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36120 No. 36120 ID: 8c2f6c

Because Infodumping is bad I'll answer questions about Necroquest, its setting, theology, geology, political situation, our protagonist, magic system, etc.

If you have a suggestion, or just commentary about the quest, put it here

So, fire away.
28 posts omitted. Last 50 shown.
>>
No. 37230 ID: cf65c1

Are we paused for the players to make less inadequate plans?
>>
No. 37247 ID: e911d6

>>347030

We're paused due to intestinal failure on my part. Stupid digestive system decided to go on strike alongside my respiratory system.

>>347023

My bad, misunderstood you.
>>
No. 37312 ID: f0e3ae

>>347047
sorry to hear about your health. My well wishes on making a full recovery.
>>
No. 38482 ID: a7ac94

As I mentioned in actual, got sick, ruined laptop, nearly died. Have new respect for doctors.

Good news is, I actually found my original notes for this thing, so I'll be able to be a bit more thorough and accurate with updates.

Bad news is: Still can't draw for shit.
>>
No. 38506 ID: 07416a

>>348282
BOOO!

HOORAY! DOUBLE HOORAY!

...Acceptable.

Glad you're back! Happy not-dead day!
>>
No. 38516 ID: a7ac94

Stuff I didn't mention earlier, but will probably be relevant:

Fatima is from an area loosely called the tribeslands. It's roughly the size of Texas, and used to be the home of we would call the Persians, under the name of The Coalition of Zoroaster (The first king, powerful Thermomancer). When the Ersteland Empire rose to power, kicked the Ghrakh off of the continent and took over everything they decided that as a punishment for standing on the Ghrakhs side during the revolution, they would do their damn best to kill off everyone in what we would label the Middle East.

The Refugees moved to the Coalition, which managed to defend itself long enough for a relatively sane surrender treaty to be hammered out due to an easily defensible border. Unfortunately, it fell apart to the hundreds of thousands of refugees the then-emperor wouldn't let leave. The Coalition, now a vassal of the Empire, collapsed and the refugees and surviving Coalition government formed dozens of smaller governments, eventually called the Sharan tribes.

Though the tribes are fully functioning governments, they tend not to agree with each other and have minor wars every so often. The Tribeslands is a derogatory name given by those from outside of the area.

Identity as the various tribes as opposed to the countries that existed before the Genocide is so strong that when Emperor Maximillian Gottblut allowed the Tribesmen to officially leave the lands and reform the old countries as states of the Ersteland Empire 400 years after the fact, no-one was interested in the offer.

People aren't happy with Empire rule in the tribes, and rebellion has been attempted several times, but the tribes are not unified enough to implement a rebellion successfully. No three tribes trust each other enough to fully commit to an operation one of the others is leading. Theoretically a neutral faction could run it, but as of yet none has appeared.

The gem of the Tribeslands is The Great Academy of the Goddess Shar. It was formed just after the collapse of the Coalition by a group of scholars who wished to escape a particularly nasty crackdown on pre-genocide knowledge by a concussed Emperor and so bargained with Shar (Fatima's godly mother/father/not totally sure) to be able to have their library protected by building it in the nexus of magic she collected near her home. She agreed, under the condition that the Library became a school and that it was named after her.

It's currently one of the few neutral zones in the Tribeslands, a thriving city, arguably the most prestigious academy in the sphere and takes advantage of its godly protection by refusing to share inventions and discoveries with the Ersteland Empire.

Example: Fatima has a folding telescope that her father and grandfather owned before her. This would be considered cutting edge technology in Ersteland.

Despite the negatives of the Ersteland Empire being focused on here, most of it is actually a nice place to live in. It's just that we aren't really interested in the 70% of Ersteland that hasn't had a genocide happen in it, hasn't been invaded by Mongols riding Drakes in service to a god of evolution, isn't infested with rabid Anti-theists, doesn't suffer from periodic raids by a nation made of the bipedal cross between a honey badger and a platypus or deal with rampant corruption at all times.

Next codex update: Archivists. Or: What the Erstelanders did right.

Also, a more comprehensive description of the Ghrakh. Or: Design species while on serious medications on occasion, it's fun.
>>
No. 38592 ID: 07416a

>>348316
Welcome back! Glad she doesn't need hand-holding.
>>
No. 38809 ID: b1f0e2

Current schools:

Ranks chart based on >>/quest/319078
Necrourgy >>/quest/301134
+Reanimate: 2
+Lifesight: 1
+Necro-Magnetism (Force): 0 (LOCKED)
+Bone-Forge (Biomancy ): 0 (LOCKED)
+Dread Hive (Xenotheurgy): 2
+Hive Channel (Thermomancy ): 0 (LOCKED)
+Mutilate (Terramancy ): 0 (LOCKED)
+Birthright (Illusion): 3

Xenotheurgy >>/quest/301142
+One for All: 1
+Love of the All-Mother: 1
+Blessings of Shar: 1
+Hateful, Wretched Noise: 1
+The Flesh is Weak: 0
+They Give me Strength: 0

Illusion >>/quest/301159
+Pheremones: 1
+Visual: 3
+Auditory: 0
+Suggestion: 0
+Obfuscate: 0
+Consummate Falsehood: 0

Ok, this raises a question. Are the 6 necrougy skills which require other schools to unlock, are those considered Necrourgy or both?
If just necrourgy then only necrourgy and general XP points can be spent on them.
If both then necrourgy, general, and the other specific school can be spend on them.
Can we spend the 1 point of Xenotheurgy on dread hive? can we spend illusion points on birthright?
>>
No. 38813 ID: a7ac94

Since votes look like you're going to be picking up a Gods personal branch of magic, a sampling of gods:

Shar: AKA mom, you already have both of her branches (Xenothurgy and Necromancy) so there's not much to detail here. Sharan mages shape the world through charisma, deception and plots. The laws of nature bend to them due to subterfuge and an army of undead minions as well as teamwork among the most powerful mages.

Ig-Vhakhan: The batshit insane god of evolution, fire and dragon-kind. When the rest of the gods created a sane world with a relatively normal ecosystem and consistent magic system, he decided to create the most insane things possible while staying within the rules they had set down. Which is why dragons are the size of New Zealand. His personal brand of magic is all about improving yourself, others, setting things on fire and exerting authority.Ignan champions shape the world through being nigh unkillable geniuses with superpowered friends and making people who disagree with them explode. Some of his spells are reminiscent of Thermomancy

Ritter: The Ersteland Empires patron god. Ritter is a god of order, construction and codified warfare and his magic reflects this, creating large battlefield changing effects, wide, minor upgrades to allies and choosing individual champions to fortify and make leaders. The Magier-ritter changes the world through charisma, large armies, bureaucracy and discipline, with a few champions to lead them. Some of his spells are reminiscent of Force Magic

Nagh: The Patron god of the Ghrakh nation of Ghul Drakh. Nagh is a god of poison, subterfuge and rampant growth. His magic tends towards growing effects, long term poisons and genetic modification projects combined with minor stealth effects and trigger abilities. Naghi Khal tend to alter the world through hidden plots that quickly snowball into something unstoppable. Some of its spells are reminiscent of Biomancy

Of course, I'm not going to be telling you what individual spells do until you've grabbed a field. This is all information that Fatima knows or believes.
>>
No. 38815 ID: b1f0e2

reiterating previous question:
>Ok, this raises a question. Are the 6 necrougy skills which require other schools to unlock, are those considered Necrourgy or both?
>Can we spend the 1 point of Xenotheurgy on dread hive? can we spend 2 illusion points on birthright?
>>
No. 38816 ID: b1f0e2

>>348613
theory time...
Normally I would assume that the god granting powers of ANOTHER god will first get their permission, or make sure they are compatible with us... With Ig-Vhakhan I think this assumption is out of the window. He could link us to a god who would then demand we prove ourselves loyal to their cause. That being said, the 4 gods listed all seem to be compatible with us. So I don't think this is likely to be a problem... now lets try to guess what the spells actually are and their usefulness.

>Ig-Vhakhan: The batshit insane god of evolution, fire and dragon-kind. When the rest of the gods created a sane world with a relatively normal ecosystem and consistent magic system, he decided to create the most insane things possible while staying within the rules they had set down. Which is why dragons are the size of New Zealand. His personal brand of magic is all about improving yourself, others, setting things on fire and exerting authority.Ignan champions shape the world through being nigh unkillable geniuses with superpowered friends and making people who disagree with them explode. Some of his spells are reminiscent of Thermomancy.

Basically, Ig-Vhakhan spells will make us superman... neigh involnerable, super smart, super powers, blow shit up with fire.
Currently we have AMAZING social skills, some skills in tactics, good (soon to be improved) undead minion skills... but our personal combat skills are basically "slightly above average crossbowman" which is downright pathetic and our biggest weakness. So this sounds really good.

>Ritter: The Ersteland Empires patron god. Ritter is a god of order, construction and codified warfare and his magic reflects this, creating large battlefield changing effects, wide, minor upgrades to allies and choosing individual champions to fortify and make leaders. The Magier-ritter changes the world through charisma, large armies, bureaucracy and discipline, with a few champions to lead them. Some of his spells are reminiscent of Force Magic.

Nation wide improvements. Boost whole armies in a minor way, swing the tide of large battles, imbue champions, magically improve bureaucracy (I wish that existed IRL!)... This is an awesome school if we are going to run our own nation. And frankly I see no reason why we shouldn't... the problem is that if we don't take Ig-Vhakhan's school first we probably not survive to do that; or be an awesome enough superwoman to build a nation.

However, we got 2 boons already. We will be getting 1 more just for getting out alive, and there are several more boons hidden across the temple. So we could take the Ig-Vhakhan school to help us survive and then aim at getting more boons before leaving the temple. Although, maybe we should actually spend further boons on improving our capabilities in the fields we already have and find a way to do stuff for ritter in order to get his magic.

Also if we DO build a nation we could hire Ritterian spellcasters. So maybe its actually better for future boons to be spend on improving existing skills (since they are worth many XP in a known field)

>Nagh: The Patron god of the Ghrakh nation of Ghul Drakh. Nagh is a god of poison, subterfuge and rampant growth. His magic tends towards growing effects, long term poisons and genetic modification projects combined with minor stealth effects and trigger abilities. Naghi Khal tend to alter the world through hidden plots that quickly snowball into something unstoppable. Some of its spells are reminiscent of Biomancy.

So... ninja? (poison, subterfuge, stealth, biomancy could be used to alter appearance and healing).
Genetic modifications thing and growth suggests self improvements, although not on the scale of Ig-Vhakhan.
Long term subterfuge and plans that snowball... mind control stuff?
Rampant growth could mean for the nation... as in, massive improvements to crop / farm animal yields (what with genetic engineering, etc) and accelerated reproduction of the citizens.

Overall its an interesting school but not as interesting as the other two.

TL:DR
Take Ig-Vhakhan. Aim for more boons while in temple.
>>
No. 38817 ID: a7ac94

>>348615

Both and yes.
>>
No. 38821 ID: b1f0e2

Ok, a few questions.

>Boons can be exchanged for a random trait, three points in a field of your choosing or fields of magic you don't have access to yet. It takes Four boons to gain access to an entire field, and two to gain access to one spell from a field. Using two, you can gain access to god exclusive fields you can't gain otherwise, but you don't know anything about the field or type of spell you'll get before you get it.

So a boon can give:
A. random trait.
B. 3 points in field of choosing or fields of magic you don't have access to yet.
C. 4 boons give access to an entire field.
D. Two boons gain access to one spell from a field.
E. Two boons give access to one unknown spell from a known god's exclusive magic field.

So, can you please clarify here:
1. on B. are you saying we can get 3 points IN a field of magic we don't have access to yet. How does that work? I mean, C-E all imply it takes boons to even unlock access to such fields.
2. How many general spell points gained via normal levelup would we need to unlock new spells from fields we don't have access to?
3. What is the difference between C and D? Does D mean that we will get 1 spell from a field and that's it? that we couldn't learn new spells from that field using general XP?
>>
No. 38824 ID: a7ac94

>>348621
A is correct, B only works on fields you have access to, C, D and E area correct.

1. B only works on fields you have access to. You do have to burn boons for access to new fields.

2. 8 General points to gain access to a new field. Doubles for each new field. Half for individual spells, only gives access to known fields, and you need a steady source of information and practice.

3. Exactly correct, D only gives you access to one extra spell. You can only use exp for that field (or general exp applied to the field) on that spell unless you unlock more spells or the entire field.
>>
No. 38826 ID: b1f0e2

1. If we spend 4 points to get access to a single spell in a field, can we later spend additional 4 points to get the whole field?
2. Unlocking the field, does that grant us 1 rank in a basic spell?
3. If we spend 2 boons on getting one spell from Ig's school, is it the basic spell from that school or a random spell from it?
4. If we spend 4 boons to get access to a new field, does it count towards the doubling of cost in general XP per gaining new field?
5. If we spend 2 boons to get access to a new field (known or a god's unique, say: Ig-Vahkhan), can we later spend 2 more boons to fully unlock that field?
6. If we spend 2 boons to get access to a new field that is not known (god's field), can we later spend XP to gain access to rest of spells in it?
>>
No. 38840 ID: a7ac94

1. No
2. Yes, you gain a rank in the basic spell for the field
3. A random spell
4. No
5. No
6. Yes
>>
No. 38842 ID: b1f0e2

>>348640
6. How much XP would that cost?
>>
No. 38843 ID: a7ac94

Double the amount it would normally cost to unlock the rest of a field. You'd also need access to a follower of the god for an extended period of time, or visit their religious sites a couple of times.
>>
No. 38851 ID: b1f0e2

>1. If we spend 4 points to get access to a single spell in a field, can we later spend additional 4 points to get the whole field?
>No
Then how much would it cost? the full 8?
>>
No. 38858 ID: b1f0e2

also, thanks for all the answers thus far.
>>
No. 38902 ID: a7ac94

>>348651

Yes. And you're welcome.
>>
No. 38903 ID: b1f0e2

btw, i noticed every secondary school we could take has a special synnergy spell that works with the necrourge school.

Would there be such synnergy spells for the god's schools?
>>
No. 38913 ID: a7ac94

>>348703

That would be spoilers.
>>
No. 38921 ID: a7ac94

Odd, name got removed.

Preparing update now. Votes have been tallied.
>>
No. 38942 ID: 259738

>>348721
If we got Birthright to level 5, could we morph it with an Illusion spell, like say, Visual? Or would we have to use something that wasn't from Illusion or Necromancy?
>>
No. 38943 ID: a7ac94

>>348742

You could not morph it with an illusion, sorry that that wasn't clear.
>>
No. 38944 ID: 259738

>>348743
I'm just trying to figure out interesting things to combine, which is a bit tricky with Illusion, and I wasn't sure about that bit, thanks. Trying to figure out what X+Auditory might do is somewhat difficult.
Does Fatima know what the six Pathist paths of behavior are?
>>
No. 38945 ID: a7ac94

The paths, as she knows them:

First: Unknown, involves seclusion. Not very popular, and adherents don't do much of note.

Second: Involves altruism and self-improvement of some sort, but unsure.

Third: Improvement of the community, takes actions that help those established in the community around them, no matter doctrinal differences. They're the noticeable exception to the 'kill necromancers/worshippers of gods' unless the person in question is a threat to their community.

Fourth: Improvement of the region. They are expected to do everything in their power to improve the wellbeing in the region they defend, even to the detriment of others.

Fifth: Improvement of the Nation. They are expected to devote themselves utterly to a nation/nationlike group. Pathism as a concept and the various revolutionary movements are the most common targets. Reasonably large.

The above five paths are like most normal religions: Though there are devout followers and extremists, most followers are basically good people who follow or are devout because they were either born into the religion or genuinely believe in its message, they're pretty relaxed about actually following the more extreme commandments (Kill necromancers for example). The problem is that 'gods and their creations are evil, kill them' is a part of the message that's rather popular among the magically enhanced devout groups.

Sixth: Self Sacrifice. They are expected to drop whatever they are doing to help any innocent person in need on a whim, and to take punishments meant for them. Anyone affiliated with a god in a major way does not count. They tend not to live long, and have the least leeway. Small following, but famous.
>>
No. 38950 ID: b1f0e2

does "the flesh is weak" heal broken bones?
>>
No. 38952 ID: a7ac94

>>348750

Not at the early levels.
>>
No. 38953 ID: b1f0e2

how about regenerate?
>>
No. 38954 ID: a7ac94

>>348753

It'll take a while, but it'll work. Several hours at level one.
>>
No. 38956 ID: b1f0e2

I have an idea forming...
what will be the healing rate of self and others with regenerate 2 and 3?
>>
No. 38958 ID: a7ac94

>>348756

Regenerate 2 will fix your broken ribs within 2-3 hours.

Regenerate 3 will fix your broken ribs in just under 2 hours, and heals other at 1/4 of your rate as long as they are within 20 feet.
>>
No. 38960 ID: b1f0e2

as an aura? can we heal an individual at regen 2 if we focus on them?
>>
No. 38961 ID: a7ac94

Regen 3 is the first rank you can heal others, it heals as an aura.
>>
No. 38962 ID: b1f0e2

thanks. What would regen 4 do? regen 5?
>>
No. 38963 ID: a7ac94

Fatima hasn't met someone with regen 4 or 5, she doesn't know.
>>
No. 38976 ID: 259738

What is an Advanced Undead? I am requesting details on Reanimate 3.
>>
No. 38980 ID: 1cfe8c

>>348776

Advanced Undead are especially powerful undead, the Revenant was an example, which was why you could only hold it together for a short period of time. They are divided into two categories:

Intelligent Undead: Created from the corpse of a sentient creature, Intelligent Undead are significantly smarter than other types, and retain characteristics of their former life.

Intelligent Undead that you can currently create are:

Revenants: Incredibly powerful undead who serve their master loyally, Revenants are masters of physical combat who generally serve as guards for their masters.

Ghasts: Relatively frail spellcasters, Ghasts may only be made from the body of a spellcaster. They are experts in assembling and repairing corpses, and are generally used as necromancers aides as well as pseudo-artillery units.

Monstrous Undead: Created from the corpse of an enormous beasts (Grizzly Bear, Elephant, Giant Crocodile, Drake, Wyvern, etc.) Monstrous Undead are enormous Juggernauts, serving as mounts, frontline combatants and transports for a Necromancers Army.

Carriers: Large creatures repurposed as transports, Carriers internal organs re-arrange themselves, providing an area to store other undead, seat friends or intelligent undead, and a throne for the Necromancer (Or trusted lieutenant) to command her army from. They are not significantly more powerful than their base form, but are well-loved due to their utility. They do not keep natural weaponry like acid spit, protrusible jaws and flame breath.

Stalkers: Corpses re-forged into a warform, Stalkers are significantly faster and more deadly than their base form. They serve as fast hitting raiders and mobile siege weapons for their necromancer, and keep natural weaponry like acid spit, protrusible jaws or flame breath.

You'll get more options as you develop Re-animate.
>>
No. 38984 ID: b1f0e2

>>348780
which of those options can be applied to the drake corpse? (I see two obvious ones, but maybe there are more)
>>
No. 38994 ID: a7ac94

Monstrous only, Drakes are not sentient.

If you want to make it non-advanced, you can make it three abominations, shapeless masses of animated flesh and bone.
>>
No. 38997 ID: b1f0e2

>Monstrous only, Drakes are not sentient.
Interesting, I would've guessed it could also be made into a carrier too. Is it too big to be carrier?

So stalkers have to be sentient as well then?

Whats the difference between stalker and Revenants?
>>
No. 38999 ID: 07416a

>>348797
No, sentient and monstrous are categories. Monstrous can be carriers OR stalkers. Sentient can be Revenants OR Ghasts.
>>
No. 39000 ID: b1f0e2

>>348799
doh. Ok NOW it makes sense.
>>
No. 39001 ID: b1f0e2

ok so...
carries: A little more powerful, utility.
warform: a lot more powerful...
Considering how awesomely powerful the drake was to begin with I say warform.
>>
No. 39004 ID: 07416a

>>348801
Not significantly usually means not at all.
>>
No. 39007 ID: b1f0e2

>>348804
yes, and it does combine with the loss of firebreath; so overall I think a carrier would be a little weaker then when it was alive.
But that's just why we should go for warform which IS significantly stronger.
>>
No. 39160 ID: 259738

>>348804
So is Havocfett ill again?
>>
No. 39173 ID: a7ac94

>>348960

My organs have decided that me enjoying life is a horrible thing that must be rectified post haste.

Also, my hard drive got wiped, which is most of the delay this time, since I'm probably going to be forced to bullshit the map and notes as I have no idea where I put my hard copy.
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