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SIGSEGV
Nov 4, 2010


I think this post should land on the next page.

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Deceitful Penguin
Feb 16, 2011

SIGSEGV posted:

I think this post should land on the next page.
You can also just change poo poo to 20 posts a page in ya settings. I have it higher myself.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Deceitful Penguin posted:

You can also just change poo poo to 20 posts a page in ya settings. I have it higher myself.

This. Once I did that, my load times got better in general, but especially in LP

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

POOL IS CLOSED posted:

:cripes: I am writing fanfic interspersed with screenshots.

And doing it well, so don't feel bad about that.

berryjon
May 30, 2011

I have an invasion to go to.

POOL IS CLOSED posted:

(:cripes: I am writing fanfic interspersed with screenshots.)
How do you think I've gotten this far with the Exile trilogy? Don't worry, you're not doing anything wrong.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

POOL IS CLOSED posted:

Whatup fellow inventory hoarder? :respek: I started this game by hoarding all the "tools" items because I thought I needed them for a turn-in quest. NO. Now there are piles of them around one of the Pentil gatehouses.

Hoarding is a time honored tradition in this game series.

In my recent playthrough, the tutorial area exit is littered with items, tools, and equipment that I just can't get myself to get rid of.

Also, it doesn't really count as Fanfic unless you change the nature of events/characters. What you got fits, so you're just filling the holes.

mauman fucked around with this message at 01:39 on Dec 15, 2016

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Deceitful Penguin posted:

Jesus christ dude you don't need to do that.

Anyway OP, your fanfic at least is perfectly in style with the LP and is way less tiresome than a lot of the others. I'd deffo put it in the high quality basket as it doesn't turn the game and make it all about you, but adds to the game itself, as a good LP should do.

Just echoing here that while I generally don't like LP's that add too much original writing(outside of character dialogue), i.e. "fanfic," I'm really digging yourself. Nothing you've written's felt out of place with the setting or Vogel's own writing. So if you feel you're writing a fanfic, please continue writing a fanfic. :v:

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

PurpleXVI posted:

Just echoing here that while I generally don't like LP's that add too much original writing(outside of character dialogue), i.e. "fanfic," I'm really digging yourself. Nothing you've written's felt out of place with the setting or Vogel's own writing. So if you feel you're writing a fanfic, please continue writing a fanfic. :v:

Yeah, this ain't really a fanfic.

You want a LP that turned into a Fanfic? Look at Bobbin Threadbare's QfG 4 LP. THAT was a fanfic.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

mauman posted:

Yeah, this ain't really a fanfic.

You want a LP that turned into a Fanfic? Look at Bobbin Threadbare's QfG 4 LP. THAT was a fanfic.

Bobbin Threadbare's QfG LP was also fantastic in all ways.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

PurpleXVI posted:

Bobbin Threadbare's QfG LP was also fantastic in all ways.

I would agree with that statement except for QfG 4.

But that would be an opinion and I'm sure some people would disagree. I don't think many would argue that the QfG 4 lp counted as more than your average narrative lp though (changed story, changed characters, changed everything).

But yeah, outside of QfG 4, I agree his QfG lps were pretty good.

mauman fucked around with this message at 02:06 on Dec 15, 2016

Deceitful Penguin
Feb 16, 2011
I'd really just say that if the fiction around the game by the LPer adds to the game rather than distracts from it, it's all good.

The fact that the OPs prose fits almost seamlessly with the game and adds a lot of character means that its ok in my book.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Our Share of Miseries





The flatlands are crusted over with bleached bones and foul salts. A dreadful wind whips the dust up into your teeth, your nostrils, your eyes, and everywhere it touches, the dust burns. Thanks to that wind, the flats are obscured by a restless haze that hides rocks and rogues alike until you stumble over them.

Still, a lone bug is just a bug. Though it stings Like Clockwork, your creations manage to tear the rogue apart.

The wind gentles for a moment, like some great spirit is about to inhale. In the caesura, you're able to get a better look at the landscape before you.

Game Text posted:

This valley is dry, dusty, and barren, and it looks like it's been this way for a very long time. Something afflicted this area with a horrible sickness, and, you would guess, it happened long before the Shapers arrived.

The valley is not completely without life, however. You see lots of clawbug tracks. This is the preferred environment for those hardy creatures.

Clawbugs can be extremely vicious and powerful creations, and the bones scattered all over the ground indicate that the locals are not friendly.



We've achieved 10 intelligence points! As far as I'm aware, there are actually no diminishing returns for the 4 main ability scores (intelligence, strength, dexterity, endurance), but we'll hold off on improving intelligence further for a couple levels in favor of concentrating on our other skills.

In Geneforge 1, skills have two diminishing returns soft caps. The first is at 10 points. After that, you only get a bonus for each two points after that, up to 20. After 20, you only get a bonus for every 3 points, up to the hard cap of 30. However, the cost of leveling up a skill never rises, so the growth curve isn't that steep.




You head west along the valley wall. The wind overwhelms not just sight, but also hearing, and so while you read this worn obelisk, you're caught off-guard by another stalking bug. It scuttles into your team's midst, which turns out to be a mortal error. Your creations unleash their pent-up frustrations on the plated bug, and placid saviour half-melts its head.

The obelisk reads, "DRY WASTES. Beware hostile spirits."

You wonder if these spirits have anything to do with the awful condition of the northern half of the island and, in fact, the spreading poison eating away at the lands Kazg... Perhaps this is one thing the Shapers aren't to blame for.



A tunnel through the northern cliff catches your eye as you wander. It's very likely a clawbug tunnel. The bugs here are tougher than the others you've encountered, and somehow more cunning. They shouldn't have been left to breed. It would have been better to absorb them than leave them to their own devices.



A bug emerges from the tunnel just as you decide to head in. Once again, Like Clockwork suffers the brunt of the attack, but its fellow creations finish the bug off quickly.





As suspected, the clawbugs have built a warren here, and they're ready to defend it to the death. You advance cautiously and eliminate one guard before happening upon the first nests. As you set about crushing the eggs inside, a violently teal bug emerges.

At first you think it's a queen, which is a horrifying idea, but the teal clawbug isn't big enough to be a female. Its overdeveloped stinger gives you a hint before it strikes Like Clockwork. Your poor creation wails, but you're able to cure it. As the stinging clawbug collapses, a second appears from around the corner, too late to support its sibling but not too late to trouble you. Once again, you neutralize the venom it injects into your creations as they in turn take the rogue apart.



By the time you clear the warren, you've destroyed three of the stinging clawbugs and a few of their guards. The clawbugs have dragged some rubbish back here -- a floor crystal that no longer works, some pods, low-quality gems, and even a used canister.





There's another tunnel in the cliffside here. Just your accursed luck: the tunnel mouth is guarded by a pylon, and there's no easy way to approach it without exposing all of your creations to its searing orbs.



Worse, the pylons don't seem to acknowledge the clawbugs scuttling around in the shadows of the tunnels. You can't account for why that should be. If a real Shaper and her creations are marked for destruction by the pylons, why shouldn't rogue clawbugs be the same?



Your hastened creations make short work of the pylons and you move in out of the wind. There are more platforms in this initial room, so there likely were more pylons here... They're long gone, which you don't regret in the slightest.



Clawbugs have carved another tunnel out behind the pylon chamber. Whatever this place's original purpose, it's been obscured by time and rogues.

The warrens have an unsettlingly organic shape, almost like a section of some awful, chthonic beast's bowel. You take the clawbug eradication chamber by chamber, imagining the tighter strictures as sphincters. The image would make you laugh if you weren't too busy keeping your creations from being poisoned to death.



At least your exploration is rewarded. You find another intact canister, and this one greatly improves your ability with the pylon's own favored magic -- the searing orbs. It's almost a pity that you don't rely on battle magic.



More clawbugs have appeared nearby, perhaps sensing your presence.



The hunting clawbugs are nothing if not persistent. They race in to deny your creations the advantage of range. In such close quarters, your team's defensive shortcomings are all too obvious.





A good offense remains the best defense. Bit by bit, you cut a bloody swathe through the clawbugs in this forsaken valley, leaving cadavers for their siblings and cousins to consume when you've gone.





Not even a Shaper can endure a battle like this forever, though. Soon, your essence is depleted from healing, blessing, and healing again. The dry wastes are littered with blood and bodies and bones -- it's time to leave before yours join them.



Back in the refugee caves, you meet with Masha. "Can we still deal, Shaper?" she asks you.

"I've recovered the key." You pull it from your pocket and show her. Some soot rubs off on your hand. You rub it off on the front of your robe, leaving a greasy smear of Anfisa behind.

If the significance of that stain occurs to her, the outsider doesn't show it. "Wonderful! Yes! You do us much good! Open the chest! We will all profit! But first, I can give you little instruction in our tongue. Then you can profit from inside things too. Now we know you help us, we also tell you more. We let you know more of what happens and who can help you."

"Please, teach me some of your language." Crossing your arms is stand-offish, but it does hide the stain.

"Gladly, Shaper. My knowledge weak and my skills soft, but I tell you what I can of things," Masha says.

She spends several hours teaching you what she knows. Her tongue is surprisingly similar to yours. You learn a fair amount of syntax and numerous verbs and nouns. You are nowhere near fluent, but will be able to manage some crude communication.

"There, Shaper. We help each other now. I hope this was of use."

The chairs back here are a little too short and straight-backed for comfort, but at least you and Masha are a little easier with one another. You think you've built some rapport with the outsiders. "Thank you. Now that I've brought back the key, tell me more of what is happening here."

"All right. We come back here in tunnels. We move west, only to find horrible surprise. Trajkov? He deal with stunted people to west." Stunted people... yes, with their slight bodies and hunched posture, that must be how serviles appear to outsiders. "These serviles, they called Takers. He deal with them. He get them to try to block us in and kill us. We want to explore island, but we trapped here. We get some of us out to explore. I go with them and return. There are more of us on Sucia, but hidden."

"I would like to meet them. Where are they?" you ask.

Masha nods. "I go with them when they sneak out. I help them find place. I come back here. They are in cave north of village serviles call Pentil. Look hard in peaceful valley of trees." Thinking back, you did meet an odd, lone servile not too far north of Pentil. She had kept you from entering a Shaper facility... "The leader name is Astrov. Find him and talk to him. And let me know how he is doing, please, if you can. He make efforts against Trajkov. He can help you do same, if you want." Masha hands you a letter. It is written in their language. "Present to Astrov. He helps you. This tells him you from me."



You put the letter in the breast pocket of your robe, where it should be safe enough from theft and weather. Well, safe as long as you avoid future stabbings. You rub your neck. "What about boats?"

"We tell you that we have one heat left, small boat, at dock to northeast, small dock. Our last boat, since madness of Trajkov destroy all of rest," she says.



Hearing about a boat, a real boat, not a mere rumor, is so unexpected that you have to bite your lip to not embarrass yourself. But can you really leave here with Trajkov running free, looking to empower himself at your people's expense?

But how can you be expected to deal with him alone, or even with the aid of only one other Shaper, who may not even still live? You haven't found the other Shaper yet...

You thank Masha and decide it's past time to unlock the sea chest.

Game Text posted:

You open the chest. Inside, you find salty, dirty clothes, some broken scrimshaw, and an old, battered journal. You flip through it and find that, with concentration, you can understand it.

It was the journal of Anfisa, the assistant and advisor to Trajkov. They were leading an expedition across an unexplored sea. They started with three ships. A storm left them with two.

When they reached Sucia Island, they were starving and without hope. Landfall at Sucia cost them a second ship. Once they landed, Trajkov lead an expedition ashore. There, he and Anfisa found a huge Shaper research facility.

It was in the mountains at the northeast corner of the island. The tunnels provided shelter for all of the sailors as they stocked up on food and tried to figure out where to go from there.

While this process continued, Trajkov and Anfisa would explore the research chambers, translate their documents, and figure out who the Shapers were and what they were doing.

It is at this point that Anfisa's entries get shorter and more vague. Perhaps she was afraid that Trajkov would read her journal. She was clearly concerned with how events were developing.

"Andela 17 - Trajkov has figured out how to use the canisters. He places a hand on top of one, and it changes him. If the Shaper writings are to be believed, they are reworking his genes. I don't know what those are.

"Andela 21 —Trajkov has used eight canisters. I have used none, despite his urgings. They are changing him. He can use magic now. He never could before. It is very strange.

"Andela 28 — Trajkov grows angry very easily now. He has used every canister we have found. The current total is twenty. That I know of.

"Vit 3 — We have penetrated the deepest chambers. We believe we have located the Geneforge, referred to often in Shaper writings. Trajkov thinks we should use it. He should use it.

“Vit 8 — Trajkov is frustrated. His anger is frequent. He is missing something. He said he needs some gloves. I am not sure if he meant gloves. His speech is strange sometimes.

"Vit 15 — We know that Shapers pass this island, in their living ships. Trajkov has a plan. He will abduct one, using our sole ship. Or maybe this plan is already taking place- Many are loyal, and he speaks with me less.

"He uses more canisters. Others use them too. They are loyal and strong. And they get angry easily.

"Vit 20 — We have a Shaper. It is called Goettsch. It talks to Trajkov. I don't know what they say. Trajkov doesn't involve me. I know they are talking about the Geneforge.

"Vit 25 — Trajkov and Goettsch spend lots of time in the Geneforge chambers. Some of us wonder when we will continue our mission. We have food. The boat is ready. Some are restless. We know, though, that Trajkov's path is the wisest.

"Ermin 1 — Goettsch has left. He has taken something from Trajkov. Trajkov is furious. He called me in to see the Geneforge. He wants me to hunt down and kill Goettsch. Goettsch is hiding in the wastes to the east.

"I told Trajkov I would kill Goettsch. He showed me the Geneforge. It has several power columns around it. Trajkov told me to stay away from them. They are unstable, he said, and could destroy the whole place.

"Ermin 10 — I have not yet left to hunt Goettsch. Trajkov accused me of not wanting to. Suggesting we continue our mission infuriates him. He has stopped using the canisters. He didn't say why.

"Ermin 25 — Trajkov has returned. He and his assistants explored the island. He said they laid traps and created controlling things and did diplomacy. He did not elaborate.

"Ermin 27 — Trajkov has set his new plan in motion. He will abduct a new Shaper, a weaker one, who can be molded. We will anger these strange and powerful people even more. I am sure this is the wisest course.

"Ermin 28 — My own plans have come to be. As I write this, we are rowing away from Trajkov and his loyal, mad minions. At last, I can write freely. Trajkov is mad.

"Why is he doing what he is doing? Where did his lust for power come from? I do not know. I know this, though. We must stop him. We must return to our mission, our good mission, of exploration and peace.

"We will land near a servile village. They call it Kazg. Hopefully, they know nothing of Trajkov or his plans, and we can enlist their help.

"We have been sighted. The ship is following us. There are docks ahead, though. We will land and disappear into the tunnels. It is a risky path, but I don't think they will give chase. We threw fire at the sails. They will not risk the ship."

The journal ends.

Anfisa's plans didn't end well for her or her followers. You look at the outsiders gathered in these small, cramped caverns, stuck in the damp and cold, with no way to know whether they'll die on this foreign shore or if they'll be able to complete their mission and return home. It's not so different from your own lot.



On your way out, you pause to speak with the outsider wizard you met your first time here, Solyony.

Solyony watches you nervously. He still seems to think that you might attack him at any moment. And, considering that these outsiders are in land forbidden to them, it is tempting.

"Greetings to you," you say in the Sholai tongue. It still feels awkward, but the outsider's eyes light up.

Solyony smiles and begins to talk. You understand most of the words, although he talks too fast to get all of it. "Ah, you speak my (garble). I am very (garble) to meet you and know you come in peace. I (garble) that you don't kill us."

"What are you doing here?" You speak slowly in hopes that Solyony will take the hint and speak more clearly. The way his words all run together frustrates your simple grasp on the Sholai language.

"I am (garble) our lair against the evil (garble) outside who come to murder us. I know magic, and can shoot (garble) from my (garble) and cover the enemy with (garble)," he says. He seems proud of whatever it is he can cover enemies with. You're sure it's very unpleasant, whatever it is.

"What is in that sack?" you ask.

"Goods. When we flee Trajkov, I (garble) what I could. We hope to trade with serviles and (garble), but you understand, I am sure. We (garble) (garble) when we (garble). Right?" He laughs.

"Oh, I am sorry." He looks nervous again. "It is simple. Old Sholai (garble). We (garble) (garble), when we (garble), unless we have (garble) our (garble)." Seeing your lack of comprehension, he forces out a weak little laugh. "I am (garble) this up, am I not?"

Yes, Solyony is definitely garbling it up, you agree wholeheartedly on that point. "I would trade with you," you try, though the request is more out of a sense of desperation to make some mutually intelligible ground than from real need.



Solyony is rich as hell! Too bad he won't actually drop all this sweet rear end money and junk if you kill him.

With the chest opened and the contents back in the Sholai's hands, you take off back to Kazg. You've got some decisions to make about what to do from here on out. If there is another set of docks on the eastern coast of the island, you must see for yourself whether there's a boat or not.

But you also need to find this Goettsch. You don't want to abandon him here. You owe your superior your loyalty. Your duty is clear -- if Goettsch lives, you must find him and report.

Clearly the Takers won't be interested in helping you with that. Not unless you convince them that you will kill him. Given that you haven't killed the rebels like Eko Blade asked, you aren't sure you'll be able to convince them that you're willing to murder one of your own.

If you're even capable of it. You suspect you're about one hundred years too early to measure up to a veteran Shaper. You shake yourself. This isn't even something you should be contemplating.





Since we've already gotten Kazg as a friendly settlement, Kazg Ruins becomes freely crossable as soon as we step in. But even though we don't need to check this place out, it's advantageous to do so for a few reasons, as you'll soon see.

After resting in Kazg, you head out of the south gate to see the lay of the land. You're surprised to see a sprawling complex of ruins -- the south side of the fortress was well-developed at one time and clearly housed a large population of Shapers and support staff. Compared to Vakkiri and Pentil, this settlement was huge.

You meet one of Kazg's guards. He watches the gate into the settled part of the city. He looks like he doesn't trust you a bit, but, for some reason, he approaches to speak with you.

"I am Rosen, of Takers. Shaper, by rights, you should be slain for entering our lands. But order has been given. You can enter and talk without being slain. Word has gone round. You attacked no more. But watch yourself. One wrong thing, and you die."

You're used to the Takers' rough manner by now. You're still not sure how much of that is bluster and how much is genuine, but the threats don't faze you now. "Why have you received orders to let me pass?"

"The orders are from Gnorrel herself, leader of Takers. I not question her or her plans or her strength. I just do what she say. She say you pass. You pass," Rosen says. Like many of the other guards, he's as obedient to Gnorrel as ordinary serviles are to Shapers.

"Tell me more about the Takers," you say.

"We are opposed to your kind. We make you pay for what you have done to us. You go north. You learn more from Gnorrel. I no want to talk to you." Rosen watches you carefully. His hand stays near his weapon. It almost seems like he's looking for an excuse to attack you, even though you would certainly destroy him.

You shrug. It's rude, but what's a little rudeness between existential foes? "Have it your way."



As you pass the watch fire, you notice that one of the Shaper statues still stands. Its face has been gouged out and its arms were lopped off at the elbows. Someone or several someones have even gone through the trouble of chipping away the toes.





Thanks to the tangle of dead trees and collapsed walls, the ruins are a maze. As you get your bearings, you stumble through not just one but two patrols of Takers and tamed fyoras. These fyoras have strangely muted coloration, but their scales shimmer in the light so that sometimes they suddenly flash.

They hiss when you pass, but they don't attack.



A small building attached to Kazg's south wall still appears occupied. You step inside and meet a servile merchant. His clothes aren't torn, and he doesn't seem to hate you. He does, however, look dangerously thin.

"Welcome, Shaper," he says. "I am Arth. I can't talk to you for long." His gaze doesn't rest on you or the floor as he speaks. He's looking past you, watching the road... for Takers.

"What do you do here?"

"I was a merchant, once. I carried goods among the three towns. Then things got terrible, and I had to stop," Arth replies.

"What happened?" you ask. You expect the usual tale -- rogues, mined bridges, and so on.

"The wars, and the strife, and the Takers started to go mad. And all the rogues arrived and it was impossible to travel... and... I should not say more." He ducks his head, shrinking inside his robes. The Takers have gone mad. You wonder if that coincided with Trajkov's diplomatic overtures.

"Well, Coale in Vakkiri wants to know if it is possible to trade with you again."

"Tell him that it is impossible. Even if the roads were clear, trading with the Awakened would result in my speedy death at the hands of the Takers."

You glance over your shoulder. You haven't heard any patrols approach and you don't see any coming, but just to be sure, you spread your creations out in the street. "Are you a Taker?" you ask quietly.

He looks around. "Of course! How could I not be a Taker! It is the wisest path, the only possible path, and the Takers are just to visit swift punishment on all who question them." At least the last part seems to be the truth.

"Tell me more of their philosophy."

"I can't. I... I am not wise enough. Enter the main town. Talk to Gnorrel. Her wisdom is complete. I cannot talk to you more. I am sorry. Goodbye," he stutters.

"I'm sorry for troubling you. Before I go, can we trade?" you ask, regretting that you pushed Arth into a panic.

Fortunately, his merchant instincts remain strong and he agrees to show you his wares before you go.





You check the other side of the shop building. Dread builds as you turn the corner. The smell of death lingers here. You see why as you reach the open entrance.

The obelisk names this dead mind "Control Two."

Game Text posted:

This servant mind is dead. It has been beaten to death with sticks and rocks. You cannot help but be enraged by this cruel treatment of a loyal creation.

The Takers have as little love for servant minds as the Awakened. It's pure folly that the two sects can't cooperate.

There's nothing you can do for this servant mind now. Even death's dignity has been stolen from it. You check the cabinet nearby, but it's long empty. With a pang in your heart, you leave.



These nests make you wonder about the Takers' tamed fyoras. Did they see the Obeyers using them and decide to try to reproduce Learned Jaffee's results? Or did someone share that information with the Takers?

Or perhaps all these fyoras were made by Trajkov and his ilk and ordered to obey the Takers... Then not only are the Takers vulnerable to Trajkov, but they also only care about their own free will, and not that of any other creation.



These ruins once represented the peak of urbanization on Sucia Island. Now they're just sad wreckage littered with rotted furniture centuries out of fashion.



You think this busted crystal spiral powered this dead essence pool. All the delicate connections have dried up and blown away, depriving you of the chance to even merely study it.



An unattended nest is tucked away back here in the lee of a wall. Maybe its original occupant was chased out by the patrols.



You find a locked lever in one of the ruins. A little cajoling with a living tool and the application of your unlock charm are enough to tease the door open. Inside you find an array of tools, pouches, and weapons that the Takers haven't been able to loot. The nicest find by far is a steel sword, still sharp and true.



This is the first steel sword of the playthrough, I believe, and obviously it's a great weapon for a Guardian. It's a solid step up from the iron sword. Depending on your route, you probably won't encounter a better melee weapon than this for quite a while.

Arth eagerly hands over a generous sum of gold for the sword. A weapon that fine should earn him a fair share of food.





You stumble through a patrol as you pass their improvised living quarters. They part grudgingly for you and your creations and they spit in your wake. Your grip on the discipline wand tightens. Such a slight shouldn't go unpunished.

But starting a fight out here would be a slaughter -- either of your creations or of these misguided Takers. You're confident it would be them.



Piled up sacks of meal sit here, waiting for pests or theft to do them in.





The battle alpha's warcry catches you off balance. You've been watching your back for murderous serviles, not alphas. But your creations know the routine by now. The artilas soften the rogue alpha's defenses with their acid, and the fyoras and Like Clockwork finish it off at range before it can get too close.



You're surprised to find that it was guarding a small scroll repository. More importantly, someone stashed a canister back here, likely intending to return for it once the island was unbarred.

The canister improves your understanding of clawbug physiology. You won't repeat your mistakes with Zeniel a second time.





You unlock another old door and once again are rewarded with an intact canister. It improves your command over the searing orbs spell. Not bad at all.







It's a shame the old essence pool was destroyed. This kind of vandalism only hurts the Takers, too. There are few enough safe places around Kazg that ruining one more out of spite is just foolishness.

Your musing is interrupted by electric crackling from the doorway. Two of those strange fyoras stand just out of reach of your spells. Your artilas slither forward and take on the first and most visible charged fyora. It barely seems scathed by their attacks, or by your fyoras' flames.

But the rogues' power doesn't match their hardiness. They manage to wound Like Clockwork and idhrendur, but both creations take several fireballs without suffering acute trauma. You cast a war blessing on your team and soon they've finished off the charged rogues.



No serviles pop out from around the corner when you leave. You sneak north and try to determine if and how you've managed to offend the Takers. Maybe they're angry about the battle alpha, or about the locked rooms they clearly never got into.





You wish you could have seen Kazg as it was when Sucia Island was properly inhabited. You face a double row of brown spore mines and detonate them with the matching baton. Hidden just out of sight is a locked lever; once pulled, the automatic door thuds open behind you. Only the locking mechanism was keeping it shut.



Yet somehow there's another battle alpha here. Though you're puzzled, you order your creations forward to take out the rogue before it can hurt you or damage the canister.

Especially the canister.

The battle alpha falls to the combined acids of the artilas and Like Clockwork, leaving the canister to you. Did someone set these alphas as guards? You know the Taker guards won't say even if they know.

The canister empowers your unlocking charm, leaving you giddy with the power to infiltrate and liberate even more effectively than before. One day, you won't even need living tools to help you. You laugh to yourself. Your creations don't understand why you're so happy, but they are as responsive as ever to your moods. You've already forgotten your concerns about the Taker patrols.





You pass by another patrol as you depart. They don't seem to notice how much loot you've hidden under your robes. You don't feel any guilt -- your people made these goods and you managed to retrieve them, not the Takers. They don't even acknowledge you as you pass by.



The Awakened serviles of Vakkiri greet you when you arrive. It's nice to be welcome somewhere, even if only provisionally. At least you don't feel the need to be quite as guarded here. The Awakened might want more from you than you're willing to give, but they haven't proven themselves to be nearly as murderous as their rival sects, nor as deceitful.

That is why they're so much weaker than the Obeyers and the Takers.



Coale greets you as soon as you step across the threshold.

"I met Arth," you tell him. "The serviles in Kazg are very hostile. He says that it's not safe to trade with you. The merchants of Kazg have been barred from trading with the Awakened and the Obeyers."

He sighs. "Understood. I am not surprised. Still, I appreciate the knowledge. Here is a reward for you. We Awakened believe in giving fair payment for assistance." He hands you a pair of pouches. "Genuine Shaper artifacts. Not much, at this point, but it helps a little."

After a little trading, you head back towards Pentil, intent on finding the rebel Sholai outpost to its north.



We didn't get any experience for completing that quest, which is disappointing. We're too high level! I'm not sure what level range Vogel expected players to be when they finally met Arth, but evidently level 14 is too high.

Solution did level up from euthanizing the poo poo out of the ruins' rogue population, so I pumped up her shaping skills.


Next Time: Let's Get Political

For the triple cross, we start with the Obeyers. We'll see if I fumbled faction management or not once it's time to betray them. We finished up the Kazg Ruins because once we ally with the Obeyers, the Takers will probably turn hostile, and it's easier to clear that area without turning the couple dozen NPCs there red.

Epsilon Moonshade
Nov 22, 2016

Not an excellent host.

POOL IS CLOSED posted:

Thank you! It's been fun so far. Also, the dialogue is mostly from the game! I don't want to overstate my contributions. I've added some original dialogue and framing to make those sections flow. (:cripes: I am writing fanfic interspersed with screenshots.)

I'm noticing that as I play through the first few bits. What you're doing is still cool. :cheers:

POOL IS CLOSED posted:

I added some instructions to the second post on how to run this game in 32-bit compatibility mode; if you're on Windows, this is a significantly easier method than using a virtual machine or emulator. Thanks to the tech megathread, I'm working out how to make windowed mode in dxwnd livable -- if I manage that, I'll include the configuration information too.

I've actually got a VM already built for running some other 16-bit games (one of which I -might- try and LP, except for the fact that it has practically no story to speak of?)

I'll totally take that config info when you get it though - the only problem I have with the VM (other than the tiny loving screen size on Geneforge :argh:) is that it seems to require mouse capture to work right. I really don't like mouse capture.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Thanks, guys! I really wasn't fishing for compliments but I will hoard them all anyway. Just like I hoard spore pods and crystals. :smaug: And also thanks for getting us to a new page. (I haven't changed my posts per page setting because it'll ruin all the page snipes in my favorite megathreads, truly the best of all reasons.)

Didn't quite make it to the first pillar puzzle in this update, but we should next time. This one felt like it was getting unwieldy.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!
Ultimately, most screenshot LPs end up involving some percentage of fanfic; as long as it's enhancing the thing rather than detracting from it, just keep on keeping on!

mauman posted:

I would agree with that statement except for QfG 4.

But that would be an opinion and I'm sure some people would disagree. I don't think many would argue that the QfG 4 lp counted as more than your average narrative lp though (changed story, changed characters, changed everything).

But yeah, outside of QfG 4, I agree his QfG lps were pretty good.

I respectfully disagree with all of the above. That said, it's definitely different enough that I can see why some people would feel that way.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

So, the fact that Trajkov stopped using the Canisters suddenly while studying the Geneforge, uh, worries me. A lot. He doesn't sound like the kind of guy to easily give up a source of power and I fear he discovered a terrible cost that awaits Solution.

Dmar
Aug 19, 2004
yarg

POOL IS CLOSED posted:

Thanks, guys! I really wasn't fishing for compliments but I will hoard them all anyway. Just like I hoard spore pods and crystals. :smaug: And also thanks for getting us to a new page. (I haven't changed my posts per page setting because it'll ruin all the page snipes in my favorite megathreads, truly the best of all reasons.)

Yeah this is definitely a high-quality LP and you're updating at a great pace. I always look forward to your posts and they come often.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Is the triple-cross also going to involve murdering any of the factions? Or just ripping them off thoroughly and then scampering into the wilderness with your arms full of loot and fyoras?

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
arms fulla fyoras with they claws decked in bling

that's how we roll

So far the thread has voted against murder, so unless you all clamor to take the killing question back to the vote, we will be stealing everything that's not nailed down hard enough and bailing.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

POOL IS CLOSED posted:

arms fulla fyoras with they claws decked in bling

that's how we roll

So far the thread has voted against murder, so unless you all clamor to take the killing question back to the vote, we will be stealing everything that's not nailed down hard enough and bailing.

As it should be.

And now we burgle.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Night10194 posted:

So, the fact that Trajkov stopped using the Canisters suddenly while studying the Geneforge, uh, worries me. A lot. He doesn't sound like the kind of guy to easily give up a source of power and I fear he discovered a terrible cost that awaits Solution.

The impression I get is that the mysterious other Shaper revealed some (possibly false) hidden cost of using the canisters. We have no idea what the other Shaper's motivations are, but it seems reasonable to assume that they have no reason to like the Sholai.

There's a few interesting things going on here. First off, there's the mysterious Shaper. Who are they, where did they come from, what do they want? Second is the spreading wastelands that are slowly turning the island into a poisoned desert. Third of course is why the island was Barred in the first place.

Here's my wild, completely unfounded hypothesis: the mysterious Shaper is the Geneforge, a Shaper who has advanced their arts so far they are able to able to rewrite living beings any way they wish. In particular, they have total mastery over their own body, which makes them functionally immortal. However, there's some cost or poison associated with this power; perhaps the Shaper cannot naturally recover essence and thus must drain it from the island to use their powers (much like that drayk eats peoples' essence, only on a larger scale). Hell, maybe they've extended their being into the island itself somehow; that'd provide a neat explanation for why there's all those rogues hiding in closets! :v: The other Shapers from 2 centuries ago decided to simply abandon the island rather than try to kill this seemingly-immortal Shaper. If this Shaper has spent all their time trying to figure out a way to fix the flaw in their being, that'd explain why they've stayed out of Servile politics.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
The next update is rather text-heavy and I discovered that I either missed a few screengrabs or a few dialogue options, so I won't have it up until Friday. (How the hell do I miss a shot when I've taken almost 500 for the last and next update combined?) That said, I think it'll be plenty meaty, because there's a poo poo load of dialogue and we'll initiate a faction quest for the Obeyers.

Epsilon Moonshade posted:

I've actually got a VM already built for running some other 16-bit games (one of which I -might- try and LP, except for the fact that it has practically no story to speak of?)

I'll totally take that config info when you get it though - the only problem I have with the VM (other than the tiny loving screen size on Geneforge :argh:) is that it seems to require mouse capture to work right. I really don't like mouse capture.

Weirdly enough, your username shows up as "etmoonshade" when you're the last poster in the thread. I wonder why?

I haven't gotten to tinker further with fixing the dxwnd issue. I'm hoping to get that sorted out this weekend, if possible. Since I really don't know what I'm doing, it's sort of like amateur archery while blindfolded over here.

idonotlikepeas posted:

I respectfully disagree with all of the above. That said, it's definitely different enough that I can see why some people would feel that way.

I'm a big fan of his LPs, Glory included; my favorite is the Academagia one. It helped me not die of boredom during my most mind-numbing job. My partner in crime is hooked on his video lecture LPs, too.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.
Yikes :downs:

I didn't say that I didn't like his LPs in general. I just said that I didn't like one of his lps because he did some rather radical (in my opinion) changes to the characters and background of the game, and it would qualify as fan fiction way before yours does (since you don't actually change anything, you just fill the holes).

Back on topic: I have a lot of things that I want to talk about when it comes Trajkov. Sadly I can't yet, but we'll get there someday.

mauman fucked around with this message at 01:44 on Dec 16, 2016

Like Clockwork
Feb 17, 2012

It's only the Final Battle once all the players are ready.

I really want to comment on "What even the gently caress is a Geneforge anyway" chat, but I know spoilers that would ruin everything and I don't know how to egg on speculation. :saddowns: Just know that I think it's a very good theory!

And yeah, all narrative LPs are fanfic to some degree; it's just the nature of the beast. I have a hard time telling apart what you added from the actual game writing, so it's not like it's bad fanfiction either.

e: Seconding the recommendations for the White Knight Chronicles and Drakengard LPs. They are extremely good reads.

Like Clockwork fucked around with this message at 02:57 on Dec 16, 2016

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



My favorite narrative LPs have mostly been ones of bad games that tear said bad games to shreds(The Dark Id's Drakengard LP, Nine-Gear Crow's White Knight Chronicles,for example),but there's a couple good/decent ones for good games. For instance,this Warhammer Total War LP always brings a smile to my face.Basically, good narrative LPs do exist,this one included.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

POOL IS CLOSED posted:

In Geneforge 1, skills have two diminishing returns soft caps. The first is at 10 points. After that, you only get a bonus for each two points after that, up to 20. After 20, you only get a bonus for every 3 points, up to the hard cap of 30. However, the cost of leveling up a skill never rises, so the growth curve isn't that steep.

Do I read this correctly that you can get a total of 18 bonus points for a given skill, at levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 23, 26, and 29? And that level 30 doesn't actually get you anything?

placid saviour
Apr 6, 2009
Let's not forget the Planescape: Torment narrative LP.

Years later, I still think about that LP regularly. Although a big portion of that is the game itself as well, of course.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
And the NWN2 Mask of the Betrayer one

FredMSloniker posted:

Do I read this correctly that you can get a total of 18 bonus points for a given skill, at levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 23, 26, and 29? And that level 30 doesn't actually get you anything?

That seems to be correct. I believe though I haven't verified that equipment bonuses can take you over the cap. That would permit getting the last two points necessary for a bonus. I've never bothered taking a skill high enough to say for sure.

Epsilon Moonshade
Nov 22, 2016

Not an excellent host.

POOL IS CLOSED posted:

Weirdly enough, your username shows up as "etmoonshade" when you're the last poster in the thread. I wonder why?

SA being derpy? I'd literally just changed my name (since I'm a noob and hadn't realized I could have a space in the username itself rather than it being a separate field you'd change :downs:)


placid saviour posted:

Let's not forget the Planescape: Torment narrative LP.

Years later, I still think about that LP regularly. Although a big portion of that is the game itself as well, of course.

This is high on the list of LPs that got me to play games - although I never did finish it.

edit: Oh, and an honorable mention while I'm at it for the Arcanum LP, since it felt like it ran on the same/a similar engine.

Zeniel
Oct 18, 2013

Like Clockwork posted:

I really want to comment on "What even the gently caress is a Geneforge anyway" chat, but I know spoilers that would ruin everything and I don't know how to egg on speculation. :saddowns: Just know that I think it's a very good theory!

And yeah, all narrative LPs are fanfic to some degree; it's just the nature of the beast. I have a hard time telling apart what you added from the actual game writing, so it's not like it's bad fanfiction either.

e: Seconding the recommendations for the White Knight Chronicles and Drakengard LPs. They are extremely good reads.

Gene Forge. He's a cop.

vdate
Oct 25, 2010

POOL IS CLOSED posted:

I'm a big fan of his LPs, Glory included; my favorite is the Academagia one. It helped me not die of boredom during my most mind-numbing job. My partner in crime is hooked on his video lecture LPs, too.

hell yeah best bobbin lp

Admittedly, it's also the fanfiction-iest, since 'closing the gaps' in that context meant generating narrative for all the stuff that gets relegated to crunch in the end-of-the-day readouts.

Zeniel posted:

Gene Forge. He's a cop.

One's a Shaper. One's a fyora. They fight crime.

...this just doesn't work as well without the voice, I think.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Let's Get Political





Sniff looks up at you but doesn't speak.

"I have a message here, from Masha. Does that help?" You present it to Sniff.

She looks at it carefully. "Yes, Shaper. I am glad you are here. I am glad you are helping us." She walks up to the door and raps on it with her knuckle. The door opens briefly, and she passes the letter through. Then she returns to her place. "I know Astrov will want to speak to you as soon as he can. He will also give you supplies, and help you however. You can enter. I hope you know the Sholai tongue well, though. The outsiders here don't know yours."

"My thanks," you say. When you try the door this time, it opens. Whoever took the letter is gone.



Game Text posted:

This is a high, but chilly cavern. It looks mostly natural. The cold is blunted slightly by the small smoky fire burning in the middle of the room. There are long strips of meat hanging from the wall, curing in the smoke.

Several of the Sholai are hiding in this miserable lair. When you enter, they nod cordially. They know that you have come from Masha, but they are waiting to see what you do now that you're inside.

Though it still bothers you greatly, you are starting to get used to seeing outsiders in Barred lands. You don't automatically feel that you should be killing them. Though it is always an option.

They've piled up sacks of meal and other durable supplies here. This place was probably used for something similar by the Shapers who built it, though the materials Shapers store in these conditions tend to be biological samples and easily combustible chemicals rather than food.



The shelf fungus here is alarmingly huge. Such specimens are usually only found on dead or dying trees. You skirt them warily and examine the Sholai standing by the smoky campfire.

You meet the leader of this small group of outsiders. He is a small man, thin and nimble. Hardly the massive slab of muscle typical of the Sholai warriors you have seen. However, he is also quite agile and fast on his feet.

"Welcome," he says. His accent is very thick, but you can understand him, barely. "I am Astrov, leader here, scout. It is good to hear from Masha. Thank you for coming here."

"Greetings to you. I have come from Masha looking for information," you say.

"Good. We are glad. We fight Trajkov. We hope you fight Trajkov. He is dangerous and mad. First, I tell you our story. Then I say what we find." Astrov sheathes his sword and motions toward a seat. Only once you've taken it does he also sit.

You rest your hands on your knees and try not to feel self-conscious about the sooty stain that mars your robes. This outsider has no idea what it's from. It's fine. "Tell me your story."

"Yes, Shaper. Story," Astrov says. He takes a deep breath before he begins. "I am scout. Always been scout. Can run fast and silent. Help many explorers when land on new land. Find food and roads and people to meet and greet. Going on trip to your land greatest honor. Meeting new people is marvelous. Journey hard. We land here with only one ship and many death. Then Trajkov mad. I am sure you learn much of this from Masha. Should have learned most of story there."

"What happened after you landed?" you ask. Outsiders are outsiders; until now, you've never considered nor needed to consider that there might be more identities out there besides Shaper and non-Shaper. Becoming a Shaper has always represented the ultimate possibility, the greatest of all heights... But what does success look like to the Sholai?

"Nothing. I am eager to explore and contact, or just move quiet and see things. But Trajkov holds me. He only want to use crystals full of magic and learn strange Shaper secrets. We wait, seeing day by day and mission fades from mind of Trajkov. Then I get final insult." Astrov's knuckles whiten as he grips his chair's armrests.

"What was the final insult?"

Astrov flushes a deep, ugly red. "Trajkov kidnaps a Shaper! He takes one of your kind, called Goettsch. But then Goettsch flees, and takes something with him. Trajkov furious! That not even final insult, though it horrible beyond words. No, final insult is he wants to go into wastes to find Goettsch. This could not be more far from our true goals and mission! Waste my skills and life for that!"

You silently thank this unmet Shaper for sabotaging Trajkov's mad project. "What did Goettsch steal?"

"Trajkov said it was glove. But I do not believe him. Strange thing to steal."

"What happened then?" you ask. Unlike Astrov, you don't think it's that strange -- Shapers imbue gloves and rings with all manner of helpful and protective enchantments. If Goettsch stole a particularly well-made pair of these, then he might as well have robbed Trajkov of a priceless treasure.

"I flee on small boat with Masha and Anfisa. And ship strands up east of Kazg, and Trajkov, without our learning, gets serviles of Kazg to help him, and we trapped," Astrov says, then sighs. "But Masha and I and my scouts, much stealth. We flee trap and Masha help us find this hidden lair. From here, we scout area. We explore. We try to find ways to Trajkov, so we can kill him. But ways in are hard. Need one who knows secrets of island. Need one with powers. Need you, Shaper. I want to tell you how to get to Trajkov. He takes your secrets. You can deal with him. That is my tale. I can tell you what lies across the river. I can tell you way to Geneforge. All I ask is you help us." Now that the tale is told, the anger drains away, leaving just a scout trapped among enemies.

"I have more questions." You hope he actually has answers.

"What else do you want?" Astrov says. He is trying to speak simply and slowly, but his accent still makes it difficult to understand him.

"What is northeast of here? How do I get up there safely?" Everyone who knows anything about Trajkov and his followers points north and east as the path to reach him, but besides emphasizing the dangers, no one has concrete information about what they are.

"To northeast is the huge caves, the great place where your kind made many huge things and much powerful magic. But it is guarded. You left many defenses, and in places we snuck in, Trajkov left defenses of own. To get there, first you must pass river. Then you are in the many ruins. Then, hardest of all, is getting into magic learning place where Trajkov hides. And where the Geneforge is," Astrov adds.

"What is the Geneforge?" you ask, though you doubt he knows much more than anyone else you've asked.

"Trajkov say, when he try to get me to hunt Goettsch, that it is combined essence of Shaper power. Crystal jars each only change one thing, but Geneforge is all, that the touching of it fills you, remakes you, fills you with power. I told him it sounded like mad crap." He pauses to let you finish laughing. "That led to him not liking me as much. Geneforge is your thing. A Shaper thing. Not for me."

Pleasant surprises are a rarity. That Astrov could give you an answer, even an incomplete one, is a shock. But your pleasure isn't unmixed. The Geneforge is like the ultimate canister... a power that can Shape a Shaper. When you were finally welcomed as an apprentice, you knew that meant saying farewell to some of the limits that made you human. But the Geneforge surpasses all the power and techniques you've ever heard of or suspected. The more you think about it, the more shaken you are... the more you lust to take this power for yourself.

And that is an urge you can't trust.

"How do I pass the river?"

"There are two bridges, but they are guarded by many of Trajkov's men. He has few humans to spare, but he spares them there. Worse are turrets he grow. Deadly bridges. That is way Trajkov and us went. You can't go that way. But we have found two other ways. One is the mines. Other is the pass."

You suppose he's talking about the bridges the hermits warned you of rather than the bridges between Pentil and Kazg, or you wouldn't have reached Masha. "Where are the mines?"

"You Shapers had mines in the mountain northeast of Kazg. You filled them with traps. We found ways to both ends, but we never could get past there. I'm sure you can find the corpses of those that tried. Go through those mines and you should find a way past the river. I think you should be good with machinery and traps," Astrov says.

"Tell me about the pass, then." You're less confident about your ability to defuse mines and you have no spore batons to spare.

"It is north of here, and takes you past head of river where it can be passed. Trajkov has put many turrets and monsters. If you go there, be ready for much fighting."

Fighting, however, you can do. You just have to be careful and take it slow and you won't lose any more creations. "What do you know about the ruins?"

“There are ruined places north of river. They are wastes, with plants dead from liquids from your old works. Only a few places still standing. We found two workshops and arena."

"Tell me about the workshops," you say. Those sound like good places to search for supplies.

"One is at west end of valley north of river. North of western bridge. We got not much from there. Many defenses and traps. We think there is some very good Shaper tools and such there. Trajkov wants in there much," Astrov replies. "Other is at south end of valley north of river. Between two bridges. We mostly looted it, but there were areas we could not explore. Lots of tools and things." You're sure Trajkov would like in there, too.

"What about the arena?"

"We think it was place for sports or for things to fight. It was just west of mines. We found little left there. It was dangerous. Many old creatures roam there, out of control of Trajkov," he says. You shudder. He must be mistaken. No one does anything as barbaric as pit fight creations.

"How do I get into the halls where Trajkov waits with the Geneforge?" you ask, more to distract yourself than with any hopes of getting in unnoticed. If you're going to reach the Geneforge, it'll be because Trajkov wants you there. You doubt you can get past whatever defenses he's erected alone. Even a real Shaper fled. There's no hope for you.

"There is main gate at south end. Trajkov puts most of defense there. You go there and they shred you, I think. Deadly, deadly," he says, chopping the air with the blade of his hand. "But there is also small west gate. We could never get open. We think you need key to open gate, but we not find key which works, so we leave it. If you look at west gate, you might figure out how to open it. Trajkov still put defenses there, but less. Those are only two ways I know to get to places where Trajkov is."

"All right. Where can I find a boat?" you ask. If he can confirm what Masha told you, then either they're conspiring to deceive you, or there's a real boat out there somewhere.

"I hope you will not leave us here, with madness and Trajkov. But I will tell you that we have one boat left, a small wood one, in a dock northeast of Kazg," Astrov replies. It's the same as what Masha told you. Your hopes rise a tiny bit before you quell them.

"Can you teach me more of your tongue?"

"I know little of yours myself. I cannot help you. I am sorry." He bows his head.

"Well, tell me more about the wastes," you say.

Astrov sighs again, this time in disgust. "They are northwest of here. Nasty and full of your horrible monsters. And not natural waste, but poisoned. That is where Goettsch fled. I don't know about it. I don't want to know about it."

The wastes are a popular place to hide. If Trajkov's forces and the servile sects are avoiding this part of the wastes, you might be able to find Goettsch without meeting anything worse than more clawbugs and battle alphas.

"Why are you hiding here? Won't any of the serviles help you?"

"When serviles in Kazg attacked and trapped us, we feared their kind." Before Sucia Island, you would have taken Astrov's words as a joke. "But, if you can find servile leader who will help us, I would be most happy. We thought most or all of serviles are like ones of Kazg."

Your stomach growls. The smell of meat is getting to you. "I could use some supplies..." It's not the most delicate approach, but it's indirect enough to be polite.

"What is ours is yours. Without you, no hope of killing Trajkov," Astrov says.

You thank him before you rise, intent on satisfying your stomach now that you've solved some mysteries.

You speak briefly with the Sholai soldier nearby, hoping for directions. You know enough of her language to exchange a few pleasantries, but no more than that. She says, "Find Astrov. Talk at Astrov."

The Sholai could be more helpful, but at least they're not rude.



These storage caverns are quite the large system. Maybe the old Shapers had clawbugs tunnel through here to make them. You pick up a few goods as you explore, nothing you think the Sholai will miss in the near future.

In one of the smaller chambers you see an outsider female in blue, much like Solyony. You suspect that she is a wizard. Her robes are surprisingly similar to the garb of wizards in your lands.

She smiles at you and speaks slowly and clearly. "I am Anya. Who are you?" When you tell her, she says, "You are welcome here."

"Are you a wizard?" you ask, and smooth your palm down the placket of your robe.

"I am a user of magic. My people have the magic too. But we do not have magic like yours. We cannot make life." She doesn't sound bitter or disgusted, merely factual.

"We use magic like yours too." You let a little flame dance at the tips of your fingers.

Anya answers with a small light of her own. "I know," she says. "With Trajkov, I used some of the glass jars you made which give the user magic. It made me have more power. It was amazing."

"Did you learn how to use our powers from the canisters?" You don't want to have a friendly conversation with an outsider who has stolen Shaper secrets. It's bad enough they've misused the canisters. If you have to share courtesies with a thief of Shaper techniques, those courtesies will be the sourest things to ever cross your tongue.

"I do not know. I feel strange things in me, strange things I want to do, but I do not know how to do them. I did not know how the glass jars were changing me, so I stopped using them and fled. Trajkov does not know to stop using them. They have made him strange." Anya shakes her head.

"I have used many of them."

"Yes. Can you not feel it? Can you not feel the changes? The strange changes? You are in a bad place. You must use them to live, but you must then be changed by them. I hope you have the strength in your mind to stay wise," she says.

As she speaks of it, you find that you are having a hard time keeping from striking out at her. Her manner is infuriating you. Very strange. Normally, you would think you wouldn't feel this way. What is happening?

"Tell me more about your people."

"We have an icy land. It is large and empty. So we make wealth by exploring in boats and trading. We have come to meet lands before now. And now we come to yours, but now it does not go as well."

The understatement only irritates you more. "Can you teach me any of your magic?" you ask. It's only fair.

It is difficult but you convince her to give you a brief magic lesson. She tells you all your limited grasp of the Sholai tongue enable you to comprehend. "There. Now you know more."

You are now more competent at magic. The Sholai discipline isn't so different from yours, even if the way they describe the concepts is much flowery-er.

Sufficient leadership here grants us our first point in Spellcraft!

"What are in these caves?" You indicate the deeper tunnels opposite the way you came in.

Anya shakes her head. "We do not know what your kind made these caves for. We use them now. It is safe. But there is passage to the south with dangerous creatures. Turret things. You should be careful there."

"You live here with hostile creatures?" These outsiders are truly desperate.

"They do not move. We do not hurt them and they do not hurt us." She shrugs.

You thank her for her time and continue your exploration of the caves.



Only potsherds remain of whatever was stored here. Either none of it was very dangerous or it all dissipated over time.



The Sholai have been disposing of refuse back here. It's disgusting, but at least the cold keeps the smell down. You suspect that the turrets must not be much further away.



But to your surprise, there's another occupied chamber past the midden. This Sholai scout has a nasty burn on his leg. It looks like he isn't in any serious danger, but he won't be going out for a while. Instead, he sits and polishes a breastplate.

When you approach, he says something to you, very slowly. You struggle to understand, but a lot of the words are garbled. "Hello, (garble). I am Treplev. I am hurt. I would like to (garble)."

"What would you like to do, again?" you ask slowly.

He points at your pack. "Gold." Then he points at the arms in from of him. Then he pulls out a pouch and shows you that it's full of coins. Then he says, "We (garble)?" He probably means he wants to trade.

"All right. We can trade."



"How did you get hurt?" you ask, counting the gold coins into your purse. They're a mix of outsider coins and ancient Shaper coins. The outsider's gold feels a little heavier, but maybe you're just imagining it.

He looks confused, at first. Then he looks down at his burn. He says, "Red, bad, (garble) thing. Small." He pantomimes what looks to you, like a breathing fyora.

You make an effort not to laugh. After all, your own fyoras have held their own in several battles, and Treplev was polite enough not to point at them.





The turrets are emplaced at a tight bottleneck at the furthest end of the caves. Your creations kill the first one quickly, but the next has time to swerve its nozzle at your team.



Together, RickVoid and the fyoras are able to destroy it first, but its companion fires. GreatEvilKing staggers from the force of the thorn and goes limp. Only its presence in your mind keeps you from fearing the worst. It's badly wounded and stunned, but not dead yet.

You heal GreatEvilKing while the rest of the team picks the last turret off. It manages to strike Like Clockwork as well -- but wounds are only wounds.



The door the turrets guarded slides open, revealing treasure. Despite your distrust of the Geneforge, you don't even consider not using the canisters. Together, they improve your firebolt spell and your war blessing. Only once you've used them up do you notice that there are other supplies and even a tome.

Game Text posted:

The book begins "I, Defniel, of late of Sucia Island, leave these notes here. In case all of our great work is destroyed, I want to ensure that some, someday, find the glorious secrets we have uncovered."

Unfortunately, whoever Defniel was, he won't get his wish. Dripping water has heavily damaged most of the tome. The bits that are still readable are fragmented and, without long study, unusable.

You don't even curse your poor luck. Just once you'd like to find an old Shaper text that isn't in a tomb or completely rotten.



After selling what you don't need to Treplev, you depart the caves. Sniff still stands guard outside, so you stop to see what you might learn from her.

"How did you come to be helping the Sholai?" you ask.

"I saw them find one of the spawners. And then I saw them kill it. And I knew then that, whatever they were, they were not our enemies," Sniff says. "I went and met them. They did not speak my tongue, and they almost killed me when they saw me. I do not know why they were so afraid of serviles. I did not know then that the foul Takers of Kazg had joined with their leader. I have been learning their tongue, though I know very, very few words. Enough to know of Masha, and to look for those bearing words from her and letting them in. I know they are outsiders, in Barred land. But they oppose the Trajkov, the true enemy of the Shapers. So I serve them, until the Shapers return and save us." She gives you a significant look.

You shrug. You're doing your best, though you can't say you're wholeheartedly championing any of the serviles' causes.



Since you're on the march anyway, you visit the swamp where Clois dwells. You hail her as you walk inside her tiny hut and quickly get down to business. "There is a man named Trajkov on this island. He comes from over the sea, and he is trying to utilize some sort of Shaper power. He lives in the research warrens to the northeast."

"That should worry you, Shaper. That should worry us all. He holds a power your kind feared. It was so horrible that they Barred this island to keep anyone from having it. An outsider holds it now. We should all be afraid," she says.

"I am worried. The Shapers left a powerful secret on this island. It's called the Geneforge. It can make whoever uses it incredibly powerful."

Clois clutches her hands together, twisting her arthritic fingers. "Now we know the heart of the matter. Why the island was Barred. Why it is important now. Learn more of this Geneforge. Where it is. Who controls it. Then you can decide what must be done."

"Now I see what is happening here," you say. "This outsider, Trajkov, holds the Geneforge, which can make one of my kind incredibly powerful. However, he can't use it." He needs you because he couldn't use Goettsch. You're young, malleable...

"We have the puzzle. Now, Shaper, it falls to you, and none other, to find the solution. You might try to use the Geneforge yourself. You might be weak and attempt to seize that mighty power. Who knows what it might do for you? And to you? Or you might seek it and destroy it. But the Shapers who left this island did not do that. Maybe they want it to continue to exist? Is that the right solution? Is destruction the best path? Ever? Or you might join Trajkov. You might work with him. Was he the one who had you capsized here? He might have an offer for you, if you were to meet him in peaceful circumstances. Or, you might just flee. You might find a boat and leave Sucia Island and never look back. Maybe this choice is too important to be left to one alone. What do you think, Shaper?" Clois's battery of questions would overwhelm you if you hadn't already thought along the same lines.

You would like to use it; you want the power it could give you. But your people Barred this island. It's forbidden. It must be destroyed. These decisions are too important to be made without help. You would return to your people for guidance, but Goettsch is still here, trapped somewhere in the wastes, not knowing that there's another Shaper here or that there may be a way off of Sucia Island.

"Trajkov is a living, intelligent being. Though he has intruded on our land, I should see what he has to say."

Clois nods. "Diplomacy is good. You are sure to learn much. But is he evil? Good? Sane? Mad? That is the mystery."



Next, you journey to Learned Darian. He greets you politely and offers you tea. You doubt there's any real tea on this island, so you decline as graciously as you can. What he's drinking looks as muddy as though he scooped up some marsh water with the cup.

"I would like you to speak with someone on my behalf," you say. "I would like to ally with the Obeyers." If anyone can help the rebel Sholai, it's the Obeyers. They may loathe the outsiders almost as much as you do, but Leader Rydell is also pragmatic to the point of obscenity. Right now, what helps the rebels helps you. Their presence has tied the Takers down to Kazg, and you're willing to bet that the mere knowledge that Masha and Astrov are out there somewhere drives Trajkov mad. The rebels are an excellent distraction.

Darian hums. He seems surprised. "All right. Rydell is not far away, so it will be easy for me to communicate my desires to him. My word will do much to convince him you represent the true will of the Shapers."

"Thank you for your help." You already know your next stop. Darian is already gathering his things for a visit to Pentil when you leave, so you escort him south.



You spend the night in Pentil, though you avoid Rydell and his flunkies to give Darian space to work.

In the morning, you head to the grand hall of the Obeyers. Rydell shifts a little as you stride up the aisle. You think he might be a little nervous. It'll be harder for him to reject you now -- refusing Learned Darian will cost Rydell with the serviles who support him, and you believe he'll give up quite a bit to avoid that.

"I would like to ally with the Obeyers," you say. "I think you understand that I, not you serviles, represent the true will of the Shapers, and that only I, of all the beings on this island, can set the course which will correct the rogues and deviants. You've served us well in maintaining the balance, but you can't control all the serviles on Sucia Island alone."

For a moment. Rydell's worship is eclipsed by his cunning. He thinks about how well you could aid the Obeyer cause, and whether you are a true representative of the Shapers.

Finally, he speaks. "I am gratified that you would join us. Your words have marked you as a true Shaper, and we feel that you may be worthy of our obedience. However, we require an act of you, to show that you are not trying to mislead us and act against the true Shapers."

"What sort of task?" you ask. If it's not too offensive or burdensome, you'll entertain the idea.

"'There is a place to the west called Crag Valley," Rydell says. You nod. You know it all too well. "There is a warren of spiraling tunnels within, which contains a servant mind called Control Four. For years, this true servant of the Shapers has controlled and fought the rogue serviles of Vakkiri. Recently, though, it has grown weak. It requires nutrient solution and we have none. We don't know where any might be found. Worse, rogue creations have kept us from reaching poor Control Four to assist it. Feed Control Four and we will accept that we should be allied with you."

You snort. The rogues are all gone. If Rydell doesn't know that, then his spies aren't as good as he thinks. If he's bluffing, you can't imagine why. "You believe that I am true, yet you presume to test me? Servile, if you think that I may be a true Shaper, you must obey me. You can't take the chance of disobeying a true order."

Rydell's eyes widen. Your words have the full force of Shaper compulsion behind them. You hold up a hand to forestall any more talk from him. "However, I will check on Control Four, for the mind's own sake. It is a loyal creation and should be cared for, not discarded. It's shameful that after two centuries, Pentil can't even manage to feed a servant mind."

Your scorn convinces Rydell, which is all to the good, as your scorn is genuine even if the terms you cast it in aren't your usual style. He's ready to throw himself on your knees when you leave.

It might have been a gratifying sight when you first met him, but now it would only embarrass you. You leave before he can humiliate you both.



The spiral burrow is much as you left it. Without rogues stalking its corridors, you hike quickly to the servant mind's chamber.

Control Four's condition doesn't seem any worse for languishing unfed a few more days. "Welcome, Shaper," it says. "I am Control Four. I am pleased to be in contact with you."

Control Four may have already forgotten you. "I have some feeding solution," you tell it. You carefully pour the oily gray goo into the mind's tiny eating aperture. Improvement is not immediate.

Still, the creature seems content. "Thank you, Shaper. Soon, I will have regained enough strength to resume my given task. My faith in the wisdom of the Shapers is without limit," it says.

You gently pat its patchy brow. "The loyal serviles of Pentil will come to care for you soon. The matter of the rogues has been resolved. You should rest for now."



When you return to Rydell, he has recovered his composure.

"I've fed Control Four. The rogues imprisoning it were dealt with a week or so ago."

"Excellent!" His mind is already hard at work figuring out how to leverage this development to keep Vakkiri contained. "Truly, you are the Shaper we have waited for, come to help us and save us! We are eager to ally with you. Just say the word and we will assist you as best we can."

"You have served my people well, and you are worthy of my company. I will ally with you to pacify this island and keep it loyal to the Shapers." The Obeyers have done their best to maintain some semblance of the serviles your people long ago abandoned to this island. Still, no right-minded Shaper would consider them anything better than rogues. They bear arms, they try to breed your tools, and they even tame your creations for use in battle. When the Council discovers these things, they will only see dangerously independent serviles who must be punished at best and destroyed at worst. You know which you would bet on.

If Rydell suspects any of this, he can't ever admit it. "Shaper, this is our greatest, proudest day. This is the day that our years of work, patience, and sacrifice are rewarded. This is the day we are no longer alone." Rydell hands you a small gold key. "This is one of only two copies of this key. The other is mine. The supplies here, long hoarded, are yours for the taking. Now, we must talk. There is information I can give you. Strange, horrible things are happening on this island. Things that require the attention of a Shaper, before a great disaster happens."

"There are outsider humans hiding to the north. I feel they are following the true will of the Shapers. You should help them," you say.

"The north? Close to here? We had no idea. This is strange." Rydell frowns. "It is hard to think any outsider in lands Barred by the Shapers could mean for the true will to come further into being. But we will meet with them and maybe we could find common ground."

"Let us discuss the affairs on this isle." This much formality is difficult for you to muster, but Rydell responds well to it.

"Yes, Shaper. I am very glad. There are outsiders on this isle. We do not know where they are from, or what they want. But, since they landed here, we have been overwhelmed with wave after wave of horrible rogue creations. Shaper, if you learn anything of what might be happening, please let me know. When your knowledge is combined with mine, perhaps the true will of the Shapers might be done," he says.

"There is a man named Trajkov on this island. He comes from over the sea, and he is trying to utilize some sort of Shaper power. He lives in the research warrens to the northeast."

"I understand. That would explain much, including where the strange rogue creations assaulting us are from. Still, our information is incomplete. If we could learn more about the power Trajkov is trying to harness, we could decide how to act."

"The Shapers left a powerful secret on this island. It's called the Geneforge. It can make whoever uses it incredibly powerful," you say.

"Ah!" Rydell claps his hands together. "Now much is clear. Now we know why you Shapers may have left and Barred this island. Perhaps this Geneforge was too dangerous, and they wanted to keep anyone from having it. Try to determine where the Geneforge is and who controls it. I am having suspicions about what must be done with this forbidden power."

"Trajkov holds the Geneforge, but he can't use it."

"But perhaps he might learn how to. Or other Shapers might come and use it. And the balance of power and strength the Shapers struggled so long to create will be destroyed forever. The true will of the Shapers is clear. They Barred the island to keep anyone from using the Geneforge. But it has not worked. It is controlled by outsiders." This last he hisses, full of righteous rage at the Sholai's temerity. "Shaper, surely you can see what must happen. The Geneforge must be destroyed. Otherwise, your kind will lose control of their true powers. You will lose your secrets, and they will wreak havoc! Go to the northeastern warrens. Figure out how to destroy the Geneforge. Think how your people will thank you, will reward you. It is the truest path."

You don't need to be cajoled or convinced to see Trajkov as the enemy, though you are a touch surprised that Rydell is so passionate about the Geneforge's destruction. Perhaps it's spurred by the knowledge that no servile will ever be able to use it. If the canisters are poison to creations, then surely the Geneforge is as well. The Shapers would not have risked their helpers gaining the power to overthrow them.

"What would be a good place for me to start?" you ask. All Rydell has offered is some likely meaningless material support, no warriors or even new information. At least Clois tried to suggest many paths to you in case you hadn't given the matter your full consideration. Rydell still tries to steer you, to harness you.

But you're not here to make the Obeyers strong. You've joined the sect to squeeze whatever usefulness you can from them before tossing them aside. The Obeyers are only your allies as far as they can help you. You are sure the feeling's mutual after the runaround Rydell has given you.

"Past Kazg, there is a settlement of humans. Kazg bars them in, keeps them from seeing anyone. I believe that these humans know things about what has been happening on Sucia Isle. Reach them, speak with their leader, and return to me."

"I have met Masha already. She's the leader of a group which split off from the outsiders." You take some time to describe the meeting, though you leave out anything like the rebels' numbers, their equipment, and the affair with the key.

Rydell listens carefully. "Excellent. This is much as I suspected. The outsiders are divided, and not all are acting against us. Please, tell me all you learn of the research warrens to the northeast. Perhaps, together, we can bring about the true will of the Shapers."

The serviles are divided and not all act against you. Their circumstances mirror the Sholai's. All are trapped together on Sucia. Maybe the whole hellish stew should be thrown out. You're exhausted already and the day is barely past dawn.

You take Rydell's golden key and unlock the lever. The automatic door admits you into a long but tight corridor.



The first room is crammed with three huge books chained to pedestals.

Game Text posted:

This book contains many notes on battle techniques, wisdom accumulated by generations of serviles here over the last century or two.

Since serviles are not usually trained to fight, they had to figure it all out on their own, and they wrote what they learned down here.

Though it is the knowledge of serviles, your relative lack of combat training makes what they have learned very interesting. You read what they have written here carefully and with interest.

(Your Melee Weapons skill improves.)

Game Text posted:

This book is Rydell's journal. He has led the serviles here for almost twenty years, and he has kept a careful journal of his actions, filling page after page in tiny, neat script.

Rydell is quite focused, clever, and ruthless. You read of his years of work undermining the efforts of Vakkiri and Kazg and playing the two settlements against each other. His determination to crush all serviles who question the Shapers is total.

One entry, from not long before you landed on Sucia Isle, catches your eye.

"Why do they leave us here? Why do they test us so? Why won't they return? My people suffer. And I suffer. Year after year, death after death. Natley has lost her bonded, and she asked me why the Shapers allowed her pain.

"What am I to say? I will follow them and do their will, whatever it is, until I die. But, alone here, I can dare to wish.

"I wish a Shaper would come here, and tell me I did well.

You have to hold your breath against the sudden prickle in your eyes. You will not weep for Rydell. Hasn't he succeeded? Hasn't his wish been fulfilled? You quickly close his journal and open the last.

Game Text posted:

Dealing with the artifacts on this island has severely taxed the intelligence of the serviles. They needed to use the things the Shapers left behind to survive, but they had little idea how the things worked.

Since you, to be honest, don't know much about the items here yourself, the things they have learned, about everything from locks to traps to mines, is very useful to you.

(Your Mechanics skill improves.)



Rydell's room is spare and undecorated. Simply having a private room must be luxury enough compared to the cramped quarters the rest of the Obeyers share. While you look around, you take note of some very fine, enchanted gloves. These are gloves that wizards favor, and now they're yours.

You pull them on and try not to feel a little guilty.

POOL IS CLOSED fucked around with this message at 07:16 on Dec 17, 2016

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

You know, I think the thing that makes the story so good is that no-one seems to be a throwaway. The Sholai are intelligent and interesting people who stumbled on something they were unprepared for and fractured. The servile sects have internal logic and culture that makes sense. Even Rydell isn't quite as a cynical (though he's still devious and ruthless) as he seems at first.

RoboChrist 9000
Dec 14, 2006

Mater Dolorosa
Still loving this.
Out of curiosity, what are the effects if you ask the Awakened instead of the Obeyers to help the rebels? Or is that spoiler territory? I suppose, on a related note, which would you be doing were you not constrained by the thread vote ;)

Also slight typo - when you have Solution joining the Obeyers, you accidentally wrote her saying she would like to ally with the Takers.

TheGreatEvilKing
Mar 28, 2016





Can't believe I'm still alive! I'm guessing the Magic Glove of Evil is the Geneforge? (Never played this game).

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
All will be revealed in time! Probably...

RoboChrist 9000 posted:

Still loving this.
Out of curiosity, what are the effects if you ask the Awakened instead of the Obeyers to help the rebels? Or is that spoiler territory? I suppose, on a related note, which would you be doing were you not constrained by the thread vote ;)

Thanks for the catch!

You can't hook the Sholai rebels up with the Awakened because that sect is just too weak and poor. I don't believe the option even pops up in conversation.

ManxomeBromide
Jan 29, 2009

old school
Hot drat. :stare:

I had pretty much resigned myself to the Obeyers being the Cynical Theocratic Dictatorship thing, but then your command options and that diary.

Based on how interaction in Avernum went, I'm guessing that was more the game's text than yours, but either way, I can actually feel a bit for that scheming bastard.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

ManxomeBromide posted:

Hot drat. :stare:

I had pretty much resigned myself to the Obeyers being the Cynical Theocratic Dictatorship thing, but then your command options and that diary.

Based on how interaction in Avernum went, I'm guessing that was more the game's text than yours, but either way, I can actually feel a bit for that scheming bastard.

Considering the things Rydell has done in the name of his religion and what he sees as his duty, it makes a lot of sense he yearns (secretly, and knowing why it would be a bad idea) to meet his God and be told what he did was right.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Incidentally, I decided to look up the name Goettsch. It's a variant spelling of Goetsch, which is a "pet form" of either Gottfried or Gottschalk. "Gott" means either "good" or "god", "fried" means "peace" or "protection", and "schalk" means "servant".

Maybe Goettsch is a Servile who was granted Shaper powers by the Geneforge, and now works to maintain the peace here! :eng101:

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vdate
Oct 25, 2010
I suppose, not having any knowledge of what Shapers look like, they Sholtai might have concluded that anything that can, well, Shape, is a Shaper. So hell, you might be right. Then again, they knew enough to fetch you, so maybe not?

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