Apparently some people want him to pull shit so we are seen as more credible by everyone for saving them from his madness, or something.
But isn't our whole shtick preemptively stoping the bad guys from doing their thing?
Lucan is too much of a Good character to just give up when he sees all the Evils we do as not worth the goals.
Mmmh, would it be possible to pull an F!Aegon but with Lucan instead? You know, bitchslap the Father around a bit and see if he calms the fuck down with his hate boner for us? Or would that alienate the rest of the chosen?
 
But isn't our whole shtick preemptively stoping the bad guys from doing their thing?

Mmmh, would it be possible to pull an F!Aegon but with Lucan instead? You know, bitchslap the Father around a bit and see if he calms the fuck down with his hate boner for us? Or would that alienate the rest of the chosen?
It's not the Father who's a problem in this case, but that Lucan is a fundamentally moral person that doesn't, can not, see the things we do as 'worth it'.

Ends do not justify the means, for this Lawful Good cleric of Lawful Neutral deity.

Our solutions so far are:
a) try and kill him.
b) try and diplomance him into leaving for Hellven. Gotta bite us in the ass eventually even if we succeed, and we arent likely to, but will keep us and the Seven at tenuous peace.

...This whole discussion feels like it's gonna cause Azel to leave the thread again.
[:V]
 
The Smith Who Was
Just to be clear, this is info on the god that was and can not necessarily be applied to his his corpse we are currently fighting.

Anu-Simung
The Skyforger, The Great Smith, The Star-Tamer

Alignment: Lawfully Neutral

Domains: Artifice, Metal, Sky, (Minor power in Travel due to being associated with Navigation, but as Sarnor was never a strongly sea-faring nation it didn't suffice for a full domain)

Known Supernatural Servitors: Nephilim-children of his

The Church: The Church of the Smith was both influential and wealthy in the times of Sarnor. It had relativly few normal priests dedicating their life to him, but it was common for retiring craftsmen of all kinds to be accepted into his priesthood, as the people believed that one who spend his entire life creating was closer to Anu-Simung than one who spend his time on study and preaching could be. The good connection of these men and women were what brought the temple most of its donations.

In exchange the influence would be used to get orphans into apprenticeships, loan journeymen or fresh masters without inheritance their first sets of tools and the first few rents for a shop and similar endevours that both helped the community and increased the number of wealthy and soon-to-be wealthy supporters of the temple.

Besides that it was the temple-elders task to decide if a journeyman's masterpiece was acceptable, as well as to secure all craft-related lore so that it could not die with its inventors.

Tenets of the Faith: It was the smith's mandate to never stop pushing the limits of your craft, or stop looking out for new fields to expand it into. A craftsman might have to do repeating work to learn his trade or to make money he needs, but if there is capacity free for self-improvement, it shall be taken.
It is said that the day the first Golem was made in Sarnor the Smith rejoiced over the new art, not born completly out of his teaching like most of them where, and he raised the mage-smith after his life's end to stand at his side in his realm, ina place of honor next to his own sons.
Besides that, it was his order that knowledge related to his domains should never be lost, yet its inventor should not be cheated of his invention either. And so ech new technique or trick in crafting was to be tought to the priests of his temple and written down there, to be released to all masters of the craft in question after a period of years that first allowed the inventor to profit from it, usually about 12 years.

Worshipers by Region: Most of Sarnor in it's living day revered him to some degree, though it was mostly craftsmen who saw him as their main-god, instead of just one among a larger pantheon of gods to respect.

Infrastructure: Temples in all Sarnori cities except Saath, a great temple in Kasath.
 
....all this does, is make me want to loot ourselves an artificer-God somewhere.
>_<

Unrelated, @DragonParadox, in theory, can we soup up the Storm God by a particularly powerful sacrifice of Ded!nu-simung's power?
Maybe if we use Yss as a conduit, similarly to how we went about ascending Zathir?

Or is Storm God yet too low on followers/his own power to meaningfully hold such energy charge yet?
 
....all this does, is make me want to loot ourselves an artificer-God somewhere.
>_<

Unrelated, @DragonParadox, in theory, can we soup up the Storm God by a particularly powerful sacrifice of Ded!nu-simung's power?
Maybe if we use Yss as a conduit, similarly to how we went about ascending Zathir?

Or is Storm God yet too low on followers/his own power to meaningfully hold such energy charge yet?

They share themes so yes you could easily make sacrifices from one to the other, you obviously would not be able to get all the power of the corpse god this way, but some of it is possible.
 
They share themes so yes you could easily make sacrifices from one to the other, you obviously would not be able to get all the power of the corpse god this way, but some of it is possible.


*turns head slowly, with an ominous creak*
Gentlemen. @Goldfish. @Duesal.
We have a goal here now.

Get that God!
[:V]

Jokes aside, what is the sacrifice method that Storm God goes for, @DragonParadox?

....Can we just cast a powerful lightning spell at something while proclaiming it a sacrifice, maybe? :V
 
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Just to be clear, this is info on the god that was and can not necessarily be applied to his his corpse we are currently fighting.

Anu-Simung
The Skyforger, The Great Smith, The Star-Tamer

Alignment: Lawfully Neutral

Domains: Artifice, Metal, Sky, (Minor power in Travel due to being associated with Navigation, but as Sarnor was never a strongly sea-faring nation it didn't suffice for a full domain)

Known Supernatural Servitors: Nephilim-children of his

The Church: The Church of the Smith was both influential and wealthy in the times of Sarnor. It had relativly few normal priests dedicating their life to him, but it was common for retiring craftsmen of all kinds to be accepted into his priesthood, as the people believed that one who spend his entire life creating was closer to Anu-Simung than one who spend his time on study and preaching could be. The good connection of these men and women were what brought the temple most of its donations.

In exchange the influence would be used to get orphans into apprenticeships, loan journeymen or fresh masters without inheritance their first sets of tools and the first few rents for a shop and similar endevours that both helped the community and increased the number of wealthy and soon-to-be wealthy supporters of the temple.

Besides that it was the temple-elders task to decide if a journeyman's masterpiece was acceptable, as well as to secure all craft-related lore so that it could not die with its inventors.

Tenets of the Faith: It was the smith's mandate to never stop pushing the limits of your craft, or stop looking out for new fields to expand it into. A craftsman might have to do repeating work to learn his trade or to make money he needs, but if there is capacity free for self-improvement, it shall be taken.
It is said that the day the first Golem was made in Sarnor the Smith rejoiced over the new art, not born completly out of his teaching like most of them where, and he raised the mage-smith after his life's end to stand at his side in his realm, ina place of honor next to his own sons.
Besides that, it was his order that knowledge related to his domains should never be lost, yet its inventor should not be cheated of his invention either. And so ech new technique or trick in crafting was to be tought to the priests of his temple and written down there, to be released to all masters of the craft in question after a period of years that first allowed the inventor to profit from it, usually about 12 years.

Worshipers by Region: Most of Sarnor in it's living day revered him to some degree, though it was mostly craftsmen who saw him as their main-god, instead of just one among a larger pantheon of gods to respect.

Infrastructure: Temples in all Sarnori cities except Saath, a great temple in Kasath.
Very cool write up, dude. Before he died and became an Undead empowering douchenozzle, Anu-Simung seems like he was a great god to the Sarnori people. Such a shame that everything went so poorly for him and his people.
 
Very cool write up, dude. Before he died and became an Undead empowering douchenozzle, Anu-Simung seems like he was a great god to the Sarnori people. Such a shame that everything went so poorly for him and his people.
Mostly.

The temples where effectivly constructs similar to medival guilds in other areas, so there where obviously some bad sides to it as well, like having a business without their approval, secured by "voluntary donations", was pretty close to impossible.
 
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So I was just going through our commissioned orders from last month, which were completed for Vialesk on the 8th of this month, the 19th for Armun Kelisk/Opaline Vault, and the 19th for the Githzerai. We'll need to place some retroactive orders for those soon.

What I had completely forgotten about was that we already ordered 20 single-use Blinding Glory charms last month after the kerfluffle we had fighting the Others during the evacuation of the Thenns. They weren't ready in time for use against the Undead attacking Sallosh, but we should have them now if we want to use them here.
 
I don't think we have to.

For now we just bomb them and if there are still surviving darkness-banners afterwards, our Dawnshroud-banners already trump those.
 
Among other things, our latest commissions included 4 sets of Gemcarver's Tools, which @BronzeTongue found for us, and 4 Jeweler's Loupe (+10 Competence bonus to Craft [Jewelry]). Combine the +10 Competence bonus from the loupes, the +2 Circumstance bonus from the tools, the +5 bonus from one of our Crafter's Fortune statues, and the +5 bonus from our Philosopher's Tree and each use of the tools are guaranteed to be effective, even for someone with just one rank in Craft (Jewelry).

If we start next month, with multiple people working in shifts, we should be able to produce up to 360 Elemental Gems per month. Each of those can Summon a Large Elemental for 9 rounds. A bunch of CR 5 Elementals won't be much help in high level fights, but they would be very helpful for the Legions, Inquisition, and our baby adventurers.

The only limiting factor is that we need to find beings who know the correct Elemental languages, have at least 1 rank in Craft (Jewelry), and who want to work for us. Ideally, we would need 4 of each so we can keep round the clock production going. Is this something we can do in the background, @DragonParadox?
 
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@DragonParadox, azel being unresponsive so far, I direct this to you instead -
We've had Flame Cloves for a while now. At least 5-6 months of them being grown, iirc?
Can we assume that we added some to each fire-based round we'll fire from now on? And calculate damage accordingly?
Or will they not affect the explosives we use at all?
Flame Clove
A favorite with travelers, flame clove is a garlic-like herb imbued with energy from the mental Plane of Fire.

Raw flame clove contains a mild but unpleasant poison (ingested; Fort DC 13 initial damage 1d6 fire, secondary damage 1 Dex). When boiled in salt water and crushed and blended into food, however, flame clove has a taste similar to garlic and keeps hot food hot for 1d4 days without drying out and with no outside heat source.

Adding a sprig of flame clove to alchemist's fire (which must be done when crafting the alchemist's fire originally) makes for a more potent batch. This enhanced alchemist's fire deals double the damage of normal alchemist's fire and burns for twice as long.

Flame clove is remarkably easy to grow and reaches maturity a mere five weeks after planting and remains viable for three weeks after that.

A single healthy mature bulb sells for 20 gp.

That said, imma log off now, electricity shut down in mah block and only so much phone charge D:
 
@DragonParadox, azel being unresponsive so far, I direct this to you instead -
We've had Flame Cloves for a while now. At least 5-6 months of them being grown, iirc?
Can we assume that we added some to each fire-based round we'll fire from now on? And calculate damage accordingly?
Or will they not affect the explosives we use at all?


That said, imma log off now, electricity shut down in mah block and only so much phone charge D:

It can be added yes.
 
Vote closed
Adhoc vote count started by DragonParadox on Aug 4, 2020 at 7:57 AM, finished with 78 posts and 14 votes.

  • [X] Plan Melting A City
    -[X] Use the Moonchaser-class vessels weather control units to create an updraft cell centered on the city.
    -[X] Load up the Wyverns and Manticores to capacity with Alchemist Fire bombs, then carpet bomb the city, starting with the outermost regions.
    --[X] The bombing run is done at high velocity and altitude, as precision is not a huge concern, but this way the attackers are too fast to be intercepted by any conventional flyer or ghost.
    -[X] Meanwhile the Moonchaser-class vessels get ready to load their Steam Cannons with Ghost Touch +1 ammo in anticipation of incorporeal foes.
 
The only limiting factor is that we need to find beings who know the correct Elemental languages, have at least 1 rank in Craft (Jewelry), and who want to work for us. Ideally, we would need 4 of each so we can keep round the clock production going. Is this something we can do in the background, @DragonParadox?
We do have a jewelry company and a language learning boost in SD.
 
It's amazing how quickly modern warfare can chew through resources that would last entire adventure parties a lifetime, isn't it?

No, Tokyo was much worse because:
1. Wood and paper being used in local buildings, giving the fire ample fuel.
2. Much more bombs dropped over a much larger city.
3. This place being already a ruin and made from stone limits the amount of available fuel.

Then again, we do have the capability to turn the whole place into a blast furnace by screwing with the wind, so we should still see fires hot enough to melt stone.
Also the timing and placement of incendinaries was used to create a vortex of air currents, resulting in a hellish firestorm as the fires spread and merged.

[X] Azel
 
Inserted tally
Adhoc vote count started by DragonParadox on Aug 4, 2020 at 7:57 AM, finished with 78 posts and 14 votes.

  • [X] Plan Melting A City
    -[X] Use the Moonchaser-class vessels weather control units to create an updraft cell centered on the city.
    -[X] Load up the Wyverns and Manticores to capacity with Alchemist Fire bombs, then carpet bomb the city, starting with the outermost regions.
    --[X] The bombing run is done at high velocity and altitude, as precision is not a huge concern, but this way the attackers are too fast to be intercepted by any conventional flyer or ghost.
    -[X] Meanwhile the Moonchaser-class vessels get ready to load their Steam Cannons with Ghost Touch +1 ammo in anticipation of incorporeal foes.
 
Part MMMDCXX: Rising Flames, Falling Veils
Rising Flames, Falling Veils

Twenty-Third of the Second Month 294 AC

"Burn it all," the words are surprisingly easy upon your lips, given the unwilling echo that comes with them. This is no city where people love, laugh and live out their days. This is not even a city such as Mardosh where for all the grim deception and cruelty at its heart there might still be a hope to reason with its lords, its people. Beneath these crumbling arches the spite of Sarnor made manifest broods, the power that had marched against their living kin and would have marched perhaps against all the world.

Though you regret any who might be caught in the flames who, like the prisoners from Kasath, might have been persuaded to walk a different path, you will not risk your legions marching down those dark avenues and through the ranks of the dead. "High altitude runs, don't bother aiming, and..." you hesitate, trying to picture the effect in your mind's eye. "Try to make an updraft with the weather generators so that you can keep feeding air into the flames like a furnace."

"That's... can they do that?" Dany asks, looking uncommonly pale. She has the same dreams you do, the same knowledge of the high airs beneath her wings, and so can picture it just as well. She can well imagine what this would do to any other city.

It takes Lya a few moments more to realize the same thing. "An updraft right over the city... yes, they can do that."

And so they do. Dark clouds gather over Sarnath, this time not to your enemy's will, as the air is drawn upwards faster and faster. On Moonsong's command the bombs begin to fall, alchemical oils 'spiced' with flame cloves burning bright as a furnace's heart, the waves of fire advance towards the center of the city unabated. Soon there would be nothing left of Sarnath and still the specters you had expected does not manifest.

Then just as the fires begin to eat at the innermost of the city's five concentric districts you hear Ser Gerold's voice in your mind and your blood runs cold. "The bastards were marching behind us under some kind of great glamour, bigger than anything the wizards have seen." The voice pauses, another stone is drawn. "There's a another two hundred thousand of them and least some kind of red mist flowing at their feet..."

A strange garbled not quite sound passes through your mind, concepts overlapping rather than words, this time it is Malarys who speaks: "The dead were a mere half mile out when Nettles noticed them on perimeter scouting. Most of their more elite forces are here."

With that you can finally see the whole of the enemy's plan, lure your forces into Sarnath then attack from behind and catch the legions between a hammer and an anvil. Your unwillingness to take the bait for the former has made the plan untenable so now the enemy 'reinforcements' are attacking the legions directly.

What do you do?

[] Head back at once
-[] Pulling the skyships out too, they will be needed
-[] Only with your companions, Sarnath must still burn

[] Stay here, there might yet be a foe to face in these crumbling halls and you trust the Legion and your companions to fight even without your direct aid

[] Write in


OOC: Direct divine intervention is not limited to throwing lightning bolts, though thankfully you guys had enough other flying assets not to be caught entirely by surprise by the veil, especially since god magic or no an illusion is beaten by a will save and spellcasters have that in spades.
 
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The weather patterns created by the Moonchasers don't collapse the moment we cut the spell. Someone would have to cast their own Control Weather to alter them again and that takes 10 minutes at least. Beside that, the firestorm should already be entirely self-sustaining without further weather manipulation from outside. These weather systems are extremely stable once they got going, as long as the fire keeps burning.

I'd say fire a salvo of Steam Cannon incendiary shells into the center of the city to make sure it fully ignites, then pull everything back.
 
[X] Head back at once
-[X] Pulling the skyships out too, they will be needed


The city itself itsn't important compared to the enemy army, and if we need to burn it, it will still be there after this battle. Our army is also miles away from the city. That means any force coming from it will take time to reach our forces.
 
Rising Flames, Falling Veils

Twenty-Third of the Second Month 294 AC

"Burn it all," the words are surprisingly easy upon your lips, given the unwilling echo that comes with them. This is no city where people love, laugh, and live out their days. This is not even a city such as Mardosh where for all the grim deception and cruelty at its heard, there might still be a hope to reason with its lords, its peoples. Beneath these crumbling arches the spite of Sarnor made manifest broods, the power that had marched against their living kin and would have marched perhaps against all the world.

Although you regret any who might be caught in the flames who, like the prisoners from Kasath, might have been persuaded to walk a different path, you will not risk your legions marching down those dark avenues, through the ranks of the dead. "High altitude runs, don't bother aiming and..." you hesitate, trying to picture the effect in your mind's eye. "Try to make an updraft with the weather generators so that you can keep feeding air into the flames like a furnace."

"That's... can they do that?" Dany asks, looking uncommonly pale. She has the same dreams you do, the same knowledge of the high air beneath her wings, and so can picture it just as well. She can well imagine what this would do to any other city.

It takes Lya a few moments more to realize the same thing. "An updraft right over the city... yes, they can do that."

And so they do, dark clouds gathering over Sarnath, this time not to your enemy's will, as the air is drawn upwards faster and faster, then on Moonsong's command the bombs begin to fall, Alchemical oils 'spiced' with flame clove burning bright as a furnace's heart, the waves of fire advance towards the center of the city unabated. Soon there would be nothing left of Sarnath, yet still the specters you had expected do not manifest.

Then just as the fires begin to eat at the innermost of the city's five concentric districts you hear Ser Gerold's voice in your mind and your blood runs cold. "The bastards were marching behind us under some kind of great glamor, bigger than anything the wizards have seen." The voice pauses, another stone is drawn. "There's a another two hundred thousand of them at least, and some kind of red mist flowing at their feet..."

A strange garbled not quite sound passes through your mind, concepts overlapping rather than words, this time it is Malarys who speaks, "The dead were a mere half mile out when Nettles noticed them on perimeter scouting. Most of their more elite forces are here."

With that you can finally see the whole of the enemy's plan, lure your forces into Sarnath then attack from behind and catch the legions between hammer and anvil. Your unwillingness to take the bait for the former has made the plan untenable, so now the enemy 'reinforcements' are attacking the legions directly.

What do you do?

[] Head back at once
-[] Pulling the skyships out too, they will be needed
-[] Only with your companions Sarnath must still burn

[] Stay here, there might yet be a foe to face in these crumbling halls and you trust the legion and your companions to fight even without your direct aid

[] Write in


OOC: Direct divine intervention is not limited to throwing lightning bolts, though thankfully you guys had enough other flying assets not to be caught entirely by surprise by the veil, especially since god magic or no, an illusion is beaten by a will save and spellcasters have that in spades. Not yet edited.
Here's an edited version of the chapter, DP.
 
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