He who is Within and Without, the Father of Thought.
Power Generation: 3d6 ⇒ (4, 1, 6) = 11 + 15 religion + 1 left = 27. A cataclysmic event rocks the Iremae' world. From above comes a falling star and as the world embraces it, dust clouds the size of mountains come crashing over Iremae settlements. A newfound sense of mortality grabs Prexus by the throat as many of his followers die a horrible death: choking, being burned alive, slowly dying while being pinned under rubble, and worse. He knows he cannot protect his people from everything. His people know Prexus cannot protect them from anything. And so, after a change in the winds of power, the Iremae stop looking up and start looking down. From hoping on their God to get things done, to the fields where they can grow their crops. Crops that lead to sustenaince, that can fuel a specialist class of soldiers, scientists and engineers. Specialists who can pave the way forward for the Iremae, who can do their darnest to make sure that another Earthfall will not happen to their lands ever again. The first explorations into the shattered lands reveal that the lands rocked by the ash clouds boost a high level of fertility. Ever practical, the Iremae expand into these lands because the promise of a rich harvest is all the farmers need to hear. Religion 5 -> 3. Agriculture 2 > 3. Survival 2 -> 3 Settlement H-14: Settler! Costs 3 power, 24 remains.
Settlement H-14: Grow! Size 6 to 7, costs 3 power. 7 remains.
Settlement I-15: Festival! Gather 2 power. 7 remains.
Ending power: 2
Special: gain 2 power as a gift next turn (from Yogga).
He who is Within and Without, the Father of Thought.
Take it easy. From my experience with these things, you should pick your fights and try to snowball small victories into bigger ones ^^ In my opinion, a game like this only gets better when there's some time in between turns for roleplaying. Buuuut that might just be me! *laughs*
He who is Within and Without, the Father of Thought.
Some tweaks that should be considered: -Adding phases to rounds. See below for details.
Phases:
Relationships:
That's my 2 cp.
He who is Within and Without, the Father of Thought.
Proudly the artisans presented their work to the Collective of Thinkers, men and women clad in the colored robes of their office - each color representing the rank of its wearer within their respective organisation. A marble pillar, some twenty feet high, was revealed to the gathered people. Men and women stepped forward and let their hands glide over the polished marble, studying the runes and depictions that were chiseled into it. The pillar represented Iremae craftmanship and to those who could read, and thus study it, it explained the purpose of the Iremae and their ideals. Prexus walked amongst his people, disguised as a simple scribe, and through his touch, infused it with power. This would make a fine gift ... I'm 'gifting' 2 power to Lord Yogga through this pillar. What he does with the pillar and where he places it, is completely up to him! The pillar was but one of the many things the Iremae did during the current Cycle of the Calendar of the Entity. They used their newfound wisdom and knowledge to enter a Golden Age! New settlements were founded by adventurous pioneers. Urged onwards by the Lesson of Without, they went forth to further the glory of Prexus in new lands. The lands between the Phorax and the Iremae were off-limits and Iremae officials went into these lands to lay down stones, marking the border between the two peoples. 11 power generated, 12 power through religion and 1 left from last turn makes for 24 power to be used this turn. 2 is gifted, so 22 remains. Settlement H-14: Grow! Size 6 to 7. Costs 4. 18 power remaining.
Settlement H-14: Advance! Gain 7 science. 8 science in total. Costs 0.
Technology!
Settlement I-15: Settler! Size 4 to 3. Costs 3. 12 power remaining.
Ending power: 1.
He who is Within and Without, the Father of Thought.
The people feel deep regret and sorrow for they have made a terrible mistake. They did not heed the words of their Father and did not pay their proper respects to the Phorax. To make up for this, the Father has issued the Iremae to start building schools and temples where proper worship of the Father is possible and where the people may be educated in his ways. This comes at the cost of some of their personal freedom, but so is the price of peace. Meanwhile, the artisans of the Iremae have started work on a gift for the Phorax: a statue inscribed with runes of knowledge and wisdom. Through this gift, they hope to offer their excuses in a tangible manner and so fill the rift between them, knowing well that they were the ones who created it. Since I'm unaware of how this would go, I'll leave it till next turn. If possible, I'd like to donate some power and or science. Something for the discussion thread! Power: 10 generated, 6 remaining from last turn (durp, fail create people) and 3 generated through religion = 19. Army K-14: move, to J-14. Settlement H-14: Grow! Size 5 to 6. Costs 4 power (5 size - 1 agriculture). 17 power remaining.
Settlement H-14: Advance! Gain 6 science.
= 12 science in total, plus the 2 remaining from last turn is 14. Settlement H-14: Inspire! Costs 10, 1 power remaining.
= 20 science in total. Science ranks gained: 5 at the cost of 19 science points. 1 science point remains. (Cost = 3+3+4+4+5=19)
Science ranks (10 total): Religion 4, Agriculture 2, Survival 1, Weapons 1, Armour 1, Seafaring 1. Ending power: 1
He who is Within and Without, the Father of Thought.
Science costs up to rank 20: Rank____Cost____Cost with Science Domain 1_______0_______0 2_______1_______1 3_______2_______1 4_______3_______2 5_______4_______2 6_______5_______3 7_______6_______3 8_______7_______4 9_______8_______4 10______9_______5 11______10______5 12______11______6 13______12______6 14______13______7 15______14______7 16______15______8 17______16______8 18______17______9 19______18______9 20______19______10
He who is Within and Without, the Father of Thought.
Ignore the above post. The stupid board ate my edited post and I have to type it from scratch. Yes, sometimes I can't help but dislike the paizo forums >< The Iremae meet the Phorax, a strange alien people. Through the intervenance of the Gods, the Iremae do not clash with the Phorax. Power pool at the start of the turn: 15. Settlement J-14: create army (1 unit) Costs 3 power, 12 power remains. Army J-14: move to K-13. Settlement I-15: grow, size 1 to 2. Costs 1 power, 11 power remains. Settlement I-15: advance! 2 points of science. Settlement H-14: advance! 4 points of science, for a total of 6. Science! 6 power buys the scientific Iremae 4 advancements (S1) -1, S2) -1, S3) -2, S4) -2 = total cost of 6) Old techs: Seafaring 1. New techs: Seafaring 1, Religion 1, Agriculture 1, Armour 1, Weapons 1. Army K-14: remains where they are. Settlement J-14: grow, size 1 to 2. Costs 1 power, 10 power remains. Settlement H-14: grow, size 4 to 5. Costs 3 power (+4 size, -1 agriculture), 7 power remains. Create people! J-13. A settlement comes to be, size 1. Costs 6 power, 1 power remains. Settlement J-13: grow, from size 1 to 2. Costs 1 power, 0 power remains. Settlement J-13: advance! 2 science points are created. Ending Power: 0.
He who is Within and Without, the Father of Thought.
Dark tidings to the east forced the Iremae to think, and act fast. A war-like race of all-consuming parasites were expanding their grasp on the barren wastes of the continent. Perhaps they had troubles climizating to more verdant regions, but the advancement of this parasite race was so rapid that no risks could be taken. Some voices said that diplomacy was the answer, but most knew that without a strong sword and the power to back up the words the Iremae would speak, diplomacy was nothing but a gesture of weakness. A philosopher by the name of Archaedores claimed that Prexus would not approve of wanton aggression, but mortal fear had gotten the better of the minds of most. The horns of war were sounded and the Iremae marched forwards onto uncertainty. Power pool at the start of the turn: 15. Settlement J-14: create army (1 unit). Costs 3 power, 12 power remains. Army J-14: move to K-13. Settlement I-15: grow, size 1 to 2. Costs 1 power, 11 power remains. Settlement I-15: advance! 2 points of science. Settlement H-14: advance! 4 points of science, for a total of 6. Science! 6 power buys the scientific Iremae 4 advancements (S1) -1, S2) -1, S3) -2, S4) -2 = total cost of 6) Old techs: Seafaring 1.
Army K-14: remains where they are. Settlement J-14: grow, size 1 to 2. Costs 1 power, 10 power remains. Ending power: 0.
He who is Within and Without, the Father of Thought.
Okay, some more questions: 1) what happens when you capture a city? is it immediately pacified and or may you use actions there? 2) how do you want us players to do diplomacy; should we post in the open or PM? 3) I'm not being an a**&%+*, am I? If I am, I'll happily retro-actively pull some of my punches and resort to roleplaying, which is what I'm really looking for in this game!
He who is Within and Without, the Father of Thought.
Generating Power: 3d6 ⇒ (2, 4, 3) = 9 > 10. The stage is set. The words of the Entity filled Prexus with a newfound ambition. The Father of Thought had taught his people, the Iremae, the two most important lessons of all. These lessons should suffice for now. If a Father cannot put trust in his children, how could the children ever have faith in their Father? The Iremae used to have raw power determine who would rule. Now, after the Great Thought had struck them, the definition of power had been rewritten. Collectives of Thought were formed. The brightest of ideas flourished here. Sound plans reverberated and through cooperation, the Iremae managed to expand their holdings. Nearby tribes were often nothing but savages. Worst of all, they had not been touched by the Divine Spark. Against the Collective they stood no chance. Settlers moved out of Erus into the nearby wetlands. Slowly but steadily, the Iremae settled these new lands and civilized them. Many new thoughts were added to the Hall of Records, Archive of Thoughts and the Library of Realisations. To the east, a mountain range loomed and an enormous vulcano dominated the skyline. This unforgiving wall of stone would let no thoughts through and the Iremae had but one way of conquering; by going over it. Settlement H-14: Create Settler. Costs 1 (0 difficulty, 0 settlers, 1 settlement). 9 power left. Settler H-14: move to I-15. Travel domain means no check is needed. Build new settlement. Settlement I-15: Grow, from 1 to 2. Costs 1 power. 8 power left. Settlement I-15: Create Settler. Costs 2 (0 difficulty, 0 settlers, 2 settlements). 6 power left. Settler I-15: move to J-14. Build new settlement. Settlement J-14: Create Army (1 unit). Costs 3 power (base 2, difficult terrain 1). 3 power left. Army (1 unit) J-14: move to K-14. 3 power left. If possible, goes into the pool.
He who is Within and Without, the Father of Thought.
I wrote down a very basic intro to Prexus and his Iremae people. I'll clean it up later, and keep on adding more and more to it as it comes to me. Intrepid explorers, the Iremae have the desire to see every corner of the world. Followers of the Father of Thought, they seek to empower themselves through wisdom and knowledge and embrace what some call 'science' to do so. A recent invention of the Iremae is the sailing ship, where the application of a large canvas lets the wind do all the hard work for you. Many more intricate thoughts went into the design, but this basic vessel lets them skirt the coastline. The transportation of people, commodities and goods are vital to the free flow and advancement of wisdom and knowledge. The seafaring ventures of the Iremae have brought forth a new dynamic within their community; trade. Like words, coin and goods can be weighed and then evenly exchanged. While this faithful servant of Prexus writes this down, others with inventive minds are busy discussing how to improve on this design so that they can build a ship that will tame the endless sea. Then, thoughts can be gathered and exchanged from all over the world for the greater glory of Prexus! That's an intro for the other players as to who I will play and what to expect :) |