Saturday, 8 January 2022

Empyrean Dynasty Game 1, Turn 1, 10'000 years of Post Earth History!

 The first turn of my 23 players grand sci fi strategy game Empyrean Dynasty is done! Here is the turn report for interest and posterity! 

Go check out the previous posts or the PDF if you are interested in more Empyrean Dynasty! 

Also, go join this blog's Discord server if you are interested in seeing the game unfold/the in character banter from the players!



Empyrean Dynasty Game 1 Public Report:

And So 10’000 years pass in the universe! This is a record of what happened during that time! (Please note the new planet names are just place holders – owners of said planets may notify me of their new names!)

·       The earth was swallowed by the sun! It is no more!

 

·       The Legion Corporation (@Joshinken) spread to nearby solar systems, establishing successful colonies that flourished into full planetary occupation!

o   LG1: A planet of bountiful islands on a huge black sea. An abundance of delicacies was found on the planet!

o   LG2: A planet of blue leafed jungle, the emissions of the never-ending foliage was found to spark the minds of the colonists into increased mental abilities!

o   On all three planets industrial capacity was focused on the production of heavily armoured planetary vehicles and personal battle suits for the fighting people of Legion.

o   During this time the  fuel rich gas of the planet Gerasene was totally drained and mined by the Legion in their expansion efforts. The corporation no longer had easy access to such a powerful fuel source.

o   LG1 and LG2 were co-settled by colonists from The Black Room Clan (@Local Cryptid) – though Legion cities and settlements were most prevalent and successful on these planet, small pockets of Black Room Clan populations exist. The terraforming efforts of The Black Room Clan seemed to increase the productivity and robustness of the local flora and fauna.

 

·       The spiked tanks of the Sigmaites Clan (@Scarius) rolled over the virgin soil of three new planets! Sending their military first, the clan established colonies, then planet wide occupation on:

o   SS1: A planet of pleasant, purple river plains - producing an invigorating rice-like food crop.

o   SS2: A planet of blue, grassy, plains – roamed by protein rich neo- buffalo.

o   SS3: A planet of red, steamy jungle – the lush vegetation flowering with fruit that rumoured to be the most delicious in the universe.

o   The healthy peoples of the Sigmaites clan celebrated the end of their decamillennium with lavish feasts – a healthy and robust people!

 

·       The Black Room Clan (@Local Cryptid) co-settled LG1 and LG2 alongside the Legion Corporation (@Joshinken). Where Legion conquered and grew and built, the black room worked quietly and carefully – studying the local environment and finding delicate ways to help the natural eco systems on these planets flourish.

o   Another colonisation attempt was conducted by The Black Room during this time, led by an unnamed leader of considerable terraforming abilities. Unfortunately the expedition was marred by internecine arguments regarding the ethics of colonisation and terraforming and after 10’000 years the settlement had not grown beyond that of a rudimentary colony. Additionally, no terraforming was done, leaving the planet relatively unproductive and environmentally harsh.

o   The rudimentary colony still exists on YT1: A salty globe of endless milky white sea.

 

·       APEX solutions (@Revenant's Quill) became the second most materially wealthy intergalactic organisation at this time!  Their cheap, yet high quality, personal weapon systems became widespread in use across the entire universe.  If there is a gun pointed at you, or you are pointing a gun, ANYWHERE in the universe – there’s a 90% chance it’s an APEX solutions gun!

o   The leader of the corporation at the start of the decamillennium, Fox Benedict, begun – and nearly completed – research into the APEX immortality program. Intended as a method for keeping Fox alive as the leader of the corporation for ever, billions of human and animal lives (exported to APEX from The Arcturus Bloodline Clan (@ceaselessCarbine) were ended prematurely in the torturous experimental process. Though Fox lived a very impressive 110 years, he died before the research was completed. The project continued though – but became somewhat sidetracked with attempts to resurrect Fox…

o   Though the immortality program was not completed -  an impressive amount of ground work has been laid by APEX solutions – the corporations research efforts perhaps are not far off finding the solution to human mortality.

 

·       The deca millennium was a near disaster for the Zhandou Albayanat Clan (@NondairyGiant) – the only silver lining from the time period was that they remained in control of their home world.

o   Several attempts at colonising new worlds were ruined by the clan’s poor space navigation abilities. Whole colony fleets with millions of lives were lost to the maw of endless space due to errors in navigational calculations!

o   Only one colony fleet arrived at its intended planet, HZ1. A paradise world of luscious red hills and crystals towers, roamed by good natured giant, crystal backed tortoises. Unfortunately, Alard Xingshi, leader of the expedition – the most gifted terraforming scientist the clan had ever seen had his mind break on trip through space. On arrival at HZ1, Alard anointed himself as a god and deemed to re-create HZ1 in his image. The Zhandou Albayanat colonists of became Alard’s fuel in turning HZ1 into a planet of flesh and blood, a planet wide art piece of unending pain. Bodies fed into terraforming machines, brains planted in the earth, bone stretched over mountains. Alard ultimately failed in turning HZ1 into a planet of flesh and blood – but the biosphere was so polluted by his experiments that the planet became uninhabitable. It is said the mad soul of Alard the Would be God still haunts the blood rain clouds of HZ1.

o   Back on the their homeworld of Heidong, thousands of caves are devoted to the memorial shrines of the lost colony fleets and their colonists. A yearly day of mourning is also observed. 

 

·       The Naurey (@Altchester) revolutionised industrial production during this time – their society becoming one of utter leisure after the total automatization of their economy. They become one of the materially wealthiest of intergalactic organisations – but their members and citizens were no doubt the envy of the rest of the universe with their lives of total novelty and trivial pursuits!

 

·       The Tranchierqlim (@jimble) disappeared beneath the surface of Ozesitala! It is not known what transpired beneath the surging pink waves of their oceanic homeworld!

 

·       The Liliang Entomo Clan (@papyrus1) spread out amongst the stars! Successfully settling on four new planets!

o   PL1: A world of pink sanded islands – glorious and calming, the sunsets here the envy of all the universe!

o   PL2: A planet of hard, jade mountains – beneath these mountains are endless caverns filled with succulent fungi.

o   PL3: A harsh planet of flat, dark purple glass.

o   PL4: A planet of orange fogged moors – the fog so thick it makes the lungs of the inhabitants particularly strong and athletic!

o   Sofos Loudong, a leader of the clan during this time, instituted a program of scientific experimentation into food crops available on all worlds of the Liliang Entomo Clan. The program was a brilliant success – the clan now had access to a crop of wheat that greatly invigorates the physical capability of the eater. Unfortunately, Loudong secretly implanted certain aspects of genetic mutation into the crops DNA – meaning those who consumed it both became addicted to it and enthralled by those who share the genetic make up of Loudong. This act essentially made the clan members who were not of the Loudong faction strong bodied addicts who were slavishly devoted to the head of the Loudong family. Addiction to the Sofos Bread and devotion to the Loudong Family were now an important reality for the Liliang Entomo Clan.

 

·       The Fraterni Renunti Clan (@wrongtube) – through near endless years of experimentation created an interstellar fuel, Renu Milk, of an extraordinary quality and efficiency. The exact process of its production are unknown to the universe at large but Renu Milk is ten times more efficient and powerful than any other fuel source known in the universe! Ships filled with Renu Milk fly much faster and further through the endless cosmos!

o   The clan’s homeworld of Ognos suffered no environmental degradation during this time, its forests and rolling hills remaining completely pristine, despite the clan’s emphasis on the production of intergalactic fuel! 

 

·       The colonising efforts of the Chatikrate Dynasty (@arkbrik) , blessed by the holy auspices of Queen Olympe XV were successful! Two additional planets are now in control of and heavily populated by inhabits of the Chatikrate Empire.

o   Oide d'Olympe.: A freezing world of orange snow and water, famed for its super sturdy, hard and abundant mineral deposits.

o   Phlogeille: A desert planet of yellow sands and deposits of mystical vision inducing gas.

o   Queen Olympe XV also begun a fervent cult of worship focused on herself, her ancestors and descendant that become wildly and fanatically popular throughout the Chatikrate Empire. The royal family ascended beyond the realm of mortal beings and are now recognised as holy beings throughout the Chatikrate Empire.

o   The Cult of Olympe was so vigorous that it spread beyond the borders of the Chatikrate Empire – churches and communities of followers spreading to both The Fraterni Renunti Clan (@wrongtube) and the Jamaexina Clan (@xaosseed)! 

 

·       From the oceans of Bilaltam Ya came great pink coral towers. Over the decamillennium the coral towers connected and grew, an entire planet covering city of coral that covered the ocean of the city! This was the product of Jamaexina (@xaosseed) experimentation with coral growth and engineering. Unfortunately, as was the experimentation’s original goal, the corals never left the atmosphere of the planet. The grand designs of the clan, to fill the universe with organ space structures, never came to fruition. Great advancements were made in coral engineering though and perhaps at some point in the future the great polyp structure will enter the stars…

o   The Great Shumxaerin, leader of the Bilaltam Ya during this time, bothered the rest of the universe with its endless visits and bloviating on the superiority of Bilaltam Ya culture, art and architecture. Unfortunately, these visits had the opposite of the intended effect – the swirling, spikey, polyp and coral aesthetic vision of the Ya was considered an utter affront to the good taste of the rest of the universe. From this point onwards the Bilaltam Ya were sneered at for their foul taste!    

 

·       House von Sacher Sariyah (@fjav) worked closely with the Bilaltam Ya (@xaosseed) over the decamillennium  - focusing on growing coral structures and vehicles that were capable of operating within the vacuum of space. Unfortunately, as was the case for the Bilatam Ya – neo coral is not yet capable of supporting an atmosphere within the void! Though the neo-coral project was not a total success, the enormous krakens of Aiza-Zwe were tamed and bred by House von Sacher Sariyah – their society forming a close bond with the fearsome creatures.

o   Not seen by any one outside the clan for 900 years, it is rumoured that Grand Duchess Lail has managed to somehow escape the clutches of mortality. Her presence is still felt and known and communicated with outside of the clan – just no one outside of von Sacher Sariyah has laid eyes upon her actual fleshly form…

 

·       From its holy home world of Maqead Regum the clan of Qalb Occulta (@symbolic city) attempted to spread its teachings throughout the totality of the universe! While successfully in spreading – the cult of Qalb Occulta was not received warmly by the masses of the universe. 

o   The cult was largely shunned by those outside of the Qalb Occulta, or not living on Maqead Regum. A strange, exotic and frivolous church at odds with the practicalities of reality!

o   Regardless, small cultic centres were set up throughout most of the inhabited planets of the universe – though most that frequented these were lostlings, dreamers and outcasts who were most interested in the hallucinogenic gases the acolytes of the Qalb Occulta provide to those who attended their ceremonies…

 

 

·       Henshin Labs (@SageDaMage) created three Elysium class planets through a process of colonisation and terraforming. These Elysium planets are utter paradises for those that visit them – undeniable magnets for interstellar travellers of all budgets. Henshin Labs seems to have decided on settling and terraforming planets very close to the large population planets of other corporations – luring their citizens to the Elysium planets to spend their hard earned credits there (and making Henshin labs one of the most material wealthy corporations in the universe) 

o   SH1: A world of luxuriantly warm and dry deserts – alluringly exotic to the members of The Tranchierqlim (@jimble) on nearby Ozesitala.

o   SH2: A world of enveloping, meditative forests and clean air – alluringly calming to the members of Naurey Corporation on Monteer Apisri Invict (@Altchester).

o   SH3: A world of icey mountains – alluringly exciting and adventure filled to the members of APEX solutions of Meridian.

 

 

·       The Keepers of Magellan Clan (@jim Parkin) devoted their deca millennium to the mining, production, and distribution of the life extending drug, “The Spice of Magel”. The spice’s life extending properties were too valuable for the universe to ignore! The use of the Spice Magel became near ubiquitous, making the Keepers of Magellan one of the wealthiest organisations in the universe! 

 

 

·       Where The Keepers of Magellan Clan shared their special spice with the universe, the Yishpugnae Clan (@finnice) kept their holy compound for their use only! The Vapour of Zhulorum became vital to the rituals and rites of the Yishpugnae Clan. The clan was incredibly secretive regarding the use and effects of the holy vapour – and as such the vision inducing power of the vapour is only known in rumours throughout the universe. What the Yishpugnae Clan saw when they peered beyond the veils of time and space using the vapours is not known….

 

·       A grim 10’000 years passed for the Ounjẹpupọ Olominira Eniyan Corporation (@gendernihilist)! Many, many colony fleets were sent out to the stars – billions of Ounjẹpupọ Olominira Eniyan sent out to spread and grow the corporation amongst new planets…but on all planets in which the peaceful Ounjẹpupọ Olominira Eniyan arrived their colonists were promptly killed by destructive and dangerous flora and fauna. Lacking weapons with any bite or bark the uncaring universe committed genocide on the Ounjẹpupọ Olominira Eniyan. An undeniable sense of sadness, loss and existential dread filled the once bright, peaceful and optimistic corporation… Those that lived on IgboIgbo-KijiKiji mourned all those lost in the great devouring, their tears flooding the many rivers of the planet…

 

·       The Hermeya Clan (@roshlev) spent 10’000 years in deep discussion on the spiritual, ethical and philosophical importance of terraforming new planets. In particular the topic of which types of planets are the most right to terraform consumed the clan – so much that no actual terraforming took place.

o   The religious importance of terraforming to the The Hermeya Clan held them in place, the doctrinal discussion become a prison that halted in any actual terraforming.

o   The clan is now exquisitely prepared to conduct their holy duty – the doctrinal issues resolved – the perfect planets picked – all that remains is the final holy acts!

o   Though the clan didn’t leave their own planet – they did endless work in the art and science of terraforming, transforming the nearby moons of Silenna. The moons now emit healing energies to the inhabitants of the planet, making the members of the Hermeya Clan an incredibly clean, empowered and healthy people – both spiritually, physically and mentally.

 

·       The Szarstern Union (@gran) devoted itself, at considerable cost, to a most awe inspiring project, the use of rocketry to move entire planets free of their ancient gravitational orbits and to float free amongst the stars! The corporation had a decamillennium of success in this endeavour! Mastering the movements of planets within their home solar system! Planetary bodies where now capable of being turned into beyond enormous, slow-moving ships of the stars!

o   Though an amazing accomplishment, the project has left the Szarstern Union drained of material wealth and resources! Countless researchers were driven to an early death from the sheer computational power required by the project – an atmosphere of exhausted revelry has permeated the organisation! 

o   The glorious gems Heinmani have all been mined from the planet! Traded for wealth to fund the planetary rocketry project! The Gems of Heinmani have spread across the entire universe!

 

·       The Zhàngtùs Biolōxué Clan (@Trent B) had great success in spreading themselves amongst the stars! A grand total of five planets were settled and populated by the clan!

o   SZ1: A planet of white fogged moors with diamonds laced throughout its ancient soil!

o   SZ2: A planet of pink watered swamps, interrupted only by red mountains filled with deposits of super durable minerals! 

o   SZ3: A swamp planet of blue leafed foliage, its waters having healing powers!

o   SZ4: A planet of orange moors, dotted with rare trees that flower with fife extending fruits! 

o   SZ5: A planet of soup thick orange swamps, cut with rivers of oil that serve as excellent interstellar fuel!

o   It is not known what wonders the Zhàngtùs Biolōxué Clan would have blessed the universe with if they were left undisturbed as midway through the deca millennium the invading forces arrived from The Arcturus Bloodline! At first their homeworld, then all of the settled planets of the Zhàngtùs Biolōxué felt the crushing metal feet of the Bear Mech’s of the Arcturus Bloodline (@ceaselessCarbine)! The peaceful Zhàngtùs Biolōxué were no match for the war focused clan – and the Zhàngtùs ended their first 10’000 in bondage, controlled by overlords of the The Arcturus Bloodline Clan.

 

 

·       Not content to find and settle their own worlds, The Arcturus Bloodline Clan (@ceaselessCarbine) launched a campaign of war against the Zhàngtùs Biolōxué Clan (@Trent B) – claiming first their home world then their colony planets. The Bloodline clan employed massive, thick armoured four legged bear tank mechs, easily overwhelming the peaceful Zhàngtùs Biolōxué forces!

o   The Arcturus Bloodline Clan now has dominion over their homeworld of Kharkiv as well as all of the Zhàngtùs Biolōxué Clan’s planets and people (Shēngluócūs, SZ1, SZ2, SZ3, SZ4 and SZ5).

o   Emperor Maisarch I piloted his God Bear Class Mecha tank in several decisive battles – leading his clan from the frontline to glorious victory!

o   The Arcturus Bloodline non mechanised troopers were well equipped with an abundance of weaponry supplied directly by APEX solutions (@Revenant's Quill). These would mop up any defences after the bear mechs had already ravaged targets in their initial charges.

o   Adding even more to the overwhelming force of the Arcturus Bloodline over the Zhàngtùs Biolōxué was the employment of Alburtuqaliu Fylí Clan Marine mercenaries (@zeruhur) ! Established by their War King leader at the beginning of the deca millenium, the mercenaries were eager to prove themselves to the universe as a blood thirsty and decisive elite Corp of troops for hire. The Alburtuqaliu Fylí Marine Mercenaries ensure the domination of the Zhàngtùs Biolōxué was complete and utter!

 

·       The Alburtuqaliu Fylí Clan (@zeruhur) had a very productive ten thousand years! Employing the productive capabilities of their homeworlds island, and the ferocious fertility of their population – they filled the universe with workers and food!

o   Mushajara Foods is exported across the entire universe, the most eaten meals and ingredients in human history! Juzur workers also fill the empty job position across the universe – sending a part of their pay cheque straight back to the Alburtuqaliu Fylí Clan. These two things alone after 10’000 years made the Alburtuqaliu Fylí Clan the richest in the entire universe! Simple, wholesome and hardworking products and services! You can always trust and rely on the bounty of Juzur Mushajara!

o   Somewhat less wholesome are  the military exports of the Alburtuqaliu Fylí. Instituted and led by the War King (a ceremonial role that continues to this day). The Marine Mercenaries of the clan took place in the campaign known as the “Slaughter of the Biolōxué” – where they were employed by the Arcturus Bloodline Clan (@ceaselessCarbine) in their war against the Zhàngtùs Biolōxué (@Trent B). Regardless of the ethics or morals of this campaigns, the mercenaries added to the coffers of the Alburtuqaliu Fylí Clan ensuring they became the richest in the universe!

 

·       The Cavalerie Centuriate Clan (@middlecyclone) are responsible for establishing the basic moral codes of the post-earth universe! Through an extensive interstellar communication network the clan instituted a set of ethics and morals know as neo-chivalry. Vaguely resembling the chivalry of old earth’s past, this culture appreciated bravery, honour and the aesthetics of the transcendent!

o   Beaumont Zenith, a leader of the clan during this time, penned many of the epic poems that form the foundation of the culture’s canon. Copies of his data scrolls are to be found on the shelves of any individual with even an atom of importance of taste. Zenith poetry always favoured the triumph of the individual over their baser urgers in service to their family and peers!

o   Data devices across the entire universes are tuned to receive recitals of the epic poems of the Cavalerie Centuriate!

o   The primacy of neo-chivalry is somewhat responsible for the general disgust the citizens of the universe have for the Bilaltam Ya (@xaosseed) “Polyp-core” aesthetic.

o   Neo-chivalry is yet to fully parse out an interpretation of the “Slaughter of the Biolōxué” campaign – but the clan’s poets and thinkers have battled over the fertile ground of that bloodshed almost as much as the participants of the campaign itself! 

Monday, 13 December 2021

The Automated Empyrean Dynasty (Intergalactic Organisation Generator)

 Here are several automated tables/generators designed to make running solo games of Empyrean Dynasty easier. These tables could also be useful for generated organisations for sci fi games. Enjoy! 



Post Earth Organisation Generator: 






















Grand Leader Generator:

 



What does the Post Earth Organisation do? 




Sunday, 12 December 2021

Empyrean Dynasty - A Grand Freeform Sci Fi Strategy Game over 33, 330 years!

Empyrean Dynasty is a game about the machinations of powerful organisations and families as humanity leaves behind its once home of earth. The game begins with the invention of instant interstellar travel and then records the (hopefully) strange, weird and wondrous history of space faring human civilization from that point onwards. 

Empyrean Dynasty is a game designed to played by post, with one player as the adjudicating referee and the other players in control of a single powerful organization. There are also tables and suggestions for a single player to play out the game alone. All rules/guidelines are simple suggestions and the game can be changed/played in any way the players/referee see fit. Regardless of how the game is played, the role of the referee is an important one - they are responsible for taking the attempted actions of all of the organisatons, weaving them all together over the time length of the turn, computing their success or failure and and then relaying what has occurred to the players (or to themselves if playing solo!).

(All the art in this post is by Bruce Pennington) 

Buy a lovely PDF version of Empyrean Dynasty here: https://www.drivethrurpg.com/product/381363/Empyrean-Dynasty

Or a POD copy here: https://www.lulu.com/en/us/shop/michael-raston/empyrean-dynasty/paperback/product-88m7ej.html?page=1&pageSize=4

Check out this post: https://lizardmandiaries.blogspot.com/2021/12/the-automated-empyrean-dynasty.html For automated versions of all the tables in the game! 

Rules: 

  • The objective of each organisation is to become the supreme ruler of the universe. 
  • The game is played out in turns representing ever shortening periods of time, beginning at 10'000 years and ending at 1 day (or 1 minute if needed). 
  • Each turn an organisation will attempt one major action appropriate for the time scale. The referee will determine if that action is successful or not, and the outcome of this. An organisation may attempt more than one major action if they have a grand leader alive for the start of that time period.  

Action Arguments: The players of organisations should present their attempted action to the referee in the following format: 

  • Clearly state what the organisation is trying to achieve. 
  • Clearly state how the organisation will achieve that goal. 
  • Clearly state what resources are available to the organisation to help them achieve their goal.

Conflict Tests: If the attempted action of the organisation is not deemed a guaranteed success by the referee, a Conflict Test can be rolled. If two organisations actions are in opposition of one another (such as waging war) a conflict test is highly recommend! 

  • Roll 2d6 and plus bonuses for any reasonable resources or strategies the organisation has presented in their action argument. If it is a competing conflict test between two players, highest wins. The conflict is a stalemate if it is a draw. 
  • If the Conflict Test is not between two organisations, the referee can either roll a random number for the organisation to beat with their roll, or pick an appropriate number for the difficulty of their action. 
  • Winning a Conflict Test by a lot is a glorious victory, and conversely losing it by a lot is a shameful defeat. It is up to the referee to weave the degrees of success or failure from a Conflict Test into the game fiction. 
Turns: A suggested set of turns and their time lengths to document the sweeping history of post earth humanity is listed below. It is the referee's role to communicate to each of the players the pertinent and important outcomes of the attempted actions and conflict test of the previous turn (and the fate of any grand leaders). Additionally, the first few turns (those of the greatest time depth) may bring with them great changes to the organisations and planets of the game. Again, it is the role of the referee to check for and communicate these. 
  •  3 x 10'000 year turns (Attempted actions, successful or failed, have enormous impacts on the organisations of the game. The referee rolls 2d6 for each planet inhabited by an organisation. A very high or very low roll may result in vast positive or negative ecological changes - at the discretion of the referee)
  • 3 x 1000 year turns  (Attempted actions, successful or failed, have large impacts on the organisations of the game. The referee rolls 2d6 for each planet inhabited by an organisation. A very high or very low roll may result in minor positive or negative ecological changes - at the discretion of the referee)
  • 3 x 100 year turns (Attempted actions, successful or failed, have impacts on the organisations of the game)
  • 3 x 10 year turns 
  • 3 x 1 year turns 
  • 3 x 1 month turns 
  • 3 x 1 week turns 
  • 3 x 1 day turns 
If needed: 
  • 3 x 1 hour turns
  • 3 x 1 minute turns 

Organisation Types and Grand Leaders: A grand leader allows an organisation to attempt a second major action in a turn. A grand leader may have a random foci, personality and name (roll on the appropriate tables below) - or the player in control of them may decide on these details. It is up to the referee/players to determine how they will handle Grand Leaders. An orgnisation's type determines how likely it is that they will have access to Grand Leaders. A grand leader should live for about 100 years (unless slain earlier through disease or misadventure). 
  • Corporation: A corporation has a 25% chance of having a grand leader at the start of every turn up to and including the 10 year long turns. 
  • Clan: A clan has a 50% chance of having a grand leader at the start of every turn up to and including the 10 year long turns. A clan grand leader has a 50% chance of being a "Reviled Grand Leader", any action (successful or failed) taken by a reviled grand leader will bring the clan shame and dishonor for all history. It is the discretion of the referee whether it is revealed to the player of a clan whether their grand leaders are reviled or not. 
General Information: 
  • Space travel is instantaneous, but loading a spacecraft is not. It takes about a week to load an army and about a month to load a whole planetary population onto a spacecraft fleet. 
  • Space travel is within the capabilities of all important organisations, but it is relatively expensive. Space trips taken without a return on investment can be financially ruinous. 
  • All  organisations will have access to the appropriate resources and infrastructure implied by their strengths, and any additional resources implied by their home world.  
  • Settling a new planet takes about a 100 years for the colony to be self sufficient. This gives the organisation nothing beyond access to more human bodies and the resources of the planet settled.
  • Secret back channel communications, or public diplomatic delegations, are assumed and encouraged to occur (unless the referee forbids it!). Sending communications to other organisations is not an action. 
  • Nothing is set in stone. Everything has a probability of being possible. 

The following lists and tables can be used to randomly generate details for the game, selected from as a menu, or used as simple examples. It is up the the players and referees to decide the specific details of their game. 

Creating An Organisation: 
  • Decide whether the organisation will be a Corporation or a Clan. 
  • Pick (or roll) two strengths and a weakness of the organisation. 
Organisation Foci: 

  1. Industrial production 
  2. Priescence 
  3. Political charisma 
  4. Biological Science 
  5. Technological science 
  6. Espionage 
  7. Weaponry production 
  8. Culture production 
  9. People production 
  10. Religion and spirituality 
  11. Battle tactics 
  12. Interstellar ships 
  13. Planet bound vehicles 
  14. Space navigation  
  15. Terraforming 
  16. Battle arts 
  17. Food production 
  18. Pharmaceutical production  
  19. Data computing 
  20. Communications 

  • Create a homeworld. The two key parts of a homeworld are its geography and an important resource. Pick (or roll) these on the tables below. 
Planetary Geography Generator, roll twice and combine results (use colour table below for further detail if needed): 

  1. Rolling hills 
  2. Grass Plains 
  3. River Plains 
  4. Misty moors 
  5. Windswept tundra 
  6. Frozen snowfields 
  7. Boiling desert
  8. Lush jungle 
  9. Enormous caverns 
  10. Endless seas 
  11. Volcano ranges 
  12. Towering mountains 
  13. Nebulous gas 
  14. Mild islands 
  15. Black forests 
  16. Muddy swamps 
  17. Shining crystal 
  18. Flat glass 
  19. Lifeless sands 
  20. Meteor shattered 

Planetary important resource: 

  1. Health inducing food crop 
  2. Abundant and delicious fauna 
  3. Exotic life extending spice 
  4. Super conductive mineral 
  5. Intelligence inducing gamma vibration
  6. Superior athlete inducing gravity levels 
  7. Super efficient fuel 
  8. Glorious gems 
  9. Meditation inducing natural environs 
  10. Vision inducing gas vents 
  11. Super hard mineral ore 
  12. Energy rich thermal vents 
  13. Invigorating and strengthening exotic spice
  14. Super resonating crystals 
  15. Hardiness inducing climate 
  16. Trainable beasts of burden 
  17. Trainable beasts of battle 
  18. Endless staple fungi crop  
  19. Decadent decorative cloth crop 
  20. Healing sun/moon light  


Additional Organisation Details:
Use these as needed. 

Name Generator: Pick some key words that represent the organisation (its foci, or details of its homeworld, its weakness, etc), then roll on the language table below. Look up the key organisation words in the language rolled - use these as inspiration for the organisation/great leader/homeworld name. Rolling twice and combining the key words from two different languages into new worlds will result in the weirdest/most interesting names. Sticking with the same naming convention throughout the game will give the organisation a more persistent identity. For grand leader names, get a random name from the rolled language and add use a word inspired from that language associate with the leader's foci. 

  1. Greek  
  2. Mandarin 
  3. German 
  4. Latin 
  5. Arabic 
  6. French 
Organisation/Planetary Colour Generator: Roll twice and combine.
  1. Green 
  2. Blue 
  3. Indigo 
  4. Purple 
  5. Pink
  6. Red
  7. Orange 
  8. Yellow 
  9. White 
  10. Black 
Organisation Heraldic Crest Generator: Roll once, or twice and combine, as required. 
  1. Homeworld animal 
  2. Foci item / tool 
  3. Foci appropriate symbol of an emotion 
  4. Organisation's initials 
  5. Foci or Homeworld related element 
  6. Homeworld plant 
Organisation Aesthetics Generator: For the description of architecture, dress, equipment, vehicles, etc. Roll twice and combine. 
  1. Soft undulation 
  2. Glowing rays
  3. Floating orbs 
  4. Riven spikes 
  5. Ethereal gas 
  6. Flowing fabric 
  7. Wasting skeletal 
  8. Clear panels 
  9. Young freshness 
  10. Bejewelled opulence 
  11. Running liquid 
  12. Shining reflection 
  13. Acidic melting 
  14. Rigid metallic 
  15. Fanged fur 
  16. Many appendaged 
  17. Huge oversized 
  18. Rotting decay 
  19. Solid stone 
  20. Burning flame

Solo Play:
If a referee would like to play out the history of various post earth human organisation alone, they may use the following tables to simulate the choices of players. All rules and guidelines above apply as normal. Create an appropriate amount of organisations, using the method described above, and then play assisted with the tables below! The solo referee is required to do some heavy lifting in terms of fleshing out the details, plans and actions of the organisations in their games - let the dice and your intuition guide you! If any of the rolled results seem completely illogical or insane to the solo referee, they are welcome to discard them (but be reminded humans do not always act rationally). 

Organisation Personality: This should give the solo referee a prompt and direction for how to roleplay out each organisation. Roll twice and combine. 
  1. Peaceful 
  2. Holy 
  3. Aloof 
  4. Vacuous 
  5. Swift 
  6. Gentle 
  7. Lavish 
  8. Just 
  9. Cerebral 
  10. Stoic 
  11. Patient 
  12. Measured 
  13. Chaotic 
  14. Devious 
  15. Indulgent 
  16. Brutal 
  17. Amoral 
  18. Dangerous 
  19. Cruel 
  20. Stealthy 
Solo Play Organisation/Great Leader Action Tables: Use these tables to determine what each organisation/great leader will do on any given turn. A suggested order for computing each organisation in a solo game is as follows: 
  • Check for a new great leader in the organisation (if at appropriate time length turn) 
  • Check for responses to known of negative direct actions
  • Check for possible diplomacy 
  • If not responding to negative direct actions, check for turn action or organisation and great leader. 
Response: If another organisation took a known of and negative action of consequence against them, roll on the following table to see if/how the organisation in question responds. If the organisations have a particularly positive relationship, roll twice and use the lowest result. If they have a particularly negative relationship, roll twice and use the highest result. 
  1. Capitulate and public ally welcome the negative action 
  2. Ignore the action 
  3. Provide a warning (but not a threat) to the responsible organisation 
  4. Attempt to create a defense directly against future instance of the action 
  5. Retaliate with secretive actions 
  6. Retaliate with direct force 
Diplomacy: Check to see if each organisation pursues any communications with another organisation. The target of their diplomacy may be random, or an appropriate target decided by the referee. The referee can either decide the appropriate response by the target organisation, or roll on the diplomacy table again to get a random response. If an organisation is particularly friendly, roll two dice and use the lowest result. If an organisation is particularly aggressive, roll two dice and use the highest result. 
  1. Pursue public alliance 
  2. Pursue private alliance 
  3. Pursue public entente 
  4. Pursue private entente 
  5. No diplomacy 
  6. No diplomacy 
  7. Publicly bully or provoke 
  8. Privately  bully or provoke 
  9. Publicly declare war 
  10. Secretly begin war
Action: Roll to determine what action the organisation/great leader pursues in a turn. The solo referee will have to flesh out specific using what they know about the organisation. If an organisation is not particularly aggressive, roll two dice and use the lowest result. If an organisation is particularly aggressive, roll two dice and use the highest result. It is up to the solo referee to contextually interpret each of these results into an action appropriate for the time length of the turn. 
  1. Purse advancement/initiate program in foci one 
  2. Pursue advancement/initiate program in foci two 
  3. Pursue advancement in weakness 
  4. Pursue advancement in a brand new foci (can be random or picked by the referee)
  5. Explore in search of foci useful resources/settle a discovered useful planet 
  6. Support friend or ally (publicly or privately as appropriate) 
  7. Limit other organisations access to any important resources controlled  
  8. Steal resources from another organisation (publicly or privately as appropriate) 
  9. Sabotage (publicly or privately as appropriate) - target can be determined randomly or chosen by referee. 
  10. Wage war or prepare to wage war if not capable- (publicly or privately as appropriate) - target can be determined randomly or chosen by referee. 


Friday, 26 November 2021

The Saga of Ostermark, Part 2 (Orks Versus Skaven!)

 Here is the second part of the reporting on my 6 player Krieghammer (warhammer using kriegspiel inspired rulings) campaign. I've been running it for about 6 months and the final battle (three players - Skaven, Chaos/Empire and Beastmen) is taking place right now! I ran it on discord, getting private orders from the players (whether those orders for in a battle or commands for travelling across the map) and publicly updating the map/giving important area updates. All of the battles apart from the final one have been in private, so the other players not involved in the battle were not able to get unfair intelligence on the other player's armies. I ran the game using the freeform/ruleless protocols (inspired by the Free Kriegspiel Revolution) outlined in my waraming PDF "Freeform Skirmish Referee": https://www.drivethrurpg.com/product/352987/Freeform-Skirmish-Referee 

Find out more about Krieghammer/join the discord and play a game here: http://lizardmandiaries.blogspot.com/2021/04/krieghammer-rules-and-armies.html

I did all of the maps/battle images in Paint.net.

Part 2: Continued from Part 1 : https://lizardmandiaries.blogspot.com/2021/10/the-saga-of-ostermark-part-1.html

The army of the Empire has been defeated. The beastmen are full and fat with a feast of man flesh!

Day 13: Something feels...wrong, in Ostermark! The dead are raising from the ground in the West!


Day 14: The large town of Remer has been lost! The fleeing citizens tell of the walking dead and vampires taking over their fair town in the night! Oh the horror! Can the citizens of Ostermark have any respite?! Also! A battle in the Veldt! The greenskin warhorse has encountered the non existent Skaven!


Battle!


•    The skaven slaves unleash a volley of stones! That land somewhere on the other side of the trench – but no where near the approaching orcs!

•    The skaven warlord moves back towards the tower , screaming squeakily at his slaves to fire their slings better.

•    The skaven jezzail weapon team get one of the important orcs perfectly in their sights! CLICK! The gun malfunctions – not firing. A small puff of warpfire emits menacingly from the rear of the weapon.


•    A group of orcs moves south! Straight onto a hidden skaven mine! 3 of the orcs are exploded! A nearby goblin archer is also killed in the explosion!

 

•    The orc archers move towards the trench and open fire at the skaven slaves! The range is still quite far! But two of the slaves are struck and killed!

·        The orc army moves!




•    The skaven slaves open fire with slings at the orcs on the other side of the trench! The rocks fall harmlessly nearby the orcs!

•    Three of the orc arrow bows open fire at the fast retreating skaven warlord! All missing.

•    The remaining orc arrow boys open fire at the skaven slaves! Another is killed!

•    The skaven warlord moves, bravely, behind the grand skaven tower!

•    The river troll slowly clambers over the rocky hill, the jezzail team lines him up perfectly! And…BOOM! The weapon malfunctions again blow warpfire out the back of the weapon and coating the shooter in green warpflame!

•    The two southern river trolls begin attempting to wrench the nearby tree from the ground! They have not accomplished this task thus far!

•    The brave skaven warlord continues moving away from the battle!

•    The lone river troll strides over the rocky hill! He notices spikey things in the trench! 

•    The jezzail team puts out the flames! They are ready to fire again!


•    The arrow boys open fire, killing another three slaves!

•    Two of the skaven slaves, noticing how far away their warlord is, make a run for their freedom! Straight into a warpfire mine! They die!

•    The remaining two slaves sling their stones…missing the orcs.

•    The trolls continue attempting to wrench the tree free – it is coming loose but is not out of the ground yet.


•    The skaven warlord bravely flees the battlefield!

•    The skaven slaves don’t much see the point in sticking around with the warlord gone – they also flee! They are not blown up by mines.

•    POW! The jezzail team finally fire their gun! A chunk of flesh is ripped from the approaching trolls leg!

•    The lone river troll begins smashing apart the grand skaven tower!


•    To the south, the trolls wrench free a tree!

•    The arrow boys open fire at the jezzail team! Two arrows land into the ratty flesh of the team! A number more arrows land in the shield of the front member of the team!

•    The jezzail team fires at the troll again! Another hit, a chunk of its arm shot out!

•    The troll gives the grand skaven an almighty wallop. CRACK! CRASH! The structure falls apart!

•    SMASH! The troll caves in the head of one of the skaven snipers. The rat man’s dead feet paws and pushed down into the dirt from the force of the blow.

•    The other half of the weapons team manages to scamper out of the ruined pile of wood that was the tower.

•    The river troll catches his scampering, WHACK! Another huge blow from the troll. The rats leg is pulverized and his corpse is smashed into the splinters of the tower.

A victory for the orcs!

Although the fighting has not sated their hunger for violence!

 

To Be Continued…in Part 3! 

Sunday, 21 November 2021

Simple d6 Map Generator

 Nice and simple! Does what the title says! Borne of a long car ride this weekend where I did some solo play and needing something to generate maps with!