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Old 09-07-2012, 03:56 PM   Top  -  End  -  #91
ArcaneStomper
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by hydroplatypus View Post
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.
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Old 09-07-2012, 04:21 PM   Top  -  End  -  #92
Darius Macab
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by ArcaneStomper View Post
Here are my estimates.
Spoiler


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 View Post
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.

DM
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Old 09-07-2012, 04:26 PM   Top  -  End  -  #93
Zemalac
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Darius Macab View Post
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.
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Old 09-07-2012, 04:32 PM   Top  -  End  -  #94
Thelonius
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Default Re: Total War: Steampunk Skies

I wouldn't mind the following rules:

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.
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Old 09-07-2012, 04:33 PM   Top  -  End  -  #95
Darius Macab
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Zemalac View Post
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 .

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Old 09-07-2012, 04:39 PM   Top  -  End  -  #96
ArcaneStomper
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Default Re: Total War: Steampunk Skies

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.
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Old 09-07-2012, 04:58 PM   Top  -  End  -  #97
Darius Macab
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by ArcaneStomper View Post
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.

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Old 09-07-2012, 05:03 PM   Top  -  End  -  #98
ArcaneStomper
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Darius Macab View Post
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.
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Old 09-07-2012, 09:29 PM   Top  -  End  -  #99
Bahumat
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Default Re: Total War: Steampunk Skies

Took me a bit. Here we go.

Name of your Nation: Noxus

Brief History:
Spoiler

Culture, People, Etc (Optional, but Encouraged):
Spoiler

One Leader, Name and Description:
Spoiler


Two other VIPS:

Spoiler

Name of your two cities (everyone starts with two): Superbia , Ira.

Desired Reputation (Noble, Cunning, Monstrous): Untouchable.

Desired Stats:
Spoiler

Flair:
Spoiler

Last edited by Bahumat : 09-23-2012 at 09:12 PM.
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Old 09-07-2012, 10:23 PM   Top  -  End  -  #100
d3vil
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Default Re: Total War: Steampunk Skies

Upper Sky Trading Company


History:
Spoiler

Culture:
Spoiler

Leader & VIPs:

Countess Aleryn Narys
Chairwoman of City Council
Spoiler

Sky Marshal Jose Palabitas
Spoiler

Sir Merin Wellerbron
Master of Coins
Spoiler

Cities:

Port Cog, the Free City
Spoiler

Cape Dread
Spoiler

Desired Reputation:
Open Traders, Fair, Peaceful

Desired Stats:
Spoiler



I will submit a short story later, gotta sort out a few ideas first.

Last edited by d3vil : 09-07-2012 at 10:26 PM.
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Old 09-07-2012, 10:29 PM   Top  -  End  -  #101
Zemalac
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Bahumat View Post
Took me a bit. Here we go.

Spoiler
I cannot help but notice a striking similarity to a certain faction from League of Legends.
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Old 09-07-2012, 10:42 PM   Top  -  End  -  #102
Bahumat
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Default Re: Total War: Steampunk Skies

Quote:
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I cannot help but notice a striking similarity to a certain faction from League of Legends.
Lies and slander my good sir! There is nothing about Demacia in there!
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Old 09-07-2012, 10:57 PM   Top  -  End  -  #103
Ascaloth
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Darius Macab View Post
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.
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Old 09-07-2012, 11:19 PM   Top  -  End  -  #104
d3vil
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Default Re: Total War: Steampunk Skies

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.

Also, yay for any input you can give!
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Old 09-07-2012, 11:30 PM   Top  -  End  -  #105
Ascaloth
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Default Re: Total War: Steampunk Skies

I can foresee the Prosperitas-Port Cog trade route being one of the most lucrative in the world, if you'd like to play it that way.

Also, making a request again for a flag.
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Old 09-08-2012, 12:48 AM   Top  -  End  -  #106
daelrog
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Default Re: Total War: Steampunk Skies

All right, time to start interactive with the recruitment thread. Expect responses to posts and an updated first page within a couple hours.
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Old 09-08-2012, 02:44 AM   Top  -  End  -  #107
daelrog
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Default Re: Total War: Steampunk Skies

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.
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Last edited by daelrog : 09-09-2012 at 01:30 AM.
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Old 09-08-2012, 02:53 AM   Top  -  End  -  #108
Ascaloth
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Default Re: Total War: Steampunk Skies

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.
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Old 09-08-2012, 07:42 AM   Top  -  End  -  #109
Fibinachi
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Default Re: Total War: Steampunk Skies

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.
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Old 09-08-2012, 10:19 AM   Top  -  End  -  #110
hydroplatypus
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Default Re: Total War: Steampunk Skies

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).
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Old 09-08-2012, 05:22 PM   Top  -  End  -  #111
razovor
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Default Re: Total War: Steampunk Skies

Okay. Flair begun. Will get back to it later.
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Old 09-09-2012, 01:33 AM   Top  -  End  -  #112
Ascaloth
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Default Re: Total War: Steampunk Skies

Awesome. Can't wait for the game to start.

How does innovation and research work in this game? Will factions be able to develop faction-specific technologies with unique effects?
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Old 09-09-2012, 01:41 AM   Top  -  End  -  #113
daelrog
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Default Re: Total War: Steampunk Skies

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.
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Old 09-09-2012, 02:23 AM   Top  -  End  -  #114
Darius Macab
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Default Re: Total War: Steampunk Skies

Quote:
Originally Posted by Fibinachi View Post
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.

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Old 09-09-2012, 11:34 AM   Top  -  End  -  #115
Copper8642
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Default Re: Total War: Steampunk Skies

Alright, I wanted to draw more/better flair, but it doesn't seem like it's going to happen. So I'll scan in my flair and write up a post by tonight.
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Old 09-09-2012, 11:35 AM   Top  -  End  -  #116
Nyrt
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Default Re: Total War: Steampunk Skies

More Flair!
Pacem et Libertatem!

I may do some revision to this later, but it's done for now; I want to work on other stuff.

[edit]
Edited into faction post, with some historical details.

@Daelrog; do you want a quality or a quantity for rep?
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Last edited by Nyrt : 09-09-2012 at 11:41 AM.
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Old 09-10-2012, 12:35 AM   Top  -  End  -  #117
Nemesis67
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Default Re: Total War: Steampunk Skies

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 View Post
The Order of Thunder

Brief History:
Spoiler

One Leader, Name and Description:
Spoiler

Two other VIPS:
Spoiler

Name of your two cities:
Spoiler

Stats:
Spoiler


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.
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Old 09-10-2012, 07:02 AM   Top  -  End  -  #118
Copper8642
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Default Re: Total War: Steampunk Skies

Alright, I'm also apparently a HORRIBLE LIAR. I'll have my post in today though. Promise.
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Old 09-10-2012, 07:16 AM   Top  -  End  -  #119
Bahumat
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Default Re: Total War: Steampunk Skies

It's not like the thread is going to run away.

That said, this is the reason I never give strict timelines on when I am going to do things.
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Old 09-11-2012, 12:54 AM   Top  -  End  -  #120
Copper8642
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Default Re: Total War: Steampunk Skies

The Heroic City of Skuulenhaiser

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.

---

*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.)

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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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