Thanks to steam automatically downloading the new Skyrim patch even though I TURNED OFF AUTOMATIC UPDATES, likely 20% of the mods I have are broken. So I have decided not to play it until most of them are fixed.
Thus, I now have a ton of time to spare for this RTD.
Anthramarux abruptly decided this is a bad place to have a lair-as least, for now-and flew off with a snort.
Move up and down the coast, looking for a better place to live! Be on the lookout for any beached whales or large fish that might look tasty.
[5][6]: You find a cave that is pretty much perfect in every way. Multiple levels, dry, and plenty of hidden entrances/escapes.
It also seems to have a large population of whales, sharks, and... goddamn mudcrabs. They will be annoying.
Slink slink slink! Get behind a tree she's probably already checked behind.
[Agi:2 oh balls]: Lacking any ability to sneak you fly out loudly running to behind a tree.
Mother, being the non-moron she is, spots you. You can still run, at least...
So... RUN AWAAAAAY!
'To seek knowledge. Is there any nobler purpose in life?' Semakhet says, grinning - as much as she can. 'More specifically, I wish to meet In'al or his fellow scholars. Would any of you be willing to speak with me? I've come a long way to visit the College.'
"I'm... uhhh... certain that there might be someone who would be willing to talk to you... I think In'al is busy-"
[In'al state of mind: 4] "Who is the gent at the front door? Donath, who is it?"
"...A dragon, sir."
"A dragon? Really? Have you been taking too much Skooma?"
"Been taking too much...
what, sir?"
"Skooma."
"...Skooma?"
"Skooma!"
"Sir,
there is no such thing as Skooma. There
is no such thing as Elder Scrolls, and
the world is not named Tamriel. You're delusional
again."
"Oh right, I... I do believe that the world wasn't named Tamriel... Was it Kearth?"
Donath at this point visibly groans and cringes, looking as if he was about to explode and shout out at In'al, and opens the doors into the tower "Well, here's In'al... Enjoy." He then walks away with an utter lack of words.
"I keep telling the boy, the Khajiit are devils, and he should stop dealing with them." In'al says, showing your his obviously divine insight. "Come in, kiddie, I've got candy for you, like always." He gestures for you to come.
Something tells you that getting reasonable conversation out of this old man will be difficult if not impossible. You may want to converse with some of the other scholars around the entrance. There are at least three more. Two to the left, and one directly in front. In'al is to the right.
Hm... head west by flight. Attempt to find my way to a human settlement.
You fly west, towards a human city.
The city appears to be a very large farming city. Lots of farming. The buildings are well made and sturdy, but are mainly made out of wood. Same with the walls.
There aren't many guards around, but there seems to be A LOT of old and/or crippled men/women around who work the farms. All have the look of a battle-hardened veteran in their eyes. This is
not a town you want to screw with, the years may have made their bodies weaker, but their spirits still carry a burning flame.
An old warrior, in well made armor and weaponry, likely the leader of the city, greets you.
"Dragon, what are ye doing here? Don't lie, I know your species' ways with your greed for our gold and want to enslave our people. I have defeated many of your kind before and I am not afraid to do so again." He says without fear. Something tells you you would last a few hundred or even thousand years longer if you avoid making him angry.
+1 agility.
((PS: This is supposed to be one of the weaker cities of Gridhard. Heavily militarized country+frequent wars=Lots of badasses.))
Climb out of pond, Ask about how Magic Missile works. Talk to the polymorph guy about the blessed ring of air creature.
(Your action is extremely vague. Please, be more specific in the future.)
You trudge out of the pond. Urgh, how dirty.
You then ask random passerbys about magic missile. Some ignore you entirely, others look at you for a few seconds, before going off to do their own stuff. A few say a few lines. From the combined lines of various people, you figure out that magic missile is a tracking offensive spell of pure magical energies.
You talk to Nowan about the ring. He says "Heheh, oh man, reminds me of the fun I had in my younger days...".
(Vague action=a result likely different to what you wanted.)
God dammit. Head back to the cave and get some sleep then, I guess. Nothing I can do here. Mumble something about 'Wrong town'.
You turn 180 degrees and dash off into the distance, crying softly.
The man who greeted you says "Hey wait, what? Where are you going? Am I really that bad looking?".
You arrive back home, utterly devoid of energy from flying around SO MUCH. You fall asleep quickly.
+2 agility. +1 toughness.
Tired: Cannot fly for 5 turns.
"Hello, home sweet home. I wonder if there are anything in the lower levels I could coax into being minions of mine."
Kin explored his new home more thoroughly. He was going to make sure there were no nasty surprises like Green Slimes but goblins would be nice to have. Hopefully ones easy to subdue.
You explore your new home, looking for creatures. [3] There's a disgruntled pack of wolves in the cave. [4] They seem afraid of you.
GTF away from the glow.
[Agi:5][Creature view:2]: You run away as fast as dragonly possible. You make serious distance and the thing cannot see you anymore.
The thing inside you has stopped growing and may be dying.
[2]: You have the feeling that there might be something around here that will give you insight into what the creature does but you cannot see anything because you sux.
Draignean continued to case the town at a distance, watching everything that came and everything that left the city. Everything had patterns, dust and scales, blood and bones... Everything had patterns.
Case the joint, pay particular attention to any kind of regular wagon shipment that might allow me to slip inside unnoticed.
You observe the town's shipments... ((I will save time for you by giving you several day's observations in this single turn. Green is active right now, blue is active this day))
Outgoing:
Once a day at dawn, a wagon leaves full of gold bars and with a dozen or so guards. Several checkpoints of a few guards every so often dot the road.Once a week at dawn, a wagon leaves full of gems with a dozen or so guards at the same time as the gold wagon.
Incoming:
A couple of wagons under light guard bring food into town every week at evening. Greeted by a dozen guards each time. Each sack group is patted by hand outside, then when inside transferred off by hand under guard watch: Impossible to sneak in on, these guards have faced robbery by sitting in sacks before.Two wagons under light guard bring wood into town every day at evening. Greeted by a few guards. It's impossible to get into the wood pile unnoticed.Darn, no way to get in easily via the front door.
Cevitil looks for a tree to climb to the top off. When/if he finds one, take off flying from it, again towards the city.
You try to climb up a tree, but you are far too large to climb any tree.
Screw it, overcomplifying things. Just fly from the ground.
You fly towards the city. You get closer and are about to fly over when all of a sudden you are on the ground being tied down by a mage's magic.
A few dozen guards stand by you. The lead one, in heavy magical armor, greets you.
"What are you doing here dragon? Do you come in peace or do you come with hostilities?"
Hm. They seem to take dragons flying over them seriously.
HP: 38/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Teen.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 43. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 42/42.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Teen.
Strength: 56. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 68. Recent: 0.
Toughness: 71. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Items:
~50 silver in a bag.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Teen.
Strength: 54. Recent: 0.
Agility: 73. Recent: +2.
Intelligence: 75. Recent: 0.
Toughness: 54. Recent: +1.
Charisma: 80. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
~30 gold in hands.
Tired: Cannot fly for 5 turns.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Teen.
Strength: 53. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 50. Recent: 0.
Toughness: 51. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
~50 gold in hands.
Father Trauma: Roll against a 2 when talking to fathers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Teen.
Strength: 40. Recent: 0.
Agility: 56. Recent: 0.
Intelligence: 58. Recent: 0.
Toughness: 35. Recent: 0.
Charisma: 93. Recent: 0.
Fame: 10. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 40. Recent: 0.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 27/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Teen.
Strength: 41. Recent: 0.
Agility: 50. Recent: +1.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 60. Recent: 0.
Fame: 1. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 51. Recent: 0.
Intimidation: 60.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Teen.
Strength: 62. Recent: 0.
Agility: 69. Recent: 0.
Intelligence: 56. Recent: 0.
Toughness: 64. Recent: 0.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 36/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Teen.
Strength: 37. Recent: 0.
Agility: 25. Recent: 0.
Intelligence: 95. Recent: 0.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Bracelet of Air Creature.
HP: 36/36.
Male.
Mother: Midrayal.
Father: Halnon.
Age: Child.
Strength: 90. Recent: 0.
Agility: 45. Recent: 0.
Intelligence: 25. Recent: 0.
Toughness: 90. Recent: 0.
Charisma: 40. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 65. Recent: 0.
Intimidation: 70.
Godly Protection: Take half damage (round down) from other players until Teenager.
Has eaten Human once: You have eaten a human at one time in the past. And in a way, you now view humans as food if need be. Your eyes tell the humans this too. This gives you a 1/6 chance each turn for a human to see the hunger your eyes and end the conversation abruptly. Eating more humans will give Intimidation bonuses against them, but also increase the penalty.
color=#FF1493]Deep Fear of Humans:[/color][/b] Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 28/28.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Child.
Strength: 70. Recent: 0.
Agility: 40. Recent: 0.
Intelligence: 45-10-15=20. Recent: 0.
Toughness: 70. Recent: 0.
Charisma: 70-20=50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Godly Protection: Take half damage (round down) from other players until Teenager.
Moderately corrupted soul: Soul is more fragile. Magic casted by you is decently unpredictable. -10 Intelligence.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse. Slight chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
Moderate insanity: -15 Intelligence, -20 Charisma.
"Blessed" by Inn'ahar: Unknown powers might have been given to you. Cannot remove Soul Invaded as long as you are blessed. Can only be removed by other gods or their priests. Inn'ahar will treat you as one of it's children.
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
White D: Freeformschooler
Black d: Draignean
Black D: Repulsion
Pinkish-purple D: Aklyon
Bluish-purple D: Dwarmin
Gold D: Digital Hellhound
Light blue D: KineseN
Gray D: Talarion
Pink D: Dermonster
Dark gray d: IronyOwl
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Dark Gray: The Sarduk Triumvirate
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: White: The Helten Empire
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Large Friends: F-3 H-5.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: In The Way: F1 H2.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
The Sarduk Triumvirate: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
The Helten Empire: Indifferent: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem. Helten Empire.
Solari Federation Casus Belli: City of Sharoon. Othem.
Helten Empire Casus Belli: Sarduk Triumvirate. Kingdom of Rihosis. City of Sharoon.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Sarduk Triumvirate Casus Belli: Helten Empire.
Uses 1d100.
1-10: WAR!
11-25: Tensions increase.
26-35: Tensions decrease.
36-45: Dragon terrorizes country, provokes hunters.
46-50: Dragon helps country. Improves relations.
51-95: Nothing.
96-100: TOTAL WAR!
Selected: 10, WAR! Country declaring war: 7, The Sarduk Triumvirate. Casus Belli: Only one CB, automatically picked. Target: The Helten Empire.
The wind is not quiet today, for it carries the sound of war. Men scream, battle horns are blown, and angels weep, for a war has been declared! The Sarduk Triumvirate has finally decided that they cannot overcome the Helten Empire in build-up speed, and have decided to declare war on their natural foe with what they've got. This has partially caught the Helten Empire somewhat off-guard, but it does not matter due to the only way between the countries being a narrow cut through the mountains.
This event has shook the already destabilized world, and countries have become more aggressive. Luckily, though, neither nation had any close friends, so this war will stay with those two countries.
The Sarduk Triumvirate declares war on The Helten Empire. Casus Belli is Cleansing of the Fools.
Chance for War increased by 5%.
Chance for Tensions increased increased by 5%Numbers represent armies. Letters represent armies with numbers higher than 10. Purple stars with red backgrounds indicate 1v1 1v2 2v1 or 2v2 army combat. Purple stars with darker purple background indicates massive combat.
Armies:
The Sarduk Triumvirate:
1st Army: Quality: Great. Numbers:Small Horde. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
2nd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
3rd Army: Quality: Good. Numbers:Many. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Decent. Numbers:Many. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 100%. No Conscription.
Equipment Stockpiles: Minor Surplus.
War Exhaustion: 0.0/20.0.
Winning/Losing: No combat has been initiated.
War Goals: Crush The Helten Empire. Not met.
The Helten Empire
1st Army: Quality: Advanced. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
2nd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
3rd Army: Quality: Great. Numbers:Decent. Type:Main Army, mountainous. Strength: 100%. Morale: High, 100%/100%.
4th Army: Quality: Good. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
5th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
6th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
7th Army: Quality: Decent. Numbers:Decent. Type:Reserve Army/Secondary Army/Garrison. Strength: 100%. Morale: Medium, 100%/100%.
Reinforcement Manpower: Medium, 100%. No Conscription.
Equipment Stockpiles: Minor Surplus.
War Exhaustion: 0.0/20.0.
Winning/Losing: No combat has been initiated.
War Goals: Cripple The Sarduk Triumvirate. Not met.
So yeah, I guess it's time for a big one. War has started! There is big potential in the chaos, but also a LOT more danger.
Anyway, any mistakes or such?