Climate
This power directs weather patterns that are frequent within an area, life fog, rain, snow, sun, heat, cold, sleet, etc. You may wish to create snowy steppes, or hot jungles upon your forests.
Create Race
This power effects the creation of one of teh traditional races for player characters or other classic fantasy races. Races and civilizations are often interchangeable. You may, for example, have more than one race of dwarves, each with its own unique civilization and government. Consider not only humans, elves, dwarves, orcs and trolls, but also dragons, halflings or even leprechauns (at the discretion of the game master). Non-traditional races may cost double. Players may also pool points to create any race. Each race must be given a starting point in the world where they begin to build their civilization (or lack thereof). Races start either neutral, or aligned +1 good or -1 evil. See: Purify/Corrupt
Create Subrace
This power is used for the creation of splinter groups from an existing race. These must arise in areas roughly adjacent to their ancestors, and may or may not start out getting along with their neighbors/parents. Dark elves, deep dwarves, human pirates and the like are the subject of this power.
Command Race
By this power, the priests of the gods influence a race to action. Cities are founded with this power, but it can be used for just about anything. An immortal must first establish his presence by creating sects within the race begore influencing them via create order. The creator(s) of the race gets this sect automatically. This power may be used for starting wars, founding cities, making alliances, settling territory, etc. Of course, you'll need an army to go to war...
Command City
Here, the god directs one single city to create something. This can be a wonder, wall, school, tower, or the like. Armies too are created with this power, though any given city may only produce one army in a given turn.
Advance City/Civilization
This power causes the City or Civilization to gain expert knowledge of a given science or magic. These might include war magic, healing, warfare, steel, weapon smithing, sailboats, writing, literacy, engineering, architecture, farming or the like. So long as that city/civilization persists, it will always be the greatest in this field.
Purify/Corrupt
Here, gods go about changing general alignment of a civilization/city or a single region/area of landscape by +/- step per turn. Unless the game master or author directs otherwise, there is no limit to how far this can go.
Event
Through this power come the changing of fortunes for an Avatar, Order, City or Civilization. A gold mine may be found, a storm at sea may strike a fleet, an Avatar may escape death, plague, famine, drought may strike or technologies may be lost. These are the great unplanned winds of fortune that blow through the history of the world.
Create Order
By this power, the god creates an order of people within a civilization or race. These may include thieves' guilds, religious sects (see command race), orders of knights, bands of brigands, pirate ships, etc. These orders may last indefinitely or be creted for a particular purpose, such as the extermination of a sect or opposing race. It is vital to keep track of who created a given order, as the cost to command them can vary.
Command Order
Through this power, the god makes an order do something. For religious orders or secs, add +10 points if a non-creating player commands them. For other orders, add +5 to the cost if a non-creating player commands them
Create Avatar
Through this power, the god creates a major figure within the history of the world. These may be high preists. dragon wariors, dynasties, or the like. If slain or wiped out, they may be resurrected or reestablished by the creating player for 5 points.
Command Avatar
An avatar can perfome ONE of teh following immortal of Many Mortal actions (such as leading an army) in a turn when commanded.
Immortal actions include: Command City, Create Order, Command Order, Create City, Corrupt/Purify City, Create Race (ONCE), gather an army. Through the use of an avatar, player may for example raise two armies in a turn from teh same city, or execute two commands upon a race.
Catastrophe
By this power, the gods express their wrath. From fiery mountains to the destruction of avatars, the loss of great advancements to the destruction of city walls, this power brings ruin upon them all by whatever clever mechanims the player can imagine (how will you feel when your avatar drowns in a lake of acid?)
IV - Conflict
During the creation of your world, as with all history, there will arise conflicts. Cities will raise armies and march against their heathen neighbors. Avatars will lure whole civilizations to darkness, and the politics of the world will be played out on a grand stage.
In practice, the question will arise, "OK, my Southlanders have raised an army at their capitol city of Cathardia and they march against the great walled city of Port to the west. They intend to wipe out the heathen devils to the last man. What happens next?"
What happens next depends a great deal on what has happened before. Dawn of Worlds relies on great flexibility of during play. In most cases, the answer to question like these is obvious. If a sinle army has been raised to march on the city of Port, and Port itself lies defenseless, the city will be demolished. On the other hand, another player, desperate to save the city, may send a plague through the invading army, or perhaps flood the land between Port and Cathardia and delay the attack long enough to must an army for the defenses.
Also tehre will arise times when the outcome is not clear. Perhaps oth cities have an army, or perhaps one has raised several armies. Many things can affect the outcome of a battle. In the long history of the world, however, the mechanics of a single battle are left to the dice. Conflicts between armies may be resolved as follows:
- Consider each technology that the civilization or race which raised the army owns. For each such technology that might be used in battle (be reasonable here, if you can't agree, vote) assign a +1 bonus to that army. The same applies for an army that enjoys higher ground, a defensive wall or specialized terrain or weather. Cavalry do not fight well in the mud.
- Roll 2d6, adding bonuses. The winning army is victorious, the losing army is either destroyed or scattered.
- In the even multiple armies arrive to do battle, a seperate roll is required for each to determine victory. If a single army wins a battle against one army, but must continue against others, it begins to tire. For each battle after the first, a cumulative -1 penalty is assigned to that army's roll.
As you play out the conflicts in your world, two additional rules come into play. First, it is very difficult to completely wipe out anything. Armies, cities and races all tend to leave survivors. As such, should a player with to completely wipe out any fixture, an army, order, race, subrace or city, he/she must pay the equivalent creation cost. Thus, if Bob wanted to utterly wipe out Port, he would have to command his aries to march upon it, and then pay the cost he would incur commanding a race to found it. In the first age, for example, this would cost 8 points.
V - Make Use of Your World
The newly created world can now be used for RPG games or as a setting for any work of fiction lacking a backstory, history or substantial lore.