Civilization 7: Bronze Age: Stage Complete!

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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.04)

Post by Aegis J Hyena » Mon Apr 20, 2015 8:44 pm

Alright, working on the post shortly, should be up in an hour or two. I'll probably be doing each one at midnight now until the stage is cleared.
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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.04)

Post by Aegis J Hyena » Mon Apr 20, 2015 9:38 pm

Our Story So Far...
999.05; 11 Months To Go
Last Population Increase in 1000.01 (2d6+4 roll returns 1+3+4 = 8)


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Theemo becoming a Superior Mind or UnEarthen: 7/84

Counterfetishing against the Mindwalkers: 26
Refining Chuwu's Goddamn Critical: 37 = 37/600
Zolt's Preventive Reinforcenemnt: 67

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Neutral, possibly Neutral Evil (have moved south out of range)
The Blackness (Evil spirit force): Enemy of all that is in the material world 80% Dealt With
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (3 Standard Actions, 1 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (1 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (10 Standard Actions, 1 Finest Hour) I don't think we've heard from him in a long long time, have we?
Eelem (D34lock) {Streamliner, Diviner} (1 Standard Actions, 0 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (3 Standard Actions, 2 Finest Hour)
Golvark (Moose) {Ranger} (5 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (0 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (0 Standard Actions, 1 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (9 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Inactive (+20 bonus will continue through this stage)

Carpacio (Chuck) {Arcanist} (2 Standard Actions, 0 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
(Locked by Chuwu) Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
(Locked by Chuwu) Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
(Locked by Chuwu) Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
(Locked by Chuwu) The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
(Locked by Chuwu) If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.

Any knowledge locked by Chuwu is only usable by his permission until he unlocks it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population 432 (30% + 2d10% returns 33% +25% = 58%, or 297) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 190 Drones (+124 Chartosh Drones), 200 Strong Eyes, 42 Streamline Drones, 1 "Missing" Katha (Theemo)

Rocky Badlands Clan: 385 (+200) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 176 Strong Eyes)

Draconic Cavern Clan: 429 (+200) (7 Superior Minds, 1 Mother Mind, 200 Drones, 21 Streamliners, 200 Strong Eyes)[/tabs]

With this month being a birth month, the population boom makes an exodus neccessary. 200 Katha go to both the Rocky Badlands and Draconic Caverns to bolster their numbers and other locations are looked at for an eventual spread of the Katha civilization. It's a quiet month other than the species exodus; while Theemo still slinks around the Holy Ground (watched by Chartosh's drones at almost all times, the word from the Rocky Badlands is that both the dwarves and the mind flayers have entered a period of rest. The dwarves have retreated for resupply, while the mind flayers have retreated to rebuild what the dwarves destroyed. They're "on the run", but they're not going to give up until one or the other is eliminated. They sent spies to find out what they were up to regarding their soon-to-be-operational floating city, and it looks like the mind flayers're building Gates of their own in order to recover the power they've lost.

You've set up counterfetishes for the Blackness + Mist combination. While flimsy, they'll serve as a delaying tactic while you position your now-very-superior-numbers in place for the kill, and there are lots within the collective hiveminds that wonder why you don't war / stomp out both Talking stone and Mindwalker alike. If you threw your -entire- force at one or the other you might exterminate them pretty surehandedly (well, the dwarves recover easier, but still...)

Work begins on Chuwu's portals. It's something that requires a lot of focus, but since your population numbers almost in the thousands now, and Chartosh can use Glotch's connection to "filter" mind threads (based on Zolt's work) Chuwu can continue to do things he wants. The gates are set with three "energy fields" (one, a ley line braid, one a mind-separator, and one a mental kicker) so that anyone passing through the fields will usually get their mind kicked to another body within range (at the point of exit). Finally, Zolt works hard on shoring up the hivemind connections so that the mishap they experienced a couple months ago cannot be repeated (this will actually have an effect on the next stage). It's not 100% foolproof, but most if not all the immediate critical holes have been plugged (and lures left for the Mindwalkers in case they decide to get fiesty).

Storyline: Holier Than Thou

POP.

Not-Andersandria has emerged from the Positive Energy Blister. Like an over-inflated pie, the blister bursts and the moment the soul and body emerge, Carpacio and several other Katha shamans move to control it by attaching it to a ley line bound to the golem. Over time the body the soul inhabits begins taking form, that of a nine foot tall Katha with purple, gold and orange blaze-markings all over it. The Superior Minds, led by Carpacio and assisted by Chartosh, begin feeding it Katha culture on a subconscious level, making it loyal to the species first (then "high shamans of the Katha" then individual Katha themselves).

It takes several days, but the process goes off without further problems (and Theemo is too awed to interfere and attempt to steal the soul for himself) and you now have an Avatar of the Katha that will defend you to the death (damage it inflicts is Holy in nature and has to be healed naturally). It looks up to Carpacio like an innocent five year old, and Carpacio is going to have his manipulators full trying to teach it the difference between good and evil. If you've read the story "Digger", by Ursula Vernon, its personality is that of the Shadowchild "Not-Andersandria" is not a good name, however, so if you can think of a name for this new being, I'm all ears.

At the last second, Theemo comes forward with a scout report. The Telsen'ari are returning north and they've taken on a warlike attitude (war banners, war drums, metal armor with scorpion tails, the works). It looks like they fell to the Blackness, but instead of dying, they dealt with the devil and joined forces.

WILL YOU...

A) Introduce Not-Andersandria to Glotch and see how the two interact?
B) Focus on bolstering the counterfetishes?
C) Send a (heavy) escort towards the oncoming Telsen'ari?
D) The ground is still Holy Ground where the Positive Blister was. Build a "lair" or structure on it that can be defended?
E) Focus on teaching the new Avatar of The Katha about the Katha and reality as you know it?
F) Send scouts to the other locations you've scouted before, in order to keep the population controlled?
G) Let Theemo return to the hivemind, or punish him instead?
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Arch Lich Burns
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Re: Civilization 7: Bronze Age (999.04)

Post by Arch Lich Burns » Mon Apr 20, 2015 10:18 pm

C, d, e

Fh: Xiu's interest in the new divine katha makes xim curiously go near it. To study it. If it is willing, xiu mutates her to have a copy of his damage reduction mutation.


What about.... Nesima

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ChuckDaRighteous
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Re: Civilization 7: Bronze Age (999.04)

Post by ChuckDaRighteous » Mon Apr 20, 2015 10:41 pm

b,d,e

I'd be fine with keeping it Andersandria. Or possibly Airdnasredna.
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Re: Civilization 7: Bronze Age (999.04)

Post by Nolandking » Mon Apr 20, 2015 11:17 pm

C,D,E

FH: Mongao spend some of his time bonding with the Avatar of The Katha being kind of like a champion/protector. He also helps teaching the Avatar but add a little fun to it (there no fun in being teach just by studious Kathas aka shaman after all o:) )

ps damit Aegis now am going to waste my week reading the web comic of Digger now
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: Civilization 7: Bronze Age (998.07)

Post by Patdragon » Tue Apr 21, 2015 4:17 am

► Show Spoiler
A)
B) 1 (Chuck)
C) 3 (Burns, Noland, Pat)
D) 4 (Burns,Chuck, Noland, Pat)
E) 4 (Burns, Chuck, Noland, Pat)
F)
G)

As for a name for our avatar....Kathsandria
► Show Spoiler
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- Karn, Silver golem

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BadgeAddict
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Re: Civilization 7: Bronze Age (998.07)

Post by BadgeAddict » Tue Apr 21, 2015 4:49 am

► Show Spoiler
A)
B) 1 (Chuck)
C) 4 (Burns, Noland, Pat, Badge)
D) 5 (Burns,Chuck, Noland, Pat, Badge)
E) 5 (Burns, Chuck, Noland, Pat, Badge)
F)
G)

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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.04)

Post by Aegis J Hyena » Tue Apr 21, 2015 7:25 am

Nolandking wrote:ps damit Aegis now am going to waste my week reading the web comic of Digger now
Your time will not be wasted.
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Re: Civilization 7: Bronze Age (999.04)

Post by Patdragon » Tue Apr 21, 2015 7:39 am

SA- Chuwu will go round bolstering the counter fetishes himself
► Show Spoiler
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ChuckDaRighteous
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Re: Civilization 7: Bronze Age (999.04)

Post by ChuckDaRighteous » Tue Apr 21, 2015 11:53 am

I've been reading the comic to find out about this shadow child . I'm laughing my ass off. Then I realize you inflicted this upon me and start to cry.
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Re: Civilization 7: Bronze Age (999.04)

Post by D34dlock » Tue Apr 21, 2015 1:44 pm

D,E,F
I'm still reading shifters.

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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.04)

Post by Aegis J Hyena » Tue Apr 21, 2015 4:51 pm

ChuckDaRighteous wrote:I've been reading the comic to find out about this shadow child . I'm laughing my ass off. Then I realize you inflicted this upon me and start to cry.
o:)

It's supposed to be more fluff than anything, mostly because I can't pull off that kind of naive-ness without sounding like a massive troll. So I'm probably not going to play -too- much into it, if at all.

Digger's an -excellent- story.
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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.04)

Post by Aegis J Hyena » Tue Apr 21, 2015 9:52 pm

Our Story So Far...
999.06; 10 Months To Go
1 SA Regenerated
Last Population Increase in 1000.01 (2d6+4 roll returns 1+3+4 = 8)


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Theemo becoming a Superior Mind or UnEarthen: 13/63
Refining Chuwu's Goddamn Critical: 63 + 37 (last month's roll) = 100/600

Xiu's Mutationing: 82
Mutation Roll (85+): 56 +5 (Karthesis plant) +7 (Ember Emeralds) +10 (Pillars/Snarl): 78 (Closest ever!)
Beneficial Mutation (50+): 35 +20 (Using all possible defenses to ward off negatives) +35 (mostly immune to negative mutations) = 90
Mutation: Heal touch, but caster drained of nearly all powers for three days

Mongao's Training: 74
Chuwu's Counterfetishes Bolstering: 72

Visiting the Incoming Telsen'ari: 33
Building a new Lair: 51
Teaching *mashes keyboard for a name* Mardoa about the Katha: 91

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Neutral, possibly Neutral Evil (have moved south out of range)
The Blackness (Evil spirit force): Enemy of all that is in the material world 80% Dealt With
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (4 Standard Actions, 1 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (2 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (11 Standard Actions, 0 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (2 Standard Actions, 0 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (3 Standard Actions, 2 Finest Hour)
Golvark (Moose) {Ranger} (4 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (1 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (1 Standard Actions, 0 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (10 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Inactive (+20 bonus will continue through this stage)

Carpacio (Chuck) {Arcanist} (3 Standard Actions, 0 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
(Locked by Chuwu) Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
(Locked by Chuwu) Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
(Locked by Chuwu) Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
(Locked by Chuwu) The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
(Locked by Chuwu) If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.

Any knowledge locked by Chuwu is only usable by his permission until he unlocks it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population 432 (30% + 2d10% returns 33% +25% = 58%, or 297) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 190 Drones (+124 Chartosh Drones), 200 Strong Eyes, 42 Streamline Drones, 1 "Missing" Katha (Theemo)

Rocky Badlands Clan: 385 (+200) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 176 Strong Eyes)

Draconic Cavern Clan: 429 (+200) (7 Superior Minds, 1 Mother Mind, 200 Drones, 21 Streamliners, 200 Strong Eyes)[/tabs]

The Mindwalkers are fighting back, entering into pacts with demons from the Obsidian Scar AND creatures from the Plane of the Eternal Sewer. If they can't think them out, they'll poison them out (dwarves being poisoned... ha, that's a funny one). They've summoned three dozen Poison Elementals (corrupted water) to poison the dwarves' own water supplies the same way the dwarves did to them, and while the effects are not immediate, the dwarves are beginning to see a breakdown in their chain of command when their commanders get unexplained migraines. It's enough to halt the dwarves and allow the Mindwalkers to get a good foothold in the Rocky Badlands as they begin to retake ground. The Mindwalkers have wisely pulled back from bothering you, as they don't have the numbers to risk a war with someone whose mental network spans an entire species rather than just individual groups.

Meanwhile, as they advance against the dwarves and ignore you, Xiu attempts to add a positive mutation to the new Avatar, which has come to call itself Mardoa. The attempted "copycat" mutation fails due to the Avatar's very nature, but as it is immune to most (mortal) negative mutations, it does get a mutation either way. It can now Heal with a touch of its manipulators, but doing so drains it of all its powers for a few days, reducing it to a mortal (inert) husk that appears dead to those without magical means to see the truth. Mongao puts forth his best effort, training Mardoa as the Guardian Of The Species while others train it in the ways of the hivemind, a task with which Mardoa takes to with reckless, overeager innocence. Carpacio, in combination with Eelem, Chuwu and Chirp, has come to understand that Mardoa is going to be a very bright spot in the eyes of the divine (meaning there will almost always be -something- coming to investigate it) and that where Carpacio could stick to the mortal realm, Mardoa could deal with the various gods and goddesses that are beginning to rise (I'm ending Holier Than Thou early since the Telsen'ari are making a return).

One thing is interesting about Mardoa. It seems that it lives by consuming "shadows of light". Any shadows thrown forth by a torch, for example, would be valid food for the Avatar. However, it gets the most power from consuming "living shadows"... namely, the light that exists in each Katha. That's right, it eats souls. The mental light provided by such a huge hivemind, however, is more than enough to sate it, and it doesn't even have to kill any Katha to be fed. However, if the hivemind were to be tainted, poisoned, or damaged somehow (everyone looks at Zolt obnoxiously), the effect would filter to Mardoa and taint or corrupt her. You spend time in the meantime constructing a "wealthy home" for her, an iron-studded "dome" over the Holy Ground so she always has a place to return to in order to recharge.

Storyline: Telsen'ari II: Electric Taur-A-Roo

The Telsen'ari have sent scouts north into Katha lands, but they won't reach your areas for a good two or three months yet. They've most definitely "bonded" with the Blackness, although you don't see any sign of the Mist. Most of the warriors of the Telsen'ari have grown a little bigger than you last remember them, armored head to toe in what looks like "scorpion suits" with tails made of a black mineral you can't identify. You really hope that's not solidified Blackness, because if it is, what they sting, they control or corrupt. It looks like the path they've taken has withered under their feet, and as your own scouts get closer they begin to see that the Blackness has mutated them in multiple disgusting ways. Most of the mutations seem to follow a theme of poison and disease.

They are not totally mindless, however, and have set up a point where the best of yours can deal with the best of theirs in single combat, setting up a challenge. You're pretty sure that they don't have any intention of honoring such an agreement, though. While strong physically, their minds are open books (though most of the Katha are too horrified to attempt to look, afraid that any mental mutations might infect the hivemind). Their own "champion" is a floating tentacled eyeball about eight feet in diameter with electricity arcing between the tentacles.

WILL YOU...

A) Introduce Mardoa to Glotch and see how the two interact?
B) Go on the defense, pulling back to let the Telsen'ari advance (then Golem-slap them in a pincer trap using superior numbers)?
C) Request aid from the Talking Stones ("If we fall, you're next!")
D) Research a way to free the Telsen'ari from the Blackness? It doesn't look possible, but it can't be ruled out.
E) Send Mardoa against this "eyeball" thing in a winner-take-all battle, hoping Mardoa's performance scares the Telsen'ari enough to delay them?
F) Send scouts to the other locations you've scouted before, in order to keep the population controlled?
G) Let Theemo return to the hivemind, or punish him instead? If you don't this turn, he's running, wanting no part of the Telsen'ari.
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Arch Lich Burns
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Re: Civilization 7: Bronze Age (999.06)

Post by Arch Lich Burns » Tue Apr 21, 2015 10:04 pm

b, D, G (punish)


...must resist trying to make demi gods...must resist...

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ChuckDaRighteous
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Re: Civilization 7: Bronze Age (999.04)

Post by ChuckDaRighteous » Tue Apr 21, 2015 10:56 pm

Aegis J Hyena wrote:Digger's an -excellent- story.
Yep. Unfortunately too short. I'm left wanting more. Then again its better than those the circle the drain and slowly go from good to bad as the author tries to drag it on. Better to be left wanting more than hate what its become. Anyways your inspiration really became apparent this turn.
Arch Lich Burns wrote:...must resist trying to make demi gods...must resist...
I had the same compulsion. I just see no reason to resist it. Except for the fact that Aegis would likely twist it to end up being like Lloth. Why do I keep suggesting these things? Aegis is evil enough without me giving him ideas.

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Re: Civilization 7: Bronze Age (999.06)

Post by D34dlock » Wed Apr 22, 2015 4:39 am

B,D,F
I'm still reading shifters.

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Patdragon
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Re: Civilization 7: Bronze Age (998.07)

Post by Patdragon » Wed Apr 22, 2015 6:16 am

► Show Spoiler
A)
B) 4(Burns, Chuck,Lock, Pat, )
C)
D) 4 (Burns,Chuck, Lock, Pat) (making sure Eleem and Chirp help with resserch for the bonuses)
E) 1 (Pat)
F) 1 (Lock)
G) 2 (Burns, Chuck)
-Punish 1 (Burns)
-Return
- unknown 1 (Chuck)
Last edited by Patdragon on Wed Apr 22, 2015 7:04 am, edited 2 times in total.
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Re: Civilization 7: Bronze Age (998.07)

Post by BadgeAddict » Wed Apr 22, 2015 6:33 am

► Show Spoiler
A)
B) 5 (Burns, Chuck,Lock, Pat, Badge, )
C)
D) 5 (Burns,Chuck, Lock, Pat, Badge, )
E) 1 (Pat)
F) 2 (Lock, Badge)
G) 2 (Burns, Chuck)
-Punish 1 (Burns)
-Return
- unknown 1 (Chuck)

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Re: Civilization 7: Bronze Age (999.06)

Post by Nolandking » Wed Apr 22, 2015 4:04 pm

A)
B) 6 (Burns, Chuck,Lock, Pat, Badge,Nolandking)
C)
D) 6 (Burns,Chuck, Lock, Pat, Badge, Nolandking)
E) 1 (Pat)
F) 3 (Lock, Badge, Nolandking)
G) 2 (Burns, Chuck)
-Punish 1 (Burns)
-Return
- unknown 1 (Chuck)

SA: Mongao ready his armor for the defensive battle with the Telsen'ari ready to fight his hardest to make sure the Telsen'ari know the meaning of pain. (Mongao be coming down on these guys like a cave-in when the battle starts >:D )
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: Civilization 7: Bronze Age (999.06)

Post by Aegis J Hyena » Wed Apr 22, 2015 4:29 pm

Just a heads up. The Pit Of A Thousand Skulls (A GALQuest I've been wanting to do since last year) is next to come up over in the Gobl'inn. I MAY take a break from Civ 7 once this stage ends next week in order to focus on that.
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Re: Civilization 7: Bronze Age (999.06)

Post by Aegis J Hyena » Wed Apr 22, 2015 10:34 pm

Our Story So Far...
999.07; 9 Months To Go
Last Population Increase in 1000.01


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Theemo becoming a Superior Mind or UnEarthen: 23/90
Refining Chuwu's Goddamn Critical: 27 + 100 (last month's roll) = 127/600

Theemo Attempts to Flee: 80 (Escapes, to become a threat in the next Stage)

Pincering the Black Telsen'ari: 84
Researching Telsen'ari Freedom: 40 + 30 (Research bonuses) = 70/580
Scouting Other Locations: 68

Mongao Leading The Charge: 4 (shit!)

Telsenari Strike I: 77, 54, 52 = 183
Telsenari Strike II: 32, 84, 25 = 141

Katha Fight Back I: 23, 21, 68 +42 (Pincer Attack) + 2 (Mongao's Leadership) = 156
Katha Fight Back II: 29, 84, 95 (Critical!) +42 (Pincer Attack) + 2 (Mongao's Leadership) = 252

Net result: Mongao is captured in an ambush, but the Katha get pissed and "capture" him right back. The Telsen'ari know where Mardoa lives and they're focusing their power there.

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Neutral, possibly Neutral Evil (have moved south out of range)
The Blackness (Evil spirit force): Enemy of all that is in the material world 80% Dealt With
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (4 Standard Actions, 1 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (2 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (10 Standard Actions, 0 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (2 Standard Actions, 0 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (3 Standard Actions, 2 Finest Hour)
Golvark (Moose) {Ranger} (4 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (1 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (1 Standard Actions, 0 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (10 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Inactive (+20 bonus will continue through this stage)

Carpacio (Chuck) {Arcanist} (3 Standard Actions, 0 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
(Locked by Chuwu) Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
(Locked by Chuwu) Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
(Locked by Chuwu) Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
(Locked by Chuwu) The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
(Locked by Chuwu) If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.

Any knowledge locked by Chuwu is only usable by his permission until he unlocks it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population 432 (-41) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 169 Drones (+124 Chartosh Drones), 180 Strong Eyes, 42 Streamline Drones, 1 "Missing" Katha (Theemo)

Rocky Badlands Clan: 385 (+200) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 176 Strong Eyes)

Draconic Cavern Clan: 429 (+200) (7 Superior Minds, 1 Mother Mind, 200 Drones, 21 Streamliners, 200 Strong Eyes)[/tabs]

Theemo escapes (though I'll still roll to see if he transforms each month; if he does become a Superior Mind, he will be a greater threat than he wouldn't be) and is out of the story for this stage's endgames. Work continues on Chuwu's portalology but it will be a while before any new breakthroughs are made, and while that goes on, the Rocky Badlands clan and the Draconic Cavern clan seem to be... diverging. The Draconic Cavern Clan seem to be favoring the arcane more while the Rocky Badlands are weathering things out by sheer willpower (like the dwarves), bringing forth better shamans and warriors. The philosophies are beginning to deviate in such a way that they cannot co-exist, but both clans have a rally point in both Carpacio and Mardoa. No clan wants to piss off either of them, and they have bigger problems to worry about than each other. The counterfetishing seems to be working to slow the Mindwalker advance toward the Talking Stones, but the mind flayers are really beginning to overwhelm them. Soon counterfetishes will not work and if they decide that the Rocky Badlands clan is now weak, they will attack them as well as the dwarves.

Scouting the last two locations reveals that the forest on the far left that is surrounded by hills is indeed meat poor (it was the Withermaw's hunting grounds) but given your population and Grounk's herbology it shouldn't be a problem. On the other hand the lake next to the Rocky Badlands is both meat and resource poor; the dwarves got to it before you did. Your resources suggest that you can tough it out for another year or two before needing to split for sure again.

Then one of the scouts comes in with a report of another race having secret meetings with the Talking Stones. Said race does not see the dwarves as divine royalty or anything like that... which is damn strange, because the race in question is another sect of Muial'ki! It's a small group, maybe one hundred or so separated ever since the extinction war... but there are still some here. They appear to be preparing a surprise for the Mindwalkers. They're not elites either, just the usual overzealous winged sheep with bigger mauls.

Storyline: Telsen'ari II: Electric Taur-A-Roo

The Telsen'ari attack, with the tentacled eyeball leading the charge. Mongao and some of his finest are there to meet them head on, and over the course of several days the battle goes back and forth in a series of fits and starts. The eyeball seems to deal immense damage simply through contact, rendering armor ineffective. The dark shamans of the Telsen'ari are blasting every Katha they can see, although they seem to be taking prisoners where they can. They're not stupid and figure you'd try tactics to outsmart them, so they use the giant eyeball to serve as a massive Clairvoyance focus... taking a trick from your own species! They know they're heading into a pincer trap, but they're not afraid. Sure enough, where the Telsen'ari fall, the Blackness animates them into zombies, far more dangerous than when they were alive! When these zombies hit the Katha the result is a variety of diseases (think Nurgle) and the order is given to fall back before the pincer is triggered.

Then Mongao leads a "bait charge" to get the Telsenari to strike at a "weakened flank" to trigger the pincer... and gets caught in a pincer attack of their own! The Telsen'ari laid a trap of Blackness covered by roots and twigs and leaves and sand; when Mongao's troops pridefully charged over it confident in their skills, it folded up and in, forming a net of Blackness that trapped Mongao and his troops. That pincer cost the lives of almost everyone but Mongao when the Blackness absorbed every inch of life from the Katha trapped within, but spotters from further back warned Carpacio and the golem came running. Carpacio tore the net apart piece by piece, rescuing Mongao (badly injured). As Katha "medics" bolster Mongao with streamliner data to keep his mind going and help him retire from the battlefield so he can recover, Carpacio stomps out the now-animated shells of the former Katha.

The shamans of the Telsen'ari are blasting the golem with beams of darkness and shadow, some focused through the giant eyeball. As shadow / unholy is an "element", it has no effect on the golem, and Carpacio counters by using the mouth-trunks of the golem to seize the eyeball. It discharges an immense jolt of electricity that is powerful enough for the golem to feel, and the golem is knocked into a sitting position. Carpacio strikes out at the eyeball, but only ends up batting it around; the golem isn't doing any damage to it. The Telsen'ari have detected the Holy Ground and the Blackness is making a BEELINE for Mardoa's place of relaxation.

WILL YOU...

A) Contact the Muial'ki, telling them of a bigger god that needs smashing (the Telsen'ari) for glory?
B) Focus down the Telsen'ari warriors (at great cost of life) figuring the battle of attrition is in your favor?
C) Have Mardoa focus on the Telsen'ari, bringing her full power to bear?
D) Have the golem act injured from the darkness beams of the Telsen'ari shamans, lulling them into security?
E) Send Mardoa against this "eyeball" thing? The golem just bats it around with physical attacks, doing no damage.
F) Focus on the research that will free the Telsen'ari? It looks like they made their pacts willingly though...
G) Retreat to Pillar Mountain, letting the Telsen'ari advance (a homeland combat bonus)?
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ChuckDaRighteous
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Re: Civilization 7: Bronze Age (999.07)

Post by ChuckDaRighteous » Wed Apr 22, 2015 11:03 pm

How rude of the Telsen'ari to take up all the options.

D,E,F

If E wins: SA: Carpacio will keep the Telsen'ari off of Mardoa while she engages the eyeball, so she can focus her whole attention on it.
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Re: Civilization 7: Bronze Age (998.07)

Post by Patdragon » Wed Apr 22, 2015 11:16 pm

► Show Spoiler
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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Re: Civilization 7: Bronze Age (998.07)

Post by GathersIngredients » Thu Apr 23, 2015 4:52 am

► Show Spoiler
A) 1 (Gathers)
B)
C)
D) 3 (Chuck, Pat, Gathers)
E) 3 (Chuck, Pat, Gathers)
F) 2 (Chuck, Pat)
G)
SA- Chuwu remembers that before the mist and the blackness became separate entities they used to just be called power.
So he scours the battle grounds between the Illithids and the dwarves so he can find some mist. Then he can experiments away from the rest of the katha in case it goes wrong and tries to join the two back together into pure power. As it was destroy by decay, he uses whatever triple braids he deems useful to counter decay when/if he can rejoin it.
- This can be added to the research if it a dead end, almost tempted to make it a FH.
Coming out of a stupor, wherein xe dreamed of foreign worlds and stange beings, Chirp decides to help Chuwu in their attempts with a finest hour.

OOC: I'm not even sure I know enough to make educated decisions, but getting allies in a fight, feigning injury and splitting their forces/stopping them from teaming up are all sound tactics.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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Arch Lich Burns
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Re: Civilization 7: Bronze Age (999.07)

Post by Arch Lich Burns » Thu Apr 23, 2015 6:58 am

Sa: xiu follows Teemo, focused on tracking him down before he becomes a greater threat, not trusting of the seperation or his apparent 'honor'. When he is close enough he uses emerald crystals to force Teemo to become physically unearthen.

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