969.06
► Show Spoiler
.[tabs: Population]
273 Chelydrians
1 Silver Pack of Garou
308 Ogres
60 Minotaurs
129 Dwarves
129 Orcs
118 Drow
95 Grippli
70 Maeterra
60 Skyborne
23 Pony-Unicorns
23 Earth Ponies
23 Pony Pegasai
1 Alicorn leader
140 Simple Celled
70 Formicid
91 Minodrow
91 Drogres
91 Bullfrogs
11 Drider Taurs (Completely Wild Animals - they don't take orders. Turn 'em loose and hope they don't hit you)
11 Drider Orcs
79 Gryphons
35 Owlbears
206 Giant Spiders
Total Population: 1822 (not counting Gryphons, Owlbears and Giant Spiders)
20% of these are casters (equal halves Divine and Arcane); only 5% of the Divine Casters can actually cast Healing Spells
[tabs: Society]
Orcs and Grippli are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Formicids, Drow, and Halfbreeds, and nervous around Garou, Minotaurs and Ogres.
Skyborne and Chelydrians are neutral toward Dwarves, Ponies, Garou, Minotaurs, Ogres, Orcs and Grippli, are afraid of Humans, and dislike Formicids, Drow, and Halfbreeds.
Dwarves and Ponies are neutral to Orcs and Grippli, and somewhat dislike Skyborne, Chelydrians, Formicids, Drow, Halfbreeds, Garou, Minotaurs and Ogres. (Ponies replace dislike with Neutral)
Garou, Minotaurs and Ogres are neutral to each other, Dwarves, Ponies, Skyborne and Chelydrians, and dislike Formicids, Drow, and Halfbreeds. They will push Orcs and Grippli around but not intentionally harm them.
Formicids, Drow, and Halfbreeds are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Orcs and Grippli, and are nervous of Garou, Minotaurs and Ogres.
Maeterra and the Simple Celled are neutral to everyone.
[tabs: Statues of The Fallen] Nothin' here... yet. That of course... will change... O:)
[tabs: Magic Known]
Arcane (Level 0 of Max 1st Level Spells)
Abjuration 0 Resistance Subject gains +1 on saving throws.
Conjuration 0 Acid Splash Orb deals 1 Wound acid damage.
Divination 0 Detect Poison Detects poison in one creature or small object.
Divination 0 Detect Magic Detects spells and magic items within 60 ft.
Divination 0 Read Magic Read scrolls and spellbooks.
Enchantment 0 Daze Humanoid creature of 4 HD or less loses next action.
Evocation 0 Dancing Lights Creates torches or other lights.
Evocation 0 Flare Dazzles one creature (-1 on attack rolls).
Evocation 0 Light Object shines like a torch.
Evocation 0 Ray of Frost Ray deals 1 Wound cold damage.
Illusion 0 Ghost Sound Figment sounds.
Transmutation 0 Mage Hand 5-pound telekinesis.
Transmutation 0 Mending Makes minor repairs on an object.
Transmutation 0 Message Whispered conversation at distance.
Transmutation 0 Open/Close Opens or closes small or light things.
Universal 0 Arcane Mark Inscribes a personal rune (visible or invisible).
Universal 0 Prestidigitation Performs minor tricks.
Divine (Level 0 of Max 1st Level Spells)
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 wound of damage 50% of the time.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
[tabs: Resources]
Wyvernwyrm Soul: 218 (increases by 1 per 100 population per month, currently increases by 18)
Lloth's Rage: 103 (-5) (Drops by 3d4 - Spiritual per month, if it reaches 0, She acts)
Wyrm Timer: 26 (+13) (increases by 3d4 + Spiritual/Sorcery every month to a maximum of 250)
Food: 585 (-18) Units; increases at Spring Harvest (.04) and Fall Harvest (.08) (dependant on Food/Water Aspect level); drops by 1 per month, +17 for increased Metabolism
Food increases by 30-75 + 10% per Food/Water level at harvests, plus Food/Water level itself
Resources: Cocoa, Meat (Moose), Fish, Iron, Small Gems, Tar Sands, Waterproofed Wood
Next Breeding Cycle: 970.03 and every 3 years thereafter
[tabs: The Aspects]
VillageLife 2 (2/125); HomeFamily 0 (71.5/100); FoodWater 1 (20.5/125); Wonders 0 (76.25/100); Population 0 (85.25/100);
Dungeoneering 1 (77/100); Traps 0 (79.25/100); Mazelooting 0 (81/100); DungeonCombat 0 (73.25/100); Sphinxology 0 (73.5/100);
Warfare 2 (5/125); Militia 0 (87.75/100); Group 0 (87.75/100); Single 0 (89.75/100); Magic 0 (98.25/100);
Technology 2 (13/125); Steampunkery 0 (75.75/100); Inventioneering 0 (82.5/100); Tools 1 (32.25/125); Metallurgy 0 (76.75/100);
Personal 2 (84.33333/125); Occupation 1 (30.249995/125); Skill 0 (88.916662/100); Hobby 1 (29.916662/125); Mastery 1 (36.08333/125);
Spiritual 1 (89/100); Divine 0 (75.75/100); Healing 0 (76.5/100); Shaman 0 (75.5/100); Zealotry 0 (75.5/100);
Social 2 (10/125); People 0 (90.5/100); Trade 0 (84.75/100); Diplomacy 0 (83.75/100); Espionage 0 (81/100);
Sorcery 1 (82/100); Mana 0 (70.25/100); IME 0 (80/100); LeyLine 0 (76.75/100); Theory 0 (74.75/100);
Research 2 (0/125); Legends 0 (85/100); SpellSchool 0 (87/100); Cultural 0 (70/100); Library 0 (92.5/100);
Date: 969.6, Action Points: 78 (32 uncredited, 46 credited), Mastery Points: 3 (3 uncredited, 0 credited)
[tabs: Wonders, Perks and Gifts] Wonder #1: The Temple of Zenkal (Surface): 10% for a Critical Success in Spiritual, once per year, but it doubles impact of next Hazard, +16% of total Wyvernwyrm Soul every 8 months starting in 969.10
[tabs: Universe Tweaks/Civilization Notes]
Bonuses in () increase at a rate of 2% per year until the maximum bonus is reached.
Begin in an Abandoned Dungeon Maze
Begin with an Abandoned Citadel
Start with a Precious Metal Mine
First Contact never worse than Neutral
Increased Starting Population 30% of Chledryians, Halfbreeds, Ogres BUT 30% population bonus is a Rogue Faction
Descendants of an Ancient Wyrm (granting a special energy, measured as "Wyvernwyrm Soul")
Deal +2 Wounds to unarmed attacks (so 3 per wound during the damage phase, possibly 4 or 5)
Heal a total of 7 wounds a month before Rest, 8/Month 35%, All Wounds 15% (You're not invincible, but you can take a punch)
Mundivore: Eat anything
Fit as a Fiddle (+5 Wounds, +3 to All Saving Throws, take 1 less wound of damage, 2 wounds 35% of the time, 30% to ignore wounds outright)
Extremely Hardy (100% resistant to Disease, Sickness, Poison, Necromancy, Mutation (100% Ponies, 30% otherwise))
Battle Veteran (Crit Success on 81+ instead of 95+ in Warfare, Immunity to Fear/Morale Breaks, +18 to Warfare Actions, -20% Difficulty to Warfare, -30% if using Sword and Shield tactics.)
Magical Nexus (+1 Level for Spells, Divine/Shaman magic is 60% harder to dispel, Research Difficulties drop by 16)
Sorcery and Spiritual Power (+32 bonus and -30% Difficulty to Sorcery, +35(47) and -35%(60%) Difficulty to Spiritual)
Technical Knowledge (Begin with knowledge of Guns, "Advanced" Technology)
Technical Skill (Technology Difficulty reduced by 35%(55%), +11 to all rolls involving construction of any kind, -17 to all Technology rolls)
Animal Husbandry (+11 bonus to domesticate big/difficult creatures/magical beasts, start with Gryphon, Hippogryph, Owlbear allies/mounts, 11% own trainable Giant Spiders as pets)
Socially Unpredictable (-7 to all rolls, results 14% worse than normal, Social rolls twice and uses better result)
Mystery Solvent (Something Interesting happens on a 65+(54+) and a Mysterious Event on 65+(63+))
Totemic Strength (Phoenix)
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One Life to Live (Cannot be Raised, Necromancy Forbidden)
Magical Weaknesses (Weak to Mind-Affecting Spells, Enchantments, Demons, Devils, Undead, Omens, Celestial Events, Dragonslaying, Divine Smites and Dreams/Nightmares)
Wild Magic (14% for spells to go Wild)
Attract large/giant magical monsters (approximately one per 5 years, this rate will increase with time)
Only 1 in 5 Divine Casters can heal (need to research alternate heal spells at 90+)
Current Racial Wars are fragile truces; not guaranteed to stay that way
Cult of Extermination within the Civilization [Dealt with]
Civilization Rival overwrites Tolerance (Tolerance will last about a year and a half)
Deviant Deity has very Strange Ways
Greedy (Big treasures heard about -must- be sought out)
Lloth's Vengance (Lloth could be a BIG problem against the Deviant Deity...)
Spidertouched (5% of entire population is Driders!)
Hoarders (There may be faction infighting over rare/valuable treasures)
The Black Spiral (Easily corrupted, especially if too much time spent in non-natural surroundings)[/tabs]
.[tabs: Important NPCs]
(Allies)
Checkershell, chief of the Chelydrians
Shaman Brakk, Chief of the Ogres
Norgok One-Horn, Warchief of the Minotaurs
Bozdrak Nog, Chief of the Orcs
Laiawen Shadowknife, Matron of the Drow
Jumping Foot, Croakspeaker of the Grippli
Quick-With-Fists, Maeterra Warrior-Lord
"Squawky" Treeka, Heirophant of the Skyborne
Cobalt Comet, Alicorn of the Ponies
Tengar Bronzehammer, Dwarf Lord
Nae'Rhyia Deepthorn, "She-Who-Speaks-For-The-Driders"
Blorbloosh, Hivemind of the Simplecelled
Ketchak'trikk, Formicid Hivelord (Hivemind)
(Neutral...?)
Gynnidarcia, giant Gynosphinx
Flea-Scratcher Leatherbite (Kobold "Royalty")
(Hostile)
The 777th Layer (eight ships crewed mostly by human mages and necromancers with focus on water and weather magic, backed up by a large force of Sea Trolls)
Her Majesty's Scarlet Sky (At least fourteen large galleons manned by Humans, Centaurs and Elves mostly from Pontovia and Kayvensia; low in magic but what they have packs a massive punch)
Savala's Blizzard (anywhere from six to twelve Longships of the Norselands, but they don't go down because of what appears to be "divine protection"...)
[tabs: Important Places]Home, of course
Dwarfspire ("Abandoned Citadel")
Maze of Broken Cubes ("Abandoned Maze")
Bronzehammer Mine (Iron, small amounts of gold and garnet, Zeitrium deposit discovered)
The Realm of Pontovia (Centaurs; Neutral)
The Realm of Rahadaisha (Elves; hostile to anything not an elf, Tolerance likely will *not* last (Drow!); 6 months before tolerance expires)
The Realm of Kayvensia (Humans, Skyborne; Neutral)
The Dark Lands (Humanoids; Neutral, but closed to visitors and not talking to anyone)
The Norselands (Human Valkyries; Neutral but damn Fearless; 5 months before tolerance expires; really should be 2 but I'm not ready for them yet)
Tethivego (Lizard Men; Neutral)
[tabs: Important Things]Strange Purple Crystal on top of Mile High Mountain, that of an "S" with horizontal lightning bolts through the curves of the S; the thing is as big as the statue in real-world Rio De Janeiro
Priestly Wombat "Familiars" with poison spit and acid eyeball-squirt, have the gift of speech, and are all named 17 by divine law
Wyvernwyrm Soul: For every point of Wyvernwyrm Soul used on an action, slow Lloth's timer by 1 and cut the Wyrm Timer by 5%; improves actions by 1% per point (max 250)
"Tar Sands": Slightly Wyrmtainted, grants waterbreathing if ingested raw (but also mute for 8 hours), is waterproof, yet extremely flammable.
"Tar Trees"; waterproofed wood might be a better shipbuilding material, but this hasn't been explored yet.
Six strange d12s, bearing draconic protective auras. They are keeping ancient souls locked up; four necromantic (Mummy, Vampire, Banshee, Flesh Golem Mage), one aquatic (Nixie), one lycanthropic (Black Spiral)
Dire Wolverine pelts are fireproof
Clearmind Grog: Clears head even in berserker rage
Vibrating Tar Tree Wood repels water to a distance of seven inches, attracts fish of all kinds, breaks apart normal wood if held too close for too long
Herbs: Stoma (Very filling), Battler's Axe (Enraging), Angel's Kiss of Death (Channels natural energies), Ground-Cloud Weed (Effectively pot)
[tabs: Current Situations]
QUEST: Groggy Lures R. Us (Tudo's): Sell the Clearmind Grog to wizards at the Grand Shark's Demise... only with a little headachey twist...
* A Rival Religion (The Valkyries) is preaching Extermination.
* Gynnidarcia has Wyrmstink all over her; her side of the mountains is far more Tainted.
* It will take 2 successes to fully train the Gryphons.
* It will take 4 successes to fully train the Owlbears.
* It will take 4 successes to begin researching Badge's airships.
* It will take 4 months to "sterilize the Wyrmtaint of the island.
* An underground empty dragon's lair with altar at the end has been discovered. Most of the civilization has moved in.
* An inactive Nether Portal has been discovered, activated by the addition of a magical creature's blood, a human head, and an unwilling sacrificial Lawful Race woman. (will not be brought up much unless you activate it)
* Six strange crystals have been discovered, all very heavy d12s and cut perfectly in half; you're missing the other halves.
* There is an offshore oil deposit. The dwarves are at work harnessing it and it will be dry in 1 month.
* Moose and Dire Wolverines have been discovered. Some of the Dire Wolverines are corrupt.
* A kobold child is apparently royal line... and he's odd eyed to boot. Hmmmm...
* A Spicewater Geyser has been discovered, but is unsecured.
[tabs: Over And Done With...] Still nothing yet... I'm sure that'll change in the upcoming year.
[tabs: The Poorly Locked Chest(s)]
Bracelet of Sleeping (three charges)
Strange Seasilk Map (leads to Rogue Element's hideout)
Strange d12 Crystals (6)
The Unvorpal Blade (0/7 Crystals Found)[/tabs]
.
.
.
We begin as the
Chaos Leopard's Tail is brought into port and the ship is looted. Much of the stuff defies known science (or even description), but when you put it on the ground of your homeland it immediately begins oozing a putrid sticky paste. This paste converts the ground to a foul, corruptive jelly that nearly cancels the sentience of the Simple Celled on contact. Still, the hold was FULL of treasure: 10000 silver coins, 14000 gold coins, fourteen large trade amulets (450 apiece), 15 small religious icons (of Khorne), one very small platinum ring with a opal (radiates magic), one large mirror (radiates magic), one ancient copper coin (a "Challenge Coin"), 12 large pairs of (enchanted) cold iron dice, two paintings of dragons clashing (800 apiece), 12 very large lead nose rings (status symbols among the Chaos Dwarves), 50 very small sapphires (100 each), 16 huge white gold bars (1000 each), one very large midnight black human silk gown (not magical), one suit of brass chainmail decorated with fiery symbols (radiates magic), one jar of amber ink, one jar of dark red-violet ink, three containers of fiery red paint, and one very large bottle with a brassy-yellow liquid inside). It is discussed what to do about the ship itself, because its very nature is corruptive and may very well attract unsavory forces (like the Wyrm), but no consensus is reached.
The enchanted dice are rigged to throw doubles any time they're rolled by dwarven hands (any dwarf, not just chaos dwarves), the platinum ring is a
Ring of Reaction Mass (anyone hitting the wearer in melee suffers the same amount of force/ 75% of the damage), the large mirror seems to call up images of the Elemental Plane of Fire when requested (the Drow want this and will take it if no one stops them), the two ink jars are obviously spell scroll inks, the large bottle is a bottle of poison for meats (useful for espionage / dinners where you want to "deal" with someone), and the brass chainmail seems to bring up a field of fire around its wearer. It looks illusionary but provides Fire Protection 10.
While the Garou spend most of the month trying to "sterilize" some of the Dire Wolverines (which is slow going, but progress is made!), it is learned that the Diamond Pearl of Xakhara not only could be used to locate the Admiral's Pearl, it could also be used to
destroy the Pearl, denying anyone a source of power. You've discovered that the drow and the orcs are at a bit of a crossroads, as they want the Pearl for the glory of Lloth, and the Orcs want to have it for themselves. Nothing dangerous, but it could blow up over time. The cleansing of the land begins and surprisingly
Wolverine grants a gift of digging to the Garou so they can dig out "knots" of taint to collect and then purge all at once. On the negative,
the Wyrm is reacting and withdrawing its taint into select Dire Wolverines, beginning to transform them into Banes.
While Croanuk finds that most of his new traps work except that predators (crabs mostly, but also eels and once or twice a small shark) are getting to the captured food before he does, the secret hatch on the Morbid Storm is complete.
You almost sunk the ship trying to install it, but only when you hit a weak spot in the wood causing nearly the
whole ship to vibrate and come apart. This could be used against other ships, causing their non-vibrating-wood-hulls to come apart if "mines" were attached to their hulls. Meanwhile Rooster aids in repairs to the Gyrfalcon after its nasty bump on the reefs and Lythrana traces the source of the magic not to Lloth, but to the Valkyries. They're ranging their shots, planning for an ice storm this winter courtesy of them, and Lyth is able to
reflect their magic at a reduced spell power so that they know they're being foiled and the drow are not happy about it.
Speaking of the Drow, Lloth has been warded against for the majority of the living quarters. The only place She has influence right now is the Citadel, where many of the Drow are residing, and maybe half of the underground chamber where the dragon altar is. She is rallying Her people, speaking to them in omens and dreams (violent, torturous stuff). While they're not whipped up into a zealotic frenzy, those who follow both Zenkal AND Lloth are now finding their loyalties divided. Lloth is promising power to the Drow and wants sacrifices... of the men of the other races of the civilization. Zenkal has no comment, but you
know He is going from "just watching" to "annoyed" and you -know- it's not a good idea to annoy a neurotic deity. He also seems to be watching Fleascratcher intently, trying to decide what to do with him as the little kobold seems to latch onto Tudo, helping him build his little hut away from nearby civilization, and saying that his girlfriend, a much older kobold who "liked to sing and attract passers-by", was left behind at the Grand Shark's Demise. He misses her.
You now have enough resources to build another small ship, or to refit one of the other ships with better armor or offense.
You've also discovered a new metal in the back of the mine, a silvery lightweight metal known as Zeitrium. It's like Mithril, but without all the mystical attachments. Some people call it "Fool's Mythril" and use it for pranks. It's not all that good for armor working, better used as gilt on armor or as ornamentation. It is difficult to mine, because it breaks into uselessness so easily (unless you want it as a powder, which doesn't appear to have any potential). Legima uses it a little in his experiments in order to try to "evolve" a little bit better to get some technological talent he can share with the hivemind, but the dwarven genome is too strong and considers the Simple Celled to be a "poison"... and thus is resisted by the sample. Legima is forced to spit out the genome (literally) because it was fighting like a dwarf's immune system.
Finally, we have Zenkal and Lloth, who are starting to brew a rivalry. Both are feeling around for weaknesses among their chosen peoples. Zenkal tells Kermutt that the time will come when the Drow grow too big for their ears, and that Lloth will be picking a champion of Her own to try to enslave everyone else. Zenkal doesn't mind the Drow who convert to His cause; more worshipers is always nice to have. When the elf shit hits the
Gust of Wind spell, He'll be there to defend. He doesn't have any way to easily "win" the Drow when T'alrg asks, and thus promotes T'alrg to Kermutt's personal defender instead. The downside of this is that T'alrg was hit with quite a big episode of the Talking Shadows, and they become "Screaming Shadows" instead. For a good couple of weeks, T'alrg doesn't know what is real and what isn't. Thereafter, his Talking Shadows are a bit more pronounced.
Zenkal does think Lloth is going to try one of two things: influence the Drow to attack in a war all at once (which the dwarves, orcs and chelyrdians are expecting down the line), or (more likely) try to influence Gynnidarcia and use Her power to break Zenkal's defense, allowing the Gynosphinx to come in and wreak an awful lot of havoc, causing a divide where She can strike and force the civilization to give up the Unvorpal Blade. Kermutt communes with Zenkal as to how to increase His influence, and gets the cheeky reply, "Statues!" along with a few four-sided chunks of the purple crystal mysteriously appearing in his hand.
Those of you who have leveled, you may pick one of the following benefits to go along with your level: Increase a Base Aspect EXCEPT Personal by 30% of the amount required for its next level, bank a Critical 100 for personal use, regenerate 3 SA and 1 FH immediately, advance a Hobby to a Skill (50% chance of success) or a Skill to an Occupation (25%). I'm ditching the bit about Wounds, it's too much to keep track of.
WILL YOU...
A) Hunt the Wyrmtainted Dire Wolverines and get rid of them before they become a -real- threat? (85+)
B) Try and smite Gynnidarcia now before Lloth can act? (85+)
C) Continue training the gryphons and owlbears? (80+)
D) Focus on diminishing Lloth's presence via construction of Zenkal statues along the island? (80+)
E) Research the Diamond Pearl? If it's a spiritual counterpart, the Garou might be able to find out something... (80+)
F) Focus on building resources up, mostly working the Precious Metal Mine the Dwarves have? (80+)
G) Research the Unvorpal Blade, "d12 Crystals" and dragon altar? (85+)
Chelrydian Divination (D): 13 + 3 (Spiritual 1) + 0 (Divine 0) + 37 (Magical Nexus) + 0 Action Points = 53 vs Modded 79 - 35 (35% Bonus) - 0 MP = Final Modded 44 (Base 80) (Action Succeeded) [9: +1 AP, +1 MP]
My own votes are B (best to slow her down or injure her ASAP), E (might be interesting) and G (been kinda ignored)
The Hazard Bar has increased by 26 (15 +11 for Actions)... (70/100)
► Show Spoiler
Dev Comments:
Displaying and working the Aspects' EXP was bugged; the scripter I have had borked some of the math. That's been fixed, but you came out ahead for it. I hate having to divide my time between this and another project, but if this project pans out, it might be just the break I need. That and my living situation is still shaky now that I'm not moving in with a friend in his 6x10 "cabover" --- I can't stay where I am forever and really don't belong here. If I DO go on hiatus, it's only for a month while I Get This Damn Shit Done.
... ... ... and I just learned I will be unavoidably gone saturday, my help is needed to move stuff from a place in Virginia back down to where I'm staying. So post thursday, probably friday, sunday.