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File: Quest Image.jpg (41 KB, 630x630)
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This is almost identical to a regular Civ Quest, with three conceits.

> 1) You are a Dark Lord, a merciless tyrant with ambitions to rule the realm with an iron-fist or from the shadows. You are a dangerous combatant and give major bonuses to your minions when you take to the field but if you die, the game is over. This includes dying of old age which is inevitable if you don't find a way to live forever.
> 2) Each turn is going to last (1) Season of the year, and while this gives you plenty of time to try to accumulate wealth and power, you only get tax income at the end of Fall when the harvest happens. If you really want to, you can force a tax year-round but that makes a revolt much more likely. This only applies if you have minions or subjects that can be taxed.
> 3) You have two different populations to manage, minions and subjects. Minions are anything that serves you unconditionally for whatever reason and are probably going to be the majority of your army, but subjects are anyone who has been forced to acknowledge your Dark Lordship, and unless you take some serious measures to keep them pacified, they will try to revolt or flee at the first opportunity.

It's going to be a bit more difficult than these threads usually are, or not, depending on the setting and character options you choose. For convenience's sake, we're going to make the setting, and then determine what sort of power-hungry asshole you happen to be.

> Choose the Setting's Tone
> Sword & Sorcery- The world is in an age of mystery and wonder, where anyone can rise to the throne by their own strength and lose it to another by the end of the same day. Technology is primitive and magic is sinister or underdeveloped, but there are plenty of barbarians, monsters, and artifacts leftover from an ancient age that can fuel your ascension.
> The End is Nigh- The world is in an age of rot and decay, where the golden age has come and gone and everyone left in its wake is struggling to survive. Technology is sophisticated and magic is powerful but sinister or reliable but fading, though there are plenty of petty warlords trying to compete with you and if you don't find a way to reverse or escape the decay you will lose.
> Generic Fantasy- The world is in an age of peace and prosperity, where the human empire still stands strong and the forces of darkness have been defeated. Technology is middling and magic is easily gained but sinister or difficult to learn and reliable, and there isn't any competition but getting started without getting crushed too soon will be difficult.
>>
>>3607224
>> The End is Nigh- The world is in an age of rot and decay, where the golden age has come and gone and everyone left in its wake is struggling to survive. Technology is sophisticated and magic is powerful but sinister or reliable but fading, though there are plenty of petty warlords trying to compete with you and if you don't find a way to reverse or escape the decay you will lose.
>>
>>3607224
>Sword & Sorcery- The world is in an age of mystery and wonder, where anyone can rise to the throne by their own strength and lose it to another by the end of the same day. Technology is primitive and magic is sinister or underdeveloped, but there are plenty of barbarians, monsters, and artifacts leftover from an ancient age that can fuel your ascension.
>>
>>3607230
>Sword and Sorcery (Sauron)
>The End is Nigh (Pentex)

tough call. gotta break the tie I guess. i choose
The end is Night, (Evil Corp™)
>>
>>3607224
Oh really tough coices. I guess ill go woth
>generic fantasy i always love destroying the empire
>>
>>3607224
>Sword & Sorcery- The world is in an age of mystery and wonder, where anyone can rise to the throne by their own strength and lose it to another by the end of the same day. Technology is primitive and magic is sinister or underdeveloped, but there are plenty of barbarians, monsters, and artifacts leftover from an ancient age that can fuel your ascension.
Thoth-Amon quest inbound
>>
>>3607224
>Sword & Sorcery
>>
>>3607230
>>3607254
>>3607261
>Sword & Sorcery- The world is in an age of mystery and wonder, where anyone can rise to the throne by their own strength and lose it to another by the end of the same day. Technology is primitive and magic is sinister or underdeveloped, but there are plenty of barbarians, monsters, and artifacts leftover from an ancient age that can fuel your ascension.

Now that the tone is decided we're almost done with the setting-creation.

> Choose the Setting's Climate
> Frozen- Windswept tundra, taiga forests, and frostbitten mountains abound.
> Jungle- Endless thickets of thriving flora, filled to the brim with horrendous fauna.
> Desert- Sun-scorched sands as far as the eye can see, only the rare oasis offers respite.
>>
>>3607274
>Desert- Sun-scorched sands as far as the eye can see, only the rare oasis offers respite.
>>
>>3607274
Why not all of them? A Dark Overlord can hardly be expected to conquer a single region and rest on his laurels; he must always look for new lands to subjugate.
>>
>>3607289
They all exist somewhere out there, this is just for the starting continent.
>>
>>3607284
Desert- Sun-scorched sands as far as the eye can see, only the rare oasis offers respite.
>>
>>3607292
Oh.
>Desert- Sun-scorched sands as far as the eye can see, only the rare oasis offers respite.
>>
>>3607274
>Jungle- Endless thickets of thriving flora, filled to the brim with horrendous fauna.
>>
>>3607274
>frozen out hate shall fuel warmth!!
>>
>>3607274
>> Jungle- Endless thickets of thriving flora, filled to the brim with horrendous fauna.
>>
>>3607284
>>3607295
>>3607297
>>Desert- Sun-scorched sands as far as the eye can see, only the rare oasis offers respite.

So it is in the blasted wastelands your reign begins, but just who are you?

> Choose the Dark Lord's race
> The Tribe of Man- Strong and cunning, ambitious and swift, humanity is a dangerous force held back only by their fierce infighting and lack of innate magic.
> The Tribe of Apes- Enormous, ferocious, and bestial, even the weakest of primates could match any man, but their intellect leaves something to be desired.
> The Tribe of Lizards- Fiercely territorial and well-adapted to the desert sands, the lizards have powerful tribal sorcery but they are hated and their age of dominion is behind them.
> The Tribe of Exiles- Once a member of another Tribe, but suffering from a curse or affliction that gives them unholy power even as it saps their life.
>>
>>3607329
>> The Tribe of Exiles- Once a member of another Tribe, but suffering from a curse or affliction that gives them unholy power even as it saps their life.
>>
>>3607329
>The Tribe of Man- Strong and cunning, ambitious and swift, humanity is a dangerous force held back only by their fierce infighting and lack of innate magic.
>>
>>3607329
>tribe of exiles or
>tribe of man
>>
>>3607329
>The Tribe of Man- Strong and cunning, ambitious and swift, humanity is a dangerous force held back only by their fierce infighting and lack of innate magic.
>>
>>3607329
>The Tribe of Man- Strong and cunning, ambitious and swift, humanity is a dangerous force held back only by their fierce infighting and lack of innate magic.
No reason we can’t get cursed later
>>
>>3607340
>>3607343
>>3607344
>>3607353
>The Tribe of Man- Strong and cunning, ambitious and swift, humanity is a dangerous force held back only by their fierce infighting and lack of innate magic.

You are of the Tribe of Man, vigorous in youth, mighty in sinew, and proud of its freedom, but be you a man or be you a woman?

> Man- Compared to the feminine sex, you are hardy and strong, but subtler means of acquiring dominion may evade you.
> Woman- Compared to the masculine, you are less well-suited to direct confrontation but many more avenues are opened.
>>
>>3607329
>> The Tribe of Lizards
Make SandNiggers Great Again
>>
>>3607359
>> Woman- Compared to the masculine, you are less well-suited to direct confrontation but many more avenues are opened.
>>
>>3607359
>Man
How long will you run for today OP?
>>
>>3607359
> Man- Compared to the feminine sex, you are hardy and strong, but subtler means of acquiring dominion may evade you.
We can’t be Thoth-Amon if we are a thot
>>
>>3607362
Probably indefinitely, it's a slow day at work.
>>
>>3607359
>Man- Compared to the feminine sex, you are hardy and strong, but subtler means of acquiring dominion may evade you.
>>
>>3607359
>Woman- Compared to the masculine, you are less well-suited to direct confrontation but many more avenues are opened.
>>
>>3607359
>> Woman- Compared to the masculine, you are less well-suited to direct confrontation but many more avenues are opened.
>>
>>3607359
> Woman- Compared to the masculine, you are less well-suited to direct confrontation but many more avenues are opened.
>>
>>3607359
>Man- Compared to the feminine sex, you are hardy and strong, but subtler means of acquiring dominion may evade you.
>>
Rolled 1 (1d2)

>>3607361
>>3607362
>>3607363
>>3607366
>>3607367
>>3607369
>>3607372
>>3607378
>it's a tie
We'll leave it to fate.

> If it's heads (1) Man
> If it's tails (2) Woman
>>
Also, in the future 1 IP votes won't be counted to prevent possible samefag vote rigging.
>>
>>3607381
Sweet, it's Thoth-Amon time.
>>
>>3607382
Well I had better post then.
>>
>>3607362
>>3607363
>>3607366
>>3607378
>Man- Compared to the feminine sex, you are hardy and strong, but subtler means of acquiring dominion may evade you.

You are a man, straight-backed, hot-blooded, and cold-hearted, but how have you seized your dominion?

> Strength of Limb- You are a mighty warrior, skilled in the art of spilling the blood of your foes, but there are many like you and time alone will tell whether your head shall stay on your shoulders
> Force of Sorcery- You are a cunning scholar of the forbidden arts, and where others turned away from such "cowardly" spells, you dived in head first and reveled in the power it gave.
> Silver of Tongue- You are no unflinching warrior or dreadful sorcerer, no, the only talent you hold is in your tongue, and the honeyed words that so easily bring others to do your bidding.
>>
>>3607392
>>3607397

> Force of Sorcery- You are a cunning scholar of the forbidden arts, and where others turned away from such "cowardly" spells, you dived in head first and reveled in the power it gave.

Ide be tempted for the other two if we had a bit more info on starting location, but magic should do us well where-ever we start.
>>
>>3607397
> Force of Sorcery- You are a cunning scholar of the forbidden arts, and where others turned away from such "cowardly" spells, you dived in head first and reveled in the power it gave.
THOTH-AMON
>>
>>3607397
>Strength of Limb- You are a mighty warrior, skilled in the art of spilling the blood of your foes, but there are many like you and time alone will tell whether your head shall stay on your shoulders
Barb smash
>>
>>3607397
>> Force of Sorcery
>>
>>3607392
>silver tounge. Just like sauromon
>>3607397
>>
>>3607397
>Force of Sorcery- You are a cunning scholar of the forbidden arts, and where others turned away from such "cowardly" spells, you dived in head first and reveled in the power it gave.
>>
Rolled 41 (1d100)

>>3607237

Only a heretic can’t detect Genie’s idiosyncrasies!

>>3605565
>>
>>3607397
>> Strength of Limb- You are a mighty warrior, skilled in the art of spilling the blood of your foes, but there are many like you and time alone will tell whether your head shall stay on your shoulders
>>
>>3607399
>>3607401
>>3607408
>>3607411
>>3607362
>>3607363
>>3607366
>>3607378
>Force of Sorcery- You are a cunning scholar of the forbidden arts, and where others turned away from such "cowardly" spells, you dived in head first and reveled in the power it gave.

Disgusted by your bodily weakness, you did what few others have dared to do in pursuit of your ambition. They call you a vile witch, cruel warlock, black magician, and blasphemous sorcerer! Soon enough you'll show them how right they are! Soon, but in the present your grasp of the occult is... lacking to say the least, but you have made noteworthy progress in a single discipline.

> Choose-

> Blood- Though you cannot yet control the fluid of life within the living, you can draw unnatural strength from your own and render your foes weak and feeble. What's more, given time and concentration you can seal wounds as if they were never there!
> Death- To one such as you, trifles of life and death are mere abstractions, and you have done the impossible. You need only conduct an unthinkable ritual to bring the dead to rise, mindless but filled with hate and ready to serve!
> Fire- They say that hellfire awaits those who delve into the dark arts, but you know it all too well, and with the merest utterance of the forbidden writ, your hands explode into flickering flame that sears bone and flesh as if it were the driest kindling!
> Darkness- The night eternal awaits the exile, but you need not wait, for the shadows themselves shift at your whim and going unseen is far simpler than those fools believe it should be.
>>
>>3607425
> Fire- They say that hellfire awaits those who delve into the dark arts, but you know it all too well, and with the merest utterance of the forbidden writ, your hands explode into flickering flame that sears bone and flesh as if it were the driest kindling!
>>
>>3607425
> Fire- They say that hellfire awaits those who delve into the dark arts, but you know it all too well, and with the merest utterance of the forbidden writ, your hands explode into flickering flame that sears bone and flesh as if it were the driest kindling!
THOTH
>>
>>3607425
>> Blood- Though you cannot yet control the fluid of life within the living, you can draw unnatural strength from your own and render your foes weak and feeble. What's more, given time and concentration you can seal wounds as if they were never there!
>>
>>3607425
>Death- To one such as you, trifles of life and death are mere abstractions, and you have done the impossible. You need only conduct an unthinkable ritual to bring the dead to rise, mindless but filled with hate and ready to serve!
>>
>>3607425
Death!
>>
>>3607425
>Fire
Least generically evil.
>>
>>3607224
>> The End is Nigh- The world is in an age of rot and decay, where the golden age has come and gone and everyone left in its wake is struggling to survive. Technology is sophisticated and magic is powerful but sinister or reliable but fading, though there are plenty of petty warlords trying to compete with you and if you don't find a way to reverse or escape the decay you will lose.
The true age of darkness, is the age we live in.
We've always lived in an age of darkness, and it's only now, at the brink of despair, that we remember the realities that depend on us.
>>
>>3607425
>> Death- To one such as you, trifles of life and death are mere abstractions, and you have done the impossible. You need only conduct an unthinkable ritual to bring the dead to rise, mindless but filled with hate and ready to serve!
>>
>>3607452
You are a bit late anon
>>
>>3607425
>> Darkness- The night eternal awaits the exile, but you need not wait, for the shadows themselves shift at your whim and going unseen is far simpler than those fools believe it should be.
My true reign is one of darkness. To use the weapon Pure Evil uses against itself.
>>
Rolled 1 (1d2)

>>3607428
>>3607429
>>3607449
>>3607441
>>3607447
>>3607461
>it's a tie
>again

We'll leave it to fate once again.

> If it's heads (1) Fire
> If it's tails (2) Death
>>
Chill, its just our first magic, not our only magic.
>>
>>3607488
It's okay. It happens.
>>
File: Hellfire.jpg (130 KB, 500x333)
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>>3607428
>>3607429
>>3607449
> Fire- They say that hellfire awaits those who delve into the dark arts, but you know it all too well, and with the merest utterance of the forbidden writ, your hands explode into flickering flame that sears bone and flesh as if it were the driest kindling!

They called you weak, worthless because you couldn't throw a spear or swing a sword! Fools, all of them! Now you are capable of so much more, and soon the tribes shall bow before you, on their knees! The miracle of fire is yours and yours alone, and whether it comes from the Hells themselves or somewhere within you matters not, only that it does, and that none dare stand before you!

Shortly after uncovering the secret of the Flames, you ventured into the desert expanse hell-bent on finding the beginning of the path to dominion. And oh, how you have found! After so many weeks of wandering, you stumbled upon the perfect place to begin your reign!

> Choose-

> Ruins of a Palace- Once opulent, its decrepit masonry yet inspires awe, and though it isn't the most defensible structure, in time it could be renovated, and the bounteous sum of wealth you found ferreted away could do well to contribute to that cause.
> Expansive Cavern- Deep beneath the light of the hated sun, this cave network seems to lack much in the way of ore, but one could mount a fierce defense in its multitude of winding tunnels, and after you scorched their chieftain the tribe of Gibberlings here submitted to your rule quite handily.
> Abandoned Tower- On the top of a mountain's climb, it is nigh-intact and a lair most befitting an aspiring sorcerer-lord, even moreso given the patchwork library of unholy tomes in its depths, but it is visible from quite some distance, and here you could amass a reputation in short order, for good or ill.
>>
>>3607510
> Abandoned Tower- On the top of a mountain's climb, it is nigh-intact and a lair most befitting an aspiring sorcerer-lord, even moreso given the patchwork library of unholy tomes in its depths, but it is visible from quite some distance, and here you could amass a reputation in short order, for good or ill.
Accept no substitutes
>>
>>3607510
>Ruins of a Palace- Once opulent, its decrepit masonry yet inspires awe, and though it isn't the most defensible structure, in time it could be renovated, and the bounteous sum of wealth you found ferreted away could do well to contribute to that cause.
I like money
>>
>>3607510
>Abandoned Tower- On the top of a mountain's climb, it is nigh-intact and a lair most befitting an aspiring sorcerer-lord, even moreso given the patchwork library of unholy tomes in its depths, but it is visible from quite some distance, and here you could amass a reputation in short order, for good or ill.
>>
>Ruins of a palace
>>
>>3607510
>> Ruins of a Palace- Once opulent, its decrepit masonry yet inspires awe, and though it isn't the most defensible structure, in time it could be renovated, and the bounteous sum of wealth you found ferreted away could do well to contribute to that cause.
Ruined we may be, but no longer shall we be damaged.
>>
>>3607510
>> Abandoned Tower- On the top of a mountain's climb, it is nigh-intact and a lair most befitting an aspiring sorcerer-lord, even moreso given the patchwork library of unholy tomes in its depths, but it is visible from quite some distance, and here you could amass a reputation in short order, for good or ill.
>>
>>3607533
>>3607544
>>3607555
>Ruins of a Palace- Once opulent, its decrepit masonry yet inspires awe, and though it isn't the most defensible structure, in time it could be renovated, and the bounteous sum of wealth you found ferreted away could do well to contribute to that cause.

You have stumbled upon the palace of an ancient princeling long dead, and chipped though the statues and stones may be, in time it shall be restored to its former glory as befitting the opulence of a sorcerer-lord! Innumerable rooms and chambers fill the structure, and while you've meticulously explored each in turn, its size is such that you've almost certainly missed something. Fortunately for you, an oasis lies nearby and while you may be supping on ripened gourds and brackish water, soon you shall be feasting on the finest meats and reddest wines! You shall be a king, and the masses shall worship your name! Or not, you've not quite decided how you wish to rule. Either way, a handful of simpletons have come under your sway.

> Choose-

> A Pack of Chimps- Subhuman in intellect and raucous in temperament, they are nonetheless terrified of you and willing to do whatever you say to avoid your wrath. They're also excellent at getting into hard to reach places, even if they aren't quite the imposing force.
> A Gang of Thieves- Ruthless backstabbers and greedy opportunists to the last, they have no compunctions about murder or banditry and they were coerced into following you after a display of your powers. They're experienced killers but don't much care for manual labor and if you can't supply them with a sufficient stock of wealth, they'll eventually turn their talents against you.
> A Pair of Golems- Hulking lumps of hardened clay brought to life, each has the strength of a dozen men, functionally limitless endurance, and absolute, unswerving loyalty to your every word. Unfortunately, you found them here and don't have the slightest idea how to make more, and for all their brawn, they lack the brain to follow anything more complex than the simplest of plans.
>>
>>3607510

> Ruins of a Palace- Once opulent, its decrepit masonry yet inspires awe, and though it isn't the most defensible structure, in time it could be renovated, and the bounteous sum of wealth you found ferreted away could do well to contribute to that cause.

Palaces has a style that beats any other benefits fo our glorius dark lord.
>>
>>3607694

> A Pack of Chimps- Subhuman in intellect and raucous in temperament, they are nonetheless terrified of you and willing to do whatever you say to avoid your wrath. They're also excellent at getting into hard to reach places, even if they aren't quite the imposing force.
>>
>>3607694
A gang of Thieves. (I think..how many of them are there?
Golems might be better)
>>
>>3607694
> A Pair of Golems- Hulking lumps of hardened clay brought to life, each has the strength of a dozen men, functionally limitless endurance, and absolute, unswerving loyalty to your every word. Unfortunately, you found them here and don't have the slightest idea how to make more, and for all their brawn, they lack the brain to follow anything more complex than the simplest of plans.
>>
>>3607710
Around thirty chimps, ten thieves, and two golems.
>>
>>3607694
> A Pack of Chimps- Subhuman in intellect and raucous in temperament, they are nonetheless terrified of you and willing to do whatever you say to avoid your wrath. They're also excellent at getting into hard to reach places, even if they aren't quite the imposing force.
We can’t be an evil desert wizard without evil chimp minions
>>
>>3607694
>A Pair of Golems
>>
>>3607694
>A Gang of Thieves.
>>
>>3607694
>> A Pair of Golems- Hulking lumps of hardened clay brought to life, each has the strength of a dozen men, functionally limitless endurance, and absolute, unswerving loyalty to your every word. Unfortunately, you found them here and don't have the slightest idea how to make more, and for all their brawn, they lack the brain to follow anything more complex than the simplest of plans.
>>
>>3607769
>Le second post.
>>
>>3607694
>A Pack of Chimps- Subhuman in intellect and raucous in temperament, they are nonetheless terrified of you and willing to do whatever you say to avoid your wrath. They're also excellent at getting into hard to reach places, even if they aren't quite the imposing force.
Perfect for defending mazy palace
>>
>>3607717
>>3607733
>>3607789
> A Pair of Golems- Hulking lumps of hardened clay brought to life, each has the strength of a dozen men, functionally limitless endurance, and absolute, unswerving loyalty to your every word. Unfortunately, you found them here and don't have the slightest idea how to make more, and for all their brawn, they lack the brain to follow anything more complex than the simplest of plans.

You have come into possession of a pair of golems, enormous in size, tireless in labor, and fearsome in battle, they are perhaps the perfect minions, and you have a pair! Sure, you won't be driving your enemies before you and hearing the lamentations of women anytime soon, but once you've found a way to make more, oh, the mountains shall tremble! All things in time. Only one bit of curiosity remains. Namely, the region you're in.

> Choose-
> The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.
> The Distant Frontier- Here is nothing but the wind and sand, save for a handful of tribes and oasis villages scattered across the land, you can rest assured you'll be left undisturbed. However, the lack of settlements to subjugate irks you.
> The Settled Heartland- Near to the greatest and grandest cities of the kingdom, there exist an overabundance of peasants to rule and riches to seize, but just as many fierce soldiers stand guard over the land's soft underbelly.
>>
>>3607856
> The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.
>>
>>3607856
>The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.
>>
>>3607856
>The Distant Frontier- Here is nothing but the wind and sand, save for a handful of tribes and oasis villages scattered across the land, you can rest assured you'll be left undisturbed. However, the lack of settlements to subjugate irks you.
>>
> The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.
>>
>>3607856
>> The Distant Frontier- Here is nothing but the wind and sand, save for a handful of tribes and oasis villages scattered across the land, you can rest assured you'll be left undisturbed. However, the lack of settlements to subjugate irks you.
>>
>>3607856
> The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.
>>
>>3607856
I feel like this would be funny if it was a endless character creator with the decisions going into more and minutia
>>
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>>3607872
>>3607878
>>3607885
>>3607914
> The Far Reaches- Far from the spires of the capitol, that is. Over a dozen tribes wage war over a dispute that began generations ago, and many monsters lurk between and, if the rumors are to be believed, underneath the dunes.

Here, in the farthest reaches of civilized maps barbarism reigns, though if you manage to manipulate the tribes against one another, that may change.

You are sitting on a moth-eaten cushion that was once of the finest silk, absentmindedly directing a golem to walk and forth while you peruse the scroll you've written. The material is the roughest of parchment and you'd rather not say where you got the ink, but it is serviceable enough to meet your needs, and more importantly, provide a record of your advancement in the sorcerous disciplines, track your accumulated assets, and list a census of your population.

Eventually.

>> THE SORCERER-LORD: (That's you)
> Personal Traits:
> Extremely Young: Scarcely eighteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tenative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (1) You can summon flickering flames to your hands at a moment's notice, then fling them in crude bolts and rays as you wish. It is extremely dangerous, hot enough to burn flesh and bone alike as if they were the driest kindling.


>> Ruins of the Palace
> Structural Integrity: [200 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king.
> Fortification Rating: [10 out of 100] Though this place wasn't built with fortifications in mind, there was once a token wall surrounding the premises. Once. At the moment, there's nothing preventing any damned chimp from simply hooting and hollering their way into your home but the gate-like front door, which, thankfully, still opens and closes.
> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spent it.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> Ahahahaha, you wish

> (1/2)
>>
>>3607941
Conveniently enough, it is the Spring of Year 0, because you might as well start a new calendar to commemorate your rise to power. You can spend the season doing as you wish, but it might be wise to continue your studies into the occult before attempting to contact some of the locals. Both of the golems can be directed as well, and should be put to work on repairing the palace or its walls as best as they can, otherwise they'll simply stand still until the season has passed.

>> What do you want to do?
> Continue your studies into the Discipline of Fire
> Attempt to research a newer, shinier Discipline
> Indulge in your idle fantasies of being Dark Lord

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
> Stand around your ruined throne room, and do their best to look intimidating.

> (2/2)
>>
>>3607945
> Continue your studies into the Discipline of Fire.
> Begin laboring on the palace's Structural Integrity.
>>
>>3607927
That would be pretty funny but it wouldn't be half as fun as running the quest. Gives me a good idea for April 1st though.
>>
>>3607945
> Continue your studies into the Discipline of Fire
We need to be able to defend ourselves reliably and become a force to be reckoned with. Building on what we have already obtained seems logical
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
One each
>>
>>3607941
>>3607945
> Continue your studies into the Discipline of Fire
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
Need this place locked up tighter than a nun’s arse.

>>3607951
>>3607958
>making our palace prettier when we’re surrounded by barbarians
Bruh.
>>
Rolled 83 (1d100)

>>3607951
>>3607958
>>3607967
>it's another tie
Only fair to compromise.

>>3607958
> Roll 1d20 to advance your understanding of Fire, DC: 14
> Bo3
>>
Rolled 4 (1d20)

>>3608047
>>
Rolled 13 (1d20)

>>3608047
>>
Rolled 6 (1d20)

RNGesus, hear my prayer!
>>
File: fine-sand.jpg (404 KB, 600x450)
404 KB
404 KB JPG
>>3608059
>>3608062
>>3608105
> 13 VS DC: 14
> Minor Failure

They never said sorcery would be easy, but staring into brush-fires for weeks on end to no avail leaves you a tad frustrated. You can sense you're on the brink of a major breakthrough, but try as you might, the fires you can manage to summon aren't getting any hotter. Moving into Summer with nothing to show for it is frustrating, to say the least, and if it weren't for your unwavering diligence you no doubt would've been driven half-mad long ago.

Damnation.

At least the golems have made some headway on renovating the structure, and watching them move stones larger than a man with no more effort than you lifting a pillow is an entertaining enough diversion. Interestingly enough, the constellations seem to trending to a minor celestial alignment that, according to your calculations should manifest sometime next Fall, exactly five seasons from now. The knowledge isn't of much use to you, but if you wanted to conduct some sort of sorcerous ritual, that would be a good time to do it.

> (1/2)
>>
>>3608150

>> THE SORCERER-LORD: (That's you)
> Personal Traits:
> Extremely Young: Scarcely eighteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tenative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (1) You can summon flickering flames to your hands at a moment's notice, then fling them in crude bolts and rays as you wish. It is extremely dangerous, hot enough to burn flesh and bone alike as if they were the driest kindling.


>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [20 out of 100] Though this place wasn't built with fortifications in mind, there was once a token wall surrounding the premises. Once. At the moment, there's nothing preventing any damned chimp from simply hooting and hollering their way into your home but the gate-like front door, which, thankfully, still opens and closes. You figure by this time next year, the gaps in the mortared wall ought to be filled in with rough boulders.
> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spent it.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> Ahahahaha, you wish

Time to devise a plan for the Summer of Year 0...

>> What do you want to do?
> Continue your studies into the Discipline of Fire, (DC: 12)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Indulge in your idle fantasies of being Dark Lord

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
> Stand around your ruined throne room, and do their best to look intimidating.

> (2/2)
>>
>>3608153
>continue studies into disipine of fire

>improve fortification rating.
>>
>>3608192
Hopefully this time you'll get the hang of it.

> Roll 1d20, DC: 12
> Bo3
>>
Rolled 1 (1d20)

>>3608247
One might hope
>>
Rolled 11 (1d20)

>>3608247
>>3608266
Oh fuck
>>
Rolled 33 (1d100)

>>3608266
>the sorcerer's ambitions have (metaphorically, possibly literally) blown up in his face
The authentic Sword & Sorcery experience. Let's hope you didn't just summon a demon.
>>
>>3608282
Lucky for you, it's only a minor coma lasting several days and a golem care-taking induced concussion for the rest of the season.
>>
I'll need another roll to update
>>
Rolled 1 (1d10)

>>3608311
>>
Rolled 18 (1d20)

>>3608311
Wait that's not it
>another 1
>>
Rolled 1 (1d2)

>>3608345
Cease and desist namefag

>>3608347
>>3608351
You almost gave me a fucking heart attack.

> Flipping a coin to see if you advance Fire
> Heads (1) Yes
> Tails (2) No
>>
>>3608266
>>3608282
>>3608351
>>3608361
> 1 VS DC: 12
> Catastrophic Failure

You resume your studies but the disdain you hold for your own ineptitude rises, day by day until it reaches a fever pitch and you are compelled to take a grave risk. Summoning the petty pittance of a flickering spark is as easy as muttering the incantation you spied from the stolen scrap of a crumbling tome, so many weeks ago, but truly channeling the inferno is yet beyond you. Or is it? Why must you mutter these same words, never deviating, never changing, never blazing?

Perhaps they are mere shackles, devised to keep those content with hedge witchery in their place! Hmm... Mayhap you need only shift a syllable or two, alter the pitch to a deeper tone, bring the murderous hate to the forefront of your mind, annnd-

> *BOOM*

When you reawaken, it is on the dusty and shredded silks on a rickety princeling's bed, and to the feeling of a weighty clay jug pounding you in the face. You open your mouth to protest, only to sputter and choke as half a gallon of muddy water is poured down your gullet. Above you stands one of the golems, gripping the object of assault, and at the sight of your furious glare, it drops the jug onto the bed beside you and lumbers out of the room.

The concussion takes a half week to die down, and the bruises twice so.

> 18 VS DC: 16
> Minor Success

However, when they do you feel that something has changed. Summoning the flames comes easier than ever before, almost annoyingly so, and it is less than three days after your recovery that you take the plunge and repeat the same incantation that knocked you into a month-long stupor without a moment's hesitation.

> *BOOM*

> (1/2)
>>
>>3608521
This time you're prepared for the explosion, and manage to clumsily fling it some distance away before it detonates in your grasp. The exertion of energy entering and leaving your body so swiftly knocks you to your knees, but when you rise, it is with a fierce grin and you command the nearby golem to clap. This is no mere bolt of flame, no, this is a burst, and your hearty mirth is filled to bursting!

> Fire (1) advances into Fire (2)

Glorious, glorious! At this rate, the whole of the world shall fall! And speaking of Fall...

>> THE SORCERER-LORD: (That's you)
> Personal Traits:
> Extremely Young: Scarcely eighteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (2) Your previous attunement to the flames is no longer unsurpassed, for the flames come easier than they ever did, and with a moment’s concentration, you are capable of flinging an explosive firebolt. For the moment, most of the force is concussive and you can’t reliably repeat the feat several times in a row, but nevertheless it's an enormous advantage.

> (2/3)
>>
>>3608521
>>3608525

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [40 out of 100] Though this place wasn't built with fortifications in mind, there was once a token wall surrounding the premises. Once. At the moment, there's nothing preventing any damned chimp from simply hooting and hollering their way into your home but the gate-like front door, which, thankfully, still opens and closes. You figure by this time next Spring, the gaps in the mortared wall ought to be filled in with rough boulders.
> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spent it.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> It is inevitable!

You need to devise a plan for the Fall of Year 0.

>> What do you want to do?
> Continue your studies into the Discipline of Fire, (DC: 16)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Indulge in your idle fantasies of being Dark Lord

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
> Stand around your ruined throne room, and do their best to look intimidating.

> (3/3)
>>
>>3608530
>lets explore the surrounding area for more minions or a couple of villages to lord over.

> improve the the palaces fortification rating
>>
>>3608530
> Continue your studies into the Discipline of Fire, (DC: 16)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
>>
>>3608601
This, need to be stronger before we start expanding
>>
>>3608593
Seconded. We should try to find a use for our mountains of cash
>>
>>3608618
Meh its boring without minions
>>
>>3608601
Thirded.
>>
>>3608530
>Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Continue your studies into the Discipline of Fire.
>>
>>3608530
>Continue studying Fire
>Both Golems fortify the palace
>>
>>3608601
>>3608618
>>3608746
>>3609016
> Roll 1d20 to advance your understanding of Fire, DC: 16
> Bo3
>>
Rolled 20 (1d20)

>>3609259
>>
Rolled 10 (1d20)

>>3609259
Feel the buuuurn
>>
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127 KB
127 KB PNG
>>3609259
>>3609311
>>
>>3609311
>>3609317
!NotThoth-Amon indeed. I'll need a third roll from another anon.
>>
>>3609328
BTW, are there any caps or the like on magical abilities? Or is it just, "You level up and get a new spell/more mana/etc?"
>>
>>3609345
Tier (10) is the cap, unless you have artifacts or enhancements boosting your power beyond mortal ken, and each tier is roughly twice as difficult to learn as the last. At a certain point it's more efficient to start getting creative with what you have, which is what magic-users in Sword & Sorcery do.
>>
>>3608601
Supporting this
>>
>>3609345
You can do plenty with even level (2) Fire magic, that's terrifying in one-on-one combat, or even against small groups but it won't protect you against an arrow, or slit throat, or !NotConan with a meteoric steel sword, etc. Paranoia is a power all on its own.
>>
Rolled 19 (1d20)

>>3609361
I'm dumb
>>3609259
>>
>>3609361
It's already passed, care to roll a 1d20 here >>3609259?
>>
>>3609366
Ignore >>3609368, that's phenomenal.
>>
Rolled 54 (1d100)

>>3609311
Let's see just how much of a breakthrough you've managed here.
>>
Rolled 5, 9 = 14 (2d12)

>>3609373
Not bad, not bad.
>>
>>3609311
>Nat 20
>>3609373
>Upper 50%
Nice rolls. We'll be hearing the lamentations of their women any season now!
>>
>>3609365
Alright, that makes sense.

Let's see, magical stuff to pick up potentially...
>Water- We are in a desert. Being able to conjure water will make everyone love us. This is outside of potential blood bending shenanigans.
>Darkness- Outside of of stealth purposes, we are in a desert. Ways to block out sunlight/heat will make everyone like us more. Potentially we can also get some weird shadow teleportation stuff.
>Earth- Outside of the sheer utility of being able to erect fortifications with a finger snap, I'm thinking of how exceptionally lethal summoning a sandstorm could be. Also maybe the path to making more golems.
>Air- Because flying is fun, damn it.
>Mind- Because mind control is evil and useful.
>Soul- Potentially more golems?

Anyone else have ideas?
>>
Rolled 2 (1d20)

>>3609259
>>
>>3609382
I would vote earth for armor. We could try metal actually
>>
>>3609386
Metal might actually get us some kind of ability to detect precious metals, actually. Even if we just detect metal around us in a short range, that would be really helpful for the whole "Don't Get Assassinated" thing.

Also-
>Life- Healing is important to have. Potential Deadpool/Wolverine healing factors. Potential flesh-crafting and body horror. Potential eternal youth.
>>
>>3609395
Sword & Sorcery is usually evil as fuck, Blood is probably the Life equivalent.
>>
>>3609397
>Sword & Sorcery magic
>>
>>3609400
Alright, doing Blood instead of Life means better offensive as opposed to utility. IE more Bloodbending and less emergency crop growth (or less emergency, if we want to get people to accept us as their beloved God-King.)
>>
>>3609382
Once we've had 'enough' fire magic (like that's possible) then we should work on getting more golems. Those things are the ultimate minions
>>
>>3609488

How about:
>Earth- Since they're clay golems, this seems like a good base.

then

>Soul- Since this seems like a good "animate a thing that wasn't alive before" school

or

>Blood/Life- Because bringing life to something

or

>Golem- Not sure, but if this is a school of magic it'll be super useful for, you know, making the golems.
>>
>>3608601
>>3608618
>>3608746
>>3609016
>>3609311
>>3609373
> 20 VS DC: 16
> Supreme Success

The weakness of your mortal form... It fills you with disgust and you spit upon it. They call you a blasphemer, bound to burn in hellfire? Then damn their wretched souls! Let them burn! On the blackest of days, you shall drive your foes before you and hear the lamentations of their women, and it shall be the sweetest of music to your ears. Let them cry out, for their wailing is incandescent ecstasy to the deepest, darkest depths of your soul, and you simply cannot wait to hear it! Ahahahahaha!

But in all seriousness, repeating the same incantations to summon the same flames ad nauseam is getting you nowhere, and you know firsthand that limited experimentation can serve your purposes quite well. That same reckless drive that spurred you to abandon your civilization and venture to the wastes in pursuit of raw, mystic power has brought you here, and you shan’t abandon it in favor of the mewling coward’s voice in the back of your head. Second-thoughts be cast aside, you feel you understand the meaning of the syllables a little better every time you utter the spell, and a connection between you and the sorcery is being woven into your very soul. It comes easier now, but you don’t want easy magic.

You’ve begun to crave the challenge of climbing to new heights, and what better way to get there than to burn the fools standing before you to the ground? Summoning the flames, you find the words come almost instinctively, and when you attempt the bursting bolt they do the same. Why not lengthen the sentence using the syllables you know and see what comes of it? Of course, you attempt this outside of the palace, with a golem nearby to drag you to your bedchambers if you knock yourself into a coma, or sprint and dunk you into the oasis if you catch yourself on fire. Hopefully it won’t be necessary, but as your past experiences have taught you all too well, it never hurts to be prepared.

Adrenaline rushes as the incantation begins, seemingly slower than before, but an instant before finishing the utterance, you continue with the first half of the sentence-

> *KA-BOOOOM*

- and are promptly flung off of your feet, several dozen paces back. If it weren’t for the golem catching you with one arm, your spine would’ve been shattered on some spare masonry but the near brush with death means less than nothing to you, because your eyes are affixed on an awe-inspiring sight. Out in the sands lies a crater, roughly as deep as a grave and half as wide as a golem laying on its back. Smoke is trailing from your blood-red hands, and you feel on the verge of unconsciousness, but you are enraptured because you were the sole cause of that devastating effect, and you have made a significant breakthrough.

> Fire (2) advances to Fire (3)

> (1/3)
>>
>>3609505

Over the course of the next several weeks, you hone the explosive energies you’ve come to command, and while it doesn’t get anywhere near as trivial as the beginning incantation, it becomes manageable with ample time to concentrate. You can cast it roughly once each day, twice if you’re willing to feel as if you haven’t slept in weeks, and thrice if you’re comfortable with a week-long slumber to compensate.

By the second time you awaken, you’ve almost gotten used to the golem’s unintentionally brutal ministrations but more importantly, something strange has been occurring in the depths of your psyche. Something powerful. It’s as if two vivid dreams are vying to takeover your nightly rest, and after getting fed up with the constant, crippling insomnia, you realize that if you wish to truly sleep, you must choose between one of the two. A part of your subconscious realizes this decision isn’t permanent, merely determining what extension of the forbidden masteries you wish to pursue, but the rest of your conscious mind realizes that you won’t ever get the same choice again, and had best choose carefully.

> Choose-

> In this dream, you find yourself in the middle of the desert, far, far away from any palatial ruins, warring tribes, or opulent city-states. No, here you are alone beneath the night sky, and instead of your calculated thought, there is only an all-consuming thirst. It grips you with feverish madness, and you are forced to dig into the dry earth as if you were an animal, tens, then dozens of paces deep before you succumb to the same parched shriveling as any other weed in the wasteland. Instinctively, you understand this invariably claims your life the merest of moments before you could’ve had a drink.

> In this dream, you find yourself at the top of a mountain, with no sprawling ruins or tribal encampments to be seen. No, there is only the reddened stone beneath your bare feet, the unnaturally dark clouds above, and endless sand so far beneath you that it might as well be a sheet of yellowed glass. Suddenly, a strange compulsion to peer over the edge of the summit comes over you, and cautious to grip the rocks as you may be, the moment you crouch down is when it strikes. A force akin to an unseen hand shoves you from the highest of places, and sends you falling to the ground where your death is all but certain. Try as you might, you can never escape the pain of the end, but each time you reach the bottom, a faint breeze almost mockingly pushes your face.

Once you’ve made up your mind, the dreams cease as abruptly as they came, and you feel that a new avenue of occult research has been opened to you.

> (2/3)
>>
>>3609505
>>3609507

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely eighteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [60 out of 100] Though this place wasn't built with fortifications in mind, there was once a token wall surrounding the premises. Once. At the moment, there's nothing preventing any damned chimp from simply hooting and hollering their way into your home but the gate-like front door, which, thankfully, still opens and closes. You figure by this time next Spring, the gaps in the mortared wall ought to be filled in with rough boulders.
> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> It is inevitable!

You need to decide how you’re going to be spending the Winter of Year 0.

>> What do you want to do?
> Delve deep into the essence of the dream you have chosen, (DC: 12)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Attempt to research a newer, shinier Discipline, (DC: ??)

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
> Stand by your bedside, ready and waiting to interpret the strangeness of your dreams.

> (3/3)
>>
>>3609507
>In this dream, you find yourself at the top of a mountain, with no sprawling ruins or tribal encampments to be seen. No, there is only the reddened stone beneath your bare feet, the unnaturally dark clouds above, and endless sand so far beneath you that it might as well be a sheet of yellowed glass. Suddenly, a strange compulsion to peer over the edge of the summit comes over you, and cautious to grip the rocks as you may be, the moment you crouch down is when it strikes. A force akin to an unseen hand shoves you from the highest of places, and sends you falling to the ground where your death is all but certain. Try as you might, you can never escape the pain of the end, but each time you reach the bottom, a faint breeze almost mockingly pushes your face.
Wind? Wind.
>>
>>3609510
>> Delve deep into the essence of the dream you have chosen, (DC: 12)
>> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
>> Stand by your bedside, ready and waiting to interpret the strangeness of your dreams.
>>
>>3609507
I vote desert as i assume water
>delve deep into the dream

>improve fortification.
>>
Rolled 18 (1d20)

>>3609510

Hmm... I have no idea what either mean... first one is Water and Earth and Madness, and the second one is Mountains and the Sky and Falling... Both are relatively ominous.

>Dream 2
>Dream Interpretation
>Continue Fortifying
>>
>>3609510
Guys, I think our magic is driving us batshit insane.

> In this dream, you find yourself at the top of a mountain, with no sprawling ruins or tribal encampments to be seen. No, there is only the reddened stone beneath your bare feet, the unnaturally dark clouds above, and endless sand so far beneath you that it might as well be a sheet of yellowed glass. Suddenly, a strange compulsion to peer over the edge of the summit comes over you, and cautious to grip the rocks as you may be, the moment you crouch down is when it strikes. A force akin to an unseen hand shoves you from the highest of places, and sends you falling to the ground where your death is all but certain. Try as you might, you can never escape the pain of the end, but each time you reach the bottom, a faint breeze almost mockingly pushes your face.

MORE POWER!

>>3609518
+1
>>
>>3609512
>>3609517
>>3609518
>>3609526
> You have chosen the second dream, now 'tis time to unravel its meaning.
> Roll 1d20, DC: 12
> Bo3
>>
Rolled 7 (1d20)

>>3609546
Elementals when?
>>
>>3609546
>>3609518
Rolled 18 before.
>>
>>3609518
>>3609565
Eh, I'll allow it but next time roll after the prompt, it makes things a bit easier on my end.
>>
>>3609568
Gotcha. Thanks for taking it this time.
>>
>>3609572
It'd be a waste not to, and you better believe I'd do the same if it were a 1.
>>
>>3609577
I don't doubt it. It'd only be fair.
>>
Rolled 11 (1d20)

>>3609546
>>
>>3609586
Fair is fair is fair. What do you think of the quest so far? I'm trying to keep it from veering into generic fantasy and really play up the evil wizardry.
>>
>>3609593
Kinda wana get out of the towers but all the other anons are voting for research
I like it so far but we dont know what the other factions are yet.
>>
>>3609593
I don't have an opinion yet, currently we're in the "get the level grinding done so we don't get instagibbed" phase. Once we exit that or if it starts dragging on too long I'll have an opinion. Currently mildly ambivalent.
>>
>>3609598
I think we ought to build up some power before we reach out to anyone. All we have is Fire (3), the new discipline, a pair of golems and a run-down palace.

We should look powerful and be powerful or people won't take us seriously.
>>
>>3609606
Yes, exactly!
>>
>>3609546
>Combine fire and air to get.
>>3609510
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
Also should at least get the bedroom fixed before winter sets in.
>>
>>3609593
I like it so far. I like the feeling of starting out small and taking the time to build stuff up. To be fair, I like these types of quests/civs in general.
>>
>>3609512
>>3609517
>>3609518
>>3609526
>>3609518
> 18 VS DC: 12

After one day and one night of deep contemplation, you decide to pursue the mysteries of the second dream and condemn the first to obscurity. Such is your paranoia that when you close your eyes to rest, you have each of the golems standing over you, and to your brief horror you see that the scene on the mountaintop is unchanged. Neither the churning storm nor the endless sands have changed one whit, but after several moments pass, when the compulsion to stare over the edge would arrive you feel nothing but vague anticipation. Of what, you’re beginning to develop a firm idea, and rather than await your nightly tormentor’s push, you fling yourself from the highest place without an instant’s self-doubt.

Again you hurtle to the gritty dunes, but rather than recoil in terror you shout in the jubilance only one who has seized an instant’s freedom from the tightest shackles can know, and you close your eyes to revel in the winds rushing against your robes. You wait for the pain and when it doesn’t come, open your eyes in shock at the sensation of sand faintly blowing against the tip of your nose. Curious, you move to stand, then tumble backward when there is no ground beneath your feet but are caught before hitting the ground by a sudden gale. Realization of what you have done dawns, and then, the skies themselves are a canvas.

For the rest of the night, you shout in childish joy as you fly through the clouds, then scream in maddened exhilaration while the lightning strikes the summit at the mere pointing of your finger! Time seems to slow into an eternity of flitting loops, daring twists, and reckless whirls, and though you are the happiest you have ever been, you understand that this moment cannot last forever. Eventually, the all-too familiar urge to slumber comes over you, and you levitate back to the summit where you lay your head on a charred rock softer than any cushion. Your eyes open to the sight of each golem patiently awaiting your commands, and you sigh in equal parts excitement and grief at what you have lost and gained in equal measure.

> Wind (0) advances to Wind (1)

> (1/3)
>>
>>3609639

When you begin to practice as is your daily custom, the incantation for the flames lies upon your lips, but yet another utterance awaits the tip of your tongue. Throwing caution to the wayside, you utter these new syllables and feel a strange sensation, a sort of lifting giddiness completely different to the rage the flames kindle, but nowhere approaching even one whit of the ecstatic joy you reveled in during last night’s dream.

Instead of the onset of warmth and a rushing blaze, you feel a gentle breeze pick up around your robes, and at the wave of your hand, it surges forward to push the sands. You pause, look over your shoulder to make sure the precautionary golem is still there, and attempt to do it again with the other hand. This time, the joy returns in the form of a clever smile, but its cause is anything but sorcerous. Nyeheheheheh...

Surely enough, the winds can assist the aim of your firebeams, firebolts, and fireballs! Even more conveniently, on-demand fresh wind comforts you beneath the glare of the desert sun, and if aimed properly, you suppose it could perhaps trip an assailant by the ankles if they didn’t expect it. This has been a pleasant winter, to say the least.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely eighteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.

> (2/3)
>>
>>3609639
>>3609640

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [80 out of 100] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and if your minion’s progress is any indication, soon enough there will be again. It’s more of a pile of boulders filling in the holes of the crumbling ruin, but the obvious fortification should prove more than enough to repel most casual trespassers.

> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> It is inevitable!

But the Spring of Year 1 and your nineteenth birthday await, not to mention the upcoming celestial alignment in the Fall.

>> What do you want to do?
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
> Play paddy-cake in the sand to celebrate everyone's success in the Year 0

> (3/3)
>>
>>3609598
>>3609605
>>3609606
>>3609612
>>3609637
Interdasting.

>>3609623
The former princeling's bedroom was one of the first places you renovated.
>>
>>3609644
>Continue your studies into the Discipline of Fire, (DC: 18)
>Begin improving the palace's Fortification Rating. (+10 per Golem per season)
I have a feeling nothing good will come of this, but there's no way our Supreme Overlord of Evil (tm) won't keep chasing the rush of fire magic.
>>
>>3609644
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
At this rate it’s going to take the golems hundreds of years to renovate the palace. Our wizard needs slaves, and he needs them now.
>>
>>3609651
+1.
Maybe get Air up to 3 before we go out to collect minions.
>>
>>3609593
I like it alot op. good stuff
>>
>>3609656
backing
>>
>>3609644

>Wind Magic
>Fortification

We have a new discipline! I wonder how long until we can use it to fly or make sandstorms...
>>
>>3609644

But the Spring of Year 1 and your nineteenth birthday await, not to mention the upcoming celestial alignment in the Fall.

>not to mention the upcoming celestial alignment in the Fall.

Wait, Celestial Alignment? Is this important?
>>
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> Attempt to research a newer, shinier Discipline, (DC: ??) (Golem Craft)

I would study the art of golem craft. we need more able hands, unyieldingly loyal ones that will not be burned to a crisp when we send them onto the battlefield.

(wind magic could be a nice way to make our fire more dynamic or increase its reach/radius, but i would keep fire as our dominant ability. So wind to make our fire better, and earth to craft our fireproof golems)

> Play paddy-cake in the sand to celebrate everyone's success in the Year 0 (so good)
>>
>>3609701
From earlier in the thread
>Interestingly enough, the constellations seem to trending to a minor celestial alignment that, according to your calculations should manifest sometime next Fall, exactly five seasons from now. The knowledge isn't of much use to you, but if you wanted to conduct some sort of sorcerous ritual, that would be a good time to do it.
Not the biggest deal, but it may allow us to do some crazy attempt at a ritual and have it not utterly backfire.
>>
>>3609713
We should probably do something to increase our power then. Maybe a ritual to attune ourselves to Wind or to make contact with spirits?
>>
>>3609706
>>3609701
>>3609698
>>3609713
>>3609725
>>3609644

Changing vote.

>Attempt to study Golem-Craft
>Fort up

The Alignment would probably be a good time to try and make golems, actually.
>>
>>3609728
Prepare for golem making and alignment.
>>
>>3609644
> Continue your studies into the Discipline of Wind, (DC: 14)
> Begin improving the palace's Fortification Rating. (+10 per Golem per season)
>>
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>>3607224
bump
>>
>>3609706
>>3609728
>>3609753
>>3609968
> Roll 1d20, DC: 20
> Bo3

Getting to know what makes the golems tick might take more than one season.
>>
Rolled 10 (1d20)

>>3609971
>>
Rolled 15 (1d20)

>>3609971
>>
Rolled 17 (1d20)

>>3609971
CRIT!
>>
Rolled 10 (1d12)

>>3609973
>>3609974
>>3609975
Not quite, but you have made some minor progress.
>>
I'm really loving this story OP!

Also guys we really need to start allocating some labor into improving the castle. At this point anyone who manages to make it past the wall could easily have this building fall apart and become our tomb of rubble.
>>
>>3609706
>>3609728
>>3609753
>>3609968
> 17 VS DC: 20
> Minor Failure

These golems are mighty, useful servants but with only two you could scarcely bring an oasis to kneel! No, the wind doesn’t matter a tenth as much, because minions are power, you need more, and you need them now! Most infuriatingly, neither of the golems have a visible sign of what sort of sorcery animates their clay forms, nor are there any texts within the palace detailing the specifics of what is and isn’t possible, so you’ll have to determine yourself, and the only way to do that is through testing. Of course, you don’t know what you should be testing and even if you did, you wouldn’t have the power to make an attempt, and you sorely doubt that fire or wind have much impact on their efficiency of motion or unflinching obedience.

It seems to be a hopeless cause but you have years to study, and soon you will find the secrets of golem-crafting you so crave. Or at least, how to begin finding the secrets. You have one of the golems alternate between hauling boulders to patch the wall and kneeling before you so that you can lay your palms on their heads and meditate. That’s what magicians do, right? Meditate, and align their essences or chakras or whatever it is? Bah, if it works it works, and you aren’t the type to quibble about the cause when you can produce an effect.

Days, then weeks go by while you focus on attuning your soul to the nature of the golems, and while for the first month you feel like a fool, in the second you begin to sense what appears to be a vague confluence of invisible strings filling the golem’s interior, and in the third, you manage to peer deeper, and for the briefest of moments, manage to catch sight of bits and pieces of an unfathomably ancient language inscribed over every finger-length of their hulking forms. These strings were curious, because while you expected some sort of lingual component to their creation, you were most surprised by the tangle of astral cords.

> (1/3)
>>
>>3609995

Now that you know that each exists, you can study either of the two at your leisure, but determining what exactly these strings are, and more importantly, how you can control them should prove much easier than digging into the forgotten script. Which of the two you decide to research, or neither in favor of expanding your less subtle potencies, is your own decision but it is one that you must make. Fortunately for you, the makeshift wall surrounding the palace is finished, and even if it could be countered by any tribal willing to climb over the edges, its presence certainly reassures you.

You barely notice your nineteenth birthday, and you honestly couldn’t care less.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely nineteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [100 out of 100] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone.

> Resources:
> Treasure: [10,000] Heaps upon heaps of gold, silver, and jewels! All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers, if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.

> (2/3)
>>
>>3609995
>>3609996

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> It is inevitable!

It is now the Summer of Year 1, and if you value your time, you should plan an appropriate course of action.

>> What do you want to do?
> Begin studying the mysterious language of the golems, (DC: 18)
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Find another way to improve the palace's Fortification Rating. (+10 per Golem per season)
> Attempt to make noises in the mysterious language with their nonexistent mouths.

> (3/3)
>>
>>3609998
> Continue your studies into the Discipline of Wind, (DC: 14)
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
>>
>>3609998
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
We need minions damnit
>>
>>3609998
> Begin studying the mysterious language of the golems, (DC: 18)
> Find another way to improve the palace's Fortification Rating. (+10 per Golem per season)
> Attempt to make noises in the mysterious language with their nonexistent mouths.
>>
>>3609998
> Begin studying the mysterious language of the golems, (DC: 18)
> Find another way to improve the palace's Fortification Rating. (+10 per Golem per season)
>>
>>3609998
>Begin studying the strings that seem to fill the golems, (DC: 14)
>Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
>>
>>3610036
>>3610054
I’ll back this just to get this show on the road but we need cheap, disposable minions.
>>
>>3609995
> Begin studying the mysterious language of the golems, (DC: 18)
> Find another way to improve the palace's Fortification Rating. (+10 per Golem per season)
>>
Rolled 6 (1d100)

>>3610036
>>3610054
>>3610076
>>3610078
> Roll 1d20, DC: 18
> Bo3
>>
Rolled 1, 14 = 15 (2d20)

>>3610083
Unfortunate...
>>
Rolled 14 (1d20)

>>3610083
>>
>>3610083
>>3610086
It's a good thing you finished those fortifications.
>>
Rolled 15 (1d20)

>>3610083
>>
Rolled 17 (1d20)

>>3610083
>>
>>3610088
So people are attacking? Excellent. We can finally score a few slaves and test subjects.
>>
Rolled 6 (1d20)

>>3610083
>>
Rolled 4 (1d20)

>>3610083
>>
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>>3610036
>>3610054
>>3610078
>>3610103
> 17 VS DC: 18
> Minor Failure

As tempting as it is to delve into the strands, some part of your psyche feels drawn to the language and you simply cannot leave it be. You spend weeks immersed in golem-meditation, ignoring every other magic save the occasional practice session, and little by little, you feel the mystery surrounding the script fade away. By the end of the week, you can consistently bring the language to mind and while you can’t understand so much as a single syllable, or even which symbols represent what sounds assuming it is even is a spoken language, but you feel a subtle impression that differs ever-so-slightly depending on the section of the inscription you’re observing. Slowly, you come to the realization that these are runes of some sort, and are either necessary to animate the golems or keep them stable, possibly both.

> Rune (0) is discovered

It is all so interesting, and even if you can’t begin to comprehend the knowledge the golems hold the insight into their creation it offers fills you with lust. For all you care, you might as well be stooped and gray by the time you find the secret, but one day you shall find the secret, and on that day, nothing shall stop you on your path to domination! Nothing! You shall be all-powerful! All-knowing! Unstoppable! Ahahahaha-

> *THUNK*

Hmm… Wh-what was that noise?

> *THUNK*

It seems to be coming from the-

> *THUNK*

You stare, mouth agape as a fletched arrow flies over the wall into a nearby golem’s chest, then snaps upon striking it. Two more lay broken at its feet, and the golem is standing as still as if nothing had happened. Filled with alarm, you demand that the golem lift you over fortification, and so it does, to the sight of another arrow flying to pierce your skull! Only swift work with the winds spares your life, and you are stunned at the sight of ten, nay, twenty veiled marauders riding astride camels! Each carries a short bow and looses arrows over the wall with alarming speed, but at the sight of you, several sling their weapons into their quivers, then raise spears and in two cases, scimitars to charge!

At your behest, the golem lowers you to the ground and without it, flings you to the sand far from the wall, moments before a long-hafted lance pierces an arm-length through a minuscule gap in the fortification! The golem casually snaps the spear’s shaft, and while you’re still reeling from the implications, the sound of enraged shouting from a section of the wall much farther away draws your attention. Three of th-these raiders have climbed over the fortification, lept into the sands within, and drawn their blades!

> (1/2)
>>
>>3610170

Staring at two knives and a scimitar, you are speechless when the boldest among them spits onto the dry earth, and shouts- “KILL THE SORCERER! SHED HIS LIFE-BLOOD BEFORE THE STARS ALIGN, LEST HE BRING THE WRATH OF THE GODS UPON US!” You turn to run, only to stumble back as a screaming spearman leaps infront of you and thrusts his blade to rend your throat, missing by only the merest finger-length! Panicking, you are only slightly relieved to see the seemingly indestructible golem crush his skull as swiftly and easily as if it were a grape, and turn to lumber toward the trio of your would-be killers.

If you’re correct, the other golem should be out beyond the wall, digging the moat that you’ve been planning for some time. But if that’s so, you should be hearing some-

> *SNAP*

“AAAAAH”

Ahhh, there it is. You feel you’re in good hands but this situation is most concerning, and even more worrying is the fact that your mountain of treasure lies unattended! Of course, it’s in the deepest rooms of the labyrinthine palace ruins, but all the same!

> What should you do?!?!

> (2/2)
>>
>>3610171
>>3610170
Incinerate them all!! Enslave those that manage to survive, if any. We will see if they are worthy to serve! TRIAL BY FIRE!
>>
>>3610171
>>3610178
+1
>>
>>3610171
Rape them with fire
+ supercharge the fire with air magic

We kill all these, the find their presumably defenseless tribe and start our breeding program
>>
>>3610178
+1

>>3610198
Now you’re thinking like an evil wizard
>>
>>3610171
Burn them all. Interrogate the survivors. Find their base camp. Enslave the base camp.

Now things are getting interesting.
>>
Rolled 16, 16 = 32 (2d20)

>>3610178
>>3610191
>>3610198
>>3610206
> Roll 1d20+3
> Bo3
>>
Rolled 5 + 6 (1d20 + 6)

>>3610213
Your golems are melee rape incarnate. Let's see how these tribals manage.
>>
Rolled 2 (1d20)

>>3610213
>>
Rolled 5 (1d20)

>>3610213
>>
>>3610211
I think we need to sacrifice some when the stars align
>>
>>3610219
>>3610220
>>3610216
oh...
>>
>>3610219
>>3610220
Fuck
>>
Rolled 10 + 3 (1d20 + 3)

>>3610221
Good idea. Use their souls to boost our Wind, maybe? I want sandstorms. And flying. And flying via sandstorms.

>>3610213
Rolling.
>>
>>3610232
I’m thinking trying to contact a demon and make a pact of knowledge with it
>>
Rolled 2 - 2 (1d4 - 2)

>>3610216
>>3610232
Cutting it a bit close, there.
>>
>>3610239
That sounds both like a really good idea (sweet! Exclusive knowledge!) and something that could screw us over so fast (It could easily be our soul on the dinner plate next.)

>>3610245
0 is good?
>>
Rolled 2 + 3 (1d20 + 3)

>>3610213
Ametures
>>
>>3610232
>>3610247
Sadly, there were no survivors but indiscriminate fire and massive golems aren't the best for taking hostages.
>>
>>3610284
Eh. Ah well. I wonder if we can use the corpses for the ritual?
>>
>>3610293
You could certainly... attempt to.
>>
Rolled 13 (1d20)

Don't mind me, just calculating treasure
>>
Rolled 2 (1d5)

And camels
>>
>>3610293
I think we should try for golems on the celestial alignment. Golems are our latest obsession and they have astral lines, which seem a good fit. We also have literally no idea what to do for demonic rituals.
>>
>>3610311
We know Runes (0) and Strings (N/A). We have basically no idea what to do with golems. Either we should do a ritual directly related to Fire or Wind, our current strengths, or we should just skip the ritual and go for more studying.
>>
>>3610311
>>3610315
What if we sacrificed some of our wealth? That might catch a spirit’s attention.
>>
>>3610320
Probably also one of the camels.
>>
>>3610178
>>3610191
>>3610198
>>3610206
>>3610211
> 13, 16, 16, VS 11
> Decisive Victory

These fools, they would DARE challenge you, sorcerer-lord of this palace and soon to be the entirety of this plane? Their hubris is intolerable, and they shall suffer! You mutter the mystic writ, then cackle with glee as your hands are wreathed in crackling, furious flame. The sight is so horrifying it causes one of the knife-men to flee in terror, only to collapse screaming in agony as a concussive firebolt cracks the back of his skull then sets his neck and shoulders ablaze. Gritting his teeth in seething rage, the raider with the scimitar lunges to the side of the golem and sprints to slash your throat, only to fall screeching as a stream of fire melts his face in the span of a moment. You continue cackling, and explode with laughter as the golem methodically rips the last man’s arm off and proceeds to beat him to death with it.

This power, it is yours, and yours alone! Let the multitudes shake at the mention of your name! Ahahahaha! Four more of the would-be killers have managed to climb over the wall despite the rampaging golem outside, and charge you and the golem alike with near-suicidal fervor! A few puffs of flame propelled by wind swiftly dissuade two, and a single swing of the golem’s arm “persuades” the others to take a long nap. After the carnage you’ve seen you’d wager there are around ten filthy, cowardly raiders left, and every single part of you, both within and without burns to put them to the torch!

And so you do. Again and again and again. They rise over the walls thinking they can evade the golem, see you, charge and succumb to the scouring scorching of your sorcery so sublime as to be nigh-salacious! Not one who crawls over the motley wall of sandstone survives the sight of you, and when two wise men realize they had best flee, a catastrophic fireball sends splinters of their molten bone flying! Even so, one of these thieves manages to survive, though his flesh is more blackened than any fine steak and he struggles to crawl so much as a single pace. It is not enough to escape you, nor the edge of your knife, and by the time you’ve left your frenzy there is no sign, save the blood that this lump of burnt meat was ever alive.

Wielding your sorcery to slay your foes feels… Good, and both of your golems are completely intact, save for a crack across the outside golem’s flat, noseless face. You suppose the damage is superficial and could be repaired easily enough, if you ever deigned to shape mundane clay like the peasant you used to be. Almost as fun as putting your sorcery to the test for the first time is plundering all that you can from their charred and shattered corpses. They held no more than a beggar’s pittance compared to your fortune, but it is treasure nonetheless, and so it goes onto the closest pile.

> (1/3)
>>
>>3610326

A pair of camels survived and while they’re extremely cantankerous, they’re too terrified of you to attempt to fight, and too weak compared to the leather strap holding them to a golem’s hand to flee. Of late, you’ve been piggy-backing the golems to get around but like anyone else in the desert, you have a modest amount of experience with camels and might be able to find a use for them once they’ve quieted down.

The corpses themselves might not be worth anything, but who knows? They might come in handy for experimentation someday.

> +15 Mutilated Human Corpses
> +13 Treasure
> +2 Camels

Your only regret is that you don’t have any left to interrogate and lead you to their home, but such things are of little importance. You only wish you had some wine to commemorate the first of your conquests.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely nineteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Rune (0) You have no idea what these are, what these mean, or even why they were written, only that their astral inscriptions cover the golems and are somehow vital to ensuring their smooth function.

> (2/3)
>>
>>3610326
>>3610327

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [10,013] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [2] Both one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they should be easy enough to ride when they’ve calmed down in a season or two.

> (3/4)
>>
>>3610326
>>3610327
>>3610329

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, you don't know how to make anymore, but the ones you have make decent enough bodyguards.
> Subjects:
> It is inevitable!

It is now the Fall of Year 1, and the much anticipated celestial alignment is due in a matter of mere weeks!

>> What do you want to do?
> Begin studying the mysterious language of the golems, (DC: 18)
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and prepare an occult ritual to improve your powers or contact a supernatural entity, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your golems to do?
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
> Keep laboring on the palace's Fortification Rating. (+10 per Golem per season)
> Stand on top of the wall and look intimidating in the direction of anyone approaching

> (4/4)
>>
>>3610331
> Continue your studies into the Discipline of Wind, (DC: 14)
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
>>
>>3610331
>Prepare a ritual to attempt to contact some sort of knowledge entity (that won't kill us or eat our soul)
>More Fortressing
>>
>>3610331
> Abandon your studies, and prepare an occult ritual to contact a supernatural entity, (DC: ??)
> Keep laboring on the palace's Fortification Rating. (+10 per Golem per season)
I say we start small, and sacrifice 200 Treasure and a camel
>>
>>3610339
+1
>>
>>3610339
Support.
We'll become immortal by tapping into the warp
>>
>>3610331
>Abandon your studies, and prepare an occult ritual to improve your powers or contact a supernatural entity, (DC: ??)
> Begin laboring on the palace's Structural Integrity. (+10 per Golem per season)
>>
>>3610339
200 treasure and a camel seems like a good amount. Blood sacrifices tend to have more weight than material ones in magic systems.
>>
>>3610338
>>3610339
>>3610341
>>3610343
>>3610344
> Roll 1d20+12, DC: 20 to contact an entity of knowledge
> Bo3
>>
Rolled 7 + 12 (1d20 + 12)

>>3610349
>>
>>3610349
You're getting a +10 from the celestial alignment and a +2 from the sacrifice. The only reason the DC is so high is that you're seeking a specific kind of entity with no prior experience.
>>
Rolled 16 + 12 (1d20 + 12)

>>3610349
>>
>>3610346
Still, 10,000 treasure sounds like a hell of a way to get on a demon of greed’s good side
>>
Rolled 13 + 12 (1d20 + 12)

>>3610349
>>
>>3610359
Currently we don't want the attention of a big fish, though. We're some 19-year old scrub with a pair of golems we don't know how to replicate and some pretty fireworks.
>>
Rolled 17 + 12 (1d20 + 12)

>>3610349
MIRROR MIRROR ON DA WALL
>>
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>>3610338
>>3610339
>>3610341
>>3610343
>>3610344
>>3610346
>>3610358
> 28 VS DC: 20
> Moderate Success

Celestial alignments on this scale only come once, perhaps twice a decade and you would rather die than risk missing out on the opportunity to bolster your sorcery. In the absence of any chalk, you spend several weeks rendering trace amounts of your blood into a crude ink, and with no live humans to sacrifice, you settle for fattening up a camel and amassing a hefty but not huge pile of silver and gold. When the day of the celestial alignment comes, you use the ink to make as perfect a circle as possible, draw a handful of random runes and syllables you remember around the edges, and enter a deep meditative trance beneath the heat of the desert sun. The moment it begins fading away, you rush into the basement you’ve prepared for the ritual, then use your knife to slit the camel’s throat and spill its blood over the pile while shouting enthusiastic-sounding noises to the ceiling.

You keep it up until the camel has run dry, drop the carcass inside of the circle, and get down on your hands and knees in the closest approximation of a deeply reverent, deeply respectful bow you can, while keeping the chant of nonsense going for as long as you physically can, and a little bit longer. Once three hours have gone by, the cramps start setting in and you’re beginning to feel like a damned fool. Maybe you should just stand up and call off the whole-

> *HHHSSSSSSSSSHHH*

The room enters a state of silence so profound that a pin’s drop would be deafening, and surrounding you is a presence of mental might so overwhelming your mortal cunning seems to be no more than an animal’s. You stare at the ground with widened eyes, dare not glance in the direction of the ritual circle, and wait, half in terror, half in anticipation. Even when the sound of the camel’s bones snapping ring in your ears and the ashes of silver and gold are scattered across the floor, you dare not look up, and the presence does not abate until some fifteen minutes after the noise of consumption ceases. A voice deeper than anything you’ve ever heard echoes through your soul, and you feel compelled to obey.

> “A R I S E”
> “M O R T A L”

> (1/2)
>>
>>3610431

Shakily, you rise to your feet and stare in awe, for a living sculpture of brass some three heads taller than you stands within the blood, and every facet of its form is flawless, save for the fact that where its eyes should be, there is only darkness. You can’t tell where it’s looking but you know for a fact that it stares into your soul. It regards you for several moments, then speaks as if to address someone standing behind you.

> “M O R T A L”
> “I A M”
> “E M I S S A R Y”
> “T O K O I O S”

It doesn’t seem to care that you don’t have the slightest idea what that means, and continues, stating the obvious.

> “Y O U”
> “H A V E”
> “S U M M O N E D”
> “M E”

You suppress the urge to run away or fall to your knees, and speak. “Indeed I have, spirit.” It pauses, and you hear a sound like a dozen sharpened hooks scraping the inside of a bell.

> “W H A T”
> “D O”
> “Y O U”
> “S E E K”
> “ ? ”

>[Write-In]

> (2/2)
>>
>>3610435
How about, "I seek knowledge of magic, emissary."

I'll yield if people want something more specific than just generic "Magical Knowledge Plz."
>>
>>3610435
"Emmisary, I seek the knowledge of powerful magics. Rune magic, in particular."
>>
>>3610435
I want power, but not so much any power. More than any I wish and ask you for the power of knowledge. Sorcerous or mundane, divine or unholy I beseech thee to tutor me.
>>
I feel like specifically we should ask for the knowledge to create golems.
>>
>>3610435
"I seek to know the language of the golems"
>>
>>3610485
Yes! Let's do this one.
>>3610441
>>3610435
Changing vote to "...seek knowledge of how to create golems..." as opposed to generic knowledge of magic.
>>
>>3610485
Naw. Golem runes are easy with only a dc of 14. While the language is much harder.
>>
>>3610463
+1
>>
>>3610485
>>3610496
>>3610497
>>3610501
How do you phrase the statement?
>>
>>3610512
How about, "Emissary, I seek understanding of the language of golems."
>>
>>3610512
>expecting /qst/ players to be decent writers.
First time?
>>
>>3610547
I'm asking because it'll effect the DC
>>
>>3610512
I seek the knowledge and power nessesary to create the golems of old.
>>
>>3610535
>>3610558
> Roll 1d20, DC: 16
> Bo3
>>
Rolled 8 (1d20)

>>3610595
>>
Rolled 11 (1d20)

>>3610595
>>
Rolled 1 (1d20)

>>3610595
WE ARE UNWORTHY
>>
>>3610609
Clearly you are
>>
>>3610609
Ouch
>>
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>>3610609
>>
Rolled 17 (1d100)

>>3610609
Let's determine the degree of the failure.
>>
Rolled 2 (1d2)

>>3610653
Not only does he vanish without a trace, he insults you, then dispels the runes sustaining 1d2 of the golems.
>>
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i bet you faggots wished we studied wind magic right now
>>
>>3610661
Fug
>>
>>3610661
All setbacks are temporary in the great game.
>>
>>3610677
I didn't think the whole demonic ritual thing was a good idea while we had no clue how it worked. Still, I kinda like losing both of our golems (and a camel!) to blind arrogance. It fits in with how our character has been acting so far. The real question is what do we focus on now?
>>
>>3610741
Replacing our lost labor force I'd say. Apes are supposedly less-intelligent. Surely we could wow them with our magic.
>>
>>3610741
>>3610751
Yeah, we need emergency minions. Then we can go back to trying to make the Terracotta Legions.
>>
>>3610751
>hide out in a small room fearing the golems are hostile, and study more rune magick
>>
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>>3610485
>>3610496
>>3610497
>>3610558
> 1 VS DC: 16
> Catastrophic Failure

You pause for a moment to steel your nerves, then speak. “Emissary, I seek the knowledge and power necessary to create the golems of old.” In response, you receive some ten minutes of silence, and worrying, you repeat yourself. “Emissary, I said I seek the knowledge and power necessary to create the golems of-” A deafening wave of sound sends you crashing to the ground, and the spirit’s sockets seem to pierce into your soul.

> “S I L E N C E”
> “ ! “

Fearing the worst, you resume your bowing position, only to feel a vise grip of brass fingers wrapping around your neck and to your terror, you are lifted from the floor. The emissary brings you to eye level with strength dwarfing the golems you so treasure, and without changing its expression in the slightest, spits ichorous oil into your face. You reach, bringing the saliva from your cheek in rage and confusion, open your mouth to complain, and receive the full force of a backhanded slap. Stunned, you are unable to speak or comprehend what is happening as the emissary shouts into your mind with the force of a ringing gong.

> “F O O L”
> “Y O U”
> ”D O”
> “N O T”
> ”S E E K”
> “K N O W L E D G E”
> “ ! “

> (1/?)
>>
>>3610820

> “Y O U”
> “S E E K”
> “P O W E R”
> “ ! “

> “L U X U R Y”
> “ ! “

> “W O R S H I P”
> “ ! “

> “F R O M”
> “Y O U R”
> “S O U L”
> “R A D I A T E S”
> “V I L E”
> “V I C E”
> “A N D”
> “I D L E”
> “P R I D E”
> “ ! “

You are powerless to move or do anything more than hang helplessly as the titanic entity mashes its finger against your forehead.

> (2/?)
>>
>>3610820
>>3610825

> “T H E R E"
> "I S”
> “N O"
> "S E E K I N G”
> “O F"
> "K N O W L E D G E
> “H E R E”
> “ ! “

> “O N L Y"
> "L U S T”
> “F O R"
> "POWER”
> “ ! “

> “Y O U”
> “C A L L”
> “U P O N”
> “M E”
> “W I T H”
> “S A C R I F I C E S”
> “Y O U”
> “S H A L L”
> “N O T”
> “M I S S”
> “ ! “
> “ ? “
> “ ! “

> “Y O U”
> “S H A L L”
> “S U F F E R”
> “T H E”
> “C O N S E Q U E N C E S”
> “ ! “

It flings you crashing against the far wall, the impression of disgust evident in every facet of its motionless visage. You stare in horror at the sight of its upraised hand forming a clenched fist, and stand to scream as both of the golems collapse as if they were lifeless statues, but no noise leaves your lips, and when you try to call on the flames in futile rage, it is as if a finger and thumb have snuffed out a candle. The emissary gazes on you with the pitiable distaste of a father whose spoiled child has defecated on the table and demands sweets, but is too much of a simpleton to understand why he is being spanked.

> (3/?)
>>
>>3610820
>>3610825
>>3610831

> “Y O U”
> “A R E”
> “U N W O R T H Y”
> “ ! “

These words reverberate to the core of your being, and you are so shattered by the naked truth that you curl into a fetal position and begin to weep. In the center of the basement, the colossus remains silent for some time, then a noise akin to a hammer rattling the inside of a bell can be heard, and you get the firm impression that this isn’t the first time the emissary has recited these same words.

> “. . .”
> “F O R S A K E”
> “Y O U R”
> “S E L F I S H”
> “P R I D E”
> “. . .”
> “E M B R A C E”
> “I M P A R T I A L”
> “K N O W L E D G E”
> “. . .”
> “A N D”
> “I N”
> “T I M E”
> “. . .”
> “Y O U M A Y”
> “R E A C H’
> “U N D E R S T A N D I N G”
> “. . .”

> “. . .”
> “F A R E W E L L”
> “. . .”

The presence leaves the room without a trace and the magic you’ve lost comes back no less easily than before its arrival, but the golems, oh! The golems lay facedown on the ground, and no matter how much you shake them, gnash your teeth, and weep for your year-long companions to awake, their forms are in no more motion than the clay from whence they came. This has been a catastrophic loss, and to say you have been humbled by the experience would be a profound understatement.

> (4/?)
>>
>>3610820
>>3610825
>>3610831
>>3610834

But of course, you have learned nothing, and vow bloodthirsty vengeance upon the dread spirit that stole your rightful minions, again and again and again! Before you know it, the sun’s arisen, the stars are out of alignment, and you are arguably worse off than when you started.

Damn it all.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely nineteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Rune (0) You have no idea what these are, what these mean, or even why they were written, only that their astral inscriptions cover the golems and are somehow vital to ensuring their smooth function

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> (5/?)
>>
>>3610820
>>3610825
>>3610831
>>3610834
>>3610839

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it should be easy enough to ride when it’s calmed down in a season or two.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> Subjects:
> It is sorely needed!

It is the Winter of Year 1, and your spite burns brighter than the sun.

>> What do you want to do?
> Begin studying the mysterious language of the golems, (DC: 18)
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to replace the ones you've lost, (DC: ??)

>> What do you wish your golems could do?
> Begin laboring on the palace's Structural Integrity. (N/A)
> Keep laboring on the palace's Fortification Rating. (N/A)
> Wake up, wake up! Please oh please oh please! You miss them so gods-damned much you can’t stand it!
>>
>>3610843
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to replace the ones you've lost, (DC: ??)
> Wake up, wake up! Please oh please oh please! You miss them so gods-damned much you can’t stand it!
>>
>>3610843
>study the strings that fill the golems see if we can fix them.
>>
>>3610843
>Abandon studies, attempt to find replacement minions
>Please wake up... don't leave me alone again... :(

Call this Plan Damage Control. We need more minions to replace the golems. Next turn we can start studying the Strings and Runes and try and fix the golems, but right now we need to not be alone.
>>
>>3610839
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to replace the ones you've lost
>>
>>3610843
>the virgin overlord
>>3610820
>the chad scholar
How can we even compete?
>>
>>3610881
We can't
>>3610843
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to replace the ones you've lost, (DC: ??)
> Wake up, wake up! Please oh please oh please! You miss them so gods-damned much you can’t stand it!
>>
>>3610852
This. In addition, make sure to hide our wealth before we leave. Just in case we roll another one.
>>
>>3610931
Agreed.
>>
>>3610852
>>3610857
>>3610877
>>3610905
> Roll 1d20, DC: ??
> Bo3
>>
>>3610931
>>3610949
Your Treasure is already scattered across several rooms in the center of the palace, and the legends of murderous golems and an insane sorcerer should keep any looters away for some time.
>>
>>3611006
>SHOULD
Mind, it's still very much vulnerable to bad luck.
>>
>>3610998
I forgot, you can roll 1d20+4 thanks to the camel.
>>
Rolled 8 (1d20)

>>3610998
Pls no
>>
Rolled 2 + 4 (1d20 + 4)

>>3610998
>>
Rolled 19 (1d20)

>>3610998
>>
Rolled 2 (1d8)

>>3611024
Not bad...
>>
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>>3611024
thank god I waited to roll.
>>
Rolled 25, 40, 22 + 10 = 97 (3d40 + 10)

Don't mind me.
>>
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>>3610852
>>3610857
>>3610877
>>3610905
> 23 VS DC: 14
> Major Success

Enough wallowing in your own thrice-confounded weakness! You have halls to clear of rubble, treasures to tax, and golems to reawaken, and you can’t do any of that without a proper horde of minions! If you wish to renovate this palace, you are going to need hundreds, nay, thousands of slaves willing to labor and that isn’t going to happen if you don’t get out there and make it! Abandoning the treasures to stay hidden away, you mount the camel after some mutual bickering, then get moving into the direction of the southlands, where civilization is ever-so-slightly thicker and the tribesmen don’t care to tread.

Despite its “closeness” to the capitol city, the far reaches are a barren wasteland, dotted with decrepit ruins and yawning caverns, both filled with all manner of hideous and horrible savages too intolerable to be allowed to live as anything but the lowest of slaves in the civilized lands. You are confident you can find some of these, and more importantly, you are determined not to return to your dominion without a sizeable contingent of arrow fodder and hard laborers! The palace isn’t left far behind, days fading to mere weeks before you stumble upon a small, solitary mountain no-doubt riddled with caves, both naturally occurring and painstakingly hewn from the rock.

You halt the camel some distance away, and gaze at the mountain for some time. Soon enough one of its denizens spots you, and you catch sight of no less than half a dozen bestial, skittering wretches running too and fro. If there are this many keeping sentry or loafing about in the heat, there are almost certainly more within, though at the sight of one barking, you recall the lore surrounding these pitiful pests and are somewhat disheartened.

> (1/2)
>>
>>3611116

Jackals twisted into a mockery of the human form some millennia ago, these small and wiry “Snap-Jaws” lack any but the remotest semblance of sapience, and while they are notoriously vicious in numbers, they are equally infamous for their cowardice when met by equal or greater numbers. Not to mention their carnivorous diet that, while sustainable through carcasses, could prove difficult to sustain in the long-term. Luckily for you, they’re also infamous for their tendency to follow dark magicians and blasphemous cults en masse. You can see they’re beginning to assemble a crude ambush, expecting you to have failed to notice the cave-scum they had keeping watch in full-view of the outside.

They’re not the best or even second-best option for minions by any means, but beggars can’t be choosers. How are you going to handle this?

> Approach-
> Sit and wait-
>>>and-
> Display the awesome powers of hellfire you wield, and demand their immediate submission.
> Challenge their chieftain to a duel, immolate them, and demand their immediate submission.
> Rationally explain why their lives would be better under you, and demand their immediate submission.

> (2/2)
>>
>>3611123
>Sit and wait
>Depending on whether or not they attack or attempt to intimidate
>>Attack- Display awesome magical powers, demand submission.
>>Intimidation- Challenge chief to a duel, immolate him/her, demand submission.
>>
>>3611080
i can't believe you guys lost our golems. +1 for trying though. that demon is now on the top of our shitlist. we will see him rue the day....
>>
>>3611140
that
>>
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>>3611140
this
>>
>>3611140
This. Do we want to go for quantity or quality in our minions?
>>
>>3611140
> Display the awesome powers of hellfire you wield, and demand their immediate submission.
(first find out how reasonably the chief responds before we chalenge him to a duel)
>>
>>3611140
>>3611145
>>3611151
>>3611153
>>3611157
> Roll 1d20+3, DC: ??
> Bo3
>>
>>3611157
quality (only animated creatures can be trusted realy)
>>
>>3611123
>> Display the awesome powers of hellfire you wield, and demand their immediate submission.
> Approach-
>>
Rolled 3 + 3 (1d20 + 3)

>>3611172
>>
Rolled 2 + 3 (1d20 + 3)

>>3611172
Behold!
>>
Rolled 19 + 3 (1d20 + 3)

>>3611175
>>3611172
No we should go for quantity, skilled minions can always pose a danger to us, arrow catching masses don't.
>>
Rolled 18, 20 + 10 = 48 (2d30 + 10)

>>3611183
>>3611080
Impressive. Time to determine how many of the region's Snap-Jaws have fallen under your sway.
>>
>>3611183
>2nd time pulling a miracle 19 after failing rolls
Might want to have a go at the lotto
>>
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>>3611140
>>3611151
>>3611153
>>3611157
> 22 VS DC: 12
> Major Success

You feel no need to approach these beasts on equal footing, they are no more than animals, and you are soon to be a living god! Let them come to you, and submit to your rule or endure the longest-suffering that your blazes can wreak! Sitting underneath the camel’s shade, you luxuriate in the breeze, kick your feet back, and wait. Barely fifteen minutes of idle relaxation go by before boredom or anger sets in among the primitives and they amass what looks to be little over forty of their number, most clutching hefty stones, but a handful clinging to rusted knives or sharpened bones.

Patience is one of the only virtues you can claim to possess, and you hold the former without hesitation right up until they get into almost twice the distance of a stone’s toss. Then you rise to your feet, crack your knuckles, and patiently wait for them to approach. You’re amused to see their fiery zeal gets colder the closer they come, until they stop ten paces from you, and stare in a mixture of primal hunger and animal fear. The latter seems to be keeping the feral mob in check, but two or three particularly aggressive or idiotic specimens are only made more furious by their companion’s hesitation.

When you speak, your voice carries across the sands and what it says is final, leaving no room question. “I, Sorcerer-Lord of the Crumbling Palace challenge your chieftain to single combat for the right to rule this tribe.” A howling cuts loose as one of the largest aberrations, weighing some eighty pounds charges forward swinging a butcher’s knife as if it were a horrendously-balanced sword. You wait for some two seconds for him to separate from the crowd, then leave a molten ruin where his empty skull used to be with a stream of flickering flames and an annoyed sigh. “Craven cowards, kneel or be knelt!”

Almost without exception, the entire horde falls to their knees and the two belligerents who refuse to bow soon follow in their former leader’s footsteps.

> +48 Snap-Jaw minions

> (1/2)
>>
>>3611402

You now have an entire tribe, albeit a tiny and pathetic one, bowing and scraping at your feet. A bit of questioning reveals that there are a handful more scattered across the wastelands, and that the vast majority don’t have an understanding of the Tongue extending beyond a handful of monosyllabic words. The sole exception to the rule is their shaman, who insists on “divining” the offal of their former chieftain before they cannibalize the remains, as is their custom. Conveniently enough, the intestines “reveal” that you have been “chosen” by their ancestors to rule them as their “god-king,” and the shaman is to serve as your “prophet.” It’s a blatant power-grab, but this idiot has a brain somewhere around a much dimmer than average child, genuinely a genius as far as their race is concerned.

> Do you play along with this self-proclaimed “prophet,” or immolate him for the sake of presuming that you need their ancestors to declare you “god-king”?
> (Y/N)

Either way, once you’ve finished that fiasco you have another choice to make. The season isn’t even half over, and if you were so inclined, you could attempt to gather some more menial laborers, future sacrifices, and test subjects.

> What do you want to do?

> Attempt to find some worthwhile minions to bring into your dominion, (DC: ??)
> Attempt to find and subjugate another one of these Snap-Jaw tribes, (DC: 12)
> Decide that forty-eight is enough, even if they are worthless, and return to your lair ahead of schedule, (+2 on your next roll)

> (2/2)
>>
>>3611404
>> Attempt to find and subjugate another one of these Snap-Jaw tribes, (DC: 12)
Could we try to get two?
>>
>>3611404
Also,
> Do you play along with this self-proclaimed “prophet,” or immolate him for the sake of presuming that you need their ancestors to declare you “god-king”?
>Y
>>
>>3611404
play along. i don't want these stinking mongrels living in my palace. after they help me fix it. i will call on them if need be, he can keep them in check and loyal and rule them in my absence for all i care.

48 is enough for now
>>
>>3611411
That depends on how well you rolled, but probably not. They're spread-out across an enormous amount of territory.
>>
>>3611404
>Attempt to find and subjugate another one of these Snap-Jaw tribes, (DC: 12)
How many days does it take for them to go hungry and start revolting /killing eachother.
>>
>>3611417
when they are not working during the day, we can keep our watchdogs in encampments on the OUTSIDE of our gates, creates a nice little buffer for should we get attacked again.

....out of earshot though. I will not tolerate any howling muts while I am immersed in my studies.
>>
>>3611444
I think they would be of more use finding beasts for us to slay and harvest, and looking for more people to subjugate.
Only keeping a dozen on hand as guards.
>>
>>3611411
>>3611412
>>3611415
>>3611436
>>3611444
>>3611453
> Roll 1d20, DC: 12
> Bo3
>>
Rolled 16 (1d20)

>>3611464
traffic light
>>
>>3611436
They can subsist on insects, desert mice, and sand lizards with little issue, but it's not comfortable and would lower their morale if they weren't already used to slight malnutrition.
>>
Rolled 13 (1d20)

>>3611464
here we go
>>
Rolled 11 (1d20)

>>3611464
>>
>>3611453
>>I think they would be of more use finding beasts for us to slay and harvest, and looking for more people to subjugate.

they could serve to scout the area and track down the tribe that attacked us last year.
>>
Rolled 6 + 5 (1d20 + 5)

>>3611470
Again, not bad, not bad.
>>
>>3611507
That too. I think it's about time we tracked down the bastards and got some proper subjects/treasure. That, and we're going to need a better source of meat for our minions than the corpses and desert rats. Livestock would be good.
>>
>>3611518
Indeed, we need to begin the fires of industry and production. With idle hands we have the means of growing.
>>
Rolled 2 (1d8)

>>3611512
It seems something else wiped most of them out before you arrived. Intriguing...
>>
>>3611527
Another, much more aggressive tribe of Snap-Jaws was responsible. Huh.
>>
>>3611533
Hmmm... same tactics would probably work. Go up, call out the chief, set him/her/it on fire, profit.

Will we have to spend another action to track down this tribe?
>>
>>3611546
+2 on next roll sounds good to, these will be to impulsive.

might finaly get rune up to 1.
>>
>>3611546
>>3611550
You've already assimilated the remnants of the tribe and found the location of a larger, more aggressive encampment. The +2 bonus only applied if you came home early, and is forfeit.
>>
>>3611568
Note, it'd take you another month or so to reach it, you'll have to spend another action to actually attempt to travel to and subjugate the tribe.
>>
>>3611568
>>3611546
in that case i say we use a similar aproach.
>>
>>3611575
nm. a month is quite long, lets not push our luck and go back to our palace and treasure.
>>
>>3611575
How about this:

Turn 1
>Track down Tribe 2, repeat God-Kingship
>Have Tribe 1 fix the palace up

Turn 2
>Take Tribe 1 and Tribe 2, track down Raiders

Turn 3
>Subjugate Raiders

Turn 4
>Runes/Strings/Whatever, Terra-cotta Legion time.
>Continue subjugating Raiders.

Good plan? Yes? No?
>>
>>3611590
sure. +1
>>
>>3611590
I question how wise it is to leave our palace empty / us away until we're certain our new found slaves are loyal enough. Plus, the subjugation of the raiders doesn't bring much benefit to us, much better to try and remain hidden for a bit longer. At least until we work out golem-making.

Also, OP, Snapjaws? Nice to see someone enjoys the Caves of Qud.
>>
>>3611605
Nice to see someone caught on.
>>
>>3611605
We can always bump up the priority of the Terra-cotta Legion.
>>
>>3611608
Oh I knew the moment I read the name and description (at first I thought it mere coincidence) but I was lurking / dealing with a technical issue

>>3611612
That'd be wise. I mean if nothing else, golems don't need to eat, drink, sleep or be replaced as they age. Far better servants for a sorcerer-god.
>>
>>3611569
Bring 15 snap jaws to the base. Dont let anyone of them in the actual castle.
>>
>>3611656

Revised Plan: Focusing on the Terra-cotta Legion

Turn 1:
>Study Strings or Runes, get to 1
>Fix Palace

Turn 2
>Study the other one, get to 1
>Fix Palace

Turn 3
>Try to fix the Golems
>Fix Palace

Turn 4
>Proceed with the previous plan.

This assumes success on all turns.
>>
>>3611664
>This assumes success on all turns.
I mean, worst comes to worst, our palace is slightly better off.
>>
>>3611667
Or our fortifications. Or we got scouting done. The point is the worshippers are doing something productive.
>>
>>3611664
We still need a sizable force before we can do that. Snapjaws are scared away if they dont have majorty in numbers so we meed to at least double their numbers. Golems are better longterm but in shorterm we need more of the snap jaws to keep us safe and do manual labor.
>>
>>3611674
To be fair, they odd to stand a fair bit longer if we are fighting defensively (since they'll be on the wall).
>>
>>3611674
+1 fo golem focus. snapsjaws are expendable.
>>
>>3611411
>>3611412
>>3611415
>>3611436
> 16 VS DC: 12
> Moderate Success

The shaman’s ambition is most bothersome, but you suppose you’ll begrudge it. After all, it firmly solidifies the tribe’s place beneath you, and the “prophecy” should serve quite nicely to keep the masses in-line when you are busy elsewhere. Besides, it’s most pleasant to have someone recognize you for the glorious overlord you are, even if said someone is a blithering idiot and infuriatingly blatant sycophant.

While the thought of returning home and resuming your studies to revive the golems is tempting, the idea of bolstering, perhaps even doubling the horde of subhumans following you is immensely more enticing. According to the shaman, there’s a series of shallow caves and ruined hiding places scattered across the region largely ignored by most other tribes, but fiercely contested among the Snap-Jaws. Supposedly, there’s recently been a lull in violence as one of the more aggressive tribes, the “bark-bark” was driven from their cave by the “bark-bark,” the tribe you found there. It’s almost impossible to tell the subtle differences between each tribe’s lingual pronunciations and matters so little that you don’t care to.

You demand that the shaman direct your motley horde to the nearest of these hideaways, a request he is all-too happy to have the tribe’s finest trackers carry out. Of course, finest is relative but they’re more than competent enough to bring you there within two week’s time, only to leave you dangerously annoyed and the shaman stunned. Only eleven Snap-Jaws remained in the three-quarters-collapsed structure, and each of those was their equivalent of an old man or mere child. In your endless benevolence, you grant the shaman thirty minutes to find what happened lest he be incinerated, and he returns in twelve with a full story.

Apparently the tribe that his tribe drove out of the cave weren’t the entirety of the tribe, but rather an offshoot that left following a violent dispute over whether or not the dead should be eaten starting from the ankles or the scalp. You don’t know which side held which position and the shaman seems to believe it was self-explanatory. These eleven Snap-Jaws used to belong to a much larger, stronger tribe but they were severely weakened after a skirmish with human nomads, allowing the aggressive tribe’s raiders to swarm in and seize everything of value, including every able-bodied adult for the sake of “grub-gathering” which you aren’t sure is supposed to be a euphemism or taken literally.

> (1/3)
>>
>>3611680
> +11 Snap-Jaw minions

The tribeless Snap-Jaws join the rest, and by the end of two week’s traveling are worshiping the ground you walk on and utterly indistinguishable from the rest. You don’t care, so long as they can do the bare minimum of work you’ve enlisted them to. First though, you need to decide how you’ll be organizing them. Sadly, they aren’t golems and they need somewhere to rest, but that somewhere doesn’t necessarily have to be in the palatial ruins. After some extensive contemplation, you come to a simple decision.

> Choose-

> The Snap-Jaws are going to live in an encampment beyond the palace’s walls, just barely out of earshot.
> The Snap-Jaws are going to live in an encampment within the palace’s walls, but outside of the palace itself.
> The Snap-Jaws are going to live in the servant’s quarters of the palace, once they’ve managed to clear the rubble.
> The Snap-Jaws can sleep in the hallway between the kitchen and your bedchambers, for all you care, so long as they remain quiet and unobtrusive.
> [Write-In]

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely nineteen summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Rune (0) You have no idea what these are, what these mean, or even why they were written, only that their astral inscriptions cover the golems and are somehow vital to ensuring their smooth function

> (2/3)
>>
>>3611679
Ok but if a large force comes to are doorstep and our snapjaws are scared off i told you so.
>>
>>3611680
>>3611684

>> Ruins of the Palace
> Structural Integrity: [210 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golem started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it’s gotten used to you, and it’s easy enough to ride now.

> (3/4)
>>
>>3611680
>>3611684
>>3611687
>>3611680
>>3611684

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 59 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

It is the Spring of Year 2, and with all these idiots praising everything you do, you’re much less depressed about the loss of the golems.

>> What do you want to do?
> Begin studying the mysterious language of the golems, (DC: 18)
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Hold a lavish feast complete with the sacrifice of the fattest among them in honor of your official coronation

> (4/4)
>>
>>3611690
>Within the walls, outside the palace
>59 on Structural Integrity
>Study the Strings

I'm thinking we should get started on the Terra-cotta Legion plan, but if someone makes a convincing argument for the Raider Hunt then I'm willing to swap.
>>
>>3611684

> The Snap-Jaws are going to live in an encampment beyond the palace’s walls, just barely out of earshot.
>>
>>3611700
>Begin studying the strings that seem to fill the golems, (DC: 14)
>>
>>3611710
>What do you want your Snap-Jaws to do?
half scouts/ forage/hunt/track
other half structural integrity.
>>
>>3611690
> The Snap-Jaws are going to live in an encampment beyond the palace’s walls, just barely out of earshot.
> Begin studying the mysterious language of the golems
> Begin laboring on the palace's Structural Integrity.
>>
>>3611690
> The Snap-Jaws are going to live in an encampment within the palace’s walls, but outside of the palace itself.
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3611690

>>3611718
If they are within the walls we have a mediocre guard force, but risk subhumans slitting our throats in our sleep. If they are outside the walls what is the point?

> The Snap-Jaws are going to live in an encampment within the palace’s walls, but outside of the palace itself.
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3611732
Their not complety retarded. When they see / hear an army coming their gonna protect the leader. I dont trust them enough to let them sleep in the courtyard. At least 30% of them would like to kill us and take over as leader.
>>
>>3611748
true, i'm more concerned with buffering protecting our forticiation and getting a heads up if were being attacked. also barking stinking and poop everywhere. the tribes will mock uss for a sorcerer with flees.
>>
>>3611748
A potential fix is after leveling up wind magic enough, just be like the Telvani and have no stairs in our wizard tower.
>>
>>3611684
> The Snap-Jaws are going to live in an encampment within the palace’s walls, but outside of the palace itself.
Better to keep our forces somewhat protected, even if they are sub humans.
> Begin studying the strings that seem to fill the golems, (DC: 14)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
Also gather all treasure is single location and keep four Snappers as constant guards of it.
>>
>>3611690
> The Snap-Jaws are going to live in an encampment within the palace’s walls, but outside of the palace itself.
Good in between.
> Begin studying the strings that seem to fill the golems, (DC: 14)
Golems need to be up and running ASAP to protect us from ambitious Snap-Jaws
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
Our fortifications are golden, we should work on something else.
>>
>>3611699
>>3611710
>>3611718
>>3611729
>>3611732
>>3611798
>>3611804
> Roll 1d20, DC: 14
> Bo3
>>
>>3611804
The moat’s not even halfway finished
>>
Rolled 3 (1d20)

>>3611820
>>
Rolled 9 (1d20)

>>3611820
>>
Post
>>
Rolled 17 (1d20)

>>3611820
>>
Just caught up reading at work
>>
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>>3611145
Don't shoot the messenger
>>
>>3611699
>>3611729
>>3611732
>>3611798
>>3611804
> 17 VS DC: 14
> Moderate Success

It takes you several hours of deliberation, but eventually you decide to compromise with your paranoia, disgust, and desire for protection by allowing the filthy dogs to establish an encampment within the palace’s walls where they can quickly respond to an attack, but outside of the palace itself, preventing them from further damaging its structure with their droppings and destructive tendencies. A subtler benefit is that they have a full-view of you practicing your sorcery every day, which does a remarkable amount to amplify their fear of your power, and thusly, their swiftness to do your bidding.

They behave themselves around as much as you’d expected, but they are careful to remain quiet during the dawn and dusk, when you’ve grown accustomed to meditating on the nature of the occult. Speaking of which, you’ve turned your attentions to the strings filling the golem husks and quickly uncovered a most peculiar piece of knowledge. The astral cords have grown dimmer with their unconscious state but haven’t begun to fade away in the slightest, rather, they have been tangled together in such a way that you would need to apply both a delicate touch and meticulous mind to revert them to their previous pattern.

Of course, you don’t dare to fiddle with them until you’ve acquired a deeper understanding but much more interesting is the fact that when you decided to examine one of the snap-jaws on a whim, you found that a series of strings no less complicated filled them! Filled with intense curiosity as to their purpose and a sudden, morbid inspiration, you secretly took a clump of their fur and a piece of splintery wood, crafted a crude effigy resembling them, and muttered their name whilst focusing on the strands themselves.

To your alarm, another string manifested in the effigy, and levitated across the palace courtyard to wrap around several of the mongrel’s natural strings. Not understanding any rituals relating to the strands, you devised a simple trance designed to “shake” the string attached to the snap-jaw in such a way as to disturb the processes of the ones it was connected to, and put it into practice almost immediately. Shortly after, the string grew taught, and the next day the shaman warned you that one of their number began to suffer a series of kidney stones, and asked you to work your magic to ensure that whatever demon-curse afflicted the unfortunate didn’t spread to the rest of the camp.

> (1/3)
>>
>>3611977

Intrigued, you destroy the effigy by burning it in scouring flames, and only a day later, was praised by the shaman and kidney-stone victim alike for curing them. Pondering what the strings are and how they interface with one another is a fascinating subject, even moreso when the stark realization that you’ve just spent two weeks pioneering the stereotypical, superstitious sort of witchcraft sets in! Though the urge to reawaken the golems is powerful, this Hexcraft is a new and wholly intoxicating sensation, and before you know it, you’ve spent the rest of the season researching how to twist specific strings to produce specific effects in specific snap-jaws. As near as you can tell, producing positive effects, i.e. blessings, is far more difficult than negative ones, i.e. curses, because rather than disrupting the function of the strings, you’re actively attempting to improve them.

> Hexcraft (0) advances to Hexcraft (1)

Not that it much matters, because you’ve mastered the art of causing all manner of petty sicknesses, vomiting, cramps, diarrhea, and more from the comfort of your own bedchambers, and you know that your witchery can only grow from here. Unfortunately, your precision is clumsy enough that you require a substantial direct connection to the subject, and unless you attempt to consciously maintain it, any effect you instill will fade away in the span of a week, or mere days in the case of a strong-minded individual.

Besides the fun of more subtly controlling every aspect of the lives of your minions, you realize that further understanding of these invisible strings may prove necessary to bring the golems to walk again. Luckily, the shaman’s “prophesying” has only invigorated the snap-jaw’s faith by convincing them their misfortune is caused by the ancestors who are displeased with the doubt some have in the divinity of the glorious god-king. Nyeheheheheheh.

Again, you forget about your next birthday until it’s already come and gone. So what if you’re twenty summers old? Age is nothing more than a number, and every day, you have more and more secrets of the occult to study and master.

> (2/4)
>>
>>3611977
>>3611981

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Hexcraft (1) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of mundane illnesses and ailments in them.
> Rune (0) You have no idea what these are, what these mean, or even why they were written, only that their astral inscriptions cover the golems and are somehow vital to ensuring their smooth function

>> Ruins of the Palace
> Structural Integrity: [221 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> (3/4)
>>
>>3611977
>>3611981
>>3611984

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it’s gotten used to you, and it’s easy enough to ride now.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 59 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

It is the Summer of Year 2, and your new breakthrough has reinvigorated your urge to dive into the mysteries of the occult.

>> What do you want to do?
> Begin studying how Hexcraft relates to the function of the golems, (DC: ??)
> Begin studying the mysterious language of the golems, (DC: 18)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Hold a lavish feast complete with the sacrifice of the fattest among them in honor of your limitless wisdom and endless generosity

> (4/4)
>>
>>3611986
>Study Runes
>Structural Integrity

Yesssssss~ Progress! We should probably get a basic grounding in Runes before we try and get into Golemcraft, though.
>>
>>3611986
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)
Let's head out to round up that other snap jaw tribe
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3611986
>Study Runes
>Structural Integrity
>>
>>3611991
>>3612006
+1.
Runes could be useful for a lot more than golemcraft.
>>
>>3611986
> Begin studying the mysterious language of the golems, (DC: 18)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
Keep up the good work QM. > l like how golem making is related to two distinct school instead of just somthing dumb like golem making.
>>
>>3611991
>>3612006
>>3612011
Support.

Btw I'm not even furry but I want to study the snap jaws to learn the way of the hunt,
>>
>>3612029
Probably more complicated than that, even.

>>3612032
>inb4 downward spiral to having several “tend to us” in our shitty throne room
Miss me with that gay shit
>>
>>3612032
The only thing we'll be studying from them is the effects of various hexes.
If we want to hunt anything we'll fling a fireball at it.
>>
>>3611986
> Begin studying how Hexcraft relates to the function of the golems, (DC: ??)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3611991
This.

Also, question for QM. When we improved our fire magic, did we also get better at casting earlier spells without getting as winded? I'm asking because we're currently limited on how many fireballs we can reasonably use. I want to know if getting better fire skills will aid that or if it's a separate thing.
>>
>>3611986
>> Begin studying how Hexcraft relates to the function of the golems, (DC: ??)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3611986
>> Begin studying how Hexcraft relates to the function of the golems, (DC: ??)
>Snap-Jaws fetch more Snap-Jaws
>>
>>3611986
>Begin studying the mysterious language of the golems, (DC: 18)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3612312
>Continue with Runes
(or hexcraft)
>>
>>3612424
changing vote to strings (thats the part that was tangled in our golems, we need to learn this to fix them)
>>
>>3612470
strings = hex
>>
>>3611991
>>3612006
>>3612010
>>3612011
>>3612032
>>3612382
> Roll 1d20, DC: 18
> Bo3
>>
>>3612071
Every time you improved your Fire magic, earlier spells became much easier to cast, to the extent that casting the flames is no more tiring than an equivalent amount of leisurely jogging. Your disciplines outside of Fire didn't directly improve, but you came to understand the base principles better and are able to advance quicker.
>>
Rolled 14 (1d20)

>>3612570
>>
Rolled 5 (1d20)

>>3612570
>>
Rolled 5 (1d20)

>>3612570
Been lurking this since the start, figured I'll finally post now if this actually isn't going to die out
>>
>>3612580
You've made some progress, but you're far from true understanding.
>>
>>3611986
>Begin studying how hexcraft relates to the function o the golems
>Have the best Snap-Jaw trackers scout for nearby potential minions while the rest work on fixing palace integrity
>>
File: More runes.jpg (231 KB, 775x1135)
231 KB
231 KB JPG
>>3611991
>>3612006
>>3612010
>>3612011
>>3612032
>>3612382
> 14 VS DC: 18

An overwhelming desire to further your knowledge of the strings and how they work together consumes you, but you are content to starve because you have better things to be doing. Namely, getting a foundation in the runes essential to the proper function of the golems. It takes you an entire morning to bring yourself to meditate upon the golem’s inscriptions, and the results are worse than you anticipated but not disastrously so. You see that the general structure of the inscribed runes is unchanged, but a closer look finds that in several key places, the runes have, for lack of a better word, been smudged into nigh-illegibility.

Not only are you going to have to find a way to reawaken the golems through the strings, assuming that’s even how that works, but you’re going to have to find a way to repair the damage that’s been done if you want them to function properly, and to do that, you need to learn the language of the runes. Of course, you don’t exactly have a tutor or scrolls detailing the phonetics, definitions, and grammar involved, so you have to do it the hard way, that is to say, reverse engineering the meaning of specific runes devoid of context.

Compared to the explosions of fire, dreams of wind, and threading of hexes, studying the runes is a mind-numbingly tedious affair but you persist nonetheless, and while most days you leave with nothing but more questions, occasionally, perhaps once or twice a week, you manage a breakthrough, and one or two are answered. In the depths of your contemplation you’re beginning to realize something. These runes aren’t merely an ancient language, they’re the written word of the incantations you’ve been speaking!

> Rune (0) advances into Runecraft (0)

> (1/3)
>>
>>3612657

Functionally illiterate though you may be, the tenuous grasp you already possess is more than sufficient material to continue, because you know that once you’ve mastered the runes, an entire world of sorcery will open up to you. Unfortunately, the sentences you’ve mastered relating to fire and wind have almost nothing to do with golems or hexes aside from a handful of shared conjunctions, and your previous progress does little to simplify things. Luckily for you, these runes aren’t a dead language, and occasionally you feel as if though it’s teaching you the meaning rather than sitting inert while you puzzle it out.

Almost certainly the delusions of a solitary egoist slowly and steadily losing his grip on sanity, but it can’t be bothered.

Apparently while you were studying, the fifty-nine snap-jaws reproduced and have grown in number by four. You can hardly complain having more minions born and raised under your thrall, but eventually the constraints of housing and feeding them could be a concern. Should you encourage or discourage this?

> Encourage the snap-jaws to reproduce as much as physically possible. You need more minions, and you needed them yesterday.
> Discourage the snap-jaws from reproducing more than necessary. You need minions, yes, but you need your peace and quiet as well.
> Abstain from making a decision, because what do you care what these blithering simpletons get up to?

> (2/4)
>>
>>3612657
>>3612660

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Hexcraft (1) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of mundane illnesses and ailments in them.
> Runecraft (0) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve begun to make the simplest, shortest strides to deciphering the language itself. These are unquestionably vital to the golem’s function, and time next year, you might even have a rudimentary understanding!

>> Ruins of the Palace
> Structural Integrity: [232 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> (3/4)
>>
>>3612657
>>3612660
>>3612662

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it’s gotten used to you, and it’s easy enough to ride now.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 63 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

It is the Fall of Year 2, and while you’ve made a respectable amount of progress toward restoring the golems, you feel tempted to continue your endeavor to master the simpler elements.

>> What do you want to do?
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Hold a lavish feast complete with the sacrifice of the fattest among them in honor of your recent progress toward restoring minions worth having!

> (4/4)
>>
Rolled 5 (1d20)

>>3612570
>>3612660
>Encourage the snap-jaws to reproduce as much as physically possible. You need more minions, and you needed them yesterday.
>>3612665
>Continue your studies into the Discipline of Runecraft
>Send some of their number out to explore the region surrounding your palace
>>
>>3612660
>Abstain from making a decision, because what do you care what these blithering simpletons get up to?
> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3612660
Tell the Snap-Jaws that only those able to obey, acquire food and resources for themselves outside of the compound and able to find other nests may reproduce and encourage them to do so.

Those with merit may breed, those who fail will be the dinner for others. Force them to do this, to be useful and to grow.

>Keep studying runecraft and the mysterious language.
>Send some of their number out to explore for new areas with a focus on food/subjects/more minions while the others rebuild the palace.
>>
>>3612673
Supporting this
>>
>>3612676
>>3612673
Supporting both of these
>>
Rolled 21 (1d100)

>>3612673
>>3612676
>>3612684
>>3612690
> Roll 1d20, DC: 16
> Bo3
>>
Rolled 15 (1d20)

>>3612714
>>
Rolled 13 (1d20)

>>3612714
OP, you should get a trip.
>>
>>3612660
Discourage the snap-jaws from reproducing more than necessary. You need minions, yes, but you need your peace and quiet as well

have them train instead, you need soldiers, guards and workers. not beasts that litter the den.
>>
Rolled 8 (1d20)

>>3612714
>>
Rolled 17 (1d20)

>>3612714
>>>
>Anonymous (ID: JTgTqasZ) 06/29/19(Sat)19:11:01 No.361271
>>
>>3612728
Unfortunate, but no-one ever said mastering magic would be easy.
>>
>>3612676
>>3612676
this is also good, if we cannot find proper ways to train them then then the next best things we can do is only breed the ones with natural strength, talent or other desirable traits.
>>
File: A wealthy nomad.png (760 KB, 1920x1080)
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>>3612673
>>3612676
>>3612684
>>3612690
> 15 VS DC: 16
> Minor Failure

You don’t much care whether or not the snap-jaws reproduce, but you tell them that only those who diligently obey your commands and gather their own food outside of the walls are allowed to reproduce, and should do so as much as possible. That ought to keep population growth stable and more importantly, keep them too preoccupied with one-upping one another than entertaining idle thoughts of challenging you for the right to rule.

Your study of the runic language continues much as it has previously, with the occasional understanding, and monolithic but misguided impression that you’re wasting time deciphering the language that you could’ve spent getting stronger yourself. Over the course of the next three months your understanding of the script seems to be getting better. Today, when you skim a golem’s inscription you comprehend perhaps a twentieth of what they say, even if you don’t yet have enough context to properly grasp the concepts they are trying to convey, whereas only four or five months ago, the entirety of the golem’s writ might as well have been recorded in the Settik tongue for all you knew of it.

Still, you haven’t managed a genuine understanding of the language, but you figure that once you have, keeping track of research should prove to be a much less arduous task. Perhaps you could attempt to discover multiple avenues of the occult in the same season, albeit, with a significant loss of efficiency compared to “winging it” as you were. Oh, how you wish you had a set of proper scrolls to study instead of the inscrutable golem’s sides, but there is only so much that can be done.

Only four of the eight snap-jaws you sent out to scout have returned, and the survivors bare disturbing portents. Allegedly, a nomad tribe of some forty humans with almost twenty able-bodied men among them is migrating closer to the palace, and they are wary that some of their scouts have been killing the snap-jaws when they find them, because there’s no other reason for them to have left. They might be getting suspicious of the increased snap-jaw activity, because it’s extremely rare for them to be found separate from their packs, let alone consistently and trying to be stealthy. You wager you should be expecting some sort of attack or attempt to parley in the next season or two.

> (1/4)
>>
>>3612805

Hopefully they aren’t affiliated with the humans that attacked your palace previously, when the golems were still animate. Hmmhmmhmm, that’s funny, isn’t it? You’ve started to think of yourself as not only above your mundane counterparts in every way save muscle, but set wholly apart from the rest of your kind by the gifts of sorcery. Interesting. The shaman informs you that three more have been born. Not quite enough to replace the scout’s losses, but more than sufficient to catch an arrow or two in your stead.

> What, if any preparations do you seek to make with the scout’s reports in mind?
> [Write-In]

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Hexcraft (1) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of mundane illnesses and ailments in them.
> Runecraft (0) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve begun to make the simplest, shortest strides to deciphering the language itself. These are unquestionably vital to the golem’s function, and this time next year, you might even have a rudimentary understanding!

> (2/4)
>>
>>3612805
>>3612811

>> Ruins of the Palace
> Structural Integrity: [243 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [120 out of 120] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it’s gotten used to you, and it’s easy enough to ride now.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 62 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

> (3/4)
>>
>>3612805
>>3612811
>>3612815
It is the Winter of Year 2, and you are infuriated by your lack of bilingualism.

>> What do you want to do?
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 14)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Hold a lavish feast complete with the sacrifice of the fattest among them in an attempt to seem civilized to any well-hidden nomad infiltrators.

> (4/4)
>>
>>3612818
>Continue with Runecraft- We've almost got it!
>Half of them fort up, half of them focus on making sure we're well-armed. Well, the Snap-Jaws are well armed. We're fine with our mastery of the occult arts.
>>
>>3612821
Support

I wonder if we should all in hexcraft after runecraft. Aging is a disease after all.
>>
>>3612818
> Continue your studies into the Discipline of Runecraft, (DC: 14)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
Try to finish the moat, we could try filling it with flames when the nomads come
>>
>>3612834
We need Hexcraft anyway for the Terra-cotta Legion, and it's easier than continuing to pound at Runecraft... sure, why not?
>>
>>3612821
This
>>3612834
Yeah immortality has to be achieved somehow
>>3612837
Yeah moat is a good idea. Maybe we should have the snaps build a little fortified camp for themselves outside the wall.
>>
>>3612837
Supporting this. As long as we have good fortifications, we should easily beat tribal warriors.
>>
>>3612818
-Preperations: go seek out this tribe yourself. come bearing some token gifts from the treasure, explain that you do not want your scouts murdereded and them impeaching on your land. if they are settled fazr enough not to compete for resources they can stay... if they fail to obey your request, they will suffer fire and and the forcefull subjugation of their tribe.
>>
>>3612878
If we can't be arsed to leave, we can send them a letter instead.

>>3612837
Support +1
>>
Rolled 24 (1d100)

>>3612837
>>3612847
>>3612848
>>3612890
> Roll 1d20, DC: 14
> Bo3
>>
Rolled 2 (1d20)

>>3612893
Lady luck don't let me down!
>>
Rolled 7 (1d20)

>>3612893
>361271
>>
Rolled 16 (1d20)

>>3612893
>>
File: tenor.gif (274 KB, 220x132)
274 KB
274 KB GIF
>>3612897
>>3612898
>>
>>3612901
>>3612901
nice shot RNGer

We are most proficient with the words relating to Fire-magic. should we reach
some basic understanding of the runes we should attempt to write something in it. Fire-Protection runes for our palace and fortifications would be wise, would be a shame to accidentaly burn it down ourselves one day. maibe even carving them on our more trusted soldiers foreheads.

runes that ignite the motes or walls of fire on proximity are interesting future possibilities aswell.
>>
>>3612942
Maybe a project for later. The whole proposition about using Hexcraft to cure our aging intrigues me.
>>
>>3612947
When we grown old and wise and have surpassed al others in the art of golem craft we can pass our will onto an army of clay men that will rule these lands for eons to come, long after we are gone.
>>
>>3612954
Who says we'll be gone? Who says we aren't the clay emperor?
>>
>>3612960
indeed!
>>
>>3612947
>>3612942
Once we get the golems working again we should try to find some books to learn from.
>>
>>3613006
Indeed, we have gold to trade, but no people to trade with...thats why writing a letter to keep the peace might not be a bad idea. maibe they have access to trade routes. few will want to trade with a slaver.
>>
>>3613013
at this point we have done little to make any of the neighbouring tribes despise uss, we should seek to use our gold now that this is still the case.
>>
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>>3612837
>>3612847
>>3612848
>>3612890
>>3612901
> 16 VS DC: 14
> Minor Success

If these petty tribesmen seek to slay you, let them suffer and be slain in the attempt! At your command, the snap-jaws begin digging the moat where the pair of golems left off, and though it infuriates you that fifty of their number can barely match a single golem, you acknowledge their inferiority and spare them your exceedingly irate wrath. If they launch the assault at any time in the next two years they’ll catch you before the moat is finished, but a half-finished, mediocre, and easily circumvented defense is better than none.

Putting their idiocy at the back of your mind, you resume studying the runic inscriptions enveloping the golems and after some three weeks of staring at the cracked and chipped mosaic on the throne-room’s wall and cursing the occasional snap-jaw to vent your rage, you have a sudden and profound realization. What if the runes themselves weren’t magical, but they were merely the instructions for the magic to take place?

AHA! That would explain why you haven’t found any higher density of spiritual residue upon the symbols themselves, but why would the golem’s maker use such a frustratingly complex language, instead of something simpler, something saner? Hmm… You take a moment to ponder the nature of the spells, and decide that the best method of determining their reasoning is to see for yourself. Standing in the center of the palace’s courtyard, in full-view of the snap-jaw rabble, you focus on channeling the flames that come so easily but consciously still your tongue, and rather than murmur the intricate incantation, you shout at the top of your lungs. “BUUUURN!” And surely enough, the flames surge to life, incinerating your favored robes and by some miracle, sparing the skin beneath.

For an instant you were wreathed in flames, some areas much colder than usual, others much hotter, and you seemed to have minimal influence over the blazes themselves, only barely managing to snuff them out with a hasty utterance of half-remembered runes. Once you’ve changed into some less shredded clothes, you undergo some deep contemplation and within the day, you’ve come to an undeniable conclusion.

> (1/5)
>>
>>3613024

The maker of the golems used the runes because they were complicated, not in spite of it! Your studies seem to be coming together, and while your pore over the inert golem’s sides, an epiphany dawns. Not only are the runes intricate and complex, they are specific and they are dense! Every facet of the flames spell is contained in the incantation preceding it, from the degree of the temperature to the distance it should travel to the speed of the flickering! Not so much as the merest, minutest, most insignificant detail is overlooked, and the runic language is condensed enough that you can speak what would’ve been a lengthy essay in the Tongue in the span of a second! The runes themselves are irrelevant to magic, what matters is that they give it the framework, the context, and the instruction that the Tongue so sorely lacks!

> Runecraft (0) advances to Runecraft (1)

Ahahahahaha! You’ve done it now! You’ve made a significant breakthrough, and from here on out, even if the runes are no less complicated, they make sense, and more importantly, you can do your damndest to make sense of them! Invigorated and vindicated thrice-over by this newfound knowledge, you resume your studies with relentless tenacity, and by the end of the second year, you’ve delved a finger-length into the oceanic depths of the runic language! It may not seem to be much, but with what little you already know, you can begin recording notes and more importantly, studying two disciplines at once!

Mwahahahahahaha! At this rate, godhood shall be yours, and the masses shall kneel by the end of the century! When the shaman interrupts your frenzied study of the occult mysteries, you almost incinerate him where he stands but permit him the chance to speak. Apparently, only three of the eight scouts you’ve sent to keep track of the tribe’s movements have returned, and they say that they’ve sent swift riders in the direction of another known tribe’s migration paths. There can only be one explanation for this…

> (2/5)
>>
>>3613024
>>3613027

They’re planning an alliance of convenience, and you can expect a full-scale of as few as twenty, perhaps as many as forty raiders within the coming season or the next at the latest, without so much as a single animate golem. On the upside, four more of the snap-jaws were born this season.

Damn these fools, you shall make them pay!

> What do you want the Snap-Jaws to focus on?

> Fashioning crude armaments for themselves from the assorted garbage in the palace.
> Struggling to get the shallow moat at least a fourth of the way finished before their arrival.
> Doing their best to get deeper information on the nomad’s numbers and whereabouts.
> Attempting to relay a message stating that you are open to diplomacy, despite the possibility of severe casualties

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Hexcraft (1) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of mundane illnesses and ailments in them.
> Runecraft (1) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve reached an understanding that the runes themselves have no intrinsic supernatural properties, rather, their overly specific language directs the magic of the spells you cast!

> (3/5)
>>
>>3613024
>>3613027
>>3613030

>> Ruins of the Palace
> Structural Integrity: [243 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [130 out of 130] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [9,813] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [15] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [1] A single one-humped dromedary with the fiercely defiant temper characteristic to its kind, but it’s gotten used to you, and it’s easy enough to ride now.

> (4/5)
>>
>>3613024
>>3613027
>>3613030
>>3613032

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 61 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

Meanwhile, what do you plan to be doing in the Spring of Year 3?

>> What do you want to do? (You may choose two, at a -5 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Hold a lavish feast complete with the sacrifice of the fattest among them in an attempt to seem civilized to any well-hidden nomad infiltrators.

> (5/5)
>>
>>3613034
> Fashioning crude armaments for themselves from the assorted garbage in the palace.

> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
It's golem time

> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
>>
>>3613034
>Attempting to relay a message stating that you are open to diplomacy, despite the possibility of severe casualties

> Continue your studies into the Discipline of Fire, (DC: 18) (in case diplomacy fails immediate boost to our attack, i doubt we will get our golems back with the next success in that field)

>second diciple: hexcraft. (long shot but its the lowest dc)
>>
>>3613034
>>3613041
Even if we can't succeed on both unless we crit the strings, we can potentially lower the DC.

>Weapons

>Runes and Strings on the Golems

>Fortify
>>
>>3613034
Supporting these, we need our golems back
>>3613047
>>3613041
>>
>>3613041
+1
>>
>>3613034
> Fashioning crude armaments for themselves from the assorted garbage in the palace.
> Continue your studies into the Discipline of Fire, (DC: 18)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
I don’t think we can get the golems up and running before the attack.
>>
>>3613056
will change vote to making armement aswell.
if they have the audacity to attack our home directly diplomacy is wasted on them.

also golems.. we've been trying for quite a while.
>>
>>3613034
>> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 14)

> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
>>
Some personal business has come up, and I'm going to have to be calling it for the rest of the day. Hope you're liking the quest so far.
>>
>>3613115
Yeah, I'm having fun. See you tomorrow, QM.
>>
>>3613115
alright man, it's great. thanks for running
>>
>>3613034
> Fashioning crude armaments for themselves from the assorted garbage in the palace.
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Wind, (DC: 14)
>>
>>3613168
+1
>>
We should encourage them to breed. If keep having attackers their numbers will dwindle to nothing.
>>
Rolled 1 (1d3)

>>3613041
>>3613047
>>3613051
>>3613056
> Roll 1d20, DC: 18
> Bo3
And
> Roll 1d20-5, DC: 16
> Bo3
>>
Rolled 8, 16 + 10 = 34 (2d20 + 10)

>>3614223
Hmm, these raiders aren't the sort of people to waste time, are they?
>>
Rolled 19, 13 = 32 (2d20)

>>3614223
>>
Rolled 18 (1d20)

>>3614223
>>3614230
>>
Rolled 13 - 5 (1d20 - 5)

>>3614223
>>
Rolled 19, 17 = 36 (2d20)

>>3614223
-5 to the second roll, of course
>>
Rolled 13, 19 = 32 (2d20)

>>3614223
>>
>>3614242
>>3614313
>dubs
Noice
>>
>>3614072
This desu. We can just kill the other tribe for food.

>1d20-5
>DC: 16
Guaranteed failure??
>>
>>3614441
Guaranteed failure but potential DC lowering for next turn.

>>3614326
Welcome back, QM! Hope everything went well.
>>
>>3613041
>>3613047
>>3613051
>>3613056
>>3614242
>>3614313
> 19 VS DC: 18
> Minor Success
> 12 VS DC: 16
> Moderate Failure

Should these nomads prove brazen enough to attempt a direct assault upon your home, it would not do to leave the snap-jaws unarmed and defenseless in every respect save sheer numbers. They must be armed with the finest weapons you can provide, and ready to wield them in your defense. Their innate ferocity and small size ought to make manning the fortifications a relatively riskless affair, assuming they’re properly equipped and instructed. No readily accessible intestinal strands are present, save those of the mutilated corpses and you would rather not dispose of them when they could possible be used to conduct experiments into the nature of life and death. Thus, rudimentary yeomanry and archery is out of the question.

Once you’ve puzzled on the challenge for some time, your astute mind deduces that the best weapon for them to wield would be short-shafted spears, long enough to mitigate their lack of reach and thrust into trespassers crawling over the walls, but easy enough to make and kill with that even an imbecile could whittle and fight with one in the same day, which is excellent, because that is exactly the demographic you are working with. At your command, the shaman and a handful of the least mindless beasts begin chipping bits of ancient sandstone and tying them to the ends of whatever poles they can wrest from the ruins or improvise out of the scraps in their camp they already have.

In between digging out a pitiful portion of the moat despite working from sunset to sunrise, as they are nocturnal, you command them to begin crude sparring and drilling sessions. Their discipline, technique, and staying power leave much to be desired, but their tenacity is impressive and if left to their own devices for the span of a year or so, they could develop into a horde almost on par with a small town’s weekend militia. There’s a reason they aren’t a significant or widespread culture but so long as they are willing to do your bidding, you could not care less that they are centuries from reaching a proper stone age civilization.

> (1/2)
>>
>>3614578

Of course, the overwhelming majority of your attention is preoccupied with your studies, more specifically, how to reawaken the golems through runecraft. You dedicate almost every waking hour to contemplating the maddeningly opaque etchings inscribed upon the golem’s clay, but now that you understand the hyper-specific and staggeringly-versatile nature of the runes, discovering more about them comes a little easier each day. Slowly, you’re starting to realize that the runes themselves aren’t what drives the golems, rather, they seem to provide instructions to the outward physical form of the golem on how to react to the commands of a dull, almost empty, and deeply subservient intelligence contained within. Of course! How could you not see this before? The golems aren’t given artificial life by the runes themselves, they’re given motion, and if you wish to assemble a fresh golem from the clay, you’ll have to find a way to endow it with some feeble semblance of a soul!

BUT WAIT-

Your studies into hexcraft have uncovered something most worrisome, or perhaps, if you were so inclined, uplifting. These strings you’ve been manipulating of late, they aren’t present in the sand or the skies or the masonry, only the snap-jaws, and the golems themselves… If these strings are believed to connect to the soul, or for lack of a better word, spirit of an entity, they would be absent if the golem’s spirits were taken with their motion!

That means that the proto-souls of the golems are still inside of them! They can hear you! Or not... After all, if they’re in a comatose state, that would explain why the cords are so dim compared to the livelier snap-jaw’s, but who cares? You have all-but confirmed that the golems can be reawakened, so long as you’ve managed to repair their runic inscriptions and the strands filling them, but on the downside, you’ve uncovered that attempting golemancy is going to require an advanced understanding at least three disciplines, possibly even more, depending on the materials and sophistication involved...

Woe is you… At least the snap-jaws have spawned six more this season, for whatever reason, they seem to be a bit friskier in the spring. Likely so their spawn can subsist on easily gathered food in the summertime in more temperate climates, but here it’s of little use, or even slightly detrimental to their survival. Nevermind, the intimate details of their anatomy are of no more interest to you than the fact that you’ve recently undergone your twenty-first birthday and third anniversary of forsaking civilization in favor of sorcery.

> (2/3)
>>
>>3614578
>>3614582
...

The shaman sprints into the room shattering your reverie, and before you can flay the flesh from his brittle bones, stammers out that the nomads are attacking in full force. Immediately redirecting the subject of your ire, you follow the self-proclaimed “prophet” to the walls, climb one of the makeshift ladders you had put together, and curse at the sight of what can be seen beyond them. A mass of angry men, some thirty or forty strong, are riding their camels at a breakneck speed to your walls and have murder on their tongue.

“FOR YOUR SONS AND THE SONS OF YOUR SONS! SLAY THE WITCH! BEFORE IT’S TOO LATE!”

Sigh… You didn’t want to deal with their foolishness this season, but luckily for you, it’ll be two or three minutes before they reach the first of the fortifications.

> What brilliant defensive plan did you devise ahead of time?
> [Write-In]

> (3/3)
>>
> we have our snap jaws try and draw them into a tighter formation when fighting as they climb the wall. We find a high position ti watch from a snipe humans with our firebotls trying to preserve our snap jaws. When enough humans group together we will use one of the larger fireballs to blow em away.
>>
>>3614585
Enguft the entire outside of your walls in an sea of flame. keep all your creatures inside the wall.
>>
>>3614601
Wait for them to walk in to the trap first?
>>
>>3614604
as soon as our fire can reach them. when carried with wind could be pretty far.
>>
>>3614585
Have the snap-jaws form a simple spear block formation behind the entrance to our walls. Deliver one of our medium fire blasts to the attackers while they are in formation charging us. Assuming the blast decimates them, lead the snap-jaws in a sally against their forces. Stick to the back and snipe.
>>
>>3614611
Yeah this is better im supporting
>>
>>3614610
I would start forming a wall of fire even before they come into reach and as soon as they do begin lobbing explosive fireballs to decimate their rank and set the entire field ablaze, anything that manages to march to our gates will have to pay for it.
>as soon as our fire can reach them. when carried with wind could be pretty far.
>>
So form our forces into some idea of formation, while taking advantage of our walls and long range to nuke their riders. Once that is done, rush out and horde them while flaming those that are still standing?

Any opposed?
>>
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>>3614629
Do we even have gates? I assumed it was just all wall with rocks in the holes.
I mean if we have a gate I would say fling it open and have snap jaws wait on either side inside it.
So once they enter fill the middle with flames and have the jaws attack on the sides.
Like in the picture.
>>3614585
>>
>>3614645
all except for the rushing out part, let them try and climb the walls and storm the gate while fire rains down on them. that's what we built them for.
>>
>>3614585
+1 for plan "Snipe while the Snap-Jaw Spear Block(s) skewer them from the walls"
>>
>>3614645
I like the idea somebody said earlier about lobbing a fireball into a mass of them. Not only would it kill a bunch of the raiders at once, but it would be a severe blow to their morale. We'll only be able to use 1 or 2 fireballs before being gassed out, so we should make 'em count.
>>
>>3614664
Yeah that's why i suggeted we try and bunch them up as much as possible before we fire it
>>
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>>3614647
>>
>>3614667
Bottlenecking is a perfectly legitimate tactic.

So one big blast on their approach, stay behind the walls, let the snapjaws funnel them into the furnace.
>>
>>3614668
I'm worried given that they are riding camels they will be far more spaced out then foot troops weakening our fireballs.
>>
>>3614668
Nah 1 archer can fuck us on the walls alone
No way
>>
>>3614601
Your grasp of Fire isn't strong enough to envelop the entirety of the walls in flames. Though you could try, the effort would likely kill you or put you into a coma.

>>3614629
You can throw one fireball with only a modest amount of exhaustion, two if you don't mind being too tired to cast any more than a handful of minor spells for the rest of the day, and three if you trust your minions enough to be thrown into a one or two week long coma.

>>3614647
The palace once possessed an ornate gate, but it collapsed long ago and in the interest of keeping uniformly impregnable defenses, you didn't have the golems attempt to restore it. Instead, you have a handful of boulders where it's visibly easier to climb over than the rest of the wall, and have been using ropes to get in and out of the palace courtyard though previously you relied on the golems to lift you from one side to the other.

>>3614664
You could attempt to, but they're spread out in a relatively wide line and might scatter to the winds once they hit the fortifications. Remember, even your baseline flames are extremely lethal to unarmored individuals, and you can throw dozens of them before tiring.
>>
>>3614724
What do you think we happen if we blasted the climbing rocks with a large fireball?
Would it send chunks of rock and jets of fire into people gathered before it?
Also for defense I would say it would be smart to send around 16 snaps out the back to circle around in two groups of eight if they should all stop up from to flank them.
But mostly get ready for a fight on foot.
>>
>>3614737
>What do you think we happen if we blasted the climbing rocks with a large fireball?
It would cause some serious damage and definitely fling shrapnel in every direction, but minus the massive crater, the boulder itself would probably remain semi-intact.

>Would it send chunks of rock and jets of fire into people gathered before it?
Certainly, but getting it to fling into the direction of the raiders rather than everywhere would take some finesse. You're only at tier (3) in Fire, getting to the point where you can casually fling fireballs or machinegun concussive firebolts will take much more than a token effort.
>>
>>3614724
>You could attempt to, but they're spread out in a relatively wide line and might scatter to the winds once they hit the fortifications. Remember, even your baseline flames are extremely lethal to unarmored individuals, and you can throw dozens of them before tiring.
Oh, well if they're spread out then no sense in not just thinning their numbers with rays while they try to clamber over the walls. Even at a range, they should be easy to hit (camels = larger target) and they probably have no ranged presence (or little enough to dispatch quickly)
>>
>>3614764
They have recurve bows that out-range your fire rays by a slim margin, but they can't ride and loose arrows accurately enough to reliably hit a man-sized target at those distances. The last time you were attacked, they shot randomly over the wall and tried to climb when they began to run out of ammunition and realized they were having minimal effect on the golems.
>>
We fucked
>>
>>3614777
Nah, they got to climb over and our kobold motherfuckers can stab their asses
>>
>>3614777
Have hope. There's no problem that can't be solved through the liberal application of death rays and cannon fodder (and good rolls)!
>>
>>3614776
Can we hex dizziness, nausea or other kinds of minor temporary confusion effects?
>>
>>3614777
>trips
>checked

>>3614795
Not on the fly, your Hexcraft is weak enough that you need to have a physical bodypart or deeply sentimental object, and ten or so minutes at the absolute minimum to make an effigy of it to curse someone. Still useful as hell for long-term shenanigans, but not so much for the turmoil of open warfare.
>>
I think we should cluster just behind the walls so they cant drop arrows on us, use wind magic to make sure their trick shots don't land, and once they reach the wall climb up to fight them.
>>
>>3614805
Support.
In rng we trust.
>>
>>3614611
>>3614624
>>3614629
>>3614645
>>3614647
>>3614737
>>3614764
>>3614805
>>3614817
I need you to agree on a cohesive plan before tomorrow evening, or I'll be compromising between everyone's suggestions so far.

>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>stand on the wall, spamming fire rays and firebolts into the raiders while moving to avoid getting gibbed by mass arrow fire, keeping a gust of wind ready in case one gets lucky
>lob a fireball into the middle of them if they bunch up into a dense enough group, otherwise keep spamming fire rays and firebolts once they get close enough
>if they manage to get the upper hand and rout the snap-jaws, flee into the palace in the hopes that its labyrinthine interior gives you the advantage
>>
>>3614859
I'd say
>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>if they manage to get the upper hand and rout the snap-jaws, flee into the palace in the hopes that its labyrinthine interior gives you the advantage
Are the best, and once they start climbing we should do the same to ensure they don't set up on the high ground and ran arrows down on us
>>
>>3614859
>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>lob a fireball into the middle of them if they bunch up into a dense enough group, otherwise keep spamming fire rays and firebolts once they get close enough
I doubt the snap-jaws will win without support. In the absence of working golems, we'll need to take the field ourselves.
It would also be great for morale if the god-king showed his amazing powers of destruction.
>>
>>3614903
>>3614931
These aren't a set of choices, just what a shit-tier greentext of what I'll be defaulting to if you anons don't vote on a different plan. I'm sorry if that wasn't clear.
>>
>>3614859
>>3614958
>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>stand on the wall, spamming fire rays and firebolts into the raiders while moving to avoid getting gibbed by mass arrow fire, keeping a gust of wind ready in case one gets lucky
>>
>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>stand on the wall, spamming fire rays and firebolts into the raiders while moving to avoid getting gibbed by mass arrow fire, keeping a gust of wind ready in case one gets lucky
>>
>>3614958
Oh.
In that case it looks alright, except for the part about staying on the wall.
We should find a defensible place with lots of cover and shoot from there.
>>
>>3615185
>>3614958
>>3614859

Checking in briefly before bed. I'm good with this plan, aside from the part where we're standing out in the open to get shot at. Cover is important, especially since our Wind isn't super reliable for us. Perhaps after this we should focus more on Wind and other combat-oriented magics, rather than our current focus on the Terra-cotta Legion.
>>
>>3614859
>form snap-jaws into blocks, then have them wait to stab raiders if/when they climb over the walls and intercept anyone trying to sneak behind you
>stand on the wall, spamming fire rays and firebolts into the raiders while moving to avoid getting gibbed by mass arrow fire, keeping a gust of wind ready in case one gets lucky
>lob a fireball into the middle of them if they bunch up into a dense enough group, otherwise keep spamming fire rays and firebolts once they get close enough
>if they manage to get the upper hand and rout the snap-jaws, flee into the palace in the hopes that its labyrinthine interior gives you the advantage

this plan sounds good to me as different phases of a single battle.
>>
>>3615191
I think it's best to make some golems as soon as possible, so we have the leisure to work on our offensive magic.
>>
>>3615335
That is if we make it
>>
>>3615338
Of course we'll make it. Having golems will speed up the construction dramatically.
>>
>>3614974
>>3615015
+1
Lets get off the wall when raiders get too close, I don't trust our wind blocking every arrow
>>
>>3614974
>>3615015
>>3615185
>>3615191
+1. After this we need to start digging into Wind and Fire with our second action slot.
>>
>>3615477
Wind first. Lower DCs and better for defensive purposes. Plus it'll stack with Fire.

After we get Wind up to a reasonable amount, maybe Earth? I still want to throw sandstorms at people and Earth seems like a good thing for the golems, plus Earth can probably get us armor and some great utilities.

Damn, now I'm torn between getting Wind up to 3 and then pumping Earth or just pumping Wind until we can fly around all the time. Eh. Sandstorms either way.
>>
>>3614974
+1
>>
>>3615534
If we’re an evil wizard living in a desert palace sandstorms are a must fucking have. The real question is when we’re going to start expanding. Do we wait until we’re +60 years old with a fuckton of magical power or do we go ahead and blitz in our late 20’s?
>>
>>3615826
Well I'd like to enslave those two tribes near us after we beat back their attack.
After that we should sent scouts to seek more subjects and ruins that might contain magic, in form of books or artifacts. Our research will pick up speed when we get trusted minions that can go occult book hunting in far off lands.
>>
>>3615826
Well, we need to deal with these raiding assholes first, so they're getting enslaved to our glorious god-king legacy. After that?

>>3615912
Probably this. Research speed boosters are good.
>>
>>3615912
I agree
>>
Rolled 16, 1 + 4 = 21 (2d20 + 4)

>>3614903
>>3614931
>>3614974
>>3615015
>>3615185
>>3615191
>>3615249
>>3615391
>>3615477
>>3615809
> Roll 1d20+6
> +3 for Fire, +2 for Fortifications, +1 for Wind
> Bo3

> Roll 3d20+4
> +2 for Numbers, +2 for Fortifications
> Bo1
>>
Rolled 15 + 6 (1d20 + 6)

>>3616188
>>
Rolled 15 + 6 (1d20 + 6)

>>3616188
>>
Rolled 17 + 6 (1d20 + 6)

>>3616188
>>
>>3616189
>>3616193
>>3616204
>these rolls
If there are any survivors, this is going to spread some terrifying rumors.
>>
>>3616210
Question is, are any of our minions going to survive?
>>
Rolled 11, 16, 5 + 4 = 36 (3d20 + 4)

>>3616188
>>
>>3616217
Almost certainly, but I need one of you guys to

> Roll 3d20+4

To see how they fare. Bo1 because they're only snap-jaws, more competent minions are able to roll Bo2, or even Bo3.
>>
Rolled 4 - 5 (1d20 - 5)

>>3616231
Nevermind, this anon's >>3616228 got it. Absolutely brutal.

> Rolling 1d20-5 for the number of survivors
>>
Rolled 6 - 2 (1d8 - 2)

>>3616242
>Absolutely brutal
An understatement. Let's see how many managed to flee.
>>
>>3616247
>4 fleeing survivors

Well, I guess I know what we're doing next turn! >:D
>>
Rolled 4, 9 - 5 = 8 (2d20 - 5)

>>3616188
>>3616228
And now, for the snap-jaw casualties.
>>
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>>3614230
>>3616242
>>3616250
>30 lives lost to defeat only 8 snap-jaws
>mfw
>>
>>3616259
A real plus is with all the fresh food there are going to be a lot more snap-jaws.
>>
>>3616265
With victories like these we can probably get a bunch of other snap-jaw tribes to join us willingly. A "diplomatic mission" to other snap-jaws (i.e. scaring the shit out of the them) might be in order
>>
>>3616314
true the word of the god king's achievements must be spread far and wide!
>>
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>>3614903
>>3614931
>>3614974
>>3615015
>>3615185
>>3615191
>>3615249
>>3615391
>>3615477
>>3615809
>>3616204
>>3616228
> 23, 20, 15, 9 VS 20, 5
> Decisive Victory

You sneer at the sight of the motley warband, then spit your precious water onto the scorching hot sand. “THIS is all they send against me? I wield within me the power to sunder mountains, and THIS pitiable peasant rabble is all the petty tribes of the wastes can muster? Pathetic! Shaman!” The trembling wretch at your side nods in an approximation of the human gesture, as you continue with what you deem to be a booming voice. “See your lesser kin formed into ranks, lest I leave you smoldering! Survive this day and in my benevolence, I may see fit to grant you the privilege of dining on burnt meat!”

He nods again, and sprints into the snap-jaw encampment with the speed of one more terrified of his master than the foes he may be called on to face. A cacophony of loud barking can be heard as the subhumans whip themselves into a frenzy, gather their makeshift spears, and press into ranks at the base of the wall where you deem intruders most likely to leap. They may be cowardly when outnumbered, but unless these nomads have brought siege equipment they’ll be playing into their strengths, and facing only a handful at a time.

As for yourself, you briefly consider bombarding them from the top of one of the still-standing towers but ultimately decide against it. Fearsome though they may be, even the farthest flying of your spells have a range of barely fifty paces and even if they wouldn’t already be upon the fortifications by the time you could fire, your accuracy would be crippled by the distance involved. No, you won’t leave these walls, because risks of catching an arrow be damned, the alternative is waiting in the palace courtyard, and you are the sorcerer-lord of the crumbling palace, no mangy dog to be cowed!

Rising to the center of the fortifications, you raise your arms to either side and release a gust of wind to leave your robes billowing around as you shout. “FEAR ME, FOR I AM DEATH!” The nomad horde is utterly undeterred by your threatening words, and inwardly, you sigh that your attempt at intimidation failed. Every idiot huma- foolish mortals who refuses to submit before challenging your awesome power is one less future slave or sacrifice, and if there is one thing you disdain above all else, it is waste!

> (1/3)
>>
>>3616442

Your voice must’ve carried well across the sands, for in challenge, one of the swiftest camel riders draws a scimitar and cries out. “TO ME, BROTHERS, TO ME! BURN THE BLASPHEMER!” He then digs his heels into his steed and sets it to running far ahead of the rest, and encouraged by his boldness, no less than half of the nomads follow, grouping together into a single cohesive mass. A sinister smile spreads across your lips as your cunning wit is set to work, and an instant later a strong breeze sends a piercing bowshot some three paces to the side before it could so much as graze your garments.

This is going to take careful timing of the sort you’ve rarely practiced this last year, but you know you aren’t going to get a better opportunity, and have no choice but to make the attempt. These hasty fools are within a hundred paces… ninety… eighty… seventy… sixty… fifty… In a single fluid motion, you still the winds around your robes, set your hands ablaze with fury, and shout out one undeniable word that sinks in the gravity of their mistake moments before they meet their grave.

“BURN!”

The incantation for the most destructive spell you own comes over your lips but your knowledge of runecraft and a reckless moment’s improvisation leaves it different... altered... amplified. When the fireball leaves your body, the air surrounding you is sucked away and it’s hardly aimed, it seems to flings itself into the core of the frontal section, and the explosion can be seen an instant before the sound is heard.

> *KA-THOOOOOOOOM*

In that moment, your hunger is indescribable, your thirst inconsolable, and you have run a dozen marathons in rapid succession, but a will wrought of iron and a soul of shorn malice leaves you standing. Their doom is incandescent, the crater is no less than ten paces deep, and the only sign that anyone once rode there is tattered fabric, blackened bone, and the screeching of a camel’s upper half moments before it is forever silenced by a merciful arrow. Several of the bloodthirstiest snap-jaws had disobeyed orders and climbed onto the wall to engage the foe as they climbed, and at the visage of the unholy annihilation you channeled, they stared at you as if you were no less than a living god.

You sink to your knees, coughing blood, and fall over, only to be lifted by a nearby minion and brought into the midst of the closest spear block. A mad laughter overtakes your parched, convulsing, and starving figure at the memory of what you’ve done, and while you dare not replicate it in a dozen nights of deep study, among the feeble minds of the snap-jaws there is no doubt that you have demonstrated your divinity.


> (2/3)
>>
>>3616442
>>3616446

If these raiders belonged to a disciplined force they would’ve scattered at the sight of such unspeakable power, but they were two clans of nomads brought together by the desire for prosperity, and the deaths of their brothers, fathers, cousins, and kin at the hands of an abominable occultist filled them with a righteous rage that could never be sated. Any semblance of a plan broken beneath their fervent ferocity, they scattered to the winds and loosed dozens of arrows as they rode, but in their hurry to slay they did not aim, and only a portion of your minions were hit. Of those, only a handful were killed.

Upon reaching the walls, they lept to stand on their camel’s backs, skirmish with those manning the fortifications, and at the more frequent than not moment of victory, fling themselves over the edge. Most of these courageous raiders were thrown onto the sharpened points of thrusting spears, but a handful managed to land on their feet and soon came to know why the jackal-spawn were named snap-jaws.

To their credit, each managed at least one slaying before stumbling and succumbing to their opponent’s overwhelming numbers, but even if you were in a condition to command, you couldn’t have dissuaded the frenzied beasts from what came next. Of their carcasses, nothing remained but shredded meat and broken bone; a mercy to them, who believed the aberration of sorcery was among the worst fates that can befall a corpse.

Thirty-four of these nomads arrived to slay the sorcerer, but only four survived, and these were those with the foresight to peek over the wall before jumping. Wisely choosing to forgo honor and cut their losses, they fell onto their camels and rapidly rode to the horizon as fast as they could be carried.

It seems you have won a glorious victory on this day.

> Before losing consciousness, you command the snap-jaws gawking at their god-king to-

> Pursue the cowards with the fiercest tenacity, and let not one survive!
> Chase the cowards with relentless endurance, and return at least one to the palace to be interrogated!
> Allow the cowards to flee, so that their word might spread to the eight corners of the land and magnify your name!

> (3/3)
>>
>>3616448
>> Chase the cowards with relentless endurance, and return at least one to the palace to be interrogated!
>>
>>3616448
> Chase the cowards with relentless endurance, and return at least one to the palace to be interrogated!
Slaves!
>>
>>3616448
>Chase the cowards with relentless endurance, and return at least one to the palace to be interrogated!
>>
>>3616448
>> Chase the cowards with relentless endurance, and return at least one to the palace to be interrogated!
Bring one back, but let the others lead you to their camps.
>>
>>3616455
>>3616461
>>3616475
>>3616495
> Roll 4d20+4, DC: 18
> Bo1
>>
Rolled 12, 7, 1, 9 + 4 = 33 (4d20 + 4)

>>3616501
>>
Rolled 6 (1d20)

>>3616501
>>3616503
My apologies, I'm running on about four hours of sleep and meant to type DC: 16, not 18. Your minions barely managed to catch one of the riders but 1d20 of the snap-jaws got lost in the desert.
>>
>>3616503
>>3616513
I miss our golems
>>
>>3616518
Yeah, I miss them too. Still, our combat magic and pacification of the local area has been moved up on the priority list. Once the raiders have been put in their place, we can go back to the Terra-cotta Legion.
>>
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>>3616455
>>3616461
>>3616475
>>3616495
> 16, 11, 5, 13 VS DC: 16
> Minor Success

Before giving in to exhaustion, you command the snap-jaws to hunt the cowards that fled, and return at least one of their number to the palace to be interrogated. The “prophet vows that he’ll see it done in your name and your last sight before the world goes black is the cloudless sky. No idle dreams occupy your sleeping mind, and when you awaken it’s in a cold sweat in a different bedchamber than you’re used to. A silk rag mops the perspiration from your forehead, and you sit up, feeling slightly sick but no worse for wear.

The snap-jaw watching you sleep stumbles back, bows before your dark lordship, and runs into the hallway without saying a word. You’re still in the robes you wore on the day of the battle, meaning that even while you slept none dared to change your clothes, nor enter your private chamber without your expressed permission. Their subservience is pleasing, though you have suspicions a handful of them would gladly slit your throat for the right to rule the palace if they thought they could get away with it.

You wait for several minutes, and are pleased to find that your capacity to summon fire and wind is wholly undiminished before the shaman comes running in. The snap-jaw gives a deep bow, then rises to answer your barrage of questions. “How many weeks have I slept?” He wracks his head for several seconds, then says “A’most two, n’ your skin was scalding to the touch for days.” Only two weeks, for a spell for devastating? Perhaps your power is increasing, or perhaps you’re luckier than you have any right to be.

“And what of the cowards? Did you catch them?” It takes the shaman nearly half a minute to work up the courage to reply, and you dread what he’s about to say. “O-on’y one, master. The others were too fast in the sands, n’ uh… six of us got lost.” This is irritating to say the least, but their partial success mollifies your wrath. “Where is he now?” This time, it’s immediate. “Da deepest, darkest dungeon cell we could find, n’ there’s a watch keepin’ sure he dudn’t escape, master. Gets plenty of food n’ water, ready to see you anytime master.” You sigh in contempt. “And the others?”

> (1/2)
>>
>>3617448

“D-dunno, mighta got back to der tribes, mighta got scared, rode der camels to death n’ got lost in da desert.” This irks you, the element of surprise is essential and if they’re still out there, the tribes might have caught wind of their crushing defeat. On one hand, you wouldn’t mind developing a fearsome reputation, but on the other, this could prompt them to flee elsewhere, beyond your reach, or worse, attempt to gather a council of the region’s chieftains to organize a determined siege or assassination attempt.

Hmm… Regardless of how you decide to handle the prisoner, you need to decide how to handle the shaman’s partial success. To be fair, he did do what you requested of him before you awakened, but his subordinate’s lack of competency cost six of your minion’s lives, which could be pinned on him as he’s their de facto administrator. Not to mention, it could have caused a significant breach of secrecy.

> How do you react to your smartest minion’s actions?

> Punish him, he has failed you in a simple task, and the rest of his tribe will know it.
> Reward him, he has succeeded, and you see no reason not to encourage excellent.
> Do nothing, it is of no consequence and he can interpret your silence as he sees fit.

When you’ve dealt with these trifling and trivial concerns, you’re free to turn your attention to more pressing matters. Namely, the state of the dilapidated dungeon and the prisoner held within it. A handful of babbling snap-jaws guide you deeper into the palace, to the once-opulent receptacle for political prisoners where they’ve been keeping him. The cell is relatively spacious, but its lack of a window and the rigors of time have left it every bit as claustrophobic as would assume. You’re surprised to see the snap-jaws took the liberty of removing the furniture, and tying the captive’s hands and feet.

> (2/3)
>>
>>3617448
>>3617451

He’s slumped against the darkest corner of the far wall, muttering what must be prayers under his breath, and staring into the corridor you’ve approached from with a deep, sinking dread. His voice is cracked with thirst and overcome with fear, but far, far from broken. The tone is defiant, and getting him to talk in an expedient fashion may take some finesse. “Sorcerer, I-I pity you, because I’m destined to sup with my ancestors in the twilit halls! And you-? You cavort with demons, and are damned to wander the outer darkness!”

“No matter how much you hurt me, no matter what you do, I won’t break. I know what your kind does, what you’re planning, and I won’t forsake my people. Go ahead, blasphemer.” He hacks and coughs, then contemptuously, deliberately spits mucus on the dusty cobblestone floor. “Do your worst, I can take it.” An interesting challenge, to be sure.

> How do you want to extract the prisoner’s information?

> Good old fashioned knife-work. It’ll be gruesome but you can always have the snap-jaws clean the place later.
> Hexcraft, you’ll shave his head bald, make a doll, and escalate the curses until he breaks. Might take a while.
> Deception, bluffing that you have others hostage and playing into his sense of loyalty might work wonders.
> Sorcery, these types are superstitious, and you might be able to get him to talk with some flames and theatrics.
> Bargaining, who knows, convincing him that your intentions aren’t so bad might not be so hard after all.
> You have a much better plan in mind, [Write-In]

> (3/3)
>>
>>3617451
>reward him. Our boys did good. They get pets.

>>3617453
>Ask him why they attacked you when you have done nothing but study in peace. Offer him rewards if he can convince his people to work for you they can live in the palace and partake of its great wealth.
>>
>>3617451
>Reward him, he has succeeded, and you see no reason not to encourage excellent.
>You have a much better plan in mind, [Write-In]
Use him to improve Hexcraft, he can speak whenever he wants or not at all.
>>
> Reward him, he has succeeded, and you see no reason not to encourage excellent.
> Deception, bluffing that you have others hostage and playing into his sense of loyalty might work wonders.
>>
We shouldnt kill him. He'll be more usefull alive as a sacrfice.
>>
>>3617453
> Deception, bluffing that you have others hostage and playing into his sense of loyalty might work wonders.
>>
>>3617491
I like this idea. +1
>>
>>3617448
I say we use the prisoner as a test subject for our hexcraft, seeing what all we can do with it, instead of merely torturing him with the hexcraft.

This way we gain knowledge of the art even if we don't gain anything from him directly.

>>3617471
Also I think superstitions have people believing sorcery = evil, and that that alone is reason enough for an attempt on our lives. I still agree with offering them a chance to be our subjects/underlings, however.
>>
>>3617491
+1
>>
>>3617491
>>3617512
>>3617551
>>3617560
>>3617567
Do you want to combine Hexcraft and Deception?
>>
>>3617567
Its more because were a threat.
>>
>>3617569
Sure why not
>>
>>3617569
Something like >Deception, and then using him as a test dummy for curses sounds good.
>>
>>3617451
>>3617453
> Reward him, he has succeeded, and you see no reason not to encourage excellent.
> Hexcraft, you’ll shave his head bald, make a doll, and escalate the curses until he breaks. Might take a while.
If nothing else, it'll serve as practice.
>>
>>3617792
Reward Him, tell him you will call on whatever powers you have to give him a blessing. (basicly true) [Attempt to improve him/bind him trough hexcraft]
>>
>>3617451
Can we reward him with one of the corpses? Don't know if he's to keen on rotting meat, but we're not using them for anything else
>>
>>3617849
Do the snap-jaws like shiny things? Maybe we can give him some spare change.
>>
On another note, could we potentially be able to mass mind control the snap-jaws when we reach a sufficiently high level in Hexcraft? Lose the risk of rebellion/assasinations and maybe that would make them less shitty intelligence wise (as they would effectively use our intelligence)
>>
>>3617880
Is there a risk of rebellion? They seem to fear us even more after the fireball incident.
Let's leave them be for now, we can always come back to it after we have our golems back. In case anything goes wrong..
>>
>>3617938
Yeah I was thinking as more of a 'just in case', we're obviously a long way from that. Just something to maybe have in mind after we've ranked up a bit in magic and if the snappies grow large in numbers.
Probably nothing to worry about as of now
>>
>>3617453
Just caught up. I'm liking the idea of using the prisoner as a test subject for our Hexcraft.

>Reward the minion. He got the prisoner, didn't he? We are generous towards those that serve us and serve us well.
>Fine. If he does not wish to speak, then he can serve in other ways. He can be our Hex-craft test subject.
>>
>>3617451
>>3617453
>Do nothing
>Bargaining
>>
>>3617491
>>3617512
>>3617551
>>3617560
>>3617560
>>3617567
>>3617568
>>3617672
>>3617675
>>3617792
>>3618174
> Roll 1d20+3, DC: 16
> +2 Mutilated Corpses, +1 Hexcraft
> Bo3

> Roll 1d20+2, DC: 14
> +2 Live Test Subject
> Bo3
>>
Rolled 1 + 3 (1d20 + 3)

>>3618534
>>
Rolled 2 (1d20)

>>3618534
>>3618536
No stop that
>>
>>3618536
...I didn't leave a good enough sacrifice to the Dice Gods.
>>
Rolled 4 + 3 (1d20 + 3)

>>3618534
dice gods hear my call
>>
Rolled 8, 2 = 10 (2d20)

>>3618534
>>
Rolled 10 (1d20)

>>3618536
Hmm. Let's see just how resilient he is.
>>
>>3618548
He's alive but battered and enduring your curses over the course of the week has only strengthened his resolve.

>>3618547
In my benevolence, I'm going to take the 8 for improving Hexcraft.
>>
>>3618552
we should break him by letting the apes gangrape him.
>>
>>3618614
You don't have apes, anon.
>>
>>3618624
jackal-apes then. potato-potato
>>
>>3618614
Can't spell rape without ape as I like to say
>>
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>>3618629
>>
>>3618626
If you can get the votes, you can attempt it but don't expect me to write a paste-bin. tomato-tomato

>>3618629
>>3618639
Lmao

I need two more 1d20+2's for Hexcraft.
>>
Rolled 20 + 2 (1d20 + 2)

>>3618644
>>
Rolled 1 (1d20)

>>3618644
>>
>>3618654
what?
>>
Rolled 17 + 2 (1d20 + 2)

>>3618644
>>
Rolled 2 + 2 (1d20 + 2)

>>3618644
>>
>>3618644
i dont care for smut
>>
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>>3618654
>>3618657
>>
>>3618654
Impressive.

>>3618657
Brutal. Crits cancel out crits, so you've rolled a 10 as per >>3618547
>>
>>3618670
>homosexual midget anthro-jackal gang rape
I would hope not
>>
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>>3618673
means to an end
>>
Rolled 2, 19, 12 = 33 (3d20)

Don't mind me, seeing how well the rest of the escapees managed to pace themselves.
>>
>>3618614
That will promote homsexuality which will decrease the jackals birth rates. So lets not do that.
>>
I, for one, vote that we don't violently sodomize some dude with a pack of feral snapjaws.
>>
>>3618765
+1
Yes, let's not do that. Ever.
>>
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>>3617491
>>3617512
>>3617551
>>3617560
>>3617560
>>3617567
>>3617568
>>3617672
>>3617675
>>3617792
>>3618174
>>3618536
>>3618547
>>3618654
>>3618657
> 1 VS DC: 16
> Catastrophic Failure
> 10, 1+20 VS DC: 14
> Moderate Failure

You do not say so much as a word to your captive as you shave his head bald, and in full-view, stitch a crude doll together. He stares in shock and horror as you contemplate the strings, mutter his name, and tangle one into the midst of the nexus you’ve come to believe is the soul. Pondering, you decide to curse him with a constant headache and unnatural coldness. These tend to take four or five hours to go into effect, so you stare into his eyes and speak in your most sinister voice. “Mortal, you should know, the presence of a live test subject pleases me to no end. These snap-jaws are numerous but not so suitable, the souls are tiny and frail, you see. They’ll fray apart and rot at the slightest provocation, but humans? The souls are much better, much stronger, easier to sense, easier to curse.”

“Gives me the opportunity to try a theorem I’ve been devising. Trying to induce decay while maintaining consciousness, you see. There’s only one problem, past a certain point the damage is irreversible and the ethereal tumor begins spreading on its own. Soon enough the body begins to bend, break, and fall apart, but that kind of damage takes time. Enough for you to let me know where the tribes you hail from lay camp. In the next week, either your tongue is going to tell me what I want to hear, or your soul is going to tell me what I want to know. Both benefit me, the only question is whether or not you’ll be in one piece by the end of it.”

The prisoner breaks into a cold sweat on his own volition, grits his teeth, and hisses in defiance. “I’ll never tell and no matter what you do, my ancestors are waiting with open arms.” You give a dark chuckle. “Stubborn, aren’t you? Soon, the two of us shall see just how deep that disobedient streak goes…” At that, you turn and leave the cell with a smile. It shouldn’t take too long for the curses you’ve prepared to set in, and by then, his paranoia should do most of the work for you. Of course you’re bluffing about how much you can do, but he’s a filthy desert dweller, how could he know?

After threatening the prisoner, you toss the question of the carrot and the stick back and forth, and eventually decide to reward the snap-jaws. Partial failure or no, you wouldn’t have the avenue of interrogation without them, and it’s only fitting that they receive some benefit to encourage future progress. That night, you hold a gruesome “feast” of the mutilated, extensively rotten corpses you’ve been holding in reserve since the first assault, but you spare two of the ghastliest for your plan with the prisoner.

> (1/2)
>>
>>3618885

Incidentally, the snap-jaws do have a sensitive spot behind their ears, and do have a tendency to wag their tails when scratched there. Previously, the concept was foriegn to them, and now when you’re out and about, occasionally one or two particularly bold specimens ask you pet them. It doesn’t cost you anything and seems to further their loyalty to a small extent, so you see no reason not to. Approximately one day later, you decide to curse the prisoner with profuse sweat and muscle cramps, and increase the amount of water he’s getting to compensate for the dehydration, because you don’t want him to die before he squeals.

Later that night, you visit him and unceremoniously throw one of the blackened corpses onto the floor of the dungeon cell. He stares in silent horror, stifling moans from his aching head and trying not to twitch in response to the random, spasming cramps. This one has a strong will, but in time, it will be broken. Nyeheheheh. Again, you bring out the sinister voice. “See that corpse? How his teeth are blackened, his hands are clenched, and his stomach is writhing with maggots? That was one of my earlier test subjects, before I discovered how to lengthen the process, he succumbed in the span of forty-eight hours. The agony he suffered must’ve been indescribable, but fortunately for him, it ended shortly.”

“You shall have no such mercy, and in time, you won’t even have the escape of nightly rest. Or is it morning? I suppose you don’t know, do you? At any point I could let you go, lend you a camel and send you on your way, none the worse for wear. All you have to do is say the-” A hoarse voice, cracked with thirst and seething with hate shouts. “NO! I will NEVER break! No matter what you do, I am ONE with the ancestors, and they will never forsake me!” You raise an eyebrow, slightly amused. “Oh? Is that so?”

Something is occuring with the strings you’ve laid in, and your cocked eyebrow is soon furrowed with annoyance. They seem to be vibrating in response to the prisoner’s heightened emotion, and as he begins a frenzied tirade about ‘banishing your evil’ and ‘rejecting your lies,’ they slowly but steadily unravel. Hmph. It seems that with sufficient willpower and intense focus, it’s possible to dispel a curse. An intriguing development to be sure, but it’s going to make things a bit more difficult. On the upside, you’ve gotten noticeably better at threading multiple curses into the same individual, and having the effects of one play into another.

> (2/3)
>>
>>3618885
>>3618888
Seemingly out of nowhere, the symptoms of the curses you’ve laid on the prisoner disappeared, and with his beliefs vindicated, he begins mocking you. “Craven coward! Conniving charlatan! The ancestors have undone your evils, and my soul is saved! Ohohoho, what are you going to do now, bitch?”

> Hmmph.

> Good old fashioned knife-work, (DC: 14)
> Strategic burning of the limbs, (DC: 14)
> Attempt to ramp up the hexcraft, (DC: 16)
> Let the snap-jaws… No, even you aren’t that depraved.
> [Write-In]

> (3/3)
>>
>>3618892
>let the snap jaws ... yes we are that depraved. Just make sure they dont kill him
>>
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>>3618892
yang gang rape
>>
>>3618892
>> Attempt to ramp up the hexcraft, (DC: 16)
more experience with magic is always good.
>>
>>3618892
>> Attempt to ramp up the hexcraft, (DC: 16)
>>
>>3618892
>Ramp up the Hexcraft.
>Under no circumstances are we that depraved. Active negative vote for letting the snap-jaws have him.
>>
>>3618926
>Active negative vote
lol, when did this become a thing namefag?
>>
>>3618892
> Attempt to ramp up the hexcraft, (DC: 16)
I don't mind a challenge
>>
>>3618885
>>3618888
>>3618892
Fucking chad

> Good old fashioned knife-work, (DC: 14)

>>3618913
>>3618914
>>3618926
Guys we can practice all we want with tribals but the more time we waste here the more time they have to escape
>>
>>3618933
? They've already escaped. Having a live subject is a great way to practice and we don't want him raped to death before we get any information.
>>
>>3618939
No, the longer we wait the more time the defenseless tribes have to go somewhere the prisoner won’t know
>>
>>3618956
We haven't swapped turns yet, so we couldn't go after them anyway. Besides, two weeks is enough time already.
>>
>>3618933
I kinda figured the other three were long gone now. I wanna get as much hexcraft practice as we can from this guy to speed up our golem learning process.

Maybe see if we can pluck one of his strings and have it grant us strength instead of merely cursing him?

> Attempt to ramp up the hexcraft, (DC: 16)

"Your soul was forfeit the moment you challenged me. I do hope you'll continue to be an amusing test subject until the end."
>>
>>3618913
>>3618914
>>3618926
>>3618932
>>3618975
> Roll 1d20+1, DC: 16
> Bo3
>>
Rolled 5 (1d20)

>>3618992
Gonna crit fail again and this dude will feel invincible
>>
Rolled 20 + 1 (1d20 + 1)

>>3618992
>>
Rolled 13 + 1 (1d20 + 1)

>>3618992
>>
Rolled 2 (1d20)

>>3619002
He must've struck a nerve.

> Rolling for degree of success
>>
>>3618892
> Attempt to ramp up the hexcraft, (DC: 16)
>>
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>>3619002
>>
>>3619009
Sadly, he knew little to begin with but he tells you everything he knows.

> What do you want to hear? (Choose Two)

> Information on the numbers and dynamics of the regional Tribes
> Information on the regional Tribe's culture and religion
> Information on his Tribe's favored camping spots
> Information on the local ruins besides the palace
> Information on the whereabouts of local monsters
>>
>>3619033
> Information on the local ruins besides the palace
> Information on the whereabouts of local monsters
Fuck the tribes we need power
>>
>>3619033
> Information on the numbers and dynamics of the regional Tribes
> Information on the whereabouts of local monsters
>>
>>3619033
>information on the tribes favored camping spots
>information on the numbers

> we need to subjugate the bastards sonthey stop trying to kill us
>>
>>3619033
Hmm... on the one hand, easy minions and loot. On the other hand, we need to squish the tribes before they become a bigger problem.

>Information on the number and dynamics of the regional Tribes
>Information on his Tribe's favored camping spots
>>
>>3619033
> Information on the numbers and dynamics of the regional Tribes
> Information on his Tribe's favored camping spots
Let's try to get them to fight each other.
>>
Just to make it even harder to count the votes
>>3619033
>>Information on the number and dynamics of the regional Tribes
> Information on the local ruins besides the palace
His tribe has been weakened by the failed attack, but we need information to be able to control the local tribes.
Our snaps will find the tribes for us.
>>
>>3619037
>>3619041
>>3619042
>>3619044
>>3619072
>>3619079
>>Information on the number and dynamics of the regional Tribes [Locked]

> Choose:

> Information on the Tribe's favored camping spots
> Information on the local ruins besides the palace
> Information on the whereabouts of local monsters
>>
>>3619107
>camping
>>
>>3619107
>Camps
>>
>>3619107
Camps
>>
>>3619107
>local ruins
>>
>>3619107
> Information on the local ruins besides the palace
>>
>>3619107
>camping
I’m sure they’ll know more
>>
>>3619113
>>3619125
>>3619136
>>3619161
> Information on the number and dynamics of the regional Tribes [Locked]
> Information on the Tribe's favored camping spots [Locked]
Remember, if you're fine with the attrition rate, the snap-jaws can always attempt to scout the region.
>>
>>3619187
Sacrificing some of them to get the region scouted doesn't sound like a bad idea at all.
>>
Rolled 1, 9, 2, 2 + 10 = 24 (4d20 + 10)

> Rolling to see how many nomads are left over.
>>
Rolled 2 + 2 (1d6 + 2)

>>3619493
Holy shit.

> Rolling to see how many are fighting age men
>>
>>3619493
>>3619501
If I'm reading these numbers right, they threw the vast majority of their fighters at us and are basically defenseless.

I would normally suggest we start drawing up battle plans, but honestly we can probably just walk into camp and take over.
>>
>>3619532
Let's do that. Immediately. Before they get steamrolled by someone else and start telling tales of the evil sorcerer in the ruined palace.
>>
>>3618913
>>3618914
>>3618926
>>3618932
>>3618975
>>3619002
> 21 VS DC: 16
> Supreme Success

You briefly contemplate the unthinkable or simply taking a knife to him, but ultimately decide against both. It might be your ego thinking, but you know that your power is unparalleled in the whole of the sands, and no feeble-minded fool can resist your might! He may have won a momentary victory, but your dominion is inevitable and soon, this tribesman’s will shall be shattered! You chuckle, visibly humored by the words passing his cracked lips, and retort. "I have to say, I’m impressed but know this- you attempt to shelter yourself from a sandstorm with no more than a tattered cloth. Your soul was forfeit the moment you challenged me. I do hope you'll continue to be an amusing test subject until the end."

Focusing on the doll, his soul continues to unravel the strings you send against him, but over the course of a hard-fought hour, you manage to renew the ‘soul-rotting’ curse. Aware that he’ll break the curses if they are unchanged, you decide to put a theory you’ve had floating in the back of your head to the test. Staring the prisoner in the eye, you slowly, deliberately, painstakingly draw your dagger and approach. He recoils, but you aren’t interested in anything so trite as mundane torture. No, you want his blood.

The point pierces his shoulder while you hold his exhausted body down, and in moments, a respectable stream of blood is started. You are sure to smear the vital liquids into the doll before it clots, and focusing on the macabre plaything, you find that the curse strings flowing from it are somehow thicker, stronger, and livelier than they were before. The blood must’ve improved the connection, and substantially too. Rather than take four or five hours to set in, you sit on the far end of the room and watch as he writhes in agony some three hours later. After those petty insults, his screams of despair are music to your ears.

Over the next several days, you dedicate your every waking moment to magnifying his torment, and his credit, he lasts quite some time before cracking. The utter isolation, constant headache, muscle cramps, and sweat he could endure, but spite is a powerful motivator and soon you’ve devised an array of far darker curses. Random bouts of blindness, the sensation of skin shriveling, and the agony of needles piercing his spine he could take, but eventually, coughing up frothing blood and black bile is too much and he breaks.

> Hexcraft (1) advances to Hexcraft (2)

> (1/3)
>>
>>3619647

Almost an hour of mind-numbing horror later, you return, sit in silence, and only after he begs on his hands and knees, remove the curses in such a way that the symptoms will vanish one by one over the course of a full day and night cycle. “I knew you could only endure so long. Tell me what I wish to know, and I might not resume my experiments.” The emaciated husk nods with all the eagerness of the greediest snap-jaw sycophant, and almost screams his assent. “YES, YES! I’ll tell you anything, everything I know! J-just pl-please, leave my soul be, sorcerer. Ancestors forgive me…”

Roughly five hours later, you’ve learned an overabundance of information pertinent to subjugating the pesky nomad clans, and are one-hundred-percent certain that this tribesman has told you everything he knows.

> He has outlived his usefulness. How should you dispose of him?

> Leave him to rot in the dungeon, you don’t intend to get rid of such an excellent test subject.
> Leave him to rot in the dungeon, you can’t release him until the nomads are taken care of.
> Feed his fresh corpse to the snap-jaws, as a further reward for services well-rendered.
> Burn him to ash and cinders for daring to defy the supremacy of your sorcery.
> Let him go, on a camel with a week’s provisions. After all, a deal is a deal.
> Let him go, on foot with no food or water, let his ancestors preserve him.

Once you’ve dealt with the stubborn desert dweller, you turn your attention to the extensive list you wrote as he spoke. The man didn’t know much, but by the end, what he did, he was eager to share in as much detail as he could muster.

> He hails from the Flint-scrappers who recently united with the Dune-Roamers in an attempt to survive the predations of the numerous and vicious Sky-Crawlers, who practice slavery and live in a sparse mountain range.
> Both tribes were on the verge of extinction, with almost as many men as elders, women, and children because the Sky-Crawlers prefer to avoid costly confrontations when stealth kidnapping and lightning raids would do, and many of their women and children betrayed them to leave and join the Sky-Crawlers as part of their tribe rather than suffer under slavery.

> (2/3)
>>
>>3619647
>>3619651

> Even united, the Flint-scrappers and Dune-roamers were outnumbered almost three-to-one by the Sky-Crawlers and saw no reason to continue their slow demise when they could turn the tide and fortify themselves in the walled ruins of the crumbling palace.
> The only problem was that there was already an evil sorcerer living there, who had annihilated an earlier skirmishing run to the last man, but with no other choice, the united tribe decided to throw everything they had into one final assault.
> As you are aware, it failed catastrophically and only three escaped. Their fates are unknown but at least one is bound to have made it back, with a terrifying tale of hellfire and snap-jaw hordes, and the sad news that aside from themselves and the pair that volunteered to stay behind, every one of their warriors was slain.
> Only twenty-two are confirmed to remain, and almost every single one of them is an elder, woman, or child. There’s almost no chance that they could resist your full power, and a significant chance they would surrender outright.
> Of course, there’s no telling what they would have done following the news, and there are no less than three separate campsites they could have fled to. According to the prisoner, it’s unlikely they would’ve gone farther because then they’d be taking the risk of trespassing on another tribe’s territory and they don’t have the force to ensure they aren’t simply slaughtered or conquered outright.

> You find all of this quite interesting, and after a bit of thought, decide to-

> Gather your minions and check each of the campsites in full force.
> Divide your minions and check each of the campsites at the same time.
> Execute your brilliant and no-doubt infallible plan. [Write-In]
> Ignore them, because the problem’s solved and you’d rather return to your studies.

> (3/3)
>>
>>3619652

> Burn him to ash and cinders for daring to defy the supremacy of your sorcery.
> Divide your minions and check each of the campsites at the same time.
>>
>>3619651
Give him tot he snapjaws alive. Command that whoever is able to make him survive being eaten alive the longest will get a prize.

>>3619652
Hit one campsite at a time. Do not give them a chance to flee.
>>
>>3619652
Hm. So on one hand, yay, they're basically wiped out. On the other hand, boo, they're likely to join these "Sky-Crawler" people and tell them about us. Not sure if it's worth the effort to go after them for now.

However, definitely want this:
>Leave him to rot in the dungeon, you don't intend to get rid of such an excellent test subject.
>>
>>3619651
This >>3619660

> Gather your minions and check each of the campsites in full force.
>>
>>3619661
Change my torture vote to this. Test subject.
>>
>>3619652
>> Leave him to rot in the dungeon, you don’t intend to get rid of such an excellent test subject.
> Gather your minions and check each of the campsites in full force.
>>
>>3619665
No reason to waste such a valuable resource as a non-minion test subject, especially for an art that requires a soul or soul-like structure. His sacrifice for Project Terra-cotta Legion shall be remembered... or not, we are the evil overlord after all :)
>>
>>3619652
> Let him go, on a camel with a week’s provisions. After all, a deal is a deal.
The stories this guy will tell should he make it back will be great.
> Divide your minions and check each of the campsites at the same time.
We'll probably lose some of them by splitting them up, but who cares?
>>
>>3619647
> Let him go, on a camel with a week’s provisions. After all, a deal is a deal.
Have him tell the survivors of their alliance, and anyone that can hear him, what we are capable of, and give a simple message: "serve under me or die."

Then we wait, shore up our forces, to either support the influx of subjects and slaves, or for any remaining attempts to dethrone us.

We care not if it is the feeble or the slavers who accept our alliance, only that the mortals choose a side now. Either stand with the Sorcerer King, or be sacrificed to his glory.
>>
>>3619652
> Leave him to rot in the dungeon, you don’t intend to get rid of such an excellent test subject.
> Gather your minions and check each of the campsites in full force.
Don’t want to risk the snap-jaws fucking it up while we’re gone

>>3619798
We need to get our golems and flaming tornados going first
>>
> Leave him to rot in the dungeon, you don’t intend to get rid of such an excellent test subject.
> Gather your minions and check each of the campsites in full force.

It will be easy enough to make them into our subjects.
>>
>>3619660
>>3619663
>>3619669
>>3619815
>>3619859
> Roll 1d20, DC: 12
> Bo3
>>
>>3619859
...I just had a thought, and I now know what I want to do regarding the Tribes.

These are lovely souls, right here, and Golems use soul-like structures for the CPUs. What if, with enough Hexcraft, we could rip out their souls and use them as blank golem CPUs? Or not so blank, if Hexcraft is the school of mind control.
>>
Rolled 4 (1d20)

>>3619870
>>
Rolled 10 (1d20)

>>3619870
Nvm the vote happened, but eh. Was going to vote for that anyways.
>>
Rolled 6 (1d20)

>>3619870
Pls
>>
Rolled 2 (1d20)

>>3619876
>>3619880
>>3619884
Hmm
>>
Rolled 2, 16 = 18 (2d20)

>>3619887
Oh my
>>
Rolled 5 (1d20)

>>3619892
>>
Rolled 45 (1d100)

>>3619887
>>3619892
>>3619897
It seems the Sky-Crawlers launched a raid on the united tribe, and after a short but brutal last stand on the part of the last warriors, kidnapped or butchered everyone left. 'Tis unfortunate. Let's see how they react to the rumors.
>>
Rolled 3 (1d12)

Forgot to roll to see how many camels you managed to get from the raiders.
>>
Rolled 5 (1d30)

>>3619937
Can't forget Treasure
>>
>>3619942
...Well at least we have some weapons from the raiders? Even if they're oversized for our minions?
>>
>>3619984
Nothing from the campsite, but plenty of spears, knives, and short-bows.
>>
>>3620032
Knives are good. Knives can be used by the Snap-Jaws pretty easily. Spears are good too, though we'll probably have to snap off the ends. Bows may be unusable but we can scrap them to make smaller ones with the cord.
>>
>>3619874
Excellent. We need to mass manufacture golems. We can use golems for defence and snap jaws for offence.
>>
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>>3619660
>>3619663
>>3619669
>>3619815
>>3619859
>>3619876
>>3619880
>>3619884
> 10 VS DC: 12
> Slight Failure

Leaving the test subject to rot for future experiments, you gather three dozen able-bodied snap-jaws and swarm in the direction of the nearest campsite. Since they’re on foot you aren’t able to take advantage of your mount’s speed and it takes you a week to arrive at the oasis in the sand dunes. To your annoyance, it is bereft of camel hide tents or footprints, so you continue onto the next, reaching it in only five days. The ashes from a handful of campfires remain, indicating that they were here at least two weeks ago, and must have left when one or more of the attack’s survivors returned.

Annoyed, you leave the campsite behind and as you ride for the third, thoughts of what fate might’ve befallen you future subjects fills you with paranoia. When you ride upon the third campsite eight days later to find it empty of anything but dried blood and beheaded corpses, you are at once vindicated and enraged. The corpses belonged to four fighting age men, nine elders too old to work or bare young, and one particularly large child with a broken spear shaft in his chest. Damnation, the Sky-Crawlers got here before you did, and judging by the fresh hoof-prints in the sand they only outpaced you by two days.

It is infuriating, but there is nothing to be done for it.

> As for the corpses, you-

> Order the snap-jaws to laboriously haul them to the palace
> Reward the snap-jaws with a day’s unspeakable gluttony

When you’ve finished combing over the barren campsite for abandoned weapons and valuables that the cutthroat tribesmen wouldn’t leave there, you return to the palace and are most pleased to once again be left in silence.

> (1/3)
>>
>>3620193

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Runecraft (1) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve reached an understanding that the runes themselves have no intrinsic supernatural properties, rather, their overly specific language directs the magic of the spells you cast!

>> Ruins of the Palace
> Structural Integrity: [243 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [130 out of 130] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> (2/3)
>>
>>3620193
>>3620199

> Resources:
> Treasure: [9,818] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 61 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> They should've been there!

After an extremely eventful Spring, how do you want to spend the Summer of Year 3?

>> What do you want to do? (You may choose two, at a -5 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Nothing, feh.

> (3/3)
>>
>>3620204
>study the discipline of rune craft
>study wind

>have 55 snapjaws labor on the moat
>have 6 snap jaws explore the region try to find other groups to enslave
>>
>>3620219
This
>>3620193
>Reward the snap-jaws with a day’s unspeakable gluttony
Doggos did their job.
>>
>>3620222
+1

Also, checked
>>
>>3620219
>>3620204
Sure, this works.

>Reward the snap-jaws.
>>
>>3620219
>>3620222
>>3620245
>>3620261
> Roll 1d20, DC: 16
> Bo3

> Roll 1d20-5, DC: 14
> Bo3
>>
Rolled 1, 4 = 5 (2d20)

>>3620292
>>
Rolled 20, 18 = 38 (2d20)

>>3620292
>>
>>3620303
Based and dicepilled
>>
Rolled 14, 16 = 30 (2d20)

>>3620292
>>
>>3620301
>>3620303
>1
>20
Fug
>>
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>>3620303
>>3620301

...The only explanation I can think of is that the dice gods are trolling us.
>>
>>3620337
Does that mean a 1 beats a 20? If so, RNGesus is trolling the shit out of us.
>>
>>3620396
No, they nullify each other. It's just that this is the second time this has happened this thread. Within 2 requested rolls of each other, I think.
>>
>>3620399
What does that mean? Best of 3 means 20 beats everything else no?
>>
>>3620412
And 1 beats everything else too. But both 1 and 20 beat everything else, but they can't both win, so they paradox each other out of existence and there's one roll left over.
>>
>>3620399
>>3620418
Thanks for explaining this. I guess I wasn't paying attention
>>
>>3620427
Sometimes it's different and the author will allow one type of crit to override the other, but usually they just cancel out.

Talking about quests in general like they have a cohesive rule set is a little silly though, since authors can use any system they want. Just sharing my personal experience.
>>
I think we need to max Runecraft so we can maximize the amount of research we’re getting done every turn
>>
>>3620524
Agreed. This isekai tier OP power at our grasp..
>>
>>3620524
Sure. We need Runecraft anyway, might as well max it. The main reason we're focusing on Hexcraft right now is because we have a test subject with an expiration date anyway.
>>
>>3620529
>>3620538
Yeah we need runecraft. Also hexcraft and take a break as our prisoner recovers.
>>
>>3620538
>>3620542
No reason we can’t go full conquest on the skycrawlers for test subjects later.
>>
>>3620546
True, but I'd rather do that with a golem army at our backs. Or at least a squad of golems. The snap-jaws are explicitly garbage-tier minions and they might betray us one day.

Although... they could be a cheap source of souls for the golems if we go the "just plug a blank CPU in" route...
>>
>>3620564
We could even build it into the religion. "If you serve well in life, you get to live forever as a super-strong tank at the side of your god-king!" or "If you fail your god-king, you get a chance to redeem yourself and a shot at the afterlife by serving your god-king as a golem!"
>>
>>3620524
No we should max our minions, get them tomes boi.
>>
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>>3620219
>>3620222
>>3620245
>>3620261
>>3620301
>>3620303
>>3620323
> 14, 1+20 VS DC: 16
> Moderate Failure
> 13 VS DC: 14
> Slight Failure

Evermore intent on resurrecting the golems you so crave, you throw yourself into the study of the unseen runes that emblazon their clay with feral tenacity, though you do not leave the primals elements untapped as you have in the past. Runic inscriptions occupy your time from dawn to dusk, and when the sun has set, you set yourself to practicing the whirling of the winds you wish to master. Though your attention to the minutest of details is unflinching, however sharp your mind may be it is only human, and try as you might, you cannot yet bring the mystic symbols to heel, nor the force of the tornado to kneel.

Oftentimes, you lay awake in your bedchamber, and wonder whether or not you are still the same person you were when you began. Your will to rise above all others, to be seen for the god among men you will be hasn’t diminished in the slightest, rather, it has sharpened to a razor’s edge. Each day you stand before the palace, you are filled with rage that its splendor is no more, and when the snap-jaws bow and scrape at your passing, the anger is replaced by a rich, noble pride that sees their worship alone as insufficient.

You must conquer the eight corners of the earth and bring the heavens themselves to shake, or be slain by the pretender idols that deem themselves your betters. The hunger for power, the thirst to know more, to be more… It is your everything, and the desire to exert your rightful dominance over every last grain of sand, every last drop of water, and every last living soul has forged your mind into a will of iron. Such trifles as boredom and satisfaction are no more than fuel in the fires of your ambition. Magic is your everything, and you will be the dark lord of this world and all others, or you will be nothing.

> (1/3)
>>
>>3620588
>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Novice Occultist: You have taken your first tentative steps into the forbidden arts, and you are going to achieve petty godhood or die trying.
> Disciplines:
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Wind (1) You can summon a gust of wind about your person at a moment’s notice, then direct it to blow this way or that as you wish. It isn’t dangerous on its own, but it could be dangerous in concert with the flames, and the newfound breeze is certainly a pleasant diversion.
> Runecraft (1) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve reached an understanding that the runes themselves have no intrinsic supernatural properties, rather, their overly specific language directs the magic of the spells you cast!

>> Ruins of the Palace
> Structural Integrity: [255 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [130 out of 130] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> (2/3)
>>
>>3620588
>>3620591

> Resources:
> Treasure: [9,818] Heaps upon heaps of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a kingly sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 65 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

Four more snap-jaws have been born, and you cannot bring yourself to care.

The Summer of Year 3 is gone, never to return, how shall you spend the Fall?

>> What do you want to do? (You may choose two, at a -5 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 14)
> Continue your studies into the Discipline of Wind, (DC: 12)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Cease their insipid barking.

> (3/3)
>>
>>3620593
>study the discipline of rune craft
>study wind

>have 55 snapjaws labor on the moat
>have 10 snap jaws explore the region try to find other groups to enslave
With the lower DC's we should make progress, dice be willing
>>
>>3620593
What happened to the prisoner!?
>>
>>3620566
>whynotboth.jpg

>>3620604
He still exists, but I bungled the google doc copy+paste.
>>
>>3620593
>> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)
Can we choose one task twice?
> Send some of their number out to explore the region surrounding your palace, (DC: ??)

And lads lets focus on making use of what we have, which is a fuck ton of gold and getting our hands on some magic tomes.
>>
>>3620603
+1
Isekai no golem wo dabadabadai
>>
>>3620603
>>3620593
+1

Golem-Craft and Sandstorms ho!
>>
>>3620603
+1

Let's get this done boys!
>>
>>3620603
>>3620630
>>3620653
>>3621029
> Roll 1d20, DC: 14
> Bo3

> Roll 1d20-5, DC: 12
> Bo3

> Roll 1d20, DC: ??
> Bo1
>>
Rolled 8, 16, 4 = 28 (3d20)

>>3621087
>>
>>3621087
>>
>>3621090
>>3621087
On one hand, nearly succeeded on the second roll, and the first is best out of three. On the other hand, 4 on the scouting is going to be rough.
>>
Rolled 6, 20, 8 = 34 (3d20)

>>3621087
>>
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>>3621104
>>
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>>3621104
The Dice gods giveth.
>>
Rolled 10, 20, 18 = 48 (3d20)

>>3621087
>>
>>3621149
>>3621104
Frenship ended with golems now wind is my best fren
>>
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>>3621149
...what?

Two nat 20s on one roll?

>>3621087
QM, how is this going to work?
>>
Rolled 92 + 20 (1d100 + 20)

>>3621104
>>3621149
>20
>20

It seems... You've had a breakthrough. Can someone-

> Roll 1d4+2?
>>
Rolled 3 + 2 (1d4 + 2)

>>3621164
>>
>>3621164
HOLY FUCK
>>
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>>3621166
>>3621169
>>
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>>3621169
>>3621164
>>3621166

>Asks for roll that's probably how many levels we get
>Rolls 112 while asking
>Gets a 5 on the probably-levels roll
>We are now the actual god of the wind
>We are barely 21
>>
>>3621180
flying golems boys
>>
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>>3621196
Even better- sandstorm golems.
>>
>>3621201
Fuck yeah.
Dododododoot
>>
https://youtu.be/n4RjJKxsamQ

Thread theme
>>
>>3621180
Clearly wind is our element of soul
>>
Rolled 6, 8, 4 = 18 (3d8)

Don't mind me, rolling for dream demons
>>
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>>3621261
>8
>>
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>>3620603
>>3620630
>>3620653
>>3621029
>>3621104
>>3621149
> 10 VS DC: 14
> Moderate Failure
> 20+20 VS DC: 12
> Legendary Success
> 4 VS DC: 16
> Catastrophic Failure

You study these runes to no end, but no matter how diligently you pore over their surface you seem to find nothing of substance and it infuriates you. The lack of noteworthy progress is no less than three seasons fills you with spite, and your reliance on golems you cannot depend on leaves you smoldering with rage. This weakness… It is unbefitting the sorcerer-lord of the crumbling palace, and you refuse to acknowledge it!

No, something must change, and if the heavens themselves will not bend to your will, you shall make them! Nay, you shall break them and stand triumphant on the fallen sky! The radiant clouds above which daily refuse to give you their succor must be cast down along with their false gods, and there upon the sands, the numberless multitudes praising your name shall wrest what you seek from their ichorous corpses!

Power… Power is what you so desperately crave, and so long as you hold steadfast and continue your studies at a diligent pace, you sha- NO! ENOUGH IS ENOUGH, and you refuse to take it. So many sleepless nights reciting the same trite runes, and for what? A flickering spark in the palm of your hand? A migraine in the head of a broken man? A palace that once awed the nations lying in ruins!?! It is clear to you now that as important as tireless rote memorization may be, it shall never grant you the mountain-moving mystic might you thirst to attain.

No, the flames have proved time and time again that only action, the wild reckless abandon hinging everything you are and will ever be on a single victory where even your immortal is nailed to the stake is the only way you will ever gain true power. Dominion or desolation, you stand blindfolded at a crossroads and must choose one path in this moment, or remain forever lost! You rise to the highest tower in the palace, then force your way through the window and up crumbling masonry to reach yet higher. Eventually you reach the tip of the spire, but staring down at the ant-like snap-jaws you feel no creeping dread, only purest, pulsing exhilaration. You will do or you will die.

You take the plunge.

> (1/3)
>>
>>3621286



In those instants before death is certain, it is said that one discovers inner truths that they never knew and if they survive, are forever changed. They are fools, because you see nothing, know nothing, are nothing but tumbling, plummeting, falling through the wind but your will is supreme, and never once have you made an idle threat. You stand upon the ground, a cacophony of barking nonsense breaks you from your reverie, and before you can so much as glare, a flitting blade of wind severs the nearest irritant’s head from its shoulders.

You open your eyes to the sight of dozens of snap-jaws bowing before you in reverence never matched to this day, and as you ponder the reason for their sudden wisdom you step forward, only to stumble ever so slightly before you foot hits the stones. This is intriguing. Never once have you stumbled mid-air in such an erroneous fashion but here you have done so, which when taken to its logical conclusion must mean that-

You are in mid-air.

> Wind (1) advances to Wind (2)!
> Wind (2) advances to Wind (3)!
> Wind (3) advances to Wind (4)!
> Wind (4) advances to Wind (5)!
> Wind (5) advances to Wind (6)!

No explosion of excitement or ecstatic revelry ensues, only cold recognition that the air itself has seen fit to recognize your authority, and so you walk upon it. At your will, a powerful gust of wind pushes you higher, then lowers you to a finger-length above the ground and back again. You repeat yourself for hours on end, enraptured by the novelty, and find that while you can manage great speed, your unaerodynamic form is most unstable and you would do well to acquire a carpet or broomstick if you wish to maintain your balance.

More impressive is the wind that you can manipulate at an instant’s notice. The beginning breeze barely registers, and you’re able to maintain a wind shield to deflect projectiles from all angles of your vulnerable figure with ease. Offensively you can do much more, gusts strong enough to send the strongest men stumbling can come with the ease of a concussive firebolt, and you can produce a tremendous gale weighty enough to shatter boulders, let alone bones with no more difficulty than a modest fireball. In addition, a moment’s focus can produce a wind-blade sharp enough to approximate iron and though it lacks the finesse of a true swordsman, it can strike unseen from any angle.

You are delighted to find that you can control as many as three before instructing them becomes more trouble than it’s worth, and that feeding unnatural wind into your fire spells amplifies their destructive capacity. For the first time in what might be years, you are genuinely happy and the news that not a single one of the snap-jaw scouts returned from the wastes does nothing to dampen your mood. Though you can’t control weather or smite insubordinates who aren’t yet aware they’re your subjects, you know that it’s only a matter of time.



> (2/3)
>>
>>3621286
>>3621289

Later that night, when you lay your head to rest you awaken with a cold start, in the center of a pitch-black chamber. Before you lies a masterfully carved yet austere table, well-lit by a tallow candle, and upon it lie three weighty tomes. Each is covered in mysterious runes that you do not know, but a gloved hand darker than the shadows surrounding you sweeps over them, and you raise an eyebrow to see that each is rendered legible. A crisp voice from across the table echoes through the room and try as you might to stare up and face it, your own flesh denies your command.

> [Mortal]
> [Your endeavors into the arcane please me]
> [But none so much as your dedication to power]
> [Your daring reminds me of my youth]
> [I have seen fit to grant you a reward]
> [Do you see these tomes] [?]
> [One is yours to treasure and keep]
> [Both others will never be seen again]
> [Lest you pay the price]
> [Knowledge is power]
> [Power holds a price]
> [This is no different]
> [2,000 Treasure for each beyond the first]
> [That is final]
> [Haggle not]
> [...]
> [Lest your soul be undone]

You examine the tomes before you, and are forced to make a decision.

> Which of the tomes do you claim? (Choose as many as you wish, but be aware of the consequences)

> Lord Umbral’s Diary of Debauchery
> Tokal’s Dissertation Into Decomposition
> A Humble Treatise on Proto-Settik
> None, you will leave this place rather than deal with its ilk

> (3/3)
>>
>>3621292
>Nothing to spend money on
>Legendary magic books for sale
>"You get one free, 2k money for each extra"

...

>Buy them all
>>
>>3621292
>take em all fuck it ill pay the cash
>>
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>>3621292
>>3621295

An addition to my previous post.
>>
>>3621295
+1.
Why not use the gorrillions of gold coins we have?
>>
>>3621286
>>3621289
>>3621292
>dives off cliff because books are too hard
Are we terminally autistic or batfuck insane?
>>
>>3621292
>>3621295
>>3621299
>Total: 4k
LET'S DO IT
>>
>>3621311
I'm going with, "stressed over our low-quality minions and pining for our old friends the golems, but also SO PISSED THERE IS NO PROGRESS AAAAAAAAAAA!" And then magic kicks in.

On the other hand, we have taken a nice lovely step towards being the God-King of the World. That is a lot of magical expertise for someone barely 21.
>>
>>3621295
+1

>A Humble Treatise on Proto-Settik
Is this what I think it is..
>>
>>3621322
We're studying that one first. It's probably the Runes book. Then the Decomposition Dissertation, because that sounds like either Death or Hexcraft.
>>
>>3621292
>Buy them all
>>
>>3621311
It worked in our dream so why not in reality.
>>
>>3621311
Both
>>
>>3621295
>>3621299
>>3621303
>>3621309
>>3621314
>>3621322
>>3621364

You consider the mountains of glittering gold, shimmering silver, and gorgeous gems a king would kill for, and when you weigh them against the wisdom you suspect to be held within the pages of these tomes, it is no decision. “Take my money and give me each.” A dark chuckle can be heard across the table, and what appears to be a contract in parchment is pushed to you. The runes inscribed on it are simple enough that any invalid acquainted with the ancient scrolls could read them, and you aren’t sure if it’s an insult to your intellect or an attempt to accommodate, but you do not care and read the fine print with frenzied speed. Aside from an escape clause revolving around the summer solstice eighty-six years from this moment, there’s no loopholes in the slightest and you see no reason not to sign your signature with a prick of blood from your wrist.

Immediately, both the quill in your hand and contract beneath it vanish into thin air, and each of the three tomes on the table crumble to ash. Though you cannot see it, you sense that the one across the table smiles, and you listen attentively when he speaks.

> [Mortal]
> [A word of advice]
> [Brush up on your runic before diving into the diabolic]
> [Beware the one-legged man who gives his praise to Zoroaster]
> [Be sure to groom your beard if you want the masses to take you seriously]

“Who are you, and why are you helping me so?”

> [Consider me a colleague]
> [Should we meet in the future]
> [Handouts like this won’t be so common]
> [May your knife find its way betwixt your enemy’s ribs]

“And yours as well.”

> [Leave this place]

And so you do, feeling rather comfortable for once. Stricken with sudden curiosity, you sprint into one of the treasure storage chambers, only to find that almost half of the magnificent treasure you have left has been reduced to nothing but ash. There can be no doubt. The dream was real and the deal came to pass, but if that’s so, where’s the- Hmm. You feel several hefty weights in your robes, and upon inspection, find that for one, someone has secretly sewn pockets into your clothing while you slept, and that for two, these ‘heavy weights’ are the same tomes you so gleefully purchased.

Many thanks for whatever that entity was.

> (1/3)
>>
>>3621379

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Runecraft (1) You’ve discovered that these are the written language of the incantations you’ve been speaking, and what’s more, you’ve reached an understanding that the runes themselves have no intrinsic supernatural properties, rather, their overly specific language directs the magic of the spells you cast!

>> Ruins of the Palace
> Structural Integrity: [243 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.

> (2/3)
>>
>>3621379
>>3621380

> Fortification Rating: [152 out of 152] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: You will have no idea as to its contents until you begin reading.
> Tokal’s Dissertation Into Decomposition: You will have no idea as to its contents until you begin reading.
> A Humble Treatise on Proto-Settik: You will have no idea as to its contents until you begin reading.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 54 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

> (3/4)
>>
>>3621379
>>3621380
>>3621381

The Fall came and went, how do you intend to spend the Winter of Year 3?

>> What do you want to do? (You may choose two, at a -5 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 14)
> Read one of the tomes you have laying around the palace, (DC: ??)(Specify)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Conduct a glorious feat to celebrate your newfound power.

> (4/4)
>>
>>3621383
>study runecraft dammit we need runeees. Wish he gave us a dummies guide on runes.

>read treatise on protto settik
>>
>>3621387
+1
>>
>>3621383
>Conduct experimentation into Hexcraft with the prisoner
>read treatise on protto settik
I suspect the book advances our runecraft so let's spend this turn on hex
>>
>Read one of the tomes you have laying around the palace (Tokal's Dissertation into Decomposition.)

>Clean. AKA Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3621387
+1
>>
>>3621387
Supporting.

The demon/god/spirit/whatever said to learn more about runes, and he probably knows more than we do.
>>
>>3621387
+1
>>
>>3621448
Btw, sick thread and setting OP, I had a blast reading up to this point. I'm glad I dropped by QTG and saw people talking about it there.
>>
>>3621383
>Continue your studies into the Discipline of Runecraft, (DC: 14)
>Read one of the tomes you have laying around the palace, (DC: ??)(Specify) A Humble Treatise on Proto-Settik

>Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw) (All)
>>
>>3621448
>>3621383
Same choices but also
>Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw) (All)
>>
>>3621387
+1
>>
>>3621387
>>3621393
>>3621412
>>3621448
>>3621589
>>3621629
>>3621652
> Roll 1d20, DC: 14
> Bo3

> Roll 1d20-5, DC: ??
> Bo3
>>
Rolled 8 (1d20)

>>3621710
>>
Rolled 4 - 5 (1d20 - 5)

>>3621710
>>
>>3621501
Glad you're enjoying the thread. In my opinion, Sword & Sorcery is the most based fantasy sub-genre. Everything about it is evocative as fuck, and I don't think I've ever seen a quest centered around a S&S sorcerer.
>>
Rolled 13 (1d20)

>>3621710
>>
Rolled 9 (1d20)

>>3621710
>>
Rolled 7, 10 = 17 (2d20)

>>3621710
Read the post retards
>>
Rolled 17 (1d20)

>>3621710
>>
Rolled 1 - 5 (1d20 - 5)

>>3621710
>>
Rolled 4 + 5 (1d20 + 5)

>>3621710
>>
>>3621726
I didn't realize you could roll two at once, woops.
>>
>>3621734
I don't much care either way, it's no big deal
>>
Rolled 20, 11 = 31 (2d20)

>>
>>3621740
Eyyy
>>
Rolled 7, 1 = 8 (2d20)

>>3621710
Are reading instructions and rolling properly really that hard for most people?
>>
>>3621913
Right, this is why I avoid posting and rolling most times...
>>
>>3621918
Its bo3 so that shouldnt count.
>>
>>3621387
>>3621393
>>3621412
>>3621448
>>3621589
>>3621629
>>3621652
>>3621712
>>3621715
>>3621720
>>3621722
>>3621726
>>3621727
> 13 VS DC: 14
> Minor Failure
> 12 VS DC: 12
> Slight Success

It seems as though you’ve come to an insurmountable wall in the study of the golem’s runes and no matter how much you try, there are only so many syllables of the language even the wisest sage can translate without context. Night and day you puzzled over the script, but past a certain point, meditation yielded no more than wasted time, and your building rage in light of failure began to fog your mind. You would call it trifling but the mastery of the runes is anything but trivial! Bah, what good are the heavens themselves if all their thunder and lightning can’t render your golems animate once again?

Useless! Nothing but a frivolous farce, a distracting diversion on the path to true power! Any fool can patch together a spell from scraps of the dreamscape, but only a master can take on the mantle of the ancient runes and assemble an edifice of the occult tailored from the ground up to suit their will. You aren’t content to remain a petty charlatan aweing mongrels with parlour tricks, no, you desire to grow your knowledge and the power it gives, but none of this can be done if you cannot fathom the means by which you are to learn!

After only two weeks of fruitless study you come to the conclusion that is impossible for you to reach a further understanding with the golem’s sides alone, and in an attempt to assuage your mind from the despair gripping it, you turn your attention to one of the tomes you were given. For the first four-hundred pages, ‘A Humble Treatise on Proto-Settik’ is a dry read chronicling the histories of the otherwise unnoticeable nomadic tribes whose descendents would one day come to worship Set, the god of darkness, deserts, murders, and storms, at the apex of the jade ziggurats and establishing what were said to be among the first human cities skilled in the smithing of bronze around them.

Sadly, the tome bore no more than a handful of footnotes concerning the more interesting era, and its clinically detached tone managed to make the millennia of blood feuds, kin strife, and struggling to survive starvation out to be a boring and sordid affair. Of course, you have nothing to do but study and know for a fact you wouldn’t have been given the tome if it were a useless paperweight, and after another week of laboriously reading each and every syllable on each and every page, you uncover something most intriguing in the last two hundred pages of the near nine hundred strong tome. A comparison of their crude written language, alongside the more advanced hieroglyphs of their descendant culture and the comparatively blocky and inelegant letters used by the most recent empire in their stead.

> (1/4)
>>
>>3622231

Ordinarily this would be no more than an academic curiosity, but a similarity in the structure of the proto-Settik and runic grammar leaves you to believe that the two are closely related, and a throwaway paragraph detailing that proto-Settik is no more than a degenerated variant of the runic script, simplified and separated by some four centuries of lingual drift, but nonetheless even if they aren’t the same, they’re close enough that you can begin reverse-engineering runes into their proto-Settik equivalent, and continue through Settik until you can approximate them into the Tongue, and thus find understanding!

> Runecraft (1) advances to Runecraft (2)

To call digging into the golem’s hides with a rudimentary translation method no less than three steps and four centuries removed from the language an arduous task is to spit upon the leviathan extent of the intellectual labor, but at least with the tome, you are capable of working! In the next handful of months, you derive further understanding at a rate you deemed impossible mere weeks ago, and even if the rate of progress is slower than you might find pleasing, your capacity to take notes is progressing and you cannot complain.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.

> (2/4)
>>
>>3622231
>>3622234
> Runecraft (2) You’ve discovered that they bare a striking similarity to the written language of the Proto-Settik tribes, and with the help of ‘A Humble Treatise on Proto-Settik’ you have managed to slowly but surely begin translating the runes on the golems, not only bringing you closer to reawakening the golems, but by improving your notes, enhancing your capacity to study.

>> Ruins of the Palace
> Structural Integrity: [254 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [152 out of 152] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: You will have no idea as to its contents until you begin reading.
> Tokal’s Dissertation Into Decomposition: You will have no idea as to its contents until you begin reading.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.

> (3/4)
>>
>>3622231
>>3622234
>>3622239

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 54 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

You have made progress in the Fall, but soon the Winter of Year 3 will be upon you.

>> What do you want to do? (You may choose two, at a -4 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 16)
> Read one of the tomes you have laying around the palace, (DC: ??)(Specify)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 14)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Continue doing what they were doing, you’re too busy attempting to puzzle out ancient writings to bother with them.

> (4/4)
>>
>>3622242
>Study Runecraft
>Read "A Humble Treatise of Proto-Settik"

>Send 10 Snap-Jaws out to scout
>Set 44 Snap-Jaws to improving the Structural Integrity

Yessss, progress!
>>
>>3622242
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 14)
> Begin studying how the mysterious language relates to the golems, (DC: 18)

Snap-Jaws:
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
Tell them to look for camps. Their progress is way too fucking slow and we need more bodies to build our palace.
>>
>>3622266
>>3622242
Actually, changing my vote to this guy's because the two are pretty similar.

+1
>>
>>3622268
>>3622267
To be fair, I do agree with you on the, "Why are our minions SO SLOW Snap-Jaws SUCK" front. At least the Runecraft is improving our action economy so we can get more stuff done.
>>
>>3622267
+1
>>
To be fair to the snap jaws, we could easily increase their numbers if we go and bother to subjugate the other tribes of their kin they knew / know about. Plus it's not like their population isn't growing over time.

Honestly we'd probably do pretty well if we helped with clearing the area around the outside of our wall for the moat: with our level of wind magic we should be able to just blow large sections of the sand away after which we could use our fire magic to burn / melt some of it into a barrier to prevent the sand caving back in.
>>
>>3622266
+1
>>
>>3622283
You could always tell them to reproduce en masse, though if the current trend of eugenics continues it'll yield modest results in as little as half a century.
>>
>>3622266
>>3622268
>>3622280
>>3622284
> Roll 1d20, DC: 14
> Bo3

> Roll 1d20-4, DC: 16
> Bo3

> Roll 1d20, DC: ??
> Bo1
>>
>>3622294
I'm assuming you want to focus on the tome as opposed to the runes themselves for the highest chance of success. Let me know if you'd rather switch the two around.
>>
Rolled 18, 10, 11 = 39 (3d20)

>>3622294
>>
Rolled 9 (1d20)

>>3622294
I'm finally here at a time to roll! This is for DC 14
>>
Rolled 15 + 4 (1d20 + 4)

>>3622294
This is for the DC 16!
>>
Rolled 1 (1d1)

>>3622294
And THIS is for the DC ??

>>3622301
I would have sworn I typed -, not +. Weird.
>>
Rolled 17 (1d20)

>>3622305
And this is because I'm shit at rolling dice properly. Now back to lurking with baited breath at every update.

Trying to actually roll correctly for the ?? Now.
>>
Rolled 19, 9 = 28 (2d20)

>>3622294
First is for DC 14, second is for DC 16.
>>
>>3622305
Impressive, nat 1 on a d1.
>>
>>3622309
>>3622301
>>3622300
>>3622298

So it looks like we have 19, 15-4=11, and 11. Not bad.
>>
Once we get runes to a high enough level we could probably imbue some carpets with wind magic, so we can make flying carpets. Then our snapjaws can chase down enemies with speed.
>>
>>3622313
I like that idea in principle. Although I'm somewhat leery as to the idea of trusting the Snap-Jaws with valuable magical items when they're so incompetent and generally cowardly. Sort of seems like we'd just feed the carpets to our enemies and then they'll have flying carpets instead of us.

Hmm... Maybe if we cursed the carpets to harm people who aren't wearing a specific rune-script that forms our emblem?
>>
>>3622313
>>3622326
Clearly the solution is the use of a golem intelligence to control the carpet and it's flight. This would also mean that they could be used to drop off assault squads of snapjaws before returning to pickup more or for the rapid transport of resources.

You'll never be a town guard at 3 AM who notices a series of strange shadows cross the sky shortly before dozens of tiny jackal-people attack you from above. Completely negating your walls and just raining down dozens of arrows and flaming torches on everything.

Also if we do get to such a level, I think it might be wise to try and make something that can gather water from the air or draw it from the ground. That should help stop our meat-servants growth being limited by at least one thing.
>>
>>3622313
>giving magic carpets to basically feral dogs
I'd hold off on handing out magic itms until we have some at least semi competent minions.
>>
Rolled 8 (1d8)

>>3622305
When you're trying to subtract from a roll's result, you need to type '+-' instead of '-' otherwise it assumes you're going for a '+' it's stupid I know but it do be that way.

>>3622309
>>3622301
>>3622298
Not bad, not bad at all.
>>
>>3622355
>that 8
You may have a difficult time subjugating these.
>>
>>3622371
...That is both a good sign and a bad sign.
>>
Rolled 2 (1d10)

>>3622355
Forgot to roll 1d10 for casualties
>>
>>3622371
>You may have a difficult time subjugating these.
That just means we get some target practice.
>>
File: Fear the Hashara.jpg (83 KB, 816x979)
83 KB
83 KB JPG
>>3622266
>>3622268
>>3622280
>>3622284
>>3622309
>>3622301
>>3622298
> 19 VS DC: 14
> Major Success
> 11 VS DC: 16
> Moderate Failure
> 11 VS DC: 12
> Slight Failure

Now that you’ve uncovered a new avenue of rune research, no amount of alluring images of army-shattering might nor tempting ancient tome smell can dissuade you from your task. Each waking moment you spend in the motley study you’ve taken to using in the tower from where you challenged the heavens and won, poring over your ancient tome and struggling to decipher carefully drawn notes of golem symbols. Little by little, while the weeks go by you make enough progress to show a noticeable improvement.

It’s nothing impressive to anyone that isn’t a rare scholar versed in the ancients by any means, but meditation headaches are getting rarer and rarer and the times you’re forced to reference the book become more and more seldom. Your skill in note-taking isn’t substantially increased, but your fluency in both the proto-Settik and contemporary Settik tongues has begun approaching a native speaker’s and perhaps you could pass yourself off as a niche linguist or infiltrate some depraved cult in the future. Both certainly sound sinister, but where contemporary Settik cuts like a knife, the proto-Settik is a bit more guttural. You don’t have a preference either way, but it might be useful for intimidating the ignorant.

> Trait Gained:
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik

At this rate, you’re on the cusp of a breakthrough and could safely devote much of the Spring to something a bit more tangible. Of course, nothing prevents you from delving into the runes with even more tenacity, but something tells you that- “MASTER!” Hmph. You turn in your chair to see the shaman has escorted a snap-jaw that seems to have had half of his face ripped off into your study. Both proceed to bow and you vaguely recognize the injured one. Wasn’t that the..? Ah yes, one of the scouts you sent out. Slightly eager to put your newfound knowledge to the test, you mutter a string of obscenities in proto-Settik and give a sinister smile at the way the mongrels tremble. “This better have been worth interrupting my studies.”

The shaman gives a shaky nods. “Y-yuh huh, *unintelligible growling* wen’ with da scout party into da east yeah, n’ dey found somethin’, somethin’ real bad, real scary like.” Hmm… “Go on then, tell me what you saw.” You gesture to the maimed scout, who begins yipping and growling at the shaman. He must not be versed in the Tongue, and while it’s a good thing you have a semi-functional interpreter in the present, it might be worth trying to learn the snap-jaw language for furthering your future control.

> (1/5)
>>
>>3622538

“Yuh-huh, so he says he- says he wassa out wanderin’ da sands wit’ da rest offa pack n’ dey didn’t see nothin’ ‘till dey went near da rocky spot where it ain’ta mountain but da sand dunes ain’t quite hills, n’ den dey set camp, right?” You blink, and give an imperceptible. “R-right, so dey was out dere campin’, n’ dey startsa fire right, jus’ like you showed us, huh, n’ ain’t nothin’ go wrong ‘till dey hear a noise like’a skrreeeeK n’ jus’ outta nowhere, floodin’ outta da hidin’ spots issa buncha bugs, right, ‘cept dey’s got red shells, dey’s bigger dan you got nasty claws n’ spikes n’ glassy black rock-tip spears, n’ dey cuts two’a ‘em to pieces like it ain’t nothin’, n’ when dey run off fast as dey legs can carry ‘em, dey don’t even bother the chase da rest. Sc-scary yeah?” Recalling sinister childhood fairy tales, you dry gulp in slight worry and intense anticipation. There’s only one possible explanation for the details of their report and the survivor’s gruesome wounds.

There is a Hashara hive somewhere within a month’s walk of the palace. You remember all the credible stories you heard from the mouths of travellers instead of old housewives in your childhood, and consider the implications in full.

> The Hashara are inhumanly slender, but possess an explosive sinewy strength that could match and surpass almost any man. Their swiftness is near imperceptible, their endurance is almost endless, and the loyalty they have for their hive is more absolute than any but the most devoted of zealots can comprehend. They don’t seem to register fear or restraint, though pain seems to send them into an unstoppable rage.
> Their kind haven’t seen fit to advance beyond the stone age, but each is covered in an array of natural weapons that would give a hardened mercenary in chainmail reason to fear for their lives. They prefer to capture their foes alive, and have a tendency to maim and mutilate rather than kill outright. In the southlands, their seasonal raids are a constant and brutal remainder of the importance of keeping a drilled and disciplined local militia.
> The Hashara seem to have a hierarchical, caste-based society wherein the brightness of one’s chitin and size are more pronounced the higher in rank an individual is. It’s said that they might overwhelm the land in a few short generations if it weren’t for their total lack of strategy on anything higher than a squad level, their apparent absence of a concept of ranged combat, and their endless, genocidal infighting.
> Though they have their own chittering language, they are more than capable of speaking the Tongue and use it to repeat simplistic war cries ad infinitum, shout about the inferiority of the human race, and on occasion, mock individuals for their soft and fleshy nature.

> (2/5)
>>
>>3622538
>>3622545

> Legends of sorcerers and warlords enlisting the Hashara in their legions are plentiful, but more often than not these are mercenary arrangements taking advantage of their obsession with silver, and tales of betrayal and the horrific slaughter of the ones who sought to control them are almost as common. In the past, some madmen have attempted to capture a Hashara hive’s queen and hold it hostage to force their obedience, and only a handful of these ended in anything but a swift and gruesome death.
> If there’s a hive here, that must mean that they’re either (a) being pushed back by the southland empire and searching for new lands, or (b) pushing back the southland empire enough that they can afford to expand into more isolated regions. It must be a relatively small one, too, otherwise you’d have heard of it sooner.

It’s fascinating enough to keep the mind racing, but your discussion with the spirit of the tomes comes to mind and you feel that it’s best to address his advice soon, while you’re a relatively unknown presence than wait until later, when the masses might have a hard time reconciling rumors of your new appearance with your old one. You’re thinking of course, of how you should or shouldn’t groom your magnificent facial hair.

> How do you want to present yourself to lesser eyes?

> Sinister: You shall taper your chin to a sharp goatee, and adorning your upper lip will be a pointed, razor-straight mustache.
> Imposing: You shall shave your head and face bald, so that none may see reason to doubt your true intentions
> Disheveled: You shall allow your sorcery to speak for itself, and allow your beard to grow twisted, long, and gnarly.
> Aristocratic: You shall keep yourself trimmed to the high class’s grooming standards, so they’ll think you’re cultured.
> Weirdo: You shall adopt a soul patch and ghostly stache, so that none may question the depths of your depravity.
> [Write-In]

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Extremely Young: Scarcely twenty-one summers, no barbarian chieftain would take you seriously if it weren't for your dark magics, but you need not worry, for you have many, many years ahead to further your skills.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik

> (3/5)
>>
>>3622538
>>3622545
>>3622549

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Runecraft (2) You’ve discovered that they bare a striking similarity to the written language of the Proto-Settik tribes, and with the help of ‘A Humble Treatise on Proto-Settik’ you have managed to slowly but surely begin translating the runes on the golems, not only bringing you closer to reawakening the golems, but by improving your notes, enhancing your capacity to study.

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [152 out of 152] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.

> (4/6)
>>
>>3622538
>>3622545
>>3622549
>>3622552

> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: You will have no idea as to its contents until you begin reading.
> Tokal’s Dissertation Into Decomposition: You will have no idea as to its contents until you begin reading.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 57 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

> (5/6)
>>
>>3622538
>>3622545
>>3622549
>>3622552
>>3622553

Five snap-jaws were born this season.

The Winter is gone, and in its place comes the Spring of Year 4.

>> What do you want to do? (You may choose two, at a -4 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 10)
> Read one of the tomes you have laying around the palace, (DC: ??)(Specify)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Ponder the philosophical reasons for their pitiful existence

> (6/6)
>>
>>3622555
Right, so we have silver-obsessed murder bugs living near us. I mean, we could bribe them, but I'm not liking these guys. Too untrustworthy and generally likely to kill us.

>Send 17 Snap-Jaws out scouting
>40 Snap-Jaws on Fortification

>Research Runecraft
>Read Tikal's Dissertation into Decomposition

As for facial hair... hmm...
>Imposing
>>
>>3622549
>Sinister

>Continue Runecraft
>Begin Laboring on Fortification.
>>
>>3622549
> Aristocratic: You shall keep yourself trimmed to the high class’s grooming standards, so they’ll think you’re cultured.

>Send 17 Snap-Jaws out scouting
>40 Snap-Jaws on Fortification

>Research Runecraft
>Read Tikal's Dissertation into Decomposition
We are cultured and learned. Let the bear strike wonder in our enemies while our magic strikes fear into them
>>
>>3622567
Beard*
>>
>>3622570
To be fair, a magical bear would strike fear and wonder into our enemies too :)

Wait, do our enemies know what bears are? Do bears exist in this world?
>>
>>3622574
Bears do exist, but they aren't particularly common in the desert.
>>
>>3622555
> Sinister: You shall taper your chin to a sharp goatee, and adorning your upper lip will be a pointed, razor-straight mustache.
>Send 17 Snap-Jaws out scouting
>40 Snap-Jaws on Fortification
>Research Runecraft
>Read Tikal's Dissertation into Decomposition
>>
>>3622555
> Read one of the tomes you have laying around the palace, (DC: ??)(Specify)
The decompsions one
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
Explore away from the bugs
>>
>>3622549
Forgot to include this
> Aristocratic: You shall keep yourself trimmed to the high class’s grooming standards, so they’ll think you’re cultured.
>>
>>3622591
Seconding this
>>
>>3622591
+1
>>
>>3622565
>>3622591
>>3622616
>>3622664
> Roll 1d20, DC: 10
> Bo3

> Roll 1d20-4, DC: ??
> Bo3

> Roll 1d20, DC: ??
> Bo1
>>
Rolled 11, 15, 5 = 31 (3d20)

>>3622722
>>
Rolled 13, 20, 16 - 4 = 45 (3d20 - 4)

>>3622722
>>
Rolled 4, 1, 8 = 13 (3d20)

>>3622722
Sorry, didn't notice
>>
File: again?.jpg (20 KB, 474x355)
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20 KB JPG
>>3622749
>>3622748

This is the third time this thread. The Dice Gods are just yanking our chains at this point.
>>
File: It'sAllSoTiresome.jpg (67 KB, 1022x731)
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67 KB JPG
>>3622748
>>3622749
>>
>>3622748
>>3622749
>20
>1
What manner of fresh-faced madness is this?
>>
>>3622770
The same as the last two times.
>>
>>3622779
At this point, it's near lovecraftian.
>>
>>3622781
It's the Dice Gods trolling, I tell you!
>>
>>3622555
> Read the tome ‘A Humble Treatise of Proto-Settik
> Continue your studies into the Discipline of Runecraft
> Imposing: You shall shave your head and face bald, so that none may see reason to doubt your true intentions
>>
>>3622565
>>3622591
>>3622616
>>3622664
>>3622745
>>3622748
>>3622749
> 13 VS DC: 10
> Moderate Success
> 11, 20+1 VS DC: 12
> Minor Failure
> 5 VS DC: 8
> Minor Failure

You stand before the fogged, cracked mirror in your chambers and contemplate how you wish to present your beard to the unwashed masses. It takes quite some time before you come to a decision, and when you do it is with the surety of purpose of one who recognizes that they made a wise decision in hindsight. An immaculate goatee graces your pointed chin, while both sides of a slender yet striking mustache covers your upper lip. It is perhaps the most cliche sorcerer’s hairdo, but you are no monk to shave your head bald, no hedge wizard to leave a tangled matt dragging the floor, no vain fool to seek the admiration of nobility soon to be beneath you, nor a lecherous pervert fit only to scare women and children. No, you are a proud sorcerer wielding power beyond mortal ken, and the world shall know!

Besides, it’s a cliche for a reason, and you see no need to shirk centuries of mythical tradition. Who knows? It might even lend you credence with your peers. If there are any other magicians out there, that is. Are you alone? Fah, who cares? There’s only room for one upon the throne, and these pretenders shall bend the knee alongside the mundane masses or be annihilated in purest, incandescent hellfire. Turning your thoughts away from such trivial matters as your outward aesthetic, you resume your studies as planned.

> Trait Gained:
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.

Using your accumulated knowledge and what you’ve memorized of the proto-Settik script, unraveling the secrets of further runes is simple affair. By the time the time the first month has passed, you’ve reached a firmer understanding of just what is written on the golems, and feel that if you continue your studies, by this time next year you’ll be capable of repairing the damage that the thrice-damned ‘Emissary of Koios’ dealt, may he be condemned to eternal hellfire upon your ascension to godhood.

> Runecraft (2) advances to Runecraft (3)

> (1/6)
>>
>>3622927

Another milestone achieved, you decide to go ahead and treat yourself to the study of a new tome, ‘Tikal’s Dissertation on Decomposition.’ Unlike ‘A Humble Treatise on Proto-Settik,’ you find ‘Tikal’s Dissertation on Decomposition’ to be a gripping read, and not only for the ghastly morbidity of its subject matter. It goes into extensive detail concerning the observances of a certain ‘Tikal Craethor’ a fellow student of the dark arts who lived in the distant past, and devoted himself to furthering his understanding of life, death, and the processes intrinsic to both. Contrary to your expectations, the tome concerns what ‘Tikal’ found to be the midway point between what he calls the 'deathly and living states' of a given organism.

Decay. Much of the tome’s writing style is archaic and confusing, though it’s ironically been maintained in pristine condition despite the passage of time. As you expected, a significant portion of subject matter revolves around the onset of rigor mortis and proliferation of noxious fumes, as well as inducing the rapid onset of both into living specimens, but to your surprise, almost a third of the tome relates to an alleged metaphysical link between vermin such as rats, maggots, and crows, and the platonic ideal of decay. Moreover, it provides an astute argument in favor of the ideal of ‘spontaneous generation’ that is to say, the formation of vermin within the cadavers of the dead, and suggests that one sufficiently attuned to ‘the rot underpinning the primordial fabric’ could cause an artificial occurrence of this and proceed to manipulate the resulting mass to their own benefit.

> Decay (0) is discovered

Though you can’t yet channel what the tome refers to as ‘the precursor to plague,’ it leaves you most curious to determine whether the theory holds. Meanwhile, of the ten snap-jaws you sent out to scout, seven have returned with the news that they’ve been getting skirmished by roving bands of nomads seeking to fill the void the defunct Flint-scrapper and Dune-roamer tribes left behind with their passing. The presence of potential trespassers is irksome, but it might open future opportunities.

> (2/6)
>>
>>3622927
>>3622931

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Quite Young: Reaching twenty-two summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Runecraft (3) You’ve discovered that they bare a striking similarity to the written language of the Proto-Settik tribes, and with the help of ‘A Humble Treatise on Proto-Settik’ you have managed to slowly but surely begin translating the runes on the golems, not only bringing you closer to reawakening the golems, but by improving your notes, enhancing your capacity to study.
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

> (3/6)
>>
>>3622927
>>3622931
>>3622932

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [160 out of 160] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat, and extends to little over half of the perimeter. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> (4/6)
>>
>>3622927
>>3622931
>>3622932
>>3622934

> Artifacts:
> Lord Umbral’s Diary of Debauchery: You will have no idea as to its contents until you begin reading.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 54 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

Much to your surprise, only one snap-jaw was born this season.

> (5/6)
>>
>>3622927
>>3622931
>>3622932
>>3622934
>>3622935

The Spring has passed and as you enter into the Summer of Year 4, one question occupies your mind. How can it best be spent?

>> What do you want to do? (You may choose two, at a -3 bonus to the second’s roll)
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: ??)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you've heard so much about, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Keep quiet and leave you to your work.

> (6/6)
>>
>>3622936
>Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12)
>Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: ??)
>Begin laboring on the palace's Fortification Rating
>>
>>3622936
> Begin studying how the mysterious language relates to the golems, (DC: 18)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
40 of them.
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
10 will do.
>>
>>3622936
>Study Runecraft
>Read A Humble Treatise of Proto-Settik
>Fortify the Palace

Yes, the action economy is only getting better! And Runes are important for the Golems!
>>
>>3622945
I voe against exploring lets have there population actually rise.

>>3622946
Support this.
>>
>>3622959
Yeah, we have reasonable data of the area right now. Maybe we go for the aggressive snap jaws next turn?
>>
>>3622936
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
Please god stop using snap jaws for construction
>>
>>3622946
I support this
>>
>>3622936
>Begin studying how the mysterious language relates to the golems, (DC: 18)
>Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you've heard so much about, (DC: ??)

>Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw) (All)
>>
>>3622946
+1
>>
>>3622936

It will be nice to have our golems back soon, but it wont change the situation much.
We need carpenters and masons to fix our palace, we need servants to pour our wine and fetch us more tomes. We need more minions to be our scouts and soldiers.

We should take a break from studying, if not this turn then the next.
Conquering more snap-jaw tribes should be the first thing to do, and then seeking out the nomad tribes, that are killing our snap jaws.
Things will go a lot smoother when we don't have to do everything alone.


> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you've heard so much about, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

> Keep quiet and leave you to your work.
>half of the snap-jaws will accompany us in our search of minions, other half will guard the palace
>>
> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you've heard so much about, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

> Keep quiet and leave you to your work.
>half of the snap-jaws will accompany us in our search of minions, other half will guard the palace
>>
Rolled 64 (1d100)

>>3622946
>>3622959
>>3623007
>>3623274
> Roll 1d20, DC: 18
> Bo3

> Roll 1d20-3, DC: 12
> Bo3
>>
Rolled 20, 18 = 38 (2d20)

>>3623828
>>
Rolled 12, 16 = 28 (2d20)

>>3623828
>>
>>3623830
Inb4 1
>>
Rolled 20, 18 = 38 (2d20)

>>3623828
>>
>>3623830
>>3623836
am I hallucinating?
>>
>>3623839
I... don't think so.

>>3623830
>>3623836
Let me refresh the page real fast...
>>
File: OHpXJz8.png (1.25 MB, 642x767)
1.25 MB
1.25 MB PNG
>>3623830
>>3623836
>>3623839
>>
Rolled 46 + 20 (1d100 + 20)

>>3623830
>>3623836
It seems... You've had a breakthrough. Can someone-

> Roll 1d4+2?
>>
Rolled 1 + 2 (1d4 + 2)

>>3623850
>>
>>3623852
Still the essence of distilled insanity.
>>
I can't wait to see what insane, suicidal bullshit we come up with next.
>>
>>3623830
>>3623836
The luck in this thread is insane.
>>
It's time to make our terracotta army.
>>
>>3622946
>>3622959
>>3623007
>>3623274
>>3623830
>>3623836
>>3623852
> 20+20 VS DC: 18
> Legendary Success
> 15 VS DC: 12
> Moderate Success

Putting ‘Tikal’s Dissertation on Decomposition’ aside, you decide to continue your study of the runic script, and after another week of frivolous, foolish, utterly insignificant progress, find the depths of your soul seething with a murderous rage. Not toward any outside force, nor toward the snap-jaws whose barking oft-keeps you up at night, but for you, yourself, and most wretched, most worthless, most woebegotten of all, your imbecilic, idiotic, simpleton mind which can scarcely comprehend even the simplest of spells!

It is clear to you now. The only reason, the cause, the only possible explanation for your lack of lingual palace is plain and simple. Partaking in the sumptuous luxuries of your lavish palace has left you comfortable, complacent, content… This is irredeemable weakness, and the only atonement is advancement. To study the occult without risk is to train without a sharpened blade; it can be done and from it some measure of mediocrity can be derived, but if you don’t take up the sword, or rather the scroll, true mastery of the ancient symbols shall forever be beyond your grasp.

If you want to reap the rewards of your intellectual labor, you must suffer in equal measure. If you are to surmount these difficulties, it must go from an affair of scholarly curiosity to a matter of simple survival. You must be isolated from all else. With this undeniable truth at the forefront of every thought, you gather each of your tomes, lock yourself into the tower’s study, and throw the one and only key.out the window.

Approximately two weeks of food and water remain within this self-appointed cell, and swear upon the blood of your forefathers that you shall not endeavor to escape until you have reached conversational fluency in the runic writ. Panick when you realize the implications of what you’ve done sets in, but your iron will bends and breaks it into a keen edge with which to carve away the barriers preventing you from further understanding. Nothing so banal as terror consumes you, only cold spite which fills your veins with ice and unrelenting hate that keeps your eyes opened and mind focused long beyond the point any sane man would’ve succumbed to the temptations of slumber or suicide.

> (1/8)
>>
>>3623988

As it turns out, a change in motivation is all you really needed. Not an instant of mindless fantasizing about your future rule occurs to you, nor does even a moment of abusing elemental fire to produce flickering effects go by. Each second counts to the terminal clock, and every fiber of your mind, body, and soul is dedicated to cracking the code of the mythical, legendary, oh so glorious runic script. No longer do you have the time to waste, and no longer does so much as a single precious second go unspent.

Little by little, the opaque mystery surrounding the elegant, profoundly simple yet impossibly complex symbols is chipped away, and by the middle of the second week you’ve managed to stop the ever-elusive epiphany every researcher craves in its tracks. The reason you’ve so consistently failed to achieve anything worth admiring would send you into the pits of despair were you not so busy laughing until you spat blood.

Forget translating the runes piecemeal, you’ve been reading, writing, and thinking them the wrong way this entire time! For years, years(!) you were under the impression that the runes were meant to be read from right to left, but in your idiocy, your miserly, moronic mind failed to realize that they were meant to be read from top to bottom! All of a sudden, every single part of the language’s convoluted makes perfect sense, and you realize you’ve been making things infinitely more complicated for no sensible, sane reason!

> Runecraft (3) advances to Runecraft (4)
> Runecraft (4) advances to Runecraft (5)
> Runecraft (5) advances to Runecraft (6)

Aahaahhahahahaha! EUREKA! You’ve done it, you’ve achieved the ultimate, the penultimate, the culmination of years of hard-written research! The runes are an open book to you now, and almost a week of feverish intensity goes by before the manic energy leaves you along with the realization that you’ve finally reached a conversational level of understanding. A truly in-depth academic understanding may take years more to attain, but if the ecstatic bliss at the end of the tunnel is anything akin to what you are feeling in this instant, every moment invested will have been well worth its while.

> (2/8)
>>
>>3623988
>>3623990

...

You awaken in the same bedchamber the snap-jaws brought you to the last time you went into a coma, and when you feel the urge to cough, your parched throat seems to crack with the effort. Of course, in your urge to achieve literary mastery you went three days without drinking water, and only the disobedience of the shaman who insisted on beating down the door to your study after so many days of silence saved your life.

Repairing the hinges will be a pain in the neck, but for the moment, you couldn’t care less for such lofty abstractions because suicidal obstinacy be damned, your flesh demands its thirst be quenched, post-haste. You can barely shout above a whisper’s tone, and a small team of snap-jaws immediately sprint into the bedchamber toting jugs filled to the brim with fresh water. Most of it is splashed on you and wasted, but you couldn’t care less so long as you’re drinking. The sweet, sweet bliss of hydration doesn’t compare to the exhilaration of academic achievement, but all the same it shouldn’t be underestimated.

Some four days later you’ve managed to recover from the system shock the obscene amount of water you drank induced, and after not one, but two near death experiences you feel that you have more than earned a season or three’s quiet contentment. The shaman arrives to inform you of what occurred during the midst of your self-imposed isolation and subsequent coma, and you are quite interested to hear.

> (3/8)
>>
>>3623988
>>3623990
>>3623995

Apparently, some of the snap-jaws are growing discontented with your rule. They’re saying that if you don’t even speak their language, force them to die in droves wandering the desert, and prevent the overwhelming majority of them from reproducing they don’t see any reason to follow your dark lordship, and ought to leave if nothing changes. At the moment they’re a small but sizeable minority of some twelve individuals, but more and more are being swayed to their way of thinking almost by the hour.

This is concerning, but not quite so much as the unusual scroll the most intelligent of your minions thrusts into your face. Its parchment has somehow been rendered as black as the night, and an overabundance of red ink has been inscribed on it in a language you vaguely recognize as ancient dravidian. Of course, you aren’t familiar with the meaning in the slightest, but the abundance of unsettling imagery adorning the corners of the manuscript, not to mention its color leaves you with little doubt as to what this scroll is meant to do. This is a set of instructions tailored toward summoning either a specific demon or specific kind of demon, and the process entails a hefty price in blood.

When you ask him where he found it, he says then when he broke open the door, its top dislodged a bit of loose masonry on the roof that fell and shattered another’s skull, but that the scroll’s tube container was visible in the rubble. The story implies that the scroll was intentionally hidden in the roof of the tower’s study, which has some unfortunate implications as to what sort of unsavory activities its former owners once got up to.

> (4/8)
>>
>>3623988
>>3623990
>>3623995
>>3624001

Curious.

> You decide to-
> Burn it.
> Keep it.

> And as for the rebellious snap-jaws, you determine that the best course of action is to-
> Repeal the ban on reproduction, quality over quantity be damned
> Go through the effort of learning the tripe they call their “language,” (DC: 6)
> Humor them entirely and both allow them to reproduce and learn their language
> Execute every single snap-jaw involved via public immolation, and make it clear that you will not tolerate further insubordination

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Quite Young: Reaching twenty-two summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Runecraft (6) You’ve discovered that not only do they bare a striking similarity to the written language of the Proto-Settik tribes, but that they are meant to be written and read from top to bottom rather than left to right, and you’ve been going about your studying and note-taking all wrong.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.

> (5/8)
>>
>>3623988
>>3623990
>>3623995
>>3624001
>>3624004

> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [170 out of 170] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat, and extends to little over half of the perimeter. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: You will have no idea as to its contents until you begin reading.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.

> (6/8)
>>
>>3623988
>>3623990
>>3623995
>>3624001
>>3624004
>>3624007

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
> 56 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king.
> Subjects:
> It is sorely needed!

A stunning total of three snap-jaws were born this season.

The Summer is gone, and the Fall of Year 4 demands a number of decisions.

>> What do you want to do? (You may choose two research actions, at a +0 bonus to the second’s roll)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Begin studying how the mysterious language relates to the golems, (DC: 12)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 24)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: ??)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 8)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you’ve been hearing so much about, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Cease their insipid insistence that their opinions have any value.

> (7/7)
>>
>>3624009
> Go through the effort of learning the tripe they call their “language,” (DC: 6)
>>
>>3624009
> Go through the effort of learning the tripe they call their “language,” (DC: 6)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
>>
>>3624004
>> Go through the effort of learning the tripe they call their “language,” (DC: 6)
> Repeal the ban on reproduction, quality over quantity be damned
If lower quality ones want to reproduce they will have to dye both their fur and the fur of their lower caste children permanently, and take on some extra labor duties.
And of course a forbidden from breeding with higher caste Snap-jaws.
> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you’ve been hearing so much about, (DC: ??)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: ??)
>>
>>3624013
+1.
>>
>>3624004
> Keep it.

> Go through the effort of learning the tripe they call their “language,” (DC: 6)

>>3624009
> Begin studying how the mysterious language relates to the golems, (DC: 12)

> Continue your studies into the Discipline of Hexcraft, (DC: 16)

Once we know hexcraft a little better we can probably understand the golems better. Plus now we have a few rebellious snap jaws to experiment on.
>>
>>3624004
>Keep it.

>Repeal the ban on reproduction, quality over quantity be damned

>Begin studying how the mysterious language relates to the golems, (DC: 12)
>Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you’ve been hearing so much about, (DC: ??)

>Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3624014
+1 because I really like the idea of differentiating between higher quality and lower quality specimens. This way everyone can be happy... hopefully.
also >Keep it.
>>
>> Go through the effort of learning the tripe they call their “language,” (DC: 6)
> Repeal the ban on reproduction, quality over quantity be damned
If lower quality ones want to reproduce they will have to dye both their fur and the fur of their lower caste children permanently, and take on some extra labor duties.
And of course a forbidden from breeding with higher caste Snap-jaws.
> Abandon your studies, and attempt to conquer the aggressive snap-jaw tribe you’ve been hearing so much about, (DC: ??)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: ??)
>>
>>3624011
>>3624014
>>3624017
>>3624028
>>3624038
>>3624054
> Roll 1d20, DC: ??
> Bo3
> Roll 1d20, DC: ??
> Bo3
> Roll 1d20, DC: 6
> Bo3
> Roll 1d20, DC: ??
> Bo3
>>
Rolled 11, 19, 11, 18 = 59 (4d20)

>>3624067
>>
Rolled 9, 16, 13, 14 = 52 (4d20)

>>3624067
>>
Rolled 18, 11, 12, 6 = 47 (4d20)

>>3624067
>>
Rolled 3, 4, 17, 17 = 41 (4d20)

>>3624067
Just caught up. It happened again! This thread is truly being trolled by the Dice Gods! Seriously, this is the most screwy luck I've seen since Tropico: Enemy Unknown.
>>
Rolled 18, 17, 3, 20 = 58 (4d20)

>>3624067
>>
Rolled 1 (1d20)

>>3624067
>>
>>3624075
You stop that.
>>
>>3624075
No
>>
>>3624073
No-one ever said sorcery would be easy.

>>3624074
>>3624075
Top zozzle.
>>
>>3624026
+1
>>
Luckily, it should come out to 18, 19, 13, 18 since it's Bo3.
>>
As an aside I think we should fill the moat with runes so that all at once it could burst into flames.

I mean we should start using the runes we put so much effort into getting.
>>
>>3624115
Good idea. Another idea was thrown about earlier about flying carpets.
>>
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Seems a lot has happened while I was away, very happy with that Runecraft breakthrough.
As for our appearence, i curse at myself for not being here to suggest looking like pic related.
The combination of goatee and sharp mustache can only be described as perfection.
>>
Rolled 6, 29, 8 + 10 = 53 (3d30 + 10)

> Rolling for the size of the snap-jaw tribe
>>
File: PIA06579.jpg (10 KB, 664x664)
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10 KB JPG
>>3624011
>>3624014
>>3624017
>>3624028
>>3624038
>>3624054
>>3624069
>>3624071
>>3624072
> 18 VS DC: 6
> Supreme Success
> 19 VS DC: 16
> Moderate Success
> 13 VS DC: 12
> Minor Success
> 18 VS DC: 14
> Moderate Success

After some measured consideration, you suppose that the rebellious snap-jaw’s demands are reasonable enough and decide to comply, albeit with your own set of stipulations. You are genuinely shocked to find how simple the snap-jaw’s language truly is, the entirety of their spoken tongue consists of some dozen verbs and thirty nouns whose definition changes with the tone one uses, every other concept is abstract, so much so that they lack even the idea of a written language. It’s grotesque, but by the end of a lazy afternoon you’ve attained a firmer grasp of the “tongue” than the overwhelming majority of filthy mongrels that have spent their lives speaking it.

> Trait Gained:
> Lingual Fluency: Snap-Jaw

With their language mastered, you have the snap-jaws assembled in full and give them a long-winded speech in their own barking, yipping, and howling tongue. You describe your terms with childishly simple grammar that must no-doubt count for masterful oratory among their kind, and by the end of three hours you have even the fiercest dissenters growling their “word” for agreement. By the end of the day, thirty-six of the snap-jaws have dyed their fur to a ruddy red with the help of the dark clay that can be found near the oasis. Eleven, including the shaman, met your requirements for the higher caste, and the remaining ten are content to remain sterile in favor of doing no less labor than they were already doing. To prevent the sterile snap-jaws from attempting to disguise themselves as members of the higher caste, you clip a noticeable portion of the center out of each floppy ear.

> The Snap-Jaws have been divided into three castes
> 11 Upper-Caste Snap-Jaws
> 36 Lower-Caste Snap-Jaws
> 10 Sterile-Caste Snap-Jaws

You’ve handily averted what could’ve been a significant headache further down the line, but you aren’t quite content because there are still dozens, perhaps hundreds of snap-jaws out wandering the wastes that have yet to submit to your rule. It would be a wise investment to bring another snap-jaw tribe under your sway, and luckily enough, you’re already aware of the location of what the shaman claims to be a large and aggressive tribe.



> (1/?)
>>
>>3624296

Traveling there in full force isn’t difficult despite the two weeks it takes, but keeping the feral cave-dwellers from attacking you outright takes a demonstration of flaming sorcery, and convincing their chieftain that his tribe would be better off serving under you and your selective breeding program takes some doing. Fortunately, he’s as impressed that you know the language as he is terrified of your sorcery, and the fact that he himself would fall into the higher-caste does much to sway him. When he bends the knee, the remainder of the fifty-three strong snap-jaw tribe soon follows.

Sorting through which ones belong to which caste takes roughly two days, and you find only seven of them, including their chieftain have the intelligence to qualify for the higher-caste. Fifteen decide to opt-out of reproduction, and thirty-one are willing to take on the burden of extra labor and the shame of the dyed fur in exchange for the security your rule offers. You are quite pleased they went along without much violence, because you’ve effectively doubled your number of minions and have the beginnings of a strict and stratified, if primitive society beneath your iron fist taking shape.

> + 7 Upper-Caste Snap-Jaw Minions
> +31 Lower-Caste Snap-Jaw Minions
> +15 Sterile-Caste Snap Jaw Minions

Once you’ve gotten the gaggle of fools in line and moving rubble, you turn your attentions to the last of three tomes you purchased so long ago. ‘Lord Umbral’s Diary of Debauchery’ is nowhere near as intellectually appealing as ‘Tikal’s Dissertation on Decomposition’ but it is appetizing nonetheless and not in the least for the excruciatingly detailed retellings of the author’s carnal exploits and advice on exercises both kegel and respiratory one can take to improve their own performance. The writer of the manuscript, the self-styled ‘Lord Umbral’ was the third son of sultan’s fourth cousin and being eighty-sixth in line to inherit the throne, he was left free to pursue the object of his curiosity.

Namely, women, and the utterly unwholesome activities that can be done with a participant either willing or un, though he goes through the trouble of disavowing any responsibility for trauma extending from someone taking his advice too far. In between descriptions of lingerie and not-so subtle exaggerations of his own size and endurance, Lord Umbral explains how his urge to steal the undergarments belonging to his mother, grandmother, and sisters both younger and older’s handmaidens and spy on them in their chambers caused him to uncover an innate talent for going unheard and unseen, and moreover, allowed him to tap into a sinister, undeniably powerful, and quite possibly unholy capacity to quote verbatim, “turn off the lights and shimmy on in.”

> (2/?)
>>
>>3624296
>>3624299

His descriptions on how he attuned himself to it are frustratingly few and far between the explanations of how to properly use parts of one’s body in unspeakable ways, but they are there, and after some intense meditation wherein you try to shunt the bits and pieces of what you force yourself to believe are wholly fictional fetishism out of your mind, you manage to accomplish some of the same. Muttering the runes for darkening the air around you to a degree whilst focusing on the desire to not be sensed by those around you causes the desired reaction, and you are most pleased to find that more often than not, it allows you to avoid detection by the visual and auditory senses of the snap-jaws.

> Darkness (0) advances to Darkness (1)

Of course, they can still smell you without difficulty and a candle alone is enough to dispel the reduction in light, but it remains a massive boon to potential stealth, and one you have yet to master in the slightest. You find yourself getting increasingly curious about the contents of the ancient dravidian scroll, if only for the opportunity to learn another language.

>> THE SORCERER-LORD: (Supreme)
> Personal Traits:
> Quite Young: Reaching twenty-two summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik, Snap-Jaw

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Runecraft (6) You’ve discovered that not only do they bare a striking similarity to the written language of the Proto-Settik tribes, but that they are meant to be written and read from top to bottom rather than left to right, and you’ve been going about your studying and note-taking all wrong.

> (3/?)
>>
>>3624296
>>3624299
>>3624306

> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!
> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Darkness (1) Thanks to ‘Lord Umbral’s Diary of Debauchery’ you have learned to thicken the shadows around yourself while muffling the noise that you make, and while this does little but make you a bit more difficult to spot after dark, according to Lord Umbral’s writing, in time you can be nigh-invisible.
> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [181 out of 181] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat, and extends to little over half of the perimeter. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.

> (4/?)
>>
>>3624296
>>3624299
>>3624306
>>3624316

> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: An obscenely detailed series of homages to the debauched escapades of the self-proclaimed Lord Umbral, and some explanations on how to improve one’s sexual performance and manipulate the shadows to their own ends.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.
> Mysterious Scroll: Pitch-black parchment covered in red ink written in Ancient Dravidian and relating to the summoning of either a specific demon, or a specific kind of demon

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
>> 125 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king. You have seen fit to divide them into three broad castes.
> 22 Upper-Caste Snap Jaws: The highest caste of your snap-jaw minions, these are allegedly superior to all others but this early on in the selective breeding program, the differences are marginal at best.
> 78 Lower-Caste Snap Jaws: The lowest caste of your snap-jaw minions, these are allegedly inferior to the upper-caste but this early on in the selective breeding program, the differences are marginal at best.
> 25 Sterile-Caste Snap Jaws: The sterile caste of your snap-jaw minions, these saw fit to accept that they aren’t fit to reproduce and abstain from participating in either one of the primary snap-jaw castes.
> Subjects:
> It is sorely needed!

> (5/?)
>>
>>3624296
>>3624299
>>3624306
>>3624316
>>3624322

Eleven lower-caste and four upper-caste snap-jaws were born this season.

The Fall has gone by, and the Winter of Year 4 has arrived.

>> What do you want to do? (You may choose two research actions, at a +0 bonus to the second’s roll)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Begin studying how the mysterious language relates to the golems, (DC: 12)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 24)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Darkness, (DC: 14)
> Attempt to learn Ancient Dravidian from the black scroll, (DC: ??)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 8)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to devise a more intricate language for the Snap-Jaws in a bid to improve their intelligence, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Begin discriminating between castes amongst themselves

> (6/6)
>>
>>3624326
>Study how the mysterious language relates to golems
>Attempt to learn from the scroll

>Begin discrimination between castes amongst themselves
>If also available, have them keep working on the moat. It's almost done.

If we're going to start putting effort into the Snap-Jaws, let's make the system self-enforcing. Who knows, maybe we'll have a respectable slave society at the end of it.
>>
>>3624326
>read the tome "lord umbral's Disry of debauchery and see if these is somthing to the incessant fetishism. A way to boost the growth of your subjects would be helpful.

>study how the mysterious language relates to the golems.
>>
>>3624337
Hmm think we could curse their bloodline with the color differences with a high enough hexcraft?
>>
>>3624341
Ooh, I like it. Good idea. Bloodline curses are a staple for any sorcerous overlord and/or deity.
>>
>>3624326
Ill vote for buffing hexcraft then
>>3624338
Changing from this to

>study hexcraft

>experiment hexcraft
More specifically color based bloodline curses
>>
>>3624368
I'd rather wait for a better understanding of Hexcraft and the role of blood in spell-craft before we do that.
>>
>>3624326
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Abandon your studies, and attempt to devise a more intricate language for the Snap-Jaws in a bid to improve their intelligence, (DC: ??)
Restict complex snapping to higher and sterile caste
Also put together an honor guard
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Begin discriminating between castes amongst themselves
I think if we can get a part of the insect queen with the aid of dark magic, plus hex craft we could bind the hive to our will to bolster our ranks
>>
>>3624368
What if we make the high caste snap-jaws select 22 of the lower caste for experimentation?
This will both please the high caste(this might not be useful now but if we ever get any rebellious tribal chiefs then it may be), because any small gift of power and lordship should please them, and create a vendetta/enhance the power dynamic between the two groups

If the problem is that we don't know enough to do this effectively then we can always use this plan later
>>
>>3624326
By the way, if the vote for the Snap-Jaws to do something dangerous succeeds, then let's send the Sterile ones out to die first.
>>
>>3624337
+1 to everything here

We're becoming quite the linguist.
>>
>>3624400
Oh agreed that would be wisest
>>
>>3624404
I mean, it's not like they're making more baby worshipers for us, right?
>>
>>3624337
This seems good
>>
>>3624368
Why would we curse the bloodline of our own minions.
>>
>>3624326
>Begin discrimination between castes amongst themselves
When you say this, do you mean they'll be discrimating against each other or we will discrimating against them? Because I think there's a way we can enforce eugenics on the snap jaws without making a majority of their population angry with us.

>>3624337
+
>If we're going to start putting effort into the Snap-Jaws, let's make the system self-enforcing
I'd also like for there to be some way to get out of the lower caste so if there ever is a beneficial mutation, it can be added to the genepool. Sure the challenge might be nigh impossible for a snapjaw but life finds a way.
>>
>>3624337
+1
>>
>>3624421
We would just curse it to enforce the color delineation so they are even more "our" minions, they dont have to put in the effort to dye themselves and no hideing it.

Its purely cosmetic but it will enforce the separation extremely.
>>
>>3624424
I mean manipulating the castes to self-discriminate. What's your plan?
>>
Honestly having our slaves discriminate amongst one-another is probably a waste of time at this point given the fact that they honestly seem to have little issue with our system thanks to our power / the security it provides. Them infighting behind our backs will only cause issues.

Also, I think we should probably do another few raids on additional tribes of Snap-jaws to really help round-out our numbers. As it currently stands we can achieve a increase of +25 to structure or fortification but each additional tribe helps accelerate not only this but also makes our base more secure. Plus, if we get enough we might be able to add in additional grades of Snap-jaws and really start focusing down on making the best of them marginally better.
>>
Rolled 56 (1d100)

>>3624337
>>3624408
>>3624424
>>3624428
> Roll 1d20, DC: 12
> Bo3

> Roll 1d20, DC: ??
> Bo3
>>
Rolled 19, 20 = 39 (2d20)

>>3624463
>>
Rolled 1, 10 = 11 (2d20)

>>3624463
>>
Rolled 8, 4 = 12 (2d20)

>>3624463
>>3624465
We have the scroll in the bag, then.
>>
>>3624469
YOU SHUT YOUR WHORE MOUTH!!!
>>
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>>3624447
The first was question was to OP
As for my plan, I don't know exactly what kind of test should be given, I know that it should be something that a small minority of humans could do ,given that they are weaker than humans, and that it should be easy to judge i.e. having an objective end goal so there is no bickering over whoever wins. Also the test would preferrably not kill them though this wouldn't be the priority

>>3624465
>mfw
Why even bother rolling after a 19 and a 20?
>>
Rolled 38 (1d100)

>>3624465
>>3624469
Bwahahahaha
>>
>>3624424
> When you say this, do you mean they'll be discrimating against each other or we will discrimating against them?
It means you won't actively discourage discrimination between the snap-jaw castes.
>>
Rolled 3 (1d3)

>>3624463
>>
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>>3624482
Don't you dare use that 1 OP

>>3624485
Then I agree
>>
I was happy for a second since i usally dont get to roll. Then the 1 happend.
>>
>>3624491
I don't like it any more than you do, but Bo3 is Bo3, and no-one ever said sorcery would be easy.

>>3624463
>>3624489
>mumbles in gibberish
>>
>>3624496
https://www.youtube.com/watch?v=JaotiOp45dg
literally why, did you not see the 19 and 20 that preceded you?

>>3624497
How is 1 > 19?
Does that mean the 10 is gonna fuck up the 20 as well?
>>
>>3624465
>>3624469
>>3624482
The final boss of this quest better be the primordial god/eldritch abomination in control over luck.
>>
>>3624496
You have my condolences
>>
>>3624507
No, it's only 1's because a 1 is always a failure, just like a 20 is always a success. It's only if there's a 1 and a 20 at the same time that a 1 or a 20 is not counted.

>>3624510
Well, that's ominous.
>>
>>3624512
So if anybody rolls a 1 after somebody else gets a good roll we'll fail anyway?
>>
>>3624497
Wow, fuck you too.
>>
>>3624507
Critical Successes (20's) and Critical Failures (1's) supersede all other rolls in a given array, unless both are rolled, in which case they cancel out. Most threads in >>>/qst/ use the Best of Three (Bo3) system, wherein three rolls are made and the quest master (QM) takes the highest result of the rolls, or crits, if either (1's) or (20's) are dealt out. I require three rolls to update, and the risk is part of the fun.

>>3624509
It's definitely out there, to be sure.
>>
>>3624518
Yep. That's crits for you! Although I'm not super upset about it because seriously, three double 20s in one thread where I haven't seen double 20s EVER before? I'm honestly expecting a triple 20 to show up at some point.
>>
>>3624519
Oh yes anon-kun
>>
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>>3624469
I hate you, I still don't understand
WHY IN GODS NAME WOULD YOU ROLL AFTER A 19 AND A 20?!

>>3624525
Im upset because we've been getting shit rolls all thread and when we finally hit a good streak some retard shows up and ruins everything.
>>
>>3624529
That's Anon-sama to you motherfucker.
>>
>>3624533
Are you new? That's how crits work, anons have to roll three times before I'll update. Calm down, you've gotten not one but two double 20's in the same thread. That's not shit, that's unheard of.
>>
>>3624533
Go fuck yourself cunt. I just wanted to roll for the fun of it just like. >>3624470
Im sorry you so angry that we got a 1 after so many 20s. Bohoo go cry to your mommy you little faggot.
>>
>>3624537
Really? In my 3 years of /qst/ i've never seen this system before
>>3624537
>>3624541
Also i was being hyperbolic about the rage, I thought laser eyed john wick would make that clear.
If you want people actually autistically screeching at each other go to >>3608707
>>
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>>3624541
>Go fuck yourself cunt.
>Bohoo go cry to your mommy you little faggot.
bruh
>>
>>3624544
Really? That's strange, I've been here for four and it seems to be the default. Not changing the system anyhow, can't have reward without the risk.
>>
>>3624544
Weird, it's been that way in basically all the quests I've seen on this board.
>>
>>3624509
Implying it isn't going to be the original wizard that made the Snap-jaws.

>>3624544
Mate, it's just about the most common system /qst/ has.
>>
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>>3624556
>>3624558
>>3624555
The one I've seen the most is first roll counts, how the hell did I only read quests that don't use this?
>>
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>>3624558


>>3624564
Luck of the draw?
>>
Let's stop complaining over shitty luck. It's already done.
>>
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>>3624568
This is the worst kind of luck.

>>3624581
That was 20 minutes ago, now we're just waiting for OP
>>
just got caught up good work OP also posting for no samefag accusations
>>
I just got caught up as well. This is a really promising quest OP, I'm really enjoying this so far. Looking forward to seeing what else is in store.
>>
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>>3624337
>>3624408
>>3624424
>>3624428
>>3624465
>>3624469
> 1 VS DC: 12
> Catastrophic Failure
> 20 VS DC: 16
> Supreme Success

Your newfound understanding of the runic symbology has left you emboldened, and given that you can properly read most of the golem’s runes, you see no reason not to attempt to repair the smudged and missing script that the thrice-misbegotten bastard of a forgotten idol ‘Emissary of Koios’ left in his despicable wake. Picking one of the two golems at random, you get to work on undoing the entity’s vandalism with great gusto. Actually interfacing with the unseen runic inscriptions is a simple enough affair, and it takes you no more than a minute’s deep meditation and focus to properly tweak the script.

Erasing the nonsense written in the midst of the functional runes takes you less than an hour, and rewriting the instructional runes that the surrounding grammar indicates belongs is so trivial you’re genuinely stunned you didn’t think of it earlier. When you finish with the runes, you see the strings filling the golem brighten and shift from a tangled mess to what can only be described as a metaphysical approximation of a stick figure. The excitement filling your soul diminishes, then shifts into a deep confusion when a closer examination notes that the strands comprising the stick figure seem to be tied into crude knots rather than spooling into an intricate network as they should. The golem’s proto-soul is awoken by the increase in activity, but when you command the construct to stand, it trembles as if undergoing a seizure then goes still and returns to its, previous comatose state.

How could this have happened? You repaired it exactly as the runes are supposed to be written, and examining the other golem’s runes while being exceedingly careful to alter nothing, you find where you made your mistake almost immediately. If you inscribed the runes as perfectly straight as one would on a scroll, they would quickly become stilted and twisted in the golem’s motion, but if you were to put them at an angle, the runes would be able to flow with the golem’s movement and remain intact almost indefinitely.


> (1/3)
>>
>>3624647

By assuming that the golem’s runes were written straight as opposed to an angle, your repairs were off-kilter with the rest of the golem, preventing the sorcerous energies on its surface that guide its movement from properly flowing, de facto paralyzing the golem’s proto-soul, and sending it into an indefinite hibernation until the damage is repaired. The runes you’ve “repaired” are tangled along with the angled runes, and if you wish to return the golem to its original state, you’re going to have to erase those runes closest to the one that you filled in, effectively doubling your workload. Of course, this is only the one golem and the fact you’ve confirmed they can be awakened leaves you incandescent with ecstasy, but it certainly hasn’t helped your future hopes of an indomitable legion of hardened clay men.

...

You don’t feel that it’s wise to do much more with the golems for this season, so you dedicate yourself to unraveling the mysteries of the scroll. The sight of parchment darker than the space between the stars and bright crimson ink clearly written in blood would deter most reasonable men, but you have long forsaken the ideal of sanity as any more than a subconscious conscience to be heeded and ignored. In the nights to come you find determining the meaning of the scroll’s writing to be an interesting challenge, and after the living hell that was the runic script, almost on par with a petty brain teaser.

> Trait Gained:
> Lingual Fluency: Ancient Dravidian

Fortunately for you, the scroll went into a great deal of rambling about the dangers of the uninitiated dabbling in the occult with an enormous amount of verbiage, all of which brings you to an almost casual level of discussion. However, as far as you’re aware ancient dravidian is only spoken in scholarly circles, and contemporary dravidian is largely isolated to a foreign kingdom across the western seas, in a land of misty rain, leafy trees, winding vines, and venomous creatures. Hardly anywhere near as universal as the Tongue, but it’s another intellectual achievement for your belt and you can hardly complain.

> (2/3)
>>
>>3624647
>>3624651

Far, far more interesting than the dead language you’ve learned is the contents of the remarkably dense scroll itself, which goes into extensive details about how to properly draw ritual circles and safely (as possible) bind demons within it. According to the scroll, demons are invariably either untrustworthy psychopaths that regard their word worth less than the air they’re breathing and to be cast aside at their leisure, or untrustworthy psychopaths that will never break the letter of their word, but will go to convoluted lengths to interpret it in the most dangerous way possible for their summoner. The problem is that the two are almost impossible to distinguish from one another unless one is well-acquainted with the diabolical, and demons should therefore always be assumed to belong to the first.

> Demonology (0) advances to Demonology (1)


Once you’ve finally trudged your way through the introduction, the details of the summoning ritual the scroll proffers are remarkably sparse, providing only the appropriate measurements of the summoning circle, a requirement of at least three quarts of blood, preferably human though that of a goat or other sapients will do, and a phrase of a black tongue to recite upon the completion of both prior steps that leaves even you shivering to read. This ritual is sufficient to call forth an ‘Erinyes’ or “warlike she-devil” from the bottomless depths of the Abyss, who can then be reasoned with or commanded at the summoner’s leisure.

Perhaps sacrificing one or two of the sterile snap-jaws to summon one wouldn’t be such a bad idea, and while you’re pondering the dilemma a tugging of your robes jerks you out of your focus. You turn and scowl at the upper-caste snap-jaw who interrupted you, and promptly bows before babbling “M-master, d-de-dere’s” The hate you have for stuttering causes your scowl to intensify, and you spit on the wretch, who takes it in stride. “There is a what? Speak, fool.” He trembles, then mutters “Hu-human at da gates!”

Moments later, you are on top of the wall staring down at a robed nomad, whose camel stands some fifteen paces away. This is your home, so you preempt him by speaking first. “It is I, the Sorcerer-Lord of the Crumbling Palace! Who dares confront me?” At the base of the sandstone, the nomad bows his head and displays his open hands in a gesture of appeasement. “I am Thwahab Mrabat, of the Sky-Crawler’s clan! I come in the name of my chieftain, to speak with you of a matter of dire import! What I have to say is not to be heard by any ears but yours, and I, Thwahab Mrabat, in the name of my ancestors and chieftain, humbly request that I be given a private audience.” Hmm…

> How should you respond to this nomad, and should you deign to accept, where should you take him?

> (3/3)
>>
>>3624654
Let's at least hear the guy out. We can kick his ass and add him to our test subject collection if he attempts to betray us.

>Accept and take him up a tower. We can fly, he can't.
>>
>>3624654
>Accept him, but warn him if this a trick there will consequences. Keep some rip-jaws nearby, but out his sight as well.
>>
>>3624660
Supporting, whats the worst that can happen
>>
>>3624664
You fool! You taunted Murphy!
>>
>>3624654
Grant the messenger a moment of your time, for you are not so unreasonable as to turn away matters of diplomacy that may prove beneficial. Speak with him in private and listen to what he has to say, while maintaining your superiority in this exchange.
>>
>>3624660
+1
>>
>>3624660
Support
>>
>>3624660
>>3624663
>>3624664
>>3624667
>>3624668
>>3624675
>>3624686
Alrighty then, I'm off to go to a pre-4th of July party and I'll update once I return. Keep it fresh my guys, hope you're liking it so far.
>>
>>3624710
Thanks for running OP and have a good 4th of July!
>>
>>3624710
See you later, QM!
>>
>>3624654
Accept, and have it in the middle of the courtyard.
Just conjure up some winds around to to keep anyone else from being able to hear
>>
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>>3624660
>>3624663
>>3624664
>>3624667
>>3624668
>>3624675
>>3624686
>>3624736

You make a show of stroking your goatee as you consider the nomad’s request, then give a brief nod to the nearest snap-jaw, who scurries off to fetch a spool of rope. “Nomad, I am not so unreasonable as to deny diplomacy, and know that-”


> “Should you seek to survey my defenses or slide a hidden blade betwixt my ribs, your moments are numbered.” [Threatening]
> “I hold no patience for silken words nor idle titles, only the power that one wields, and what little your chieftain has is sufficient to allow an audience.” [Sinister]
> “I am a powerful sorcerer, with no time to waste on the frivolities of mortal life, and you would do well to be sure what you have to say is worth my while.” [Aloof]
> “I am willing to allow a visitation so long as your clan does the same, and hope that this can be the beginning of a mutually beneficial arrangement.” [Cordial]
> “So long as you remain within these halls, you may rest assured that you are an honored guest and no harm shall befall you.” [Hospitable]
> “I hope to see your people prosper and wish to do what little I can to see you through, because if you’ve come to me, it must be serious indeed.” [Friendly]
>>
This is to determine the general tone you adopt when dealing with visitors, not necessarily your actual personality.
>>
>>3625510
>Aloof (or Cordial)

On one hand, keeps us out of any shenannigans with outsiders we decide not to get personally involved in. On the other hand, it doesn't make us enemies for unnecessary dickery.

Welcome back, QM!
>>
>>3625510
>hospitable
Lets be nice i like being nice.
>>
>>3625510
> “I am a powerful sorcerer, with no time to waste on the frivolities of mortal life, and you would do well to be sure what you have to say is worth my while.”
>>
>>3625522
Going for the nice guy evil sorcerer approach? I actually like the idea, +1
>>
>>3625510
>Hospitable
If he pisses on our hospitality, he can join our test subject in the dungeons
>>
>Hospitable
Welcome back!
>>
>hospitable
>>
>>3625510
[Hospitable]
>>
>>3625510
>> “So long as you remain within these halls, you may rest assured that you are an honored guest and no harm shall befall you.” [Hospitable]
Threats are for the weak and frightened. We do not threaten. We respond- with swift and terrible vengeance.
>>
>>3625538
I'm always a fan of affably evil, and faux affably evil types myself, and I think our guy is the latter.
>>
>>3625647
True. Politeness to a point, and then they fuck with us and we kill them. Or worse. Besides, avoiding being unnecessarily dickish to other people leads to less enemies, which means less time being forced to swat insects and instead spending said time pursuing our goals of godhood or our hobby of eugenics.
>>
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>>3625522
>>3625538
>>3625545
>>3625554
>>3625574
>>3625578
> Trait Gained:
> Hospitable

“So long as you remain within these halls, you may rest assured that you are an honored guest and no harm shall befall you.” The nomad- Thwahab- bows his head yet again and the faint quiver and cautious respect in his tone leads you to believe he’s heard a most gruesome retelling of the skirmish’s demise. “Sorcerer, on behalf of my chieftain I am honored by your hospitality, and shall tell tales of the warmth of your welcome upon my return.” The snap-jaw returns holding a coil of rope almost larger than it, and at an imperceptible twitch of your finger, tosses its weighted end over the edge of the wall.

“Then come, and let us speak.” Once he’s hitched his camel close to the shade, he shimmies up the rope with remarkable speed and lands on his feet with impressive agility. You follow behind much more cautiously, and the two of you size each other up. He is old for a nomad but not ancient, with a ragged beard and harsh eyes, somewhere in his late thirties with the hard callouses of a man well-accustomed to hard labor. The nomad seems surprised at your youth but doesn’t say a word, and defers yet again, with a deep bow that wouldn’t be out of place amid the younger snap-jaws.

Having someone with a mind revere you, even if only in a gesture of respect is most ego-affirming, but you bid him rise all the same. “Stand traveler, you are an esteemed guest here, not a servant to bow and scrape.” Thawahab straightens his back. “O-of course… As for our meeting, where is it to be-” A wave of your proferred hand stills his tongue. “Hold onto the hem of my robes and if you value your life, do not let go.” Hesitating only an instant, he complies, you mutter an incantation, and instants later you are in the skies.

...

To his credit, he does not scream for long and when you release him onto the floor of your tower’s study, he is quick to recover. “Sorcerer, I am not one to fear but that- that was f-…” “Fast.” “Frightening. I acknowledge your power as does my tribe, and that’s why I am here.” You stroke your goatee for a moment, then light the wick of a candle with a flame summoned between your fingers. He stares in shock at the blatantly unnatural display, but hides and plays it off well. Grabbing one of the chairs, you pull it to face your desk and say “Go ahead, take a seat. I’m not so barbarous a host to recline while my guest stands.”

> (1/2)
>>
>>3625696

He complies, but not until after subtly brushing his off-hand over the fabric. You sit in your own desk’s trusty chair, push several unimportant but seemingly complex notes into view, and absentmindedly twirl your mustache. “So tell me, sir Mrabat, what is it that ails your chieftain? It must be most worrisome to resort to one such as me.” Secretly paranoid that he’s about to ask you to heal the sick or banish a ghost, you’re somewhat relieved when he says neither. “Sorcerer, I’m certain you are already aware, but my people- the Sky-Crawlers roam the peaks of the mountain ranges to the west of your home, and within these mountains, there are an overabundance of tunnels. Cramped and winding, difficult for travel, let alone battle, but that is what we must do for we have no choice.”

“Why so?” If raising an eyebrow at the sudden change in the nomad’s intensity provokes him, he does not show it as he continues. “Every moonless night, when the sun falls beneath the clouds, they arise from the darkest places in their dozens, with sharpened bone and rusted iron, hooting and hollering the most ridiculous gibberish as they set upon our camps. These apish hellspawn, they aren’t human, they’ll rip into children and tear pregnant women open alike, then vanish back into the caves from where they came hours before the dawn.

“Each raid they launch we kill some, five, ten, but it doesn’t matter. They’ll kill one or two of us, drag away the corpses and by the next month their waves are no less numerous. They don’t even care about food or water, only bodies and scrap, and I fear we could fell a hundred and see no end to the cycle of slaughter. Earlier last month, my chieftain’s father, glories be upon him in the twilight halls, tired of the violence and led an expedition underground to root them out. None of us have seen him or any of them since, and when his son, the current chieftain arose he vowed to see an end to these beasts before they saw an end to our people. Not one of the volunteers he sent into the dark places returned, and with our population dwindling and no other tribe willing to take on another’s risk, you were our final hope.”

“Sorcerer-” he pushes the chair back to get on his hands and knees, and grovel, “I know not what manner of blasphemy you work to make your magic, but I do not care-! These things, they have seen my nephew slain and uncle lamed, and more is going to come if they aren’t done away with! Even the blind can see that killing them is beyond our mortal means and we must turn to another. This is why I have come to make you an offer.”

> (2/3)
>>
>>3625696
>>3625699

Hmm... “Oh?” The nomad is deathly serious, and genuine fear in his eyes at retelling his cause for arrival indicates that he tells no lie. “Yes… I swear upon the ancestors. Find a way to remove these wretched gibberlings and you may claim anything that our chieftain has the power to give, save our eternal souls- may they be forgiven.” Hhmhmm… This is an intriguing proposition, and while you’re not so certain your sorcery is suited to the task, you have a hunch that the snap-jaws could fit where larger men could not, and that these nightly raiders could be brought to heel if you could find a way to communicate.

> Do you accept?

> (3/3)
>>
>>3625701
"Sir Mrabat, rejoice -- for I accept. You will have the heads of these beasts soon, if that much remains of them."
>>
>>3625701
>yes
>>
>>3625701
>Accept
A grateful ally is better than a resentful slave
>>
>>3625701
Yes
>>
>>3625701
> Do you accept?
Yes
However they will need to first up front provide our snap jaws with weapons
>>
I'm going to be busy with 4th of July for most of tomorrow, I hope you all take care of yourselves wherever you are.
>>
>>3625701
Why not make an counter offer?
Propose for them to move here and become our subjects
>>
>>3625732
Op, can you please take up a name and a trip?
>>
>>3625732
Just caught up. Have fun OP!

>>3625701
>>3625758
I'm liking the counter-offer idea. How about we do this:

>Make Counter-Offer
>If they say no, then accept the original offer

We should probably train Earth if we have time after this but before the operation, btw.
>>
Now that I think about it
This is an absolutely terrible deal!
We have no idea what we are getting back for the dangerous task we are given. Saying "we will give anything we have" means nothing if it turns out they have nothing

I wouldn't agree to this deal
>>
>>3625701
>Yes
>offer them a place in our palace as subjects
>>
>>3625828
Their the strongest tribe we know of, of course they have stuff. We can just claim the whole tribe as ours anyways after it.
>>
>>3625843
No ones gonna wanna live right next to snap jaws. And this is just asking for them to kill us. We can just make them our subjects and fly over to their tribe when needed.
>>
>>3625701
I accept as long as anything means your whole tribe becomes my subjects.
>>
>>3625792
>yes
>Offer them a place in our palace as subject.
I assure you being my subject does not mean i will take your souls nor dows it remove autonomy from your chieftain, sinply all i request of it is some of you work to improve the palace back to its former glory amd defend it should any attack. I am sure the palace wil be a more suitable location to live then caves.
>>
>>3625828
>if it turns out they have nothing
They always have their bodies.
>>3625758
I thought we'd demand that as our price for helping them, but sure.
>>
>>3625828
We eliminated the other two tribes in one swoop. These are the most powerful nomads near us as a result; they have no enemies. We should gain their trust and have some willing human subjects.
>>
>>3625828
To be fair, the task shouldn't be TOO hard. Even if it ends up that the snap-jaws can't get to the source, we can just set up a bunch of Fireball traps around the entrances and exits with our Runecraft and Fire skills. And that's if we can't create a giant firestorm with our Wind+Fire and flood the tunnels with it. And those are just off the top of my head.
>>
>>3625701
>I will deal with your problems and in return, your tribe shall supply me with 100 slaves every season and, you shall be under my protection.
>>
>>3626986
100 seems a little excessive and might piss them off. I think 3 to 5 will be enough without incurring a revolt.
>>
>>3627719
>>3626986
Why take any slaves? Just make them bow to use as their Lord and Master and make them into desert serfs.
Plebs.
Peasants.
>>
>>3625701
>Accept on the condition that they send us half of any criminals in their tribe as slaves every season.
>>
>>3627751
If you're going to take criminals then why only half? Take them all, that'll teach them to behave and give us an excuse to abuse them.
Not that is a good idea at all.
>>
>>3627786
Let's just make them our subjects and get paid taxes. In return for protection. Like a protection racket.
>>
>>3627796
I agree but instead of gold we could take slaves as well since they are the tribe that enslaves other tribes.
>>
Back, and that was one hell of a 4th of July. Going to be repeating it this Saturday, but for the meantime we can resume the (mis)adventures of our intrepid occultist.
>>
>>3627946
Slaves are for when they inevitably miss the payment.
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Considering the implications of the nomad’s tale, you deduce that the benefit outweighs the risk involved and reply with a moment of rich laughter. "Hahaha… Sir Mrabat, rejoice -- for I accept. You will have the heads of these beasts soon, if that much remains of them." The groveling man weeps with gratitude, then rises to clasp your hand, shaking it again and again. “Most gracious sir, I cannot thank you enough! If your witchcraft and the might of my tribe together can’t root them out, surely there is no force in all the heavens and the earth that can!” Smiling along with the haggard traveler, you gingerly remove your hand from his clenched fists, then chuckle. “Sir Mrabat, even I am not infallible, but I assure you, there is no other that could drive these meddlesome vermin from their dens.”

Hmhmhm. “I’ll accept your offer in promise of a future reward without question, but have you considered migrating to my palace? Surely the luxury of these ancient halls is superior to any ageless cave?” He takes on a serious gaze. “You tell no lie, but my people have dwelled the mountains since my father’s father’s father’s soul crossed the veil, and if any is to make the decision to leave, it is the chieftain and the chieftain alone.” You proffer an open palm to assuage any irritance. “I assure you, I meant not the slightest offence.” It is the nomad’s turn to chuckle. “And none was taken! My friend, I have no love for those confounded cliffs or winding trails, and mark my words, survive the season and I will put in a word.”

The grin on your face more than indicates your satisfaction with the concept, and some five minutes later you’re both on the sands outside of the tower. As you’re puzzling the logistics of waging a subterranean war of extermination, you deduce that traveling there on foot would consume a month’s time, and that there are some scant two weeks remaining before the next gibberling uprising.

> After much contemplation, you decide that the most efficient way to reach the Sky-Crawler’s campsite would be-

> By Flying Carpet, Alone: You’ll leave the nomad to travel there the hard way, and apply yourself to reach the campsite in a mere three days of exertion, giving a clear demonstration of the tribesmen of both your power and your drive to help.
> By Flying Carpet, Together: The nomad will have to cling to the hem of your cloak but you would reach the campsite in merely five days, allowing you an abundance of time to negotiate and prepare the tribesmen for the brilliant plan you have in mind.
> By Camelback: You and the nomad will travel to the campsite slowly and laboriously, but over the weeks you’ll have ample time to ingratiate and humanize yourself with him, which might help smoothen affairs over with the rest of the tribe.
> By Foot: Bah! You are mad, but you are not that mad!

> (1/2)
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>>3628048

> As for the fledgling horde of Snap-Jaws you’ve begun to gather, they’ll be-

> Coming En-Masse: Every single mongrel, save for three to alternate between manning the watchtower and tending the prisoner will come, toting their weapons and howling their rage. It will take them a month to arrive, and the fact that they so fervently follow you will make a firm impression on the tribesmen one way or another. They’ll need a guide.
> Coming in Handfuls: Far fewer than the entirety of your masses, you’ll be bringing a handful of “competent” and “intelligent” specimens eager to serve you against the dreaded gibberlings. It will take them a month to arrive, and that the fact that you’ve managed to “civilize” such savage beasts will surely either disgust or impress the tribesmen. They’ll need a guide.
> Remaining at the Palace: Forget the snap-jaws, they’ll only prove a burden in the pitch of the fighting and should best be left to ensure that your coins remain unpinched and your palace unspoiled. They won’t be needing to arrive, and the fact that you chose to leave your minions behind will speak volumes to your power.

> And of course, if you’re going to be meeting their chieftain, you’re going to be doing it wearing your usual garments, because anything else would be a disservice. These are surprisingly-

> Humble: Nothing but plain robes and a turban to prevent the sun from boiling your head like an egg, these may serve to bring you closer to the lowly tribesmen, but almost certainly leave doubt as the scale of your power.
> Comfortable: Silken robes and a thick veil to keep the sand’s sunshine glint from blinding you, these demonstrate that you feel no need to be proven to anyone but yourself, yet might make it seem you lack respect for authority.
> Opulent: The finest thread filigree graces your robes, and dozens of jewels can be found worn on your person, conveying that you possess wealth that any king would envy, but may inspire envious greed in the foolish.
> Sinister: Neither robes nor a turban covers you, but a billowing cloak that leaves your eyes in shadow and a dark scarf that hides your face, leaving your possession of secrets no man should know plain, but incurring deep mistrust in the masses.
> [Write-In]

> (2/2)
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>>3628053
So from what I can see we can either bring the army or get there fast. Hm. Not sure which is better.

I will pick robes though. I like the whole Faux Affiably Evil thing we have going, so I'll go with
>Humble
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>>3628057
If you fly ahead and leave the nomad behind, he'll be guiding the snap-jaws in concert with the shaman.
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>>3628061
Yes, but it will take a month for the army to get there. Either we can take days to get to the nomads, before the next wave, or we can get to the nomads in a month with the army.
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>>3628064
It's a dilemma, to be sure.
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>>3628053
>By Flying Carpet, Alone: You’ll leave the nomad to travel there the hard way, and apply yourself to reach the campsite in a mere three days of exertion, giving a clear demonstration of the tribesmen of both your power and your drive to help.
Have the nomad guide the most effective of our minions and have ourselves be there as soon as possible, in order to set up rune traps at all the tunnel exits. We should not engage these mongrels in any form of open combat before significantly weakening them.
> Coming in Handfuls: Far fewer than the entirety of your masses, you’ll be bringing a handful of “competent” and “intelligent” specimens eager to serve you against the dreaded gibberlings. It will take them a month to arrive, and that the fact that you’ve managed to “civilize” such savage beasts will surely either disgust or impress the tribesmen. They’ll need a guide.
> Comfortable: Silken robes and a thick veil to keep the sand’s sunshine glint from blinding you, these demonstrate that you feel no need to be proven to anyone but yourself, yet might make it seem you lack respect for authority.
>>
>>3628048
>By Flying Carpet, Together: The nomad will have to cling to the hem of your cloak but you would reach the campsite in merely five days, allowing you an abundance of time to negotiate and prepare the tribesmen for the brilliant plan you have in mind.
It's good for our image. We should be seen as powerful, after all.
>Coming in Handfuls: Far fewer than the entirety of your masses, you’ll be bringing a handful of “competent” and “intelligent” specimens eager to serve you against the dreaded gibberlings. It will take them a month to arrive, and that the fact that you’ve managed to “civilize” such savage beasts will surely either disgust or impress the tribesmen. They’ll need a guide.
Obviously we need people there to keep the place safe and contain the prisoner.
>Opulent: The finest thread filigree graces your robes, and dozens of jewels can be found worn on your person, conveying that you possess wealth that any king would envy, but may inspire envious greed in the foolish.
Let them envy our riches -- the first fool to act on his greed will be a warning to the rest.
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>>3628069
I'm good with this plan. Rune traps quickly, see the performance of the rune traps on the wave in two weeks, use the army when it gets there.
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>>3628069
This works fine.
>>
>Flying Carpet, Together
>Handfuls
>Comfortable
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>>3628071
+1
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>>3628077
We have nevee used runes to contain and use magic i think that may need futher testing before we can use it in combat.
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>>3628147
We have Runecraft 6. We were throwing around enchanted items before. We were actively looking at the golems, which are far more complicated than a fireball spell, and examining how they fit together, and we did discover something useful, even if it was that we screwed up the repair job. I will be very, very surprised if we can't carve a fireball trap.
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>>3628159
We can always fallback to sucking the air out of caves like mericans did in afghan
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>>3628165
True that, but what if the Gibberlings don't need to breathe?

Alternatively, we can flood the place with oxygen and pull an Apollo 13.
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>>3628168
Nice. We are so OP kek.
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>>3628053
> By Flying Carpet
> Coming in Handfuls
> Humble
>>
>>3628246
*
> By Flying Carpet, together


Also unrelated but what does everyone think of our Snap-Jaws. Personally I think when we improve our skills in hex-craft and various other crafts we should preform something akin to an uplifting on them, like making them larger and smarter. They've been loyal so far and were our first non-construct servants, they seem to deserve a reward for their people.
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>>3628249
Agreed. We need to tech into hexcraft to prevent aging too.
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>>3628249
I'm definitely interested in that prospect. We should start with the Shaman, just to see what the effect is, and if they don't stab us in the back (as a result of thinking they can outsmart us), then we use it on more and more of the Snap-Jaws.

Maybe we can apply it to all of them, as a 'blessing to be spread amongst all who are loyal to the Dark Lord', or we could pick and choose among our most loyal and hard-working subjects, as a form of incentive for the rest of the rank and file.

Ah, choices.
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>>3628256
>>3628253
If we managed to get the technique down we should do the first change in front of the rest of the Snap-Jaws as "look at what can be yours for your loyalty" tactic.
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>>3628249
I think resources are better spent elsewhere. Making the snapjaws better would be nice, but it sounds like a lot of work and I think that there are more important things. We should focus on improving ourselves, especially with offense magic. I think we'll encounter tougher enemies and will need the extra firepower.
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>>3628067
Get a name and a trip please
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>>3628261
I'm okay with this ability as long as it includes some brainwashing. They can be more powerful, stronger, larger, etc. as long as we can ensure they won't betray us (can we do that?)

>>3628071
Support. We're doing enough to establish a rapport and prove that we're capable of diplomacy; the flying carpet and opulent robes will show that we still aren't to be underestimated.
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>>3628249
No their grunt minions strong in numbers theres no reasons to uplift them. Their like the grunts in halo deadly in large numbers.
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>>3628249
Resources and time would be better spent just making the golem army. Theres no reson to empower weak minoins when we could just make strong ones.
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>>3628394
Forgot to link my vote (supporting >>3628071) to the OP's post >>3628048
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>>3628452
>>3628071
But who will guide the snappies if we take the nomad with us on thw carpet.
+1 to clothes and snapjaws, but I think we need to fly alone
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>>3628048

>>3628071
Support, except I vote for
> Comfortable: Silken robes and a thick veil to keep the sand’s sunshine glint from blinding you, these demonstrate that you feel no need to be proven to anyone but yourself, yet might make it seem you lack respect for authority.

>>3628261
If we can get Snap-Jaws to look like that then holy shit
>>
>>3628048
> By Flying Carpet, Alone: You’ll leave the nomad to travel there the hard way, and apply yourself to reach the campsite in a mere three days of exertion, giving a clear demonstration of the tribesmen of both your power and your drive to help.
> Coming in Handfuls: Far fewer than the entirety of your masses, you’ll be bringing a handful of “competent” and “intelligent” specimens eager to serve you against the dreaded gibberlings. It will take them a month to arrive, and that the fact that you’ve managed to “civilize” such savage beasts will surely either disgust or impress the tribesmen. They’ll need a guide.
> Comfortable: Silken robes and a thick veil to keep the sand’s sunshine glint from blinding you, these demonstrate that you feel no need to be proven to anyone but yourself, yet might make it seem you lack respect for authority.
>>
>>3628048
>By Flying Carpet, Together: The nomad will have to cling to the hem of your cloak but you would reach the campsite in merely five days, allowing you an abundance of time to negotiate and prepare the tribesmen for the brilliant plan you have in mind

>Remaining at the Palace: Forget the snap-jaws, they’ll only prove a burden in the pitch of the fighting and should best be left to ensure that your coins remain unpinched and your palace unspoiled. They won’t be needing to arrive, and the fact that you chose to leave your minions behind will speak volumes to your power.

>Opulent: The finest thread filigree graces your robes, and dozens of jewels can be found worn on your person, conveying that you possess wealth that any king would envy, but may inspire envious greed in the foolish.
>>
Vote Count:
>Robes
1 Humble
5 Comfortable
5 Opulent
>Carpet
4 Alone
6 Together
>Snap-Jaws
9 Handful
1 Palace

I probably miscounted something, do feel free to correct me
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>>3628053
> By Flying Carpet, Together
> Coming En-Masse
> Comfortable
>>
>>3628824
Thank you.

If you travel with the nomad on the flying carpet, the snap-jaws are going to take twice the time to arrive because they can't determine the exact location. I'm going to call for a flash vote, and whichever one has more by the end of roughly an hour or two will be selected.

> You decide to travel-
> Alone
> Together

> And wear your usual outfit, which is surprisingly-
> Comfortable
> Opulent
>>
>>3628901
> Together
> Opulent
>>
>>3628901
> Alone
> Comfortable
>>
>>3628261

Sweet. Definitely look like that for the uplifted High Caste, at a minimum. Highest Caste? Priest Caste?

>>3628901
>Alone
>Comfortable
>>
>>3628901
> Together
> Comfortable
>>
>>3628918
+1
>>
>>3628901
> Together

> Comfortable
>>
>>3628901
>Comfortable
>Together
>>
>>3628901
Comfortable
Together
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>>3629120
Baby, we'd be comfortable together. But you be playin
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>>3628901
>together
>opulent
>>
>>3628901
> Alone
> Opulent
>>
>>3628901
> Alone
> Opulent
>>
>>3628901
> Together
> Comfortable
>>
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>>3629233

You decide that it would be most expedient to travel by flying carpet, and would do a good deal to help your image with the Sky-Crawlers if you were to bring the nomad with you. Granted, barring a miracle the handful of snap-jaws will be taking two months to find the campsite, but you see no reason to care, because if you cannot best these craven wretches on your own there will be little they can do to help. Thwahab is terrified of the concept of flying on a carpet, but after you’ve assured him you’ve spent the last year or so mastering it he’s more than willing to comply. All the same, he grips your silken robes with pale knuckles, and were it not for the muffling of your veil, you would be hearing a great deal of profanity.

> Trait Gained:
> Comfortable Clothing

His fears are largely misfounded for the carpet is thick enough he might as well be on a grounded rug, but he has not peered beyond the veil as you have, and so you are most understanding of the weakness of his psyche. On the way there, you ponder how well the snap-jaws are traveling through the wasteland and regret your lack of study in the flames that could’ve proven most useful. Hopefully your masterful grasp of the winds and runic symology are enough, even if you haven’t conducted much in the way of traps, after interfacing with the golems you’re sure such a simple task will prove trivial.

Every five or so hours, you pause to stretch and discuss the nomad’s impressions of the trip so far. Apparently he had a repressed fear of heights, and while he is nowhere near to overcoming it your complete nonchalance serves to convince him that you are powerful indeed. The fact that you magically start a fire each night and remain vague as to the full extent of your sorcery certainly doesn’t hurt. Before sleeping, you spend much time sitting by the campfire and discussing matters of both great and small import.

According to him, Thwahab Mrabat is one of the most well-spoken and level-headed men of his tribe, second-cousin to the chieftain and owner of no less than five slaves which do much to tend to his herd of goats. The nomad is a skilled archer, though his talent is nothing phenomenal, and he claims to have had seven children by the same woman, nine before the gibberling incursions began. Unlike some of the regional tribes, the Sky-Crawlers practice strict monogamy and frown on concubinage, though it is not expressly forbidden, its practice has reduced many a pervert to a social pariah.

> (1/3)
>>
>>3629267

There are almost three-hundred within the Sky-Crawlers clan, though almost half of their number are captured slaves or subjugated lesser tribes, and of the remainder, only sixty are young fighting-age men. Allegedly, they survive by herding goats and smile on thievery, so long as the stolen goods further the wealth of their people. Like all but the most distant regional tribes, they too venerate their ancestors in the twilit halls, but he assumes you are already aware of the specifics of their religion and you don’t want to risk antagonizing him by explaining that their beliefs are foreign to you. His questions about your origins are skillfully dodged and as you don’t want to bury him in a lecture about the runic minutiae, most of the discussion revolves around his own day-to-day affairs.

He warms up to you relatively well, and by the time you’ve arrived at the mountains of the Sky-Crawlers you could almost be considered long-term acquaintances. You’re not exactly friends, but there’s no doubt that his liking of you will go great lengths to influencing the chieftain. Their campsite is sprawling but orderly, with clearly partitioned sections for the tents of tribesmen, the tents of those subjugated, and the numerous herds of goats they subsist upon. Dozens of weary people whose eyes are laden with worry mill about, and they are swift to notice your flying carpet, shouting in both sudden alarm and great joy.

You land the carpet in the clearest section of cliffside land that can be found, and stand before the gathering crowd of shocked and curious faces. A respectful bow reassures them of your intentions, and when you speak they listen with feverish intensity. “People of the Sky-Crawlers clan, rejoice, for I, the Sorcerer-Lord of the Crumbling Palace, have heard your call and come to see you delivered! Can one of you bring me to your chieftain, so that we may discuss the removal of these vermin and the subsequent compensation?”

One of the younger men steps forward, with a deep but swiftly finished bow. “O-of course sorcerer, my father’s tent is nearby and he’s been waiting to see you for quite some time!” You nod, casually roll the carpet with wind, and tote it under your arm before the dumbstruck tribesmen. Some ten minutes later you’re sitting in the largest tent of the Sky-Crawlers, and sitting on a small pile of cushions to face the scarred and sallow-skinned man who can only be the chieftain. In his hand he carves a bone into some manner of scrimshaw, though his trembling prevents him from etching an intricate pattern. You can’t tell whether it is from fear of your sorcery or dread of what is soon to come, but his harsh voice is most steady.

> (2/3)
>>
>>3629267
>>3629274

“Sorcerer, make no mistake. I am an ardent servant of our gods and I do not come to you lightly, but they do not answer and you are our only hope. Deliver us from this nightmare and anything I can give, save for the souls and freedom of my people shall be yours. Tell me, what makes you think that you of all people can save us from this scourge?”

> You stroke your goatee and reply-

> “There is none other as I am. at the merest wave of my hand fire and wind alike leap to slay my foes, and if a horde of fearsome raiders could not overcome me, this motley rabble of gibbering animals are nothing.” [Prideful]
> “Most beneficent and powerful chieftain of the Sky-Crawlers clan, I am but an aspirant to the occult but the sorcery I wield is nonetheless strong, and with my stratagem I’ll soon see these beasts driven before you.” [Respectful]
> “Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” [Cordial]
> “I’m going to be frank with you, my sorceries are not greatly suited to rooting out a foe beneath the earth, but I am your only hope, and I have a cunning plan which may serve well to rid you of your monthly menace.” [Blunt]
> “I’m good at burning things and the winds leap to slaughter my foes. I am not perfect by any means, nor am I truly powerful, but I’m good enough and have a plan that I think will work wonders.” [Informal]

> (3/3)
>>
>>3629283
either
> “Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” [Cordial]
or
> “I’m good at burning things and the winds leap to slaughter my foes. I am not perfect by any means, nor am I truly powerful, but I’m good enough and have a plan that I think will work wonders.” [Informal]
>>
>>3629289
>>3629283
+1
>>
>>3629289
This.
>>
> “Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” [Cordial]
>>
>>3629283
>“Most beneficent and powerful chieftain of the Sky-Crawlers clan, I am but an aspirant to the occult but the sorcery I wield is nonetheless strong, and with my stratagem I’ll soon see these beasts driven before you.” [Respectful]
>>
>>3629283
>“There is none other as I am. at the merest wave of my hand fire and wind alike leap to slay my foes, and if a horde of fearsome raiders could not overcome me, this motley rabble of gibbering animals are nothing.” [Prideful]
Making friends is nice and all, but we're still an EVIL sorcerer. Also, while he said the souls and freedom of his people are off the table, we could still probably demand the slaves and subjugated tribesmen.
>>
>>3629325
Ooooh, if we did ask for the slaves and subjugated tribesmen, we could ask specifically for the Flint-Scrapper and Dune-Roamer remnants. We're evil. We can be petty and hold grudges.

And then we turn them into Golem CPUs.
>>
>>3629283
> “Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” [Cordial]
>>
>>3629283
>“There is none other as I am. at the merest wave of my hand fire and wind alike leap to slay my foes, and if a horde of fearsome raiders could not overcome me, this motley rabble of gibbering animals are nothing.” [Prideful]

There's no point in being too honest to have them fear us is better then for think were weak. Espically since were gonna make thme our subjects by force later on. Hopefully we can gain some slaves and magical artficats or books out of this trade
>>
>>3629283
>“Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” [Cordial]
>>
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>>3629289
>>3629297
>>3629300
>>3629301
>>3629344
>>3629374

> Trait Gained:
> Cordial

The words come to your tongue almost before you can conceive them, and the man sitting across you nods at each. “Chieftain, I am a sorcerer of great strength and I have devised a series of schemes that ought to see the swarms of gibberlings undone in short order. By no means am I infallible, but I intend to see your tribe survive or be slain in the effort.” He gives a deep sigh and rests his hand on his head. “Sorcerer, I appreciate the honesty but I hope for your sake and mine that your plan is clever indeed.” In response, you give a thin-lipped smile and sigh. “It is no supreme stratagem, but it should prove more than sufficient.”

> “You see, I plan to-”

> “Line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart’s content before my minions arrive and we can take the fight to them.”
> “Enlist the help of a handful of otherwordly beasts with a hidden ritual, and send them to slaughter the living refuse while I and a handful of your warriors come behind, and purge the source of their malign incursions. Of course, I’ll be needing a dozen or so quarts of your lowliest slave’s blood...”
> “Simply enter the tunnel with a handful of your finest warriors, and purge their swarms with an unstoppable onslaught of wind and fire as they come. I know you’ve attempted to root them out by force before, but have you done it with the help of a sorcerer?”
> [Write-In]
>>
>>3629597
> “Line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart’s content before my minions arrive and we can take the fight to them.”

> [Write-In]
"Even if we should fail to eliminate them, these traps should last for generations to come if I prepare them right, effectively sealing the cave entrances to these beasts and letting your people live in relative peace."
>>
>>3629606
Support
>>
>>3629597
>Line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart's content before my minions arrive and we can take the fight to them.

> [Write-In]
"Even if we should fail to eliminate them, these traps should last for generations to come if I prepare them right, effectively sealing the cave entrances to these beasts and letting your people live in relative peace."

I like this plan. It plays to our strengths, that being Runes, making things go boom, and having masses of disposable minions.

Also, been thinking about the potential Anubis transformation for the Snap-Jaws. Maybe that's the way to elevate beneficial mutations from the Low/Red/Worker Caste Snap-Jaws into the High/Black/Priest Caste? We do the Ritual to them and then the Red Bloodline Curse is suppressed, instead tagging them with the Anubis Bloodline "Curse?"
>>
>>3629606
Support
>inb4 glyphcraft and runecraft are different
>>
>>3629606
+1
>>
>>3629606
>>3629652
Speaking of which, we should put some of these on our palace after this.
>>
>>3629660
...Aaand now I'm thinking about targeting systems, which means Hexcraft, which means research, and all of our cool ideas for magic things seem to lead back to Hexcraft and Runecraft right now.
>>
>>3629652
An Anubis transformation sounds really goddamn cool. Nobility, purpose and competence, visually represented with one spell and one transformation.
>>
>>3629672
>all of our cool ideas for magic things seem to lead back to Hexcraft and Runecraft right now.
That is mostly because of the nature of the magic system we're working with: every other magical field provides us with effects and actions (e,g fire, rot, wind, etc) but we need to use runes or curses to make them last beyond our concentration.

>>3629703
>An Anubis transformation sounds really goddamn cool.
We could look into a Egyptian-theme for our minions.
>>
>>3629709
We literally live in a desert. Egyptian theme was kind of inevitable.

>>3629703
There was a conversation about it up here: >>3628261
>>
>>3629597
>> “Enlist the help of a handful of otherwordly beasts with a hidden ritual, and send them to slaughter the living refuse while I and a handful of your warriors come behind, and purge the source of their malign incursions. Of course, I’ll be needing a dozen or so quarts of your lowliest slave’s blood...”


This could be a magnificent time to train our demonology.
>>
>>3629843
Demonology usually leads to bad things in fiction. I don't think this is a good idea.
>>
>>3629843
>>3629852
Yeah, we only have demonology level 1. Trying to summon a demon to battle for us isn't such a good idea
>>
Demonology is something I'd rather only use in desperation or for knowledge. That way we can avoid being too dependent on such beings.
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>>3629652
The question is how to transform them.
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>>3629597
> “Line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart’s content before my minions arrive and we can take the fight to them.”
>>
>>3629994
I was thinking a Hexcraft Bloodline Curse, like we were thinking about doing with the Low Caste to make their fur permanently red as opposed to dyed.

For that we'd need, at a minimum:

>Higher Hexcraft (I think 6 should work, but not sure)
>The project we have on how the supernatural relates to blood
>Test subjects (EZ PZ)

We'd probably need more schools of magic, too, and we'd probably want to keep upgrading the "curse" when we got to higher levels of Hexcraft.
>>
>>3629652
The whole elevating and bloodline curse thing is needlessy complicated. The system we have already works. There is no need to elevate snapjaws when we could just make golems.
>>
>>3630024
Or we could just make golems.
>>
>>3629597
> “Line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart’s content before my minions arrive and we can take the fight to them.”
>>
>>3630030
Yes, but the Snap-Jaws are probably going to end up being our pets/hobbyist eugenics project/cheap test subjects/cheap souls once we get the Terra-cotta Legion up and running. Besides, it's fun to think about and being able to dish out bloodline curses on our enemies is both somewhat subtler than gigantic firestorms and more long-lasting. It's something we'd want to master anyway. Also, we still need Hexcraft for the Terra-cotta Legion, so it ties into our long-term goals too.

Besides, if we get the Snap-Jaws smart enough, we have competent lieutenants that worship us as their glorious god-king.
>>
>>3630030
I agree somewhat. However, I like the idea of eventually elevating a few snapjaws just to experiment with the idea of creating our own species. Sounds like something we'd do.
>>
>>3630045
>>3630017
Also, did you just vote twice, or was that a Random-Anon?
>>
>>3629606
+1

>>3629597
>>
Why do you guys want to waste so much time on elvating snapjaws. Snap jaws are literally grunt minions. If we need stronger minions make golems, if we need smarter minions we can find and conquer them. The only thing i could think of boosting with the snapjaws is their reproductive rate.
>>
>>3630050
I forgot that i allready voted. Qm ignore this vote >>3630017
>>
>>3630058
>>3630046

>Pets (Fun)
>Hobby/Practice (Fun/Useful)
>We need Hexcraft anyway (Immortality, Golems)
>Bloodline Curses are useful tools anyway, and fun (Useful, Fun)
>Buffs Research is important for us anyway (Immortality)

This is my list of reasoning for "Let's elevate the Snap-Jaws."
>>
>>3630068
Exactly! It's fun! And productive! And flavorful!
>>
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>>3630030
>>3630058
But eugenics are so much fun!
>Accelerated evolution of a primitive species through forced eugenics programs, all at the hands of one man.
Doesn't that just sound like a good time?

>>3630064
See, this guy gets it
>>
>>3630075
>>3630070
And this got deleted for some reason, so my reply to the post is ahead of the post for some reason.
>>
>>3630077
Nah don't worry about it, I was unhappy with the formatting so I deleted it and changed it a bit.

If it bothers you too much you can just delete >>3630070
>>
>>3630084
Nah, it's fine. Was just thrown slightly by the mysterious disappearing post.
>>
>>3630092
>M Y S T E R I O U S
>Y
>S
>T
>E
>R
>I
>O
>U
>S
>>
>>3630024
We'll need at least two magic schools: Blood (maybe Life) and Hexcraft, also components for the ritual and time to investigate. In my opinion, we should elevate all of them to serve us better, just in different ways: Give de Jackal/Anubis an enhanced intelligence (below our own), good education, combat training and maybe a bit of basic magic and runes (make them Spellswords, Runesmiths/Runemasters, Expert merchants). Give the Hienas (werehyena, pic related) physical prowess and human-like intelligence (like orcs) combat training (barbarian, warrior, etc) and teach them how to do different chores and tasks (servants, artisans, merchants of basic/non magical goods, etc).
>>
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>>3629606
>>3629646
>>3629652
>>3629653
>>3629656
>>3630017

“You see, I plan to line the caves from where they swarm with a series of fatal traps, allowing your men to ambush the shattered rabble to their heart’s content before my minions arrive and we can take the fight to them.” A smile crosses the chieftain’s scarred face as he sets his knife and half-finished scrimshaw aside, and not yet finished, you continue. “Even if we should fail to eliminate them, these traps should last for generations to come if I prepare them right, effectively sealing the cave entrances to these beasts and letting your people live in relative peace.” His smile shifts into a grin, and he begins to clap, bringing you realize he’s likely a fun-loving man in times of less turmoil.

“Excellent! I knew reaching out to you was no mistake. Tell me sorcerer, what will you need to see this task done?” Pausing for a moment, you reply. “I’ve brought my reference scrolls, and require nothing save a set of engraving tools.” His right hand thumps his chest as if he were an ape, and he says. “Sorcerer, you shall have what you need before the sun sets or our quartermaster shall lose his tongue!“



Desert nomads have neither to need nor inclination to keep stone-carving tools, but a scant ten minutes before the sun descends below the horizon a sweaty and panicked man runs to where you meditate and passes an ancient and rusted well-sharpened chisel to your hand. This should prove more than sufficient, even moreso because the swarms come from only three caves. You have eight days to work your magic, with a concept you’ve only ever theorized.

You’d best get to work.

> Roll 1d20, DC: 14
> Bo3
>>
Rolled 4 (1d20)

>>3630098
The middle figure being the upgraded Snap-Jaw, or an actual Were-Hyena?

>>3630106
>>
>>3630046
Bloodline curses are a bad fighting stratgey. It would tale generations uopn generations to inflict the majorty of the populace. If we wanted to subjugate them then would have to undone all of the hexcraft or just kill like half of our future subjects. Somtimes simpler is better. And we dont need snapjaws as liteunts when we could just get smarter minions. The only use for it would to just be leveling up hexcraft.
>>
Rolled 5 (1d20)

>>3630106
>>
Rolled 15 (1d20)

>>3630106
>>
>>3630119
It's not a fighting strategy.

It's a TERROR strategy.

You fuck with us, we curse you and your entire family to horrible crippling agony for all time. Even your kids, and your kids kids, and your kids kids kids, etc.

>>3630123
SAVED!
>>
Rolled 11 (1d20)

>>3630106
>>
>>3630110
Upgrade to common Snap-Jaws, the elite would be the Anubis (Army of magical anubis, mmm...flashback from The Scorpion King intensifies).
>>
>>3630110
>>3630120
>>3630123
Cutting it awfully close, aren't you?
>>
>>3630128
Yes, but a full Were-Hyena, or just the Hybrid Form in the middle?
>>
Rolled 3, 7, 7, 10, 8, 7, 9, 10 = 61 (8d10)

> Roll 4d20+4
> Bo2

> Do you wish to personally participate?
>>
>>3630131
Hey, you said it yourself:

>You have eight days to work your magic, with a concept you’ve only ever theorized.

I think we did a good job, all things considered.
>>
Rolled 6, 11, 15, 8 + 4 = 44 (4d20 + 4)

>>3630136
YES
>>
Rolled 18, 20, 12, 20 + 4 = 74 (4d20 + 4)

>>3630136
>Yes
>>
>>3630131
We like to build the suspense.
>>
>>3630141
>2 20s
>>
>>3630141
>>3630144
It is my turn to be blessed by the Dice Gods' trolling.
>>
>>3630138
>>3630141
>two 20's
>screeches in gibberish

> Roll 1d20+6
> Bo3
>>
>>3630136
>Yes
>>
>>3630141
Nice
>>
Rolled 20 + 6 (1d20 + 6)

>>3630148
>>
Rolled 10 (1d20)

>>3630148
Time for some combat skill level ups.
>>
>>3630148
>>
>>3630155
AHAHAHAHAHA

>>3630148
AHAHAHAHAHA
>>
Rolled 4 + 6 (1d20 + 6)

>>3630148
>>
>>3630159
>inb4 1
I need another roll guys
>>
Rolled 64 (1d100)

>>3630141
>>3630155
Ffffuuuuck

I guess you don't need your minions
>>
>>3630155
The dice gods smile upon you.
>>
>>3630163
[https://www.youtube.com/watch?v=2tlB2PxAL-o]

https://www.youtube.com/watch?v=2tlB2PxAL-o
>>
>>3630180
Oh so both work. Okay.
>>
>>3630134
Full werehyena, maybe do the hybrid for merchants, you know, people tend to be more calm and open to talk wile talking to a "normal" humanoid instead of a hulking orc-hyena fusion.
>>
>>3630210
Okay, so you mean the merchants have the full transformation, and the regulars just look like the hybrid in the middle. I approve of that. Maybe have some of the military or spy types have the ability to drop into Hyena mode for scouting.
>>
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>>3630180
>mfw I see double 20s
>mfw I see the third one
Thank you based lurker!
>>
>>3630180
The chieftain is probably going to be very thankful we were on their side...

>>3630210
>>3630215
I don't know if I want to make the Snap-jaws like that, given our golems will most likely always be better as walls of stone.

Honestly, most of what I'd consider in terms of uplifting them is an increase in intelligence, maybe some additional size and such. Fundamentally still Snap-jaws, just better.
>>
>>3630228
Eh. Currently we're just throwing around ideas for our little tiny pseudo-gnolls. This would just make them Actual Gnolls ruled by Annubi ruled by their God-King (us).
>>
>>3630234
Fair enough, I'm just saying that we shouldn't overestimate how much we can do. Especially when we've little idea just how much they can be improved before it becomes a problem (e,g slowing their breeding rate or making them less loyal).

Plus we currently are running a decent program to create superior Snap-jaws, even if it will take literal decades to see results. We can accelerate those numbers by just getting more Snap-jaws and raising standards / creating additional castes.

Who knows, maybe we'll reach a point where magical intervention isn't needed.
>>
>>3630210
I don't foresee snapjaws or anything derived from them ever being effective merchants. It's like trying to use a hammer to weld steel together.
>>
>>3630242
True. But it's a good motivation to buff Hexcraft, which we still need, and besides, we need to do buff research anyways, so why not do it with our hobby?
>>
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>>3630234
I'm partial towards the Anubian jackals idea myself. I feel it hits a right balance of intimidation and elegance you'd want in a servitor race.
>>
>>3630246
Not to mention the best ears, we've got to make them emotive. I swear to Christ.
>>
>>3630246
Sweeeeeeet. Yes, this is what we're aiming for with our hobby.
>>
>>3630251
They already are.
>>
>>3630251
https://www.youtube.com/watch?v=mMfWC2PvaL0
>>
>>3630265
https://www.youtube.com/watch?v=YKUOB8MN4Kc

We're a "evil" (to be honest, I'd argue we've done relatively little evil thus far (all those raiders clearly violated our sovereignty, breaking the non-aggression pact)) wizard served by hyper-loyal smol jackal-"people".

Truly the best timeline.


>>3630280
A damn good episode and a deeply interesting enemy.
>>
We should make the shaman our first and greatest Anubis a mighty warpriest called IMOTEP.
>>3630228
I don't want them to be tanks, I want them to be fast, strong and easily replaced marauders who can serve either as scouts or raid troops.
>>
>>3630288
We did summon a demon from hell. That's pretty classically evil
>>
>>3630324
>I don't want them to be tanks, I want them to be fast, strong and easily replaced marauders who can serve either as scouts or raid troops.
Fair enough, I'll admit my reaction there was based off a misunderstanding: when one of you mentioned the middle individual in the image being the goal, I failed to realise you meant of the three on the left and thought you instead meant that hulking mass of muscles and teeth.
>>
>>3630325
I don't think we've summoned a demon yet. We read the scroll, but didn't perform the ritual, and the emissary was explicitly NOT a demon or something likely to eat our soul.

Unfortunately "not likely to eat our soul" does not equal "not a massive asshole."
>>
>>3630324
No we shouldnt test on high caste their to vauable to accidentally kill or harm. If we need to test we should test on lowcaste or the infertiles.
>>
>>3630330
The Hyenas/Gnolls would be the Low Caste. The Jackels/Anubii would be the High Caste.

Although definitely we draw our test subjects from the Sterile Cast first.
>>
>>3630329
Technically we didn't get a demon but just an emissary. Still, I see that as us just being incompetent at being evil (at least so far)
>>
>>3630344
I've been seeing it more as us being more focused on becoming respectably powerful and fixing up our house before we start making waves on purpose.
>>
Rolled 7 (1d12)

>>
>>3630346
Agreed, how can we be a feared overlord if our fortress of darkness is a bunch of rubble
>>
>>3630367
And how can we be said feared overlord of said fortress of darkness if we can't do this to people?

https://www.youtube.com/watch?v=Jhj25HnpSRU

*jk*

But seriously we do need to be badass. Which we are currently proving ourselves to be in spades. But we still need better Hexcraft to get our golems back so that we have actual quality troops.
>>
>>3630379
I see your Jafar and raise you Dr. Facilier

https://youtube.com/watch?v=g00kEcGh4j8
>>
>>3630392
I see your Doctor Facilier and raise you a Rasputin.

https://www.youtube.com/watch?v=Ocm8QdNR_d8
>>
>>3630392
>>3630395
I raise both of you a pair of priests (alliteration!)

https://www.youtube.com/watch?v=cLomnZIvoFs
>>
>>3630408
ManOfCulture.png
>>
>>3630408
...I'm out, I don't know any more male villainous magic users from Disney that have songs. I do know Hades from Hercules, but he doesn't have a song.
>>
>>3630408
>>3630395
>>3630392
I raise you some metal covers of your songs.

https://www.youtube.com/watch?v=gqlNY5iX-nA
https://www.youtube.com/watch?v=ZNFLqNFp2qU
https://www.youtube.com/watch?v=4ATX6R8YNXY
>>
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>>3630123
>>3630141
>>3630155

When you take the chisel in hand, an intensity of focus rarely felt seizes your mind, and you fall upon the stone before the caves with frenzied tenacity. Each moment is spent etching runes, carving lines to let the magic flow, and ringing each interconnected instance of glyphs with the never-ending endurance of a man possessed. By the time the fourth sun sets, the tribesmen are convinced you’re either imbibing some sort of substance or acting as the vessel to an unholy spirit but none dare to keep you from your work, and you hiss, mouth frothing at the fool who dares suggest that you take some time to rest.

Aside from the four or so hours necessary to keep your weak, feeble flesh in motion, you do not stop until your fingers are worn to the bone and nigh-on a dozen mosaics grace the entrance of each cave. You fell unconscious no less than five times fueling the flames that are to explode upon the rune’s unleashing, and when the eighth sun sets, you can scarcely think but the unnatural focus refuses to relent, and in your feverish half-delirious, half-furious state you do not wish to see it go. The runes should prove devastating, but if nothing else, your work ethic alone has earned the respect of the Sky-Crawlers.

...

When the eighth sun sets every able-bodied man in the tribe, both free and slave stands in wait outside of the caves, clutching spears and clubs with vengeful hate. You stand before the largest of the three, eyes wide with insanity and ferocity in equal measure, and those beside you tremble more from your presence than any expectation of monsters. It is almost one hour before you hear a rumbling from deep beneath the earth, and in preparation you begin to mutter the incantation you devised in anticipation of this moment. Then the rumbling gives way to noise, not voices, not war-cries nor bestial howls, but noise.

“AHFHAKAHAKAKAAKAHKA”
“LEKLELEEKELELEKELELKE”
“OMOMOMOMJOMOKOJKMO”

Every one sounds different, the only unifying trait is that their screeching is cacophonous and then they emerge. At least one hundred pouring from those murky depths, each one’s purple fur matted with grime and filth, running on all fours like the debased apes they are, expounding their wordless hate for everything ordered and sane. In response, the humans around you brace themselves and prepare to charge, but hold back as their pitiful, puny weight is set on the stone, the runes begin to glow crimson, and for the briefest of moments, everything is fire.

> *KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM*

> (1/3)
>>
>>3630427

You release the incantation you’d been muttering for the last ten minutes, and from your mouth comes a tornado which flows forth, joining with the flames to unleash an unearthly, cataclysmic, and unstoppable hell on this earth into the cave. Finally, the focus leaves your mind, and you collapse onto the floor as the tribal mass of blood rage surges forth to maim and mutilate the burnt meat and shattered bone your dread-spell left in its wake. Before you allow yourself to rest, you can hear the calamitous doom of each other trap setting off, and you have the pleasure of knowing that you, above all others, have done your part.

> *KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM*

Sweet, sweet-

> *KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM*

Sleep.

...

And then you awaken with a headache so fierce it expels any measure of thought from your mind, leaving only an agonized moan in its wake. A damp cloth is pressed against your forehead, doing little to assuage the fever, and excited shouting can be heard. Your eyes are wrought of lead, but you force them open to see a dozen old women toting buckets of clear water and goat’s milk flood your sleeping place. Consciousness flees, and for an indeterminate length of time, you sleep a dreamless sleep.



Finally you awaken, the fever has left, and thought has returned. You are in a bed of camel furs, and the old woman watching over you turns to leave but you feebly grab the hem of her dress and weakly murmur. “How long...?” She replies, staring down at you in awe. “Three weeks for the first, and four for the next.” Recovering or not, you are dumbstruck. “You mean to tell me I’ve been asleep for-” “Almost two months, dear.”

You release her dress and lay back as she leaves the tent. Some ten minutes later the chieftain enters, grinning ear-to-ear, and as you sit up, grips you in a deep, almost painful embrace. It’s a miracle a rib hasn’t cracked when he lets you go, and choosing to overlook the violation of privacy that entailed, your voice cracks. “Wha-what happened?” His smile is undiminished as he begins a wholly unembellished recounting of events. “You saved us all, boy. When the gibberlings swarmed from their caves, those carvings you made erupted into pillars of flame and instead of overwhelming us in a single charge, the biggest and meanest of them were roasted to ashes and everyone behind them went running.”

> (2/3)
>>
Realistic depiction of Demonology (20)
https://www.youtube.com/watch?v=SLCuL-K39eQ
>>
>>3630427
>>3630431

“Then, instead of trying to keep the gibberlings away from our women and children, we were charging into their caves, stabbing them in the back and slaying any bastard fool enough to turn and fight. In the middle one, the largest of the caves with the largest swarms, your miracle of flame left nothing for the rest of us but charred corpses. Because of that, we were able to force them back into their brood mother’s dens, and pay their blood debt in full. Not one is still alive, sorcerer, and it’s all thanks to you! For that, you’ve been named Rending Storm in the eyes of our people, and we’ll be telling our children’s children tales of what you’ve done for a thousand generations.”

Rending Storm? A title’s a title, and you like the sound of that...

> Title Gained:
> Rending Storm: For annihilating an entire cave of gibberlings with a single flaming tornado.

“But first, it’s time for you to decide on what you’re going to be taking, because you’ve damned well earned it.” Hmhmhmhm...

> In payment, you wish to receive-

> A Gift of Wealth: Every single scrap of treasure that they can muster, a princely sum, and perhaps enough to replace a tenth of what you’ve lost over the years.
> A Tribute of Slaves: Each of the Flint-Scrapper and Dune-Roamers, and at least a dozen more besides, more than willing to work, and unwilling but able to be offered in sacrifice.
> His Daughter’s Hand: In token matrimony. Doe-eyed, comely, and a scant sixteen summers of age, it’s said she values her books more than any tribeswoman should.
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
> [Write-In]

> (3/3)
>>
>>3630436
I can't stop giggling, please send help.

>Slaves
>>
>>3630436
> [Write-In]
Taxes. Every year. 20%. In return for protection. If they don't want it they can end it any time, but that'd be extremely unwise.
>>
>>3630436
>> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
> [Write-In]
Have slaves collect every corpse that remains and bring them back to the palace.
>>
>>3630436
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
Slaves are temporary. Friendship is forever.
>>
>>3630440
...You know what, I like taxes better. They can pay in slaves or money.

>>3630436
Changing vote to taxes.
>>
>>3630442
And lets not forget the friends of slavers can often get slaves themselves.
>>
>>3630436
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.

Also keeps the Daughter's hand thing open if we become better friends. What is a god-king without his queen?
>>
>>3630436
God, these are all so good

Is his daughter's hand just waifu bait or is it an actual alliance formalized through marriage?
>>
>>3630451
Anon asking the real questions. Plus who knows maybe if she likes books so much she'll delve into the occult with us? We can even be a nice couple that shares research.
>>
>>3630424
>>3630419
https://www.youtube.com/watch?v=XkU23m6yX04

It ain't a song from a magician but it does include hyenas, which are like knock-off jackals!

https://www.youtube.com/watch?v=ky0d7CiQK-4
https://www.youtube.com/watch?v=jHBEzIUx1AI&t=175s

Also many songs that I think is slightly appropriate to either the quest or the current events.

>>3630436
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.

We could use such a thing. Plus, we can take advantage of their allegiance and get most of that other stuff in future by helping them again with our magic in raids or by providing enchantments for them.

>>3630464
>Plus who knows maybe if she likes books so much she'll delve into the occult with us? We can even be a nice couple that shares research.
Knowing our luck, the dice would kill her.
>>
>>3630451
In the far reaches, marriage between tribes almost invariably involves the woman changing to the tribe of her husband and cutting the ties to her previous clan. It's an enormous deal on a personal level, but does little to improve one tribe's relations with another. This allows the tribes to prevent inbreeding despite the complex network of generation-spanning blood feuds with one another. Blood alliances are rare, though.
>>
>>3630475
And we are planning on making Were-Hyenas out of our Low Caste Snap-Jaws...
>>
>>3630436
> A Tribute of Slaves: Each of the Flint-Scrapper and Dune-Roamers, and at least a dozen more besides, more than willing to work, and unwilling but able to be offered in sacrifice.
>>
>>3630481
*We're considering making the Low Caste more Gnollish or Were-Hyena.
>>
>>3630501
Still, you get the point.
>>
>>3630436
>His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
I like the sound of this. More military might means we can take over some more people and get more minions. Also, these guys should be much better scouts than the snapjaws we currently have.
>>
>Eternal Friendship
Let's keep being a nice Dark Lord.
>>
>>3630436
>His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
Probably the best option.
>>
>>3630501
Why
>>
>>3630530
There was a lot of chatting about it up the thread. Mostly it boils down to, "Because it's something that coincidentally ties into what we're already planning on for long-term goals, and for the lulz."
>>
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>>3630530
Because having a servitor race of uplifted Anubis Jackal people and Gnoll-jackal creatures is badass, while simultaneously acting as a reward for being our first living servants and a decree of the possible rewards that one may gain for serving us.
>>
>>3630436
Think ill settle for
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
>>
>>3630436
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
An alliance could include the others as well
>>
>>3630536
Rewards should be because of personal expetional behavior not because we threatend them with magic. Who's gonna even know we uplifted them. All it does is make the jackals a bit more loyal but we dont need that since their already loyal as can be. Can you tell me the benfits of them being like werejackals.
>>
>>3630548
1. It's another reason to get more Hexcraft.
2. It's good practice on Bloodline Curses.
3. They're so much cooler as Anubii than as Snap-Jaws.
4. For The Lulz.
>>
>>3630548
I don't want werejackals. Also what's the point in being a god-king if you don't uplift a few servitor races to flaunt your power.
>>3630552
He gets it.
>>
>>3630552
>3. They're so much cooler as Anubii than as Snap-Jaws.
To be fair, I personally disagree on this point.
>>
>>3630536
Making them hulking monsters removes the whole benfit of jackals strength in numbers. They'll need more food and more time to develop. Reducing the birth rate and their numbers.
>>
>>3630553
I meant gnolls as you guys seem to use it interchangeably.
>>
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>>3630559
>>3630561
We aren't trying to make them hulking monsters. Unless you consider something on par or something slightly above a human a hulking monster.
>>
>>3630561
They're not interchangeable. The High-Caste would be more like Anubis, a human-sized Jackal creature, while the Low-Caste would be Hyena-like. I'll get the pics.

High Caste:
>>3630246

Low Caste:
>>3630098

>>3630559
As for this, we can have a separate Caste of Gnolls if it comes to that. Maybe it's a part of being made a member of the Sterile Caste.
>>
>>3630436
> His Eternal Friendship: The Sky-Crawlers clan’s unending allegiance, bound in blood, and dozens of hardened raiders willing to fight nigh any foe for the sake of it.
>>
>>3630563
Gnolls are called hulking monsters at least in 3.5 dnd. Since they have 15 strength more than an orc.
>>
>>3630577
Really? Huh. I was just using "Gnoll" because that was my immediate reference for a Hyena-Person. Still, not planning on ridiculous strength like that unless we get three 20s again.
>>
>>3630565
Why do that when we could just use creatures better suited for that role like orcs or golems. We should just focus on making them smarter.
>>
>>3630577
Well this isn't D&D and has no baring on the setting of the quest, we're just using the closest thing to what would be a proper name, we'd probably call them something like Rip-Jaws or some shit.
>>
>>3630577
I just checked four websites, they all listed gnolls in the 14-15 STR range, not the 24-25 STR range you said.

Still, the idea is not to go to the 24-25 STR range. The idea is to go from "smol anemic child" to "strongish adult."
>>
>>3630586
Orcs dont have 20 strength in dnd 3.5 they have 14.
>>
>>3630597
Yes, so Gnolls are about the same strength as an orc (14-15), not twice the strength of an orc (14-15+15=29-30).
>>
>>3630582
They allready have a proper name snapjaws so use it. This whole thing was over a misunderstanding.
>>
>>3630603
Sorry. Got caught up in "Someone is Wrong On The Internet!" Syndrome.
>>
>>3630602
I said stronger not the same. The stat block i looked at listed them as 15 strength and orcs at 14.
>>
>>3630605
I mean not double.
>>
>>3630605
Sorry. It looked like you said "They have 15 strength more than an orc" and not "They have 15 strength, more than an orc."

Still going to call the hypothetical future Hyena upgrade "Gnolls" and the hypothetical future Jackal upgrade "Anubii," though.
>>
>>3630603
We aren't using the Snap-Jaw name cause their names will change cause they won't be snap-jaws anymore.

>>3630610
Agreed
>>
>>3630610
>>3630612
Yea i have no idea what you guys are talking about anymore we'll discus this when its actual voted on or brought up in the story i guess.
>>
>>3630629
This is the third conversation on Anubii and Gnolls I remember in this thread.

>>3630565 This post should have links to the general area of the second conversation, if you want to not be confused.
>>
>>3630441
>>3630442
>>3630447
>>3630475
>>3630514
>>3630518
>>3630523
>>3630537
>>3630541
>>3630567

After some moments of deep contemplation, you reach up and grip the chieftain’s shoulder. “I want for nothing but your friendship, to endure from this moment until the sun goes cold and the stars fade away.” The man pauses, dumbstruck. “... Truly? You seek neither silver or gold, nor chattel, nor cattle?” You stare into his eyes with a piercing gaze he shall remember for the rest of his days, and nod. “Truly, for slaves are temporary, but friendship? Friendship is forever.” He stands back, and looks at you if you had come down from the heavens.

“Such wisdom, and from one so young! I am humbled, and on behalf of my people I accept.” Before you can stop him, he draws a dagger and slashes his own hand open. The blood begins to flow from the shallow wound, but he pays it no heed as he lays the flat of the blade upon your naked chest. Not hesitating for the faintest of instants, you repeat the gesture with a hiss, and the two of you join blood with the clasping of hands.

> Trait Gained:
> Blood Bound to the Sky-Crawlers

For the next week you are almost drowned in wine and goat’s meat as the tribe celebrates your alliance and you recover from the exertion you’ve undergone. Then the mob of snap-jaws arrives, and after a terse standoff and swift explanation on your part, are brought into the festivities wholesale. These go on for another week as man and jackal-spawn alike praises your power, and by the time they end, the tribe’s goat herds are considerably thinner. At one point in the festivities, Thwahab draws you aside, and places a tome that seems to be bound with some sort of fleshy iron into your hands.

You examine the runes titling it, “From Garnet to Gravel: A Compendium” and before you’re able to ask he explains. “I found this in a pile of gibberling corpses and snatched it from them before they could dissolve into primordial ooze in the battle, and I’ve been meaning to give it to you since. I never learned to read the Tongue, and the writing here seems to be foreign, but I figured you might get some use out of it. I don’t want your thanks, it’s the least you can do after you risked your soul for our sakes.” He then splits off to rejoin the crowd before you can correct his misconception on the nature of sorcery, and you are left to run your finger on the runic indentions in anticipation of returning to your study.

> (1/6)
>>
>>3630748

During the two weeks celebrating the narrow avoidance of the Sky-Crawlers’ extinction, a certain someone comes closer by the day. Slender as any of the tribespeople, she held a fullness of figure any court maiden might envy, but far more alluring than that was the curiosity that hung onto your every word, and the rare intellect that not only sat through your ramblings on the intricacy of the runic script, but asked pertinent, sensible questions. Some days of discussion found a sharp mind deeply bored with the rigors of tending goats, and burning to get into your library every bit as much as your robes.

A waste of potential here, to be sure. You’ve never held much interest for members of the fairer sex, seeing them and their concerns as vapid and petty, but this woman… She entices you on an intellectual level, if nothing else. Of course, if you wished to move beyond anything but a weeklong acquaintance you’d need to pay her bride-price, and having someone so close to you might slow your research. Not to mention the question of children and everything stemming from it, but if you wanted to be married to something beside your work, you doubt you could find a better candidate in a dozen seasons of searching.

It is a dilemma, and one that occupies your mind for some time on the flying carpet ride back to the crumbling palace. Eventually you push such thoughts from your mind and begin to return to your research, though that shy smile occupies your dreams at night.

If nothing else, this has been a productive season.

> (2/6)
>>
>>3630748
>>3630750

>> THE SORCERER-LORD, RENDING STORM: (Tornado)
> Personal Traits:
> Quite Young: Reaching twenty-two summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Blood Bound to the Sky-Crawlers: You have earned the eternal friendship of the Sky-Crawlers clan and they will fight for you against nigh any foe without question if called upon, but they expect you to do the same.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Comfortable Clothing: So far as you are concerned, your flesh is merely your mind’s vessel and you see no reason it shouldn’t be garbed in the comfiest clothing that you possess.
> Hospitable: Despite the paranoia most mundane men have toward practitioners of the dark arts, when resources permit you are welcoming toward visitors to an extent that would humble most sultans.
> Cordial: When you’re speaking to an individual of greater or equal power, you maintain a cordial tone and strive to maintain the utmost politeness, but make it abundantly clear that you are a sorcerer of great power and not to be trifled with.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik, Snap-Jaw

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Runecraft (6) You’ve discovered that not only do they bare a striking similarity to the written language of the Proto-Settik tribes, but that they are meant to be written and read from top to bottom rather than left to right, and you’ve been going about your studying and note-taking all wrong.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!

> (3/6)
>>
>>3630748
>>3630750
>>3630751

> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Darkness (1) Thanks to ‘Lord Umbral’s Diary of Debauchery’ you have learned to thicken the shadows around yourself while muffling the noise that you make, and while this does little but make you a bit more difficult to spot after dark, according to Lord Umbral’s writing, in time you can be nigh-invisible.
> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [181 out of 181] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench is being dug-out with the intention of making a moat, and extends to little over half of the perimeter. Moving the sand isn’t the hard part, filling it with something other than sand is.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> (4/6)
>>
>>3630748
>>3630750
>>3630751
>>3630754

> Artifacts:
> Lord Umbral’s Diary of Debauchery: An obscenely detailed series of homages to the debauched escapades of the self-proclaimed Lord Umbral, and some explanations on how to improve one’s sexual performance and manipulate the shadows to their own ends.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.
> From Garnet to Gravel: A Compendium: You will have no idea as to its contents until you begin reading.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
>> 141 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king. You have seen fit to divide them into three broad castes.
> 28 Upper-Caste Snap Jaws: The highest caste of your snap-jaw minions, these are allegedly superior to all others but this early on in the selective breeding program, the differences are marginal at best.
> 88 Lower-Caste Snap Jaws: The lowest caste of your snap-jaw minions, these are allegedly inferior to the upper-caste but this early on in the selective breeding program, the differences are marginal at best.
> 25 Sterile-Caste Snap Jaws: The sterile caste of your snap-jaw minions, these saw fit to accept that they aren’t fit to reproduce and abstain from participating in either one of the primary snap-jaw castes.
> Subjects:
> It is sorely needed!

Ten lower-caste snap-jaws and six upper-caste snap-jaws were born this season.

> (5/6)
>>
>>3630748
>>3630750
>>3630751
>>3630754
>>3630756

The Winter is gone and the Spring of Year 4 is here.

>> What do you want to do? (You may choose two research actions, at a +0 bonus to the second’s roll)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Begin studying how the mysterious language relates to the golems, (DC: 12)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 24)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Darkness, (DC: 14)
> Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: ??)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 8)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Take up juggling chunks of rubble for your idle amusement

> (6/6)
>>
>>3630758
>Read the tome "From Garnet to Gravel: A Compendium"
>Study Hexcraft

>Fortification Rating

Well, that was a very productive turn. Let's check out the new book (probably Earth) and get working on the Hexcraft we'll need.
>>
>>3630758
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3630758
>Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
>Continue your studies into the Discipline of Hexcraft, (DC: 16)
FULL GOLEM
It's time to work out how to make a terracotta army, starting with the golems we have to fix.
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
50 Lower-Caste Snap-Jaws
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
30 Lower-Caste Snap-Jaws.
>>
>>3630761
+1. Let's take a look into the book. Might help with golems.
>>
>>3630761
+1
>>
>>3630761
+1
>>
>>3630761
>>3630802
>>3630805
>>3630809
> Roll 1d20, DC: ??
> Bo3

> Roll 1d20, DC: 16
> Bo3
>>
Rolled 14, 6 = 20 (2d20)

>>3630819
>>
Rolled 17, 5 = 22 (2d20)

>>3630819
>>
Rolled 12, 10 = 22 (2d20)

>>3630819
>>
>>3630825
>>3630822
>>3630820
>>3630819
Eh. Probable Success and Moderate Failure are fine by me, considering we just set an entire cave system on fire with a triple crit.
>>
Also, something I feel like bringing up because we might be in a position to do it soon, we might want to consider expanding our evil citadel down into the earth with vast warrens of Snap-jaws and shit.

I mention this for various reasons: it avoids the issue of making us a more obvious target, it prevents excessive material cost (as material must be removed rather than added), has the benefit of potentially revealing mineral deposits, would produce a generally cooler environment (both in appearance and temperature) and might reveal a potential source for water depending on how lucky we get.
>>
>>3630854
Sure, it would be great for storage and fallback. First we should finish the moat though.
>>
>>3630855
>>3630854
And now that I'm thinking about it, we should probably pick up a respectable amount of Earth too. Although to be fair, we are reading a probably-Earth book right now.

And now that I'm thinking about stuff instead of just checking for updates...

>>3630819
Hey, QM! How do we get bonuses on our research actions? Or do we just read textbooks?
>>
>>3630859
We upgrade our Runecraft to get research bonuses.
>>
>>3630854
>potentially revealing mineral deposits
This was one of the lairs we could have chosen, noted in its description to lack ores.
>>
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>>3630994
I think that working with another sorcerer with runecraft will give us an insane research bonus, that's why I vote for paying the chieftain's daughter bride-price an teaching her MAGIC. Also we should learn Blood magic to make us more resilient, fast, strong and give us an enhanced healing factor to reduce comas and recovery time to a few days/hours. This may seem like a "useless" ability for a sorcerer but remember that our spells drain our stamina, if we have inhuman stamina, we have inhuman spellcasting abilities (and make the chieftain's daughter happy in other aspects of our life cough cough Thanks you Lord Umbra cough cough).
>>
>>3631031
We can seek minerals in the mountains or in any other place with rocks, then stablish a mining colony there and bring the rocks, dirt and other materials to enhance our palace into a kingdom.
>>
>>3631054
We should work on a forge soon, then.
>>
>>3630854
Underground construction is a huge mess even in the modern age. With advanced earth, wind, and fire magic it might be possible to excavate something meant for continuous habitation in a reasonable timeframe...except that we’d be the only one capable of really doing any work.

When you’re trying to delve into the underground you have to account for: stagnant air, lack of light, ensuring your excavations are done in a fashion that they’ll not collapse (and we’re a magician, not an engineer), difficulty in ensuring that you execute your planned construction design with sufficient precision because at any given moment the only frame of reference you have is the rock face in front of you, etc. etc.

If we want an underground lair then we’d best hope there’s a cave complex hidden under the palace already, otherwise what you’re after will be an ordeal that makes learning runecraft look like a pleasant evening stroll.
>>
>>3631060
We got golems
>>
>>3631115
Golems aren't precision and skilled construction machines, simply being able to dig doesn't mean they're well suited to creating an artificial cave system.
>>
>>3631049
Blood magic codnt give us unlimted stamina because it cost stamina to cast itself. At most it could give us an extra boost that would wear off and then we would crash even harder. We should just become a lich or somthing if you want unlimited stamina.
>>
>>3631172
>>3631049
Or we could put our soul into a golem body since they have unlimted stamina.
>>
>>3630859
Improving your Runecraft, enhancing your intelligence, or off-loading some of the busywork on a gifted apprentice or minion would all confer a bonus to your research.

>>3631172
To be fair, it would take a bit of trial and error but improving your circulatory system might work wonders.
>>
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>>3630761
>>3630802
>>3630805
>>3630809
>>3630822
>>3630825
> 17 VS DC: 16
> Minor Success
> 10 VS DC: 16
> Moderate Failure

Casting thoughts of the chieftain’s daughter aside, you begin digging into the tome the nomad gifted you and find it a most boring but informative text. ‘From Garnet to Gravel: A Compendium’ is the author’s attempt on chronicling the nature of every stone, known and unknown, and while an epitaph by another’s handwriting near the end explains that he was killed in a cave-in before he could finish, an encyclopedia’s worth of knowledge remains to be read. Everything, both mundane and metaphysical is ranked, categorized, and explained, from the hardness of an individual stone, to the depths it is usually dug, to the “aetheric density.”

That said, it does little to define the terms, only detail the processes the author used to them, so you are forced to do a bit of reading between the lines, as it were. On the margins, he scrawls that at some point in his endeavors he began to “commune with the earth” and that it “told him where to harvest its bounty.” He gives only a handful of hints as to how he came about this understanding, and every one of them is crouched in cryptic riddles, references to obscure passages, and written at odd angles on random pages.

Eager to see that these months of deep study weren’t put to waste, you begin meditating in your study, only to have an epiphany on the fourth day you sense nothing. If you are meditating in the air, so far above the ground it is no wonder you can’t connect to the earth! At your command, the snap-jaws dig a hole some three paces deep, then bury you beneath it! Here, there is no air to breathe, nor room for your hands to move, and you are forced to focus the razor’s edge of your mind on the sediment around you.

> (1/6)
>>
Can we potentially buy slaves, or write a letter to the chieftain's daughter to remain in contact with her and possibly teach her some basic magic stuff before deciding whether or not to pursue a relationship?
>>
>>3631274

Some four minutes pass before your mind ceases its flighty panic and stills into a single, steely resolve. Then, on the cusp of suffocation the meditation trance reaches a fever pitch, and some ten seconds later you are breathing in sweet, succulent air. Only your face is aboveground, the rest of your body remains buried and after growling at the snap-jaws who move to pull you from the ground, you focus on the runes of earth and motion, and bringing the imperceptible trickle of seismic churning to the forefront of your mind, say them aloud. Surely enough, the sand moves on its own accord, and soon piles into a small mound on either side of your resting place. When you stand, rather than dust off your robes, you command the sand to leave them and to your deep satisfaction, it submits without complaint.

> Earth (0) advances to Earth (1)

For the next handful of weeks you apply yourself to tormenting the test subject and recording the results, but your heart isn’t truly in it. These hexes and runes, they are integral and fundamental to everything you do, yes, but there is so little real, physical power to be had from their mastery. The exhilaration of cracking open a new tome or reaching a sudden realization after months of hard work is not to be denied, but unleashing a tornado at the mouth of the cave, and seeing dozens of gibberling spawn immolated and shattered before the weight of your words alone? That, that was godlike, and you find yourself craving that kind of cataclysmic might more and more every day.

Another matter of much less import occupies your mind. According to the weeping test subject, the regional tribes would consider the chieftain’s daughter to be of prime marriageable age, which means she’ll more likely than not be married off by the end of the approaching Winter. If you wish to have her hand, you’ll need to make a decision soon.

> (2/6)
>>
>>3631274
>>3631277

>> THE SORCERER-LORD, RENDING STORM: (Tornado)
> Personal Traits:
> Quite Young: Reaching twenty-three summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Blood Bound to the Sky-Crawlers: You have earned the eternal friendship of the Sky-Crawlers clan and they will fight for you against nigh any foe without question if called upon, but they expect you to do the same.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Comfortable Clothing: So far as you are concerned, your flesh is merely your mind’s vessel and you see no reason it shouldn’t be garbed in the comfiest clothing that you possess.
> Hospitable: Despite the paranoia most mundane men have toward practitioners of the dark arts, when resources permit you are welcoming toward visitors to an extent that would humble most sultans.
> Cordial: When you’re speaking to an individual of greater or equal power, you maintain a cordial tone and strive to maintain the utmost politeness, but make it abundantly clear that you are a sorcerer of great power and not to be trifled with.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik, Snap-Jaw

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Runecraft (6) You’ve discovered that not only do they bare a striking similarity to the written language of the Proto-Settik tribes, but that they are meant to be written and read from top to bottom rather than left to right, and you’ve been going about your studying and note-taking all wrong.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!

> (3/6)
>>
>>3631274
>>3631277
>>3631279

> Hexcraft (2) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of horrific illnesses and ailments in them.
> Darkness (1) Thanks to ‘Lord Umbral’s Diary of Debauchery’ you have learned to thicken the shadows around yourself while muffling the noise that you make, and while this does little but make you a bit more difficult to spot after dark, according to Lord Umbral’s writing, in time you can be nigh-invisible.
> Earth (1) After reading ‘From Garnet to Gravel: A Compendium’ you’ve learned how to attune yourself to the sand and soil, though the stones themselves are yet to move at your command, and the amount of sediment you’re able to shift is trivial at best.
> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

>> Ruins of the Palace
> Structural Integrity: [265 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [209 out of 209] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench has been dug-out with the intention of making a moat, and extends to encompass the whole of the perimeter. In the absence of specific instructions, the snap-jaws have begun piling jagged rocks and sharpened poles at its bottom.

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.

> (4/6)
>>
>>3631274
>>3631277
>>3631279
>>3631285

> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: An obscenely detailed series of homages to the debauched escapades of the self-proclaimed Lord Umbral, and some explanations on how to improve one’s sexual performance and manipulate the shadows to their own ends.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.
> From Garnet to Gravel: A Compendium: A most boring but informative academic work dedicated to chronicling the properties, both mundane and metaphysical of every stone both known and unknown, though the eccentric author died before finishing his text.

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Sadly, they have been rendered comatose by the ‘Emissary of Koios’ until you can figure out how to reactivate them.
>> 162 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king. You have seen fit to divide them into three broad castes.
> 34 Upper-Caste Snap Jaws: The highest caste of your snap-jaw minions, these are allegedly superior to all others but this early on in the selective breeding program, the differences are marginal at best.
> 103 Lower-Caste Snap Jaws: The lowest caste of your snap-jaw minions, these are allegedly inferior to the upper-caste but this early on in the selective breeding program, the differences are marginal at best.

> (5/6)
>>
>>3631274
>>3631277
>>3631279
>>3631285
>>3631287

> 25 Sterile-Caste Snap Jaws: The sterile caste of your snap-jaw minions, these saw fit to accept that they aren’t fit to reproduce and abstain from participating in either one of the primary snap-jaw castes.
> Subjects:
> It is sorely needed!

Fifteen lower-caste snap-jaws and six upper-caste snap-jaws were born this season.

The Spring is gone and the Summer of Year 4 fast approaches.

>> What do you want to do? (You may choose two research actions, at a +0 bonus to the second’s roll)
> Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Begin studying how the mysterious language relates to the golems, (DC: 12)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
> Continue your studies into the Discipline of Runecraft, (DC: 24)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Continue your studies into the Discipline of Darkness, (DC: 14)
> Continue your studies into the Discipline of Earth, (DC: 14)
> Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: 12)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 8)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Pretend to be civilized humans for an afternoon or so.

> (6/6)
>>
>>3631275
You can purchase slaves, and your blood binding with the Sky-Crawlers clan would confer a significant discount. Of course, it would take them some time to arrive. The same problem applies to exchanging letters with the chieftain's daughter, which would take months to go both ways unless you wanted to personally deliver them via flying carpet. However, even if you are blood brothers, it's unlikely that the chieftain would let you teach his daughter witchcraft while she remained in his tribe's camp.
>>
>>3631289
>Begin studying how the mysteries of blood relates to the supernatural
>Begin conducting experiments on the corpses
Lets start working towards immortality now. It is time to begin working towards immortality.

And Snapjaws
>Send some of their number out to explore the region surrounding your palace
>>
>>3631289
I vote against wifu it is posion to the wosard to fall prey to such desires. Our only desire should be magic!

>read from garnet to gravel
>study into hexcraft
>>
>>3631289
>Begin studying how the mysterious strings seem to relate the golems
>Begin studying how the mysterious language relates to the golems

>Structural Integrity

>>3631311
This. We're a wizard
>>
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>>3631311
>wifu
>posion
>wosard
>mfw

>>3631289
> Continue your studies into the Discipline of Hexcraft, (DC: 14)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 16)
In that order, as for the Snap-Jaws...
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
>>
>>3631328
+1
>>
>>3631289

>Begin studying how the mysterious strings seem to relate to the golems
>Begin studying how the mysterious language relates to the golems

>Send some of their number out to explore the region surrounding your palace
>Acquire a modest number of slaves to help with the structural integrity and such, snap jaws are too sloppy.

Yeah, as great as it'd be to have someone to help us study magic, marriage is waaay too time consuming to pay off. Hopefully we'll find some aspiring apprentices some day. Having a few loyal hedge mages in our service could be quite a boon.

We should definitely buy some slaves though.
>>
>>3631289
> Begin studying how the mysterious language relates to the golems, (DC: 12)
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter, (DC: ??)
We may be a wizard now, but heirs will be needed when we are emperor.

>>Snapjaws
> Pretend to be civilized humans for an afternoon or so.

We should empart for culture onto our minions
>>
>>3631336
We should send a letter saying that if any of his tribe wishes to learn some magic we are willing to teach. This way hedge mages
>>
>>3631311
+1
>>
>>3631311
>>3631317
You annons forget this isn't wizard quest, it's dark lord quest. when we become dark lord we'll need heirs.
>>
>>3631347
We will live forever heirs are almost usless.
>>
>>3631356
oh nvm then
>>
>>3631289
> Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Pretend to be civilized humans for an afternoon or so.
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
>>
>>3631355
No, we need to become immortal. That's why I said
>>3631301 so we can start studying necromancy or life and death magic and become immortal.

Becoming immortal should be our main concern after increasing the size of our forces and adding more minions to them. Oh, also, didn't we talk about experimenting with Hexcraft on our dog boys to try and uplift them?
>>
I need you to vote on what you're going to be researching, anons.
>>
>>3631289
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter, (DC: ??)
we could use an assistant and cumdump

> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
>>
>>3631289
>Begin studying how the mysterious strings seem to relate the golems, (DC: 16)
>Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??) Try diplomacy at first

>Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw) all
>>
>>3631289
>Read the tome 'A Humble Treatise of Proto-Settik'
>Begin Studying how the mysterious strings seem to relate to the golems

Let's get our golems functional again already.
>>
>>3631390
Alredy voted on mine >>3631328

>>3631391
If we are gonna do this then I think we should pay another visit to the chief next season, then ask for her hand in Autumn
>>
>>3631311
>>3631317
>>3631328
>>3631333
>>3631336
>>3631347
>>3631352
>>3631392
> Roll 1d20, DC: 16
> Bo3

> Roll 1d20, DC: 12
> Bo3
>>
Rolled 5, 12 = 17 (2d20)

>>3631408
>>
Rolled 20, 14 = 34 (2d20)

>>3631408
>>
Rolled 12, 15 = 27 (2d20)

>>3631408
>>
>>3631415
noice
>>
Rolled 78 (1d100)

>>3631415
>another 20
I'm genuinely in awe.
>>
>>3631421
Huh.
>>
>>3631415
The dice giveth
>>
>>3631031
I fail to see why a statement about the cavern lair option lacking mineral deposits means that the vast area of ground under and around our lair will lack minerals too.

>>3631049
It might be wise to see if we can't teach an apprentice or two. That way we can use them like hyper-golems if we teach them the right magic.

>>3631060
>With advanced earth, wind, and fire magic it might be possible to excavate something meant for continuous habitation in a reasonable timeframe...except that we’d be the only one capable of really doing any work.
True but if we get sufficiently levelled in earth magic, it shouldn't take us more than a month to create sufficient housing for many times our current count of minions. Also, prior to the modern era, underground cities have existed. Admittedly they were fairly close to the surface in many places but the principle remains the same.

>When you’re trying to delve into the underground you have to account for: stagnant air,
This can be resolved through sufficiently advanced wind magic enabling us to funnel fresh air from the surface and force stagnant air out similar to how an ant colony does it but enhanced by being able to generate the pressure difference needed.

>lack of light
It seems entirely likely and possible that we might be able to create enchanted flames to light our tunnels.

>ensuring your excavations are done in a fashion that they’ll not collapse (and we’re a magician, not an engineer),
True.

>difficulty in ensuring that you execute your planned construction design with sufficient precision because at any given moment the only frame of reference you have is the rock face in front of you
Possibly true but who knows what levels in earth magic could bring.
>>
>>3631421
It's a 3/10 (I think?) chance of rolling a 20 for 2d20 bo3. Don't be surprised, OP.
>>
>>3631439
3/20
but it's only fair since the same odds can be applied to rolling a 1
>>
>>3631451
But you're rolling the 3/20 chance twice (2 rolls each) therefore 3/10, right?

Sure, but OP was talking about nat 20s and acting shocked there's a lot. Overall it's minimum a 1/3rd chance of critting of any kind, so it should've been expected.
>>
>>3631433
I didn't mean to imply it was impossible by any means, just that it may very well end up being not worth the trouble.
>>
>>3631460
Previously we have gotten at least two double nat 20s. If you check the firestorm bit we got a triple nat 20. It's gone beyond expected.
>>
>>3631505
Fair enough, I mean I honestly don't think it is comparatively worth the effort compared to other ways to house our minions and shit but it is a decent project to give us an idea of how strong our magic is and shit.

>>3631507
Double nat 20's on two d20 dice is a 1/400 chance before accounting for the three sets of dice (3/200 at that point) so it's not that unlikely, it should happen about 1.5% of the time.
>>
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>>3631317
>>3631336
>>3631347
>>3631392
>>3631402
> 20 VS DC: 16
> Supreme Success
> 15 VS DC: 12
> Moderate Success

Laying awake at night, you realize that if you are to achieve true mastery of the immaterial mysteries, you must cast aside the material and abandon such petty notions of marriage or fatherhood. Even if it hurts. Your mind is the apex, sharper than any blade and stronger than any fortress, it is focused on the attainment of the knowledge which you so fervently desire, and over the months to come, that focus gives way to an all-consuming, all-encompassing obsession with the golems and their properties.

Countless hours are spent poring over the golem’s runes which you so deeply desired to know, but now read as easily as if they were written in the Tongue. Your endless dedication to the study of the runic script yields dividends, and when some weeks have passed you’ve begun to acquire a deeper understanding of how they interface with the golem’s proto-soul, and interlock in an incandescent rhythm to confer the motion which they so deeply need to see their maker’s will made manifest. You’ve learned so much, knowledge that you couldn’t comprehend a mere handful of years ago, and there can be no doubt. In another season, perhaps two of research, you’ll achieve full understanding of the golem’s runes.

Diligence is necessary, and your newfound grasp of the ancient patterns fills you with a deep and abiding inspiration. The golem whose runes your ignorance ruined remains slumped over, but forty snap-jaws manage to turn it over on its side, and there, you are able to apply what you have learned. Slowly but surely, you erase the mistakes you’ve made, and then, with a deft touch and unflinching memory, you see the script flowing without ceasing once again. The golem’s strands are still twisted into clumsy and unsightly knots, but applying the essence of your soul as if it were a comb, you’re able to smoothen out the inconsistencies in the span of merely a dozen days and nights.

Then, in the midst of your meditation upon its form, the golem’s proto-soul became bright as it was before the dreaded ‘Emissary of Koios’ a thousand centuries of torment be upon him defiled it, and to your heart-stopping joy, it stands and awaits your orders. When you’ve finished weeping at the feet of the automaton, you demand that it gently embrace you, and as you cry on its shoulder, you know that this is the purest love a man can ever know. “GOLEM, by the gods above and demons below, I’ve missed you so much!” Only silence acknowledges your words, but it is an acknowledgement all the same.

“...”

> (1/7)
>>
>>3631516

Now that you’ve discovered how to properly bring the golems out of their state of dysfunction, you turn your attention to the other golem, and given that it’s comparably almost intact, you manage to undo the damage that was done so long ago in a stunningly fast nine days. When you’ve finished, each of the golems stands tall, fully repaired, and devoted to you, mind, body, and soul in a way that not even the shaman himself could know.

> Hexcraft (2) advances to Hexcraft (3)
> Your research has brought the golems to a functional state, though you aren’t yet capable of making more.

Attaining an understanding of the runes animating the golems should take you mere months to achieve, but threading the strands to fill them wholesale will take a significantly advanced understanding, and you don’t even know where to begin going about crafting a proto-soul from scratch, but you’ve made genuine, tangible progress for the first time in years and in this moment, you are in ecstasy.

Who cares if they can’t love you back?

> (2/7)
>>
>>3631516
>>3631517

>> THE SORCERER-LORD, RENDING STORM: (Tornado)
> Personal Traits:
> Quite Young: Reaching twenty-three summers, you are nearing what the barbarians consider manhood and though their respect doesn’t come easily, you’re still in the throes of youth with decades to continue your work.
> Aspiring Occultist: Despite the inherent risks of dabbling in the forbidden arts, you’ve attained a dangerous level of personal power and have a firm foothold in the first rung on the latter to petty godhood.
> Blood Bound to the Sky-Crawlers: You have earned the eternal friendship of the Sky-Crawlers clan and they will fight for you against nigh any foe without question if called upon, but they expect you to do the same.
> Sinister Mustache and Goatee: You couldn’t be a more obvious sorcerer if you tried, and if you applied yourself, landing a job as a sultan’s vizier would be child’s play.
> Comfortable Clothing: So far as you are concerned, your flesh is merely your mind’s vessel and you see no reason it shouldn’t be garbed in the comfiest clothing that you possess.
> Hospitable: Despite the paranoia most mundane men have toward practitioners of the dark arts, when resources permit you are welcoming toward visitors to an extent that would humble most sultans.
> Cordial: When you’re speaking to an individual of greater or equal power, you maintain a cordial tone and strive to maintain the utmost politeness, but make it abundantly clear that you are a sorcerer of great power and not to be trifled with.
> Lingual Fluency: The Tongue, Proto-Settik, Contemporary Settik, Snap-Jaw

> Disciplines:
> Wind (6) You wield the force of a raging storm within you, and with no more effort than a mild jog you can fly as quickly as any bird, though a carpet or broomstick are necessary to balance. Not to mention, the winds you can summon around your person are capable of deflecting projectiles with ease and if pressed, you can bring forth a gale mighty enough to shatter boulders in moments, let alone bones.
> Runecraft (6) You’ve discovered that not only do they bare a striking similarity to the written language of the Proto-Settik tribes, but that they are meant to be written and read from top to bottom rather than left to right, and you’ve been going about your studying and note-taking all wrong.
> Fire (3) In time your enemies shall come to dread your name, for the fiercest flames flare forth at the merest flick of your tongue and snap of your finger, to say nothing of the concussive doom you are capable of flinging as casually if you were a child with a camel’s stitched hacky-sack, or the horrendous fireball you can send hurtling into their ranks!

> (3/7)
>>
>>3631516
>>3631517
>>3631520

> Hexcraft (3) If you have access to an item of close connection to a specific individual, most preferably a body-part but possibly a sentimental object, you can fashion a crude effigy of the individual in question, and upon focusing on it whilst chanting their name and meditating on your intent, induce any number of nightmarish illnesses and ailments in them.
> Demonology (1) For the most part due to the black scroll’s exposition, you’ve learned the bare minimum necessary to summon and attempt to bind a demon to your service, though doing so without proper preparation would be unwise to say the least.
> Darkness (1) Thanks to ‘Lord Umbral’s Diary of Debauchery’ you have learned to thicken the shadows around yourself while muffling the noise that you make, and while this does little but make you a bit more difficult to spot after dark, according to Lord Umbral’s writing, in time you can be nigh-invisible.
> Earth (1) After reading ‘From Garnet to Gravel: A Compendium’ you’ve learned how to attune yourself to the sand and soil, though the stones themselves are yet to move at your command, and the amount of sediment you’re able to shift is trivial at best.
> Decay (0) You’ve discovered that the midpoint between life and death can, in theory, be channeled to unleash a wide array of deleterious effects on your foes, and offers a surprising amount of useful, if ghastly tools of the occult.

>> Ruins of the Palace
> Structural Integrity: [297 out of 20,000] Most of the roof is missing or crumbling, the floor has been worn down to cobbles, and many of the halls and chambers have outright collapsed. To say nothing of the cobwebs and tears in the tapestries. It's still marvelous, but it looks like it belongs to a beggar king. You honestly can't tell a difference since before the golems and snap-jaws started working on it.
> Fortification Rating: [209 out of 209] Though this place wasn’t built with fortifications in mind, there was once a token wall surrounding the premises, and thanks to the tireless labor of your minions, it stands once again, although it’s more of a makeshift line of boulders and debris than any mortared and orderly assemblage of stone. Outside of the wall, a wide trench has been dug-out with the intention of making a moat, and extends to encompass the whole of the perimeter. In the absence of specific instructions, the snap-jaws have begun piling jagged rocks and sharpened poles at its bottom.

> (4/7)
>>
>>3631516
>>3631517
>>3631520
>>3631524

> Resources:
> Treasure: [5,818] Mounds upon mounds of gold, silver, and jewels! Oh, and the handful of coins the raiders had tossed on-top. All guarded by the pair of golems that would've struck you down alongside the other would-be pillagers if they didn't sense the aura of sorcery about your person. It is a princely sum to be certain, all that's needed is to find somewhere to actually spend it.
> Corpses: [18] They were in a grotesque condition before the rot set in, but the desert heat has kept them from rotting too quickly and who knows, you might find a use for them.
> Camels: [4] Four one-humped dromedaries with the fiercely defiant temper characteristic to their kind, but they’ve gotten used to you, and they’re easy enough to ride now.
> Test Subject: [1] Held in your deepest, darkest dungeons and absolutely terrified of you and the sorcery you wield.

> Artifacts:
> Lord Umbral’s Diary of Debauchery: An obscenely detailed series of homages to the debauched escapades of the self-proclaimed Lord Umbral, and some explanations on how to improve one’s sexual performance and manipulate the shadows to their own ends.
> Tokal’s Dissertation Into Decomposition: An exceedingly morbid and well-written, if archaic scholarly work presenting a number of novel principles surrounding the platonic ideal of decay, and even better, an abundance of suggestions for aspiring occultists to put it to use.
> A Humble Treatise on Proto-Settik: A supremely uninteresting history book concerning the tribes that preceded the Settik empire, which nonetheless has several chapters concerning their written language which, while greatly simplified, was closely related to the runic script.
> From Garnet to Gravel: A Compendium: A most boring but informative academic work dedicated to chronicling the properties, both mundane and metaphysical of every stone both known and unknown, though the eccentric author died before finishing his text.

> (5/7)
>>
>>3631516
>>3631517
>>3631520
>>3631524
>>3631527

>> Population:
> Minions:
> 2 Clay Golems: Fearless, tireless, strong as a dozen men and unflinchingly loyal. They're excellent for anything resembling combat or manual labor, but their lack of intellect prevents them from doing much else. Gloriously, you have managed to repair the damage inflicted by the ‘Emissary of Koios’ and reactivate them to do your bidding!
>> 188 Snap-Jaws: Tiny, wiry, and vicious in numbers but cowardly when the odds are against them, these jackal-spawn are subhuman in every way but are adequate enough at most simple tasks if enough are thrown into the problem. They subsist on insects and vermin, have an encampment in the palace’s courtyard, and worship you as their glorious god-king. You have seen fit to divide them into three broad castes.
> 41 Upper-Caste Snap Jaws: The highest caste of your snap-jaw minions, these are allegedly superior to all others but this early on in the selective breeding program, the differences are marginal at best.
> 122 Lower-Caste Snap Jaws: The lowest caste of your snap-jaw minions, these are allegedly inferior to the upper-caste but this early on in the selective breeding program, the differences are marginal at best.
> 25 Sterile-Caste Snap Jaws: The sterile caste of your snap-jaw minions, these saw fit to accept that they aren’t fit to reproduce and abstain from participating in either one of the primary snap-jaw castes.
> Subjects:
> It is sorely needed!

Nineteen lower-caste snap-jaws and seven upper-caste snap-jaws were born this season.

> (6/7)
>>
>>3631516
>>3631517
>>3631520
>>3631524
>>3631527
>>3631529


The Summer is gone and the Fall of Year 4 has arrived.

>> What do you want to do? (You may choose two research actions, at a +0 bonus to the second’s roll)
> Begin studying how the mysteries of blood relates to the supernatural, (DC: 16)
> Begin studying how the mysterious strings seem to relate to the golems, (DC: 14)
> Begin studying how the intricacy of the runic script enables the golem’s function, (DC: 14)
> Begin studying how the golem’s proto-souls are structured, and how you could form one, (DC: ??)
> Conduct experimentation on some of the corpses you have laying around, (DC: 18)
> Conduct experimentation into Decay with the prisoner, (DC: 18)
> Conduct experimentation into Hexcraft with the prisoner, (DC: 18)
> Continue your studies into the Discipline of Runecraft, (DC: 24)
> Continue your studies into the Discipline of Wind, (DC: 24)
> Continue your studies into the Discipline of Fire, (DC: 18)
> Continue your studies into the Discipline of Hexcraft, (DC: 16)
> Continue your studies into the Discipline of Darkness, (DC: 14)
> Continue your studies into the Discipline of Earth, (DC: 14)
> Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: 12)
> Read the tome ‘Lord Umbral’s Diary of Debauchery,’ (DC: 12)
> Read the tome ‘Tikal’s Dissertation on Decomposition,’ (DC: 10)
> Read the tome ‘A Humble Treatise of Proto-Settik,’ (DC: 8)
> Attempt to summon an ‘Erinyes’ with the ritual, (DC: ??)
> Attempt to research a newer, shinier Discipline, (DC: ??)
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)
> Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Fortification Rating. (+0.2 per Snap-Jaw)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
> Go away now that you don’t need them anymore.

>> What do you want your Golems to do?
> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
> Begin laboring on the palace's Fortification Rating. (+20 per Golem)
> Lift boulders and put them back down again, just like old times

> (7/7)
>>
>>3631533
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)

>> What do you want your Snap-Jaws to do?
> Send some of their number out to explore the region surrounding your palace
lower caste scout, the rest train


>> What do you want your Golems to do?
> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
>>
>>3631533
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
I know it's not popular but come on, our sorceror-lord wants some company that isn't a bunch of vermin eating dogs or emotionless golems
>>
>>3631533
>Study the mysterious strings' relation to golems
>Study the intricacy of the runic script that enables the golem's function

Full Steam Ahead on the Terra-cotta Legion!

>Snap-Jaws labor on the Structural Integrity
>>Send 10 Sterile-Caste out to scout
>Golems labor on the Structural Integrity
>>
>>3631533
>> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
>>
>>3631533
>>3631539
Forgot about the minions
Ill support >>3631538
That being
>> What do you want your Snap-Jaws to do?
> Send some of their number out to explore the region surrounding your palace
lower caste scout, the rest train

>> What do you want your Golems to do?
> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
>>
>>3631541
+1. Fuck bitches get golems
>>
>>3631533
> Begin studying how the mysterious strings seem to relate to the golems, (DC: 14)
> Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: 12)

> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
> Send some of their number out to explore the region surrounding your palace, (DC: ??)
Have the snap jaw shaman make a central map, so the jaws stop just wandering the desert and methodically search it instead.
>>
>>3631533
>Begin studying how the golem’s proto-souls are structured, and how you could form one, (DC: ??)
>Read the tome ‘From Garnet to Gravel: A Compendium,’ (DC: 12)

> What do you want your Snap-Jaws to do? Half on fortification, half on structural integrity
>What do you want your Golems to do? Structural integrity, both
>>
>>3631558
Oooh, that's a good idea. Sometimes I forget that the High Caste are actually semi-intelligent and not complete morons.
>>
>>3631533
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
> Abandon your studies, and attempt to contact the Hashara, either in violence or diplomacy, (DC: ??)

>Structural integrity for everuone

After so much discipline grinding we could go back for a bit to the original goal of, like, conquering things. Until now we've basically only studied.
>>
>>3631558
>>3631563
Semi-intelligent is relative here but devising a crude map is well within their capabilities.
>>
>>3631567
By which I mean they're upgraded from, "How do they even breathe?" to "6-year old." But yeah, map is definitely something we'll want to get done.
>>
Rolled 14 (1d20)

study
>brush up on our runecraft before we further into demonology and pay koios another visit.

golems:
>play paddy-cake in the sand to celebrate their return.

snaps:
scout
>>
>>3631585
or was it hexcraft? something to whip the demon into submission and trap him in a gem.
>>
I think a good course of action would be to see what makes golems so loyal to us, and see if there is a similar string in the Snap-Jaws.
Then work to boost our hex craft to the point where we can cast a loyalty/mind domination hex on the prisoner.
Follow this up with working hex craft even higher, and find a way to meet the Hashara queen and hex her to take over her hive.
We could try to meet her in diplomacy, attack and kidnap her, or sneak in with some mix of dark and earth magic to get the blood and I assume exoskeleton of her.
Then with the Jaws, tribesmen, and bugs attack some petty town and kidnap it's people to turn into sorcerer slaves to make the golems for us.
After all the real terra cotta army was made by hordes of craftsmen, not the emperor himself.
>>
>>3631592
if you guys are going the wedding route... may i suggest week-long tourney/gladiator bouts in celebration to further separate the weak snaps from the strong. winner's of these tournaments get special treatment such as finer sets of weapons and armour
>>
Why study now? we accomplished the main goal which was restoring the golems. Now we just need to perfect the arts we've discovered and those arts aren't going away anytime soon. Why not
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
See what comes of it, then, go back to studying?
>>
>>3631533
Could we send an Herald with a letter to the chieftain instead of asking for his daughter's hand in person? Tell him some bullshit of mindfighting a demon/spirit or anything else to excuse not going yourself.
>>
>>3631605
perhaps with our golems back, we can build a maze around our crumbling palace. It's a classic evil lord thing to do. breaks up formations if any armies show up. contain many dead ends with fire runes. hallways just wide enough for golems to explore, and small hidden doors snaps can climb trough after they lure any invaders inside.
>>
>>3631611
Who? The Snap-Jaws? We've got no human minions and I think he would take offense if we asked for his daughter's hand through a creature such as a Snap-Jaw, let alone not asking him in person.
>>
>>3631611
You could, but it would be mildly offensive and traveling with a flying carpet would be many times faster.
>>
i cant see a downside to marrying her. we could assimilate the tribe with breeding and guile
>>
Rolled 12 (1d20)

>>3631631
she will be the end of us...heed my words
>>
>>3631633
But the start of our bloodline
>>
Rolled 7 (1d20)

>>3631633
Come to dawn, we shall see...
>>
>>3631638
so we can have our ingrate son stick a knife in our back and usurp our kingdom.
>>
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>>3631643
Not if we only have 1 son
>>
>>3631643
if we raise the kids right, they wont
if we raise them like you have been raised, i agree
>>
>>3631631
It would be very, very easy for her to just backstab us in the middle of the night. She'd already be mostly there, being IN THE BED. Or poison us. Or kill us in any other number of nasty ways.

No, no waifu. If we want waifus we can get a harem full of waifus later, from our conquered enemies.

>>3631649
1 is enough to kill us.

>>3631653
Power is very, very tempting.
>>
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>>3631643
her youth will fade, but stone is everlasting.
>>
>>3631653
i'm sure we'll make a great role-model
>>
>>3631656
>If we want waifus we can get a harem full of waifus later, from our conquered enemies.
sooo... conquered enemies are less likely to kill us, than a woman from a clan that admires and worships us?
>>
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>>3631656
1 is enough indeed but the only reason to kill your father king is for inheritance, and if he is the only heir he doesn't have a reason to murder us.
Unless somebody down the line makes a shit decision and antagonizes him he won't try to murder us.

Trust me I've played enough CK2 to know this.

>>3631671
Also this
>>
>>3631671
Those waifus will have mind control charms, which are not likely to fly with the daughter.

We can also kill them without severe diplomatic reprecussions. And they won't have any hangups about "but I'm the wife, am I not good enough for you!?!?!" And that's just one thing we could do. Another one could be sneaking out in a magical disguise and going for a string of one-night stands in conquered territory.

>>3631673
Of course he'll want to kill us for the inheritance. We're literally immortal.
>>
>>3631675
Or at least we will be literally immortal. We haven't gotten our immortality method down yet.
>>
Lol y'all want a ambitious and unruly son, but what if we got a cheerful, rosy cheeked daughterfu to teach her magicks and her mother teaches her sewing while she plays with the snapjaws and golems? Turn this quest from Dark Lord to Dark Lord and Daddy's Girl quest.
>>
>>3631683
>inbf we marry her off for political purposes
>inbf she dies of old age
>inbf she pulls a Rapunzel and runs off with some rando prince that poisons her against us
>inbf she gets used as a hostage against us
>>
>>3631683
Yes...... Yes
>>
>>3631675
i wish you would take off your trip, or live up to your name
>>
>>3631673
>The only reason to kill your father king is for inheritance, and if he is the only heir he doesn't have a reason to murder us.
I think this is way off base. If you see your dad actively researching towards immortality in a setting where magic is real, you might want to speed things up. And by that I mean make sure you don't get cucked out of a throne while your dad lives forever. Also, we'd probably wouldn't be a great father (evil sorcerers tend to be bad at that) so he might want us dead inheritance or not.
>>
>>3631675
But by that point we will already be unstoppable. If we have reached immortality then literally nothing, except gods, will be able to kill us. Because either our magic is too powerful for anyone to silently catch up(if they do it in the open we can just murder them) or our body will be immortal like a lich

>>3631683
another good point
>>
>>3631694
Why? Why risk everything if you can live a life of luxury just behind number 1? You'll have everything at your disposal with no other siblings to compete for your parents attention. The main reason for resentment would be from a power struggle but how can there be a power struggle if he has no rivals?
Again, unless we actively set out to antagonize him, he won't murder us.
>>
>>3631544
This

At least we'll have someone to care for us when we go into one of our manic comas again
>>
I'm going to be spending the rest of the day at a cook-out grilling sausages so if an update comes today it's going to be much later tonight.

>>3631631
Teaching her the rudiments of sorcery may partially distract you from your studies, but once she's gotten down the basics she'll be able to assist with research or study on her own.
>>
>>3631533
> Continue your studies into the Discipline of Earth, (DC: 14)
> Continue your studies into the Discipline of Earth, (DC: 14)
I'd like to really focus down on earth magic, given how useful being able to rip down walls and throw about the desert sands will be.

> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
All Snapjaws.

> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
Both golems.


On the point of taking a wife, I've little opinion beyond knowing it has benefits. I'd personally have little issue marrying her.
>>
>>3631533
>> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
> Begin laboring on the palace's Structural Integrity. (+0.2 per Snap-Jaw)
> Begin laboring on the palace's Structural Integrity. (+20 per Golem)
>>
>>3631541
I like this plan. +1
>>
>>3631541
+1
>>
The potentional for her to backstab us outweighs the benfits. Espically having a son. I doubt our evil son will not backstab us when were planning to live forever. If you guys want wafius just wait till were strong enough that we cant get backstabbed. Like when we become a lich.
>>
>>3631809
Yes, exactly! This guy gets it!
>>
>>3631594
Good idea +1
>>
>>3631809
She ain't going to backstab us if we turn her into a pretty princess
>>
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samefags
samefags everywhere
>>
>>3631707
Think about what you're suggesting. Do you really think any son of ours will be satisfied with second best? No, we're extremely ambitious, to the point where we will except nothing less than transcendence above all mortal life, and we're stubborn to boot. Our son , if we have one, will probably carry those traits as well. I don't support having a son unless we can transfer player character status to him when we're inevitably murdered.
>>
>>3631956
Although I could be of interest if we could transfer our mind into our sons body a decade after he is born.
Plus with magical tampering in the womb and early life it could be a more fitting vessel for our Unstoppable magical might.
>>
>>3631956
>No, we're extremely ambitious, to the point where we will except nothing less than transcendence above all mortal life, and we're stubborn to boot. Our son , if we have one, will probably carry those traits as well. I don't support having a son unless we can transfer player character status to him when we're inevitably murdered.
Eh, agree to disagree. I still don't think he would be so eager to betray us even if he inherents our traits.

>>3631997
How about a mind-merge? Becoming one in the same sounds interesting.
>>
>>3632011
I would be more for mind merging if he proved himself as an able sorcerer and was like 30 years old minimum.
But merging with a child just sounds like a pain.
>>
>>3632040
>I would be more for mind merging if he proved himself as an able sorcerer and was like 30 years old minimum.
Of course. I assumed, given that we are talking about the far future, that he would meet those requirements.
>>
>>3631809
>>3631956
The QM has alredy stated that our character feels lonely. He is a human being, powerful and ambitious, yes, but still a human. By the time we get absolute immortality, our sorcerer will be insane and starving for any kind of affection. We are not talking about the beneficial kind of overlord insanity like Sauron or Melkor, we are talking about "nihahahaha I'll attack your city with my zepelin while I touch my moustache. Please look at me" kind of villain, the one that puts a weakpoint in his battle golem so the hero can "play to his game" because he "is above mortals and can't be defeated. We want to liberate that brilliant girl from a life of taking care of goats and being a housewife, she won't betray us as long as we don't try to enslave her or turn her into a test subject. If we gain a capable apprentice that not only helps us to research and develop magic, but also takes care of us when we are injured, helps us to remain sane and loves us (because she understands that we saved her from a life of boredom, gave her a palace, subjects, knowledge, power, love, respect and no reason to hate us), we will get an extremely loyal, competent and useful sorcerer serving us forever. Also raise your son/daughter properly and he/she won't have a fucking reason to murder us, because if said child is like us, he/she would prefer a life of studying magic with the nearlimitless founds and knowledge of papa rather than killing someone he/she loves and would give him/her anything just to get the throne and then spend the rest of eternity listening to nobles and doing politics.
>>
>>3632099
That is actually something I wasn't thinking about before, and a very important point to take into consideration.
>>
>>3632099
>The QM has alredy stated that our character feels lonely. He is a human being, powerful and ambitious, yes, but still a human. By the time we get absolute immortality, our sorcerer will be insane and starving for any kind of affection. We are not talking about the beneficial kind of overlord insanity like Sauron or Melkor, we are talking about "nihahahaha I'll attack your city with my zepelin while I touch my moustache. Please look at me" kind of villain
This seems like a stretch to me. I didn't get that we are going batshit insane, just that we're getting a bit lonely. If anything drives us batshit insane, it'll be our pursuit of magic, whether or not we have a wife. Also, if we were to get a wife, I say we wait on it. We're 23, so pretty young. I think we should marry later down the line, when we might be able to secure a good political alliance or something. We'd probably find somebody better in terms of magical study and the like if we wait.
>>
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>>3632099
Thank you for taking the time to lay out everything so cleanly. This is everything I wanted to express for the past 4 hours in a nice and consice way
>>
>>3632099
You know what mate youves swayed me partner
>>3631558
Switching from
> Begin studying how the mysterious strings seem to relate to the golems, (DC: 14)
to
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
>>
>>3632131
>>3631533
I really should of linked how I was changing my vote to here.
>>
Loyalty is one of the reasons I support ascending the Snap Jaws. We will probably find stronger and smarter subjects, but aside from the golems (which are incapable of thinking by themselves) the Anubis (specially the shaman) would be zealously loyal to our cause, reaching a point that would scare most paladins (and we could add some subtle magical brainwashing on top of their alredy extreme psicological conditioning, like runes in a golem, so we can assure that none of them will ever betray us).
>>
>>3632157
I fully support ascending the best of them, the best and most loyal dogs, if not necessarily making them intelligent. We need to brainwash them, yes, but we should also keep them constantly vying for our attention and struggling to please us so they never stop to question their place.
>>
>>3632124
We are not a normal sorcerer, we are an arabic sorcerer like Jafar, THOT Amon, IMOTEP, etc, so pologamy is not only a thing, but also a really common practice (having multiple wives is a sign of status in some real world countries). The Sky Crawlers frown upon poligamy, but you know something they frown upon too: sorcery. We alredy have the undiying friendship of the clan, and her father understands the importance of conveniece marriages and thinks we are a nice guy, specially for a sorcerer. We'll be fine.
>>
Although I think it might of of worth to look into where the gibbering creatures came from, because it seems like they are of a magical origin and likely made by some other evil wizard.
>>
>>3632227
If they are magical creatures and we can reverse-engeneer the process that made them (like what we did with the golems), we'll be the most powerful overlord to ever roam this realm. Imagine a guy that can go to the sewers of your town, turn the rats into scaven, brainwash them with magic, give them some basic combat training and weapons and then make a giant hole in the middle of the city or several in strategic points all around the city.
>>
>>3632262
>>3632227
While I approve of this idea, there may be issues. Namely, I'm fairly certain the corpses dissolved, so researching them would be hard.

>>3630748
>“I found this in a pile of gibberling corpses and snatched it from them before they could dissolve into primordial ooze in the battle, and I’ve been meaning to give it to you since.
>>
>>3632270
>>3632262
I was thinking more killing this unknown challenger and plundering his arcane knowledge for ourselves.
>>
>>3632099
Our character is an evil scheming manipulative man i doubt he could raise a child right or even knows how to. You dont know her motives you assume she's a nice caring person but she could be as ambitous and scheming as us. People are a threat if we need human interaction so badly we can just kidnap somone chop their arms and legs off and then remove their memories. That way they cant hurt us and we get human interaction.
>>
>>3632273
Actually, the presence of one magic book is a decent indicator of other possible magic stuff. Especially since I suspect it was one of our other starting locations.
>>
>>3631533
> Begin studying how the mysterious strings seem to relate to the golems, (DC: 14)
> Begin studying how the golem’s proto-souls are structured, and how you could form one, (DC: ??)

> Begin laboring on the palace's Structural Integrity. (+20 per Golem)

My main worry about the wife is that raising a family might cut into our becoming an immortal dark lord time, and also that while she shares our passion for learning we don't know if she shares our ruthless dedication to power. Ie: what will she think of the prisoner, and others we'll eventually experiment on to further our knowledge?

I could actually see an odd break up happening wherein she can't abide by his cruel methods but they still retain enough feelings for each other to avoid bloodshed, but that's just the recipe needed for her to end up becoming the old hag that aids the hero in their quest to slay the dark lord.

As for feeling lonely, I think that currently stems mostly from the fact that he just witnessed an opportunity to marry a beautiful girl he enjoys talking to, and knowing that with his dedication to power, such chances might not come often. Give it a few seasons and he'll be fine.
>>
>>3632322
I mean she does hold slaves, and their tribe thinks stealing is fine so long as it aids the tribe.
Plus they were attacking the Flint-Scrappers and Dune-Roamers to the point where they launched a final desperate assault on us.
She does seem pretty cold blooded.
>>
>>3632270
We should study the snap naws then.
>>3632298
No, we are smart lawful evil, not weird depraved evil.
>>3632322
Raising a normal family, maybe, raising a bloodline of powerful sorcerers to aid us in our conquest and reasearch won't be a waste of time, more like an investment. QM alredy said that we need at least three people to engrave the runes in the golems, our wifecould be one. The guy in our dungeons was part of an enemy army that attacked us without previous provocation and she is from a slaver tribe that murdered children fom the tribe we destroyed to get the woman as slaves.
>>
>>3632298
> we can just kidnap somone chop their arms and legs off and then remove their memories. That way they cant hurt us and we get human interaction.
We're not chaotic evil, jesus...
>>
>>3632370
Where does it say that we need at least three people to engrave the runes? I must have missed that bit.
>>
>>3632370
Sorry but its not weird or depraved to use logic. Its logically the safest solution to do that. If they dont have limbs they cant attack us. If they dont remeber our previous life they wont know we kidnapped them.
>>
>>3632382
Read this >>3632385
>>
>>3632385
It's also really really weird to be keeping pet basket cases. Even if we decided to do that, at a bare minimum we should fit them with limb prosthetics that look human but can't act against us.
>>
>>3632227
They are another creature from the universe of the Caves of Qud, wherein their origin is left unstated (but can be guessed).

If I had to take a swing at their origin in this world however, my guess is probably some mad god given how they act and shit.

>>3632298
>evil scheming manipulative man i doubt he could raise a child right or even knows how to.
Anon if mass murderers can do it, then so can we.

>People are a threat if we need human interaction so badly we can just kidnap somone chop their arms and legs off and then remove their memories. That way they cant hurt us and we get human interaction.
That is the sort of thing that kinda makes people think you aren't evil, rather that you are insane.

>>3632322
>but that's just the recipe needed for her to end up becoming the old hag that aids the hero in their quest to slay the dark lord.
But anon that just makes it all the sweeter.

https://www.youtube.com/watch?v=JHWdXIEcFNw

Imagine us trying to convince her to abandon her new found hero and return to us, only for her to talk about there always being light

>Give it a few seasons and he'll be fine.
Aye but the point is that this is a rare find: a genuinely intellectual member of the other gender who probably thinks the world of us for saving her people for literally no cost besides friendship and offers the possibility of a life of true relaxation and shit.

At least we have the Snap-jaws, they'll never leave us.

>>3632342
>She does seem pretty cold blooded.
To be fair, it's not like she was commanding those attacks (as far as we know). However you do raise an interesting point, given our alliance with their tribe, they may well call us in to raid other tribes. Which raises the question, since we'll be taking our fair share (e,g a lot) of loot, what do we want to grab?

>>3632385
Anon that doesn't make it any less completely fucked up.
>>
>>3632385
Logically, no human that isn't a sadist could get companionship from somebody that way (and as we've clearly MC is a stubborn heartless ambitious man but no sadist)
See? Think logically.
>>
>>3632406
About the loot part, definitely we grab any interesting books first, then depending on the situation, slaves, supplies, or money.

>>3632406
>Anon that doesn't make it any less completely fucked up.
>>3632415
>Logically, no human that isn't a sadist could get companionship from somebody that way (and as we've clearly MC is a stubborn heartless ambitious man but no sadist) See? Think logically.

I agree with these points strongly.
>>
>>3632383
I think it was when we fucked up at repairing one of the golems or one of the times we were researching, our sorcerer said something about the Tongue being really complex and craving so many runes in a golem being a monstrous task that would require at least three assistants.
>>
>>3632435
I don't see it up there, or anywhere around the words Tongue, Three, or Golem. Eh, when QM comes back we can ask.
>>
>>3632415
You dont need to deprive pleasure from somones pain to use them. Were evil we dont care about people intill we've allready warmed up to them. Theres no reason why our character wouldn't do that.
>>
>>3632469
>if we need human interaction so badly we can just kidnap somone chop their arms and legs off and then remove their memories.
>That way they cant hurt us and we get human interaction.
>human interaction
Do you not understand why people need human interaction? Or do you not remember the original point?
>>
>>3632494
The point being that, if a person can't do anything or think anything, how is that an interaction?
>>
>>3632494
People need human interaction because its critical to being mentally healthy.
>>
>>3632536
That wasn't exaclty what I was asking. It was more of a
>how do people get human interaction?
and again
>if a person can't do anything or think anything, how is that an interaction?
>>
>>3632509
Thats very offense to the amensic community, you should apologize. I jest but people who've lost memeories can think. Also physical movment isn't needed for interaction. Were interacting right now but you cant see my body and I cant i see yours.
>>
>>3632546
However, you have not been mind-wiped to the point of infancy, and are cognizant enough to communicate and therefore interact with us.
>>
>>3632548
We dont need to mind wipe them to infancy. Just remove 5 years of memory say that they lost their memory from head trauma and that were their freind and our tribe got slaughtered in a raid
>>
>>3632559
Let's put aside the fact that this is screwed up and casual torture is not a good recipe for mental health, ours or theirs. What happens as we get more famous? We're going to need to wipe more and more memory to get to, "before we became a well known evil overlord." We also look very obviously evil, with our sinister facial hair. You really think we can convince the guys we're not evil? Because I think that if I suddenly woke up in a dungeon with no limbs and a sinister-looking guy telling me I hit my head, I'd freak out about being kidnapped by a very evil dude.
>>
>>3631541
Support.

Micromanaging close to useless wife characters is one death of these quests. I actively vote against wifus.
>>
>>3632571
We could say were building up forces to get revenge. We could also lock them in a room most of the time so they dont find out anything we dont want them to. We could wear a mask to hid our sinister facial hair saying our face was horribally burned in the raid.
>>
>>3632589
...And this is supposed to soothe hypothetical limbless me how? Spooky mask guy has kidnapped me and I have no limbs, and he won't fix me or get someone who can fix me.
>>
>>3631533
I've done many posts supporting the wife path, but I just realized that no one was linked to the QM post as an oficial vote, so just in case
> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
Then, when we are coming back with our flying carpet.
>Abandon your studies, and attempt to explore your surroundings for potential minions and subjects to rule with an iron-fist, (DC: ??)
Snap Jaws.
>Send some of their number out to explore the region surrounding your palace, (DC: ??)
Golems
>Begin laboring on the palace's Structural Integrity. (+20 per Golem)
>>
>>3631538
Supporting this. If only to spite samefagging lurker and the anon that always agrees with him and supports his votes within minutes of every post he makes.
>>
>>3632646
What's a samefag? Never been called that before.
>>
>>3632646
Is that some new hip lingo all the cool kids are using these days like twerking.
>>
>>3632589
>Be a slave.
>You wake up inside a dungeon, naked, without limbs, without memories and with a creepy masked guy looking at you.
Creepy masked guy: Hello, I'm your saviour. I rescued you from a raid were you lost your limbs to the fire and I'm keeping you naked inside this dungeon for your safety instead of taking you to a normal room where you can be attended properly by a doctor. Also I'm wearing this mask because I got third degree burns all over my face while saving you.
Slave: Seems legit, let's fuck.
>And then you wake up from your fetish nightmare and realize you are talking like a depraved psichopath trying to justify raping someone we tortured and maimed with arguments like logic, efficiency, etc. I'll be sincere with you, If we ever reach a level of horny and affect starvation so high we think about doing that, I'll vote for drawing a face in our hand and jacking off for days.
>>
>>3632657
Every post you and cs7EHb8z make are only minutes apart, and you agree and vote on the same things every time. You’re posting using another IP. Quit pretending. You’ve got 200+ posts already, and now that other people have shown up and support ideas different from yours you are samefagging to inflate the support for your idea. It’s fucking obvious when it’s only minutes apart, they support everything you support, and even fucking talk the same way.
>>
>>3632662
>>3632657
Lmao, of course you switch IP to defend yourself. Look at the fuckin time stamps on all of your posts and tell me you’re not being obvious man
>>
>>3632677
>cs7EHb8z
>agreeing with everything I say
>currently having an argument with cs7EHb8z over basket case fetish being bad and him going "but it's logical!"

...Yeah, we're not agreeing on the same things every time.
>>
>>3632592
We could provide proof like a letter from her mother adressed to us that mentions us. Instead of a mask it could be bandages instead. We could say were looking for some to find replacments but its taking a long time since most doctors dont make prosthetics at this time and sorcers are dangrous and rare.
>>
>>3632688
Yeah, not about to listen to a samefagging autist who’s made 200+ posts in this thread lmao. I get being invested and engaged in a quest but this is just sad lmao. 1/7 posts in this quest is yours, probably more now that you’ve exposed your samefagging.
>>
>>3632688
Also, the guy's only posted 11 times and just got here this turn, while I've been here since Fall Year 0.
>>
>>3632687
We've been arguing with eachother retard look at the posts.
>>
>>3632702
Well, 12 now.

>>3632701
Whatever. I really don't care enough to convince you, but I've only been using the one IP to be on this quest. I enjoy it and I'm not about to ruin it by cheating. That would be a major dick move to everyone else in the thread, and generally kill the quest.

>>3632705
Oh, that's 13 posts now!
>>
>>3632702
Ive been here near the begining i just dont name fag since its gay.
>>
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>>3632657
A samefag is someone that posts in a vote, then goes out of 4chan until his/her ID changes and then joins again and supports his/her previous post. Some do this several times to "win" a vote instead of elaborating a list of reasons backing up their opinion and as a result end up fucking the quest because the majority feels like their votes are worth shit and then leaves, making the QM drop the quest. They are a scourge upon this land and should be purged.
>>
>>3632714
Ah. Still, I don't agree with you on everything, and you don't agree with me on everything, and honestly if I was so tied up in this quest that I felt I had to fake being multiple people to get the choices I wanted, then that would just be sad.
>>
>>3632717
Thanks for the definition.
>>
>>3631740
Support.

> Abandon your studies, contact the chieftain of the Sky-Crawlers, and make an offer for the hand of his daughter before another does, (DC: ??)
>>
>All these thirsty incels
I'd tell you to have sex, but that's exactly why we're in this mess.
>>
>>3633115
Is that intended for those who want us to stay a lonely thirsty neet who jacks to books or want us to actually have a life in between studying and a life partner.
>>
>>3633148
We're a god of wind FFS. We marry gods. We ass fuck demons. We kill mortals.
>>
>>3633167
Technically we're 60% of the way to Wind God (Rank 10 is Godlike). Although we did pull off a godlike feat just now.

>>3609358
Cap Citation here
>>
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>>3633167
The most boring and generic edgelord fantasies.
>We marry gods
Chief's daughter is better than a god and can ascend with us.
>We ass fuck demons.
For literal, nah boring and done by every "dark lord", demons are soulbait. Metaphorically last I checked we spent the last several years recovering from our own ass fucking.
>We kill mortals.
Enjoy that empire and cult of nothing.
>>
>>3632700
This is fucked up. Stop.
>>
>>3633196
I don't wanna fuck with Demons in general, but we are TOTALLY going to murderize that one demon.
>>
>>3633274
On that we agree.
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>>3633274
Yeah, that Emissary was a dick. We're going to get high level Demonology, summon it, and stick it in a generator for all eternity. Or until it is slowly and painfully unmade by being used as a power source. Whichever works.
>>
technically, the Emissary did give us what we want. We told him we wanted knowledge, while he didn't give it to us, he is definitely the reason as to why we're this strong.
>>
>>3633300
Nope. He just threw a fit at our golems because, "There is no seeking of knowledge here! Only lust for power!"

What an ass.
>>
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>>3631538
>>3631539
>>3631544
>>3631565
>>3631740
>>3632138
>>3632622

After one consecutive week of screaming defiance to the heavens, shouting into the golem’s faces, and kicking snap-jaws that dare to interrupt your tirade, you come to a single, heartbreaking, and utterly undeniable conclusion. If you let that beautiful, brilliant girl go, you won’t be able to live with yourself, and damn the nights of study lost, you cannot let her go into the arms of some greasy, pigheaded tribesman! Confound it all, what you do in the name of passion! Whether it be love or lust you do not know, and you do not care! You only know that she must be yours, and you are willing to pay any price.

Or are you?

> How much treasure do you offer the chieftain for his daughter’s hand?

> None: Are you such a miserly, monstrous mole of a man, willing to seize her on merit of reputation alone? If the chieftain doesn’t spurn you outright, this will certainly destroy your relationship with the tribe and worse, the woman herself.
> 10: A pitiful sum, scarcely enough to pay for a common homely tribeswoman, let alone the chieftain’s gorgeous daughter! But your standing is high enough that you might be able to recover from such a token offering… In time.
> 50: An adequate sum, and one to be expected for a chieftain’s daughter, though a bit on the smaller side for one so fair, your reputation is more than enough to see it through. Certainly not ideal, but it is an acceptable bare minimum.
> 100: A sizable sum, not one to sneezed at but around what is to be expected for a powerful chieftain’s beautiful daughter. This is much closer to acceptable and no-one will disparage you, but it won’t do anything to elevate yourself in their eyes.
> 250: A princely sum, this more than demonstrates your devotion to the Sky-Crawlers and the love you hold for their chieftain’s daughter, but they’d likely expect as much from a sorcerer living in a palace, no matter how decrepit.
> 500: A magnificent sum, enough to purchase nigh-on fifty physically fit and able slaves, let alone the oh so alluring object of your intellectual infatuation. Even considering your accommodations, this will work wonders to ingratiate yourself with the tribe.
> 1,000: A legendary sum, this would make the depths of your affection plain for the blind to see, let alone the chieftain himself! It is certain his daughter would be deeply impressed, not to mention the Sky-Crawlers, though rumors of your riches would soon spread…
> [Write-In]: Even more!?! Truly, you are more mad than the cave of gibberlings you’ve slain, and this speaks more to your insanity and affluence than any sort of love, though what is there will be truly beyond the realm of fantasy! Go so far, word of what came to pass will spread like wildfire, and you’d best be wary of treasure hunters
>>
>>3633645
> 1,000: A legendary sum, this would make the depths of your affection plain for the blind to see, let alone the chieftain himself! It is certain his daughter would be deeply impressed, not to mention the Sky-Crawlers, though rumors of your riches would soon spread...
Let them come, more test subjects for us.

If people vote lower than.

> 500
>>
>>3633645
> 500: A magnificent sum, enough to purchase nigh-on fifty physically fit and able slaves, let alone the oh so alluring object of your intellectual infatuation. Even considering your accommodations, this will work wonders to ingratiate yourself with the tribe.

I'd rather we didn't have rumours of our riches spreading until our defences were a fair bit stronger.
>>
>>3633645
>500

If we're going to be getting the waifu we're going to get the waifu the proper way. Not 1000 though, we don't want to draw too much attention to us.
>>
Anyhow, so does anyone have any questions you'd like me to clarify? I saw some discussion about it earlier in the thread, and am ready to answer anything you'd know IC.
>>
>>3633645
> 250: A princely sum, this more than demonstrates your devotion to the Sky-Crawlers and the love you hold for their chieftain’s daughter, but they’d likely expect as much from a sorcerer living in a palace, no matter how decrepit.
>>
>>3633645
>500: A magnificent sum, enough to purchase nigh-on fifty physically fit and able slaves, let alone the oh so alluring object of your intellectual infatuation. Even considering your accommodations, this will work wonders to ingratiate yourself with the tribe.
>>
>>3633664
We were wondering if we needed assistants to make the Golems, and one Anon thought you said three at one point, but I couldn't find if you did or not, and we decided to ask you later.

Do we need assistants to make a golem, and if so, how many?
>>
>>3633645
>500
And we can spend another 500 later to get those nigh on 50 slaves.

Although I didn't vote for the chieftain's daughter, I do love how meeting her, then trying to leave and resume our studies, has played out. We managed some awesome feats even trying to ignore our attraction, but eventually, either lonliness, lust, or longing has pulled us back.

It makes sense after spending so long alone, that after meeting so many people who have treated him kindly during the two months he was there, that he'd find the loneliness more oppressive than before.
>>
>>3633672
You don't strictly *need* an assistant to make a golem, but inscribing the runes is a lengthy, time-consuming process, and on your own you'd only be able to manage 1d3 or so each season. Offloading the busywork onto some apprentices could increase that number significantly, but it isn't necessary.
>>
>>3633686
Ah. Thanks.
>>
>>3633686
Are bloodline cures a thing? Like we were discussing the possibility of uplifting at least the upper cast. Would that be possible with strong enough hexcraft and possibly mystery magics.
>>
>>3633690
It's like trying to forge a suit of fitted plate armor on your own, it can be done and done well, but historical blacksmiths tended to have numerous apprentices for a reason.
>>
>>3633698
You have heard many, many myths surrounding bloodline curses, and while you haven't discovered how to link the same curse to a number of individuals, you see no reason it couldn't be done en-masse, assuming you had the blood and a significant degree of skill in both disciplines. Getting it to perpetuate itself indefinitely instead of several generations could be tricky, though.
>>
>>3633664
Is it possible to make a printing plate of runes that we could copy onto golems quickly?
>>
>>3633645
I support 500. With this sum of money, I'm sure we could ask the chieftain to give us any magical book he finds so we can increase our strenght and better defend our allies, also help him to build caves and structures (simple houses made of boulders and ornamental cravings and decorations made with wind, walls made of boulders to defend, pillars made of boulders to secure the tunnels we crave into the mountain) to practice earth while gaining the favour from the tribe (slaves, new tomes to help us help them, maybe some join us, etc)
>>
>>3633705
Well, once we're immortal we'll have all the time in the world to figure that out, and we can just renew the magic once a generation or so.

>>3633710
Oooh, I like this idea! Yes, is automation of some of this stuff a possible thing?
>>
>>3633710
>inb4 golem printing press.
>>
>>3633717
>inb4 animate factory making golems
>inb4 golem-ception
>>
>>3633710
Inscribing the runes is a deeply spiritual process, so not only would you have to devise a functioning printing press, but you would have to forge it of sufficiently rare supernatural materials and/or inscribe it with a sufficiently complex pattern of runes to properly interface. Keep the setting's tech-level in mind, chain-mail and steel is cutting edge technology. It might not be impossible, but there'd be an enormous amount of groundwork involved on principle.
>>
>>3633723
Hmm, that's about what I expected.
Then we'll just have to go for quality over quantity right now.
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>>3633719
shit, now I want a mobile Golem Castle.
>>
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>>3633729
We'll make a legendary artifact mobile Citadel-Manufactory later, when we're immortal and own continents. Maybe we'll use it to invade other planes of existence. Maybe it'll be our mobile palace.
>>
>>3633719
I'd been considering the possibility of us mass-producing "staves" of fireballs and wind bullets / blades for our Snap-jaws to use to take advantage of their swarm potential.

>>3633723
>It might not be impossible, but there'd be an enormous amount of groundwork involved on principle.
Dang, well we can look into it later.
>>
>>3633738
On one hand, masses of infantry with what are essentially guns.

On the other hand, can we trust the snap-jaws not to blow themselves up?
>>
>>3633723
Hey, QM, is ALL magic item creation a deeply spiritual process, or could we rig up something to crank out a ton of cheap fire-staves easily?
>>
>>3633746
I'm thinking we might have to learn a new discipline to produce enchanted items
>>
>>3633729
>>3633735
It would make learning to forge the golems look like flickering a spark, but it might be possible.

>>3633746
As far as you know... you simply don't know.
>>
>>3633741
>On the other hand, can we trust the snap-jaws not to blow themselves up?
Who cares if 1% of them blow themselves up, that just accelerates our breeding program!
>>
Rolled 30 + 50 (1d100 + 50)

> Rolling to see how well the offered bride-price goes over
> +20 Blood Bound, +30 Treasure
>>
>>3633782
Yes, but the 1% will take out those next to them, and those ones might be useful.
>>
>>3633786
Good on you, the chieftain accepted with a smile.
>>
>>3633787
True but still, it'll be progress.
>>
>>3633794
Depends on the size of the explosion. If it's too big it'll take out too many and set us back. Still, I see your point.
>>
>>3633795
If the explosion is that big, we've made unintentional suicide bombers.
>>
>>3633796
...The ones most likely to explode, we train to go first and charge at the enemy. The ones that might actually be able to use a magic boomstick with minimal collateral damage stay in the back.
>>
>>3633806
>The ones that might actually be able to use a magic boomstick with minimal collateral damage stay in the back.
Agreed. Who knows we might even manage to produce some Snap-jaw mages some day in the distant future who we could employ to produce these weapons for us.
>>
>>3633841
Probably what the Anubii are going to do once we get the High Caste the upgrade.
>>
>>3633844
Yeah seems logical.

Christ if we die we're going to leave an interesting heritage of ultra-smart jackal-people leading massive hordes of Snap-jaws.
>>
Instead of a factory, could we create a golem specially for creating other golems, maybe smaller than a normal one but much faster and dexterious, with it's only function being engraving runes.
>>
>>3633847
It's a good consolation prize, at least.
>>
>>3633847
talking about improving people, I wonder if we can apply some sort of uplifting to ourselves? Something like increasing intellect for faster research or something. This is more than likely on the path to immortality too.
>>
>>3633856
We probably can, but we should test it on the Snap-Jaws first.
>>
>>3633847
Massive hords of mutated Snap Jaws similar to a werehyena.
>>
>>3633856
Then study Blood like I've been saying for a day. Blood leads to Life, wich leads to being an immortal superhuman, which leads to be a Godling, etc.
>>
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>>3633865
Hell yeah. If you like the art download it you won't be able to find it again since I'm the one who requested it.
>>
>>3633871
Once we have Hexcraft up to the point where we can make golems, sure, I'll go for that. Besides, we'd need the Hexcraft to weave it into us anyways.
>>
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>>3633650
>>3633659
>>3633662
>>3633669
>>3633682
>>3633786

Determined to win her hand but unwilling to risk overdoing it, you eventually decide on a small hill’s worth of glittering gold, shimmering silver, and fine-cut jewels. Enough to purchase a small tribe’s worth of slaves and then some, let alone the chieftain’s daughter… You hope. Traveling to their campsite with blistering speed, you soon reach an audience with the chieftain, explain your intentions in full, and turn the pockets of your robes inside out to scatter a sum of wealth across his tent floor that any camel-striding merchant would envy.

But you aren’t finished, and tell him as much when you urge him to wait another week before coming to a decision. Frantically sprinting back and forth through the campsite and the flying carpet, jingling with coins and gems alike, you undergo the swiftest series of flights you’ve ever made, but you find them achingly slow, and it is an agonizing week before you’ve filled a third of his tent with enough treasure to purchase a dozen of the finest camels the Sky-Crawlers have to offer, but you are after no mere camel, and the stone-faced and silent chieftain knows as much. Finally, you’ve relinquished all that you are willing to give, and for the first (and possibly last) time in your life, you fall to your hands and knees in respect.

He lets you lay there for what feels like an hour as he methodically, painstakingly examines each and every last article of precious material you brought in offering. Eventually, his words nearly stop your heart, but the end of his sentence leaves you jubilant. “Sorcerer, I am not one to be swayed by greed alone… But blasphemer or no, I have seen the man that you are with my own eyes, and with the ancestors as witness to my words, I cannot fathom a better man to take my daughter’s hand.” You are so overcome with joy that you kiss the man’s boot, in a gesture of respect so profound it would be unthinkable from the son of another chieftain, let alone a palace-dwelling sorcerer!

The chieftain stands in silence, then bids you to rise with furious scorn. “No farflung son of mine kisses the boot of any man! Now then, to arrange the wedding itself...”



> After much discussion, you decide to have a-

> Traditional Tribal marriage, as is custom in the farflung reaches, and no doubt expected by the Sky-Crawlers themselves.
> Traditional Civilized marriage, as is custom in the settled heartland, and most satisfying to your own, prideful ego

> Taking place in the-

> Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought.
> Crumbling Palace, giving her little time to dwell on what she’s lost, and a taste of the life of study and sorcery to come
>>
>>3633871
We should focus in blood and soul to achieve immortality enhance our stamina and remove the need to sleep, then we can spend decades making golems and practicing other magic schools.
>>
>>3633876

>Traditional Tribal marriage
>Campsite of the Sky-Crawlers

Let's give her a nice goodbye to her family, she's going to be spending the rest of her life with us.

>>3633877
We're not that far off of Golems, I feel. Just need the Proto-Souls, the Intricacies of the language, and the raw Hexcraft (which we're minimum halfway to.)
>>
>>3633876

> Traditional Tribal marriage, as is custom in the farflung reaches, and no doubt expected by the Sky-Crawlers themselves.
> Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought.

>>3633877
I agree, blood magic would probably be the best one to research -- next. After Golems. We've spent so much time on them, I think it's only natural for us to finish though. Plus, now that we have the missus, we can help instruct her on golem craft and have her help us on it. Maybe later have her work on it while we work on immortality.

The other problem is our personal power, that's why i'd want to work on golems first.
>>
>>3633885
I'm just saying that we should improve our body to have more time to do other things, like golems, which compared with our other magic take a lot of time and effort.
>>
>>3633898
Support, let's be the perfect husband
>>
>>3633873
Cool as fuck, thanks.
>>
>>3633876
>>3633876
Tradicional at the campsite

>>3633876
Perhaps a new thread is in order
And please, op, make sure to archive your quest properly. Do not leave that up to the players, I've seen enough threads being missed in the archive to know that it is the QM's responsibility to make sure their quest is accessible
>>
>>3633876
>Traditional Tribal marriage
>Campsite of the Sky-Crawlers


>>3633904
The couple that rules with an iron-fist, murders, research, mutilates and enslaves together stays together.
>>
>>3633876
> Traditional Tribal marriage, as is custom in the farflung reaches, and no doubt expected by the Sky-Crawlers themselves.
> Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought.
>>
>>3633876
>Traditional Civilized marriage, as is custom in the settled heartland, and most satisfying to your own, prideful ego
>Crumbling Palace, giving her little time to dwell on what she's lost, and a taste of the life of study and sorcery to come
The tribal marriage will lock us into monogamy with her and prevent us from doing other marriages down the line. The tribe was mentioned to be intensely monogamous
>>
>>3633904
If we're going to have waifus, we're going to treat the waifus right.
>>
>>3633948
Personally I prefer monogamy over harem routes. Ideally we can be two power/knowledge hungry sorcerers whose love for each other never wanes and who will help each other reach new heights as we attain godhood and the world.
>>
>>3633964
I also prefer monogamy, since harem routes just invite annoying levels of relationship drama.
>>
>>3633948
oh that's true... but then again, are we not the SORCERER-LORD? I believe when we actually do want to grab another wife, we'd already have a sizable stock of land and power. Power enough to establish our own religion... The main issue is that the wedding itself will be conducted by the locals. They may not be able to perform or even know of the "civilized" traditions.

Plus, >>3633964 I'd rather keep only one waifu instead of trying to gather a harem for no real reason other than having a harem. The only benefit I could see is multiple heirs and having multiple wives would strengthen our line. But I don't really want many heirs due to us being, well, immortal.
>>
>>3633876
Also, op, can you not have our character beg on his knees and kiss boots? I don't remember us having asslicking personality trait anywhere
>>
>>3633977
Based on the discussion and votes I'd say it's an accurate portrayal of where we're taking the character
>>
>>3633876
>Traditional Civilized marriage, as is custom in the settled heartland, and most satisfying to your own, prideful ego

>Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought.
>>
>>3633977
We've been prone to pretty emotional acts before, and love makes fools of us all. It isn't something you're likely to see ever again though.
>>
>>3633980
No it's fucking not. Just cause we don't shove peoples faces into the dirt and feel the need to show off doesn't make us a literal bootlicker.
>>
>>3633989
This is literally the only time we're ever going to do this, and it's because we're so ecstatic we have our waifu. It will probably never happen again.
>>
>>3633988
You should end your posts with the word "sweaty"
>>
>>3633995
Why?
>>
>>3633964
>>3633972
>>3633976
I personally don't like the idea of being "locked in" with the first woman we've seen and closing the doors to using marriage as a tool to gain power later. Still, if you guys want to roleplay us as staunch monogamists, then I guess we'll have to do our best to get her to a decent level of magic use.
>>
>>3634029
Hey, nobody said we can't get re-married or get a divorce at some point. Currently, though, I'd rather not attract a swarm of waifus for the sake of having waifus.
>>
>>3634029
I too dislike the idea of locking in with the first woman, but in the tribe multiple wives are frowned on not banned.
Nothing says we can't get one or two more of them.
>>
>>3634029
To be fair anon, she's only 16 which is 2 years younger than we started this quest. Under us she'll easily grow to be a useful ally and partner. Plus marrying more or less anyone else isn't as interesting or carries greater risk.
>>
>>3634032
I'm not suggesting we treat her as a "waifu" type of character, rather the opposite. I don't see polygamy as having a swarm of waifus, but rather as a way of keeping our options open. If we're going to try and be a powerful dark lord, we would do well to have the ability to, say, marry into a royal bloodline to secure our rule over a newly conquered area. We could try to get a divorce or assassinate our current wife, but that would be a major headache, at the absolute best.
>>
>>3629267
>>3630478
>>3634044
Alright I was wrong about sky crawler beliefs, but it seems as she will marry into our 'tribe' the onus would be on us to determine just how many wives is to many wives.
>>
>>3634049
...Alright, I see your point. Those ones don't get the sorcery and possibly immortality that this one is going to get, though.
>>
>>3634054
This is assuming she may develop into a powerful sorceress. I'm not convinced of it. For all we know, she may plateau somewhere around the level of a hedge wizard(ess?). There may also be a princess out there who has strong magical ability that we'd lock ourselves out of.

It's all moot at this point. The decision to do a traditional tribal marriage is basically set by this point (if I'm counting the votes right) and I don't want to spam up the thread with more back and forth.
>>
>>3634053
oh shit, i didn't notice that he said she'll change to her husband's tribe. That means we should do the Civil option then since we're ""technically"" a part of the """civil""" tribe.

>>3633876
Changing vote >>3633898
to > Traditional Civilized marriage, as is custom in the settled heartland, and most satisfying to your own, prideful ego

we're not being disrespectful, in fact, we are even following their traditions! aha!
>>
>>3634054
Unless they are powerful sorcerers too. We will conquer the world with our magic and our Big Dick Energy.
>>
>>3633876
>Traditional Civilized marriage, as is custom in the settled heartland, and most satisfying to your own, prideful ego
>Crumbling Palace, giving her little time to dwell on what she’s lost, and a taste of the life of study and sorcery to come
I wasn't sure about it, but the argument that she's joining our tribe swayed me.
>>
>>3634061
We are not locking any powerful and horny witch queen from our harem, we are just ensuring that the first person on an equal intellectual level to our own (while being several years younger) has an opportunity to become a powerful sorcerer like us and not ends up raising the goats of a fat ugly merchant who also happens to be his husband.
>>
>>3634062
>>3634088
Remember the part where she can't say goodby to his family and friends because she is part of our nonexistent tribe.
>>
>>3634092
Why do we need a harem though? Name a single pro other than bragging rights. Meanwhile I can think of several cons.
>>
>>3634095
not at all?
>>
Also this feels very appropriate. https://www.youtube.com/watch?v=oG0a9WFkgzU
>>
>>3634097
>Marriage with a powerful sorcerer that is also a hot queen.
>Marriage with the daughter of a really influential merchant king that loves his daughter and will treat us like a son.
>Marriage with a godess.
>Marriage with anyone that will provide a decent enough benefit to our dark overlord.
>>
>>3634106
True, except we're evil.

...I just realized that whoever pulled out Be Prepared earlier was really accurate. We're a sneaky dude who has magical power (I highly doubt that Scar could just NATURALLY make giant volcanic vents and raise a massive pillar of earth) who has a bunch of jackal/hyena minions who are stupidly loyal to him, and who is aiming for rulership.

Now we just need to avoid the part where we diss the Snap-Jaws and then get thrown to them broken and bleeding, and we should be good.
>>
>>3634109
>Marriage with a powerful sorcerer that is also a hot queen.
Our wife in a few years.
>Marriage with the daughter of a really influential merchant king that loves his daughter and will treat us like a son.
We can get better deals with less.
>Marriage with a goddess.
Once again our wife in a bit.
>Marriage with anyone that will provide a decent enough benefit to our dark overlord.
That's a lot of people, hell technically a Shepard's daughter could be useful than.

Meanwhile.

>It's disrespectful towards our current wife and may make her less loyal.
>We aren't a horny teenager anymore, we should be able to get our way without thinking with our dick.
>Have to keep them all satisfied.
>We have to monitor them and make sure they aren't being unfaithful as it could be a blow to our name.
>It's overdone and every "evil overlord" does it.
>Will detract much more time than having a single intelligent wife who shares our joy of studying.
>>
>>3634126
+1

Adding these to the list of "Reasons Harems are Bad"

>Will take up waaaay too much of our precious time
>Will inevitably lead to one of our wives betraying us
>Will lead to swarms of heroes attempting to "rescue" the captured maidens
>STDs.
>>
>>3634126
>It's disrespectful towards our current wife and may make her less loyal.
She comes from a tribe with mostly monogamous relationships, but she doesn't know the rest of the the world and it's cultures (which are mostly poligamous in the desert region) so we don't know what she prefers or is open to.
>We aren't a horny teenager anymore, we should be able to get our way without thinking with our dick.
We are not thinking with our dick, we are thinking with our head, because having three sorcerer queens that love us and have a similar schedule to our own (research magic almost all the time) is better than having one.
>Have to keep them all satisfied.
Easily done once we discover Blood magic to enhance our body. If you mean at an emotional and intellectual level, remember: they are sorcerers too. We just need to keep ourselves sane and interact with them a few times each day (easily done if we do a research together.
>We have to monitor them and make sure they aren't being unfaithful as it could be a blow to our name.
Love them and be faithful, monitoring them would mean we are a jealous asshole. If they don't love us any more they can leave, we are evil only with our enemies.
>It's overdone and every "evil overlord" does it.
For a reason, not only bargaing rights, but also the enormous benefits that having several powerful partners provides.
>>Will detract much more time than having a single intelligent wife who shares our joy of studying.
As I said, we only waifu sorcerers and prolem solved. We could even learn more and way quicker if we work with them.
>Will lead to swarms of heroes attempting to "rescue" the captured maidens.
Any hero trying to rescue the evil sorcerer queen from the evil sorcerer king is a fucking retard.
>STDs.
Blood magic or magic in general.
>>
>>3634126
>>3634130
I'm going to play devil's advocate here for a bit.

>Our wife in a few years.
True.
>We can get better deals with less.
It depends on what the deal is, doesn't it? Gaining control over a whole kingdom through marriage is a pretty good deal, and likely to be much more stable than trying to control the king's mind with magic on a permanent basis.
>Once again our wife in a bit.
>a bit
Try "700 years".

>It's disrespectful towards our current wife and may make her less loyal.
>We aren't a horny teenager anymore, we should be able to get our way without thinking with our dick.
It's like you've never heard of political marriages.
>Have to keep them all satisfied.
This isn't a big problem as long as we keep the number of wives manageable (three or four at the most).
>>We have to monitor them and make sure they aren't being unfaithful as it could be a blow to our name.
That's a problem, yes, one probably solved by high-level hexcraft.
>Will detract much more time than having a single intelligent wife who shares our joy of studying.
>Will take up waaaay too much of our precious time
That depends on how much time we devote to the new wives, as well as on how many new wives there are.
>Will inevitably lead to one of our wives betraying us
It's not inevitable if we keep them happy, you know.
>Will lead to swarms of heroes attempting to "rescue" the captured maidens
This COULD lead to the previous problem, but any hero good enough to reach and "rescue" one of our wives will be a very serious threat anyway.
>STDs.
Blood Magic.
>>
>>3634175
And how do you expect that we'll get X actually intelligent wives that are predisposed to like us and sorcery? Without mind control?
>>
>>3634181
Being the immortal overlord of the world or a significant part of the world, which on top of being an extremely powerful sorcerer, will atract brilliant sorcerers that are into that kind of stuff. Once that happens, we can just select a few candidates and choose the best of the best for waifu material.
>>
>>3634190
True, but that's after we conquer the world, not for political marriages like we're discussing.
>>
>>3634193
Change "the world or a significant part of the world" by "a country or region".
>>
>>3634196
Even if, what is keeping these sorceresses from just assassinating us and taking over our throne once we're married and they're in the line of succession?
>>
>>3634197
That's exactly why I'm saying we should be very VERY selective with our wives:
We need to love them.
They need to love us.
They need to be powerful sorcerers.
They need to be at least a queen or empress.
They need to be sane enough to live with.
They need to be smart lawful evil like us, wich means that they won't betray us because we are not only their love, but also a vital, invaluable and irreplaceable ally.
After all this selection, I doubt there are more than two or three suitable candidates in all the world.
>>
>>3634209
...You know what, they'll probably be spaced out anyways, just for pacing purposes if not through luck. We can talk more about the merits and flaws of polygamy when it comes up, because right now I am just getting sick of going in circles.

Still, you have a point with the selection process.
>>
>>3634213
Yep, we are some random sorcerer that lives in a ruined palace and rules over retarded subhumans. We should focus on thing we can actually do, like my idea of creating spider golems that only serve to create other golems. Maybe they are more complex and would require a season to be crafted, but as soon as we have one, we can command it to create more golem constructors and repeat until we have enough to put some of them into building regular golems.
>>
>>3634230
To be fair, I think that's a great idea. It's just that QM implied that it would be really really hard due to material requirements at a minimum.
>>
>>3634209
stop overcompensating for your lack of female interaction in rl pls
>>
>>3634233
The golem fabric yes, the golem constructors, no. They would be smaller than a regular golem and would exist specifically to create more golems, think about it as an automated chisel/engraving tools/clay modelator all in one single spiderlike golem.
>>
>3634241
Stop overcompensating for your lack of arguments in this debate pls, also buy a better quality bait, I'm sure that you are in 4chan qst to run from all the bitches covering you.
>>
>>3634244
It would definitely be easier than a full-on factory. We'll need to ask QM for how much easier the Fabricator Golems would be though.
>>
We could've just made sex golems desu
>>
>all this shit redundant """"discussion"""""
>nothing constructive whatsoever
>not even pertinent to this vote or any near future choice
Play the quest. If you need to get off go jack it and come back. If you want to play a dating sim go play one then come here when you want to participate on this quest. Play the quest, don't spam the thread. This is how you kill good quests.
>>
>>3634270
As a wise man said once "Degenerates like you belong to the cross", which traduced from latin means pic related.
>>
>>3633876
>Traditional Tribal marriage, as is custom in the farflung reaches, and no doubt expected by the Sky-Crawlers themselves.
>Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought
>>
>>3633645
why the fuck are we getting married? god damn it this is a dark lord quest and you dumb fucks want to marry the first girl we see? for fuck sake.
>>
>>3634368
They fell for the have sex meme
>>
>>3634370
Why don't we just study life/death magic and work towards being immortal? Seriously what the fuck will a love interest add to this and at such an early point? We're already fart arsing around as is building up power, we need to be doing MORE not less.
>>
>>3634373
Best thing we can hope for is that the roastie is interested in wizardry and helps us with research.
>>
>>3634386
I wanted to be Nagash/Thoth-Amon and now we have a waifu. Fuck.
>>
>>3634386
We could of just bought a bunch of slaves but nooo you need a waifu.
>>
Hey qm does sacrificing somone woth sentmital value to you work better. Like thanos from end game.
>>
>>3633899
Thats not how it works. Blood magic would cost stamina to cast. So at most it could give us a tempory boost before we crash.
>>
>>3634396
Inless your suggesting we alter our form. If so we should become a lich instead since they have like unlimted magic power.
>>
>>3634390
I didn't vote for this shit. Don't you put this evil on me.
>>
Mark my word the descion to get a wafiu will ruin this quest.
>>
We could of just made smarter golems and have them help our research. They wouldnt be able to backstab us. We wouldnt have to waste time with thrm inless we wnated to. Golems are best wafiu.
>>
>>3634408
I think the harem stuff on one side of the autism spectrum and you guys having a tantrum on the other side of the spectrum will. Not the waifu. Because, if you didn't know, it's the players fault most of the time. I think you complaining about it is more dangerous.

>>3634368
>why
More useful than not. I agree though, an army of slaves sounds cool. Only problem is that they can't do magic or have the talent for it. Plus if we have slave wizards, then they would have no reason to stay loyal. Personally, I don't care if we have a wife or not. The pros outweigh the cons in this.

>>3634390
>>3634393
>>3634396
>>3634402
>>3634408
>>3634423
hey buddy, stop spamming the thread with every fucking thought you have pop into your retarded head.
>>
>>3634426
What pros are there to having a wife?
>>
>>3634442
Tfw thirsty normies ruined mgtow paradise.
>>
>>3634450
Why the fuck are you talking about mgtow? I'm just annoyed because I don't see a Dark Lord in waiting making a bride out of the first appropriate choice when we haven't even done anything about being immortal, having subjects an actual legion of minions.
>>
>>3634442
Listed in several posts above, read the thread.
Please anons, can we stop the tism flood? The vote is closed and we have a waifu, let's try to make the best of this situation. Complaining because the option you wanted lost will only sour the mood.
>>
>>3634442
It's heavily hinted at her predisposition towards sorcery and thirst for knowledge. This provides us with an extremely rare resource of another kindred spirit like ourselves. A wife also provides normal wife things like, idk, simple human interaction and emotional support. The kinds of which we're unable to find in Snap-Jaws or the limited contact with the tribe. Additionally, she is possibly the only living person within this entire region that could even begin to understand us.

>>3634457
obviously it's because you're not thinking in the right way. You're thinking she's just a fuckslut, which is wrong.
>>
>>3634461
The confusion could be solved if anons read the thread, in particular the various wallsized posts with arguments that both sides of the vote made.
>>
>>3634461
We're a psychotic aspiring sorceror who has a torture subject in our dungeon who we practice decay magic on along with numerous rotting corpses in our palace and a horde of disgusting monsters; what understanding 'is' there. Our sole motivation has already been stated to be a lust for power. Even if she's got an interest in sorcery, not only does that create a prospective rival for us but it also means we have to sacrifice our study and research time having a relationship with her and having her distract us.

>>3634466
Yes, the people sperging about whether to have a harem or a single loyal waifu was very informative and completely unlike /qst/'s obsession with waifus and getting waifus. You had one person say we *might* be lonely, ignoring the fact that we're already looking for human subjects to control and associate with; a marriage with a potential rival is not the best idea.

It is also still worth arguing over because even if we marry her, we could always use her for a potential sacrifice down the line; that was one of the reasons the Emissary of Koios rebuked us, for not giving a sacrifice we actually cared about.
>>
>>3634480
>who has a torture subject in our dungeon
Fuck. How are we gonna explain this to the missus
>>
>>3634480
By your paranoid line of thought, everyone is a future rival. If we act properly and treat her like a person, she won't stab us because normal people tend to be normal if not threatened or tortured/sacrificed. For the last time, we are smart lawful evil, not paranoid hermit evil, we understand that people works better if treated as people and not as resources. We can do whatever we want with our enemies as long as it doesn't have negative consequences to ourselves, but we reward and respect our subjects as long as they do their work. We didn't took first girl because first girl, we took her because she has the potential of a sorcerer of our level, one we can train, turn to our side (our worldview, morals, etc) and easily gain her undiying loyalty. I want to seek immortality (but not lichdom) as soon as possible, but we spent years researching two fucking golems, without help, we could find immortality with +70/80 years (and probably die before that). With help from another magic user, we could do it in half the time o less. Also no sacrifice you dumb psichos.
>>
>>3634518
*psychos
>>
>>3634518
Its not gonna take 80 years to reach immortality. With the few years we've spent allready were able to make golems. I doubt it will take many year to reach immortality espically if we sacrifice her.
>>
>>3634518
Well you've convinced me she can be useful helping us reasearch before we sacrifice her to a demon to achive lichdom
>>
>>3634534
>>3634545
Here's a hint: if you're planning from the beginning to sacrifice her you don't value her all that much.
>>
>>3634548
Thanos planned to sacrfice his daughter and he cared about her. Also our posts aren't his thoughts just because we plan to sacrfice her doesnt mean our guy does.
>>
On things we need for future magical high jinx
Enchanting
Curse making
Alchemy
Normal scientific studies
Biomancy
Divination
Magical minion for magic minion works
>any more ideas?
>>
>>3634572
I really want Anubi. I think we can hand off the rune notes to the wife while we pursue the various anevues towards immortality.

>>3633876
OP, I think it might be time to make a new thread if I’m being honest.
>>
>>3634256
angry samefag vote detected
>>
>>3634572
We've got most of these either underway or on the way already, though I'm guessing you knew that and were just making a point and/or shifting the conversation away from waifu wars.

Speaking of shifting the conversation, let's talk about something productive:
I think the fastest and most efficient way to achieve immortality will be through parallel study of decomposition magic and blood magic, allowing us to halt and strengthen our own respectively.

I also think that the snapjaws will make exceedingly useful test subjects in this endeavor, as their short lifespans will show us success/failure far faster than experimenting on humans would but they maintain the base level of sentience necessary to ensure that whatever we do isn't distorting their mental capacities. Further, this experimentation could easily play into plans to create anubis-jackals.
>>
>>3634720
Known paths of "immortalty" aka agelessness.
decay = necromancy = lichdom,
blood magic = at least vampirism,
hex magic = maybe true agelessness.
It is probable that we need rune magic in case we make phylactery.
>>
>>3633876
> Traditional Tribal marriage, as is custom in the farflung reaches, and no doubt expected by the Sky-Crawlers themselves.
> Campsite of the Sky-Crawlers, giving her much time to say her goodbyes, and she’ll appreciate the thought.
Who gives a fuck about civilization. I think it’s a good idea to have a wife, since I’d rather have most of our apprentices be related to us than treacherous randos
>>
OP please save us from the infighting, forgive me for my part in it all
>>
>>3634720
Naw we need to become a lich. We'll have unlimted spell casting and we wont be able to be killed inless someone finds our plhyancotprhy in addition to being agless.
>>
>>3634921
>>3634764
>Lich
>Ageless

Why not both? Have the sweet not-a-corpse bod, and the ridiculous difficulty of killing?
>>
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>>3633885
>>3633898
>>3633904
>>3633920
>>3633929
>>3633944
>>3634356
>>3634769

After some debate and discussion, the two of you decide that it would be best to hold a traditional tribal wedding in the campsite of the Sky-Crawlers, and the chieftain informs you on how these generally proceed. He, the father, is expected to break the news to his daughter, who’ll spend a week saying her goodbyes to the rest of the tribe, and when the week has passed, you’ll enter the campsite, and “gift” the bride-price to him. A minute or so of backhanded compliments and veiled insults between the two of you is to follow, until he “concedes” that after going so far to give them such a generous gift, you might as well receive some compensation. Then his daughter is to arrive, “selflessly” offer herself in lieu of the tribe’s wealth, and after a moment of contemplation, he accepts her “noble sacrifice” and after some time, ten minutes is usually a good average, you are to concede that she is a “worthy offering.” She’ll then come to you, hitch on the back of your camel er- carpet, and the two of you are expected to leave immediately, without looking back.

You’re slightly confused and ask him when the celebration is supposed to occur, and he explains that the celebration occurs during the week-long interval preceding the wedding, and sometimes but not always for another week or so when the married couple arrives to the husband’s campsite. Oftentimes it only lasts a day or so, and extravagant welcoming parties are generally rare, even with the daughters of chieftains involved. You weigh the idea for some time, and decide that it’s not a half bad way to go about a wedding, even if it is less cultured than the civilized way, with the greased pigs and flaming oil.



The chieftain tells you to remain in his tent for the week, while the celebration goes on because it’s considered a bad omen for the bride-to-be and the groom to see each other before the wedding itself. He reassures you that he’ll lend you a camel for bringing in the bride-price, and you thank him sincerely, though you aren’t loss in frenzied passion enough to kiss his boot again and thankfully, neither of you deign to mention it. You let him know that you’ll be taking good care of his daughter and he says that as long as you aren’t teaching her to commune with demons or set herself on fire, he’s sure she’ll be fine.

...

> (1/2)
>>
>>3634927


The week goes by much quicker than you’d expected, and the wedding itself is handled with a bare minimum of stuttering or cursing. Your sharp wit serves you well during the veiled insult portion, and at one point the chieftain was almost laughing too much to continue. Eventually he got his barings though, and aside from a handful of backhanded compliments as to your facial hair and the fact that you’re a sorcerer, he’s much easier on you than he could’ve been. It’s clear that he likes you, warlock or no, and the tribe is pleased to see you take his “too smart for her own good” daughter off of their hands.

The bride-to-be herself is ecstatic about the entire affair, on one occasion sobbing during the middle of the ceremony, but she manages better than some, and at no point descends into hysterics or suffers from cold feet. There’s an enormous amount of applause as you dismount the camel and get on the carpet, and she embraces you quite tightly. When you’re in the air, you can hear the tribe’s farewells for some distance, and she buries her face in your robes, weeping what are likely tears of joy, loss, and terror all at once.

On the flight to the palace, after she’s had a day or so to come to terms with a lifelong dream coming true everything that’s happened in the last week, she explains that the bride and groom aren’t supposed to “consummate” the wedding until they’ve arrived at his campsite, and more nervous than you’ve ever been gracious and beneficent sorcerer-lord that you are, you see no reason to break tradition. Instead, you discuss the nature of the wind magics keeping the carpet aloft, and at one point ruffle her hair with a spell, to laughter that leaves you tingling.

...

Then you’ve arrived at the crumbling palace you call home, and when she’s finished taking it all in, you explain the situation to the snap-jaw shaman in their language, and humble-brag with only a minimum of embellishment about the golems you’ve managed to animate. She’s in awe, and you give her a full tour of the ruins, (skipping the dungeon) including your humble library. You don’t think you’ve ever seen someone so excited, and the two of you spend a leisurely afternoon discussing the ideas presented in ‘Tikal’s Dissertation on Decomposition,’ and much to your pleasant surprise, a strange curiosity shines in her eyes and she says that she thinks Tikal had some interesting ideas.

...

When that’s over, you find yourself standing in your own bedchambers, and while she stares at you, a single question dominates your mind.

> Do you want to consummate your marriage, or keep your relationship purely intellectual?

> Keep Calm, and Consummate
> Keep Distant, despite the Awkward Silence

> (2/2)
>>
>>3634929
I'm going to stay out of this one.
>>
>>3634764
>>3634921
You know what, why don't we conquer the world and create a grand ritual to ascend to literal godhood using everyone's combined worship?
>>
>>3634934
Sounds like a great second step after becoming immortal. :)
>>
>>3634929
>> Keep Calm, and Consummate
>>
>>3634929
>Keep Calm, and Consummate
>>
>>3634929
>> Keep Calm, and Consummate
>>
>>3634929
>Keep Calm, and Consummate
>>
>>3634929
> Keep Distant, despite the Awkward Silence
Im not in it for a wafiu keep it buisness only.
>>
>>3634929
>Keep Calm, and Consummate
All around safer option and offspring can be useful (that's at least what my dad says in his more sentimental moments)
>>
>>3634946
>>3634949
>>3634955
I know it, all your lets get a wife because she's useful was a lie. You just want a fucking wafiu.
>>
>>3634971
Yes lets raise children so they fucking kill us. Or we waste our time rasing them the right way costing use years of research.
>>
>Keep distant
>>3634929
>>
>>3634990
We are not guaranteed to get her pregnant immediately just because we're consummating. Besides, we'll make up for the loss in time by having a quality assistant.
>>
>>3634974
>>3634990
Don't lump me in with them. It would be odd if we didn't do it now and she'd think we're gay.
>>
>>3634990
>>3634974

You already lost chill dude.
>>
>>3634929
>Keep Calm, and Consummate
>>3634990
Calm your tits you sperg. Doing nothing but research all day everyday is boring as fuck, besides the consummation will help ensure her loyalty.
>>
>>3634927
>Keep Calm, and Consummate, Consult Lord Umbral’s Diary of Debauchery,’ (DC: 12) if necessary :^)
>>
>>3635015
"Fuck her right in the pussy" - Lord Umbral
>>
>>3635006
You dont fuck somone to get their loyalty incel faggot. Reasearching isnt boring its preparation if you dont like it get out. We need to prepare before we start invading and conquering.
>>
>>3634999
Well having corpses in your home is weird as well. Keeping it buisness only is more important.
>>
>>3634998
Were young adults in our prime im pretty sure if we fuck her without protection were gonna get her pregnant.
>>
>>3635032
>>3635028
>>3635019

Are you the same person who wanted to kidnap some poor bastard chop off all their limbs and use then to fufill out socal needs?
>>
>>3635042
That was you tho
>>
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>>3634929
>> Keep Calm, and Consummate
dont remember her description, but found a nomad woman
>>
>>3635019
>Incel
Lmao imagine being this assblasted over a qst on 4chin not going the exact way you want it to sperglord
>>3635042
I’m pretty sure it is. The autism is off the charts with that guy
>>
>>3635032
Worst case scenario we get a proto-soul to play with from a miscarriage/unintended pregnancy.
>>
>>3635071
Oh god
>>
>>3635055
What no its
>>3632700
My ID hasnt even changed from way back at
>>3633234
>>
>>3635070
>>3635042
This is the start of the end of this quest. I dont really care that much i just enjoy this quest and it would be a shame if it was ruined by wafiu fags. Also good job not producing a counter agrument retards. If you wanna pretend im that dude go ahead.
>>
Aside from the little girl, can we talk about the elephant?
>>
>>3635088
Yes, please, let's talk about the elephant. Which elephant is it?
>>
>>3635080
I thought you were joking wth
>>3635088
WHAT IS HAPPENING
>>
>>3634944
>>3634946
>>3634949
>>3634955
>>3634971
>>3635006
>>3635015
>>3635067
> Keep Calm, and Consummate [Locked]

Gimme an hour or two to write a hand-holding pastebin, archive the thread, and we can get another one underway. Keep in mind, your wife (and eventually children, if they're magically gifted) can help you conduct research, and you don't have to waste time teaching them. I assure you, waifu-faggotry won't become the focus of the quest anymore than the shaman's antics, and I hope you're enjoying this quest as much as I have.
>>
>>3635091
>>3635090
I think its the guy in the dungeon.
Also how do we deal with the bugs. They can only be multiplying
>>
>>3635102
Ah right, we should probably get rid of our creepy torture basement. Let's do that next turn.

That and learn more fire to get rid of the bugs.

>>3635100
Archiving is important.
>>
>>3635090
>>3635091
It's no miracle of dumb luck that this palace alone withstood the test of time. We haven't really looked to see if there are runes on other things than the golems, or inside the walls, which is astonishing. Like, are we for real an idiot? Guess we could claim in hindsight we didn't want to tear down random walls, but that's for later.

For now, the elephant is we're in a crumbling palace in the middle of s dry desert wasteland. (as opposed to a sustainable savannah or its like) Defensible, sure, with high watchtowers and minimal scouting makes it difficult to sneak up on. But it clearly has a history to it. A palace doesn't acquire wealth on its own, and its not left alone for who knows how long without reason. At first I thought it was cursed, because its hitting all the boxes for it and our dreams with strange beings kind of reinforces that. But there's more important aspects that this.

Imagine you're an adventurer and you find this place. You'd have looted it, right? Or at least tried, even with the Golems. But its untouched and had two loyal servants waiting for orders. It's been here for a while, and palaces like this cannot build themselves, or the craftsmen who would require decades of experience to make all its details as opulent as they are, taking thousands of people at a minimum not including what it takes to sustain them. (large form agriculture, for one, which we'll need for having any respectable amount of subjects). And the lack of other things that would sustain a significant civilization and be required for filling a treasury that much has me thinking about how it all doesn't add up, which makes it a little scary.

There aren't any signs of other genuinely advanced civilizations around here. It's a real "look at my works ye mighty and despair," situation, surrounded by an appropriate level of desert, ruin, raider scavengers, and dead languages.
cont.
>>
>>3635100
Imo, you can just do fade to black
No need to write the actual deed
>>
>>3635112
Something bad happened, and our palace just happens to be dead center to whatever caused it. This area once had the infrastructure to sustain a true civilization with a wealthy elite, but it's all gone now. IT'S ALL FUCKING GONE. There aren't even roads for fucks sake. Just think of the base magic level of what you'd have to piss off for your empire to lose its fucking roads but keep your palace to spite specifically you. It also happened quick enough that the previous inhabitants couldn't flee with any great amount of their treasury, or they couldn't flee period.

So think about that before voting to dig too deep and hitting the inevitable magical nukes in waiting that'll wipe it all out. 'Sides we're almost a wind god, we'd be better off using runecraft to dig up. Make a bathhouse and make it float, or some other weird wizard shit.

Speaking of, we really need to cook up some sorcery to fix this lack of basic infrastructure and magically bring life to the desert. Ain't gonna get no empire with no goddamn farmland or riverless desert cities. Air and fire are a great destruction combo but shit ain't bread and even a basic golem farmer is a ways off.

Slaves, intelligent human subjects, craftsmen,architects, an industrial base, genuine resource income, etcetera. We have the power to intimidate people into submission but none of the power that keeps (human, at least) people serving; stability, promise of food, shelter, tier 0 basic bitch shit. There aren't even other roofs to sleep under than our palace, and If we're gonna be a capital d big dick energy Dark Lord then just buying a small sustainable number of slaves can get this snowball rolling while we research the stronger, more unstoppable workforce and our magic fundamentals. And that hive is almost certainly going to be a problem to our inevitable expansion.

And with all of that, building an intelligent workforce is the foundation of an empire. It's literally impossible to have one without the other. And ruling over dogs and dust is pathetic to be perfectly honest. We're gonna be in our mid 20s with phenomenal cosmic power and only snap-jaws to reflect it.
>>
>>3635112
Maybe there's an underground water source there too?
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>>3635100
Many thanks based OP. I pray you truly do make the second thread and don't disappoint.
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>>3635112
...Fuck, I haven't been thinking about that. Fuuuck.

We need to devote some time to figuring out what the hell is up with this palace. And getting rid of the maybe-ghosts.

Fuck, we even found a demon-scroll. FUCK.

>>3635115
>magic nuke
FUCK.

To be fair, phenomenal cosmic power is awesome. But yes, we need to figure out what is up with this palace, we need to get subjects, we need infrastructure, we need to deal with the bugs-

We have all this stuff we need to deal with! Rather quickly!
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>>3635123
>we even found a demon-scroll
That's the part that tipped me off and started rereading everything. We know almost legitimately nothing of the palace. The seat of power we've chosen is the biggest most in-our-face mystery to us, and the desert screams of apocalyptic magic, or some serious razing/salting. Demonic sacrifice, scorn of a god, we just don't know.

Putting it less dramatically, something made things this way.
As we decide to change it and grow an empire we're gonna have to contend with that something inevitably.
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>>3635145
Right. I'm calmer now. Planning stuff needs to be done.

So, we have a list of priorities.
>Infrastructure- We have a crumbling palace
>WTF is this palace- We haven't been doing ANYTHING with this
>Subjects- Snap-Jaws and that's it
>Immortality- On the back-burner, we have some vague ideas
>Good troops/workforce- Almost done
>Phenomenal Cosmic Power- Currently focused on blowing stuff up, but yes
>Murder Bugs- These are a problem we need to either subjugate or exterminate

We have:
>Snap-Jaws
>Two Golems
>Some books
>A spooky palace
>Big pile of money
>Friendly tribe
>Phenomenal Cosmic Power focused on blowing stuff up
>Untrained assistant who at least can read, and may have picked up a rank of Runecraft by osmosis

So, here's a rough plan:
>We spend the next few turns wrapping up Golems and training our wife in the sorcerous arts
>We then start focusing on improving our magic stuff more widely.
>>Fire- Murder Bugs. And more easily reproducible Firestorms like the one we just pulled.
>>Water- Water is really important in the desert. Good for blood bending bugs.
>>Earth- Extreme utility. Good for crushing bugs. Can maybe make dust explosions with it, stacking with Fire and Wind for Big Booms.
>>Darkness- Stealth and cooling things down
>>Life/Blood- Utility for healing. Good for growing stuff and making things less desert-y.
>While we're doing this we acquire a nice starting slave population to be our subjects and start setting up an actual town or something.
>We use our Phenomenal Cosmic Power to blow up the enemy and get into the Civ part of this quest.
>At some point we fuck up the bugs, or otherwise get them to bend the knee.
>We deal with stuff that crops up as we go along.

Good plan-bones?
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>>3635187
Can we still hex our snapjaws to be really cool anbui
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>>3635197
Yes. These are the plan-bones, we're going to be researching Hexcraft anyway, Life/Blood is probably an important school in that anyway, we can still make the Snap-Jaws cool.
>>
>>3635187
Solid. I think we need to ramp up Fire since it’s the most combative discipline we have and we can’t be an evil sorcerer if we can’t light a motherfucker up
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>>3635208
Get everything to 6? 6 seems like a pretty proficient level. Maybe 5.
>>
>>3635187
I like it.
Also, I didn't think of the combat utility of the earth/fire combo. Yet we're surrounded by sand.
Erasing, burying, or hampering an army with gusts of scalding hot dust may be a power only two seasons away from us, and absolutely worth its time.

>>3635208
Absolutely. The ideal sorcerer emperor immortal god king, at their most fundamental, snaps their fingers and burns what doesn't bow.
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>>3635212
I’m thinking get it to 6, then ramp up Runecraft to level 10 for the research bonuses. QM said we can use it to make new spells
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>>3635220
Don’t need earth if we have wind, can get flaming sandstorms going easy-peasy
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>>3635220
Yeah, I was thinking about Sandstorms earlier, but dust explosions are huge. Earth also has huge out-of-combat utility.

>>3635224
Runecraft 10 would be great. Got to put that on the priority list.

Maybe I should make an out-of-Quest doc with the stuff we need to do.

>>3635229
Did you miss the part about dust explosions? The more things we have multiplying our big booms to make them bigger booms, the better.
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>>3635231
Right, right, I just wanna get flaming tornados going off like it’s nothing. Earth’s good though and we’ll need it for the golems probably
>>
>>3635249
True, I want the firestorms too. I also want sandstorms.
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>>3635249
Imagine, for a moment, a scalding tornado charges your assault force. That's pretty bad, but surely this evil dark lord can't keep doing it indefinitely. So you change tactics and use slave forces to bait out powerful blasts until you're certain he can't cast more at you.

Then, you brace you assemble your forces for an assault on this great evils city. Only then...
Steel Golems, crafted by artisians and molded by expert smiths and a dark lords magic. Red-hot and charged with raw force, shedding steam and crackling hot glass, charging inexorably towards your lines.

That's when you'll know you've fucked up.
>>
>>3635212
I dont agree with leveling up darkness. Were not an assasin we dont need it.
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>>3635268
>whynotboth.jpg

>>3635278
Fuck yeah, Neutronium golem when?

>>3635285
Getting the drop on meddling heroes is never a bad idea
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>>3635285
It may have other uses. Concealment on a person is useful for an assassin or a thief. Concealment of form of an important defensive structure or both form and sound of an assault force is terrifying, and paranoia inducing to any enemy, while scaling with tactics and grand strategy.
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>>3635285
Stealth is helpful. Also we might get some really cool tricks from it. Still, drop it down the priority level.

...Shadow Golems. Our spies and scouts. Think that would be cool?

Wait, which school does divination? We're going to need to look into that, scrying is important, as are long-distance comms. Empires are limited in size by how far they can project force from the capital, which means good comms are a must, which means divination magic.
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>>3635285
Or, imagine someone's invaded our opulent throne room to assassinate us. They're using darkness, but we're far better at it, so we keep kicking them in the back of their knees, invisible ourselves, while our golems seal the exits and we have our day's entertainment.
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>>3635300
Getting the drop on somone only goes so far. Putting those levels in fire would be a better use of our time.
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>>3635311
True, maybe we should have our wife do some research on it. I want to keep her the fuck away from !NotConan when he shows up
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>>3635304
Imagine invading an evil sorcerer’s palace in broad daylight only for it to become pitch black as soon as you’ve reached the walls, and then the screaming starts
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>>3635306
>long-distance comms
I've been thinking of some things.
Runic propelled communication may be a sooner development than later, if wind magic and golem crafting can get us stone birds or a lighter equivalent that doesn't need to feed and will be faster than training messenger birds. Or as a precursor to aircraft...

Journeying weeks to contact our nearest neighbors, who'll eventually be our subjects, is certainly far too inconvenient for growing an empire quickly.

>>3635333
F yeah. Also, all the magic schools have so far revealed greater applications than their beginnings. The start of darkness is just concealment, the start of hexcraft is only minor curses, etcetera. We ought not shy away from so much obvious power waiting to be ours.
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>>3635341
Space Magic would be good too. Teleportation circles between important locations. Instantly getting armies where they need to be. Bigger On The Inside technology. It would be sweet.
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>>3635341
>>3635357
I think we should spend a season or two riddling our palace with traps, not right now, but down the line
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>>3635364
Outside, sure. Inside, not sure, since the last time we did traps, we blew up a cave system.
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>>3635364
We should spend a season or two just exploring our place first.
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>>3635369
I’m sure we can downplay it, or have the snap-jaws go Vietcong
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>>3635377
I like the way you think.

>>3635374
Yes, finding out what the hell is up with this palace is important.
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>>3635374
Yeah there’s probably some serious occult fuckery hidden here
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>>3635380
To be fair, I read really far without even thinking about it. It's so obvious too.

>possibly 1000+ year old palace
>full of wealth, opulently crafted designs and culturally significant architecture
>two magical servants that would require incredible knowledge and power to create
>surrounded by raw empty desert and ruins for miles

>golly gee whiz what a great place to park my great sorcererous butt! surely there's nothing odd or strange about this!
>>
>>3635471
Don't forget:
>previous owners were at least investigating demonology, and more likely practicing demonologists
>>
>>3634944
>>3634946
>>3634949
>>3634955
>>3634971
>>3635006
>>3635015

Contemplating the ramifications of marriage for some time, you decide that it might be better to keep an intellectual distance, but looking into those eager, amber eyes any semblance of reasoned thought melts away, and you realize that you simply do not care.

...

> https://pastebin.com/ZhGeejhL

That might’ve been the best night of your life, and laying back with your wife in your arms, you wonder how you’ve gone so long without her.

> The End of Chapter One
>>
>tfw my IP's been blocked from uploading files
How the fuck am I going to start another thread?
>>
>>3635686
you're on mobile then, right? That happens to phoneposters a lot. You can try turning on/off airplane mode to reset your IP or connect to wifi. Or just wait until you're back at your computer. Idk how to solve it other than those methods though
>>
>>3635686
Shouldn't of uploaded all that porn.
>>
>>3635680
>https://pastebin.com/ZhGeejhL
Now you have to kill our wife to jumpstart our Dracula evil lord moment
>>
>>3635697
Not on mobile, I'll be dog-sitting for an elderly couple for the next two weeks and running on their router.

>>3635699
Pfffft, I hope not.

>>3635701
I haven't written much, if any smut before, I hope it's not terrible.
>>
It's extraordinarily unfortunate, but I'll have to be starting the second thread later, and most of its updates are going to have to be without images. Not much else that can be done.
>>
>>3635894
That's fine. I can use imagination.
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>>3635920
It's annoying as hell though, images do so much to set a scene.
>>
>>3635943
You could upload an image to a site like https://imgbb.com/
and just link it into the post if you want to.

Or use some other free image hosting site.
>>
Is this thread archived?
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>>3635988
Ye QM did it. I've updooted it.
>>
>>3635955
I suppose so, but I'd rather not break a post's flow with links, and like >>3635920 said, they aren't strictly necessary. After all, this isn't a drawquest and a lack of images is more of an inconvenience than a dealbreaker.

>>3635988
Yep, it's on suptg here: http://suptg.thisisnotatrueending.com/qstarchive/3607224/, upvote if you liked the thread, or don't, I'm not running the quest for imaginary points.

>>3636029
Muy bueno.
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>>3636086
How do you upvote?
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>>3636163
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=+Sword+%26+Sorcery%2C+Dark+Lord%2C

go here and then click the vote button
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>>3636174
Thanks.
>>
>>3636086
If you give us the OP image, one of us can start it.
>>
>>3636849
>>3636849
>>3636849



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