Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 5 12345 LastLast
Results 1 to 30 of 136
  1. - Top - End - #1
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default TW: Kingdoms of the Void OOC

    Spoiler: Setting Background
    Show
    Two thousand years ago the golden age of the Harmonious Collective came to an end. As the collective splintered colonies withered and raiders sacked the few remaining prosperous regions. It was a dark time as billions died and entire worlds burned. But even this came to an end as all things do.

    Warlords rose up from the primitive tribes living in ruined space ports. They slowly restored order and fiefdoms soon encompassed planets, then entire systems. This was an age of war when petty kingdoms fought over rich asteroid mines and bountiful garden worlds. From one such kingdom came Queen Hallow. A master of strategy and diplomacy she conquered first one nearby system, then two, then three, then an unstoppable tide as her grand navy spread through all the warp lanes.

    In mere decades she had carved out an empire and declared herself Empress Hallow the first of her name. And for one last decade she ruled and prospered before an assassin killed her in her sleep. She had taken the time to ensure the stability of her realm however and her son was able to succeed her with only a minor civil war. He was unimpressive on the battlefield and relied on his generals to fight for him, which resulted in a slow loss of the outer provinces, but in economics he had no peer. Under his guidance trade flourished throughout the empire binding a once disparate set of states into a unified people. He was Emperor Felder the first, and he ruled for thirty prosperous years before dying from a stroke.

    His own son however was hedonistic and lazy. Emperor Fedler II lasted a mere two months before he was assassinated by ambitious rivals. The empire then plunged into a five way civil war as his cousins fought to determine which of them would ascend the Titanium throne. And so it went for the next thousand years. A family would manage to hold onto the throne for two or three generations before falling to their rivals and a quick succession of feuding emperors. The empire grew in fits and starts. Sometimes a brilliant strategist would rapidly expand the frontiers, or a colonization effort would push into the unknown. Other times entire sectors would break off in civil war not to be reclaimed for centuries.

    Now however the Imperium is a gutted shadow of its former glory. It was last united under the illustrious House Laramy, and they have been dead for over five hundred years. Now it is divided into squabbling petty kingdoms who can barely muster the forces necessary to defend the Imperium's borders from it's many foreign enemies. Every so often a noble house rises to power and attempts their bid for the Titanium throne, but inevitably the arouse the wrath of their many rivals and are torn from their seat before they can succeed.

    There is a new hope for the Imperium however. Scholars and relic hunters across the sectors have begun to unearth ancient Archon keys. Legendary artifacts from the gold ages they are said not only to possess formidable power in their own right, but if united will unlock the Titanium Throne for their bearer. Now houses across the Imperium are scrambling to claim a key to assert their claim, and from their cast covetous eyes on the keys of their rivals.


    Additional Background

    The Rules

    IC Thread
    Last edited by ArcaneStomper; 2020-05-07 at 02:39 PM.

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: TW: Kingdoms of the Void

    Spoiler: More Background Information
    Show
    Warp Gates
    The warp gates are odd things. Congealed masses of something that is not wood or bone or coral, but definitely should not be sitting in space AUs from any planet. They are found rather than made, but they are found regularly and form the basis for all interstellar travel

    Technology
    Day to day technology in the empire is advanced, but stagnant. When the majority of colonies are struggling to survive on harsh worlds and more prosperous colonies are the prizes in constant wars it is hard to fund scientific progress. As a result the base level in most areas is just high enough to make interstellar travel reliable, but rugged enough to survive a firefight.

    Commerce
    There is a complex web of trade spanning the entire empire. Cargo freighters haul food, ore, and finished goods constantly from world to world. Most people, even nobles, think little of the complex infrastructure that supports society. Even during wars most trade ships are allowed to pass unmolested for a colony that is unsupplied is one that is headed towards ruin. And such a fate prompts far more vicious defenses.

    People
    The nobility of the empire can trace their lineage back for hundreds of generations to the time of the first Empress and beyond. Not all of this is necessarily true, but the perception of legitimacy can matter far more than the actual fact at times. This fact is so pervasive that even the so called commoners can often trace their ancestry back to one noble house or another.

    The Outer Expanse
    The empire can be many things. Rich or poor, harsh or pleasant, peaceful or violent, but it is at the heart a stable place. Life goes on and no matter what the machinations of the nobility most people can expect life to go on. Outside the empire however this is not true. The stars are strange out there, and the people worse. And that is where there are even recognizable people at all. Many systems are filled with enigmatic artifacts and exotic phenomena that defy description and can bring wealth or misfortune to those who travel there.

    Miscellaneous
    Ships in the empire are large, but not gargantuan. The size of the warp gates and the power of most Imperial engines limit their scale to a kilometer or so on the large end with a few thousand crew down corvettes a few dozen meters long operated by half a dozen people.

    The empire is big and slow moving. Crossing it takes time, as does marshaling resources. But when the great houses do take action they do so on a massive scale. Each turn is five years in game and events are correspondingly large in scope. For instance if pirates show up in a sector it will be a virtual horde of marauders plaguing the trade routes rather than one or two lurking near a warp gate.


    Spoiler: Vassal Expectations
    Show
    Vassal Expectations
    There are certain expectations on both sides of the vassalage system. Some of these are broadly applicable while others are specific to certain situations. I will attempt to list them below.

    Spoiler: Liege Responsibilities
    Show
    1. Once a vassal has sworn fealty their liege has a responsibility to protect them from outside threats.
    2. In general the liege is expected to leave the governance of the vassal's subjects in the hands of the vassal.


    Spoiler: Vassal Responsibilities
    Show
    1. The vassal is responsible for providing to their liege some portion of their assets in tribute and raise a levy to aid their liege in war.
    2. The vassal is responsible for not provoking outside powers into hostility.
    3. The vassal is responsible for keeping their estates running in good order.


    Spoiler: Vassal Freedoms
    Show
    1. A vassal may form a rivalry with another vassal of their liege as long as it does not compromise either vassals ability to provide tribute to the liege.
    2. A vassal may pursue neutral relations with foreign powers such as trade of goods and services as long as the foreign power is not a rival of their liege.


    The above outline the general approach that the NPCs will take to vassalage. Below are some specifics dependent on Rank and the assets of the vassal.

    ---By Rank---
    The greater the rank the more autonomy a vassal will want. The following outlines the general expectations each rank of NPC will have about vassalage.

    Spoiler: Colony Site
    Show
    An earl has little recourse in vassalage. Their liege can and will demand that all their assets be used for the liege's purpose. (Basically making an earl vassal absorbs them into your stats.)


    Spoiler: System
    Show
    Count's tend to have more freedom. They expect to retain enough stats for personal use that they can continue to expand. Given said stats they will attempt to colonize all free sites around them, first in their system and then in adjacent systems. If they run out of non controlled space they will attempt to vassalize Free Earls, and finally stockpile their assets in order to afford trade hubs and equipment. (Basically counts are NPCs under GM control who will submit most of their stats to help with the player's goals. But they expect to retain 2-3 stats for their own personal use every turn.)


    Spoiler: Cluster
    Show
    Duke's expect a lot of freedom. They will want to retain a full system's worth of stats for their personal projects. Not only will they expand across adjacent counts and earls, but they will look for suitable non adjacent systems if they feel secure in their current position. Duke vassals will also move their capitals if they find a better system than their current one. And they will want either greater autonomy in dealing with foreign powers or a large say in their liege's actions. (Dukes want a system worth of stats and greater autonomy. Expect most dukes to negotiate a more detailed treaty before agreeing to vassalage.)


    Spoiler: Sector
    Show
    King's want near total autonomy. It is possible to force a more stringent vassal treaty on them, but they prefer to be treated as allies rather than vassals with the emperor consulting them on potential projects to be completed rather than ordering it. If possible a king will want to be able to conduct entire wars in order to expand their personal holdings. (Basically getting a king as a vassal is going to require a unique treaty every time.)


    ---By Stat---
    Not every stat is equally useful to a vassal. Depending on what they primarily use their expectations will change. This is most applicable at the count and earl ranks as Dukes and above will have a broad spread of stats. The following stats are what the vassal has for their own usage. A count with five Navy and two Market would still fall under Market if that was what they were allowed to use for themselves.

    Spoiler: Navy and Agency
    Show
    A vassal with mostly Navy or Agency stats will be unable to effectively grow. As such they will expect their liege to provide an allowance of trade in return for their fleets or operatives. In the event that their fleets or operatives are destroyed they will expect replacements.


    Spoiler: Market
    Show
    Vassals with market are quite well off. They will expect to be able to use their markets for any purpose, but they don't expect their liege to provide material support. They do expect protection from attacks.


    Spoiler: Science
    Show
    Vassals with Science have options. They expect to retain the rights to their designs and equipment though they will share them with their lieges on a right of first refusal basis. Most vassals will freely share their designs if pressed, but they will not be happy unless the need is clearly urgent. Science vassals will also attempt to retain at least one market for personal use in order to build equipment from their designs.


    ---Final Notes---
    All of the above is only the implicit understandings involved in a vassalage treaty. This is what the NPCs expect by default, but any or all of it can be changed if the player wants to negotiate a different treaty. An NPC with multiple liege options and a rich position will negotiate harder than one that is on the verge of being destroyed.


    Spoiler: Imperial Transit Regulations
    Show

    One of the few things that have survived from the time of the old Imperium have been the laws and customs regarding the usage and monitoring of warp gates. As the only method of interstellar travel ever discovered they remain shrouded in mystery and near inviolate in times of trouble.

    Regular Travel
    A system cut off from the rest of the Imperium is one that is going to stagnate and wither. Even during the dark times of the post cataclysm systems were still able to trade essential goods with their neighbors.

    As such the free passage of ships through the warp gates is enshrined in Imperial law and followed by most Houses even as they disregard other Imperial regulations. Merchant shipping itself is regarded as so vital that even during times of war houses will never cut the trade lanes of their enemies. And military vessels are generally allowed free passage if given regular notice.

    Blockades
    However it is still the right of a noble house to restrict travel into their territory if they wish. Even if it is one they use rarely. The lightest form of this is restricting the travel of military forces wherein a house will post their own forces at a gate with orders to turn back the military forces of one or more other houses. Even this is a step rarely taken unless the house is engaged in actual conflict.

    The harsher sanction is the full lockdown. At this point the house will blockade the gate and prevent all travel. Since there is very little reason to do this most houses view it as an extreme step and view blockaders with disfavor. A house is unlikely to enforce a lockdown unless it feels it is under heavy threat.

    Warp Gate Stability
    Most houses in the Imperium rate their warp gate's on some form of stability scale. Most of which are derived from the old Imperial tables. This is as follows.

    Category 0: Completely Stable no risk of loss.
    Category 1: Stable minimal risk
    Category 2: Minor Instability risk that the occasional convoy will be lost every few decades
    Category 3: Instability risk that the occasional convoy will be lost every few years
    Category 4: Major Instability risk that the majority of convoys will be lost.
    Category 5: Hazard Gate only occasional convoys will make it though
    Category 6: Death Gate nothing will make it through

    Destabilizing a gate beyond category 3 is regarded by most houses as effectively the same as a blockade.


    Public Information
    Last edited by ArcaneStomper; 2020-05-09 at 02:42 PM.

  3. - Top - End - #3
    Ogre in the Playground
     
    Zweanslord's Avatar

    Join Date
    Jul 2005
    Location
    The Netherlands
    Gender
    Male

    Default Re: TW: Kingdoms of the Void

    Starting Stats & Archvies

    Story Tokens Spreadsheet

    NPC Houses

    Spoiler: NPC Houses
    Show
    House Ottenfels

    Leader: Duchess Burgunda Ottenfels

    Stats: 11 Navy, 11 Agency, 3 Market, 5 University
    Traits: Aggressive Commanders, Technology: Gravitic Containment
    Doctrine: Carriers
    Messaging: 5 Cypher, 7 Enigma

    Embracing technology to a profoundly deep level, House Ottenfels is well known for its robotic augmentation of the human lifeform. Many of its people have robotic parts, from robotic eyes, robotic arms to the elite having nanorobots injected in their bloodstream to expand their capabilities. The society is controlled by digital systems, with credits meaning little. The people are ranked by a digital score, their reputation, with nobles naturally being exempt as their reputation is without compare. Those with low reputation are forced to be augmented with hardware which manipulates their mind, leading to an obedient, strong and hardworking workforce. These are set to building warships and spy satellites. With the industry harshly controlled to these ends, the Ottenfells market is lacking comparison.

    Led by Duchess Burgunda Ottenfels, a strong female augmented with robotics, she is known as a furious noble, loud mouthed and brash. Her loud side is kept somewhat under restraint when dealing with reputable nobles, in line with the Ottenfels society valuing reputation.

    House Sivivik

    Leader: Duke Ardif Sivivik

    Stats: 11 Navy, 6 Agency, 7 Market, 6 University
    Traits: Government: Byzantine Bureaucracy, Noble: Traditions of Fealty
    Doctrine: Battleships
    Messaging: 5 Cypher, 5 Enigma

    Only the most expensive, the highest quality, the best, is good enough for House Sivivik. Their style is ornate, but also geared towards power. The bigger and ornate, the better. Large structures with decorations, broad spaceships with mighty rune-inscribed guns blasting with power, clothing fashions with furs of exotic beasts and intricate designs. Long hair, including long beards, are always in style, with braids. Their make shows strength and refinement. Luxury is simply a necessity. What they spend on appearances, leads to a bit of organizational mess inside, with the often thrown parties, festivities and balls aiding in the mess. However, the people are very proud of their heritage and their love of the fests leads to great loyalty.

    His Grace, Duke Ardif Sivivik, is an unpredictable person. What may draw his fancy one day, may be disgusted the next. Moving from fashion to fashion, he drapes himself in the luxuries of House Sivivik and cannot refuse an invitation to a noble party. Unless, ofcourse, he is distracted by a another dalliance.

    House Vaulxerr

    Leader: Duke Icert Vaulxerr

    Stats: 13 Navy, 1 Agency, 7 Market, 9 University
    Traits: People: Genealogical Charts, Analysis: Meticulous
    Doctrine: Frigates
    Messaging: 6 Cypher, 5 Enigma

    Humankind has been given the chance to enhance its form and so we should! House Vaulxerr has deeply embraced genetics. Where genetics was first used to eliminate genetic diseases, it could be used for much more. Eliminating deficiencies, then improving the immune system to viruses, bolstering natural strength, eyesight, each step giving more and more possibilities. People have cautioned about a ‘line’ which should not be crossed. But where should it be? Cloning? Altering the genome in ways barely understood? House Vaulxerr does not believe in lines that should not be crossed in genetics. This has led to genetic modification, body alteration, meddling with what is human, being all too common. Last season, tails were in fashion. Last year, centaur forms. Nowadays? Horns. Craving for information for the latest fad, the latest hype, the latest genetic advancement, the latest news item, the House years for information. After all, that is what brought humanity forward. And fashion.

    Duke Icert Vaulxerr is a clone. His earls? Clones of himself, who gained their power in politicing, marriages and other means, leading to a spread out power base. Not that the clones look like one another anymore, with all the body alteration. Duke Icert Vaulxerr is known to prefer fashion over fighting, information over strife, politics over brute force. That, or he is a coward.

    House Makpal

    Leader: Duchess Tuyoka Makpal

    Stats: 10 Navy, 5 Agency, 10 Market, 5 University
    Traits: Government: Efficient Bureacracy, Market: Leveraged Trade Goods
    Doctrine: Corvettes
    Messaging: 6 Cypher, 3 Enigma

    At their heart, House Makpal are space miners. Having established their fortune from asteroid mining, they may have expanded to planet mining, to forging goods out of the ores, refining and making mining vessels, but the profession of space miner is still the most respected. A harsh job in the harsh environment of space, where every crew members has to depend on each other. This has instilled a strict obedience to rules in their culture. With naturally, a noble at the top. Efficiently organized and good traders, they have used their mined wealth to build not just a mining fleet, but a naval fleet to defend their assets from pirates.

    Led by Duchess Tuyoka Makpal, she is a patient leader, who is willing to bide her time to see House Makpal’s growth. As representative of her House, she supports the rules and laws her House values, meaning those who do not live up to the rules of feudal society can earn her disdain.

    House Aitpur

    Leader: Duke Kanti Aitpur

    Stats: 7 Navy, 1 Agency, 10 Market, 12 University
    Traits: Noble: Imperial Blood, People: Genealogical Charts
    Doctrine: Cruisers
    Messaging: 4 Cypher, 4 Enigma

    Nobles do not merely have a divine right to rule. They are divine. Gods in the universe, they are the greatest of humanity, embracing what it is to be human and in doing so, becoming exemplary individuals as gods. Worshipped as gods by their subjects, who in turn are born into castes, from which they cannot escape. The lowest caste are slaves in all but name and the highest caste, the nobles, are gods. Human gods. They espouse purity of the human form, believing that robotics and genetics defiles the divinity of humanity. Technology is a tool, which House Aitpur wields well. One does not become a tool, but as human wields it. All lifeforms are meant to be dominated by humanity and their human gods. The Divine Hierarchy, in fact the feudal system of the Imperium, is to be favoured above all else, and a return to power of the Imperium with Kings and an Emperor is not just desired, but the very destiny of the Imperium.

    Duke Kanti Aitpur naturally sees himself as perfect candidate, with a clear line tracing back to Emperors of old. He is a seeker of knowledge, master in many sciences and under his rule, the Imperium would see an age of Enlightenment.
    Last edited by Zweanslord; 2020-05-31 at 03:31 PM.

  4. - Top - End - #4
    Ogre in the Playground
     
    Zweanslord's Avatar

    Join Date
    Jul 2005
    Location
    The Netherlands
    Gender
    Male

    Default Re: TW: Kingdoms of the Void

    Turn 1



    Spoiler: Old Maps
    Show
    Starting Map

    Last edited by Zweanslord; 2020-05-29 at 09:40 AM.

  5. - Top - End - #5
    Troll in the Playground
     
    ClericGirl

    Join Date
    Jan 2014

    Default Re: TW: Kingdoms of the Void OOC


    Spoiler: History
    Show
    The House of Au'Nté once stood as a proud member of the Imperial Family. They were a modest, almost un-noteworthy, faction who controlled modest yet un-noteworthy systems. They were the perfect candidate for other Houses, who wished to expand their influence, to target and annex so they might expand their own boarders. A decade ago the ruling Lord and Lady Au'Nté died suspiciously and his only daughter took the throne, Lady Bain Au'Nté was barely an adult and surrounding Lords realized this was their chance to finally kill off the house all together. Lady Au'Nté's first decade as ruler was a catastrophe: infrastructure failed, noble families abdicated and rebelled, peasants formed unions and her own military began to splinter under outside propaganda and threats.

    In response the Lady Au'Nté took the only option her remaining strategists believed left. Go on the offensive. House Au'Nté went off the radar and the entire family and staff were moved into the remaining naval assets. The House Defense Force was officially disbanded and splintered into small factions that each sided one way or the other. The Au'Nté Systems, now known as the Ghost Systems, fell apart: currency became worthless, education became impossible all whilst two shadow armies fought an undecla

    The Au'Nté Systems, now known as the Ghost Systems, became a wasteland. Vast naval fleets and their backing economies were ground into space dust to try and establish some form of supremacy. This civil war, now known as the Years of Silk and Dagger, lasted several years and during its course the House Au'Nté, now known as the Haunted House, vastly changed their way of ruling. Their liaisons became known as the Reapers because the only time they were ever openly present was when they were harvesting food, resources, fuel or the souls of anyone who stood in their way. Vast networks of clandestine agents and informants were setup to feed their warships with the intelligence they needed to wage war on a foe that had attacked them from the shadows and they learned every single trick of the trade themselves to use back against the ones who had originally attacked them.


    Spoiler: Description
    Show
    The current Haunted House is a far cry from any such Royal Household it may have once been. It is a product of a vicious and bloody civil gorilla war known as the Years of Silk & Dagger that may, or may not in fact, be over. Consisting of little more than an incredibly large intelligence network and a modest yet very well supported military the House is structured more like a private army than it is an actual governing body.

    Its home, the Ghost Systems, are a war stricken and resource depleted mess of colonies who have been forced to cater to the Haunted House's constant demand for intelligence agents, new naval units and all but the very last few crumbs of food their colony has to offer. Most citizens live meager lives, with meager prospects and meager education. The average citizen is lucky enough to live to middle age, have a family and those family to be able to feed and cloth themselves without having to sell information or their own bodies into the service of the Reapers.

    Recently there have been rumors that this is due to change. Whispers suggest that the Years of Silk & Dagger are at an end as the war has been won. There is a small modicum of hope. Whether or not the House Au'Nté will step back into the light and reclaim their royal prestige is currently unknown. Some believe the coup has been crushed and the original Lady Au'Nté is once again in control of the systems, others believe these Reapers are the very coup that overthrew House Au'Nté and are now posing as their victims and a million other such rumors in between. What is evident is that what has emerged from the Haunted House is a very badly beaten faction who have geared themselves entirely for war and conflict with almost no infrastructure to rely on for peacetime stability.


    Spoiler: Leader
    Show
    Lady Au'Nté, the Banshee.

    Whether or not the leader of the Reapers, and thus the Haunted House, is actually the former Lady Au'Nté herself or someone pretending to be her is not actually known. What is known is that a very intelligent, cruel and flamboyant individual has seized power of the Ghost Systems. Almost all communications is done in dark rooms, via dramatic voice altered messages or in little more than typed text messages. Those that claim to have seen them speak of insane encounters with a horrific ghostly figure and often go missing shortly after any such outbursts.


    Spoiler: Traits
    Show

    Outlaw Gate Map: 1
    Outdated Equipment: -2
    Disgraced Name*1: -1

    Cypher Team: 2

    Archives: 6 (Covert Agency Tradition, Gate Alignment)
    Naval Traditions: Battleships


    Spoiler: Stats
    Show
    Navy – 10: The Navy of the Haunted House is divided into three separate era's of Battleship. The first two are the oldest: Regent Class Battleships build before the civil war at all. These two ships, the Soire and Couteau, are the respective capital ships of each faction. The first was the only House Au'Nté battleship to survive the civil war and the second was the flagship of their assailant which was finally captured towards the end of the war. These ships are audacious and gilded hulks with huge hulls and abundant weapons. The next generation were the Virtue Class warships built in the first year of the war. These ships were built much smaller, less flamboyant and a little more suitable to the nature of the war. Unfortunately they hadn't changed enough and only three of the seven built survived: Humilitas, Industria and Temperantia. The last and most recent battleships built are the Sin class battleships. These sleek black, lightly armored but heavily armed ships all but won the war for the Haunted House of the five built all five survived: Cupiditas, Libidine, Vanitas, Invidia and Gula.
    Market – 0: Under the tyranical rules of a shadow cartel mines, farms and factories work tirelessly to meet their weekly tithes, however, dictatorships and cartels rarely produce things for export.
    Agency – 20: The long thin cold knife of the Haunted House are the Reaper—its agents. They might be your neighbor, your son-in-law or even your own mother. Harsh, cold and calculating individuals who pass information, collect tithes or even carry out the Reapers executions for the faceless cartel who control the Ghost Systems.
    The Reapers are divided into three main subsets: Cacher, Chercher and Dommage.
    University – 0: Education, of any form beyond what is needed to perform the various jobs within Ghost Systems, has ceased to exist. There is no research, no development and no expansion of human understanding.

    Trade: -5
    Prestige: 25
    Colony Sites: 35
    Ciphers: 7
    Enigmas: 3
    Last edited by Jyssika; 2020-05-07 at 11:36 PM.
    Don't mind me; I am just a child that urinates petrol having a wee on this [Insert Country] Flag.

  6. - Top - End - #6
    Barbarian in the Playground
     
    PaladinGuy

    Join Date
    Oct 2011
    Location
    Victoria, BC
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Drantio

    Many tales are told of the debauchery of the Drantio Courts, endless parties, exotic drugs and other pleasures. No rumours compare to the legendary thirst for gambling of one Connok Drantio. The last true King of Cassiopeia would take any bet, from sums of money to noble titles, even entire colonies were among his poker chips. Financing the vices of monarchs fell to the Kingdom of Cassiopeia, a wealthy manufacturing star nation known for powerful (though volatile) stock markets and bloated corporations whose wealth rivaled the great noble houses. The tale of Cassiopeia's fall from greatness is a tale of betrayal and intrigue, Connok was a passable enough politician to avoid economic collapse when he began gambling more than he had, but selling bonds to prop up the budget let the large corporations hold increasing sway in the politics of the Star Kingdom. Eventually new policies were implemented to allow the Drantio family to borrow directly from private organizations, and within a few years, the great house was deeply in debt to several of Cassiopia’s largest companies.

    The New Labrador Conglomerate spelled the end of financial independence for the Drantio family. The Guhal Banking Clan, the Stargrinder Corporation, Noo Lyfe Corporation, Camherst Shipping, and the New Labrador Financial Group manufactured a few carefully planned financial crises across the Kingdom in order to force further debts from the Drantios, and Stargrinder offered a ‘good price’ to borrow the Karkaro Fleet for counter pirate operations. Desperate to make the interest payments, Connok had little choice but to agree. That was when the NLC’s plan was truly revealed, with a few clever buy-outs and insider trading, the financial stocks on which Drantio had been relying plunged into the red, and the NLC restructured the Drantio debt to trap the family in an eternal interest spiral, with the Fleet far away, the nobles had no choice but to submit to the Conglomerate.

    The Modern Kingdom of Cassiopeia remains ruled by the Drantio Family, Connok’s granddaughter, Vanya Drantio ascended to the Throne of Coins after the death of her Father, but due to the failings of her family, she took only the title of Duchess, declaring her family presently unworthy of a King’s Crown. The true power behind the throne lies with the NLC, the interest alone on the Drantio debt is measured in the hundreds of trade per decade and the Conglomerates iron grip on domestic policy ensures that the government offers generous subsidies to the member companies, subsidies it can only pay for through further borrowing from the very companies it subsidizes. The result is a complex web of layered policy and financial structures that secures the NLC against most outside intervention, while giving rise to a strange balance between Drantio’s international political power, and the NLC’s domestic power. For the most part these two factions work together, their prosperity relies on the success and survival of the Kingdom, but in both sides wish to be master, and see the other the slave.

    Stats:
    Spoiler
    Show

    Navy: 3 - While the core fleet of House Drantio, the Karkaro Fleet, is an old fashioned battleship squadron, it is also old fashioned in weaponry, tactics, and upkeep. In these modern times, the Karkaro is little more than a parade piece, and the vast escort fleets of Stargrinder, Guhal, and Camherst form the actual Power Projection of the Star Kingdom.

    Agents: 7 - With the plentitude of internal intrigues in the kingdom, the professional talent it can call on is relatively large. Agents are drawn primarily from the corporate wetwork shadow companies such as Dissonance Solutions. They don't stand out much among the agents of other houses, but perhaps that is the point.

    Market: 15 - The Lifeblood of House Drantio, or perhaps more accurately its shadowy puppet masters, the worlds of Cassiopeia are rich in resources and the cunning to exploit them. In addition to vast natural wealth, the finished goods manufacturing sector and incredible riches of the Banking Clans mean money flows freely across the Kingdom.

    University: 5 - The Sciences are not very well respected among the nobility of Cassiopeia, most trend towards the Leitzke way of thought, but many of the larger companies run private schools and universities that are at least somewhat recognized internationally. Of significant note, the New Labrador Academy of Economics is one of the best places to learn the intricacies of deep space trade.


    Traits: 7
    Spoiler
    Show

    0 Frigate Doctrine
    The armada that the NLC formed out of its pirate hunting fleets is a small but modern force of sleek escort ships. Squadrons are usually made up of five to twelve frigates and destroyers centered around a support cruiser.

    2 Trade Hubs Tradition
    Trade has always been an important aspect of the Cassiopeian Economy, it is only reasonable that they would develop the current apex in trade technology.

    2 People Archive
    Life as a consummate gambler introduced Connok Drantio to many interesting people over the years, and his black book of contacts has been passed to his granddaughter.

    1 Cypher Team
    A wealthy nation would do well to keep an eye on the pirate communications networks and the schemes of its neighbors.

    1 Prestigous Lineage
    The choice to sacrifice her grandfathers crown was no doubt difficult, but the action did bring a grudging respect back to the Drantio family. Vanya is seen as a noble of integrity and honour.

    -1 Outdated Equipment
    The dual nature of the Kingdom makes it easy to slip in agents and intercept the occasional communication.

    -1 Debtors Mark
    The Debts of the Drantio family are far deeper than a small cost of trade, but there remain surface level debts that need to be paid immedietly.
    Last edited by A_Dinosaur; 2020-05-07 at 08:46 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Dwet
    Wardens of the Expanse

    Spoiler: Leader
    Show
    Ian Dwent

    The prodigal son of house Dwent, Ian has been praised as a paragon of chivalric virtues, and a worthy heir to the house's legacy or even higher honours... by his supporters.

    In a different light the Duke has only recently inherited with no struggle thanks to his lack of siblings, and while he has proven worthy of his military honours, Ian remains untested in higher politics, with the coming turmoil being the first test of what skills his tutors and parents tried to pass on.


    Spoiler: Description
    Show
    House Dwet are loyal knights for the throne, an archaic leftover of imperial glory and tradition, clinging to their duties from a time where the empire was actually such instead of the cluster of squabbling states it has become.

    Even so the Dwets are respected for their fervor as Guardians of the expanse (how much or how little the expanse actually covers, or what expanse they are meant to ward, has been hotly debated) even when the subisdies that made the title so attractive dried up with the empire it served.


    Spoiler: History
    Show
    The house of Dwet can trace its past (with a few bumps and detours) back to several of the many warlords conquered by Empress hallow, born of the conquered people's intermarriage with the new imperial nobility, they rose and fell in prominence, until the collapse of the first dinasty.

    In the enssuing civil war they backed based on their own familial ties, and helped get an emperor to the throne, who in the process of reforming the empire granted them the title of Wardens of the Expanse and a share of the throne's wealth to fund the navy that would do so.

    In this title the house had built its name and demesne, and its fortune waned with that of the dinasty that named them, it waned further when they backed the wrong claimant or when Ostel "the silent" claimed that the expanse not only encompassed the whole empire but that it gave him the right to rule, a claim that he couldn't see fulfilled.

    Through the centuries house Dwet has changed to be more independent, as imperial history demanded them to, "the throne is far more important than its rulers" is a notion Dwet nobles hold next to their duty to defend the former, not that they go out of their way to inform a prospective lord of this scrutiny.


    Spoiler: Traits
    Show
    Prestigious lineage (1) The Dwet are feared by their enemies and are both known and respected by their peers.

    Deluded agent (-1) keeping up with current decryption techniques became a victim of the Dwet's constant financial struggle.

    Noble traditions (4):

    -Imperial blood: tier 1.
    -traditions of fealty: tier 1.

    Starting doctrine: Battleship Doctrine. Tier 1: +50% vs Corvettes, +100% navy vs Frigates, +180% Navy vs Cruisers, +20% Cost for Navy


    Spoiler: Stats
    Show
    Navy: 13

    Historically the Dwet lords have taken their title as wardens of the expanse very seriously, and despite disagreement over what exactly they are meant to protect, since the very beginning they have known strength of arms to be the way of fulfilling this duty, and their navy is if not the best then at least up to that task.

    Agency: 2

    The Dwet intelligence network is as many other organizations within their realm, a holdover from ancient times, simpler times when cooperation with the throne was the norm, as is, pressed with bigger concerns the family has neglected it into near uselessnes, a policy that Ian shows little inclination to reverse.

    Market: 6

    The Wardens of the Expanse is a title denoting the contract between the throne and House Dwet, an empty throne or a neglectful one leaves this contract unreciprocated for large amounts of time, in the past House Dwet has covered for this in many ways and between periods of warring mercenary lords, industrious builders and loyal backers, their worlds have become if not wealthy then at least a couple of steps further away from collapse.

    University: 9

    The aristocrats serving under house Dwet strive to be the pinacle of nobility, and that means demonstrating why they are the betters of the peasantry in body, spirit and mind, thus making striving for the enrichment of the last one a must for any self-respecting noble, the Dwet lords of course encourage this practice, as it gives the house a much needed edge to cut with.

    Prestige: 85
    Trade: 0
    Colony sites: 35
    Enigma: 5
    Cypher: 4
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.

    homebrew:
    shadowdancer rework

    human ranger substitution levels

  8. - Top - End - #8
    Halfling in the Playground
     
    Chimera

    Join Date
    May 2018

    Default Re: TW: Kingdoms of the Void OOC

    House Adamant

    Faction Leader: Alexandra Adamant, Daughter of Arnold "The Fair Fist" Adamant

    Spoiler: Description
    Show

    For many generations House Adamant was a house of old and honored traditions which clung tightly to it's ideals and image. To most it was a stable but unchanging house, though some would say it was unchanging to the point of stagnation. The somewhat recent change in the house caused by the addition of a pirate lord to the ruling line has cause a great upheaval however. Now the house shows an odd mix of it's classic traditions and newfound ruthlessness. While they are eager to play up their history as a well respected name and tradition of honor when pressed they are now more then willing to play dirty. The old House Adamant was content to maintain what they had and see slow but steady gains over generations but the new Adamants are far more aggressive and eager to expand until they control all they behold.



    Spoiler: History
    Show

    A house with a mixed history. In generations past they were most known for three things: their long honored bloodline, the "knights" that made up their fleet of fighters, and their preference for keeping out of most major conflicts in favor of maintaining control of what they had. However a few short generations ago the pirate lord Drakin began to raid their systems and plunder their trade convoys. While the Adamant's did their best to counter the growing pirate menace somehow Drakin always seemed to be a step ahead. Eventually the crisis reached its peek when the ship transporting the eldest daughter of House Adamant to meet her betrothed was set upon and the princess presumed dead. Surprising after this Drakin found other targets to focus on for twenty years until the head of the house passed away. Suddenly the pirate fleet arrived in force to reveal it's new leader, a young woman named Abigail Adamant who claimed to be the daughter of Drakin and the lost princess of House Adamant.

    After a brief power struggle Abigail took charge of her house and began a new age for it. The hardened men and women that made up her pirate fleet where installed in the much more effective craft of the Adamant Fleet. She seemed to mix an impressive cunning with her family's accumulated resources to greatly expand House Adamant's holdings. When her son, Arnold, took over he proved to be a skilled enough warrior to maintain the respect of those who had roots in the pirate fleet while still managing to play to the traditions of his family to regain the support of those who cared the family's lineage more than anything. Arnold showed a greater interest in using diplomacy and slowing starting to rebuild the family's reputation than his mother however when pushed he proved to be just as willing to viciously unleash the Adamant Fleet.

    It is only recently that Arnold Adamant has died and his eldest daughter, Alexandra, has taken the throne. She has shown an eagerness for expanding her house beyond what either her father or grandmother had managed but only time will tell if she is capable of accomplishing her dreams.



    Spoiler: Traits
    Show

    Carrier Doctrine: Rank 1
    Traditions of Fealty: Rank 1 (+2)
    Imperial Blood: Rank 1 (+2)




    Spoiler: Stats
    Show

    Navy: 10- The Adamant Fleet as it stands today is the bastard child of the fleets of the House Adamant of old and the pirate fleet that followed Lord Draken. One held a long tradition of chivalry and defensive tactics that served well in defending their holdings. The other relied on well used intelligence and aggressive tactics to get what they wanted and flee while avoiding major opposition. This merging of the two has lead to a fighting force with a surprising array of tactics and a vicious streak hidden behind a honorable facade. The Adamant Knights, as the pilots of the fleet have always been known, were once often known to be called White Knights or Paladins but more and more the recent generation of pilots have begun to be refereed to as Black Knights and Bloody Templars.

    Agents: 8- While the Adamants of old had little interest in maintaining a spy network or any sort of dirty dealings this was much changed when Abigail took over. Her father's pirate fleet owed much of their success to their extensive array of informants. Some claim that the early success of the pirates was actually due to information provided by Abigail's own mother due to her resentment over being forced into a betrothal but the truth of these rumors has never been proven. Either way the Adamants have spent the last few generations attempting to expand their spy network to allow them to gain the advantage needed to further their aims.

    Market: 6- The Adamants of old build were not the most expansive traders but the influx of currency provided by the addition of hardened raiders into their midst has allowed them to begin to improve themselves.

    University: 6- While maintaining relevance the Adamants have never gone out of their way to be considered on the bleeding edge.





  9. - Top - End - #9
    Barbarian in the Playground
     
    Psilulz's Avatar

    Join Date
    Apr 2010
    Location
    The City of Lights
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Tyrun
    Faction Leader: Jayce Tyrun

    Spoiler: Faction Description
    Show
    House Tyrun is an extremely focused house. It is one of research, ever-nurturing the flame of knowledge, they seek to spread this fire and achieve a better understanding of the universe. This has led to some neglect in other aspects of the faction, though they manage to leverage their scientific achievements to make up for these deficiencies.


    Spoiler: Faction History
    Show
    Currently, House Tyrun finds itself emerging from a long period of isolation and stagnation. The previous leader of the house (and father of the present leader) was focused inwardly, nearly eschewing the rest of the Imperium. Ennin only fulfilled whatever imperial duties were required to remain in the good graces of the Empire, and offering research assistance or tutelage to the occasional noble brat. Content to further his own personal experiments, he saw ruling a great house as something of a waste of time, a distraction from his own work. It was this very same work, however, that eventually claimed his life. Now that his son Jayce dons the mantle of leadership, House Tyrun looks outward once more, seeking to build new bridges, explore the stars, and leave their mark on the Imperium.


    Spoiler: Faction Traits
    Show
    Disgraced Name +1 House Tyrun has been experiencing a rather isolationist era. In that time their reputation has decreased somewhat as they’ve been somewhat detached from the rest of the Imperium.
    Deluded Agents +3 The agents of House Tyrun have been focusing inwardly for quite some time. As the agents of the rest of the Imperium have developed different technology and techniques, the isolated agents have fallen behind considerably.
    Enigmatic Charts -1 Though a bit old, the scientific house still keeps records on a number of strange anomalies around the Imperium. Among them are a number that have been labeled for further scientific inquiry.
    Overflowing Coffers -3 The House has accumulated much wealth for assistance in research projects, access of the Starlight Bridge, and noble access to a prestigious Tyrunian education.
    Archive – People (Professor Heimfuffer) -2 It is no wonder that the preeminent professor was inclined to join the most scientifically-oriented faction. A close friend of Ennin, the professor remains with the house after it has been handed down to Jayce.
    Archive – Outer Expanse (Starlight Bridge) -2 A wondrous phenomenon located within the house’s territory. Research of the Bridge has been slowed for quite a while, as isolation did not really prioritize explorative experimentation.


    Spoiler: Faction Stats
    Show
    Navy – 2: The Tyrun navy can only be called feeble. Isolation does not really call for military might.
    Market – 5: The House’s production capabilities are modest, able to produce whatever the researchers ask for.
    Agency – 3: Tyrun’s agents have certainly not been a focus of the house. What with the house being so isolated, they work inwardly, looking for signs of rival spies and theft.
    University – 20 points: Tyrun’s true strength lies in its research, education, and technology. The premiere researchers of the Imperium, they attract many of the most gifted minds, and seek to spread such understanding and curiosity amongst the other houses.
    Many thanks to Derjuin for my awesome alhoon avatar!

  10. - Top - End - #10
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Sep 2016

    Default Re: TW: Kingdoms of the Void OOC

    House Jotenhel

    Faction Leader: High Freya Sonja Ironcrown, Slayer of Ragnar Oathblade, and Tamer of the Star-Beast Vitkar Deathbreather

    Spoiler: Description
    Show

    A house in name alone, The Jotunhel dwell in the Icy rocks of Guntar's Belt, an icy asteroid belt home to great wealth and even greater beasts. Massive Frost Wyrms that make even the void os space freeze fro their breath, Winged bat creatures that stalk the dark, and the succulent songs of the Void Siren, whose cries sound like that of a human before they tear the hearts from the men who go searching for them. Guntar's belt is home to many a horrid beast, but in order to survive this place, the people have had to grow just as strong.

    The House of Jotunhel is not in the truth, a house. At least technically. The Name Jotunhel is what they call themselves, but in truth, they are various squabbling clans who are united under the bearer of High Freya, who deals justice to each of the clans and is capable of calling for there attention. In order to become the High Freya, one has to be able to defeat the last one in an honor duel, stripped of the blessed weapons the Jotunhel are known for and fight with nothing but their hands. Strength is respected amongst the clans, more so then surely or stealth.

    In the gala's and courtrooms of other houses, they speak in jest about how the Jotunhel's only solution to solve problems is to hit it with a very large rock, yet it tends to be the last words that leave their lips if they say it directly to a Jotunhel Huskarl. With an average height of 6'2, a Single Jotun usually stands head and shoulders above the average citizen of the empire, and that's not even taking into account their sturdy muscular builds. Their attitudes tend to be stoic among outsiders, not trusting them and usually hating there soft ways. However, amongst themselves (and those they respect) they can be some of the most jovial members of the empire, laughing, drinking, and sharing stories freely

    In order to sort out grand issues, a Grand moot is usually held with all the clans in order to decide what must be done. The Grand Freya usually acts as the judge, jury, and at times executioner of these dealings. However, most issues can be solved rather simply, with a duel.

    War is in the blood of the Jotunhel. However, their methods are far more archaic than that of the other Houses. They favor crude, primitive, and savage tactics, There Ships favor risky, neigh suicidal, Cold steel Rams that bash into the enemy and allow for boarding actions. To battle in close combat is the greatest honor. Every member of the Jotunhel forge there own cold steel blades and power armor. The Cold steel of Guntar's Belt is a powerful alloy, and one of the few reasons that the Jotunhel are capable of using fighting in such savage ways. There have been reports of Cold Steel Axeblades being capable of tearing through a tank's armor, and the power-armored Jotunhel tearing the crew out with there hands.

    The Gods of The Jotunhel are held in high regard, each usually symbolizing an ancestor of the beasts that hide within Guntar's Belt. But..one stands high above them, Viodin, the All-Father and Truth-bringer. A Living god said to be housed in the deepest reaches of the belt, within his own asteroid that only the seers and High Freya may go to. The Greya can only go once however, to receive there iron crown and be called the new High Freya



    Spoiler: History
    Show

    The Jotunhel have an..intresting history. The Empire had sent out a few colony ships to settle the stellar bodies of Guntar's Belt in order to create mines to claim the powerful alloys held within, but the colony ships went missing. What happened to them was..unclear, a massive disturbance rocked the transmission systems and they went dark. It wasnt till decades later, strange ships made of Cold Steel with violent reavers aboard began savage raids equipped with arms and armor forged from the Astroids. For sevral years, Jotunhel raids plagued the Empire until a fleet of ships put them in ther eplace. Peace was called, the Jotunhel agreed to act not as raiders, but protectors in a sense. Supplying mercenaries and Cold Steel, as well as protecting the empire from foreign threats...but old oaths can easily be broken when the opportunity arises.

    Sonja slew the old High Freya knowing this. She sees a new future for the Jotunhel..one that includes taking the Throne.



    Spoiler: Traits
    Show

    Carrier Doctrine: Rank 1 (0)
    Disgraced Name (-1)
    Deluded Agents (-1)
    Cutting Edge Tech: Navy (+2)
    Outdated Equipment (-1)
    Enigmatic Charts (+1)
    Outer Expanse Archive: Howling Vortex (+2)
    Aggressive Commanders (+2)




    Spoiler: Stats
    Show

    Navy: 14- The numerous clans have all built their own individual fleets of ships, but due to there somewhat backward ways, it's hard to call them true battleships. They're more like bulk freighters filled with power-armored warriors, waiting for their longship to smash into teh hull of an enemy ship so that they can raid it personally.

    Agents: 2 The Jotenhel has no time for subtlety or scheming. there blunt and direct, favoring honor and honesty over guile and schemes.

    Market: 12- The Cold Steel forges burn hot, each of there clansmen learning how to create both weapons and armor from them. Trade is not necesarily there profession, but merchants from around the systems have found uses for Cold Steel

    University: 2- The Jotenhel cling strongly to there traditions, using designs that date back centuries for there holy battle armor and weapons, each marked to be unique to its wielder. it's a common practice as well to mark each weapon or armor to a kind of beast in the belt, as if some kind of blessed mark. The seers and shamans of the tribes take care of this science, mainly through mystical tradition.





  11. - Top - End - #11
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    May 2019
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    The House Transcendent
    Apotheosis in Transhumanity



    About five hundred years ago, the scientifically advanced noble family House Makodel, chased by invading armies from other nations, were forced out of their home planets and into the dark fringes of the unexplored territory. But while they were not a warrior house, they vowed they would return to their native planets with an armada.

    Of course, being a scientific faction, they had no warriors, only researchers. Furthermore, their people had been completely wiped out by invaders, leaving only nobles. Their solution: genetic engineering. As pacifists in the prior wars which had driven them out of their home, the genealogists of House Makodel had an extensive record of every member of their people who had ever lived, and nearly every member of every other race they had come into contact with.

    And after several decades, they forged a new army and a new people: the Dread Armada. Their were two main types of these gene clones: the Soldier caste, engineered from the greatest and bravest warriors. The Expert caste, scientists and engineers built of the smartest and most inventive of past innovators. Armed with the superior technology of decades of Makodel design, they were a scourge unto the galaxy, taking over planets faster than any other force before them.

    But what the nobles of House Makodel had underestimated were their own creations. The Expert caste were just as smart, if not smarter than any noble scientist, and soon, a new caste rose up replacing Makodel itself, made up of the greatest politicians and generals, known as the House Transcendent, engineered from the very ranks of House Makodel itself.

    In their efforts to play gods, they had become gods themselves. And soon, their creations would ravage the galaxy in their name.

    Spoiler: Leadership
    Show

    There are always 13 members of the genetically engineered Leader Caste, sometimes known as the Petraxial Council. They are equivalent to the noble families of other territories, holding absolute power. However, they have a unique system for engineering these Leaders: a graph is made, Morality on X, and Caution on Y. In each quadrant of this graph, there are three members in increasing extremes of their quadrant's ideas. The Morality axis goes from benevolent pacifists to bloodthirsty warlords, while the Caution axis goes from trigger-happy cavaliers to slow-moving planners. In the very center of the axis is the Arbiter, the one who is not good or evil, aggressive or conservative. They are there to make final decisions in case of a tie between any of the axes, and hold additional power.

    Spoiler: Stats
    Show

    Navy 15: The very goal of Makodel’s genetic projects was to create the strongest military in the galaxy, and there has been none able to yet oppose it.

    Agents 2: Unfortunately, spies are hard to find in history. The best are well hidden, when one goes looking, they will only find the failures. There is no Spy caste of the House Transcendent.

    Market 5: House Makodel barely escaped with their lives from their home planets, and poured their remaining funds into research and engineering. The economy is only recently healing, funded by the fruits of conquest.

    Technology 8: The Expert caste of House Transcendent is built from the greatest thinkers in history, yet those are much rarer and harder to spot than warriors or leaders, so are not considered perfection itself like the other two castes. Improvement is pending.

    Spoiler: Traits
    Show

    Disgraced Name(-1): House Transcendent has come onto the political scene only recently, and as conquerors. Its predecessor Makodel was seen as a house of cowards and weaklings.

    Deluded Agents(-1): The Leader caste has tentatively converted some of the craftiest of the Soldier and Expert castes into agents, but the skills required for research and battle are very different from those of espionage and subterfuge.

    Cutting Edge Tech(Navy)(+2): The scientists and inventors of the Expert caste are born from the genes of the very best to have ever lived.

    Technology Archive Tier 2(+4): The House Transcendent‘s research has been almost entirely based off optimizing hegemony and conquest.

    Carrier Doctrine(+0): While the House does emphasize strategy, because of their diverse strategical perspectives they prefer to open up as many options as possible even by sacrificing a small amount of specialized power.

    Quote Originally Posted by Vizzerdrix View Post
    As for the blade, I believe uranium is the traditional material we are supposed to reply with.

  12. - Top - End - #12
    Barbarian in the Playground
     
    PopeLinus1's Avatar

    Join Date
    Nov 2017
    Location
    Home, as is the law.
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Nec Domi.

    Leader: ???

    Faction History: 1000 years ago, for one generation, house Nec Domi held more land and money than any other house. This brief position of supremacy was cut short when, upon the death of their leader, every single family member's head exploded, for no identifiable reason.

    Now, 1000 years later, through various political machinations, a swath of territory has been seized by an unidentified agent claiming to be a member of house Nec Domi. No information has been obtained about him.

    Faction Description: A fleet of police drones distribute orders and messages from their leader, who is unidentified and completely unknown. Aside from the drones and economic stimulation, the house takes very little action, inside or outside of their territory.

    Okay, I think I've got how this works. I have 4 points to spend, but I have to take two archives, each of with costs two points, which means that if I want more traits I have to take a negative trait.

    Faction Traits: Disgraced Name, Overflowing Coffers
    I will take tier one of Aggressive commanders and Merchants of Death

    Faction Stats: Market 20, Agency 3, Navy 4, University 3

    ---------------------------------THIS MESSAGE AUTHORIZED BY LORD NEC DOMI----------------------------------
    A diamond necklace played the pawn
    Hand in hand some drummed along, oh
    To a handsome man and baton (Bygone, bygone)
    A blind class aristocracy
    Back through the opera glass you see
    The pit and the pendulum drawn (Bygone, bygone)
    Columnated ruins domino

    My avatar was made by a very lovely chap by the name of smutmulch. That was very cool of them.

  13. - Top - End - #13
    Barbarian in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2015
    Location
    Ruins of Toronto
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Grim'nithar

    Those Bloody Lunatics

    Noble; Sage Tazmuz Crakspot

    Spoiler: Description
    Show

    A noble house largely on a technicality and having little to no interest in assuming the throne (there was a poorly hidden discussion about stealing it and placing it in a maze filled with various psychological experiments some time back, but nothing came of it), instead they remain as they ever have been, studying the odd and bizarre, as they proceed boldly and explosively... and hunker down behind powerful shields with automated cannons to try and deter the Apocalypse grade eldritch abomination of the week.


    Spoiler: History
    Show

    The history of the Grim'nithar is one checkered by the fact that they have always delved into ancient and often forbidden knowledge. They have access to a number of devices from alternate timelines, fragments and suggestions really, that paint the picture that the past is really what you make of it, even if they cannot find collaborating evidence. And that final phrase neatly sums up one of the reasons why their sector of space is at times called The Lunatic Fringe.

    A truth that is more or less consistent across a wide range of their worlds is that they are descended from the first to gaze into the Howling Abyss... and there, they came to an understanding frowned on by many of their peers, that the laws of physics were not universal constants, but local rules and laws not much different than local laws and customs inside of any given locale and about as important.

    While the third Vespid onslaught and the deployment of their most esoteric weaponry caused the vast majority of their deeper understanding to be lost, they remain undaunted, for they can always rebuild. It may not be the same as that which came before, but they are unconcerned about reconstructing the past exactly, when instead they can build a glorious new future!

    And maybe finally find were they stashed the infinite perfect coffee machine.


    Spoiler: Traits
    Show

    Disgraced Name*2 (-2); For the most part, they have not cared about their reputation... which is that of mad science and tapping into eldritch secrets. And they care little to nothing for court life... and openly stating at several times that the only useful and productive thing about the court is gathering data for certain sociological experiments and studies.

    Enigmatic Charts (1); It comes as little to no surprise to many that House Grim'nithar, who have that reputation of going where others have the common sense to avoid and poking the local eldritch anomaly with a stick happen to know where many such 'interesting' things can be found.

    Enigma Machine (1); That, and it comes as no surprise that they have a number of interesting objects on hand

    Archives;
    The Howling Vortex; For many inside Grim'nithar, the Howling Vortex is the greatest bit of proof of their theories and vision, that not only do other dimensions where the physical and perhaps metaphysical laws are different exist, but it is possible for them to bleed into each other and interact. Sure, there are dangers, but they plan on harnessing and learning as much as they can from the vortex.....

    University Tradition (Expedient 1); To boldly go where others flee from screaming as their eyes melt and brains drip out of their ears!


    Spoiler: Stats
    Show


    Navy 10; Surprising to many that see them as scholars and crackpots, it turns out dwelling where there are frequent invasions by terrible other dimensional horrors tends to weed out the pacifists and hone ones ability to defend oneself. At least partially via application of massive violence before the other sucker gets the idea to visit on yourself.

    Agents 1; As it is though, they are far more interested in their own labs and field studies than they are with sending assassins and such after other people.

    Market 4; They tend to focus more on an internal economy, meeting their needs and providing their defenses even if they are not giants of export.

    University 15; They know things. Many things. Most of them which tend to try and know you back. That, and people outside of their territory cannot tell if they are geniuses or just stark raving mad lunatics and fringe scientists who stumbled into enough breakthroughs that they manage to get things to work... even if they really should not by the wider understanding of science.
    Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.

  14. - Top - End - #14
    Dwarf in the Playground
     
    Goblin

    Join Date
    May 2010
    Location
    Finland
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    House Martinelli
    Leader: Armino Martinelli

    Spoiler: History & Description
    Show
    The duchy was already rich before House Martinelli begun to rule it. A nexus for trade, with ships passing constantly with valuable cargo. It's factories utilizing the latest technologies, more efficient than almost anywhere else. It had made some investments into intelligence services and R&D of course, as any proper duchy would. It prospered, and had great potential.

    Such riches, of course, attract pirates. Pirates such as Armino Martinelli. Just a few years ago Armino was still a self proclaimed pirate king, and if you asked around the empire nobility you'd find many still consider him a mere pirate even today. Armino lead a very successful group of pirates, you see, and people have not forgotten. The Martinelli fleet ravaged the area for years before the local nobility acted to stop it. And when they did, they lost decisively. Armino figuring it would be easier to tax than plunder the populace declared himself duke and no earl had the power or the guts to complain.

    Today, he's officially part of the imperial nobility, and has both the fleet and the economy to back that claim.



    Spoiler: Traits
    Show

    3 Outlaw Gate Map
    Just a few years ago Armino Martinelli was one of the most notorious pirates in the empire. The old connections, the friendships made and the favors owed are still there.

    1 Overflowing Coffers
    The coffers are still full of plunder from looting the previous Duke's personal estate.

    2 Trade Hubs
    The duchy has long been a central hub for trade, and now that the pirates are no longer raiding the trade routes - at least within their own systems - trade is once more increasing.

    2 Cutting Edge Technology: Navy
    The pirates were equipped with the best gear money could buy. That has not changed, and the advanced facilities of the duchy make things even easier.

    -2 Disgraced Name x 2
    Still a pirate in the eyes of many, work needs to be done before the House is taken seriously.

    -1 Deluded Agents
    -1 Outdated Equipment
    Defending from pirate spies is easy - just promise a better reward if they change sides. Same is true for acquiring information; a pirate values money above loyalty.


    Spoiler: Stats
    Show

    Navy 8
    The navy largely consists of Martinelli's old pirate fleet. The duchy lost most of its own fleet in the battles against the pirates.

    Agency 5
    Pirates are found everywhere in the empire, and they all like to gossip. Most of the house's intelligence operations amounts to having a few drinks with old colleagues, chatting about recent developments.

    Market 11
    The pride of the old duchy, the industry remains strong.

    University 6
    R&D is important to any faction, especially if one intends to remain on the cutting edge of technology.
    Quote Originally Posted by bigstipidfighte View Post
    Pahvi, if this is serious, you are a god among men.

  15. - Top - End - #15
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Alright that's everyone. The OOC thread is now open for business.

  16. - Top - End - #16
    Troll in the Playground
     
    ClericGirl

    Join Date
    Jan 2014

    Default Re: TW: Kingdoms of the Void OOC

    Rawr first post!

    Couple of questions:
    When will we know the locations the secret Warp Gates if we have the Outlaw Gate Map trait? (And presumably any other secret information granted by other such traits other people have.)
    If we are allowed to choose our own colony setup how do you want us to share it? I have made a little image but not sure how/where to give it to you.
    Don't mind me; I am just a child that urinates petrol having a wee on this [Insert Country] Flag.

  17. - Top - End - #17
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    I'll send them in a PM, but you have a full inbox currently.

    You can send me your stat distribution however you want.

  18. - Top - End - #18
    Ogre in the Playground
     
    Zweanslord's Avatar

    Join Date
    Jul 2005
    Location
    The Netherlands
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Yay, the ooc thread is open!

    Everybody: I want to ask you to declare the coordinates of your capital. I will update the map accordingly.

    Ideally, your colony site distribution, but at least your capital.

    Just to clarify, each of you have 35 sites of colonies and 15 systems. These are spread in the following way:
    1 system with 5 sites (your capital)
    2 systems with 4 sites
    3 systems with 3 sites
    4 systems with 2 sites
    5 systems with 1 site

    You may assign these sites. If you do not distribute these sites, they will be assigned for you. These sites will be public on the map, for PCs and NPCs.

    Please note that these are sites. Where your actual colonies (stats) precisely are, is unknown to others. Do not say where your colonies are in these threads, that is for the GM to know. If you do not say where they are, they will get assigned.

    Remember, due to being a Duke, your capital gets +2 sites and +50% bonus (+3). This will make your capital have a grand total of 10 actual sites. On the map, the capital will still be noted with 5 sites and an additional circle, to indicate it is a capital.

    If you have any preferences towards how your star clusters are named, just give a shout and I will adjust the map accordingly.

    Since the question is bound to come up, the amount of sites in the systems at the center of the map are currently unknown.
    Last edited by Zweanslord; 2020-05-08 at 09:17 AM.

  19. - Top - End - #19
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    May 2019
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    ...how I should I begin declaring wars? Should I just arrange it in the OoC and do some kind of message in the IC?

    Quote Originally Posted by Vizzerdrix View Post
    As for the blade, I believe uranium is the traditional material we are supposed to reply with.

  20. - Top - End - #20
    Barbarian in the Playground
     
    PaladinGuy

    Join Date
    Oct 2011
    Location
    Victoria, BC
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    I'll have the capitol system at -09, -03, the rest can be distributed randomly.

    Bid to name my capitol cluster Cassiopeia and my other clusters Robblehof, Vanayaris, and Liroscuna

  21. - Top - End - #21
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    May 2019
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    My capital will be at (-2, 15). (-1, 9) and (2, 13) will be my four-site systems, while (-1, 10), (2, 12), and (-2, 14) will each hold three sites. (-1, 13), (0, 12), (1, 11), and (0, 10) will have two sites.

    Edit: also changed my profile pic because I would always accidentally read A_Dinosaur’s posts as mine. This is what happens when you speed-read. Just say no.
    Last edited by Vrock Bait; 2020-05-08 at 10:16 AM.

    Quote Originally Posted by Vizzerdrix View Post
    As for the blade, I believe uranium is the traditional material we are supposed to reply with.

  22. - Top - End - #22
    Ogre in the Playground
     
    Zweanslord's Avatar

    Join Date
    Jul 2005
    Location
    The Netherlands
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by Vrock Bait View Post
    ...how I should I begin declaring wars? Should I just arrange it in the OoC and do some kind of message in the IC?
    Quote Originally Posted by The Rules
    The second way is through wars. To start a war two or more players ante up their chosen amount of prestige and agree on conditions to win the war. For instance control of a certain system after x amount of turns. Wars can also be declared to force the negotiation of a treaty. At the end of the war the victor gains twice the amount of pooled prestige. If there is more than one player on the winning side they split the prestige equally. In the case of a white peace boths side regain their prestige, but there is no bonus victory prestige.

    Wars can be unilaterally declared. In this case the aggressor spends their rank's worth of prestige plus the difference between their rank and the defender's rank and then chooses their war goals. The defender does not need to spend prestige, but can still win the victory prestige if they win the war.
    So, first off, is this a two-way war, or a unilateral war declaration? If the first, negotiation time! If the latter, I assume you're warring another Duke. Which means you have to spend 25 Prestige.

    Wars are started in the IC, by making a public message where you, preferably in big fat letters: DECLARE WAR AGAINST YOUR FOE!
    Include the prestige spent and how much prestige you are spending.

  23. - Top - End - #23
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    May 2019
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by Zweanslord View Post
    So, first off, is this a two-way war, or a unilateral war declaration? If the first, negotiation time! If the latter, I assume you're warring another Duke. Which means you have to spend 25 Prestige.

    Wars are started in the IC, by making a public message where you, preferably in big fat letters: DECLARE WAR AGAINST YOUR FOE!
    Include the prestige spent and how much prestige you are spending.
    I’m going to assume I can declare war with somebody else, so I’ve message an NPC house. Is my interpretation correct?

    Quote Originally Posted by Vizzerdrix View Post
    As for the blade, I believe uranium is the traditional material we are supposed to reply with.

  24. - Top - End - #24
    Barbarian in the Playground
     
    PaladinGuy

    Join Date
    Oct 2011
    Location
    Victoria, BC
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Heh, thanks Vrok, I should really be getting a custom pic anyway. Lord knows I'm on this website often enough.

    I also have a unmarked people archives, if it is easier I can just take the Genealogical Charts, otherwise I need its details! The tasty tasty secrets!
    Last edited by A_Dinosaur; 2020-05-08 at 11:01 AM.

  25. - Top - End - #25
    Troll in the Playground
    Join Date
    Apr 2009
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by Vrock Bait View Post
    I’m going to assume I can declare war with somebody else, so I’ve message an NPC house. Is my interpretation correct?
    If you mean allying with another house to declare ware on someone else, then yes.

  26. - Top - End - #26
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by ArcaneStomper View Post
    If you mean allying with another house to declare ware on someone else, then yes.
    I think he means declaring a formal war where both place prestige on the line over an agreed upon war goal.
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.

    homebrew:
    shadowdancer rework

    human ranger substitution levels

  27. - Top - End - #27
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    May 2019
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by neriractor View Post
    I think he means declaring a formal war where both place prestige on the line over an agreed upon war goal.
    No, ArcaneStomper got it right.

    Quote Originally Posted by Vizzerdrix View Post
    As for the blade, I believe uranium is the traditional material we are supposed to reply with.

  28. - Top - End - #28
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    Quote Originally Posted by Vrock Bait View Post
    No, ArcaneStomper got it right.
    My bad
    Last edited by neriractor; 2020-05-08 at 02:18 PM.
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.

    homebrew:
    shadowdancer rework

    human ranger substitution levels

  29. - Top - End - #29
    Troll in the Playground
     
    ClericGirl

    Join Date
    Jan 2014

    Default Re: TW: Kingdoms of the Void OOC

    Day 1,

    Boat Rocked.

    Sorry


    Not sorry.
    Don't mind me; I am just a child that urinates petrol having a wee on this [Insert Country] Flag.

  30. - Top - End - #30
    Barbarian in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2015
    Location
    Ruins of Toronto
    Gender
    Male

    Default Re: TW: Kingdoms of the Void OOC

    The capital of the Grim'nithar is located at 10, -12 (I think thats the right coordinates...) firmly in the tail end of the Halo Stars. The region to their north would be called the Dreaming Gulf, the the south the Ghoul Stars, while their southernmost dominated region is The Lunatic Fringe. Will send the rest in a PM... but for the most part... shall admit that my house is largely going to be researching projects not directly involved with the Imperium... and for the most part.... please don't declare war on me

    The Grim'nithar (who may or may not be the successors to one of my first Total War games) are more than happy to help others without being conquered if you just ask politely. As it is though.... They are still researching this courtesy thing, and why some people seem surprised when demands for respect are not taken seriously.


    Edit; Also, I'd love feedback on how I'm planning on doing messages. Yeah, I can do subtle, but why bother most of the time? Why not have each message, unless I can avoid it, set to a number of musical themes? Sure, might need to flesh out some of the messages... but at the same time... well, there are methods to the madness
    Last edited by Warmatt; 2020-05-08 at 07:41 PM.
    Summer Job has started, and eats a lot of time, particularly on weekends. Replies my be delayed.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •