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The Queen and Parliament are respectful of your navy and your technology, they know you've got your head on straight.
It is believed by many in Parliament that an alliance would be profitable for both sides. Our large industrial capacity used to make your superior machines.
DM
The Duke has much respect for the great Kingdom of Manticore, and believes that the Kingdom and the Duchy are natural allies.
Although the Duke sees the immense potential of Scientian high technology wedded to Manticoran industrial capacity, he would nevertheless advise a semblance of caution. Dr Tesla and his people have created marvels within the confines of a single Flying City; there's no telling what will happen if he gets access to the Arsenal.
EDIT: I think I will have Scientian technology be inspired by the works of the real-life Nikola Tesla. Wireless power, Tesla coils, resonance machines, teleforce cannons, oh my!
Hmmm...I'm thinking a dictatorial industrial nation-state. No real ability to project force (no navy and not much army) but have turned their cities into fortresses (and is working on technology to make them mobile: probably through propulsion rather than by abusing gravity, but meh).
To throw my hat in the alliance ring you can trust the Mole Men, because we are almost entirely incapable and uninterested in conquering other cities. All we want to do is build increasingly large machines to continue our efforts to stabilize the tectonic plates and go home.
Riiiight. So you, Mole people have nothing to do with those civilization destroying Earthquakes in the first place? I won't believe any Moleman goes without an Earthquake Making Machines, stashed somewhere in the closet. Just admit you ruined the world.
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Magical Emperor Monkey. You have my vote.
I learned two things about Montgomery that day... ...The first was that his men would follow him off a cliff. The second was that he would lead them there.
I find that politics and war are is often overly complicated, but i like the idea.
Lets say your nation is falling apart, the Sky Kingdom's Progressive party advocates that a peace keeping force be sent in to contain the situation (maybe you are a neighboring nation and they are worried about the conflict spilling over). Something goes horribly wrong and two ships end up shooting at each other. The conflict spreads and the leader of the expedition panics and orders an aerial bombardment.
Something like that?
DM
Yah, I like this quite a bit. If you're still okay with that, I think I'll use this. Not that this will necessarily mean that our factions have to be enemies, mind. I figure that would have been more than a few years back, and before the Concordiat. Might be water under the bridge (well, ish.) Or maybe they're just not so fond of your people. We'll see.
Also, working on write-up. Should have it done sometime tomorrow.
Also also, still willing to work on flags for people (assuming I have time.) Go ahead and PM me what you want, and I'll see if I can't make stuff for people.
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Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
TW Factions
The Boazan Empire is actually very interested in the Mole Men, rumors say they have no standing navy and not many warriors.
They have high defense stat. You should either attack their allies, since they won't be able to send reinforcements, or try blockade & slow siege approach, though I don't know how such things are handled in this game.
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Magical Emperor Monkey. You have my vote.
I learned two things about Montgomery that day... ...The first was that his men would follow him off a cliff. The second was that he would lead them there.
They have high defense stat. You should either attack their allies, since they won't be able to send reinforcements, or try blockade & slow siege approach, though I don't know how such things are handled in this game.
Or Just impose my Very High on their High
I'm not making empty threats pre-game to anyone, but I read a lot of alliance related peaceful talking and I want to spice things up a bit.
Remember that around the corner there is people wielding swords not signed papers MUHAHAHA
Last edited by Killerloop : 09-06-2012 at 03:33 AM.
Just edited in more Flair stuff, created because Photoshop is one of the few things that worked on my old laptop while I was waiting for my usual one to get fixed. And also because I felt I needed a flag.
The tale of the Order of Thunder is one of the joining of a pair peoples, the Lightning Spinners of Trokair, brilliant scientists and mages who long ago unlocked the power of storms, and the Order of Reclamation, a doomsday cult that sealed themselves in a floating fortress to await the time they would reclaim the world. The two chanced upon another in a practice common to the Lightning Spinners before the signing of the Concordiat. As the other cities waged war upon another, Trokair hid, scouring the lower atmospheres for wrecks in hopes of acquiring lost technology and treasure they could fund further research. When they cracked into the Ark to begin exploring, the Paladins reacted as they had drilled for centuries, arming themselves to protect against the invaders. Luckily, cooler heads prevailed and instead of a bloodbath, a partnership was developed. The two have grown closer in the past decades, forming a single government body to allow them greater influence over their neighboring cities.
One Leader, Name and Description:
Spoiler
Overseer Erik: As is tradition in the Order, the Overseer of the nation is one who has been exposed to both of the component cultures. Since this is normally only present among representatives between the two halves, this position typically is filled by diplomats. Because of this, the Overseer rarely has any actual power, as the Paladins and Spinners manage their own affairs. The position is primarily a diplomatic one, acting as the ambassador for the Order. The current Overseer Erik has shown himself to be a shrewd negotiator, and has taken more initiative than his predecessors in involving himself in government. The Head Paladin, Head of Research, and himself form a roughly equal council on matters of the state, with their vote counting more in matters of each's sphere.
Two other VIPS:
Spoiler
Head Paladin Soros: The commander of the Order's forces, Soros is a bear of a man clad head to toe in clockwork plate, with a preference of wielding a sparking maul, forged for him by the Spinners. He also is one of the few Head Paladin's in the history of the Order to prefer diplomatic methods over military ones. His belief that conflict should be avoided if possible is one that few of his soldiers understand, but has saved the nation from over-extending its forces. Of course, if battle is necessary, he relishes in leading the charge with his hammer and tesla cannon.
Doctor Kaire: The current Head of Research of Trokair (their highest ranking official), Amanda Kaire is a brilliant woman with a special talent for developing implements of war. She has frequently been the one who advocates military action in meetings of the Order's leaders, pushing Soros to deploy forces to preserve the interests of their nation. Whether this is more because she hopes to gain greater influence for the Order or as a means of testing her creations, no one is sure.
Name of your two cities:
Spoiler
Trokair, the Stormhome: Ages ago, Trokair was built as a flying research station intended to study the environment, a precautionary measure by the governments of the world to prevent any possible calamities in the natural order. Of course, the rulers then proceeded to spend their time and funds waging endless war against another, squandering any opportunity for the goal to actually be reached. The scientists of Trokair were one of the first to flee to the clouds, far away from the battles and conflicts of the "civilized" world. They wished to experiment and innovate in the solitude of the skies, to continue their research so the may save the rest of the world. But they were too late. In the years since the people of the world took to the skies, Trokair has progressed far in the development of their technologies. They learned how to bend lightning to their will, using a storm cloud to shield and power their city. The crack of thunder and the smell of ozone permeates the city, and light from the sun never reaches into its depths.
The Ark: Many doomsday cults arose in the years before Earth's demise. Some sought to make peace with their gods, others with the earth, and still others held loftier goals. The Order of Reclamation sought to preserve themselves from the apocalypse so that they may burst forth from their fortress and rebuild society in a new, ideal order. Yet in their haste to achieve such a goal, they rushed the construction of their salvation and problems began to develop only a few months after launch. Somehow, the Ark locked itself into a state of emergency, sealing all external exits and dropping in altitude to below the cloud cover. The zealots of the Order, having little experience with technology, spent years attempting to right the mechanism to little avail. They eventually resigned themselves to endless training and drills in preparation for a miracle that would release them from their coffin. Unintentionally, the Spinners provided such a divine intervention.
Stats:
Spoiler
Military: Very High. The Paladin's martial tradition backed by the Spinner's technical aptitude has proved a potent combination in forging one of the stronger armies of the world. While it is a rare day the Order outnumbers a foe, the combination of elite training and cutting edge technology has allowed the Order to prevail in many conflicts.
-Navy: High. The Spinners have been living among the clouds for centuries, longer than most of the other cities. They learned the art of sailing ages ago, and have backed their skills with highly advanced ships of every make. Before the creation of the Order of Thunder, their navy was haphazardly constructed, each vessel a prototype of a handful of technologies. Due to the influence of the Paladins, their blueprints now are concrete and uniform. Each design is tried and tested before seeing the field of battle, and the Spinners have seen greater success because of it. The spark of lightning on the horizon is an ill omen for any foe of the Order of Thunder.
-Army: High. Drilled and trained since birth, the Paladins serve as the foot soldiers of the Order, both as boarding parties in ship based conflict and as ground troops in the case of sieges.
-Defense: Very Low. The only built in defenses of the Order is Trokair's lightning storm, which is as much a hindrance as a help. They have spent the centuries improving their mobile forces at the expense of base security.
Spyworks: Nonexistant. The Paladins view clandestine activity as beneath them, while the Spinners prefer to keep their intellectuals focused on development of technologies instead of foreign affairs. It is also easy to spot either in a crowd, as the Spinners are said to still reek of ozone after a lifetime on Trokair, and the Paladins have the social acumen of a pit bull.
Economy: Low. While the Spinners are technological geniuses, they are most definitely not factory workers. And while the Order has developed automated production capabilities, they simply lack the room to create a true industrial complex. The Ark was built to last, not for expansion, and Trokair already is a labyrinth of workshops, laboratories, and libraries packed end to end. They make do with what they have, but they are not an economic power at this time.
-Wealth: Low. The Order doesn't produce much of an income from their actions. Trade is nigh-impossible to Trokair as the storm around it prevents all but the best of pilots from landing, and the Order lacks any form of market port. Any money they make is from the export of weaponry, mostly those considered already obsolete by the Commander of the Order.
Innovation: Very High. The Lightning Spinners are brilliant scientists and mages who have spent centuries honing their craft. With the addition of the Paladins, they have a elite military to acquire more scarce materials, as well as aid in the testing and refinement of technologies.
Reputation: Cunning. While the Paladins claim to be out for the good of the world, their doctrine says that they must purge the world of all "evil" in the process of their reclamation. Over the years, a succession of leaders have used this to justify multiple wars over resources and influence. The other half, the Lightning Spinners have too long of a history as arms dealers to not be regarded with suspicion.
Morale: Average. Each half of the nation is extremely devoted to their ideals, however the pair are still getting used to cooperating. They have only been a single entity for around a century, and are still going through growing pains.
Flair:
Spoiler
Research Notes of Doctor Din, College of Energy:
As all of us on Trokair know, the lightning storm enveloping the city was created two centuries after the our station's initial launch, to exploit a glitch we had discovered in the nature of lightning magic. The energy required to maintain the storm was minutely less than the energy that could be derived from the totality of its static discharges. We could create energy out of nothingness. While the initial creation of it required the draining of our entire stores of power, we had hoped we would be able to discover methods of making the process more efficient, the net gain more pronounced. For centuries, my department has strived to attain this mythical goal, to fuel both our city and an empire with the power of the skies.
I believe I have finally discovered the key to this endeavor. There are a number among us that are capable of manipulating lightning as a primal element, due to a combination of innate talent and years of training. As they are, they function as top researchers in my field, in addition to soldiers in the rare occasions Trokair is pulled into a conflict. If instead we were to harness their potential as conduits, we could use them to both boost and harvest the energy of the storm. There would most likely be a high burn out rate, as it would be necessary to route the energy through their own nervous system, however it would most likely be possible to organize a method of replacement by relegating them to solely this duty, and altering their genetic code so as to encourage obedience. While the Head of Research has denied my requests to conduct such an experiment, I must go forward with it. It could change the course of our history. He will see the potential! If I can just find a subject powerful enough to handle such a high voltage of electricity...
-This document was last accessed 10 ASC (After the Signing of the Concoridat) as evidence in Mr. Din's prosecution for crimes against the city. He stood accused of kidnapping and murdering the Head of Research in an experiment to use his Spinner abilities to optimize the power harvesting mechanisms of Trokair. After his conviction, the rest of his notes were transferred to the new Head of Research, Doctor Kaire, for incineration. Incineration date was *Error: Data not found*.
Last edited by Nemesis67 : 09-16-2012 at 05:01 PM.
"Hah, I'd love to see those Vestigos clockcreeps tackle this beauty!"
Brief History:
Spoiler
In the years following the Severing, people fled in every way they could. Most didn’t make it, of course. And those who did were often desperate, alone and caught in a vast, vast world of clouds.
The Amalgamated Territories began is a large an indistinct grouping of floating cities, floating towns, one person desperation aircrafts and flotillas of the refugees. Over time, they merged together in bigger and bigger groupings, amalgamating if you will, into a wholesome unit composed of most every nationality, most every class, character and creature. Clashes were frequent in the first years, for any reason ranging from the religious to the personal.
As the ramshackle cities grew together by more ramshackle bridges, it became clear that propulsion was becoming a major problem. Sustainable growth and sheer necessity demanded that the Swarm found a place to settle, least they drop from the sky. After a considerably journey, merging with more desperate groups along the way, they eventually found a habitable plateau, high enough and safe enough to allow a more grounded civilization.
By that point the world had been so changed that no one quite knew where anything was, least of all were they were. Had they known, they might have picked a better mountain to settle on, as the Mothball Peaks turned out to have very few precious metals and a very gradual slope. The lack of metals could be compensated for with other materials, at least initially, but the slope was a much bigger problem. The ease of building allowed the many distinct and desperate people to easily colonize the area, but it also meant that the more adventurous creatures from below could, occasionally, wander dangerously close to the growing city.
Fending of the random creature was easy enough, for the first few centuries. It started being more difficult as weapons rusted, gunpowder ran out and swords grew dull over time. Miner’s worked feverishly to dig as deep as possible to acquire metal enough to sustain the city, and it was only through the sheer number of souls lost to the dark that the Territories survived.
Eventually, as steel failed, the Territories had to rely on flesh, sorcery and sheer bloody mindedness.
Centuries later, they’re still on Mothball Peak. And now they’re starting to travel down the slopes themselves, into the skies around them and towards other, perhaps more mineral rich mountains.
A Meandering Account:
Spoiler
It’s a dangerous world to live in. Go up high enough and eventually you start choking, go down low enough and eventually something will choke you. The Amalgamated Territories is led chiefly by the effort of adapting to the world, instead of forcing the world to adapt to them.
Without the readily available ore required for large scale militarization, the Territories had to rely on alternative measures to safeguard themselves. Sorcery, flesh working and tying up the loose bolts with bound lightning became the order of the day, which all in all leads to a people remarkable accepting of the strange and the peculiar.
The constant ongoing effort to establish some kind of foothold below the clouds shapes the society. So far, there has been nothing more than the occasional successful effort (Fort OhGodNo stood for a decade, before a swarm of what the three survivors described as “Basically teeth flowing across the landscape” decimated it), but the effort provides a constant and steady outflow of people seeking adventure. This also means that social mobility in the territories is remarkably high, given that it only ever takes one lucky strike for someone to achieve a good amount of prestige and fame.
The concept of “Nobles” and “Kings” have been phased out centuries ago, and it is an almost snide point of pride for a Territorian that (s)he doesn’t ever have to bow down to anyone unless (s)he wants to.
The three chief guilds of Biological Endeveavours, the Explorer’s Union and Formshaping provides the structural core of Territorian society – the three heads of each join with a constantly shifting electorate to decide the future of the city. The political affair is both open, as most anyone can join in and add their voice, but also closed given that joining in requires understanding the by now arcane regulations governing the proceedings. The Territories is in many way a place run by bureaucrats, for good and ill.
The high state biological sciences provides an interesting benefit to the city, as it is rare to see cripples on the streets and sickness seldom strikes. Maximization of space for resources leads to communal living arrangements, and the efficient crops can grow quite well enough to sustain a large population.
The outside world is seen as vast and interesting, and it isn’t entirely unusual for travellers to dock near the two territories main cities and proceed to join the adventure below. As for aspirations on a grand scale, the rumours tell of fear and worry mixed with pride. Sure, no one wants a war. Sure, the last one was pretty bad. Sure, those Mantorians and those Boazans are rustling their sabres. Sure, we’ll take them if they try anything.
The evershifting tenets of fashion gets taken a little further in the Territories. Clothes are good, and nice clothes can be impressive, but nice clothes combined with new eyes and hands and polka dotted skin? Now there's a ball winner.
Leader:
Spoiler
Arline Hendriksen:
The current person of the hour, Arline led a lucky, some even say charmed, team into the Deep and successfully logged a substantial amount of Ironwood. Despite losing most of her men to sickness and some kind of furry thing that ate through plate mail, the influx of material and heroic retelling gave her the clout she needed to successfully run for Head of the Electorate.
She is a focused, determined woman harbouring some guilt over the loss of her friends. Having braved the Depths below, she is far more interested in the open sky all around her and is currently spearheading an initiative to refit a substantial part of the Territorial Expeditionary Force.
She is also a fairly accomplished Biomancer, winning her good support from the Formshaper Guild, although that also makes her a target of rather vicious propaganda and the subject of some rather strange political phamplets.
Personages of Interest
Spoiler
Old Dusty, Ie, Gregory Rakov
Gregory Rakov technically has no official post in any established institution. Technically, according to accessible census information, he should be rather dead of old age by now. Rakov does not care. He is man hidden beneath layers of inscrutable red tape, blue tape and yellow tape, and always knows just what regulation to cite when in relation to what. Some people are beginning to chafe at the idea that Old Dusty always seems to be behind events, and the man always seems to know a little too much for someone so apparently removed from society.
Grand Commandant of the Territorial Expeditionary Forces, Reclaimer Supreme, Most Capable General, Three Times Chess Champion, Krangolt Isenfry.
Isenfry is a man who gave his life to the Expedition, the grand idea of reclaiming the lands below and finally resettling that which is ultimately humanity’s. Not for him the beauty of a starlit night above the clouds or the majesty of the peaks below. The moment he first swung an axe at a tree he knew he was born to wallow in mud.
Too bad about his promotion to Grand Commandant, then, since he is now technically in charge of the Airforces as much as anything else. Years of service, restoration and more service has resulted in a body more parts than human and a disposition ranging towards the absurd. Aboard his cabin on personal dreadnought, whispers claim that one can find something so rare as a bonsai tree kept immaculately perfect. Others whisper that’s where he stores his spare body parts.
He is a competent, combat tested officer from an army composed of soldiers trained in ground warfare against monsters in charge of an armada powered by equal measures of magic and steam.
Sometimes he laughs about it. Those are the good days.
An Account of Territorial Acquisitions
Spoiler
Mothball Peak (Capital, population centre)
Located on a scraggly mountain overlooking a sea of placid clouds, Mothball Peak is actually called the Journey's End, but most people refer to as "The Mothball". Massive stone constructions rule the inner areas and delicate archways spun from equal parts webbing and steel give the entire thing a esoteric look, with fragile decorations created by artists over the centuries. Teeming cave complexes beneath the city hold labatories and endless plantations, while various ground and perimeter stations around it provide good advance warning of any approaching enemy.
Groundsreach (Expeditionary Force base)
As the Expedition grew, they needed a new staging area, and after much deliberation the endless amounts of ships readily available from Mothball were cannibalized and gradually turned into Groundsreach. The city is a massive floating fortress, serving as the headquarters of the Expedition, the staging area for missions into the Below and one of the drop off points for merchant vessels. What exactly holds this city aloft has been lost to the ages, and the sheer amount of ressources consumed by its construction assures that there will most likely never be another. But on a clear day, hovering above the clouds, Groundsreach provides some measure of relief in the fact that it may just be possible to reach Below again.
Reputation:
Strangely Focused:
Most people agree that Territories personnel are zealous and reliable, if a little monotone. Their complete and abject lack of surprise at most things can be rather unnerving and diplomatic ties are strained for that very reason.
Outsiders and Alien:
The curious blend of sorcery and technology displayed in most Territories equipment can be somewhat disturbing and seem rather out of place, and that’s before anyone sees the labour beasts.
Dependable:
The Amalgamated Territories honours contracts, at least as far as is known. They might be creepy to deal with, but once you do and get past the bureaucratic nightmare of import-export regulations, you’re set.
One word reputation: Weird.
Morale: Above Average
Spoiler
People like living in the Territories – there’s plenty of opportunities, its decently prosperous, you only ever get bitten by nightmarish creations of flesh once every few months and the constant influx and outflow of mercenaries, adventures, merchants and steam warriors result in a heady sensation of adventure. Shame about the bland food though.
Overall military strength: Average (Combined)
-Navy: Average
Spoiler
While the combined Territorial Expeditionary Fleet is actually made up of a good number of vessels, their combat strength and the Territories force projection capabilities are all rather hampered by a lack of experienced commanders, the fragility of Territory design and the problems associated with large scale implementation of combat sorcery. Their navy relies on tricks, surprises and careful planning because in a stand up airship to airship battle against Manticorian Lion Ships, Draklor Dreadnoughts, Boazan Battlecruisers or any other terrible threat, most common Territories vessels are going to go down in flames. So that’s why they bring backup. And have a sorcerer try to light the enemies’ gunpowder cabinets on fire with his mind.
-Army: Low
Spoiler
The standing Territorial Expeditionary Force is composed mainly of regiments tested against the Deep, backed up with both modification of the more abnormal kind and efficient technology. Unfortunately, the abysmal survival statistics for operations in the Deep tend to severely limit the numbers available to field, as, at any given time, up to a good 20 % of the overall army is in various states of R&R (Getting limbs sewed back on, undergoing counselling, being put down from psychotic episodes, in quarantine lockdown under infection suspicion… “Join the Expeditionary Force Today! It’ll take an arm and a leg, and you’ll be all the better for it!”
-Defense: Above average
Spoiler
The Territories is strange place for foreign nationals. For foreign nationals with swords, ships and statements of surrender it is downright inhospitable. They will quickly run into dedicated citizens, run afoul of an ever increasing menagerie of terrible beasts, encounter a delightful hosts of diseases (some wholly exotic! Rustlung really is a wonder to behold. From a safe distance. Wearing a gasmask), and have to contend with a military, militia and watch force trained in close quarters urban and environmental pacification. If bombed from a safe distance however, with no delusions of peaceful occupation, a good deal of these defences can be effectively nullified.
-Spyworks: Below average
Spoiler
The Territories do not cast a very wide net of subterfuge. Their operatives tend to be efficient, and there are some rumours of skinchangers, facewearers and other horrors, but the Territories do not possess the resources to send teams into the world in any large capacity, nor exist solely on back of their intelligence services.
-Economy: High
Spoiler
Something as rare as a steady logging operation is taking place in the Territories. They’re actually bringing up, from the Deep, a good amount of wood. Combined with efficient use of factories and a labour force rather suited for the task (A little too suited, some might say, as if adding steroids to the drinking water in working neighbourhoods could possibly be ethically questionable), the Amalgamated Territories display a startling capacity for economic development.
(Inquires about the working conditions are politely referred to a painting known as “The Massacre of Hill 21” )
-Wealth: Medium
Spoiler
As consequence of trade, resource utilization and good environmental management, the Territories are relatively prosperous.
Innovation: High
Spoiler
It’s a harsh world out there, what with the floating clockwork fortresses, legion of self aware machines, ancient empires clamouring for their twentieth Grand Renaissance , eco terrorists and merchant pirates. The Amalgamated Territories relies heavily on their functioning blend of technology and biology, inspired by the Deep and the high flying fortresses. With enough research and a doomsday plague or two, the day shall yet be theirs.
-Flair
Spoiler
Boisterous voices, loud ruckus, enter inn:
And when the world was broken
when it turned to dust
We fled the land and took the skies
And did what we all must
So now we’re in a city
With a core made of rust
when down below the monsters growl
So in Expedition we must trust
They say one day we’ll walk again
On fields of mud and stone
But ayech my friend, on that very day
YOU’LL BLOODY WELL WALK ALONE!
(Lament of the Returning Reclaimer)
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"It seems any sufficiently pragmatic Evil is broadly indistinguishable from cynical Neutral"
Last edited by Fibinachi : 09-07-2012 at 07:26 AM.
I'm posting interest, and I have an idea, but I don't want to reveal it yet. That said, how long do you think I have before you would like a fleshed out faction? Because I have an absolutely fantastic idea for a submission post but I'm not super artsy by nature so it may take me awhile to work it out.
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My last breath... ...is also my mintiest...
She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.
Quote:
Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
@Fibinachi: Most large Manticoran ships of the line are called Lion Ships, as they have large lion figureheads concealing heavy cannons.
DM
What kind of cannons are these? Would Admiral Xu be interested in... 'upgrading' some of these Lion Ships with the deadly Teleforce Cannons in place of the usual figurehead-mounted cannons?
Since mankind came to the Heavens there has been several hard truths they had to learn. The first is life above the ground is hard- those to stupid or too slow die. The second is that women are the secret to life, as societies without enough women could not keep up the numbers to survive. Finally, when resources are scarce those with the power are the richest of all.
House Elysius is the pure distillation of the three truths. When the original Elysiuns made their home in the skies the women soon realized their importance and used their intelligence and political savvy to place themselves in positions above their male counterparts. Lineage, name, wealth all became in the power of powerful female families. It wasn't long before the dark hulled ships bearing the black rose of their house began to prowl the skies- in fact it is occasionally said that their aggression is what jumpstarted many of their neighbors own navies in an attempt to protect their vessels.
House Elysius was and always will be a House of Survivors and Pirates.
Culture: Leader, Name : Two other VIPS: Name of your two cities: Desired Reputation: Cunning, as the pirates are well-known as fair. Surrender and you live. No senseless massacres. Desired Stats:
Spoiler
Military: High
-Navy: Very High
-Army: Medium
-Defense: High
Spyworks: medium
Economy: low
-Wealth: High (Lots of cash in loot, not a lot of established economy)
Innovation: low
Morale: medium
Flair:
Spoiler
An Elysius Naval Officer
A male Elysius Marine
A large part of the Elysius Fleet.
EDIT- Will finish tomorrow.
__________________
Quote:
She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.
Quote:
Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
- SurlySeraph
Last edited by Greystone : 09-07-2012 at 09:40 AM.
What kind of cannons are these? Would Admiral Xu be interested in... 'upgrading' some of these Lion Ships with the deadly Teleforce Cannons in place of the usual figurehead-mounted cannons?
Currently they are boring old Railguns, a particle beam would make a nice change.
I'm thinking that the Manticoran science/magic is going to be focused around alchemy, creating, refining and smelting metals and altering existing matter into desired shapes. This gives them access to things like aluminium and other metals without having to resort to complex refining methods and electrolysis.
In short Manticoran tech is mostly run by rare earth magnets, used in levitation systems and rail weapons. They primarily use kinetic kill projectiles, usually made of tungsten jacketed iron, but do have decent missile tech and access to fissile materials.
To clarify, there are two separate but linked entities here. The Flying Circus, which is the military, and the city of Furthermore, which is civilians. Collectively, they're the Remnants of Evermore.
Captain Kelly's Flying Circus and the city of Furthermore The Remnants of Evermore
History
Spoiler
In the past, the Flying City-State of Evermore had been one of the largest and greatest flying in the sky. It's trade ships went as far as any, and it's fleets were as great as any.
Of course, at the time of the city's fall, there were none still alive that remember that golden age. Over a span of fifty years, Evermore declined as corrupt politicians and a bloated bureaucracy
strangled the life out of the city. Eventually, the people of the city decided it was time to oust the corrupt government and start again. Their revolution was subtle to start, peaceful protests and civil disobedience. But as the government cracked down on the protests, the revolutionary's actions became more and more violent, until there was essentially open warfare in the streets of the city.
Just before the revolution turned violent, a brand new Carrier craft, Hope for Tomorrow, launched on it's maiden voyage. It was planned for the Carrier to perform training exercises several days travel from the city in order to test the capabilities of the ship and it's crew. At it's helm was Captain John Kelly, an experienced veteran, and one of the most respected officers in the Evermorian Navy.
Worried about the craziness going on with it's neighbor, the Sky Kingdom Manticore sent a fleet to investigate. Tragically, in the chaos and confusion of the uprising, several Evermorian ships misconstrued their intentions, assuming they were attempting to invade. They fired on the ships of the Sky Kingdom, plunging them into an accidental war. The battle raged in the city and the sky around it, put to an abrupt end when a scared Captain of the Sky Kingdom ordered a bombing run on Evermore that ignited it's fuel lines, sending the entire city up in a blazing inferno.
And this was the scene that Captain Kelly and the crew of the Hope for Tomorrow returned to. Can they be blamed for getting exactly the wrong impression? Thinking that their city had been destroyed and they were all that remained, they fled rather than face what they assumed to be a superior force in hopeless battle.
But the world had not stopped turning because Evermore was gone. As they fled, the encountered civilian ships, Evermorian trade vessels and the like. The Hope for Tomorrow warned them of what had happened and, having nowhere else to go, the civilian ships followed the warship on it's exodus.
As they ran out of supplies and whatnot, the 3rd Fighter Wing decided to begin selling themselves out as mercenaries in order to get supplies. On their first job, their employer saw the haphazard fleet arrive and commented that, "It's a flying circus!" For some reason, this struck Captain Kelly as being very funny. After the 3rd Fighter Wing helped secure a crushing victory, Kelly adopted the name as a sort of unofficial designation for their ragtag fleet. Many of the men even began painting their flyers in crazy, bright colors, which ended up making them instantly recognizable.
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Government and Culture
Spoiler
The survivors of Evermore are sort of divided into two separate entities: the military, that is the Flying Circus itself, and and city of Furthermore.
Technically speaking, all the survivors and the city of Furthermore are under Martial Law, and thus the highest ranking military officer (the Captain, in this case) would be in command. In practice, the military pretty much lets the city run itself while they concentrate on defense on other their mercenary work.
The Flying Circus runs on a fairly straightforward military Hierarchy, with Captain MacNaughton at the top, Squadron Leader Biggles below him, and everything else branching down from there.
Cities
Spoiler
The Hope for Tomorrow: The last of the Evermorian Carrier ships. The ship is basically a miniature flying city, capable of comfortably housing several thousand people. But more than that, it's a battleship. Armed with many guns and cannon, and able to carry dozens of Evermorian flyers, the Hope for Tomorrow is a formidable vessel.
Furthermore: Technically known as New Evermore, but Captain Kelly said that it was really "Furthermore" as a joke, and the name stuck. It's hardly more than a little bit of mountaintop that had somehow been neglected.
Really, the city started as little more than a refugee camp for the civilian ships that had followed the Hope for Tomorrow in it's wandering, but the people of Evermore could be highly resourceful when need be, and have since turned Furthermore into something almost resembling civilization. Given the nature of the Flying Circus, Furthermore is centered around huge a huge aerial complex and docking port, where the Hope for Tomorrow and the smaller carriers built since then can repair and refuel between jobs.
VIPs
Spoiler
Captain Adam MacNaughton: The current Captain of the Flying Circus. It's his job to try to keep everything working properly. So far, he's managed to do a good job.
Squadron Leader Biggles: The leader of the Circus's First Squadron. He essentially acts as the Captain's XO, helping
The Gumbys: A large family that has become surprisingly prevalent in the Circus. It sometimes seems that one can hardly swing their arm without hitting a Gumby. Though they often seem a bit slow, they all tend to be quite competent at their chosen field, if perhaps a bit unorthodox.
Mayor Eric Praline: The elected mayor of Furthermore, tasked with keeping the city running smoothly. While he and his government are technically subservient to the military under Captain MacNaughton, the Captain pretty much lets them run things.
Desired Reputation: Honorable Brigands
Stats
Spoiler
Military: Moderate-High. Their military origins and mercenary work means that there is a strong martial focus among even the people of Furthermore. -Navy: Very High. This was Evermore's claim to fame, and and is also the Flying Circus's. Their flyers are smaller and more maneuverable than the larger vessels fielded by other navies, and can be deployed in large numbers from the Circus's large Carrier craft. -Army: Low. While every vessel of the circus has marines aboard, ground based combat has never really been their forte. -Defense: Moderate (Hope for Tomorrow), Low (Furthermore). The Hope for Tomorrow is just short of being a fortress, boasting heavy armor and postitively bristling with guns. And that's not even taking into account the dozens of flyers it can deploy. Conversely, Furthermore has little in the way of static defenses, relying mostly on the presence of the Flying Circus itself. Is the defense stat linked to the cities? How is this stat actually going to work?
Spyworks: Low-Moderate. The Flying Circus has always had decent scouts and pathfinders, but they have little real experience in espionage.
Economy: Low. Through the city of Furthermore, the Remnants are pretty well able to sustain themselves. However, they don't really have the resources for anything else, including any kind of significant growth. -Wealth: Low. As said previously, there is little in the way of loose resources to use for anything other than simply keeping everything running.
Innovation: Moderate. As luck would have it, one of the civilian ships that the Hope for Tomorrow encountered was a passenger ship with a few dozen scientists, most notably some quite brilliant aeronautical engineers, aboard. After the founding of Furthermore, these scientists went on to found the New Evermore Institute of Learning. (That name only lasted about 10 minutes before someone suggested the Clown College, which has stuck ever since.)
Morale: Moderate. It's about as well as you could expect for what's essentially a group of second and third generation refugees. While there is a fair bit of grumbling in Furthermore over the lack of civilian oversight of the Flying Circus, overall things aren't too bad.
Alright, finally written up a good story as flair for the Flying City, here. @Darius Macab, you may be interested; Manticore features quite prominently in it.
So once again, any feedback from you guys? Is this good enough, or are there things I should work on?
Riiiight. So you, Mole people have nothing to do with those civilization destroying Earthquakes in the first place? I won't believe any Moleman goes without an Earthquake Making Machines, stashed somewhere in the closet. Just admit you ruined the world.
Absolutely, we were a peaceful race that didn't do much tinkering. Certainly nothing that would start the fault lines moving. On the other hand the surface races were rushing around building this and that with no care for the effects on the environment. That's how this all happened in the first place.
Quote:
Originally Posted by Killerloop
The Boazan Empire is actually very interested in the Mole Men, rumors say they have no standing navy and not many warriors.
The Mole Men are only the second best target. The best raiding target by a huge margin is House Otakar. They have masses and masses of wealth and basically no defenses. Whereas the Mole Men cities are fortresses. You probably could take them, but it would give you some losses. Whereas House Otakar is basically wide open.
And that's not just bluster. I actually looked at everyone's stats and compiled a list from what I would expect them to be if I were the GM.
Here are my estimates.
Spoiler
Player
Faction
Expected Offense
Expected Defense
Expected Loot
Expected Ease of Looting (Loot/Defense)
razovor
House Otakar
1
1
21
21
Arcanestomper
The New Mole Empire
3
9
22
2.444444444
oblivion6
Draklor Laboratories
3
7
16
2.285714286
hydroplatypus
Aetheres
4
6
13
2.166666667
Fibinachi
The Amalgated Territories
6
11
16
1.454545455
Ascaloth
The Flying City of Scientia
7
11
15
1.363636364
Darius Macab
The Sky Kingdom of Manticore
9
11
12
1.090909091
Nyrt
Vertigo Legions
6
12
11
0.916666667
Zemalac
Vien-Au
11
17
14
0.823529412
Nemesis67
The Order of Thunder
10
12
9
0.75
Sithis
The Remnants of Evermore
9
12
8
0.666666667
Killerloop
Boazan Empire
14
18
11
0.611111111
Greystone
House Elysius
11
17
10
0.588235294
Thelonius
Green Heaven
0
1
0
0
To be honest I didn't expect to make the second most desirable target on my own list. I'm probably going to go change my stats now.
Last edited by ArcaneStomper : 09-07-2012 at 01:34 PM.
Absolutely, we were a peaceful race that didn't do much tinkering. Certainly nothing that would start the fault lines moving. On the other hand the surface races were rushing around building this and that with no care for the effects on the environment. That's how this all happened in the first place.
The Mole Men are only the second best target. The best raiding target by a huge margin is House Otakar. They have masses and masses of wealth and basically no defenses. Whereas the Mole Men cities are fortresses. You probably could take them, but it would give you some losses. Whereas House Otakar is basically wide open.
And that's not just bluster. I actually looked at everyone's stats and compiled a list from what I would expect them to be if I were the GM.
Here are my estimates.
Spoiler
Player
Faction
Expected Offense
Expected Defense
Expected Loot
Expected Ease of Looting (Loot/Defense)
razovor
House Otakar
1
1
21
21
Arcanestomper
The New Mole Empire
3
9
22
2.444444444
oblivion6
Draklor Laboratories
3
7
16
2.285714286
hydroplatypus
Aetheres
4
6
13
2.166666667
Fibinachi
The Amalgated Territories
6
11
16
1.454545455
Ascaloth
The Flying City of Scientia
7
11
15
1.363636364
Darius Macab
The Sky Kingdom of Manticore
9
11
12
1.090909091
Nyrt
Vertigo Legions
6
12
11
0.916666667
Zemalac
Vien-Au
11
17
14
0.823529412
Nemesis67
The Order of Thunder
10
12
9
0.75
Sithis
The Remnants of Evermore
9
12
8
0.666666667
Killerloop
Boazan Empire
14
18
11
0.611111111
Greystone
House Elysius
11
17
10
0.588235294
Thelonius
Green Heaven
0
1
0
0
To be honest I didn't expect to make the second most desirable target on my own list. I'm probably going to go change my stats now.
You also have to consider that everything is going to change depending on where on the map everyone is, since moving through other people's territory is actually a big deal in this game. House Otakar's massive wealth looks less tempting if it's on the other side of the world.
You also have to consider that everything is going to change depending on where on the map everyone is, since moving through other people's territory is actually a big deal in this game. House Otakar's massive wealth looks less tempting if it's on the other side of the world.
Actually where do you see that. I think you're right, but I don't see it in the first post.
Anyway I've changed my stats. Now I have a very high defense, and a high army. And my economy is lower. I still wound up higher in my own list than I would like, but I guess I will worry about that later.
Daelrog, how exactly does innovation work? Does it give actual stats. Or traits that can boost your other stats.
Actually where do you see that. I think you're right, but I don't see it in the first post.
Anyway I've changed my stats. Now I have a very high defense, and a high army. And my economy is lower. I still wound up higher in my own list than I would like, but I guess I will worry about that later.
Daelrog, how exactly does innovation work? Does it give actual stats. Or traits that can boost your other stats.
Now that you mention it I don't see it in the OP either, but it was definately stated in the Central thread...
Here we go.
Quote:
Originally Posted by daelrog
Breaking up the WH40K debate for a brief spell. I plan to have the recruitment thread for my TW game up soonish (maybe a few hours, maybe tomorrow).
Things I'll try out that I haven't seen in other games...
-d13s for most roles... because using the unlucky number tickles me
-Increase difficulty to increase stat growth. Although probably only slight, I plan to make it more difficult to grow stats at certain marks. This is the last of the mechanics part of the game I'm working on. It won't be enough to stop more powerful nation from keeping ahead, but will hopefully limit how much bigger powers on increasing the gap every turn. It will represent that maintaining a larger economy, scientific base, military, etc, is more difficult.
-Geography plaing a role in espionage. Messages sent can't be intercepted unless it travels in through your territory, or adjacent to it.
-Specific kind of reputation. Players will determine what they want their reputation to be such as righteous, scary, wise, and increasing and decreases will be based on the nation's success or failure at that image.
-Territory and militaries: If the Military of nation A attacks nation B, but must travel through nation C to do so, nation A must get permission or be prepared to fight through nation C if C decides so.
The Mole Men are only the second best target... <whoa at post>
As I said I didn't mean to threat anyone.
First, we do not have the world map. Powerful attackers may be very far from "good" targets.
Second, it isn't fun to just remove people from the game outright. IMHO a militaristic empire should practice extensive gunboat diplomacy without firing that gunboat many times.
Actually my mindset from the start is destroy all my opponents, at any cost, and nothing will ever change that no matter how many alliances we stockpile
What I meant is that sometimes overcommitting in destroying someone is dangerous waste of resources when you can reach different agreements.
I'm fairly high on the loot list, but unless you want my assassins to kill your leader, heirs, and anyone who would be even remotely competent in a leadership position in your nation while I laugh at your succession crisis I don't think I would make too good a target. plus you also lose the ability to hire me at a later date if I'm dead, because if I am going to die, I am going out in a blaze of glory. Hopefully damaging your nation enough to let someone else kill you before self-destructing all my own assets, and if possible just dumping everything worth looting onto the impassable ground below.
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky