Ury Sevenskulls

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Grotar responds, "A fair price for the lives of those puny slaves. I accept."


Also, I can't smite I4 because of that protection domain (there wasn't a settlement on the map when I posted). This leaves me with 11 power remaining, not 4.


Whoops, my new pop total is 118.


Grotar, He Who Shakes the Earth

POWER ROLL: 6d6 ⇒ (1, 4, 3, 1, 4, 1) = 14+ 98 religion + 6 gift + 30 turn order= 148 power
Science gained: 6 (2 volcanic settlements) + 1 (last turn) + 23 gift = 30 science

Settlement at A13: CREATE 4 ARMIES (cost: 3) Power 148-4=144.

Settlement at B13: GROW (Cost: 2) pop 4->5. CREATE 4 ARMIES (cost: 3). Power 144-6=138.

Settlement at J2: GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 4). Power 138-5=133.

Settlement at J3: GROW (Cost: 1) pop 4->5. CREATE 3 ARMIES (cost: 6). Power 133-7=126.

Settlement at K2: GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2). Power 126-3=123.

Settlement at L2. GROW (cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4). Power 123-5=118

Settlement at L3. GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 4). Power 118-5=113.

Settlement at L4. GROW (cost: 1) pop 1->2. CREATE 2 ARMIES (cost: 2). Power 113-3=110.

Settlement at O4: CREATE 3 ARMIES (cost: 3) Power 110-3=107.

Settlement at O6: GROW (cost: 1) pop 1->2. CREATE 1 ARMY (cost: 1). Power 107-2=105.

Settlement at O7: GROW (cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 105-1=104. Science 33.

Settlement at P2: GROW (cost: 3) pop 5->6. ADVANCE (gain 6 science). Power 104-3=101. Science 39.

Settlement at P4: ADVANCE (gain 6 science). Science 45.

Settlement at P5. GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 101-1=100. Science 50.

Settlement at P6. GROW (Cost: 2) pop 5->6. ADVANCE (gain 6 science). Power 100-2=98. Science 56.

Settlement at Q1: ADVANCE (gain 6 science). Science 62.

Settlement at Q2: ADVANCE (gain 6 science). Science 68.

Settlement at Q3: ADVANCE (gain 6 science). Science 74.

Settlement at Q4: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 98-1=97. Science 79.

Settlement at Q5: GROW (cost: 3) pop 5->6. CREATE 4 ARMIES (cost: 4). Power 97-7=90.

Settlement at Q6: GROW (cost: 3) pop 5->6. ADVANCE (gain 6 science). Power 90-3=87. Science 85.

Settlement at Q7: GROW (Cost: 3) pop 5->6. CREATE 4 ARMIES (cost: 4). Power 87-6=81.

Settlement at S6. GROW (Cost: 3) pop 5->6. CREATE 3 ARMIES (cost: 3). Power 81-6=75.

Settlement at S7. GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 75-1=74 Science 89.

Science Spends:
Armor to 5 (13 points; 76 points remain).
Armor to 6 (14 points, 62 points remain).
Armor to 7 (14 points, 48 points remain).
Armor to 8 (15 points, 33 points remain).
Armor to 9 (15 points, 18 points remain).
Armor to 10 (16 points, 2 points remain).

Army moves:
A13: 4 armies, MOVE to D16.
A14: 6 armies, ATTACK KRAKEN in C17.
B13: 4 armies, MOVE to D16.
C12: 3 armies, MOVE to C14.
J2: 7 armies, ATTACK UTA in J4.
J3: 8 armies, ATTACK UTA in J4.
K2: 7 armies, ATTACK UTA at J1.
L2: 6 armies, ATTACK UTA at K1.
L3: 2 armies, ATTACK UTA in J4.
L4: 5 armies, ATTACK UTA at J5.
O4: 3 armies, ATTACK UTA at M4
O6: 4 armies, ATTACK UTA at M4
O7: 6 armies, ATTACK UTA at M4
Q5: 4 armies, MOVE to S7.
Q6: 3 armies
Q7:12 armies
S6: 3 armies
--
Settlements Summary:
Settlements Summary:
A13: 6 pop
B13: 5 pop
J2: 4 pop
J3: 5 pop
K2: 4 pop
L2: 3 pop
L3: 4 pop
L4: 2 pop
O4: 6 pop
O6: 2 pop
O7: 3 pop
P2: 6 pop
P4: 6 pop
P5: 5 pop
P6: 6 pop
Q1: 6 pop
Q2: 6 pop
Q3: 6 pop
Q4: 5 pop
Q5: 6 pop
Q6: 6 pop
Q7: 6 pop
S6: 6 pop
S7: 4 pop

Armies Summary:
C14: 3
C17: 6 ATTACK KRAKEN
D16: 8
K1: 6 ATTACK UTA
J1: 7 ATTACK UTA
J4: 17 ATTACK UTA
J5: 5 ATTACK UTA
M4: 13 ATTACK UTA
Q6: 3
Q7:12
S6: 3
S7: 4

MIRACLES:

SMITE 5 UTA armies in N3, cost 35. Power 74-35=39.
SMITE 4 armies in K3, Cost 28. Power 39-28=11.
SMITE 1 army in I4, Cost 7. Power 11-7=4 power remains.

Advances:
Armor: +6, to 10

Remaining Science: 2
Remaining Power: 4

Population: 98
Settlements: 24
Armies: 87

RP:
The glorious goblin whaling fleets seek larger prey in the southern seas! They are joined my more explorers from those distant cities, linked by magic warps.

In the east, guided by their odd tutors, the forge-masters turn their production into overdrive. Black smoke of goblin forges churn out thick armor for use in the war against the natives of the New World.

In that new world, bloody-minded warlords raise fresh armies of conquistadors, attracted by easy living supported the multitude of native slaves, and seek fresh lands to bring under their banners. The earth shakes under the might of his armies, despite the native offensive that - at great cost - overwhelmed their initial seat of power. Boats take to the sea in an effort to reclaim it, and armies pour forth from conquered, hellish cities to bring the Word of Grotar to the unenlightened natives.


Grotar, He Who Shakes the Earth
POWER ROLL: 6d6 ⇒ (1, 1, 3, 4, 4, 3) = 16+ 78 religion + 2 last turn - 20 turn order= 76 power
Science gained: 6 (2 volcanic settlements) + 0 (last turn) = 6 science

Settlement at A13: CREATE 3 ARMIES (cost: 3) Power 76-3=73.

Settlement at B13: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 73-1=72, Science 10.

Settlement at L3. GROW (cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4). Power 72-5=67.

Settlement at M4. CREATE 2 ARMIES (cost: 2). Power 67-2=65

Settlement at O4: CREATE 3 ARMIES (cost: 3) Power 65-3=62.

Settlement at P2: FESTIVAL (gain 3 power). Power 62+3=65.

Settlement at P4: ADVANCE (gain 6 science). Science 16.

Settlement at P5. GROW (Cost: 1) pop 3->4. CREATE 1 ARMY (cost: 2), Power 65-3=62.

Settlement at P6. GROW (Cost: 1) pop 4->5. FESTIVAL (gain 3 power), Power 62-1+3=64.

Settlement at Q1: ADVANCE (gain 6 science). Science 22.

Settlement at Q2: ADVANCE (gain 6 science). Science 28.

Settlement at Q3: ADVANCE (gain 6 science). Science 34.

Settlement at Q4: ADVANCE (gain 4 science). Science 38.

Settlement at Q5: FESTIVAL (gain 3 power). Power 64+3=67.

Settlement at Q6: FESTIVAL (gain 3 power). Power 67+3=70.

Settlement at Q7: GROW (Cost: 2) pop 4->5. FESTIVAL (gain 3 power); Power 61-2+3=68.

Settlement at S6. GROW (Cost: 2) pop 4->5. FESTIVAL (gain 3 power). Power 68-2+3=69.

Settlement at S7. ADVANCE (gain 3 science). Science 41.

Science Spends: Armor to 4 (20 points; 21 points remain). Religion to 6 (20 points, 1 points remain).

Miracle: Smite x9 the 9 UTA armies attacking L3 (cost: 54 power). 68-54=8 power remaining.
Miracle: Inspire City: L3. L3: CREATE 2 ARMIES (cost: 14 power). 0 power remaining.

Army moves:
A13: 6 armies, ATTACK MERMAIDS in A14.
L3: 6 armies. 1 ARMY ATTACK L2. 1 ARMY ATTACK K2. 1 ARMY ATTACKS J2. 1 ARMY ATTACKS J3. 1 ARMY ATTACKS L4. 1 ARMY MOVES TO M4.
M4: 3 armies
N3: 3 armies RETREAT to M4.
O4: 3 armies MOVE to M4.
P5: 1 army ATTACKS O6.
P8: 4 armies ATTACK O7.
Q7: 8 armies
R4: 3 armies MOVE to Q6
S3: 3 armies MOVE to S1 and WARP to C12.
--
Settlements Summary:
A13: 6 pop
B13: 4 pop
L3: 3 pop
M4: 3 pop
O4: 5 pop
P2: 5 pop
P4: 6 pop
P5: 4 pop
P6: 4 pop
Q1: 6 pop
Q2: 6 pop
Q4: 4 pop
Q3: 5 pop
Q5: 5 pop
Q6: 5 pop
Q7: 5 pop
S6: 5 pop
S7: 3 pop

Armies Summary:
A14: 6 ATTACK MERMAIDS
C12: 3
J2: 1 ATTACK UTA
J3: 1 ATTACK UTA
K2: 1 ATTACK UTA
L2: 1 ATTACK UTA
L4: 1 ATTACK UTA
M4: 7, plus whatever retreats from N3.
N3: 3 RETREAT to M4
O6: 1 ATTACK FRA
O7: 4 ATTACK FRA
Q6: 3
Q7: 8

Advances:
Armor: +1, to 4, Religion +1, to 6.

Remaining Science: 1
Remaining Power: 0

Population: 84
Settlements: 18
Armies: 40

RP:
The goblin tribes lurking in the western lands take to the sea, hunting mermaids with harpoons and battle cries!

In the east, the forces of Grotar work feverishly. Word of the New World to the west draws more explorers, and cities celebrate the flow of silver snd slaves coming from the victories there. New fleets sail to the goblin outpost, while the Conquistadors already there face counterattacks from angry natives. In one outpost, defenses are prepared to slaughter the native attackers, while in the second, so recently taken, an approaching army of aboriginals is swallowed up by a massive earthquake. Taking this as divine inspiration, conquistador armies, buoyed by enslaved native soldiers, rush out to spread the Word of Grotar to the benighted natives in their quaint, peaceful cities.

Toward the south, the priests of Grotar flog the warlords into pausing their assaults on the pathetic cities, and armies turn to retake that what was stolen. Grotar replies to the emissary of Celios, messages authored in tumbling stones and cracked earth, "I find your offer acceptable. In return for adjusting those lands, I shall ensure that none of your hunters in the western and southern seas are troubled by my slaves. There is prey enough for both of us there." And to the god of grass, the stones speak, "Grotar accepts your tribute, and your terms. You shall have your peace, and my slaves will leave their blades unstained as you ask... so long as your shapeless mush of a vassal deity or his goopy followers trouble me not, nor his worthless, mewling prey or the prey's droning, tedious servants."

Darjuu receives a less amiable reply, cruel laughter and "Come and get me, if you dare. My slaves are not made so that they melt in the rain. But perhaps you should throw a few buckets at your southern border, fool godling, before your rains dry up."


Except instead of being murdered he was never born. V. existential.


Nah, I had figured out a turn using all my power, and ending with zero, based on getting first post. getting second post rather than first made me unable to build a settler!


Your first post cost me a settler, uta. So it was only fair that I replace that settlement at your expense!


Grotar, He Who Shakes the Earth
Power Roll: 6d6 ⇒ (2, 1, 2, 4, 1, 3) = 13 + 53 religion + 1 last turn + 20 second = 87 power
Science gained: 6 (2 volcanic settlements) + 2 (last turn) = 8 science

Settlement at A13: CREATE SETTLER (cost: 16); pop 6->5, Power 76. SETTLER moves to B13 and SETTLES.

Settlement at B13: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 71, Science 10

Settlement at O4: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 68.

Settlement at O6: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 65.

Settlement at O7. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4) Power 60.

Settlement at P2: GROW (Cost: 2) pop 4->5 CREATE 3 ARMIES (cost: 3) Power 55.

Settlement at P4: ADVANCE (gain 5 science). Science 15.

Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 9); pop 3->2. Power 46. SETTLER moves to O4.

Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4), Power 41

Settlement at Q1: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 40, Science 20.

Settlement at Q2: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 39, Science 25.

Settlement at Q3: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 37. Science 30.

Settlement at Q4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 36, Science 33.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 32.

Settlement at Q6: GROW (Cost: 2) pop 3->4. CREATE SETTLER (cost: 10); pop 3->2. Power 20. SETTLER moves to S7 and SETTLES

Settlement at Q7: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 3); Power 16.

Settlement at S6. GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 15, Science 36.

Settlement at S7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 14, Science 38.

MIRACLE: Inspire Settler at O4: Settler moves to M4 and SETTLES. (Cost: 10). Power 4.

Settlement at M4. GROW (cost: 1) pop 1->2. CREATE 1 ARMY (cost: 1). Power 2.

Science Spends: Armor to 2 (19 points; 19 points remain). Armor to 3 (19 points, 0 points remain).

Army moves:
A13: 3 armies, no action.
M4: 1 army ATTACKS UTA in L3
O4: 2 armies MOVE to M4.
O6: 2 armies MOVE to O7.
P2: 3 armies ATTACK MERMAIDS in N3
P6: 2 armies, MOVE to 07.
O7: 2 armies ATTACK SMOKE MONSTER in P8.
Q2: 6 armies ATTACK SIRENS in S3.
Q3: 3 armies ATTACK MERMAIDS in R4.
Q5: 8 armies MOVE via SEA to Q7.
Q7: 3 armies ATTACK DJU in R8. 3 armies ATTACK SMOKE MONSTER in P8
S6: 4 armies ATTACK DJU in S8.
--
Settlements Summary:
A13: 5 pop
B13: 2 pop
M4: 2 pop
O4: 4 pop
O6: 4 pop
O7: 3 pop
P2: 5 pop
P4: 5 pop
P5: 2 pop
P6: 2 pop
Q1: 5 pop
Q2: 5 pop
Q4: 3 pop
Q3: 5 pop
Q5: 5 pop
Q6: 4 pop
Q7: 4 pop
S6: 3 pop
S7: 2 pop

Armies Summary:
A13: 3
L3: 1 ATTACK UTA
M4: 2
N3: 3 ATTACK MERMAIDS
O7: 4
P8: 5 ATTACK SMOKE MONSTER
Q7: 8
R4: 3 ATTACK MERMAIDS
R8: 3 ATTACK DJU
S3: 6 ATTACK SIRENS
S8: 4 ATTACK DJU

Advances:
Armor: +2, to 3

Remaining Science: 0
Remaining Power: 2

Population: 70
Settlements: 19
Settlers: 0
Armies: 42

RP:
In the east, filthy cities sprawl further and further across the land. Within, slaves work fire-forges churning out armor day and night, and whip-wielding slavers roam the streets hunting for unfortunates to feed lethal iron mines. Desperate for any chance to escape, goblins swarm into the armies of various warlords, each eager to earn more wealth, power, and just maybe Grotar's favor - or at least avoid his ire - by producing greater and greater victories. Soon, the earth groans under the weight of Grotar's armies. Adventurers in fast ships take sail to slaughter beasts, hoping for glory, or at least glorious deaths, while the earth shakes from Grotar's armies as they approach cities that seem ripe for the picking. In the west, there is more settlement, for wood to build fast ships and fuel forges to produce the harpoons required to slaughter mermaids.

In the north, a few vessels find a new land, and goblin explorers plant a flag on the beach, proclaiming, "I claim this land for Grotar!" They immediately set about constructing a settlement, and march into the wilderness to save the souls of the hapless natives. And also enslave them.

Always, the armies chant as they march in step, words to inspire fear, "All will tremble, when Grotar comes."


Also, apparently I have a city that the GM removed by accident and Mogar never bothered to tell him about. Sent me a PM about it, which I just noticed now, and mentioned. It's in A13.

It increases my Power by 4 from it's population.

Settlement at A13: CREATE 3 ARMIES. (cost: 3)

Remaining power: 1.

RP: Grotar's cult takes a while to spread all the way to the furthest corners of Mogar's widespread tribes. His cultists arrive with their whips and chains, and orders to turn the simple goblins into competent sailors, or die.


Malkleth wrote:


Settlement at Q5: GROW (cost: 2) pop 5->6. Power 25.

MIRACLE: Raise Land (cost: 6) at Q5. It goes from Flat to Hills. Power 19.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 15. 4 ARMIES move to S7.

Turns out that I got how terrain miracles work incorrectly, so that the Armies in Q5 cost 8 rather than 4. So I will skip the Grow action on that city, leaving it with Population 5, and have Remaining Power of 0. Silly Grotar.


Grotar, He Who Shakes the Earth
POWER ROLL: 5d6 ⇒ (1, 3, 3, 4, 1) = 12 + 29 religion + 8 last turn + 9 fourth = 58 power
Science gained: 3 (1 volcanic settlements) + 6 (last turn) = 9 science

Settlement at O4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 57, Science 12

Settlement at O6: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 56, Science 15

Settlement at P2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 55, Science 19

Settlement at P4: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 53, Science 24

Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 6); pop 3->2. SETTLER moves to Q4 and SETTLES. Power 46.

Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 23. SETTLER moves to O7 and SETTLES. Power 38.

Settlement at O7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 37, Science 26

Settlement at Q1: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 6); Power 30. 3 ARMIES move to Q2.

Settlement at Q2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 29, Science 30.

Settlement at Q3: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 28. Science 34.

Settlement at Q4: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 27, Science 36.

Settlement at Q5: GROW (cost: 2) pop 5->6. Power 25.

MIRACLE: Raise Land (cost: 6) at Q5. It goes from Flat to Hills. Power 19.

Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 15. 4 ARMIES move to S7.

Settlement at Q6: GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 7. SETTLER moves to S6 and SETTLES.

Settlement at Q7: GROW (Cost: 1) pop 2->3. CREATE 3 ARMIES (cost: 3); Power 3.

Settlement at S6. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 2, Science 38

Science Spends: Seafaring to 4 (18 points; 20 points remain). Religion to 5 (18 points, 2 points remain).

--
Settlements Summary:
O4: 3 pop
O6: 3 pop
O7: 2 pop
P2: 4 pop
P4: 5 pop
P5: 2 pop
P6: 2 pop
Q1: 3 pop
Q2: 4 pop
Q4: 2 pop
Q3: 3 pop
Q5: 6 pop
Q6: 2 pop
Q7: 3 pop
S6: 2 pop

Armies Summary:
Q2: 6
Q3: 3
Q7: 3
S7: 4

Advances:
Seafaring: +1, to 4
Religion: +1, to 5

Remaining Science: 2
Remaining Power: 2

Population: 46
Settlements: 15
Settlers: 0
Armies: 16

Special: Grotar will gain the Slavery domain.

RP:
Grotar earns his sobriquet, as his armies gather. The boots of the marching armies shake the earth, and their chants of "All will tremble, when Grotar comes." In fast ships, moving with sail and oar, they slaughter mermaids and gather at coasts to oppose various sea monsters. Grotar demands, "Go east." and so the beats of the drums keep the enslaved rowers moving in time, establishing outposts in new lands.


addendum to the addendum:

It's my first turn, so I am still figuring things out!
Turns out sacrifice is a miracle, rather than a city action! This means that before I get rid of those western towns I can do:
F5: Grow, Advance (gain 2 science)
G5: Grow, Advance (gain 2 science)
H5: Grow, Advance (gain 2 science)

Then I just sacrifice six times instead of three to get rid of em all anyway.

Adjustment to turn summary:
Remaining Science: 6


TURN ADDENDUM:
Cancel the Inspire at Q2, and the Grow I invoked with it! This gives me 11 power to work with.
Settler settles at Q7
Settler settles at O4
Settler settles at O6

Q2's command line actually didn't reflect the inspire anyway, but my final science total should have been 28 rather than 32.

Settlement at O4: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 10, Science 30
Settlement at O6: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 9, Science 32
Settlement at Q7: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 8, Science 34

Grotar learns a new thing! Specifically, an Armor advancement.

New turn summary:
F5: gone
G5: gone
H5: gone
O4: 2 pop
O6: 2 pop
P4: 4 pop
P5: 2 pop
P6: 2 pop
Q1: 3 pop, +3 armies, armies move to R1 attack mermaids
Q2: 3 pop
Q3: 3 pop, +3 armies, armies move to P5
Q5: 4 pop
Q6: 2 pop
Q7: 2 pop

Survival: +1, to 8.
Armor: +1, to 1.
Remaining Science: 0
Remaining Power: 8

Armies: 6
Settlements: 12
Settlers: 0
Population: 29


Grotar, He Who Shakes the Earth
POWER ROLL: 4d6 ⇒ (3, 2, 6, 1) = 12 + 22 religion + 13 last turn + 9 fourth = 56 power
Science gained: 3 (1 volcanic settlements) + 12 (last turn) = 15 science

Settlement at F5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 57.

Settlement at G5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 58.

Settlement at H5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 59.

Miracle:/[b] Inspire City (P4). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 48.

[b]Miracle: Inspire City (Q2). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 37.

Settlement at P2. GROW (Cost: 1) increase population from 2 to 3. ADVANCE (gain 3 science). Power 36, Science 18

Settlement at P4. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 35, Science 21

Settlement at P5./[b] GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 29. SETTLER moves to O4.

[b]Settlement at P6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 23. SETTLER moves to O6.

Settlement at Q1. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 16. ARMIES move to R1 to destroy mermaids.

Settlement at Q2. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 15, Science 24

Settlement at Q3. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 8. ARMIES move to P5

Settlement at Q5. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 7, Science 32

Settlement at Q6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 6); reduce population from 3 to 2. Power 0. SETTLER moves to Q7.

Science Spends: Survival to 8 (17 points; 15 points remain).

--
Summary:
F5: gone
G5: gone
H5: gone
P4: 4 pop
P5: 2 pop, new settler, move to O4
P6: 2 pop, new settler, move to O6
Q1: 3 pop, +3 armies, armies move to R1 attack mermaids
Q2: 4 pop
Q3: 3 pop, +3 armies, armies move to P5
Q5: 4 pop
Q6: 2 pop, new settler, move to Q7

Survival: +1, to 8.
Remaining Science: 15
Remaining Power: 0

Population: 24
Settlements: 9
Settlers: 3
Armies: 6

RP:
Grotar's blood-soaked cultists praise his name, and when the Mogar is weakened from her foolish overreaching in the West, Grotar strikes. The goddess herself is devoured by He Who Shakes The Earth, her essence consumed and her spirit obliterated. Without their goddess to empower them, her shamans are slaughtered as the followers of Grotar seize power in his name. In the east, the coup is mostly bloodless - at least, by Grotar's standards. Only her priestesses and those who will not submit to Grotar are burned alive. However, smoke clouds the west as the Western Tribes that the thoughtless Mother so foolishly weakened herself creating slaughter themselves in bloody conflict. Grotar, it seems, is less interested in the West, and he bends his powers to reshaping Mogar's weakling civilization into something more suitable. Cowards and runts are driven out into the wastes to thrive or die as they can, while armies gather and ships are built, to bring glory to Grotar through battle against the mermaids and other pests.


Name: Grotar, He Who Shakes The Earth
Name Code: GRO
Domains: Discovery, War

Race: Goblins
Race Code: GB
Home Terrain: Flat Wetlands
Advancement: (none)

Background:

From the void, Grotar comes, devouring the puny Mother of Goblins, even as his bloody cultists among her people round up her priestesses and zealots and burn them in great sacrificial bonfires. The wiser goblins submit and are made strong. The cowardly goblins speak no word against them. For as it was foretold, all shall tremble, when Grotar comes.