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Messages - NUKE9.13

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286
Angel Team: Strategy Phase T5
TURNTURNTURN
Design phase, two designs, go.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)


287
Demon Team: Strategy Phase T5
TURNTURNTURN
Design phase, two designs, go.



Spoiler: Equipment (click to show/hide)

Spoiler: Tokens & Misc Bonuses (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)


288
Forum Games and Roleplaying / Re: Chiaroscuro 2
« on: June 25, 2023, 08:56:08 am »
EVENT - The Merchant Returns
"The Merchant" is back, with fresh stocks for his stall: a massive tusk, a small jar, and an old chisel.
However... like any good pusher, the first time was free- the second time will cost you. The Merchant has put an eye-watering price tag on his items... but can you really say no? Generously, the Merchant does offer credit- interest free, even-, so it doesn't matter whether your treasury is empty or bursting.


As before: Pick one. If you both choose the same one, the Merchant will keep it, and give you one of the remainder at random. Otherwise you get the one you picked. The resultant Mythical Token can be spent in a Design Phase to provide a bonus design (using the item in question), the product of which is always Unique. You could convert its essence into a unique monster, or fuse it into a unique artifact, or use it to entice an aspiring Champion to your cause... whatever you want. So long as there is some connection to the item, anything goes.
However, you must also spend 2 Wealth Tokens to make an offer. If you do not have 2 Wealth Tokens, you can go into debt, which will automagically be repaid the next time(s) you receive a Wealth Token. You are technically allowed to not buy anything, but that would be boring.

You must make your decision during the next Strategy Phase. Your options are:

-Mammoth Tusk
   This absurdly long piece of ivory is surrounded by a freezing aura, as it originates from a Mammoth- a legendary beast that lives in the northernmost reaches of the world where it snows all year round. Mammoths, in addition to being able to thrive in and control icy conditions, are known for their supernatural communication skills. It is said that all Mammoths can talk to each other, no matter how far apart they may be. 
-Midasite Gold
   This jar is full of a special oil, known to be one of the most inert substances in the world. It is the only way to safely contain the tiny piece of Midasite Gold within, a mineral that has the ability to convert almost all other materials into gold. While this process is (currently) too slow to make it a significant income source, the mineral could be enhanced in various ways- unlocking the true potential of its replication abilities (not necessarily limited to gold), or perhaps exploiting the aura of greed that suffuses it.
-Chisel of Kain
   A weathered chisel, that no amount of use seems to dull. Blessed as it was by Kain, god of construction and medicine, its longevity is assured, as is its stone-carving ability. While seemingly humble, the divine power it contains could grant a mortal effective immortality, erect a stone keep overnight, or conversely destroy a supposedly indestructible object.



Well here we are again
It's always such a pleasure.
…that being said, I’m going to shortcut this section for now. I’ll try to come back and edit in better descriptions later.

Angelic Advances
-Five Pointed Star Witches
   -Starfish-esque regen.
   -Can cast Uncommon spells. Stronger spellcasting than Acolytes, roughly on par with Soul Magi
   -Spellcasting suffers unless all five members of a quintet are present
   -Can combine their spellcasting to cast Five-Point spells, stronger variants of regular spells

-Siren of the West
   -Noblewoman of the Silver Empire
   -Mutated, given fish parts.
   -Minor shapeshifting ability (can be used to hide fish parts)
   -Hypnotic voice, able to sway crowds, charm groups, brainwash individuals (efficacy depending on target’s resistance)
   -Has the funds to blend into noble society as needed.

-Hermit LLEs
   -Liquid Light Elemental in a large shell made of enchanted coral that keeps the light-energy from escaping them too quickly
   -Slower, more expensive, harder to kill, better endurance

-Entrencher Sea Servants
   -Sea Servants with iron tools and bonehardwood stakes
   -Can establish field fortifications
   -Iron tools mean better damage in melee
   -Slightly more expensive

Demonic Developments
-Lurch of Fear
   -Uncommon spell, area of effect, short range
   -Gravity magic; reverses gravity briefly, then negates it for 15 seconds.
   -Empowered version fluctuates gravity wildly

-Ancestral Prophet
   -Senior Soul Magi
   -Fancy Glass-Steel regalia set with lots of soul gems
   -Soul gems are pre-filled, but sealed to prevent leakage. Fresh souls are used to unlock them, meaning he powers up much faster than regular Soul Magi. Can also share this power with other Soul Magi.
   -Glass-Steel absorbs spell ‘essences’, letting him add aspects of one spell to another. Can add one aspect to spells of other Soul Magi, or many to his own spells.
   -Glass-Steel can absorb hostile spell essences, but this requires the hostile spell to interact with the Prophet, either by direct hit or being ‘caught’ with a ward. This isn’t worth it for regular magic missiles.

-Faltering Step
   -Revision of Lurch of Fear
   -Common spell, single target, medium range
   -Just increases gravity for target
   
-Ancestral Guards (Utter Failure)
   -lol
   -lmao



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Influence Factions (click to show/hide)


289
Forum Games and Roleplaying / Re: Chiaroscuro 2
« on: June 25, 2023, 08:54:41 am »
Turn 5 - Late Summer
TURNTURNTURN
Far above the Rolling Hills, an observer lurks, monitoring the conflict of Good and Evil.
An old man watches for a while, then turns and walks away. The younger man maintaining the scry is confused.
"Master, the battle has not yet ended. Do you not wish to know the victor?"
The old man shakes his head.
"I've seen enough. This battle changes nothing."




Western Protectorate - Pestilent Marshes
There is no warning. One moment, the guard is staring half-heartedly into the mists rising from the bog, the next his throat is missing, the fountain of blood absorbed by the unseen assailant. However, no warning is needed. Within the ring of off-white stakes, red eyes snap open, and the bearer, skin paler than the stakes, leaps to her feet.
Though crude, the fortifications are enough to delay the Vampire Lord’s assault. Though it takes him only a few seconds to get the makeshift gate open, he does not rush in- instead peering through cautiously. A glint of silver in the dark, and he leaps back- his definitely-not-vampiric counterpart charges forth, and he does not even attempt to stand and fight.
Previously, the Good Doctor would not maintain the chase for long, so as not to leave her comrades unguarded. Yet now, the palisade offers sufficient protection from other potential prowlers that she is determined to end the blood-sucking scourge. While he is slightly faster when drawing upon his gemstone, its power is limited, whereas her stamina is comparatively boundless. The risk of being led into an ambush is insignificant, as her ability to sense nearby foes would alert her before any trap was sprung.
The Vampire, predictably, sets his thralls upon her path. They present little more than a speedbump, and any minor wounds she suffers whilst eliminating them is more than compensated for by absorbing their blood (she’s not a vampire). The mists, mud, rotting vegetation, pools and streams- these could all pose an obstacle to regular folks, but the trail of her quarry cuts through the mist like a beacon, whilst her nimble feet barely register the uneven terrain.
The chase has gone on for several minutes, but she is catching up. She weaves through a rare stand of trees, leaps across a stagnant pool, all-but dances across a fallen tree laid across a deep bog… and plunges into the putrid waters when the tree suddenly vanishes.
She receives a mouthful of swamp, and struggles momentarily to untangle herself from the rotting vegetation beneath the murk. She breaches the surface, and is immediately greeted by peals of helpless laughter. Two figures stand on the opposite bank: her target, a condescending smirk on his face; next to him, the source of laughter, leaning against the missing tree now propped up on the comparatively dry ground.
She has little capacity for fury, but the grating cackles of the Impossible Thief cause even her stoic visage to twist in irritation. Irritation only strengthened when she senses a large swarm of Hound Spiders approaching. A brief moment of contemplation later, she turns to swim (/wade) back towards her camp, unwilling to face this carefully-prepared ambush on her enemy’s terms.
The spiders arrive just as she is dragging herself from the water. A few arrows pierce her skin, but nothing vital is hit. The most grievous injury is to her pride, and the news that another pack of Hound Spiders took advantage of her extended absence to kill a few more guards.


Cavalry on both sides are better suited to the swampy conditions than conventional horses might be. Drakegulls have their amphibious ability, letting them cross bodies of water with ease, whilst the spiders’ eight legs distribute their weight more evenly, preventing them from sinking too deeply into the sucking mud. Both do better on the open steppe, of course.
Unfortunately for the Hound Spiders, their nocturnal raids are less effective, as the horde of Sea Servants accompanying the angelic host now carry tools and stakes, with which they are able to erect rudimentary camp fortifications on a nightly basis. While less immediately relevant, the Sea Servants also make the camps more comfortable by digging ditches that drain the worst of the constant damp away.
The Hussars have no fortifications to overcome, and suffer only minor losses whilst harassing demonic camps and patrols. Hound Spiders end up spending most of their time in a defensive role, intercepting Hussar raids to give the rest of the army some reprieve. The Vampire Lord likewise acts defensively- while the Good Doctor is humiliated, her loss was too minor for him to risk a straight fight in the midst of a fortified camp.
The demonic forces had intended to draw their rivals deeper into the marshes, to a battlefield of their choosing, but the angelic army moves more quickly than expected. Rather than drag the carts carrying the barrels used to form Liquid Light Elementals all the way to the battlefield, the elementals are deployed days in advance, their glowing gelatinous forms flowing into massive shells of multicoloured coral. Whilst still awkward and heavy, the en-shelled elementals are able to propel themselves, and by extending their limbs further out of their shells are able to overcome obstacles that cumbersome carts could not. Combined with Sea Servants being able to set up rudimentary bridges across larger streams, and the relative camp comfort enhancing the stamina of angelic troops, the demonic army is caught off-guard by their advance.
Battle is joined in a typical stretch of bog- the ground is soft, each step squelching, and streams and pools offer plentiful obstacles to regular manoeuvres. The pervasive aura of decay saps the strength of combatants on both sides, the undead only slightly less affected than the living.

Formations on both sides resemble those seen last month, though the exact composition has changed on the angelic side. Sea Servants are present in a lower ratio than before, but they wield iron tools rather than crude clubs. The Liquid Light Elementals are similarly present in lower numbers, but encased in towering coral shells. Finally, there are fewer Acolytes, replaced by strange purple-skinned figures wearing mottled orange robes.
As the angelic army advances, Hateful Bowmen fire their first volley. Angelic casters raise wards in response. While each Acolyte raises a ward over a small section of the angelic line, the new purple-skinned casters work together in groups of five, conjuring large wards that even a layperson can tell are considerably more powerful than those the Acolytes muster. And, indeed, those sections of the line blessed with this protection suffer much less damage from arrows and magic as they advance. Even Agony of the Soul is unable to penetrate them, at least not until the ward has already taken a fair number of hits. Fortunately for the demons, there is plenty of angelic formation that is not protected by the super-wards, so it doesn’t render the ranged exchange one-sided, but it does give the angels an advantage.

Two new developments from the demonic side show themselves once the angelic forces get a little closer. Some of the Soul Magi switch from Agony to a new spell, that after a brief windup causes sections of the angelic line to suddenly float a short distance off the ground. After about fifteen seconds, the effect unceremoniously ends, dumping the floating forces back down. This is especially unfortunate in the sodden earth, as coming down hard often results in getting feet stuck in mud.
Which ties into the second thing the demons show off. Demonic Acolytes seem to have their own form of gravity-manipulation, briefly increasing the downwards pull on a single target. In the case of Sea Servants, this generally results in them falling to the ground, whilst cultists are just staggered, causing them to feel like their feet are stuck in mud (even on dry ground).
Combined, these effects break up the cohesion of the angelic formation quite well- going from a more-or-less straight line to a haphazardly staggered affair. The Liquid Light Elementals, though slightly slowed by their large coral shells, are essentially unaffected by both spells- if lifted into the air, they can simply extend their amorphous limbs and drag themselves forward, out of the area of effect, and the foot-dragging spell is too weak to hold back the bulky behemoths. However, their infantry support lags behind.

Moments before the LLEs make contact with the braced demonic forces, the purple-orange spellcasters unleash something that looks like five magic missiles twisted into a single spell, which on impact easily crushes demonic wards, armour, and bones. Though it doesn’t affect more than one or two demonic troops at a time, they churn them out fairly quickly, which leaves the demonic line somewhat unbalanced as well as the LLEs’ charge connects.
The result is not pretty. Or, well, it kind of is- those coral shells feature a delightful kaleidoscope of colours, and the bright glow of the LLE limbs makes for a rather unique tableau which is… oh, right, the battle. The LLEs are now significantly harder to kill, and have even more momentum. They don’t just smash into the demonic formation, they smash through it- which is actually a bit of a problem, since it means they are surrounded by demonic troops on all sides. Lower numbers of LLEs mean that more of the demonic line is untouched than last month.
The Ratmen are devastated, though Cultist Spears held in reserve quickly move in to shore things up. Cryptarii take a bigger hit than last month, but manage to recover, and start to hack away at the glowing limbs with their swords. Skeletal Recallers intercept the elementals charging the demonic right, and though their explosions do not destroy the coral shells, they do crack them, rendering them vulnerable to follow up attacks by Rememberers. A number of Soul Magi concentrate their attacks on the over-extended elementals as well.
By the time the angelic infantry catches up, several elementals have already been whittled down by spear or sword, or outright slain by a Rememberer’s weapon or Magi’s magic piercing their damaged shell and striking their core. Nevertheless, the demonic formation would still struggle to receive a coordinated infantry charge- unfortunately, they have a much easier time receiving the staggered groups of angelic troops that close in.
The Sea Servants use iron tools as weapons (as opposed to going unarmed or using crude clubs like before), which makes them more lethal, especially when it comes to piercing the carapace of the Cryptarii. Yet their numbers are somewhat lower, and with their formation disrupted, they are unable to overwhelm their opponents.

Of course, the angelic army does not rely on success in the frontline melee- Hussars are already moving around the flanks to prepare for a devastating charge. Once they see that the majority of demonic troops are committed, they break through the screening Hound Spiders, rapidly closing in on the vulnerable rear.
At which point, the Soul Magi tap into their Soul Gems to empower their new spell. It affects a significantly larger area, but more importantly, it doesn’t just cause the victims to float- rather, it causes gravity to fluctuate wildly in the area of effect. While the winged gulls would’ve been a lot less bothered by becoming briefly airborne (and may even have been able to flap out of the affected area), the roiling forces are much more debilitating. The Hussars are supernaturally skilled at holding on to their mounts, but are still disoriented by the dizzying effect. When it ends after roughly twenty seconds, they drop inelegantly onto the ground- which has been churned up by the magic, turning from sodden ground into thick mud, further slowing their recovery.
The demonic forces are not idle whilst the Hussars are immobilised, peppering them with arrows and magic and moving around to better receive the charge (the Vampire Lord shouting orders helps somewhat). By the time the Drakegulls reorient themselves and resume the charge (having lost momentum), a fair number have already been slain.
Even so, the volley of Spears of Light, and subsequent impact of beak and sabre causes significant damage. Not as much as last month, though, and this time around the Vampire Lord is hale enough to run around actively killing Hussars. The Hussars deploy their inkscreen, retreat, charge again- and while this is by no means ineffective, it lacks the decisiveness needed to shatter the demonic army.

Recognising the need for a coup de grace, the Good Doctor makes her move. She gives orders to a quintet of orange-purple casters, then sprints out and around the front line, zips through the lingering ink, and with single-minded determination heads straight for the Vampire Lord. She takes a few hits on the way, but nothing she can’t handle. The Vampire Lord sees her coming- sneaking up on him is not really an option-, and predictably gathers minions around himself for protection. Undeterred, the Doctor stops short of charging into a spear, absentmindedly cutting down two cultists who try to attack her from the side, and then… just kind of points at the Vamp.
The Vampire Lord is somewhat confused by this- is she expecting him to fight a duel or something? Did her injuries earlier in the month give her brain damage? Fortunately, his confusion is alleviated by the sight of a combo-missile streaking over the melee, remarkably accurately avoiding wards, on a collision course with his face. Though seldom seen in action, the Good Doctor does have an ability to share targeting information with allies, after all.
Unfortunately for the Doc, there’s one more participant in this battle, who likewise has an ability so far underutilised. Biding his time, the Impossible Thief judges this the optimal moment to make a difference, and/or the funniest use of his powers. The spiralling missile blinks, reappearing with a slightly altered trajectory. The Good Doctor doesn’t notice anything amiss until the powerful projectile hits her square in the back, knocking her off her feet, face-planting into the mud. The demonic forces around her waste a brief moment wondering what happened, but then surge forwards to take advantage. She barely manages to roll away from several potentially lethal spear-jabs, and gets back on her feet just as the Vampire Lord reaches her- but not in time to avoid his sword, which carves a deep gash across her hastily-raised arm, causing her to hiss in pain (she’s not a vampire).
Though she manages to escape before being cut down, she suffers numerous severe injuries in the process. The sight of their crippled champion fleeing has a demoralising effect on the angelic cultists, while the Vampire Lord is free to roam the battlefield without worrying about his rival intercepting him.

While the fighting continues for a while, the tide turns in the demons’ favour. Eventually the Soul Magi unleash a volley of empowered Agony of the Soul, which is the final straw, forcing the remaining angelic forces to retreat. The retreat is complicated by movement-disrupting demonic magic, though the remaining Hussars are able to provide enough screening to prevent a total rout. Fortunately, they are able to fall back to their fortified camp, which gives them a chance to regroup- but they have suffered too many losses to push on this month, and are ultimately forced to fall back further to recuperate fully.

Swampland is not a great place to suffer gravity magic, and even a ‘non-combat’ trickster can turn the tide of a battle in the right circumstances.

The Demonic Army pushes the front line in the Western Protectorate by 1 segment, bringing their control of the Vast Steppe to 1/8. Next turn's fighting will occur in the Vast Steppe.



Chegitha - Rolling Hills
The Rolling Hills are well suited for field fortifications. The angelic army is all-but untouchable when encamped, as Sea Servants are able to quickly secure hilltop positions (often taking advantage of ruined villages as a source of materials/partial fortifications). Conversely, the demonic army finds itself harassed by Hussars on a daily basis, making it difficult for them to simply camp out on a hilltop and wait for the angels to come to them.
Nar-Carok, who is once again personally leading this front, attempts to manoeuvre his forces in such a way as to draw the angels into a wide valley, but Muu, likewise personally leading, does not take the bait, instead advancing steadily from hill to hill, certain the demonic army will have to fight on her terms.
And indeed, eventually the demonic army stops retreating, as Nar-Carok decides that Muu’s latest camp is on the lowest hill she’s likely to be caught out on. The demonic army marches up the slopes, and battle is joined.

Fighting an entrenched uphill enemy is no fun. Elevation renders the range of angelic archers equal to that of the Hateful Bowmen, while having palisades to hide behind more than makes up for the disparity in rate of fire and accuracy. Thus the demonic forces continue to advance, as Nar-Carok recognises that an archery duel will not favour him.
In addition to the eldritch avatars leading each force, the demonic army is accompanied by what looks like a senior Soul Magi, bedecked in a far more ostentatious set of regalia of shimmery, semi-transparent steel set with not one but dozens of Soul Gems. As the forces enter magic missile range, he demonstrates his superior spellcasting talent by hurling forth Agony of the Soul with almost the same speed and strength that Nar-Carok himself does- though the wards deployed by the new casters on Muu’s side (and Muu herself) blunt the impact considerably. Thus, the demonic forces advance further still, as the magic duel does not favour them either.
Cryptarii stoically march in the fore with shields held high. This is reasonably effective in blocking arrows and the magic missiles of Acolytes, but the new casters’ combo-missiles can easily shatter a shield and the roachman holding it. The Ratmen are far less resilient, but necessary to provide numerical bulk to the demonic line.

It would seem the demonic efforts are doomed, as by the time their melee forces reach the angelic fortifications, they will surely be whittled down to the point they couldn’t possibly dislodge the defenders. That would be an easy battle to report on. Alas, things are not so simple.
Each time a spell is cast near or by the new demonic champion, his regalia glimmers a little more brightly. As the demonic infantry nears the palisades, this glimmering has gotten quite noticeable. In addition, where most Soul Magi’s gems have gained a modest dark lustre, the champion’s gems are almost pitch-black. And now, the accumulated power is unleashed.
First, the soul energy contained within his gems is distributed to the other Soul Magi, instantly boosting their gems, allowing all of them to cast empowered Agony of the Soul, pummeling the angelic fortifications with searing lightning and causing many Sea Servants to collapse from the impact of the accompanying ‘thunder’.
Next, the remaining power in his gems is drawn into a spell- which looks like Agony. Or maybe it’s magic missile. No, wait, it’s that new gravity spell. Hang on, is it a ward? Even Muu isn’t sure what she’s looking at, but she recognises that it is trouble, so throws up a powerful ward of her own to block it.
Unfortunately, the champion isn’t aiming at her, he’s aiming at the base of the central section of palisades. The chaotic jumble of magic hits the ground, exploding into several spark-balls that scatter over a wide area. Where those sparks hit the ground, ward-like energy spreads out horizontally, creating glowing fields of magic that intersect with the wooden stakes. Those fields begin to quiver, then explode, shards of magic tumbling through the air as a visual depiction of disrupted gravity. The palisades, though sturdy enough to survive basic attacks, were not engineered to withstand this sort of assault on their integrity, and consequently are torn apart, the bone-white stakes flung in all directions along with clumps of earth and shards of magic.

When the dust settles, a large swathe of the fortifications have been knocked over, along with the defenders manning them. A fair number of demonic troops have suffered collateral damage, but the remainder quickly charge into the breach, with Nar-Carok personally driving them forth.
Muu is shaken, but not so shaken as to avoid an opportunity to duel her nemesis, and the two quickly focus on each other whilst their armies battle around them.
The angelic defenders are on the back foot initially, but soon the Liquid Light Elementals held in reserve lumber forth, stabilising the breach. Meanwhile, Hussars- having lingered on the flanks of the battlefield, skirmishing with the demonic Hound Spiders- charge into the demonic rear. Defenders on intact sections of fortifications soon turn their attention towards the breach, firing arrows and magic into the sides of the demonic intruders.
Ultimately, the demonic attackers are forced to retreat. Nar-Carok is forced to cut his duel short as several quintets of purple-skinned casters fire combo-missiles at him, driving him to retreat along with his remaining forces.

The new demonic champion’s chimera-spell was certainly a surprising twist, but the odds were so heavily stacked in Muu’s favour that it only managed to turn a complete slaughter into a decisive defeat. The demonic army retreats a considerable distance before being able to regroup, bringing the front line all the way back to where the war started.
 
The Angelic Army pushes the front line in Chegitha by 3 segments, bringing their control of the Rolling Hills to 4/8. They gain 1 Wealth Token.
   


Thpenos
Gridlocked Polis
The Senate has gathered. A serious subject is on the agenda. Possibly the most serious thing they’ll do all year.
Decide whether to revoke the ban on cinnamon.


Meanwhile, the Polis is graced by a debutante from the East. Maybe? She’s not especially forthcoming on her origin. Her silver hair and eyes have some speculating a relationship with the imperial family of the Silver Empire. Either way, she’s making waves in the political scene, earning many admirers with her song performances. Several senators seem to be rather infatuated with her, in fact, inviting her and her retinue to a number of soirees attended by their peers.
Which is where Siren of the West and her fellow Angelic agents make good progress in swaying the upper classes towards Good. The food and drinks are surreptitiously seeded with Worms of Muu, and the Siren’s hypnotic voice is used both to directly convert key targets, and to more subtly influence larger groups.
Indeed, swathes of senators (and other important figures) are won over- and by directing them to support the Centrist cause, Centrist leadership likewise gains a more favourable view of Muu. A little hesitation remains, but another month of socialising will surely see Angelic converts sitting in on senior Centrist meetings.
3/5


In comparison, Demonic operatives have a rather boring and unproductive month. With operations in the Restless Satrapy disrupted, they’re left with fewer resources to work with than they had hoped for, slowing progress some. Not that much progress was on the agenda, as they lack means of infiltrating the upper echelons of society.
3/5

         
Bountiful Quarries
Shoddy maintenance causes the entrance to a large mine to collapse, trapping hundreds of workers within. Spontaneous protests and riots ignite as details of the poor management responsible emerge. Nobody can quite agree on who is to blame, but everyone agrees that something needs to change.


For instance, senior leadership of the Communalists change from passive acceptance of Muu’s cult, to active support. Already on the edge, the latest disaster (combined with the usual efforts of Angelic operatives) is enough to tip the scales.

Which presents Muu with a new challenge. See, to fully control the region, she can’t just convert senior leadership- she has to help the Communalists achieve dominance, through some combination of achieving their goals (which means communal ownership of mines and quarries) and weakening their rivals (the Meritocrats). Then she also has to convert/replace the person in charge of the Communalists… which is tricky, since there is no such person. So she’ll need to elevate someone to that role, persuade the Communalists to accept a supreme leader of that sort, and keep the newly-appointed leader on-side (harder than it sounds, as with great power comes great ability to resist eldritch influence).
3/5 -> 4/5


The disaster is also a windfall for Demonic efforts. Many bereaved relatives or friends of those lost in the accident turn to the Masters of Rites for funeral services and grief counselling, which the Masters use both to further spread Nar-Carok’s own influence, and to steer some support towards the Meritocrats. The Meritocrats are able to pin the blame on a number of incompetent overseers, and manoeuvre to have their own members replace them. Though they recognise that this is somewhat of a fluke event, they cannot deny that Nar-Carok helped them take advantage of it, and a number of junior Meritocrats tentatively sign on to his cult. Whether they will stick with the cult in the future is uncertain, but for now Demonic influence increases.
2/5 -> 3/5


Restless Satrapy
After the recent upheavals in the local administration, the governor promotes a number of lesser officials to fill the vacancies. Either by design or coincidence, the majority are sympathetic to the Assimilator cause.


Which includes a number of existing Angelic converts, who maintain their allegiance even after their promotion. This, combined with other Assimilators turning a bit of a blind eye towards Angelic efforts to spread the Good word (and Good Worms and Good Coral), is sufficient to give Muu’s cult a foothold in the halls of power, at least for now.
2/5 -> 3/5


While new recruits are mostly Assimilator-aligned, there are plenty of Federalists who survived last month’s purge, and with the heat having died down, they’re eager to reconnect with Nar-Carok’s cult- because they’re very loyal to the Demonic cause, obviously, the access to puppet rebels controlled by the Masters of Rites is just a bonus, promise. Would they lie to you?
2/5 -> 3/5



Xyrania
Schism'd Capital
The Shah makes a rare public speech, in which he condemns the ongoing schism, insisting that citizens should cast aside heresy in all its forms- only unwavering orthodoxy leads to salvation. Though this pleases nobody, few dare to directly challenge the Shah's word, and many distance themselves from radical religious leaders… and eldritch cults.


Tolerance sounds nice. A certain amount of tolerance may well be nice. But like all things, there is a limit. For instance, traditional Xyranian theology has a clear stance on the subject of human sacrifice: never do it. Yet this is but one of many rulings that the Myriadites consider to be overly restrictive. Who’s to say that Tokchoko wouldn’t appreciate seeing sacrifices slowly die of dehydration whilst chained to the sun-baked golden roof of his Grand Solarium? Are we to deny Slask, god of fear and murder, his bloody tithe? Xyranian theology likewise has a clear stance on negotiating with demonic powers, but it’s important to keep an open mind, isn’t it?
Besides, Nar-Carok is willing to help them spread alternative viewpoints, to lower the public’s guard towards novel concepts, and to undermine the religious establishment.
In turn, the Myriadites might share their expertise- or rather, their amateurise, since few amongst the Myriadites are experts in anything. Instead, they like to dabble in everything. While of little help in furthering Nar-Carok’s knowledge in any particular path, they can offer a first step into almost any field.

While the Shah’s words cannot sway Nar-Carok’s staunchest allies, it does cause the less entrenched to rethink their position, whilst potential converts voice increased scepticism. However, this brief stumble does not lead to a significant loss of influence, as for every wavering ally who departs, two new are brought into the fold. The Masters of Rites are especially useful, both in bringing the masses on side, and in pleasing the Myriadite faction.
Masters of Rites had been focused on simply spreading Nar-Carok’s influence, but they are perfectly poised to spread other messages as well. They continue to encourage Evil thoughts, and the New Age Recovery Centers churn out unwitting pawns, but their victims are also introduced to new interpretations of the faith- sinister, twisted, and harmful interpretations-, furthering the theological divide in the city. The Myriadites are appreciative of their efforts, rendering their leadership receptive to further conversion efforts.
By the end of the month, all the converts lost to the Shah’s speech have been replaced, and even some senior members of the Myriadites express signs of interest in Nar-Carok’s messaging. While bringing such big fish on side is likely to require more potent efforts, having a toe in the door never hurt. I mean, well, having a literal toe in a physical door could definitely hurt, but… you know what I mean.
3/5


Some may argue that since it is impossible to find absolute truth, we should not judge the beliefs of others. But such nihilism is a path to damnation, to atrocities, to discord and division. Even so, the Revisionists do not seek to impose their beliefs on others by force. Rather, they believe that as they refine the faith and get closer to the Truth, people will recognise its superiority, and join them willingly. Nobody is beyond redemption- not even eldritch cultists. While Muu’s path might not perfectly align, the Revisionists recognise her benevolent nature, and think it is possible that Angels have a role in the divine order.
They will seek her aid not only in hindering the Myriadites in their efforts to splinter Xyranian society, but also in seeking out the Truth (through research or debates).
In return, the Revisionists will help Muu in refining her knowledge. Uncomfortable as they may be with radical new ideas, once they come to terms with them, their ability to polish and optimise is incredible. They will not be able to help with initial forays into new fields, but projects seeking to improve or iterate in existing fields will benefit.

While some Angelic converts are swayed by the Shah’s speech, none of particular importance are lured away. This is due to there not being any converts of particular importance- they’re all replaceable, and the effects of the Worms, Coral, and Gadflies continue to provide a solid foundation.
Indeed, without the sabotage of the Impossible Thief holding them back, they are able to expand Muu’s influence into more prominent circles, including some junior Revisionist theologians. They appreciate Muu’s community-building slowing the fragmentation of the capital, providing her with a foothold in the Revisionist camp.
2/5 -> 3/5


Raiders' Roost
The celebrated return of an adventuring party goes awry, when it emerges that different members of the party made conflicting promises to both the Archaeologists and Reliquars. A heated argument turns into a brawl, which spirals into a riot involving dozens of adventurers on both sides. It is eventually quelled, but it still causes many to despair at the ongoing chaos.


The Archaeologists are insistent that they didn’t start the fight, and bemoan how unfair it is that they got kicked out of the gourmet tavern as well. Nar-Carok’s cultists didn’t ask, and don’t really care, except insofar as the frustrated Archaeologists are slightly more willing to hear them out regarding the potential benefits of siding with the Demonic cult.
It isn’t enough to sway more senior members, but it does further solidify Nar-Carok’s influence amongst the junior leadership.
3/5


The Reliquars concede that it was one of theirs who threw the first punch, but insist that chivalry demanded they stand against the Archaeologist scourge. Muu’s cultists didn’t ask either, and are frankly a little bewildered that this group of Reliquars sought out their hideout just to tell them. Not so bewildered as to miss the opportunity to explain the benefits of Muu’s assistance in countering Evil in all its forms, though. The Reliquars are not fully convinced, but agree to speak with the Angelic operatives again next month, which is a good sign (especially with more support expected from the Capital).
2/5


Pirate Haven
A group of pirate sympathisers are given a stay of execution by the governor, in the hopes of appeasing rampaging pirates. Though the army is furious, pirate raids do decrease in intensity, leading many to praise the governor's actions.


The Blockaders who were convinced to support Nar-Carok’s cult last month grumble a bit that they have nothing to show for it, but are ultimately willing to wait a while- the pirates aren’t going anywhere on their own, so the Blockaders are in it for the long haul. Senior members are a lot less interested in empty promises, of course, and even amongst the juniors, the Demonic hold is tenuous.
3/5


The Privateer faction is recruiting, as the apparent vindication of their policies by the governor encourages people to join up. It isn’t that hard to ensure that some of the new recruits are already-converted members of Muu’s cult. While this earns the cult a few more friendly voices in the lower ranks, it doesn’t help much in influencing the more senior members, who remain hesitant to expose themselves to outsiders.
3/5
   

290
This Contract is intended for the owners of the NRC Chart, and will not pay the fees involved in the contract.
Um. No? You can't do that. What if I don't want to buy into this ship of yours? What if Maxine buys 8/10 shares, then they're profiting far more than their 1/7th share in NRC warrants?
If you want to keep the advantage of the NRC internal, we could change the contract so that providing charts needs to be approved by us, so that we can monopolise them. That sounds like it would be more work for less profits to me, but we can discuss it. But you can't just change the terms of the NRC in an unrelated contract.

Happy Crab LLC buys out 1 share of the Audacious Crustaceous from Radiant Trading and KashKow Enterprises for 1.1s each, and now owns 5/10 shares.
Noted.

Spoiler: Radiant Trading (click to show/hide)

Quote from: Lead Catfish contract
The undersigned agree to share-based joint ownership of a trading vessel to be named "Lead Catfish", which shall initially traverse the NearEastlands route.
Each investor receives shares equal to the number of 1.1 Sovereigns they contribute. 10 shares are available. Each share entitles the holder to 1/10th of the goods delivered by the vessel upon returning to harbour. Each share also requires the holder to pay 1/10th of any costs incurred in the regular operation of the vessel (eg repairs), failure to pay resulting in shares being seized and auctioned, with proceeds paid out to remaining shareholders.
Any changes to the Lead Catfish's operations require a majority of shares to agree. Any changes to this contract require all shares to agree.

Signed,
-Radiant Trading for 2.2s
-
-

291
Assets
Sovereigns: 1.74s
You misplaced a decimal point a while back (when you invested in the NRC, you went from 1.53 to 0.3), you should have 1.47s

292
ACTACTACT: Sell 3 Sand for 1.44s

eS, I assume you're still looking to buy out my share?
Spoiler: Radiant Trading (click to show/hide)

293
Well, I don't plan on supporting an unreasonable price hike to force them out. As you claim to feel the same, we don't have to worry about that.

I could agree for the peace of mind I guess, but I don't think I can support giving that much power over our decision making to anyone who may happen upon a single share of the Glowing Manta in the future. Also less than keen about what feels like rewarding someone for failing to meet their obligations to the ship.
Those are fair points, actually. I'll give it some more thought, maybe there's some way of threading the needle. For now, though, let's keep it as is.

294
Spoiler: Radiant Trading (click to show/hide)

Moving on, will the chart contract be paid afterward if we shareholders agree to do so? I suppose the price would be 1/10 a share of the actual cost for the contract. We'd probably need Wares-To-Sell Corp to agree to the trip but being able to pay the cost afterward should be good incentive?
We'd need majority approval to change the destination, but that shouldn't be too hard to get, given we (NRC) hold a majority of Manta shares already. I would suggest that chart fees count as the cost of regular operation, although it just occurred to me that that could be used to screw over other investors, since we (NRC) could set the cost to something extortionately high, then vote to pay it, leaving TCK with the choice of paying way too much or having his shares seized. Amusing as that would be, it was not my intention, so I'm going to propose a change to the contract that makes it clear that decisions that would impose an optional cost can be vetoed.

Quote
Also a question on if to offer that to a ship with only a single shareholder on it.
I see no reason why not to offer a sole-proprietor-ship the same terms as anyone else.


Anyway. Here's the current Glowing Manta contract:
Quote from: Glowing Manta contract
The undersigned agree to share-based joint ownership of a trading vessel to be named "Glowing Manta", which shall initially traverse the NearEastlands route.
Each investor receives shares equal to the number of Sovereigns they contribute. 10 shares are available. Each share entitles the holder to 1/10th of the goods delivered by the Glowing Manta upon returning to harbour. Each share also requires the holder to pay 1/10th of any costs incurred in the regular operation of the vessel (eg repairs), failure to pay resulting in shares being seized and auctioned, with proceeds paid out to remaining shareholders.
Any changes to the Glowing Manta's operations require a majority of shares to agree. Any changes to this contract require all shares to agree.

Signed,
-Radiant Trading for 2s
-Wares-To-Sell Corp for 3s
-Corsairs Incorporated for 3s
-Fairchild Enterprises 2s
And here is my proposed amendment:
Quote from: Glowing Manta amendment
Adding:
"Any decision that would impose an optional cost (eg chart fees) may be vetoed by any shareholder. A shareholder who has gone AWOL does not automatically veto."
And changing:
"failure to pay resulting in shares being seized and auctioned, with proceeds paid out to remaining shareholders."
to:
"failure to pay resulting in shares being seized and auctioned, with proceeds first used to cover the costs and, should any money remain, returned to the former shareholder."

Signed,
-Radiant Trading: YES
-Wares-To-Sell Corp:
-Corsairs Incorporated:
-Fairchild Enterprises:

295
Ah, I assumed ships would keep sailing a route automatically. Could we retconjurate the action? There's no sensible reason to keep it in port.

296
Forum Games and Roleplaying / Re: messes up, sorry
« on: June 20, 2023, 07:28:26 am »
What I want to know is how Jack found a thread with no replies from 2017, and why he then decided to reply to it in the year of our lord twenty-twenty-three. 

297
There's a more recent version of that contract in literally the previous post.

298
Quote from: Northern Route Cooperative
The undersigned agree to share-based joint ownership of exclusive charts, to be acquired from Ferdinand Hiptapamoose Rochester.
Each investor receives shares equal to the number of half-Sovereigns they contribute. 7 shares are available. Each share entitles the holder to 1/[number of shares] of the income generated by renting out the charts. In the event that this results in per-share payouts in less than 0.01s fractions, payouts will be rounded down to the nearest 0.01 fraction, and the remnant held by the NRC until the next payout occurs.

Once all shares are sold, a bid will be placed for the charts. Should the NRC be outbid, additional shares may be sold in order to raise the bid, with the agreement of a majority of shares.
Should a majority of shares vote not to raise the bid, all shares will be refunded and this contract ended.
In the event that funds remain after the bid has been won, these shall be distributed to shareholders as if they were income generated by the charts.

When the charts are acquired, the NRC will offer these to any interested party for an initial price of (0.25xVoyage Distance) Sovereigns per journey (eg if the new location is a 4-turn journey, the price would be 1s). Shareholders will not receive a discount, since they already receive a proportional cut of income, so giving them a discount on top of that would be unfair to other shareholders.
The rental price may be modified, with the agreement of a majority of shares. Price changes only take effect in subsequent turns (so there's no confusion if someone rents the charts early in a turn only for the price to be changed).

Changes to this contract require all shareholders to agree.

Signed,
-Radiant Trading for 1.5s (3 shares)
-Corsair Incorporated for 1.5(3 shares)
-Fairchild Enterprises for 0.5 (1 share)
Well, okay then.
(Kitten signed after Maxine, so Maxine takes it. First Come First Served)
ACTACTACT: Northern Route Cooperative bids 3.5s for exclusive charts.

299
Looking for at least 2s in investors to outbid the nebulous Crab-Wave consortium.

why not just offer to join?
You've already made a bid. Are you suggesting I join you, and then we voluntarily over-bid?
Also, the lack of contract scares me.

300
Looking for at least 2s in investors to outbid the nebulous Crab-Wave consortium.
Quote from: Northern Route Cooperative
The undersigned agree to share-based joint ownership of exclusive charts, to be acquired from Ferdinand Hiptapamoose Rochester.
Each investor receives shares equal to the number of half-Sovereigns they contribute. 7 shares are available. Each share entitles the holder to 1/[number of shares] of the income generated by renting out the charts. In the event that this results in per-share payouts in less than 0.01s fractions, payouts will be rounded down to the nearest 0.01 fraction, and the remnant held by the NRC until the next payout occurs.

Once all shares are sold, a bid will be placed for the charts. Should the NRC be outbid, additional shares may be sold in order to raise the bid, with the agreement of a majority of shares.
Should a majority of shares vote not to raise the bid, all shares will be refunded and this contract ended.
In the event that funds remain after the bid has been won, these shall be distributed to shareholders as if they were income generated by the charts.

When the charts are acquired, the NRC will offer these to any interested party for an initial price of (0.25xVoyage Distance) Sovereigns per journey (eg if the new location is a 4-turn journey, the price would be 1s). Shareholders will not receive a discount, since they already receive a proportional cut of income, so giving them a discount on top of that would be unfair to other shareholders.
The rental price may be modified, with the agreement of a majority of shares. Price changes only take effect in subsequent turns (so there's no confusion if someone rents the charts early in a turn only for the price to be changed).

Changes to this contract require all shareholders to agree.

Signed,
-Radiant Trading for 1.5s (3 shares)
-

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