I just realized. The plan I posted doesn't have an action involving the Eye. Should we research the materials and power source of the Eye or do something else?
 
I just realized. The plan I posted doesn't have an action involving the Eye. Should we research the materials and power source of the Eye or do something else?

Oh right! I knew i was forgetting to add something. Eye actions are seperate from plans, and thus voted separately for. Just forgot to add mine since you ended up posting the modifications.

So, I'm going for gates of obidience this turn. I'm hoping it's going to chain with the fire spawn actions, though that is a faint hope. We won't be able to do any of the Eye actions before next cycle, so I'm mostly looking at what eye actions can synergy with the ones we're currently doing, instead of by themself
 
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So, I'm going for gates of obidience this turn. I'm hoping it's going to chain with the fire spawn actions, though that is a faint hope. We won't be able to do any of the Eye actions before next cycle, so I'm mostly looking at what eye actions can synergy with the ones we're currently doing, instead of by themself
I think we should go for the materials research option for the same reason. I think it might chain/interact with the fire spawns.
 
I think we should go for the materials research option for the same reason. I think it might chain/interact with the fire spawns.

Huh. Both are connected in surving the deepest and hardest enviorments that exist, that make more sense yeah. I don't expect this to work out since it doesn't seem like eye won't do that unless we add AP research after we've aquired it from the eye., but it'a best chance for actual synergy so.

Man, the first turn of next cycle when we don't got current elemental obligations is going to be such a bloodbath in what options we are going to pick. Between the eye ones, Dawn Watcher and so forth.
 
Man, the first turn of next cycle when we don't got current elemental obligations is going to be such a bloodbath in what options we are going to pick. Between the eye ones, Dawn Watcher and so forth.
Hahaha was thinking the same, there are SO MANY cool places to try and take the next cycle. Tower of Stars, Awakening Cradle as a God, Glorious Mundane teaching and Meditations on craft, etc. etc. etc.
 
Yeah... Absolutely.

I will say I want to focus on getting the Tower of Harmony or Similar next cycle or otherwise investing in History. Tower of Harmony because I want the upgrade to our Theurgy, which should improve our God cities, and maybe improve our ability to bind/control gods, which will be critical for the future.
 
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@OldShadow So, hero's are said to die in 4 to 8 turns after they get active, but we got no idea when that is going to happen, right? Even with Astriology
 
No, but you will get a warning when an Heroes as 1 or 2 turns left.
It is hard to predict a Philosopher natural death because of their personal Workings.

Allrighty, thanks for the information!

Was looking at the tower for next cycle, which i want to make the major project of that. And because i wanted to make each tower a representive of that, a hero from each tower would be a good way of showing that.

Except, by that cycle start, both Distance and Dawn Watcher might be getting closer to Death, and while Distance don't have that many projects super close to her, Dawn Watcher absolutely do, and we want to gey those done under his oversight. A warning ahead should make it doable though, unless we roll terrible badly
 
Vote closed
Scheduled vote count started by OldShadow on Feb 25, 2024 at 10:11 AM, finished with 30 posts and 15 votes.

  • [X] Plan Elemental with Flesh of Fire and temples to the elemental god
    -[X] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] -1 AP
    -[X] Straightening of the World [2/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP, [Abandonner of Distance]
    -[X] To train Past-Delvers [Path of History], [Dreaming Architect]
    --[X] Shaped Assistants [Free] [Use 2 Scale] [Living Tower]
    --[X] Train the Historians [0/1] [Mundane] [Sundial Tower] -1 MAP
    -[X] Purify the Storm [1/3] [Path of the Elements] [White Tower; Living Tower] -1 AP, [Dawn Watcher]
    -[X] Build the Heavenly Cities [Mundane]
    --[X] Cities-Gardens [0/1] [Living Tower] [Singing Shepherds] [Gardeners] [Gift of Health] -1 Conclave MAP
    --[X] Build Urbans Hives [0/1] [Living Tower] [Singing Shepherds] [Gardeners] -1 MAP
    --[X] Temples of the Lesser Gods [The Elements] [0/2] [Tower that Think] [Precises] -1 MAP
    -[X] Make Flesh harder than Bronze [Living Tower]
    --[X] Strengthen with Fire [0/1], -1 AP
    -[X] Dert, Icy Grave, -Citalee
    [X] The Sphere, host of the Mind [Eye]
    [X] Plan Elemental with Mastery of herbs
    [X] Plan Elemental with Flesh of Fire and temples to the elemental god
    -[X] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] -1 AP
    -[X] Straightening of the World [2/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP, [Abandonner of Distance]
    -[X] To train Past-Delvers [Path of History], [Dreaming Architect]
    --[X] Shaped Assistants [Free] [Use 2 Scale] [Living Tower]
    --[X] Train the Historians [0/1] [Mundane] [Sundial Tower] -1 MAP
    -[X] Purify the Storm [1/3] [Path of the Elements] [White Tower; Living Tower] -1 AP, [Dawn Watcher]
    -[X] Build the Heavenly Cities [Mundane]
    --[X] Cities-Gardens [0/1] [Living Tower] [Singing Shepherds] [Gardeners] [Gift of Health] -1 Conclave MAP
    --[X] Build Urbans Hives [0/1] [Living Tower] [Singing Shepherds] [Gardeners] -1 MAP
    -[X] Temples of the Lesser Gods [The Elements] [0/2] [Tower that Think] [Precises] -1 MAP
    -[X] Make Flesh harder than Bronze [Living Tower]
    --[X] Strengthen with Fire [0/1], -1 AP
    -[X] Dert, Icy Grave, -Citalee
    [X] Plan Elemental with Flesh of Fire and temples in the city of Growth.
    -[X] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] -1 AP
    -[X] Straightening of the World [2/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP, [Abandonner of Distance]
    -[X] To train Past-Delvers [Path of History], [Dreaming Architect]
    --[X] Shaped Assistants [Free] [Use 2 Scale] [Living Tower]
    --[X] Train the Historians [0/1] [Mundane] [Sundial Tower] -1 MAP
    -[X] Purify the Storm [1/3] [Path of the Elements] [White Tower; Living Tower] -1 AP, [Dawn Watcher]
    -[X] Build the Heavenly Cities [Mundane]
    --[X] Cities-Gardens [0/1] [Living Tower] [Singing Shepherds] [Gardeners] [Gift of Health] -1 Conclave MAP
    --[X] Build Urbans Hives [0/1] [Living Tower] [Singing Shepherds] [Gardeners] -1 MAP
    -[X] Temples of the Lesser Gods [The Elements] [0/2] [Tower that Think] [Precises] -1 MAP
    -[X] Make Flesh harder than Bronze [Living Tower]
    --[X] Strengthen with Fire [0/1], -1 AP
    -[X] Dert, Icy Grave, -Citalee
    [X] Plan Elemental with Mastery of herbs with temples to Elemental God-
    [X] Cosmic Eye
    -[X] The Void
    --[X] Gorv, Forge of the Titans
    -[X] The Eye
    --[X] The Sphere, host of the Mind [Eye] [NEW]
    -[X] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] x1AP
    -[X] Purify the Storm [1/3] [Path of the Elements] [White Tower; Living Tower] x1AP
    -[X] Beyond the Lunar Sphere [0/1] [Use 1 Scale] [White Tower] x1AP [Dawn Watcher]
    -[X] Provide Precious Elixirs [0/1] [Consume 1 Scale] [Living Tower] [Potioneers] x1AP
    -[X] Straightening of the World [2/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] x1MAP [Abandonner of Distance]
    -[X] Build the Heavenly Cities [Mundane]
    --[X] Cities-Gardens [0/1] [Living Tower] [Singing Shepherds] [Gardeners] [Gift of Health] 1x Conclave
    --[X] City-Fortress [Sundial Tower, Tower that Think] [Precises] [0/2] NEW x1 MAP
    --[X] Temples of the Lesser Gods [Elements] [0/2] [Tower that Think] [Precises] NEW x1 MAP [Dreaming Architect]
 
Well, here's hoping the intended combo between strengthen with Fire, the exploration action, and the studies of the Sphere works out.
 
Much more contested vote this time around. The Spawn getting more developed is going to be really interesting, how much of a knockback this is going to echo out on the rest of Cradle given how important they are.

This might make all the sea actions later that the Living Tower has much more effective as well. Really exciting stuff
 
The Sea Wall of Sakarbaal
The Sea Wall of Sakarbaal
In the coastal expanse of Sakarbaal, where the relentless waves of the sea meet the steadfast determination of its people, stands the awe-inspiring sea wall, a testament to the city's resilience and divine craftsmanship. Stretching across the horizon with an imposing grandeur, this colossal structure is a manifestation of the God-city Sakarbaal's own ingenuity and protective embrace.

Crafted with meticulous precision and unwavering dedication by the divine hands of Sakarbaal itself, the sea wall rises majestically from the shore, its massive form a symbol of protection and strength. Inspired by the rich heritage of seafaring civilizations, the architecture of the wall is a harmonious blend of influences from ancient mariners, evident in its towering pillars, ornate carvings, and intricate motifs that adorn its surface.

Constructed from the finest materials bestowed by the gods, the sea wall of Sakarbaal stands as a formidable barrier against the relentless onslaught of the ocean, its sheer size and durability a testament to the city's divine protection and commitment to safeguarding its maritime boundaries. With each stone meticulously placed and each column meticulously carved under the watchful eye of Sakarbaal, the wall exudes a sense of timelessness, as if it has stood sentinel over the city for eternity, weathering the passage of time and the fury of the elements with divine grace.

As the waves crash against its sturdy foundations, the sea wall stands unwavering, a silent guardian protecting the bustling metropolis of Sakarbaal and its inhabitants from the unpredictable whims of the sea. Its presence is both a source of reassurance and a reminder of the divine power and protection bestowed upon the people who call this maritime city their home.
 
Lost Kingdoms: Nidavellir
Lost Kingdoms: Nidavellir
Nestled within the rugged peaks and valleys of the mountainous realm of Nidavellir, there stood a city that could only be described as grandiose. Its architecture, meticulously crafted to perfection, was a testament to the ingenuity and skill of its inhabitants. Known far and wide as the home of the greatest craftsmen on Cradle, Nidavellir boasted a lineage of artisans known as Brokhyr.

These Brokhyr were revered throughout the land for their unparalleled craftsmanship, capable of creating wonders that surpassed the imagination of all who beheld them. From intricate works of metal and stone to delicate sculptures and breathtaking structures, the creations of the Brokhyr were legendary, their names spoken with awe and admiration by all who knew of them.

But Nidavellir was more than just a city of artisans; it was a realm inhabited by a people as stubborn and proud as the mountains that surrounded them. Their roots ran deep in the rocky soil, and their spirits were as unyielding as the earth itself. It was said that to be born in Nidavellir was to be imbued with a fierce determination and an unwavering sense of pride in one's heritage.

Central to the identity of the people of Nidavellir was their faith, which was deeply rooted in the veneration and reverence of their ancient ancestors. The halls of the city echoed with the tales of heroes long gone, their deeds celebrated in song and story, their spirits believed to watch over and protect their descendants.

Moradin, the Brokhyr King, stood as the last monarch to rule over the mountain kingdom of Nidavellir, leaving behind a legacy steeped in myth and legend. Renowned for his unparalleled craftsmanship, Moradin was credited with creating armor and weapons that surpassed the strength of iron yet were lighter than air, a testament to his mastery of the forge.

Among his most famous creations was a warhammer that rang with the sound of thunder and lightning with each mighty blow. Legend has it that Moradin spent seven days and seven nights tirelessly forging this hammer from the legendary metal known as orichalcum, infusing it with the power to shake the very foundations of the earth. It was called Gærhialm, the storm bringer.

But Moradin's legacy extended beyond the realm of craftsmanship to the realm of heroism and valor. He was said to have crafted the Vægher's sword, Arinbjorn, a weapon of unmatched beauty and deadly precision. This sword was not just any creation; it was crafted as a gift for Vægher, the King of the Gods, who wielded it with divine strength and skill. With Arinbjorn in hand, Vægher faced and defeated the fearsome mountain dragon Svæin, a creature of immense power and ferocity that had terrorized the lands of Nidavellir for generations.

Yet perhaps Moradin's most legendary feat was his epic battle with the mountain giant Hlodvir. For three days and three nights, the Brokhyr King and the fire giant clashed in a titanic struggle that shook the very mountains themselves. In the end, it was Moradin who emerged victorious, his hammer striking the final blow that brought Hlodvir crashing to the ground, defeated and vanquished.

Sadly, Moradin wounds were too great from this battle and he died upon returning to Nidavellir. They say that the kingdom echoed with the clanging of hammers in honor of their fallen king. He has buried with Gærhialm in the hall of the ancestors as was tradition. His death was believed to be the precursor to Nidavellir's fall. A prophecy fulfilled when the Doom befell Cradle.

The kingdom of Nidavellir, once a beacon of craftsmanship and resilience, was tragically thought lost during the Doom. Legends whispered of a cataclysmic event that buried the kingdom beneath its mountain home, its once-proud citadels and bustling streets swallowed by the earth. In the wake of this devastation, the secrets and treasures of Nidavellir were believed to be forever lost to the sands of time, their legacy fading into myth and obscurity.

Despite the passage of centuries, rumors persisted among the people of Cradle. Whispers carried on the wind spoke of echoes from the past, of the thundering sound of Moradin's hammer still reverberating through the mountains. Some claimed to have heard it in the dead of night, a haunting reminder of the kingdom that once stood proud and defiant against the ravages of time.

These rumors fueled the imaginations of adventurers and treasure seekers, drawing them to the rugged peaks and hidden valleys where Nidavellir was said to have lain dormant for centuries. They sought to uncover the truth behind the legend, to unearth the lost treasures and untold secrets of the fallen kingdom. But as they delved deeper into the heart of the mountains, they found only silence and the solemn echo of their own footsteps, a poignant reminder of the kingdom that had slipped away into the mists of history.

Yet still, the legend of Nidavellir lived on, a testament to the enduring power of myth and the indomitable spirit of those who dared to seek the truth buried beneath the weight of time. And amidst the whispers and echoes of a bygone era, the thundering of Moradin's hammer remained a haunting refrain, a reminder of the kingdom that had once stood as a shining jewel amidst the rugged beauty of the mountains.
 
I just want to say. I love how many Omakes this quest has gotten and how many have been made canon. Involving the players in the construction of Cradle's history and lore just feels great.
 
Lost Kingdoms: Nidavellir
Nestled within the rugged peaks and valleys of the mountainous realm of Nidavellir, there stood a city that could only be described as grandiose. Its architecture, meticulously crafted to perfection, was a testament to the ingenuity and skill of its inhabitants. Known far and wide as the home of the greatest craftsmen on Cradle, Nidavellir boasted a lineage of artisans known as Brokhyr.

These Brokhyr were revered throughout the land for their unparalleled craftsmanship, capable of creating wonders that surpassed the imagination of all who beheld them. From intricate works of metal and stone to delicate sculptures and breathtaking structures, the creations of the Brokhyr were legendary, their names spoken with awe and admiration by all who knew of them.

But Nidavellir was more than just a city of artisans; it was a realm inhabited by a people as stubborn and proud as the mountains that surrounded them. Their roots ran deep in the rocky soil, and their spirits were as unyielding as the earth itself. It was said that to be born in Nidavellir was to be imbued with a fierce determination and an unwavering sense of pride in one's heritage.

Central to the identity of the people of Nidavellir was their faith, which was deeply rooted in the veneration and reverence of their ancient ancestors. The halls of the city echoed with the tales of heroes long gone, their deeds celebrated in song and story, their spirits believed to watch over and protect their descendants.

Moradin, the Brokhyr King, stood as the last monarch to rule over the mountain kingdom of Nidavellir, leaving behind a legacy steeped in myth and legend. Renowned for his unparalleled craftsmanship, Moradin was credited with creating armor and weapons that surpassed the strength of iron yet were lighter than air, a testament to his mastery of the forge.

Among his most famous creations was a warhammer that rang with the sound of thunder and lightning with each mighty blow. Legend has it that Moradin spent seven days and seven nights tirelessly forging this hammer from the legendary metal known as orichalcum, infusing it with the power to shake the very foundations of the earth. It was called Gærhialm, the storm bringer.

But Moradin's legacy extended beyond the realm of craftsmanship to the realm of heroism and valor. He was said to have crafted the Vægher's sword, Arinbjorn, a weapon of unmatched beauty and deadly precision. This sword was not just any creation; it was crafted as a gift for Vægher, the King of the Gods, who wielded it with divine strength and skill. With Arinbjorn in hand, Vægher faced and defeated the fearsome mountain dragon Svæin, a creature of immense power and ferocity that had terrorized the lands of Nidavellir for generations.

Yet perhaps Moradin's most legendary feat was his epic battle with the mountain giant Hlodvir. For three days and three nights, the Brokhyr King and the fire giant clashed in a titanic struggle that shook the very mountains themselves. In the end, it was Moradin who emerged victorious, his hammer striking the final blow that brought Hlodvir crashing to the ground, defeated and vanquished.

Sadly, Moradin wounds were too great from this battle and he died upon returning to Nidavellir. They say that the kingdom echoed with the clanging of hammers in honor of their fallen king. He has buried with Gærhialm in the hall of the ancestors as was tradition. His death was believed to be the precursor to Nidavellir's fall. A prophecy fulfilled when the Doom befell Cradle.

The kingdom of Nidavellir, once a beacon of craftsmanship and resilience, was tragically thought lost during the Doom. Legends whispered of a cataclysmic event that buried the kingdom beneath its mountain home, its once-proud citadels and bustling streets swallowed by the earth. In the wake of this devastation, the secrets and treasures of Nidavellir were believed to be forever lost to the sands of time, their legacy fading into myth and obscurity.

Despite the passage of centuries, rumors persisted among the people of Cradle. Whispers carried on the wind spoke of echoes from the past, of the thundering sound of Moradin's hammer still reverberating through the mountains. Some claimed to have heard it in the dead of night, a haunting reminder of the kingdom that once stood proud and defiant against the ravages of time.

These rumors fueled the imaginations of adventurers and treasure seekers, drawing them to the rugged peaks and hidden valleys where Nidavellir was said to have lain dormant for centuries. They sought to uncover the truth behind the legend, to unearth the lost treasures and untold secrets of the fallen kingdom. But as they delved deeper into the heart of the mountains, they found only silence and the solemn echo of their own footsteps, a poignant reminder of the kingdom that had slipped away into the mists of history.

Yet still, the legend of Nidavellir lived on, a testament to the enduring power of myth and the indomitable spirit of those who dared to seek the truth buried beneath the weight of time. And amidst the whispers and echoes of a bygone era, the thundering of Moradin's hammer remained a haunting refrain, a reminder of the kingdom that had once stood as a shining jewel amidst the rugged beauty of the mountains.
Remind me of something...

In the depths of Cradle, something of Nidavellir exist, spared the light of the Doom.
 
I just want to say. I love how many Omakes this quest has gotten and how many have been made canon. Involving the players in the construction of Cradle's history and lore just feels great.

Absolutly! One of the great part with forums like this, is how much of the reader interactive can be added to give more flavour in quests. It's pretty cool reading all the stuff people come up with
 
I hope the Elemental gods get good results. It'll be neat to have them around if/when the mountain tower gets founded.

On that note hopefully this plan we've embarked on successfully unlocks the tower. However, I think it's worth bringing up the idea that this might just unlock the mission where we can actually unlock them.
 
Oldshadow has noted from previous omake question, that doing all the storm action or restoring Cradle and training the mundanes is actions towards unlocking a tower. So, I'm decently sure this is going to unlock it.

It's more a question of if we get best possible result like we did with Pele and it's build automatically or not, for me.

That being said, given how much we are putting into this, we should be getting really good results even if tower seeking does fail, so i don't think it would be a total loss anyway.

This is also a good way of actually testing, how good focusing and cycle around a "theme" is going to be, even if we should wait one or two before doing a repeat of this

Edit:
Huh, something of note i just realized. Is that if we do the city and the pastures as planned next turn, and i don't see why we wouldn't. That means we've done every single action within the gift of Health. That's actually pretty good considering everything else we were doing at the same time. The order fully fufilled their duties to the Mundanes of the World there, pretty impressive all things said.
 
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