Planning to write an omake for my Diamond Dog, Count Sylvester Bronzehill. Until then have another EaW pic:

 
Trust me, I know how you feel.

I regularly get upset if my plans don´t get obvious attention as well.
It was less a matter of getting any attention at all - since I would have been fine if they just listed it but didn't discuss it - and more the fact that they had said there were only three proposed plans despite my plan being the first one posted and being literally three posts down from the chapter.
 
Total War: Disharmony Legacy Edition Elements Of Harmony Basic Guide
@Questor, what do you think of my omake?
I can't wait until we burn down Griffon!Lorgar's house and force him to kneel in it for calling us a god.
Well, Do we want to start the Horus Heresy? Cause the Emperor doing exactly that started it.
do not believe that races other than those of the lands of the heavenly dragon should be permitted to take up the duties of a samurai or shinobi.
I wonder, how accepting are most other groups to other species, I mean, few could probably claim to be close to the level we are at, but how close are other areas to the general canon attitudes to outsiders?
 
Musings like that are the reason why I will never support the Imperial Cult without serious convincing from others.
Sadly the Horus Heresy was caused less by religion, and more by emps being a idiot when it comes to dealing with his sons. Punishing Lorgar by attacking his homeworld and then not clarifying why, leaving the manipulative tumors of the warp to use emps actions to their own gain, if I remember correctly. We need to tread carefully with that religion, and explicitly avoid emulating the emperor of 40k in dealing with this.
 
Sadly the Horus Heresy was caused less by religion, and more by emps being a idiot when it comes to dealing with his sons. Punishing Lorgar by attacking his homeworld and then not clarifying why, leaving the manipulative tumors of the warp to use emps actions to their own gain, if I remember correctly. We need to tread carefully with that religion, and explicitly avoid emulating the emperor of 40k in dealing with this.

The Horus Heresy was caused by three things essentially:

- Lorgar being a religous nutjob who threw a fit after Emps cracked down on the cult that weirdo had erected in His honour and decided to worship the Chaos Gods instead
- Emps being an arrogant, aloof know-it-all who treated his sons more like favored tool than like actual family and ruthlessly culled all opposition to His rule, no matter the circumstances
- The Chaos Gods feeding on Horus´ insecurities (he actually thought that Sanguinius would have been a better Warmaster/Paragon of Mankind) and showing him the 40k era in a way he ended upcausing it by trying to prevent it.

Aside from that, my umbrage with our Cult is more about them marginalizing our achievments by claiming that such greatness can not come from weak mortal, but only from GODS...I hate such nihilistic/misanthropic drivel.

Ecclesiarch Decius in that video can illustrate my point better, I think:

 
Aside from that, my umbrage with our Cult is more about them marginalizing our achievments by claiming that such greatness can not come from weak mortal, but only from GODS...I hate such nihilistic/misanthropic drivel.
We could nudge the faith's direction more toward the idea of Buddhism, where anyone could 'ascend' through mastery of self, and yet be distinctly not a god, just throwing it out there.

Edit: Gods, in nearly all religions, are largely jerks, and not those who you would like to deal with if you could get away with it.

Edit: The stories of Zues and his wife, is sadly merely a set of examples of that, and ironically, Hades is the 'nice guy' of that group...
 
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I have no clue about the Horus Heresy of Warhammer since I am not a Warhammer fan, but what I will say is that time and time again I have interpreted the Imperial Cult to be more like the Roman Imperial Cult than any of the "Emperor of Man" memes talked about on the internet. There were, in fact, plenty of Imperial Cults in history without needing to resort to video game examples.
 
[X] Plan: Keeping the Pressure on Storm and putting to rest old ghosts.

In my humble opinion, I think it would be more fun to RP and support whichever religion that fits with the current emperor's personality. For example, if Gawain when he becomes emperor turns out to have really close ties with the Yaks, I would likely vote to support YakYakistani Shamanism. Or if he ends up being more of the pragmatic type, then vote for any religion that brings the most benefit at that moment.
 
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Or if he ends up being more of the pragmatic type, then vote for any religion that brings the most benefit at that moment.
Technically, that wouldn't be RP for a majority of options seeing as the religions don't start bringing benefit until they've actually gotten started up. The benefits are mostly OoC things that we can consider, rather than things whomever is the emperor would know about.
 
[X] Plan: Keeping the Pressure on Storm and putting to rest old ghosts.


Do you mind explaining this? I'm not sure whether you're saying you think it will work, won't work, or just that the caribou will start trading for things other than food once they're making a sufficient profit?
Yeah, sorry it's pretty unclear isn't it? I was barely awake when I posted that. What I meant to say was that I'm worried that they might just decide that they might just decide that since the soft southerners had to bribe them, they might they and cause trouble to get some more goodies. Sorry if it's not very clear.
 
Total War: Disharmony Legacy Edition Elements Of Harmony Basic Guide

While to start with these are powerful artifacts used by the sisters, after the near inevitable clash between the two, things start to get COMPLICATED as it's nature starts to really show. Due to it's nature, after the fight, the remaining sister is unable to use the elements and opens the door to the rise of the most complicated (and powerful )unit in the game, the Element Bearers.


Like the source material, that unit in the battlefield are represented by six different and unique heroes, who together is the most powerful force in the game. The only problem is those who are in the unit can vary drastically, and who controls the unit is usually completely up in the air, as it tends to end up consisting of individuals from multiple nationalities. While it naturally gravitates a bit to the Equestria faction, who held both the creators and the first bearers (albeit unusual), due to Garrick nature, they tend to be much more friendly to his faction, making his faction even more broken. The powers it grants varies greatly between the species and the specific element involved, will only give a general description because it varies heavily. As far as what the elements seem to gravitate to, the nicer the faction the better, which is why Garrik is such an element magnet.
Note: The element bearers can act in multiple areas at once due to essentially being 6 heroes

Generosity-leans more towards buffs and works the best with others
Loyalty-Powerful duelist and helps keep the other element holders alive
Honesty-Dispells any deception, focuses on revealing what might otherwise be hidden, the bane of any spy faction that tries to manipulate them.
Kindness-Generally focuses on healing, making sure the others stay alive, though the means may vary.
Laughter-Keeps the mood of the group high, shutting down any attempt to break the groups morale through many means.
Magic-The name is a bit misleading, the bearer of this element is also the leader, and is central to tapping into the true and terrifying power that makes the elements into a force that can face multiple end-game armies and actually have a very respectable chance of Winning. The buffs to the bearer is by far the most unpredictable, but trends toward those that makes said individual very scary, tending to make the person into a one person wreaking squad.

Important note: Alone, an element bearer is a powerful specialized hero, but the more together, the more power the elements give. A full group of six tends to lead to this, as few could match the raw power they could bring to bear at their best


If they decide to destroy you, then the best you can do is either run, or throw everything you got and pray it will be enough.

Note: While some other artifacts could be removed or destroyed, the elements as held by the bearers, are impossible to be destroyed, as the items do not actually hold the power, so the item would just be reformed, making such attempts an exercise of futility

Edit(This is my take on the elements as it might appear in a total war type game)


Sorry, didn't notice this when it was first posted.

+10 to a roll.
 
Yeah, sorry it's pretty unclear isn't it? I was barely awake when I posted that. What I meant to say was that I'm worried that they might just decide that they might just decide that since the soft southerners had to bribe them, they might they and cause trouble to get some more goodies. Sorry if it's not very clear.
Thank you for clarifying. I think we'll be fine as long as the Neighponese keep completely demolishing anything that attacks them and we give our merchant ships some escorts.

I'm hoping that sending escorts with our merchant ships is either automatic after the Libertalia incident, or at least will be a military option soon.
 
Vote seems pretty clear. Plan Keeping the pressure on Storm wins.
Adhoc vote count started by Questor on Apr 29, 2020 at 1:08 PM, finished with 89 posts and 28 votes.

  • [X] Plan: Keeping the Pressure on Storm and putting to rest old ghosts.
    -[x] Specialized Anti-Magic Training
    -[x] Artillery Investment
    -[x] Emerald Isles Emissary
    -[x] Collegiate Coordination
    -[x] Caribou Crop-Sharing
    -[x] Gas Lighting
    -[x] Miniature Ballistae
    -[x] Steam Drills
    -[x] Canterbury Investigations
    -[x] Maretonian Intel Sharing
    -[x] A Temple to the Old Gods
    -[x] Meeting with the Dukes
    -[x] The Maretonian Question
    -[x] Getting to Know You More: Brochard's Legacy
    [X] Plan: A Little of This and That v3
    -[X] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
    -[x] Specialized Anti-Magic Training: Cost: 500. Time: One Year. Reward: Army receives specialized training and experiencing facing magical foes. Bonus to certain future rolls.
    -[X] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
    -[x] Caribou Crop-Sharing: Cost: 400. Time: Two Years. Reward: Caribou breed Sugar Beets, Trade Relations with Olenian Kingdoms established. Chance of Success: 70%.
    -[X] Collegiate Coordination: Cost: 400. Time: One Year. Reward: Coordination between Maretonian Royal Guard and Maretonian Colleges of Magic. Chance of Success: 60%.
    -[X] Crystal Agriculture. Cost: 800. Time: Two Years. Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income. Will Finish This Turn.
    -[x] Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
    -[x] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
    -[X] Black-Steel Balls: Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs.
    -[X] Hoofbeard's Other Heist: Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 65%
    -[x] Canterbury Investigations: Cost: 500. Time: One Year. Reward: Intel on Canterbury-Aquileia Connection, Further Revelations. Chance of Success: 50%.
    -[X] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
    -[x] Meeting with the Dukes: Cost: 0. Time: One Year. Reward: ???
    -[x] The Maretonian Question: Cost: 200. Time: One Year. Reward: Publicly Address the Refugee Integration Issue.
    -[x] Getting to Know You More: Cost: 0. Time: One Year. Reward: Gawain and Friends Interlude, potential for Further Rewards. (Does not cost an Action. May only be taken once per Turn.)
    --[x]Sebastian's Innovations: Sebastian Rainfeather, one of your son's closest friends, seems determined to become the next Archimedes. The young Griffon has been spending a great deal of time cooped up in his "laboratory" (the basement of his family's manor) in hopes of creating something novel and useful enough to impress Archimedes, Genevieve and the rest of the Empire. Gawain has recently received a letter from his scholarly friend, politely inviting him to stop by his home at his earliest convenience. You wonder what the aspiring inventor wishes to show him?
    [x] Plan "That´s right, the Good Guys are here"
    [x]plan color coded
    -[x] Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
    -[x] Specialized Anti-Magic Training: Cost: 500. Time: One Year. Reward: Army receives specialized training and experiencing facing magical foes. Bonus to certain future rolls.
    -[x] Emerald Isles Emissary: Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
    -[x] Qilin and Caribou: Cost: 600. Time: One Year. Reward: Diplomatic Intervention in regards to the Emerald Isles, reduced chance of further tensions or an escalation of hostility. Chance of Success: 55%.
    -[x] Caribou Crop-Sharing: Cost: 400. Time: Two Years. Reward: Caribou breed Sugar Beets, Trade Relations with Olenian Kingdoms established. Chance of Success: 70%.
    -[x] Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
    -[x] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
    -[x] Prototype Flying Machine: Cost: 1000. Time: One Year. Reward: First Airship Constructed, New Actions Unlocked.
    -[x] Canterbury Investigations: Cost: 500. Time: One Year. Reward: Intel on Canterbury-Aquileia Connection, Further Revelations. Chance of Success: 50%.
    -[x] Maretonian Intel Sharing: Cost: 500. Time: One Year. Reward: Intelligence Shared with Maretonian Royal Guard, Additional Raids on House Storm Holdings.
    -[x] A Temple to the Old Gods: Cost: 400. Time: One Year. Reward: Temple to the Old Gods Constructed.
    -[x] Meeting with the Dukes: Cost: 0. Time: One Year. Reward: ???
    -[x] The Maretonian Question: Cost: 200. Time: One Year. Reward: Publicly Address the Refugee Integration Issue.
    -[x] Getting to Know You More: Cost: 0. Time: One Year. Reward: Gawain and Friends Interlude, potential for Further Rewards. (Does not cost an Action. May only be taken once per Turn.)
    --[x]Sebastian's Innovations: Sebastian Rainfeather, one of your son's closest friends, seems determined to become the next Archimedes. The young Griffon has been spending a great deal of time cooped up in his "laboratory" (the basement of his family's manor) in hopes of creating something novel and useful enough to impress Archimedes, Genevieve and the rest of the Empire. Gawain has recently received a letter from his scholarly friend, politely inviting him to stop by his home at his earliest convenience. You wonder what the aspiring inventor wishes to show him?
 
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