Not really, their souls are weak quality wise even if we kill enough to offset that.
I personally think better to get them to back off and focus on improving our army in general. We didn't waste our forces on the gnolls so why waste it on the kobolds who are lesser and even more numerous?
Kobold Keep Away: The kobolds of the Gurubashi Mountains are becoming a plague on your forces there. This cannot be allowed to continue. Cowardly creatures, surely they will flee if you kill a significant enough number of them? Like, a whole lot. Patrol back and forth, let them see the might of the Gurubashi, for in these past centuries they have apparently completely forgotten. This cannot be allowed, not only because of how ludicrous it is that they are infesting the mountains that are literally named after your people - even if they don't acknowledge that fact - but because you want your forces to be as unhindered as possible if they should be marching north up into the Black Morass from there. Conveniently, this will also further help solidify the bonds of your troops through shedding blood together. Cost: 500. Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%. Cannot be chosen with Make It Stop.
Tattoing Zul'jo seems like a really unneeded risk and a waste of a LB since has no success chance by itself while people are also voting to try to hire ettin's at only 50% base chance of success.
I am really not understanding the reasoning of purging kobolds when we could be building up our forces better in general and potentially get later benefits. We are already doing a lot to gain Loa support so just mass slaughter that is only worthwhile cause we are killing a whole bunch of minor enemies doesn't seem worth it.
Well yeah, of course? Everyone here knows they're individually shit. But Massgamer was saying that we wouldn't see any benefit to our chances with the Hakkari when it's directly stated as a reward.
But Zul'Jo has built his entire purpose about destroying the enemies of the Gurubashi and protecting the tribe and jungle, to warfare, and to little else save perhaps his relationship with So'fon.
He's dedicated his life to killing the enemies of the Gurubashi, it would be a bit of a disservice to him if we denied him this chance of wanting to help. We should at least trust him to use his tattoo responsibly.
I am really not understanding the reasoning of purging kobolds when we could be building up our forces better in general and potentially get later benefits. We are already doing a lot to gain Loa support so just mass slaughter that is only worthwhile cause we are killing a whole bunch of minor enemies doesn't seem worth it.
Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%.
Well yeah, of course? Everyone here knows they're individually shit. But Massgamer was saying that we wouldn't see any benefit to our chances with the Hakkari when it's directly stated as a reward.
What Massgamer said is that if we wanted to get good sacrifices on the road to the Hakkari, it would've been better to carve a path through the Gnolls. Because the Gnolls make for better sacrifices.
Since we opted to not waste our manpower carving a path through the Gnolls, he's saying that it doesn't make sense to waste manpower carving a path through the Kobolds, as the Kobolds make for worse sacrifices.
The conclusion is that it would be better to spend our Martial actions on army upgrades and just convince the Kobolds to let us through for now. Opportunity Cost rather than there not being any tangible benefit at all.
I personally think better to get them to back off and focus on improving our army in general. We didn't waste our forces on the gnolls so why waste it on the kobolds who are lesser and even more numerous?
Not really, their souls are weak quality wise even if we kill enough to offset that.
I personally think better to get them to back off and focus on improving our army in general.We didn't waste our forces on the gnolls so why waste it on the kobolds who are lesser and even more numerous?
Adhoc vote count started by Travler66 on Apr 3, 2020 at 1:03 PM, finished with 50 posts and 23 votes.
[X] Plan Building Up The Numbers And Embracing The Loa Of Fitness
-[X] Kobold Keep Away
-[X] Train Them Up
-[X] Beast Ward Upping
-[X] Bribing Brutes
-[X] Hardened Catapults
-[X] Pump Up
-[X] Aerial Blessings
-[X] War Clergy
-[X] Scouting Kobolds
-[X] Tracking Dragons
-[X] Serious Training
-[X] Tattoing Zul'jo (LB)
[X] Plan Not Making New Enemies.
-[X] Train Them Up
-[X] Beast Ward Upping
-[X] Beast Armoring
-[X] Make Them Stop
--[X] LB
-[X] Hardened Catapults
-[X] Pump Up
-[X] Aerial Blessings
-[X] War Clergy
-[X] A New Cadre:
-[X] Scouting Kobolds
-[X] Serious Training
-[X] Golem Guard:
I'd honestly avoid fighting dragons as well as long as they weren't actively harming us, and I have no doubt we can find Blue or Black Dragons doing that somewhere.
But I do agree it seems a waste spending a military action on kobolds when we can avoid fight all together and just upgrade forces we need for upcoming fighting.
But I do agree it seems a waste spending a military action on kobolds when we can avoid fight all together and just upgrade forces we need for upcoming fighting.
Kobold Keep Away: The kobolds of the Gurubashi Mountains are becoming a plague on your forces there. This cannot be allowed to continue. Cowardly creatures, surely they will flee if you kill a significant enough number of them? Like, a whole lot. Patrol back and forth, let them see the might of the Gurubashi, for in these past centuries they have apparently completely forgotten. This cannot be allowed, not only because of how ludicrous it is that they are infesting the mountains that are literally named after your people - even if they don't acknowledge that fact - but because you want your forces to be as unhindered as possible if they should be marching north up into the Black Morass from there. Conveniently, this will also further help solidify the bonds of your troops through shedding blood together. Cost: 500. Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%.Cannot be chosen with Make It Stop.
-[X] Kobold Keep Away
-[X] Train Them Up
-[X] Beast Ward Upping
-[X] Bribing Brutes
-[X] Hardened Catapults
-[X] Pump Up
-[X] Aerial Blessings
-[X] War Clergy
-[X] Scouting Kobolds
-[X] Tracking Dragons
-[X] Serious Training
-[X] Tattoing Zul'jo (LB)
8834, Months 1-6
Turn 28 Results
Military: Zul'Jo is a good friend of yours besides being family, and he is one of the best fighters you have. He's led raid after raid out from the back ways of the ruined city where your tribe currently resides, but he's been itching to get out there and start taking it back instead of just breaking faces. (Choose 3):
Train Them Up: You have a number of drudges who were never granted true training or equipment, but were nevertheless utilized in a considerable amount of fighting over the past generation or two. With your foundries and smiths able to work without being under constant threat of being killed, it is time that this changed. Use your voodoo to figure out what they might be good at, here and there, while having Zul'Jo and other elites train them. Transform these basic drudges into true warriors or otherwise depending on what they turn up to be most good at. After participating in the fighting for so long, they can't really be said to be inexperienced in any fashion. They were just never given the chance, for they most certainly possess the gumption. And yes, a number of them might die when you head into the Black Morass, but frankly, dying in the name of the Loa and more specifically in the name of putting an end to the Hakkari once and for all is a perfectly worthy death. One that will surely bring favor with the Loa. To be sure, Bwonsamdi might be a bit glutted after this, depending on how things go, but you obviously aren't going in for this to empower him. But having more troops can only mean that hopefully less people die. Cost: 1,500. Time: 2 Turns. Reward: Significant number of Drudges become fully trained and equipped troops, i.e. Headhunters/Hunters/Warriors.
- Training will take a while, not just to go from mere drudges, but to also figure out what each drudge is best at so they may serve most ably. Will Complete Next Turn.
Beast Ward Upping: Now that you've had some time to let them breed amongst themselves, it is time to get them properly trained. Basic discipline and other foundation behavior has been ingrained in them since the beginning. But now it is time for full war training. Convenient that they'll be trained at first to go after trolls because their teachers are trolls. But each of them has their own values, their own strengths, and most importantly they must be trained to be able to fight alongside one another. That latter part is most important, as traditionally in the jungle they might be enemies to one another. Whether raptor or tiger, panther or crockalisk, it must be done so that you can prepare. You don't know what beasts the Hakkari might have on hand, but considering where they are you somewhat doubt that they have a particularly large number of tigers and panthers to match your own. Cost: 1,500. Time: 2 Turns. Reward: A raised number of various animals in the Beast Ward, improved irregular warfare strength for later combat.
- Raising and training animals has been an ever present part of troll civilization. The priests even involve themselves somewhat, at least when it comes to the animals of whom are represented amongst the Great Loa. Will Complete Next Turn.
Kobold Keep Away: The kobolds of the Gurubashi Mountains are becoming a plague on your forces there. This cannot be allowed to continue. Cowardly creatures, surely they will flee if you kill a significant enough number of them? Like, a whole lot. Patrol back and forth, let them see the might of the Gurubashi, for in these past centuries they have apparently completely forgotten. This cannot be allowed, not only because of how ludicrous it is that they are infesting the mountains that are literally named after your people - even if they don't acknowledge that fact - but because you want your forces to be as unhindered as possible if they should be marching north up into the Black Morass from there. Conveniently, this will also further help solidify the bonds of your troops through shedding blood together. Cost: 500. Time: 2 Turns. Reward: Kobolds thoroughly cleared out of potential marching route towards Black Morass. Plus, on sheer volume alone, sacrificing their souls to the Loa could only improve your chances. Chance of Success: 75%. Cannot be chosen with Make It Stop.
Required: 25. Rolled: 42.
- In the name of the Loa, the glorious violence begins! Your troops move out into the east and immediately set about culling the kobolds who defend their territories with remarkable will considering the records normally showing them as cowardly creatures. Nevertheless, your forces ensure that the route you intend to take is completely clear, killing kobold after kobold. For the most part, they are almost entirely incapable of bringing down your warriors, the power of troll regeneration in a proper army put together means that their interspersed tribal assaults usually bounce right off. Those wounded are pulled back for a bit so that those same wounds can heal, and within moments they can be back in the fray depending on the extent of their injuries. Still, as the months go on, the reports do disturb you slightly. The kobolds have a simply enormous amount of numbers, and while they are sacrificed dutifully to the Loa, by the end of six months they show no signs of full breaking like you'd think. Good thing you planned on this taking a while. Will Complete Next Turn.
Diplomacy: Your tribe built the Gurubashi Empire up out of bloody conquest, strong words, and overwhelming influence. It was made from the bonds between numerous tribes, all working together albeit under one unifying group i.e. the Gurubashi. It's time to see what else you can do in this area. (Choose 1):
Bribing Brutes: It is said that the ettin, for all that they are for the most part dumb brutes, can have lines of royalty. Or whatever passes as royalty. They have intelligence, and on occasion, in the past, have forged and crafted their own equipment though often that is scavenged from various things. But they are enormous, and incredibly strong, and that has its own value in a way. It may be possible to try and negotiate with the ettin of the mountains to fight with you against the Hakkari for a suitable enough bribe. It will be nothing permanent, of course, simply due to the fact that you cannot ensure that they will never simply turn around and start eating trolls for meat. Ettin eat just about everything, including each other, and due to their size are understandably incredibly hungry just about all the time. Whether there is a king or queen or whatever, or even just a particularly powerful ettin, send the spirits to seek them out, and then start some minor negotiations. Even if you can't get them to help you against the Hakkari, maybe you can get them to back off an ensure less congestion in the mountains for a short while before your troops head to the Black Morass. If that's even where they end up going. Cost: 100. Time: 1 Turn. Reward: Diplomatic meeting with some ettins of the Gurubashi Mountains. Chance of Success: 50%
Required: 50. Rolled: 54.
You actually get some responses from one or two ettin, who say they will speak to 'Da Mountain King', and in but a few months you've actually got a possible meeting to go to. Zul'Jo will not countenance you going there without heavy guard, which you absolutely agree with. You've never fought an ettin before, but you know the stories, and the scout reports certainly show those records justice. Reward: Diplomatic Meeting with some Ettin.
Tribal Unification: This is what may take quite a while, but will be quite worth it. Before the rebellion, the civil war, before Hakkar? The Bloodscalp did not exist. The Skullsplitters, the Greyvine, all of them did not exist. Oh, sure, castes existed, and castes are what the people splintered into because it was who and what they knew. But before all of that splintering, there was only the Gurubashi Tribe, of the Gurubashi Empire. The Hakkari, damn their souls, were part of the priestly castes before they became something...other. And you will regard the Atal'ai as a separate tribe now, because they are not fit to kiss the dirt beneath your feet! There will be no reunification with them, only death and destruction. But everyone else? Everyone else must, surely, admit that the time for separate tribes is over. It is time to return to the good old days. One tribe. One people! The fact that it should help reduce chances of rebellion or sedition goes without saying... Cost: 1,000. Time: 10 Turns. Reward: Gurubashi Tribe reunified, Bloodscalps/Etc. sublimated and properly assimilated back into Gurubashi Tribe. Chance of Success: 65% 9 More Turns
Required: 35. Rolled: 39
This year things got particularly rowdy. Mostly from the impending war. The threat of total destruction. Higher temperatures than normal in the jungle. Generally, tempers sort of just run hot, but you barely manage to keep them from boiling over. Will Complete In 8 More Turns.
Stewardship: No one else is going to help you restore your once glorious city. Your people are going to have to pick themselves up by the bone anklets. One day, one day Zul'Gurub will be the vibrant place of life it once was, your walls won't be crumbling piles of shale, and your homes won't be hovels. One day… (LOCKED):
Blackwater Build-Up: It is time that Blackwater Cove become a proper troll port once more. That means major docking facilities, wharfs, warehouses, and so on. Plus places for sailors and those who work and will be living at the port to rest at. Stone and wood will be required in great number, of course, as will workers. But once that is all done, you might be able to build a major shrine to Gral and Torga there! Hopefully they would bless any and all sea-based ventures that you might set out upon. Such as reclaiming the various islands of the Southern Seas that were once yours. This will take time, of course, but the effect will be worth it. Plus, it will give you time to think of a name for the place. Just leaving it as Blackwater Cove...or Blackwater Port? Either way, it doesn't sound as good as it could. While the Darkspear built their ships at Nek'mani, it is not a dedicated port, specifically. This one can be though. Cost: 3,500. Time: 6 Turns. Reward: Blackwater Cove transformed into full troll port settlement, specifically built for such a purpose. Will Complete In 4 More Turns.
- Work Continues. Will Complete In 3 More Turns.
Zul'Kunda Rebuilding: You've spent a lot of time rebuilding Zul'Gurub, and you'll be doing that a while yet. But that does not mean that you cannot turn some of your efforts over to one of the other cities within the jungle. Zul'Kunda was moderately maintained by the Bloodscalps, as they did not wish for their stronghold to be left vulnerable, but a lot of the smaller things were left to the wayside. If it wasn't directly aiding their military efforts, then it was neglected. Help rebuild the cities internal road system, their hills and statuary, and so on. Make it known that such a decayed state will no longer be acceptable! The time of the constant inter-jungle warfare is over, and thus it is time these trolls started taking a little pride in their homes beyond the capacity for defense, offense, or such things. Cost: 3,500. Time: 4 Turns. Reward: Zul'Kunda greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. Will Complete In 3 More Turns.
- Work Continues. Will Complete In 2 More Turns
Zul'Mamwe Rebuilding: While the Skullsplitters were better at maintaining their territory compared to the Bloodscalps, they were incapable of doing any large scale repairs or changes. Just like everyone, really, due to the whole 'constantly at war with one another' thing. But that time is over. It is time to rebuild Zul'Mamwe, and thus ensure that one of the three major cities of Stranglethorn is properly rebuilt for those who inhabit it now and those who will inhabit it in the future. Walls, roads, larger communal homes, an the like. All this and more. This will improve the living situation of your citizenry, thus doing more to secure their loyalty, and simply make sure that your civilization that has nearly crumbled to dust ceases its decline and in fact works to reverse it. Make sure the markets and such are rebuilt as well. Cost: 3,000. Time: 3 Turns. Reward: Zul'Mamwe greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. Will Complete This Turn.
- Finally, it is done. Zul'Mamwe is once more a proper settlement, not an inhabited pile of ramshackle rubble. Now it once more could rightly be considered a troll city. A true one! Temples to the Loa have been rebuilt, shrines are on almost every corner, homes are properly sized and made of stone rather than just hide and sticks. The walls have been rebuilt, as have the roads. While Zul'Mamwe is nowhere near the size or glory of Zul'Gurub itself, it is a far cry from what there used to be. It's a wonder what work can be done with dire trolls, voodoo, and a lack of constant ongoing civil war. Zul'Mamwe has also further rebuilt its mountainous terrace farms and reopened their mines, and while much of that goes directly to its own citizenry for their own purposes, tribute flows forth to Zul'Gurub. As it should be! Reward: Zul'Mamwe greatly refurbished, much better living conditions for those living within the city. More loyalty from the populace within. +250 Mining Income Per Turn, +250 Farming Income Per Turn.
Learning: As your attentions become more and more widespread, that troll Helga'aka seems to have found herself in this position by way of chance. (Choose 2):
Hardened Catapults: Your current catapults are relatively thrown together affairs. Largely just quickly lashed together wood and metal. But this will not do if you are going to head into a foreign land to go up against who knows what in terms of defenses. If the Hakkari did take Greyvines? Well, honestly, it doesn't matter, they'll have built up their defenses anyhow. It is time, now that you have the peace and time to work, to build some proper catapults. Ancient records and manuscripts etched into stone speak about heavier catapults, able to launch heavier payloads, with armored wheels and bodies whether in hardened wood or metal plates here and there. Now that you aren't simply cowering behind your walls, and preparing to in fact launch from the jungle itself, making sure that you have catapults actually capable of surviving the trip to the Black Morass is direly important. Cost: 1,000. Time: 1 Turns. Reward: Catapults improved, hardened, tougher, able to launch better payloads, travel and survive better. Current catapults improved, any further created after this point be similarly upgraded as a starting base line.
- It is a matter of months, to be sure, but they are productive ones. Helga'aka says that she was apparently inspired by a new troll, an old wanderer named Ein'jin who showed up late last year. Either way, the catapults are much improved, no longer just thrown together bunches of rope and wood, they are now rightly considered proper war machines! For the glory of the Loa and the Gurubashi! Reward: Catapults improved, hardened, tougher, able to launch better payloads, travel and survive better. Current catapults improved, any further created after this point be similarly upgraded as a starting base line.
Pump Up: Well, you've done the testing, now it is time for the execution. Set your witch doctors to actually producing new dire trolls. As it is as of right now an irreversible procedure, you will not receive absolute hordes of volunteers. Which just makes sense, as it is not a simple procedure either, nor an inexpensive one. But Dire Trolls are a powerful force on the battlefield. You have a lot of veteran dire trolls as well who can help train up those that are transformed, which is good. It will take a lot of scheduling and voodoo to get it done, but it is useful. Cost: 1,000. Time: 2 Turns. Reward: Additional Dire Trolls created and trained.
- A number of drudges volunteered for this, some of them knowing that it is highly likely that they will die in the upcoming conflict. Most of them survive the transformation, and begin training immediately with the aid of Zulgo'longo. Will Complete Next Turn.
Piety: The spirits speak once more to the Gurubashi! Many are extremely upset with you, with all jungle trolls it seems, for the past few centuries of silence. You've got some work ahead of you. (Choose 2):
Aerial Blessings: In the past, the giant bats of Stranglethorn, the children of Hir'eek, were able to be tamed and ridden so long as proper deference was given over to the Lord of the Midnight Sky. Specifically, they could be trained as mounts that were just as capable in the day as they were in the night. But as Hir'eek fell out of favor, as all other Loa did while the damned Loa of Blood ascended in importance, so too did his children slowly begin to filter out of Zul'Gurub, returning to the mountains and deep jungle valleys where they largely remained. But that time is over, and while there exists other giant bat species based on your records - these are the closest and the most likely to be tamed. But the rituals must be restarted, to honor Hir'eek, to summon his children, and to gain their acceptance of riders at all. Thus, the Gurubashi will regain the ability to fight from the skies. Even in the past when dragons had to be combated, enough bat riders could swarm them that they fell as well. Cost: 500. Time: 1 Turn. Reward: Children of Hir'eek able to be trained as mounts for bat riders. Bat riders are the traditional jungle troll aerial troop, capable of dropping alchemy or voodoo-based bombs, spears, etc. as well as scouting.
- The Children of Hir'eek are not to be discounted as war beasts, and few ever make that mistake more than once. Omnivorous, they can devour the meat and blood of their prey just as well as a lot of fruit or fish. They are blessed beasts, magical and Loa-blessed by their very existence. While only their absolute strongest could carry dire trolls, most of these giant bats can carry two regular sized trolls and their gear without too much difficulty. Or one troll, very quickly, for scouting across the landscape. Normal riders carry spears for throwing when they dive bomb the enemy, while other times the actual bat itself can participate in the fight by grabbing those below and carrying them upwards before dropping them. The ritual to summon them is performed, the priests of Hir'eek shedding a considerable amount of blood to consecrate the meat and fruits offered up, and soon some of the giant bats are flitting through the skies to alight upon the temple. Reward: Children of Hir'eek able to be trained as mounts for bat riders. Bat riders are the traditional jungle troll aerial troop, capable of dropping alchemy or voodoo-based bombs, spears, etc. as well as scouting.
War Clergy: It has been long enough. It is time some of the priests, whether of Bethekk or Shirvallah or anyone else, join the armies on a more permanent basis. Healing wards are valuable, very much so, as are the other wards and hexes that the witch doctors can produce. But priests are extremely good at both healing any other things, depending on the Loa that has chosen them. It's a matter of adding not just some versatility but some real power behind things. And if you are going after Hakkar, you'll want your priests trained and ready for war, not just maintaining and sacrificing at the temples. But while some of these priests are former warriors, some were not. Getting them used to their new positions of influence and such will take time, but it will be time well spent. Cost: 2 Turns. Reward: Priests formally added to army list, able to cast a variety of priestly magics including healing and shielding, as well as powerful attacks.
- The training begins! Will Complete Next Turn.
Intrigue: You've never been one for sneaking about, but that's ok. You've got spirits for that. For instance, your father. Considering that you're one of the most gifted Witch Doctors around, and none of the others seem able to channel the power of the spirits just at the moment, that gives you a…unique opportunity. (Choose 2):
Scouting The Kobolds: You need to know more about the internal workings of the kobolds of the mountains. It has been centuries since the Gurubashi proper interacted with them, and you need information. Information is power, after all. Work with your stealthiest trolls and the spirits to take a peek at the kobolds. Where are they based, what tribes are nearby, why are there so damn many of them and what are they up to? All of this information and more could be useful to you in a number of ways. On the other hand, you know for a fact that they have some minor magics of their own, and so cannot be wholly underestimated. The lack of information is the biggest issue, but it is one that you can actually try to fix. Cost: 250. Time: 1 Turn. Reward: Information. Chance of Success: 75%
- Required: 25. Rolled: 50.
The Shadow Haunters creep into the shadows between mountains while your armed forces beat the initial kobold assaults silly. They creep past panicky kobold guards, and undertake the dangerous task of descending into the tunnels beneath in the moments between the next mob of kobolds coming running out. And what they discover is, quite frankly, shocking to you. The kobolds are not, as you had initially assumed, broken up between dozens and dozens of tribes. That was how it was supposed to be. But in the centuries since the last Gurubashi stepped into those mountains, focused as all the jungle trolls were in the fighting amongst themselves, they have changed. Or, rather, they have simply grown unchecked. The different banners and sigils are not tribes, but banners marking different parts of their...military? The Shadow Haunters return having heard conversations between higher ranking kobolds with bigger candle stashes that 'The Candle King' was growing irritated with 'the interlopers'. The latter being you, of course. They learned this by creeping through a staggeringly complex system of tunnels and caverns carve out over the centuries which stretch throughout most of the Gurubashi Mountains over the course of six whole months. Or, as the kobolds call them, the Candle Peaks. And, in fact, they possess a considerable amount of contact with earth and fire spirits, some of them almost finding out the Shadow Haunters and revealing them!
It appears that unchecked for so long, the kobolds have created an entire nation in your territory! They've even dared to try and rename the Gurubashi Mountains! The lunacy! The absolute lunacy of it! And now, now they think that the trolls are trespassers in that which should be their own!? If it were not for your absolute need to get to the Black Morass, you would turn the full might of the Gurubashi upon them and eradicate their pathetic Candle Kingdom! After you are done, you just might do it anyway! After apologizing for your initial outburst, you thanked the Shadow Haunters for their deeds. Reward: Information
Tracking Dragons: All right. Here's the thing. You know that dragons are one of the most dangerous creatures on the planet. It has been that way for some time. Some even regard the more powerful dragons as living Loa, but as a witch doctor you actually know a considerable amount about them to the point that it is hard for you to see them the same way. They can die if a spear goes through their heart, but a Loa can be reborn or simply craft flesh anew or something else entirely. Dragons cannot do that. And frankly, they are valuable alchemical reagents. Though it has been centuries, most every witch doctor has heard of how dragon blood and dragon hearts are capable of making some extremely powerful voodoo. But...they are intelligent, or at least the older ones are. And they are, at the very least, partially involved in the swamp, and possibly in Brightwood. It is, perhaps, time to seek them out, just to make sure they don't interfere. Cost: 100. Time: 1 Turn. Reward: Information? Chance of Success: 65%
- Required: 35. Rolled: 53.
- You can't say you were expecting this....Interlude To Be Had After Ettin Meeting!
Personal Actions: You can't be making concoctions or performing ritual sacrifices all the time. Just because you brought the Loa back to the Gurubashi doesn't mean you don't make time for yourself. (Choose 2):
Serious Training: You have only had a few months with your blade, but you have a few months more yet. It is time to truly get familiar with not just the sword, however, but with your powers in combat as well. You are not the pure war leader that Zul'Jo is, but you don't need to be, you just need to be sure that should the worst happen and the blade fail you that you can fight just as well without it. At the same time, you want to be able to wield it well, just in case it turns out to be exactly what you need. Either way, it is time to go into this as hard as you can. You are not under assault, you have a higher grade of regeneration due to your blessings by the Loa, and you have all the powerful resources of a Chieftain and witch doctor to bring to bear to reduce fatigue and increase results. It's high time you kicked things up a notch or two, and get in some serious training. Seriously. Because if Di'zo is as physically strong as Zul'Jo, you really need to make sure that you can match him should it come down to it. Cost: 100. Time: 2 Turns. Reward: Martial increase, Martial Perk Change.
- You have not ached like this before. Ever. Seriously. But even after six months, you can truly tell you are making progress! Even if Zul'Jo is completely changing your diet, sleeping schedule, and such. Apparently he's had Helga'aka put together specially weighted stones and a metal rack which can have the stones added or taken away for different weights? But it seems to be working! Will Complete Next Turn.
Tattooing Zul'Jo: Your cousin Zul'Jo has been talking to you about getting the Bloodlust Tattoo applied. It can, when used and trained with properly, vastly increase the combat capabilities of those who are thusly tattooed. But the thing is, if things go wrong, they can go really wrong. Zul'Jo thinks it is worth the risk, especially considering the fight that is coming, but you are not so sure. But can you truly afford to not do so with him? You can take as much time as you want gathering the materials, trying to fortify his body and soul with your voodoo, and if done successfully he will be that much more fearsome in battle. At least for a certain amount of time, overuse can exhaust and kill, so say the experienced witch doctors formerly of the Bloodscalps. You are inclined to believe them. Zuli has flatly informed you that you are not to do it to yourself. But Zul'Jo has built his entire purpose about destroying the enemies of the Gurubashi and protecting the tribe and jungle, to warfare, and to little else save perhaps his relationship with So'fon. Still, it is up to you. Cost: 100. Time: 2 Turns. Reward: Zul'Jo gains Bloodlust Tattoo, allowing for temporary but significant martial boosts for a short amount of time during combat, but exhausts the user at the end. Can be fatal if not tattooed properly. Chance of Success: 65% LB Enacted.
You hadn't thought it possible, but Zul'Jo proved you wrong. At his request, you finally began the process of tattooing him, of inking and marking not just his skin, but his soul. His screams could be heard throughout many streets of Zul'Gurub near where you lived, as you peeled back the skin again and again as you tattooed him. Ground up poisons and venoms were added into the ink, stabbed into him again and again. Your voodoo is strong, and as you worked on him, you felt it grow empowered by the blood you spilled between the two of you. And to your surprise, he takes to it incredibly well. He does not suffer any of the side effects of an improper ritual, and there is absolutely no sign of it going wrong before or afterwards. At best, you could describe the entire process as going off beyond perfectly. Even his recovery time is astonishing, his body of course heals fine but after engraving new additions into his very soul you'd have thought it would take a while. But you were wrong! Even that heals in record time. Surely, the Loa have blessed this act after you sacrificed to them so heavily. It seems that Shirvallah truly does possess some affection for your cousin, especially because he undertook such a dangerous procedure in order to be more effective in battle! Completes! Zul'Jo gains Trait: Blessed Bloodlust Tattoo - Blessed by the Loa in its engraving into the soul, this one can summon forth even more powerful reserves of ferocity and strength in combat with less risk to their body. (Can Temporarily Increase Martial In Combat By +6)
I'll be honest, when I saw Tattooing Zul'Jo my heart sank. We really have not had good luck with rolls this quest, and I'm glad this one of all of them, was the exception.
I'll be honest, when I saw Tattooing Zul'Jo my heart sank. We really have not had good luck with rolls this quest, and I'm glad this one of all of them, was the exception.
Eyyyyyy! Everything succeeded and that Loa Blessing Crit on the Tattoos is beautiful. Also wow, that is ALOT of Kobolds, we're gunna have to have a second Crusade once the Hakarii are all dead to kill them all and offer their souls to our gods.