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Author Topic: (SG) Vassal: Rise of a Pharaoh  (Read 23908 times)

IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #165 on: April 13, 2017, 12:49:33 pm »

Oh boy! Next turn we finally get to hear all about how much our relatives hate us!


Casters
I really want that priest and the message hiring him sends, but I'm concerned it'll make our people hate us even more.

I'm more ambivalent about the sorceress. Having any kind of novel caster on hand might be handy for claychantment warping purposes, and we already have at least two people we're thinking about murdering in cold blood and we haven't even landed yet so there's definitely some demand for assassinations. But I don't think we have any particular, pressing need for her.

...I guess I'll vote for hiring them both? It feels greedy, even gluttonous, but we are both Greedy and Ambitious (and a Networker) so maybe that fits.

Reward
Haha okay, so, this is how this is going to go. We're going to get the king's half-sister a husband, and we are going to savagely beat every single one of our probably fifty unmarried male relatives if it turns out none of them want to help strengthen our political bonds by marrying a hot elf because she's the wrong flavor. Savagely beat.

King
Quote
and appears effeminate even for a high elf
how is this even possible

I like the idea of hiring his nephew for a coup, but it sounds too pricey. We were planning on getting in good with the Lion Elves (and elves in general) anyway, so we might try breaking up this weirdness by convincing the Lion Elves they don't need a patsy keeping him away from us.

That said, it's hopefully a standing offer that we can keep in mind should our efforts elsewhere go poorly.
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10ebbor10

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #166 on: April 13, 2017, 12:52:58 pm »

Ironyowl +1
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VoidSlayer

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #167 on: April 13, 2017, 03:09:03 pm »

Eh, I am against both mages, just because of the upset to our people it might cause.  I guess we can always just exile them again later?

Fine take both magic users.

Take the matchmaking option.

How much is "all our non voting shares?" it sounds like a lot of money, then again a 200 year contract is gonna be expensive.

So what kind of magics do we know about so far?  Witchcraft (runes) Sorcery (Hexing) and Divine magic (Sounds elemental?).

crazyabe

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #168 on: April 13, 2017, 03:32:41 pm »

Oh boy! Next turn we finally get to hear all about how much our relatives hate us!


Casters
I really want that priest and the message hiring him sends, but I'm concerned it'll make our people hate us even more.

I'm more ambivalent about the sorceress. Having any kind of novel caster on hand might be handy for claychantment warping purposes, and we already have at least two people we're thinking about murdering in cold blood and we haven't even landed yet so there's definitely some demand for assassinations. But I don't think we have any particular, pressing need for her.

...I guess I'll vote for hiring them both? It feels greedy, even gluttonous, but we are both Greedy and Ambitious (and a Networker) so maybe that fits.

Reward
Haha okay, so, this is how this is going to go. We're going to get the king's half-sister a husband, and we are going to savagely beat every single one of our probably fifty unmarried male relatives if it turns out none of them want to help strengthen our political bonds by marrying a hot elf because she's the wrong flavor. Savagely beat.

King
Quote
and appears effeminate even for a high elf
how is this even possible

I like the idea of hiring his nephew for a coup, but it sounds too pricey. We were planning on getting in good with the Lion Elves (and elves in general) anyway, so we might try breaking up this weirdness by convincing the Lion Elves they don't need a patsy keeping him away from us.

That said, it's hopefully a standing offer that we can keep in mind should our efforts elsewhere go poorly.
+1
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micelus

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #169 on: April 13, 2017, 04:25:34 pm »

-1 vote for the heretical exile.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #170 on: April 13, 2017, 05:34:14 pm »

So what kind of magics do we know about so far?  Witchcraft (runes) Sorcery (Hexing) and Divine magic (Sounds elemental?).
Witchcraft - The use of visible runes
Divine Magic - The invocation of magic from higher powers. I swear I remember but cannot now find that most divine magic is actually invoking runes so ancient their visible forms have been forgotten
Royal Elementalism - The control of natural matter, supposedly from divine and therefore likely rune-based sources
Sorcery - Immediate and indiscriminate power, source and mechanics unknown

Aside from sorcery, magic appears to consist almost entirely of abusing scars in reality from the birth, imprisonment, and death of powerful entities.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #171 on: April 13, 2017, 06:28:02 pm »

Pharaoh Karses II, Governor and Godking of the Loam Coast, and Head of the Divine Clay Elf Bloodline:
Spoiler (click to show/hide)

Occupied Government of the Loam Coast:
(Please Read now, Official descriptions of the offices will likely be deleted from this spoiler to save character count in future posts)
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The Imperial Province of Loam Coast:
Spoiler (click to show/hide)
---

The end of your honeymoon is marked by the arrival of 101 ships at the port of Silvershoes, one of which is the Wayward Clay and the rest of which is a mixed escort of Imperial and clay elf vessels.

As you make your preparations to depart the city-state, you are joined by four new travelers. Both Drihilnovip and the exotic sorcoress, whom you have now nicknamed 'Mandibles', have accepted positions at your court as magical advisers. Also tagging along is Princess Sielephtress, whom you have won the right to marry into your family, and War Queen Whipscale who intends to reside at Icarixip until her clan makes it into your territory.

You spend the day and a half journey from Silvershoes to Traggix aboard your own ship, getting used to the many changes that Xamut made with your blessing. Your mostly human crew has been entirely replaced with Clay Elves, allowing the chamber where you used to store potable water to be converted into a small shrine for ancestor worship. The main point of interest, however, is your new Captain, a stoutly build lowborn female about your age who answers to the nickname 'Parakeet'.

Parakeet hands you a letter of introduction from your half-sister Captain Itializa, who informs you that she heard from Xamut V that you are in need of a spymaster. According to Itializa, Parakeet and her husband 'Cockatrice', who has been made steward to your new home, both have deep ties to her families' spy network, and should prove more than capable and trustworthy to advise you and act on matters of great discretion. The letter also touts Parakeet's merits as a sailor, stating that she has been commanding ships since she was fourteen.

A second page to Itializa's letter moves away from the topic of your new captain, and states that if you truly want the full weight of a powerful spy ring behind your rule, you should seek out her half sister Piliazia, make her Holy Guardian of Stimilif, and take her as a lover. On a personal note, Captain Itializa informs you that she is happy with her current job, and seeks no appointment from you. She would, however, like you to tweak her shipping routes so that she may visit the Loam Coast more often.

After finishing the letter, you get to know Parakeet yourself. The young elf makes for pleasant conversation, and has a handful of interesting war stories and spy capers to tell, but it is going to take you awhile to get used to Captain Tiber's absence.

---

Upon arriving at Traggix, you and Tsunamia are paraded up and down mostly empty streets by a mix of imperial and elfish sailors, before being shown to Clayden, your new home for the time being.

Having been separated from your wife for a spell (she sailed to the Loam Coast on her own ship), the two of you spend a few minutes breaking in the master bedroom before summoning your steward Cockatrice for a tour of the place.

Clayden is actually a bit smaller and less extravagant than your manor in Portum, and shockingly the servants are more familiar and casual with their Godking than your imperial employees back home ever were. Cockatrice explains this is all thanks to your Great Grandfather Karses I, who preached the populist idea that all Clay Elves were divine, and that the only thing separating his bloodline from the common rabble was the ability to exploit that divinity to its fullest.

It was Karses who insisted that the Pharaoh should live in the city among his people rather than among the tombs and palaces of Sacred Point, and broke the taboo against highborns making friends and lovers out of the lower class. Clayden itself, explains Cockatrice, is an example of this. It was willed by Karses I to your maternal grandmother Stellixeth, who at the time was an eight year old Claychantment prodigy already next in line for the position of arms maker to the pharaoh. You new home, you learn, was thus the childhood home of your mother and the place where she first seduced your father.

Local history states that shortly after the attempt on your mother's life, ownership of Clayden somehow passed to your twin Xamut V. Popular legend states that Xamut sent men to Stellixeth's apartment with murderous intent, but the mob found that their victim was not home so instead settled for cracking her vault and emptying its contents, including the deed to Clayden. Either way, the manor now belongs to your brother, who has allowed you indefinite use of it.

---

Two days later, your uncle High Priest Xamul arrives to crown you Pharaoh. Keeping with the traditions extablished by Karses I, the coronation is a modest affair hosted on your balcony for all in the city to witness. You note, strangely enough, that the streets are still mostly empty, and you count more imperial soldiers in the audience than you do clay elves.

You can tell Xamul is less than thrilled about having to crown an imperialism Pharaoh with an alien wife. Although he dutifully performs the ceromony, and takes a knee to swear loyalty to you afterward, he leaves quickly to return to Sacred Point, where he looks after the more pampered members of your family, without even spending a night or sharing a meal at your home.

---

The following day, your court assembles for the first time, as many noteworthy individuals flood into your dining hall.

Present and known to are your twin brother Xamut V, Pharaoh Consort Tsunamia, Captain Fangearl who commands your fifty tarantula elf soldiers, his wife Tuft, your steward Cockatrice, his wife Captain Parakeet, Admiral Fugit Figulus, Judge Pyriusia, Captain Vikishux of the local clay elf garrison, and your two court mages Drihilnovip and Mandibles.

You also meet a few dignitaries for the first time, as also in attendance is your cousin Foreman Yipip (who runs the once legendary but now ruined industrial Claychantment finishing forge in town), Holy Lady Damivia (daughter of the Holy Guardian who ruled Traggix before the war), Lieutenant Spinam (highest ranking member of the local imperial garrison), Lieutenant Mulo (representative of the absent Commander Bufo Fidelis), and Prince Agrilvin (a dignitary sent from the neighboring high elf city of Treasurewaves).

The main topic of discussion is the behavior of the imperial troops protecting the cities. Apparently the shit-stain Detesabilis wrote to your old friend Commander Fidelis, touting his military credentials and requesting that he be put in charge of the garrisons while the commander is busy dealing with clay elf holdouts in the south. Bufo Fidelis, completely unaware of the drama regarding appointments and the fact that you dislike Detesabilis, granted this request, and since then the occupying Imperial Troops have been enforcing strict martial law and have been given free reign to beat, rob, and rape the urban clay elf population unpunished.

The issue is even worse in Icarixip, the city that Detesabilis is judge of. Apparently the now un-retired general convinced some of his old underlings from the army to join the garrison there, meaning the imperial forces in Icarixip are more numerous, mean, and loyal to Detesabilis than they are in other cities. In the name of 'fairness', Detesabilis has gone so far as to subject Icarixip to some of the looting and destruction that it was spared during the war as Caesar could never topple its walls. On that ominous note, it strikes you that Icarixip is the most defensible position in the entire Loam Coast, so if things get nasty between yourself and the wicked judge, it will be very difficult to remove him by force.

Of course, it is not just the Imperials misbehaving; Two days before you arrived in town the population of Traggix formed a lynch mob to draw and quarter a group of overzealous engineers and mages from the Sons of Caesar trading company who were investigating Claychantment under the assumption that you would soon end the ban on outsiders participating in that particular art. Your heart breaks a bit when you learn that you knew most of the victims.

Lieutenant Spinam, whom you are quickly beginning to suspect is an underling of Detesabilis, states that although it cannot be proven, it is generally understood that Foreman Yipip ordered the killings. The foreman in question, whom you are quickly beginning to suspect is an underling of your grandmother Stellixeth, denies the charge, although it is quite apparent to you that he is lying through his teeth.

It turns out that Lieutenant Spinam is either as good at spotting a lie as you are, or just looking to start a fight, as he promptly declares Foreman Yipip a liar. Swords are drawn, and the assembled court steps back as a duel appears imminent.

Despair sinks in as it dawns on you that this may be a no-win situation. As much as you presently dislike both parties involved, and wouldn't mind if they killed one another, you doubt a duel to the death on the first day you ever hold court as Governor and Pharaoh would reflect well on you. You could order the Tarantula Elves to sieze the would-be combatants and end the fight, but doing so still leaves the issue unresolved, and you have the feeling that the more you involve yourself in this mess, the more you risk losing.

Siding with Spinam will likely anger the clay elves, perhaps even driving some of them to support the rebels to the south or your grandmother. Siding with Yipip, somebody believed to be responsible for the deaths of Sons of Ceaser personnel, might align some of your investors and business partners with your bigoted enemies in the senate. Acting harshly towards both parties involved, of course, could obviously piss both parties off.

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Weirdsound

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #172 on: April 13, 2017, 06:34:53 pm »

So what kind of magics do we know about so far?  Witchcraft (runes) Sorcery (Hexing) and Divine magic (Sounds elemental?).
Witchcraft - The use of visible runes
Divine Magic - The invocation of magic from higher powers. I swear I remember but cannot now find that most divine magic is actually invoking runes so ancient their visible forms have been forgotten
Royal Elementalism - The control of natural matter, supposedly from divine and therefore likely rune-based sources
Sorcery - Immediate and indiscriminate power, source and mechanics unknown

Aside from sorcery, magic appears to consist almost entirely of abusing scars in reality from the birth, imprisonment, and death of powerful entities.

To the best of your limited understanding all magic either comes from abusing scars in reality from the birth, imprisonment, and death of powerful entities, or from abusing the inherent magical abilities of such beings, and the things and bloodlines they are responsible for creating.

Your understanding of Sorcery, again limited, is that it somehow occurs when a caster inscribes a rune on the air itself. Such an arrangement is supposedly unstable, so the rune instantly collapses and releases a devastating and indiscriminate magical shockwave called a hex. Learning to create such a shockwave is supposedly easy, but learning how to protect yourself from one so that you are a sorcerer and not a suicide bomber is supposedly one of the hardest things for most beings to learn.
« Last Edit: April 13, 2017, 06:40:35 pm by Weirdsound »
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Taricus

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #173 on: April 13, 2017, 07:33:37 pm »

I have a feeling we're going to have to do a stalin-style purge of the officer corps here. Needless to say I think we need to copy what the romans did and actually forbid the troops from entering the cities proper. We'd also have to bring in mercenaries from the sons of caesar to ensure the peace is kept; which is probably going to be expensive.

And mind, we do have allies in the imperial heartlands; getting a few of our elf activist friends here to report what they're seeing, and linking those actions as something intended to destabilise the empire should rob Detestablis of necessary political support.

For these two dopes though, we break up the pair, and then sentence them to death and throw them into cells to await execution. There, we then try to interrogate them into revealing what they actually know about the incidents, in exchanged from a lesser sentence. And not tell them it's death by acid elf.

In the meanwhile we intervene decisively in Icarixip; the general has no authority to either be recruiting into the garrison nor to declare martial law.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #174 on: April 13, 2017, 08:32:06 pm »

We're here for three days and I already want to strangle this miserable fuck. That's okay though, because I'm patient. Reeeeeeeeaaaaal patient.

Tell Tsunamia we'd like her to summon the Flower Demon soon. She can set up where she wants the runes to appear as much as she needs, but we'd like to get an expert in biology to help us turn certain elements of our court into pliable meatshells.


Let's break apart the duel with a speech on understanding and forgiveness, pointing out that the future is more important than the past, especially when the past ran on different rules. Then we'll get Foreman Yipip to publicly announce that of course he would never order Imperial citizens killed simply for studying Clay Elven arts and sciences, and denounce anyone who would. While Lieutenant Spinam is either sputtering about what a liar he is or nodding viciously along, we'll segue right into getting him to publicly deny and denounce mistreating Clay Elven citizens.

If all goes well, this will establish us as a reconciler, and either force a confrontation with us right then and there, or make things reeeeeal awkward the next time we drag somebody, possibly themselves, in front of us on charges of being a dick.

If that fails, have them apprehended by Tarantula Elves and stripped of their positions, explaining that one war was enough. We'll need some punch if the power of friendship doesn't work, and firing a pair of relatively low-level mooks trying to gut each other in court shouldn't step on either faction's toes too much.


Next order of business is martial law. Specifically, we should personally and visibly visit Traggix and Stimilif to visibly talk with our subjects. When that conversation visibly and vehemently goes to the asshole garrisons, we can go visibly have a nice chat with the captains and soldiers on these allegations. This will either visibly go real smoothly, resulting in the captains shaping up and maybe visibly punishing some of the worst offenders, or visibly result in us stripping them of their position and putting somebody else in charge. Obviously we won't know what makes a competent garrison captain, but we have military people who will.

That won't work directly for Icarixip, but talking to General Fuckwit will be useful to get a read on him, and if we can put him in a position where he'll have to soften up or be seen as disobeying our direct orders (as by telling him to end martial law because it's interfering with commerce), we'll start accumulating progress towards making the city a better place one way or another.

We don't want to be too hard on him, though, because he will almost assuredly buckle down under sufficient pressure. We don't want him buckling down, we just want to take off what edge we can while figuring out how exactly we're going to dispose of him.



I have a feeling we're going to have to do a stalin-style purge of the officer corps here. Needless to say I think we need to copy what the romans did and actually forbid the troops from entering the cities proper. We'd also have to bring in mercenaries from the sons of caesar to ensure the peace is kept; which is probably going to be expensive.

And mind, we do have allies in the imperial heartlands; getting a few of our elf activist friends here to report what they're seeing, and linking those actions as something intended to destabilise the empire should rob Detestablis of necessary political support.

For these two dopes though, we break up the pair, and then sentence them to death and throw them into cells to await execution. There, we then try to interrogate them into revealing what they actually know about the incidents, in exchanged from a lesser sentence. And not tell them it's death by acid elf.

In the meanwhile we intervene decisively in Icarixip; the general has no authority to either be recruiting into the garrison nor to declare martial law.
I don't think this specific incident is worth pursuing, especially since it took place before we officially took charge. We're better off using it to define ourselves, I think, and reconciliation is probably the thing we want to define ourselves as.

A Stalin-style purge is probably undesirable. Most notably, our main problem is squirreled away in an impregnable fortress, and I think we can agree that any purge that misses that fuckwit is like 50% effective at best.

Speaking of which, murdering the good General in the streets is probably unwise. It's super tempting and he's causing damage as we speak, but the Senate will likely respond with further jackassery, so we probably want to deal with him in a subtler, longer-term manner.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Taricus

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #175 on: April 13, 2017, 08:34:25 pm »

I'm pretty sure we have a sorcerer for taking out fuckwit, swo missing him isn't much of a worry since he's dead one way or another.
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IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #176 on: April 13, 2017, 08:53:43 pm »

We'd still need to start with him so he can't seal up the city, though, and actually getting her within range might be slightly tricky.

EDIT: The difficulties in killing him aren't so much my problem as that killing him probably removes most of the need for a purge on the imperial side of things, which is itself a relatively minor issue compared to the complications I think it'd cause.
« Last Edit: April 13, 2017, 09:03:52 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #177 on: April 14, 2017, 02:53:17 am »

So for the duel, lets hold a full investigation and I think point out to both sides that WE are the ones who had employees murdered, friends who we knew personally and all that.  Order Foreman Yipip to be put under house arrest until we can sort this out and try and figure out how to actually investigate what happened.  Interview survivors and anyone captured.

We should consider how to approach the subject of claychanment, we do not want just anyone able to do it. 

Maybe make a guild that the existing claychament guys can be absorbed into?

Maybe make a license from the governor that is needed for those practicing currently banned divine magics?

Killing the bastard will get his loyal lieutenants against us.  Lieutenants who command ALL OUR LEGIONS.

This is a disaster! 

Anyway, remove martial law from the other two cities and demand that the looting end in the one General Fuckwit controls. We can at least mitigate the worst of it while we gradually replace the officer core of the other two cities.

Ask our spy network if they can figure out who his officers are and what dirt they, our company and our imperial allies can get on them.  If we can get enough of his officers to stand down (with threats of exposure, to their families and positions, bribes and whatnot) then we can take out the general and all his officers will just look the other way.  Anyone we can't bribe or blackmail dies as well.

IronyOwl

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #178 on: April 14, 2017, 02:08:56 pm »

We should consider how to approach the subject of claychanment, we do not want just anyone able to do it. 

Maybe make a guild that the existing claychament guys can be absorbed into?
Technically "anyone" already can do it, "anyone" just being limited to Clay Elves as far as we know. It's a common art among commoners. The actual rare knowledge is that of making and maintaining the magical fires that go in the kilns, so if we want to keep it bottled up that's the place to do it. Fortunately, our enemies in this matter want it kept secret more than we do, so our concern is probably in resisting attempts to expand or alter the process, rather than spreading it around too much.

We could technically outlaw anyone not of Clay Elven heritage from learning or practicing the basic creation phase, but that strikes me as a desperate, backwards exercise in futility. Getting a handle on the kilns (most of which will need our assistance to be rebuilt, hint hint) and then using that overall control to expand is probably a better bet. Which is one reason I'm not very keen on going too hard on our murderous foreman.


Maybe make a license from the governor that is needed for those practicing currently banned divine magics?
We could, but why not just legalize them?
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: (SG) Vassal: Rise of a Pharaoh
« Reply #179 on: April 14, 2017, 03:14:20 pm »

We should consider how to approach the subject of claychanment, we do not want just anyone able to do it. 

Maybe make a guild that the existing claychament guys can be absorbed into?
Technically "anyone" already can do it, "anyone" just being limited to Clay Elves as far as we know. It's a common art among commoners. The actual rare knowledge is that of making and maintaining the magical fires that go in the kilns, so if we want to keep it bottled up that's the place to do it. Fortunately, our enemies in this matter want it kept secret more than we do, so our concern is probably in resisting attempts to expand or alter the process, rather than spreading it around too much.

We could technically outlaw anyone not of Clay Elven heritage from learning or practicing the basic creation phase, but that strikes me as a desperate, backwards exercise in futility. Getting a handle on the kilns (most of which will need our assistance to be rebuilt, hint hint) and then using that overall control to expand is probably a better bet. Which is one reason I'm not very keen on going too hard on our murderous foreman.


Maybe make a license from the governor that is needed for those practicing currently banned divine magics?
We could, but why not just legalize them?

Sure I agree.  I guess this is all a bit later anyway.
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