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Author Topic: Essenceborn - A God Game - Turn 7  (Read 23847 times)

Armok

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Re: Essenceborn - A God Game - Turn 3
« Reply #90 on: July 19, 2011, 12:50:55 pm »

Well, we'd better simply make it clear that'll not be tolerated. Hmm, maybe an artefact that verifies that it is truly our word that he can't fake would be proper.
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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 3
« Reply #91 on: July 21, 2011, 03:52:46 am »

Spoiler: Suggestions (click to show/hide)

Armok:

Nuul decides to manifest directly this time, speaking about the need to prove yourself worthy, to her and to other members of the tribe. To become stronger, one must constantly test himself. Arahe seems somewhat frustrated by this, and asks you why do you see fit to repeat what they already know afterwards. They are not fools, and know your teachings.

The goddess also expresses her disappointment at the destruction of the Snow Tribe. It would've been wiser to convert them. She offers a reward to those who succeed in conversion of hostile tribes.

BunnyBob:

Nuul asks her Prophet about the tribes that resist the Fire Stones, but Arahe says the messengers to the next nearby tribes have not returned yet. He seems annoyed by Nuul's plan.

'Do you have so little faith in us, goddess?' Arahe asks. 'How can we follow your teachings if you will not stop holding our hands in every little matter?'

UltraValican:

Nuul's vision moves to the plains, seeing the weary Two Skulls families heading on without any real knowledge of their location. They follow the tireless brown bear, the Fire Stones camp burned into its mind by Nuul's hand. Some of them have died or lost faith while travelling, but now the journey is nearing an end. Nuul returns to her body and speaks to the Fire Stones again.

'Two days travel from here wait a band of my followers. Find them and guide them here, and share my teachings with them. Their journey has been long and arduous, and with it they have proven themselves worthy to join your ranks. Now go! Their camp waits at the end of the plains!'

The Fire Stones do as told, and a few days later, discover the Two Skulls. They are led back to the Fire Stone camp, where Nuul manifests to both tribes once again.

'You have done well and stayed faithful. You have proven yourself worthy.' Nuul starts. 'I gave you the beast as a guide and companion, for it was what you needed at the time. It is no longer needed for that purpose, but do no think for a moment it is useless! Everything can and must be used and exploited. Watch!'

There is a flash of light and the bear is no more. In its place appears a veritable mountain of large, dark seeds. 'A phase of your life is over. You travel from place to place in search of food, or following packs of wild beasts. But no more! From this day on, you shall begin using the very earth around us. I have given you a crop that will withstand even the harshest conditions, but there are many others that you only need to discover and fill the earth with.'

There is general confusion surrounding her words. She speaks quickly to calm them and answer their questions. They know of agriculture, but not of the specifics. It will not be so easy to change one's entire way of living.

Water Runner Tribe:

With no aid from their mistress, most of the Water Runners reject her and attack the Dust Wolves on their own. The few remaining faithful move on, the mission still on their mind.

Forest Sprites:

The Forest Sprites are still getting used to their bodies, but have started working as caretakers of the forest and her animals. They help plants grow with Essence-filled singing, tend to wounded animals and viciously murder any hunter that dares to enter the woods. This has caused some of the Red Path Tribe to begin worshipping Nadani, hoping the Sprites will leave them alone that way.

Arahe's People:

Their numbers swelling with the inclusion Two Skulls families, the Fire Stones feel more confident with the unification. The Two Skulls absorb Nuul's new teachings quickly. Some messengers from the other tribes in the alliance are converted while staying in the Fire Stone camp. Arahe convinces them to stay with them instead of returning to their old families, telling the tribe elders that the messengers were killed by wild animals while on the way.

The next tribes Arahe approaches are the warring Dust Wolves and Lynx Tribe. Instead of trying to fit both into an awkward pact, Arahe speaks to the elders of both tribes himself, spurring them on to war and warning that they need to attack before the others do. The Dust Wolves are more cautious, but the men of the Lynx are completely taken by his words and launch a surprise attack on the Dust Wolves camp. The battle lasts throughout the night and kills many, but in the end, the defending Dust Wolves emerge victorious, if without nearly half of their number. They pursue the fleeing Lynx warriors and burn down their camp, killing or enslaving the tribesmen down to the smallest child.

Arahe returns to the Dust Wolves, and negotiates an alliance very quickly. They curse themselves for being fools and not listening to him.

With the addition of the Dust Wolves, however, fractures begin to show in the alliance. They are not very liked by any of the tribes due to past grievances. Even the Fire Stones are displeased, with their new allies ridiculing their worship of Nuul, which some of their Water Runner slaves also practiced. Arahe suppresses the infighting to the best of his ability, but there is no telling what might still happen.

A few days after the new alliance, Arahe approaches Nuul in prayer with some questions. One of the Fire Stone men, a great warrior and a devout follower of Nuul by the name of Asamnu, struck down his cripple son, seeing him as useless to the tribe. However, those who knew the boy say he was very intelligent and could've still become of use in other matters. In any case, the Fire Stones have always considered kinslaying an horrible crime, punished by death or exile. The elders wanted Nuul to decide on the trial instead of her Prophet, which is why he's asking.

---
Turn 4 Events

Nuul strenghtens her teachings with the Fire Stones and promises a reward to anyone who comes up with a way of peacefully converting any hostile tribes

Nuul offers a way to deal with hostile tribes

The Two Skulls families travel across the plains and join the Fire Stones - 5 Followers Lost.

Nuul turns the bear into seeds for a crop capable of surviving nearly everywhere and tells her followers to start tending to the land - 100 Divine Essence Lost.

The Water Runners lose faith and shrink to only ten followers - 17 Followers Lost.

The Forest Sprites work as caretakers of the forest and kill all intruders - 6 Followers Gained.

Arahe spurs two tribes to war to see which one is more worthy and allies with that one. Some men of the other tribes are converted. - 3 Followers Gained.

The Fire Stone Tribe wishes Nuul to decide the fate of Aramnu the warrior

---
Godly Power
Divine Essence Gained - 885¤
Divine Essence Lost - 100¤

Remaining Divine Essence - 1045¤ (+820¤ next turn)

The Faithful
Spoiler: Prophets (click to show/hide)
Followers - 8 (Forest Sprites), 10 (Water Runner Tribe), 120 (Fire Stone Tribe), 6 (Red Path Tribe)

Spoiler: Current Situation (click to show/hide)

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)
« Last Edit: July 21, 2011, 09:52:59 am by Digital Hellhound »
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Iituem

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Re: Essenceborn - A God Game - Turn 4
« Reply #92 on: July 21, 2011, 04:30:31 am »

Instruct the Forest Sprites to allow the passage of humans through their portion of the forest who claim to worship Nadani/Nuul, but kill them anyway if they actually kill any animals except in self-defence.  Allow them to harvest plant matter (berries, nuts, herbs) and things like honey from the forest for their needs, but nothing that requires the death of an animal and no tree-felling.  Taking the wood from naturally fallen trees is acceptable.
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micelus

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Re: Essenceborn - A God Game - Turn 4
« Reply #93 on: July 21, 2011, 06:48:28 am »

On the topic of the forest sprites: tell them to kill anyone who enters the forest who does not give prayer to us. A sacrifice in some way should be a way for the sprites to identify who is allowed in. Reveal this to a few of the hunters in their dreams. Also if the hunters are allowed in, they should only be allowed to take weak and the old and lessen hunting in times of scarcity. The other produce of the forest should be generally allowed to be taken.

On the topic of the Dust Wolves: Allow the mortals to deal in with their problem. If they can behave and not kill each other, reward them in way for recognizing the value of cooperation. If they do fight, tell them that they weaken themselves by fighting over old grudges when their goddess wishes them to think in logic and become strong; not weak.

On the topic of kin slaying: Let the tribe deal with the father in the usual ways; There is always a consequence for your own actions. As our personality seems to suggest, we prefer survival of the fittest. Remind follower that fittest does not always mean physically but also mentally. Remind them a person they perceive as lesser than them can still rise higher than them with the right moves.
« Last Edit: July 21, 2011, 07:05:10 am by micelus »
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BunnyBob77

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Re: Essenceborn - A God Game - Turn 4
« Reply #94 on: July 21, 2011, 08:35:12 am »

Send someone to the dead sun tribe and the clay tribe with a gift to try to convert them.  Let the fire stone tribe decide who to send and what gift, as they don't want to be too reliant on us.
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adwarf

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Re: Essenceborn - A God Game - Turn 4
« Reply #95 on: July 21, 2011, 09:34:47 am »

Go to the Firestone, and in a empty clearing just outside of their town fill it with apple trees, and say to them that these will feed you in times of need, and here you can settle, and make this place into a town, or city worthy of your tribe.
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Armok

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Re: Essenceborn - A God Game - Turn 4
« Reply #96 on: July 21, 2011, 09:40:57 am »

I disagree with doing the cliché elven thing with the forest spirits. Instead, have them actually MANAGE the forest, understand it, and then THEMSELVES device and execute plans to preserve biodiversity. They shouldn't care more for large and recognizable fauna, or for suffering and killing that poses no threat to the overall ecosystem. Hunter-gatherers should be treated like any other hunting animal, it's only things like farming they need to worry about.

I still don't see self trials in the traditions spoiler. Apparently it needs repeating again, maybe with more detail and examples. Things like tying your hand behind your back or not eating for a week, or preforming some overly large amount of physical labour in some short amount of time. Tests of chance and bravery however are explicitly not counted, as any lucky fool can pass those and failure might rob the community of a valuable member. Tests must always be on the edge of possibility with a real chance of failure in order to count as true tests.

Create The Mirror of Truth. (In this plain grey metal 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.), a powerful but dangerous artefact. By revealing your exact flaws, it will help you do somehting about them and improve yourself to almost superhuman levels, but if you do not have the strength to face the truth... (and no, it can't be used effectively as a weapon. It's purpose is judging character and as a tool for self improvement. It's VERY powerful for these things thou) [expected cost: 900 - 1000 essence]

For robbing to community of a potentially valuable member, Aramnu will have to do all the work his son could have done in his lifetime in addition to his ordinary duties, and contribute all that his son could have contributed in taxes or equivalent. Maybe once he has to do it all he'll so how much it is.

Arahe is right about the hand-holding btw.
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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 4
« Reply #97 on: July 21, 2011, 09:51:18 am »

Jeez, I don't put everything in the Traditions spoiler. I'll add it for you.
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Iituem

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Re: Essenceborn - A God Game - Turn 4
« Reply #98 on: July 21, 2011, 02:14:07 pm »

I disagree with doing the cliché elven thing with the forest spirits. Instead, have them actually MANAGE the forest, understand it, and then THEMSELVES device and execute plans to preserve biodiversity. They shouldn't care more for large and recognizable fauna, or for suffering and killing that poses no threat to the overall ecosystem. Hunter-gatherers should be treated like any other hunting animal, it's only things like farming they need to worry about.

I have my reservations about giving any worshipper too much autonomy, considering there's a chance people might start worshipping the forest spirits instead of us... but your argument is sound.  I change my suggestion to a 'this' for Armok's approach to the Forest Spirit issue.
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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 4
« Reply #99 on: July 22, 2011, 12:09:38 pm »

Spoiler: Suggestions (click to show/hide)

micelus:

Nuul decides to pay a visit to the Forest Sprites and their Red Path neighbours. She tells them that those who offer a prayer to her when entering the forest should be left alone as long as they hunt in moderation. They seem unhappy at first, but Nuul explains that non-believers will need to be slowly introduced to the idea of harmony between man and nature. They can be converted over time. They appear to understand, so Nuul leaves and spreads the idea of the prayer to the minds of the Red Path Tribe.

She then briefly discusses the anger at the Dust Wolves with the Fire Stones. Let the Dust Wolves mock and insult as much as they want. That is all they can do. Letting them manipulate your emotions would be foolish. This seems to work on the tribesmen, who apologize for their mistakes. Arahe reminds Nuul that most of the troubles are coming from the Clay Tribe and the Dead Sun Tribe. He doubts the effectiveness of Nuul's words with them.

micelus/Armok:

As for the matter of the warrior Aramnu, Nuul decides that the father must be punished. She orders him to do all the work his son would've done in his entire life and his usual tasks, or face death or exile. Several protests at the judgement sound out, but the man himself remains silent. Nuul orders silence and asks Aramnu for his decision. After a while, the man gets up and speaks. His voice is close to breaking.

'Great Mistress, Jalon was a cripple and a fool. I stood his uselessness and lack of respect for years, but after hearing You speak, I thought I had to slay him. For the good of the tribe. Please understand, Wise One... he would've never accounted to anything. I thought he had a dull and useless mind, but... perhaps I did not know him well enough. I would like to trust Your word, but I... I cannot. For that, I choose exile.'

Aramnu leaves a few hours later, escorted by his family to the mountains.

BunnyBob:

Nuul discusses the conversion of the two other tribes with Arahe, suggesting sending gifts to win them over.

'I grow weary of these constant doubts of yours, goddess. What good would gifts in changing their beliefs? No, our followers work with subtlety in their midst, opening their minds for our words. I am sure you agree this is way superior to your methods?'

adwarf:

The goddess looks for a clearing near the camp. In the end, she clears out a part of the forest herself, finding none big enough for he needs. Nuul summons the Fire Stones present. Once enough are there, she pulls six seeds into existance and plants them into the ground. In just a few minutes, the trees have grown to full size.

'Let this be the heart of your new home. Feed on its fruits in times of need. Settle here, build your city around this glade.'

Armok:

Nuul decides to go to the Forest Sprites for a second time. This time, she scoffs the idea of simply living in peace with the forest. Their real purpose is to manage the forest, to think up and execute plans to preserve biodiversity and decide its fate on their own. Human hunters should be treated like any other predator. The Sprites should take control of the forest, not just guard it against intruders.

This... doesn't go too well with them. Nuul's new words go against everything she's said before. They have no wish to interfere with life in the forest, or to 'manage' it. They have no right to control the lives of its denizens.

The Sprites seem extremely confused. Some even dare to suggest this isn't their Nadani, and simply an imposter of their goddess.

Armok:

Nuul leaves them. She has other things to do. The goddess summons all of her Fire Stone followers into the glade she created earlier. She draws upon the energies of the Stream, manipulating larger amounts of Essence than ever before. Time seems to slow down for those watching, everything seeming more colourful, more vibrant and alive than before. The creation process reaches its apex. The world seems to be holding its breath.

Then it ends, abruptly. A dull grey mirror lands in the middle of the glade with a hiss.

'This,' Nuul proclaims, 'is the Mirror of Truth. Those who look into it will be revealed all of their flaws and weaknesses. If you have the strenght to face the truth, you will be able to rid yourself of these flaws and rise to a level beyond human ability. But I advise caution. If you are too weak to accept your flaws, it may very well prove your doom.'

Water Runner Tribe:

The Water Runners arrive at the Red Path Tribe. They speak with some worshippers of Nadani, but fail to make the connection between the two Aspects of their goddess. Two of their numbers forsake their goal of unification and decide to stay with the Red Paths.

Arahe's People:

Arahe's men convert a few men in the Clay and Dead Sun Tribes. Unfortunately, the new converts with the Dead Suns speak openly against the spirit religion and are exiled. Arahe smooths over this diplomatic incident with some trouble.

The distrust between the Dust Wolves and the Clay and Dead Sun Tribes increases. Arahe tries to calm both sides, but to no avail. A small fight becomes something bigger, and soon Arahe finds his allies at eachother's throats. He interferes and stops the fighting, but the Dead Sun elders give him an ultimatum - either the Dust Wolves go, or the Dead Suns go. Despite his considerable charisma and skill in diplomacy, the Dead Suns stick to their words. Arahe informs you in prayer that he'll break the pact with the Dust Wolves, as the Dead Suns are much larger and more useful.

Messengers from the Gritani river folk arrive, summoning Arahe to a meeting in their village in a few days.

---
Turn 4 Events

Nuul tells the Forest Sprites to leave those who pray to Nadani alone in the forest and spreads the prayer into the minds of the Red Paths - 20 Divine Essence Lost. 7 Followers Gained.

The warrior Aramnu chooses exile after hearing Nuul's judgement - 1 Follower Lost.

Nuul creates a clearing in the forest and tells the Fire Stones to build their city around it, filling it with apple trees - 260 Divine Essence Lost.

Nuul gives orders to the Forest Sprites to actively direct and manage the forest and its denizens

Nuul creates the Mirror of Truth and places it in the Glade - 1400 Divine Essence Lost.

The Water Runner remnant visits the Red Path Tribe - 2 Followers Lost.

The Fire Stones convert men in the Clay and Dead Sun Tribes - 5 Followers Gained.

The chief of the Gritani river folk summons Arahe to a personal meeting

---
Godly Power
Divine Essence Gained - 820¤
Divine Essence Lost - 1680¤

Remaining Divine Essence - 185¤ (+965¤ next turn)

The Faithful
Spoiler: Prophets (click to show/hide)
Followers - 8 (Forest Sprites), 8 (Water Runner Tribe), 119 (Fire Stone Tribe), 13 (Red Path Tribe), 5 (Clay Tribe)

Spoiler: Current Situation (click to show/hide)

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)
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UltraValican

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Re: Essenceborn - A God Game - Turn 5
« Reply #100 on: July 22, 2011, 12:36:50 pm »

Aramnu- I say give him some sort of horrible/painful disfigurment and force him to walk the earth forever(Like Cain if I remember correctly), use him as an example of what happens when you disobey.
Forest Spirtits- Tell them that what you meant is that they should better the forest for all of the inhabitants while still protecting it.
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BunnyBob77

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Re: Essenceborn - A God Game - Turn 5
« Reply #101 on: July 22, 2011, 01:24:16 pm »

Teach our followers how to mine, so that they can produce more metal.  Attempt to have the dead sun and clay tribes help you invade the dust wolves.  Attend the meeting with the gritani river folk.  Inflict minor misfortune and disease on the dead sun and clay tribes to shake their faith im spirits.
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Armok

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Re: Essenceborn - A God Game - Turn 5
« Reply #102 on: July 22, 2011, 01:52:27 pm »

Ok, we really need to stop DOING so many things, it's officially ruining our image.

Wait, what is the reasoning behind the mirror generating essence?

I'm thinking we should leave the Fire Stones alone for a while, and gain some followers in some unrelated far away place until they actually need our help. We've given them the tools they need to continue expansion.


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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 5
« Reply #103 on: July 22, 2011, 01:56:24 pm »

It's not the mirror generating essence per se, but your followers gaining a bonus to their worship from having it in their possession.
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hachnslay

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Re: Essenceborn - A God Game - Turn 5
« Reply #104 on: July 22, 2011, 02:58:56 pm »

How will we be remembered when we are gone?
Declare that our Aspect is our Servant. That our relationship to her is like the relationship of the Fire Stones to the other tribes.
Tell the Fire Stones to make sure that that which was taught shall not be forgotten. The elderly should teach the children the way of Nuul from their fifth year on until they turn seven. This includes the use of weapons. Then teach them how to better resist the elements, by building with stone.
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