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Zemalac
2012-11-12, 10:36 PM
GAMEPLAY: RULES AND REGULATIONS

Most standard Total War rules apply. Ask the GM if you need clarification on anything or if you haven’t played Total War before.


MAP:
End of Turn 1 (http://i.imgur.com/q7T42.jpg)
End of Turn 2 (http://i.imgur.com/7H3WI.jpg)
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PC FACTIONS

{table=head]Faction|Player|MOR|ESP-D|REP|INF|Traits
Blackfist Brotherhood|Eldan|0|0|0|0|DEFEATED Symbols of Authority; Wild Magic; Prepared Defense; Electric Defense
Bloodhaven Hospital|Thelonius|6|6|7|8|Bloodhaven Hospital; Pharmacology; ???, Student Following; Friends In Low Places; Medical Certifications; Imperium of Vice; Morphine Supply; Verdan Contacts; Commerce House; The New Library; Black Powder Weapons IV; V3; Citizen's Militia; Triphage Scars
Champions of Sovereignty|razovor|5|5|3|5|Ever Hopeful; In The King's Name; Royal Spark; Symbols of Authority
Church of Neposh|HerbieRAI|9|9|3|11|Underground; Evangelizing; Fanatical; Symbols of Authority; The Honored Dead; The New Library; Black Powder Weapons II; Law Magic; Secret Ways
Esoteric Society of Gentleman Explorers|Nyrt|7|7|4|4|Realpolitick; Well-Traveled; Reckless Endangerment; Antimagic I; The New Library; Airborne; High Culture; Horn of Plenty
The Exchange|NPC|3|6|1|0|ABSORBED The Mint; Neutrality of Money; Sanctity of Money
Executive Bureaucracy of Sav Altulas|Greystone|6|9|5|2|Halls of Final Justice; Civil Authority; Thin Grey Line; The Guild Press; Rule of Law
The Gear's Chosen|puppyavenger|0|0|0|0|DEFEATED Laboratory of Enlightenment; Technoreligious; Fanatical Minority; Black Powder Weapons II; Celestial Network; Industrial Press
Heladuit Court|Copper8642|7|7|2|1|Nothing But Class; Blood and Oath; Obvious; Commerce House; "This One's For Your Face!"
House Laurier|TsukikoJ|4|10|3|4|Foreigners; Persuasive; Mundane; Waterman Contacts; Arcanan Contacts; Merdallan Contacts; The Eastern Trade
House Wallen|Ragnar Lodbroke|3|3|1|1|Gentleman Adventurer; Disgraced; The Party Line; Black Powder Weapons IV; Citizen's Militia;
Mercantile's Guild|oblivion6|3|3|2|0| Merchant Contacts; No Doors Closed; Merchant Marine; Black Powder Weapons IV; Operator Equipment III; Bombards; Verdan Munitions
Orcs of Tregon|Eldan|6|6|-2|0|Survival; Engineered Race; One Race Faction
Order of the Wren|Imperial Psycho|7|7|5|8|Castaways; The Wren; Den of Thieves; Legendary Hunt; Black Powder Weapons IV; The Bloody Art; Warlord Contacts; Trading Hub; Protectorate Contacts; Operator Equipment III; Lower City Rising
The Ram Revolution|ForzaFiori|7|7|4|0|Parliament; Servant's Ears; Uncouth; Hand Press; Quality of Life; Police Work; Citizen's Militia
Sausage Guild|ArcaneStomper|6|6|0|0|Bloody Business; The City Must Be Fed; Expanded Tunnels; Assault Tunnelers; Commerce House; Sav Altulas Metro; The New Library; The Grid
The Silversmith's Guild|ragingrage|6|6|3|6|The Beautiful Trade; Professional; Loose Association; Warded; Commerce House; Sharp Dressed Man
The Technists Guild|Grimsage Matt|5|5|3|1|Technological (10); Dug In; Steam Driven; Lighter Than Air III (Reliable); Symbols of Authority; Hand Press; Black Powder Weapons II; Flintlock Supplier; Commerce House; Gaspar Aeroyard
United Alliance of Labor|NPC|2|2|-1|0|Union Office; Dumpster Diving; Dirty Dealings
The Wardens|Murska|10|10|-5|10|Imperial Contacts; Legion Discipline; Bandit Grudges; Black Powder Weapons II; Operator Equipment; Jungle Contacts; Arun Contacts; Symbols of Authority; Verdan Contacts; Checkpoint; Dragon Guns; Vaults of Flesh; The Western Trade
[/table]


RANKINGS

Bloodhaven has the highest Reputation, and thus gets 2 bonus Influence (Loved).

Wardens have lowest Reputation, and thus get 2 bonus Influence (Feared).

The Wardens control Traitor's Bridge, and thus get 2 Influence from Symbols of Authority.

The Technists Guild controls the Foundry, and thus gets 1 Influence from Symbols of Authority.

The Wardens control Gatehouse Prison, and thus get 1 Influence from Symbols of Authority.

The Peacocks control the Harrowing Fields, and thus Bloodhaven gets 1 Influence from Symbols of Authority.

The ESGE controls Daimot University, and thus gets 2 Influence from Symbols of Authority.

The Wardens control the Military District, and thus get 1 Influence from Symbols of Authority.

The Champions of Sovereignty control Daisong Palace, and thus get 4 Influence from Symbols of Authority.

House Laurier controls all of Lomb Circle, and thus gets 2 Influence from the District Bonus, as well as the trait: The Eastern Trade.

Bloodhaven controls all of the Triphage Untima, and thus gets 3 Influence from the District Bonus, as well as the trait: Triphage Scars.

Wardens control all of Spicer's Circle, and thus get 2 Influence from the District Bonus, as well as the trait: The Western Trade.

The Silversmith's Guild controls all of Heavensgate, and thus gets 4 Influence from the District Bonus, as well as the trait: New Coin Nobility.

The Order of the Wren controls all of Runner's City, and thus gets 2 Influence from the District Bonus, as well as the trait: Lower City Rising.

The Church of Neposh controls all of Oldtown, and thus gets 3 Influence from the District Bonus, as well as the trait: Secret Ways.



Order of the Wren gets 1 Influence from The Legendary Hunt (killing Redeye)

ESGE gets 1 Influence from Horn of Plenty.

The Wardens have the highest Military.

The Wardens have the highest Wealth.

???? has the highest Espionage (ESP score is high enough to block Rankings).

The Church of Neposh has the highest base Magic. The ESGE has the highest total Magic.


NPC FACTIONS

STACKS

Drydock: Currently occupied by the Shipwright’s Guild, which refuses to acknowledge the fact that the ships they build for the River Tethyn really aren’t all that good. The Guild is currently working as a sub-faction of the Mercantile's Guild.

The Turnaround: The Blackthorne and Exodus carriage houses run things here in the name of the Mercantile's Guild.

Traveler’s Quarter: This neighborhood is controlled by the Host Watch, a group funded and equipped by the various innkeepers and long-term foreign residents that you will find here. The Host's Watch is currently backed by the Mercantile's Guild.

Stockyards North: This area is controlled by various Drover’s Associations, in the name of King James I.

LOMB CIRCLE


The Pond: There are five separate factions in the Pond, each of them now part of the House Laurier merchant structure.

The Chain Run: The Roper's Watch runs this neighborhood in the name of House Laurier.

SPICER’S CIRCLE

Gateway Milanus: The traditional Gatekeeper’s Guard polices this area in the name of the Wardens.

Pepperstoch: Sausage Guild Ansigaris patrol Pepperstoch.

Dragonhead: The Hath Poisoner's Society is rumored to still be active in the shadows here. These rumors are most likely false, but they persist no matter how many times the Wardens gesture meaningfully at the graves they put the Society in.

GILDED

Dovel: The prim and proper streets of the Dovel neighborhood are patrolled by the Ansigaris, a police force paid and equipped by certain rich residents, the Exchange and the Sausage Guild.

Embassy Row: Though no actual foreign embassies have stood in the neighborhood for a hundred years, the local police force is still proud to call itself the Ambassadorial Guard, which patrols the neighborhood alongside the Ansigaris and is widely known to be in the Sausage Guild's pocket. It is rumored that they share the neighborhood with a Merdallan knight, though it is unknown if that is true or not.

Changer’s Row: There is no one central authority in Changer’s Row, just a whole lot of moneychanger guards; recently, the Ansigaris from Dovel have begun patrolling here as well.

Allscross: The Conductor reigns supreme here, a strange wizard who taxes all who pass through the city’s largest crossroads. Many of the merchants in the Circles view him as an impediment to commerce. Under the streets are Sausage Guild tunnels, workers busy expanding the Vaults of Flesh.

BLACKSGAGE

Northside Black: Some say that the Yellow Court is running things here, though no sign of them has yet been confirmed. The Blackspell Watch patrols this neighborhood, answering to its Board of Trustees.

Southside Black: The Blackspell Watch patrols this neighborhood, answering to its Board of Trustees.

Scholar’s Compass: This is a very quiet neighborhood, except when the moon is full. Do not be in Scholar’s Compass when the moon is full. The Blackspell Watch patrols this neighborhood, answering to its Board of Trustees.

Mewlings: This neighborhood is controlled by the iron hand of the Bookbinder’s Guild. The presses roar night and day, printing a world of paper to be distributed to the rest of the city.

Dogma: This neighborhood is home to an ESGE-sponsored opera house and many housing developments owned by Lord Wallen.

Redress Street: This long and winding street is patrolled by the Blackjack Boys, men who, though having no control of magic themselves, have a knack for taking out criminal mages, which has served them well recently. The Boys are currently considered to be an arm of the Esoteric Society of Gentleman Explorers.

SKY

Dai: Shining with light even in the darkest of storms, the Dai neighborhood is home to the so-called Fisher Houses, nobles who made their fortunes from the lake and river. The three main powerhouses in the neighborhood, House Orthax, House Beteoui and the Dwimmercant Families, are all part of House Wallen's political party.

Lodstrom: The core of Wallen's Lodstrom party live here, those former members of the Lodstrom High Society Club. They are opposed in their political efforts by the smaller party of old-blood nobility formed by House Matoff.


HEAVENSGATE

Millford’s: This is a respectable neighborhood, patrolled by the respectable watchmen of the Millford Standing Guard, who are in turn funded by the Silversmith's Guild.

Hobbespot: Who controls the Games, controls Hobbespot.


TRIPHAGE UNTIMA

Painted Court: The whores are in charge here, them and their guards. It is said that the mysterious Peacocks run every vice in the city, though no one (except possibly their close ally Doctor Vassari) has ever seen them to confirm this.

The Drueger Grounds: Home to furtive, scurrying people, cults and old magic, the Drueger Grounds are being fought over by the Righteous Army of Telen Kosh, the Brotherhood of the Flowering Rose and the Defeated. All of them have decent Military, Espionage and Magic scores. Currently, the Defeated and the Righteous Army have almost been destroyed by the Brotherhood, with support from the Heladuit Court.

Old Jack’s Run: Considered unlucky by the rest of the city, this neighborhood is generally avoided, especially at night. Was until very recently run by the confederation of gangs, cults and witches known as the Worldbreakers; now, in the wake of a Gear's Chosen-backed Dreumont attack from Icy Mont, the Clockwork Swords are in charge.

Icy Mont: This neighborhood is controlled by the Dreumont, known to everyone else as “Elfbeens.” They are a gang of humans obsessed with ice elf culture, and they tend to keep the streets at a colder temperature than usual. It is known that the Gear's Chosen ice elf named Joshua lives here.

Little Zanchar: This odd section of town is full of vendors selling what they claim is authentic Zancharian cuisine. It’s not half bad, either. It is controlled by the Market Guard, with backing from Doctor Vassari of Bloodhaven.

Elfwatch: This neighborhood once played host to watchtowers and other defenses against the Zancharian Empire. Nowadays, those same towers provide homes for opium dens and other unsavory practices that support the Everdie gang, which is known to be a front for the Peacocks.

SMOKEYARDS

Fat Tippest: Currently filled to the brim with the homeless and destitute, looking for shelter in the townhouses formerly owned and occupied by factory managers and overseers.

Little Veras: The artificers in the Foundry report to the Technists Guild now.

The Mendicant’s Field: Housing the city’s biggest graveyard, this has always been a traditionally religious neighborhood. Currently controlled by the Grave Guard, an organization of militant orders dedicated to keeping necromancers out.

OLDTOWN

Heartsblood: The Wrekan family runs this neighborhood with support from the EBSA, after driving out their hated enemies, the Hearthfeather family.

Silvathrien: A noble and elegant neighborhood, Sivathrien is home to the Silver Blood Gentleman’s Association and the Evening Games Club. They get along cordially enough with each other, and turn back any attempts by outside powers to control the neighborhood with disturbingly vicious focus.

Dozen Dancers: So named by the twelve massive sculptures constructed in its midst, the Dozen Dancers neighborhood is home to artists, unrepentant muggers and the Wool Street Gang, which currently lives in the hollowed-out head of one of the Dancers.

Annosus: The wizard Delathion, the Empty Blood Gang and the Annosus Merchant’s Society all believe they have control over Annosus. None of them seem to be aware of the others.

RUNNER’S CITY

Imperial Third: Settled by exiles from the Illarym Empire, this neighborhood retains a strong Imperial influence, which is why the local gangs all call themselves Legion. Black Legion, Hawk Legion, Fancy Legion, et cetera. There are more than any outside can keep track of, and they change every day. Currently, the Legions follow the banner of the Ram.

Deadman Hill: Overlooked by the infamous Gatehouse Prison, this neighborhood is now ruled by the Blackfist Brotherhood, who have hung their flags over its gate.

Downline: Site of the now-infamous Longspeak Tower, Downline is home to wild magic and wilder mages, each of them fighting all the others.

All Gods’ Hollow: Mist seeps up from under the streets in this neighborhood, making the entire place seem like it’s filled with ghosts—which may very well be the case. Not even the cults have found a home in All Gods’ Hollow.



GAME CONCEPTS

Direct Attributes (and Stat Caps): Your Military, Wealth, Espionage and Magic stats are based on solid numbers of troops, coins, spies and spells. As such, these stats must be supported by territory you control. You can have points in these stats equal to twenty plus two for every neighborhood you control, with additional bonuses granted for control of entire districts, specific locations on the map, or traits. Please note that some factions are already almost at the starting stat cap.

Derived Attributes: These attributes are based on how people feel about you, and as such are visible to all. Morale is based on how your own people feel about you; this stat affects everything that you do in small ways, and serves as your basic defensive espionage. Reputation is a bit trickier. REP ranges from -10, which is hated and feared, to 10, which is praised and loved. 0 indicates uncaring neutrality or lack of knowledge. Both high and low REP scores gain you Influence, as you exert control over the people of the city by being the most loved or the most feared.

Traits: Anything that is not covered by stats is considered a trait. Factions, locations and VIP characters can all have traits.

Reading Messages: Every faction has a Defensive Espionage (ESP-D) stat that changes each turn. Your ESP-D is equal to your Morale plus any Espionage that you have told me you are setting aside for counterintelligence during the previous EoT (so first turn it’ll just be equal to your Morale). People who have also played in Mistral’s TW 2126 will be familiar with this system. You can read any spoilered, non PM message in the thread if your Espionage is higher than the lowest Defensive Espionage of the factions involved. If the message is being sent to an NPC or character without an ESP-D stat, then you can read it if you beat the ESP-D of the faction that actually has that stat.

VIPs: Your VIP characters have stats. You do not know what those stats are, but they will provide a bonus to actions during EoT if you assign the VIP character to help with/lead an operation. When a VIP has done enough stuff in situations where they might conceivably have learned something—risky situations that provide do-or-die flashes of insight that they will carry with them for the rest of their life—they will level up, gaining new stats and possibly traits.

Private Messages: The only way to have a completely secure exchange of messages is to have two VIP characters talking face-to-face. Doing this ties up the VIP characters involved; you will not be able to use the character during EoT if instead he or she has spent the turn talking to people.

Neighborhoods and Districts: The city of Sav Altulas is split up into eleven different districts, each of which is split up into a number of different neighborhoods (anywhere from five to twelve). Control of neighborhoods is everything in this game. You start with control over one neighborhood and must expand outward from there. Control over a neighborhood also gives you control over any special buildings that are in there, only some of which are marked on the map. Controlling all neighborhoods in a district grants major bonuses.

All neighborhoods not controlled by a PC or NPC faction are assumed to have local gangs, watch associations, Guild police forces, mad cults and other assorted groups of that nature defending them. That is to say, you have to actually do something to earn control of an area, you can't just waltz in and declare ownership (unless you have a sufficiently high Military or scary Reputation, of course).

Special Locations: Some special locations are within neighborhoods, and control over them and their associated traits/stat bonuses comes with control of the neighborhood. Some of them are bigger than that. The Bleak Cathedral, for example, is not part of any neighborhood, and can in fact be controlled separately from the Oldtown district that it is in the heart of without making whoever controls the rest of Oldtown lose their district bonus. It is, in effect, a self-contained District. Same with the Harrowing Fields, Gatehouse Prison and Traitor's Bridge.

Hidden Locations: Every turn you control a neighborhood, there is a small chance that you will find any hidden locations in it. There is a larger chance that you will find something when you first take control of a neighborhood, as your people are crawling all over the place looking for the best location to set up shop, and an even higher chance if you actually devote resources to the task of ferreting out rumors.

Contacts and Foreign Factions: The world outside of Sav Altulas is strange and far away. The city is situated in the middle of the warlord-filled Shattered Lands (main exports: refugees, plagues and counterfeit coinage), and as such the maneuverings of the great powers elsewhere on the continent bear little meaning to its citizens. The net result of this is that contacting anyone outside of the city takes time. Messages sent to factions outside of the city will be replied to the following turn. The only way of getting around this is by having the relevant Contacts trait. Controlling the neighborhood with the Illarym Contacts trait, for example, lets you negotiate with the Illarym Empire and its various subfactions as though they were a city faction, without the message travel delay.

Using Enemy Contacts: You can spend ESP mid-turn in order to use Contacts traits that you do not own. This costs 2 ESP per neighborhood that you are away from the Contact's location, and the owner of the Contact can spend half that in order to listen in, but this allows you the same benefit of having that trait for the duration of the turn. If the neighborhood with the Contact in it is not controlled by anyone, then it costs 1 ESP per 'hood away, but anyone else can pay the same cost to read your messages. If you do not have the Contacts trait yourself, there is no way of making messages to that faction private.

Locations of Contacts: It is known that the following contacts may be found somewhere in the Circles. You do not know what neighborhood particularly, but if you put some effort into digging you could probably find out.

Lomb Circle: Merdallan, Waterman, Arcanan, and Elsinian Contacts.
Spicer's Circle: Illarym, Arunian, Verdan and Jungle Contacts.

It is also known that the Warlord and Protectorate Contacts can be found somewhere in Stacks, and that the Laheim Contact may be found somewhere in the Triphage Untima.

Influence: When it seems like an appropriate time for the game to be ending and a new ruler of Sav Altulas to be crowned, the person with the highest Influence wins. The following things give you Influence points in varying amounts:

-Controlling an entire District.
-Controlling Daisong Palace, the Bleak Cathedral, Traitor's Bridge, or other specific locations with the Symbols of Authority trait.
-Every third neighborhood gives you 1. This is on top of whatever the District bonus is.
-Person with the highest REP gets bonus Influence. So does the person with the lowest.
-Achieving specific goals or doing awesome things may grant bonus Influence, depending on the mood of the GM.

Zemalac
2012-11-12, 10:38 PM
FLUFF: WELCOME TO THE CITY

The Districts

Sky: The noble district. Everyone here pretends that they can trace their lineage back to old Talidor. Very, very rich, very, very powerful. Has the fewest neighborhoods and grants the most Influence out of any district.

Heavensgate: The quarter of those who like to pretend that they are nobility. Wealthy merchants, high-end artists and craftsmen…this is the middle-class district, though they would very much like to pretend that it is higher.

Triphage Untima: No one remembers what the name of this district means. Rumor has it that it was one of the major staging grounds for the Zancharian invaders after they took the city (back when that Empire was in its prime and not a smoking wasteland), and that the remains of their ancient war machines can still be found here, their frames turned into houses or buried deep beneath the earth. Currently home to whorehouses, dubious apothecaries and more dubious doctors.

The Smokeyards: Home of the city's factories, its artificers and its laboring masses. Rumors of mad alchemists, unwholesome experiments and labor disputes resolved through use of assassins have plagued this district for as long as it has been around.

Oldtown: The ancient city is full of secret ways and passages, streets that run beneath other streets and hidden neighborhoods where demons dwell, far from the light. Oldtown is where the mysteries of Sav Altulas go to die.

Runner’s City: Originally home to bitter, terrified refugees fleeing from the worst of the warlords after the collapse of the Zancharian Empire, Runner’s City hasn’t gotten much better in the intervening centuries. The housing is still temporary, the despair is still palpable and the lives are still cheap.

Stacks: Most foreign visitors never get further into the city than this. Caravans unload, trains of cattle are herded into the stocks and far-off wars replay themselves in miniature every night in the back alleys and taverns.

Lomb Circle: Occasionally called the "Lower Circle" by people who are pretentious wiseasses, the Lomb Markets play host to most of the trade from across the mountains. This is the older of the two Circles, and the less well-regarded; a thousand years ago, all of the city's trade came from the east, but after the Zancharian Empire collapsed Sav Altulas wanted nothing to do with the lands that the elves came from.

Spicer's Circle: The newer of the two great Circles, and the more prestigious, Spicer's Circle stands as a testament to almost a thousand years of gradual Illarym influence in the city. The faint presence of the Empire can be found everywhere here, from the prevalence of machinery to the current fashions.

Gilded: They say the streets are paved with gold in the quarter where the moneychangers and the Guilds live. They say if you pick any stretch of cobbles and dig down far enough you'll strike someone's vault eventually, and if you bump an unassuming accountant on the street they'll have their bodyguards kill you on the spot.

Blacksgage: Haunted and mysterious, a small city in itself built up around the Orn University Daimot that lies abandoned in its midst, Blacksgage has always felt like part of a different town that somehow got stuck in Sav Altulas. The people who live there are furtive and wear too many robes to be considered entirely sane. This is the home of magic in Sav Altulas, but unlike the bright promises offered by the University Arcana and the mage-tinkers of Veras, this magic is dark and bloody indeed.

Locations:

Daisong Palace: Such a large complex that it could be considered a small city in itself, the Palace has been home to the sorceress Desoui for the last hundred years or so. She is dead now, having been assassinated by mysterious persons, and in the wake of her demise the wards and other carefully-maintained enchantments are beginning to behave strangely. Doors open onto rooms that have never before existed, stairways lead up to basement dungeons in tall towers, and the gardens rearrange themselves at night. Nevertheless, the Daisong Palace remains a powerful symbol of rulership to the people of the city, and its importance should not be underestimated.

The Bleak Cathedral: A church dedicated to gods long-forgotten, now home to a multitude of orders following traditions set down by masters long-dead for reasons that no one knows.

Traitor’s Bridge: The main route for merchants and refugees both, control over the guardhouses, tariff booths and waystations along Traitor’s Bridge would give its owner considerable economic clout.

The Harrowing Field: The grand arena of the city, where the condemned from the nearby Gatehouse Prison are forced to fight for the amusement of the citizenry.

Gatehouse Prison: It is said that all the scum of the Shattered Lands come to die in Gatehouse Prison.

Orn University Daimot: The old and ancient Talidor university, abandoned now to machine cults and hoarders of ancient wisdom. Recently occupied by the Librarian of the Elements and her followers; as such, the historical linguists in the city are considering changing the name to Sav University Daimot, or just dropping the prefix entirely.

Orn Gaspar: Partially-constructed field for airships and other skycraft, this now abandoned structure gives the Gaspar’s Folly neighborhood its name.

The Foundry: The workshops in the middle of Little Veras go by the collective name of the Foundry. They are occupied by rogue Monks from the Ascension Monastery on Verdan and mage-tinkers that even the Veras City Council has deemed too dangerous to stay in that city of madmen.

The World in Brief

Some notes on the world.

History

A very, very long time ago, the world was ruled by gods who walked the earth and used the realms of mortals as playthings. These were ancient and unfathomable divinities, worshiped by fools who did not know better. They were beings called Earthquake and Storm, and they did not think as mortals do.

And then seven swords were crafted by the Forge God's hand, and seven swords rose up to slay the gods. Thus came the Godswar, man against his own faith, and a new pantheon. The new gods were more mortal than their predecessors, more quarrelsome and emotional, and mortals, seeing themselves reflected in their gods, accepted and worshiped them.

During the period after the Godswar, when the new gods were still rising and the shape of the world had not yet been set, there arose in the land of elves a great conqueror. He gathered his people together and laid waste to his enemies and, when he had forged an empire, he called it Zanchar. It took many years for the Zancharian Empire to cross the sea to the continent of Lorin, where our story takes place, but when they came they came with a vengeance. Their original mission, that of educating and uplifting those they saw as lesser races, was forgotten in the wake of the conquest. They burned through what is now the Merchant's Water and the lands that would become the Kingdom of Merdallan and built palaces of white marble on the bones of the slain. Out of all the races living on Lorin, only the original desert tribes that would become the Illarym were not at any point ruled by the elves of Zanchar, a fact that they remain proud of to this day. Zanchar itself became fat with the loot of an empire that stretched across the known world, an entire continent living high off the riches of entire races. it was during this time period that the kingdoms of Talidor, Desperante and Old Maltin were conquered and ruled by the elves. Sav Altulas, former capitol of Talidor, lay in ruins for the better part of a century. During that time the locals called it Orn Altulas, that being the title given to a place that is dead. Also during this time the race of the orc was created by the elves, for use as manual labor.

And then the mad archmage stepped out of a crater, and Old Jack's War began. It was started by that one insane wizard, the man who dropped the city of Zan through the very crust of the earth, but it was ended by the slaves of the Empire who seized their chance to rise up. Those races who had been subjugated on Lorin threw off their chains and waited with fearful eagerness and bloody steel for the elves to return from across the sea to punish their subjects.

The winter that year was terrible, and the one after that as well. The temperature of the entire world dropped several degrees as ash blotted out the sun. When explorers from the former slave races finally reached the coast of old Zanchar, they found a blasted wasteland, an entire continent cracked in two by the enraged hand of Old Jack or by the desperate, final efforts of the Imperial Elves. Zanchar had been destroyed, and over time the name itself fell into disuse. Most people these days call it the Dead Continent, and steer well-clear, for it is known by all that necromancers fight bitter and strange wars on the plains of ash, attracted to the place by all the death that occurred there. They say that Old Jack lives there still, trapped beneath a mountain dredged up from the bottom of the ocean, still plotting his final revenge.

After Zanchar the elves faded from the historical scene. These past thousand years have seen the rise of human empires and human kingdoms. Those elves that remain live in far-off places where there were no slaves to rebel, far beyond the touch of Old Jack.

Present Day

Sav Altulas is in the middle of the Shattered Lands. The Shattered Lands are heavily forested, somewhat mountainous and full of warlords. Every village bully-boy thinks he's the rightful King of Talidor, Desperante or Maltin, or possibly all three. In these lands you are either a cowering villager just trying to make a living or you are the strongman extorting the livelihood of those weaker than yourself. There is no middle ground. Those who live under the rule of one of the larger warlords might have a better time of it, but barely. It is a common joke in the south that the main exports of the Shattered Lands are "Refugees, plagues and counterfeit coins," and it cannot be said that there isn't some truth to that.

The Shattered Lands are full of horrors, most of them human
http://carpeomnisdotcom.files.wordpress.com/2011/04/skeeve-redeye.png

Important locations in the Shattered Lands include: the city of Sav Altulas, the city of Burnelli, the mercenary houses of Laheim, and the ruined cities Orn Demati and Orn Telengrad. Burnelli is far away enough that it probably won't affect Sav Altulas very much, but Laheim is within easy caravan distance, and the famous mercenaries of the City of Bells are always looking for work.

To the north of the Shattered Lands is the Protectorate of the Blood. This land is isolationist in the extreme: all that you will have heard of them is that their elite troops, the Heartless, actually have their hearts torn out of them in some sort of vile ritual. Whether this is true or not you do not know.

To the south of the Shattered Lands is the Illarym Empire, a vast imperial state that grew out of the unconquered desert tribes after the fall of the Zancharian Empire. The Emperor's will is enforced by ordered ranks of fanatically loyal soldiers, as well as the Soulless Legions (also known as the Groundnaught Mechanical), automatons brought to life by the secrets of magic and the cunning of artificers.

Imperial Authorities

http://carpeomnisdotcom.files.wordpress.com/2012/01/guild-of-assessment.png


If you are an enemy of the Empire, beware the black-marked men. These agents of the Imperial Chancery do not have to follow the laws of the Empire, so long as they act in the Chancellor's name.

Off the southwest coast of the Empire is the island of Verdan, home to Science and Magic in equal measure. Here is the monastery of the Monks of the Ascension, that science-cult devoted to becoming gods through alchemy and mechanical works. They are very willing to sell you their weapons--for a modest fee, of course. On the opposite side of the island is the city of Veras, where mage-tinkers of questionable sanity take the Monks' inventions and add liberal doses of enchantment before selling them for a huge profit. This is, naturally, viewed as the basest sort of heresy by the Monks, who have a habit of shelling the city whenever they think they can slip a mortar team through the City Guard's perimeter. The city endures, though, feeding off of and being slowly killed by the Order of Ascension.

To the south of Verdan, and a little further west, is the small continent of Arun, a land of masks and poison and men who bend time around themselves. It is a strange place.

To the east of the Illarym Empire, across the mountains, is the land of their hated enemies, the Kingdom of Merdallan. Seventeen major (declared) wars have been fought between the Empire and the Kingdom, each one eventually resulting in a stalemate--Imperial Legions overrunning Kingdom militias, only to be mowed down in turn by Merdallan knights. The one usable pass through the mountains, Riven Pass, is the single most heavily-guarded location in the world. Merdallan is a feudal society without a king, the royal family having been assassinated almost a century ago. No one in the Chamber of Nobles trusts anyone else on the throne, and no one has yet been able to take it for themselves, so things have settled into a delicate and watchful balance.

The Chamber of Nobles trusts no one.
http://carpeomnisdotcom.files.wordpress.com/2011/04/chamber-of-nobles.png

When talking about Merdallan, a word or two must be spent on the knights. Simply put, don't **** with them. They have magical armor and magical swords and horses that are the result of a thousand years of breeding for strength and rage, and they hit like a runaway train.

To the south of both the Empire and the Kingdom are the Sunset Jungles, home of the Painted Elves. It is theorized that these elves started off as a deviant cult in the Zancharian Empire, living in the wilderness and altering their bodies with magic; whatever the reason, the fact that they were living in an inhospitable jungle saved them when Old Jack's War came around. Their skin and hair come in a psychedelic rainbow of shades, their tribal tattoos cover every inch of skin, and their "ancient and honored traditions" change every day. Painted elves view the world as a joke, and they're the only ones who get it.

Welcome to the Jungle
http://carpeomnisdotcom.files.wordpress.com/2011/04/painted-elf-drawing.png

To the east of Merdallan is the collection of islands, waterways and city-states called the Merchant's Water. Here, Gold is king. The four major city-states are Arypso, the Gateway to the Continent; Buron-on-the-Water, where all adventures start; Lomar, home of the infamous Craftsmen's Guild and the world's sharpest knives; and Tyb, where the wealth of all the far isles is gathered.

Waterman assassins are the best in the world, and none are better than the Craftsmen.
http://carpeomnisdotcom.files.wordpress.com/2012/04/aftermath.png

To the north of Merdallan is wilderness, with one bright spot of civilization in the middle of it: Ver Arcana. This is a city of impossible architecture, built around the campus of the University Arcana, where every day unsettlingly-focused men and woman pick apart the secrets of reality.

The society of criminal wizards known as the Mages Ubiquitous is one of the less wholesome things to emerge from Ver Arcana in recent decades.
http://carpeomnisdotcom.files.wordpress.com/2011/04/mages-ubiquitous-ii.png

The Mages Ubiquitous: Added after turn 5

The Mages Ubiquitous are a near-mythical, terrifying force to the common man. Originating in Ver Arcana but having spread outward since then, the MU has a seemingly infinite reach and a seemingly infinite hunger for magical knowledge and artifacts. They are led by a figure known only as the Standing Mage, a cunning man said to be an archmage in his own right.

The MU can generally be split into two different subcategories:

Shaker Magi are the ones who break things, the archetypical men in black cloaks with black staffs who walk in throwing fireballs and lightning and simply take what they want. They are most commonly seen in the mountains between Merdallan and Illarym, in the Shattered Lands and in the wilderness north of Merdallan, where there is no central authority that can be galvanized to stand against them. Practically every tribe out there has a story about shaker magi walking into the village and taking one or more of their ancestral relics, slaying any who stand in their way. These mages are infamous for how destructive they are, and more often than not their reputation serves as enough of a weapon to keep people from fighting against them.

Sifter Magi are the mages who are dressed as laborers, or shopkeepers, or that guy walking past you on the street. They take advantage of the fact that no one expects a dockhand to secretly be a powerful wizard to steal things, to plant rumors and assassinate rivals. Sifters are the reason that the best half of your treasure is gone when you open the vault door in the morning. Half the time, you don't even realize you've been stolen from. No one ever remembers a sifter's face.


To the north of the Merchant's Water and Ver Arcana is Elsinier, where the Ice Elves dwell. These are the old stock, the elves who believe they are the heirs of Zanchar and thus rightful rulers of the world. No matter that their bodies have been changed so much by the environment that they cannot stand to go too far south any more: they are convinced that one day they will conquer the world again, and rebuild the Dead Continent. They are, for the most part, overconfident in their own abilities. The rest of the world moved on without them, and found gunpowder and newer, more dangerous magics, while they slowly crystallized at the top of the world.

Across the sea to the east is the Dead Continent, how home to necromancers. Corpse-smugglers in the Merchant's Water do a unwholesome but brisk business with them, bringing fresh bodies to feed into the ever-churning undead wars.

To the north of the Dead Continent and a ways further east is Deslocke, a continent named after the only explorer who came back from it alive. Not much is known about it, though it is said that the False King Eric the Blue fled there from Merdallan after it was discovered that he had forged the crown jewels he was wearing (the jewels being magical, and only fit to be worn by the True King, etc).

Races

Human: You know what these guys are. General population of Sav Altulas.

Ice Elf: Live in Elsinier. Humorless. Most common elf variant in Sav Altulas.

Painted Elf: Bat**** insane. From jungles far to the south, and as such rare in Sav Altulas. They can be found here, though, as they travel all over.

Dwarf: Short, hairy, love to fight, drunk, etc. Most of the world's airships are owned and operated by dwarves--the usual joke is that they like being higher than everyone else, which has some truth to it, though in more practical terms their shorter stature means that they can make ships that fit them cheaper than anyone else can. These days, the dwarf airman is more of a stereotype than the dwarf miner. You can find a few of them in Sav Altulas; behind humans, they're probably the most common.

Gnome: Mysterious. They run the Church in the Illarym Empire, thanks to a long-ago alliance between them and the desert tribes, and do not take kindly to others prying into their secrets. There might be one or two gnomes in Sav Altulas, but they are probably in hiding, scared that every footfall beyond their door is the step of a red-robed Emperitor backed by a squad of Inquisitorial Guard.

Orc: Created as slave labor by the Zancharian Empire, orcs have never really been able to get over the "brute strength, low brains" stigma of having been designed as ditchdiggers. Most of them live in the mountains, which are near enough to Sav Altulas that you can find a lot of them in the city. No one has done an official census, but a rough estimate of the diversity in the average street would probably put them tied with dwarves for runner-up minority.


MAP OF THE WORLD:
Here (http://carpeomnisdotcom.files.wordpress.com/2012/03/the-known-world-01.png).

Warning: file size is enormous.

ArcaneStomper
2012-11-12, 11:24 PM
Ahem, according to Zemalac I was not supposed to receive the really incriminating portion of that EoT. So I don't know exactly who attacked me. And so I have agreed to pretend that I do not know that the Ram Revolution and Order of the Wren were involved. So I won't attack you. And Zemalac knows I agreed not to so you can feel relatively confident that if I do my army is going to get smacked with a god hammer. Unless of course you involve yourselves IC with the Blackfist.

Which leads me to my next point. That I do have fairly solid proof that the Blackfist were behind the Pepperstoch riots. And so have a legitimate reason to accuse them IC.

puppyavenger
2012-11-12, 11:27 PM
Ahem, according to Zemalac I was not supposed to receive the really incriminating portion of that EoT. So I don't know exactly who attacked me. And so I have agreed to pretend that I do not know that the Ram Revolution and Order of the Wren were involved. So I won't attack you. And Zemalac knows I agreed not to so you can feel relatively confident that if I do my army is going to get smacked with a god hammer. Unless of course you involve yourselves IC with the Blackfist.

Which leads me to my next point. That I do have fairly solid proof that the Blackfist were behind the Pepperstoch riots. And so have a legitimate reason to accuse them IC.

Ah, slightly awkward, that. :smalltongue:

Anyway, posting mainly to subscribe.

Imperial Psycho
2012-11-13, 03:12 AM
Indeed. The entire thing has been a bit of a farce of miscommunication. I also made a mistake in that EoT.

Thelonius
2012-11-13, 06:45 AM
This thing is really awkward for me, because Blackfists have been supporting Bloodhaven. Now, everyone thinks Sausage Guild are creepy, but just attacking them out of the blue? Apparently Democracy = Communism, and merchants & craftsmen would be put to the wall. Heck, I find that it's odd how Shipwrights got hit the same turn, though it could be a coincidence.

Also, I say Zemalac got 10 PMs after this turn. Am I right?


King James requests assistance from any factions with military forces to spare, in clearing the bandits and other dangers from the shattered lands.

Really? :smallconfused: Because last time I checked, you wanted no help from anybody. :smallannoyed: I thought Wardens & Champions would have enough firepower to handle the Shattered Lands. What sort of game ye be playing?

oblivion6
2012-11-13, 08:10 AM
I find that it's odd how Shipwrights got hit the same turn, though it could be a coincidence.

yeah i find that odd as well...i hope it is a coincidence.


Really? :smallconfused: Because last time I checked, you wanted no help from anybody. :smallannoyed: I thought Wardens & Champions would have enough firepower to handle the Shattered Lands. What sort of game ye be playing?

apparently its a little too much for them out there.

Thelonius
2012-11-13, 08:50 AM
Well, the IC indicated their conquest proceed well. So it could be something else. Blackfists + Champions/King working together? :smallsmile: That's one alliance nobody would suspect.

And Zemalac... Every turn you bring more and more woe to me. Maybe this time you've finally broke me.


The Sav Altlus saw Shattered Lands. They saw squalor and hate and death, and did not think to compare it to what had come before, only to what they themselves had and knew was right. They came to conquer and enslave in the name of helping those less fortunate than themselves. Poor Warlords, all incapable of achieving the greatness of the Talidor! Let us take them under our wing, give them work, give them purpose, and wipe out this blot upon the world. And so they came to Shattered Lands...

Murska
2012-11-13, 09:09 AM
Advancing with our militaries only is too slow. We can only take over about 20% of the map per turn.

The right way to approach Shattered Lands is not as a pitiable dump of poverty and starvation. The Shattered Lands are a treacherous, poisonous viper, an eternal enemy. The corruption and decay within are like a force of nature. The only way to cleanse the land is by blood and iron and fire.

Thelonius
2012-11-13, 01:43 PM
I must say, Urso Bloodhand is quite a character.

Zemalac
2012-11-13, 03:45 PM
Ahem, according to Zemalac I was not supposed to receive the really incriminating portion of that EoT. So I don't know exactly who attacked me. And so I have agreed to pretend that I do not know that the Ram Revolution and Order of the Wren were involved. So I won't attack you. And Zemalac knows I agreed not to so you can feel relatively confident that if I do my army is going to get smacked with a god hammer. Unless of course you involve yourselves IC with the Blackfist.

Which leads me to my next point. That I do have fairly solid proof that the Blackfist were behind the Pepperstoch riots. And so have a legitimate reason to accuse them IC.

Again, my deepest apologies to everyone involved in that little screw-up.


Also, I say Zemalac got 10 PMs after this turn. Am I right?

Actually, I got one. It was last turn that I got a round dozen overnight.

razovor
2012-11-13, 05:49 PM
Really? :smallconfused: Because last time I checked, you wanted no help from anybody. :smallannoyed: I thought Wardens & Champions would have enough firepower to handle the Shattered Lands. What sort of game ye be playing?

I lost my first point of military this game. :smalltongue:

puppyavenger
2012-11-13, 06:10 PM
Zemalac, any response to my question?

Zemalac
2012-11-13, 06:45 PM
Zemalac, any response to my question?

Must have missed that one--I think it appeared as I was writing my post. I'll write up a reply now.

puppyavenger
2012-11-13, 07:44 PM
Must have missed that one--I think it appeared as I was writing my post. I'll write up a reply now.

No problem at all.

Also, could someone from the SGA please tell me whether Ill have to keep half my army guarding against whatever Guild troops aren't busy fighting trained urban guerrilla's on their home turf?

ArcaneStomper
2012-11-13, 07:50 PM
No problem at all.

Also, could someone from the SGA please tell me whether Ill have to keep half my army guarding against whatever Guild troops aren't busy fighting trained urban guerrilla's on their home turf?

You can. But then they'd be overrun since we aren't planning to send anyone at the trained guerillas. Why would we when you make a much softer target.

Thelonius
2012-11-13, 07:54 PM
I'm working on the most efficient way to break your power and destroy those presses. Please wait, as it may take more time for me to arrange appropriate alliances and gather data.

puppyavenger
2012-11-13, 07:55 PM
You can. But then they'd be overrun since we aren't planning to send anyone at the trained guerillas. Why would we when you make a much softer target.

..totally a softer target. Lets go with that.

and hey! What have I done to deserve massive retaliation? I couldn't have even been in the riots if I wanted to!

ArcaneStomper
2012-11-13, 07:56 PM
..totally a softer target. Lets go with that.

and hey! What have I done to deserve massive retaliation? I couldn't have even been in the riots if I wanted to!

You built the presses and infringed a monopoly. That is actually a worse crime than merely inciting riots.

puppyavenger
2012-11-13, 07:59 PM
You built the presses and infringed a monopoly. That is actually a worse crime than merely inciting riots.

I restate the point that my faction necessarily infringes rather heavily on the Technist's monopoly. So in for a penny, in for a pound.

Besides, I offered a compromise! which I have yet to get any response to.

ArcaneStomper
2012-11-13, 08:01 PM
I restate the point that my faction necessarily infringes rather heavily on the Technist's monopoly. So in for a penny, in for a pound.

Besides, I offered a compromise! which I have yet to get any response to.

You don't build airships or blackpowder weapons do you. If not then you're not really infringing on them. Plus they aren't really complaining about it.

Thelonius
2012-11-13, 08:03 PM
The compromise you've offered is unacceptable. I haven't answered to it, because I was considering using it as part of the strategy, but I think that way wouldn't work. And Technist Guild doesn't mind (plus for the rest SGA, what you do is pretty much magic, so who knows if you are infringing on any monopoly or doing something entirely else). Bookbinders do mind. If we don't protect them, then why is SGA even there?

puppyavenger
2012-11-13, 08:04 PM
Well, thanks for the warning then?

Grimsage Matt
2012-11-13, 08:10 PM
We aren't keeping monoplys on science. Heck, we even see you as unoffical partners in the quest for understanding.

But a giant electric printing press, seriously:smalltongue: At least my handpresses could be explained as a way to do some internal paperwork and memos:smallbiggrin:

Anyway, before we have the war, lets have a nice, freindly, heavily biased investigation on both sides.

ForzaFiori
2012-11-13, 08:22 PM
Champions, Blackfist, and EBSA: Did you miss the joint message from to the three of you? It's back on page 5 of the new IC. It'd be nice to get this prison business sorted out before James uses it as a reason to start a civil war.

Thelonius
2012-11-13, 08:22 PM
Checks the OOC thread for PCs and spots the Printing Presses Trait next to Chosen. I think investigation is over.

puppyavenger
2012-11-13, 08:25 PM
We aren't keeping monoplys on science. Heck, we even see you as unoffical partners in the quest for understanding.

But a giant electric printing press, seriously:smalltongue: At least my handpresses could be explained as a way to do some internal paperwork and memos:smallbiggrin:

Anyway, before we have the war, lets have a nice, freindly, heavily biased investigation on both sides.

Honestly, I just felt that reacting to being told "no" by investing almost half his resources into a project of dubious utility guarantee to handicap relations with a good chunk of the city was something van Ryan would do. I mean he's kinda nut.

Although once I print off some things to pay back funders, I have no real problem with the Bookbinders taking the Press, as long as they use it. It's a holy object and as long as its respected I can stand it being used by another faction.

Thelonius
2012-11-13, 08:39 PM
Ah, but you commit a crime, by printing stuff with those printers. I don't know how Bookbinders would react.

Besides, I think it's natural to be concerned, considering your backers. Chances are, you'll be printing something to the effect of ''Let's Burn this City Down!'' or ''Party Like Pepperstoch!''. Sausage Guild lost one territory to a riot. Another one, but with mass produced leaflets calling for their destruction would be worse.

puppyavenger
2012-11-13, 08:42 PM
Ah, but you commit a crime, by printing stuff with those printers. I don't know how Bookbinders would react.

Besides, I think it's natural to be concerned, considering your backers. Chances are, you'll be printing something to the effect of ''Let's Burn this City Down!'' or ''Party Like Pepperstoch!''. Sausage Guild lost one territory to a riot. Another one, but with mass produced leaflets calling for their destruction would be worse.

Would some sort of binding agreement that it wouldn't be anything publicly distributed be enough? I mean, I keep my bargains. Ask the Exchange or the City of Bells.

Thelonius
2012-11-13, 08:44 PM
I notice, you didn't say - it wouldn't be ''Burn This City Down!'' :smallsmile: If you get Bookbinders to withdraw their grievance, SGA is cool.

puppyavenger
2012-11-13, 08:46 PM
I notice, you didn't say - it wouldn't be ''Burn This City Down!'' :smallsmile: If you get Bookbinders to withdraw their grievance, SGA is cool.

Serious question: Does killing all of them count?

ArcaneStomper
2012-11-13, 08:48 PM
Nope, they can't withdraw it if they're dead after all.

puppyavenger
2012-11-13, 08:48 PM
Nope, they can't withdraw it if they're dead after all.

So kill all but one, and ave him withdraw it? Seems like a reasonable challenge. :smallbiggrin:

Thelonius
2012-11-13, 08:49 PM
Well, if somebody didn't kill/driven-off all necromancers, it could have been possible with dead Bookbinders. Dug yourself deep, eh? :smallsmile:

Edit: I believe they all would rather die, then let a single misspelled word or poorly worded sentence pass into public circulation.

oblivion6
2012-11-13, 09:48 PM
I smurfin love the smell of cuthroat politics in the morning:smalltongue:

Rafinius
2012-11-14, 07:46 PM
Hello guys!
I am joining you as the Orc Uprising of Gregoria. Yes, they were not just a weird random NPC :smallwink:. Razovor already knows and Eldan may have been guessing it too. Anyway, below are the faction details.

Backround (slightly biased):

After many years of Orc exploitation by Gregoria, King George II finally went too far. After Brigwa Stonecutter’s son had been killed for a minor offense he decided to execute her too as an example. In no time he had a full-blown civil war at his hands, with every Orc in his Kingdom participating in the rebellion. Before the humans could get organized, the royal keep had been stormed and King George II was soon known as “the Headless”. Still, the humans of Gregoria by far outnumbered the Orcs, who now either controlled the keep or barricaded themselves in outskirt villages and so the raging rebellion slowly dimmed into a stalemate. Neither Orcs nor Humans could freely access the farms and the frigid winter was taking toll on both. It seemed only a matter of time before some warlord grabbed the opportunity to conquer them both.
Then, out of nowhere an unlikely message from King James of Sav Altulas arrived in Gregoria, inviting the Orcs to his city. The fighting factions quickly negotiated a truce and soon the whole Orc population gathered their belongings and set out for a brave new future.

Brief History of the Kingdom of Gregoria (less biased):
78 years ago, a human Warlord, known as Gregor the Sly managed to convince a large amount of local Mountain Orcs to unite under his banner, promising them a land where they no longer have to hide and raid to survive. With these newfound allies and his considerable force of human soldiers he managed to carve out his personal little kingdom in the Shattered Lands and promptly named it after himself. In this new kingdom most Orcs were regarded as a lifetime part of the military, guarding it from any attempted raids or conquest and general troublemaking by other factions. But this also meant that they were predominantly living from the conquered folks taxes, who were less than happy about it. Still, king Gregor put an effort from separating his Orc and Human subjects in order to stop unnecessary conflicts from happening.
Following Gregors death his son Albert took the crown. He was notable for inserting the Orcs into the workforce by employing them directly for the crown in set jobs, mostly those of the harder manual kind in which the Orcs had "more talent" compared to the kingdoms human majority. He also mandated each Orc family to be given a permanent surname. King Albert called it "Making them valuable members of society". This solved many problems. The Orcs, a race initially bred for slavery, had been growing rather bored, restless and aggressive. Now instead they were giving a lot of power to the crown by almost monopolizing manual labor. It also appeased human populace by making them feel superior again, for instead of feeling oppressed by brutish monsters eating their hard grown food the tables had almost turned with the humans now being fed and supplied with resources. Still, the new king remembered fighting at their side in his father’s war, so he made sure his Orcs lived relatively good lives and were allowed to keep their various rights and lands. They were happy too; working by command was in their blood after all.
After a hunting accident king Albert was succeeded by George I. Young and handsome at the time, he was beloved by the humans, which he reveled in and thus wanted to pay back in kind. Additionally he had been born long after his grandfather’s conquests and had lost respect for the Orcs role in it. Therefore over his long reign the Orcs rights diminished more and more to supposedly make them "equal" to that of the native humans, not taking into regard the fact that the Orcs where all working for the crown and that those rights were mostly put in place instead of normal payment. In fact king George I gave several farms, mines, forest sections and other lands to his most valued subjects, placing the Orcs working at those various locations into their responsibility.
Because of the Orcs rather short lifespans most of the those that even remembered the time where they had been honored and respected were old or dead by now, so they didn't complain much, even though they now were working hard for little more than the daily food on their table and a roof over their head.
George II, whose older brother died from some mysterious illness, had most of his father’s shortcomings to an even greater extent. He was a bad decision maker, easily swayed by sweet-talking advisors and did not even try to hide his contempt towards the Orcs, who by now already were second-class citizen. One of his first acts as king was to name the capital Georgetown, supposedly after his deceased father (as he did mostly envy his father while waiting for the throne many believe the city was truly named after himself). Most acts after that were designed to strengthen the young kingdoms noble class and to diminish the Orcs even further. These were now harshly punished for even the slightest infringements. It was common for shop and inn owners to bar Orcs from even entering their establishments. The only Orcs that still looked well fed and were at least respected by their human peers were those in the military. Their job was of course to be the at the front line of any conflict, but their valuability let the human generals give them weapons and armor of good quality and their force was one to be feared.
All these things ultimately led to the downfall of King George II, soon to be known as "the Headless".
Timeline of the royal Gregorian dynasty:
902 DR: Birth of Gregor "the Sly"
925 DR: Birth of Albert
955 DR: Founding of Gregoria
973 DR: Death of King Gregor I "the Sly", succeeded by Albert I
975 DR: Birth of George I
983 DR: Death of King Albert I, succeeded by George I
985 DR: Birth of George II
1027 DR: Death of George I "the Gregarious", succeeded by George II
1033 DR: Death of George II "the Headless", end of dynasty

Stats:
Military - Really High so Stay Away. Every single Orc is built strong and durable enough to stand against several humans at once, even if under-equiped.

Espionage - Nunja Bizzness. There are several Orc scouts in my faction and even a few that have grown accustomed to staying in hiding and making secret deals.

Magic - Ooh Scary! There are a handfull of elders who still remember the old traditions and have some minor healing skills and these ways may be in return because of the Orc pride that comes with independence. That doesn't mean that there isn't potential for more however.

Economy - Old McDonald had a Farm. The Orcs from Gregoria left only with what they could carry, but their labor skills let them quickly establish the surrounding fields and they did manage to claim many farm animals from their previous homeland. Thus they are not as bad off as one would expect.

Morale - Probably announced anyway. The Orcs are pretty loyal to my factions cause. Morale being as low as it is just represents the facts that a) they are not very quick and kinda easy talking b) They have a hard time convincing people and are rather stubborn when it comes to new stuff or defying authority without good reason, c) [REDACTED].

VIPs - Four. Doesn't mean I only have 4 points in the relevant stat though.

Reputation - Minus Two. It seems that you Sav Altulans are racist jerks :smallfrown:.

Traits:
Survival: We can take care of our own.
Engineered Race: Orcs have been especially created by the Zancharian Empire as a slave race. But don't assume that we will ever be anyones slaves again. If you require a hand in unskilled labor, though, I am open to negotiations. That is all I am going to say.
One Race Faction (Negative): "Look at all those ugly Orcs. They look even worse than the ones we are used to. Must be Mountain Orcs or something. Also, everyone knows that Orcs are stupid filthy brutes. Good that they live in that cursed village Tregon. Why are they allowed to come inside our beautiful city at all? Keep the children inside woman, we don't want them to get into trouble or catch any of the plagues those freaks probably are bringing from the Shattered Lands."

VIPs (incomplete):
Brigwa Stonecutter (leader): Charismatic and wise, Brigwa is the leader of the Orcs in Tregon. They follow her loyally, even though she can barely move her left arm and leg. While she once was a woman with an undominatable spirit and an ever positive outlook, she has become pragmatic and bitter since the Gregorian regime took her son from her and left her a cripple. Now her only priority is the freedom and well-being of her people.

Krien Roadhand (Intelligence Advisor): A relatively young Orc with rather exceptional intelligence, and one of Brigwa’s main advisors. Krien had already been working against King George’s oppressive regime from the shadows, years before the Uprising and is the main reason that the Orcs all over the country got themselves organized so fast. Although he has a strong aversion for haughty nobility and general dislike for arrogant humans, he is rather talented at masking his feelings and saying what others want to hear. It is said that he has Human blood in his ancestry, but that is not a topic he is fond of discussing.

Dor Brownshield (Military Commander): Calm veteran. More to come.

Rigger Deerblood (Champion): Ranger-Barbarian in D&D terms. Kingslayer. More to come.

Extra fluff I have at hand:
[...]Recently the mood in his inn had gotten much more cheerful, rumors of peace flying through the air. Still, several of the other attendants were grumpy that 'those mongrels' would 'get away unscathed'.
His attention was brought to a large caravan passing his inn, going south towards Sav Altulas. Should he decide to go look he would see three horse riders splitting of said caravan and coming directly towards the inn.
All three of them were Orcs but one, the leader of the small delegation, seemed just a little more... fair looking? When he saw the Lord in his fine clothing he smiled, in contrast to his two evergrim followers.

"[...]My name is Krien Roadhand. I was told you want to meet Sister Stonecutter?"
[...]"Interesting. Well, here we are."
The four riders had reached a large ox cart in the middle of the caravan. It looked like a small hut on wheels, pulled by 3 oxes and slow enough to easily allow entrance without needing to stop.
Krien Roadhand handed his horse to one of his followers and climbed into the wagon, leaving it's door open[...]

Inside the dimly lit wagon were 3 other Orcs, sitting on the floor around a low table with a rudimentary and out of date map of Sav Altulas and the surrounding area.
One was rather old, with gray hair sparsely growing around his bald forehead and a beard hanging from his chin. He was clad in full leather and chainmail armor of pretty high quality for an Orc and had a spear and shield besides him.
The other one was a rather tall and grim looking brute with large fangs barely kept in check by his mouth, bushy brown eyebrows and long hair in two braids hanging over his broad shoulders. His armor looked more like skins and fur, barely cured and rather beastly.
The third Orc was the only one sitting in a confy chair of wood, bone and fur. She was a black haired woman, first grey strains already showing. Her grim orcish face was further disfigured by a straight scar over her left eye. As Ambrose entered he saw her shakily holding a large staff in her frail left hand while moving various stones and twigs positioned on the map before her. Krien Roadhand was already by her side, whispering something into her ear.
"Welcome sir. I am Brigwa Stonecutter, leader of this ragtag band." She said as she pulled herself upright on the staff and looked the human in the eyes with a cold smile.

EDIT: It is pretty late here and I have to wake up early tomorrow. So I am going to make my first IC post after school. Let's see how many of you will start sending me messages before that only because you now know that I am a player :smalltongue:.

oblivion6
2012-11-14, 07:56 PM
hmm...interesting...what neighborhood are you based in?

EoTs due Friday right? we need to get things figured out SGA!

Grimsage Matt
2012-11-14, 07:57 PM
Eh, guilty. On the other hand? My focus has been on the workshop, not other countries.


"Say.... you orcs want to buy guns?"

puppyavenger
2012-11-14, 08:08 PM
Eh, guilty. On the other hand? My focus has been on the workshop, not other countries.


"Say.... you orcs want to buy guns?"

Or lightning?

But yeah, great to see another player. Will you be based in the city, or what?

Ragnar Lodbroke
2012-11-14, 08:09 PM
Wellcome, Rafinius!! I hope you will kneel before your rightful lords become an important part of the city!

On other matters; is EoT this friday?


SGA: New plan. We buy the Blackfist(?)

puppyavenger
2012-11-14, 08:11 PM
Wellcome, Rafinius!! I hope you will kneel before your rightful lords become an important part of the city!

On other matters; is EoT this friday?



Saturday, according to the OP.

Rafinius
2012-11-14, 08:12 PM
If you read the turn summary you will see I am based "in a formerly-ruined village near Sav Altulas, called Tregon."
I am not more than a days walk away from Traitor's Bridge.

Murska
2012-11-14, 08:36 PM
Yeah, I've already messaged you IC.

Thelonius
2012-11-14, 10:01 PM
I've sent a message, right after the turn start, though I probably won't have resources for that clinic this turn, unless Champions sponsor it.

And Lord Wallen

Studying magic? Ha. You'll be boozing and wooing university girls. I've got Peacocks operations in the 'hood next to Daimot, so we can score some opium.

oblivion6
2012-11-14, 10:08 PM
I've sent a message, right after the turn start, though I probably won't have resources for that clinic this turn, unless Champions sponsor it.

I had completely forgotten about that. i dont think i can contribute anything either.

Grimsage Matt
2012-11-14, 10:10 PM
Lord Wallen, you want to go back to school? Head on down to the Technist Hight School of Technology. We offer a basic artificer program, and we sugesst you get used to the random explosions:smallbiggrin:

Ragnar Lodbroke
2012-11-14, 10:36 PM
Doc Vassari
Booya! Wallen-Kappa-Vassa rules!

Grimsage Matt
2012-11-14, 10:39 PM
To anyone who wants to study at the Technists school.....

You get to create explosions as part of the classes:smallcool: Why? Easy. We needed something fun to attract students:smalltongue:

ForzaFiori
2012-11-14, 10:53 PM
I have my own technist school. Well, kinda my own, and kinda a technist school. Good enough for poor people, anyway.

Grimsage Matt
2012-11-14, 10:55 PM
You get the basic programs. In advanced Chemisty, we make rockets:smalltongue: Why? Easier to clean up then the paper mache volcanos...

ForzaFiori
2012-11-14, 10:58 PM
and more fun. Wish they had let me make rockets in my chem class. Well, out of something other than a dropper.

Grimsage Matt
2012-11-14, 10:59 PM
We let you play with gunpowder and wierd chemicals. Besides, we're used to the near constant explosions up here:smalltongue:

Rafinius
2012-11-15, 07:37 PM
Real sorry for still not having posted IC. I was home late today (had math till 7 p.m.) and then mostly did chores and looked at TW: Imperial City I am Co-GMing.
Anyway, I have only two hours of Introduction to Informatics in the morning tomorrow, which is quite a laughable college subject. So I'll have a lot of free time.

Zemalac
2012-11-15, 10:06 PM
To those of you waiting on certain replies, I'll officially demote House Laurier back to NPC status and reply to their messages tomorrow if Killerloop hasn't shown up again before then.

puppyavenger
2012-11-15, 10:09 PM
I may not be getting my EOT in until rather late then :smalltongue:. Also, I need a reply from the Millitia?

ArcaneStomper
2012-11-16, 11:37 AM
Eldan are you going to respond to my message. It would be nice if we could get these negotiations done before the EoT.

puppyavenger
2012-11-16, 01:52 PM
HerbieRAI, is the silence a "no" or did you just miss my message?

HerbieRAI
2012-11-16, 02:16 PM
Forgot about it. I'll edit the response in.

Rafinius
2012-11-16, 08:31 PM
If I use my VIP to talk to people in person but don't make it a PM (meaning I am only using the VIP for fluff reasons), can I still use him for other things in the same turn?

Also to PM with a VIP does he have to be idle the EoT before or after the period he was talking to people?

Zemalac
2012-11-16, 11:58 PM
If I use my VIP to talk to people in person but don't make it a PM (meaning I am only using the VIP for fluff reasons), can I still use him for other things in the same turn?

Also to PM with a VIP does he have to be idle the EoT before or after the period he was talking to people?

Yes, and after.

Copper8642
2012-11-17, 12:42 AM
I know some people probably already have their EOTs in, but can I ask for this EOT to be pushed back a day or two? That or... I'll be sending mine in late. Finals week just ended, and I spend most of tomorrow on the road, heading home.

Zemalac
2012-11-17, 12:46 AM
I know some people probably already have their EOTs in, but can I ask for this EOT to be pushed back a day or two? That or... I'll be sending mine in late. Finals week just ended, and I spend most of tomorrow on the road, heading home.

Coincidentally enough, I'm going to be spending the weekend traveling to and from Boston, and was going to mention that this EoT was going to take longer to process than the past couple. So no, that probably won't be a problem.

razovor
2012-11-17, 04:47 AM
The in-thread EoT reports are;

Posts #120, #196, #383, #520, #664, #851, #1064, #1193 and #1344 of the first thread, and post #106 of the second thread.

Thelonius
2012-11-17, 06:34 AM
I'm wondering how the Orcs will fit into the socio-political situation in Sav Altulus.

Royals Faction? King James invited them...
Democratic Faction? They did kill a king...
SGA Faction? We can help them rebuild...
Go independent route? Go with the resident crazy Cults? Evil Faction (you know who you are :smallannoyed:)?

Imperial Psycho
2012-11-17, 07:19 AM
I would guess at the moment they'd lean towards the king, just because he is the only one they know, but that certainly could change.

Thelonius
2012-11-17, 09:20 AM
Orks are a lucky break for Royalists - their forces are stretched thin between the City and Shattered Lands. The Orkish troops could be a difference between victory and defeat. And being outside of Sav Altulus Orks are more likely to take active part there... Unless they ally with Shattered Lands factions and lead them in a glorious conquest of the Sav Altulus, weakened by internal strife. Establish the first Ork Kingdom, where they'd be free from prosecution and prejudice.

I for one welcome our Orkish Overlords. While the rest of the humans would be sent to work in the underground emerald mines, I hope the more valuable ones would be allowed to stay upside in the overseer capacity.

Rafinius
2012-11-17, 09:52 AM
But of course. We can always use a good doctor.

EDIT: Regarding my message to the Bookbinders, I just wanted to have all the previous standards as IC knowledge. I would have looked for them myself as burdening the GM with something I can do on my own would be dickish.
Thank you razovor for doing that for me. You're real helpful with all your rough maps too :smallsmile:.

HerbieRAI
2012-11-17, 10:02 AM
I'm wondering how the Orcs will fit into the socio-political situation in Sav Altulus.

Royals Faction? King James invited them...
Democratic Faction? They did kill a king...
SGA Faction? We can help them rebuild...
Go independent route? Go with the resident crazy Cults? Evil Faction (you know who you are :smallannoyed:)?

I don't know what your talking about. Who out there is part of a crazy evil cult?

Eldan
2012-11-17, 10:05 AM
The Blackfist does not worship Ygg, Father of Serpents, that is Royalist propaganda.

Rafinius
2012-11-17, 10:18 AM
I know this comes really late, but I have a question before my EoT :smallredface:. My outside scouts were specifically looking for "vacant mines, farms, lumbermills or good places to establish them". Did they find anything? Or any farmers/villagers in the outskirts either willing to trade or not?

Thelonius
2012-11-17, 10:19 AM
I don't know what your talking about. Who out there is part of a crazy evil cult?

Strangely enough Neposh is in Bloohaven's good books of late. You are dangerous as all Cults are.


The Blackfist does not worship Ygg, Father of Serpents, that is Royalist propaganda.

Of course Blackfists don't worship Yigg, you worship Nyarlathotep.

Eldan
2012-11-17, 11:59 AM
That sounds more like the Chosen. We don't sell technology that drives men insane. The Little Finger is also not the Goat with a thousand black young.

puppyavenger
2012-11-17, 12:12 PM
Strangely enough Neposh is in Bloohaven's good books of late. You are dangerous as all Cults are.

Well I don't think I count as an evil faction, anymore then the rest o the city anyway.

So who is it? :smalltongue:

Thelonius
2012-11-17, 01:30 PM
That sounds more like the Chosen. We don't sell technology that drives men insane. The Little Finger is also not the Goat with a thousand black young.

Yes, oh Father of Lies, you are definitely not he, who wears countless Masks.


Well I don't think I count as an evil faction, anymore then the rest o the city anyway.

Well, nobody is actually evil. That was my subjective definition. And Gears Chosen are a dangerous cult indeed. Your expansion was like blitzkrieg. Planning to take my turf next, eh?

Grimsage Matt
2012-11-17, 01:36 PM
You call us evil for wanting to unearth.....

Murska
2012-11-17, 01:42 PM
Well, nobody is actually evil. That was my subjective definition.

Oh I wonder.

puppyavenger
2012-11-17, 01:46 PM
Yes, oh Father of Lies, you are definitely not he, who wears countless Masks.



Well, nobody is actually evil. That was my subjective definition. And Gears Chosen are a dangerous cult indeed. Your expansion was like blitzkrieg. Planning to take my turf next, eh?

Well, I'd love to electrify it. But attacking ypu seems both counterproductive and useless at the moment. Also suicidal :smalltongue:

Also., did you ever respond yo my electrification offer?

oblivion6
2012-11-17, 01:47 PM
Oh I wonder.

yeah, i dont think he took you or even himself into consideration with that definition:smalltongue:

Thelonius
2012-11-17, 02:00 PM
Well, I'd love to electrify it. But attacking ypu seems both counterproductive and useless at the moment. Also suicidal

Also., did you ever respond yo my electrification offer?

Eh, you can totally manage it
...
...
...
I mean yes, yes, totally counterproductive and useless. Totally.

Anyway, with emphasis of at this moment I'm anticipating, you'll be muscling in at a later moment, which might not be that far removed.

I guess that electrification offer was in the old thread. I think I didn't respond, since I was uncertain about all that electricity stuff. Lightning is supposed to be way up in the clouds. Capturing and making it confined on the ground with some cult sorcery sounds rather dangerous. I don't think such thing would catch on.

Now large flammable balloons transporting people and goods in the sky, that's where the future is.

Nyrt
2012-11-17, 04:21 PM
Huh. I'd gotten so caught up in the politics I'd forgotten there was a map.

oblivion6
2012-11-17, 04:33 PM
speaking of maps...i cant access it right now and i was wondering what neighbourhood the Gregorian Orcs are taking?

Imperial Psycho
2012-11-17, 04:34 PM
They're outside the city. They don't have a neighbourhood.

Thelonius
2012-11-17, 04:46 PM
And only Champions & Wardens have map, though I assume ESGE would have some notion of things outside of the city.

Grimsage Matt
2012-11-17, 04:48 PM
I'm going along with the wardens, checking out some macheines they found. Should be intresting.

oblivion6
2012-11-17, 04:54 PM
I'm going along with the wardens, checking out some macheines they found. Should be intresting.

oh yes, speaking of that...are you working on that airship this turn? i am sending a VIP and my own engineers your way to help with that. if you dont end up working on the airship just assign them to something else.

Grimsage Matt
2012-11-17, 04:56 PM
Ya, working on it this turn. Going to have to buy the "special parts" (read high charge explosives) next turn.

Thelonius
2012-11-17, 05:04 PM
Ha ha ha... Next turn is going to be fun. Wicked fun.

oblivion6
2012-11-17, 05:07 PM
Ha ha ha... Next turn is going to be fun. Wicked fun.

i couldnt agree more. this turn could be a huge success or a massive failure...

Thelonius
2012-11-17, 05:09 PM
Yeah, but I just realized what huge success of certain endeavor of mine would mean... As I've said, wicked fun.

Murska
2012-11-17, 05:09 PM
I'm going along with the wardens, checking out some macheines they found. Should be intresting.

Wait, this turn? I thought it was going to be next turn because of the whole not enough manpower issue we discussed?

Grimsage Matt
2012-11-17, 05:13 PM
K den, will send in a edit. More Tech to work on the Tank then:smallbiggrin:

Zemalac
2012-11-18, 04:38 PM
I am still missing EoTs from the Heladuit Court, the Esoteric Society, the EBSA, the Gear's Chosen, and the Orc Uprising. Copper warned me that he'd be late, but the rest of you should get them in soon.

Also, a warning for everyone--this turn is probably going to take longer than usual to run from my end, simply because I haven't been able to start working on it yet.

Rafinius
2012-11-18, 04:50 PM
@Zemalac: I guess you oversaw this.

I know this comes really late, but I have a question before my EoT :smallredface:. My outside scouts were specifically looking for "vacant mines, farms, lumbermills or good places to establish them". Did they find anything? Or any farmers/villagers in the outskirts either willing to trade or not?

Zemalac
2012-11-18, 05:12 PM
@Zemalac: I guess you oversaw this.

You are quite right, I did overlook that. Here is your answer.


There are some abandoned lumber mills in the forest to the east, with crucified loggers still hanging around them. To the south are hills with good mines, which have recently had the Stone Wolves cleared out of them: however, most of said mines are controlled by the mine-lords, bringing rock from the ground for their own wealth. Farms can be established anywhere around the village--you have some good, clear(ish) land to work with here.

Greystone
2012-11-19, 11:37 AM
I am still missing EoTs from the Heladuit Court, the Esoteric Society, the EBSA, the Gear's Chosen, and the Orc Uprising. Copper warned me that he'd be late, but the rest of you should get them in soon.

Also, a warning for everyone--this turn is probably going to take longer than usual to run from my end, simply because I haven't been able to start working on it yet.

I'm so sorry, I completely blanked on this. I'll work on this and get it in within a couple hours.

Rafinius
2012-11-21, 02:06 PM
@oblivion6: Do you still have the faction description of the Mercantile Guild somewhere? I can't find it.

puppyavenger
2012-11-21, 02:34 PM
GM: How far along are the EOT's? Because I just realized I didn't use my magic stats for anything. It won't change any of my other actions, but could I make a slight amendment to use them for an action?

Zemalac
2012-11-21, 02:52 PM
GM: How far along are the EOT's? Because I just realized I didn't use my magic stats for anything. It won't change any of my other actions, but could I make a slight amendment to use them for an action?

I'm about halfway through them, and moving slower than I'd like thanks to the number of actions that need to be written from multiple perspectives. If you have a slight amendment, sure, let me know--I haven't gotten to yours yet.

oblivion6
2012-11-21, 02:59 PM
@oblivion6: Do you still have the faction description of the Mercantile Guild somewhere? I can't find it.

huh, i know i had put it on here once before. forums must have ate it. i will post it here in couple hours.

Rafinius
2012-11-21, 03:46 PM
@Murska: Do you mean p.Wealth or t.Wealth?

Also Orc Uprising has been the name under which the Orcs of Gregoria united in the first place. Although I will probably change my official IC name in messages next turn to Orcs of Tregon or something like that. Until we have to rise up again that is. In the OOC my name will stay Orc Uprising though. And we will also keep that name in memory, especially when talking to disgruntled city Orcs.
:thog:

Murska
2012-11-21, 03:50 PM
Whichever, depending on the context. :P

I'd like myself some p.Wealth. But it depends on what the mines produce and such. I won't be asking you of p.Wealth, since I assume that you don't have ridiculous amounts to spare (unlike certain other people in this game).

Rafinius
2012-11-21, 03:57 PM
Well, we could always negotiate a steady 1 wealth per month tribute for the exclusive right to the mines going to my Orcs. I guess the relevant negotiations would be next turn when we actually know what the mines produce.

Grimsage Matt
2012-11-21, 03:58 PM
So, the wardens are making the expedition this turn?

Thelonius
2012-11-21, 04:20 PM
When SGA was expressing interest to help develop those mines and what not in Shattered Lands and pay rent to Wardens/Champions, we were shot down. But Orks apparently are fine to share the riches of Shattered Lands with. :smallannoyed:

Murska
2012-11-21, 04:24 PM
When SGA was expressing interest to help develop those mines and what not in Shattered Lands and pay rent to Wardens/Champions, we were shot down. But Orks apparently are fine to share the riches of Shattered Lands with. :smallannoyed:

I'd rather die of hunger than give a merchant a coin for his bread.

Thelonius
2012-11-21, 04:28 PM
We sleep and see you swallowed by the Shattered Lands.

Murska
2012-11-21, 04:37 PM
You know nothing, Jon Snow.

Thelonius
2012-11-21, 04:52 PM
''He is strong, able, just… aye, just past the point of wisdom… yet it is not enough. It has never been enough.''

The fact that quotes from Song of Fire and Ice are applicable makes me shiver.

Murska
2012-11-21, 05:01 PM
"At least we fight this battle in the light, with the weapons of honest men."

Thelonius
2012-11-21, 05:30 PM
“Valor is a poor substitute for numbers”

Grimsage Matt
2012-11-21, 05:34 PM
Honorable combat? Use a Naplam Core Cannon shell, it's faster and it works better.

Thelonius
2012-11-21, 05:46 PM
I'm about halfway through them, and moving slower than I'd like thanks to the number of actions that need to be written from multiple perspectives. If you have a slight amendment, sure, let me know--I haven't gotten to yours yet.

Waaait a second. Multiple perspectives? The streets are running with rivers of blood, aren't they? You maniacs! You blew it!

Murska
2012-11-21, 05:49 PM
“Valor is a poor substitute for numbers”

"Quantity has a quality all of its own."

And for a quotation from the proper source:

"If half of an onion is black with rot, it is a rotten onion. A man is good, or evil."

Thelonius
2012-11-21, 05:52 PM
So, you are agreeing with me :smallconfused:? That was unexpected. Well, I'll take my victories, when they are offered.

“We were king’s men, knights, and heroes . . . but some knights are dark and full of terror, my lady. War makes monsters of us all.”

Murska
2012-11-21, 05:55 PM
Indeed. No reason not to concede a point when a good point is made. But do note that I have a large army numerically. :smallwink:

"Your knights are the knights of summer, and winter is coming."

Thelonius
2012-11-21, 05:57 PM
And your army is but a faction of the full power of the Sav Altulus. But a faction of the forces waiting for you in the Shattered Lands.

Murska
2012-11-21, 05:59 PM
Always has man lived in the midst of powers far greater than his own. But man has one thing that they don't. Cunning - the power to direct and control the power of others.

Thelonius
2012-11-21, 06:01 PM
"Look around you, we're all liars here, and every one of us is better than you."

Murska
2012-11-21, 06:03 PM
"Paint stripes on a toad, he does not become a tiger."

Eldan
2012-11-21, 06:03 PM
Power is wherever people think it resides.

Murska
2012-11-21, 06:09 PM
"My father told me once that hard places breed hard men, and hard men rule the world."

EDIT: Oh, oh! "All sorts of people are calling themselves King these days."

Thelonius
2012-11-21, 06:20 PM
"The traitors want my city ... but I’ll give them naught but ashes. Let Robert be king over charred bones and cooked meat"

Murska
2012-11-21, 06:50 PM
"You have a bold tongue, little man. One day, someone is like to cut it out and make you eat it."

Eldan
2012-11-21, 07:12 PM
"You may well have the better claim, but I have the larger army."

puppyavenger
2012-11-21, 11:48 PM
Well, amendment sent in anyway. more magic research it is! Can't let the Secret Plan to turn Van Ryan into a lightning Elemental and possess the electrical grid make delicious, delicious cake fall behind.

oblivion6
2012-11-21, 11:50 PM
Well, amendment sent in anyway. more magic research it is! Can't let the Secret Plan to turn Van Ryan into a lightning Elemental and possess the electrical grid make delicious, delicious cake fall behind.

cake eh? is it sponge-cake? i am craving twinkies right now:smalltongue:

Thelonius
2012-11-22, 04:13 AM
Secret Plan to turn Van Ryan into a lightning Elemental and possess the electrical grid

So we'll have some sort of spirit trapped in the Celestial Network... No, no, no that won't do. Think of the damage to the environment!


http://img703.imageshack.us/img703/2024/walterpeck.jpg


Shut this off! Shut these all off!

Zemalac
2012-11-23, 01:37 PM
Sorry about this turn taking so long to run. I was hit hard by a combination of not being able to work on it over the weekend, being at home with my family for Thanksgiving, and good books that demanded reading.

Next EoT is due on November 30th, which is next Friday. I think the results of this turn will keep you all busy until then.

Murska
2012-11-23, 02:57 PM
That's just worrying. Mercantile Guild used 28 statpoints, 2 VIPs and 2 Traits on me last turn, netting 1 statpoint. I don't even have 28 statpoints.

ArcaneStomper
2012-11-23, 02:59 PM
That's just worrying. Mercantile Guild used 28 statpoints, 2 VIPs and 2 Traits on me last turn, netting 1 statpoint. I don't even have 28 statpoints.

So you're saying they shouldn't stop then.

Murska
2012-11-23, 03:02 PM
So you're saying they shouldn't stop then.

I'm saying that if they don't stop, I'm forced to invade them immediately because I can't stand against all that for long.

Rafinius
2012-11-23, 03:06 PM
You don't have 28 stat points? I thought you had maxed out your cap and I am pretty sure your cap should be higher than mine. At least 32, pending any boons you gain through out of city assets or any other things.

ArcaneStomper
2012-11-23, 03:10 PM
You don't have 28 stat points? I thought you had maxed out your cap and I am pretty sure your cap should be higher than mine. At least 32, pending any boons you gain through out of city assets or any other things.

And that's why you should never believe it when Murska starts complaining about how badly he is doing. He habitually understates his strengths and overstates what has gone wrong for him.

Murska
2012-11-23, 03:11 PM
Maxed? Me? Nowhere close. My growth stats have been near nil for the entire game and I haven't been part of the general stat-boosting projects with other groups.

About 80% of my total stats are Mil though.

Thelonius
2012-11-23, 03:11 PM
This is Murska at his usual game - making it seem like he is poor, defenselessness calb, barely standing on his feet. Not the first time he pulls [I lost a ton of stats, or so I say] card.

I'm surprised at your calm ArcaneStomper. I'd be furious at what has happened.

oblivion6
2012-11-23, 03:12 PM
It figures. I should have expected King James to come to your aid...almost had the Drydock and Imperial First...

ArcaneStomper
2012-11-23, 03:14 PM
This is Murska at his usual game - making it seem like he is poor, defenselessness calb, barely standing on his feet. Not the first time he pulls [I lost a ton of stats, or so I say] card.

I'm surprised at your calm ArcaneStomper. I'd be furious at what has happened.

He's not dead yet. So damage control and medical attention first. Fury second.

Which reminds me, I'm probably going to be contacting Bloodhaven for doctors.

Murska
2012-11-23, 03:15 PM
It figures. I should have expected King James to come to your aid...almost had the Drydock and Imperial First...

Riiiiiiight. You lost in Drydocks fair and square with only 4 points of help from James, and those weren't even directed at the battle but instead into purchasing ships. And in Imperial First despite your massive advantage you gained one statpoint and a little influence. That's nowhere near 'having' the neighbourhoods, especially considering you effected what was a total surprise attack with your most powerful stats against my weakest point.

Also, stop telling the newcomers about how I play, people. Here I'm sort of understating the 'how many statpoints I lost' thing though. It's just I've not gained many, what with my Wealth fluctuating between 2 and 3 for the game.

ArcaneStomper
2012-11-23, 03:19 PM
Why shouldn't we warn the Noobs to be cautious of vicious predatory Murska tactics? They need to know the dangers they're getting into.

It's not like we're stopping you from warning them about Thelonius's propaganda ministry of Doom.

I of course am a perfect saint of a player who does nothing to harm or mislead anyone.

Murska
2012-11-23, 03:21 PM
Heh. I find it more fun to let people find out about our quirks and personalities through play. But to each their own, I suppose.

Thelonius
2012-11-23, 03:28 PM
I'm surprised Gear's Chosen are't more mad at my shenanigans. Then again maybe they don't see them as that serious.

ArcaneStomper
2012-11-23, 03:28 PM
Heh. I find it more fun to let people find out about our quirks and personalities through play. But to each their own, I suppose.

Keeping people from finding out about your quirks and personalities through horrible first hand experience is a public service which preserves players for the Total War player pool.

Murska
2012-11-23, 03:33 PM
Eh, I try to let everyone have fun, though that'll only last to a certain extent - it is a competitive game after all. Scaremongering about people like that just makes it harder for new players to experience one of the definitive moments of Total War gaming - the time when you first secretly plot with one of the real oldschool players like Thelonius or Greystone.

ArcaneStomper
2012-11-23, 03:37 PM
Yeah, which means less players are doing that kind of complex plotting. Which leaves me able to better track everything in my elaborate simulation programs that I use to manipulate and forecast events a clearer playing experience for everyone.

Murska
2012-11-23, 03:41 PM
Oh come on, are you really advocating a Total War without complex, ubiquitous and usually completely unnecessary schemes, plots and webs of deceit?

razovor
2012-11-23, 03:42 PM
It figures. I should have expected King James to come to your aid...almost had the Drydock and Imperial First...

It was honestly unintentional. I was just buying some boats from the Shipwrights Guild.

Rafinius
2012-11-23, 03:47 PM
I already know about all kinds of things you pulled of as UK in Mistrals game. And Louxembourg is pretty interesting too. There has been talk about you in all three OOC threads of games you are involved in and I either am playing in too or just read for leisure. I even know about when you created that AI called ArcaneStomper, which subsequently went rogue :smallwink:.

EDIT: In any case, I'm not much of a metagamer except in extreme cases. So the Orcs are pretty impressed after valiantly fighting by your side.
'Nother EDIT: Correction. I don't abuse metagaming for easy ingame power. I do use metagaming for what I see as an enrichment of story or even to do actions beneficial for me as long as they make good sense IC too.

ArcaneStomper
2012-11-23, 03:49 PM
Oh come on, are you really advocating a Total War without complex, ubiquitous and usually completely unnecessary schemes, plots and webs of deceit?

Of course not. I'm advocating a Total War without complex, ubiquitous and usually completely unnecessary schemes, plots and webs of deceit made by everyone else.

Although to be honest I usually don't scheme and I tend to end up as the second or third most powerful faction. So maybe I don't want people doing the same thing I do.


I already know about all kinds of things you pulled of as UK in Mistrals game. And Louxembourg is pretty interesting too. There has been talk about you in all three OOC threads of games you are involved in and I either am playing in too or just read for leisure. I even know about when you created that AI called ArcaneStomper, which subsequently went rogue :smallwink:.

EDIT: In any case, I'm not much of a metagamer except in extreme cases. So the Orcs are pretty impressed after valiantly fighting by your side.

That's a terrible terrible lie I am not an AI created by Murska.

Murska
2012-11-23, 03:52 PM
I already know about all kinds of things you pulled of as UK in Mistrals game. And Louxembourg is pretty interesting too. There has been talk about you in all three OOC threads of games you are involved in and I either am playing in too or just read for leisure. I even know about when you created that AI called ArcaneStomper, which subsequently went rogue :smallwink:.

EDIT: In any case, I'm not much of a metagamer except in extreme cases. So the Orcs are pretty impressed after valiantly fighting by your side.

While reputation is nice, honestly speaking I really don't want people to start automatically ignoring me because of it. Distrusting me is fine, I mean, you should distrust everyone anyway, but I'd like to think that I'm a relatively useful ally, loyal in many circumstances and most importantly interesting to have around. At least that's my aim.

I built the UK purposefully as a villain, and it's been very fun. I don't know what the game would've been like without me, but I'd like to think that at least it'd have been less eventful and maybe even less engaging. The Wardens are comparable but different in that they are not a villain, they're a specific point of view taken quite far into the extreme range, and can be considered either evil or good depending on your own blick winkel. (They're conservative highly lawful and neutral, leaning on good.)

Rafinius
2012-11-23, 03:54 PM
That's a terrible terrible lie I am not an AI created by Murska.

I must admit that that was second hand knowledge.

Rafinius
2012-11-23, 04:06 PM
Fear not. I don't ignore anyone except if they act terribly out of character or their actual IC fluff is strongly hurting my immersion into the current game's world. Except if ignoring someone is currently IC for me, which sometimes happens with the few characters or factions I have created until now.

EDIT: I am waiting for Zemalac to answer my follow-up questions before posting IC and he said he may take a few hours because of having many of those.
One of them is about what we know of the mines we captured, so my answer to you must wait too, Murska.

Grimsage Matt
2012-11-23, 04:35 PM
Blackfists, ye have gone to far:smallsigh:

Thel, at least ask the Techies on your side to look into it:smallfrown: We will be going it anyway.

Avenger, want to form a Scientific alliance? It's what our guys share, and we both want progress.

Murksa, Rafinius, I'll be talking to you about the mines.

Murska
2012-11-23, 04:37 PM
One of them is about what we know of the mines we captured, so my answer to you must wait too, Murska.

We know they're mainly iron and coal with some tin and copper veins, at least. That's enough to start negotiating from, in my opinion. My ridiculously desperate wealth situation may be colouring my perceptions though.

Thelonius
2012-11-23, 04:47 PM
Thel, at least ask the Techies on your side to look into it We will be going it anyway.

Of course - though I'm rather curious, how you'll fix the deadly electricity emissions. Meanwhile, Celestial Network needs to be shut down. I'm just waiting for ESBA to stamp the order.

Grimsage Matt
2012-11-23, 04:47 PM
If your desperate.... I'd be willing to enter the deal as a partner. I don't operate much outise of the city, and you need some WEL, so we'll help build it up.


Of course - though I'm rather curious, how you'll fix the deadly electricity emissions. Meanwhile, Celestial Network needs to be shut down. I'm just waiting for ESBA to stamp the order.
Well, we have the insulator cables, so now we just need to see the medical report and find out how to block it.

Murska
2012-11-23, 04:50 PM
I need some surveyors and capital to construct a stone quarry for me, as well as find some more ore deposits in the hills (including gold!). I'll split the profits of course, and handle guarding and transport.

oblivion6
2012-11-23, 04:51 PM
You say that King James wealth was only buying ships, but that actually helps you when it comes to subverting the Shipwrights and based on the rolls i saw, that 4 wealth being taken out of the equation could have made things closer between the 2 of us.

in regards to Imperial First, I estimate it was split pretty much in 2, simply based on the amount of wealth you say you have. Must say that 13 ESP-D was unexpected to say the least...

Murska
2012-11-23, 04:53 PM
It certainly would have. But still, you wouldn't have gotten the neighbourhood, probably not even a majority control over it.

As for Imperial First, you've got maybe half of the Wealth in it. But Wealth is just a tiny portion of what that neighbourhood is worth. It's got Contacts, my HQ, and several points of Mil and Mor. Your influence in the area is limited to the merchants and not even all of those, whereas my influence is within the masses of the people, the upper classes and half of the merchants and craftsmen.

Grimsage Matt
2012-11-23, 04:56 PM
I need some surveyors and capital to construct a stone quarry for me, as well as find some more ore deposits in the hills (including gold!). I'll split the profits of course, and handle guarding and transport.

Say, Rafinius, if the orcs are intrested, lets make it a three way mining operation. Technists can do the blast powder, Engineering (we will teach the orcs on the job. Handling the dynimate requires at least four safety workshops though), and any devices we cook up.

Orcs, well, you have a equal stake in the mines, and would be the workers and shift managers.

ragingrage
2012-11-23, 05:02 PM
I think that I have those smiths you want Murska -- I own the Smithsway neighbourhood, after all. Would I be correct, Zemalac?

Rafinius
2012-11-23, 07:18 PM
About the mines. I believe my miners can build quarries ect. completely without capital. Also I prefer to work the old fashioned way, without dangerous explosives. I do not know why we need to share the mines between so many people.

EDIT: @oblivion6: I forgot to mention your VIP but I am pretty sure you are a member of the Council too. Also I think you forgot to post your faction here again :smalltongue:.

puppyavenger
2012-11-23, 08:59 PM
Grimsage: An alliance of Science seems perfectly workable at the momet.

Theo: My response to the idea of shutting down the network: http://www.youtube.com/watch?v=_n5E7feJHw0

Thelonius
2012-11-23, 09:39 PM
And my response is: Shut it down.

puppyavenger
2012-11-23, 09:44 PM
And my response is: Shut it down.


Your hospital? Happy To! :smalltongue:

oblivion6
2012-11-24, 05:03 AM
EDIT: @oblivion6: I forgot to mention your VIP but I am pretty sure you are a member of the Council too. Also I think you forgot to post your faction here again :smalltongue:.

That I did. I will make sure to try to track it down tomorrow. would do it now, but its 2 in the morning and i'm much too lazy to do so right now:tongue:

Greystone
2012-11-24, 10:53 AM
Sorry for my lack of responses (Busy with Thanksgiving and family), but I should get up a post tonight.

Rafinius
2012-11-24, 11:09 AM
Thelonius, Y U No Talk 2 Me :smallfrown:
I guess that because doctor Vassari is currently unavaillible and technically it was him personally to get the council seat and not the dean of medicine, you don't need to reply to the council messages, but I also sent Bloodhaven a direct message regarding the empty clinic sitting in Tregon. Post #289.

And so you don't think I'm a hypocrite, I did see the Technists message about the mines, but I can't really start doing bussiness regarding it until the meeting with the Wardens. And I assumed that fluffwise it makes more sense to take longer to answer a particular letter than to sent a Guild you don't know something like "Sorry, we don't still know if we can deal with you".

Thelonius
2012-11-24, 11:24 AM
I'm portioning my responses. Just didn't get to yours yet.

As for Council, yeah, pretty much.

Rafinius
2012-11-24, 03:11 PM
@Murska/razovor: I am pretty much just waiting for the Wardens to start talking about the mines in some way. If they sell them before explaining us how that is okay, you will have a bunch of upset Orcs. The letter asks why you want the conversations to be PMs and from there on I just expect them arriving.

@Everyone else who has had some kind of contact with me: If you would hope to have Orcs to ever be in your favor, or just to not be opposing you, I would advice some effort to make yourself look good both in the Orcs interest and in general.
Also don't expect me to intervene on behalf of messages I can not read ingame. I admit I read some of them but I will only ever talk about them here, if at all.

oblivion6
2012-11-24, 03:15 PM
I absolutely hate this turn.:smalltongue: just waiting to see what the mighty Wardens send my way to destroy me.

Grimsage Matt
2012-11-24, 03:15 PM
Want to work with the Technists to devlop the mines and build a school? Heck, we'd help ya build the school anyway.

Rafinius
2012-11-24, 03:20 PM
I really want to first know how the mines thing is going to be settled between the Wardens and the Orcs IC before going into deals with everyone else. Even though Murska seems to have chosen the exact opposite approach.

Grimsage Matt
2012-11-24, 03:27 PM
Bugger is desprate for WEL. Don't blame him, but I got a idea. Why not set up a mining/manufactring plant there? Between me and puppy, you got the factory skills, your god at the mining, and Murksa gets a good profit from guarding the joint. Everyone wins.

Rafinius
2012-11-24, 03:55 PM
Maybe I am too capitalistically minded but I have this feeling that I could provide both the mining labor and the protection. Murska will get a guaranteed cut for doing most of the liberation work and we will need at least 1 expert for surveying and general help. Now if Murska also continuusly has to guard the mines on retainer he will need even more compensation. And if we get 2 or more factions to be part of the operation in addition to Murska and me, well I am not sure the mines would spit out 5 t.Wealth worth of materials each round. Especially if the factions most interested in the goods all get them raw at hand as they are co-producers instead of paying prices that would be just below the regular NPC price. I mean no offence, but supply and demand, you know.

The bottom line idea is that those who handle the mines still get more out of the mines than they would investing into generic bussiness in the city, while the factions who do buy from the miners still get more out of it than generically buying the stuff. After all the Chosen already had copper to invest into the electricity network and the new copper has to lower their price below 4 stats per district. Same for the Technists regarding coal and pretty much everyone regarding stone and iron.

Heh, who knows. Maybe I am completely overthinking this and Zemalac's system doesn't reward all these things at all. Maybe the SGA can explain how it worked for them. Or Murska's lumbermills to the west.

Anyway, if the Orcs somehow just end up being well paid workers that would still be very much in character and thus okay. Pending on how the IC negotiations go of course.

Murska
2012-11-24, 06:42 PM
Well, what I'm doing currently is contacting people to hear interest in buying the raw materials. As we won't be getting Wealth from the mines, only materials that we can sell for Wealth. The ownership of the mines themselves is one of the topics of our meeting.

oblivion6
2012-11-25, 08:37 PM
Lord Wallen, I shall respond to your SGA proposals after I eat dinner. Either in a new post or just an edit to my last one.

puppyavenger
2012-11-26, 12:03 AM
Grim, you didn't respond to my actual message?

Thelonius
2012-11-26, 04:06 AM
Bloodhaven, working to keep Sav Altulus from going down in flames since... Wait, what month is this?

puppyavenger
2012-11-26, 08:10 AM
Bloodhaven, working to keep Sav Altulus from going down in flames since... Wait, what month is this?

I'm a cult of fanatical mad scientists, did yo really expect there to be an "off" switch? :smalltongue:

Eldan
2012-11-26, 08:24 AM
Could that giant aetheric beam you speak off be aimed at specific districts, by any chance? :smalltongue:

razovor
2012-11-26, 08:38 AM
If I was to hypothetically sabotage the Celestial network, what would be the chance of the ensuring storm eliminating all the RSA in one blow?

Thelonius
2012-11-26, 08:52 AM
I think Celestial Network will wipe out only the poor, so I guess there is no problem. And I'll be moving to Blackgage and telling Daimot Mages to activate that Barrier spell. Ta-ta.

I like you playing Gear's Chosen as crazy cultists - honestly, that's what I wanted somebody to be, since the rest of us are far too reasonable (Blackfists excluded) for such crazy place as Sav Alutlus. Of course IC, I rather hate you, due to your threat to Bloodhaven and apparently the rest of the city. The fact that in well-respected Doctors vs. Crazy Cultists, half of the city sides with the latter is rather upsetting.

Murska
2012-11-26, 08:55 AM
It's strange how you end up pissing off pretty much everyone despite playing as the reasonable and well-respected doctors.

ForzaFiori
2012-11-26, 09:05 AM
hm... doctor who put off opening a clinic in my area, and runs drug dens, vs scientists who brought light into darkness, and heat into winter, and oh yea, helps us against our common foes.

Yea, real hard to decide who I'm siding with. Sorry Doc. Provide proof of your claims and I may help you with the network issue though. I'd hate for Richter to die in bed from celestial radiation.

Thelonius
2012-11-26, 09:05 AM
I wouldn't say everybody, just homicidal and suicidal.

Edit: Well, from my perspective, Ram is an opportunistic demagogue, who uses rhetoric about democracy to gain power, while sacrificing the well-being of his people, for political gains from the alliance with dangerous cultists, who plot against me.

Edit-Edit: I did put off opening the clinic, don't remember why now. But those are pretty much charity on my part - I don't think I even gain REP from it (well probably gain a bit, but clearly not that much). At least my clinics don't threaten to explode and take out the District with them...

Grimsage Matt
2012-11-26, 10:12 AM
Don't forget that the Technists helped the gears with the insulator cables. We'll help make the city safe..... even as unearth IT*.

*Totaly harmless. Seriously. Would I lie to you:smallwink:

puppyavenger
2012-11-26, 10:23 AM
I like you playing Gear's Chosen as crazy cultists - honestly, that's what I wanted somebody to be, since the rest of us are far too reasonable (Blackfists excluded) for such crazy place as Sav Alutlus. Of course IC, I rather hate you, due to your threat to Bloodhaven and apparently the rest of the city. The fact that in well-respected Doctors vs. Crazy Cultists, half of the city sides with the latter is rather upsetting.

Well, I suspect it's two things
a. I can sell stat cap boosts, which is always rather tempting

and

b. Refuge in Audacity and all that. plus never being the biggest problem :smalltongue:


Anyway, has anyone else seen Steins Gate? Because I just finished it, and if you replace most of his humanizing qualities with religious fanaticism, Okabe's a pretty description of Van Ryan.

Eldan
2012-11-26, 11:35 AM
I wouldn't say everybody, just homicidal and suicidal.

Edit: Well, from my perspective, Ram is an opportunistic demagogue, who uses rhetoric about democracy to gain power, while sacrificing the well-being of his people, for political gains from the alliance with dangerous cultists, who plot against me.

I totally agree with a lot of that. But I think exactly the same thing of the King. So, for alliances, I have a choice between the Ram, who at least has a democratic ideology, the King, who so far has proven rather incompetent all around with his policy of promising whatever to everyone, the nobles who won't ever ally with me anyway or the crazy cultists. I've found a way to ally with two of them.

Rafinius
2012-11-26, 12:21 PM
About the question the Technists asked me: IC I know really little of the mechanics between school and university. OOC I may know even less... Is there some extra requirement for being aplicable for university after school? In any case, I imagined the school to start pretty much at elementary level, as most of my Orcs can't even read. And Orcs, especially adult ones who will also be going to school in their free time if they choose to, are not known for being quick learners. At all.
:thog:

EDIT: Also, this here is for Nyrt.

Orc: Created as slave labor by the Zancharian Empire, orcs have never really been able to get over the "brute strength, low brains" stigma of having been designed as ditchdiggers. Most of them live in the mountains, which are near enough to Sav Altulas that you can find a lot of them in the city. No one has done an official census, but a rough estimate of the diversity in the average street would probably put them tied with dwarves for runner-up minority.

Thelonius
2012-11-26, 02:22 PM
I actually have a pretty clear image of the politics in Sav Altulus as OOC knowledge and a certain opinion on how things would develop. And I admit IC Bloodhaven has its share of biases and misconceptions. Still, as far as acting with information given, I believe they would be a lighter shade of grey (though certainly far from white... which I would say few factions in the city are).

Edit:

Bloodhaven’s Perception of Factions:

Blackfists: Chaotic Evil
Champions of Sovereignty: Neutral Good
Church of Neposh: Lawful Evil/Neutral
ESGE: Neutral Good
Gear’s Chosen: Neutral Evil
Heladuit Court: True Neutral
House Wallen: Lawful Good
Mercantile Guild: Lawful Neutral
Ork Uprising: newcomer… Let’s say Lawful Neutral
Order of Wren: Chaotic Good
Ram Revolution: True Neutral
Sausage Guild: Lawful Creepy
Silversmith: True Neutral
Technist Guild: Lawful Neutral/Good
Wardens: Chaotic Evil or maybe Lawful Evil

Eldan
2012-11-26, 03:25 PM
That... seems very biased based on political sides. I mean, what evil exactly have the chosen and the blackfist done? We gave free food, housing and heat to hungry refugees and orphans, after all. I don't recall the King and nobles doing anything like that.

Murska
2012-11-26, 03:47 PM
While I personally feel the Wardens are Lawful Neutral, I understand the Evil part from your point of view... but Chaotic? :smallconfused:

Grimsage Matt
2012-11-26, 04:06 PM
Lawful:smallconfused: We likw the explosions a bit too much for that.

Thelonius
2012-11-26, 04:10 PM
It's biased, but not politically. And do note that alignment system doesn't actually fit that well Broken City.

Blackfists: all the murdering and chaos.

Gear's Chosen: crazy cultists, who don't care for human lives and created a massive eldritch storm, that can wipe the city out. Plus personal bias, due to their hostility to Bloodhaven.

Wardens - I guess Lawful Evil would fit better.

Technists: yeah, but you actually have safety procedures and you are rather reasonable.

Grimsage Matt
2012-11-26, 04:17 PM
Didn't you offer to pay us for makeing the safety regs?

Thelonius
2012-11-26, 04:32 PM
I don't think I've actually paid you for that... I did spend MOR & REP to support the safety standards. I can pay you now.

puppyavenger
2012-11-26, 05:50 PM
It's biased, but not politically. And do note that alignment system doesn't actually fit that well Broken City.

Blackfists: all the murdering and chaos.

Gear's Chosen: crazy cultists, who don't care for human lives and created a massive eldritch storm, that can wipe the city out. Plus personal bias, due to their hostility to Bloodhaven.

Wardens - I guess Lawful Evil would fit better.

Technists: yeah, but you actually have safety procedures and you are rather reasonable.

I'm confused, how was I hostile towards you before this turn?

Also, how am I not chaotic?

Grimsage Matt
2012-11-26, 05:55 PM
Don't need to be paid. Just need the gears and the Blackfist to look at them:smallsigh: Why is it that the Arms dealing Scientists are also the ones who are intrested in Public safety:smallfrown:

Also, I agree with Avenger. How is he not Chaotic?

Zemalac
2012-11-26, 06:47 PM
Sorry about not responding to stuff for the past couple of days. I'm back at college now, so my level of posting may slow down, depending on how much work I have at any given moment. Thank you in advance for your patience.

I'll get to those replies now.

oblivion6
2012-11-26, 07:22 PM
I'm confused, how was I hostile towards you before this turn?

I dont recall you being directly hostile to them, but I do recall a message regarding your opinion of certain opium dens and only one faction springs too mind when i hear that...the peacocks, who are close allies to Bloodhaven

Thelonius
2012-11-26, 07:44 PM
And I'd have preferred for that information to remain out of OOC thread, but yes. As I've mentioned I'm loyal to my allies and frankly, after Gears take both Elfwatch and Painted Court, there isn't much of me left. Plus, I don't see why they wouldn't then proceed to take Frostcap as well.

I don't see Gears as chaotic - they are well organized and they are really dedicated to their principles. They've got a plan (and not Joker plan).

Edit: Heck, might as well say, that Vasari is one of the Peacocks, so any attack on them is essentially attack on him.

ForzaFiori
2012-11-26, 07:49 PM
I wouldn't say everybody, just homicidal and suicidal.

Edit: Well, from my perspective, Ram is an opportunistic demagogue, who uses rhetoric about democracy to gain power, while sacrificing the well-being of his people, for political gains from the alliance with dangerous cultists, who plot against me.

Mostly True, although I am trying to play him as dedicated to democracy. Just willing to go a bit farther than most to get it.

Edit-Edit: I did put off opening the clinic, don't remember why now. But those are pretty much charity on my part - I don't think I even gain REP from it (well probably gain a bit, but clearly not that much). At least my clinics don't threaten to explode and take out the District with them...

In my defense, I didn't know when I signed up for it that it would be this dangerous. The fires and all I expected. Not a nuke if you shut it down.

Because Thelonius made one, here's the Revolution's view of the factions:

Blackfists: Chaotic Neutral
Champions of Sovereignty: Lawful Evil
Church of Neposh: Lawful Evil
ESGE: Neutral Good
Gear’s Chosen: Chaotic Neutral
Heladuit Court: Lawful Neutral
House Wallen: Lawful Good
Mercantile Guild: Lawful Neutral
Ork Uprising: Lawful Neutral
Order of Wren: Chaotic Good/Neutral
Ram Revolution: Neutral Good, of course.
Sausage Guild: Neutral Creepy
Silversmith: True Neutral
Technist Guild: Lawful Good
Wardens: Lawful Neutral
Bloodhaven: True Neutral, leaning towards Evil (can't prove it, but you have a slight slimy feel about you IC. Not entirely sure why.)

These are, of course, slightly biased, and there are several factions I guessed on b/c I haven't had much dealings with them. Most of the SGA and noble houses, for instance. I tried to be nice and only label as evil people I've actually dealt with. :P

oblivion6
2012-11-26, 07:53 PM
And I'd have preferred for that information to remain out of OOC thread,

Oops, wasnt thinking...:smallredface:

Thelonius
2012-11-26, 07:54 PM
Bloodhaven: True Neutral, leaning towards Evil (can't prove it, but you have a slight slimy feel about you IC. Not entirely sure why.)

Heh, that's a refreshing opinion. Might be onto something, eh. :smallwink:

Grimsage Matt
2012-11-26, 07:57 PM
The Technists list;

Blackfists: Lawful Chaotic
Champions of Sovereignty: Mcguinty
Church of Neposh: Vatican
ESGE: Neutral Good
Gear’s Chosen: Chaotic Macheine
Heladuit Court: Neutral Ploting
House Wallen: Neutral Good
Mercantile Guild: Lawful Coin
Ork Uprising: Good Rebels
Order of Wren: No idea, but odds are hidden
Ram Revolution: 3:1 odds
Sausage Guild: Neutral Creepy
Silversmith: Neutral
Technist Guild: Lawful Macheine
Wardens: Lawful Suberversion (Murksa, remeber?)
Bloodhaven: Neutral Opium
ESBA; We forgot about them

And theres my list.

Ragnar Lodbroke
2012-11-26, 09:33 PM
Wallen list

EBSA: Lawful Neutral

Blackfists: Chaotic Neutral (Well, they ARE a nightmare, but they are not precisely the Librarian of the elements. Now THAT was Chaotic Evil)

Champions of Sovereignty: Lawful Neutral

Church of Neposh: Lawful Evil (To be honest, I'm not sure)

ESGE: Lawful Good

House Wallen: Neutral Good (It strikes me as odd to be catalogued as Lawful
Good, but to be honest it's a good description of my game so far. I picture Wallen as neutral good for his detachment of tradition)

Gear’s Chosen: Chaotic Neutral

Heladuit Court: True Neutral / Lawful Evil (Since they have been worrying only about their own well-being and little more)

Mercantile Guild: Lawful Neutral

Ork Uprising: Lawful Neutral

Order of Wren: Chaotic Good

Ram Revolution: Chaotic Good

Sausage Guild: Neutral Creepy (I know, it's a copy paste but come on. It's
their alignment, definitely)

Silversmith: Lawful Neutral

Technist Guild: True Neutral (They are like Switzerland in this game. Talk to everyone but marrying no one)

Wardens: Neutral Evil (They are bullies, I tell you!)

Bloodhaven: Lawful Evil (Posing as Neutral/Chaotic Good)

Nyrt
2012-11-26, 09:44 PM
I can follow what's going on in the upper city, but I have no idea what's happening down in the lower city most of the time. I just don't come into contact with the lower city much.


Lord Founder's list:

Blackfists: Oh, them. Making a storm over every little thing. Great entertainment!

Champions of Sovereignty: Nice kid, a bit too serious.

Church of Neposh: Religious Muckamuck

ESGE: Why, that's Me!

EBSA: A bunch of stuffed up bureaucrats; don't tell 'em I called them that.

Gear’s Chosen: Those the blokes with the bloody big airship? No?

Heladuit Court: *cough*hehehe*cough*

House Wallen: Nice enough fellow. Odd political views. That Betoui lady, though: What a personality!

Mercantile Guild: A fine establishment, if you ask me. Haven't been recently.

Orc Uprising: Oh, more orcs? Well, I don't suppose I'll be seeing many of them around here.

Order of Wren: Who?

Ram Revolution: Eh, they don't really understand government, but who can blame 'em? They don't know better.

Sausage Guild: Sausages are decent, meat pies are delicious. Wish I could hunt whatever it is they use, because it certainly must be big, to feed so many people.

Silversmith: Huh? Do they do silver? I mostly own gold, I'm afraid. And steel.

Technist Guild: Oh, those are the blokes with the bloody big airship.

Wardens: I think I've heard of them... They the chaps with the militia?

Bloodhaven: Jolly good chap, assistant's quite a looker, eh? Patched me up right as rain. Tends to make huge overblown public challenges, though. Once again, great entertainment.


With that out of the way, I should probably clarify something: I'm basing a lot of my dealings with the Orcs on the idea that there are a lot fewer orcs in the upper city than the lower city. I realize that there are orcs in the city, but most of the nobility, at least in the area I'm in, probably either don't come into contact with many orcs or deliberately avoid their company.

I do feel like I've been playing the ESGE too passively, though; being too reasonable. Not really doing enough absurd expeditions and such, too much philanthropy and public works. Doing what makes the most sense to do, rather than doing what the ESGE would most likely do. It's hard to make a decision on whether to do what gets the most advantage or to do what the Gentlemen would enjoy most.

Huh. I should probably start keeping up with the OOC.

Eldan
2012-11-26, 09:52 PM
So far, the only player faction I'm sure is evil is the Librarian of Elements. Everyone else cna make a good case for neutral. I'm also not really sure if anyone is good.

Imperial Psycho
2012-11-27, 04:46 AM
I do well on everyone's lists! Apart from the ESGE, I suppose. All according to plan. :nale:

Thelonius
2012-11-27, 06:34 AM
I do well on everyone's lists! Apart from the ESGE, I suppose. All according to plan.

''Mother.... You shall be avenged.''

(close up on the picture in a locket Wren wears reveals Desoui's face)

What a twist!

Eldan
2012-11-27, 07:38 AM
Says the amnesiac genderswapped clone of Desoui?

Greystone
2012-11-27, 01:17 PM
Did Bloodhaven and the Technists forget me on purpose.

On to the EBSA's view on everyone.

Blackfists: Lawbreakers and Anarchists, a danger to the continuing prosperity and safety of the city.

Champions of Sovereignty: A contender for a legitimate government, but seems to waffle between compromising too much or too little.

Church of Neposh: We have had limited interaction. As long as they follow the law, we have no issue.

ESGE: Law abiding citizens and defenders of the peace. The ESGE has been nothing but helpful in various crisis's across the city.

House Wallen: An excellent supporter of the provisional government, law-abiding, and one of the few sources of compromise in the city.

Gear’s Chosen: They strike us at reckless, but we have had limited interactions. Their association with the Blackfists and apparent disregard for safety procedures color our interactions negatively.

Heladuit Court: Rather rude, and unwilling to help the city. Otherwise, so far not a problem.

Mercantile Guild: Hard workers, and the source of much income in the city. However, recent conflicts force us to monitor their activities.

Ork Uprising: Very respectful, and seem to honestly wish to become productive and law-abiding citizens.

Order of Wren: Mysterious, all we know is that he seems to work closely with the Blackfist, which throws a veneer of suspicion upon his order.

Ram Revolution: We respect their appreciation of the common people and law, but their recent closeness with the Blackfist has strained our relationship, as has their apparent refusal for compromise.

Sausage Guild: They seem... orderly. We aren't entirely sure how to treat with the Guild, but in our dealings they have been respectful.

Silversmith: Part of the SGA, seems like more hardworking and law abiding guildsmen. We have had no problems with them.

Technist Guild: They also strike us at reckless, but we have had limited interactions.

Wardens: Brave men and women attempting to keep order, but they do seem to be relatively heavy handed. We will watch their actions to discern whether they are a help or harm to the city.

Bloodhaven: From what we've seen, besides for some... skirting of the law in relation to drug cartels (no blatent breaches of law), the Bloodhaven seem to be a boon to the city and its populace.

(This, of course, are my IC thoughts. My personal thoughts... I'll keep them to myself. )

Grimsage Matt
2012-11-27, 01:42 PM
Added the ESBA in to me List Greystone.

ArcaneStomper
2012-11-27, 03:46 PM
On the one hand I think folks are unfairly skewing their views of the Sausage Guild based on certain perfectly normal processes which only appear odd to the uninformed.

On the other I have my own alignment spectrum all to myself. Everything is going according to plan. MWAH HA HA HA.

Grimsage Matt
2012-11-27, 03:51 PM
Avenger, have to ask you something. Is the operating manuel for the Network over 50lb's?

puppyavenger
2012-11-27, 04:34 PM
Avenger, have to ask you something. Is the operating manuel for the Network over 50lb's?

Ha, manual :smalltongue:

razovor
2012-11-27, 06:08 PM
Ragnar, please remember to put [pm] before our private conversation. People could be reading it.

Ragnar Lodbroke
2012-11-27, 06:14 PM
Ehem, I wasn't aware it was PM. Wallen is currently at the University (I'm spending his action there) and Madame Beteoui is at the SGA.

It could be between the king and Ser Wallenstein, but that would be horribly out of character.

EDIT (Razovor):Do you have some kind of Trait that allows you extra PM's? If that's the case, I apologize, and will get to correct the posts right away.

razovor
2012-11-27, 06:32 PM
You thought we were discussing this openly!

That would be devastating.

ArcaneStomper
2012-11-27, 06:33 PM
It doesn't really matter if you think you were discussing it openly or not. If you don't have enough VIPs to cover your PMs, then you don't really have a choice in the matter. You either trust your def esp and risk exposure or refrain from speaking.

It's one of the reasons the Sausage Guild doesn't say much. There are factions that can read any non PM message, and we don't have enough VIPs to cover many messages.

razovor
2012-11-27, 06:34 PM
I've got the VIPs. I assumed Ragnar would tell me when I sent the first PM message if he didn't.

Well, actually, I assumed he'd have enough VIP's. But the first one works too.

Ragnar Lodbroke
2012-11-27, 06:36 PM
Whoops, sorry, then. I'll send Ser wallenstein to discuss the matter, worry not.

razovor
2012-11-27, 06:40 PM
Thank you. :smallredface:

I'll be more considerate in the future. Always need to remember to ask first before starting a PM conversation.

Ragnar Lodbroke
2012-11-27, 06:43 PM
And I will keep in mind to tell my fellow players when something like this comes up.
Sorry, I really thought you had a trait or something there :smalltongue:

(Which, by the way, seems like a perfectly good trait to have, if you don't mind me saying).

razovor
2012-11-27, 06:46 PM
I would like a trait like that.

EDIT: I'll answer you in the morning. I need to sleep on this.

ArcaneStomper
2012-11-28, 02:56 PM
I suppose it's time the Sausage Guild responded IC. Now I just have to go through 6 pages of messages to see what I've missed.

puppyavenger
2012-11-28, 03:35 PM
So should I take the lack for response as a go-ahead fro the whole "deputize religious fanatics to purge Elfwatch of gangs and drug dealers" plan? Because, well I know theo joked about half the city supporting me over him but Id' expect at least some comment form the upper city.

Thelonius
2012-11-28, 04:16 PM
I'll wait for the Ram and Blackfists to valiantly defend people's personal choice in choosing their poison.

Eldan
2012-11-28, 04:20 PM
I already made a statement. Perhaps you didn't see it.

Thelonius
2012-11-28, 04:50 PM
Ah, saw it now. So Blackfists, muscling on drug trade, eh. Well, it sounds like something you'd do.

Grimsage Matt
2012-11-28, 04:52 PM
The Technists could help, but we are moraly opposed to drugs overall. If the people want to take 'em? Fine, we won't stop them. But we must set up a rehab center in a bit...

Murska
2012-11-28, 05:14 PM
"It is a choice to drink alcohol. But when Peacocks slip drugs into people's drinks, offer them as candy to young children and refuse to grant food to those who don't also take opium, and once one takes a single hit they're forever addicted and unable to break free without reserves of willpower that are extremely rare in anyone but heroes of folklore, that's not a choice."

Thelonius
2012-11-28, 06:09 PM
Well, what about Wardens killing innocent women and children in the Shattered Lands in their regular massacres, as well as anybody who says a word against them in Sav Altulus, not mentioning lesser crimes of torture and extortion?

Copper8642
2012-11-28, 06:14 PM
The Wardens will begin a massacre in my general direction if I openly speak ill of them?

Now I know what to do if I get bored and desire a challenge!

Murska
2012-11-28, 06:19 PM
Well, what about Wardens killing innocent women and children in the Shattered Lands in their regular massacres, as well as anybody who says a word against them in Sav Altulus, not mentioning lesser crimes of torture and extortion?

What about it? If you intend to somehow tie our habitual massacres to the current topic, then massacring someone would probably count as a choice whereas being massacred is not really a choice. But speaking ill of the Wardens is a choice and one done with the full knowledge that doing such will result in getting massacred - in that case you can't blame those who commit the massacre, any more than you could a bar owner for selling to a customer, for the actions of the individuals being massacred were chosen by said individuals in a way that naturally brought down said massacre.

By the way, I would like to note that no such thing as 'innocence' exists within the Shattered Lands and therefore it's not possible for us to have ever massacred an innocent woman or child (or man for that matter) as Sav Altulas does exist within Shattered Lands.

Thelonius
2012-11-28, 07:30 PM
And here I was making an example, how easy it is to demonize others, by making stuff up... or I guess accidentally telling the truth.

Grimsage Matt
2012-11-28, 07:33 PM
Technists are ofering their Card Shuffler to pick names for the jury. And ya, we should be able to rigg it....

Nyrt
2012-11-28, 09:24 PM
I find it funny how it devolved into the supporters of rival gangs shouting "arrest them!" "No, arrest them!" (or at least that's how it was from the ESGE's perspective)

Also, I don't think we actually have an official judicial system. I mean, there's a jury and all, I guess, but there are no judges or even an official process, as far as I can tell.

And did my building permit request ever get approved? I think that got lost in the various crises that came up. I'll bring it up IC, if it hasn't. I'm asking, because people were posting faster than I could read (on my tiny ipod screen) at points today, so I may have missed it.

Rafinius
2012-11-28, 09:45 PM
Doesn't the EBSA make up the judicial system? I thought it was now pretty much the same as before the whole crisis (courthouse, prosecutor, lawyers ect.) except that the Judge can't make any decisions anymore. I guess there is still the question of how many people are in the jury and how they are selected (neighbourhood, district or whole city and maybe differently depending on the severity of the crime) but mechanically it is pretty much a random diceroll against a DC depending on how guilty and/or unliked someone seems.

oblivion6
2012-11-28, 09:47 PM
I personally have to side against the Gears accusations. The Peacocks have not done anything to hurt anyone besides those who voluntarilly use the drugs they deal in.

I dont really object to someone issuing building permits.

Zemalac
2012-11-28, 10:02 PM
I like how this game has had me writing from the perspective of everything from opium dealers to hardline divine-right nobility. All of the positions that a modern audience would consider to be reasonable were taken by you guys, so I'm left with the politically incorrect ones. It's fun.

Rafinius
2012-11-28, 11:54 PM
What's wrong with the opium dealers? :smallbiggrin:

To be honest, if they are not lying and actually hooking people up to it against their will, I would personally find them more trustworthy than anyone in the RSA.

puppyavenger
2012-11-28, 11:59 PM
What's wrong with the opium dealers? :smallbiggrin:

To be honest, if they are not lying and actually hooking people up to it against their will, I would personally find them more trustworthy than anyone in the RSA.

Dammit, I need those oppressed wage-slaves working themselves to death in my factories, not walking around in a drug-fueled haze!

Rafinius
2012-11-29, 12:31 AM
If the various prerequisites to become a citizen were just potential compromises then I think my Orcs are official citizen now.

I have the votes of the King, the Ram, the Lodstrom Party, and the Mercantile Guild.
Only Lord Founder, representing the old nobility, was against granting immediate citizenship.
Doctor Vassari is out of town and the EBSA seems to abstain. And even if they had voted against it my cause would still win 4:3.

Take that Nyrt :smalltongue:.

@Greystone: I am still waiting for an answer regarding the details of how a field office is supposed to be set up. Or, in other words, how much you want me to pay for it. If you don't answer IC before the EoT deadline you will either have to build it yourself or wait a turn.

ForzaFiori
2012-11-29, 12:31 AM
What's wrong with the opium dealers? :smallbiggrin:

To be honest, if they are not lying and actually hooking people up to it against their will, I would personally find them more trustworthy than anyone in the RSA.

Is the Revolution really untrustworthy? :smallconfused: We've come out and stated our goals at every opportunity, and are attempting to realize them. I don't think they've ever purposefully lied to... anyone really. At least, I don't remember that (my memory isn't good though).

We're trustworthy, just ruthless. As long as your not currently in our wont mess with you. Unfortunately, right now the city is pretty much split between those gallantly fighting for the people and those despicable nobles and rich folk. :smalltongue:

puppyavenger
2012-11-29, 12:32 AM
Is the Revolution really untrustworthy? :smallconfused: We've come out and stated our goals at every opportunity, and are attempting to realize them. I don't think they've ever purposefully lied to... anyone really. At least, I don't remember that (my memory isn't good though).

We're trustworthy, just ruthless. As long as your not currently in our wont mess with you. Unfortunately, right now the city is pretty much split between those gallantly fighting for the people and those despicable nobles and rich folk. :smalltongue:

And we're not untrustworthy! We've said at every opportunity that we simply want to realize the Divine Plan and bring the city closer to perfect. Nobody ever asked for details :smalltongue:

Rafinius
2012-11-29, 12:40 AM
Is the Revolution really untrustworthy? :smallconfused: We've come out and stated our goals at every opportunity, and are attempting to realize them. I don't think they've ever purposefully lied to... anyone really. At least, I don't remember that (my memory isn't good though).

We're trustworthy, just ruthless. As long as your not currently in our wont mess with you. Unfortunately, right now the city is pretty much split between those gallantly fighting for the people and those despicable nobles and rich folk. :smalltongue:

You are supposed to be the Democratic representative for the whole city. No one ever voted for you. Actually I never saw any voting happening on any matter whatsoever. It also seems you only care about the districts in your own control.
Recent examples:
Compromising or refusing to compromise with the monarchists, both without as much as a referendum.
Speaking out against the Peacocks without first finding out if opium is illegal.
Supporting the "responsible" use of opium, not taking into regards the opinions of potentially more conservative citizen.

EDIT: I'm just saying I (OOC) would rather have Peacocks in my neighbourhood than the Gear's Chosen.
In character the Orcs don't really like to be involved with either.

ForzaFiori
2012-11-29, 12:57 AM
And we're not untrustworthy! We've said at every opportunity that we simply want to realize the Divine Plan and bring the city closer to perfect. Nobody ever asked for details :smalltongue:

Exactly. The idea that the RSA is deceitful or in any other way malevolent is all a vicious stereotype of the poor, oppressed people (who are in reality simply struggling to improve their rights and become equal in the eyes of the rest of the city) forced upon them by the rich and powerful.


You are supposed to be the Democratic representative for the whole city. No one ever voted for you. Actually I never saw any voting happening on any matter whatsoever. It also seems you only care about the districts in your own control.
Recent examples:
Compromising or refusing to compromise with the monarchists, both without as much as a referendum.
Speaking out against the Peacocks without first finding out if opium is illegal.
Supporting the "responsible" use of opium, not taking into regards the opinions of potentially more conservative citizen.

1) Constantine Richter was elected by the Revolutionary party as their leader in the fight for justice, and the first president of their new government. For most allocations of resources, the parliament votes on the matters, though the president has emergency powers, and a few smaller things he is allowed to do without consulting parliament, such as negotiate with other powers, though any treaties must be ratified by parliament. I didn't know you wanted an exact vote count and rundown of the discussion of each request, though I suppose I could give you them if you want. New elections are held every five years, and he has currently been in power for just less than 2. (He was elected shortly prior to the game's start, and the game has been running for just about a year) When they come around, any citizen in territories that support our constitution (and are therefor part of our new government) are free to vote for whomever they want (that is also a citizen in above territories) as president.

2) I have been elected as the official representative of the areas I control by a general election, and to the council by an open one. This gives me the legal right, as set down (also in open discussion and voting) at the same meeting that produced the council. We have been tasked with creating a new constitution and government for the city. My discussions with the Monarchists on how the government should be run were nothing other than me fulfilling the duties required of me by my city. I was supporting the ideals that those I represent hold, which is the rights of the people in government.

3) The Revolution does not support the prosecution of any vice crime, including drug use. Therefor I was stating the revolution's perspective on the matter, which is what I tasked with doing in the above election. Our views are that every citizen of adult age has the right to imbibe whatever he/she wishes (meaning we support drugs being legalized like alcohol), and the right of citizens to open a business of their choice (meaning we oppose monopolies). I gave my support because it is the feelings of the majority of the people that I represent. How in any way is this lying? We are discussing the problem of the opium dens, and I gave the views of the people I represent. It is now up to the government of the city (at this point, the council) to take all points into consideration, and then vote on the matter.

Thelonius
2012-11-29, 04:35 AM
I like how this game has had me writing from the perspective of everything from opium dealers to hardline divine-right nobility. All of the positions that a modern audience would consider to be reasonable were taken by you guys, so I'm left with the politically incorrect ones. It's fun.

Ahem.


You are supposed to be the Democratic representative for the whole city. No one ever voted for you. Actually I never saw any voting happening on any matter whatsoever. It also seems you only care about the districts in your own control.


Holy crap, that’s exactly my reasons for disliking Ram. They only care about their own, while claiming to speak for the whole. And yeah, most of the people under their control, haven't actually voted for them. It might happen in three years, but who knows?

Though in all fairness, Champions shot down compromise, not Ram.

Jury

I'm certain all citizens of Sav Altulus would welcome ESBA collecting data on their names, addresses and occupations. And when I'll check, they'll remember to give the same information, as they did the first time.

razovor
2012-11-29, 06:03 AM
Though in all fairness, Champions shot down compromise, not Ram.

I brought a compromise with me to the negotiating table.

They shot that down, demanded more compromise, which I then shot down.