Fall with Fleme

I'm fine with the way it is right now. I think we just need to manage it better on our end and focus only on quests that are in reason at that time. That makes sense now regarding the heroes and quests. So we use conventional units for warefare? We can probably create some pretty wicked conventional units as we progress with items and promos or getting religious heroes. The FoL horse guy is pretty cool.

Jarrema - Sorry about my signs around Fizzik's. They were confusing. We only needed a road on Fizzik's hill to complete the trade route.

I think we can have one goblin start a road to Killybeg's

I also really think the next city should be copper/fish. It is a city we can get up quickly with a lot of production. Good unit pump for both naval and land.

Not sure if we can keep the barb city.

Please refresh me on the Tlatcotl Sacullem, Fleme. Do we need to kill that Wyvern?

I'm despondent over the loss of our Werebear.
 
There has been no info on the Sacellum. I'll think of something to have Wallace resurrected.
 
Ironhand Expedition

Spoiler :
Well-armed and organized dwarves are toiling away at the fortress with carts coming in from the surrounding mines and the armor of the guards glinting in the midday sun. N’zesh observes the encampment from a distance but the rows of heads of his kin on a neatly organized row of pikes convinces him not to advance to the fort itself. Perhaps this is best dealt by someone else.

Q: Find out what the Ironhand Expedition is about.


N’zesh: To Recast a Shadow

Spoiler :
Finally… the taint is gone and this is Agruonn’s land once more. The rift… Agruonn's whisper calls me to the other side and I must heed the call. Until our paths cross again, warmblood.

N’zesh enters the rift.

Game terms: N’zesh is now out of play – and it is unknown whether he will we return from the rift. Despite of his sudden and unannounced disappearance, he did relay valuable reconnaissance information of what remains of the Tlacotli empire.

Q: You may also consider sending someone to investigate Z'tlecoana (and the rift itself) to find N'zesh if you wish at your own risk.


To Understand the Great Spirit…

Spoiler :


kewakea.jpg


Upon arriving at the old Shamans hut, Kewakea rushes out and greets you warmly. Even though the boy cannot be more than 15 years of age, the way he now carries himself shows profound confi-dence and charisma – traits of a born leader.

You found Ninitaweka? I knew you’d be someone for the Chislev to trust the moment I laid my eyes on you. The Great Spirit smiles on us this fine day… First, let me tell you about myself since I’m sure Nini-taweka did not have time for matters such as this.

Ninitaweka said that my father was the Great Spirit itself and my mother, the medicine woman Weep-ing Eagle, great spirit bless her soul, and for that, I was to become the leader of my people once the time was right. He said that in order to fulfil my destiny I would ultimately need to give up everything in order to understand the will of the spirit and soar like a hunting hawk – with this dualism I must learn and I must unlearn – these things are above me and to them I have no control.

The old Shaman said I would have to learn the ways of the shaman – to communicate with the spirit itself and understand the elements of nature, to become one with what surrounds me. Not only that, but he said that since I was destined to lead, I should also train in ways of war so I could one day be the one spearheading the Chislev into the fray.

You are the next step of my journey and I shall hope we find the spirit together.

Kewakea is a Spirit Healer (for now). He is Warchief (Great Commander) / Shaman hybrid with conditions. Main condition being that at one point of his journey he will drop the key traits of one class to focus on the other, meaning that if you choose to train him as a great commander first, he will drop (most) of the abilities to command other units when he has reached a sufficient level at that and then become a Shaman instead. The one you choose first will go on to 50 xp and the one after that has no limit so basically you should choose the one you wish him to ultimately be and play him as the other for starters.

Conditions:

-Kewakea has no alignment conditions. Despite his young age, he is no stranger to battle and will fight alongside Gryndane no matter what. This condition states that Kewakea is now under Gryndanes tutelage and will go wherever Gryndane goes (make sure to command Kewakea with Gryndane)
-The main concern of Kewakea is the newly risen Chislev population. He will abandon your civilization if the Chislev are facing a threat of new extinction from any foe. Therefore, it is best to keep good relations with the Chislev and to protect them if you wish to keep Kewakea.

Q: Choose whether you want Kewakea to train his Shaman or Warchief skills first (Warchief is a superior army commander with abilities that greatly enhance his minions (other units) instead of himself, while the Shaman is a versatile spellcaster/healer/fighter hybrid but does not excel in any one field). For now, the ultimate decision is however to decide whether you want to mentor Kewakea in the first place. If you do take him on board, he will progressively gain the traits suitable for his new class as he advances.


Requests to Cernunnos – quest for lymond (and others interested)

Spoiler :
Brother Tancred, having studied the religion of Cernunnos during his stay at the Temple of Leaves in Telyhohn has taken heed to advisor lymond’s request on resurrecting a beloved companion.


“In our faith it is known that death is merely a part of life and much like the cycles of this land, life is an ever flowing cycle – nothing ever completely disappears or dies in the sense that we humans usually tend to believe. Flora may wilt, constructs of man may decay, but the essence that is behind these is eternal and that is something even the many destructions of this world cannot deny. Cernunnos takes care of his own and the wild animals of the world are his children above all others – it is they that best fulfill what the true order – or the lack thereof – of nature is. Wallace’s spirit yet lives, but it has flown far for you to find once again. It is weakened and cannot make its way to you, so you must in turn go to him.”

Q: In order to find Wallace again, make way to the northern tundra and end a set with a hero unit on a tundra tile that is not bordering plains/grass/desert. Screenshot.


Other ongoing quests, with short descriptions

Spoiler :
Agruonn’s War

Spoiler :
Bribe at least 2 civs to war against the Mazatl (1/2 complete)

R: Breeding pits or Slave pits in Bayamo


Museum of the Explorer Council – updated

Spoiler :
Keep items of legend at Telyhohn until 200 and receive a museum (in progress)

Update: You can choose to leave other items you’ve gained during your travels to the museum for future bonuses. For example, Gryndane still has Night Gear etc., which could be made into exhibits if you so choose.

Q: (persisting quest) Choose if you want to leave items at the Museum once it completes on T200 (if Axe and Boots remain there until then)


Pirates! of the Crescent Isles

Spoiler :
Found a coastal city for M’rafaal to use as a base of operations

R: Pirate stuff


Kardel: A Druid’s Path

Spoiler :
Visit the holy site near Yggdrasil

R: Druid stuff


Locations of interest that still have not been visited:

Alturan Digsite, Tlacotli Sacellum, Nezahuac Tower (by someone other than N’zesh; (Why did he leave those shadows there anyway?), Ironhand Expedition, Dragon Bones

Some points of note:

-The heroes are a separate entity from the actual game, even though there obviously are situations when the two “games” overlap in forms of rewards etc. Ultimately, however, the heroes will not take part in offensive warfare unless otherwise specified and will be working on their own goals rather than those of your civilization – as you’ve already seen the heroes all have very different motivations and impose various conditions on you. If you feel that the building rewards or units such as the the Curator or Gretchins make the game too easy for you, just let me know. There are various ways in which I can “balance” the game.

-If you feel that your hero is too powerful, say so. I have no problem swinging the nerfbat and while I personally do consider Gryndane a tad too powerful, he has been in play for nearly 200 turns already doing various challenges and the quests will get progressively harder. For example, you couldn’t take on Dun Karagh as is right now, or you’d at the very least be at considerable risk of losing your heroes.

-Please give input. The comments from Jarrema and Old_Lion are somewhat conflicting to the previous feedback I’ve been getting and if this is getting too confusing, please let me know. I had planned to have the heroes work on their own paths for a little while longer before converging for the main questlines but if you wish to have it narrowed down, say so. I personally would prefer to give you opportunities to gain the full party of five since you’re showing good consideration on who to recruit and who not.

Jarrema just played
Old_Lion up
AntiTwelve on deck

 

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I will read more later and provide feedback for Fleme. But quick question to our DM - What is meant by "visiting" the Sacellum? Does this mean we kill the Wyvern and have a unit standing on the Sacellum tile with a screenshot or does it mean just standing next to it?

Oh...and all hail the Great Advisor lymond and his love for furry animals that like to bite stuff!
 
Visiting means getting on the tile, and by that it's implied that the defender should somehow be disposed of. Screenshot!
 
The quest density is fine imo, so long as Fleme is lenient with people who accidentally forget that a non-time-critical quest exists.

Keep the shaman, he seems cool. Let's go warchief first since it'll help with getting xp, and try and recruit a more dedicated warrior type later?

Getting rid of some more of the random junk Gryndane found in lairs would be fine.
 
Had a laugh at lymond's quest. Our version of a personal companion trial. I believe that is an opportunity for Harmatt.

As for other tasks: self-explanatory quests are self-explanatory. However, I'd like to see a shaman develop and an attempt made to rescue N'zesh... don't know with who though. Keeping the ax and such in the cap. was a brilliant way to trade off Gryn's strength for civ bonuses. As for a base of operations for M'rafaal, I'm thinking the coastal Bananas-Pigs-Fish to the south of Telynohn.

Lion, have fun with it!
 
Wanted to make them simple for this round, given the recent critique of confusing content. Also, I have no plans on being overly strict with the quests and stuff I'm putting in - this is all learning by doing.
 
Fleme the content so far is fine. But the presentation of it can be a bit confusing, mostly to do with the layout of the forum.

What I'd suggest is to link back to the original quest when updating it and also give us an idea of what the current situation is, e.g. "there is only one task left", or "because this task was completed in such a way the situation has changed to" kind of thing.

And I would suggest if you are thinking of running a series of FfH games like this to requisition the first 5 or 6 posts in future to use as a quest update resource, with links back to there every time you update.

But the effort you're giving us is much appreciated thanks.
 
As for our choices:
1. We want our werebear! And btw, this quest is exelent for Tancred - he will be useful
It will also help us in guarding our Great Prophet on his way home - I think that we should also sent another unit that will meet with him

2. I like new hero. I would start him as a warchief and go for shaman later. I think that in the first order we should give him mobility promos, so he won't slow Gryndane.

3. It is a bit risky but I would like to check what's up with my favourite hero - N'zesh. Did I mentioned that I gave him twincast at levelling? He is so cute :)
I see two routes here: we can go there with Gryndane and his new fellow, or we can send there lowly hunter to investigate the site. Of course, also looking at this Ironhand Expedition.

4. let us visit Dragon Bones with someone

5. If we do not sent Tancred north, maybe he would go and see what's up at Alturan Digsite
 
As for imput:
The quests are VERY fun. But I think that we are in fact playing two games on one board, and in the last 50 or more rounds one of this games (heroes and quests) was more important than the other (kingdom building and warring). I would prefer those two 'games' to get equal attention.

OTOH, in the future I would love to play a game in which we (players) concentrate solely on doing quests, and our home country (our civ) is runned by gamemaster (you, Fleme?)
 
Ha...glad to see more love for Wallace

AT- glad to see you agree with banana/pigs/fish...strong site IMO

Let's find N'zesh. With whom I'm not sure. Maybe Gryndane.

I'm leery of sending Tancred off by himself though. He seems a bit week in the fighting department at present.
 
My comments probably were taken more severely that I meant them.

I like the quests and I have no issue with having several going on, but I had a eeling at some points that we were too much pressed into playing them urgrntly (counci growing impatient with scouting, foxford left unattended for one set turning into a werewolf furry flurry, etc..)

What I'd hate to see is Nzessh ghost coming for revenge within 30 trns because we did not sent a rescue party fast enough, or this kind of things. You gt the idea.

I like what you did with the summary. We got everything clear in a synthetic manner.

----------------

What I plan :
mainly civ oriented. buid that coastal city, probably south west, with copper.
+Bananas-Pigs-Fish

secure our area from barbs.

Have the items given to the museum
Have Tancrede remove hounted lands aound dragon bones. A city could be settled here at some point
Have Gryndane and his warchief companion investigate about ironhand expedition.

Kardel to Yggdrasil

Did not think about tech path yet.
 
I would sent Tancred north (want that werebear back), but with at least one other unit. then, this unit would be used to escort GP and supplies to our cities
Of course, removing haunted lands is a great missiion for him too. We should also visit those dragon bones and see what waits here for us.
Third mission for Tancred would be Alturan Digsite - it is surrounded by necrototems and I believe he can get rid of them]

As for techs...
Is it good time for tracking now? I believe so, Or, we could aim for trading that - some civs got it already
 
I think the necrototems need to be pillaged and recon units like G cannot - I actually tried in my round since I forgot about it. We need to get a melee unit to the site. HOwever, necrototems cause fear (I could not get Wallace through there and had to send him south). Not sure if G's promos will help prevent fear in his minions, but we could try, that is, he needs to move with the other unit onto the tile and adjacent tiles. Otherwise, we need some spell or item that removes fear.

Oh... what should we do with the supplies. I though you could use them for training yards, but appears that's not the case. The archery range seems like the best option. We will still need a fletcher though to build archers.
 
I do not think archery range is a best idea. It is a very defensive choice, and IMHO limited. I would use supplies for library for example
 
Oh...I did not know that supplies could build libraries. Sure, that is certainly better. Maybe one in Bayamo now and the other one in Kaver.
 
As for imput:
The quests are VERY fun. But I think that we are in fact playing two games on one board, and in the last 50 or more rounds one of this games (heroes and quests) was more important than the other (kingdom building and warring).

It's epic speed FFH, the empire building part of the game takes forever to get started. Also we have no need to fight anyone apart from barbarians, the map is huge and we're surrounded by unsettled land. So it's natural that most of our attention would be focused on quests.

Those towers really need to be investigated. Alturan dig site doesn't seem urgent.
 
Played to turn 185


turn 173
Khad asks for FoL : why not ?

174 supply builts library in Bayamo
174libraryinbayamo0000.jpg


175 great prophet in capital, goes to build song of automn, escorted by Lion
175greatprophet0000.jpg


The end of golden age arrives at turn 180. Building the song of Automn comes in handy for our cash flow.
181songofautomn0000.jpg


176 Kardel finds and then visits the Sacred site. He then goes back and Forth, but most off his time is spent hugging the very big tree.
176sacredsite0000.jpg

179huggingyggdrasil0000.jpg


177 Several unreasonnable demands, declined :
177calabantielohim0000.jpg

177idrathertrade0000.jpg


179 Gryndane goes to ironhand headquarte with his shaman disciple.
But Kewakea is very slow. (And I find no opportunity for him to gain experience)
So Gryndane made several detours , visiting Sacellum, Turning the held Lizard into a held werelizard, capturing a giant spider, founding our new city, etc...
179visitingthesacellum0.jpg

182werelizard0000.jpg


During that time, Tancrede goes to the north on the long way. planning to put the Stargazer area to rest. HE sanctifies some ruins, but is disappointe to discover that since he is in Fall further and not orbis, he can not remove haunted lands.
He manage to take a picture of himself climbing on a dragon ulna, so he is not too sad.
He then heads north.
+ He also asked a question to the stargazer, but what was that ?
180aruinatrest0000.jpg

183backtostargazer0000.jpg

184boneturism0000.jpg




on turn 184, we go on a trade frenzy, distributing philosophy to everyone, and Fol or calendar to some
we obtain : festivals,tracking,masonry,trade, Natane map, and we bribe the hippus into war against Matzalt


philoforfestivalsworldm.jpg

philominingfortracking0.jpg

philofolforcalendarworl.jpg

184philoformasonry0000.jpg

184hippustowar0000.jpg


also, on turn 185 we connect our first copper mine
185copper0000.jpg

and we see that elohim canonfeed the barb dwarves
184elohimagainstdwarves.jpg
 

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My God, so many quest related tasks completed. Not a good time to be Fleme. No sir.

Well played, Lion. I'm really surprised we snuck out a GP there. I honestly didn't expect us to pull that off. I plan on taking us off pacifism again now that we have the shrine and allocate only priests to Telynohn, giving us another GP hopefully around the time we pick up Deception.

Next big question... what do we do from here? I'm up for maximizing our land grab by cutting off the Ljosalfar on that choke and maybe picking up dragon bones? I also notice a severe lack of mana nodes, with the only one being in the desert near sun mana. Elohim are getting blocked off quick so this is going to be a tough call. I do plan to build Harmatt as well and send him on a sojourn up north for Wallybear.

This is all relative, however, to what the DM does.
 
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