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BattleMaster => Locals => Beluaterra => Topic started by: Prometheus III on February 28, 2016, 06:47:54 PM

Title: Netherworld
Post by: Prometheus III on February 28, 2016, 06:47:54 PM
Can someone please explain to me why the monsters/rogues are attacking the Netherworld, it's just so weird, aren't they supposed to be allies?
Title: Re: Netherworld
Post by: Anaris on February 28, 2016, 06:48:48 PM
No...why would they be allies?

Rogue monsters & undead are just mindlessly rampaging. The Netherworld has a mysterious purpose.
Title: Re: Netherworld
Post by: Prometheus III on February 28, 2016, 06:51:37 PM
That's just so strange, are you saying that the Netherworld, who can summon monsters and undead, have no control over them? The Netherworld must live in fear of rogues just like any other kingdom?
Title: Re: Netherworld
Post by: Anaris on February 28, 2016, 06:56:51 PM
No, I didn't say anything of the kind.
Title: Re: Netherworld
Post by: Zakilevo on February 28, 2016, 07:16:57 PM
Weren't you there for the fourth invasion? They wanted to destroy each other.
Title: Re: Netherworld
Post by: Lorgan on February 28, 2016, 07:30:13 PM
Back then undead were rped as daimon slaves and monsters as their guards iirc. The undead and monster factions were GM controlled back then though, now they're just mindless hordes. And yes, the Netherworld does not discriminate in slaughter.
Title: Re: Netherworld
Post by: Gabanus family on February 28, 2016, 08:40:02 PM
Only difference is that one of them daimons apparently has a staff to controll some undead. But other then that, there is war. People were calling me crazy for suggesting to use the monsters and undead as allies :p
Title: Re: Netherworld
Post by: Medron Pryde on March 03, 2016, 02:29:13 AM
A massive force of undead and monsters just recently assaulted the Daimons in Xinjin.

Absolutely shattered the Daimons.  Even killed their leader.  And in the chaos of the battle a Nothian adventurer walked in and used some portal stones to close the portal.

But the Daimons rang a bell in the temple that destabilized the portal stones and the dead Daimon leader returned through the portal with a large enough force to kill the entire monster and undead horde.

So while we know the Daimons and the rogues are at war, it doesn't seem to make any difference since the GMs will just resurrect any Daimons lost in battle.  And they made sure we couldn't close the portal too...

*sighs*
Title: Re: Netherworld
Post by: GundamMerc on March 03, 2016, 02:49:48 AM
A massive force of undead and monsters just recently assaulted the Daimons in Xinjin.

Absolutely shattered the Daimons.  Even killed their leader.  And in the chaos of the battle a Nothian adventurer walked in and used some portal stones to close the portal.

But the Daimons rang a bell in the temple that destabilized the portal stones and the dead Daimon leader returned through the portal with a large enough force to kill the entire monster and undead horde.

So while we know the Daimons and the rogues are at war, it doesn't seem to make any difference since the GMs will just resurrect any Daimons lost in battle.  And they made sure we couldn't close the portal too...

*sighs*

stop whining please.
Title: Re: Netherworld
Post by: Zakilevo on March 03, 2016, 04:02:50 AM
Daimons are not picky at all. If they see anything that doesn't look like one of them, they burn. RACISM!
Title: Re: Netherworld
Post by: Skirting boards on March 03, 2016, 04:52:56 AM
I think its about time to seriously discussing using all the summoning scrolls near the vicinity of Daimon portals.
Title: Re: Netherworld
Post by: Schancke on March 03, 2016, 10:31:36 AM
A massive force of undead and monsters just recently assaulted the Daimons in Xinjin.

Absolutely shattered the Daimons.  Even killed their leader.  And in the chaos of the battle a Nothian adventurer walked in and used some portal stones to close the portal.

But the Daimons rang a bell in the temple that destabilized the portal stones and the dead Daimon leader returned through the portal with a large enough force to kill the entire monster and undead horde.

So while we know the Daimons and the rogues are at war, it doesn't seem to make any difference since the GMs will just resurrect any Daimons lost in battle.  And they made sure we couldn't close the portal too...

*sighs*

I join your whining-choir.
Was annoying to see just that move by the GM: quick-save and reload.
At least they could've opened the portal somewhere else, we've got enough with the rogues...
Title: Re: Netherworld
Post by: Noone you know on March 03, 2016, 10:45:02 AM
I'll join, since I'm already a nefarious whiner with nothing to lose.

It was a bit lame. It certainly leaves us with the feeling that a certain plan as been decided for BT and it doesn't much matter what we do, so why bother really hard.

Of course we'll still RP & have fun, but if OOC you know that it doesn't actually matter, you tend not to make the same kind of effort.
Title: Re: Netherworld
Post by: GundamMerc on March 03, 2016, 12:40:54 PM
What, last invasion you literally had to kill yourself at the altar of Temples of Light to kill the Daimons, and now you think some random monsters will be able to do the job? That's a funny joke.

It's like people forgot what Beluaterra is about.
Title: Re: Netherworld
Post by: Lorgan on March 03, 2016, 08:35:09 PM
People have been using portal stones left and right (well, at least advies in Thalmarkin). If all you need to do was get 8 portal stones together and the portal was gone then this whole Netherworld part of the Invasion would be pretty underwhelming and very short-lived.
Title: Re: Netherworld
Post by: Anaris on March 03, 2016, 08:36:06 PM
It should be fairly clear to people who have been paying attention to the recent events in and near Xinjin what is needed.
Title: Re: Netherworld
Post by: Wimpie on March 04, 2016, 04:01:48 PM
*Wimpie goes for the bell*
Title: Re: Netherworld
Post by: Blue Star on March 08, 2016, 06:39:29 AM
You put the portal stones into a magic circle. They lock into place and magic flows. Nothing obvious happens for a long while...
Title: Re: Netherworld
Post by: Blue Star on March 08, 2016, 10:10:26 PM
A Portal Assisted   (6 hours, 50 minutes ago)
message to everyone in the vicinity of Haffemet
Mel looked down from the hill she stood on, near the northeast border of Haffemet. Being well into the foothills of the central Beluaterra mountains, she could see quite a long way across the plains. She could also be seen, but not easily accessed. That was probably for the best, depending on how this went.

Taking the eight portal stones out of her backpack, she set about arranging them in a ring. When it was complete, she sat back and waited for something to happen.

"Something" happened fairly quickly: the stones hummed, glowed, and sang, shooting a spear of light to the heavens. After that, things were quiet for a while.

Several hours later, though, there came drifting out across the land from the southeast the distant echoes of a great bell being rung. At the same time that Mel heard that, the portal stones began to shiver and crackle with energy. Soon, they rose from their bed in the dirt on top of the hill and began to spin, forming a disc of light.

It soon became clear that something wasn't quite right, though, when the disc didn't turn upright or open into a proper portal. Then another peal echoed from the south, and all of a sudden the portal snapped open—hanging six feet off the ground, almost right over Mel's head.

As she scrambled backward, something started to fall out of the portal. Several somethings, actually—dark shapes that landed easily on too many legs, glance briefly at Mel, then skittered off down the hill.

Before more than a few dozen of them emerged, however, the portal flickered, then tilted down on one side, spinning crazily around an axis no longer perpendicular to its disc. After a few moments more, one of the stones simply fell out of the portal, crumbling to dust as it hit the ground, and the rest suddenly flew off in all directions.

One of them struck Mel in the head, and darkness claimed her for some time.
Title: Re: Netherworld
Post by: Medron Pryde on March 15, 2016, 09:00:46 AM
Yup...

Now we have to put together an army capable of beating the Daimons...then destroy the temple, and THEN use portal stones to close the portal.

Hopefully.

Maybe.

Assuming there are no extra curve balls thrown...
Title: Re: Netherworld
Post by: Lorgan on March 15, 2016, 10:34:37 AM
Both the Fronen and Thal armies just teleported to Fronepu when moving into Xerus, which has a fresh portal.

Quite the curve ball. :)
Title: Re: Netherworld
Post by: DeVerci on March 15, 2016, 12:40:08 PM
RIP Fronepu's fortifications. They have floated away over the sea.
Title: Re: Netherworld
Post by: Hyral on March 15, 2016, 08:45:53 PM
RIP Fronepu's fortifications. They have floated away over the sea.

Not so much over the sea as into Djembe...
Title: Re: Netherworld
Post by: DeVerci on March 16, 2016, 12:33:11 AM
Quote
As the fortifications rose into the clouds and further from sight, the portal flipped back towards a horizontal direction, pointing upward at the floating fortifications above. And then began gradually shifting vertically once more, remaining pointed at the fortifications as they now flew southeastward towards Djembe, as if the portal was guiding or tracking the flight path of the flying fortifications, until they were visible no more.

Djembe certainly is not south or east from Fronepu. Silly Anaris.
Title: Re: Netherworld
Post by: Anaris on March 16, 2016, 12:38:08 AM
'Twaren't me that time.
Title: Re: Netherworld
Post by: Vita` on March 16, 2016, 12:43:52 AM
GMs make mistakes too. Maybe it went southeastward first to catch a sea jetstream that then took it up and back across to Djembe. Or maybe everyone was disoriented about directions after the worst earthquake in city history.
Title: Re: Netherworld
Post by: Noone you know on March 16, 2016, 03:55:52 AM
obviously a force like that took it all the way around the globe and it fell into Djembe by entering from the Northwest
Title: Re: Netherworld
Post by: Medron Pryde on March 16, 2016, 08:32:02 AM
So...I guess it's official...the GMs aren't going to allow the human realms to unite and fight the Daimons.

They just teleported a Thalmarkin army marching to support the alliance of men from Xerus to Fronepu.

And then they ambushed a Nothoian army on the march to join up with said alliance of men with 400 range 5 daimon archers.  That somehow become the defenders in a region that was held by the undead until the moment they showed up.

This reminds me of the time when the players of every nation on the continent built a grand alliance of men with a 100k (or so) CS army and marched it all the way to the northwest mountains to assault a daimon stronghold...only to be ambushed by something like 200K CS Daimons that had either not existed or had not been moving in scouting reports up to the moment the turn changed...
Title: Re: Netherworld
Post by: Nosferatus on March 16, 2016, 09:28:32 AM
That is exactly why it isnt odd at all to worship the daimons like gods.

Every invasion, people complain about the near impossibility of stopping an invasion.
Invasions happen on Beluaterra and its inevitable that it will destroy a few realms.

I personally enjoy them and enjoy the political aftermath perhaps just as much.
Hopefully the peasant population wont be entirely depleted again when this is over though...
It used to take forever for regions to restore from the mass rogue/daimon genocide, that made the aftermath quite boring.
Title: Re: Netherworld
Post by: GundamMerc on March 16, 2016, 05:11:51 PM
So...I guess it's official...the GMs aren't going to allow the human realms to unite and fight the Daimons.

They just teleported a Thalmarkin army marching to support the alliance of men from Xerus to Fronepu.

And then they ambushed a Nothoian army on the march to join up with said alliance of men with 400 range 5 daimon archers.  That somehow become the defenders in a region that was held by the undead until the moment they showed up.

This reminds me of the time when the players of every nation on the continent built a grand alliance of men with a 100k (or so) CS army and marched it all the way to the northwest mountains to assault a daimon stronghold...only to be ambushed by something like 200K CS Daimons that had either not existed or had not been moving in scouting reports up to the moment the turn changed...

What, on a continent where entire realms are supposed to be destroyed by invasions, the Daimons sometimes *gasp* surprise you? Please get realm. Beluaterra isn't about "winning" the invasion, it is about surviving it until the point comes where the GMs start giving you tools to fight back , a la the Temples of Light.
Title: Re: Netherworld
Post by: Anaris on March 16, 2016, 05:21:23 PM
...Or, sometimes, just plain surviving it. The Second Invasion had no plot, no GM-directed units, nothing but vast, incredible, unstoppable numbers of undead swamping the entire continent in a rising tide of destruction.

That said, I've been doing my best to drop some clear hints about what needs to be done (and, perhaps more relevantly in the very-short-term, what won't work). I know that information distribution can be a problem, though.
Title: Re: Netherworld
Post by: Medron Pryde on March 17, 2016, 12:26:38 AM
The idea of giving people information and then waiting for them to work together to do something is a cool concept.  If it works, it works, if it doesn't it doesn't.  I think we can all accept that.  One missed data point could make a campaign not work.  That is life.  And that is gaming.

That idea is marred when the GMs' first reaction to just that multinational cooperation is the simple erasure of an entire city's fortification, the magical transportation of a major army away from their destination near the rendezvous point, and the ambushing of another army moving to rendezvous with them.  The effect of these actions is the GMs informing the players that weeks of plans and diplomacy and information sharing will not be allowed to affect the invasion.  Any attempts to do so will be dealt with.  The GMs have a plan and the players will not be allowed to change it.

GundamMerc's statement "Beluaterra isn't about "winning" the invasion, it is about surviving it until the point comes where the GMs start giving you tools to fight back , a la the Temples of Light" is actually a perfect summation of that idea.

Either these Invasions are about pushing the players to work together to survive, or they are about the GMs beating the players up until they decide to give whatever players still remain the tools to effectively fight back.  The first is what the Invasion seemed to be at first.  The rogues were multiplying into groups large enough that even entire nations were having trouble fighting them.  The battle of the Shattered Vales was rather amazing to watch from a distance, and if Nothoi had sent more help than we did it might have turned out differently.  Of course we were busy with some rather big rogue bands ourselves.  Just nothing like that superswarm once it started developing.

GundamMerc's idea that this is about the GMs beating the players up until the point they start giving us tools to fight back seems to be more what it is now with the Daimons using portals and such to stop the players from cooperating.  Daimons entering a region and somehow becoming the defenders when fighting the units that have been in control of the region for many turns is one of those things that just looks fishy from the outside.  Teleporting the bulk of an army halfway across the continent when the players try to work together makes players wonder why they bother trying to work together.  Erasing every single fortification of an entire city is a direct strike against the players who have built those walls and depend on them to help defend their cities.

I mean...the Shattered Vales had an amazing story.  Standing against swarms and swarms of undead and monsters until finally being overwhelmed by the swarms.  The current Daimon story line of not allowing the players to work together is much less amazing...

As for the Temples of Light.  I played one of the High Priests who directed a temple of light.  I "erased" hundreds of Daimons with that weapon.  Until the GMs chose to take it away immediately after several of our players had sacrificed their characters in order to power it.  I have long believed as a player that the temples of light were not really a weapon against the Daimons.  They were I think at best a transporter that moved them from place to place.  Also the Temples of Light required blood to operate, which is what the Daimons always use for all their things.  They always practice blood magic of some kind.  But they were the weapon provided by the GMs for us to fight so I used that weapon as much as I could in hopes that it would tip the balance.  But in the end there were always more Daimons that moved in to replace the "destroyed" Daimons.  And the general number of Daimons attacking Creasur just kept increasing.  The more I used the temple, and the more players sacrificed their characters to power the temple, the more Daimons appeared to attack Creasur.  And then the GMs took away the Temple of Light and overwhelmed the city with a force of Daimons larger than anything they had ever had before the Temple of Light showed up.

We were doing exactly what GundamMerc said as we considered that our only option of survival in the end.  Surviving long enough for the GMs to give us a weapon to use against the Daimons.  Using that weapon as much as possible.  Doing blood magic and sacrifices to make it as powerful as possible so it would fire as often as possible.  The combined forces of three massive realms worked together to fight the Daimons with every weapon we had or that the GMs provided us.  The Daimons ground all of those weapons down, and then the GMs removed the Temple of Light so the Daimons could finish us.

So I've always thought the Temple of Light was just a very elegant bait and switch by the GMs to use the players to weaken themselves and strengthen the Daimons.  But as GundamMerc said, it was the weapon the GMs provided us so we used it in hopes that it would help.
Title: Re: Netherworld
Post by: Vita` on March 17, 2016, 12:48:43 AM
That idea is marred when the GMs' first reaction to just that multinational cooperation is the simple erasure of an entire city's fortification, the magical transportation of a major army away from their destination near the rendezvous point, and the ambushing of another army moving to rendezvous with them.  The effect of these actions is the GMs informing the players that weeks of plans and diplomacy and information sharing will not be allowed to affect the invasion.  Any attempts to do so will be dealt with.  The GMs have a plan and the players will not be allowed to change it.

You may have made a few assumptions and jumps to conclusions as to the degrees of pre-planning and happenstance involved in those events. And relation to humanity's actions. Invasions are meant to be tough and yes, the Netherworld is working against humanity, but not everything is a conspiracy.

I think sharing your perspective on the experience of the past invasions is good insight.
Title: Re: Netherworld
Post by: Medron Pryde on March 17, 2016, 01:15:09 AM
Oh...absolutely.  Assumptions and jumping to conclusions is all part and parcel of that.  I could very well be wrong about some or even all of it.

My statement is what it FEELS like to the players.
Title: Re: Netherworld
Post by: JDodger on March 17, 2016, 06:59:28 AM
the consequences of recent actions in xinjin will tell us a lot
Title: Re: Netherworld
Post by: GundamMerc on March 17, 2016, 02:48:31 PM
*snip*

I would also like to point out that the fortification thing happened when a portal was opened there, the army being moved back to Fronepu was also the result of a portal being opened, etc. It's hardly the GM's fault if the nobles fail to police their commoners into using portals responsibly. A running theme with all of humanity's set-backs have been portals, however not all of the portal openings have been to humanity's detriment. One of the openings moved a bunch of monsters from the south to Thalmarkin, who were much more capable of dealing with said threat.
Title: Re: Netherworld
Post by: Vamking12 on March 30, 2016, 06:22:14 PM
One of my dudes got imprisoned an is being sent to the colonies thanks to the netherworld, this is obviously proof the colonies is secretly the netherworld in disguise.
Title: Re: Netherworld
Post by: Anaris on March 30, 2016, 06:24:16 PM
One of my dudes got imprisoned an is being sent to the colonies thanks to the netherworld, this is obviously proof the colonies is secretly the netherworld in disguise.

Actually, I'll tell you a secret. There's a very good reason he got sent to the Colonies, rather than any other continent:

You've already got nobles on the other continents, so he couldn't be deported there!
Title: Re: Netherworld
Post by: Vamking12 on March 30, 2016, 06:45:58 PM
Ha least it's better then being sent to Atamara. ;)
Title: Re: Netherworld
Post by: Vita` on March 30, 2016, 06:59:21 PM
Is Atamara now our own Davy Jones' Locker? To the bottom with you!
Title: Re: Netherworld
Post by: JeVondair on April 12, 2016, 06:43:40 PM
Daemons. Everywhere.
Title: Re: Netherworld
Post by: Anaris on April 12, 2016, 06:50:22 PM
No...no, I don't think so.  There are definitely Daimons in many places, but I haven't seen a single daemon.
Title: Re: Netherworld
Post by: DeVerci on April 12, 2016, 09:00:13 PM
The true daimons are our fellow men  :P
Title: Re: Netherworld
Post by: JeVondair on April 13, 2016, 09:46:27 PM
No...no, I don't think so.  There are definitely Daimons in many places, but I haven't seen a single daemon.

If this is so, then your character is failing humanity by not joining the fight! SHAME! DISHONOR!
Title: Re: Netherworld
Post by: Anaris on April 13, 2016, 09:49:07 PM
If this is so, then your character is failing humanity by not joining the fight! SHAME! DISHONOR!

...Um...you do know I'm one of the GMs, right? ;D
Title: Re: Netherworld
Post by: JeVondair on April 13, 2016, 09:50:38 PM
...Um...you do know I'm one of the GMs, right? ;D

D.I.S.H.O.N.O.R XD
Title: Re: Netherworld
Post by: Nosferatus on April 14, 2016, 06:35:27 PM
The daemons path of conquest seems to be a bit too obvious.
They are trying to reduce very single realm to a one city realm, slowly damaging yet not destroying.
This invasion is a fluke compared to all the ones before it.
Are we giving in to the complainers?

Unleash the random rogues upon Beluaterra!
Title: Re: Netherworld
Post by: Anaris on April 14, 2016, 06:40:44 PM
a) Listen to what the Daimons have actually been saying. If you haven't heard any of it, the complain, because your ruler's been keeping you in the dark.

b) Patience.....
Title: Re: Netherworld
Post by: Nosferatus on April 14, 2016, 07:35:15 PM
a) Listen to what the Daimons have actually been saying. If you haven't heard any of it, the complain, because your ruler's been keeping you in the dark.

b) Patience.....

The daimons have thus far just confirmed what i said.
Timothy, you bastard.....
Title: Re: Netherworld
Post by: JeVondair on April 14, 2016, 07:41:14 PM
No complaints here. Pain makes for better roleplay. Bring it on!
Title: Re: Netherworld
Post by: GundamMerc on April 15, 2016, 12:17:49 AM
Yeah, there are plenty of other continents if you're not satisfied with the Invasion.
Title: Re: Netherworld
Post by: Nosferatus on April 15, 2016, 09:09:56 AM
Yeah, there are plenty of other continents if you're not satisfied with the Invasion.

I agree, that should be the policy.

The current invasion just feels a bit soft thill now.
I liked how it started though, with the massive rogue forces wandering around, lots of battle, lots of honor to be gained.
Title: Re: Netherworld
Post by: Vita` on April 16, 2016, 09:20:01 AM
More heroes have died from fighting other realms than from fighting daimons.
Title: Re: Netherworld
Post by: DeVerci on April 16, 2016, 02:43:38 PM
We warned them Vita, we truly did. They just wouldn't listen or respond. :'(
Title: Re: Netherworld
Post by: Ossan on April 20, 2016, 12:56:30 AM
I can't say I have any complaints, though I also have barely been skimming messages for the last month or two unfortunately, so I can't really comment on how the invasion as a whole is going. I have been enjoying it in the Vales though. It's been a good, devastating invasion.
Title: Re: Netherworld
Post by: JDodger on April 20, 2016, 03:37:29 AM
regionally devastating. kind of odd how easy northern realms have gotten off so far
Title: Re: Netherworld
Post by: Anaris on April 20, 2016, 03:45:43 AM
That's primarily because a) the portal was opened in Xinjin, which is closer to the southern and central realms, and b) there was already a huge rogue area between the Vales, Riombara, and Nothoi.
Title: Re: Netherworld
Post by: JeVondair on April 20, 2016, 05:12:11 AM
yup. 200k CS of rogues will do that  ;)
Title: Re: Netherworld
Post by: JDodger on April 20, 2016, 05:33:32 AM
 ::)
Title: Re: Netherworld
Post by: DeVerci on April 21, 2016, 01:34:10 PM
regionally devastating. kind of odd how easy northern realms have gotten off so far
I like to think Ar Agyr won the respect of the Daimons to avoid getting utterly destroyed so soon by destroying the vanguard and super-wounding the daimon leading them. However now no one is safe, except maybe those traitors in Spearhold  >:(
Title: Re: Netherworld
Post by: GundamMerc on April 21, 2016, 08:15:43 PM
I like to think Ar Agyr won the respect of the Daimons to avoid getting utterly destroyed so soon by destroying the vanguard and super-wounding the daimon leading them. However now no one is safe, except maybe those traitors in Spearhold  >:(

There's a realm in the south that's not at war with Netherworld too. :P
Title: Re: Netherworld
Post by: DeVerci on April 21, 2016, 08:41:07 PM
There's a realm in the south that's not at war with Netherworld too. :P
Traitors all of them. They'll all be put to the sword when the Beluterra Trials begin and the new/surviving realms change the political scene up.
Title: Re: Netherworld
Post by: Vita` on April 21, 2016, 10:06:32 PM
What if...they're the ones holding the trials and they declare *you* the traitors to be put to the sword? :o
Title: Re: Netherworld
Post by: DeVerci on April 22, 2016, 02:37:51 AM
Then the new Daimon run Beluterra is obviously no place for the kingdoms of man and we all become bad-guy daimon worshipers, kind of like Warhammer and the different realms choose different daimon gods to fight for.
Title: Re: Netherworld
Post by: GundamMerc on April 22, 2016, 06:23:17 AM
Then the new Daimon run Beluterra is obviously no place for the kingdoms of man and we all become bad-guy daimon worshipers, kind of like Warhammer and the different realms choose different daimon gods to fight for.

That actually doesn't sound half-bad.
Title: Re: Netherworld
Post by: Umbrarex on April 22, 2016, 01:50:00 PM
What if...they're the ones holding the trials and they declare *you* the traitors to be put to the sword? :o

Then it's dagger time!
Title: Re: Netherworld
Post by: JeVondair on April 25, 2016, 09:27:24 PM
That actually doesn't sound half-bad.

I'm down
Title: Re: Netherworld
Post by: Medron Pryde on April 26, 2016, 11:02:11 AM
Then it's dagger time!

I prefer hammertime...but daggers work too...;)
Title: Re: Netherworld
Post by: Telamon on May 03, 2016, 10:40:20 PM
Unfortunately, they're being pummeled into oblivion by the Diamons at the moment.

Such a shame.
Title: Re: Netherworld
Post by: Anaris on May 03, 2016, 10:41:30 PM
Unfortunately, they're being pummeled into oblivion by the Diamons at the moment.

Such a shame.

...which "they" is that, now?
Title: Re: Netherworld
Post by: JeVondair on May 06, 2016, 10:43:00 PM
When are we going to start seeing some realms die? What's the hold up!?
Title: Re: Netherworld
Post by: Telamon on May 06, 2016, 11:53:36 PM
I was referring to Jidington, the realm that, until recently, was not at war with the Netherworld.

I am pretty sure it won't be around for very long.

The Netherworld (historically at least) has a penchant for sparing Riombara from destruction during every invasion, so, if they're going to honor tradition, they'll obliterate every non-Riombara realm in the south before dissipating. It is the way we do things in Beluaterra.  =)
Title: Re: Netherworld
Post by: GundamMerc on May 07, 2016, 01:07:47 AM
I was referring to Jidington, the realm that, until recently, was not at war with the Netherworld.

I am pretty sure it won't be around for very long.

The Netherworld (historically at least) has a penchant for sparing Riombara from destruction during every invasion, so, if they're going to honor tradition, they'll obliterate every non-Riombara realm in the south before dissipating. It is the way we do things in Beluaterra.  =)

Nah, the reason they're destroying them is that both the Empire of the Shattered Vales and Jidington reneged on their neutrality towards Netherworld. I'm pretty sure Riombara is also already on their list.
Title: Re: Netherworld
Post by: DeVerci on May 07, 2016, 03:41:24 AM
Bah luck seems to have left Ar Agyr, the 15k CS stacks are a bit much for a 9 person realm to handle. We had a nice little time going for a while with holding the regions around the capital.
Title: Re: Netherworld
Post by: Vita` on May 07, 2016, 04:37:40 AM
Shattered Vales did not renege. Jidington did. Netherworld has threatened anyone nearby to/supporting Jidington (physically or diplomatically).
Title: Re: Netherworld
Post by: GundamMerc on May 07, 2016, 04:58:08 AM
Shattered Vales did not renege. Jidington did. Netherworld has threatened anyone nearby to/supporting Jidington (physically or diplomatically).

Ah, ok.
Title: Re: Netherworld
Post by: dustole on May 07, 2016, 03:40:11 PM
Bah luck seems to have left Ar Agyr, the 15k CS stacks are a bit much for a 9 person realm to handle. We had a nice little time going for a while with holding the regions around the capital.


You've stopped like two take overs so far against Aletha's Ravens.  She tried to leave once but your Duke started talking smack. 
Title: Re: Netherworld
Post by: DeVerci on May 07, 2016, 03:47:18 PM
Gotta talk smack to those daimon worshiping heretics yo. Now she's no where to be seen but her minions snowballed pretty quickly.
Title: Re: Netherworld
Post by: dustole on May 07, 2016, 04:51:26 PM
Gotta talk smack to those daimon worshiping heretics yo. Now she's no where to be seen but her minions snowballed pretty quickly.


Didn't you guys get the reports of casting when she teleported out?
Title: Re: Netherworld
Post by: DeVerci on May 07, 2016, 05:10:27 PM
Got one about a cast that failed, and one that went through. I hope she wasn't offended by the smack talk.
Title: Re: Netherworld
Post by: dustole on May 07, 2016, 05:43:51 PM
As a character she was offended.  Who wouldn't be?  Me personally I got a good laugh out of it.
Title: Re: Netherworld
Post by: DeVerci on May 07, 2016, 05:55:03 PM
So daimons and daimon worshipers have feelings! The best way to remove them from the continent is to barrage their leaders with hate-mail and insults, then they'll realize that the nether is a much safer and respectable environment and leave us alone.
Title: Re: Netherworld
Post by: dustole on May 07, 2016, 06:32:10 PM
I like it.  Let me know how that works out.
Title: Re: Netherworld
Post by: Medron Pryde on May 09, 2016, 06:41:15 AM
Hate mail...interesting idea...

I prefer plate mail myself...but...it could work.

;)
Title: Re: Netherworld
Post by: DeVerci on May 09, 2016, 04:46:05 PM
Apparently the daimons have access to the forum and have launched a preemptive strike against me to prevent the hatemail. Apparently they can abandon a region completely without stopping their takeover. Also when can we steal their teleportation devices?
Title: Re: Netherworld
Post by: Anaris on May 09, 2016, 04:46:55 PM
As I believe I've mentioned before (but could be mistaken), Daimons can't teleport with units.
Title: Re: Netherworld
Post by: DeVerci on May 09, 2016, 05:08:59 PM
But they can teleport and raise several units that can move to attack another region in the same turn. Its okay though, we'll just go hide behind the walls again and wait for an opportunity to sally out.
Title: Re: Netherworld
Post by: Anaris on May 09, 2016, 05:10:08 PM
But they can teleport and raise several units that can move to attack another region in the same turn.

I can neither contradict nor deny this.
Title: Re: Netherworld
Post by: jaune on May 09, 2016, 06:15:08 PM
Hrmph, TO's of Netherworld seem to keep going even without troops at present?

-Jaune
Title: Re: Netherworld
Post by: Vita` on May 09, 2016, 07:28:28 PM
I think their removal is lagged a turn because of script order. Just like Lloringel had a TO still running with no troops for a turn longer and then cancelled this turn. I don't think the TOs progress without troops in the region, just remain at TO status.
Title: Re: Netherworld
Post by: jaune on May 09, 2016, 07:45:22 PM
I think their removal is lagged a turn because of script order. Just like Lloringel had a TO still running with no troops for a turn longer and then cancelled this turn. I don't think the TOs progress without troops in the region, just remain at TO status.

Yeah, but that troubelous, we moved to Seven Rivers and Daimons run away, TO should have stopped... Then we had to evacuate our self cause there was 16k undead army heading Seven Rivers, TO thus kept going without stop.

-Jaune
Title: Re: Netherworld
Post by: Prometheus III on May 15, 2016, 08:03:11 PM
Why are all these daimon hordes named after animals?
Title: Re: Netherworld
Post by: Vita` on May 15, 2016, 08:23:58 PM
A daimon renamed the monster unit types to be daimonic animal-monsters.
Title: Re: Netherworld
Post by: Medron Pryde on May 16, 2016, 01:23:15 AM
Because being attacked by giant daimonic badgers is more interesting than some random monster...

Thought one always has to look out for those dang badgers...;)
Title: Re: Netherworld
Post by: Vel_Aryon on June 01, 2016, 09:33:42 PM
Any news on the progress of the invasion? Down south in Riombara news travel slow.  ;D
Title: Re: Netherworld
Post by: Ketchum on June 02, 2016, 04:29:34 AM
Daimonic flying squirrels killed a lot of my men. They are soooooo deadly...
Title: Re: Netherworld
Post by: JDodger on June 02, 2016, 10:17:13 AM
monsters and undead: the sequel

theyre baaack
Title: Re: Netherworld
Post by: Medron Pryde on June 02, 2016, 12:12:52 PM
The last of the netherworld portals have been closed and now the monsters and undead are spawning again.

Oh lucky us...
Title: Re: Netherworld
Post by: DeVerci on June 02, 2016, 03:14:40 PM
Im still afraid to move my army because someone used a portal next to Ar Agyr that apparently buffed nearby hordes, and I don't know if it wears off or what's getting effected by it exactly  :'(
Title: Re: Netherworld
Post by: Medron Pryde on June 02, 2016, 07:18:42 PM
Yeah...pretty much it appears the end of the portals caused a monster and undead uprising across the continent.

Talk about a lot of battle reports coming in...
Title: Re: Netherworld
Post by: GundamMerc on June 02, 2016, 11:04:55 PM
Hah, in trying to blindly defeat the Daimons, the humans have seemed to have doomed themselves! D:
Title: Re: Netherworld
Post by: Medron Pryde on June 03, 2016, 06:56:31 AM
Not really.

The fortified cities remain unbreached in most cases.

The undead and monsters are not generally capable of taking out a city defense...unless a lot of work has been done in previous weeks to reduce the walls and militia by constant wave attacks.

Which actually has been happening, and which is why some of the cities have fallen to this latest round of assaults...but those that remain should hold I think.

Unless the undead and monsters begin moving as one in large groups again as they did when they assaulted the Vales.  That would be unfortunate...
Title: Re: Netherworld
Post by: DeVerci on June 03, 2016, 03:16:55 PM
If only Fronepu still had its walls and wasn't harassed by groups tiny groups of daimons that reset the recent-battle restriction on repairs/building :'(
Title: Re: Netherworld
Post by: DeVerci on June 05, 2016, 06:46:28 PM
And now some daimons came all the way from Qrelg to sit in Fronepu for no real purpose, and despite losing the battle took very little-to-no actual casualties, and are already ready rallied and ready for more fighting the next turn. Meanwhile a 40k CS stack sits outside the city and I can't build walls. :'( We were doing pretty well too.
Title: Re: Netherworld
Post by: Lorgan on June 06, 2016, 12:47:46 AM
Heh. We've got 35k running a TO of Unger, 7k of daimons in Sandefur and 4k daimons in Vore. And about 4-5k left ourselves and barely any gold. Only viable option left? Vatrona!
So yeah... Helm's Deeping it up, like some real badasses. :P
Title: Re: Netherworld
Post by: Constantine on June 06, 2016, 01:24:16 AM
Vatrona is a terrible option. It's piss poor and will not be able to support a strong defense.
Title: Re: Netherworld
Post by: JDodger on June 06, 2016, 05:39:16 AM
are daimons still getting reinforcements at this point?
Title: Re: Netherworld
Post by: Lorgan on June 06, 2016, 10:21:34 AM
You don't get to be picky if you've only got one option...
Title: Re: Netherworld
Post by: jaune on June 06, 2016, 10:29:56 AM
Join AA! :)

-Jaune
Title: Re: Netherworld
Post by: Constantine on June 06, 2016, 03:40:56 PM
Can't Sandefur or Vore yet be reclaimed?
Title: Re: Netherworld
Post by: Lorgan on June 06, 2016, 04:39:26 PM
Not with the army we have now and we can't recruit in Unger. So... we need somewhere to recruit. Besides, it'll give us an extra bank and it's pretty central for our realm, and closer to the rest of humanity. Too bad we didn't have the gold to keep the level 6 forts up.

Joining AA would be interesting but too soon. :) We've suffered setbacks every Invasion and came out on top, maybe it won't go that way this time, maybe it will. And then the story just grows bigger.
The other option is that I lose the Kingdom as a new ruler after literal years of Fingolfin's reign... :P
Title: Re: Netherworld
Post by: Skirting boards on June 07, 2016, 06:45:49 AM
We should just merge OG, Thalmarkin, and AA
Title: Re: Netherworld
Post by: jaune on June 07, 2016, 07:30:33 AM
Gold will prolly become issue at AA too at somepoint, my reserves are running thing slowly... But i bet we still can raise pretty awesome army if we get more nobles :P

-Jaune
Title: Re: Netherworld
Post by: Noone you know on June 07, 2016, 11:46:11 AM
Heh. We've got 35k running a TO of Unger, 7k of daimons in Sandefur and 4k daimons in Vore. And about 4-5k left ourselves and barely any gold. Only viable option left? Vatrona!
So yeah... Helm's Deeping it up, like some real badasses. :P

Well, no gold is your own fault, isn't it?  :P Looks like Kadlin picked the right time to get banned
Title: Re: Netherworld
Post by: Fleugs on June 07, 2016, 06:46:01 PM
You can join Gotland. The secret password is "I love Goats" and the hat with that tagline on it is required. Also a beard. For men and women alike! Everyone equal in the eyes of the Herd!
Title: Re: Netherworld
Post by: Gabanus family on June 07, 2016, 11:12:35 PM
You can join Gotland. The secret password is "I love Goats" and the hat with that tagline on it is required. Also a beard. For men and women alike! Everyone equal in the eyes of the Herd!

Wait ThaGoat is back? Noooooooooooooo!
Title: Re: Netherworld
Post by: Miriam Ics on June 08, 2016, 12:20:16 AM
AA can join Thal, Jaune. :)

I thought I would not have any surprises at BM but this yelling at the Netherworld prison is funny. Never saw a prison so crowded
Title: Re: Netherworld
Post by: Lorgan on June 08, 2016, 07:34:11 PM
Nah. Gotland's just crazy. It's all about "The Herd". We've also had the pleasure of fighting some migratory Angry Goat Netherworld thralls ourselves.

As for joining anyone, like I said, I'm not planning on abandoning the realm so soon. We've got the luxury of having more than one possible capital location, for now. And you know, the entire realm concept is built on never surrendering to the Invaders no matter the odds. Used to be we could do that without losing Unger though... :P

And as for Kadlin... Had I not been wounded I'd have intervened in that banishment but I've had bigger things to deal with since. :)
Title: Re: Netherworld
Post by: DeVerci on June 09, 2016, 01:47:44 AM
AA will stand as long as we have our city. The monster horde seemed to be only interested in our rural before wandering off into the wild rogue-lands again.
Title: Re: Netherworld
Post by: Medron Pryde on June 10, 2016, 11:57:47 AM
I guess I've been doing too good as lord of Reeds.

Those playing the Netherworld sent an assassin to Reeds with a magical spell to turn Yao Ling's bones inside out and tear them out of her skin.  The doctors say that she could die.  It is not the standard "you are on the verge of death" message I've seen many times.  It was something else that feels more dangerous that I've never seen before.

On the good news, I completed the repairs to the walls of Reeds that the Netherworld forces perpetrated.

It will be interesting to see what happens next...
Title: Re: Netherworld
Post by: DeVerci on June 10, 2016, 03:34:34 PM
There's a group of daimons in Fronepu that refuses to die and has been stuck on 5 daimons left for the last two rounds of combat so I cant do any repairs or fortification work.  :'(
Title: Re: Netherworld
Post by: Medron Pryde on June 10, 2016, 06:49:46 PM
Yeah...the people playing the Netherworld have been using that tactic for a while now.

It is how they brought the walls of Reeds and Keffa down from the 5 they were at the start of the Invasion.

Just kept sending little guys in between big waves so it was impossible to mount repairs on the walls...

 ::)
Title: Re: Netherworld
Post by: JeVondair on June 10, 2016, 07:40:10 PM
Are the actual Demon NPC's no longer active?
Title: Re: Netherworld
Post by: GundamMerc on June 10, 2016, 10:21:23 PM
Are the actual Demon NPC's no longer active?

They are.

Yeah...the people playing the Netherworld have been using that tactic for a while now.

It is how they brought the walls of Reeds and Keffa down from the 5 they were at the start of the Invasion.

Just kept sending little guys in between big waves so it was impossible to mount repairs on the walls...

 ::)

You know, instead of giving snide commentary, you could read what he said, which was that the SAME group has been stuck at 5 daimons. Meaning there's a bug, not some evil strategy.
Title: Re: Netherworld
Post by: Medron Pryde on June 11, 2016, 06:27:43 AM
Not a bug.

The monsters and daimons are simply very resilient to being killed.

The undead will be wiped out in a single attack, but the monsters and daimons will remain for many turns with each battle merely wounding them rather than killing them.  So they come back and attack again before the walls can be repaired.

This is not a bug.  It is simply a matter of taking the capabilities of certain units to soak up damage without actually dying and turning them into a strategic asset to keep the human realms from performing repairs to their walls.

This has been seen and remarked upon by players in Dwilight where the monsters and undead are simply swarming the cities one turn after another and wearing the walls down without any chance to repair them.

This is more a feature I think than it is a bug.  Some have called it an exploit.  It is certainly possible that there will be a decision to change it, but that would only happen if those in a position to do so recognize that it is a widespread tactic across multiple realms, and even continents.  And the reactions of every human realm (AKA players of the game) targeted by it are universally negative based on what I have seen.

Calling it a snide comment to note this problem is attempting to deflect the issue and suggest it is not real.  I assure you, based on what I have seen both in game and on the forums, this is an issue that the players are very much aware of and are universally unhappy with.
Title: Re: Netherworld
Post by: DeVerci on June 11, 2016, 07:22:38 AM
It might actually be a bug. There were two groups of daimons that attacked. The one group was wittled down and destroyed completely a while ago, this other group has remained at 5 for the last day and a half.
Title: Re: Netherworld
Post by: GundamMerc on June 11, 2016, 05:34:55 PM
Not a bug.

The monsters and daimons are simply very resilient to being killed.

The undead will be wiped out in a single attack, but the monsters and daimons will remain for many turns with each battle merely wounding them rather than killing them.  So they come back and attack again before the walls can be repaired.

This is not a bug.  It is simply a matter of taking the capabilities of certain units to soak up damage without actually dying and turning them into a strategic asset to keep the human realms from performing repairs to their walls.

This has been seen and remarked upon by players in Dwilight where the monsters and undead are simply swarming the cities one turn after another and wearing the walls down without any chance to repair them.

This is more a feature I think than it is a bug.  Some have called it an exploit.  It is certainly possible that there will be a decision to change it, but that would only happen if those in a position to do so recognize that it is a widespread tactic across multiple realms, and even continents.  And the reactions of every human realm (AKA players of the game) targeted by it are universally negative based on what I have seen.

Calling it a snide comment to note this problem is attempting to deflect the issue and suggest it is not real.  I assure you, based on what I have seen both in game and on the forums, this is an issue that the players are very much aware of and are universally unhappy with.

Actually, no, the issue on Dwilight was definitely a bug, and was completely different (the monsters were dying, but the ones that remained rallied immediately, not allowing people to hunt them after a battle, whereas this is them not dying). So yeah, you're assuming something that isn't the case.
Title: Re: Netherworld
Post by: Medron Pryde on June 11, 2016, 09:01:25 PM
The instant rallying bug is not what I was talking about.

The issue is that they don't die, wait a turn or two to rally, and attack again, making it impossible to repair the walls while more monsters and undead march towards the cities in an unending series of waves that seem designed to wear out the defensive walls.

It is certainly possible that this is not designed and is merely an unanticipated "feature" of the code.  I would not be surprised at all if that is the case.  I have programmed many things in my life and understand well how things can take on lives of their own.

Heck, isn't it Elite that just had to roll back several new features because the AI figured out how to take advantage of them, created new technologies that had never been intended, and then started ganking real players by pulling them out of hyperspace and instakilling them with fully automatic rail guns or something equally crazy?  I'm actually really impressed with that.  I give them coodos for making something that could do that.  I'm also pleased that they stopped that by pulling the updates until they can figure out how to AI-proof them.  *snerk*
Title: Re: Netherworld
Post by: DeVerci on June 15, 2016, 05:02:18 AM
please leave AA alone. I don't want heretics in my city we finally got rid of the daimons and everyone is happy in terms of morale and loyalty.
Title: Re: Netherworld
Post by: Ketchum on June 20, 2016, 04:54:01 AM
Oh no!

We just strengthen Netherworld with our scrolls :-\
Title: Re: Netherworld
Post by: DeVerci on June 20, 2016, 03:57:18 PM
The RP messages in Fronepu tell us to visit temples or priests, but we have no temples or priests to visit. And if you go to the visit the temples option on the action page you get an error. I'm still confused why there is a beam of light on the dynamic map though if no one used any spells recently.
Title: Re: Netherworld
Post by: Vita` on June 20, 2016, 04:57:20 PM
Bug. Try it now.

The beam of light has been there several weeks unresolved from earlier portal stone usage.
Title: Re: Netherworld
Post by: DeVerci on June 20, 2016, 05:33:44 PM
Alright now it doesn't give us a chance to go to the ghost temple, but we still have no priests or temples nearby.
Title: Re: Netherworld
Post by: Vita` on June 20, 2016, 06:23:46 PM
That seems an in-character issue.
Title: Re: Netherworld
Post by: DeVerci on June 20, 2016, 08:52:20 PM
Yea but the RP messages are telling us to visit temples, but no temples exist.
Title: Re: Netherworld
Post by: Medron Pryde on July 07, 2016, 09:51:16 PM
Well...for those of you who aren't aware...there was some...interesting things happening around Reeds the last few days.

First a new Daimon artifact appeared in Reeds.

Then Jactosh and his Daimons came by for a visit.  First they attacked and used their range 5 archers to decimate the walls and militia.
Then a force of undead and monsters came in to soften them up more.
And then Jactosh came in for the killing blow.  It didn't work out for him so well.

Over the period of two days we hit him with multiple personal attack scrolls, opened a portal directly around him, and used the Daimon artifact to twist magic sent to support him.  The undead his priest Akkon summoned joined Nothoi to defend the city.  The walls of Reeds were completely repaired.  Jactosh's Daimon guards disappeared into the portal, and then Jactosh himself was surrounded and captured by our soldiers.

He rots now in the dungeons of Reeds while his lesser Daimon units flee from the area in every direction.


We had people in and out of Reeds roleplaying their parts of the events.  We had nobles and adventurers running around and describing what they saw.  It was the largest single roleplaying event I've seen in a decade of playing the game.  And it was easily one of the most wild events I've ever seen here.  Everyone who took part and roleplayed in the event brought it to life and made it fun.  AKA...congratulations to the players for helping make something amazing happen.

:)
Title: Re: Netherworld
Post by: Vita` on July 07, 2016, 10:14:20 PM
I would encourage (perhaps on Roleplaying forum) someone to multiple someones to share all the relevant roleplays to the community.
Title: Re: Netherworld
Post by: Vita` on July 07, 2016, 10:34:10 PM
Some minor points of mechanic or roleplay clarification.

Quote
First a new Daimon artifact appeared in Reeds.
FWIW OOCly, rediscovered item lost by a daimon, so new to you, but not new. That wasn't clear IC though, so I understand the interpretation.

Quote
Over the period of two days we hit him with multiple personal attack scrolls
To clarify some scroll usage, if someone is wounded when travelling (from say an Accident scroll), it will not stop the already-set travelling, but if someone loses their hours when travelling (from a Pain and Suffering scroll), they will have no hours to continue travelling until the next turn. This is how Jactosh kept travelling into Reeds when wounded in Zisswii and how he was captured in Reeds by overwhelming odds with no hours to travel out of the region.

Quote
opened a portal directly around him...Jactosh's Daimon guards disappeared into the portal
When eight portal stones are set in a circle, a portal does not necessarily open. It sets off a beam/column of light into the sky and an annoying humming/buzzing sound until Further GM Response (when a portal may be roleplayed opening). The black swirly bits on the map earlier in the year were actual, open portals. Most of the portal stone usages haven't necessarily opened a portal, but just caused some magical disturbance. When a portal is roleplayed opening by a GM, often it is closed in the same roleplay. BT's black-swirly portals were the exception. So Jactosh's guards were just killed by Daishi magic enhanced by an active portal stone circle, not portal disappearance.

Quote
We had people in and out of Reeds roleplaying their parts of the events.  We had nobles and adventurers running around and describing what they saw...Everyone who took part and roleplayed in the event brought it to life and made it fun.  AKA...congratulations to the players for helping make something amazing happen.
I strongly recommend more of this, in general, but also when using portal stones. Roleplaying your actions, motivation, scene etc. help when responding to events in addition to whatever local flavor already exists in the region description, estate names, recruitment centers, local temples, local history etc. While I would emphasize that you should expect unpredictability with portal stones in regard to your motivation, the more we can play off of what the player is doing instead of spinning something out of thin air, the better. I have been trying to involve religion in more portal events recently as well, in an 'appeal to the divine' sense. That sometimes backfires with being connected to a less benevolent divinity. Also, by continent. Generally, BT will get the most unusual, magical events. Lesser so, Dwilight. Colonies less than Dwilight. EC with the least unusual/magic events, relatively speaking, usually more along the lines of more mundane disturbances that could be explained within a medieval milieu of superstition. And to take it back to recommending more roleplay in-general - in all our busy schedules, taking time to write 2-5 sentences with an amusing twist on some regular BM event/text, can be a lot more effective than a long narrative. Some of my most fond BM memories are funny interpretations of everyday events, more than any Drama or Epic.
Title: Re: Netherworld
Post by: JDodger on July 07, 2016, 11:12:05 PM
definitely agree with the last point. since most of my bm time is now taken by general/marshal duties on different chars a few sentences of rp here and there is about all i can manage when inspired to write anything. i think even if its just a couple quick sentences it still adds depth and meaning to your characters and ingame events.
Title: Re: Netherworld
Post by: DeVerci on July 07, 2016, 11:36:05 PM
The beam of light and rambling old men in Fronepu have been silent for that last several days. Though at the same time I'm not too bothered by not having doomstacks spawned right on our borders.
Title: Re: Netherworld
Post by: Logar on July 08, 2016, 01:45:14 AM
I too agree with Vita's last post.
Short bursts of RP can sometimes provide far more content that long drawn out ones (and activates the readers imagination far more). In todays climate where most people have very little time to spare, short RP's are more likely to be read and even replied to. Some long RP's I put to one side thinking 'Ill read that later when I have some time', often never coming back to them and missing out.
Title: Re: Netherworld
Post by: JeVondair on July 08, 2016, 07:43:15 AM
I would encourage (perhaps on Roleplaying forum) someone to multiple someones to share all the relevant roleplays to the community.

I've recorded Rania's and Valhael Mayhem's parts on her wiki. Didn't want to loose any of it this time. There was so much else that I thought it best to just focus.
Title: Re: Netherworld
Post by: Lorgan on July 22, 2016, 07:46:28 PM
Quote
You have just been imprisoned in the realm of Netherworld.

Crap on a stick.
Title: Re: Netherworld
Post by: Lorgan on July 29, 2016, 03:30:38 PM
Tumtumtuuum
Title: Re: Netherworld
Post by: Medron Pryde on August 08, 2016, 09:08:23 AM
And now thousands of daimons are attacking Reeds.

They are cavalry.

All of them.

By Daishi, it's like watching a ravening pack of poodles trying to climb a smooth wall to get to the treats on the other side...
Title: Re: Netherworld
Post by: Ketchum on August 08, 2016, 09:13:50 AM
Great, my character almost dying. Seriously wounded 2 times in one same battle. Haven't recover enough to see any messages much. Healer tents are doing good business during Netherworld attacks, maybe Healer should charge more gold for their services. I even hear they doing operations recently too, which is kind of modern term to me ::)
Title: Re: Netherworld
Post by: steelabjur@aol.com on August 08, 2016, 11:21:33 PM
A metric ton of Daimons (3604 Wild Ravening Daimons led by Aletha, 1932 Wild Ravening Daimons, and 10 Daimonic Chickens) attacked Reeds. It didn't end so well for Aletha.

Aletha has been wounded by Fat Cops (35).

Aletha has been wounded by Grey Militia (38).

Aletha has been wounded by Blood Crows (20).

Aletha has been killed by Thunderspoons (60).

Aletha has been killed by Thorad (59).

Aletha has been killed by Daimon Fodder (25).

Aletha has been killed by The Terrible Double Dozen (58).
Title: Re: Netherworld
Post by: Zakilevo on August 08, 2016, 11:24:39 PM
How many men died on Nothoi's side?
Title: Re: Netherworld
Post by: GundamMerc on August 09, 2016, 12:06:19 AM
How many men died on Nothoi's side?

Considering all the Daimons were cavalry? Not much probably.
Title: Re: Netherworld
Post by: steelabjur@aol.com on August 09, 2016, 12:10:09 AM
More than should have, truth be told. The infantry has been insisting on hopping off the walls to fight for some reason lately. Other than that, it's been arrows all day. The Daimon units are all cavalry so they don't climb the walls, so those of us with archer units just sit up there and rain down on them until the battle is called indecisive. We don't take any damage at all.

Wild Ravening Daimons (3), Wild Ravening Daimons (2), Wild Ravening Daimons (7), Wild Ravening Daimons (8), Wild Ravening Daimons (5) and Wild Ravening Daimons (4) keep their distance to the fortifications, waiting for other troops to breach them first.
Wild Ravening Daimons (9) and Wild Ravening Daimons (6) canter up and down helplessly in front of the fortifications, waiting for friendly troops to breach them.
Daimonic Chickens (1) scale the fortifications (reduced combat effectiveness for this turn).
Title: Re: Netherworld
Post by: Vita` on August 09, 2016, 12:53:47 AM
For clarification: daimon cavalry recently 'lost' the ability to 'fly' over fortifications, hence the helpless cantering. By roleplay, I'd encourage seeing it more as birds/ravens unable to fly over fortifications than actual physical cavalry. The continent-wide roleplay did mention 'weighed down with magic'.

Also, infantry hasn't been changed and is not suddenly hopping off walls for non-discernable reasons. With less players, battles tend to be shorter, so you see less of the tactics that are for longer battles (and even less of battles ending in draws). With the invasion, the sheer numbers have brought back late-battle tactics.

Fortifications (including digging in), unit settings, and marshal settings all affect how long a unit will hold position. In this case, because the battles go so long, the fortification bonus that prevents units from moving forward (based on lvl of fortification) is 'spent', and so the units move forward. Murderous will not wait at all. Aggressive will wait a bit more than that, but not much. Normal will wait a bit more than that. Defensive will wait a bit more than that. Evasive will wait the longest.
Title: Re: Netherworld
Post by: steelabjur@aol.com on August 09, 2016, 01:16:39 AM
In this last battle it was: No Marshal settings ("no particular formation"), all set to defense/middle, in a Stronghold (level 4), and they're leaving the fortification on Turn No. 6. That seems a bit soon-ish to me.
Title: Re: Netherworld
Post by: Ketchum on August 11, 2016, 03:53:28 AM
One thing I learnt.

Never have your character talk bad about Akkan even in Roleplay. My character did that and she ended up being seriously wounded 2 times in same battle, had "almost dying" status 8)
Title: Re: Netherworld
Post by: GundamMerc on August 11, 2016, 10:33:06 AM
One thing I learnt.

Never have your character talk bad about Akkan even in Roleplay. My character did that and she ended up being seriously wounded 2 times in same battle, had "almost dying" status 8)

Akkan means business, but has a heart of gold for his followers. My character was attacked by an infiltrator while I was merely preaching to the peasants of our own realm as a priest. Not even a day later and said infiltrator is retaliated against using whatever had been prepared with the Pale Rat's blood.
Title: Re: Netherworld
Post by: Vita` on August 11, 2016, 12:07:42 PM
Akkan healed Gustav too.
Title: Re: Netherworld
Post by: GundamMerc on August 11, 2016, 08:18:36 PM
Akkan healed Gustav too.

Which was wasted, as not even a turn later and he was lynched by a mob of peasants.
Title: Re: Netherworld
Post by: Keuerleber Family on August 19, 2016, 01:51:47 AM
Akkan is love, Akkan is life.
Title: Re: Netherworld
Post by: Attano on September 01, 2016, 01:42:53 PM
Akkan is love, Akkan is life.
This... Beautiful.... The benefits... Oh and this is going in my sig.
Title: Re: Netherworld
Post by: DeVerci on September 01, 2016, 01:46:58 PM
Akkan can't take a joke
Title: Re: Netherworld
Post by: Victor C on September 01, 2016, 04:28:56 PM
Akkan can't take a joke
Liars! The mighty Akkan takes all jokes and craftsthem into masterpieces of literature! His remarks are that of a thousand angels!

Then again, he's been torturing a lot of people lately.
Title: Re: Netherworld
Post by: Attano on September 01, 2016, 11:44:16 PM
Liars! The mighty Akkan takes all jokes and craftsthem into masterpieces of literature! His remarks are that of a thousand angels!

Then again, he's been torturing a lot of people lately.
Force fed your own flesh the being dipped in vinegar? I don't wanna be tortured by him.
Title: Re: Netherworld
Post by: Keuerleber Family on September 02, 2016, 03:30:51 PM
Force fed your own flesh the being dipped in vinegar? I don't wanna be tortured by him.

Vinegar is disgusting.
Title: Re: Netherworld
Post by: Logar on September 02, 2016, 07:37:59 PM
I love vinegar, but I think I would still prefer torture by the 'Table of Chaos' over that any day.
Title: Re: Netherworld
Post by: JeVondair on September 03, 2016, 01:40:50 AM
I really need to pay more attention to this thread
Title: Re: Netherworld
Post by: Attano on September 03, 2016, 02:03:19 AM
I love vinegar, but I think I would still prefer torture by the 'Table of Chaos' over that any day.
Table of Chaos?
Title: Re: Netherworld
Post by: GundamMerc on September 03, 2016, 09:58:00 AM
Table of Chaos?

A table with a mechanical device over it that stabs you repeatedly in non-vital areas. I believe that's what it is based on the roleplays at least.
Title: Re: Netherworld
Post by: Logar on September 03, 2016, 11:00:55 AM
Thats about right. It plunges a blade from above, at random positions, to stab without fully maiming. Sometimes it may hit its target below, sometimes it may miss. Thats the exciting part for the observers, whether it will hit or miss. Not so exciting for the victim.

There will be more to come regarding this device in forthcoming RP's.
Title: Re: Netherworld
Post by: Attano on September 03, 2016, 01:44:33 PM
Thats about right. It plunges a blade from above, at random positions, to stab without fully maiming. Sometimes it may hit its target below, sometimes it may miss. Thats the exciting part for the observers, whether it will hit or miss. Not so exciting for the victim.

There will be more to come regarding this device in forthcoming RP's.
Ooh, nice.
Title: Re: Netherworld
Post by: Vamking12 on October 16, 2016, 11:25:45 PM
I took kind of a long break playing, is the invasion still going on?
Title: Re: Netherworld
Post by: Victor C on October 16, 2016, 11:45:55 PM
I took kind of a long break playing, is the invasion still going on?

Indeed it is.
Title: Re: Netherworld
Post by: Vamking12 on October 17, 2016, 10:53:10 AM
Great news
Title: Re: Netherworld
Post by: DeVerci on November 04, 2016, 12:35:12 PM
Anyone know what's up with the daimons randomly inflating their CS once a battle starts? All scout reports show 13k CS, you go over to attack them and it jumps to 20k CS. Are they utilizing blacksmiths now to hide their strength?
Title: Re: Netherworld
Post by: Chenier on November 04, 2016, 01:02:03 PM
Anyone know what's up with the daimons randomly inflating their CS once a battle starts? All scout reports show 13k CS, you go over to attack them and it jumps to 20k CS. Are they utilizing blacksmiths now to hide their strength?

I think they've done so in the fourth invasion at least occasionally. Can't really provide any more recent information on the subject though.
Title: Re: Netherworld
Post by: Nosferatus on November 18, 2016, 08:39:31 AM
So i keep seeing more and more larger rogue battles against primarily netherworld.
It looks like Beluaterra will soon be left with a massive rogue breeding ground and constant attacks.
Already the southern realms are attacked in every region.

Meanwhile i still see some daimon activity, in Mekoter a large 16 k cs undead army was spawned.
But i see no daimon leaders doing it.
Title: Re: Netherworld
Post by: Sacha on November 18, 2016, 04:55:52 PM
So i keep seeing more and more larger rogue battles against primarily netherworld.
It looks like Beluaterra will soon be left with a massive rogue breeding ground and constant attacks.
Already the southern realms are attacked in every region.

Meanwhile i still see some daimon activity, in Mekoter a large 16 k cs undead army was spawned.
But i see no daimon leaders doing it.

Jomorosh raised that last big horde in Reeds and sent it towards Gethsemene, likely in response to Gotland taking Mekoter and attacking Ossmat.
Title: Re: Netherworld
Post by: Nosferatus on November 18, 2016, 05:30:17 PM
so the daimons are still around?
Just Jarmosh?

I thought Nothoi did all these cool things with some item diverting the daimon magic, basically defeating them.

There is also light beacons in the daimon realms, are they trying to bring more daimons back?
Title: Re: Netherworld
Post by: GundamMerc on November 18, 2016, 07:22:50 PM
so the daimons are still around?
Just Jarmosh?

I thought Nothoi did all these cool things with some item diverting the daimon magic, basically defeating them.

There is also light beacons in the daimon realms, are they trying to bring more daimons back?

There are two daimons left that I'm aware of. Might be a third one down south possibly.
Title: Re: Netherworld
Post by: Vita` on November 18, 2016, 07:38:22 PM
Government members should share information with their realms more often. And read more carefully, without jumping to assumptions.
Title: Re: Netherworld
Post by: Chenier on November 18, 2016, 07:43:11 PM
Government members should share information with their realms more often. And read more carefully, without jumping to assumptions.

No kidding. I remember this being a huge issue is pretty much all previous invasions.

Active continent-spanning guilds and religions would help alleviate this problem, but... alas...
Title: Re: Netherworld
Post by: DeVerci on November 18, 2016, 07:43:32 PM
Jomorosh is afraid of the big daimon librarian who will punish him for losing a book.  ;D And I haven't heard anything from Akkan, but he's still in all the messaging lists so I don't know about him.
Title: Re: Netherworld
Post by: Vita` on November 18, 2016, 08:15:38 PM
Active continent-spanning guilds and religions would help alleviate this problem, but... alas...
They do exist.
Title: Re: Netherworld
Post by: Attano on November 18, 2016, 11:45:55 PM
Jomorosh is afraid of the big daimon librarian who will punish him for losing a book.  ;D And I haven't heard anything from Akkan, but he's still in all the messaging lists so I don't know about him.
What book?
Title: Re: Netherworld
Post by: DeVerci on November 19, 2016, 01:13:49 AM
No clue, but apparently he wants it back.
Title: Re: Netherworld
Post by: Gabanus family on November 19, 2016, 01:22:18 AM
I actually know of a strong theory which lives in Nothoi which would explain quite a bit and I think was based on some letters from the daimons themselves. I just wonder if anyone in Nothoi itself actually still remembers it  ::)

And I can tell you as much that Akkan is still much alive, but other than that I suggest people try to figure stuff out IC cause apparently more and more people are starting to use info from the forum and IRC in character, which apparently is legal but still saddenes me. So these days I'm watching my language here much more.
Title: Re: Netherworld
Post by: Nosferatus on November 19, 2016, 08:37:35 AM
I actually know of a strong theory which lives in Nothoi which would explain quite a bit and I think was based on some letters from the daimons themselves. I just wonder if anyone in Nothoi itself actually still remembers it  ::)

And I can tell you as much that Akkan is still much alive, but other than that I suggest people try to figure stuff out IC cause apparently more and more people are starting to use info from the forum and IRC in character, which apparently is legal but still saddenes me. So these days I'm watching my language here much more.

Your very right.
We shouldnt spoil the plot for everyone.

I quite playing for a few months and missed much info.
My character in beluaterra is also no longer part of the guilds he used to be in, which he used to get information from.
Rulers don't share much, even if asked, perhaps some of them also have no idea whats going on now.
Besides my character already thinks he knows everything there is to know, which includes showing off, a great goat, lots of stomping and many dead daimons. :D
Lets just say i am more eager to know then the character i am playing.
Title: Re: Netherworld
Post by: Attano on November 19, 2016, 08:39:06 AM
No clue, but apparently he wants it back.
Hmmm.. I did engineer an Rp that involved a book.

It would be interesting to see the daimons winning for once.
Title: Re: Netherworld
Post by: Gabanus family on November 19, 2016, 12:28:43 PM
Your very right.
We shouldnt spoil the plot for everyone.

Unfortunately it's not so much spoiling the plot as giving people info OOC they sholdn't have and then see the plot spoiled IC. I'm actually starting to enjoy BT now and didn't for a very long time tbh, so I'm not doing anything!

I quite playing for a few months and missed much info.
My character in beluaterra is also no longer part of the guilds he used to be in, which he used to get information from.
Rulers don't share much, even if asked, perhaps some of them also have no idea whats going on now.
Besides my character already thinks he knows everything there is to know, which includes showing off, a great goat, lots of stomping and many dead daimons. :D
Lets just say i am more eager to know then the character i am playing.

I don't think anyone really knows where this will go though. The daimons might actually win this time around
Title: Re: Netherworld
Post by: DeVerci on January 11, 2017, 06:57:56 PM
This week on BT:
Akkan: LOOK AT THIS TORTURE REPORT, HATE EACH OTHER NOW!
Every general: No.

Turns out torturing everyone and teleporting around in their borders to cause trouble does not win you any friends in the long-run. Gotta love Netherworld diplomacy. Honestly I'm sure they could have swayed another realm or two if they actually tried to offer something or give incentive to join them, but its rather late for that now.
Title: Re: Netherworld
Post by: Gordy77 on January 12, 2017, 05:01:18 AM
The was at least one or two RP that everyone send to have roundly ignored, I think something to do with a book and the priests of the golden something and some portals in the areas surrounding Reeds?
Title: Re: Netherworld
Post by: DeVerci on January 12, 2017, 10:32:09 AM
We didn't ignore it, we made some responses, then Jactosh got rekt and heard nothing more about it. Same thing when Jomorosh claiming to have lost his magical book, and then he magically had one again back in the south.
Title: Re: Netherworld
Post by: Gabanus family on January 12, 2017, 12:32:15 PM
We didn't ignore it, we made some responses, then Jactosh got rekt and heard nothing more about it. Same thing when Jomorosh claiming to have lost his magical book, and then he magically had one again back in the south.

That wasn't magically. There were some advies and an adventurer who went to chase it where he had claimed to lost it somewhere and it was found via normal game mechanics.

Just because you did not see the RP's behind it, does not mean it happened magically  ;)

Sharing is caring, as much so among the daimon worshippers as well as under the 'allies'!
Title: Re: Netherworld
Post by: DeVerci on January 12, 2017, 03:31:28 PM
We got excited because we thought we'd get some attention again since Jomorosh threatened us directly. Unfortunately all our adventurers seem to be afraid of us and don't answer letters, the only one that did got killed by a group of undead so we don't know what's going on in that aspect anymore. It's kinda like when Akkan got mad and raised two 30k CS armies and sent them in opposite directions, except that the one veered off course and didn't have any effect.
Title: Re: Netherworld
Post by: DeVerci on January 15, 2017, 07:00:32 PM
Also the Range 5 daimons are crazy with their chance to wound people. My unit only had 5 people wounded, but I got the normal wound. The previous round of combat one noble got seriously wounded and someone else got light wounds. And they either use the stat hiding thing available or blacksmiths or are buggy, but their CS jumps around 2-3k CS in battle when compared to scout reports.
Title: Re: Netherworld
Post by: Zakilevo on January 15, 2017, 09:11:33 PM
Also the Range 5 daimons are crazy with their chance to wound people. My unit only had 5 people wounded, but I got the normal wound. The previous round of combat one noble got seriously wounded and someone else got light wounds. And they either use the stat hiding thing available or blacksmiths or are buggy, but their CS jumps around 2-3k CS in battle when compared to scout reports.

Get cavalries. Charge that R5 daimon's ass. You will crush him good. The only problem is if that unit has other meatshield before it then well your cavalries won't do much.
Title: Re: Netherworld
Post by: DeVerci on January 15, 2017, 09:16:24 PM
Cavalry isn't worth fielding when you're only facing the R5's every now and then, and are dealing with the giant undead hordes the rest of the time. Also from past experience they do a decent job at beating infantry in melee, though that may factor in them being torn to shreds while approaching.
Title: Re: Netherworld
Post by: Medron Pryde on March 26, 2017, 09:08:51 PM
Hey mods!

They're portal stone thing active in Reeds.

It's been active for several days.

We went to a lot of work to get it done, as well as a lot of role playing.

Crickets so far from you guys.

Do you even know we did anything?
Title: Re: Netherworld
Post by: JeVondair on April 20, 2018, 08:08:45 PM
What are the chances of a certain harbinger coming back as a daimon lord? Has that ever happened to a PC?
Title: Re: Netherworld
Post by: Stabbity on April 23, 2018, 03:55:26 AM
What are the chances of a certain harbinger coming back as a daimon lord? Has that ever happened to a PC?

I volunteer as tribute!
Title: Re: Netherworld
Post by: Attano on April 23, 2018, 05:07:37 AM
Was Aletha a PC?