If it was an Eldrazi, we wouldn't even see it coming. ASWaH universe is like an amoeba in comparison in terms of power scaling.
 
... Maybe we can't burn the forest, but what would they be able to do if we just get a fuckton of undead Dinosaurs and equip them to bulldoze the forests away?
 
One could casually unmake an average plane in passing. Basically, Cthullu Mythos Old Ones tends to treat the material plane as their playground, always stopping short of causing permanent ever-lasting harm, an Eldrazi is basically only ever stopped/detected by people who can, as @ryuan mentioned, make superman go get their groceries.
 
One could casually unmake an average plane in passing. Basically, Cthullu Mythos Old Ones tends to treat the material plane as their playground, always stopping short of causing permanent ever-lasting harm, an Eldrazi is basically only ever stopped/detected by people who can, as @ryuan mentioned, make superman go get their groceries.

I see, well the pic was just me looking for eldritch wolf

Anyway it's midnight for me again so I unfortunately can't manage that second update. On the plus side I'm feeling much better than yesterday at this hour so tomorrow should definitly be back to a faster update rate

IGood night guys, see you tomorrow as we work through intrigue efforts in Qohor.
 
I know the potential issues with Qohor seem nearly insurmountable in the short-term, but we still need to learn what we can from this undertaking. With that in mind, let's grab some Intel and see about forming an IC understanding of the extent of the threat posed, the likelihood of it spreading, and what would be necessary to either contain or eliminate it.
 
Well Qohor is still on the Turn Base strategy phase and we need to get more info, resources and leads before deciding if we need to burn it down tomorrow or if we can work more slowly.

Since DP stopped with the random apocalypse generator based on event dice, I don't think we need to panic yet.
 
You know, one thing about the Great Old Ones and the whole cultist-issue attached, they are not nearly as terribly dangerous as they look at first glance, even in Lovecrafts own works.

I don't mean them personally, and I don't have to mean them personally, because they don't come to earth.
I mean the whole cults and minions thing. It looks impressive at first, but let's go through some actual Mythos-stories.

Call of Cthulhu: Cult is wide-spread, but at every turn they are met with actual force they crumple easily (both the cult in the swamps of Luisianna and the ship near the island rising from the sea). They are badly organised and for the most parts the followers are primitive and crazy.

Shadow over Insmouth: Deep Ones followers are broken up the moment the forces of the state are mobilized. They did manage to take over a small town, and even that took time and direct help from the Deep Ones, the cult was no big deal at all. The south-sea version of the cult was even purged by their non-evil native neighbours and we never heard of any retaliation hitting those.

Dunwich Horror: No cult at all, just a small family that couldn't even keep their Necronomicon in a sufficiently good state to call Yogg-Sototh with the incantations within. The second-to-last "horror" got killed by dogs while trying to steal from a library, the real Horror of Dunwhich was driven back by three old professors and then smote by Yogg himself when he dared call on his father.

The Case of Charles Dexter Ward: The wannabe-necromancer being the main-villain in this piece got first killed by an angry mob in the flashback-part of the story, then send to closed institution because he couldn't believably play the person whose identity he stole, then killed by the doctor-protagonist, while an angry spirit he tried to call up killed his necromancer-colleagues over the world.

Those where some of the most famous stories, I think?
So in every case the bad guys seem terrible and are described as such by Lovecrafts prose, but when faced with actual resistance of either mundane or mythical, they break down. It's all paper-tigers.

I think it's not unreasonable to think that the cult here in Qohor (even the supernatural threats behind it, even boosted by our more accessible magic from D&D) are not as bad as first descriptions might imply, and that we can deal with it.
I really hope @DragonParadox doesn't feel the need to make his eldritch monsters live up to the false hype some of them later got and instead keeps Qohor as a reasonable challenge, not a bottomless pit our efforts have to be poured into for turns on end.
 
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You know, one thing about the Great Old Ones and the whole cultist-issue attached, they are not nearly as terribly dangerous as they look at first glance, even in Lovecrafts own works.

I don't mean them personally, and I don't have to mean them personally, because they don't come to earth.
I mean the whole cults and minions thing. It looks impressive at first, but let's go through some actual Mythos-stories.

Call of Cthulhu: Cult is wide-spread, but at every turn they are met with actual force they crumple easily (both the cult in the swamps of Luisianna and the ship near the island rising from the sea). They are badly organised and for the most parts the followers are primitive and crazy.

Shadow over Insmouth: Deep Ones followers are broken up the moment the forces of the state are mobilized. They did manage to take over a small town, and even that took time and direct help from the Deep Ones, the cult was no big deal at all. The south-sea version of the cult was even purged by their non-evil native neighbours and we never heard of any retaliation hitting those.

Dunwich Horror: No cult at all, just a small family that couldn't even keep their Necronomicon in a sufficiently good state to call Yogg-Sototh with the incantations within. The second-to-last "horror" got killed by dogs while trying to steal from a library, the real Horror of Dunwhich was driven back by three old professors and then smote by Yogg himself when he dared call on his father.

The Case of Charles Dexter Ward: The wannabe-necromancer being the main-villain in this piece got first killed by an angry mob in the flashback-part of the story, then send to closed institution because he couldn't believably play the person whose identity he stole, then killed by the doctor-protagonist, while an angry spirit he tried to call up killed his necromancer-colleagues over the world.

Those where some of the most famous stories, I think?
So in every case the bad guys seem terrible and are described as such by Lovecrafts prose, but when faced with actual resistance of either mundane or mythical, they break down. It's all paper-tigers.

I think it's not unreasonable to think that the cult here in Qohor (even the supernatural threats behind it, even boosted by our more accessible magic from D&D) are not as bad as first descriptions might imply, and that we can deal with it.
I really hope @DragonParadox doesn't feel the need to make his eldritch monsters live up to the false hype some of them later got and instead keeps Qohor as a reasonable challenge, not a bottomless pit our efforts have to be poured into for turns on end.
DP doing that runs headfirst into another problem:
We hardly ever get challenged and when we do theres barely any stakes to those challenges.

The cult's been at it for years.
It is only right and proper to the amount of foreshadowing they got that they'd be an actual threat.

Compare them to the illithids, of whom we barely heard anything all this time.
Or to the 15th, who's ought to be the bigger fish than any other enemy out there, specifically due to our narrative connection... and yet done zero things so far.
Like, absolutely nothing.
Etc.

Combat itself being easy is understandable. I played a large part by digging up all sorts of effects, and unrestrained Wealth we got through Empire's economy meant that dnd's encounter-balance got wrecked to the bitter end.
There's literally no way to balance things out so that the encounters we'd have now would be reasonable compared to the start/middle of the quest in the "why didnt "X" already take over everything in they have this much "Y"?".
And that's okay.

But active enemies not being legitimate threats hurts the quest, imo.
I've been on the other side of this debate years ago, but, well, can't really argue it now.

Tldr: Make Enemies Great Again!
 
DP doing that runs headfirst into another problem:
We hardly ever get challenged and when we do theres barely any stakes to those challenges.

The cult's been at it for years.
It is only right and proper to the amount of foreshadowing they got that they'd be an actual threat.

Compare them to the illithids, of whom we barely heard anything all this time.
Or to the 15th, who's ought to be the bigger fish than any other enemy out there, specifically due to our narrative connection... and yet done zero things so far.
Like, absolutely nothing.
Etc.

Combat itself being easy is understandable. I played a large part by digging up all sorts of effects, and unrestrained Wealth we got through Empire's economy meant that dnd's encounter-balance got wrecked to the bitter end.
There's literally no way to balance things out so that the encounters we'd have now would be reasonable compared to the start/middle of the quest in the "why didnt "X" already take over everything in they have this much "Y"?".
And that's okay.

But active enemies not being legitimate threats hurts the quest, imo.
I've been on the other side of this debate years ago, but, well, can't really argue it now.

Tldr: Make Enemies Great Again!
I like legitimate threats too, but not here and now after they've been doing nothing for years.
Qohor should be scary and take effort to deal with, but it's not a good candidate for a greater power or an insurmountable problem.

Old One cults are a mess for reasons, mostly the reason that higher members are crazy.

If you want real enemies look at Slaver's Bay, look to the Court of Stars, look to the City of Brass.

Those are things we shouldn't be able to deal with, at least not without a lot of tricks and planning.
This is madmen worshipping mad things, and if we kill the worst of it, we should be able to control the city.
 
@Artemis1992, I'm getting why you are doing it, but this is some rather heavily motivated reasoning you are engaging in here. Could we not?

It's not as if the next months isn't bloated enough already without Qohor. We got the mass summoning, which DP already threatened with Shenanigans, cleaning up the entire Court of Stars and then, since the idea that Viserys would not be part of this got so much push-back that I know it's a lost cause, the whole attack on Ymeri. That's already one and a half giant space fleas from nowhere worth of meaningless stuff just happening for some reason.

I'm kinda hoping we can finally get Westeros over with, so that we have actually the free room to move and deal with all the random shite that pops up every month without fail, because gods beware there could be a month that doesn't have 3+ major crisis's that need dozens of chapters to resolve.
 
and then, since the idea that Viserys would not be part of this got so much push-back that I know it's a lost cause, the whole attack on Ymeri.
For what it's worth, I am a-okay with only sending some people there (see the turnvote proposal) and never seeing as much as a chapter of what's happening there, getting a report instead.

You know, like I actively pushed for the last time we talked about this.
And no one argued me then, either.
So I might just assume no one will mind that in light of how many narratively meaningless interludes we had lately and got consensus on cutting that down, to boot.

What I'm getting to is, don't salt so much.
I don't know how you read that you missed all the discussion that said "eh, maybe we don't need to see it on-screen", but it was there.
 
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For what it's worth, I am a-okay with only sending some people there Nd never seeing as much as a chapter of what's happening there, getting a report instead.

You know, like I actively pushed for the last time we talked about this.
And no one argued me then, either.
So I might just assume no one will mind that in light of how many narratively meaningless interludes we had lately and got consensus on cutting that down, to boot.

What I'm getting to is, don't salt so much.
I don't know how you read that you missed all the discussion that said "eh, maybe we don't need to see it on-screen", but it was there.
I distinctly remember having to fight for Vyserys to actually focus on invading two free cities instead of doing some grandstanding over Ymeris corpse, because people felt she is ours to kill.
 
I distinctly remember having to fight for Vyserys to actually focus on invading two free cities instead of doing some grandstanding over Ymeris corpse, because people felt she is ours to kill.
And then the discussion ended with several people saying "yeh, we had too many pointless interludes lately", too.
Like, I'm about 80% sure we got over the whole "buh wuh, muh lootz!"-argument there.

Yrael, lots of air force, Hadhayosh, Bloom the Brijidine... and that's pretty much it for whom we are sending.

And I say that's both enough for us to get some "loot", and meaningful enough firepower to halp R'hlor.

If nothing else convinces you, take a promise from me that I will fight tooth and nail against making it an interlude, or sending more people there.
You know well enough how retarded I can be in arguing.
Worse than a certain poster I won't name, if necessary.

/͟b̟̟̯̤͙/̖͘ ͎͉̼f̙̮̻͡l̠ọ̷̰̠̺̩͓̱w̨̙̰̝̩̜̺ͅs̭̗̩̯ ̖̣̞͔̠ͅt͏͔h͚r̶̙̱̳͔o̗u̯̯͈͉ͅg̵̻͍̤̫͚̬̺h ̧̞̪͕̥̪̰m̳y̬̦͎͔͎͉̭ ̷̮v̳̬e̴̖̣̟ͅi̪̲n̨͕s̱̩̻̱̜
 
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