Rayhan Xobhadi

Prexus's page

37 posts. Alias of RebBrown.


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He who is Within and Without, the Father of Thought.

Prexus simply fades back into nothingness, taking away the divine spark that blessed his people ^^


He who is Within and Without, the Father of Thought.

Sorry, but I'm pulling out. It is not that I'm not enjoying it any longer, but there's only so much time and energy I have and right now, life is sucking up way too much of it!


He who is Within and Without, the Father of Thought.

Sorry, had/am having a busy weekend. Will post tomorrow at the latest. If I don't, do process the turn if you're ready to do so.

Hope you're feeling a little better, Umbra :)


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.
Settler H-14: move to G-14, settle.
Settlement G-14: Grow! Size 1 to 2, costs 1 power, 23 remains.
Settlement G-14: Settler! Size 2 to 1, Costs 4 power, 19 remains.
Settler G-14: move to G-15, settle.
Settlement G-15: Grow! Size 1 to 2, costs 1 power, 16 remains.
Settlement G-15: Settler! Size 2 to 1, Costs 5 power, 11 remains.
Settler G15-: move to H-15, settle.
Settlement H-15: Grow! Size 1 to 2, costs 1 power. 10 remains.

Settlement H-14: Grow! Size 6 to 7, costs 3 power. 7 remains.
Settlement I-15: Grow! Size 3 to 4, costs 1 power. 6 remains.
Settlement J-14: Grow! Size 4 to 5, costs 1 power. 5 remains.

Settlement I-15: Festival! Gather 2 power. 7 remains.
Settlement J-14: Festival! Gather 3 power. 8 remains.
Settlement H-15: Settler! size 2 to 1, costs 6 power. 2 remains.
Settler H-15: move to I-16, settle.
Settlement I-16: Grow! Size 1 to 2, costs 1 power. 1 remains.
Settlement I-16: Festival! Gather 1 power. 2 remains.

Ending power: 2
Ending science ranks: 12 (Religion 3, Agriculture 3, Survival 3, Weapons 1, Armour 1, Seafaring 1.)
Ending science points: 1.
Ending population: 21.
Ending settlements (7): H-14 (7), J-14 (5), I-15 (4), G-14 (1), G-15 (1), H-15 (1), I-16 (2).

Special: gain 2 power as a gift next turn (from Yogga).


He who is Within and Without, the Father of Thought.

"Create Army, Special: Use Meteorite"
"City Action, Mine Meteorite"

.. but yeah, I'll keep it in mind while I draft up my turn!


He who is Within and Without, the Father of Thought.

It's fine, no need to explain :D I did receive a warning after all *winks*


He who is Within and Without, the Father of Thought.

That put a dent in my expansionist fantasies xD


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.

And one more thing: these type of games stand and fall with the respect you have for your fellow players. Yes, only one can win, but if we play it right we all win :D


He who is Within and Without, the Father of Thought.

Ai. My phases idea didnt come across as intended! I meant it as a way for playera to structurize their posts and the way the DM processes the rounds. That streamlines gameplay and lets us know what and cannot (reasonably) happen.


He who is Within and Without, the Father of Thought.

Some tweaks that should be considered:

-Adding phases to rounds. See below for details.
-Adding a 'relationship overview' table for each player. See below for details.
-Giving units 'action points'. Moving, building a settlement, and so on, all cost an action point. No more crazy chain-settler-settlement spam!
-A city cannot do anything on the turn it has been founded.
-Slight tweaks to costs of miracles, powers, domains and so on.

Phases:
1) Gather Power 2) Grow Cities 3) City Events 4) Unit Moves 5) Round wrap-up. The Gods should be able to take actions at any point, but with our collaborative 'LET'S POST OUR TURNS' frame that means that certain actions can disrupt phsae 1, 2, 3 and 4. My suggestion is that when a phase gets interrupted, the players actions until then are processed, but the game is halted while the gamemaster and the players resolve the rest of the turn. Does it make it clunkier? Yes. Does it make it more rewarding for all players involved? Yes, because it doesn't become a game of 'ambush the other after he posted'.

Relationships:
1) Players must set a 'mood/opinion' for each other player encountered/known. In my opinion it should range roughly from 1 to 10, 1 being open war and virulent hatred, and 10 meaning you see them as allies that you love, trust and perhaps want to get funky with.
2) Each turn players can change the mood/opinion in phase 3 or 4 by one or two steps.
3) Doing things that are not in line with your current mood/opinion will upset/confuse the people. What the punishment for this should be (less power generation??), I don't know. But it means that you can actually cultivate positive AND negative relationships and it adds a new layer of strategy to the game.

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 J-14: Grow! Size 3 to 4. Costs 1. 17 power remaining.
Settlement I-15: Grow! Size 3 to 4. Costs 1. 16 power remaining.

Settlement H-14: Advance! Gain 7 science. 8 science in total. Costs 0.
Settlement J-14: Advance! Gain 4 science. 12 science in total. Costs 1. 15 power remaining.

Technology!
Spent 11 points to gain 2 ranks (costs are: rank 10 = 5, rank 11= 6).
Religion from 4 to 5.
Survival from 1 to 2.
Science ranks total: 12.
Science points remaining: 1.

Settlement I-15: Settler! Size 4 to 3. Costs 3. 12 power remaining.
Settler I-15: move to J-16. Build settlement.
Settlement J-16: Grow! Size 1 to 2. Costs 1 power. 11 power remaining.
Settlement J-16: Settler! Size 2 to 1. Costs 4 power. 7 power remaining.
Setler J-16: move to I-16. Build settlement.
Settlement I-16: Grow! Size 1 to 2. Costs 1 power. 6 power remaining.
Settlement I-16: Settler! Size 2 to 1. Costs 5 power. 1 power remaining.
Settler I-16: move to H-15. Build settlement.

Ending power: 1.
Ending science ranks: 12 (Religion 5, Agriculture 2, Survival 2, Weapons 1, Armour 1, Seafaring 1.)
Ending science points: 1.
Ending population: 17 (if I'm not mistaken!)
Ending settlements: 6 (H-14 @ size 7, J-14 @ size 4, I-15 @ size 3, I-16 @ size 1, J-16 @ size 1, H-15 @ size 1.)


He who is Within and Without, the Father of Thought.

I know dat feel. My hands are actually not big at all, but when my fingers caress the touch screen of my phone it feels like I'm slapping the screen with sausages xD


He who is Within and Without, the Father of Thought.

Power Generation.: 3d6 ⇒ (3, 6, 2) = 11

I will start doing the math now and plan my turn! But fear not, it won't take two days this time *blushes*


He who is Within and Without, the Father of Thought.

Fair enough. I'll make my donation next turn.


He who is Within and Without, the Father of Thought.

There, done. My apologies for the late update. I'll let you process all the data before putting the next question on your plate: how do we handle 'gifts'? Prexus wishes to make a donation to Lord Yogga.


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 I-15: Grow! Size 2 to 3. Costs 1 power (2 size - 1 agriculture). 13 power remaining.
Settlement J-14: Grow! Size 2 to 3. Costs 2 power (2 size - 1 agriculture + 1 difficulty). 12 power remaining.

Settlement H-14: Advance! Gain 6 science.
Settlement I-15: Advance! Gain 3 science.
Settlement J-14: Advance! Gain 3 science. Costs 1 power (difficulty 1). 11 power remaining.

= 12 science in total, plus the 2 remaining from last turn is 14.

Settlement H-14: Inspire! Costs 10, 1 power remaining.
Settlement H-14: Advance! Gain 6 science.

= 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)
1: Religion 2
2: Religion 3
3: Religion 4
4: Survival 1
5: Agriculture 2

Science ranks (10 total): Religion 4, Agriculture 2, Survival 1, Weapons 1, Armour 1, Seafaring 1.

Ending power: 1
Ending population: 12.
Ending science points: 1.


He who is Within and Without, the Father of Thought.

Just to be clear: creating an army has a minimum cost of 2, right? PER army. Blurghing my update onto the forum now.


He who is Within and Without, the Father of Thought.

Power Generation: 3d6 ⇒ (6, 3, 1) = 10


He who is Within and Without, the Father of Thought.

If not tonight, I'll draft up my post tomorrow morning. Went from work to a bday to having a friend over who got dumped a few days ago, all while I'm frikkin' exhausted. Guess I can't complain x'D


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.

Aight! Yes, I had to write it down and give it a double look myself while doing the progress. I'll write out a longer table later today and post it. There's no need for all of us to keep on doing the math every turn *laughs*


He who is Within and Without, the Father of Thought.

Cost of gaining another science rank (with the Science domain):
rank 1 = free
rank 2 = 1
rank 3 = 1
rank 4 = 2
rank 5 = 2
rank 6 = 3
rank 7 = 3
rank 8 = 4
rank 9 = 4

.. so with 6 power, I can get up to 5 total ranks, like I did, no?


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.
Ending Science Ranks: 5.
Ending Science points: 2.
Ending Worshippers: 11 (if I'm not mistaken!).


He who is Within and Without, the Father of Thought.

I PM'ed you.


He who is Within and Without, the Father of Thought.

Ignore my above post. I got my alternative post copy/pasted in a notepad document, but I'm awaiting a reply from Lord Yogga.


He who is Within and Without, the Father of Thought.

Yeah, I'm just gonna go to bed. I got some 3 hours of sleep last night and I'm screwing things up left and right.


He who is Within and Without, the Father of Thought.

edit - nm


He who is Within and Without, the Father of Thought.

That's EXACTLY why I feel that what I'm doing isn't a 100% kosher. I'd much rather engage in roleplaying our 'meeting'. I know you got power left and what you'd do with it *winks*


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.
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.

Ending power: 0.
Ending science: 5.
Ending worshippers: 8.


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.

I'll draft my post now. I barely got any sleep last night thanks to my neighbours having an awful fight in the middle of the night. If I make any mistakes and sleepy dumb me doesn't see 'em, feel free to point them out! :D


He who is Within and Without, the Father of Thought.

Power Generation: 3d6 ⇒ (6, 2, 4) = 12

I'll either slowly edit my post or figure it out and post it in a couple of hours! Sorry, had a rough night, need sleep :<


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.

What happens to any remaining power at the end of the turn. Does it remain in your pool, like mana would?


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 :)


He who is Within and Without, the Father of Thought.

Greetings all! Sadly I couldn't find Rjak, so this avatar will have to make do ;)