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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.
Which is why anyone going after you would prepare a massive first strike to decapitate you first. Then while you're going through the succession crisis loot all your ill gotten gains.
Also I haven't actually seen many people destroyed so heavily as to be removed from play. Only two or three times in all my TW games. Seen a couple people quit sure, but not usually because their faction was actually down and out.
Last edited by ArcaneStomper : 09-07-2012 at 03:58 PM.
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.
I think that simply looking at cumulative numbers of Army+Navy vs Defense is a bit of a fallacy. I would say that naval power should be about twice as important as ground power, as you need your navy not only to defeat your opponents navy but to defend your merchant ships and to transport your army from place to place. Navys would also presumably contribute to the defense of cities, augmenting whatever firepower is already present.
I also have to wonder why expected loot from Scientia is higher than mine given that my wealth and economy are both stronger.
Quote:
Originally Posted by Ascaloth
LOL. So you're really taking me up on the whole political marriage thing, eh?
Just so you know, both the Duke and the Princess are available, if you prefer one or the other.
Oh yes, thats really how the Kingdom works. Their political system is a fusion of 19th and 21st century Britain, with a House of Commons and a House of Lords and a monarch overseeing it all, the monarchy would ordinarily have very little power but given the origins of the Kingdom the Harrington family were the primary financier of the expedition and as such have power similar to a CEO except the title is hereditary and fancy sounding.
Regrettably both the Queen and her younger brother are married, though Manticore has had polyandrous ruling families before it is generally only resorted to in desperate alliances, this isnt quite that desperate (yet).
However, Prince Commander Roger IV Harrington is currently available.
I also have to wonder why expected loot from Scientia is higher than mine given that my wealth and economy are both stronger.
I would assume that this is because the "loot" he's using is most likely Economy+Innovation. Wealth is usually (assuming it works how I think it does, namely being a less technical term for t.ECO) a temporary stat generated by Economy each turn. So if you have 5 ECO, then on that turn you can spend 5 WEL, or save all of it and spend 10 WEL next turn, etc. Saying that you have high Wealth doesn't really mean anything--that could be from your similarly high economy, or because you saved up smaller amounts over the course of several turns.
Admittedly, this analysis is simply based on my interpretation of what was said in the OP, and could be completely wrong.
Trade: if nation's trade routes are blockaded or raided, it costs more Wealth to grow stats, since said nation wouldn't have cheaper materials.
Range: limit on how far the Navy can travel per turn, and modify the number, if the ships can stop in friendly ports to resupply.
Exploration: some black spots on the map would be nice.
__________________
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 would assume that this is because the "loot" he's using is most likely Economy+Innovation. Wealth is usually (assuming it works how I think it does, namely being a less technical term for t.ECO) a temporary stat generated by Economy each turn. So if you have 5 ECO, then on that turn you can spend 5 WEL, or save all of it and spend 10 WEL next turn, etc. Saying that you have high Wealth doesn't really mean anything--that could be from your similarly high economy, or because you saved up smaller amounts over the course of several turns.
Admittedly, this analysis is simply based on my interpretation of what was said in the OP, and could be completely wrong.
Could be, i think we might need our GM to do a bit of elaboration on the rules .
Defense isn't straight defense. It's Navy+Army+Defense. It probably shouldn't be a straight addition like that since a single point of defense should be stronger than a single point of navy since it's less versatile, navy can attack and defend while defense can only defend, but I was just going for a rough estimate. Also while Navy might be more important for getting you there army is what actually takes and holds things. So if you just want to destroy then sure you can just use navy. But if you actually want to make it worth your while you need army. So both contribute to offense equally.
Loot is Economy+Wealth+Innovation. Since most countrie's wealth is the same as their economy this basically just counts it as a twice as stealable as innovation, which I think makes sense.
Having the nitty-gritty rules posted would certainly be nice though.
Last edited by ArcaneStomper : 09-07-2012 at 04:41 PM.
Defense isn't straight defense. It's Navy+Army+Defense. It probably shouldn't be a straight addition like that since a single point of defense should be stronger than a single point of navy since it's less versatile, navy can attack and defend while defense can only defend, but I was just going for a rough estimate. Also while Navy might be more important for getting you there army is what actually takes and holds things. So if you just want to destroy then sure you can just use navy. But if you actually want to make it worth your while you need army. So both contribute to offense equally.
Loot is Economy+Wealth+Innovation. Since most countrie's wealth is the same as their economy this basically just counts it as a twice as stealable as innovation, which I think makes sense.
Having the nitty-gritty rules posted would certainly be nice though.
Shouldn't both defense and offence be modified by innovation? Dozens of wars have been decided by the technological gap between armies.
Shouldn't both defense and offence be modified by innovation? Dozens of wars have been decided by the technological gap between armies.
DM
Not at game start. Innovation is how good you are producing technology, not how much you already have. TW games are assumed that everyone starts with equivalent tech unless specified otherwise.
Plus I can't really tell if a nation has been innovative in how they build guns for their warships, or in how they run their factories.
The nation of Noxus is a fairly new development, only really becoming a noticeable nation after the peace treaties were signed. Before that, they were basically invaded by most every warmongering nation nearby in order to use their islands as staging points for their armies. However, in recent years, a new power structure arose. The leaders of the relatively small army took control, and have forced the nation to undergo sweeping changes to keep up with the advancements of the times. The nation of Noxus was officially formed of these two cities, and with a new focus on industrial power and enhanced defenses that transformed their cities into complete fortresses, they work to create a nation capable of creating defending themselves against all aggressors.
Culture, People, Etc (Optional, but Encouraged):
Spoiler
The Noxian people are an industrious bunch. Ruled by their military leaders, they have worked industriously to keep their nation functional for many years. The nation itself is ruled by five military families, of whom the current leader is elected. The people themselves are suspicious of outsiders, and given their history, this isn't exactly something they can be blamed for. The military keeps an iron grip on the populace.
One Leader, Name and Description:
Spoiler
General Jericho Swain. The current military leader of Noxus, the middle-aged man who turned the local area's whipping boys into a industrial powerhouse. Currently walks with the assistance of a cane, though noone can really tell if he needs it or not.
In meetings with other Leaders (which is rare), he is generally seen as only looking out for the interests of his own nation, to the exclusion of all else. Whether this is all there is to the man is unknown. In terms of his personal focus in national affairs, his speciality is the management of the economy and industry of Noxus.
Two other VIPS:
Spoiler
General Darius, the Iron Fist. Commonly seen as the face of the military, he embodies the military interests of the nation.
Caroline, the Science of Noxus . Caroline, though possibly mad, if the brains behind the industrial and technological revitalisation of Noxus. She is in charge of the Science! that produces new technology.
Name of your two cities (everyone starts with two): Superbia , Ira.
Navy: Nonexistant. The Noxians have never had the opportunity to build their own shipyards, and thus do not have a functioning navy. They still have smaller ships for transport, but nothing military inclined.
Army: Medium- the nation is ruled by their military, so there are sufficient numbers (And all very well trained and equipped to make up for their lack of large numbers) to keep control.
Defenses: Very High- The fortress cities of Noxus are probably the most heavily defensive cities ever designed by humans*. More additions are made daily to increase the strength of these fortresses.
*moles aren't humans.
Spyworks: Medium-Low. Due to their focus on their industry and defense, their spy network is generally relegated to low priority.
Economy: High. The black factories of Noxus produce material at a ferocious pace, despite the massive amounts environmental damage their methods produce.
Wealth: Medium. While a lot of their money on hand is reinvested into their development, they do keep a decent amount available in order to react quickly to new developments.
Innovation: Medium-High. Noxus has been taking...rather extreme methods to make up for their percieved previous weakness. Their new technology pretty much ignores potential for environmental damage in exchange for the short term benefits, for the most part. As a result, most of the extremely efficient Noxian technology creates byproducts.
Morale: Medium, The people are confident in their leaders. Mainly because Swain hasn't managed to screw up yet.
There was always civilization at the bottom of Mt. Uthgadron. The volcanic soil was perfect for agriculture and with the emergence of the steam engine, the natural hot springs were easily converted into energy, which gave an additional boon to this buzzing area. When the Calamity happened and Earth revolted, it was only natural for all people of this region to ascend Mt. Uthgadron. The exodus took a heavy toll on all parties and soon former enemies joined forces. At the top of the volcano, they settled and built a city like none ever seen before. A mix of cultures, of architecture and engineering, the Free City was a wonder to behold. Wealth spread and the Zeppelins of the UTSC proved to be ideal for trading. UTSC was one of the strongest advocates of the Concordiat.
Culture:
Spoiler
A cultural melting pot, Port Cog is as diverse as a culture can be in this age. In general, they are a open minded people, but of course, there is always a reason to blame one race or the other for something. The sexes are treated equally and have the same rights.
Although it is run by the administration of a business operation, the UTSC is in fact a democracy. Every permanent citizen can become a shareholder of UTSC. The shares are redistributed every 24 years. Every district is alotted a certain amount of shares, and these are divided among those who can afford them (if there are more buyers than shares, each district decides by vote). Each person can only hold one share at a time, and no direct relatives may hold shares simultaenously. Sponsoring is quite common and encouraged. Every shareholder has the same vote in company meetings.
Living Standards are pretty high and even the poorest family have access to hot water and a few hours electricity per day.
Leader & VIPs:
Countess Aleryn Narys Chairwoman of City Council
Spoiler
Age: 32
Aleryn Narys is the current mayor of Port Cog. She was recently elected for an 8 Year Term and serves as the head of the town council for the next 6 years. She is the daughter of the late Count Narys, one of the richest and influential people in Port Cog. She won the election with har charm, wealth and popularity and so far has not given any reason for complaint. She has refrained from making drastict political changes so far.
Sky Marshal Jose Palabitas
Spoiler
Age: 50
A battle hardened war veteran, this bitter old man would rather fit on a pirate ship than in the USTC Navy. His teeth are loose, his wooden leg is poorly made, and his crazy looking eye is his good one. He is thoughtful enough to hide his bad one behinde an eye-patch. He's always seen in his uniform and with his trusted walking cane, made of gears and dampeners and other gadgetry, a present to him by the council, for his promotion. He is as stubborn as he is canny.
Sir Merin Wellerbron Master of Coins
Spoiler
Age: 29
Master of the Merchant's Guild. He is responsible for the genuineness of the coins used for trade within the city and manages trading licenses within the city.
Cities:
Port Cog, the Free City
Spoiler
A blooming metropolis, built into the crater of a dormant volcano. The geothermic heat was cleverly used for power by the founders of this city and the crater offers excellent protection to one side of the city, making it easily defendible and thus ideal for a free port.
Cape Dread
Spoiler
On the highest peak of the mountain range, the Upper Sky Trading Company erected a small colony. This outpost once served primarily as a lighthouse and an outlook, giving an early warning system for the people of Port Cog and guiding traders safely to their destination. A fair part of the navy is also stationed here. The large group of soldiers has made it a lucrative destination for certain traders, so over the years, a small community emerged and now thrives alongside the Free City.
Desired Reputation:
Open Traders, Fair, Peaceful
Desired Stats:
Spoiler
Military: moderate/high
Navy: Moderate
Army: low (I understand that this only applies to securing and holding occupied cities?)
Defense: high
USTC can protect itself and is ready for prolonged sieges, but it has no current plans for agressive military maneuvers.
Spyworks: Moderate
Primarily Diplomats and State Police. UTSC welcomes nearly everyone for trade, but it is aware of smugglers and other subterfuge.
Economy: very high
Traders. Comes with the territory.
Innovation: low/moderate
UTSC prefers to buy new technology.
Morale: moderate
People are happy in Port Cog, but a long period of peace and the cultural diversity stands in the way of fervent patriots.
I will submit a short story later, gotta sort out a few ideas first.
The nation of Noxus is a fairly new development, only really becoming a noticeable nation after the peace treaties were signed. Before that, they were basically invaded by most every warmongering nation nearby in order to use their islands as staging points for their armies. However, in recent years, a new power structure arose. The leaders of the relatively small army took control, and have forced the nation to undergo sweeping changes to keep up with the advancements of the times. The nation of Noxus was officially formed of these two cities, and with a new focus on industrial power and enhanced defenses that transformed their cities into complete fortresses, they work to create a nation capable of creating defending themselves against all aggressors.
Culture, People, Etc (Optional, but Encouraged):
Spoiler
The Noxian people are an industrious bunch. Ruled by their military leaders, they have worked industriously to keep their nation functional for many years. The nation itself is ruled by five military families, of whom the current leader is elected. The people themselves are suspicious of outsiders, and given their history, this isn't exactly something they can be blamed for. The military keeps an iron grip on the populace.
One Leader, Name and Description:
Spoiler
General Jericho Swain. The current military leader of Noxus, the middle-aged man who turned the local area's whipping boys into a industrial powerhouse. Currently walks with the assistance of a cane, though noone can really tell if he needs it or not.
In meetings with other Leaders (which is rare), he is generally seen as only looking out for the interests of his own nation, to the exclusion of all else. Whether this is all there is to the man is unknown. In terms of his personal focus in national affairs, his speciality is the management of the economy and industry of Noxus.
Two other VIPS:
Spoiler
General Darius, the Iron Fist. Commonly seen as the face of the military, he embodies the military interests of the nation.
Caroline, the Science of Noxus . Caroline, though possibly mad, if the brains behind the industrial and technological revitalisation of Noxus. She is in charge of the Science! that produces new technology.
Name of your two cities (everyone starts with two): Superbia , Ira.
Navy: Nonexistant. The Noxians have never had the opportunity to build their own shipyards, and thus do not have a functioning navy. They still have smaller ships for transport, but nothing military inclined.
Army: Medium- the nation is ruled by their military, so there are sufficient numbers (And all very well trained and equipped to make up for their lack of large numbers) to keep control.
Defenses: Very High- The fortress cities of Noxus
Spyworks: Medium-Low. Due to their focus on their industry and defense, their spy network is generally relegated to low priority.
Economy: High. The black factories of Noxus produce material at a ferocious pace, despite the massive amounts environmental damage their methods produce.
Wealth: Medium. While a lot of their money on hand is reinvested into their development, they do keep a decent amount available in order to react quickly to new developments.
Innovation: Medium-High. Noxus has been taking...rather extreme methods to make up for their percieved previous weakness. Their new technology pretty much ignores potential for environmental damage in exchange for the short term benefits, for the most part. As a result, most of the extremely efficient Noxian technology creates byproducts.
Morale: Medium, The people are confident in their leaders. Mainly because Swain hasn't managed to screw up yet.
Flair:
Spoiler
WIP
I cannot help but notice a striking similarity to a certain faction from League of Legends.
Oh yes, thats really how the Kingdom works. Their political system is a fusion of 19th and 21st century Britain, with a House of Commons and a House of Lords and a monarch overseeing it all, the monarchy would ordinarily have very little power but given the origins of the Kingdom the Harrington family were the primary financier of the expedition and as such have power similar to a CEO except the title is hereditary and fancy sounding.
Regrettably both the Queen and her younger brother are married, though Manticore has had polyandrous ruling families before it is generally only resorted to in desperate alliances, this isnt quite that desperate (yet).
However, Prince Commander Roger IV Harrington is currently available.
DM
Ah, in that case we are set. It will be interesting to see the interactions between Prince Roger and Princess Claricia.
I'd have a request for a flag. The idea is as follows:
A golden coin, with cogs (so it resembles a cogwheel) on navy blue background. Along the edge of the coin is written: Freedom. Unity. Equallity. Peace. Wealth.
If anyone would be so awesome as to lend his mad photoshop skills to a poor person who fails utterly at art?
Also, looking for established trade partners?
And I hope I didn't step on the toes of anybody? If so, please tell me, I have another idea which I could use.
Right, lot to review. I'll update this post as I go through the thread so far. Beginning with the five post on the first page...
Hydroplatpus: Aetheres is good to go.
Darius Macab: One too many VIPs. Decide which one won't have stats at the start of the game, and you're good to go.
Thelonius: Green Heaven looks good so far. Still need the third VIP, and you need to decide on a desired reputation
oblivion6: Draklor Laboratories is almost done. Just need a desired reputation and a second city.
razovor: House Otakar looks good so far. Just need the flair.
Zemalac: Vien-Au is good to go.
Ascaloth: Scientia is good to go. Keep in mind that your city being 'higher' won't be giving it any special rules to start with other than a high defense score.
ArcaneStomper: New Mole Kingdom is fine. Choose which VIP won't have stats though as you start with three total.
Nyrt: Just need a desired reputation.
Killerloop:Very nice.
Nemesis67: Good so far for the Order of Thunder, still have details to fill.
Finibachi: The Amalgamated Territories are good. Keep an eye out when I include details on the surface. It's a very unforgiving place.
Greystone: House Elysisu is good so far. Still some details to put in.
Sithis: All good for the Flying Circus. Keep in mind that your carrier will not be moving, at least not at first.
Bahumat: Noxus is good so far. Just the flair is needed.
d3vil: Upper Sky Trading Company's all good to go.
Dr Ferdinand Tesla will be the stat-less VIP for the Flying City at the start of the game. He's really only in there to fluff up the tech backstory for my faction.
Trade with the Territories, we offer plenty of stuff! What stuff, you might be asking yourself?
Well, uh. Uhm. Rocks and sticks, mainly. But they're good sticks, and in this age of flying ships you need all the wood you can get to keep 'em in the air and hold the damn things together.
Unless you're building them out of metal, of course. What a preposterous thought.
Fine, fine, we'll break out the better goods. How about carefully modified crops designed to give a much higher average yield per hectar of plantatation? Feed your population with the fastest growing, blandest tasting nutriounous weed in the world. Power cells or healing grub? Labour beasts. Sure, the automatons are more effecient and don't require feeding, but these things will do tricks if you teach them.
--
In a voice less apt for a desperate merchant, I like what I'm seeing so far. Now I just need allies to supply me with metal, precious precious metal. In return, we won't spike your water supplies with hallucigens.
__________________
"It seems any sufficiently pragmatic Evil is broadly indistinguishable from cynical Neutral"
I have fluffed my second city as being primarily a mining outpost, so trade relations might be possible between us. Wood would be very useful to us. Being lightweight will offset the weight of the nessesary engine, allowing us to build smaller crafts. Very useful for infiltration (if not actual combat).
__________________
"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
All right, taken a look at all the nations so far. Overall looks really good. I'll probably close recruitment in about a week or when four more players show up.
As for Innovation, you use it to improve other stats. Make your ships take more damage, make them have more firepower. Give your rank and file soldiers jetpacks to make them better is aerial battles. Make a couple of the things people have claimed in their write up have mechanical effect.
I'll have the nitty gritty rules up in a few days.
In a voice less apt for a desperate merchant, I like what I'm seeing so far. Now I just need allies to supply me with metal, precious precious metal. In return, we won't spike your water supplies with hallucigens.
The Kingdom of Manticore has enough metal to support the worlds largest navy and still be able to export during peacetime.
We also probably offer the purest and best refined steels and alloys on the market, given our alchemy.
Alrighty, Order of Thunder is complete aside from the flair, which I will work on in the next day or so. I have a fun idea for it.
Quote:
Originally Posted by Nemesis67
The Order of Thunder
Brief History:
Spoiler
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: A song, a picture, a story (not a novel, just a short story). Something creative. This is not optional.
Last edited by Nemesis67 : 09-10-2012 at 12:39 AM.
In the tales of old, the city of Skuulenhaiser was known as a hub of adventurer's of every sort. Holy crusaders, dark assassins, dashing rogues, handsome spelunkers; every sort made their home in Skuulenhaiser at one point or another. Many folk legends and childrens tales begin with the hero, or the villain, or even both of them making their way from Skuulenhaiser to the location of their heroic quests. Half the time the plot only led them back to Skuulenhaiser, where the story would end as well.
In the largest expedition from Skuulenhaiser ever recorded, over a hundred men and women, all explorers by trade, began the trek to the lost tombs of Xuria. It was common knowledge now that the surface world was turning to ruin, and the adventurers were searching every known place of legend for something to stop it. The desert is a cruel place to travel, but the people of Skuulenhaiser were known for these sorts of adventures. Every trick, they knew and took advantage of. Every source of food, water, shade, they consumed. When assailed by creatures or bandits, their heroic nature showed, and they prevailed onwards. When they reached the gates of the tomb, they saw an entrance engraved with images such as this one:
Spoiler
Never the people to ponder on something when they could just press onward and likely learn more, they advanced. The entrance actually opened easily enough, and led to a single staircase. That staircase spiraled down, and down, and further and further down. Branching off at every level were different rooms, paths, and hallways. Many of them were catacombs, walls filled with still intact tombs. Still intact wiring and pipes made it clear that this old society was more advanced than many scholars had believed people of the time period had been. Other halls lead to what must have been recreations of old living abodes, factories, and some lifeless underground farms. Again, the burden of time had not appeared to have taken a massive toll on the objects within, all they lacked was power.
The adventurer's travelled ever downwards, searching the different rooms and hallways for any sort of technology that might save the surface world, taking notes so that if people must all move to the sky, this history could be kept before it was forever lost. On the third day they reached the bottom floor. Spilling out into a massive chamber, this one was obviously special. The tombs were larger and more ornate, and the walls that they rested in was stories higher than before and hundreds of feet longer. In the center of it all stood a small ziggurat, on top of which sat an upright casket, and at the bottom lie a single lever. The heroes of Skuulenhaiser decided that this must be the adventure they had come here for, and pulled the lever.
*ZZZAAAAAAAPPPPPPPPPPP*
The crack of thunder was heard dozens of times in the next moments, even all the way down here. The wires casing the room sparked to life. The room and the stairway behind them lit up. The heroes looked around them with wonder. Then the tombs began to open. One by one, then two by 4, then fifty by hundreds, the tops of the tombs slowly were pushed off of the bodies, and pushed towards the floors. However, the attention of the heroes was at the top of the ziggurat.
Spoiler
It was at this point that the minions of the fiend on the ziggurat fell upon our heroes. They were wiped out to a man.
And now to pull the rug our from under you, because I am not a city of Mary Sues. I am playing: The Xurian Lizardfiends
The ancient lizardfiends buried their kings with their servants and guardians as a matter of ceremony. The king Tenkte of Xuria buried himself and his servants with a plan. Instead of the usual rites, where the servants made the procession with the king's casket to the bottom, then proceeded to their own tombs and buried themselves alive to meet him in the afterlife, Xuria decided he would be buried before he died. The old traditions were for the older Xurians, before the technology of the time had been developed. He had his servants modified with steam-powered engines and gyros, to power their limbs and organs should their meat-based bodies grow frail in the interim. He himself saved those augments for his servants. Great though they might be in their power, he had a special device devised for himself. A source of power to replace his heart, the Eternal Key, an infernal engine of design that has since been lost. Tenkte knew that as all empires must, the Lizardmen's cities would eventually crumble to dust. It was his design to see Xuria rise again. Not as the name of some new city based on their heritage, or just a merely a figurehead name for another new power, but a return of Xuria itself. The Xurian's loremasters were called upon for one final machine before they were sent to their self-entombment. This machine was hooked up to a lever in the central room, and Tenkte's long sleep began.
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*ZZZAAAAAAAPPPPPPPPPPP*
Tenkte awoke as the lightning hit his casket, starting the processes of the Eternal Key in his chest. It was like he had only just fallen asleep. He was eager to emerge and behold the trespassers who set the lever. As he stepped out, his warriors and servants had already beset upon the invaders. But something was wrong here... his servants were somewhat drone-like in the manner they approached the invaders, not lacking in speed or power, but in ferocity and variation. Likewise, though some weakness from the age had been expected, some were missing entire chunks of flesh; some so far as having parts of their skeletal frames powered purely by the engines installed in ages past, no muscle to be found. Tenkte looked down. His own body had failed in places. His right arm was missing from the elbow down. There the Eternal Key sat in his chest, there was a hole that showed only a black shroud from the engine's own output, forever hiding it from view. Where the tip of his tail should have been, was instead a stream of the Eternal Key's excess energy. The preparations had been imperfect. The majority of his glorious people had been reduced to semi-conscious automatons. His own body had imperfection. This was not what he had planned. This was failure.
Tenkte roared. As a reflex reaction his people still retained, they roared back in unison. This was the moment where the lizards who did not respond back in that perfect unison were identified has still retaining their thoughts. They were few and far between. It was also at this very time that the engine of the tomb began its second and final stage. The tomb began to rise. In the midst of Tenkte's realization that he had failed, and that his people were not ready, Xuria was going to rise to the surface world for all to see. Tenkte could barely contain his disgrace, but with this his first target was already chosen. He would punish the people who had woken them back up to this reality. Skuulenhaiser fell quickly before lizardfiends' fury.
Before the people of the world could act against this new power, the world itself took a chance to act against its people. Having only just began his push to recreate Xuria as an empire to be feared and respected, even his fury and shame did not drive Tenkte to let nature's wrath drag Xuria back down where it had just risen from. The engines that had brought Xuria from the depths to the surface were refitted and repurposed, then recreated for the conquered city of Skuul. Now, though the believers of Xurian ritual stood barely cogniscient enough to recognize its meaning, the ceremony of the engine of the tomb was enacted a second time. This time, Tenkte himself pulled the lever, and for a second time, Xuria ascended.
(Welp, sorry about how choppy and rushed that started to get, but you said you didn't want small novels and I was feeling like I already had one.)
VIPS
Spoiler
Tenkte the Lizardfiend Pharoah
Having failed at preserving his people and his body, Tenkte holds little but contempt currently for the people who awoke him to this broken reality. He attempts to lead his people as if they were still thoughtful subjects, but understands that what he leads is a society of muscle and steam, but little else. As the head of the Xurian religion, he still leads his people in ritual and ceremony with feeling and charisma, and his subjects play their parts with perfect timing and cadence, if lacking in devotion. As the head of their military, he leads them like the slightly self-aware automatons they mostly are. Driven by anger, shame, and regret, and in absolute control of his people, his future is uncertain, and with it, the future of his people.
Garret, the Devoted Scion
One of the few surivors of Skuulenhaiser, Garret has held an obsession with bringing back the ancient city of Xuria since his youth, and was the one who planted the idea of travelling there in the group of Skullenhaiserian heroes. Even as the fiends from beneath sacked his city and enslaved him, Garret explained his devotion to the Xurian people to Tankte and offered his services to the risen king, in more the manner of a deranged beggar than a humble retainer. By no means respected by Tenkte, he is treated well for his uses as a spy among the many human nations of the world. His skills at deceit were proven when he managed to convince his city to bring their own doom upon him, and they have only improved since. If the instability that caused his devotion to an ancient city can be kept in check, Xuria will have a useful resource. If Garret's devotion turns out to be merely a whim of a confused mind, there will only be more tragedy in Xuria's disgraced fall.
Saurul, the Barbed Praetorian
Only a few other Xurians remain with the brainpower to share in Tenkte's sorrow, a number of his personal guard captains and high ranking priests. The largest of the Xurians, Saurul's scales are thicker than many soldier's armor, and his muscles as thick as their torsos. He fights with the skill that his soldiers are trained with, but also an awareness that they now lack. Though his orders are now followed without question, it is still a thankless task to command the thoughtless drones that were once your friends, and your sons.
Cities
Spoiler
Xuria, the Tomb City
Ripped from the Earth, Xuria is shaped like a vastly larger version of the ziggurat contained on its bottom floor. A square base that rises in steps, the outside was once just rock and dust, but it has been refitted for use in the sky. Now the outer steps were covered in docks and ports for use by the repurposed Skuulen ships, and entrances were carved into levels other than the top. The inside, however, has barely changed. The masses still rest their bodies in their tombs, and work the factories and farms that had been set up in eras prior for this very purpose. To call Xuria a true city any more is done as a kindness to its grief-wracked king. Xuria is a hive, its people merely drones.
Skuul, the Subjugated Guardian
In his initial fury at the situation he had awoken to, Tankte had Skuulenhaiser sacked. No longer enraged at the humans who awoke him, but now enraged by the world at large, he saw fit to rebuild Skuulenhaiser as Skuul, the second city of his people, and it is much more a conventional city than Xuria. Here there is equal industry in their outdoor factories compared to Xuria's enclosed ones, but there are less drones to run it all. Meanwhile, the ports being open to the sky make them far easier to access for trade and military ships, but the city itself is far more open to invasion than the flying ziggurat of Xuria.
Reputation:
Spoiler
Feared, as a race of warrior lizardman steam zombies would be, but also pitied by anybody aware of Tenkte and the remaining conscious caste's plight (if any such people bother to find out).
Stats:
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Military:
-Navy: Low-Medium. The ships owned by the adventurers in Skuul varied greatly in quality, but when refitted as military ships and run by drones, they lack that edge a successful navy needs.
-Army: Very High. The lizardfiends are strong, fast, efficient, and fearless, their only weakness of a lack of critical thinking is oft overcome by reflex reaction. Using traditional weapons or a modern gun, they are dangerous soldiers in most every situation.
-Defense: Medium. The ziggurat of Xuria has been reinforced to withstand a bombardment, and boarders must fight a legion of drones. The city of Skuul lacks the protection of the ziggurat, but has the defenses of the old human inhabitants still mostly intact and/or rebuilt.
Spyworks: Very Low. Garret exists. That's about it.
Economy: Medium: The factories of Xuria are run by tireless workers, but though the technology is up to date, many of the methods and practices haven't been updated for generations, hindering production.
-Wealth: High: The ancient riches of Xuria have great worth to many different traders and merchants across the skies.(I'd like to front load my economy if possible. Gonna have a high military and low innovation, might as well try and start with a wealth pile but then have modest income).
Innovation: Low. Though their ancient technology is actually up to par with many modern technologies, any further advancement is going to be strongly stymied by a lack of working brains. The only thing driving further advancement among the upper caste is the possibility that their population can somehow be saved.
Morale: Very High. A drone traitor is a ridiculous concept, and the leaders would only given in to an enemy is a moment of crushing grief.
Disclaimer: Like I said before, I know this was poorly written in places and I apologize, but I wanted to submit it. Also, if the concept of a race of lizardmen steampunk zombies led by their sorrow and rage filled steampunk lizard king is too ridiculous.... well, I spent a lot of time on this, so that would suck. But I'd take suggestions as to changes.
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My last breath... ...is also my mintiest...