Continue or reboot

  • Yes

    Votes: 34 64.2%
  • Reboot

    Votes: 11 20.8%
  • Piss off you ass who never keeps on going for more than one or 2 updates.

    Votes: 8 15.1%

  • Total voters
    53
  • Poll closed .
All done, if there is anything else just tell me :)
Sorry to nitpick just want to help is all and you can do what DP does by beta calling for people if you want.

On another note what is the size of our overall population at this time?

Also do we accidentally pick up any Sporeling mushrooms when we picked up a lot of plants before we left? Would be funny that we grow our own race.
 
Sorry to nitpick just want to help is all and you can do what DP does by beta calling for people if you want.

On another note what is the size of our overall population at this time?

Also do we accidentally pick up any Sporeling mushrooms when we picked up a lot of plants before we left? Would be funny that we grow our own race.
Yep you got the sporlings though you don't know what they can do at the moment, your population will go up with the rest of the stat of the relm gotta do prep now, as for the nitpicking its good :) I want you to nitpick so I can get better, but yes in the future I will adopt a similar system to DP.
 
Yep you got the sporlings though you don't know what they can do at the moment
Just for future reference you should not spoil things like that and simply say stuff like "you'll see" or something.:p

Though when small people start growing out of the gardens that ought to surprise people.

Course they couldn't survive outside Botanica due to the desert being way too dry until the land is restored to a better state.

Also wonder if we will have a few Fungal Giants in the mix as well since they are related to the Sporelings.
 
Impact

Mere seconds after your vision the piece of the Keep "land," crashing into the ground with the force of fallen stars.

The Exodar:79+10(designed for impact):89

First to leave and first to arrive, the Exodar fires thrusters designed to stabilize itself, presenting the bulk of its mass to the surface and while it crashes with crystals shattered and destroyed the superstructure itself seems relatively intact.

The Botanica: 67+15(j_wolfBeta +15)=83

For an instant it seemed like the Botanica was in danger, tumbling around and around in the air before righting itself just before impact, part of its crystal spires snapped off and thrown gleaming to the dusty floor of the desert, where it lay ominously glowing.

The Arcatraz: 72+5(impenetrable prison)=77

The fire in the Arcatraz continues to burn and the damage the module has sustained seems moderate, however the impact increases it manifold, the great armor of the prison is scarred as it digs a course so deep into the desert floor that the sand catches alight turning to glass, however, by some miracle the Arcatraz lands lopsided on the burning side, hopefully extinguishing the fire and trapping whatever may have escaped.

???+???-???=??

The Mechanar: 98-10 (delicate equipment)=88

Of all the pieces of the Keep this portion survives the best despite its fragile equipment and superstructure, hitting several towering mountain dunes slowing down the crashing structure, before landing completely upright, its great crystal tower intact.

The Tempest Keep: 69+15(Scorpianhead)+5(sheer bulk)+15(gods have shattered on these walls)=104 artificial critical success.

With a burst of inspiration you leap through the Light to the control centre of the keep manipulating controls only barely understanding them due to your flashes of insight from the Light. With a great screech the Keep begins to slow, until eventually it has stopped floating only a few metres above the deserts sandy floor, and then slowly you land it, perfectly upright and stable.

With your people milling around you run towards the entryway of the keep, until you stand in the pale fragile dawn of this world, its twin moons dipping under the east horizon as the sun rises in the West.

You sigh as you see your people and the Netherwing filing out of the Exodar and begin walking towards them. This was going to be your new home, and this time you would keep it.

Results: All modules save the Keep sustained damage, the least damaged was the Mechanar with mostly cosmetic damaged, but the Arcatraz could be compromised.

You lucky lucky sausages, if it weren't for those boni you would have taken WAY more damage as it stands :evil:

Anyhow, the turn will be up in the near future, but I thought I should do this separate :D
Fixed up the grammar a bit, corrected a few mispellings.
 
A question, how long is this turn supposed to be: day, week, month, year?

I know that CK2 quests can vary timeframe (often one year per turn) but considering the descriptions this sounds like stuff on a timeframe of days.

Also:
[] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned. Chance of success 80% (moves food level from nothing to stable)
This does include water for our people correct? Considering we crashed into a desert, not a lot of native sources to be had.
 
A question, how long is this turn supposed to be: day, week, month, year?

I know that CK2 quests can vary timeframe (often one year per turn) but considering the descriptions this sounds like stuff on a timeframe of days.

Also:

This does include water for our people correct? Considering we crashed into a desert, not a lot of native sources to be had.
Yep it includes water generators, and no its not ad nihil
Fixed up the grammar a bit, corrected a few mispellings.
Thanks
Just for future reference you should not spoil things like that and simply say stuff like "you'll see" or something.:p

Though when small people start growing out of the gardens that ought to surprise people.

Course they couldn't survive outside Botanica due to the desert being way too dry until the land is restored to a better state.

Also wonder if we will have a few Fungal Giants in the mix as well since they are related to the Sporelings.
sorry :oops:, but too make up for it you'll see :evil:
 
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As for plans, all have good points but I tweaked it a little.
[X] Plan jwolfe
Martial:
[X] Find a martial advisor: When the Orcs attacked there were many who remained behind to trick the orcs, but a large number also came with you including the Hand of Argus. See if the Triumpherate of these paladins would be willing to take up command. Chance of success 90% (+1 martial action)

[X] Establish a perimeter martial: blockades and bodies, to enclose the Arcatraz to stop any would be escapes from escaping, this is essential for stopping any would be escapees. Chance of success 70% The Arcatraz is surrounded by soldiers, chance of things getting out is reduced. Can be taken with establish a perimeter learning.

Diplomacy:
[X] Speak to the Netherwing: Your new allies from Outland, they are strange creatures beautiful, but rather inconsistant at a young age as well as feeling as if they are made of energy rather than solid matter. Talk to them learn their history. Chance of success 60% 95% (reward information)

[X] Speak to the Broken: without a doubt one of the most abused peoples on Draenor were the Broken, and worse by your own people. For no crime you can tell they were cast out without your permission, but many flocked too you with your acceptance of Nobundo, but still talk to them learn their history and what made them as they are. Chance of success 70% 10%(reward learn of the broken and what they want)

Stewardship:
[X] Activate the Botanica's food production capabilities: the Botanica can produce enough food to feed an entire country in a pinch, through a combination of advance time warping technology and simulated environments activating them will see your people safe as far as food ins concerned. Chance of success 80% (moves food level from nothing to stable)

[X] Survey the damage: Save for the Tempest Keep all the modules took damage, whether or not it is severe is a matter of debate, but it is defiantly not a matter that should be put off, especially the Arcatraz. Chance of success 100/80/50 (information)

Intrigue:
[X] Find an intrigue advisor: You are good in intrigue, but it is far from your prefered field, and others particularly the broken would be much better at the task than you. Chance of success 60% (an advisor on intrigue)

[X] Scout the region: Some of the Netherwing have offered to look on the surrounding region and report on what they find. Chance of success ??? (reward information)

Learning:
[X] Establish a perimeter: magic and technology: With advanced force fields establish a perimeter around the Arcatraz preventing anything from escaping it. Chance of success 70% (increased chance of nothing escaping)

[X] Research the nature of the Netherwing: they claim to be getting hungry, but what this means is unknown as they have never eaten. What are the consequces of taking them from Outland. Chance of success ??% (learn about the nature of the Netherwing and the source of their problem)

Piety:
[X] Find Piety advisor: Despite this you could use help simply organising the number of people around you. Chance of success 100%

[X] Communicate with the Naru: Inside each of the Moduels and the Keep there is a Naru somewhere. If you can find them and talk to them… who knows what you may learn they are living conduits of the light after all. Chance of success ??% (restablish contact with the Naru, learn of their plans will and if they have advise)
I'm mostly on board with souvik but I don't want to go poking into Arcatraz via spying while we are still setting up the perimeter. After all if things go poorly on infiltration we might trigger a breakout and the defenses won't be prepped.

Yep it includes water generators, and no its not ad nihil
Sorry 'ad nihil'? Haven't heard that one before.
 
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I still think we should get advisors for everything first. It would allow us to do more next turn.
 
I still think we should get advisors for everything first. It would allow us to do more next turn.
Maybe, but surveying the damage and food production is a must. (uses all of stewardship)
We also need to figure out what's wrong with the netherwings and ensure Arcatraz is locked down. (all of learning)
The Intrigue and martial advisers are in and aside from the Elements action all the other tasks are likely one turn only. Meaning that unless something blows up we can grab the rest next turn.
Latin means from nothing.
Ah.

On another matter how long is this turn, one year?
 
On that note I'm thinking of swapping Elements for a piety adviser as the scouting may find the Nehkaraisn/Black Pyramid.

Thoughts guys?
 
On that note I'm thinking of swapping Elements for a piety adviser as the scouting may find the Nehkaraisn/Black Pyramid.

Thoughts guys?
No problems with the pyramid, even if you couldn't vaguely see it, you can feel its malevolence all the way over here, admit ably its you and those strong in the light or other magics, but it is there.
 
@Alex pears curious do you roll for background stuff, stuff that happens to us and others in the world with background rolls, and make NPCs with background rolls as well like torroar and DP does?
 
No problems with the pyramid, even if you couldn't vaguely see it, you can feel its malevolence all the way over here, admit ably its you and those strong in the light or other magics, but it is there.
Which is why I wanted to (and did) swap to getting more piety actions.
Dealing with that sucker isn't something I can see as a one turn project even with the Naaru's help.

Though on a related subject, was it ever said just what the Skaven used to corrupt the Great Vitae River? Because considering that they applied it to the river's source and it's lasted even up to 'present' day (thousands of years) without needing replacement/maintenance they had to have used something other than conventional poisons or toxins.
So bitter and evil was Nagash that he decided that if he was not allowed to rule all of Nehekhara then no-one could. He concluded that it was better to slay everything in Nehekhara than see it ruled by someone else. The first part of his plan was to get his Skaven allies to pollute the river Vitae, whose life-giving water the people depended upon. After he had tainted the river it became black and foul, and has since been renamed the River Mortis. Soon after the corruption of the Vitae pestilence ravaged the lands of Nehekhara.
 
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