Amazon.com: Splendor: Cities of Splendor Expansion: Toys

splendor rules clarification

splendor rules clarification - win

Splendor rule clarification

I recently played a 2 player Splendor game, wherein we got stuck with 10 coins/gems each and an unwillingness to buy any of the open cards simply because it would end up supplying the opponent with gems they need to buy stuff. This is a deadlock like situation. What should we do in such cases as per the game rules?
There are 2 cases:
1) We dont want to buy anything
2) We can't afford to buy anything
I am not sure if the answer differs depending on the case
Edit : To add more details, we had exhausted the gold pile and reservations. There were non gold gems still left but were of no use to either of us.
submitted by redshadow90 to boardgames [link] [comments]

Splendor Rule Clarification

I'd like to find out what constitutes a tie.
An argument I had among my friends is that do points matter during the end round?
Like when the first player gets a 15 in the final round then the next players get a 16, 17 and 18 respectively. But developments also are less to most in that order.
Their argument is that points freeze at 15 and eligible winners have to face off with counting developments to determine the winner. (Meaning first player wins in the given example)
What I'm saying is that 15 only determines that the game should be ending and points are the first thing you look at in the end of the game to determine who the winner is, and in case there is a tie in the number of the highest point (18 vs 18 for example) , the person with less developments is the winner.
Could anyone chime in on this and clarify the rules for us?
submitted by vegetabol to boardgames [link] [comments]

Splendor Rule Clarification

Hi guys. So a group of my friends played Splendor tonight and they were debating one rule. Myself and another think player thing when you reserve a card you cannot use that resource (not the gold) until you buy it. Yet this other person things you can use it as the resource it is
submitted by dapperslendy to boardgames [link] [comments]

Splendor - rule clarification when table gem stock is limited

I am struggling to search online for the answer to my question about the rules of taking gem tokens when there are limited supplies remaining. I have just bought the physical board game but am confused because the iOS app does not allow me to pick up TWO gem tokens of different colors when there are only two colors remaining on the table.
The rules say:
On their turn, a player must choose to perform only one of the following four actions.
Take 3 gem tokens of different colors.
Take 2 gem tokens of the same color. This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.
Reserve 1 development card and take 1 gold token (joker).
Purchase 1 face-up development card from the middle of the table or a previously reserved one.
In the iOS game, if the table stock is:
1 Ruby 4 Diamond
Then the iOS game will NOT allow me to pick up 1 Ruby and 1 Diamond. The only gem pickup I am allowed to perform is 2 Diamond (because it is a "legal" move).
Furthermore, if the table stock is:
1 Ruby 3 Diamond
The the iOS game will not allow me to pick up gems (presumably because I am unable to pick up THREE DIFFERENT, or TWO SAME colors).
Is this a bug in the iOS implementation, or is this the correct rule?
Thanks in advance.
submitted by ahmad_nz to boardgames [link] [comments]

Wild rule clarification for Splendor

Is there a limit as to how many wild tokens a player can have or hold at a time? The rules are kind of ambiguous to me on this issue and its popped up quite w bit in playing with family.
submitted by lesserprime to boardgames [link] [comments]

Crazy Amount of Useful Necromancer Links, Guides, Resources

Here are all the Necromancer links I have saved that I found while making my Necromancer and playing her. It possibly might not be completely exhaustive but has quite a lot. This is specifically an undead creation Necromancer.

Necromancer Guides
Undeath.pdf - Google Drive (the best guide everyone uses)
The Necromancer - Google Docs
River of Styx: A guide to the art of Necromancy - Google Docs
ShakaUVM’s Methods for Necromantic Success!
[Guide, Min/Max] The Truest Necromancer: A Guide to Controlling the Absolute Maximum Undead : Pathfinder_RPG
PF - Lists of Undead Creation and Creatable Undead (a lot of good info here too and really interesting and helpful necrocraft stuff in that section. If you make a necrocraft be careful of reading the exact wording. It has to be made of undead, not just dead bodies. The undead could themselves be dead again but they have to have been undead at least to be part of a necrocraft)
Best Necromancer : Pathfinder_RPG
paizo.com - Forums: Advice: Building an arcane necromancer

Animate Dead questions/help
(540) Animate Dead? : Pathfinder_RPG
paizo.com - Forums: Rules Questions: Animate Dead Questions - Fighter (asked by someone to do with being a Fighter who gets it but contains a lot of good clarification about the spell)
Do I have a way to know the NPC’s HD before using "animate dead" to know if it will work? : Pathfinder_RPG
paizo.com - Forums: Rules Questions: Animate Dead and Special Qualities (determining what abilities and things a skeleton or zombie retains can be a bit tricky and a bit contentious. Some say they lose everything but that’s not true as written. They do lose most but Special Qualities are not the same as Special Abilities, they are a kind of Special Ability usually labeled as section SQ on a stat block if they have one. It’s tricky though so My GM and I work together to say what an undead keeps or not so I have a few that probably have a few things they shouldn’t but it was his decision)
paizo.com - Forums: Rules Questions: Applying Zombie/Skeleton Templates: Do they retain spell-like abilities?

Creatable Undead
[PF] Pathfinder Creatable Undead - Google Sheets
Variant Undead Templates
Undead you can create: a list : Pathfinder_RPG
Alphabetical List of Undead that players can create : Pathfinder_RPG
Somebody good at math want to double check the stats of my Large Necrocraft? : Pathfinder_RPG
Undead Archers - any way to Improve them ? : Pathfinder_RPG

Other useful links
Monster Advancement Generator (a tool that allows you to select a creature and a template like skeleton, zombie, bloody skeleton, fast zombie, etc. and it will give you the new stats, etc. for it. Very useful . Though you may want to do the templates manually later and compare to make sure as in certain instances it may not be fully accurate though most times it seems to be. You can generate a regular creature stat block alongside your templated one to compare. It doesn’t have all creatures but most I think.)
Monster Advancement (this is useful when you are using a generic premade undead stat page for something [like when you make a Necrocraft] and want to make it bigger. I used it to make a large Necrocraft.)
How much does a human skeleton weigh? - QuoraBest Necromancy Spells to Pick Up? : Pathfinder_RPG
paizo.com - Forums: Advice: Best use of Marionette Possession. (possess your undead and control them directly, including intelligent undead under your control)
Persisted Magic Jar?? and Other Shenanigans
paizo.com - Forums: Advice: ways to get more charisma
Necrocharticon (a spreadsheet to keep track of your undead)
(2) You just launched WHAT into the Castle? (Why you should never leave a mage unattended) : Pathfinder_RPG
Heroes' Feast - d20PFSRD (a spell to make a big feast anywhere, useful for a Necromancer who worships Urgathoa and is doing her daily Obedience which requires you to eat a huge meal and then finish it off by eating a piece of rotten food. If you have a Pallid Crystal you can cover the taste of the rotten food.)

Classes and Archetypes
(not an exhaustive list but most that are talked about and I considered. There may be other archetypes for things like Witch, etc. I haven’t read about)
Occultist (With Necromantric Implement)
Oracle – d20PFSRD
Witch – d20PFSRD
Cleric – d20PFSRD (get Animate Dead soonest)
Wizard – d20PFSRD
Twilight Sage – d20PFSRD (get Animate Dead last)

3rd Party classes
Necromancer – d20PFSRD (my class. Has a lot of cool things but a limited spell list of only necromancy spells. They’re from all different lists but not every necromancy spell available. I don’t have access to magic jar for example)
Necromancer | GM Binder
Pathfinder class: Necromancer
Sacred Necromancer – d20PFSRD

Prestige Classes
Agent of the Grave – d20PFSRD (very good for controlling lots of undead and eventually gaining a few spells from any spell list. Also its final ability makers it easier to become undead. Check “Becoming undead” section if you want that eventually)
Arcane Savant – d20PFSRD (gets access to spells from any spell list with its Esoteric Magic ability, like Desecrate, etc.)
Bloatmage – d20PFSRD
Exalted – d20PFSRD (to gain access to the goddess Urgathoa’s boons much sooner which include Desecrate twice/day and Animate Dead once/day as spell-like abilities which means no components/cost to cast, more in “cheaper necro ways section. Also this class eventually allows a 3rd domain)
Mortal Usher – d20PFSRD
Ritualist – d20PFSRD (would be good if you plan to perform the ritual to become a Lich which is very difficult)
Souldrinker (PZO1139) – d20PFSRD (if you want to have a carcoedaemon familiar and use soul gems to power your magic. More about this in “cheaper necro ways”)

Traits
Inspired by Greatness – d20PFSRD
Outlander – d20PFSRD
Sacred Conduit – d20PFSRD
Gifted Adept – d20PFSRD
Magical Knack – d20PFSRD
Signature Spell – d20PFSRDDeathspeaker – d20PFSRD (very good, works when talking to intelligent undead and when using command undead spell and command undead feat)

Feats
Necromancer Cleric feats ? : Pathfinder_RPG
Weapon Versatility (Combat) – d20PFSRD
Charnel Soldiers – d20PFSRD
Command Undead – d20PFSRD
Deific Obedience – d20PFSRD
False Focus – d20PFSRD
Improved Channel – d20PFSRD
Possessed Hand – d20PFSRD
Prestigious Spellcaster – d20PFSRD
Quick Channel – d20PFSRD
Sacred Summons – d20PFSRD
Selective Channeling – d20PFSRD
Spell Focus – d20PFSRD
Spell Specialization – d20PFSRD
Undead Master – d20PFSRD
Undead Master – d20PFSRD
Craft Wondrous Item (Item Creation) – d20PFSRD
Extend Spell (Metamagic) – d20PFSRD
Persistent Spell (Metamagic) – d20PFSRD

Teamwork Feats to use with Charnel Soldiers feat, which allows you to share a teamwork feat with all your undead
Coordinated Defense (Combat, Teamwork) – d20PFSRD
Coordinated Maneuvers (Combat, Teamwork) – d20PFSRD
Target of Opportunity (Combat, Teamwork) – d20PFSRD
Volley Fire (Combat, Teamwork) – d20PFSRD
Coordinated Reposition (Teamwork) – d20PFSRD
Duck and Cover (Teamwork) – d20PFSRD
Shake It Off (Teamwork) – d20PFSRD
Teamwork Feats – d20PFSRD

Cheaper necro ways
Variant Channeling – Paizo, Inc. – d20PFSRD
Death Domain – d20PFSRD

Urgathoa - Deities - Archives of Nethys: Pathfinder RPG Database
Deific Obedience – d20PFSRD (allows access to Urgathoa’s boons and Obedience power, if you aren’t in one of the 3 listed Prestige Classes you default to Exalted track which is what you want anyway to get Desecrate and Animate Dead as spell-like abilities. Getting the Exalted prestige class (which needs this feat as a perquisite) allows you to access the boons much sooner)
Spell-like Abilities – d20PFSRD (spell-like abilities don't require material components)
Diverse Obedience – d20PFSRD (get the boons sooner without going into a prestige class)

A way to use soul gems to power spells but very, very evil:
Create Soul Gem – d20PFSRD
Souldrinker (PZO1139) – d20PFSRD
Daemon, Cacodaemon – d20PFSRD
Soul-Powered Magic – d20PFSRD

Circlet of Spell-eating– d20PFSRD
Forest’s Blessing – d20PFSRD
Alternate Crafting Rules – d20PFSRD
Sculpt Corpse (From comments. Can use "on small-sized animals such as goats or sheep. They won't be quite as effective in combat since their living bodies lacked weapon proficiencies, but if nothing else they could have functional hands for lifting and simple labor. On the plus side, they will also look way more metal, since you could leave the horns and cloven feat alone.")
Variant Tiefling Spell-Like Ability to Animate 1 HD Undead
pathfinder 1e - What ways are there to reduce the cost of the Animate Dead spell? - Role-playing Games Stack Exchange

Becoming undead
My Necromancer would like to bring himself back as an undead. : Pathfinder_RPG
pathfinder 1e - How can my necromancer become a Lich? - Role-playing Games Stack Exchange
Player wants to be a lich! : Pathfinder_RPG
Eternal Apotheosis Occult Rituals – d20PFSRD (lich ritual in game but your GM can help you come up with your own)
If you become a vampire
Skin Suit - Feats - Archives of Nethys: Pathfinder RPG Database

Items
Rod of Splendor – d20PFSRD
Book, Tome of Leadership and Influence – d20PFSRD
Circlet of Persuasion – d20PFSRD
Headband of Alluring Charisma – d20PFSRD
Ioun Stones – d20PFSRD
Necrograft – d20PFSRD
Robe of Bones – d20PFSRD
Runestone of Power – d20PFSRD
Voidstick – d20PFSRD
Pallid Crystal (useful for a Necromancer who worships Urgathoa and is doing her daily Obedience which requires you to eat a huge meal and then finish it off by eating a piece of rotten food. This will cover the taste of the rotten food. If Urgathoa is your patron you also get other abilities)
Wendifisa Spear
Edit: added suggestions from comments.
submitted by Bredwh to Pathfinder_RPG [link] [comments]

Genies of the elemental wind, these beings wander the deserts and cause mischief for mortals - Lore & History of the Djinni

You can read the post and see the Ghoul across the editions on Dump Stat

Due to the length of this post, statblocks have been moved into a comment.
With such a deep history, the Djinni are well known outside the context of Dungeons & Dragons, and might even owe some of their popularity to One Thousand and One Nights. Genies are powerful, supernatural beings in Arabic folklore, and are thought to have originated as a pagan belief. While Djinni are simply genies in our own history, for Dungeons & Dragons they are a very specific type of genie who controls a major Inner Plane known as the Plane of Air. They are free-spirits who hate any type of confinement, whether real or perceived, and are not strictly evil unlike many of the other genies.
Jinn, or genie, have shown up in a huge amount of popular culture from Supernatural to Pee Wee’s Playhouse, and from Mega Man to Dragon Rider (1997), it has shown up in a huge variety of places. Sometimes they are evil, sometimes cruel, but in every instance, they are a supernatural force to be reckoned with. This can be a very exciting creature if our own pop culture proves anything, so we jump into Dungeons & Dragons, excited to see everything about the Djinni and their exciting take on it!
As a side note, before we begin, there was a lot of confusion across the editions on how to spell Djinni, Jinn, Djinns, or Djinn. We decided to stick solely with Djinni even though Djinni signifies a singular tense whereas Djinn was thought to be more plural tense. We apologize for our grammar on that and choose to go with using Dungeons & Dragons 5th edition’s Djinni.
 

OD&D - Djinn

The Djinni first appears in the White Box Set - Book 2: Monsters & Treasures (1973) and immediately our hopes and dreams are dashed as the first statement about these creatures is that they are not the wish-granting entities we were hoping for. We shouldn’t get too sad though, for the Djinni are still magnificent creatures with plenty of great abilities we so rarely see in this edition.
Djinni can fly and walk, which may not be super exciting, but they are just as fast as a dragon, which is pretty impressive. When being a material being in a material world gets to be too much for the Djinni, they have a special ability that allows them to change into a gaseous form. If they simply just want to disappear but don’t want to drop the book they’re reading, they can also go invisible whenever they want. Along with their flying ability comes the power to generate a medium-size whirlwind, which is pretty neat. While it takes a round to build it up and disperse it, it can be used to sweep away all creatures of 2 hit die or less… which means 2nd level characters are going to be affected and, well, maybe it isn’t that dangerous for seasoned adventurers.
The description goes on to state that Djinni fight as giants, but what does that mean exactly? Giants like to slam things with their fists and are described as catapults that carry around a bag of rocks to throw at people. Assuming a Djinni doesn’t carry around rocks in its pockets, though it might have 6,000 gp for some reason, they will punch you like a giant with a -1 penalty, doing 1-11 damage on a hit, or 2d6 - 1 damage. Dice notation hadn’t yet been a thing at this point.
If you don’t upset a Djinni to the point where they feel the need to punch you or fling you around in a whirlwind, you’ll find out that they can be impressive party hosts since they can create quite tasty food. With any good meal, you’ll need a refreshing drink, and the Djinni can also create some alcoholic beverages. It sounds like they can be quite the life of the party, so why not make friends with a Djinni instead of trying to kill it?
Food and drink aren’t the only things that the Djinni can make, as they can create soft and wooden goods that last forever… we guess this is like their version of granting wishes so long as the only thing you wish for is food, cloth, and wood? No definition of soft goods is provided, so one can only assume that such items could range from soft fluffy pillows to a set of fine clothes. You might be disappointed that your new best friend can only create beautiful clothes and pudding, but the Djinni can also create metallic objects. Unfortunately, they are not permanent, and the harder the metal created is, the shorter its lifespan is. A Djinni can create gold, but it only lasts for a single day, so as the old saying goes, spend it if you got it because you can’t take it with you - and then get out of town as fast as possible as you are about to have a very upset city. We can only assume that disappearing gold coins was Gary Gygax’s way to screw with his players, but that’s just us being crotchety.
The final ability for the Djinni is that they can cast illusions that target hearing and sound, at the same time, as much as they want. Which is pretty useful into tricking people into liking you, but that with the fact it creates fake gold just paints the Djinni in a bad light. They just create the illusion of wealth around them, and then skip out of town before anyone realizes that everything is fake and the Djinni is just a con artist.
 

Basic D&D - Djinni

The Djinni appears in the Holmes Box Set (1974), followed by the Moldvay/Cook Expert Rules (1981), and in the BECMI Expert Rules (1983). The one thing that all three editions agree upon is that the Djinni is wicked smart, independent, and unconstrained… oh, and that it's a genie. The Holmes Djinni lifts its wording from OD&D with a few clarifications like the whirlwind attack now deals damage to creatures who aren’t instantly swept aside, and killed, by the Djinni’s attack. Also, they can carry double their 6,000 gold weight limit for 3 rounds before they get tired, which isn’t that impressive.
This whirlwind damage carries through all three of the Basic versions, answering the question of how much a whirlwind hurts when it slams into you. Though in the latter two versions for the Lesser Djinni, we’ll get there, it does take 5 rounds to actually get in and out of whirlwind form, and at that point - why even bother? You’ll just be standing there getting smacked around by swords, magic missiles, and more while you try to proclaim the immense amount of pain that everyone is heading for once you get spinning fast enough.
While the later versions do get a bit better for the Djinni, as plain old weapons no longer hurt them and you need a fancy +1 weapon or have an arsenal of spells to throw at them, they do drop off on their utility and abilities by quite a bit. Now, the Djinni only has its normal 7 powers and their uses per day are drastically changed from unlimited to three times a day. As a reminder, those powers are: create food and drink, create metallic objects of temporary duration based on hardness to a maximum of 1000 lbs, create permanent soft goods and wooden objects to a maximum of 1000 lbs, become invisible, assume gaseous form, or form itself into a whirlwind as previously mentioned above. While the Djinni can still create illusions, that’s not really as good as the real thing.
While the Djinni doesn’t have much new going for them, we are introduced to the Lesser Djinni and the Greater Djinni. Everything we’ve talked about so far has been focused on the abilities of the Lesser Djinni and provides a solid understanding for their greater versions. These Djinni are the rulers of the Djinni, with the most powerful among them being the rulers on the Elemental Plane of Air and are known as pashas. These beings appear as especially large Djinni, have all the same powers that they can use as often as they want, and can cast lightning bolts, finger of death, wish, cloudkill, water to gas, and weather control. The most important thing to focus on this is that they can cast wish! Though they can only do it for others and not for themselves, which is fine by us seeing as how we can’t cast wish.
These Greater Djinni only travel to the Material Plane when Lesser Djinni cry out after being harmed or mistreated by others, which seems a bit of a wuss move. It’s the Djinni’s fault for making illusions and tricking people, if they can’t handle consequences, they shouldn’t be getting themselves in trouble!
To add insult to injury, even if you were able to “kill” a Djinni, there is no corpse to loot as it immediately returns to the Plane of Air. This is problematic seeing as how the Djinni carries on them up to 6,000 gold pieces, and if we are going to go to the trouble of beating one of them up, we should at least get to rob them after a job well done!
 

AD&D - Djinni

The Djinni appears in the Monster Manual (1977) with just a few tweaks to its abilities. The term Aerial Plane replaces the Elemental Plane of Air, but they are effectively the same place, which we will get to. The big flashy attack for the Djinni remains the whirlwind, which takes 1 round to form, 1 round to damage, and then 1 round to dissipate.
We aren’t experts at AD&D but we feel like the three rounds necessary to hit people with a whirlwind for 2d6 damage, and killing anyone with 2 hit die or less, isn’t a great trade-off, especially as it can just punch you for 2d8 damage once per turn. If you have a whole army with you, the Djinni can move 24”, which is either 240 feet while you are in a dungeon or 240 yards if you happen to be outside. That can be quite the devastating blow to an army, so it definitely has some niche uses, though we have to wonder how many armies are waging a war on a Djinni.
Some of its other abilities get fancy new titles but essentially remain the same. Food is now nutritious, and beverages are wine or water, but each can only feed up to 12 people. When it creates its soft, wood, or metal items, the limitations on the amounts are adjusted to fit within the terms in the version's rules. Illusions remain, as does turning into a cloud of gas and going invisible. It does get the new ability to wind walk, but that is just how it turns its body into cloud-like vapors.
The Djinni are lucky enough to travel the Elemental Planes, as well as visiting the Astral Plane whenever they want. All of this, along with their time spent on the Material Plane, makes them quite the wanderers. There is some information about the societal structure within the Djinni culture, as they are ruled by a Caliph, along with a series of various nobles who serve it. Noble Djinni are more powerful than their common counterparts and are as strong as the efreet, with 10 hit dice, additional 1d8 punching damage, and an even more deadly whirlwind that does 3d6 damage.
At long last, we finally get to the main reason we are hunting for the Djinni, they can now grant us a wish, three of them to be exact. Djinni can be captured, but it is a challenging thing to do, which is left to the DM to determine how exactly do such a thing. Once you capture one, a kind and benevolent master can coax more out of a captive Djinni, while a cruel jerk won’t motivate them to do more than the bare minimum. There is a 1% chance that a captured Djinni will be a noble type, having the ability to grant three wishes. It’s a minuscule chance, but some chance is better than none at all. Upon granting the third wish, the Djinni is set free, and you gotta hope you were nice to them or your army is very, very, very far away. While the text states nothing about what happens upon gaining its freedom, we imagine it’s probably not too happy about being forced into servitude.
The Djinni make a grand appearance in the Manual of the Planes (1987) where we learn about their elemental home plane, known as the Plane of Air, as well as their society and castles. The Djinni settle on earth motes that make their way to the plane, building beautiful castles and buildings of cloud-like materials and soaring structures. They are ruled over by a series of caliphs who oversee all Djinni within two days of travel of their castles. They are at war often with the forces of the Dao and Efreet, who hate the Djinni and dislike their good-aligned nature, though the Marid, of the Plane of Water, will at least trade with them without trying to kill them.
As a small side note, the Djinni and Efreet are the first genies to be featured in this edition’s Monster Manual while the Dao and Marid must wait until the Fiend Folio (1981). This has no real barring, but if you are ever in a trivia quiz about obscure monsters released in 30-year-old Monster Manuals, you can now impress the rest of your group with your useless knowledge!
 

2e - Djinni (Genie)

The Djinni next shows up in the Monstrous Compendium Volume One (1989) and is reprinted in the Monstrous Manual (1993). The Djinni now fall under the genie classification, which includes such creatures as the dao and efreeti. They are the second weakest of the genie, with the dao being of equal strength and the jann being the weakest. That does not mean the Djinni are not to be feared, as these creatures from the Elemental Plane of Air and are still a force to be reckoned with. On the Plane of Air, these majestic genies live luxuriously on floating islands. Each island is anywhere from a few 1,000 yards across to a few miles filled with tall spires, large buildings, and are ruled by a sheik, with various nobles assisting them.
The caliph is near the top of the Djinni social structure and they rule over all djinni estates within two days travel of its home, with all the sheik within that radius owing allegiance to it. While we don’t recommend attacking Djinni estates, if you do decide to capture yourself a genie to get a few wishes, they have a messenger chain that will alert the caliphate and all the neighboring islands who will send out large numbers of troops to hunt you down. Hopefully one of your wishes is to leave the Plane of Air alive.
Nothing too exciting changes for the Djinni’s and its mechanical abilities. The most interesting change is made to the Djinni’s whirlwind ability and made it slightly better than three rounds and then that’s it. The whirlwind retains all the destructive force it had previously but now lasts as long as the Djinni wants and goes where ever the Djinni wills it. We love how the text states that the whirlwind moves at the Djinni’s whim, as it has that cat toying with a mouse feeling to it. Also, the Djinni can ride around on a whirlwind if they so desire. Seventy feet in the air is a much better vantage point for it to watch the winds buffet you to death. If you’re on friendly terms with the Djinni, it can even take you and 5 or your closest medium-sized friends along for the ride. If you can fly yourself, whether through wings or magic, the Djinni pity you, viewing your reliance on such methods a bit pathetic, which seems a bit much seeing as how they need a whirlwind to fly.
If you are hoping to capture a Djinni, the act of catching and capturing one is still up to the DM, all we know is that it should be difficult. You still want to be nice to it so it will do nice things for you, which is kind of weird if we are being honest. If we get captured, we don’t really care how nice you are, you still captured us when all we wanted to do was go home to play Dungeons & Dragons with our friends. We’re going to be jerks regardless of how you treat us, though the Monster Manual states that Djinni will treat you as you treat them. Be nice, they’ll be nice. Be a jerk, they’ll do everything they can to screw up your plan and get you killed.
If you can catch a Djinni, there is a tiny chance you'll catch a Noble Djinni, about one percent, and then you’ve hit the jackpot. These Djinni won’t do anything but grant you three wishes, and upon granting the third and final wish, they are then free and run off into the sunset on their whirlwind.
2nd Edition also introduces the Al-Qadim campaign setting with the Al-Qadim: Arabian Adventures and Al-Qadim: Land of Fate (1992) sourcebooks that provide ways of playing in an Arabic setting. This area is called Zakhara and is located on a peninsula on the continent of Faerun, blending the One Thousand and One Nights stories with a more cinematic focus towards it. Throughout all the texts within this campaign setting, the Djinni appears, bringing a bit more information to flesh them out.
In the Land of Fate, the Djinni are given a bit more information on their society as well as how they interact with mortals. They are ruled over by the Great Caliph, Commander of the Four Winds, Defender of the Heavens, Master of the Air, and other titles to let you know that he isn’t someone you want to mess around with. Most Djinni are easy-going and pay little heed to strict rules or societal structures as they find that to be too confining. Even their existing rules are a bit too restrictive for most of them and so they will travel from the Plane of Air to the Material World where they will journey through the expanse of the desert to relax and unwind on their vacation.
If they stumble across some mortals, they may play a few pranks on them, though they make sure to not be too cruel in case the creature has some sort of connection to the Great Caliph that they don’t realize. This is especially true for powerful individuals, like sultans or kings and so they make sure to keep their tricks to themselves at that point. The Djinni often travel across the desert to talk to their cousin genie-kin, the jann, with who they have a great relationship. They don’t share this relationship with the others, though they are at least respectful of the marid. The dao and efreeti are immediately attacked, especially if the Djinni has conned some adventurer to help them kill their sworn enemies.
The Monstrous Compendium Al-Qadim Appendix (1992) introduces us to the beings known as the gen and the Noble Djinni. The gen are small elemental genies, each a smaller version of the more powerful genie in their world. The air gen are known as the Djinnling and serve special mages in the Land of Fate, the Sha’ir. They are part familiar, a part conduit for elemental magic, and the Sha’ir cannot use spells without the wind gen, so while they are small in stature, their importance is huge.
There is also a stat block and a detailed description of the elusive Noble Djinni. They are more powerful than we originally thought, with stats and abilities that dwarf the common Djinni. Their spell-like abilities are more terrifying, as a Noble Djinni also has at their disposal gust of wind at will, cloudkill once per day, control weather once per week, and airwalk on up to seven other creatures once per day. Once per year, a Noble Djinni can cast windtomb, which is a horrifying spell in case you were hoping we meant misspelled tome. When cast on a living creature, they are entombed, entering a suspended animation state similar to a temporal stasis spell, meaning you stop aging and life continues on without you until someone gets you out. Just in case you are thinking of trying to counterspell any of these, you should know that Noble Djinni magic is cast as if at the 20th level of ability. This windtomb appears like a swirling mass of air and if you try to breach it, you are just tossed aside like you are fighting a tornado. Only the Noble Djinni who created the windtomb can disperse it, so you might want to find some gems or something to bribe them.
Noble Djinni travel with quite the entourage and we recommend not getting in their way. When on the Plane of Air, they are always accompanied by up to 40 common Djinni who act as their courtiers, soldiers, fan-bearers, minstrels, grooms, and servants. When they are found on the Material Plane, Noble Djinni prefer to fly, a sight that is terrifying as their whirlwind and dozens more roar across the desert sands. If that is not possible, they will be carried by either an elephant, camel or a rich palanquin carried by four servants. Touching the ground is beneath them, and their feet will never touch the ground on purpose. They are proud and pompous beings, demanding that they be treated in a fashion that aligns with their noble status. All of this is not to say they cannot be captured, but you better have some powerful magic at your disposal as there are no physical means to enslave a Noble Djinni. They will grant three wishes to their master, but they are set free after the third wish and you better hope they don’t hold a grudge.
Also, in the Al-Qadim setting is the Secrets of the Lamp (1993), a sourcebook for adventures in the land of Al-Qadim as well as providing detailed information about the genie. We know that the Djinni hate the efreeti with the passion of a thousand white-hot suns, but now we find out the reason behind that hatred. The efreeti will take Djinni as slaves, which really ticks them off as one can imagine, though the Djinni might also take mortal slaves so, a bit of a double standard there. The Djinni will take every opportunity to harm the efreeti and work with anyone seeking to do so, even tricking them if it's required. The Djinni also have servants of air elementals, brass dragons, giant eagles, and other flying creatures who reside in the Plane of Air, and will often rely on their allies to help them when it comes to attacking the dao and efreeti.
We also have a name to go with the Great Caliph, Husam al-Balil ben Nafhat al-Yugayyim, Master of the Clouds, and Son of the Breezes. Quite a mouthful! His palace is the Citadel of Ice and Steel located on the Plane of Air, and he only leaves to go hunting or bring a bit of mischief to the Land of Fate. From here, he rules over the other Djinni freeholds spread out in his elemental plane. He is constantly surrounded by a group of his courtiers, from dancers and entertainers to supplicants and petitioners. His court also includes up to 400 jann and as many as 100 common Djinni, all at his command.
Our last type of Djinni appears in the Monstrous Compendium Annual Volume One (1994) and is one of the tasked genies. Tasked genie are genies who have been doing one job for so long, that their form has morphed and augmented itself to best fill that role and do their duties. The most common form of tasked genie that a Djinni could become are the Administrator Tasked Genie, the Deceiver Tasked Genie, and the Messenger Tasked Genie. The Administrators are in charge of ensuring that organizations and governments continue functioning to their best extent, and it is thought that they all come from the same family of Djinni or marid genies as they all refer to each other as family, claiming that they have a cousin, brother, or sister that can help pull strings in their various governmental functions to keep things moving for those who beseech, and bribe, them for help.
The Deceivers are servants of the Noble Djinni who use deception and lies to help their masters. They must be constantly given tasks or else their idleness leads them to begin rumors and lies about their masters, causing many issues for the Noble Djinni who oversee them. They are often used to create disinformation attacks on other Noble Djinni or to cause mayhem for the efreeti and dao. Our final tasked genie are the Messengers who once only served the Djinni but now serve every genie equally. They flit from plane to plane, delivering messages to all genie with little care for politics. They have a short lifespan, at only 10 to 15 years, but they are in constant movement and hate not having a task at hand.
Our final book for this edition doesn’t bring in any new Djinni but simply adds more information on the Djinni in the Plane of Air. The Inner Planes (1998) focuses on each of the elemental planes and how they function in relationship to the other Inner Planes, as well as the Outer Planes and the Material Plane. The Djinni can, of course, be found on the Plane of Air, and live in mostly independent freeholds ruled by the caliphs, sheik, sheriffs, and maliks. The Djinni are at almost constant war with not only the efreeti and dao, but also cloud and storm giants who think they should rule the Plane of Air. Many believe that the Djinni are too arrogant, making it so that they seem to be fighting almost every inhabitant of the Plane of Air, which makes it rather problematic to actually deal with them. They are open to visitors to their realm but expect everyone to treat them with the proper respect that they believe they deserve.
 

3e/3.5e - Djinni

The Djinni appears in the Monster Manual (2000/2003) and well, we aren’t saying that 3rd edition mailed it in, but the Djinni don’t have much going for them in this edition. We can take some solace that only the Djinni and the efreeti show up in the first Monster Manual, while the dao and marid have to wait until… well, they don’t actually show up in any of the five Monster Manuals but instead show up in the supplement book, Manual of the Planes (2001), which isn’t great. But at least the Djinni is special enough to make it!
Almost everything remains the same as the previous version, with the terms and numbers being adjusted to fit 3e, and in fact, a lot of the wording is just lifted from the previous editions. As a running theme, the only real change comes from the whirlwind. Djinni find melee combat beneath them and prefer to use their magic in combat, which means they are going to use their whirlwind whenever possible. If they use their whirlwind so it is touching the ground, you don’t only have to deal with a sentient whirlwind trying to kill you, but also you have to deal with the cloud of debris that heavily obscures the whirlwind and all creatures inside of it. Let’s say you are brave and not scared of a sentient whirlwind, if you are struck by it, you are then picked up and suspended in powerful winds, automatically taking damage every round. You can take your normal turn at this point, but you can’t move inside of it unless you want to try and break free of the whirlwind, but you aren’t a wuss. Instead, you can stab the whirlwind and try to kill the Djinni that way, which only imposes a -2 penalty on your attack roll and nothing else. We would’ve thought that wind was a bit harder to hit than that, but we haven’t been able to conduct our The Wizard of Oz LARP yet to experiment.
The Djinni next show up in the Manual of the Planes, where it goes over their role in the Plane of Air and how they live quite opulently. Each Djinni stronghold houses up to 30 Djinni, otherwise, it is stocked with servants, pets, or guardians who protect their Djinni masters as much as possible. They are still ruled over by a sheik, who may or may not be a Noble Djinni, who still grants up to three wishes, and still rely on each other if they are ever attacked. One weird thing about the Djinni is that many raise livestock, but mostly horses for racing, which seems like the wrong creature you want racing through the Plane of Air when a roc or griffon might be a better option. Then again, Djinni find creatures with wings to be offensive because they have to work so hard to fly while the Djinni just do, which is anathema to their lifestyle and relationship to the wind and air.
There isn’t much else in 3rd edition, but one thing worth sharing is in The Lost Empires of Faerun (2005) which tells the story of the noble Djinni Calim and his empire in the southern lands of Toril. Claiming the lands where modern-day Calimport stands, Calim defended his empire from dragons, the dao, and marids, defeating them all. He negotiated with the neighboring dwarves and elves to solidify the borders of his land. The land prospered until the arrival of the efreeti Memmon. The two fought, decimating the lands and killing countless genies and various humanoids that had the bad luck of settling in and around Calim’s empire. Eventually, the nearby elves had had enough, and they used their combined magic to disembody both Calim and Memmon, binding their essences to the sky and earth, respectively. They continue to fight in this state even today in the Calim desert, a part of Calim’s ancient empire that was once fertile plains, but now is only a wasteland of burnt sand. Elven wards prevent the two genie lords from leaving the Calim Desert, but that doesn’t prevent them from continuing their eternal struggle against one another.
 

4e - Djinni (Thunderer)

Relegated to the Monster Manual 2 (2009), we can take some solace since we get 4 types of Djinni… and all the other genie, except for the efreeti, are screwed over. A quick bit of new lore is established, as we find out that the Djinni was allied with the primordials during the centuries-long conflict against the gods known as the Dawn War. Upon the primordials defeat, the gods turned their ire on the Djinni, imprisoning many of them to this day in towers, mirrors, lamps, and other lowly relics.
The four Djinni featured in this book are the Thunderer, Stormsword, Windbow, and the Skylord. The Thunderer, as you can probably ascertain from the name, use thunder as their primary attack. They dislike fighting in the melee and will teleport far away from their enemies and call on storms to destroy them. The Stormsword is the opposite and actually wants to be in melee, using a special ability to pull enemies closer to it so it can cut through them with its scimitar. While the Stormsword does have the ability to hit you from far away, it only does so to pin you in place so that it rushes you and begins attacking you with its scimitar.
After you’ve defeated those two, you still have to worry about the Windbow who also likes to stay far away and pepper its enemies with its bow. It can knock back its opponents or go into melee where it smites down with the power of thunder and wind. If you somehow find the will to keep fighting the Djinni after this, there is one more to defeat, and they are the worst of the bunch. The Skylord is focused on battlefield control and summons sandstorms, hail, elements, and more to buffet and disorient its opponents. If forced to fight it swings its storm staff, bashing its opponents with the power of wind as it moves further away behind its front line of Djinni fighters.
In the supplement The Plane Below - Secrets of the Elemental Chaos (2009), we get some new lore about what the Djinni was all about before the Dawn War rocked the multiverse. Before the Dawn War, they were creatures of great intellect, loved fine art, and lived noble lives, capable of crafting everything and anything of pure beauty out of the Elemental Chaos. The Djinni was the most advanced of the genie races, living the high life in the massive sky cities amongst the clouds. A majority of these magnificent palaces were destroyed during the Dawn War or afterward by the vengeful gods who they warred against. These castles' ruins can still be found floating aimlessly throughout the plane, crumbling after centuries of neglect.
The one city the survived this fate was the First City. After the war, the gods expelled all of its citizens, and it now floats aimlessly and abandoned. The Djinni believe that if they can find the city, and release one of the many imprisoned caliphs, it will return them to their former glory, undoing the damage done by the gods and allowing them to release all the imprisoned Djinni scattered throughout the planes.
This book also features Sirrajadt, the Vengeful Storm, a Djinni who is the last of an ancient and crumbling noble house. He thirsts to destroy the gods and mortals who worship them, vowing to destroy them all. He frees Djinni only to increase the size of his army, so that he can continue his wars against the efreeti and gods. He doesn’t believe in the First City and thinks anyone trying to release all the Djinni by using the First City are delusional at best. We are also presented with the Cloudstalker, a Djinni who specializes in attacking foes while they are unaware. The Cloudstalker lashes out from cover, bashing their enemies aside and then they turn into a cloud, hoping to confuse their enemies so they can sweep in and attack again when they least suspect it.
Our last Djinni shows up in the Player’s Options - Heroes of the Elemental Chaos (2012) which features the Djinnling! You might remember these gen servants from 2nd edition where they travel with a sha’ir, a type of elemental wizard that a player character can become. While the sha’ir is a type of wizard and they have a lot of their feats and abilities, they have a few wizard abilities exchanged for more control over the elements. One of those trade-offs is that they get a gen servant, like a Djinnling, who travels into the Elemental Chaos every day when you rest and brings your elemental powers to you at the start of the next day. These familiars have a variety of different powers like the Djinnling can move creatures near it and push them further away from it.
We mentioned earlier that the Djinni aren’t as screwed as the dao and marid, so we will briefly mention why it sucks to be one of those genie. Those two genie don’t show up in the sourcebooks but brief mentions and don’t gain stat blocks until Dungeon #199 (February, 2012) where they have to share 6 pages about their history, stat blocks, and motivations in the Elemental Chaos. While 4e might not as been good for the Djinni like 2e was, it could always be worse.
 

5e - Djinni

The Djinni shows up again, and this time with much fanfare in the Monster Manual (2014). Not only are they more powerful than in previous editions, a rare thing for most of the monsters we look at, but they get a decent amount of lore that paints them in a mostly positive light. They are still from the Plane of Air and live in castles of splendor and wonder, complete with fabulous works of art, opulent gardens, and fountains on this plane. They feast on fine wines and succulent foods, so if you can get an invite to a Djinni party, we recommend going. They are described as handsome and muscular, with blue skin and dark eyes. Their dress is fancy, made of silk and other rich fabrics.
This edition returns their whirlwind, though now they don’t become the whirlwind, but simply create one that they can control, but there isn’t much reason to do so. All it does is restrain creatures instead of bludgeoning them to death, it's pretty handy against single creatures but against a party of adventurers, might as well turn invisible and wander off. Even against a single creature, it can be a pain as they have no ranged attacks available to them, so it’s a bit of a weird ability for the Djinni who don’t want to get physical with other creatures and see combat as below them.
Many of the same abilities from the first editions still show up, they can make food, make shiny metal objects with set durations for each type of item you create, wind walk, and more. They can even conjure an air elemental, shoot off a wave of thunder, and can now determine if you are a good or evil creature, so that’s handy when you aren’t sure if the horrifying creature in front of you is an aberration, celestial, elemental, fey, fiend, or undead, though you don’t know what specifically they are, which is super helpful.
Looking at the lore of the Djinni, we learn that Djinni don’t like being slaves but they’ll accept it as a matter of fate. How you treat the Djinni is important, for being kind, bribing, and all forms of flattery work well on our vain friend. This is how they treat their slaves and see it as how all of those enslaved should be treated. What’s odd about this edition is that it doubles down on the ideas that all genies are slavers, providing more information that the Djinni are the kindest to their slaves and treat them well, so long as they continue to be good slaves and tell the Djinni how awesome they are. Did we mention that the Djinni, and other genie, are complete narcissists who demand that their slaves tell them how great they are constantly?
It goes further than that as they find religious folks completely intolerable. While they don't hate the gods, they don't recognize them as the supreme authorities. They act with respect towards them, but find the mewling worship of mortals tiresome... unless that constant mewling is directed towards them. They really like to hear how awesome they are, over and over. It's said that the praise of 200 slaves is music to them. This edition has a real fascination with making these genies just horrible creatures to deal with.
Since great wizards can summon and bind them through their magic, they don’t have to be kind to get the Djinni to do what they want. As you can imagine, Djinni are not very fond of wizards, as they can be unkind and demanding masters. Please don’t keep the Djinni bound too long, as they will become resentful, and an angry Djinni is not a Djinni that is good for your health. If you dare betray a Djinni, look out, as its wraith knows no bounds, its lust for vengeance only satisfied by your painful death. Besides, if you are looking for a wish granting genie, it’s going to take a while as only a very rare few ever have that ability.
The Djinni have little to do in 5th edition, but it does show up in the adventure Princes of the Apocalypse (2015) where it is toiling away and rebuilding an ancient dwarven city, a task given to it by its cruel masters. It’s a shame that such an interesting being doesn’t make more appearances in this edition, even just showing up as a random encounter in something like Tomb of Annihilation (2017) or Dungeon of the Mad Mage (2018) would have at least given it a bit more depth for this edition.
The last thing we will leave you with on the Djinni is a weird thing that this edition introduced, which is how genies are created. When someone dies, and their soul has such a strong bond to an element, it can go into the Inner Planes where it will merge with the elements there. Once it does so, in very rare situations, it might create a genie. That's it. No getting down to make babies, as genies can't make more of their kind. They just have to hope someone really loves breathing air and somehow get their soul to merge with the elements of their plane.
The poor Djinni have appeared throughout Dungeons & Dragons though it always seems to be in the shadow of the efreeti, or not shown much respect at all. While you may get some wishes out of the creatures, it’s not a likely outcome. If you do find yourself confronted by a Djinni, just make sure to treat them nicely and remember to talk about how awesome they are, they’ll probably not pick you up in a whirlwind and chuck you across the desert then!
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The female archetipe of the Pope or Priestess

The female archetipe of the Pope or Priestess
In a future post I will talk about other arcana, like The Wizard and the Star. The numbering on the tarot cards was organized at different times in history by great names of specialists.
https://preview.redd.it/kznjjcpou0d51.jpg?width=502&format=pjpg&auto=webp&s=4ee9efd18e36eb0b4368aea4580a0e3b34ea480a
The Pope or Priestess in tarot, symbolizes wisdom, knowledge, intuition, growth, pregnancy, nourishment of the soul and body. In the classics, it talks about what is hidden and made up, about secret subjects that cannot come up so that the situation remains the same, or that need to come out so that the situation can evolve. The priestess can see beyond the veil of illusion or the fog of lies that covers the “reality”. It represents vision through the third eye and magic itself.
This archetype of the feminine side in the Tree of Life is related to what is built underground, in caves and tunnels (this appears in a famous fairy tale. In "Snow White", dwarfs are archetypes or elemental entities of Mother Earth, and are linked to the zodiacal symbols of the Soil Element. (soil, fire, water, air and ether). They work under the earth, in tunnels or caves to bring precious ores. They are guardians - zealous and vindictive- of wealth and prosperity).
That which ferment in the darkness and cold under the ground and which then come to the surface. Something similar to what Ford said to Akecheta.
The pillars reaffirm the duality expressed by the number two of the Priestess. Its essence is the paradox.
In the Rider-Waite Tarot, In his right hand he holds the symbol of wisdom, a scroll. In her left hand, the High Priestess has ears of wheat, a symbol of the food she distributes with generosity and fertility. Fertility can be procreation as well. (here again I can see a reference to what is built out of sight. It can be related to Persephode, especially for its links to fertility and the underworld and also the astrological soil sign of Virgo. The feminine side of the Tree of life is related to which can be woven in the underworld, in the caves, which bears fruit out of sight of light and sun, but which makes the world on the surface rise like seeds that sprout (or the developing baby).
The moon over her head refers to intuition (the moon card represents premonition and magic in occult oracles), a gift that belongs to her. She has a cat at her feet, another ancient symbol of magic. It resembles a mother, but also the woman's fertilizing power. Everything that she plants, bears fruit.
In the classic tarot, earlier, the figure always appears as a Pope. Closely linked to the popular medieval sayings about the existence of Pope Joan - the Antipope John VIII, the woman Pope, who was pope of Rome for 2 years between 852 and 855, being deposed and sentenced to death after being discovered to be a woman disguised as a man.
She has a veil over her head in some representations in the tarot like this, because she does not just see the appearance of the world through her ordinary eyes. She refuses this appearance of the world of illusions. She sees through her Third Eye. In some Greek myths, archetypes acquire the gift of clairvoyance after losing their eyes.
Dolores was the Priestess in season 1. Always changing, she was Wyatt in season 2.
In this fighting face of the Priestess, she can be linked to Athena's warrior aspect, she can be related to Joana Darc's ideals.
In her first versions, as seen in presentations of the first tarot found, such as Visconti-Sforza, the priestess appears as a woman in pain. She has a pained expression on her face, looking tormented and pregnant.
The vision for what is beyond is the characteristic of the Pope, like the Dolores of season 1.
I do not agree with all the ideas on this site, especially from the Christian point of view that influence the writer's research. But here is the pine cone and the Eye of Horus well represented, and a didactic and clear summary:
“It's about seeing beyond appearances, it's related to clairvoyance and the pineal gland, which is the Third Eye of the Occult. The third eye is on the forehead between the two eyes. It is the main organ of spirituality in the human brain, the site of genius, which, pronounced by the mystical's purified mind, opens all avenues of truth for those who know how to use it.
[The Secret Doctrine, Vol.III, p. 506]
The Pineal Gland is supported by the Ajna chakra, which in the past constituted the Third Eye, or Eye of Shiva. (...) "
[Kenneth Grant, in The Rebirth of Magic - Chapter IV: Centers of Power]
All Esoteric Mystery Schools, including the primordial Secret Society - The Brotherhood of the Serpent - teach different paths that lead to the same objective, which is a spiritual enlightenment, through the activation / opening of the Pineal Gland.
Followers of Hinduism demonstrate this belief by painting a spot between the eyes. The Pineal Gland is represented by the pinecone in Occult symbolism.
"The Pineal Gland is a link between the conscience of man and the invisible worlds of Nature. Whenever the arch of the pituitary body comes into contact with this gland there are flashes of temporary clairvoyance, but the process of making these two work together in a consistent is one that requires, not only years, lives of consecration and special physiological and biological training. This Third Eye is the Cyclopean Eye of the ancients, as it was an organ of conscious vision long before physical eyes were formed, although vision was a sense of cognition and not vision in those old days. "
[Manly P. Hall, Melquisedec and the Mystery of Fire]
The Pineal Gland is also represented by the eye of Horus, a widespread symbolism, also known as the 'Eye of Providence' or 'All-seeing eye'. (...)
In the Garden of Eden:
"And the woman said to the serpent, We will eat of the fruit of the trees in the garden, But of the fruit of the tree in the middle of the garden, God said, You shall not eat of it, nor touch it, lest you die. Then the serpent said to the woman: You will certainly not die. For God knows that the day you eat of it your eyes will open, and you will be like God, knowing good and evil. "
B'resht (Genesis) 3: 2 - 5
When they ate the forbidden fruit, the eye (Hebrew: ayin, which means exactly a singular "eye") of understanding was opened in relation to good and evil. They became "like gods" in the sense that from that moment Adam and Eve came to have knowledge of both good and evil.
'Attaining Nirvana', 'the elevation of the Kundalini', 'becoming an enlightened one', 'opening the Eye of Horus', 'activating the Chakras', etc ... All these manifestations refer to the 'opening' of pineal gland, the Third Occult Eye. (...)
"Sufficient similarity between Masonic Chiram and Kundalini with Hindu mysticism to justify the assumption that CHiram can also be considered a symbol of the fire spirit moving through the sixth ventricle of the spine. The exact science of human regeneration is the lost key of Freemasonry, because when the spirit of fire is raised through the thirty-three degrees, or in segments of the spine, and enters the dome chamber of the human skull, which finally passes into the pituitary body (Isis), where it called Ra (Pineal Gland) and demands the sacred name. "
"Operative Freemasonry, in the most complete sense of the term, means the process by which the eye of Horus is opened. EA Walllis Budge noted that in some illustrating the entry of the souls of the dead into the judgment hall of Osiris, the deceased person had a pinecone attached to the crown of the head. Greek mystics also carried a symbolic staff, the upper end being in the shape of PINHA, which was called the Bacchus torso. In the human brain is a small gland called the pineal body, which is the sacred eye of and corresponds to the Cyclops' third eye. "
Gnostic philosophy totally influenced the books of the author Philip K. Dick, the cyberpunk movement, and even the film Matrix. These interpretations of the bible belong to the Gnostic heretical philosophy and appear in Westworld. Even the idea that "reality is not what it seems" and that we are living in a simulation, seem like modern ideas, but they arose in the ancient Gnostic philosophy. Amazingly, even in the philosophers before Socrates. In a next post, I will be talking about the play “Life is Dream” and why, in my opinion, Westworld is related to this work.
The priestess has this vision beyond the appearance of the world.
The theories I make from here are developed from quotes and a free interpretation of the great site https://theaeoneye.com/tag/semo-sancus/.
I had already written in another text about the demigod Sancus. He is Mitra - a solar deity.
Sancus was the solar demigod of the oath, of honorable conduct and of punishment for unjust conduct, of justice and of punishment for military misconduct (I have already written about the need to punish Wyatt for his past "military crimes" in the Narrative Escalante). The word "Saint" derives from the name Sancus, which says a lot about the human characteristics of which he is the guardian. And Simon Magus, being worshiped by the Romans as the Holy God or Sancus.
All the language of historians before the modern age is allegorical, so the myth of Sancus was mixed with the myth of the Magus so that Roman paganism was adapted to Christ and the Romans could be converted. And so the Middle Age began. Simon Magus is Sancus and through the converted Roman Emperor Constantine, they are the Christ. The Christmas date appeared as December 25th and the Christmas tree is actually a representation of the Tree of life.
“In 1 Apology 26, by Justin Mártir, he states that the Roman ruler Claudius Caesar built a statue in honor of Simon Magus because he was impressed with his magical deeds:
And third, because after Christ's ascension to heaven, the demons introduced certain men who said that they were themselves gods; and they were not only chased by you, but also considered worthy of honor. There was a Samaritan, Simon, a native of the village called Gitto, who in the reign of Claudius Cæsar, and in his royal city of Rome, performed powerful acts of magic, by virtue of the art of the demons that operated in him. He was considered a god, and as a god you were honored with a statue, which was erected in the Tiber, between the two bridges, and it had this inscription, in the language of Rome: - Simoni Deo Sancto, for Simon the holy God . And almost all Samaritans, and some even from other nations, worship him and recognize him as the first god; and a woman, Helena, who was with him at the time and was a prostitute, they say that is the first idea generated by him. ”
But in the legend of Sancus or Magus, he was accompanied by a woman, a companion, during a pilgrimage through the devastated and desert land, illuminating, converting and fighting heresies like Minerva (Athena). Season 2, episode 1. Dolores tells Arnold that a new light can frighten the unawakened more than darkness (reference to “Cave myth” and “Life is a Dream”). The website continues: "Mitra was the preserver of law and order and a god of war described as riding his golden chariot with four horses against demons and their worshipers." Even when he still did not have a full understanding of his reality, but he was driven by Dolores to full understanding (which in his case happened drastically), and he was not entirely peaceful.
The site talks a little more about Sancus' partner who is related to Athena:
“What could all this mean? As we already know, Simon had a "beloved" disciple and consort, a Phoenician sorceress named Helena, as both were worshiped in the form of Zeus and Athena, who certainly also attracted the Greeks of his time. Helena's connection with Sophia, the holy prostitute, is also unnecessary. The manner of Athena's birth also shares great similarities with the Gnostic Barbelo, who is described as the eternal premeditation of the divinity (Father) that generates Nous (Son); it is the departure of the Noetic Power that fills / nourishes the contemplation of the Nous by the Father. Athena was also a Virgin and Mother, whom everyone hears back to Egyptian Isis. This is the Sethianized (Dosithean) version of the Simonian myth as seen with Helena to be the "first thought" or "premeditation" of Simon, the Nous or the "Universal Mind", that is, the incarnation of the Father. if in Protennoia Trimórfica:
They nailed it to the tree and fixed it with four brass nails. The veil of his temple he tore with his hands ... for the souls who slept below were released. And they came up. They walked boldly, having poured out zealous service of ignorance and unlearning beside the dead tombs, having dressed the new man ... ”... They hit me with the reed; it was another, Simon, who carried the cross on his shoulder. I was another one they put the crown of thorns on. But I was rejoicing at its height for all the wealth of the archons and the children of their mistakes, of their empty glory. And I was laughing at their ignorance. ”
Athena was generated in the mind. Then I'll talk about why “generated in the mind” is relevant here. If we can make a relationship here, she could have two possibilities: The tactical war goddess who is a virgin and mother may be the first idea in your father Arnold's mind because he is your first creature. Or she may be the first idea to bring clarification to your child Caleb.
The Egyptian goddess Isis is the one who can give the disciple of the mysteries of the occult to see through the veils or curtains of illusion to find the true reality, as this goddess is represented with her face hidden behind seven veils. Likewise, and one of the oldest representations of Tarot, the Pope is covered by a veil. Dolores offers Caleb to see through the curtain of his illusion.
Westworld has a lot of Gnostic philosophy. Lilith revolts against the patriarchy and is driven out into the desert where she became a daimon. Eva, the “mother of all living beings”, second wife of the first Adam (parallel to the last Adam - Christ) was with him in the garden just as Dolores and Teddy are seeing the splendor of nature and “trapped in this trap without seeing what she it is and the trap is themselves ”.
But she offered him the fruit of the Tree "of the knowledge of what is good and what is bad", the ability to know the truth and decide for yourself. In the Gnostic Matrix, knowledge is a curse that brings suffering and ignorance is a blessing. "Before I went to beauty in the world and now I see the truth." The color of the illusion is blue in Gnosticism and Eastern thought, and the color of awakening is red. Morpheus shows Neo two pills. One blue (to keep sleeping) and one red (to wake up).
Morpheus says it is better to continue sleeping.
For Taoism, it is the red color that represents “awakening” during meditation. After all, it is a color of great vivacity that represents well the state of alert ".
In season 1 Maeve's dress is red, that shoot of one of Teddy's eyes being printed, Clementine's dress, and Dolores' dress (at this stage) are blue. Even as Wyatt Dolores was not entirely free. What color will her outfit be in season 4?
The Athena / Helena myth is also adapted for Christianity:
“Simon is also portrayed as a victorious supernatural being, who sneaked through the Archons to find and rescue his consort, Helena, who is trapped in the prostitution brothel, symbolic of the world of the flesh.
After these things, when her body was exchanged for angels and powers, she was exposed in the streets of Tire, in Phenicia, as a child, taken by a brothel master and raised in a brother, where she knew no other life than that. Degradation. But, as the poet narrates the stratagem of the Acaians, through which they infiltrated the speed of Troy inside a large toy horse, his yoke companion Mind, the male, managed to enter the kingdom of his captors, appearing in the likeness of your creatures. like a man. (christ) The angels who ruled the world were corrupt because of their desire for power, and so I seem to fix things, transforming myself and becoming similar to the domains, principalities and angels, so that I would manifest myself as a man, although I he wasn't really a man. And I seemed to suffer in Judea, even though I didn't really suffer. ”
The site continues. Here we understand that the story of Mary Magdalene was developed from the story of Helena. We remember the controversial film “The Da Vinci Code”. I also remember that in season 2 of Westworld, the man in black teases Teddy by saying something like Dolores being a prostitute and Teddy being "her glorified pimp":
“That Simon had a visible female disciple of a converted prostitute could also be possible. However, the same accusation is made against Mary Magdalene in the Gospels, as she is also accused of being a “prostitute” and is closely associated with her tradition. In Luke 7:38, Mary Magdalene washes Jesus' feet in a very erotic way, mirroring what Jesus would do for his own disciples in John:
While she was behind him, at his feet, crying, she started to wet his feet with tears. Then she wiped them with her hair, kissed them and poured perfume on them.
However, Mary Magdalene in the Gnostic texts is described as being equal, if not superior, to the apostles and was favored by the Savior by the act of initiating the Divine Vision of the mysteries, as illustrated in the Gospel of Mary. Mary Magdalene was seen as a kind of revelator or initiator of pagan mysteries. Perhaps this explicit language of Helena being a prostitute is merely symbolic of the state of mind that languishes in the human body.
It was pertinent for the Orthodox to avoid accusations of misogyny, completely excluding the role of Mary Magdalene. It was also interesting to see how the Gnostics were often accused of the same attitude when it came to women and their views on the "destruction of the womb" (that is, the deficiency of the matter itself); however, looking at his gospels and texts, the constant insistence on Divine Wisdom in feminine terms (even in his fallen state), the role of revelators such as Mary Magdalene, Norea, Helena, Marcellin etc., are emphatically emphasized in the positive.
The Gnostics brought new Gospels to the fore with Mary Magdalene, among others. Its true importance is said to have been excluded from the Bible by Peter (and the Roman Catholic Church) who denied Christ three times and detested women, especially educated women, seeing them as the gateway to the devil, even denying that they had souls. . There is also no accusation of immorality in the accounts of Justin Mártir and Ireneaeus, still less in sexual rites. ”
To combat this adoration and honor of a witch woman, the accusations of immorality and harlot come together with the accusations of witchcraft and devil worship.
“(...) Apparently only relying on the defamation of the previous church fathers, is this the Simonian attempt to compete with Mary Magdalene or are they women, in fact one and the same figure? Helen's role as Simon's first thought also matches Greek myth, as mentioned earlier.
It could also reflect some type of male-female syzygy doctrine associated with Simon's magical systems, as reflected in the Grand Declaration and mirrored in the more complicated and intricate aeonic systems of Seth and Valentinian. These models would end up influencing the later medieval Kabbalistic diagrams of the Tree of Life. These are the magical systems in which Simon supposedly went on with Peter's defeat in Acts, where he wrongly (and for good reason) wrongly considered Christian healings as magic and the gift of the Spirit as the mark of a higher degree of magic. - if someone can make that distinction.
The search for these rites and magical techniques resulted in Claudio honoring him with a statue. Simon and his first thought exist on a purely spiritual level, free from the tracks of the flesh until Helen is captured by rebel angels who imprison her in a physical body in the material world they created. ”
In the Tarot card, the Priestess holds pomegranates and wears Isis's moon crown, the sky, the crescent moon, among others. Here is a legend about her that reminded me of Caleb's story (I don't think the Caleb Tarot card is "the Madman", but pretend it is ... This is as if the writers had read this legend about the Priestess of Tarot before writing Season 3!). I transcribed this legend exactly as it is in the book:
“Following the journey, the Madman finds a beautiful and mysterious lady covered with a veil, sitting on a throne between two pillars. She is the opposite of the Wizard: she is quiet while he is eloquent, she is immobile while he is grinding, she is sitting while he is standing, she is enveloped by the night. She is the Pope surprises the Madman, knowing everything about him.
Plus, she knows what tools he carries in his bag. She informs the Fool that she knows how to use the tools he carries. She says she can teach him, but only if he wants to. (Dolores has a conversation similar to this with Caleb, doesn't she? Similar to a fidelity test?)
Respectfully he asks her to pass on her knowledge, what does she do in the form of ancient scrolls (the books that Dolores read in the Forge library?) And soft whispers. (Dolores learned from her mistakes in season 2 to teach Caleb without imposing anything on him).
Now with enough knowledge to make initial decisions about what he wants, where he wants to go and what he will do, the Madman pushes the curtains (the veil that prevent him from seeing what is hidden) and walks between the two pillars towards the your future."(end of Caleb in episode 8 of season 3).
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Macro Man or beast, which will it be? – Part 2

Macro Man or beast, which will it be? – Part 2
(One may have noticed information is perceived quicker and more clearly of late, this due to various factors, some new, that has come into play while others are out-going.)
Our History in brief.
The human race was created upon Neptune around 4 billion years ago. Information on this, one can find in JesusinHisownwords, post 70 and within post 4, some clarification of how the human race fits into the picture. Our “Fall from Graciousness” happened upon Neptune.
Since then, the “fallen” of the human race has been incarnating upon the worlds of matter within Creation. Initially, the finer mental body and emotional body were co-developed, leading to erratic development upon the same planet. To solve this situation two “schools of thought” were introduced, one was to develop the mental body first and the other to develop the emotional body first. We, of humanity upon Earth chose to develop under the 2nd school of thought. Development under the first school of thought, lead to intellectual brilliance, however, hardly any emotional development while the reverse was true for those of us choosing to develop under the 2nd school of thought. Take our human mind of today, advance it by 200 000 plus years of ever-increasing pace of development and you arrive at more or less at the intellectual capacity today of that part of our family developing under the “school of mental development”, while emotionally hardly developed. This as seen along the normal line of evolution.
I mention the above as a further “Fall from Graciousness” occurred upon a planet under the “1st school of thought” that has a direct bearing upon events within our history here upon Earth as some of them were responsible for creating the “Rift” within the Main Household of Man, creating the Shadow Path by reverse ‘engineering’ their DNA, turning it 180 degrees against Source as Love and the Main Household. More on this when we get to that point in time as we trace our history here on Earth.
…….
Eden, was upon the Mother continent Mu around 350 000 years ago and the 1st race to inhabit Earth was known as the Race of Is-rael. More information on this can be found in post 85 in JesusinHisownwords.
Though mankind lived a great and true life within our paradise upon Mu, development was slow as conditions were ideal and life idyllic, a catalyst was sought to speed up the evolution of the human race. The catalyst to be introduced, as was decided upon by the Galactic Council, was the knowledge of “good and bad” and this brought the Lucifer Soul Group into our development under contract to humanity. More on this can be found in “the Hidden Hand” dialogue of which I copy an introduction to:
This essay has most intriguing answers as to why there is so much war and violence on our planet, and why some of our world leaders are so corrupt and cruel. You are encouraged to be skeptical, yet also open to the inspiration and wisdom shared. You are invited to use your discernment and open to higher guidance as you read this.
Full information here: https://www.wanttoknow.info/secret_societies/hidden_hand_bloodlines
This information is correct as I come across them from time to time upon the Astral and have verified for myself this situation. Also, note the information; “In the Beginning”. As this dialogue unfolds understanding becomes clearer. One will also note the mentioning of our brothers upon the Shadow Path.
……
Long before the Mother continent went under, some of the civilization moved to colonize the part of the world today known as the “sea of sand”, the Gobi Desert, then a lushes and beautiful part of our world and it was here that mankind attained its highest state of civilization to date, far outstripping our current civilization in the knowledge of ourselves as a Be-ing.
I copy from “life and Teachings posts in JesusinHisownwords” some of the relevant information as one has to understand the knowledgeable, soft and gentle human race we were then:
Both of the sets place the dates of these cities back two hundred thousand years. It is claimed that the inhabitants were in a high state of civilization, as they knew the arts and crafts and were able to work with the metals; that gold was a very common metal, so common that they used it in making drinking vessels and for shoeing their horses**. It is claimed that these people had a good command over all the natural forces as well as their own God-given powers.** In fact, the legends—if legends they are—as told therein are quite similar to those of Greek mythology.
If the maps are correct, this huge empire covered the greater portion of Asia and extended into Europe as far as the Mediterranean Sea, where France is now located, and the greatest elevation was about six hundred feet above sea level. It is claimed that this was a great plain area, very productive and well- populated and a colony of the Motherland. there is no question that, if the remains of these cities can be found and uncovered, some very valuable history will be disclosed, as the description, the records gave of this country far out-shone that of ancient Egypt for pomp and splendor during the dynasties of its seven kings.
Even before the reign of these kings, it is described as being far more prosperous. The people ruled themselves; there were no wars and no vassals or slaves. They unquestionably named their ruler, "Directive Principle," and they loved and obeyed that Directive Principle. These records state that the first king of the first dynasty usurped the rule from the Directive Principle and set himself upon a throne as ruler.
…..
**“**Here temples were built; not as places of worship, for the people worshipped every moment by the life they lived.
Living was always dedicated to the Great Cause of life; and while they lived cooperating with the Great Cause, life never failed them. During this time it was quite common to find men and women thousands of years old. In fact, they did not know death.
They passed from one accomplishment to a higher attainment of life and its reality. They accepted life’s true source and it released its boundless treasures to them in an unending stream of abundance.”
On the whole, if these pictures were representative, the people must have been contented and happy. We were told that soldiers did not make their appearance until after the second king of the first dynasty had reigned for nearly two hundred years. That king, in order to keep up his retinue, began taxing the people, and soldiers were appointed to collect the taxes. In about fifty years, poverty began to show in isolated places. It seems that about this time a portion of the people;- who were dissatisfied with the kingdom and with those who had assumed the rule, withdrew
(Post 75 in .JesusinHisownwords give a description and translation of “singing” tablets found in Persia interesting to peruse.)
This “fall” from our high civilization attracted our brothers of the Shadow Path and soon the human race upon Earth fell into a continuing downward spiraling of consciousness.
“For ages, civilization has been going downward. In fact, so long has the great race trod the dark path, it appeared that this great race would lose its identity and revert to savagery and barbarism entirely. It was recognized that only a few were holding fast to the pure concepts that belonged to humanity, and that these few must withdraw into seclusion, in order that they could more readily come together, concentrate, and send out the light for the protection of humanity as a whole. “Through this group, teachings were promulgated that the world needed a Savior, a God-man, who could and would step forth and, through thought, word, or deed teach and show humanity first through its units, then en masse, that the Christ still lived in them and was just as vital as ever, although inactive.
The perversion of facts over the past 2 000 years: Extracts from Post 87 and post 85 in JesusinHisownwords:
Their prophecies had become paganized and subverted before the advent of Jesus; and this subversion has extended to this day, leading many to believe that the basic elements of Christianity had been borrowed from previous religions, instead of knowing that it has always stood forth and accomplished humanity’s highest ideal.
“The sons of man had reverted so low in the scale that the vibrations of their bodies were below those of the animal. By stepping forth and presenting the long-forgotten Christ, He knew full well they would attempt to ravage his body in a greater degree than the animal would. Unless human perceptions are guided by the Christ light, they will sink lower than the animal. “He knew He must be so definitely at-one with the Christ in His dominion that they could not touch Him unless He chose. Thus, He was fearless in choosing the role.
Such an One choosing this role must be humble, knowing fully that such is the role that all have followed through their Christ life.
“There are many mistakes in translation from the original texts to the context of your Bible, as well as many false prophecies. Many of these were brought about through lack of understanding of the characters and symbols with which the translators were dealing.
“These are excusable, as the translators were conscientious and their conclusions were presented as ably as they were able to comprehend them. The greater majority, however, were base falsehoods, perpetrated deliberately to mystify, to mislead, and to subvert the original gospel of the House of Israel.
“The first name was Is-rael, meaning the Crystal or pure white race, the first race that ever inhabited the world, the original or root race from which all other races sprang. This race was also designated as a pure light race, race, in many instances, meaning ray or beam. From this race sprang the Aryan race. “The greater portion of this subversion of the Bible came about or began in the first and second centuries A.D. and this onslaught was directed in particular against the books of Daniel, Ezra, and Nehemiah. These misrepresentations were extended to the early works of Josephus and other books. They show conclusively that they were purposely perpetrated to hide well known data that existed at that time and instances that happened before that period.
These falsifications were also instituted to destroy the definite chronological system and history preserved by the Israelites from the time consciousness began. Thousands of false histories of true events were written and substituted for originals and large portions of true historical data were distorted and effaced.
“The Aryan Race, a direct branch of this race, used this same chronological system and it has been preserved by them in its purity. Through this system, these forgeries and substitutions can be readily traced. Thus, we are in possession of true and complete Hebrew chronology. We know these falsehoods were extended to Solomon and to his household of wives, as well as to many others of the Ten Tribe House of Israel, its leaders, teachers, and counselors.
“The Japanese and Chinese have migrated but little. They are divisions of a vital race that migrated from the motherland of Mu long before the disturbance that caused the mother continent to sink.
They were called Uiguar or wandering tribes and are the progenitors of the Great Mongolian races. It is in this homeland that the white race achieved the highest civilization. They used emanating and radiating energy and released the energy of the atom to do useful work. They also developed levitation; thus they transported themselves from place to place. Their philosophy was entirely free from pagan worship, creed, dogma, and superstition. They worshipped true Principle as flowing through all humanity, man as divine as God.
“Israel-Arya is the symbol of the single and wise kingship and culture. From this race came the Bible and to this race its highest precepts were addressed. “The Christ in man was their ideal. This was the torch that bore the light which was always aflame, the head of the scepter. To fan this flame and keep it glowing ever brighter, that man may never forget its precepts, those precepts were not only recorded in one Bible but in twelve Bibles.
…………
So today, we find ourselves lost. Our truth became obscured over a period of 200 000 years to such an extent that current man today has no record of actual history apart from the history kept by our ascended brothers and sisters, around 60 these serving within the Office of World Teacher.
This Office has seen to some this information becoming available by direct talks as recorded within the set of books: ”The Life and Teachings of the Masters of the Far East” by David Spalding.
Much of this information loss can be directly attributed to our brothers of the Shadow Path that has deliberately been keeping humanity enslaved, not only in ignorance, but on a much grander scale to serve their will. This enslavement is now in the final stages of address within the current Contest of Wills playing out upon the Astral.
Though the plan behind the Contest of Wills was conceived a long time ago, introducing the plan in the quiet happened only 2000 years ago with the advent of Jesus. Putting the Plan into action only happened around 30 years ago as it had to have waited until the human mind developed sufficiently to be able to have any chance at success.
Part 3 - Conclusion
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[Fan Fic] The Forge Assaulted; The Nightmare Engines Awaken

“Fools have asked the theologians of the Mechanicum, ‘why did the Age of Technology end?’ And many fools answer back ‘folly’ or insipid concerns such as the ‘worship of progress’, as if these things alone held any real meaning. Among the high ranks of the Chamber Cardinal, to those steeped in the ancient lore and forbidden texts, the answer is simple. It is because mankind could finally make their dreams reality, and the dreams of humanity have always been such terrible, terrible things.”
***
The void war burned above as if a great moving constellation sought to strike at its brethren. Stabbing flashes of lance batteries raked the smog ridden sky, piercing through the gloom to the industrial causeways below. The glow held the attention of countless many before the sun-like illumination of detonating reactors blossoming into life gave reason for the lowest menial to shy away back into their hab-bunkers.
It was through these billions of eyes that the Synod watched. Through a trillion lenses further, every detail was analyzed, and all cogitators ran to contemplate the nature of this tear in reality from which the nightmare poured forth. Star-spawned horrors clashed against defensive lines and where shorn from existence in the collapsing singularities of graviton projectors. Automata void kraken ensnared cruisers in their pneumatic grasps, but they too were overrun. The witch faces of ravening daemons manifested in the void as if in glee to see such destruction created in their name. The plague fleets and daemon bound mechanical iron ships trudged on, determined to obtain their prize, drop pods and sorcerous boarding torpedos streamed forth in their limitless multitudes toward the Forge proper.
A hundred thousand repeat petitions clogged the networks; hails for instruction, demands for clarification, desperate electronic cries of machine spirits unable to process the full breadth of what now came against them. But the defenses were holding. With faultless precession, the robotic defenders of Hephaestia rose to meet the trespassers with an inhuman fury; squadrons of frigate-sized machine hunter-killers and scores of autonomous weapons platforms rose from within the Forge’s moons and emplaced orbitals to protect their master's hoards of knowledge and spat their payloads with synchronised fury. But even still they came.
This war was coordinated by the machine minds of the priesthood below and countless slaved automated systems, and even as they fought, they contemplated and pondered. Priests across the whole world enmeshed themselves in command and control functions, and their machine-augmented intelligence's quested out into the void to peer through the gun platforms of countless defensive structures. Unimaginable forces of destruction were unleashed throughout the void. Stabbing beams of crimson and blue light flashed across the void, and waves of blazing torpedoes erupted in fire as deluges of counter-fire shot them down. Electromagnetic pulses rippled through the upper atmosphere of the world as atomics flared in bright coronas of unconstrained power. Dimmer flares of void shields dispersing energy, blowing out, and reigniting added to the constellation of death. It was a continuous stream, and a mighty effort, revealing the full might of the forge. And for their efforts, slowly but surely, the fist of iron closed around the traitor fleet, and it was working, each forced maneuver of the enemy fleet was bought by the conflagration countless Mechanicus hunter-killers perished, torn to burning fragments by the macro-weapons and sorcerers armament of the heretic fleets. The giga-scale weapons and blasphemous streams of daemonic energy rent entire war-arks in half from stem to stern as the capering faces of demonic energies engulfed the ruined wrecks. The traitor fleet was beginning to be driven back.
But the fall back was perhaps more tactical then the Mechanicum would predict. The weapons platforms in the murky stratosphere of Hephaestia had fallen silent at last, their munitions spent, as had the ground silos upon the forge, discharged in full of armament that would not obliterate themselves in kind. In the void about the isolated forge, the consequences of war was now being decided by the brutality of a close-range void battle in which the emplaced guns of the world would play no part. So it was that the control stations at the heart of the defence network began to cycle down its systems to a defensive posture, the Tech-Priest chorus cyber-bonded to their control consoles quested out once more with their djinn-sight to the dozens of weapons platforms they controlled, sharing status across the planetary noosphere and correcting the positional anomalies in their deployment caused by necessary shifts in position to avoid missiles and dumb torpedoes.
The moment of peace was suddenly interrupted as soon as it began. After hours of battle, the full forces of the Mechanicum's void defences had been drawn out and committed to the battle, Hephaestia’s long-range munitions had been expended and their warships were now locked in close-quarters fighting with the traitor battlegroups.
The long range augeries screamed into the minds of every linked priest as a new hostile contact was registered; warships were impossibly close, breaching the defensive lines. Plague ships of insidious design slipping from shadows that clung in the void like maggots from wet flesh, causing reality to ripple as they did so. A cancer upon reality. Aetheric energy readings flowed through the nets, warp presence far greater than normal for a ship of its size. One conclusion came to the logical minds of the tech-priests; a suicide charge. Warning klaxons sounded across the forge, new trajectory calculations became the norm for the microseconds of thought the forge required. Planetary laser batteries opened fire and graviton world enders in orbit made to rotate on their axes. Chunks were blown off of its fleshy hull, and bulbous growths protected it from harm, the refuse of disease ridden metal leaving a murky trail behind it.
++Impact imminent++
***
Beyond the Noospheres, isolated in their manifolds, the Legio Kreuzius remained vigilant. The lumbering behemoths marched step by ponderous step down the Giants Causeway, the equatorial pathway leveled and kept clear for titanic march. But the laudhailers and fanfare did not blare or announce their approach, instead warning sirens were their marching tune, and anticipation crackled throughout the manifold. All eyes were pointed skyward towards the approaching streak of fire in the sky.
The first rumblings of growing planetary war crackled at the edges of each titans auspex. Flares of energy as lance strikes tore through irreplaceable machinery. Defense lasers spat fury skyward as deep sunk silo’s vomited their long held reserves. Preceptor Intendant Mondregarde let the influx of data stream through Dies Ignis’ manifold and dance about his senses, cranial augmetics burning hot in a fleshy body which seemed so distant. The hulking augmetics which made up his form were weightless against his rust red robes as his mind inhabited the body of his titan. The titans senses were his, and in his view he saw the flicker of gunfire. The Legiones Skitarii locked in fierce battle with invading heretic astartes, mindless adsecularis died in their droves as their slave masters drove them on into the grinder, hulking patterns of diabolic machine creatures plied the gantries and causeways that threaded the forge like arteries, blazes of ancient energy weaponry spilling from them as their reactors burned hot amidst the backdrop of blazing light and energies that was a Forge of the Mechanicum. Against them stood the legions of the enemy; heretic cultists flooded buildings, negavolt insurgents long hidden rose up, steel put into their spine by the presence of iron clad giants of treacherous legions who made foul things out of blessed machinery to strengthen their foothold. But these things mattered little to the Princeps of the Collegia in their metal gods. The Warlords strode stately down the causeway, the reavers in escort maintaining a vigilant overwatch.
The force of the titans approach was an invitation to the forces of the enemy, their presence a beacon. And twisted vehicles and armatures turned their attention from lesser foes to face them. Deformed wrecks of diseased machinery turned withered energy weapons and bulbous shot unto the titans, only to ping off their void shields, the energy discharges flaring in the smoke wreathed air. The damned machines began to rumble forward into better firing positions, the hordes of maddened cultists driven on at the crack of whip and bellow of apostolic devotion. Heretic Astartes in their hubris advanced, but in their cowardice hid back, keeping attention off of themselves. In response, the Titans spread out and took position, forming an echelon as half-seen clusters of Secutari, Triaros transports, and loping battle automata clustered about their feet to guard the flanks should anything come to threaten their mighty avatars.
The horde of cultists was like a swarm of insects, the waves of infantry and metal began to encircle the metal beasts. But they ran to their doom. For the guns of the titans were of ancient provenance and they crackled with barely contained energies, glowing hot and coruscating with lightning until flares of deep violet light distorted the air about their barrels and coils like vengeful spirits. The first of the onrushing horde’s fire, sprays of bolt rounds and rockets fired from warp-touched launchers and deep crimson beams of laser energy spat from corroded barrels, came to patter harmlessly against the protective shields. The High Princeps Mondregarde snarled to be struck by such minor weapons.
“Fire.” He commanded simply, terse tones echoing over the manifold.
Targeting data from on high streamed down to the battlegroup through the manifold, illuminating whole districts of manufactoria, refineries, processing centers, and laboratories which were now bastions of the enemy. The titans guns swung about on their mountings, rangefinder lasers matched precise coordinates and at last the weapons of the titans spoke. At the command of their high princeps laser destructors and volcano cannons parted the air, reducing hab blocks to slag in instants as friend and foe perished in their wrath. The calculations of casualties flooded in a moment later; identcodes of electoo marked workers and Skitarii Augmetics terminated and filed into the central datacores of the forge to be reassigned later.
++Impact Imminant++
Warning alarms began to sound and hazard lights engaged. The thunderous march of the titans stopped, and their auspex turned skyward, locking on to the onrushing voidship barreling down through the planetary defences and suddenly such minor concerns of infantry and vehicle seemed so minor.
Within the manifold, Legio princeps and Moderatii conversed at the speed of thought, and all eyes turned to the high princeps.
“Brace.”
***
The Lords of Hephaestia had been deceived, and by that deception the traitors stratagem had come to pass.
As the ship drew closer and the atmosphere burned with the heat of its atmospheric entry, deep within the protected forge-fanes of Hephaestia, city-sized conglomerations of manufactora, vaults and hive-warrens sunk far beneath the planet's surface, the magi of the Archimandriture communed with each other in near-frenzied pulses of data, spanning the world's networks and planetary noosphere. With preternatural speed, they gathered all the available information about the ruin that was descending upon them. Petitions began to filter up through the ranks, information queries being subsumed into greater and greater data packets, filtering toward the central directing minds of the ruling magistrates of the Chamber Cardinal. All were looking toward the Fabricator General for their orders. But only warnings came back.
++Impact imminent++
++Impact imminent++
++Impact imminent++
The final approach of the plagued ship was met with a frenzy of fire. Defensive lasers blasted chunks from the falling abomination and fresh missiles shot from newly racked reserves. But they did not find purchase. The impact point was determined as the southern reaches of Forge Mendrala, the titan manufacturing grounds. But the blessings of the plague god were about the monster, and it rocketed forth.
The final approach was pure noise; defense lasers and macro cannons burst fire at their highest rates such that microreactors melted down from the strain, ringing the forgeworks in plumes of fire and burning plasma. Hull plating was torn from the ship to expose rotten decks beneath before being carried off by the smog choked wind and washed in flame. Reactors were pierced and cooked off, sending flaming streams of mucus spiraling off as exploding coolant vaporized and it crashed through the tallest structures; orbital elevators of ancient origin, never to be so proud again. And it struck. The moment of impact was anarchy and heat, followed by a blinding light as the ship struck the famed reactor complexes breached and detonated, rendering kilometers of its heart into radioactive slag. Towering cathedral workshops and ancient machineries were torn apart in the maelstrom, reduced to rubble and scrap, but the worst was to come. From the remains of the ship, a second wave of gas vented. It moved outwards like a hunting raptor from the battle sites where the loyal and devout had fought and died as the titans sought to cauterize the wound, the metal gods alone surviving the impact. The gas rendered it all into something foul, drawn by the scent and flow of information. Everything it touched it corrupted, twisting elegantly crafted code into something vile and debased.
Like air gently blown by a distant god, it spread across the planet's surface, slipping like snakes into the networks of the Hephaestian forges and wreaking untold damage. Computerized warnings blared as aegis barriers tried to hold it back, but it overwhelmed them in moments with its ferocity and diabolical new means spawned from the hellforges of the warp. A very few of the surviving forgemasters were quick enough to cut themselves off from the network when they saw the danger, but so deeply entwined were they with the information exchange systems that it was impossible to avoid exposure completely, and their fates were left to dark fortunes.
Replicating itself at a terrifying rate throughout Forges, the disease of machinery which left abominations in its wake, found the weaknesses of Fane Mendrela, and exploited their weakest points to induce disastrous system failures at every turn. Planetary manufacturing lines ground to a halt and vicious fighting broke out as machines that had run without interruption for over 2,000 years seized up, never to operate again as the heretics made to capture them, worthless now that they were. In the infocrypts of the Legio researchers, a rogue set of commands raised the coil temperature of berthed plasma obliterators until a catastrophic explosion ripped through the lower storage levels. Sunfire erupted from the ground from the subterranean facilities, igniting a devastating firestorm that engulfed the entire southern pole, detonating billions of tonnes of ordnance and leaving the surfacewarehouses of the genetoria aflame and the repositories of genestock as ash. Only the reinforced structures survived. The chemical refineries of Bromas Polaris came next, and opened their pressure valves and flooded the menials' hive-sinks of the southern polar basin with a mix of tungsten hexafluoride, phosgene and hydrogen cyanide. The deadly cloud slowly oozed down into the sinks, killing every living soul as it went, and by morning's light, over seven million people were dead.
The infection vectors ground to a halt as the simulations ran, halted by the genius of the tech priests and crashing against the tech-wards at the heart of the Forge Fane. The towering monolith of ancient data from the earliest days of from the systems founding, was infected with the scrapcode, and twelve-thousand years' worth of knowledge was tainted, rendered down into gibbering madness and violation, and what data had not been copied was lost forever. And in that madness, the veil tore forth, and hell came with it.
***
Hell truly followed with it, and the denizens of unreality spilled forth. Surviving skitarii, adsecularis, and secutari elite were the first to meet them, but quickly proved no match for the grim tide of chuckling death that poured from the breach. The bulbous and pustulant bodies were pulped by bolter fire, seared and scored by arcane energies, or riddled with radium shot, but still they marched. Battle automata met them next, and waded into battle, destroying hordes of capering demons in hurricanes of whirling power blades and scything claws in melee too one sided to be called even and fair, before being torn down by the guns of the heretic astartes. Snot armored bodies shorn of limb and tissue or blasted in half by cannonfire dragged themselves forward to attack while strange tanks of perverted origin ground on with them. The vile things which matched no STC pattern soaked fire which should have left them inoperable thrice over until they were burning wrecks, yet still they struck out even as ammunition stocks cooked off among their own battle lines and chem munitions bled out. The towering war machines of the forge were set upon by putrid chem-munitions which ate at metal and warplate and enervated with strange sorcerous energies that their reactor driven shields could not resist, weakening them for festering terminator armored things to tear them apart or pound them into rusted ruin.
By the fifteenth hour of the invasion, the surface of Forge Fane Mendrala was soaked in flame and gored by spiraling wreckage raining down from above. The remaining Hephaestian war fleets had repositioned now, and above the southern pole a new void war raged, spilling over from the greater conflicts.
In the wake of the daemons, awful parodies of Space Marines emerged from the warp, rotten ceramite clad fists smashing through hastily erected fortifications and barriers as if called by some unknown summons as they marched toward the heart of the fane, moving in slow grinding processing about the edges of the blast craters. Targeting augeries picked out their foes, and gun drones and automata met the invaders in hails of mauler cannons fire, crackling arcs of energy, and barrages of missile fire. A semblance of panic began to spread through the planetary noosphere, and paranoia began to dominate their reasoning. As the forces of the plague god crept ever closer like maggots toward the heart of the titan-forge, override signals began to chime and pulse through the air, and for the titans to defend their home.
And defend it they did. And with despair did the Titans turn their guns truly upon their home forge. Hails of bullets the size of busses screamed through the air to tear apart armored columns, blazing violet streams of energy pulverized hastily made fortresses built of once sacred industrial networks. But the progress of the heretics was undeniable, and they scurried from cover to cover as plague rats, infesting each in kind and leaving a miasma of decay in their wake which seeped into ventilation shafts to the deep layers below to eat through anything it touched. Power transition systems were blasted and sabotaged, fuel lines set ablaze, vox towers fell, and the ruin became even more compounded as the titan staging grounds which stood at the heart of the forge began to feel the first touches of wickedness that sought to take it for foul purpose. The great flat surfaces covered in worked frescoes which could be seen from orbit, marking the grounds as that of the Omnissiah, said to be where the first emissaries of Mars touched down long ago. It should have been eternally proud, fit only for iron effigies of the Machine God to survey their domain. It would not stand, and a single override code came from Dies Ignis, from Preceptor Intendant Mondregarde, carried only within his brain.
++Open the Crypts++
A mighty groaning caused the staging grounds to tremble, and gave pause to the advance of the enemy. From the vantage point of the titans, between each thundering step, each auspex could pick out three chasms opening up within the intricate workings of the staging grounds, yawning wide to reveal their secrets.
Mondregarde reached out through the manifold and grasped the vox net, asserting command such that his voice would boom from all towers left.
“Flee.” His stentorian tones rumbled forth, coloured by distortions and vox damage.
Deep in the crypts below, mighty mass conveyors ticked up one grinding cog tooth at a time. Godling sized stabilizers and restraining moors peeled away in hisses of pressurizing steam and dripping hydraulic fluid.
“Flee like the insects you are.”
Laughing daemons scurried past the astartes, who had smartly taken cover, adhering to battle doctrines refined over ten-thousand years. Poxwalkers shambled onto the staging ground first, driven on by urges alien to mortal men, and fetid plague insects swept past them, the drone of wings eliciting delighted cries from the nurglings below...but something slowed them.
“Go back to your impotent dark gods. Who in their arrogance have sent you here to die.”
From the lip of each chasm, colossal cannons of dark provenance emerged, crackling with shackled energies. Following them was their masters, who bore the cannons upon their back; warlord titans. Black in carapace and stripped of heraldry, each one was an anomaly. Titans in shape to be sure, but each one was an abomination, mangled in design such that only the silhouette remained. Strange technologies which pulsed alien colours were grafted across the superstructures, such that dull green light surrounded them. As the plague drones drew close, their wings sputtered and stopped, as overwhelming psychic energy pressed against them. Aetheric lightning leapt from the pylons born upon the back of the things in place of void shield emitters and struck the things down, sending them to crash down into dirty brown smears upon the staging ground.
“Bow now…” Came the rumbling voice of Mondregarde. “Bow now to the Omnissiah. Bow to the banisher of ignorance!”
Upon the arms of the nightmare engines were smouldering cannons which seemed to suck the light from the air, and crackling darkness poured from bleed vents to fall to the ground below where it pooled in rivers which devoured the light of the harsh sun above. The titans were activating, and their guns came to bear upon the hole in reality.
“Bow now to the terrible power! Of the lost! DARK! AGE!”
Mondregarde screamed the last words in anger, his forgotten body of flesh and iron half rising from his command throne within his titan before his connector cables pulled him back down. And at his unheard binaric command, the dark weapons fired.
Silence.
It was as a mighty beast and taken a deep breath, and drew all voice into itself. And those awful things fired and all sound thundered back into harsh reality. Torrents of black unlight formed of depthless antipathy rocketed forth, consuming the vision of all who looked upon it and reality fractured. A howling vortex erupted in the midst of the traitor onslaught, devouring all the swirling voids touched, disassembling them molecule by molecule and hurling them into the screaming abyss of the warp. In the aftershock of the detonations, scores of heretic astartes fell like puppets severed from strings, their souls shorn from their bodies, never again to rise. Daemons who had laughed in joy at the perversion of machine and mortal soul now screeching in terror as their very essences were unmade, never to be reborn again. When the fractures sealed themselves and reality asserted its dominance once more, no fire remained, but cloven spheres of annihilation eaten out by ravening emptiness.
The last umbilicals disconnected, and the first titan took its first step, and it was as if the planet itself shuddered in revulsion for the wrongness of its presence. What mortals remained; the surviving menials, mind locked adsecularis, and augmented Skitarii alike recoiled. As the most jaded soldier quakes at the splendor of such mighty machines, these horrors were something else. Fear bled from them like a creeping miasma to tug at the minds of those who looked upon the witch-titans. Mobs of mortals fled in unthinking panic to clog the arterial pathways of the forge, and the hearts of the fecund and diseased once-astartes halted for a moment, the psychic pressure screaming into their rotten souls. The next titan took a step, and so did the third, shrugging their bindings off, and they reared back as if to screech, incensed to have been freed from righteous binding. Psychic lightning sparked and crackled about them, and a piercing howl echoed throughout the grounds, stilling the fighting for a heartbeat. Dies Cynis - The Day of Ash. It howled its name, and its guns swiveled about to rake screaming volleys of black unlight into the attacking lines. Countless survivors had escaped the all-destroying waves of nightmare energy, only to stagger through the shattered ruins of the Forge on broken limbs, their minds shattered and senses devoured. Those fortunate to be far enough away from the discharge sites simply fled if they were able, or simply collapsed in shock.
For the first time in countless battles, the lines of the ancient legion of death broke. Holes opened up as tactical retreat mixed with uncontrolled soulblight terror. Weapons fire rained down desperately upon their tormentors in a panic from putrid crawlers, and diseased conjurers projected waves of plague and despair, only to be met with coruscating waves of white hot blazes of force emitting from the titans themselves, and from the head of the lead engine, psychic torrents screeched forth, sending shockwaves through the air, and the engines paused in their advance to survey the devastation.
At unheard command, the engines accessed the noosphere, and targeting data played across their sight unknown to all. Their guns turned upon the blast crater of the plague ship where the rift yet stood. Slowly but surely, the forces of the enemy pulled back, unwilling to engage such monsters unaided, and they were unable to match them, but the titans drew closer to them evermore. Unhallowed lightning and gale winds swirled about the beasts to crown them in halos of baleful force, and macro scale phenomena swept through the ashen ruins of Fane Mendrala to hurl wrecked vehicles and fleshy bodies aside like toys. At its approach, the nameless dread which surrounded them crept into the hearts of all. Mortals simply killed themselves. Heretic astartes fled from the alien sensation battering them as seething energy overtook them. Each step of the horrid engines releasing seething pulses of flesh devouring energy such that even the inhuman resilience of the death guard was not proof, and their mouldering armor seemed like paper.
At the apotheosis of this wicked display of power, a challenger appeared, as the dark gods sought to hold their foothold upon the world. From the rift at the heart of the impact crater, a tide of noisom flesh emerged, and a vile thing stood tall, formed of pustulant tissue and slime. It bellowed its challenge and the titans answered, striding through the wreckage as the unlight spat and crackled about them, scoring the ruins to nothingness to be kicked aside by the sheer mass of the things.
The horrid flesh thing, bloated and swollen beyond any mortal means, swelled as it flowed forward, almost slithering toward the titans with impossible speed. Plague and bubonic matter streamed forth, conjured from the aether, to spatter and spurt across the strange shields of the titans. It leaked past crackling energy fields to corrode armor beneath, and if the monstrosity had a face, it would have been writ plain upon it the surprise as corroded armor melted back together and be whole again. Targeting the thing was difficult, and it flowed around aiming lasers, but this display of impossible grace could stop the ravaging darkness of the titans primary weapons. Its flowing flesh was imprisoned by those howling hurricanes of psychic force, and the warp thing struggled against the storm, but could move no more. A final blast of dark matter tore it apart, and then those guns turned upon the warp rift beyond the battle site even as steaming viscera dropped to the ground, disintegrating to dust. The rift bulged and then sealed shut, and reality asserted itself.
Battle raged across the forge for weeks, but it would end. The invasion of the system would wreak untold damage across the distant forge. One more war fought unremembered in the new age. Many priests whispered in their workshops now; survival was the prime goal. But was it truly right to unleash such weapons? Was it worth it? The Age of Darkness comes once more, and none shall live to see its end.
submitted by Dr_Akairos to 40kLore [link] [comments]

917-B- Of Captains and Inquisitors [F]


Intro-
A twist and turn of fate has made a warrant of trade wind up in the hands of a very unwilling guardsmen of the Death Korp of Krieg. Willing or not 917-B has been assigned to investigate the disappearance of a colony called Yutisal. To only complicate matters an inquisitor, a company of space marines, and the former holder of the warrant are all on this expedition to the fringe of the sector. 917-B now has to navigate the odd series of alliances and past glories that seem to lurk around every corner.
This is part three of the 917-B saga for the sake of simplicity I will link the other two parts right here.
Part two-https://www.reddit.com/40kLore/comments/fytrfg/f_917b_part_two_meetings_and_memories/?utm_source=share&utm_medium=web2x
Intro-
https://www.reddit.com/40kLore/comments/fvselw/917b_the_introduction/?utm_source=share&utm_medium=web2x
Critique and comment are greatly appreciated!
Also brief apology for the sudden repost title was done incorrectly.
________________________________________________________________________________________________________
I somehow had worse luck than I thought as I spotted the golden red tressels that undoubtedly belonged to one Inquisitor Astilen. I clicked the button for the door. It slid shut with its usual screech causing Astilen to practically leap up from where she poked about: my cot and table. By how it looked she had been rifling through my handful of possessions and I felt a certain disdain that she currently held my book. I would have recognized its partially burned exterior anywhere. I approached her formulating how I should deal with the fact that an inquisitor was in my room and searching through my stuff like I was a soldier and she was my staff sergeant looking for contraband.
I took off my boots, gloves, and coat setting them next to her before stating “There is only extra ammunition in the coat and a mono-knife at the base of the left boot, Inquisitor.”
She seemed taken aback and then flushed with possibly embarrassment setting down my book “I am deeply sorry Lord 917-B I had wanted to speak to you privately, but my curiosity had gotten the best of me while I waited. You haven’t done much with the place since you took it over.”
The dust layers on the rest of the furniture and the clearly unused bed made me wonder if she was going to yell at me like Imea would for not properly enjoying the luxuries I had been granted. I skipped passing that topic asking “What do you want to speak to me about, Inquisitor?”
She took a second and responded much more collected “About the status of myself and my retinue on this journey.”
I tried to remember exactly how Trajil had taught me to respond, but asked dead serious “Inquisitor, are there issues with your accommodations or are you referring to Trace and Trajil?”
She giggled and remarked full of her usual confidence and ego “Please Trace and Trajil are rather harmless fools. Little better than overprivileged nobles, but at least they offer some use to the Imperium.”
I felt inclined to agree, but she continued worry weeping into her tone “No I am here about the Bloodied Beacon. I have had encounters with them in the past that unfortunately placed us on the wrong foot given their relationship with my mentor. Do you know of the Bloodied Beacons foundation? Has Trajil told you why they hold him in the highest of regards?”
I had never been able to pry the information from the dataslates or Trajil. He was always very private about any of his affairs or past victories, and I dare not push. I answered honestly “He has not, Inquisitor.”
Astilen explained almost giddy as she started “I know most of this story more secondhand from a mentor, Inquisitor Tal’ez. The Bloodied Beacon are a rather new chapter having been deployed to these parts to help sure up the region after several planet-wide insurrections. Tal’ez was beyond clever and with the help of a few fellow inquisitors had already started investigating these uprisings believing that a more malevolent force was at play. They had started to piece together the conspiracy when the Bloodied Beacon arrived to a rather unimportant frontier world, Cywm. That was the location of the most recent uprising. Acting without thought they charged in barely getting half of their forces on the ground before the remainder of their forces were pushed into a deadlocked orbital conflict. That should have been that.”
I hung onto every word as she continued “Expect that a particular rogue trader saw opportunity, fame, and maybe even a fortune. Trajil of Vern arrived with a small army and fleet at his back. Using the element of surprise and days of desperate boarding actions they broke through allowing the chapter to start making rapid strikes at the now falling apart resistance. It ruined Talez’s entire plot to unmask the true perpetrators of these events. They were of course too busy licking their wounds and taking in the worship of liberating a world. The inquisition was furious however as such they all but demanded that the survivors of Cywm be punished for their treasonous actions. All was in order for their world to be sanctioned and punished for such disloyalty, but the Bloodied Beacon claiming the resilience of the world’s local regiments would make great aspirants. He in direct violation of my mentor requested it be made the home world of the Bloodied Beacon instead. Of course I suspect that Acutus judges me based on my mentor's righteous actions.”
I found myself drinking in the details of the story trying to somehow match the brave action driven man that she purported Trajil as. Knowing what I knew of Acutus and his chapter’s rather foolish ideology on saving civilians I could fully imagine them doing such risky behaviors. Instead of using our superior fire power and position they rushed into the jaws of the enemy to save a single city. Why wouldn’t they overextend themselves and nearly sacrifice an entire chapter of space marines for a singular world? Still I felt utterly conflicted because here an inquisitor was directly questioning his space marines. Both of them were of our God-Emperor’s holiest orders and to hear such statements made me falter pondering what I should say.
Astilen wearing a sad smile, pleaded “I do not ask you to choose any sides. Just please remember that the Bloodied Beacon aren’t fully aware of the price that needs to be paid for victory. You and I have seen and paid those prices. They are the angels of our sacred Emperor; not his executioners. We, the inquisition, must carry that burden to ensure that such punishments are administered and I only ask for you to give me a chance.”
I did not hesitate saying “Of course Inquisito-.”
She interrupted “Please call me Astilen.”
I amended fearful that I had offended an agent of the Golden Throne “Of course Astilen.”
She seemed pleased at that, but she stated acting more ambivalent “Thank you for your cooperation, but I am sure you have more important duties to see too.”
I responded nonchalantly “I am more than happy to hear more Astilen especially if you have any other concerns involving this investigation around Yutisal.”
I wasn’t quite sure of her expression, perhaps amusement as she replied warmly “I must admit that I have some concerns, but this is your task to complete. I am more along for this journey to the other side of the sector. There is a certain curiosity amongst all of these rather peculiar circumstances.”
I felt obligated to say coldly, feeling the burden weighing on me “I never wanted any of this.”
For the first time in our conversation I saw uncertainty before she replied coolly “Yes I know I read the file on the incident of Prifalist. I can see why the administratum assigned you on the far fringe of imperial space. A rogue trader from the Death Korp of Krieg ,who swindled a warrant of trade from a long standing dynasty, is a scandal that is the talk of the sector.”
I mouthed out the words letting them sink in “Swindled a warrant of trade from a long standing dynasty.”
The panic and shock as realization hit her and she apologized desperately “Oh my Emperor, Trajil has yet to tell you. I am so sorry to have told you!”
She practically darted passed me, still voicing apologies that I barely registered as I managed to choke out, turning to face her “Wait.”
Astilen reached the door sparing me one glance and more levelly stated “This is Trajil’s choice for when he decides to tell you. If he ever decides to tell you.”
She was gone before I could respond and I felt numb as I sunk onto my cot. I had assumed until this point that Trajil had done this to ensure a legacy or clean his name, but he had a dynasty which meant there were plenty of options besides me. There were a million questions bouncing in my head. Before I had felt uncertainty about my position and now I felt furious and lost. Mainly about why would Trajil hide all of this from me as if I was some sort of threat? Why would he choose me over his own family? I would never choose him over the life of my fellow korpsmen!
I grabbed my book realizing I needed to focus up and stop focusing on whatever this was! I let my hands trace over the worn grox leather its deep creases from the burns and water damage. I felt clarity as I stared at the browns changed to black near the bottom third where I had pulled from the battlefield. It was the first of the mementos I had taken in my campaigns that brought me across the stars in the name of the God-Emperor. It had been a minor rebellion of workers and gangers who had sought to undermine Imperium rule out of some stupid cause. It didn’t matter we burned and bombarded them. There would be no honor, glory, or sanctuary for them as they face the judgement of the God-Emperor at the Golden Throne.
I flipped open the second page of my memento that reminded me of my birth world;Krieg. It was a simple skull pin that I had taken from one of my fallen brothers. The next page was a conflict with Orks that had taken the longest of any of our campaigns. It was a simple civilized world far below the capacity for its own troops to actually defend itself, yet they tried to serve alongside us. They were brave if ill prepared; more of their men died due to fear and the inability to maintain composure under the assualt of the bestial orks. I had pulled an Aquila necklace from one of the dead officers and put it on the page to honor the dead.
The next page another rebellion, the one after that an unnamed and now extinct savage xenos, a false prophet of the great enemy on the next, and finally the second to last page came. My hand stopped as my glove brushed the embroidered grey stained red scrap of clothing. A patch of a workers uniform from an industrial hive where an odd infection and mutation called genestealers had become a plague. Our company unbeknownst to us had been surrounded on both sides by the fools who had used tunnels in the lower hive to get behind us. We should have been shredded by their claws, but a lone worker from the factory managed to beat them to us. She came to us in her gray uniform half out of breath and sweat dripping from her clothing as she explained the situation. We hunkered in as they rushed into our prepared position and while costly we came out victorious.
Our brave informant had gotten injured during the fighting and had to be shipped off to a nearby medicae facility. I had stolen this patch of her uniform that had been shredded of her body as a remainder of that horrible hive. That brought me to the last page, Prifliast. I knew what was there and closed the book as the last thing I needed to see was a remainder of the day I lost my life. I sit it back down on my little station now calm enough to at least work on cleaning my weapon and equipment. It would bring me a measure of peace. Which it did for the next eleven fractions as I confined myself to my quarters.
That blissful time to simply forget this situation as I read battle reports and meticulously cleaned my quarters. My vox started buzzing and I answered instinctively “Report.”
I heard a distinctive chuckle as Imea responded sarcastically “Well the situation B is that you haven’t even visited the bridge in eleven fractions.”
I offered hastily “I have been distracted.”
He joked half-serious “You distracted? Well that is a new one.”
I muttered “It has be-
Imea interrupted “Wait, wait B before we get into this on the vox like a bunch of gossiping recruits. How about instead you meet me in the officer’s lounge on the eighth floor in ten minutes.”
I simply replied “Copy.”
He parroted back right before he vox screeched off “Copy.”
Imea was possibly the only one aboard this entire vessel that I would let get away with that. He had been “assigned” by the Administratum which probably meant recruited through Trajil’s connections to give our vessel some much needed naval guidance. Imea’s record on data looked beyond impressive at a glance starting as a squadron commander until he reached the rank of captain. That was at first glance, but his last reported command was over twenty standard terran years ago. We had talked about this in the past during our more casual conversations and I had gleaned that something of unsavory nature had occurred with his past crew. It would make sense why the Administratum was so willing to ship him off to my command.
I thought about his case as I made my way to the officer’s lounge sharply ten minute after our conversation. The lounge acted as a spot for the higher officers to relax containing several amenities including a fully stocked kitchen and bar with staff. I had only passed by it never bothering to stop in as there was no need for me to enjoy such frivolity. Simple ration bars and water would do, but I knew that the rest of my bridge crew frequented the spot. I took a step through the door drinking in the full splendor of the room. I wondered how much this cost to maintain and how much better the resources dedicated to its upkeep could be used.
There were several wooden tables distanced feet apart from each other, some sort of gaming table, and finally a grand crystalline projection sat in the middle. I had heard the noise of revelry before, but now a silence fell over the rather crowded area. There were some who I recognized and many more who I did not. In fairness I had never fathomed that I would come to a place like this, and I saw one suddenly jump up.
The woman shouted panicking “Attention on deck!”
The rest of them jumped to their feet, and we stared mutely at each other for a tediously long moment. Then a familiar voice called out from behind at me “At ease.”
Imea walked up swinging an arm over my left shoulder and continuing “We’ll take the table in the back.”
He led me among the dead silence to another door on the opposite side and practically pushed me into the private side room. It was much more lavish than the already gaudy set standard; four chairs with gold trim, a large table with a pure crystal inlay, and low light provided by a small series of hanging lights. Imea casually plopped down loosening the tight strings on his boots, and made a hand gesture over to a servitor wearing some odd white and black uniform. It placed a pair of data slates on the table before leaving the room with the sounds of the continuing party leaking in for only a split second.
Imea motioned to the chair across the table and said “Go ahead and take a seat.”
It felt uncomfortable as I practically sunk into the chair, and Imea asked leaning on the table “Now tell me B,what type of situation am I dealing with.”
I stated “An inquisitor.”
He laughed heartily before realizing the pause and reacted “Oh you are actually serious. Well this is quite the change here I thought you would want to talk about your first real meeting because Trace won’t shut up about the blasted thing.”
I shrugged saying “You were mostly right about how it would go.”
Imea shrugged nonchalantly commenting “Almost half a terran year and you still can barely manage a conversation or to play nice with Trace or Trajil. Shame too Trace isn’t necessarily a bad officer just used to a much different style of leadership.”
I noted “You seem to have gotten quite familiar with him.”
He nodded and explained a hand running through his black scruffy looking beard “We have become friendly given the fact we are both your second in commands at the moment. Truth be told he and I are similar in many fashions, but I have the experience of the navy. He cannot understand our more strict natures although to be fair you aren’t the most approachable either.”
I complained “You and Trajil would get along splendidly given how much you both say that.”
Imea agreed with a wide small “Aye we both see the areas you have room to grow in. No point in denying that. Unlike him though I know you can grow and that you aren’t a failure of a rogue trader. You may be different, but frankly I think you might be what we need in this type of command. You know that I am behind you on almost every decision you make because I know you aren’t ever thinking about what benefits you the most. It’s because you don’t have that ego like Trajil or Trace. Anyways us service members have to stick together!”
I nodded and stated a bit relieved “Well I guess I should tell you about my latest mess.”
He shook his head and replied bemused “First I need some grub and probably a drink if we are talking about inquisitors. Ration bars for you?”
The next thirty minutes passed as we shared a meal and I laid out the exact nature of Astilen and I’s conversation. It felt reassuring to have someone like Imea who could sit back and listen without panicking. I wonder what had made the God-Emperor give me such grace considering the deep insult Krieg had given him in the past. I finished my rant as Imea polished off the rest of his meal. Now he sat across from me picking his teeth with some thin pick. It was a habit of his to fidget whenever he was thinking, and it made me anxious as I had never seen him this quiet before.
I worried “Do you think I offended her?”
He replied still thinking “No, no I don’t think so. There are a lot of things I think you did; offend her is not one of them.”
That made me worried as I waited until he sought clarification “Just to ensure she said that her mentor had caused these issues with the Bloodied Beacon?”
I reiterated curiously “It is what she told me.”
Imea tilted his head back and forth before explaining lacking his normal warmth “I somehow doubt that. The Bloodied Beacon in our short time together strikes me as many things, and holding a grudge isn’t one of them. It is also curious that she came to you first for support against them as if she expects them to make a move against her.”
I inquired wondering how far he would speak against her “You think she is lying?”
Imea replied “I don’t believe so, but I would bet that there is far more to the story than she is letting on. Plus accidentally dropping that last tidbit before she hastily left feels more like a political move that I’d expect when playing court politics.”
He saw my confusion and questioned “Do you think she is a novice at being inquisitor?”
I slipped my gas mask back on after finishing my last ration bar and answered honestly “No.”
Imea elaborated calmly “Let’s look only at the facts. One an inquisitor came to you personally, two she fed you handpicked information about events in the past, and three she gave you information to intentionally create a rift between you and Trajil. It is a common tactic manipulating the truth to fit your needs and then discrediting the sources that could disprove you. For instance why would the Administratum agree to the Bloodied Beacon’s request of that home world without warrant or what happened after the insurrection that settled the matter with the inquisition’s conspiracy. Even more concerning is the fact the Inquisition apparently all, but rolled over during these events. I cannot even begin to hazard why she feels obligated to take such actions. ”
I suggested “I should confront her.”
Imea exclaimed slamming his drink down “Absolutely not! For better or worse she seems to genuinely like you or thinks you’ll be easy to manipulate. Accusing her of this would only spark her anger at you as well. It might be better to question Trajil or Acutus about this issue without mentioning the inquisitor. It would give you better information to act upon without showing that you are onto her.”
Imea made it sound like she was the enemy. I stated more than asked “You think she is a threat.”
He replied more certain than his past speculation “No, but I believe she is running from something. Bordering our ship at the literal last stop as we are on our way out to the fringes and now this? Something strikes me as wrong. For the moment I doubt that there is much you can do, and we are stuck with her for quite a bit longer.”
He stopped, but I knew that expression and tone well. That was his withholding information face, but as odd as it was I trusted he did for the right purpose. It made me sick that he was so willing to speculate against an inquisitor, but I doubted he was wrong about most of it. Before I could keep digging for information a vox bead buzzed across from me. Imea quickly put it up to his ear just listening before letting his body posture slump for a moment.
After a moment he offered “Well they need me on the bridge. Wanna come along and pick up some first hand experience get your mind off this unpleasantness.”
I shrugged before standing up to follow him as I replied truthfully “I cannot exactly keep my weapons or gear anymore clean without damaging them.”
Returning to his normal state, he jovially laughed “See that is what I like about you!”
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Macro Man or beast, which will it be? – Part 2

Macro Man or beast, which will it be? – Part 2
(One may have noticed information is perceived quicker and more clearly of late, this due to various factors, some new, that has come into play while others are out-going.)
Our History in brief.
The human race was created upon Neptune around 4 billion years ago. Information on this, one can find in JesusinHisownwords, post 70 and within post 4, some clarification of how the human race fits into the picture. Our “Fall from Graciousness” happened upon Neptune.
Since then, the “fallen” of the human race has been incarnating upon the worlds of matter within Creation. Initially, the finer mental body and emotional body were co-developed, leading to erratic development upon the same planet. To solve this situation two “schools of thought” were introduced, one was to develop the mental body first and the other to develop the emotional body first. We, of humanity upon Earth chose to develop under the 2nd school of thought. Development under the first school of thought, lead to intellectual brilliance, however, hardly any emotional development while the reverse was true for those of us choosing to develop under the 2nd school of thought. Take our human mind of today, advance it by 200 000 plus years of ever-increasing pace of development and you arrive at more or less at the intellectual capacity today of that part of our family developing under the “school of mental development”, while emotionally hardly developed. This as seen along the normal line of evolution.
I mention the above as a further “Fall from Graciousness” occurred upon a planet under the “1st school of thought” that has a direct bearing upon events within our history here upon Earth as some of them were responsible for creating the “Rift” within the Main Household of Man, creating the Shadow Path by reverse ‘engineering’ their DNA, turning it 180 degrees against Source as Love and the Main Household. More on this when we get to that point in time as we trace our history here on Earth.
…….
Eden, was upon the Mother continent Mu around 350 000 years ago and the 1st race to inhabit Earth was known as the Race of Is-rael. More information on this can be found in post 85 in JesusinHisownwords.
Though mankind lived a great and true life within our paradise upon Mu, development was slow as conditions were ideal and life idyllic, a catalyst was sought to speed up the evolution of the human race. The catalyst to be introduced, as was decided upon by the Galactic Council, was the knowledge of “good and bad” and this brought the Lucifer Soul Group into our development under contract to humanity. More on this can be found in “the Hidden Hand” dialogue of which I copy an introduction to:
This essay has most intriguing answers as to why there is so much war and violence on our planet, and why some of our world leaders are so corrupt and cruel. You are encouraged to be skeptical, yet also open to the inspiration and wisdom shared. You are invited to use your discernment and open to higher guidance as you read this.
Full information here: https://www.wanttoknow.info/secret_societies/hidden_hand_bloodlines
This information is correct as I come across them from time to time upon the Astral and have verified for myself this situation. Also, note the information; “In the Beginning”. As this dialogue unfolds understanding becomes clearer. One will also note the mentioning of our brothers upon the Shadow Path.
……
Long before the Mother continent went under, some of the civilization moved to colonize the part of the world today known as the “sea of sand”, the Gobi Desert, then a lushes and beautiful part of our world and it was here that mankind attained its highest state of civilization to date, far outstripping our current civilization in the knowledge of ourselves as a Be-ing.
I copy from “life and Teachings posts in JesusinHisownwords” some of the relevant information as one has to understand the knowledgeable, soft and gentle human race we were then:
Both of the sets place the dates of these cities back two hundred thousand years. It is claimed that the inhabitants were in a high state of civilization, as they knew the arts and crafts and were able to work with the metals; that gold was a very common metal, so common that they used it in making drinking vessels and for shoeing their horses**. It is claimed that these people had a good command over all the natural forces as well as their own God-given powers.** In fact, the legends—if legends they are—as told therein are quite similar to those of Greek mythology.
If the maps are correct, this huge empire covered the greater portion of Asia and extended into Europe as far as the Mediterranean Sea, where France is now located, and the greatest elevation was about six hundred feet above sea level. It is claimed that this was a great plain area, very productive and well- populated and a colony of the Motherland. there is no question that, if the remains of these cities can be found and uncovered, some very valuable history will be disclosed, as the description, the records gave of this country far out-shone that of ancient Egypt for pomp and splendor during the dynasties of its seven kings.
Even before the reign of these kings, it is described as being far more prosperous. The people ruled themselves; there were no wars and no vassals or slaves. They unquestionably named their ruler, "Directive Principle," and they loved and obeyed that Directive Principle. These records state that the first king of the first dynasty usurped the rule from the Directive Principle and set himself upon a throne as ruler.
…..
**“**Here temples were built; not as places of worship, for the people worshipped every moment by the life they lived.
Living was always dedicated to the Great Cause of life; and while they lived cooperating with the Great Cause, life never failed them. During this time it was quite common to find men and women thousands of years old. In fact, they did not know death.
They passed from one accomplishment to a higher attainment of life and its reality. They accepted life’s true source and it released its boundless treasures to them in an unending stream of abundance.”
On the whole, if these pictures were representative, the people must have been contented and happy. We were told that soldiers did not make their appearance until after the second king of the first dynasty had reigned for nearly two hundred years. That king, in order to keep up his retinue, began taxing the people, and soldiers were appointed to collect the taxes. In about fifty years, poverty began to show in isolated places. It seems that about this time a portion of the people;- who were dissatisfied with the kingdom and with those who had assumed the rule, withdrew
(Post 75 in .JesusinHisownwords give a description and translation of “singing” tablets found in Persia interesting to peruse.)
This “fall” from our high civilization attracted our brothers of the Shadow Path and soon the human race upon Earth fell into a continuing downward spiraling of consciousness.
“For ages, civilization has been going downward. In fact, so long has the great race trod the dark path, it appeared that this great race would lose its identity and revert to savagery and barbarism entirely. It was recognized that only a few were holding fast to the pure concepts that belonged to humanity, and that these few must withdraw into seclusion, in order that they could more readily come together, concentrate, and send out the light for the protection of humanity as a whole. “Through this group, teachings were promulgated that the world needed a Savior, a God-man, who could and would step forth and, through thought, word, or deed teach and show humanity first through its units, then en masse, that the Christ still lived in them and was just as vital as ever, although inactive.
The perversion of facts over the past 2 000 years: Extracts from Post 87 and post 85 in JesusinHisownwords:
Their prophecies had become paganized and subverted before the advent of Jesus; and this subversion has extended to this day, leading many to believe that the basic elements of Christianity had been borrowed from previous religions, instead of knowing that it has always stood forth and accomplished humanity’s highest ideal.
“The sons of man had reverted so low in the scale that the vibrations of their bodies were below those of the animal. By stepping forth and presenting the long-forgotten Christ, He knew full well they would attempt to ravage his body in a greater degree than the animal would. Unless human perceptions are guided by the Christ light, they will sink lower than the animal. “He knew He must be so definitely at-one with the Christ in His dominion that they could not touch Him unless He chose. Thus, He was fearless in choosing the role.
Such an One choosing this role must be humble, knowing fully that such is the role that all have followed through their Christ life.
“There are many mistakes in translation from the original texts to the context of your Bible, as well as many false prophecies. Many of these were brought about through lack of understanding of the characters and symbols with which the translators were dealing.
“These are excusable, as the translators were conscientious and their conclusions were presented as ably as they were able to comprehend them. The greater majority, however, were base falsehoods, perpetrated deliberately to mystify, to mislead, and to subvert the original gospel of the House of Israel.
“The first name was Is-rael, meaning the Crystal or pure white race, the first race that ever inhabited the world, the original or root race from which all other races sprang. This race was also designated as a pure light race, race, in many instances, meaning ray or beam. From this race sprang the Aryan race. “The greater portion of this subversion of the Bible came about or began in the first and second centuries A.D. and this onslaught was directed in particular against the books of Daniel, Ezra, and Nehemiah. These misrepresentations were extended to the early works of Josephus and other books. They show conclusively that they were purposely perpetrated to hide well known data that existed at that time and instances that happened before that period.
These falsifications were also instituted to destroy the definite chronological system and history preserved by the Israelites from the time consciousness began. Thousands of false histories of true events were written and substituted for originals and large portions of true historical data were distorted and effaced.
“The Aryan Race, a direct branch of this race, used this same chronological system and it has been preserved by them in its purity. Through this system, these forgeries and substitutions can be readily traced. Thus, we are in possession of true and complete Hebrew chronology. We know these falsehoods were extended to Solomon and to his household of wives, as well as to many others of the Ten Tribe House of Israel, its leaders, teachers, and counselors.
“The Japanese and Chinese have migrated but little. They are divisions of a vital race that migrated from the motherland of Mu long before the disturbance that caused the mother continent to sink.
They were called Uiguar or wandering tribes and are the progenitors of the Great Mongolian races. It is in this homeland that the white race achieved the highest civilization. They used emanating and radiating energy and released the energy of the atom to do useful work. They also developed levitation; thus they transported themselves from place to place. Their philosophy was entirely free from pagan worship, creed, dogma, and superstition. They worshipped true Principle as flowing through all humanity, man as divine as God.
“Israel-Arya is the symbol of the single and wise kingship and culture. From this race came the Bible and to this race its highest precepts were addressed. “The Christ in man was their ideal. This was the torch that bore the light which was always aflame, the head of the scepter. To fan this flame and keep it glowing ever brighter, that man may never forget its precepts, those precepts were not only recorded in one Bible but in twelve Bibles.
…………
So today, we find ourselves lost. Our truth became obscured over a period of 200 000 years to such an extent that current man today has no record of actual history apart from the history kept by our ascended brothers and sisters, around 60 these serving within the Office of World Teacher.
This Office has seen to some this information becoming available by direct talks as recorded within the set of books: ”The Life and Teachings of the Masters of the Far East” by David Spalding.
Much of this information loss can be directly attributed to our brothers of the Shadow Path that has deliberately been keeping humanity enslaved, not only in ignorance, but on a much grander scale to serve their will. This enslavement is now in the final stages of address within the current Contest of Wills playing out upon the Astral.
Though the plan behind the Contest of Wills was conceived a long time ago, introducing the plan in the quiet happened only 2000 years ago with the advent of Jesus. Putting the Plan into action only happened around 30 years ago as it had to have waited until the human mind developed sufficiently to be able to have any chance at success.
Part 3 - Conclusion
submitted by Ughoz to HigherUnderstanding [link] [comments]

splendor rules clarification video

How to Play - Splendor - The Games Capital

Power Update [Immunity] (Rule Clarification/Rule 0) Rank 1 of Immunity allows a character to be immune to a specific environmental condition. Examples include cold weather, warm weather, high pressure, radiation, or vacuum. Effects are only ignored if the condition is completely natural and not enhanced by a power. In Splendor, when I buy a development card, can I choose to pay the full price using coins, rather than exploiting the bonus price reduction given by the development cards I already own? @Pietro Saccardi, If you want the rules in English, grab this file. Asking for help, clarification, or responding to other answers. Making statements The first player to reach 15 prestige points wins Splendor. Splendor Setup . This board game has several different components, which are all well made. The most remarkable element of the game is the gem tokens. The tokens have a very pleasing weight and come in 6 distinct colors. They feel about the same size and thickness as poker chips. I know that the rules state you can only have up to 10 gems in your possession at a time. What happens, however, if you have 8 or 9 in your hand at the start of your turn? Do you take 1-2 in order to get to 10, or can you take 3 and get rid of 1 that you already had in your hand in order to stay at 10? The lack of clarification and ill-considered game play make this look like a haste job to follow up a successful initial product. Example: In 1 version you can earn the ability to take any token with the purchase of a card. Does this mean yellow (wild card) tokens? Splendor deserves a better follow-up than this. Inbox rules in Outlook on the web (formerly known as Outlook Web App) and Outlook are limited to 256 KB total for all rules. For example, here is a boardgamegeek query for games that have a "card drafting" and "set collection" mechanic, like Splendor (you could search for those mechanics separately [OR vs. AND] to come up with even more ideas). Splendor rule clarification I recently played a 2 player Splendor game, wherein we got stuck with 10 coins/gems each and an unwillingness to buy any of the open cards simply because it would end up supplying the opponent with gems they need to buy stuff. Asking for help, clarification, or responding to other answers. Making statements based on opinion; back them up with references or personal experience. Browse other questions tagged house-rules splendor or ask your own question. Featured on Meta “Question closed” notifications experiment results and graduation Splendor Rule Clarification. Hi guys. So a group of my friends played Splendor tonight and they were debating one rule. (Look in the rules, under the "Reserve a development card" section.) 5. share. Report Save. level 2. All the board games. Original Poster 5 years ago · edited 5 years ago. Thanks that is what we thought! Also that is what The rules of Splendor is so simple and I can't understand why your friend needed to screw them up so badly. Firstly, the rule doesn't at all mention that the Nobles are fickle and can be stolen by other players. Secondly, the acquisition of gem cards are permanent therefore you can share them between nobles.

splendor rules clarification top

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How to Play - Splendor - The Games Capital

For tutoring please call 856.777.0840 I am a recently retired registered nurse who helps nursing students pass their NCLEX. I have been a nurse since 1997. I have worked in a lot of nursing fields ... Splendor is a set collecting game, in which you are merchants competing to collect the finest gems. 'How to Play' is designed to give you a basic overview of the rules and components.

splendor rules clarification

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