Hermetic lore for FFH DI4 (not for use outside this game)

My only question as far as swapping the Pyre and Tomb is: considering they're both now involved in the story, how does that affect sense of disbelief?

At this point you may as well let sleeping dogs lie. If it was outside of Gerran's revealed map it would be another issue entirely, but with them both revealed and both taking a part in the story thus far, disturbing them seems jarring.

Well, my original thought process behind moving the tomb can be explained thusly....

1) He didn't complete my quest, and this saddens the god of Life. Why should he benefit from the life mana my tomb provides, when he really didn't do ANYTHING to deserve it in the previous two rounds.

Considering how close the tomb is to the Grigori starting position, I would have thought the god of Life would have been a natural ally for him.....

2) The Ljos are likely my chosen people, at least on this map....lack of the Elohim IIRC makes the Ljos my most natural allies, thus moving the tomb to their lands fits thematically.

3) We are gods, if I was to replace the fort with ruins, change the forest of renewal to swampland, and remove the tomb (by mystical means), it shouldn't be an enormous task for a god to accomplish.

Now, having said all of that, I'll reconsider my initial plans in favor of something which is more appealing to the masses.

I'm still going to make my little quest area, very likely BORDERING the great desert in the center of the map, perhaps just northeast of clan jungles, or in the extreme south of the desert, along the coast......I want the lands marsh so the baddies get defensive BONUSES, not desert which will give them defensive penalties.

I may also use Abashi if no one has any plans for him....the Sheaim rarely if ever build him anyways.

It's going to be a tough nut to crack, but should prove interesting for some end game madness.

Thoughts and comments are welcomed. If anyone has a problem with me using a)the Broken Sepulchre (would have to be moved afterall), b)a Lich so early in the game, or c) Abashi as the Lichs guardian, please speak now.

Once the changes are made, it will take a good argument to make me agree to change them back, mainly due to the fact that I'll start writing the narrative shortly after placing, and re-doing all of my work doesn't appeal to me....I would rather change it before it's even written, if anyone has a huge problem with something.

Now, a question, has he discovered the Broken Sepulchre yet? If so, I suppose I could use a castle or citadel, although that seems a little boring considering I already made one of those.
 
It's unfortunate that the held promotion is the only way we have available to us to keep things where we want them....IIRC, some of the modmods (RiFE) use the "leash" ability (new tags maybe?), which can be used to keep a monster mobile, but only within a limited area, say a 3 tile radius around the Broken Sepulchre....

Held is just so easy to avoid....we must have 100 held creatures on the map at this point, but how else can we even make a quest? It wouldn't do much good to arrive at a great dungeon and have the dungeonmaster nowhere to be found because he decided to go traipsing off to god knows where.

Alas, we'll just have to work within the confines of the base engine, but if other people are interested in doing this again in the future, perhaps a modded version of base that everyone dls and installs would be interesting.

OR I'm a huge fan of Orbis, as it suffers less from the MOAR syndrome than RiFE but still has lots of cool features we could have fun with....
 
Hi, I've just discovered this DI game, and read through the main thread. It was a very entertaining read, and I was hoping I could join the fun. Since Ceridwen is still free, could I be her? If that's OK with you guys, I am going to help Tebryn bring Armageddon about (would make the most sense for me to do, considering Ceridwen gave him that task).
 
I see no problem with that, and the addition of Ceridwen would be interesting.

However, if you're going to join as Ceridwen, I'll likely leave Abashi alone, as he is your servant afterall.

I'm sure you'll be able to join though, so I'll think of a new guardian (once again, having used one of the modmods would have provided me with more options as far as epic creatures are concerned).
 
I didn't move the Tomb at all, I moved the prison for future reference.
 
bootsiuv said:
Well, my original thought process behind moving the tomb can be explained thusly....

I was the one who was going to move the tomb, unless people keep referring to the prison as the tomb....regardless, all three fall into the same category of being moved AFTER the fact, and I understand people's hesitance to do so.

I also understand your side of the story, and the prison does go well with the Khazad....it was Kilmorph who imprisoned him afterall.

I think it's basically a majority rules thing going on here, and unfortunately, Dagda overrules all in the end. A good setup though, as their should be someone who can step in and force the occasional stubborn player to see the light (not referring to you btw, just in general).
 
Why be so narrow-minded? Let everyone help bring the Apocalypse.

I'm sure we'd all love you if, say, you made sure the Prophesy of Ragnorak is built. Perhaps in a Barbarian city, since all they do is put out units. ;)
 
Why be so narrow-minded? Let everyone help bring the Apocalypse.

I'm sure we'd all love you if, say, you made sure the Prophesy of Ragnorak is built. Perhaps in a Barbarian city, since all they do is put out units. ;)

In Archeons city you say, so they get Stigma + Enchanted Blade? You sly dog you.
 
I was thinking of giving Tebryn Way of the Wicked for my first Intervention, for the Prophecy and to get him on the way to Corrution of Spirit, but he doesn't have philosophy yet, and gifting him two techs would be too much of a bad thing. I like putting the Prophecy in Archeron's city as an idea instead. I'll have to think about it.
 
In Archeons city you say, so they get Stigma + Enchanted Blade? You sly dog you.
Who's the evilest god of all?

Mammon! Mammon!

Who's the one who screws them all?

Mammon! Mammon!

Who's the genius who made the Grigori Fall?

Mammon! Mammon!

Who's the one who's going to win it all?

Mammon! Mammon!





...too ego-centric?
 
Who's the evilest god of all?

Mammon! Mammon!

Who's the one who screws them all?

Mammon! Mammon!

Who's the genius who made the Grigori Fall?

Mammon! Mammon!

Who's the one who's going to win it all?

Mammon! Mammon!





...too ego-centric?

No, not at all Dean :lol:
 
Dean....perhaps a little, but I think we've all learned by now....that's how you roll. :p

BTW, that actually was a pretty good poem.....how long were you working on that one? :)
 
About 25 seconds. Hence why I only used "all" three out of four times, rather than look up homonyms. ;)

Man, I'm really breaking character here, but... I feel evil when I enter these threads. Delightfully so, even. I shared with a friend who's vaguely familiar with the game about what I did to the Grigori to make them fall and worship gods, and he looked... scared.

BWAHAHAHAHAAHA!


Ahem. Sorry. Lapsing into character again...
 
Ball: Rhymes:

1 syllable:
all, aul, aull, bawl, brawl, call, caul, crall, crawl, dall, daul, drawl, fall, faul, faull, gall, gaul, gaulle, grall, graul, hall, haul, kall, kaul, krall, krol, kroll, lall, mall, maul, maule, maull, mol, nall, pall, paul, paule, paull, pol, prall, rall, raul, rawl, sall, saul, schall, schmall, schnall, schwall, scrawl, shaul, shaull, shawl, small, spall, sprawl, squall, stall, tall, taul, thall, thrall, wahle, wal, wall, walle

And, of course, Bhall.

...

It's a challenge.

Edit: for other people, mind you. See how many of those you can put together!
 
Ball: Rhymes:

1 syllable:
all, aul, aull, bawl, brawl, call, caul, crall, crawl, dall, daul, drawl, fall, faul, faull, gall, gaul, gaulle, grall, graul, hall, haul, kall, kaul, krall, krol, kroll, lall, mall, maul, maule, maull, mol, nall, pall, paul, paule, paull, pol, prall, rall, raul, rawl, sall, saul, schall, schmall, schnall, schwall, scrawl, shaul, shaull, shawl, small, spall, sprawl, squall, stall, tall, taul, thall, thrall, wahle, wal, wall, walle

And, of course, Bhall.

...

It's a challenge.

Edit: for other people, mind you. See how many of those you can put together!

If I was Killer Clowns, I would totally school you. But I'm not :cry:
 
Sorry for not being active lately... anyways, here's my list for this intervention:

1) Give Finnegen Medic I and II. (Would this let him heal in the wild again?)
2) Make both dwarven nations follow yours truly, if they haven't already. Set the Dragon's city to RoK holy city. (Oh, plot line! Laagad, you OK with me taking over?)
3) Add the Blackguard Dwarf: Fallen paladin with many promotions who'll be rampaging around. No plot for him, just there to add flavor.


So, everything checks?
 
... The ability of art, singing and poetry. A few things even the God of Greed cannot steal :p

Okay my intervention is done at least in form. Will need to write up another narrative in a second. One for Ered and the Barbarian Nation. One for Stevenson and his continueing fall.

Dean i think i did everything you needed this round. Vandal I think i redid your units correctly as well. Hopefully that is me done for the day as i have to go soon. Family Holidays.

Sorry for not being active lately... anyways, here's my list for this intervention:

1) Give Finnegen Medic I and II. (Would this let him heal in the wild again?)
2) Make both dwarven nations follow yours truly, if they haven't already. Set the Dragon's city to RoK holy city. (Oh, plot line! Laagad, you OK with me taking over?)
3) Add the Blackguard Dwarf: Fallen paladin with many promotions who'll be rampaging around. No plot for him, just there to add flavor.


So, everything checks?

1) It should help him and i perticularly don't mind the promotion
2) Should be fine to add this in, they were going to found it in ten or so turns anyway. Ered was where the Dragon was, but now i've narrativly given Acheron a whole Nation that he rules. At the moment he is in the West but we can move him back next intervention round easily.
3) Sounds fun.
 
Sorry for not being active lately... anyways, here's my list for this intervention:

1) Give Finnegen Medic I and II. (Would this let him heal in the wild again?)
2) Make both dwarven nations follow yours truly, if they haven't already. Set the Dragon's city to RoK holy city. (Oh, plot line! Laagad, you OK with me taking over?)
3) Add the Blackguard Dwarf: Fallen paladin with many promotions who'll be rampaging around. No plot for him, just there to add flavor.


So, everything checks?
Finnegan should heal naturally, since part of my intervention intention was to revoke the curse.

Er, did I remember to ask that of you Ravus? Or did you remember? Because revoking it was part of my stated intentions earlier on.

... The ability of art, singing and poetry. A few things even the God of Greed cannot steal :p

Okay my intervention is done at least in form. Will need to write up another narrative in a second. One for Ered and the Barbarian Nation. One for Stevenson and his continueing fall.

Dean i think i did everything you needed this round. Vandal I think i redid your units correctly as well. Hopefully that is me done for the day as i have to go soon. Family Holidays.
Er, I forgot to tell you to take the maluses off of Finnegan. And in the PM, I think I implied that the Great Merchant would come later, when it should come now.


Could you, or anyone who checks it, make the Finnegan fix and give me the name of that Great Merchant? Please?

How the hell did Opera make it into this thread?!?! :crazyeye:
Dunno. Why'd you rewrite my post?

Part of being evil means never having to admit your mistakes.
 
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