Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 11

Author Topic: Essenceborn - A God Game - Turn 7  (Read 14204 times)

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #75 on: July 18, 2011, 02:06:43 pm »

If you put the "Impress with army" and the mere look of our presence as the FIRST step, then we can get away with using no essence.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

BunnyBob77

  • Bay Watcher
  • The Lurkmaster
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #76 on: July 18, 2011, 02:09:22 pm »

Good idea.  That'll save us time for when we meet another more dangerous faction, so we can crush them without wasting soldiers or losing faith due to death.
Logged

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #77 on: July 18, 2011, 02:19:07 pm »

I'm gonna break here and suggest something - teach them/tell them to rely more on agriculture first. They're still nomads, y'know, and can't support large, concentrated populations.

And I'm going to retcon horses or similar beasts-of-burden into existance for them now, because I can't see them carrying their tents on their own backs. >_>
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

UltraValican

  • Bay Watcher
  • The Man aiming to be a Man!
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #78 on: July 18, 2011, 02:20:18 pm »

How much essence dose it take to create new plant life?
I say turn the bear into delcious fruits that they can cultivate and use the gesture as an example of the the "circle of life".
Logged
Would you rather be an Ant in Heaven or a Man in Hell?

BunnyBob77

  • Bay Watcher
  • The Lurkmaster
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #79 on: July 18, 2011, 02:38:12 pm »

How much essence dose it take to create new plant life?
I say turn the bear into delcious fruits that they can cultivate and use the gesture as an example of the the "circle of life".
That could work too.  But if we want to give them plants, we should just magic up a fast growing plant that bears a lot of fruit and can live in extreme conditions without much water.  Then we give it to the nomads and establish a city.
Logged

vagel7

  • Bay Watcher
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #80 on: July 18, 2011, 03:18:41 pm »

I support the creation of the forest sprites.
Logged
That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: Essenceborn - A God Game - Turn 2
« Reply #81 on: July 19, 2011, 06:26:25 am »

Spoiler: Suggestions (click to show/hide)

Armok:

Nuul's vision returns to the Fire Stones, noting with satisfaction the organized training sessions and lessons being held just outside the camp. She finds Arahe addressing a dozen followers and tells him the words to speak through their connection, the wolf on his side. The Prophet does as asked. He explains to his listeners that it serves no purpose to keep the wolves and weapons in such great value. Nothing in the world deserves pointless respect - as their goddess told them, they must take control of and exploit everything, from other people, animals, ideas and everything else.

He also speaks for the need to grow their strenght and numbers and to gather more followers under their banner. Any other goal is secondary. The greater their power, the greater Nuul will be. Arahe seems to put extra emphasis on the last matter, for some reason.

adwarf:

Nuul then returns to her body, overseeing the forest the remnants of the Red Path worshippers fled to. Their numbers have fallen to a mere eight with attacks by wild animals and waning faith. The rest have finally started defending themselves and hunting for food, despite the conflict with Nadani's teachings. Many of them suffer from deep depression as a result, and they've lost their overzealous edge from before. Nuul descends into their midst and reveals herself.

They have many questions, which their goddess has no answers to. They've tried to live in harmony with nature, but animals still flee from there or hunt them down. Many have returned to their old ways or gone back to the camp to beg for forgiveness. Nuul thinks for a while and then tells them they are ready to receive her gift and become something greater than man. The events in the camp and in their exile have been their trials, and the last eight are the only ones to succeed.

This calms them somewhat. How foolish they had been to think themselves abandoned by their goddess! She had simply been testing them, seeing if they were worthy. The followers begged for forgiveness for their doubt. Nuul goes along with all this. Good of them to deceive themselves willingly.

She tells them to be silent, for it is time for them to receive the greatest gift. Nuul weaves together her Essence and the specks contained within them, twisting their entire being to create new life. Their bodies transform, gaining new, graceful forms fillled with bright Essence. She draws into existance a similar aura of calm she used to draw the forest animals from earlier around her, and places one around each Follower. She forges a connection between them and the soil, the trees and everything living inside the woods. The only thing left unaffected are their minds.

While they are still getting used to their wonderful new existance, Nuul moves on. It is time for her greatest work yet.

BunnyBob/Armok:

Nuul travels back to the Two Skulls Tribe, only to find it back on the move again. She follows their tracks back to their camp and spends some time examining blood stains and bear tracks to locate the beast. She hears the thing roaring much before she sees it.

The Two Skulls beast is revealed to be a larger-than-average brown bear, lying on its side in a forest pool, arrows and a stone speartip stuck in its side. Looks like these last victims actually managed to fight back. The thing is dying already. Nuul moves closer, unseen by the simple thing, and heals it with a surge of Essence. The Two Skulls Tribe thought she had abandoned them, which was only partly true. She'd focused on the much more welcoming Fire Stones. It was time to bring them all together.

Nuul rebuilds the bear's mind and leads it out of the forest and after the travelling Two Skulls. Under her guidance it crosses the distance much faster than it normally would, and is at their side before any guard can use their bow. Nuul manifests above them.

'So little faith you had! Did you not consider for a moment my protection could include a test? But I am a merciful god, and am willing to give you a second chance to prove yourself. On the other side of the plains, Arahe Tashkit's people await you.' Nuul proclaims. 'The journey is long, but your old enemy will serve as your guide and protector. Let this be the first lesson - to triumph in this world, you must forsake anger and fear and adopt ruthlessness and intelligence. Do not regard the beast as an enemy. Regard it as a tool to be used.'

Nuul leaves, and the tribe explodes in debate. Those who wish to leave and follow Nuul's command scream and spit insults at those who do not. They come close to coming to blows, but a tribe elder by the name of Laman declares he is taking his family and leaving, and those who wish to do the same should follow him. This results in a split in the tribe, with almost half setting off across the plains towards Arahe's camp.

The goddess lets her vision travel around the region again, marking down the locations of different tribes. She gives these to Arahe through their connection and tells him to merge these into his, with any means he thinks necessary. Arahe reassures her that they will not forget her teachings. She also tells them how to eventually make materials such as bronze or copper from the ores of the earth.

Water Runner Tribe:

The Water Runner tribesmen have been trying to complete their divine task to the best of their advantage, but the lack of details and further manifestations of their goddess, many have lost faith in the mission. They visited the camp of the Dust Wolves Tribe, who took two of their women captive and drove them away without listening to their cause. They want vengeance, and are most likely expecting Nuul to help them with it.

Fire Stone Tribe:

Arahe sends messengers to the three tribes that rejected Nuul earlier in favor of the dead spirits, sweet-talking the first two into talks. The third, the Snow Tribe, however, executes the messengers and dumps their bodies into the river for daring to worship a false goddess. Once the bodies are found, the Fire Stone tribesmen react with outrage. Arahe calms them, reminding them of Nuul's words and suppressing their emotions in favor of cold logic. Despite their obvious military advantage, an attack on the Snow Tribe would result in unneeded casualties.

Despite this, some young warriors head to the Snow Tribe camp alone and die in vain in suicidal attacks. A bronze axe and suit of armor fall into the hands of the Snow Tribe. When the warriors don't return, Arahe suspects the worst and acts fast. He quickly convinces the elders of the two other tribes to join the Fire Stones with a mix of military threats and well-crafted lies and diplomacy. An alliance is forged between the three tribes, and even though actually converting them to worshipping Nuul won't be easy or quick, the seeds have been sown.

The silver-tongued Arahe flares up old disputes and reminds the elders of old conflicts, waking the bloodlust inside them. By the end of the week, a horde of armed tribesmen is on the way to the Snow Tribe camp. The Snow Tribe sends its elders to negotiate, but Arahe can see the bloodlust in the eyes of the other two tribes, and knows he cannot let the Snow Tribe go free if he wants to keep the other two tribes.

The battle doesn't take long. The camp is burned and looted, and those who survive are enslaved and scattered around the Three Tribes.

---
Turn 3 Events

Nuul teaches the Fire Stones once more through Arahe's mouth.

Most of the Red Path followers lose faith or are killed by wild beasts. - 10 Followers Lost.

Nuul turns the eight remaining Red Path followers into Forest Sprites. - 580 Divine Essence Lost.

Nuul tames the Two Skulls beast and gifts it to them, ordering them to join Arahe's tribe across the plains. - 30 Divine Essence Lost. 44 Followers Gained.

The Water Runner Tribe loses followers to loss of faith and a hostile tribe. - 4 Followers Lost.

The Fire Stone Tribe start their expansion and unification. Arahe forges alliances with two other tribes and crushes the hostile Snow Tribe. - 5 Followers Lost. 2 Followers Gained.

---
Godly Power
Divine Essence Gained - 615¤
Divine Essence Lost - 610¤

Remaining Divine Essence - 260¤ (+885¤ next turn)

The Faithful
Spoiler: Prophets (click to show/hide)
Followers - 8 (Forest Sprites), 27 (Water Runner Tribe), 78 (Fire Stone Tribe), 44 (Two Skulls Tribe)

The Religion
Spoiler: Nuul the Wise (click to show/hide)
Spoiler: Minor Aspects (click to show/hide)
Spoiler: Traditions (click to show/hide)
Spoiler: Pantheon (click to show/hide)

---

I don't get why Armok wants to make the Fire Stones less reliant on Nuul. His Xanatos Gambit sure must be ingenious.

UltraValican, I didn't use your 'make bear into divine fruit/crop' yet because I thought it would fit in better after the bear and the Two Skulls followers arrived at the Fire Stones camp. Unless you don't wanna/something makes that unnecessary, I'll use it in the next turn, when they arrive.
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #82 on: July 19, 2011, 07:10:05 am »

(the greatest part of the xantos gambit can be summed up with the metaphor: a powerful friend being more useful than a weak slave.

Love the direction this is going by the way)

Teach that just as their goddess tests her followers in fire, so much they test each other before delegating boons or responsibilities, and most importantly they must constantly test themselves to become stronger and prove their worth. Of the greatest test, to invent it and commit to it yourself is a great part.

Also, I have a few ideas for artefacts we could make:

* The spores of a fungus that similar to yeast can be grown in large tanks. Growing it in these tanks is a disgusting, backbreaking labour, and then a long distilling process to extract a single drop of elixir from many tons of slosh, each such drop in total taking many years to produce. The elixir can then be used as an ink or perfume of wondrous properties, as anything written in it will sound reasonable and pleasant, and the ability of the reader to think critically will be entirely disabled. beware, however, as the one writing is not immune to it's effects and may end up believing his own lies.

* A nut for a tree, slow growing but bearing fruit even as a sapling and able to thrive in the harshest environments. A single of it's small grey nuts, ground and mixed with somehting for substance such as bark or pain rice, contain all the nutrition a man needs for a day to stay as healthy and strong as any carefully balanced diet, and can even counteract overeating to some degree. However, it's taste is very bitter and can not be hid. It dulls pain, but also joy and all other emotion.

* The mirror of truth. In plain grey rectangle, you can see your every flaw and weakness reflected and clear as day, and you can never look away or forget until the flaw has been removed.

Edit: to clarify, each of these would be ~1000 essence, so we can't make more than one this turn. I'm leaving it up to others which one if any.

Also, I further suggest that we should have some of the following things symbolicaly associated with us: The colour grey, cubes, alloys, sharp illumination from a single source, stair shapes.
« Last Edit: July 19, 2011, 07:30:41 am by Armok »
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

BunnyBob77

  • Bay Watcher
  • The Lurkmaster
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #83 on: July 19, 2011, 08:47:12 am »

Forget losing followers to the other tribes, just mind control them into believing they worship you and always have.  If they resist, give arahe the ability to use magic or shoot fireballs at the cost of divine essence, and have him level the camp with the help of a few warriors.  Begin slowly increasing the intelligence of our followers so that we'll be able to get advanced technology faster.
Armok, I like the ideas for artifacts except for the ink or perfume idea.  It would make our followers unhappy to have to produce it, it would take a massive amount of time, and it would deceive the person writing in it too.  If we go one first, I suggest the nut.  It would be perfect for armies on a long march, as we could grow it in an orchard somewhere else and take a bunch with us on a long campaign.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #84 on: July 19, 2011, 09:07:04 am »

I vote against Bunnys ideas.

Also *all* of those artefacts have inbuilt tests that requires a price of unhappiness for their use, and creating the spore to somehting then growing a lot and distilling it should give us something a LOT more potent than if we just created it directly.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

BunnyBob77

  • Bay Watcher
  • The Lurkmaster
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #85 on: July 19, 2011, 09:31:19 am »

I vote against Bunnys ideas.

Also *all* of those artefacts have inbuilt tests that requires a price of unhappiness for their use, and creating the spore to somehting then growing a lot and distilling it should give us something a LOT more potent than if we just created it directly.
But, for the spore, as you described, we would be spending 10 or so years of difficult labor to get a small amount ink of perfume that would also cause the user to be easily deceived.  I was thinking that we could use the mirror against our enemies, and I said why we could use the nut.
Okay then, new idea for tackling the enemy tribes.  We start by sending one of the forest sprites to them for the calming ability, perhaps use our power to magnify it.  Then  we summon a large feast, and ask for a stop in the fighting, and say that all they have done will be forgotten if they agree to worship us.  How does that sound?
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #86 on: July 19, 2011, 09:39:03 am »

We should try with mundane methods before using essence.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

BunnyBob77

  • Bay Watcher
  • The Lurkmaster
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #87 on: July 19, 2011, 09:41:08 am »

We tried that, and they killed our messenger and some young warriors who rushed in.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #88 on: July 19, 2011, 09:55:03 am »

from an in character POV, the warriors deserved it and made made the tribe stronger by dieing. Either way, we shouldn't spoil our subject; let each one who can come up with plans for conversion and try them, promise a reward.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Iituem

  • Bay Watcher
    • View Profile
Re: Essenceborn - A God Game - Turn 3
« Reply #89 on: July 19, 2011, 12:44:08 pm »

(the greatest part of the xantos gambit can be summed up with the metaphor: a powerful friend being more useful than a weak slave.

Powerful friends might be more useful than weak slaves.  They will be more dangerous.  Tread carefully, as the more independent they are the more we can expect Nuul's prophet to start making sh-t up.
Logged
Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
Pages: 1 ... 4 5 [6] 7 8 ... 11