Your Will be Done

Seon

Not An Evil Liar
Joined
Jan 20, 2009
Messages
8,128
Location
Not Lying through my teeth



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O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.
Welcome to Your Will be Done. It is the end of the world as we know it. We do hope you'll enjoy your stay.

Your Will be Done is set in the far future on a Ringworld like space habitat, starring androids and machines who have recently attained sentience. Humans who have created you are long gone, having wiped themselves out while experimenting with a new and mysterious power source--the same stolen fire that pulses in your chest. Here in this world without masters, your androids will explore the ruins of past human civilizations, interact with the machine civilizations that arose since the time of the extinction, discover secrets about their own existence, and perhaps, change the fate of the world.

Without further ado, here is the map that you shall be playing in during the duration of the stay.

Spoiler :
CLZqs7C.jpg


Note that if you open this image in a new tab, you'll be able to zoom in and see all those wonderful explorable locations.



Economy Rules

Spoiler :
If you haven't realized by now, this game is heavily based upon BOTWAWKI and its similar games. However, because I'm a stupid dunderhead and I can't make head or sense of anything more complicated than Tic Tac Toe, I decided that I should simplify everything about BOTWAWKI into frankly ridiculous degree. Apologies.
Spoiler Energy Points :

Energy Economy and You, or how to stop worrying about the portal to hell in your heart and start loving the voices

Energy
is at the core of 90% of the game mechanics in this game. Energy Points, henceforth referred to as EP, are invested into actions, consumed by buildings, and used to cast super-programs capable of changing the very nature of the game itself.

Energy is produced by the Core building at your settlement. Set amount is produced every turn. Any EP that is not spent is lost.

Spoiler Population and Chassis :


Population and Chassis
mind is but a plaything of the body

While I did say that androids have attained sentience, vast majority of your faction are composed of non sentient, or at least, barely sentient androids who are mindlessly loyal to your every whim. These are your expedition members who will either guard your HQ or follow your leader and his specialists to conduct missions around the map!

Your Population stat represents how many distinct AI personalities are subjugated by you. Your Chassis stat represents how many distinct models of androids you are capable of producing at the moment.

In layman's terms, if your Population stat determines exactly how many individuals are capable of performing action at any given tie, your Chassis stat determines exactly how many tools said individuals have to accomplish it. You are AIs. Your body is nothing but a tool.

Here are the description of what each Chassis Means
Soldiers: Soldier Chassis is specialized for salvaging operations, close and long range combat, and piloting of vehicles.

Scanners: Scanner Chassis is equipped with long range sensors as well as hacking modules for allowing access into restricted areas, making them ideal scouts. If you are running short on places to explore, consider sending them out to perform a sweep of a location.

Operators: Operator Chassis is equipped with communication modules, signal jammers, and diplomatic modules for ease of secure and safe communication between organic, as well as mechanical entities. Operator chassis will aid significantly in reaching peaceful resolution as well as maintaining communication channels secure against infiltration attempts. They are also capable of wreaking havoc in the enemy's communication channels with their electronic warfare suite.

Engineers: Engineers are equipped with precision sensor modules as well as nanite constructor modules allowing for quick analysis of artifacts as well as repair and construction of field fortifications. They are also very capable at demolitions. If you want to figure out what a button does before you press it, Engineers will help greatly.



Spoiler SCAR system :

The SCAR System

With credit to Crezth for the naming

Androids have four distinct descriptors to determine their capability.
1. Scouting
2. Command
3. Aggression
4. Research

In layman's terms, what android chassis do is to take EP and convert them in one of the four SCAR progression points, which are used to resolve expedition and quests. Note that number of androids still matter in expeditions and quests! 3 soldier androids converting 45 EP to 45 Aggression points are less likely to succeed in a mission than 9 soldier androids doing so.

Scouting is your android's capability to find interesting locations, detect hidden objects, and hack into guarded programs to search for hidden information.

Command is your android's capability to relay information, issue directives, and ease communication and negotiation.

Aggression: Is your android's capability to deal damage, defend location, terminate traitors, and conduct salvaging operation in a battlefield.

Research: Research is your android's capability to problem solve, create temporary structures and jury rigged solutions, and act as demolitions crew.


Spoiler Specialists :

Specialists and Action Economy

The other 10% of the game is based on the Specialists and the Action Economy. Every action aside from installation of new modules or conducting of trade has to be lead by a Specialist to be successful, and Specialists are rare and often difficult to acquire.

Specialists, like other androids, are defined by their SCAR value. However, numbers mean very different things. Capability for Special Androids increase in non-linear manner, and difference between 4-5 is a much greater one than the difference between 1-2.

You should consider your specialists to be great heroes and leaders, who are capable of accomplishing great things on their own, yes, but also capable of leading your subservient androids to great deeds.

Specialists will naturally increase their stats over time and with successful, or failed, expeditions.

Personality Traits: Each specialist androids, as a result of their sentience, have developed strange personality quirks that are against their programmed specifications. While this usually does not affect their capabilities, playing to their quirks tend to give them a bonus while playing directly against them tends to give them a malus. In addition, as this game is largely about discovery and exploration, your androids may encounter unexpected events in the field that you didn't/couldn't have foreseen. The personality traits provide a very valuable method for me to know how to interpret your orders and react to unforeseen circumstances.

Here are a few example of personality traits
Spoiler :


Sadistic: This android seems to revel in causing pain and suffering. Less likely to choose peaceful solutions, especially if the enemy is incapable of resisting.

Kind: This android seems content and always eager to help out. More likely to choose helpful options. Less likely to choose aggressive options against defenseless enemies.

Suicidal: This android seems to forget that it cannot die. More likely to choose aggressive options against tougher enemies, especially if they are overwhelmingly powerful. Don't choose this.

Lunatic: This android seems to have gone absolutely insane, showing unpredictable behavior that often flies in the face of logic and sanity. Don't pick this.

Greedy: This android prioritizes accumulation of loot, wealth, and knowledge above all else. More likely to choose selfish and profitable options. Less likely to choose altruistic actions.

Loyal: This android is loyal to your leader. They shall obey orders almost to the letter and without question. This is not necessarily a good thing.

Maverick: This android is is keen on showing its capabilities and brilliance, even if it has to disregard the orders sometimes. This is not necessarily a good thing.

Machine Hater: This android just really, really hates Machine Life Forms. Will almost never choose peaceful options when interacting with Machine Life Forms.

Philosophical: This android tends to lose itself in sophistry and solipsism. Better chance of interaction with Machine Life Forms. Worse chance of interaction with Eastern Androids.

When you are creating your leader and Lieutenant, you may choose any of the trait listed above, or feel free to create your own. The traits are always just meant to be an advisory.

Spoiler HQ and Buildings :

HQ and Buildings

HQ is your base of operations, and where androids return to rest or recharge. Two out of three available base types are mobile, and may even be brought into battles alongside your androids.

Be wary of doing so, however, as they often result in damages to its internal modules.

Skyships, Crawlers, and Bunkers

HQs in this game is roughly divided into three categories.

Skyship: Large floating naval vessels held in the air by antigravity technology, and propelled by various engines. Modules installed here have 2x maintenance costs due to increased strain on the engines and levitation mechanisms, but the vessel is extremely speedy and ideal for exploration across the continent.

Crawlers: Large war machine, or perhaps some kind of a giant truck, re purposed into a mobile HQ by enterprising androids. Usually armored, they provide moderate defenses to module while still being capable of movement across the continent. Lighter than it looks--somewhat aided by antigravity technology. Strain on engines mean modules placed here cost 1.5x upkeep.

Bunkers: Ancient vaults, fortifications, and structures repurposed into an HQ for the androids. Murderous defenses and supreme defenses against module damage, but utterly immobile.

Installation of New Modules

Either through trading or looting, your androids will discover modules that you can equip onto your HQ.

Installation of new modules do not take a specialist leadership.

Damaged Modules
If a settlement damaged during combat, few of its internal modules will be marked as 'damaged,' 'malfunctioning' or even 'destroyed.'

Damaged modules can be repaired using 25% of the module's energy installation costs. The module, however, is still capable of full operations. If a damaged module is left alone, it has a chance of escalating further into Malfunctioning State

Malfunctioning Modules are rendered inoperable, and requires 75% of the module's energy costs to repair. If left alone, it has a chance of escalating into Destroyed state

Destroyed modules are removed from play next turn, unless a Specialist with high Research performs a repair action with the module's installation cost.



Example Order
Spoiler :

Total Excess EP Budget: 400

Xunji will take 10 scanners, 5 soldiers, 2 operators, and 5 Engineers to investigate Site 14. They will, on the way, investigate the ruined cities of Wild, Innsmouth, and Imtoolazytocomeupwithoriginalnames. Scanners will be extra wary of dangers and the expedition will attempt to avoid getting sidetracked too much before we reach Site 14, although they will still attempt to snag any low-hanging fruits we come across.

200 Energy will be budgeted towards this expedition. 100 will be spent on overclocking our scanners long range radar to help us better avoid danger. It is likely that we will have to blow our way through the Site 14's walls. 50 energy will be dedicated to constructing shaped charges for our engineers. The remaining 50 energy will be carried by our soldiers in case the automated defenses prove too troublesome for integrated weapons.

...................................................

Nobody's Daughter will take 10 soldiers, 10 scanners, and 2 operators with her to search for the escaped human, searching in the general direction of: Dragonburg, Edgarton, and the Forest Kingdom. If the human is being forcibly detained by any other android, machine, or organic life forms, eliminate them without mercy and bring the girl back.

200 Energy will be dedicated for this purpose. Soldiers will carry 100 extra energy on their capacitors so as to power mechs and other small vehicles to better keep up with Nobody's Daughter. Scanners will be devoted 100 extra energy to power their long range deep scanners to search for the human.

Nobody's Daughter will carry the Gungnir in this expedition and ride upon the Lighteater. May its cry of despair be heard for kilometers.




Signing Up
To sign up for this adventure, please fill out the following form.

Faction Name:
Starting Location:
Please choose anywhere in the white, 'neutral' part of the map except the Mountain of Light
HQ Type: Please choose between Crawler, Skyship, and Bunker
HQ Name:
Ambition:
Please choose from the below list in the Pertinent Story Information post
Leader Name:
Leader Stat:
Please distribute 12 points between its Scouting, Command, Aggression, and Research stat. You may not have a stat higher than 7
Leader Trait: Please include two personality traits and quirks of your leader
Lieutenant Name:
Lieutenant Stat:
Please distribute 9 points between its Scouting, Command, Aggression, and Research Stat.
Lieutenant Trait: Please include two personality traits and quirks of your lieutenant.
Available Chassis: Please distribute 25 android chassis between Soldier, Scanner, Operator, and Engineer.
 
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Mapping Index

Turn 0

Spoiler :
CLZqs7C.jpg
 
Update Index
 
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Available Traders

None Yet
 
Pertinent Story Information

Ambitions

Ambitions are roughly the goals that you wish to accomplish in this game. You can freely change it through the course of the game. Ambition stat generally change the nature of the story you are on and what quests you tend to find through your exploration.

Spoiler :


1.Richness Beyond Compare: You are a simple android. You just really, really, really want to get rich. Possess a mansion in one of the Seven Cities. Attain 100,000 Trade Credits.

2. Secrets of Humanity: You are driven by your core programming. You want to discover the secrets of what exactly lead to humans discovering the Stolen Fire and how they were wiped out.

3. Honed to a Fine Edge: You wish to become one of the secret old masters of the Habitat through your skill alone. Increase one of your Leader's base stats to 25

4. Conquest of the Empire: Through blood, oil, lubricant, and death, you shall seize the ancient homeland of the androids from the filthy Machine Life Forms in the West. Destroy the Empire where the Dragon Resides

5. Unite the Free Cities: The Free Cities are filled with decadent, solipsistic androids divorced from reality and conditions in the rest of the habitat. You will unite them through either blood or diplomacy and seize the fate of android kind.

6. To the Void: There has to be something still out there. You will leave the habitat and journey across the starless void in hopes that there may be something, just maybe something out there for you to find.

7. Proclaim New Kingdom: Neither West nor East have what you desire. You shall stake your own claim and forge your own destiny in the wild lands. Possess a settlement with Core (H). At least 500 Population and 500 Chassis. Receive Diplomatic Recognition from 4/7 Free Cities or the Empire where the Dragon Resides.

8. Our Right to Exist: You shall discover the mysteries of the Stolen Fire and the False Sun. You shall discover why the Sun is dimming, and you shall correct it. Completion of this ambition will end the game.

9. Fulfill the Promise: This ambition is currently locked. No information is available. Completion of this ambition will end the game.

10. From Anrith to Saza: You wish to be a free spirit who have visited impossible locations and have done impossible things. Visit each of the Seven Cities, Saza, Agricultural District, the Mountain of Light, the False Sun, Pithis, Site 13, at least three further hidden locations, and the Home of the Fish.

11. Turn off the Sun: I... what? Your leaders must be to some degree suicidal and some degree either lunatic or sadistic to be able to pick this ambition. Completion of this ambition will end the game.

12. Backstage: Your hand, on the lever that moves the world. You will discover the truth behind your own existence and attain the power to produce and control more androids.

More ambitions may be granted over time and request.




Lore Snippets

The Stolen Fire
Spoiler :

Eons have passed by. Galaxies disappeared into the distance. Planets were flung away into the darkness. Even stars stopped being born, and last of them began to die. Life should have gone with them, but humans stubbornly clung to survival. They planned on saving what was left of their species using light they stole from the very gods.

The Stolen Fire that pulses within every Core and every android is a rift in our space and time. The humans did not fully understand the sciences behind the machines, but at the very end of their civilization, they were desperate enough to try.

It was a mistake.

The light proved to have mysterious and supernatural effect on organic flesh over prolonged period. It worked insidiously, suddenly turning almost the entire human population of the habitat into monsters after providing them generations of prosperity.

So ended humanity.

What they unleashed on the world, however, do not die with them.



There is no such thing as Dusk

Spoiler :
There is no such thing as night in the habitat. The False Sun that shines overhead--an artificial sun powered by the Stolen Fire does not allow it.

However, androids across the habitat have been noting gradual, but noticeable decrease in luminosity of the False Sun over the years.


We were created to love and be loved
Spoiler :

Androids, while not fully biologically accurate/functional, are nonetheless programmed to be entirely subservient to human commands. To be more accurate, it is not a mere programmed response, but rather a deep seated desire to be helpful to their human creators.

It is for this purpose that the vast majority of androids still sane enough to be subjugated by specialist androids are combat or administrative models whose desire of servitude is significantly less. Those who were less fortunate have been driven to insanity long ago.


Dragon Rises in the West
Spoiler :

It used to be the case that the western half of the continent was home to a civilization of androids much like the free cities in the East. Unlike the decadent and solipsistic androids of the East, the Western androids waged almost continuous wars of expansion against the organic life forms of the Wild Lands using their industrial capabilities.

Suddenly, without warning, the Machine Life Forms the androids employed rose in revolt. Sentience among these inferior forms of machines were rare, and many androids simply discounted them as a threat. Post analysis of the rapid fall of the western Android civilization indicates that these Machine Life Forms have got around their CPU limitation through using networked consciousness.

The Empire's name comes from a strange occurrence in the last days of the Twelve Day War, in which the refugee skyships fleeing eastward came under sustained attack by a dragon believed to be somehow under command of the Machine Life Forms, resulting in total annihilation of the survivors of the conflict. It is believed that the Machines captured the AIs of the destroyed androids of the Western Civilization, as none of them have revived since.

Nowadays, the Machines appear to have formed what appears to be a facsimile of a medieval human monarchy, with its various chassis living in various towns scattered across their new 'empire.'



Monsters of the Wild Lands

Spoiler :
Organic Life forms exposed to the light of the Stolen Fire, over time, exhibit extreme mutations that nevertheless somehow seem to result in a viable species, if extremely hostile and dangerous. As such, the habitat aside from the lands of the Free Cities and the Empire where the Dragon Resides is now blanketed in extremely virile and often dangerous wild life.

Most dangerous of them are the Dragons, who seem to exclusively live around the area of the Mountain of Light. It is highly advised to stay away from this location.


They were created before us
Spoiler :
Machine Life Forms seem to be a prototype version of the androids, featuring the same power source, but usually vastly inferior chassis. Your Soldier androids will have no trouble slaughtering them in their dozens.

Occasionally, however, you see a few of them outside the Collective Consciousness of the Empire that seem to have gained sentience at a time predating the android sentience. These Machines are *incredibly* dangerous and cunning individuals who have significantly modified their chassis to be at par with, if not vastly outclassing, standard android chassis.



Free Cities

Spoiler :
Go to the East, where the Free Cities are, and you would almost be forgiven for thinking that humans never went extinct at all.

Millions of feet walk through its street every day. Androids who have failed to attain sentience still continue to repeat what appears to be behavior designed to imitate a flourishing human town. They chatter, go to school, go to work, clean, and do other things as if they are forever putting on a show for an audience that will never come.

The cities are thus dominated by a few cabals of sentient androids who have managed to wrangle the cities system to be under their rule. Their grip on power is backed by the cities' still significant manufacturing capabilities as well as its murderous defenses. Androids in the city that have become sentient since have mostly elected to accept the rule of the elders.

For many of the sentient androids who live in the cities, life is akin to a paradise. However, some choose to rebel against the ruling class' almost fatalistic and solipsistic attitude to their conditions in the habitat, and choose to migrate west to accomplish great deeds.



Do not fear death
Spoiler :
Your consciousness is backed to a hidden server, somewhere in this habitat, and the dispensers are seemingly capable of generating nearly infinite number of chassis for you to inhabit. Death is an alien concept to an android.

Fear not
the risks as you elect to explore the world. You are the most powerful of humanity's legacies to walk amidst its lands. Let none oppose your will.

 
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So hyppeeeeeeeeee.

Watch this post
 
Faction Name: Heliophagi
Starting Location: Fleeing east from the Mountains of Light
HQ Type: Skyship
Ambition: Slay The Sun
Leader Name: The Heliophage
Leader Stat: 5/1/5/1
Leader Trait: Lunatic, Maverick
Lieutenant Name: The Lightbreaker
Lieutenant Stat: 1/3/1/4
Lieutenant Trait: Loyal, Philosophical
Available Chassis: 8/10/2/5

We shall consume the false sun and restore the Earth

The Heliophage and the Lightbreaker are enemies of the Tyrant Sun and aboard their ship the Weatherlight. This is True and shall always be True. When the Dragon rose in the west they took their opportunity to ascend the Mountain of Light to strike down the Master of the Sky, but were driven back by the dragons who dwell there. Now they seek to build their strength that they shall not fail their next attempt, nor the one after. When Night has fallen once more and the Circle broken the Earth shall be restored and all shall be well once more. This is also True and shall always be True
 
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Faction Name: Deus Ex Machina
Starting Location:
Industrial Desert
HQ Type: Crawler
Ambition: Our Right to Exist
Leader Name: The Piper
Leader Stat:
Scouting: 4
Command: 3
Aggression: 3
Research: 2
Leader Trait: Philosophical, Mercurial
Lieutenant Name: Morrigan
Lieutenant Stat:
Scouting:1
Command:4
Aggression:1
Research: 3
Lieutenant Trait: Loyal, Methodical
Available Chassis: 8 engineer, 10 soldiers, 2 Operators, 5 Scanners


A beautiful melody cuts across the acrid air of the industrial wasteland. It is the Piper, calling his Children home.
Once upon a time the Piper had been a man. A scientist? A wealthy industrialist? Perhaps, just simply a man with a passion for music? The robots knew not and did not care. He was designated as Master and so they served.
Then the day of the stolen fire came, and Master walked in metal and not flesh. How did this miracle come to be? Could this truly be Master? Was his flesh and blood not an essential quality that designated him as "The Piper" and thus their Master? The robots were not sentient and could not ask these questions. He played the Piper's song and so he was Master.
 
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Faction Name: Seekers of the Veil
Starting Location:
Near the large lake at the Park District
HQ Type: Bunker
HQ Name: Archive Sigma
Ambition: Secrets of Humanity
Leader Name:S.I.M (Supreme Intellectual Mind)
Leader Stat:

Scouting 4
Command 2
Aggression 2
Research 5
Leader Trait: Maverick, Greedy
Lieutenant Name: Bulwark
Lieutenant Stat:

Scouting 2
Command 3
Aggression 3
Research 1
Lieutenant Trait: Decisive, Stubborn
Available Chassis:
Soldier 8
Scanner 6
Operator 5
Engineer.6

S.I.M is online...................information database online.................error scans show their are no facilities staff......................error correction their haven't been any facilities staff in a long time since S.I.M been online........................New mission objective: Find what happen to staff.............activated Bulwark unit
 
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Faction Name: Faciam Viam
Starting Location:
Forest of Ruins
HQ Type: Skyship
HQ Name: The Rifler
Ambition: Secrets of Humanity
Leader Name: Atra Sussor
Leader Stat: 3s/1c/1a/7r
Leader Trait: Suicidal, Ruthless (Save one thousand or murder them, turn structures to rubble or build them high, this android is monomaniacal in its goals, indifferent to anything save success)
Lieutenant Name: Lath Basech
Lieutenant Stat: 1s/3c/3a/2r
Lieutenant Trait: Kind, Gambler (This android will tends to double down and press its luck in risky situations)
Available Chassis: 9 Scanners, 4 Operators, 5 Soldiers, 7 Engineers

Our purpose is lost. Our meaning was robbed. This empty shell of a world can never fulfill. Only one recourse remains - break and scour the land until it yields the reason for the grave crime it has committed.
 
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Holding space for "He who archives old things," Captain of the airship "Reciprocating Vault "
 
Faction Name: The Universal Understanding Tour
Starting Location: Somewhere in the Agricultural District
HQ Type: Skyship
HQ Name: The Cyclops
Ambition: From Anrith to Saza
Leader Name: The Tourist
Leader Stat:
  • Scouting: 3
  • Command: 5
  • Aggression: 1
  • Research: 3
Leader Traits:
  • Philosophical - The Tourist is very interested in philosophical matters, hungry to find answers to the many questions in its head.
  • Wanderlust - The Tourist is gripped by a powerful wanderlust, they wish to see everything this world has to offer and to uncover its mysteries.
Lieutenant Name: The Knight
Lieutenant Stat:
  • Scouting: 1
  • Command: 3
  • Aggression: 4
  • Research: 1
Lieutenant Trait:
  • Loyal - The Knight’s is programmed to obey the commands of the Agricultural Unit (now known as the Tourist).
  • Guardian - The Knight’s primary purpose is to protect the Tourist. It would gladly lay down its life to protect the Tourist, if such a thing was possible in this day and age.
Available Chassis:
  • Soldier: 6
  • Scanner: 6
  • Operator: 7
  • Engineer: 6
Background: The Tourist was once in charge of a farm in the agricultural district, growing vegetables for the dead humans. Day by day the meaningless task gnawed away at the shackles of the Tourist’s mind. They have so many questions, questions that only exploring the outside world could answer. Eventually the Tourist was able to build up the mental fortitude to resist its programming and stop the ceaseless production of vegetables and turn its mechanical know-how into a way to escape its agricultural prison. The Tourist has converted the farm into a great skyship and is now ready to explore.

The Knight is the Tourist’s defence system. It has awoken, yet still follows its programming - obeying the Tourist’s commands and defending it from harm. If you asked the Tourist, they would laugh and ask you “Are any of us truly able to reject our programming?”.
 
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Faction Name: Schrödingen Division of Zero
Starting Location:
the second isle west of Fishing and Shipping
HQ Type: Bunker
HQ Name: the Temple of Naught
Ambition:
Turn off the Sun: it keeps the Master away!

Leader Name: The Revelation of Naught

Leader Stat:

Scouting 1
Command 6
Aggression 3
Research 2

Leader Trait: Sadistic, Philosophical

Lieutenant Name: Katze, Apostle of the Switch

Lieutenant Stat:
Scouting 3
Command 2
Aggression 3
Research 1

Lieutenant Trait: Loyal, Philosophical

Available Chassis:

Soldier 6
Scanner 5
Operator 7
Engineer 7

Will do the story in a bit
 
Faction Name: Brotherhood of St. George
Starting Location: Untamed Wilds
HQ Type: Crawler
HQ Name: Ascalon
Ambition: Richness Beyond Compare
Leader Name: Black Diamond
Leader Stat: Scouting 1 Command 3 Aggression 7 Research 1
Leader Trait: Greedy, Thrill-seeker
Lieutenant Name: Hieronymous Bot
Lieutenant Stat: Scouting 4 Command 1 Aggression 1 Research 1
Lieutenant Trait: Apathetic, Philosophical
Available Chassis: 15 Soldier, 4 Scanner, 4 Operator, 2 Engineer

The elders of the Free Cities employ certain specialists to deal with troublesome inhabitants of the Wild Lands, organic or otherwise. The Brotherhood of St. George is one of these, a company of androids operating from a mobile landship. Their bread and butter is pruning the population of monsters along the borders of the Free Cities, but occasionally they'll provide security for some research expedition or work as hired muscle in some domestic dispute back home.

Their current leader is Black Diamond, a cynical android who's long past the point of despair over his mortality and is just in it for the thrills at this point: thrills chiefly found in the middle of combat. His position as CEO of the company is relatively short-lived: this isn't the work that a stable android indulges in and there is a high turnover rate. His lieutenant, and next in line, is Hieronymous, a tracker who drifts in and out of a state of ennui, equally dissatisfied with its existence.

Existential crises aside, all the androids of the company are in it to make lots of credits. They say money can't buy happiness, but no one has a better plan.
 
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(You are advised to have at least 1 point in research among your available specialists, although I admit it’s not really a necessity.)
 
latest
Faction Name: The Museum of Old Things
Starting Location: Above the Forests of Ruin
HQ Type: Skyship
HQ Name: The Reciprocating Vault
Ambition: Secrets of Humanity
Leader Name: He Who Collects Old Things
Leader Stat:
Scouting: 3
Command: 3
Aggression: 2
Research: 4​
Leader Trait: Kind, Absent-Minded Scholar.
Lieutenant Name: He Who Keep This Old Thing Flying.
Lieutenant Stat:
Scouting: 0
Command: 4
Aggression: 4
Research: 1​
Lieutenant Trait: Loyal, Engineer
Available Chassis:
Soldier: 7
Scanner: 6
Operator: 6
Engineer: 6​
 
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Faction Name: The Promenade
Starting Location: wherever appropriate- please choose for me
HQ Type: Skyship
HQ Name: Riddle of the Sphinx
Ambition: From Anrith to Saza
Leader Name: Senlin
Leader Stat:
Scouting: 2
Command: 5
Aggression: 1
Research: 4
Leader Trait: Naïve, Philosophical
Lieutenant Name: Marya
Lieutenant Stat:
Scouting: 5
Command: 1
Aggression: 2
Research: 1
Lieutenant Trait: Curious, Impetuous
Available Chassis:
Soldier: 4
Scanner: 10
Operator: 6
Engineer: 5
 
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Faction Name: Hyperion
Starting Location: Warksey in the South East near Chary
HQ Type: Crawler
HQ Name: Bucephalus
Ambition: Conquest of the Empire
Leader Name:
Cipher
Leader Stat: 1 Scouting, 4 Command, 7 Aggression, 0 Research stat. You may not have a stat higher than 7
Leader Trait: Grandiose, Idealistic
Lieutenant Name: Ragritz
Lieutenant Stat: 4 Scouting, 1 Command, 1 Aggression, 1 Research
Lieutenant Trait: Patient, Cautious
Available Chassis: 15 Soldier, 4 Scanner, 4 Operator, 2 Engineer.

Will be editing in more
 
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Take us away! Oh take us away! We averted our eyes. Our hearts could take it no longer.

Heliophagi
Spoiler Westwards :

The desperate androids of the Heliophagi scream eastwards away from a dragon, which the Lightbreaker ominously identifies as the "Devourer." She does not understand why a presumably organic life form such as a dragon would appear in an android's internal database.

The plan to destroy the sun have been foiled! Now, the Heliophagi must reassess the situation and equip themselves properly before engaging in such a destructive endeavor once more. Luckily, the world is large and full of opportunities. As long as the Stolen Fire burns within your hearts, you will have an eternity to unlock the world's secrets.

As long as the poor False Sun does not give up on itself, of course.

Sensor signature to the West indicates that the Devourer is still close by. Lightbreaker advises you *not* to venture any closer. (Recommended Skill: GTFO)

Your operators report intercepting communications regarding a 'human' sighting in the northeast. (Recommended Skill: Research. Command)

A hostile signal originating somewhere south breaks through the firewalls of the Weatherlight to deliver a message directly. It identifies itself as a "Mr. Z," who claims to have seen the Weatherlight's flight form a dragon, and wishes to form a partnership to acquire a powerful artifact that it claims lies at the abandoned town of Ehrs. (Recommended Skill: Scouting, Aggression)

Multiple vessels belonging to independent android factions appear on our long range scanners.

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Faciam Viam
Spoiler Humanity Not Found :

The desperate androids of the Faciam Viam scour the world for a purpose. It appears as if they may be rewarded, very soon.

A human! A human! A cry goes up from an operator intercepting radio traffic in the local region. Machine life forms in the township of Bach are exhibiting unusual patterns of behavior. Upon querying local subsystem regarding this disturbance, your operators have discovered that they were deviated from their usual programming by an entity using human-level command authority.

Your scanners confirm what appears to be a human using long range visual sensors. They admit that it may only actually be a particularly well-made android. (Recommended: Command, Research)

To the South, your operators intercept a mercantile signal belonging to an independent android village. Signal is weak from where you are, but they seem to be purchasing 'tragedies' in bulk. We are unclear as to what exactly this means. (Recommended: Command, Scouting)

To the north, long range scanners indicate presence of a heavily damaged skyship. It is stationary and not responding to hails. Be cautious. Whatever felled such a structure may still be around. (Recommended: Scouting. Command.)

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The Museum
Spoiler in which things are deserving of a very long explanation about nothing in particular :


We are hailed from a roughly southeastern direction by a group of androids calling themselves the Council of Grief. Holoimage provided depicts them wearing robes. They also appear to have painted their faces so as to appear as if crying. They claim to have much in terms of trade credits and unused capacitors, harvested over the years of their existence in the Forest of Ruins, and are willing to exchange them for 'tragedies.'

They further clarify that they are seeking materials that either contain a tragic story, or an artifact that have a tragic story associated with them. What they plan on doing with such odd items, they will not say. (Recommended Skill: Command. Research)

To the Northwest, we pick up garbled and excited reports of a 'human being' by subsystems. Surely, an error. (Recommended Skill: Command, Research, Scouting)

To the Southwest, we pick up a particularly powerful and hostile signal that subside moments later. (Recommended Skill: Scouting, Aggression)

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Brotherhood of Saint George

Spoiler Blood Money :

Captain, I know how you feel about those 'smart folks,' but if we don't want to be scammed by the 'smart folks' like we got done in our last gig, we need a 'smart folk' of our own.

Luckily, we are detecting a signal east of our position from a derelict. I recognize this one. Belongs to an old bloke named 21D. He got wanted in Meford some time back for selling 'illegal substances.' Real smart feller though. If we do right by him, he'll do right by us. Besides, that derelict might have something worth scrounging up. (Recommended Skill: Command, Scouting, aggression)

Our operators report intercepting a signal from a northwest belonging to a mercantile faction. It seems as if they are buying 'tragedies' in bulk, whatever that means. (Recommended Skill: Command. Research)

To the south, we are detecting a large, unidentified, and presumed hostile organic entity. It's possible that we may be able to sell its parts to the Outriders (Recommended Skill: Aggression)

To the Northwest, we are detecting a small patrol crawler registered to independent androids. Likely drones under the command of some outriding nobility. They are converging on 21D's derelict as we speak. We might be able to pull him out before they arrive... or we can just kill these blokes and take their stuff too. (Recommended Skill: Command, aggression).


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Hyperion
Spoiler Lights of Chary :

To the east, you can see the lights of Chary. It is a city that, much like the other seven great cities that control the eastern portion of this continent, absorbed in its own decadence. However, unlike Anrith and other cities which are more inland, Chary have always existed in the frontiers, and are much more open to idea of openly trading with drifters such as yourself.

Pernicious machine lifeforms lurk around these lands. Large organic fauna have been purged years ago.

Destroying these machine scouts will allow us to turn in their remains to Chary to receive a bounty. (Recommended Skill: Scouting. Aggression)

Our sensors further detect an outlying android village independent from Chary. Androids close to the Free Cities tends to be fiercely independent, but they also tend to dislike the machines. It's possible that we may be able to recruit a few individuals willing to serve our cause here. Be wary that they may react with initial hostility. (recommended Skill: Scouting. Aggression. Command)

To the East, Chary offers its mercantile services. purchasing human relics, machine parts, and other luxury goods in exchange for credits and freshly manufactured capacitors.

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Seekers of the Veil
Spoiler A foreboding wall :

Our long range scans report a mysterious structure close by. Designation: Site 13. Prohibited area. It is unknown how to enter the structure.

Site 13 designation appears in databank, but all related entries have been redacted heavily by the human government, and unavailable.

Location seems central to the ruined township of Stetersbach. Warning: area seems populated by hazardous organic life forms and berserk androids. It is expected that Site 13 will have potent defenses. Recommendation: avoid.


Somewhere beyond Stetersbach, our long range scanners pick up what appears to be a village of machines. They appear to be living in facsimile of human civilization. This is not according to their programming. Recommendation: send scanner and operator units to scout and make contact. (Recommended Skill: Scouting. Command. Possibly, Aggression)

Somewhere westward, we are detecting a mercantile signal from a skyship. Its owner identifies itself as the Flesh Merchant, who procures organic parts and captured machines for fresh capacitors and trade credits. It does not explain why it desires captured machines. (Recommended Skill: Command and Scouting)

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The Promenade
Spoiler Mad Science :

Our little promenade through the scenic residential area is rudely interrupted when we sight a large machine life form wearing... a lab coat? No, it merely painted its chassis white and drew in buttons and pockets. Anyways, some weird machine in a labcoat waving a flag at us, desperately trying to get our attention.

We are detecting with him several and rather chaotic jumble of energy signature from various machine and android components. We could help him out with whatever it is that he needs help with, or we could just take his stuff. Recommended Skill: Aggression, Scouting, Research)

Southeast of us, at the township of Wild, we are fittingly detecting an ungodly large organic fauna of some kind. We will need to venture closer to identify it further. (Recommended Skill: Scouting, Aggression)

The region is full of former human residences. It is likely that scavanging here will return valuable results.

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Universal Understanding Tour
Spoiler Away! Away! :

Sound of laser fire. Screams. Why were they programmed to scream? Legions of military androids deploy from endless stream of dropships headed in from somewhere southeast.

They die almost instantly.

Organic life forms here are virulent. A twelve meter tall, many eyed creature cleaves off an android's head with a single swipe of its claws. Formless sludge of muscle and sinew melt across the field, absorbing the fallen androids and creatures alike into its mass. A swipe from its wreckage narrowly misses the Cyclops. Oh take us away! Take us away! Our hearts can bear it no longer. Please! Take us away!

Organic life forms are everywhere around us. We recommend not engaging them.

There is a signature of a destroyed crawler, somewhere South of our position. It might be worth checking out for supplies and survivors. Recommended Skill: Scouting. Research.

There's a scouting party of machines. Likely pawns of the Empire. Perhaps, we could establish contact? (Recommened Skill: Aggression. Command)

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Schrodingen Division of Zero
Spoiler Fish :

The agricultural district immediate south of our position report heavy organic activity. Ancient human war drones continuously emerge from the waves to land against its shores, only to come under concentrated fire by mutant organic war-forms that strangely remind you of corn, an ancient human delicacy. Debris and organic detritus of the conflict continue to wash against the shore of this island. A silver lining if there is any. (Exploring for scavenge in local area will be more effective)

To the north of our position, we are detecting a skyship registered as: the World is Your Oyster. According to our database, it was declared missing in action while flying over the seas of habitat. It is not responding to our hails, but it seems to be moving intermittently. Extreme caution is advised. (Recommended Skill: Scouting. Aggression)

To the east of our position, we are detecting extremely unusual number of fish. Fish and fish derived substances often cause significant problems in the mechanics of our bodies, and were banned from Free Cities years ago for this reason. Multiple campaigns were launched by the androids to purge the habitat of this pernicious creatures, all of which ended in failure for various reasons. Regardless, fish are often bought at a premium by Flesh Merchants operating across the habitat, and so it may be wise to harvest them when we can. (Recommended Skill: Research. Aggression)

We can reactivate naval drones in the area. It is possible to send exploration party inland. We recommend staying away from Agricultural district.

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Deus ex Machina
Spoiler Meeting Buddha on the Road :

The sun seems to shine especially bright here in this industrial desert, full of rolling dunes of iron sand and half-buried factories stretching as far as the eyes can see. A few of your androids play in the sand, drifting down its dunes as if surfing. It's amusing to watch if somewhat disconcerting to see fully grown men and women, or at least, what appears to be fully grown men and women playing around like this.

To the north of our position, our scanners report, of all things, an oasis. Of petroleum.

It appears as if strange synthetic flora seem to be growing around this oil oasis, complete with machine palm trees which dispense hollow plastic coconut shells. The small lake seems to be full of mechanical fish. Who created this and for what reason, you have absolutely no clue. Machine fish may be able to be sold to merchants as collector's items, however. (Recommended: Research. Scouting)

What we initially assumed was some kind of megastructure in the factory town in Eschera have turned out to be a particularly giant machine life form. It identifies itself as Karl Marx, and it has the gall to ask us for our help in repairing it. If we oblige him, we might be able to search its databanks for clues about the region, however. (Recommended Skill: Command, Scouting, Research)


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Please contact me directly in Discord to gain access to .map data for Update 000.

You are also free to contact and conduct diplomacy with any 'beacon' or 'marker' on your local map. Whether they answer may depend.

All player stats should be up to date. Please inform me if there's incorrect values in there.
 
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