Hidy ho, and welcome to my first attempt to DMing a TW game. There's still a couple tweeks I need to do, but I'm close, and opening up recruitment now.
Total War is a partially freeform nation building game. Each player will be in charge of one nation, and try to lead it to glory. Build, grow, conquer, negotiate, betray, the possibilities are endless.
History of the World
Long ago man lived on the surface below. Those times are over for nature has taken back its realm, overgrowth, unstoppable predators, and shifting tectonic plates have made the world below unliveable. Explorations sent down there have thus far failed.
Humanity endures though, in the skies. The very tallest peaks that pierce the skies are inhabited, as well as floating sky cities, a testament to the ingenuity of mankind. Science, progress, civilization endured, all until the invention of the sky ships. Once the vessels that once waged wars on the water below could soar through the sky, war once again claimed humanity. Nations, empires, and armies rose and fell for a hundred years until finally the Concordiat was signed.
However, the Concordiat is about to be broken, and the skies will run red.
This is a Steampunk setting, where there are sky ships aplenty, floating cities, clockwork fortresses, etc. Nations proudly display their bright flags as they fight for control over the few cities and peaks that exist, as the technology to create new cities has been lost over time. Walk into a market and you can find a group of lightningmancers haggling with an abhuman merchant over the price of iron silk. Further down the street a man with a mechanical arm may be being beaten to a pulp by a loan shark wearing armor of gears and steel.
The Stats each nation has is as follows...
Military: This is the total military strength of a nation
-Navy: A substat of military, this is the total strength of a nation's airships/zeppelins/etc.
-Army: A substat of military, this is the total strength of a nation's ground forces, the fores needed to secure and hold cities
-Defense: A substat of military, this is the base strength of a city's defenses against siege or invasion.
Spyworks: Sabotage, assassination, infiltration, all these fall under the specialization of teams of capable, and ruthless individuals. Spyworks may be used offensively against another nation, or defensively each turn.
Economy: This is how much growth a nation is capable of making from the backs of its own people.
-Wealth: A substat of economy, wealth is what players actually spend to build new ships, new defenses, hire mercenaries, etc. In theory, a player can save wealth from one turn and spend it in a future turn. It is also far easier to steal wealth from a rival than the actual economy itself.
Innovation: The research capability of a nation. This is what can tip the scales in a nation's favor. Research can make a smaller navy stand up to a larger one, can give an edge in a certain trade, or for more creative purposes.
Reputation: EACH PLAYER WILL DECIDE THE REPUTATION THEY WANT. One nation can be terrifying, while another righteous. Reputation scores will be determine by the actions of the nation. Reputation can also add modifiers to action. After all, the most freightning army in the world can reduce the nerve of even the stuanchest defenders.
Morale: How happy and loyal the people are. As morale increases, so does the productivity and dependability of the nation. If it sinks too low, penalties will occur, and should it ever reach 1, civil war will commence. Should it reach 0, the nation's leader will be ousted and forced to fight and earn back their own subjects.
Leaders will give a bonus to any two actions each turn. In addition, each will be allocated +++ worth of stats as determined by the GM (me), split into at least two different categories (leaders need to be multifaceted at least a little bit).
Other VIPs will give a bonus to any one action each turn. In addition, each will be allocated ++ worth of stats as determined by the GM.
In addition, all VIPs will be given a fate, luck, and heroic score.
Fate determines the health of your VIPs. In order to be assassinated, killed in battle, etc, their fate score must be reduced to zero, then they will be subject to all sorts of harm.
Luck will be the number of re-rolls they have. Players may give conditions on when to use the re-roll or leave it up to my discretion. I will use re-rolls conservatively. No die may be re-rolled more than once. Note that luck re-rolls a single die, not an entire roll.
Heroic: This is the base bonus they give to the battle. Heroics are earned by getting stuff done. Doesn't have to be just fighting, though that is one good way to earn it.
VIPs will steadily grow over time, through action, and through investing stats into them to make them better.
What to Expect?
Each Total War game is different. Something GMs let the players go hog wild and do what they want. Some keep it reigned into reality. Some have huge stat growth rates, while others are slow. I'd like to think the way I've set it up is medium in regards to stat growth.
As for technology, it's steampunk setting. Most likely I'll let most technologies be fairly equal to avoid arguments in regards to the mechanics of the game. After all, how can I decide whether Player A's Clockwork Cataphracts and stronger than Player B's Bio-Golems if the same amount of research was put into each?
For fighting, all battles will be determined by dice rolls. There are two things that lead to military losses. One is by HOW MUCH ONE SIDE WINS BY. The more one side wins by, the more losses the loser takes. The other way is by the BASE ROLL FOR THE BATTLE. After all, if both sides send 20 Navy at each other, obviously there will be losses on both sides.
As for NPCs, I will determine their actions before each turn, tweaking it to how the players interact with NPCs. NPCs will range in power to a few who are stronger than PCs at the start, to fragile powers, most slightly weaker than a PC nation.
What I Need
I need a volunteer to help make a map. I would also like a free flag making program if possible if anyone knows of one.
How to Apply
Name of your Nation:
Culture, People, Etc (Optional, but Encouraged):
One Leader, Name and Description:
Two other VIPS:
Name of your two cities (everyone starts with two):
Desired Reputation (Noble, Cunning, Monstrous):
Desired Stats: State for each stat whether you want it very low, low, medium, high, etc. I will determine the actual numbers.
Flair: A song, a picture, a story (not a novel, just a short story). Something creative. This is not optional.
The Nitty Gritty Rules
Military Score: The Military Score is the total of navy, army/2, and defense. It is a general indicator of a nation's military might.
Disclaimer: All military stats may be improved through innovation. I am include what the rolls I'll be using are at the start of the game.
Navy is the bread and butter of a nation's military machine. Each + is roughly two to seven ships depending on the size and power players want to fluff their nation as having. Each + of navy may transport up to ++ worth of army to start the game.
The downside to navy is that it is destructive. For every + defense it destroys of a city, randomly + innovation or + econ will be lost. Should a nation conquer an enemy city with only navy, not much will be left.
Navy vs. Navy lucky d13s
Navy vs. Army lucky d13s
Navy vs. Defense lucky d13s
Army represents the foot sloggers. In order to get from one city to the next they must be transported. At the start of the game, ++ army may be attached to + navy.
The downside to army is considerably weaker than the other two military substats. As such, when determining overall military score, army is divided by two. However, army forces can add a small boost to naval battles, and can take a city whole and intact.
Army vs. Navy d3s
Army vs. Army d10s
Army vs. Defense d10s
Defense represents cannons, shields, geographical avantages. It is what makes taking a city a daunting task.
The downside to defense is that it is immovable. Each defense belongs to one city and one city alone. It cannot be transferred, it is pure defensive.
Defense vs. Navy d20s
Defense vs. Army d20s
Defense vs. Defense N/A
Losses will be taken in a fight from two sources. The first is the base score rolled by the enemy. The number will be kept secret, but for every X in the attack roll, + military will be lost. The second is by how much the winner actually wins by. For every Y the winning side's score is, an additional + is taken from the loser, representing the clear victory of one side.
In naval battles, navy will be removed, and army will be taken out at an equal ratio. In city battles, army takes out army first, navy takes out defense first, defense takes out navy first unless otherwise specified by the player.
Special Rule: Neutral Territory
Given that each turn represents three months, it’s safe to say that a fleet can go from one side of the map to the other (though they won’t be doing much else but speeding along). However, any nation’s airspace that you travel through may say no. If any of them do, you will be stuck having to fight them, or will have to back down.
Representing the very best, and worst, of a nation, a single + in spyworks usually encompasses a few to a couple dozen elites along with their support crews and networks of informants. Spyworks do the dirty work for a nation, or help prevent the spyworks of other nations from doing the same to you.
Each turn you may allocate each + of spyworks to a single offensive action, or may be allocated to the defensive.
If used on the defensive, it will be added onto your morale for your espionage defense for THAT EOT, and for messages the following turn.
If used on the offesensive, you can use any number of + of spyworks you have but each + can only be used for one task. Action taken against a nation count for espionage defense. If the action is against a VIP, they will additionally need to reduce their fate to zero. Espionage defense suffers a mild penalty if defending against multiple, but separate espionage attacks.
Special Rule: Message Reading
If you see a message travelling from one nation to another, take a ruler a use it to create a straight line between the two nation’s nearest cities.
If your nation is within that line: You need to have equal or greater espionage than the lowest espionage defense of the two nations.
If your nation is adjacent to a nation that lies on that line, or adjacent to one of the two nations themselves: You need to have greater espionage than the lowest espionage defense of the two nations.
If your nation is neither on that line, or adjacent: You may not read it no matter how good your espionage is. You will have to set up a network of spies first in the region.
If you build it they will come.
Economy represents the industrial sector of your nation. It is the production capability of your nation. Each + economy is attached to a city. It may be moved from one city to the next, but you must spend a turn doing so and you may not use it. Such is a risky maneuver, and costly, but it can be useful under certain situations…
Each turn + economy creates + wealth every turn.
Whereas economy are the factories and shipyards, wealth is the currency, the money, the raw goods that actually pays for things to be built. Wealth can be used to increase any stats except for more wealth (+ wealth creates exactly + wealth), and reputation.
Special Rule: Slight increase in costs
It’s an ongoing total war debate. If growth stats are the same throughout the game, those countries that get ahead early are very hard to bring down, and those who get knocked down a few pegs can’t catch up. However, the fear is if there is a gradual increase in difficulty, then it may turn into Mario Kart where the leaders on get green turtle shells, and those that were outplayed and outmaneuvered will get stars and lightning bolts.
For every 10 that a player gets in a stat or substat, there will be a + or ++ wealth increase in cost. So if one unit costs 5 wealth to start with, it will cost 6 wealth once the player gets 10, and will cost 7 once the players gets 20. This is to represent how straining it is to maintain such an economy/army/navy/etc. It’s minimal, the players who get ahead will probably stay ahead, and only be slowed down a little.
A single + in innovation represents a team of scientists or inventories, in a state of the art laboratory, thinking garden, etc. Whereas economy produces, innovation improves. Want your navy to cause d15 damage instead of unlucky d13? Want your ships to transport ++++ army each? Want a more productive economy? Want one of your snazzy background descriptions to have a mechanical effect in the game? That’s where innovation comes in. This is what allows the players to bend the rules.
Rule of thumb: I’m not going to improve invincibility or perfection. For inspiration of what to do, read the rest of the rules, and see what numbers you want to be different for you. Also look at steampunk stuff since that is the theme of the game.
Special Rule: Tune Up
Once a research is done, it will immediately take affect to all relevant stats once they travel to a home city. That means if you improve your navy, but they’re off on a war, they don’t get the improvements until they head home. However, if half of the fleet is away, and half is at home, the player can switch them out.
Morale is a combination of the loyalty, happiness, and will power of the people. To a lesser degree it also represents the infrastructure and police force as well. Everyone starts with morale 5. It can really assist with your nation, or it can be your Achilles heel.
3: Neutral: No positive or negative
2: Civil Unrest: People are not happy. They yearn for something better. Between navy, army, defense, economy, innovation, and reputation, two of those stats will have a minus 2 effectiveness. For navy, army, and defense, this means any conflict they are in will subtract 2 to its total. For economy, innovation, and reputation, ++ of them will not be usable.
1: Uprisings: Demonstrations, vandalism, strikes. The people are not happy, but have not yet turned to violence. One fourth of each of your stats (rounded down) may not be used. Those stats are being used to keep the unrest from getting any worse. With additional resources, you may improve your morale up to 3 for the next turn, but no higher.
0: Civil War: Half of each of your stats (rounded up) may not be used. Those stats are busy holding off the coordinated, organized rebellion of your own people. With additional resources, you may improve your morale up to 1 for the next turn, but no higher.
Starting at morale 4, a player gets +1 to any action they take. Plus + towards building something, inventing something, +1 to a battle. These must be allocated during the EoT.
If a player reaches 10 morale, they may re-roll one of their rolls. They will get to see all the rolls made for them for the turn (even rolls they didn’t know they had to make, like assassination attempts), and choose one to re-roll, though they do not get to see the rolls of those made against them. If the player reaches 20 morale, they can do this twice, and so on.
Reputation is unique amongst the stats in that nothing may improve or reduce except for the nations actions (or perceived actions if they’re framed). Reputation is mainly used to set up penalties to players and NPCs who do not act the way you wish them to. For example, the Dark Legions who have a terrifying reputation may be demanding that the Carebear Castles give up 5 wealth this turn, or face destruction. If reputation is invested to say… reduce the fighting spirit of the Carebear army if they do not capitulate. Should the Carebear nation pay the ransom, all is well. If not, it’s army may be facing some negative modifiers for a couple turns as the Dark Legions approach.
It can be used for the carrot approach as well, and boost an allies morale or something if they join war with you (for example if you are the Nation of Blood joining the Dark Legions).
More on VIPs
Fate is the health of a VIP. It regenerates to maximum status the following turn AFTER all other actions.
For example, Captain Justice has a Fate score of 70 during turn 3. On that turn, there is an assassination attempt on his life. The assassins get through the espionage defense and take his fate score down to 35. By surviving the attempt, Captain Justice’s overall fate improves to a maximum of 85.
However, the following turn, he is leading his fleet to attack the nation who attempted to off him. He loses the battle, badly, and suffers an additional 20 loss to his fate, bringing it down to 15. And wouldn’t you know it? A third nation has sent their deadly courtesans to seduce and kidnap Captain Justice! They remove his fate to zero, the final roll is made and if successful, and he is kidnapped. The turn ends, and he regenerates 50 fate (85 max-35 of what he had left last turn), but too bad he’s now being ransomed for a steep price.
Why call it fate and not health? Because I want players to treat the Fate score as just that: fate. It represents the grand design that your hero or villain has to play in the drama. Fate will keep them alive, but even destiny cannot always intervene if enough forces are arrayed against it.
Special Rule: Duels!
The villainous warmaster squares off against the plucky mechanic. The shifty assassin corners the proud noble. These are the moments that create truly epic stories.
If two characters square off, they have the option to have a duel. Both players must assent. If one refuses, then the rolls are made as normal for whatever conflict arises. If they do duel, rolls are normal, except nothing can harm the two VIPs save for the duel itself. Each player decides for the duel whether it’s… 1) to the blood 2) to the pain 3) to the death. Yes, one player may choose to the blood while their enemy chooses to the death. No matter what is chosen, fate is put on the line. A VIP must reach accomplish their goal to increase the maximum fate, if they fall short their maximum fate will decrease.
To the blood merely puts maximum fate on the line. It offers the best rewards if successful, but will only decrease your opponents fate by a little, and they walk away with a scar.
To the pain means anything but death. It generally will leave the loser beaten and bloodied, potentially even captured. It offers less of an increase in fate if won, and even if the character wins the duel, but fails to really pummel their enemy, will count as a loss of fate.
To the death is just that.
For example, The Admiral of Shadows has challenged his nemesis, the Crimson Lady. The Crimson Lady accepts. Though he calls for her head, the Admiral of Shadows chooses to fight to the blood. He desires her, and wishes to prove his superiority and humble her, not to kill her. The Crimson Lady however fights to the death. She is not one to look behind her shoulder waiting for the next time. In the end, the Crimson Lady wins, but she is not able to kill the Admiral of Shadows. Both take a loss to the maximum Fate as neither accomplished their goal in the duel.
What Kills a VIP?
First, their fate must be reduced to zero. This is done one of two ways. The first is to target it directly whether through duel, assassination attempt, or something else. The second is to utterly overwhelm them by either taking over the city they’re in, or decimating their fleet. Once down, the lucky d7 roll is made.
1. Wounded for one turn
2. Wounded for two turns
3-6. Goal Accomplished (kidnapped, assassinated, humbled, wounded for several turns, etc)
7. Death. Even if the aggressor/winner did not want it to happen, sometimes Lady Luck frowns.
*Special case: If a VIP who chooses to fight to the blood loses to a character that chose to fight to the death, it is 50/50 whether they live or die, representing one token smile to the good guys.
**Special case: If both VIPs choose to fight to the death, only a 1 will keep the loser from dying, a roll of 2 will be fatal as well.
Special Rule: The Land Below
Right, I was going to save this as a nasty surprise for the first curious player, but since someone has travelling to the surface in their backstory… there are secrets to be found on the surface below, but it is a very unforgiving place. Anything you send down there will be attacked by a random amount of army (it will be a straight up dX roll with X being quite high). So, in all fairness to all players, if you’re going to send something down there, better send some real power.
Special Rule: Seasons
Each turn represents a season of the year. Mild bonuses as follows.
Spring, the season of beginnings: Every player gets an extra wealth
Summer, the season of prosperity: Every player temporarily has an additional + of innovation
Autumn, the season of endings: Every offensive espionage action gets +2 added to its total
Winter, the season of woe: Every military action gets +2 added to both sides, potential increase in later years
Expectations: Total War is a competitive game. There will be players knocked out, their nations laid to waste, their leader slain, and their lieutenants put in chains or worse. The game may see more virtuous powers grow powerful and struggle with their humanity at the top, or it may be a bittersweet tale of how the most vicious, cruel nations rose up to scour the sky of hope and progress.
That being said, I want a good amount of roleplaying too. I don’t need whole chapters to read. However, the flair, the flags, the VIP rules, even giving each turn a little spice with the four seasons are all geared to make this Total War have a vibrant, dramatic setting. Have fun with it.
I’ve played with the numbers a bit and they seem fine. If in the game issues come up, I’ll tweak or change as need be, and inform everyone. I don’t think it will be necessary, but will leave it as an option just in case something big comes up.
When the surface world fell people from the surrounding areas clustered on top of the mountain Aetheres, there finding refuge from the death that awaited below the peaks. The people however grew paranoid as more and more people tried to take the peak for themselves, throwing off the rightful inhabitants. After fighting many wars they realized that they could not sustain the infrastructure necessary to fight war after war. So they looked into other ways to keep themselves safe. They found that an assassin could save more of their lives than any army could by preventing the wars in the first place. Thus they founded the Speculatore Tacita, a network of spies that now stretches across the continent. The people of Aetheres hire out the services of their network to whoever is willing to pay, in an effort to make themselves too valuable to fight a war with.
Things went well for the nation, and in return for a massive operation completely changing the political landscape they were able to obtain a second mountain peak, upon which they established the city of Ignis Mons. It functions as a mine, and resource outpost more than anything else, but has a descent population.
At first glance there seems to almost be two entirely separate cultures on the peak of Aetheres. The first is the world of the common man, where the people are polite – even friendly – but generally seem unconcerned with the outside world outside of trade. With all of the money that regularly flows through the city why would they need to worry about the politics of distant lands? The second culture is the world of the Speculatore Tacita. In their own city they can be contacted fairly easily, and there is a constant trade in black market goods, and more importantly information going on. In this culture everyone seems paranoid, with nothing coming free, and a knife waiting to stab anyone in the back should the opportunity arise.
Should one dig deeper and actually take the time to get to know the locals they will find that both cultures are actually one and the same. The locals are very friendly with each other, and display none of the paranoia the second apparent culture displays. They are however very cautious and paranoid about anyone who is not a member of their people. While willing to accept their money the common people maintain a distance from any foreigners due to the same paranoia that the Speculatore Tacita is famous for, while maintaining a façade of friendliness. The façade allows them to discreetly get information from anyone they meet, and given that the city runs on information this is potentially more valuable than the trade they do. The people are very loyal to the Speculatore Tacita, and greatly respect it as it has saved them from war more than once. Any information collected usually makes its way to the speculatore very quickly. The locals are just as willing to stab a foreigner in the back as the speculatore, however they maintain the façade of good polite civilians by letting the speculatore do the stabbing for them. Sometimes it becomes hard to determine where the populace ends and the speculatore begins, given that nearly everyone has some interaction with the network.
Caelum Sutor, Head of the Speculatore Tacita. Outside of the Speculatore no one is sure where Caelum came from, due to the fact that he has all records of his origin wiped out when he took command, a usual step for the leader of the the Speculatore Tacita. What is known however is that he is an exceptionally devoted spymaster, who is willing to do just about anything to further the cause of Aetheres. His appearance is notable in several ways, the first being that his right eye has been replaced with a metallic construct that somehow enables him to still use it to see. Some say that he can even see better with that eye than with his real eye. Should one ever catch him out of uniform they would also realize that his entire right arm has been replaces with a clockwork mechanism. However he usually wears clothing and gloves to conceal this fact, so few aside from other heads of state (PCs) know about this.
Two other VIPS:
Furtivis is the best assassin and saboteur in the Speculatore. No one has ever been able to point to a particular assassination as his, as evidence is always lacking, but enough of a pattern has shown itself that people of significance have figured out what he does. His favored weapon is a contact poison, that he is fond of soaking the bed of his target in, resulting in their death that night.
As opposed to common belief Ignotum is not in fact the man’s name, but a title that was given to him by those who try to find him. It translates to unknown. The only known fact about the man is that he is by far the best spy and information gatherer in the Speculatore. Even Caelum barely knows anything about him.
Name of your two cities: Aetheres (capital) and ignis mons (smaller city)
Desired Reputation: Cunning
Mil: Navy: low Army: low Defenses: low
Spyworks: Exceedingly High, they have what is generally acknowledged as the best spy network around, and are willing to hire it out to the highest bidder
Economy: high, with all the money coming in from the network (also the black market) Aetheres has a thriving economy
Inovation: very low, they prefer to either buy or steal innovations, not actually make them
Morale: medium, although paranoid the people of Aetheres are a very loyal people.
A single well placed blade is worth more than the mightiest army
- Furtivis Sicarius
Lord Kalmar sat in his ship and looked at his watch. It was almost midnight, and his guest should be arriving soon. It had taken a large portion of his wealth to pull this off, however he knew that it would soon pay off. He had examined every angle and could already see the endgame, should this meeting go well than his rise to power would be unopposed.
The nation of Amak had been engaged in a war with the Kulas alliance for the past 3 years, and the war was going well. Lord Jalmar thought well of him maneuvering in this, as he was to meet his enemies here to negotiate the terms of their surrender. With this he would lead Amak to become the greatest power in the world, where none could oppose him.
His assistant knocked at the door, saying “Sir the delegates from Kulas have arrived and are willing to begin negotiations”. Lord Kalmar nodded acknowledging his assistant before he rose from his seat. Walking along thought he saw a man in black in the shadows, but when he looked again it was just a curtain blowing around. Thinking nothing of it he moved on to the meeting.
Entering the meeting room he begins his speech “Councilors of Kulas you are here” but is interrupted by an explosion sounding from deep in his ship. He fell as the ship listed to one side, and screamed out “What’s happening!” He barely got more out than that before the noise of the sound of the engines started slowing. He barely had time to realize what was happening before the ship fell out of the sky.
In the distance a man waited on a small black craft, that was all but invisible against the night sky. Furtivis Sicarius looked pleased as he viewed the results of his work. With the leaders and successors of both nations dead the nations would fracture into smaller factions, ensuring conflict that would keep Aetheres rich for decades. He chuckled to himself as he watched the ship smash onto the ground below, only to be set upon by unspeakable horrors. “Just as planned”
"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
Last edited by hydroplatypus : 09-03-2012 at 12:50 PM.
Posting interest as a navy heavy faction, somewhat similar to the British Empire.
Name of your Nation: The Sky Kingdom of Manticore
The Kingdom of Manticore is a nation of explorers and innovators. Their earliest histories point to them being from a powerful Union of States that existed for perhaps 300 years before the Change. As the Great Change began to overtake the earth, most people in this Union had the wealth, ingenuity or sheer bloody-mindedness to say on the surface bellow. A few of the great families, most notably the House Harrington, of this Union saw that their lifestyle could not be sustained. They gathered to them all of their men and resources, promising land and a great name to every man who would follow them and donate to the cause, and they left.
They ascended to the skies in a great fleet of ships, many historians claim that the Harrington expedition had the first true sky ships, though others doubt the claim. Nevertheless this has awakened a grand tradition in the People of Manticore, nearly all of its people spend their lives in the open air, either in the two great flying cities or on airships. This has been encouraged by both Parliament and the Crown, it ensures that the Kingdom has a ready supply of volunteers for the Navy, should the need ever arise.
Today the Kingdom is a center of innovation. Under the benevolent reign of Queen Victoria Harrington and the protection of the Royal Manticoran Navy people from all across the world gather there to speak at the universities and work with some of the foremost minds of the age. Yet still the Kingdom is devided into two camps, there are many who believe that we should desire a return to the ways of old, that the secrets to mankind's survival and continued growth lie in the past. Many would instead argue that we must put the past behind us and reach into the future.
The division between these two camps is seen most strongly in the Kingdoms Parliament, where lively debate and shouted argument is the daily fare of dueling powers of the Progressives and the Conservatives. Both Parties have strong support with the Nobility and the People, though the Conservatives currently hold sway. Other nations often wonder how the Kingdom of Manticore manages to function with such divisions in its highest office, but the Kingdom has endured and prospered for 200 years, and shows no sign of slowing down its growth.
Culture, People, Etc:
The people of Manticore are predominantly of Sino-Anglic stock, though the oldest families have become so mixed that race for many has become a discarded idea, something from that long ago past where humans still walked on the earth's surface. The official language of the Kingdom is Norte, the dialect that they brought with them on their migration from the surface.
Their government is a Constitutional Monarchy with several noble "landed" houses and other minor lords composing perhaps 20% of the population with the common people, usually called the Peers, filling the other 80%. Birth and wealth mean a lot to the people of the Kingdom, but any hard working man or woman can rise high in their chosen field, though usually not so high or quickly as a Noble.
Leader: Queen Elizabeth III Harrington, First Lady of Manticore, Commander in Chief of the Royal Navy
"We, the people of Manticore count ourselves among the most fortunate in the world. Let us then open the doors of our cities and ships, that we might invite other less fortunate people to join our great Kingdom."
Queen Elizabeth III is a gentle queen. It is the Queens office to mediate the differences of the Progressives and the Conservatives and to keep both sides power in check. She has strong views on nearly every aspect of politics, from immigration to the military, and she argues her views so strongly that many from both the Progressives and Conservatives have left their respective parties to join what they call The Queens Men, a faction seeking to act out the Queens policy and bring a new voice to an old debate.
First Sky Lord, Admiral Samuel Xu
"The Navy is the strength and the soul of our people, so long as it remains strong Manticore is invincible."
The First Sky Lord answers only to the Queen and to God, and Samuel Xu has doubts about answering to God. He is without doubt the greatest patriot of the last 100 years. He has held the office of First Sky Lord for 23 years and during that time has fought to keep the navy at its current strength, though many (if not most) of the members of parliament would like to see it reduced.
He has the support of the Queen and the Queens men, as well as some of the Conservatives and even a few Progessives.
First Artificer James Simon Kaul, Lord of White Hollow
"It is all very well to talk of our great Navy defending us, but remember where the steel and sorcery that makes your ships comes from. There is the true power of our Kingdom"
The First Artificer is the head of the Engineering Guild and the Royal Naval Engineers. Not only does he himself wield enormous personal power, he also controls the production of ships and all equipment requiring Technomancy to function.
The First Artificer is a very staunch ally of the First Sky Lord, though he is much more Conservative.
Jasmin Way, Lady of the South Reach
"It is foolish to trust in Ships, Machines and Weapons to protect us as we move into this new age and new world. Are they not what sundered us from the ground in the first place?"
Lady Jasmin Way is the leader of the Progessives, nearly as much of a patriot as the First Sky Lord, she has a very different idea of how that patriotism should be displayed. She vehemently opposes all military expansion, tabling numerous budget cuts for all branches of the Military and even for the government subsidies of the Engineering Guild. Her beliefs have made her unpopular in many circles, as the Navy and the Engineering Guild employ a huge portion of the Kingdom's citizens. But within her own party her views resonate strongly.
She has the support of many Progessives and a few of the Queens Men. She loathes the First Sky Lord.
Name of your two cities: Manticore City:
Manticore City is one of the great cities of the world. It is shaped like a massive torus, encircling the peak of the ancient volcano High Hollow; from which is extracted most of the metals necessary to sustain Manticores navy. It is a center of both industry and learning, the two often fusing in unexpected ways. Encircling the City is the Rust Belt, a collection of smaller satellite cities and buildings supported under their own power. The Rust Belt was founded by refugees from the last war, after the Cities lifting engines had been pushed to the limit by the influx of people and hastily constructed fortifications. It became easier to build entirely new engines than to attempt to expand the existing ones. The Rust Belt is now a thriving city in its own right, providing a thousand new harbors and a hundred new shipyards for the overburdened city.
Notable sights of Manticore City:
The Arsenal, where the ships of the Royal Navy are built, refitted and resupplied
The Engineers Guild, home to the greatest mechanical minds of the Kingdom, the Guild teaches the breed of Technomancy that has made the Kingdom so powerful.
The Industrial Quarter, filled to overflow with foundries, refineries, steel mills, ironworks, munitions factories and atom-crafters
Sphinx City is located to the north of Manticore City, very close to one of the great jet streams use by Merchants to travel quickly from one part of the world to the other. As such it is one of the great trade cities of the world. It is often joked by Sphinxians that the greatest wealth of Manticore is the City of Sphinx, and they are not entirely wrong. Manticore's lifeblood is trade an so Sphinx is vital to the kingdoms continued support. During peacetime the airspace around Sphinx is defended more heavily than Manticore City itself, a massive fleet is needed not only to combat the constant threat of piracy but also to impose the Kingdoms tithes and inspections upon incoming and outgoing cargo.
Notable Sights of Sphinx City:
The Harbor Tower: The structure that the City was built around, a massive vertical tower with thousands of berths extending above and bellow the plane of the city.
Desired Reputation: Noble but Feared
Military: Army: Very Low, Manticore has few full time soldiers, though most of its sailors are reservists. When faced with the capture of an enemy city the Manticorans prefer to simply blockade it into surrender. Navy: Extremely High, Manticore's strength is in its air power. The Royal Naval Engineers have managed to preserve many ancient secrets and even discover a few new ones, all of which they use to lavishly equip their navy. Defense: Low, Manticore once had the technology to build massive "Sky Fortresses"; massive buildings of stone and steel suspended in the air and equipped with more weapons than Manticores largest Dreadnought. A few still survive but research on building new ones has long been abandoned in favor of research into more traditional ship-building.
Spyworks Non-Existent, the Kingdom of Manticore trusts in strength of arm over subterfuge.
Industry High, Manticore's industry is far more massive than the Kingdoms size would indicate. Many nations have underestimated how powerful their factories can be. It is said that in times of war the Manticoran dry docks can build a Cruiser in a week provided they have the necessary parts and materials. Wealth High, Manticoran merchant ships can be found the world over, and are know to be among the fastest and most reliable, at the end of every year those ships send 10% of their gross earnings back to Manticore.
Reputation: It is known that the Kingdom has an immensely powerful navy, but it has been a long time since the last War and memories of the great actions of the Royal Navy, the Steel Blitz and the Short War, have faded over the years. Many believe that the navy is not what it once was. They are wrong.
Morale: Medium, the Kingdom is well liked by its people but very few are fiercely loyal to it, though many are very loyal to their ships and families, at the same time few oppose the Kingdom.
HMS King George I Harrington, Harrington Class Dreadnought
I kind of took the concept i was given and ran with it a bit, coming up with some concepts of my own. Here is a list of terms i use, and what they mean. Feel free to include them in your own description.
Sino-Anglic: A borrowed term, meaning mixed Caucasian and Asian people
Norte: A language composed of a mix of most Germanic and Romance language. Like English but more mixed, with some Mandarin thrown in for good measure.
Technomancy: A term for most of the advanced technology used by the Kingdom of Manticore. The Engineers Guild has encouraged an aura of mysticism around it to prevent secrets from being easily stolen or misused. Whether it is truly magic remains to be seen.
The Steel Blitz: A military action by the Manticoran Navy, the opening move in the Short War. It used the extreme speed and power of Manticoran ships to plunge a single task force through all enemy defenses and make it all the way to the enemy capitol far ahead of enemy reinforcements.
The Short War: A war between the Kingdom of Manticore and an (as yet unnamed) enemy faction, Manticore forced an unconditional surrender 2 weeks after war was declared.
In the beginning of the Industrial Age, when humanity still lived on the surface of the planet, one group has sought to return to nature. They were called Earth Born, first gathered by a charismatic leader, who has taken a name of Earth Child. He spoke against the rapid industrialization and pollution, calling for return to nature and embracing the soul of Earth. His speeches has attracted many among the lower classes - luddites, farmers and workers, seeking any outlet to lash out at the rich, as well as a number of wealthy, who sought spirituality in embracing nature or called for the return to the good old days of pastoral bliss. The movement gained enough popularity that the flow of donations made it extremely wealthy. Pastoral communes were organized, festivals celebrating nature held and Earth Child has started spending a lot of it on extravagant gestures. One such gesture ended up funding Society of Ecological Studies. The powers of the world observed the rise of the Earth Born without concern, thinking it a passing fad. They were right.
Earth Child’s popularity waned with his failing health and several scandals, while the more radical members of the movement have set fire to several factories, they claimed hurt Nature Spirit, both pushing away many of the movement’s followers and inviting harsh penalties from authorities. The upper classes began to lose interest, once the novelty wore off, while lower classes started to leave for other groups. Just as the movement’s demise was eminent, Professor Vladim Carpatov of the Society of Ecological Studies declared that a massive ecological disaster was about to end the human civilization. This announcement was met with ridicule by the scientific community and most of the population, but one of the savvier Earth Born, Lyndon Smyth decided to use the findings to his advantage.
Smyth moved to usurp the power in the Earth Born, using the Earth Child as figurehead. The movement founder’s abuse of drugs has left him mentally weak and an easy pawn for Smyth. He reformed the Earth Born into the doomsday cult that called for construction of habitats on the highest mountains to survive. While most people dismissed them as loonies and crackpots, there were those attracted by the idea, the donations resumed and remaining members, though much fewer in numbers were also willing to do much more for the cause. Soon the Earth Born were renamed into the Green Heaven – the one part of the humanity, that would be saved by its understanding of nature, to create an utopian society in the new world.
Lyndon Smyth was assassinated two years before the completion of Zelenigorod, the first habitat above the clouds. His death was attributed to the machinations of a conspiracy of ‘’Industrialists’’. Earth Child was a drooling idiot for the past five months and Professor Carpatov had no aspirations for leadership. After some debates, Smyth’s son Vernon Smyth was made the new leader of the Green Heaven. He oversaw the completion of the mountain habitats and reconnected with the splinter radical groups of the Earth Born, forming Heaven’s Guard, a powerful fighting force with which to defend the new paradise.
The disaster happened as predicted, serving as proof of Green Heaven’s dogma. Zelenigorod accepted many refugees and fought off several invasions. When the situation stabilized it became one of the more powerful states in the skies. However, the construction of the Flying Cities was completely unanticipated and met with great dismay by the Green Heaven. In his speech Vernon Smyth has declared them blight on the skies, bringing the pollution of nature and human spirit to the clear skies of Heaven.
Green Heaven is a Gerontocracy with Anarchistic streak. The ruling class are called Elders, a name reflecting their age. While the young can occupy high posts, there will always be a senior figure to oversee all decisions. The army and navy are the places, where the hand of the Elders is most relaxed.
The Green Heaven was envisioned as a utopian paradise and the Elders strive to maintain high standards of living and freedom for the population. Immigration is welcome, as long as newcomers accept the values of the Green Heaven.
Green Heaven shuns heavy Industry, though it can’t exactly do without factories. It focuses on horticultural, biological and ecological sciences.
Green Heaven generally views the Flying Cities as polluting monstrosities, a blight upon the skies, that should be eliminated.
hmm...i think i am going to try something new like a high research faction. writing up the beginnings of a faction while half asleep probably isnt the best idea but i suppose i can go through and edit out the typos.
Draklor laboratories started off as a single, small research complex in the sky city of archades. this research complex never drew too much attention to itself until one day after years of beng seen as inferior to the other research institutes, Draklor laboratories hired out a highly trained network of spies and assasins to infiltrate and destroy their rivals from the inside out while replacing their top researchers with Draklor loyalists.
these spies and assasins did ther job quite well, completely decimating the other major research companies that didnt submit to Draklor's dominance. and so it was that Draklor laboratories took complete of Archades scientific laboratories. Draklor gradually worked to expand its power base throughout the city and even managed to acquire several powerful and wealthy contacts within the palace of Archades, allowing them complete and unhindered control of the city.
with their control of Archade's complete, the leadersip of Draklor hatched a plan to expand its control to the nearby city of coilfang. Coilfang was a large militaristic city that was certainly not known for its own technological prowess which meant it was a simple task to persuade the military-govenor of coilfang to accept Draklor laboratories offer to establish an enclave within the city. the scientists at Draklor then began spewing out new and advanced weapons of war for Coilfangs powerful army, while at the same time expanding their influence throughout the city. this continued for 3 long years until one day Draklor laboratories had gathered enough support to stage a coup and establish a puppet goverment within Coilfang.
today, after their recent succeses Draklor laboratories now serves as a sort of lab for hire taking upon research projects for wealthy clients and even auctioning off some of their technologies to the highest bidder.
army :very low. while Draklor laboratories maintains a small, elite force of commandos equipped with the most advaced weaponry available but theres not many of them.
navy: low. Draklors fleet is very small but it is highly advanced in technology and its dedication to protecting the labs.
defense: medium. Draklor has spent some resources on improving their anti-air capabilities but its certainly not a priority to them.
Economy: medium. the Draklor sky cities factories are quite advanced but they are not as large as the ones other nations use and cant crank out as much at a time.
Innovation: extremely high. they are an organization of the greatest scientific minds available ith the most advanced labs and research techniques known to man.
spyworks: low. Draklor has a small network of counter-intelligence agents but they are not really all that effective.
Morale: high. Draklor laboratories has experienced many major succeses lately and as such are highly motivated and loyal to Draklor.
Dr. Cid: the overall leader of Draklor, Dr. Cid is a very very intelligent man who quickly rose through the ranks due to his multiple innovations in the fields of weapons research. despite people saying he is a little mad his successes have kept people from actively speaking against his goals.
Durham: Durham is a large, burly man who leads the laboratories security personel. trained in tactics and the use of multiple types of weaponry from a very young age, he is the go-to man for all of the organizations military needs.
Ara: Ara is a spy, thats all there is to it. trained from a very young age in the arts of disguise and infiltration, Ara served as part of the intelligence-network which Draklor hired to eliminate its rivals until she realized they payed better. she now leads Draklors counter-intelligence agency and does a good job in keeping the organization free of defectors and spies.
"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
Last edited by oblivion6 : 09-04-2012 at 09:56 PM.
Dammit, why are there always more and more interesting sounding games?
The first thing I thought of for this game was Sky Captain and the World of Tomorrow. I'm thinking some kind of faction based on the Flying Legion from that movie. Perhaps based out of something like one of the airship aircraft carriers from that? Hmmmm....
Edit: Also, if I do end up in the game, I will tentatively volunteer to make the map/some of the flags.
Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
You think so, just because it's called Green Heaven, composed of eco-nuts (no offense to ecologically minded people, but my guys are nuts), who wish to keep the blue skies clean of human pollution by any means necessary?
I think somebody is jumping to conclusions.
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.
Last edited by Thelonius : 09-03-2012 at 02:54 PM.
House Otakar is a relatively new, but powerful noble family. Originally just a family of wealthy merchants, the Otakar's capitalised on the collapse of society, becoming a major economic and innovative power.
Very Low - Before the signing of the Concordiat, House Otakar was known for it's massive naval forces, which they used both to protect their own holdings, and loaned out as mercenaries. Now, with peace lasting for many years, they've demilitarized almost to the point of not having any forces at all.
None - House Otakar prides itself on it's honour, viewing such things as informants and assassins, as the tools of lesser men.
Very High - House Otakar's cities are among the most populace in the skies. They serve as industrial centres, and trading hubs, both for independent merchants and those of House Otakar. The House's trading network spans the globe, dealing in all manner of goods, particularly metals and fabric.
Very High - House Otakar pays large sums of money to afford it's citizens the best education available. This, in addition to high wages, and the best equipment, ensures House Otakar has a constant supply of the best scientific minds in the world, routinely producing new scientific works.
Above Average - House Otakar has acquired a reputation for it's honourable nature. They are polite and respectable in all their dealings. They do not lie, or resort to shadowy tactics. They never break a promise, also obliging by the terms of any agreement, paying extra when they fail to meet a deadline.
Average - House Otakar affords it's citizens all the usual luxuries of life, no more or less so than anyone else.
Damion Otakar is the current head of the Otakar family. Polite and level-handed, he acts with an undeniable conviction and drive, pushing through any troubles with a smile on his face. His primary motivation is his family, which he holds above all else.
Cassandra Otakar is Damion's daughter, overseer of the House's innovative division, and a verifiable scientific genius in her own rights. She is something of a hedonist, thoroughly enjoying the marvels of science, and the pleasures afforded by her families great wealth.
Micheal Otakar is Damion's first son, captain of Tenacity, House Otakar's largest naval vessel. Though technically chief admiral, there is little call for that these days, so Micheal spends his time among the people, helping them wherever he is able, the majority of his wealth spent on charitable ventures.
The capital city; Tasson, and industrial centre; Mallow.
The City of Tasson. Third day. Seventh month. 8 am
Lord Damion's personal sloop, The Expeditious landed in the docks with a soft slap, coming quickly to rest in the large pool of water that comprised it's birth. A gangplank quickly extended from the port side, and was fastened down for safety.
Damion stood at the side of the ship, gazing out across his city. After months away from home, he was reminded once again of the sheer scale of it. Centuries of work had been necessary to lay the foundations of this place, millions of coins spent on it's improvement, thousands of lives sacrificed to keep it safe. This magnificent city, these innocent people, now rested their fate solely in Damion's hands. It was a dauntingly feeling, one that settled badly in Damions heart.
Today however was different. With a flourish of his cloak Damion strode down the gangplank, and set his eyes towards the Lutherian hospital, the most prestigious and expensive hospital in the entire city. Confident he knew the way by heart, he set off, and immediately bumped into a small boy.
Startled for a moment, he quickly reached down, and helped the boy back onto his feet. Looking at him, he couldn't be more than seven or eight. The dust on his clothes and well-worn shoes identified him as a runner, delivering a messenger for one of the important men in the city.
"Sorry M'lord. His eminence, Lord Percival of Basset wishes to inform you he has arrived in the city, and desires to see you post-haste."
Damion did his best not to show his surprise, and anger. Percival was an old friend of House Otakar, but Damion barely knew the man. A month ago he'd said a cryptic message, requesting a private meeting aboard the Expedient, and had simply failed to turn up. Now he appeared unannounced in the city, without so much as an apology. And today!
Damion was half-tempted to delay a day, but he knew it had to be something important. Directing the boy to lead the way, he followed quickly back to Percival's residence.
The City of Tasson. Third day. Seventh month. 9 am
Damion cautiously opened the door to the study, taking in the interior with interest. Lord Percival sat on a small couch in the centre of the room. He was tall and elderly, with a thin frame, short grey hair and a plain yet fine suit. Beside him sat what was evidently a military man, and a good one, judging from the metals that adorned his military uniform. He was middle-aged, and evidently had a fine face once, unfortunately ruined by one too many scars.
"Lord Percival." Damion said with a smile.
"Damion. Do sit." Percival spoke slowly, with a slight croak to his voice, gesturing to the seat just across the table from him.
Damion sat, and opened his mouth to speak, but was quickly interrupted.
"Please, let me apologise first. It was terribly rude of me to miss our meeting last month. In any other circumstance it would be inexcusable."
"My people are under attack. Raiders from south have assaulted my army, nearly destroyed it. Without aid, we shall fall."
Damion was distressed by the news, but kept himself straight faced. "Of course, we do not want your people to come to harm, but an army does not feed itse..."
Percival cut him off again. "We can not afford to pay you. Not upfront. The raiders have crippled our infrastructure, we are struggling to even feed our people. But if you help us, we will be in your debt, and when we have recovered, we will repay you. We are both men of honour, Damion. We will hold to our side of the bargain, no matter how long it takes us."
"I am a man of honour, yes. But honestly, I do not know you all that well."
The world went silent for a moment, as the fate of a nation lay in the balance. The desperation in Percivals eyes was what eventually got to Damion. Holding out his hand, the pair shook, and the deal was sealed.
"Thank you. Lets proceed with the details then...
The City of Tasson. Third day. Seventh month. 11 am
Damion ran down the corridor as fast as he could, throwing open the doors at the end. The room was white, and remarkably clean. A handful of men, women, and a young boy sat on chairs around the room, waiting patiently, their eyes occasionally wandering to the door at the other side of the room.
The boy turned with shock at Damion's entrance, surprise quickly giving way to joy.
Damion rushed across the room, kneeling down to hold his son tight in his arms. For a moment all was silent, while the pair embraced
"How've you been?
"Okay... I missed you..."
"I'm sorry. My work... it won't happen again. I'm not leaving you. I love you son."
"Love you too dad."
"I'm going to see how Mum is, okay?"
At this, a nurse standing by the door piped in.
"She went into a labour fifteen minutes ago. You're welcome to go in."
Damion left his son in the safe hands of his staff and entered the labour room. It was a large room, clean and white as before, dominated by a simple cloth bed in the centre, on which lay a red-haired woman, in her early twenties, clearly in the last stages of pregnancy. Two attendants, clothed in simple white sheets stood in the room,t ending to the woman.
As Damion entered, the woman turned and spoke, anger and pain obvious in her voice;
"You said you'd be here!"
"I.. I'm sorry."
Damion walked over and took his wives hand.
"I'm here now. I wouldn't miss this for the world."
The City of Tasson. Third day. Seventh month. 6 pm
Seven hours later, Damion sat by his wifes bed, holding his newborn daughter in his arms. Cassandra. Damion smiled as his child innocently slept in his arms, unaware of the responsibility it had been born into. One day she would be called on to make decisions that affected the fate of thousands. But not today. Today she was his daughter, and he would savour everyday he got with her.
Smiling, Damion turned to his wife, and spoke in hushed tones.
Rachel responded, more than little tired. "Yes?"
"We need to talk about my meeting with Lord Percival. With our navy away, it won't be safe in the city. Mallow is more secure, I'd.. feel better if you retreated there, just while our forces are away. It's quite nice this time of year."
Rachel started to speak, then released Damion had said 'you', not 'we'.
"You ... wouldn't be coming too?"
"Of course I would, just a few days behind. I've got to get the orders straight with the navy, make sure the cities ready to defend itself in case of an attack. It's really just a precaution, everything should be fine."
"...Okay. Just a few days."
The City of Tasson. Ninth day. Seventh month. 11 pm
Damion sat on the edge of the imperial docks, his feet hanging over the water, staring up into the night sky. The day had been one of busy activity, the last of the Otakar navy departing for the voyage west. Occupied all day, Damion had had little time to reflect on things. Now he was alone, gazing up into the murky blackness.
Thoughts of family, filled his heart with joy, his longing to be with his wife and children, all the stronger as the hour drew nearer. There was nothing left to keep him in the city, his vessel was already prepared to leave in the morning. The Expeditious, as the name implied, was a fast little sloop; with any luck he'd catch up to Rachel's vessel on route.
Just as the temperature was getting a bit too cold for comfort, someone just behind Damion suddenly spoke. It wasn't loud, but distracted as he was, it caught him off guard.
"Excuse me sir?"
Damion whirled around rapidly, to find another young messenger.
"Yes, what it is?"
"The council needs to see you, now."
"At this hour?"
"They said it was urgent."
Damion stood up, and thanked the boy for his trouble. Turning towards the centre of the city, Damion made his way as quickly as possible to the council chambers. The council was a sort of mish-mash of the most powerful figures in the city; old noble families, wealthy merchants, public figures. They didn't technically work for House Otakar, but everyone knew what the balance of power was, and wasn't keen to become an enemy. They didn't mean they weren't a pain in the neck at times, but whatever this was it had to be something important.
Damion reached the main square in short time. The council met in the city hall, one of the oldest buildings of the city, displaying architecture entirely impractical, but utterly marvellous to behold. Pushing open the heavy wooden doors, Damion was surprised to see the hall filled. Nearly every council member was in attendance, most of them arguing loudly. Two in particular; Sir Mandell and Henry Pontus stood in the centre of the room, yelling furiously at each other, a small crowd around them providing support to both sides.
Damion sighed, and took a pistol off one of the guards standing by the door, firing a single shot into the air. The crowd fell silent, all eyes turning to Lord Otakar. Damion let the silence lie for a moment before speaking.
"Someone tell me what's going on"
Pontus started to speak, but Sir Mandell cut him off.
"Our scouts have spotted a host of raiders heading for the city. They'll be here in a couple days."
"We need to recall the navy to defend the city." Pontus exclaimed
"No need. We can handle a few raiders."
"This is more than a 'few' raiders. The scouts spotted over a hundred ships, who knows how many more there are?"
"You underestimate our defences. We're more than capable of surviving those numbers."
"Surviving, yes! But at what cost? Hundreds of people will die needlessly. Recall the navy and the populace will be safe. They're only a few days away, the bulk of them will get back in time."
"We're in the middle of military manoeuvres! House Percival is counting on us to be there to support them. We can't just abandon them."
"It'll only be a couple weeks. The navy will be back before the main fighting gets started."
"We can't be sure of that! The enemy could attack any-time. If they attack within the next two weeks, and our forces aren't there, tens of thousands will die."
"Come on, you know that's not going to happen. It'll be months before our troops are needed. This is a certain danger, here and now, we can save lives. But then, I'm hardly surprised to see you not caring about the people."
"I beg your pardon?"
"Please, we all know what this is about. You just want better relations with House Percival. Laxer trade routes, more money to line your pockets. A hundred dead peasants will just be less mouths you have to feed."
"Ha! That's rich coming from you. Think you can claim responsibility for 'saving the city' while thousands die in another land? Who cares? They're not citizens of the city. Their support can't get you any more power."
From their, the discussion fell into chaos. Damion let it continue, wracked by indecision. He knew picking either way would affect his relations with the council, the already fragile balance between the wealthy minority and the poor majority. Lives hung in the balance, and at first Damion thought Pontus had it right, but he realised there was something missing from Sir Mendell's argument, that soon changed his mind.
Damion fired another shot from his pistol, bringing the room to silence once more.
"I have made my decision. The navy will remain on-course. All able-bodied men will report to the defences immediately. Everyone move out, let's save as many lives as we can!"
The City of Tasson. Thirteenth day. Seventh month. 6 am
The sun rose over a new blood-stained morning. The last raider vessel had been destroyed, it's cannons releasing their final volley into the battered city below. Smoke billowed out from every corner of the city. Rubble and shipwrecks littered every street, people sorting through the carnage for loved ones, or what remained of their belongings.
The Equalizer landed on the outskirts of the city, dispensing it's crew of wounded and battered men. Damion was one of the last to leave the vessel, a bandage around his arm, a minor wound; he wasn't much of a fighter, but he'd done his bit. As he walked down the gangplank, Damion spotted Sir Mendell approaching. Unscathed, though with more than few dents in his armour, he hailed Damion, and walked over to meet him at the bottom of the gangplank.
"A lot of people didn't make it..."
"Don't blame yourself, you couldn't have known. Four hundred ships. God. The Concordiat was supposed to protect us from things like this."
"What's the tally"
"Still coming in, everything's a mess. At least two-thousand so far. The lower west-side is completely gone. Whole place is levelled. The defences are gone. Your ships about the only fully operation one we've got left."
"Pontus died, crashed his vessel straight into one of the enemy battleships. Couldn't have asked for a more noble death."
The pair stood silently, taking in the scale of what had happened over the last few days. The smell of smoke and death filled the air. The wounded lay all around them; since all the hospitals had been destroyed, there was nowhere to go. A large ship normally had at least on doctor, which was better than nothing. Damion looked over their faces, glad to see a few survivors among those whom he had entrusted his life over the past days.
Just before he turned away from the wounded, a realisation struck him. He broke away from Mendell without another word, rushing over to the side of one of wounded men.
"What are you doing here?"
"There was a... fault in our vessels engines... came back for repairs." The man spluttered, coughing up a little blood. "We walked right into the fighting... our vessel was shot down... crashed by the old hospital..."
The City of Tasson. Thirteenth day. Seventh month. 7 am
Damion climbed over the last mound of rubble, reaching what remained of the old hospital. There was nothing left but rocks, and blasted chunks of metal. A few of the surviving doctors from across the city had congregated here and were tending to the injured as best as they could. Damion approached cautiously, worried over what he might find. Roaming through the camp, it wasn't long before he spotted a distinctive form.
"No. Please, God no." Damion rushed over, grabbing his wifes lifeless body in his arms. "You can't, Please. You can't be dead." Damion began to shake uncontrollably, and broke into tears. Overwhelmed with grief, he rocked back and forth, sobbing and whimpering unintelligibly. Eventually it was all too much for him; closing his eyes, he let the blackness take him.
You think so, just because it's called Green Heaven, composed of eco-nuts (no offense to ecologically minded people, but my guys are nuts), who wish to keep the blue skies clean of human pollution by any means necessary?
I think somebody is jumping to conclusions.
Edit: Cookie to whoever makes Smog Knights, a faction, that spreads thick, black smoke, when they attack, turning the skies black.
and blue heaven wishes to keep space free of human habitation, not all that different from green heaven in my opinion.
and now i really wat to play smog knights. i like that concept. sounds like green heavens worst nightmare.
"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
Interested. My group will resemble the earth kingdom from Avatar....big wall and all. You might be asking yourself: "How? Aren't there airships and there for combatants/invaders could just fly over it?" Right? It's cool I know it is a mind wallop at the moment. So..... Stay tuned my friends the 6 Confederated Districts of Concordia have on helluva story to tell.
Some good interest so far. Haven't read any of the factions yet, but I'll get to that later today.
As for using ideas from other sources, that's perfectly fine. All I ask is that it's not a carbon copy under a new name. I don't think it should be a problem, but just throwing it out there just in case.
@Zemalac and Sithis: I'm cool with either of you making a map. What I'd be interested in is mostly empty sky and clouds as a background. There will be small land masses dispersed quite a ways from each other. One grouping of mountain peaks close together in the far left corner. I can take it from there, all I'll need are dots to put on it.
As for flags, any assistance would be great. I have little to no artistic talent, let alone on a computer. However, I think for the mood of the game, flags are a must have.