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36120 No. 36120 ID: 8c2f6c

Because Infodumping is bad I'll answer questions about Necroquest, its setting, theology, geology, political situation, our protagonist, magic system, etc.

If you have a suggestion, or just commentary about the quest, put it here

So, fire away.
>>
No. 36129 ID: cf65c1

Ig-Vhakhan, who the heck is it?

If Ig is not the same, who the heck is it?
>>
No. 36130 ID: 69eff7

What are Torchspirits. Can we have some information on this Path church/philosophie?
>>
No. 36137 ID: 8c2f6c

Ig-Vhakhan is a god. He governs a small continent 'Counter-Spinward' (East). He's heavily Darwinian, and he believes that the only way for humans to improve themselves is to test them constantly.

Unfortunately he goes a bit overboard on the tests, and doesn't recognize that not everyone is the peak of human ability. He was unnamed and killed every civilization that tried to set up on the continent until the Ig came.

The Ig are a civilization of humans who went to the continent after being driven there by the Grakh (A non-human species, more on them later), they managed to survive Ig-Vhakhans constant tests and then either named him or were named by him. After a few centuries they invaded everyone else, using the continents native wildlife as mounts. After burning down and conquering most of the continent, they were driven back due to their comparatively small numbers. They use an odd type of Thermomancy and a shoot-off of force magic. They also brought steel and crossbows to the continent and left many death-trap riddled temples of Ig-Vhakhan over the taken territory. The Ig are mostly Mongoloid anthropology-wise.

Ig-Vhakhan enjoys 'improving' visitors or worshippers in his temple by throwing deadly traps, puzzles attached to deadly traps, and hordes of spontaneously created monsters.

He cares the least about utterly raping physics of all the known gods.

Torchspirits are minor spirits of Pathism. They watch the faithful and pick Sparks who are ready to ascend to Torches and ascend them. They have a bad habit of being violent zealots. They're reasonably dangerous, but they are dumb as bricks. They look like monstrously well built Aryan men with metal armor. Who are on fire. Weaponry varies.

Pathism is a large subject, and gets its own post when I get home.
>>
No. 36178 ID: e911d6

Pathism believes that the gods are usurping spirits stealing souls away from their proper destination. They believe that to get rid of the 'corruption' of the gods all must follow one of six paths of behavior. The spirits attending the faith, spark, torch, lantern and pyre spirits, monitor the faith of its constituents and reward devout faith with their blessings and elevation in the informal hierarchy of the Paths.

Sparks are the lowest rank of ascension, bestowed upon those who show consistent devout adherence to their path. It is not uncommon for 15-20% of a given congregation to be Spark tier in belief. Sparks are slightly more charismatic and perceptive than normal humans, and a minor force magic field assists them with minor tasks and fetches objects for them.

Sparks may bless multiple people, and tend to wander after a few months of checking on a recently elevated worshipper. They assist Pathist bands in minor missions and often do clerical work. They resemble short, well muscled pale men with a back problem who have sparks shoot out of their mouths when they talk. They tend to be friendly, attentive and helpful and prefer not to fight unless confronted with Necrourges or Xenothurges. They have a thing against Thermomancers and illusionists, though there are exceptions.

Torches are the next up, in addition to the constant devout belief necessary to become a Spark, they have done something truly extraordinary in order to draw the attention of a Torchspirit. A group of three torches is monitored to make sure they remain devout by a single Torchspirit. Being elevated to Torch is a change that brings significant boosts to Reflex, Body, Resistance and Perception as well as giving conscious control over minor Force Magic but it can be recalled in a way that is permanently damaging. Having a blessings recalled recalls previous blessings as well, meaning a fallen torch looses his spark. Fallen torches are followed by the scent of burnt coal until they redeem themselves. Torch spirits resemble heavily muscled nordic men and women in steel armor who happen to be on fire. They tend to be zealous, aggressive and mild Pyromaniacs with a thing about authority. Torch Ascension is far rarer than spark, possibly due to each Torch Spirit having a limited number of them to give out. As a result 1-3% of any given congregation is likely to be a Torch.

Lantern Ascension is even more prestigious than Torch. It is given due to consistent and unflagging extraordinary feats in service of the path, and only twenty exist per path. Each Lantern spirit has one ascension to hand out, and they monitor the ascended closely. Falling from Lantern status can happen even due to minor violations of the code, and it results in the stench of blood following the person until they redeem themselves to at least torch level. Lantern ascension enhances the benefits bestowed by torch ascension and also increases Mind and grants full access to Force Magic. Lantern Spirits resemble tall women, bronze colored and clothed in heavy robes. They glow golden and breathe flame.

Of Pyre ascension, not much is known. save that only the Pyre and Lantern Bearers of each path know what that paths Pyre Spirit looks like, that there is only one Pyre per path and that three Lanterns are always enhanced as their successors.

Pathism is viciously supressed in Spikeward (Northern) Ersteland and near the capitol, but elsewhere it is mostly ignored. It has a large following in the Counter-Spinwise (Eastern) part of the empire that's been growing recently.

It believes that necromancy is an abomination as it is the ultimate corruption of a soul. Undead are destroyed on sight by Pathist groups, and Necromancers are either driven away from them or hunted down and killed by spirit sponsored kill teams.

Xenothurgy is hunted down due to being a direct connection to the Blasphemous, corrupting influence of Shar.

Thermomancy is hated due to its similarity to the abilities used by the Ig during their invasion.

Force Magic is censured unless it is granted by ascension.

I have a bad feeling I forgot something, but I can't remember what it is.
>>
No. 36190 ID: 259738

>>345978
>I have a bad feeling I forgot something, but I can't remember what it is.

This is the best group. We need to find some of these guys.
>>
No. 36191 ID: 69eff7

>>345990
You want to find Pathist. Reallly?
Who are trying to kill even us as we speak?
Whose philosophie demands our death just because we exist?
Or am I just reading something wrong here?
>>
No. 36192 ID: 259738

>>345991
Reading something wrong. I wasn't talking about Pathists.
>>
No. 36215 ID: cf65c1

Spikeward? Ersteland? Counter-Spinwise? Empire? Just considering what it takes to establish ourself as a prosperous merchant, buy some nice property in a place the pathists stay away from and take up a nice hobby like opening a Temple of Shar.
>>
No. 36229 ID: e911d6

Spikeward and Tipward are equivalents to North and South. The terminology is due to their moon equivalent.

Spinwise and Counterspinwise are also due to their moon equivalent and correspond to West and East respectively.

Ersteland is a large empire on the continent she's staying on. It's mostly human and the official religion worships Faust, and by extent the Imperial Family who he sired. They've grown enormous due to Ig and Ghrakhal invasions weakening their enemies and control the vast majority of the continent. Unfortunately (Or fortunately) the empire is beginning to rot due to corruption and inbreeding among the nobility, the inability of the empire to police its massive bulk, corruption among the legates and growing discontent among the masses. Ethnically the area near the capitol is mostly Germanic, the area Fatima's in is mostly ethnically Spanish, so Fatima's brown skin doesn't look to out of place. Being ethnically Northern Indian doesn't exactly help though.

Temples to Shar would be rather ruthlessly destroyed by the Legates unless you're outside of Ersteland. They don't like things that go against the Empires authority. Pathism only became so prevalent due to the chaos caused by the Ig invasion allowing it to entrench itself among the population.

With Fatima's social skills, becoming a successful merchant will be easy. But she's a daughter of Shar, she has ambition. She might jet off and do something stupid without major character development.

You'd need to get a product though, Fatima's mainly been living as a wandering teacher, storyteller and occasional adventurer.
>>
No. 36421 ID: 07416a

What's the point cost for adding a new school of magic? Also, you should delete the information of the schools from the main thread and add it here.
>>
No. 36461 ID: e911d6

Schools of Magic are decided at birth, so new schools can only be gained by 'cheating'. Ascending in a Path and gaining boons from Ig-Vhakhan are the most common examples. Impressing any major spirit should do it though.

Will get to doing that momentarily. IB tests are slowing updates to a crawl.

CURSE YOU SCHOOL!
>>
No. 36464 ID: 259738

>>346261
Are there dependent abilities that branch off of our non-necromancy schools? If we get good enough at Illusion or Xenothurgy will we get access to some kind of Illusion/Xenothurgy hybrid ability or abilities?
>>
No. 36468 ID: e911d6

>>346264

At rank 5 for each ability, and every 5th rank afterwards, the ability becomes a combination ability with an ability of your choice that you have ranks in. It can be used for its original purpose, but it you gain a new ability or optional side effects depending on what other ability you chose.

You have to get a Necromancy ability to 5 first though.
>>
No. 36474 ID: 259738

>>346268
Do Necromancy abilities do that too? And what would happen if we got two abilities to 5 and then had them combine with each other? Or if we got say, Birthright to 5, combined it with One for All, then got One for All to 5 and combined it with..uh...Suggestion? Would Birthright's hybrid thing be affected by the change to One for All from Suggestion?
>>
No. 36508 ID: e911d6

>>346274
Necromancy abilities do it as well.

Morphs aren't affected by the morphs on the spell you're basing the morph on.
>>
No. 36510 ID: 259738

>>346308
Ah. Are they affected by the level of the spell you are basing them on? Is Birthright 5 morphed by One for All 1 different from Birthright 5 morphed by One for All 5?
>>
No. 36512 ID: e911d6

>>346310

Yes. Birthright-One for All at low levels may allow her to use the Stun affect on anyone who has fallen thrall to the 'irresistible will' effect of Birthright, regardless of Mind score. At high levels of One for All it would give her a telepathic link to all of them, with the ability to detect their thoughts and drive them insane/edit their minds at will.

The effect is magnified if both effects morph each other.
>>
No. 36640 ID: cf65c1

Will Shar ever give direct commands or advice to our pretty little necromancer, and does she have a specific agenda for her?
Also, right now she's something of a brown-skinned 15+ out of 10 in the looks department... anybody have any idea what that looks like (aside from probably black hair)?
>>
No. 36692 ID: e911d6

>>346440

Shar doesn't have much of an agenda, she simply wants her Children to do one of three things:

A) Cause major change in the world

B) Help someone cause major change in the world in a major way

C) Absurd numbers of children.

As for the second bit, no. I'm bad at describing people. I can do personalities and worlds, but physical appearance is a weak point.

If anyone else asks, I'm going to be saying because what you can think of/draw yourself is better than what I can describe.
>>
No. 36696 ID: e911d6

ALLIES GAINED:
Allies are friendly (Or non-hostile) NPCs who Fatima can acquite to help Fatima out with various tasks. They're normally nowhere near as skilled as Fatima, but have areas of specialization Fatima isn't specialized in. Meaning that they're almost always useful to have around.

Miles Gradat
Mortal
Grakh Adventurer
Grakh are small little buggers. They aren't as durable, strong or enduring as humans due to evolving as ambush predators, but they're much faster and more nimble.
((Body -1, Speed, Reflex +1. Grakh have Poisonous and Small as special qualities. ))
((Note: Humans get Body and Resistance +1. Deception -1. They don't apply to Fatima as she's a demigod, not a human. Humans have Dedicated and Stubborn as special qualities.))
Stats:
Body: 2
Resistance: 3
Speed: 5
Reflex: 4
Perception: 3
Mind: 3
Charm: 2
Deception: 1

Skills:
I can do that: Miles is a Jack of All Trades. Try and find a task he can't contribute to.

You can't. You know why? He's just that good.

You cut the RED WIRE!: Miles is an expert in dealing with traps and other nasties due to years of experience in various temples, tombs, graves, dungeons and gods only know what else. He can disassemble and re-assemble most traps with ease, and the idea of a lock stopping him is laughable.

Your armor has a problem. It's being used against me: His experience in fighting and dealing with well armed and armored slavers means that Miles is an expert at ducking into an opponents and sticking a poisoned barb where their armor isn't.

Boons (Supernatural bonuses gained from gaining a God or Major Spirits blessing):
You are already dead
Miles can accelerate how quickly his poison acts at will, as well as manipulating its lethality within certain limits.

I call Heads
Miles has supernatural luck at games of chance.

Ah, Iocane Powder. Finely aged.
Miles is immune to all poisons and diseases.

The Laws of Physics called, their asking you to stop raping them
Force Magic does not work within ten feet of Miles.

Quirks:
Former Slave
Miles will not stand for the enslavement or forced bondage of others. Ever. He is also extremely hostile towards any slavers, former slavers or slaveowners you encounter.

Professional Adventurer
Miles is a bit....odd from professionally going out and raiding magical hideaways for a living. Though it gives him great power, he can't deal with people properly. This causes mishaps such as tipping vastly inappropriately, getting genders wrong, and several odd obsessions.


Marisol Garcia
Stats:
Body: 4
Resistance: 3
Speed: 3
Mind: 2
Perception: 2
Reflex: 3
Charm: 3
Appearance: 1
Deception: 2

Skills:
Everything in this room is a weapon: Marisol knows how to use every dedicated weapon within the Ersteland empire, as well as some improvised ones and some things that should not have violent applications.

COME AND GET ME!:
Marisol has the incredible ability to offend everyone in a room at once. As a result, she tends to draw a lot of fire when a fight starts.

I have reserves!
No-one knows how Marisol carries that many weapons around, and no-one's ready to ask.

Boons:
Jump
Marisol can leap with an absurdly high speed and to an equally absurd distance.

Can't Get Drunk
Marisol is immune to alcohol, and though she gets a nice buzz, she never succumbs to the nastier effects or seriously impaired judgement heavy drinking brings.

Gentlewoman Adventurer Marisol is stronger and faster when acting as a traditional, stereotypical fantasy hero(ine). She doesn't know this though.

Quirks:
Hero Complex
Marisol has a bit of a Hero Complex, she has a thing for sparing her enemies and saving those in distress even when it's a really bad idea.

Closet Romantic
Marisol is a closet Romantic, waiting for a Dude in Distress or One True Love.

Emphasis on closet.
>>
No. 36899 ID: 07416a

>>346496
Official vote for saving boons up until we can get Biomancy. Regeneration ftw.
>>
No. 36927 ID: 07416a

>>346699
Also could help with that "absurd number of children" thing, so Shar might want to help.
>>
No. 36941 ID: 259738

>>346699
The flesh is weak is a lot like regeneration already, we don't need to learn biomancy for that unless we want to use it on other people. And if we want to use stuff on other people, Thermomancy is a better option. We can craft all kinds of magic items, and get actual offensive magic!
>>
No. 36943 ID: e911d6

>>346741

The main difference is that Regeneration is faster and The Flesh is Weak gives you possibly useful, but very obvious, mutations for a while. Regeneration also eventually gains the ability to heal others.
>>
No. 36945 ID: e911d6

Current Pronouns for Ghrakh (Who's spelling changes depending on strength of headache if I've screwed that up.

For reference Ghrakh is the correct spelling):
1st Gender (Egglayers):
Grer
Gred
Gres

For 2nd-4th genders (Fertilizers)
Ther
Thed
Thes

For 5th gender (Secretes enzyme that allows hatching):
Kler
Kled
Kles

All of them are in order of Subjective-Objective-Possessive pronouns.

Note to self: When making new species, stick to two goddamn genders from now on.
>>
No. 37196 ID: f0e3ae

>You are already dead
>Miles can accelerate how quickly his poison acts at will, as well as manipulating its lethality within certain limits.

mmm, he has poison AND can make said poison supernaturally powerful? what if he used a large amount (all?) of his poison on the bull and we somehow get the bull to eat him?
>>
No. 37217 ID: e911d6

>>346996

The bull's (un)dead, it might work on the Drake. But he wouldn't be happy about being eaten.

You could have him hide in the former bull's innards as a trap, he could leap out and stab whatever was near the bull.
>>
No. 37223 ID: f0e3ae

>>347017
I am not sure what you are saying. I meant to make the undead bull into a "poisoned meat" trap for the drake.
>>
No. 37230 ID: cf65c1

Are we paused for the players to make less inadequate plans?
>>
No. 37247 ID: e911d6

>>347030

We're paused due to intestinal failure on my part. Stupid digestive system decided to go on strike alongside my respiratory system.

>>347023

My bad, misunderstood you.
>>
No. 37312 ID: f0e3ae

>>347047
sorry to hear about your health. My well wishes on making a full recovery.
>>
No. 38482 ID: a7ac94

As I mentioned in actual, got sick, ruined laptop, nearly died. Have new respect for doctors.

Good news is, I actually found my original notes for this thing, so I'll be able to be a bit more thorough and accurate with updates.

Bad news is: Still can't draw for shit.
>>
No. 38506 ID: 07416a

>>348282
BOOO!

HOORAY! DOUBLE HOORAY!

...Acceptable.

Glad you're back! Happy not-dead day!
>>
No. 38516 ID: a7ac94

Stuff I didn't mention earlier, but will probably be relevant:

Fatima is from an area loosely called the tribeslands. It's roughly the size of Texas, and used to be the home of we would call the Persians, under the name of The Coalition of Zoroaster (The first king, powerful Thermomancer). When the Ersteland Empire rose to power, kicked the Ghrakh off of the continent and took over everything they decided that as a punishment for standing on the Ghrakhs side during the revolution, they would do their damn best to kill off everyone in what we would label the Middle East.

The Refugees moved to the Coalition, which managed to defend itself long enough for a relatively sane surrender treaty to be hammered out due to an easily defensible border. Unfortunately, it fell apart to the hundreds of thousands of refugees the then-emperor wouldn't let leave. The Coalition, now a vassal of the Empire, collapsed and the refugees and surviving Coalition government formed dozens of smaller governments, eventually called the Sharan tribes.

Though the tribes are fully functioning governments, they tend not to agree with each other and have minor wars every so often. The Tribeslands is a derogatory name given by those from outside of the area.

Identity as the various tribes as opposed to the countries that existed before the Genocide is so strong that when Emperor Maximillian Gottblut allowed the Tribesmen to officially leave the lands and reform the old countries as states of the Ersteland Empire 400 years after the fact, no-one was interested in the offer.

People aren't happy with Empire rule in the tribes, and rebellion has been attempted several times, but the tribes are not unified enough to implement a rebellion successfully. No three tribes trust each other enough to fully commit to an operation one of the others is leading. Theoretically a neutral faction could run it, but as of yet none has appeared.

The gem of the Tribeslands is The Great Academy of the Goddess Shar. It was formed just after the collapse of the Coalition by a group of scholars who wished to escape a particularly nasty crackdown on pre-genocide knowledge by a concussed Emperor and so bargained with Shar (Fatima's godly mother/father/not totally sure) to be able to have their library protected by building it in the nexus of magic she collected near her home. She agreed, under the condition that the Library became a school and that it was named after her.

It's currently one of the few neutral zones in the Tribeslands, a thriving city, arguably the most prestigious academy in the sphere and takes advantage of its godly protection by refusing to share inventions and discoveries with the Ersteland Empire.

Example: Fatima has a folding telescope that her father and grandfather owned before her. This would be considered cutting edge technology in Ersteland.

Despite the negatives of the Ersteland Empire being focused on here, most of it is actually a nice place to live in. It's just that we aren't really interested in the 70% of Ersteland that hasn't had a genocide happen in it, hasn't been invaded by Mongols riding Drakes in service to a god of evolution, isn't infested with rabid Anti-theists, doesn't suffer from periodic raids by a nation made of the bipedal cross between a honey badger and a platypus or deal with rampant corruption at all times.

Next codex update: Archivists. Or: What the Erstelanders did right.

Also, a more comprehensive description of the Ghrakh. Or: Design species while on serious medications on occasion, it's fun.
>>
No. 38592 ID: 07416a

>>348316
Welcome back! Glad she doesn't need hand-holding.
>>
No. 38809 ID: b1f0e2

Current schools:

Ranks chart based on >>/quest/319078
Necrourgy >>/quest/301134
+Reanimate: 2
+Lifesight: 1
+Necro-Magnetism (Force): 0 (LOCKED)
+Bone-Forge (Biomancy ): 0 (LOCKED)
+Dread Hive (Xenotheurgy): 2
+Hive Channel (Thermomancy ): 0 (LOCKED)
+Mutilate (Terramancy ): 0 (LOCKED)
+Birthright (Illusion): 3

Xenotheurgy >>/quest/301142
+One for All: 1
+Love of the All-Mother: 1
+Blessings of Shar: 1
+Hateful, Wretched Noise: 1
+The Flesh is Weak: 0
+They Give me Strength: 0

Illusion >>/quest/301159
+Pheremones: 1
+Visual: 3
+Auditory: 0
+Suggestion: 0
+Obfuscate: 0
+Consummate Falsehood: 0

Ok, this raises a question. Are the 6 necrougy skills which require other schools to unlock, are those considered Necrourgy or both?
If just necrourgy then only necrourgy and general XP points can be spent on them.
If both then necrourgy, general, and the other specific school can be spend on them.
Can we spend the 1 point of Xenotheurgy on dread hive? can we spend illusion points on birthright?
>>
No. 38813 ID: a7ac94

Since votes look like you're going to be picking up a Gods personal branch of magic, a sampling of gods:

Shar: AKA mom, you already have both of her branches (Xenothurgy and Necromancy) so there's not much to detail here. Sharan mages shape the world through charisma, deception and plots. The laws of nature bend to them due to subterfuge and an army of undead minions as well as teamwork among the most powerful mages.

Ig-Vhakhan: The batshit insane god of evolution, fire and dragon-kind. When the rest of the gods created a sane world with a relatively normal ecosystem and consistent magic system, he decided to create the most insane things possible while staying within the rules they had set down. Which is why dragons are the size of New Zealand. His personal brand of magic is all about improving yourself, others, setting things on fire and exerting authority.Ignan champions shape the world through being nigh unkillable geniuses with superpowered friends and making people who disagree with them explode. Some of his spells are reminiscent of Thermomancy

Ritter: The Ersteland Empires patron god. Ritter is a god of order, construction and codified warfare and his magic reflects this, creating large battlefield changing effects, wide, minor upgrades to allies and choosing individual champions to fortify and make leaders. The Magier-ritter changes the world through charisma, large armies, bureaucracy and discipline, with a few champions to lead them. Some of his spells are reminiscent of Force Magic

Nagh: The Patron god of the Ghrakh nation of Ghul Drakh. Nagh is a god of poison, subterfuge and rampant growth. His magic tends towards growing effects, long term poisons and genetic modification projects combined with minor stealth effects and trigger abilities. Naghi Khal tend to alter the world through hidden plots that quickly snowball into something unstoppable. Some of its spells are reminiscent of Biomancy

Of course, I'm not going to be telling you what individual spells do until you've grabbed a field. This is all information that Fatima knows or believes.
>>
No. 38815 ID: b1f0e2

reiterating previous question:
>Ok, this raises a question. Are the 6 necrougy skills which require other schools to unlock, are those considered Necrourgy or both?
>Can we spend the 1 point of Xenotheurgy on dread hive? can we spend 2 illusion points on birthright?
>>
No. 38816 ID: b1f0e2

>>348613
theory time...
Normally I would assume that the god granting powers of ANOTHER god will first get their permission, or make sure they are compatible with us... With Ig-Vhakhan I think this assumption is out of the window. He could link us to a god who would then demand we prove ourselves loyal to their cause. That being said, the 4 gods listed all seem to be compatible with us. So I don't think this is likely to be a problem... now lets try to guess what the spells actually are and their usefulness.

>Ig-Vhakhan: The batshit insane god of evolution, fire and dragon-kind. When the rest of the gods created a sane world with a relatively normal ecosystem and consistent magic system, he decided to create the most insane things possible while staying within the rules they had set down. Which is why dragons are the size of New Zealand. His personal brand of magic is all about improving yourself, others, setting things on fire and exerting authority.Ignan champions shape the world through being nigh unkillable geniuses with superpowered friends and making people who disagree with them explode. Some of his spells are reminiscent of Thermomancy.

Basically, Ig-Vhakhan spells will make us superman... neigh involnerable, super smart, super powers, blow shit up with fire.
Currently we have AMAZING social skills, some skills in tactics, good (soon to be improved) undead minion skills... but our personal combat skills are basically "slightly above average crossbowman" which is downright pathetic and our biggest weakness. So this sounds really good.

>Ritter: The Ersteland Empires patron god. Ritter is a god of order, construction and codified warfare and his magic reflects this, creating large battlefield changing effects, wide, minor upgrades to allies and choosing individual champions to fortify and make leaders. The Magier-ritter changes the world through charisma, large armies, bureaucracy and discipline, with a few champions to lead them. Some of his spells are reminiscent of Force Magic.

Nation wide improvements. Boost whole armies in a minor way, swing the tide of large battles, imbue champions, magically improve bureaucracy (I wish that existed IRL!)... This is an awesome school if we are going to run our own nation. And frankly I see no reason why we shouldn't... the problem is that if we don't take Ig-Vhakhan's school first we probably not survive to do that; or be an awesome enough superwoman to build a nation.

However, we got 2 boons already. We will be getting 1 more just for getting out alive, and there are several more boons hidden across the temple. So we could take the Ig-Vhakhan school to help us survive and then aim at getting more boons before leaving the temple. Although, maybe we should actually spend further boons on improving our capabilities in the fields we already have and find a way to do stuff for ritter in order to get his magic.

Also if we DO build a nation we could hire Ritterian spellcasters. So maybe its actually better for future boons to be spend on improving existing skills (since they are worth many XP in a known field)

>Nagh: The Patron god of the Ghrakh nation of Ghul Drakh. Nagh is a god of poison, subterfuge and rampant growth. His magic tends towards growing effects, long term poisons and genetic modification projects combined with minor stealth effects and trigger abilities. Naghi Khal tend to alter the world through hidden plots that quickly snowball into something unstoppable. Some of its spells are reminiscent of Biomancy.

So... ninja? (poison, subterfuge, stealth, biomancy could be used to alter appearance and healing).
Genetic modifications thing and growth suggests self improvements, although not on the scale of Ig-Vhakhan.
Long term subterfuge and plans that snowball... mind control stuff?
Rampant growth could mean for the nation... as in, massive improvements to crop / farm animal yields (what with genetic engineering, etc) and accelerated reproduction of the citizens.

Overall its an interesting school but not as interesting as the other two.

TL:DR
Take Ig-Vhakhan. Aim for more boons while in temple.
>>
No. 38817 ID: a7ac94

>>348615

Both and yes.
>>
No. 38821 ID: b1f0e2

Ok, a few questions.

>Boons can be exchanged for a random trait, three points in a field of your choosing or fields of magic you don't have access to yet. It takes Four boons to gain access to an entire field, and two to gain access to one spell from a field. Using two, you can gain access to god exclusive fields you can't gain otherwise, but you don't know anything about the field or type of spell you'll get before you get it.

So a boon can give:
A. random trait.
B. 3 points in field of choosing or fields of magic you don't have access to yet.
C. 4 boons give access to an entire field.
D. Two boons gain access to one spell from a field.
E. Two boons give access to one unknown spell from a known god's exclusive magic field.

So, can you please clarify here:
1. on B. are you saying we can get 3 points IN a field of magic we don't have access to yet. How does that work? I mean, C-E all imply it takes boons to even unlock access to such fields.
2. How many general spell points gained via normal levelup would we need to unlock new spells from fields we don't have access to?
3. What is the difference between C and D? Does D mean that we will get 1 spell from a field and that's it? that we couldn't learn new spells from that field using general XP?
>>
No. 38824 ID: a7ac94

>>348621
A is correct, B only works on fields you have access to, C, D and E area correct.

1. B only works on fields you have access to. You do have to burn boons for access to new fields.

2. 8 General points to gain access to a new field. Doubles for each new field. Half for individual spells, only gives access to known fields, and you need a steady source of information and practice.

3. Exactly correct, D only gives you access to one extra spell. You can only use exp for that field (or general exp applied to the field) on that spell unless you unlock more spells or the entire field.
>>
No. 38826 ID: b1f0e2

1. If we spend 4 points to get access to a single spell in a field, can we later spend additional 4 points to get the whole field?
2. Unlocking the field, does that grant us 1 rank in a basic spell?
3. If we spend 2 boons on getting one spell from Ig's school, is it the basic spell from that school or a random spell from it?
4. If we spend 4 boons to get access to a new field, does it count towards the doubling of cost in general XP per gaining new field?
5. If we spend 2 boons to get access to a new field (known or a god's unique, say: Ig-Vahkhan), can we later spend 2 more boons to fully unlock that field?
6. If we spend 2 boons to get access to a new field that is not known (god's field), can we later spend XP to gain access to rest of spells in it?
>>
No. 38840 ID: a7ac94

1. No
2. Yes, you gain a rank in the basic spell for the field
3. A random spell
4. No
5. No
6. Yes
>>
No. 38842 ID: b1f0e2

>>348640
6. How much XP would that cost?
>>
No. 38843 ID: a7ac94

Double the amount it would normally cost to unlock the rest of a field. You'd also need access to a follower of the god for an extended period of time, or visit their religious sites a couple of times.
>>
No. 38851 ID: b1f0e2

>1. If we spend 4 points to get access to a single spell in a field, can we later spend additional 4 points to get the whole field?
>No
Then how much would it cost? the full 8?
>>
No. 38858 ID: b1f0e2

also, thanks for all the answers thus far.
>>
No. 38902 ID: a7ac94

>>348651

Yes. And you're welcome.
>>
No. 38903 ID: b1f0e2

btw, i noticed every secondary school we could take has a special synnergy spell that works with the necrourge school.

Would there be such synnergy spells for the god's schools?
>>
No. 38913 ID: a7ac94

>>348703

That would be spoilers.
>>
No. 38921 ID: a7ac94

Odd, name got removed.

Preparing update now. Votes have been tallied.
>>
No. 38942 ID: 259738

>>348721
If we got Birthright to level 5, could we morph it with an Illusion spell, like say, Visual? Or would we have to use something that wasn't from Illusion or Necromancy?
>>
No. 38943 ID: a7ac94

>>348742

You could not morph it with an illusion, sorry that that wasn't clear.
>>
No. 38944 ID: 259738

>>348743
I'm just trying to figure out interesting things to combine, which is a bit tricky with Illusion, and I wasn't sure about that bit, thanks. Trying to figure out what X+Auditory might do is somewhat difficult.
Does Fatima know what the six Pathist paths of behavior are?
>>
No. 38945 ID: a7ac94

The paths, as she knows them:

First: Unknown, involves seclusion. Not very popular, and adherents don't do much of note.

Second: Involves altruism and self-improvement of some sort, but unsure.

Third: Improvement of the community, takes actions that help those established in the community around them, no matter doctrinal differences. They're the noticeable exception to the 'kill necromancers/worshippers of gods' unless the person in question is a threat to their community.

Fourth: Improvement of the region. They are expected to do everything in their power to improve the wellbeing in the region they defend, even to the detriment of others.

Fifth: Improvement of the Nation. They are expected to devote themselves utterly to a nation/nationlike group. Pathism as a concept and the various revolutionary movements are the most common targets. Reasonably large.

The above five paths are like most normal religions: Though there are devout followers and extremists, most followers are basically good people who follow or are devout because they were either born into the religion or genuinely believe in its message, they're pretty relaxed about actually following the more extreme commandments (Kill necromancers for example). The problem is that 'gods and their creations are evil, kill them' is a part of the message that's rather popular among the magically enhanced devout groups.

Sixth: Self Sacrifice. They are expected to drop whatever they are doing to help any innocent person in need on a whim, and to take punishments meant for them. Anyone affiliated with a god in a major way does not count. They tend not to live long, and have the least leeway. Small following, but famous.
>>
No. 38950 ID: b1f0e2

does "the flesh is weak" heal broken bones?
>>
No. 38952 ID: a7ac94

>>348750

Not at the early levels.
>>
No. 38953 ID: b1f0e2

how about regenerate?
>>
No. 38954 ID: a7ac94

>>348753

It'll take a while, but it'll work. Several hours at level one.
>>
No. 38956 ID: b1f0e2

I have an idea forming...
what will be the healing rate of self and others with regenerate 2 and 3?
>>
No. 38958 ID: a7ac94

>>348756

Regenerate 2 will fix your broken ribs within 2-3 hours.

Regenerate 3 will fix your broken ribs in just under 2 hours, and heals other at 1/4 of your rate as long as they are within 20 feet.
>>
No. 38960 ID: b1f0e2

as an aura? can we heal an individual at regen 2 if we focus on them?
>>
No. 38961 ID: a7ac94

Regen 3 is the first rank you can heal others, it heals as an aura.
>>
No. 38962 ID: b1f0e2

thanks. What would regen 4 do? regen 5?
>>
No. 38963 ID: a7ac94

Fatima hasn't met someone with regen 4 or 5, she doesn't know.
>>
No. 38976 ID: 259738

What is an Advanced Undead? I am requesting details on Reanimate 3.
>>
No. 38980 ID: 1cfe8c

>>348776

Advanced Undead are especially powerful undead, the Revenant was an example, which was why you could only hold it together for a short period of time. They are divided into two categories:

Intelligent Undead: Created from the corpse of a sentient creature, Intelligent Undead are significantly smarter than other types, and retain characteristics of their former life.

Intelligent Undead that you can currently create are:

Revenants: Incredibly powerful undead who serve their master loyally, Revenants are masters of physical combat who generally serve as guards for their masters.

Ghasts: Relatively frail spellcasters, Ghasts may only be made from the body of a spellcaster. They are experts in assembling and repairing corpses, and are generally used as necromancers aides as well as pseudo-artillery units.

Monstrous Undead: Created from the corpse of an enormous beasts (Grizzly Bear, Elephant, Giant Crocodile, Drake, Wyvern, etc.) Monstrous Undead are enormous Juggernauts, serving as mounts, frontline combatants and transports for a Necromancers Army.

Carriers: Large creatures repurposed as transports, Carriers internal organs re-arrange themselves, providing an area to store other undead, seat friends or intelligent undead, and a throne for the Necromancer (Or trusted lieutenant) to command her army from. They are not significantly more powerful than their base form, but are well-loved due to their utility. They do not keep natural weaponry like acid spit, protrusible jaws and flame breath.

Stalkers: Corpses re-forged into a warform, Stalkers are significantly faster and more deadly than their base form. They serve as fast hitting raiders and mobile siege weapons for their necromancer, and keep natural weaponry like acid spit, protrusible jaws or flame breath.

You'll get more options as you develop Re-animate.
>>
No. 38984 ID: b1f0e2

>>348780
which of those options can be applied to the drake corpse? (I see two obvious ones, but maybe there are more)
>>
No. 38994 ID: a7ac94

Monstrous only, Drakes are not sentient.

If you want to make it non-advanced, you can make it three abominations, shapeless masses of animated flesh and bone.
>>
No. 38997 ID: b1f0e2

>Monstrous only, Drakes are not sentient.
Interesting, I would've guessed it could also be made into a carrier too. Is it too big to be carrier?

So stalkers have to be sentient as well then?

Whats the difference between stalker and Revenants?
>>
No. 38999 ID: 07416a

>>348797
No, sentient and monstrous are categories. Monstrous can be carriers OR stalkers. Sentient can be Revenants OR Ghasts.
>>
No. 39000 ID: b1f0e2

>>348799
doh. Ok NOW it makes sense.
>>
No. 39001 ID: b1f0e2

ok so...
carries: A little more powerful, utility.
warform: a lot more powerful...
Considering how awesomely powerful the drake was to begin with I say warform.
>>
No. 39004 ID: 07416a

>>348801
Not significantly usually means not at all.
>>
No. 39007 ID: b1f0e2

>>348804
yes, and it does combine with the loss of firebreath; so overall I think a carrier would be a little weaker then when it was alive.
But that's just why we should go for warform which IS significantly stronger.
>>
No. 39160 ID: 259738

>>348804
So is Havocfett ill again?
>>
No. 39173 ID: a7ac94

>>348960

My organs have decided that me enjoying life is a horrible thing that must be rectified post haste.

Also, my hard drive got wiped, which is most of the delay this time, since I'm probably going to be forced to bullshit the map and notes as I have no idea where I put my hard copy.
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