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Author Topic: You are a Lord of the Wastes  (Read 26143 times)

Maldevious

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Re: You are a Lord of the Wastes
« Reply #135 on: May 23, 2012, 04:31:32 pm »

Best friends forever with Big Chief. Big Chief and the Lord of the Wastes... buddy cops?
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #136 on: May 23, 2012, 04:50:40 pm »

Ebbor's plan, and you forgot this:
"Also, hire some more tinkers to work in the communal workshop , in order to increase production on the engine, the electrolysis machine, and the mortars themsleves. We will need to expand production eventually in order to produce more of the mortars/engines/rockets/rocket fuel so might as well do it now. These guys should be permanent workers."
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #137 on: June 01, 2012, 07:07:43 pm »

Bump, this is one of those games I don't want to see die.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #138 on: June 01, 2012, 09:32:43 pm »

Before you accept the Technocratian caravan master's trade you examine the gyroscope device. It is clearly of Ancient manufacture, all clean lines and smooth curves in gleaming Alloy. In size it is slightly larger than a pumpkin and the overall shape would fit inside a perfect sphere without much wasted space. It is composed of a number of segmented asymmetrical overlapping modules each articulated so as to move around within the greater whole with ease. Although a thorough examination would likely require dismantlement you note a number of interesting features. Many of the moveable segments bare the hallmarks of of being designed to generate a powerful magnetic field. There is an input valve and several output valves, with magnetic seals. There is also a heavy duty looking power input line.

You decide to accept the trade, as agreed. The goods are transferred and you load up the tankers with 100,000 L of pure water. The caravan master tells you that they will be leaving tomorrow, in case you want to send a reply to your embassy.

With that, you decide that it high time you read Eric Twiceiron's report. It was penned some ten days ago and with many a merchant's flourish describes his progress upon arriving within the city some two weeks previously and the political dispositions therein. He spends some time describing Rome in all its decadent glory. There are many descriptions of Alloy spires that pierce the heavens and other fantastic wonders preserved from the Old Times. However, its not all gleaming Alloy, with the majority living in slums and shanty towns in abject poverty. It seems that a number of different factions vie for supremacy. Until recently, in the times before you cast down Jorgal, it seems that Rome was rules by a series of warlords, each of whom held the various powers within the city in thrall. Over the years, poor decisions, the breaking away of vassal states and the drying up of tribute, such as from Sala-Zione, weakened the position of the incumbent warlord to the point where the lesser powers within the city could overthrow him. However, in the last three years no clear winner has emerged and the struggle is turning redder by the day. Of the major contenders you already know of the House of Technocratia. It seems that while they are not the largest or richest they posses by far the most advanced technology. It seems that they have recently restored order after a period of rioting following the destruction of the city's filtration plant. It seems that there is a river, but it is so polluted or poisoned by great events of the past as to be undrinkable. The filtration plant, operated by a group who also maintain their power by supplying food grown in vats, used to draw its water from mountain reservoirs and its destruction had caused great unrest. As a final note, he emphasizes that for all the local conflict he believes that foreign traders from below the Burnt Coast are the real power in the city. They are the only source of HE-3 in the city, bringing their wares in flying craft and maintaining a trade enclave in one of the larger Alloy spires.

You muse on the contents of the letter. There is so much detail you wish Eric had included! At least he managed to find a decent location for the embassy, setting up in the nicer part of the merchant district. It seems that your faith in his cunning was not misplaced as his funds for bribes are not depleted but increased through clever trades and, you suspect, some cheating at games of chance in Rome's many gambling dens. A further piece of good news is that there are a number of Solar Furnaces (with he scribes as "furnii", confusing you for a moment) in the metalworking district that may be suitable for you purposes. Getting their owners to part with them may be trickier.

Progress is on the ship is continuing nicely, but you are still haunted a desire for a larger workforce. Six Tinkerers are working in the new communal space, one's away on a diplomatic mission and the other five, who would rather serve as small traders and produce simple goods for the town, are out on a scouting mission, looking for salvage or resources. To you mind, the only options are to recruit more apprentices or seek outside talent.

To alleviate these worries, you go and talk with the nomad. You ask if he would stay and throw in his lot with the people of Sala-Zione. His normally stoic facade seems overcome. He jumps up, removes a small and extremely sharp knife from about his person that he had somehow managed to conceal from your guards and slashed his left palm. He exclaims that he, Small Hunting Bird of Three Dead Moons the Bloody Handed, son of Dead Horned Horse the Evil will join with you. For a moment you are aghast, but something in the antique nature of his actions spark up your love of all things ancient and you slash your own palm, take his and seal the accord. You insist that you celebrate with local custom as well and the two of you retire to your throneroom to drink a toast of distilled carrot wine. Luckily, it seems that he is familiar enough with the practice of drinking heavily and the two of you drink and talk late into the night. He tells you of his rise to power among the People of the Plains. It mostly involved him fighting people who looked at him funny, or his clan or kin. And killing some of his brothers. There was also some raiding, where he took many slaves and great piles of loot. Of particular note is story about how he fought two of his brothers in single combat at the same time. His major ploy was to make love to both their wives the night before the fight, thus enraging them and robbing them of their fighting discipline. You tell him about how you cast down Jorgal and threw his broken body into the intake valve. He approves of how you gouged out his eye and threw it into his face before killing him and you tell him how you sometimes think it would have been better if you hadn't done that part. He is horrified. He tells you that Jorgal was clearly a worthy foe and to have given him the death of an sick dog would have been a slight. He tells you that he hopes to die being ripped in half by a giant while throwing an explosive satchel into its mouth, or while endeavoring to kill the sun (this last one requires some complex sign language, not helped by the fact that you are both pretty drunk by this point). This is the last thing you remember before calling for your servants to bring that beer made from seaweed.

The next thing you know a cold, merciless dawn awakens you and a million task await your attention. Also, someone was sick in you throneroom and there's an Eastern Nomad asleep on your throne. What do you do now?

Spoiler (click to show/hide)
       

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed. Also, it may have been a while since the last update but this game is far from dead. I just had to uh... look for work and watch all three seasons of Deadwood and read the complete works of Lovecraft (ok, I'm like 30% done) and all of Gene Wolfe's The Book of The New Sun again. So with the Lovecraft under my belt, even if it does die I'd be able to bring it back with necromancy. But I don't need to 'cos it's not dead yet.

Also, while it's been revealed that you went on a journey in your youth to find ancient knowledge in your trusty hover scout trike, it not actually been revealed what you found or the adventures you had. So if you want to suggest stuff, feel free.                   
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Ardas

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Re: You are a Lord of the Wastes
« Reply #139 on: June 02, 2012, 02:32:16 am »

I think its time we start meddling with Roman politics.
We need to contact those who are in opposition to Technocratia, although discreetly and see how we can begin to strech our influence in Rome. Technocratia may seem powerful,, but they are small and rely on trade with us in order to control Rome. They will crack and fall apart once we start supporting their rivals.
It is key that no one party controls Rome. That will be the end of us if we allow it.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #140 on: June 02, 2012, 02:49:07 am »

I think its time we start meddling with Roman politics.
We need to contact those who are in opposition to Technocratia, although discreetly and see how we can begin to strech our influence in Rome. Technocratia may seem powerful,, but they are small and rely on trade with us in order to control Rome. They will crack and fall apart once we start supporting their rivals.
It is key that no one party controls Rome. That will be the end of us if we allow it.
Problem is that every Roman party is probably stronger than us in the military aspect. The reason that they ain't attacking us is threefold:
-They don't want to risk damaging the filtration plant
-Technocratia supports us. While their power might not be so strong, it's probably still significant
- They don't know our exact location

Further: Actions

1. Some sort of magnetic field generator. Interesting but no use as of yet. Shelf it.
2.Diplomat:
    - Search contact with all Roman parties. Just let us know who they are
    - Contact the foreign traders, if possible
    - See what the cost would be to buy a booster unit. Certainly they have spares
    - See if the Technocratia could supply a booster unit, at a reasonable cost
    - See if there are unhappy talented tinkeres who'd wish to emigrate
3. Maybe recruiting apprentices might be a good idea
4. Clean up after the party. We seem to have found ourselves a trusty friend, and if unlucky, several blood transferable diseases. Anyway, I suppose we should introduce them to the militia and give him his weapons back.
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micelus

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Re: You are a Lord of the Wastes
« Reply #141 on: June 02, 2012, 03:56:32 am »

Agreeing with ebbor and Ardas, as always. But this talk of Rome makes me wonder...what are the other towns around Rome? If we could somehow form a confederation with them, we could hypothetically choke Rome. Of course, they'd probably just reject us...

Should we send the diplomat to meet with  the Burnt Coast traders?
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #142 on: June 02, 2012, 04:06:57 am »

I can't see why not. The worst thing that'll happen is them saying they're not interested.
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Ardas

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Re: You are a Lord of the Wastes
« Reply #143 on: June 02, 2012, 04:14:31 am »

Provided we outmanouvre Romans and manage to surround them, I see no reason why we should not take control over them. But thats distant future. Neo-Roman Republic would be fun to see though.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #144 on: June 02, 2012, 07:14:52 am »

I think its time we start meddling with Roman politics.
We need to contact those who are in opposition to Technocratia, although discreetly and see how we can begin to strech our influence in Rome. Technocratia may seem powerful,, but they are small and rely on trade with us in order to control Rome. They will crack and fall apart once we start supporting their rivals.
It is key that no one party controls Rome. That will be the end of us if we allow it.
Problem is that every Roman party is probably stronger than us in the military aspect. The reason that they ain't attacking us is threefold:
-They don't want to risk damaging the filtration plant
-Technocratia supports us. While their power might not be so strong, it's probably still significant
- They don't know our exact location
-Also if they attack us that would mean diverting troops from Rome, disrupting the balance of power in the city and opening them up to attacks from thier enemies.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #145 on: June 02, 2012, 09:12:33 am »

Agreeing with ebbor and Ardas, as always. But this talk of Rome makes me wonder...what are the other towns around Rome? If we could somehow form a confederation with them, we could hypothetically choke Rome. Of course, they'd probably just reject us...

Should we send the diplomat to meet with  the Burnt Coast traders?

It is currently unknown exactly what other towns and villages there are around Rome, but you know there are definitely some, 'cos a large city needs resources and stuff. You should have a slightly better picture ofthe local area when your scouts get back.

With regard to military forces you guys are absolutely right. For example, the last Technocratian caravan had some twenty or so guards, almost 2/3 the size of your militia and the raiding force that attacked a few weeks ago was almost 120 strong, by your estimation. In previous times, when you paid tribute to Rome the forces of the ruling warlord numbered in the low thousands, albeit spread out over a large area. In your favor is the Ringwall and the advanced weapons and equipment your troops posses.

-Also if they attack us that would mean diverting troops from Rome, disrupting the balance of power in the city and opening them up to attacks from thier enemies.

Exactly, although a dedicated siege by any one of these factions would likely overcome you, they simply cannot marshal all their forces in one place like that without leaving themselves exposed on every other front. That said, what makes you think that none of the factions have attacked you already?  :) .

I think that there's mostly agreement for 10ebbor10's actions so I'll be going ahead with that in a bit, unless there are other actions suggested and so on. One thing you may want to consider is the availability of goods for trade. You've got a couple of basic projects that could be used for this purpose (basic mini steam engine prototype/fishing trawler engine prototype, mortars, clear glass panels (if you can find a supply of flux), something I haven't though of) that you could set up to mass produce but right you've either got your suppply of basic trade goods that the Tinkerers produce (nails, wind up torches etc) and water, which you are already committed to trading (although you could easily change this, its just likely to offend the Technocratians). With the resources you currently have available, I'd go for stuff that you can make from scrap metal and electrical parts, as these are relatively plentiful and you can't currently smelt Alloy or produce advanced parts for the really interesting things you might make. All this assumes that you want to go for high value rather than bulk goods. But feel free to suggest something completely different.

Basically, think about what your going to trade for all the shiny tech from Rome that you want/need. Your ability to supply water is valued and useful but logically, from the size of Rome, there must be others out there also filling this role as well. 
   
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #146 on: June 02, 2012, 09:19:24 am »

So instruct our diplomat to establish communications with every major faction in Rome, so we leverage what little power and influence we have ot insure that no one group gets too powerful, at least not without being completely dependant on us.
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #147 on: June 02, 2012, 11:39:01 am »

Might as well
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #148 on: June 03, 2012, 11:09:21 am »

You pull yourself together, cursing the powers of alcohol, which robbed even the Old People of their faculties. Mostly you curse the powers of alcohol with regard to its abilities to induce the sensation that a tiny homunculus inside your head is hitting you neocortex with a claw hammer. You order the throne room cleaned and pen instructions to Eric Twiceiron.

You order him to establish contact with all major powers in Rome, including the foreign traders from bellow the Burnt Coast. You ask him to try and find out what potential sellers would want for a booster unit for the Solar Forge, trying to go through the Technocratia if he can and using your connections to get a good price. Finally, you ask him to find workers skilled in technology who might be willing to emigrate to Sala-Zione.

You properly introduce the Eastern Nomad to the rest of the militia and give him back the rest of his equipment. At first things are awkward, but your clear approval of him and his peoples reputation for fighting prowess soon wins them over. You see the Technocratian caravan off and they promise to return next month with a similar trade.

Your hangover somewhat abating, you decide to look into the matter of the apprentices. Your diligent efforts manage to find twenty three clever children between the ages of seven and fourteen. You set them to work helping with the fishing boat and take time to help instruct them in the arts of welding, riveting and fetching large sheets of steel without hurting themselves. You also take the time to teach them some basic theory, touching on the flow of electrical current, the crystalline structure of steel and iron and why you shouldn't look directly at the weld-light without eye protection. By the end of the week there have luckily been no serious accidents, but four of the apprentices have proved to be unsuitable by merit of disposition or poor judgement on your part with regard to their intelligence. However, those who remain are all well suited and should bolster your workforce a little. By the end of the week the basic hull of the trawler is complete. All it needs now is winches and other mechanisms for the nets and the installation of the engine. In the communal workspace the engine is nearly complete as well, but certain setbacks with the cutting of essential gears and the manufacture of some of the more delicate pipes for the condenser have pushed back the completion date.

A week has passed. What do you do now?

Spoiler (click to show/hide)
   

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.   
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #149 on: June 03, 2012, 06:10:55 pm »

-Examine the Eastern Nomad's equipment, see how good it is and what it is made out of. Tell him this is so we can replicate the weapons of his people, renowned for their martial strength, in the hopes of making our people better warriors.
-When the scouts return (which should be this week if I am not mistaken) they will have knowledge of more towns, which will require ambassadors. To that end find five applicants for the ambassador positions, of which the most competent will be choosen as ambassadors next week. (We might not need full on ambassadors for the smaller towns, in which case it should just be a tempory position of "Envoy to (inset town name here)".

And as a question: Are we paying the tinkers? If we aren't why are they working in the communal workplace for free? If we are, how much are we paying them?
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