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The world is out of order. No one knows why, what spirits or ancestors have been angered, but...
One explanation at least
Incidental Contact Report A-11, Incident 8

During routine exploratory scanning in the Galdr star system, science vessel Bright Watch's sensors picked up faint motion, heat, and radiation abnormalities indicating the presence of life on the third planet, classified oceanic-continental, from the local star. Closer examination and orbital surveillance confirmed the presence of life on the planet, and further examination showed primitive dwellings with organized, sapient-like creatures on the surface. Protocol dictated that we move out of the immediate gravity well to send an FTL-wave transmission back to the sector capital.

Scientist Ugrav, the vessel's de facto lead researcher as his mentor was currently in hibernative rest, declared immediately that Bright Watch's ground team be sent down along with himself, in order to obtain a specimen of the local sapients. Continuing his insubordination, Scientist Ugrav took over the ground team's away vessel and landed dangerously close to one of the planets higher-density settlements (again, breaking both contact and abduction protocols if they were even in place). The away team acquired a single specimen, which preliminary examination determined to be female, before exiting the planet to perform more in-depth testing.

The female proved partially resistant to the primary anesthetic, but before it's full consciousness returned, the backup drug was used, which performed extremely well (See Primitive-8 (Human) Biology, excerpt 7). Minimally invasive examinations B and C were performed, with passive brain and body scans revealing the specimen's biology. Continuing his insubordination, Scientist Ugrav then proceeded to wake the specimen and attempted to initiate communication, which goes against all protocols and executive decision-making capacity that lead scientists may exert. At this time, the ship's crew incapacitated Scientist Ugrav and confined him to the brig, and anesthetized the specimen again to await Scientist Mandal's recommendation.

Scientist Mandal was awakened from hibernation within the hour of Scientist Ugrav's confinement, and her recommendation was to return the specimen as near to it's settlement as possible with all haste. Scientist Ugrav was later diagnosed with Fattan Prion Disease, explaining his sudden behavioral shift. This is the fifth such time that FPD has emerged despite food decontamination in a government setting, and the second request to remove Fattan meat from dietary provisions.

----

Gwygoytha waved the big bird goodbye, that carried it's young in it's chest. Spirits were crazy. Too bad she was stuck in the mortal realm again, she was hoping to get them to teach her a few things, too!
 
Negaverse: Nomad What If: Double Main War Kick
Negaverse: Nomad What If: Double Main War Kick
It started off so well. The Ymmir were incredibly wealthy, making every raid worthwhile, even if their warriors were ferocious to the extreme. The fact that they could never be everywhere at once helped, as for every raid they managed to stop, two others would be successful. This had gone on for generations with little problem, and the Ymmir had shown no sign of retaliating.

Until now.

At first, the raiding season had gone as usual. Some men were lost, but most gained wealth beyond what any tribe could produce. But it had been noted that the Ymmir had been acting... oddly. Warriors had been deployed slower than usual, and some had speculated that a conflict of sorts had erupted among even the normally unified Ymmir. Many tribes had increased the frequency of their raids in hopes of taking advantage of their weakness.

All according to the Ymmir's plan. With most tribes committed, the Ymmir swarmed out in nearly uncountable numbers. Worse, their normal regard for the land was seemingly lost as they burned their forest around them. Tribes panicked at the sudden ferocity and were cut down in great swaths as they fled, managing to escape to the familiar plains.

But the Ymmir did not stop there. Still they pushed forward, their chariots harassing entire tribes and forcing many to band together to fight their foes.

Again, exactly as the Ymmir had wished.

To the unanimous horror of every nomad in existence, the Ymmir started a grand conflagration among the dry grasses of the plains. The fires swept forth, devouring entire tribes in a great, all consuming blaze. The Ymmir seemed almost maddened, their warriors charging into the midst of the inferno to stop the tribes from leaving, sacrificing a few of their men to allow entire tribes to be consumed.

The Ymmir swept far and wide, burning and killing everything before them. Nearly every tribe that had raided the Ymmir had been wiped from existence, the few survivors spreading the tales of the Wrath of the Ymmir. All among the plains now knew that to invoke the fury of the Ymmir was to invoke the Wrath of the Divine.

Trait Gained: Terror of Ymmir- The Ymmir have often been depicted as beings out of legend. Wealthy, powerful and wise, but also fearsome foes. Tales of this disaster have spread to all who dwell on the plains, stories of their terror spread to even the youngest child. None would dare to ever raise a hand against those fell folk.

Pros: Inherent respect of the Ymmir makes diplomacy with them slightly easier.

Cons: Oh fuck, it's the Ymmir! Run! (No war mission can ever be taken against the Ymmir)

Eventually, the Ymmir retreated to their forested homes, allowing those remaining to slowly rebuild. Still, while the land around the Ymmir was unanimously abandoned, there were still questions of how close you should settle. On one hand, there were some tribes who still had a few contacts among the Ymmir who would be willing to trade with them. On the other, that put some people close to the Ymmir, and if this happened again in the future, it could mean the end of the People of the Plains.

[] Settle the peaceful People nearish the Ymmir. Their trade is too valuable to pass up, and your people know to be properly respectful of these fell creatures now. (+2 Econ, Keep peaceful ties with Ymmir.)

[] Yeah, no. (Stay away from the crazy forest people)

tenchimany said:
Holy fuck, what just happened. Where did this come from?! How?!
Power of Body said:
I TOLD YOU! I TOLD YOU WE SHOULDN'T FUCK WITH THE YMMIR! BUT DID YOU LISTEN?! NOOOOOO!!!

"Oh, raiding the Ymmir isn't dangerous, what's the worst they can do?"

and

"But the returns for raiding them is so nice, why wouldn't we do it?"

THIS IS FUCKING WHY YOU DON'T FUCK WITH THE YMMIR!!!
Vekee said:
Holy shit, the front page says we just lost 12 martial and 6 econ.

What. The Actual. Fuck.
Bika said:
Woah, just... woah. What'd we do to piss them off so much?

...Shit, one of our guys probably cut down some 'sacred tree' or whatever, didn't they?
Vekee said:
Holy shit, this is a disaster of epic proportions. We effectively just got our military obliterated.

We are never touching the Ymmir again. Like, holy shit. I'm actually happy about that new trait, forcing even our shit diplomacy people to act polite around the Ymmir is a really, really good idea, imo.
Carnage said:
[K] Yeah, no.

Oh god, keep us away from them!!!
Candesence said:
So... anyone still think they don't have magic? Cause there should be no way that they could have crushed us so completely if not.
AbsoluteZero said:
Yeah, I guess we got to see their fire mages at work? I wonder how we can get our hands on magic...
 
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Negaverse: Lowlanders
Negaverse: Lowlanders

It started with such a small thing.

It first began to rain in the winter. Ever since the Great Drought, the weather had been unsettled. While strange, it was not something to be particularly minded either.

Until the heavens decided that what rain had fallen was not nearly enough, and unleashed an unending torrent of water. Farms were swept away, the soil almost stripped bare by the surging waves of the river. Men bemoaned the loss of valuable crops and began to prepare for a tight season. Still, there had been worse times, the constant raids granting an ability to survive even with the minuscule harvests that had survived. And so people persevered as always, sure that life would go on.

And by the time of late summer, almost into the fall, the rains had stopped. Many gave a silent sigh of relief as they set about rebuilding what the floods had destroyed. And again, people expected life to go on as it always had. The raids continued, the slaves worked and the warriors trained.

But as winter again turned to spring, the rains stubbornly refused to come. Spring turned to summer, and summer to fall, and still they didn't come. The croplands lay fallow, the harvest all but nonexistent. Again, people suffered, and with the damage of the previous year still scarring the land the people felt the drought harder than ever.

But again, the people believed that life would continue.

Another year passed without rain, more and more dying every day. Raids turned desperate, everyone trying to find even the slightest morsel of food, even at the expense of their neighbor.

And then the next year came, and the people rejoiced as the rain returned. They rejoiced... until the floods destroyed their lands again. The people had finally realized... Life would not continue as it had. As the cycle of floods and droughts continued, the people began to flee. To where, it did not matter, so long as they could survive.

But from the chaos arose a threat as great as the drought or floods. A disease stalked the people, sweeping through entire villages, slaying all it touched. It was as if the spirits had grown too hungry to be satisfied even by the offerings given to them, and they now sought to take whatever they wanted at great cost to their servants.

As village after village died, a final disaster struck. The Demon Priests swept in, slaying all who remained and burning village after village with cleansing fire. What few people had remained now fled to the safety of the highlands, to scratch out a meager living in any way they could. Some others fled towards the rumored Hill People, who were said to have food beyond measure stored away.

As time passed, of those who survived the purges, there were two main groups. First were a loose collection of people who now called themselves the Free People. They had come to fear the lowlands, believing them to be cursed by the 'demons' on the north. While they had some of the warrior tradition of old, they would often rather pack up and find new lands, rather than confront the threat.

The other group was focused around one of the major settlements to survive the disaster. Led through the tough times by their spirit talkers, the had managed to pull in other surronding groups. While their growth was much slower than in times past, their ability to survive a future disaster was far superior.

Choose One. It will be the group you shall take control of.

[ ] The Free People (Low Centralization, High Growth, High Econ)

[ ] The Dead Priest (Medium Centralization, Slow Growth, High Mysticism)

hyrule420 said:
What the fuck?! No, seriously, What the actual fuck?! How much did the dice shit on us for the to occur?
PowerofBody said:
Bullshit, we had a ton of econ! why the fuck did we just... crumble? I mean, did everyone else get even more fucked than us? Cause i'm pretty sure we had the highest econ our of everyone, so if we are fucked they must be fucked x10
Sea-san said:
Except those Hill Folk. This is clearly evidence that they really are dwarves. Their mushroom farms would be completely unaffected by droughts or floods, so of course they'd be fine.
Chip and Potato said:
what just... what? I mean, what the hell were our rolls here? Crit fails on weather (possibly twice?), defense and disease? I mean... holy shit, we just got hammered.
Lili said:
WTF, why is our stability -4?! We had a solid 0 stability last turn after we did another RO, so how did we drop 4 fucking stability in one turn?!
Academic Fruit said:
Yeah, funny story about that. You remember how Pioneering Spirit consumes centralization? Well, centralization is the thing that determines how well you react to disasters like this, and since you had... holy shit, how did you guys get your centralization that far into the negatives... a negative centralization score, when it got added to your econ score, it more than canceled it out.

I did try to warn you that spamming PS and RO was potentially problamatic...
Candesence said:
...Shit, you mean that centralization was the stat we use to manage droughts and stuff? So when it hit... Even though we had a ton of people and food production, it didn't matter...

fml
Authority said:
redfur78 said:
Shit. So we went from being about ready to nom everything around us to either hiding in the hills, or having all of one city left? Ouch.
Void Cat said:
[K] Dead Priest

We just got shown how important centrilization is, going back to what we did before is stupid.


Note: Cause why not?
 
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A Clapping of Thunder: Negaverse Nomads
I herd u leik negaverse, so I decided to do what I do best; shamelessly plagiarize popular material (and lampshade it twice)!

A Clapping of Thunder: Negaverse Nomads

How had it come to this? was the thought that Wendtikwos was left with, as he lay bleeding upon the earth, his axe stolen, his dying eldest son callously dumped into the rushing river behind him by his own brother, and his clan-mates echoing his own agonized moans and cries before the spirits silenced them forever.

Everything had been going so well, at first. The Ymrri had given Wendtikwos all he'd desired, and when he offered a favor in return, they offered more. They had even rained lavishness and feasts upon the clans as they passed through the hills. The Death Shamans were as fierce as the Ymrri said they would be, but even their ferocity and gruesome armor of bone was no match for the speed of the chariots. There were even other, lesser foes to wet one's appetite on, when the Death Shamans were out in force. And all around the low plains were fatted farmers and pastures to claim the bounty of, like a garden of delights.

But then the Death Shamans had prepared well for one of the raids, and in Wendtikwos' haste to get the women and children safely away, he didn't realize that the escape trail he'd chosen crossed one of the seasonal flood rivers, didn't get the scout's warning in time that the Spirit Talkers, the same who'd spurned his gracious request, had overtaken the alternate seasonal routes.

The clan was surrounded. It was only common sense that the weaker clanmates be ferried across first, leaving the warriors for last. The battle happened before barely half of the women and children had had a chance to cross. It was a travesty. The Thunder clan's warriors fought with all the ferocity of cornered bulls, with the savage desire for freedom of the unyoked horse, but like the bull, they leaped upon the spearpoint, like the horse, they were broken in.

The strongest sons had died in defense of their wives and children. The weaker had crossed over to guard the womenfolk who'd crossed first. The Thunder clan would fade in the memories of the clans... Wendtikwos' legacy stolen and spat upon.

After contemplating the events that led to his impending death, Wendtikwos had to wonder if the Hill Devils hadn't planned for this inglorious end.

The Star Axe has been stolen! Horde Unity will be greatly reduced at the end of the turn unless it is recovered. Potential thieves are the Spirit Talkers or Dead Priests.

Wendtikwos' contributions to the Horde's Government allow you to attempt to extend your Horde Period by an additional turn by selecting an heir to back. Voting is done by riot, where the ratio of votes affects the chance that a given choice wins the roll. No choice can be reduced to having no chance of success, and no choice can be increased to having guaranteed success.

[] Atekiwos, the youngest son and inheritor of the Gilded Chariot, will increase his legitimacy by raiding the western farmers (Raids western farmers, highest chance of succession, will not break compact with Ymrri)
[] Neiwos, the deliberating son, will seek to meet with the Death Shamans to bargain for the Star Axe (Bargains with the Dead Priests, may break compact with Ymrri to regain the axe)
[] Arekwyn, the impulsive son, will charge into the lands of the Spirit Talkers to liberate the Star Axe (Invades the Spirit Talkers, will not break compact with Ymrri)
[] The Thunder Clan has fallen, the Clans will return to the way things were once more

KissSigma said:
Vindication! I told you those Devils were baiting us into a death trap! We should have just attacked them when they showed up with all those shamans! SPIES! SPIES AND NINJAS EVERY LAST ONE OF THEM!
cheesetownalfredo said:
Huh. When I said the world was ending because Kiss and Wildgale agreed on something, I was joking, @Thespiritisweak. Y u do dis?
Thespiritisweak said:
To be painfully, brutally honest, the dice smote the fuck out of you guys. Thems the breaks, @cheesetownalfredo
Vitancis said:
[X] Thespiritisweak has to use the site roller from now on
Graceful said:
[X] Thespiritisweak has to use the site roller from now on
Sushi-cat said:
That seems a little harsh for a bad turn, @Vitancis... Aren't we basically still fine due to the way nomads work? We'll get another hero unit soon enough, and if we can figure out which of the ST or DP have the axe, we might be able to get it back and keep the succession safe.
 
Negaverse Spirit Talkers
So, here's my attempt at a negaverse omake. I figured that since the ST bumrushed mysticism like crazy they probably got some pretty advanced writing and mathematics, which is why all the stuff is so heavily statted out. I didn't try much to check that they correspond with the actual system though, they're there for flavor more than anything else.


Negaverse- Spirit Talkers
Discussion in 'Quests' started by Philosopher Luna, Feb 27, 2017.
Ongoing crisis III​

General
Diplomacy 0
Economy 0
Martial 1

Stability -1 (uncertain)

Organizational
Centralization 5
Hierarchy 1

Cultural
Art 6
Mysticism 8

The people are dissatisfied. While your mastery of the spirits of the heavens remains unchallenged, the people are questioning if that truly makes you qualified to lead. Several knuckles of your warriors have left to fight the Dead Priests on their own terms. However, lacking the proper organization and leadership, most of them are killed by the new Dead Priest cart riders. (-1 Martial)

The defense against the Nomads continues. You have denied most of their attacks without losing too much and your vassals appreciate the aid and have resumed their standard tribute, though the raids continue. (Locked action remains)

Despite the surrounding events, your people have continued studying the heavens. This focused effort has revealed a new way of keeping track of time, one which has allowed your shamans to predict with even greater accuracy than ever before. (gained technology: Improved celestial calendar) Reviewing your records with this new tool has informed you that a major comet approaches. What do you do with this information?
[] [Comet] Nomads
Claim it heralds the downfall of the Nomads unless they immediately stop raiding you. Bring them forth to witness your claim.
[] [Comet] Dead Priests
Claim it heralds the downfall of the Lowlands. Begin warring against them. Gain 5 Diplomacy, required minimum [Secondary] War Mission- Dead Priests
[] [Comet] Nonspecific
Do not claim it as anything specific, but still spread the warning of its coming far and wide. Gain 2 Diplomacy.

Your attempts at restoring the faith of the people were almost successful, but in the end failed to really achieve its goals. Some people didn't like being forced back into compliance, and it didn't help that rumors have been spreading that the Valley Workers' blackbirds have somehow found a way to cure the scourging plague using cows. While most agree that such talk is clearly ridiculous, many people were nevertheless willing to abandon the priests in exchange for the plentiful harvests of the valley in the hope of living in such a bountiful land.
[] [Emigration] Allow
Lose (0-5) Economy to the Valley Workers. Gain (0-3) Diplomacy that can only be spent on them. Small chance of getting your stability back.
[] [Emigration] Categorically Deny
Moderate chance for further stability loss (and triggering this again).
[] [Emigration] Raid them
The Valley Workers must be martially a weak people. Raid them, and take what they have for yourself. (Lose 1 Diplomacy and send martial. Chance of success dependent on amount of martial sent. Success: gain ??? Economy. Failure: lose sent Martial.)
[] [Emigration] Demonize them
Spend 2 Mysticism and 1 Diplomacy to reinforce your prior demonization of them in the minds of your citizens and prevent them once again from leaving your people.



You have one [Main] and two [Secondary] actions available. At a minimum a [Secondary] is required to be War Mission- Nomad hoards unless you're willing to accept major economic losses. The [Main] has double the costs and double the effects unless otherwise specified.
[] Trade Mission - <target>
Spend Diplomacy to gain Art and technology.
Available targets: Nomad hoards, Valley Workers
[] War Mission - <target>
Chance of losing Martial, deal damage to the target.
Available targets: Dead Priests, Western Confederacy, Nomad hoards, Valley Workers
[] Study World
Study the ways of the spirits, learn the patterns and ways to invoke them. Learn the ways of the stars, the ways of the rain and thunder, or any other mystical powers of the spirits. Gain 2 Mysticism and improve technology.
[] Expand Cave of Wonder
Study the spirits of the cave and attempt to further appease both them and your ancestors who are now with them. Gain 4 Mysticism.
[] Restore Faith
Spend 1 Mysticism and 1 Stability, then gain 0-3 Stability. Take the best of 2 rolls if main.
[] Restore Order
Spend 1 Stability, gain 0-2 Stability (doubled chance of +2). Take the best of 2 rolls if main. Maximum Stability of 0.
[] Improve trade goods
Spend 1 Economy and 1 Mysticism to gain 1 Art and 2 Diplomacy
[] Demand tribute
Spend 1 Diplomacy and 1 Mysticism to gain 1 Economy from the surrounding villages.
[] Apply farming techniques
You've learned the basics of farming from the Valley Workers, but attempts to apply and expand this knowledge have thus far proved fruitless. You can always try again. (Spend 1 Economy. ??? chance of success. Success: "Expand Farms" action now 100% reliable)
[] Expand Farms
50% chance of gaining 1 economy. 10% chance of losing 1 economy.
[] Expand Warriors
Perhaps some normal warriors would round out your forces? Spend 1 Economy to gain 2 Martial.
[] Expand Sacred Warriors
You need more knuckles of elite warriors. Spend 2 Mysticism to gain 3 Martial

[] New Settlement - <target>
While some still remember the destroyed lowland settlement, others feel that it is well-past time to try to expand once again. (Costs 1 Economy and 1 Centralization, pays Economy back with interest, depending on the fertility of the land.)
Current targets: (south) fertile lowlands, (north) nomad-infested rocky steppes, (west or east) unclaimed hills
[] Build Wall - <target>
After the horrible destruction of the lowland settlement, people desire additional protection. Costs 1 Economy.
Current target: Cave City

[] [Main] Special- Convert Nomads with Star Axe
You have the Star Axe. Use it to convert the nomad hoards to your side. (Moderate chance of success. Success: gain significant control over who the Nomad Hoards attack. Failure: The Nomad Hoards attack you even more)
This invalidates the need for the War Mission - Nomads, and combos with [Comet] Nomads

Theiodamas420 said:
Welp. That went about as well as we could've expected. And we once again gain another freaking astronomy tech instead of something useful to help us apply the farming methods or something. At least we got writing way back when, for all the help that it's been. All it does is tell us exactly how screwed over we are...

We need to get the Valley Workers' farming. Get them to help us implement those techniques they shared or something, we need to send that expedition to them now. And yet, we don't have the diplomacy for it, and we can't get that diplomacy without paying economy somehow, which will just lead to our death just as surely as not having those farming techniques. As to the emigration event, we've got to once again demonize them, which is costly and temporary and probably just makes them hate us all the more.

absolutelyperfect said:
Ugh. Those fucking Valley Workers have figured out the real button to push. They have so much economy that they become an awesome place to immigrate to. This boosts their economy, making them look like an even better place. Freaking communist elves, they've figured out the system. The same thing we were doing to everyone else except that it funds itself.

At least we're out of the sacred war... even if our warriors aren't. It's stupid how much war costs, the action slot hurts just as much as the martial.

On a side note, how unlucky did we get with that Restore Faith roll? I know we didn't take the guaranteed stability with the change in government option, but seriously, these dice must hate us.

Philsospher Luna said:
absolutelyperfect said:
This boosts their economy, making them look like an even better place.
It should be noted that taking in large groups of immigrants is constantly hurting their stability. Quite honestly, they'd be in a bad place if not for the Sacred Warriors trait they stole from you once they ran out of festivals and were forced to start Restoring Order; though, they probably would've found a better solution before completely dissolving. I'll just tell you now that the Canal that they built gave them bonus Econ and Stability thanks to one of the traits they have. They're basically designed to be amazing at doing mega-projects.

EmptyNull said:
Ok, let's just work through this. We need to get our action slot back, and that means dealing with the Nomads. Anyone else think that the star-axe might be the answer? We need something to dig us out of this hole, and the Valley Workers showed that getting other people to fight the war for you is a great solution as long as you don't mind some collateral damage. (they sure didn't mind considering they're getting constant econ boosts from it)

Alphahugger said:
Those Valley Workers are ridiculously overpowered. They got to take two of our most useful traits and didn't get stuck with these stupid ones like "Watching the Skies" that don't actually give much useful. And they even somehow managed to get out of fighting the Sacred War with the Dead Priests after just a couple turns. At least we still have "Worthy of Tribute". Though, I'm still wondering how they manged to keep their mysticism high enough to not send more trade missions to us, especially if they have been using Restore Faith like we have.

I'm still annoyed at all you idiots for not having any martial to spare the one time they sent a request for aid from us. They managed to steal our traits and all we got in return is an action that's killed our economy and done nothing useful. And then we rejected one of their minor traders because we were at -1 Diplo for a single turn, which probably put them even further off from ever helping us.

As to our Restore Faith rolls... maybe we should look into one of those alternatives? They're all horrible, but it might be better than sitting here at -1 stability just eating away at our main action turn after turn.

Philsospher Luna said:
Alphahugger said:
if they have been using Restore Faith
They don't. They have another trait "Harmony" (read: Communism) which evolved it even further into Restore Harmony which doesn't cost any Mysticism but still has all the benefits of Restore Faith.

tryzip said:
Philsospher Luna said:
Restore Harmony which doesn't cost any Mysticism but still has all the benefits of Restore Faith.
Oh that is just bullshit.
 
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Negaverse Dead Priests: Total War
Negaverse: Dead Priests
Possible Future: Total War

It had all seemed so easy at first. When the Hill People had given your priests the miracle potion to cure the plague, they had also delivered several warnings about how to avoid being infected again. Though initially dubious, you found that keeping the ill away from the water sources and disposing of their wastes well away from any rivers or streams did indeed reduce the number of infected. Combined with the potion, the sickness soon went from a major threat to a minor nuisance for the warriors and priests.

The slaves, of course, had to fend for themselves. With so little salt and honey to go around, it was deemed wasteful to give them any of the potion. There were always more slaves to be found, after all.

Unfortunately, your priests' efforts to recover the land that had been stolen from you had made little progress. Though the Highlanders and Thunder Horses were both caught up in their own struggles, they were willing to put aside their own conflicts whenever your own warriors showed up. These alliances never lasted for long, but by the time they ended your warriors were inevitably trudging their way back home. After months of conflict, you'd barely gained any land at all.

Which was when a particularly cunning priest came up with a plan. The next time your warriors went to raid a village, they carried jars containing the sickness. Instead of fighting directly, they simply poured the poison upstream and allowed the disease to do their work for them. By the time your warriors returned again, the village would be filled with the sick and dying, making them easy prey.

Using this new strategy, you forged your way back up north, once again bringing the lowlands under your control. Though the Highlanders and Thunder Horses attempted to halt your advance, they too were no match for the demons of disease. Their warriors were forced to pull back to their homes, guarding them fiercely so that none of your scouts could get close enough to spread the poison.

Your priests were delirious with joy. Once again, the Dead Priests ruled over the lowlands. Tributes were delivered from all across the plains, terrified looking slaves brought in to wet the altars with fresh blood. It seemed that nothing could stand in your way.

Then, the Hill People arrived.

It started out slowly at first - a few distant patrols failing to report back, a raiding party being beaten back before they could defile a river. But as the new season arrived, the Hill People poured out from their forest enclaves in an endless tide of death.

Their chariots were nothing too impressive compared to your own designs. Their warriors weren't as well trained compared to your own, lacking the amount of experience your men had in the art of warfare.

Yet they fought like demons, with no regard for their own safety as long as they could take your own warriors down with them. It was almost like fighting the Spirit Talkers again, but instead of a few scattered bands they came down in force - thousands of Hill People streaming into the lowlands, their numbers seemingly endless.

To your horror, the Hill People didn't care for glory or honor or even conquest. The villages that welcomed them as liberators and helped to fight against your warriors were treated well. Those that resisted were razed to the ground, the very land salted so that nothing could grow there again.

Your warriors fought bravely, your warriors fought well. Your warriors died. To sheer numbers, to vicious barbed arrows fired further and faster then any had believed possible, to poisoned food and purging fire and knives flashing in the dark. By the end of the season, you had been pushed all the way back to the capital, your army barely more then a few ragged bands. They called the enemy the "Crow People" now, and the very sight of their signature crow masks could cause your warriors to flee in fear.

Still, your priests rallied the warriors, doing their best to raise their spirits. After all, the Bone Wall had never been breached before. Even if the foe was fierce, they had nothing that could break your gates or punch a hole in your defenses. Eventually, they would get tired of fighting and go home.

Instead, they kept coming. More and more and more of the Crow People arrived, the terrifying crow masks settling down just out of arrow range. They surrounded the city, an endless sea of black. Even then, your priests laughed, calling for more slaves to be dragged into the Holy Site. After all, the fewer mouths they had to feed, the longer they would last. The food reserves had been carefully stored and stockpiled for years now, and the Dead Priests had more then enough to last out the season.

The next morning, they awoke to find their water fetid and foul smelling. A particularly sharp eyed warrior on the wall spotted the cause - they had turned your own tactics against you. Some of the Hill People had begun pouring pots of foulness into the river upstream, defiling your drinking water. By the end of the day, panic had set in. By the end of the week, some your remaining warriors attempted opened the gates and charged out, intending to fight their way free.

Instead, they found themselves caught in traps. Pit traps with sharpened wooden stakes, fragile pots which released a noxious, deadly odor when shattered, and countless other horrors brought into being by the madness of the Crow People. Of the fifty men who left, not one of them returned.

By the end of the month, the capital was a city of death. The sickly sweet scent of rotting meat hung thick in the air, swarms of flies buzzing around the corpses piled up in the street. The remaining priests attempted to surrender, begging the Crow People for the chance to leave their fortress. They were answered by deadly arrows fired with inhuman accuracy.

A few days later, the Crow People sent scouts scampering up the walls. They climbed up unopposed and did a quick sweep of the city. After confirming that there was nobody left alive, they promptly set the place on fire. As the conflagration consumed the remains of your civilization, the Crow People returned home, leaving behind a poisoned wasteland where nothing would grow for years.

Bad End!
Your Civilization has been destroyed!

PowerofBody said:
vaakia said:
What was that? Seriously, WHAT THE HELL HAPPENED?
Scholarly Seed said:
I did warn you that there would be consequences for choosing to use biological warfare. The Crow People were very upset that someone decided to abuse their gifts of knowledge in such a way.
Citina said:
See! I TOLD you all that it was a bad idea!
Umi-sama said:
But how did we lose so fast? We had like 6 Martial this turn!
Scholarly Seed said:
You know how you can combine two secondary actions into one main action? The Crow People have a trait that let's them "kick" a main action, which basically doubles its effects. They've also got a few provinces which can also take actions of their own. Actions which can also be kicked.
Carnage said:
So we just got hit by a quadruple Main War Mission?
Scholarly Seed said:
Actually, they have more then one province. What you just saw was the result of a sextruple (6) Main War Mission. They basically bankrupted their entire economy just to kill you off.
Yogshoggoth said:
So... is this the part where I can say "I told you so?" and be all smug? Or are you all still going to insist that I was wrong?
 
Negaverse Spirit Talkers 3
This is a continuation of earlier omakes: this (1) and this (2).
Negaverse- Spirit Talkers 3
Discussion in 'Quests' started by Philosopher Luna, Feb 27, 2017.
Winning vote:
[] Worship Us -> failure
[] Star Axe -> critical success
A Pile of Problems
Your influence on the Thunder Horse continues to grow, but so much slower than desired. It has been several generations since your attempts started. A priest class is starting to form, but their influence remains minimal, and what few there are are locked into studying the Star Axe. Aided by your whispers, they have formed a much better analysis of its capabilities than even the bravest dared to hope for. It is now confirmed to be a semi-sapient Tier 4 Artifact of Power, with the following capabilities

1) It empowers those who Defend. So long as the wielder is fighting in the defense of their home, it grants a massive boost in both power and tactical ingenuity. This was the one function which aided you in defending your people from destruction. Sadly, it alone was not enough.

2) It brings Justice. The Nomads and the Valley Workers (Called the Ymmri by the Thunder Horse) were the only ones with a legitimate claim to the axe- and both fought to retake it, to return it to its rightful owners of the Nomads. This alone nearly cancelled out the first buff, but that was not all, oh no.

3) It brings Honour, but in an extremely warped form. Its secondary form is actually the most standard- if it can not find its warped Honour in your current actions, it brings you an Honourable Death. Its primary form of Honour, however, is so warped as to be completely unrecognizable. One must do what is necessary while at the same time expressing humility. Humility! It apparently decided that your people were insufficiently honourable, and decided to bring an Honourable Death to all your people.

4) It empowers those who act in Unity. Your people were alone, small groups of elites all doing what they thought would be most useful. The Nomads and the Valley Workers were United in their quest to recover the axe. This aspect aided your enemies.

While it is an enormously powerful artifact, it is one which must be treated with caution, for it has its own opinions on who should win, and woe upon any who try to use it against its desires. (Can apply "+ Star Axe" modifier to any military action you take. The Thunder Horses will not use it without your influence, at least for now. Use with caution.)

The Thunder Horse have continued their raids against the lowlanders, but they've hit a bit of a snag. While initial efforts seemed promising, they started butting up against the Highland Kingdom, the reformed remnants of the Western Confederation. They claimed that those people were under their protection, and were willing to fight to defend them.
Then, the Valley Workers apparently decided that they wanted no part in this war and declared that they were ceasing all trade with both sides, though they would accept any trade missions sent to them. Then, the Highland Kingdom started winning, with the warriors started returning with fewer and fewer spoils, dying in ever greater numbers.
And then the Dead Priests reappeared, along with a new group. A group of imposters who also called themselves the Thunder Horse, the descendants of those who took to the east rather than returning to the north.

Now it comes to a decision:
[] [Lowlands] Give up
Do your best to influence them to get the hell out of the lowlands. This will drop stability and may damage your influence.
[] [Lowlands] Focus on the Highland Kingdom
[] [Lowlands] Focus on the Dead Priests
[] [Lowlands] Focus on the imposter Thunder Horse
[] [Lowlands] Attempt to make peace with the Highland Kingdom
[] [Lowlands] Let the Thunder Horse fight them all, attempt to further increase your influence instead
Note: remember, any of the fighting options here may be boosted by adding "+Star Axe".

In additions, rumors have been spreading from the lowland slaves you've taken. It seems that the Valley Workers have some sort of magical rocks which have cast a geas over their entire population, including their king. All follow the rules of the rocks. You may wish to respond to this in some way. At the same time though, there have been rumors of dissatisfaction, that the Valley Workers may not like these rules as much as the old ones. However, is dealing with this a priority?

[] [Other] Trade Mission - Ymmri
Send a trade mission to the Valley Workers/Ymmri, find out what's up with them, see if they need help.
[] [Other] War Mission - Ymmri
They must have been taken over by hostile spirits. We must free them. (And maybe take their stuff too, that doesn't hurt)
[] [Other] Spread peace
Use your influence to try to mellow out the Thunder Horses, make them a more peaceful people and less likely to raid others unprovoked.
[] [Other] Focus internally
Has a chance to improve economy, mysticism, stability, or technological development.
[] [Other] Attempt to increase influence

Alphahugger said:
So we failed our influence check, and still have neither numbers nor the full value spread. As to the star axe... that's a powerful artifact, but dear god the downsides. The Nomads must have been triggering those like crazy, no wonder they died so quickly. I'm kinda scared at the revelation of just how powerful the Valley Workers were even back then- this is some powerful magic, not just their farming shit we knew they had. I'm still salty that you idiots never managed to help them at all. With their help we almost certainly would've survived.
Also, what the heck kinda name is Ymmri? How do you even pronounce that? At least our names had reasonable vowels in there...

[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Trade Mission - Ymmri
I'm here first for once so let's get these godlike beings on our side for once. And if we make peace with the HK they're a lot more likely to restart trade with us.
tryzip said:
Holy shit. The Valley Workers' spirits have gone public. They must have done a direct, draconian takeover. They did it with good timing too- we're busy fighting literally everyone (three way war...) and they're not trading with us anymore so we're less likely to notice, and can't really afford to intervene.

...How do we get a takeover option?
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Spread peace

Let's make these guys into a better version of our last ones. Once we're peaceful enough we'll be able to talk things over with the Valley Workers, but our people need to be willing to do so first.
EmptyNull said:
This is fine. Everything is fine.
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Spread peace
We can't afford to fight a four-way war, we should at least get it down to 3. And yeah, less war would probably be good, or at the very least less war that's coming straight from us. If we could get rid of some of those war traits that's be grand...
croteamTALOS said:
Would anyone like some milk and cookies as we tidy this little mess up?

Quite clearly we need to remove ourselves from one war, three enemies is too many to be fighting all at once. I don't think the Ymmri vote is that important, but we really need to get our influence up. I want that magic too, but we're in no place to do an "ASSUMING DIRECT CONTROL" like the Ymmri's spirits apparently have.

[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Attempt to increase influence
GhostAngel said:
Bah, we don't need peace. We need more magic. We died because we used all our magic fighting the Valley Workers. The obvious answer is simple: more magic. These guys have like none, we need to fix this ASAP.

[X] [Other] Trade Mission - Ymmri

I don't care what we do with the lowlands, but we need more magic. They're outright doing magic in the streets with those mind-control rocks, this can't be that hard.
@Philosopher Luna
Can we return the Star Axe to the Ymmri for a bonus to the trade mission?
Theiodamas420 said:
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Focus internally

War is bad. Stop it.
And, as before, we need to make sure these guys are stable and prosperous before it's worth doing anything else. Stop trying to jump ahead, we saw how well that worked last time. All that fine-grained control sure helped us out last time, didn't it? (Spoiler: it didn't!)
These guys may be primitive, but they're not complete idiots. Focus on getting growth and not getting screwed.
Philosopher Luna said:
GhostAngel said:
Can we return the Star Axe to the Ymmri for a bonus to the trade mission?
Normally yes, but you don't have enough influence. The new "Magic is Dangerous" value is triggering so hard right now that the Thunder Horse aren't willing to make the Ymmri even more powerful.
GhostAngel said:
Fine. Let's open that option up then.
[X] [Other] Trade Mission - Ymmri
[X] [Other] Attempt to increase influence
 
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Negaverse Highlands vs. Law
Negaverse Omake – Highland Kingdom vs The Law
The lowlands are filled with death…and with glory for Black Eagle and the Highland Kingdom! While your chariots are outnumbered by those of the Thunder Nomads and outmatched by those of the Dead Priests, they are enough to keep the enemy busy while your heavily armed warriors demolish their weak foes. A steady stream of jewelry, horses, and Half-Men makes its way into the heartland of Macra's hills, to adorn the King, draw the ards across the fields, and pay off their war debt. Your child-villages in the lowlands suffer at the raids of the nomads, of course, but even in this things are going better than ever before. The nomads and dead priests both seem distracted by whatever is going on to their east. This could be the perfect opportunity to strike a knockout blow. However, while the war goes well, the King is growing worried. His eldest son seems to have shaken off his weakened visage, and is looking to grow into a fine heir…a fact which angers Tormod, his brother and Hills War Chief who had been favored to ascend when his son seemed sickly and likely to be taken into Macra's arms sooner or later. Perhaps the reserve warriors would be better placed at home to balance out his brothers troops…

What should your reserve warriors focus on?
[] Scatter the Thunder Nomads while they're distracted!
[] Strike at the Dead Priests corrupted home while they're distracted!
[] Protect your son- and daughter-villages from the nomads
[] Perhaps they should relieve some of the kings guards…
[] We have new concerns for our warriors to deal with … (See later options)

Meanwhile, the delegation sent to set the Hill People on the right path when it comes to trading have returned…babbling in fear and willing or even eager to be made Half-Men for their failure if it meant they didn't have to go back to the almost mythical forest home of the Ymaryn. Eventually, the King is able to get them to explain what happened and what has them so scared. Once they were all settled with enough beer to take the edge off, the King finally allowed himself to consider this newest, terrifying magic of the Hill People. Apparently, their knowledge of sacred Script was far beyond what your shamans had previously thought. The bastards had somehow wrought a grand geas upon their people, binding them with great obelisks placed prominently in the center of each settlement your traders visited, each covered in more sacred script then even your holiest sites were home to. When your people were granted an audience with their King they expected haggling, an exchange of gifts, and an resigned acceptance in light of your warriors' successes. Instead, the King consulted one of these spirit stones, transfixed by its magic for minutes before going into a trance whilst his ancestors spoke their wisdom through him. Alarmed at this display of spiritual might, your people remember little more than the general idea that the Ymaryn would accept any traders that come their way, and that if the Highland Kingdom took issue with that, then they had better do so with an army. As he called together his shamans, the King bitterly recalled all the old tales of the Ymaryn and their strange and powerful magics, and realized he had been foolish to assume their isolation made them weak.

How will you respond to the Hill People?
[] Send a grand delegation of jewelries and other gifts, to beg forgiveness for your offense (Costs Econ and Diplo, greatly improves relations)
[] Send a normal trading delegation (Costs Diplo, improves relations)
[] Ignore them in hopes that they ignore you (???)
[] Stop trading with them (Lowers Diplo, ???)
[] Send another delegation to insist on the matter, this time with warriors… (Must be paired with "new concerns" warrior option, ???)

What should your shamans focus on?
[] Send shamans to examine these spirit stones (Costs Mysticism, must be paired with a delegation from the previous vote)
[] Have the shamans attempt to construct some of these spirit stones (Costs Mysticism, locks in an Expand Holy Sites action for next turn)
[] Have them entreat the spirits for knowledge on these magics (Costs mysticism)
[] The tricks of the Hill People are not important, the shamans should focus on warding the king from evil like normal

hyrule420 said:
Wow…so much for the people wondering if there's magic or not in this quest, apparently you can make magic rocks that possess people with the spirits…

PowerofBody said:
Ok, let's not get distracted by the obvious shiny and fake magic, AF is clearly warning us that we're about to get killed by our brother…

[k] Perhaps they should relieve some of the kings guards…
[k] Send a normal trading delegation (Costs Diplo, improves relations)
[k] The tricks of the Hill People are not important, the shamans should focus on warding the king from evil like normal

Sea-san said:
Guess we're back to being the only kingdom, pretty sure if your king is being possessed by your ancestor spirits when they have a decision to make that's a theocracy…

Chip and Potato said:
Oh shit, if we can get that magic we won't need to worry about the Half-Men rebelling anymore, and we can stop dealing with people wanting to reform the system and tank our stability all the time:

[k] Perhaps they should help relieve some of the kings guards…
[k] Send a normal trading delegation (Costs Diplo, improves relations)
[k] Have the shamans attempt to construct some of these spirit stones (Costs Mysticism, locks in an Expand Holy Sites action for next turn)

Lili said:
Oh for the love of…it's just a stele, guys. It's not magic, it's a codified law. Stop taking everything our Neolithic primitives say as the gospel truth!

Candesence said:
Well damn, that explains why we keep hearing about how the Hill Elves are so focused on work…they're not workaholics, they're brainwashing themselves into magic work robots!


Unusual Michael said:
Oooh, nice,+3 econ, +1 prestige…shame about the -1 martial and -2 diplo, though :/ With the +1 from terrace farm expansion, it looks like the raids got us +2 econ, which is already pretty awesome before the +1 prestige! Was that a crit, then, AF? Or were we on the edge there? We've done a lot without getting any prestige… It would certainly help make up for that terrible critfail on the delegation! D= Let's get this shit fixed up, we have the stats to spend…and whether its magic or codified laws, we need to get a look at those stones. Either we discover incredibly powerful magic, or we get inspiration to codify our own laws, either way we set ourselves ahead a bunch :p It'll hurt in diplo, but protecting the vassals should help with that.

[k] Send a grand delegation of jewelries and other gifts, to beg forgiveness for your offense (Costs Econ and Diplo, greatly improves relations)
[k] Protect your son- and daughter-villages from the nomads
[k] Send shamans to examine these spirit stones (Costs Mysticism, must be paired with a delegation from the previous vote)

Authority said:
Whether its magic or "just" codified law, its still bullshit. We get it, Academia Fruit, you think communism and elves are the best. Can you stop giving them so much bullshit? A Neolithic canal? Perfect farming techniques while we had failure chances on basic farming expansion until we got their help? Super advanced writing? Either mind control or codified law a thousand or more years ahead of RL? Fucking Cowpox Vaccination before bronze working? What's next, sanitation, ironworking before bronze, roman roads and aqueducts? The hoover dam, even???
[k] Stop cheating for the communist elves

"minaz" said:

redfur78 said:
Damn, authority, calm down—AF's said on more than one occasion that all our neighbors are based on different quest philosophies on SV. The Hill Elves sound like the hyper isolationist wonder-rush that so many people want—no military actions, no real knowledge of the world around them (I mean, can you imagine if that vote a while back had gone the other way and we hadn't explored to the south and found the metal diggers?), etc. And you're still reading too much into the hints AF gives out. They don't have vaccination, that's as ridiculous as you suggest—they probably just lucked into having a lot more cows than others, because of how they keep letting nomads in—and on that note, can you imagine how messed up their values must be if they keep taking in all these random people? They have to constantly be at negative stability…


AN: Finally got around to writing this... hope you enjoy @Academia Nut ! :) Also, i just took the AU names from the lowlands omake, with the exception of my own AU self, so dont take the names to mean anything--i'm just bad at coming up with names and used that same ordering without any matching of people to argument styles

Quick Edit: In case it wasn't clear, the idea is that they ended up taking my Unusual Michael's plan, which left the king vulnerable to an average roll on the assassination check, but also led the way to them getting access to the Law megaproject...Authority, sadly, was banned after a major explosion of a post after we cured cholera and shared it with him :p ...incidentally, who is authority even based off of? Whoever it is, sorry you randomly ended with a jerk for a negaverse copy <3
 
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The Telephone Game
The Telephone Game

I despise that woman, thought Llwys darkly. The woman in question, Gwygoytha, had embarrassed him thoroughly in the wrestling ring. At first, he had wanted to be kind to her, be gentle so that her weak female body wouldn't break in warrior training. As soon as he had the thought, he could have sworn she looked at him with a strange fire behind her eyes.

Then, she'd flipped him onto his back and drove her arm into his neck, choking him until he passed out. When he came to, three other men had been knocked down by turns to prove her weakness, instead proving her strength! "So, Warrior Llwys, will you teach me?"

How could he refuse, when everyone had seen him make the bet!

~~~

Wylyn told the story as it was told to him, to his sons. "So, when the Big Chief Gwygoytha defeated grandfather Llwys, it was the hardest she'd ever fought in her life. They wrestled for quite some time before Llwys finally fell, exhausted, but having gotten Chief Gwygoytha to pant and sweat and rest on her knees. After the fight, she propositioned him for a tumble, so when you are asked, remember that you have the blood of Crow's Disciple in you!"

~~~

Cewlyl shouted down the man who'd called him weak. He was descended of Gwygo, dammit! There would be no quiet apology for the insult dealt to him! He had been taught, by his father's father, of how Gwygo appeared to his ancestor and fought with him. Of how their match lasted many hours before Gwygo's grapples became sensuous and seductive, and she lay with him, leaving the child of the union with his family, the child he was descended of!

Cewlyl had spirit's blood in him, and he wouldn't stand for being called a weakling!

~~~

Gweddlyn wanted to prove she was strong, so she joined the warriors. Gweddlyn wanted to prove she was smart, so she joined the blackbirds. Gweddlyn wanted to prove many things, since her grandfather had told her that, as a first-born daughter of the family line, the blood of Goya that flowed within her, from a stolen dalliance with a human man, would be quickened. Gweddlyn didn't care what anybody else thought, even if the village shamans said her birth star was poor. She was special.

~~~~~~~~~~~~~~~~~~~~

I'll just leave this here.
 
Recursive Negaverse (We Must Go Deeper)
Recursive Negaverse (We Must Go Deeper)​
Usual James said:
Hey @Scholarly Pea, I figured I'd jump on the negaverse-omake bandwagon. Assuming minaz was right about the hints about the Beast Folk's spy units, they sound like the best group to show a reaction post for the Wall of Bones completion. What do they call themselves? And us? And I guess any other minor details you're willing to share instead of us having to wait until we get close enough and can get the information from killing half of them and enslaving the rest :p
Scholarly Pea said:
They call themselves "The People", of course :p. And like you guessed, you'll have to find out most of the details yourselves, but I'll just say that where the other civs are based on stereotypes I've seen in quests, their Nega-VS is more an inverse of the usual VS attitude. They're a group full of the rare dissenting voice pushing for peace and equality and focusing on mundane infrastructure and being in tune with nature even in games like this. Only a few people picked up on the hints I placed a few updates ago, but they're not attacking you for glory or wives or trophies or anything. They're attacking because you "Dead Priests" are an affront to their entire philosophy and spiritual beliefs…you know, like if the Demons were actually being honest about their reasons. Oh, speaking of spiritual beliefs, their main spirit is "Crow", just so you've got a name to toss out. In general, their religion's a lot less advanced than yours—they don't have anything like your Doom score, for example—but maintaining "harmony" is really important to them.

------​
Usual James said:
Nega-verse Omake: Nega-verse Omake: Beast Folk vs the Wall of Bones
The People were fraying at the seams. Things had been going wrong on all fronts for years. The spirits of the earth had grown restless, leading to minor crop failures. The wisemen tried to placate them, but their sacrifices of grain and game were ignored and simply made everyone's rations even thinner. The wisemen and the chiefs responded as all those who can and must do: by hoarding what they could for themselves and their families. This angered the People, and there were increasing calls for the leadership to be replaced.

And yet, the disharmony at home was nothing compared to that in the Dead Lands. Their warriors made use of their war carts, avoiding a committed battle and disrupting the more powerful Dead Priest warriors, but when fights did break out, they were hard pressed to survive. The reduced rations did little to help the outnumbered warriors, and in the end their efforts did little more than disrupt the occasional raid. Their carefully chosen and trained scouts fared better, stealthily disrupting the enemy's slave overseers and disappearing before warriors could notice. Then, during the lull months when the rivers were inundated, a group of Crow's Scouts finally made it close enough to report on the enemy's capital. Surrounded by enough farms to feed the whole of the People, a grand city rose from a squat hill, filled with a mesmerizing swirl of buildings surrounding a grandiose, bloodstained holy site—an artificial hill where the Dead Priests bathed their gods in blood.

Even more than the size and power of their enemies stronghold, even more than the center point of their disharmonious sacrifices, it was the wall protecting their city that struck the scouts to their souls. An enormous structure, the Wall surrounding the capital was perhaps four times larger than the greatest works of the People…and it was decorated in the most macabre of ways. Bricks filled with skulls, presumably taken from sacrifices and killed warriors, had been added to the outside of the wall as decoration. Dozens of villages must have been slaughtered to provide even those currently added, and the piles of skulls waiting to be fired into bricks must have outnumbered even this city. The People wouldn't be happy when they heard of this…

How should we deal with the popular discontent?
[] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[] Ignore them. The chief and wisemen are stewards of the People and to be trusted [Lose Stability, small chance of uprising]
[] Recall the warriors from the Dead Lands, and have them keep a lid on things [Prevents offensive missions this turn, chance of stability loss]
[] Perhaps the Dead Priests are onto something with this slavery business… [Lose Stability, massive econ gains]

The People are aghast at the Wall of Bones [Lose Stability]. How should we respond to the Dead Priests?
[] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]
[] Focus more efforts on the war [Locks in a war mission next turn, cannot choose "Recall" above]
[] We have more important things to focus on… [Chance of additional stability loss]
[] If we send some of our people to them, maybe they'll leave us alone… [Lose econ, gain diplo, can't send war mission to the Dead Priests next turn]

Xantalos said:
Well. Fucking dead priests. Fucking demons fucking nomads fucking skull walls fucking warhammers fucking bourgeoisie in our society gonna shank you all real good
[K] Ignore them. The chief and wisemen are stewards of the People and to be trusted [Lose Stability, small chance of uprising]
[K] Focus more efforts on the war [Locks in a war mission next turn, cannot choose "Recall" above]

tri2 said:
huh, just had a thought but since we have stealth specialists, can we send them into enemy cities to steal tech?

Academia Nut said:
Sure, they can sneak and steal the plans any time there is a technology written down as plans.

Deadly Snark said:
Dammit…people keep talking about how we can handle the DPs later. Well "later" might just mean ''The DPs have eaten the WC and kicked the shit out of the ST, oh shit, oh shit.'' considering how well they apparently were holding up while working on a fucking Mega Project!

veekie said:
Looks like they just raided their neighbors tovmake up the economy hit really.

Abby Normal said:
Good point veekie…it's almost like slavery and war-raiding is really really useful in the Neolithic…

notgreat said:
[K] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]
Seems pretty obvious to me. We have to spend all our non-war actions next turn putting our econ back to a safe level, but we've been sitting here farming for the past several centuries, might as well do it some more. We've got the econ to spare, and we need our population happy with us to keep harmony intact.
Yeah, we don't get any tech, but who cares about that? We can just sit here safe in our valley and keep on farming. I don't see any possible way this could go wrong as long as we keep these horrible monsters far enough away from us.

BungieONI said:
Well fuck...

Seems I was right not to make any plans. You silly people who have 6 turn plans!

obviously we must attack attack attack!

We are the awesome Dwelfar!

And we won't stand for this!

[K] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]

No "Bali Mangthi Kali Ma!" for me!

Umi-san said:
Well, shit. I guess as @veekie was right, they were on to something. I'm not happy about all the people starving... and tbh it's not like our carts can do anything.... let's just leave them alone for a bit? Hugging trees is hella but hugging food is better.

[J] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] We have more important things to focus on… [Chance of additional stability loss]

DocMatoi said:
Oh come on, Academia Nut! They're keeping a bunch of slaves in check, AND fighting a 3 or more front war, AND built a megaproject???
------​

BlueAreaBob said:
Wait...they call us the Dead Priests? I can't decide if that's awesome or insulting...
Nice omake, though, James :) now maybe WeaknessOfSpirit will admit that he's way overestimating the fucking beast folk, and will stop trying to distract us from finishing off the lowlands as is our right :V

Hella-kun said:
Lel, maybe the hippies *will* finally give up and join us. They have chariots but can't beat our warriors when they reach them, and it's not like their scouts would climb our wall even if the skulls make nice handholds.

Umbral said:
Not bad. Thinking about how other civs are reacting to us building the first Megaproject is certainly fun!

Not sure it's reasonable for them to actually get massive econ gains from picking up slavery, though. We know they're turtling up on the high ground, but that means they've got really poor farmland - it makes perfect sense they'd have picked up a "Harmony" belief if they're primarily hunters and have crashed prey populations before! - and that means they won't currently have that many good places to put slaves to work.

Plus, they'd still have to raid for those slaves.

The "acquire slavery" option should probably involve spending a war mission with the prospects of gaining econ, not just giving it outright, and I'm not sure Scholarly Pea would call the potential gains "massive."

Usual James said:
@Umbral The idea for the slavery option was that they'd just finally enslave their undesirables instead of letting them eat all the food and cause unrest anyway

CEOKiryuin said:
Haha, the interludes (either real from SP or in omakes) showing how terrifying we are to others are the best; really makes up for the shit we went through as the lowlanders...

Also, anyone think that the Beast Folk might have been nomads? or maybe met nomads...we keep hearing about how the Demons are dealing with them all the time, maybe the Beast Folk got their Beasts from them?

Umbral said:
But really, this brings up a point. Scouts are useful. We need some. And the beast folk are on the wrong side of the traitors and too far away; it'll have to be the swamp men. Who's with me for conquering them next?

StiffAngel said:
*looks at Swamp People*

Eheheheheeheeeeeehheheeee

Prepare thyself puny primitives. We come bearing the Talon of Thunderbird. You will feed His Great Maw and steal our enemies shit better than those crazy Northerner Magpie Dwelves!

More seriously hly fckn sht we need some scouts ASAP-U!
Imagine all those things we could steal from the ST. Yuuuuummmmm.

"In the name of the Thunderbird!" Please let it be so.

doubleplusgood said:
Hah, love the depiction of me. Like I'd ever not push for more tech advancement.

Anyway, we definitely should go look into getting some scouts of our own. Our eastern territories have been safe for so long, it makes sense to go and use them to conquer ourselves another tech upgrade. Our awesome megaproject should make it all the easier to force them to become our servants.

Umbral said:
It's a reasonable assumption, CEOKiryuin. The Beast Folk had to get their beasts somewhere, and war carts certainly aren't a hill- or forest-specialized tech. And if they've met nomads, they've been raided by nomads.

Nomads are dicks.

StiffAngel said:
Burn the entire Steppe, we should.

They're like Orks. Eeesh. I really want an Exterminatus option...

Scholarly Pea said:
Umbral said:
*cough*
But yeah, good omake. Very accurate, not at all arrogant or presumptive. :)




AN: ...Formatting is a pain, just fyi D= Many thanks to @BungieONI @Candesce @Umi-san and @notgreat who helped come up with a lot of responses to all three layers of omake :p Also to @DocMatoi for lending usernames. I actually took some real responses from the actual thread to the equivalent update, because AN's snarky response to tech-stealing in the neolithic was too good :p I slightly changed those, and if anyone whose post i used doesn't like it, let me know and i'll change the name <3

@Academia Nut I hope you enjoy the recursive madness that your quest has spawned; like the second response suggestion was Bungie managing to give a Dead Priest version of himself voting for the Beast Folk results, thats how confusing this is D=
 
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