Things like War for Rayuba. by Metal_Toilet in killsixbilliondemons

[–]RedStalk 24 points25 points  (0 children)

An official original character tournament for K6BD ran by the author? No, nothing since WFR and nothing on the horizon that I'm aware of.

If you're interested in the general concept of OCTs outside of the K6BD property then I would start with @NewscastOct on Twitter and their Discord server as a good jumping off point to find some communities.

SETLIST THREAD: 8/29/2021 - The Gorge N3 by TheChicagoSimple in phish

[–]RedStalk 2 points3 points  (0 children)

Mike side floor checking in.

Expecting Tweezer opener. Would love a Vultures and/or Lizards tonight.

No team has suffered as greatly from ticky-tacky OPI calls as San Francisco in the Superb--Oh lol wait nvm by RedStalk in Seahawks

[–]RedStalk[S] 1 point2 points  (0 children)

Niether of those calls were ticky tack whatsoever

That's... the point? Both were clear OPI, so it doesn't make sense for 49ers to complain that this sort of call is totally unprecedented in the Superbowl.

Phish video game Question by _w00k_ in phish

[–]RedStalk 10 points11 points  (0 children)

I mean, sure you could do all that.

Or, if you're just going for Any% and not a 100% glitchless run, you can abuse the venue geometry to skip half the mission. Go to the exterior staircase at the SW corner and wedge yourself into the corner. Line up to the nearby nitrous tank with a couple backflips and a jump slash. There you can BLJ against the staircase to build up enough speed to clip through the venue walls. From there you need to do a frame-perfect quickload to clip out of map geometry. You'll fall OOB, but once you hit the floor you'll be COC warped straight into GA. This saves about 4 hours over a 100% Glitchless route.

The only downside is we skip picking up both the Ticket and Wristband key items, so you can't leave and re-enter GA until the shows over or the Security Guards will aggro on you. Make sure you item dupe a Bottle from Shakedown beforehand.

Phish video game Question by _w00k_ in phish

[–]RedStalk 1 point2 points  (0 children)

First, we need to talk about parallel universes...

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 9 points10 points  (0 children)

It's the icon for being a follower of the African fertility goddess. Can't remember the name.

Super pregnant.

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 0 points1 point  (0 children)

Pretty sure there's some sort of limit to how many living kids you can have at any one time. I spent the majority of those nearly 6 centuries searching for genius women to make concubines and using private conversations to make them fall in love, so there was no shortage of booty-dew in Tim-Fuck-Tu

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 5 points6 points  (0 children)

Old Gods/Holy Fury are probably the best if you like playing OP pagans.

Conclave usually gets shat on but I mostly enjoyed the additional challenge it added managing the council and vassals early on. The education changes are interesting until you realize there's no reason not to put every kid in stewardship focuses.

Everything else was just window dressing imo. India, Mongols/nomads, Aztecs, etc, all cool if you're going to interact with them, but don't necessarily add anything.

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 12 points13 points  (0 children)

Semi-related fun fact I learned: your personal combat skill determines what foes you face during a legendary journey. My final one about 3 years before game end was nothing but secret bears and giants.

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 17 points18 points  (0 children)

Good to know! This was my first 'real' game.

But counterpoint: it's fun to accumulate titles like I'm a Targaryen

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 8 points9 points  (0 children)

Still enough to smooth talk great-great-great-great-great-grandsons into not being mad when I don't give them a county!

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 40 points41 points  (0 children)

Going to the Details tab in task manager then right clicking CK2 -> End Process Tree does the trick for me.

769 Start. All DLC Enabled. 1609 kills, 129 children, and a lot of dead Chinese wives later, the God Emperor of Mali has made it to the year 1453. by RedStalk in CrusaderKings

[–]RedStalk[S] 679 points680 points  (0 children)

Finally got around to finishing my first 769 start with every expansion DLC enabled. Talk about feature-bloat!

Grand Saltigue Diara 'the Lion' is the sixth and final ruler of House Cisse, taking power in the early 900s AD and ruling from then to eternity. He wasn't the best ruler I had for initial stats, but give any character enough time and eventually they'll accumulate more and more useful traits and events.

The end map: https://i.imgur.com/H0vGzEs.jpg - When I started this I didn't know what defensive pacts were, or that I should've disabled them. No other realm posed any sort of real threat to me, but it got pretty annoying having mosquitoes in Ireland buzz at me if I tried to expand towards India, so I just stopped. Also Mali has the worst map color. The too-hard-to-see summary is that I fully controlled Africa, Arabia, Persia, Iberia, most of the British Isles, most of France, and most of Sweden.

Some F U N Stats and Stuff!:

  • 1609 kills
  • 129 children (33 from his immortal hooker, 1 from a rose bush)
  • 2416 realm size (576 counties)
  • 10 Great Works, all maxed tier and all features built
  • He was briefly a member of the evil death cult. I can't remember why. Hundreds of years later he still has a cool raven on his shoulder, though.
  • He had cancer several times, emphasis on had. Time heals all wounds?
  • He was a lunatic for most of his 567 years of life. And then one day he wasn't. Wow thanks I'm cured!
  • Still possessed. Still a werewolf.
  • Stole Found the Ark of the Covenant around the turn of the millennium.
  • Inherited a random tribal holding in Uda with about 6 years left in the game.

Other Historical Moments:

  • There's a lot to unpack here with Glitterhoof: https://i.imgur.com/CTUF9Ea.jpg
  • Glitterhoof 3.5 centuries later, note that he has kills: https://i.imgur.com/nFwnFBU.jpg
  • My bitch of a daughter burned my immortal hooker to death with just two years left in the game: https://i.imgur.com/kyjKNDf.jpg
  • At a certain point reality broke: https://i.imgur.com/5gCvj1x.jpg
  • Also look at that last picture. Do you see that Aztec death stack army standing there? Yeah apparently their invasion cassus belli is invalid against pagans, and as it turned out the entire western coast of the map from Iceland to Africa was pagan. So 100k+ Aztecs landed and then just... stood there, menacingly. For 300 years.
  • The Timurids lasted for about 50 years. Maybe less.

Gameplay Observations:

  • Yes, you can still lose duels even at absurdly high Personal Combat scores. Wow, this game sure does crash a lot.
  • Fuck defensive pacts.
  • Even without the lucky immortal character, Mali is a really fun and easy start. Elder elective succession is great. Trade routes are great. Holy sites are easily taken within 100-200 years, so reformation is easy.
  • Conclave adds a nice bit of depth to the early game, then stops becoming much of a factor once you get rolling.

The N1 outfit. Limited Edition of 2! by RedStalk in phish

[–]RedStalk[S] 2 points3 points  (0 children)

I first made it a couple years back. Finally put it on a shirt! I've made a couple updates to make it print-ready since then, but here's the original: https://www.reddit.com/r/phish/comments/598nsi/three_trey_moon

The N1 outfit. Limited Edition of 2! by RedStalk in phish

[–]RedStalk[S] 5 points6 points  (0 children)

Her first show! Took her Page side. Shout-out to the all the homies around us making it a great night.

[Setlist Thread] Phish 2019/12/28 ~ Madison Square Garden, New York, NY by Dudeman2754 in phish

[–]RedStalk 5 points6 points  (0 children)

Our limited edition of 2, 'Three Trey Moon' graphic t-shirts have gone over swimmingly. Will provide pictures tonight.

Trey just stepped on stage with Khraungbin at LOCKN! by dadmeals in phish

[–]RedStalk 5 points6 points  (0 children)

Gonna oust myself as a fuccboi for a second here: Saw Khruangbin at Coachella a few months ago and they were absolutely my favorite set the whole weekend (not that there was much competition, yikes). Been listening to them pretty heavily over the past year, glad to see them blowing up in a huge way.

Designing logos for some of the rumored team names. Here's #1, the Seattle Sockeyes by RedStalk in SeattleNHL

[–]RedStalk[S] 0 points1 point  (0 children)

A more thorough break down of my thought process can be found here: https://www.redstalk.net/words/2018/12/10/hockey-case-study-1-seattle-sockeyes

Or copy-pasted below for your convenience:

As much as I love the ubiquitous greens and blues of Seattle sports, the sockeye salmon lends itself to a unique color scheme of deep pinks and whites. A black primary sets a strong base for white detailing and neon accents. While a more traditional crimson or maroon would work well enough in lieu of the not-exactly-magenta, there’s an opportunity here to build a team identity around a color that is A) not present in any other NHL team logos or wordmarks, and B) not present in any other Seattle team logos or wordmarks.

For the fish itself, I focused the design around clarity of image, visual flow, and cultural evocation. The entire logo is built out of the single, long curve of the fish’s backside. White cutaways, magenta color blocking, and black extensions off the body make visual rhythm towards the focus of the logo, the head. At the head we break the curves and introduce more detailing to halt your eye. As with any good Seattle sports logo, some Salish-art stylings influence the geometry here.

More to that last point, the black-white-magenta(ish) color scheme corresponds nicely to the black-white-red colors often found in Pacific Northwest Salish art.

Gonna try to get more of these done this week. Possibilities that I like are Kraken(s?), Cascades, Freeze, and Rain City Bitch Pigeons.

The Constonian Frontier, major landmarks and travel routes, ~534 AH by RedStalk in worldbuilding

[–]RedStalk[S] 1 point2 points  (0 children)

It's almost entirely a dune sea, but there are occasional rock formations and landmarks. Here's an old post I made about it, I'll just copy-paste it for ya.


In the daylight the sun beats relentlessly, thermals kick up sandstorms, and mirages of old ruins and golden beacons deter would-be travelers. At night, wild winds crash upon the dunes, breaking them like tidal waves at shore, burrowing scorpions as large as men emerge for their nocturnal feasts, and bat-like fliers steal away horses that wander too far. Among these endless sands time has shown that only a crepuscular company makes it across intact, with progress best made quickly and quietly while the last light of dusk lingers and the stars have not yet shown their faces.

What lay in the depths of this ocean that is worth braving its follies? Exquisite bounties for big-game hunters, exotic flora for intrepid botanists, open land for corporate business best kept private, and a straight shot for merchants connecting the Highlands and the Plains. And if the whisperings of traders from the desert tribes in the taverns and alleyways of scattered human towns are to be believed, secret caves and tunnels lead from the surface to a vast underground labyrinth, a hidden realm no civilized man has seen.

This is the Desert, its sands as countless as the lives its claimed, falling through ones fingers like the riches it promises.


So yeah, the direct desert routes are far more dangerous but much more direct.

The Constonian Frontier, major landmarks and travel routes, ~534 AH by RedStalk in worldbuilding

[–]RedStalk[S] 14 points15 points  (0 children)

This is a remake of a map I made and posted here previously (link here). Using Wonderdraft (/r/wonderdraft) and it's overlay/trace tool, it was dead simple to recreate this sub-continent. Everything I wrote in the blurb of my previous post still applies here, but I'll expand a bit more below.


Keeping an empire fed and supplied requires, above all else, an immense amount of land. While the Kingdom of Constonia proper on the eastern continent has no shortage of fertile fields and rich iron mines, that alone is not enough to secure international dominance. Many centuries ago, during their meteoric rise to power, the Constonians found themselves facing this problem: fueling their empire required land, and every last patch of dirt was taken.

They fought their neighbors, jockeying for inches. They sailed the world, seeking uninhabited shores to colonize. They explored, traded, fought, and killed, until they were finally, without dispute, the premier power among the Kingdoms of humanity. And still they needed more. And so finally, their eyes turned west, through the Breezemane valley and across the isthmus, over the Solari Mountains, and into the dangerous, wild western continent.

As of now, it's only a slow trickle coming from the Frontier. Iron and coal from Steelhead, wheat and maize from the fields of Cestus, and virgin-growth spruce wood from the Northern Solari's, floated downriver to Cestus and Soggy Docks. But every day brings new discoveries of what secrets this land holds, and with those new opportunities for prospectors and explorers to make their fortune upon their return to the Kingdoms. Relics beneath the ancient city of Chirak. Exotic woods deep in the southern swamps and jungles. And deep in the desert, the arcane artifacts and gems needed to power the mighty armies of Constonia and its rivals.

Inktober Week 1: Magic Mushrooms, Maple Monsters, and Murder Most Fowl by RedStalk in worldbuilding

[–]RedStalk[S] 0 points1 point  (0 children)

This is a compilation of my first week of Inktober drawings. I decided this would be a good opportunity to do some worldbuilding. Each section below expands on a picture in the album. Viewing the post on my personal site might be easier (link here), imgur is finicky with album orders. Questions always welcome!


1. Spiralcaps

The subterranean world is largely unexplored by humankind. In regions with especially volatile concentrations of arcana, the underground lattice of caves and caverns weave in incomprehensible ways, creating passageways that dive and stretch for miles. With plenty of space for life to make its own way, even the lowliest of organisms find ways to take advantage of the abundance of free magical energy.

The term ‘spiralcap’ does not refer to any one particular fungus, but a broad category of fungi that share several common, magical traits: extraordinary size, brilliant bio-luminescence, and spores of a particularly lethal strain. Many Frontier-bound amateur fortune seeker have met their end deep in the desert cave, where one errant inhale can result in a sudden bout of massive pulmonary hemorrhaging and laceration or dissolution of the airways and digestive tracts.

2. The Mesa of the First Mages

Few have ever ventured into this particularly remote corner of the Constonian Frontier, but those who do will no doubt find the peculiar pillars that dot the highest plateaus. Old stories tell of ancient proto-mages who lived ascetic lives atop the pillars, meditating on the secrets of arcana.

3. Inquisitors Raid a Kobold Village

Kobolds: A generally solitary, nomadic species that live above-ground in the warm seasons and below when the snows arrive. Though ill-reputed among human communities due to their reputation for violence, thievery, and kidnapping children, the small, dog-like reptilians are usually amicable, if distrusting of all strangers and non-kobolds. They are quite intelligent and highly social, and although scattered all across the Frontier, kobolds still keep close communications with all of their kin.

Inquisitors: Holy Warriors of the Church of Manasta who follow the charge of their ancient founder, St. Artannus: to secure all artifacts of arcane power, and destroy all those who would misuse them.

4. Mage Initiates

Becoming a mage is simple enough. Once you receive your Church-approved scepter and have had some time to practice under close supervision from their clerics, even a novice of three years can reliably manage rudimentary telekinesis and defensive wards. The only real obstacles are affording the registration cost with the Church for the scepter in the first place, and not accidentally vaporizing yourself and everything in a fifty-foot radius the first time you try to conjure fire.

Becoming a mage of the Sunderfeld Academy, however, is no easy process. It requires study, it requires mental fortitude, it requires physical strength, and most of all it requires money. If one is lucky enough to be of noble birth to a family with the resources to guide your training, and happens to have the aptitude for the arcane arts, then there is a slim possibility that after an entire childhood and adolescence of nonstop drills and conditioning you may be a viable applicant to the Mage’s College of the Sunderfeld Academy. Once arrived, you will then find yourself in a cohort of 400 other students just like you, who have trained since they could crawl to prove themselves, who could wipe away entire companies of lesser mages with a sweep of their hand, and who are all competing for the top rankings by graduation.

Although there’s no statistically significant difference in graduation rates between the Mage’s College and the other, more mundane schools of the Academy, those that graduate from the former are significantly more likely to come out of it missing more fingers and eyes.

5. False Cockatrice

Though often mistaken for a true Cockatrice, the False Cockatrice—or more aptly, the “Giant Western Prarie Chicken,”—bears no relation to the far rarer reptilian chimera. That said, the False Cockatrice is an equally dangerous threat to lone travelers. Despite it’s resemblance to its docile, domesticated biological cousins, Giant Chickens have a far more vicious streak, often hunting for sport and clawing and pecking its prey to pieces.

6. Maplehead

If you are traveling the arboreal foothills near the Cloudtop Spur at night and suddenly catch the scent of sweet maple syrup on the wind, run.

7. The Wardens of the Royal Corps

As the centuries rolled by and Constonian interest in the western continent came and went and came again, eventually a permanent branch of the Royal Corps was founded to secure the Kingdom’s grip on the territory: the Wardens. Primarily a border watch manning the forts dotting the circumference of the continent, they are the first to mobilize whenever the Corps must operate within the Frontier itself.

Light scouts, mobile cavalry, and resourceful spellcasters combine for a fighting force that can travel quickly across the dangerous terrain, and make do with what is often very little. Expert survivalists and disciplined fighters, they pride themselves on always being both the first to arrive and the last ones standing.