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Messages - Man of Paper

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1
Game’s done, I’m done, bye bay12.

2
48 Hours before we move on.

Just in case anyone wasn't in the discord and I missed that, Bay12's voting has been determining when the 48 hour timer starts because you guys are predictable and it kicks everyone's ass into gear.

Now the shoe is on the other foot. Congrats!

3
Preliminary Turn 4 -Revision Phase

Proposal: The Age of Refinement
Difficulty: Trivial
Result: (6+3)+3=12, Unexpected Boon

Ichor has existed for, well, for as long as anyone would define the north as having civilized society. Indeed, these jars of energy have persisted through ages of blood, violence, strife, and turmoil. Now, with an age of war seemingly on the horizon once more, Ichor can finally bear witness to its own growth and experience the realization of its own potential in this Age of Refinement.

Refined Ichor is a highly stable, very potent source of cetrical energy storage created through the use of blubber refined into whale oil as opposed to the raw blubber itself. Refined Ichor is a mildly disgusting yellow color when uncharged, and glows with a white-yellow light when energized. Refined Ichor could power greater lengths of the Red Line over longer periods of time and with less volume taken up by fuel, resulting in a decrease in the fuel requirements for waystations and allowed additional amenities that improved quality of work and life for those who worked there or used them regularly.

Waystations were transformed entirely into rest areas and local trade centers once their power responsibilities were entirely obsoleted by the evolution of the Jar itself and the invention of the Integrated Cetric Array.

Instead of using jars with open lids that permit spillage and contamination while in use, steel cylinders with an interior lead lining were filled with Refined Ichor. Both ends of the “jar” are covered, but the top has a small hinged flap held shut with a small spring that can be opened with a little bit of pressure. This flap is used to fill, empty, or recharge the jars, and also allows the Conductor Pin access to that sweet, sweet fuel. The bottom is threaded externally akin to an interrupted screw.

Integrated Cetric Arrays house a number of cylinders based on the requirements of the device(s) it’s powering, with the cylinders secured via the interrupted screw. Conductor pins are the piece of metal that gets pushed into the top flap when the ICA is turned on, and are removed once cetricity is no longer required. Each array uses a different method to manipulate the pins based on the design of the equipment being connected.

The first Arrays, as some naming conventions of the pieces may suggest, were installed on Chain Carts. Cetric Chains were entirely capable of levitating on the rail under their own power, but still required manual labor for braking and ascent. Cetric Chain Arrays were specifically modified to alternate the amount of active cylinders at any moment. Once started, the Alternator was able to reposition conductor pins in a cycle with no further input. This Alternating Current created a slight wobble in the magnetic field of the orichalcum rail, allowing the Chain Carts to effectively surf on the cresting cetric waves, as it were, pushing them along the rail. The Conductors and Waystations were both made entirely unnecessary for the transport of goods and people along the Red Lines (now known as the AC Expressway) thanks to the ICA. This was welcomed by The Illuminators, as they saw themselves as bringers of knowledge, not keepers of it, and so they were able to go forth and integrate themselves elsewhere in the Confederacy.

Integrated Cetric Arrays, ICAs, or Arrays, have no associated cost and will be used as a technological stand-in for your engine tech until you do otherwise.   

Cetric Chains have been modernized as a result (some would say unexpected) of the introduction of the ICA (as in they now actually work like trains and not donkey wagons).


The following is a summation of world events and, while it will provide context for the coming war and information on your foes, is not required reading in the slightest. Anything of use is reflected in the Armory.




And so, when one man shot another man from across a river, it wasn’t just a single event happening in a vacuum. The Twelve Bays Confederacy was an empire built on blood and sacrifice that had been saved by a light piercing the darkness all throughout, whether metaphorically or literally, even if they had problems finding their true path out of the shadows. Their struggle was violent and terrible, but they rose from the ashes of Chaos and Discord in order to survive and thrive like none could have expected. Allowing darkness to fall over them once more would be unforgivable. The Cargonian Empire danced with the Shadows, embraced Chaos and Discord, and thrived for it. The eclipsing of The Blinding Light allows them to live their true lives, be their true selves, see their true sight. To overpower the shadows, to Blind an Eye once more, was a fate worse than death. The Cargonian Empire could not allow the embodiment of their oppression the opportunity to overpower them.


When Toll killed Kapranos, the Light had reached out and Silenced a Voice forever, an Eye Blinded, a Road Left Unwalked. It was no mere killing, but an event representing the greatest fears deeply ingrained in the Beeple.

But the World Tour was no innocent party, either. While they may have seen themselves acting with good intentions, the reception of their constant riverside performances was less than welcome. For years, in what some would consider an act of psychological warfare, musicians from the south performed bastardized and poorly translated covers of popular music from the north and blasted it with reckless abandon. It was an annoyance, and ultimately harmless, but it offered the fringes of the Confederacy a view of the chaos that always loomed nearby. Toll’s loss of a patient and decades of research was representative of the true dangers posed by the south, so even if the shooting of Kapranos was accidental, many Northerners saw it as a justified killing.

So it was no surprise to see The Twelve Bays Confederacy extending The Red Lines as far south as they could, using their Cetric Chains (that is, carts traveling along a rail together, connected like a chain, now empowering rails on their own thanks to Integrated Cetric Arrays) [it’s a train with an electric cetric engine] to bring the manpower and materiel they’d need in order to prepare for a final showdown against the encroaching Shadows.

It was also of no surprise to see lines of lizards using the extensive road network to bring the manpower and materiel they’d need in order to prepare for a final showdown against the oppressive Light.


Preliminary Turn 5 - Design Phase

The War To End All Wars is upon you. During this design phase you will be pushing forward two proposals, and will have two votes to use in your votebox accordingly. These designs will be directly reflected in your proper Armory. If one side makes something necessary for the final armory and the other doesn’t, a modernized rifle for example, the side without the modernized rifle will have their weapon choice be balanced against the created rifle while the other team will get a choice to replace their rifle decision based on what they don’t have but will need and the rifleless team has already.

In short, design what you want, don’t worry about the armory decision happening during the Strategy Phase. We’ll go over that there and everything should be fine.

The prompt for this turn is simple:

Make two designs.

Good Luck.

Oh, you’ll also notice a Full Armory and a Prelim Armory. The Full Armory is the one going forward into the game, so only uses extant designs that are directly applicable. Anything not included is being used to determine various factors for the armory decision during the strategy phase, so don’t be worried if something is absent in one and not the other. The Prelim Armory is also going to remain unused and unmodified going forward so we can look back on it all nice-like once it serves no purpose after the Designs and Revisions.

Spoiler: Full Armory (click to show/hide)

Spoiler: Legacy Armory (click to show/hide)

Spoiler: Map (click to show/hide)
TURNTURNTURN

4
Preliminary Turn 4 - Design

Proposal: Mutaxol
Difficulty: Impossible
Result: (1+1)-2=0, Utter Failure

Foreword: The results for your actions this turn are going to blend more into something akin to a combat report due to the nature of the combined actions of the teams.

The mysteries of the body have always been of particular interest to Twelvers, especially as the power brought by the Lightning Whales permeated society well beyond reason. It is lucky, then, that it is beyond reason where genius lay.

Dr. Welliam Toll, a scholar on the southern fringes of the Confederate Ziggawatt-States of The United Bays (Confederate Bays for short), used his relative isolation to do intensive research on the nature of the Wovenmen body modifications and the relationship between Man and Lightning Whale. He rapidly rose to national prominence as the surgical expert. Even the Wovenmen, hesitant to see themselves figuratively torn apart, were willing to let themselves be physically torn apart in order to identify their true natures. Self-sacrifice, you see. And it was worth it, as Dr. Toll was able to identify and isolate Mutaxol (MUTAtion X tOLl, the man was a narcissist and not particularly creative) as the catalyst responsible for their biological modifications. The chemical is a tacky gel-like goop that seems to sizzle when applied to a biological surface. This reaction will cause the flesh to meld to an inorganic object being pressed into it. It is, as one would imagine, an extremely painful process to undergo, and may have unexpected effects as melding is experimented with and expanded upon more than Toll’s own works.

Toll used his knowledge to craft wooden and/or iron models of specific parts of the human anatomy in great detail. He’d even managed to create a mechanical hand that, theoretically, could have all five digits articulated through muscle controls. Beyond that, his lab and workshop was covered in books full of sketches of other potential creations. Arms capable of housing a variety of tools, or perhaps something to plug ones ears with ease.

You see, the Doctor had one single issue with his life: his neighbors. Specifically, the ones across the river. The Rockband, a massive traveling collection of musicians, utilized the whole arsenal of Cargonian advancements to spread their music anywhere they could. For a few years now they’d exclusively toured along the river, and one of their stops happened to be just a few hundred meters away across the narrowest point in the river. The music was loud, unruly, and unrefined. But even worse? For some reason this Rockband had decided to take good old Confederate folk songs and twist them with their own Southern musical sound. This Southern Confederate Rock (Multicountry Music) was an abomination to the ears. But it was largely just an annoyance until June 18, 1914.

Dr. Toll had finally gotten a Wovenman at his doorstep willing to undergo amputation and installation of a prototype prosthetic. The surgery was an extremely delicate process, as the Wovenman’s network of tattoos meant any slip-up could result in a negligent discharge. But Dr. Toll was a skilled surgeon, and nothing could shake him.

His house, however…

A sour note stricken by the performers across the river shook Dr. Toll’s home and his hands, causing forceps to touch the edge of the incision he’d made in the Wovenman’s arm. This completed a few circuits and caused a sudden influx of residual energies flowing through the tattoos to pour into the Kill-Swatch. The cetric blast devastated the room, annihilated the patient, and nearly killed Dr. Toll. His workshop now aflame and with the situation rapidly deteriorating, Dr. Toll grabbed what few documents he could, his grandfather’s Whalelock, and a sack of shot. With the man’s life work literally going up in flames behind him, Dr. Toll took shot after shot at the equipment blasting noise in his direction. Exploding equipment was considered very normal for The Rockband, so Welliam’s anger went largely unnoticed for a few salvos. Things took a sudden and devastating turn for the worst when the lead performer on stage, one Alex Kapranos, was struck by an errant shot and died on the spot. The silence that immediately fell is considered to mark The Day The Music Died, and the Beeple seem collectively pissed off at the death of their Duke of Rock and Metal.

Mutaxol has no associated cost, and since you guys are generally familiar with the concept of special resources in my games, its “sphere” is bioaugmentation. This means it can be used to more readily permit biomods, biopunk, and mutation-type stuff.

Welliam’s Singed Notes are all that survived of his work into advanced prosthetics. It has no associated cost, and represents experience with prosthetics without functional equipment in the armory.


It is now the Revision Phase. Due to the way this turn worked out, the overall planned timeline has jumped with regard to how I was splitting things. Instead of modifying the past with your Revision or otherwise augmenting the results you’ve gotten as with the rest of the Preliminary Turns, you will instead solely be Modernizing as I had planned to only do next turn. All this means is that your Revision should bring something in your Armory forward into something more appropriate for Great War Tech. Your next turn will also cover the same general Modernization prompt, so don’t panic too much about your decision for this phase. You can also freely change your name in your prompts still. It seems like some dickhead kid has vandalized all the history books and nobody remembers what you’re really called yet. [GM Note: You all thought I'd let you use gavril(o)ium for six years and not give you some just desserts? Take some of your own Welliamedicine. You're just lucky I went with a William Tell reference and didn't name him Dave Welliams.]

Spoiler: "Armory" (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Map Key (click to show/hide)
TURNTURNTURN

5
Preliminary Turn 3 Revision

Proposal: Whalelock Weaponry
Difficulty: Normal
Result: 2+1=3, Buggy Mess

The concept of using a device to fling an object at something has been around in Confederate culture since The Thirsting Wars (other ranged weapons existed of course, but none of historical significance either culturally or militarily), so of course it was only a matter of time before a more modern mind applied modern knowledge to the few Bloodyeeting devices preserved atop the oldest Ziggawatts.

The first Whalelock weapons were created within the Ziggawatts and Wovenman towers during The Chichiltic Revolution [Aztec for Red] with knowledge stolen from The Illuminators. Wooden stocks longer than a man is tall held a pair of Orichalcum rails mounted on top running most of their length. A lacquered bronze plate could be used to “lock” the weapon and load an iron ball into the Ichor-energized rails. The Orichalcum would press the loaded ball into the plate until the plate was removed, creating a very audible ringing while the weapon was loaded and giving them the nickname “Bellguns”. Once removed, the ball was launched down the rails at incredible speed. While it was possible for an individual to operate the weapon when mounted on its forked rest, the size of the Whalelock and the accompanying Ichor Jar made it easier to have one person aiming and shooting while another kept reloads handy and swaps Ichor if necessary. Whalelocks tended to vary in specifications by workshop, down to the gauge of rails and size of the shot used, and even within the same workshop that wasn’t always consistent.

The only real issue the Whalelock had was jamming, where a ball could be loaded while the plate was being placed, “jamming” the thumb against the plate and battering it until something was moved.

Only one Ziggawatt saw use of the Whalelock during The Revolution, and it nearly resulted in the banning of the weapon in its entirety. Citizens of the Tlacotzin Ziggawatt-State had gathered in protest at the foot of the Tlacotzin Ziggawatt, paralyzing the region for days as the people made demands for fair and even footing for all. In what is considered a largely bloodless revolution, the Massacre of Tlacotzin Square could paint an entirely different picture if taken out of context.

A thundering line had been set up to keep the masses from entering the Tlacotzin Ziggawatt proper, and while nobody can be certain exactly why, they began firing on the crowd. While they should have been overwhelmed within moments, one gunner practically dumped his shot into the powered rails and unleashed a torrent of iron death upon those closest to him. Fearing they were going to be torn apart by a now stampeding crowd, others in the line followed suit. Everyone in the Empire knows someone who was at Tlacotzin. Everyone who was at Tlacotzin was lucky if they left unharmed. Once the Revolution was resolved, a ban of Whalelocks was considered by all parties as a result of the Massacre. This ultimately went nowhere, as Tlacotzin, which even now largely acts as though it is independent of the Confederacy at times, refused to disarm. [GM Note: Hello, Texas] With this power in the hands of one Ziggawatt-State, it only made sense to the others to arm themselves as well.

Whalelock Rifles do not have an associated cost, and will be treated as the baseline for your firearms in the final Prelim. Turn.



Preliminary Turn 3 “Combat” Report

In an age that the citizens of The Twelve Bays Confederacy defined by their increased connectivity and expanded their industrial base, it seemed as though the south had done almost the exact same thing as a result of the phenomenon scholars call “The Single Brain Cell Theory”. They used more of their infernal materials to produce The Screaming Web, a series of buildings scattered throughout their empire that effectively screamed at one another and, rumor has it, also used some sort of scrying to communicate basic messages between Screaming Web Posts. The spread of knowledge this facilitated resulted in an overhaul of their entire society and a rebalancing of the three pillars of their society: The Lizherd Barons and their Chupacaderos, the ever-vital Quarter-Masters, and the Church’s Creation Club intellectuals.

Three pillars of society? Weird, never heard of it.

The connectivity of the Cargonian Empire saw that knowledge spread leveraged to the fullest, generally bolstering the foundations of their lizard-based society.



Preliminary Turn 4 Design

The Empire has grown far and wide, and now the southern fringes of your empire have reached the great river dividing the continent. This river, reaching to widths of a dozen kilometers in some places, was all that divided two great, ambitious, and mighty powers. But it wasn’t doing that great of a job. Innovations on both sides of the river network so vital to every life on the planet had led to each side perceiving misuse and mistreatment of the environment from the other. Industrialization was rampant, and eventually frontier towns on opposite sides of the river would develop friction.

What Industrial Evolution-era Development do you border territories develop that The South sabotages? Write the proposal as if you are expecting a fair roll, and do not include any acts of sabotage within it. This design will receive an automatic two (Utter Failure) before difficulty and setting bonus modifiers.

Spoiler: "Armory" (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Map Key (click to show/hide)
TURNTURNTURN

6
Preliminary Turn 3 Design Phase

Proposal: Crossing The Red Lines
Difficulty: Normal
Result: 6+6=12, Unexpected Boon

Orichalcum is a deep crimson alloy related to bronze, with an alchemical catalyst of whale blood and bone mixed in alongside a bit of Ichor during the smelting process. This soft metal proved to be extremely malleable and ductile, with simple cold hammering more than able to shape ingots and bare hands able to manipulate thin sheets with ease.

The first evidence of the creation of Orichalcum can be found in the lofty towers of the Bandit-Lords then known as the Wovenmen. Mimatqui, a great mind living in one of the Ziggawatts, was forced to work for the Wovenmen once his creativity and aptitude for inventiveness became obvious walking past his little personal workshop. While “forced” to slave away at the top of a tower, smoke constantly billowing from the balcony forges and chimneys, Mimatqui was quite pleased to be allowed to do his work as part of this Remoran relationship. He enjoyed thinking and tinkering, and even if his musings were used to oppress in the moment, he hoped that one day he’d put in place the means for everyone to experience his creations.

While initially seen as little more than a decorative metal, an outburst from a particularly impatient Wovenman arced cetricity past Mimatqui and blew apart a shelf of trinkets. Some orichalcum was struck, and both Mimatqui and the Wovenman could feel a slight change in the air. It took but a moment for both of them to see Mimatqui’s lodestone collection suspended loosely in the air above the orichalcum bar as if sitting atop an invisible ocean. Experiments into magnetism and the properties of orichalcum ensued immediately after a light beating. Mimatqui kept most of his experiments secret, an easy task when he was largely kept unobserved and could doctor his notes however he wished, because his work on cetric fields would clearly be perceived as a threat to Wovenman dominance and the mystical power and spiritual stranglehold the Priesthood maintained over everyone beneath them.

Orichalcum’s cetric potential proved to be far beyond that of even the most intense Wovenman tattoos, carrying a charge faster and more effectively than their flesh-and-blood bodies. No elaborate rituals were required to attract lightning to it - Mimatqui crafted flying kites and tied Orichalcum pins to the strings keeping them tethered to his balcony, and the results were more impressive than an entire body performing a storm calling ritual. No cetric capabilities were needed to directly power it - Orichalcum with an end submerged in Ichor passively pulled cetricity from the power supply with a similar effect to the Wovenman’s strike.

Mimatqui, the brainy thing of good brain that he was, wasn’t truly isolated in his tower. He had a very limited network of outside connections he communicated with via bird and encoded messages, and used this network to perform experiments he was unable to test from his location - specifically, how did the Lightning Whales respond to Orichalcum?

The results were, frankly, as much of a societal upset as everything else Orichalcum threatened just by existing. Orichalcum the size of the pins used for the kite experiment could be thrown into the water, and if a Lightning Whale was nearby it would rush toward the pin and swallow it as if the metal was the only thing in the universe the creature desired. Every beast died within moments. Nonviolently. Nonexplosively. And completely usable.

But it was Mimatqui’s Red Lines that brought everything together.

Orichalcum foil was wrapped around a core of stone and laid along the ground. When provided with a cetric charge, the foil produced a field for the length of the line relative to the strength of the charge capable of suspending a significant amount of weight in ferrous material. Mimaqtuicarts took advantage of this with a grooved iron rod running along the bottom of a typical cart. Forming the line and the stabilizing rod in a similar shape and positioning the rod over the line acts to “lock” the cart into position, reducing the chances of derailing or turning over whether stationary or in motion. The first lines were installed to ease the transport of self-sacrificed goods to the Wovenmen, set on leveled ground graded to gently slope down from the nearby Ziggawatt to their tower. Ichor Stations dotted the lines, providing power through massive storage vats of Ichor and rest for the weary. Each line ended in a section barely separated from the rest running on lower power and, eventually, an end that was entirely unpowered so that carts could be brought to rest on the ground. Orichalcum still coated each rail, as it was much easier to glide the Mimaqtuicart across the red metal than any other widely available material.

While the carts could travel largely independently, an unchecked cart would continue accelerating downhill until the journey ended in disaster. Most early carts were yoked to beasts of burden or kept on a leash with a human attached to the other end in order to provide controlled travel to prevent that.

As the Red Lines began to spread throughout the North, connecting towers, Ziggawatts, cities, villages, mines, ports…and just about anywhere else, goods found themselves no longer the exclusive riders of the rails. Information began to spread, too. Mimaquti’s network, the self-described lantern in the darkness known as The Illuminators, took his findings from his extensive studies and research into cetricity’s relationship with the natural world and began teaching in secret. Describing the positive and negative tides of cetricity and cetric currents in ways every peasant could understand, knowledge once locked away for the wealthy or “divine” was spreading faster than the blood beneath a sacrifice. Unrest in the masses directed toward two of the three (Two and a half? WhaleSlayers are a pipeline to priesthood but technically separate) elite pillars of society led to a few early acts of rebellion that amounted to little, but a public display of Orichalcum’s effect on Lightning Whales and the threat of obsolescence of WhaleSlayers tore society in the Cabal down to its very foundations. Every single position of power within the region’s history had its legitimacy absolutely shattered by one man’s research, and by the time the impact of his discoveries were realized, it was already way too late.

It is with luck then that most people saw reason - these peoples were still responsible for what wealth and prosperity the Confederation and Cabal had experienced, and still had a place in the culture of the people, even if their monopolies on spiritual and material leadership were shredded. Known as either The People’s Revolution or The Red Revolution, masses gathered in groups too large to simply disperse without a massacre, and while no revolution goes without some blood spilt, the fractured ideals of the Priesthood and Cabal ensured they could not come together to effectively suppress the uprising. Society shut down as every party entrenched themselves, preparing for the shoe to drop. But none did. Instead, talks were engaged by the people inviting all parties to negotiations in order to finally ensure prosperity for all, and these meetings resulted in the foundational document of the Twelve Bays Confederacy: The Twelve Guarantees.

Quote from: The Twelve Guarantees
1-No individual or group shall hold absolute power.
2-Representatives of all cities shall assemble to pass laws in the Forum, the sanctity of which shall not be violated.
3-The priesthood, the people, and the protectors shall each always have a voice in government.
4-The people shall sustain the priesthood and the protectors.
5-The priesthood shall provide spiritual guidance to the people and the protectors.
6-The protectors shall ensure the safety of the people and the priesthood.
7-No human shall be sacrificed without their consent.
8-The arrest or execution of wrongdoers shall be approved by a court, the proceedings of which shall be open to the public.
9-Whale hunting shall be regulated by the priesthood, but shall not be denied without cause.
10-The taxation of whale harvests shall not exceed three-fifths.
11-If a whale hunt causes damage to the city, the slayer shall reimburse the injured parties.
12-Weirs shall not obstruct navigable rivers or canals.

The Illuminators, their task of freeing the people complete, turned their attention wholly to maintaining the Red Lines. Lines of Mimatquicarts were connected to one another as individual “Chaincarts” to form “Chains” [GM Note: I was trying to do something with cetric and train, and stumbled into that, please don’t kill me] that could haul goods in greater bulk than an individual cart. While that should be obvious since each cart increases available volume, the big difference came from the cetrically-infused Illuminators that rode atop the front cart of each Chain. A few jars of Ichor were more than enough for these Chain Conductors [THERE IT IS] to keep themselves consistently providing extra “juice” (a slang term for Ichor) to the rails between waystations in order to increase the mass a field can suspend.

As the Red Lines expanded and quality of life across the board increased, the population exploded and expanded, necessitating the expansion of Ziggawatts to fit their needs, resulting in extensions of the Red Lines, improving quality of life…

For the first time in, perhaps, ever, the people of the Twelve Bays Confederacy saw the light at the end of the tunnel and stepped into it. [I am making sure you realize that was another two references to trains (:]

Thanks to the Renaissance brought on by Mimatqui;
Ziggawatts, being the structures around which everything is centered in a massive and connected empire are [Cheap] along with their by-products.
Lightning Whales are [Cheap].
Storm Caller Priesthood now pulls from the entire population and are [Cheap].
Cargo Chains are the arteries through which the blood of the empire runs, and are [Cheap].


It is now the Revision Phase, and will continue to address the same prompt. As with the last turn, your design is not your past set in stone - you can utilize your Revision to advance something within the results/armory, but if there is anything specific about the given backstory in this Design that the team would like to address or modify, that is also allowed. The revision will be rolled as normal.

Spoiler: "Armory" (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Map Key (click to show/hide)
TURNTURNTURN

7
Preliminary Turn 2 Revision Phase

Proposal: The Wovenmen-Self sacrifice of the Woven [Amendment]
Difficulty: Theoretical
Result: (2+1)-3=0, Utter Failure

The Ziggawatts were not the only things to struggle through the turmoil of the ashfall. Many people were forced deep inland and away from everything they were familiar with living off of. As a result, many people ceased living entirely. Those that clawed their way through the initial calamities had to make frequent and dangerous ships to the shores in order to harvest what whales they could, and could get back home with a disgustingly paltry amount of harvest relative to the size of the animal. The waste was, frankly, unacceptable to them, and a couple particularly melancholy and highly decorated WhaleSlayers ended their own lives as a result. The survivors put nothing to waste, honoring the sacrifice of these Slayers by making use of every bit of flesh, meat, and bone they could.

Or at least, that’s the assumption on why the Wovenmen participated in cannibalism.

The recently deceased became a new resource to supplement the needs of the Wovenmen, but as grim as that may be, the resulting knowledge of the human anatomy became much more advanced than anything else in the world at the time. Unfortunately, this knowledge was squandered and nearly lost thanks to the Wovenmen’s own actions. Nothing was more honorable than serving the tribe in death, and this led to reckless behaviors in attempts to die while serving the tribe. One of these acts of recklessness was cutting open one’s own flesh to provide additional storage for whale harvests. Slayers soon discovered they could actually channel some of the stored energies remaining in the whale parts when they were stored within whaleblood-tattooed portions of skin turned into fleshy pockets.

One Slayer had a pouch on his chest struck by a log someone was carrying without paying attention. The sac, positioned over the heart, killed the Slayer immediately and left a smoldering circle in the ground around him. This was all the self-sacrificial Wovenmen needed to see before the implantation of a sudden and lethal option was available to all Wovenmen.

But where does their name come from?

The Wovenmen came to understand that their intricate whaleblood tattoos could course centricity throughout their entire body, resulting in an even more certain death with a greater potential for an impressive discharge. Their bodies became stained with very fine, thin lines of whaleblood criss-crossing their flesh in an almost entirely uniform pattern. The only exception was the “Kill-Swatch” or “Whales-Eye”, depending on how close the specific tribe managed to stay tied to the coast, tattooed onto the heart pouch. Tribal differences also led to the identification of whaleblood as something of an alchemical base, and not necessarily a reagent itself. Skin pouches weren’t only used to store whale parts, and some cross-contamination of less-than-sanitary skin pouch conditions, which usually led to infection and death, instead empowered the Wovenman further.

Empowered by the environments as they were, the struggle for survival against extinction led to a mass consolidation of the Wovenmen - xocolatl provided speed and energy from the west, pine tar from the Riverway tribes granted an uncanny climbing ability, and azurite from the east gifted an uncanny level of reflex and responsiveness. No longer divided, their combined knowledge soon affected every Wovenman and -woman.

Bitter about the squander and sacrifice not of the self that they observed among the Ziggawatt states, the Wovenmen watched and waited for the right time to strike. The Wovenmen understood that the Bay Twelve Confederation had to be freed from the shackles of a corrupt and entrenched priesthood, and that they were the ones to do so. Their moment came soon after the end of the Thirsting Wars.

Over the course of a couple of nights, faster than any communication would allow warning, the Ziggawatt States saw themselves infiltrated by these superpowered Wovenmen. The Wovenmen used their unique capabilities to scale the Ziggawatts, break into the highest chambers housing the most elite members of the Priesthood, and deliver the glory of self-sacrifice to the oppressors. A simple balled fist beating their own chest was enough to initiate self-sacrifice after a couple of blows, and these cetric blasts managed to all but decapitate Ziggawatt leadership.

The Wovenmen did not charge in to take power, though. That wasn’t fitting their ideals of “humble” self-sacrifice. They chose to build remote temple-towers from which they could observe the land and charge their cetric equipment/selves. Known as the “Twelve Bays Cabal” and definitely not running the show, Wovenmen would self-sacrifice to liberate the people of a Ziggawatt-State when a leader seemed too corrupt or on a whim (usually the second one) is all. The Wovenmen did need to sustain themselves as their temple-towers redistributed the population once more, and this came in the form of “offerings” from the nearby Ziggawatt-states. For some reason, the states that wound up shorting or failing to complete their completely willing offering to the Wovenmen were headed by particularly corrupt individuals that wound up participating in a self-sacrifice not long afterward.

Wovenmen are extremely effective infiltrators and…shock troops, but their methods mean they leave their lofty towers only when they feel it’s necessary. As such, squads will be deployed as a [National Effort].

Fortunately, the Wovenmen are a fount of bio-alchemical knowledge. Unfortunately, it is all kept locked away in vaults at the tops of the temple-towers.



Preliminary Turn 2 “Combat” Report


The north defines this era as a period of struggle and war, and as the Cabal spread out south to the Great Lake and the riverine crossroads of the Interbarrial River Network, a picture was painted of issues in the south being…fairly similar.

Thanks to improved recordkeeping in the time period [GM Note: in-universe excuse to keep the first turn especially vague so you didn’t have anything super solid to overanalyze], historians know enough about this era to piece together a fairly accurate picture of events across the waters.

The people of the Painted Lands lived in an almost symbiotic relationship with their lizards. While not necessarily as diverse and extreme as cave art from the ancient era would have one believe, the lizards ranged in size from a small dog to a large horse, and the duties they were bred for were just as diverse. Most importantly though, these Shadowglass Lizards produced, well, shadowglass. Useless against inorganic material but lethally sharp against living tissue, shadowglass also absorbed blood it came into contact with.

A cult formed, structured around the Voice of Todd - some mass hallucination experienced by those who worked with Shadowglass - and soon their entire society was consumed by their odd faith. Things seemed good until they weren’t. It was the creation of Shadow Brass that brought war to the south.

A man/myth/legend arose based on the stories of Shadow Brass’ creation. The first suit of armor was crafted by a madman and has imprisoned the wearer within it for eternity, forever onward only to be known as “The Legionnaire”. The Legionnaire rallied forces for the Unification Wars in an effort to centralize society and improve the efficiency of the Quarter-Masters and the roads they traded and traveled upon that still exist to this day.

The Legionnaire did not lead the armies of the Beeple, but fought at the tip of the spear instead. Sickly glowing green armor and an uncanny ability to anticipate his opponents’ actions made The Legionnaire untouchable, and city-state after city-state eventually surrendered before the armies of Unification even arrived. When the war was over, The Legionnaire disappeared. Rumors state that he will return whenever a conflict promises to give The Legionnaire endless bodies to pile.

Once unified, the Beeple kept on advancing and developed some form of alchemy using blood and shadowglass, resulting in a volatile powder called brightglass. Brightglass exploded in contact with organic matter, making excavation and “lumberblasting” an easy and often enjoyable profession. The material also glows in fascinating colors sound passes through or rebounds off of pressed panes, giving noise a deep, reverberating, almost angry tone. These panes were used in Churches of Rock and Metal (due to the clearcutting of plants required to keep the glass from getting exploded accidentally) dedicated to the Voices of Todd and Hypno-Todd.


The Beeple ensured the south remained largely stagnant throughout the rest of the Classical era thanks to an abundance of comfort with the status quo until a renaissance of thought occurred throughout the region. Meanwhile, north of the river in the lands of the Cabal, “peace”, “stability”, and “prosperity” brought an age of unity that saw little need to upset the balance enforced by the Wovenmen.


Preliminary Turn 3 Design

The people of the Twelve Bays Cabal have survived and thrived in the face of adversity, and now they are face-to-face with a revolution unlike any other before! An intellectual one! Unlike previous turns, the rest of the Preliminary prompts will ask for a more focused proposal. While additional flavor and fluff to define your people further is perfectly fine, I got all the fluff I really need, so you do not need to actually address anything other than the following:

What technological advancement during the Renaissance was so impressive that your opponents are absolutely, undeniably, unequivocally envious or jealous of you for it?

This turn’s Design (and design only) will also benefit from god’s mercy - an impressive project should only ever be treated as if it has rolled a 12, and so it will be. Modifiers will still be applied after the fact, so this is not a guaranteed Unexpected Boon. Difficulties will also be rising for the rest of the prelims until they match the game proper in order to ease into expectations on shorter timelines.


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TURNTURNTURN

8
Quote from: bREaDbox
The Red Dwarf: (1) MoP
Cannibal Crystals: (1) MoP

Voting for myself until anyone makes an argument in favor of anything else.

9
But to be clear, you do understand that that is still something I need to take into consideration more than typical fluff, right? I've been around you people long enough to know you like to blur as many lines as possible to get what you want, and that can lead to fuckery.

So if you're making lightning animals outside of whales, when lightning and biomodding and animals are already things being codified and therefore something you are working with consistently, I have to look at it as a step in that direction even if it is just for a pet-like animal.

Fluff for things like governments and polities is one thing, but an actual object or entity in a pregame where those things do become your armory choices is a whole separate can of lightning worms.

10
The Red Dwarf

An extremely powerful red metacrystal artifact attuned to FIRE that emits immense levels of light and heat, enough to provide for life anyways. The Red Dwarf is a unique “unit” that can be deployed to one region at a time, should reality decide to divide the battlefield into multiple separate fronts for some reason.

While passively capable of acting as a sun (or second+ sun should another be present), The Red Dwarf is also capable of focusing light into beam attacks that are inaccurate (it’s so far away) but devastating (the sun is a deadly lazer)

Not actually a fan of curry.

——

Cannibal Crystals

Red humanoid metacrystal that really, really hates blue metacrystal. When these entities defeat a foe in battle they voraciously devour their bodies. Cannibal Crystals can “process” raw materials when used domestically, as their body will attempt to separate, for example, stone from ore should those be things we’d need.

The only material they cannot process is blue metacrystal. Instead of passing the blue crystal, Cannibal Crystals begin to turn a purple hue and fly into a blue-directed rage. A raging Cannibal Crystal will continue to rip and tear and devour until it reaches a 50/50 perfect purple split, wherein they will promptly explode.

Cannibal Crystals can target individual units, but they are equally content raging against anything made of blue metacrystal until they explode.

11
Preliminary Turn 2 Design Phase

Proposal: Ixam of the 121 Ziggawatts
Difficulty: Normal
Result: 1+1=2, Utter Failure

While there aren't an abundance of records from this time, a plethora of geological and archaeological findings as well as old tales passed on by word of mouth paint an incredibly vivid picture.

Accidents happen. Sometimes they lead to great developments, as is the case with the discovery of Ichor. Early civilization was quick to experiment with their curious whale parts, and stabilizing the highly volatile Charged Blubber Jars was an incredible turning point. A Golden Age fell upon the people of Monsoon Point as an entire caste developed centered on calling lightning, the Sky Caller Priesthood, who saw their influence expand with the growth of the tribes and their growing reliance on Ichor.

The Priesthood drove coastal expansion, with massive temples dedicated to the harnessing of the Sky's gifts, the Ziggawatts, cropping up as the centerpiece of each settlement. The whaling industry exploded, sometimes literally, as pontoon bridges and artificial shores were created to increase accessibility to Lightning Whales. With Ichor used to summon the creatures whenever they wanted, the Priesthood that recruited ranks straight from the WhaleSlayers saw their own numbers, and influence, grow once again.

Artificial islands of wood and stone were constructed within the lagoons and bays of Monsoon Point in order to house an increasing number of Ziggawatts seeking to maximize their access to Lightning Whales. Stilt homes developed into entire floating cities scattered along the coasts, and the the Priesthood seemed to be leading this exploding population toward ever-growing greatness. The most impressive of these Ziggawatt towns was in the lagoon of Ixam itself - The Great Ziggawatt. It was here that the priesthood would show off their grandest skycalling rituals, choreographing elaborate shows resulting in cetrical displays to awe and amaze. This, of course, increased the influence of the Priesthood, and saw their numbers grow with their power.

When a population becomes densely packed there is bound to be inescapable friction. A few WhaleSlaying groups had gathered at the end of one of the Blubber Jar-blasted canals used as a whale trap. Both groups laid claim to a Lightning Whale as it moved down the canal, and an argument over who would attain the honor of Slaying it ensued. One party was for a first-timer who was seeking to get his first real markings, while the other was for a very highly-regarded WhaleSlayer presumed to be ascending to the Priesthood after his next Slaying. The Veteran, having had the foresight to properly prepare before the whale beached itself, exited his dry-tent and strode with purpose to the Whale, brushing aside the Novice and the protest he was raising.

The fragile ego of the young Slayer-to-be could not handle the slight, and before anyone knew what was happening, the Novice's axe had left his hands, taking a short and swift flight before embedding itself in the base of the Veteran's skull. The Novice's fears were magnified, and his frightful flight, as the cloudy skies parted with an intense fire. A ball of light fell from the sky, shedding smaller fires as it went, a gift unlike any the sky had given Monsoon Point before. Every set of eyes (except the Novice's) locked onto this great streak in the sky as it slowly faded into the horizon. A horizon that lit with an unexpected intensity usually reserved only for those who stand within the lightning.

The waters withdrew, the ground shook, and before the people of Monsoon Point could do more than feel a sudden mix of terror and excitement with the number of suddenly beached Lighting Whales set out in front of them, the waters came back with a vengeance. Distant pillars of fire could be seen by the few lucky enough to be atop a Ziggawatt near the shores during the Great Flood, and massive shadows sprouted from these geysers as quickly as a person breathes. The ground continued to shake as blackened clouds poured down from the North, choking out all light and life with great ashfalls that inundated the coastal regions of the north. Red arcs of lightning lit the sky in these clouds before dissipating almost directly over the Ziggawatts themselves. This continued for days, casting Monsoon Point in an eerie darkness and shaking most structures to rubble.

When the shaking ceased and the storm stopped, Monsoon Point was faced with a brand new, frightening reality. The survivors inland and on high ground (at least, high ground that hadn't been destroyed by the constant quaking) bore witness to a sky of roiling black clouds, schools of fish washing ashore and fauna in the jungles dropping dead as plants withered and died from the less-than-nontoxic ashfall, and in general can be understood for thinking it was the end of times. Even the Lightning Whales were ignoring the calls of Ichor more often than not. This makes the following slightly more understandable.

Trigger Warning: Description Of Human Sacrifice
>
Months after the ashfall, a group trying to find some food for their Ziggawatt out in the wilds came across a trail that ultimately led them to the cave The Novice had been living out of since he fled. He was ripped from his hiding place and beaten while transported back to The Great Ziggawatt - which had only just managed to survive the disaster. The Novice was accused of angering the gods of the seas and skies, and was brought before the highest members of the Sky Caller Priesthood. Accused of bringing about the end of the world, and found guilty, the Priesthood almost spontaneously developed a torturous ritual to right perceived wrongs.

Having slain someone over his desire for tattoos, the priesthood slowly tattooed the entirety of his body atop The Great Ziggawatt in view of whoever was alive to gather. As his skin was tattooed it was also peeled away, depriving him of any actual possible satisfaction he'd have for being tattooed. Alive, screaming, and slowly covering the top of the Ziggawatt in blood, The Novice then had to experience his beating heart be ripped by hand from his chest before being wrapped in his own tattooed flesh and launched into the sky via a hastily constructed ballista-like sling. The hope was that the gods would accept this sacrifice, and when the sky above the Ziggawatt exploded with a blast of lightning that struck The Novice's empty chest cavity and blew the body to chunks, and then the clouds parted to allow sunlight, everyone thought their offering had been received and accepted. When the skies elsewhere did not open, and the dark clouds above The Great Ziggawatt began to constrict once more after a couple of days, it became clear that the reprieve was only temporary. Punishment would remain collective. One of the members of The Novice's party had survived the apocalypse and was quickly pulled up by the priesthood to be offered to the gods. When their second ritual, replicating the first down to the less-than-willing sacrifice, resulted in the same outcome, The Priesthood of The Great Ziggawatt plotted to initiate what would become known as The Thirsting Wars.
>


Ziggawatts quickly formed alliances as word spread of the "cure" to the end of days, and the entire region quickly devolved into raiding factions hoping to steal away some human sacrifices, draw the god's favor, rinse, wash, and repeat until the skies stayed clear - or better, the rains returned. Many scholars misattribute the "Thirsting Wars" to water and the general drought that beset the region for the following two hundred years - it is indeed a reference to a thirst for blood. More people died as a result of sacrifice atop the Ziggawatts than any other cause during this period, a problem that was magnified by the construction of Sacrificial Ziggawatts wherever they could be built increasing the frequency of sacrifices. Ichor Staves and Clubs were used to hit opponents with a crippling burst of cetricity, enough so that they were incapacitated and able to be dragged off the battlefield for use later. At the end of these centuries of general darkness and crimson twilight, when the last of the Ziggawatt alliances seemed ready to collapse into one final self-sacrificial effort to appease their unkind gods, Sky Caller Priests standing opposite one another on the field of battle preparing to order a charge into oblivion, things changed once more. The earth shook so violently that The Great Ziggawatt split, the shores were hit by tidal waves once more, and the winds whipped violently without direction. The shadows to the north retreated, the ashen clouds parted to the east and west, and the skies finally dropped their rains again.

Having shown themselves willing to sacrifice themselves down to the last, it seems, had been enough to satisfy their gods. The alliances of Ziggawatts joined one another as The Bay Twelve Confederation, after the fact that they were the last twelve Ziggawatt-States remaining. It was fortunate that they had come together at this point, because the change the climate was enduring would be tough on them as well. Development of most things stagnated as Bay Twelve put effort to rebuilding The Great Ziggawatt and the lost forum within. Difficulties were exacerbated as a landscape largely left dead or dying after two centuries of environmental negligence suddenly found itself with an excessive abundance of what life craves. Eventually life returned to normal, outside of biodiversity in the area imploding during the Thirsting Wars as the series of events was one of the greatest Extinction Events we've been able to find evidence of.

The Confederation rebuilt and repopulated, and the capital of Ixam even grew to 121 Ziggawatts (hence the name). WhaleSlaying redeveloped once again, but the scars of the near annihilation of these peoples would be felt forever, and in this time it took the form of excessive caution and regulation of WhaleSlaying by the Sky Caller Priesthood. Slaying could only occur in areas with prior reservations, and the canals weaving between the Ziggawatts were barely deep enough for the rafts the people used to prevent any unplanned beachings in populated areas. Keeping track of who was slaying where and when was a painfully boring, but necessary, task controlled by the Priesthood, which led to their ability to pick and choose who to elevate from WhaleSlayer much easier, increasing their numbers and boosting their influence. And of course, if there were ill omens afoot, the Priesthood had their choice of who to offer...


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It is now the Revision Phase, and will continue to address the same prompt. As with the last turn, your design is not your past set in stone - you can utilize your Revision to advance something within the results/armory, but if there is anything specific about the given backstory in this Design that the team would like to address or modify, that is also allowed.

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TURNTURNTURN

12
With the forum being deceased, we continued briefly over discord so that the game would not just die. Behold, the turn:

Preliminary Turn 1 Revision

Proposal: Whaleblood Tattoos
Difficulty: Trivial
Result: (6+6)+3=15, Wow Unexpected Boon

The Ritual of Harvest was a central pillar to the society developing at Monsoon Point, enough so that some tribesfolk were said to have spent their entire lives on the beach to observe the comings and goings of the Lightning Whales. Everything the tribe did was, at least in some part, only possible due to the whales, and they understood this. The Whale’s blubber proved to be an excellent preservative when properly harvested and rendered down over a low heat, then poured into some clayware where meat would be placed and the fat solidified around it. The first step in the Ritual of Harvest by the end of the Ancient Era was Consuming, with the WhaleSlayer being fed a preserved chunk of the previous whale before engaging in Slaying. While the effect was very minor, consuming the meat eased the devastating effects of a massive electrical outburst and improved the survival rate of WhaleSlayers greatly.

Survivability increased greatly once more with the introduction of Tattoos. The tribesfolk were not averse to art, but in the Ancient Era there wasn’t much in the way of paint or canvas. Like many early societies, these folk turned their own bodies into works of art. Whalebone needles were used to painfully impregnate the skin with a variety of dyes made with various watered-down minerals or plant pastes. These were all replaced when one of the first two-time WhaleSlayers volunteered for the second Ritual. Having survived the discharge of their first Ritual, this WhaleSlayer had one of the tribe’s tattoo artists use whale blood as a dye and outlined the burn scars that traveled up his arms, through his torso, and down his legs into the ground. The blood, while otherwise normal, held a very, very faint blue glow when it was pushed into the flesh of the WhaleSlayer. When the WhaleSlayer struck their quarry, the usually incredible burst of energy was pulled almost wholly through the WhaleSlayer. For a brief moment their tattoos burned a blinding white before cooling back down to blue rapidly as electricity crackled and discharged into the beach off of his body.

He was left almost entirely unharmed, save for a new bit of scarring he planned on getting outlined.

While the WhaleSlayers immediately following opted to forego the Whaleblood Tattoos and view their first Ritual as a trial or rite of passage, new WhaleSlayers quickly adopted “guidelines” tattooed from their fingertips to their toes. While these weren’t enough to prevent injury and burn scars, they were enough to prevent death and minimize injury. Once properly scarred, the WhaleSlayers would outline their burns with a true Whaleblood Tattoo.

Whaleblood Tattoos improved the quality of life for the Slayers, but it did little to actually improve access to the whales and the resources they provide. But the Tattoos did drastically alter life in Monsoon Point otherwise. WhaleSlayers who survived a few Rituals were often heavily tattooed, which would further improve their survivability during the Slaying. The tribe practically idolized self sacrifice though, so there was no true honor in participating in the Ritual when one was guaranteed to walk away without any issue.

Things changed when one particularly heavily-tattooed WhaleWatcher stood on the beach watching a storm approach. Things seemed normal until there was a loud CRACK and the hair on the WhaleWatcher flashburned away. Then another crack, and another, and another. The WhaleWatcher was struck by lightning and stricken with incredible pain, but nothing he couldn’t endure. When the storm cell passed by and eased into just heavy rains, the WhaleWatcher still stood, slightly more burned and significantly more confused.

It turned out that Whaleblood Tattoos could channel electricity incredibly well, enough so that even absorbing the brunt of an entire storm front was not enough to more than lightly injure the tattooed person in question. The tribe now faced an interesting dilemma: how would they approach this discovery?

Well, with immense and incredible voluntary self-sacrifice, of course. WhaleSlayers who found themselves unable to feel something when Harvesting would step down and allow a new WhaleSlayer to take on the role until they too moved on. Once heavily tattooed, these tribesfolk would contribute to society as normal save for when it was their turn on storm watch. They would set themselves out in the open as a groud when violent storms approached their villages, engaging in a series of aggressive and choppy movements largely dictated by each individual meant to help draw in the lightning (when in fact the tattoos did that enough on their own, especially at higher concentrations of people). Storm Dancers became a regular sight in Monsoon Point, helping prevent lightning-related destruction and giving the world its first real flash mobs.

Whaleblood Tattoos are [Cheap] in large part because each whale has a lot of blood and tattoos aren’t going to need a ton of it.

Storm Dancers are [Very Expensive], being folk who Harvested enough to become covered in Whaleblood Tattoos and were willing to dedicate the rest of their lives to combatting the skies themselves. Increasing the rarity of Lightning Whales will have an equivalent effect on Storm Dancers, as more Rituals of Harvest mean more Tattooed fellers and more Tattooed fellers means more Dancers.


Preliminary Turn 1 “Combat” Report


Life on the Great Continent was, for both of the originator tribes, interesting. While historical records of the time are few and far between, and reliability even rarer, the window we have into the Ancient Era is nonetheless exciting.

While we are familiar with how life and society evolved here in Monsoon Point, our knowledge of the south is incredibly skewed and full of inaccuracies, assumptions, and outright fabrications. Still, one should never turn down an opportunity to know their enemy.

The Painted Land’s tribes kept to themselves and what little archaeological record available in the North simply states they were a hardy people, with some level of connection to the local wildlife - the lizards in particular. Rumors of cave lizards small enough to fit on the head of a pin and large enough to tower over mountains are probably heavily exaggerated.

What wasn’t exaggerated, as far as we can tell, is just how ingrained the lizards were in every aspect of society. Nearly every relic and artifact recovered from the Ancient Era, save for their obsidian tools, can be traced in some way to the parts of a lizard.

While there is obviously no written record from the time period, some tales can be traced back to traveling holy men bringing the Word of Todd to any who would listen. And any who would not.



Preliminary Turn 2 Design


Your people have, at the very least, learned how to survive in their environment long enough to develop villages, towns, and even their first cities. Tribes split off from their fellows for a number of reasons equal to the number of tribesfolk themselves. As Monsoon Point was developed by the villagers who stayed, the Choladaic Rainforest, Evergreen Riverway, and Frosthollows called to those who sought their own lands. These migratory groups would eventually settle their own villages, towns, and cities, and soon all four northern regions were made up of a variety of city-states and aspiring empires. One of these stood out over the rest, enough so that their mark is still felt to this day.


Your current task is to address the following prompts in your Design Proposal:


Which Northern Region was the Unifying Party located? This will increase the defensive capabilities of your forces in the area, as the region becomes important historically or culturally for your people. If not located within your capital, the next turn’s prompt will be modified to address the capital returning.

What method/tool/approach did they take to unifying the other tribes? Conquest, diplomacy, commerce, or general fields work for this, as will more specific suggestions.

What mark did they leave on the world? Roman roads, Roman aqueducts, Roman sewers, Roman siege engines, Roman Catholicism, I think you get the point.


This turn takes place over the course of the Classical Age, so you can model whatever empire you make after anything from the Akkadian Empire to the Roman Republic. Man, those guys keep popping up.


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TURNTURNTURN

13
Raw Crystal and some sort of farming unit could be fun, and would play into setting up for the nasty gate turn if we go that route.

Make em Raw Crystal Blossoms and we could have the “farming” unit be crystal bees. Crystals are seeded just like plants, so it makes perfect sense!

14
Ooh, I'd like to build up to pushing that shift (Quarque's, I got ninjaposted) in a couple turns, do enough to hold our ground while building up infrastructure and then hit em with a turn of oopsiedoodles. I think it'd be doubly good to hold off on that one since there isn't gonna be any ground actually changing hands for another combat phase, and that's a big one-turn slap.

15
Shift: Uno Reverse
The Reversal Die's roll pool is changed as follows: On a 1, the following combat phase will swap the initiative of Attacker/Defender. For example, a team besieging a fortress would find themselves defending the walls.

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Kinda want to turn that one roll into a whole fun thing, but I get doing something to change the units/battlefield is probably more desirable.

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