[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: The stranger v.1.jpg (1.08 MB, 1200x917)
1.08 MB
1.08 MB JPG
Fear of the Unknown Edition

>What is this?
/TG/ DEVELOPED A GAME
IT IS PLAYABLE. IT HAS BEEN PLAYED.
EXPEDITION is a ~1880s era, Jules Verne-inspired retro-futurist, underground blood soaked adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, explore & fight each other for victory and profit.

3 versions of the rules exist, 2 of which have been playtested. The main one is 2e, to be found :
>https://www.mediafire.com/folder/us7vnek39dc6k/AgarthaRules
as with maps, tokens and lore resources.

>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8
>3e Rules Doc (READY FOR MORE PLAYTESTS)
https://docs.google.com/document/d/14ZpHhEyUbjt-SCx2xuAd0lyh7Rs4J7rK5kHkljqykhk/
>Unit Spreadsheet - Currently outdated, requires an update
https://docs.google.com/spreadsheets/d/1rcleQtrT4Q0INiBW50-kq2ZXWJ-cjLOeVTLTJg_oX5E
>Unit Design Doc
https://docs.google.com/document/d/1n0X89OdMPXJKQGm6kYcOABjhjE4NZER1fvmpDmDX1JA
Wiki
>https://eadsttcoteg.miraheze.org/wiki/Main_Page
Kaiser Anon's audiodrama (now complete!)
https://www.youtube.com/watch?v=ZwfxQxrHe4M&list=PLKLbVXLsxBBw1EHR-81wTYMJkWKKiQFfH [Embed] [Embed] [Embed]

>Expedition Agartha Descend for Tabletop Simulator
https://steamcommunity.com/sharedfiles/filedetails/?id=3570649807

>What can I do?
Shitpost, meme, get comfy. Read over the docs to settle in.
Familiarize yourself with rules and ask for an intro game or participate in playtests. If you are interested in designing a faction for a wargame, this is the place.
Contribute if you have ideas. Give feedback on contributions if you don't.

>TQ: What books need a refresh to be brought up to date?

>Previous Thread
>>97163858
>>
Archived threads in suptg here.

https://suptg.thisisnotatrueending.com/archive.html?searchall=Wargame+Political+Compass
>>
Previous Thread Archived Here:

https://suptg.thisisnotatrueending.com/archive/2026/97163858/
>>
>>97397420
That is better.
>>97402865
Are Gorgs still getting a book? Olms could use a Hero. Lost Men and La Ombre are the other older books, so they could probably use touch ups.
>>97403326
It seems natural to me that Lost Men's hero would be a copycat hero that lets you use any Colonial hero for cheap but with worse base stats. So, it'd only need those base stats and Faction Traits.
>>
File: agarthaeditfinal.png (2.04 MB, 998x991)
2.04 MB
2.04 MB PNG
Finished my last Redcoats for the moment. I have one or two other figures to try for the British list but I'm doing more Muan spearmen now. These are both Lieutenants in game, with different abilities. There are two of them so I can do Zulu quotes while blasting Agarthans.

Figured I would try my hand at an edit. I used a bit of a different technique but I think it came out alright, even if I'm not too knowledgeable on GIMP. If anyone wants to swap out the sky for one of the classic agartha ones I'd be all for it.
>>
File: eloi2.jpg (37 KB, 275x397)
37 KB
37 KB JPG
For the Eloi what unit role are they intended to have? I gave them a crack a while ago but it wasn't what people were looking for. Maybe another approach could work for them.
>>
File: Hunting gallimimus v.1.jpg (1.99 MB, 1423x1700)
1.99 MB
1.99 MB JPG
>>
File: papercraft thing.jpg (214 KB, 1080x1440)
214 KB
214 KB JPG
Finally found a good illustration of what I think the Weather Control should look like. Perhaps a little too extravagant, especially given that Neuchwanstein may or may not exist, but this general size suits the home, fortress, and laboratory of Duke Cunningham. Alternatively, it could just look like that fortress from Laputa.
>>
File: newtropicalma.jpg (377 KB, 1657x887)
377 KB
377 KB JPG
>>97406222
I always figured them to be duelists/assassins, but it could be psychological warfare, or anything, really.
> Unrelated
New map, as well as batrep this evening.
>>
File: tedis.jpg (54 KB, 576x477)
54 KB
54 KB JPG
>>97406921
>That fortress from Laputa
It's called Tedis. Do with this useful information whatever you please.
>>
>>97406222
Maybe some enthralling skill? Every time an eloi either attacks or is attack, there's a chance of the affected unit being controlled by the eloi, maybe getting a "bodyguard" keyword for the eloi?
>>
File: USvsDenmark.jpg (519 KB, 1213x964)
519 KB
519 KB JPG
To the first surveyors of the Franklin colonial coast, Copperhead Island was but a small rock, overgrown with palm trees and other, stranger plants, only a short (but incredibly perilous) swim from the mainland's shores. With no ressource and little strategic value, the island was marked as a potential spot for a lighthouse or a fishing community, and quickly forgotten. That is, until a corrupt Alderman realizes that it would make for the perfect opportunity to funnel some more Edison Electrical Co funds into his pockets. Unfortunately for him, the academic community disagrees. United behind Eugene Warming, pioneer of contemporary ecology, the University of Copenhague and the Societe d'Agartha have sent numerous, increasingly desperate pleas to the Franklin Colonial Authority to declare the island a protected land in order to preserve its unique botanical life. In the end, diplomacy was again fruitless, and Warming had to resort to more heavy-handed measures to protect the land.
>>
File: eloi3.jpg (107 KB, 419x746)
107 KB
107 KB JPG
>>97407186
>>97411349
How does this look?
>Eloi: (6 Silver)
Follower
AP: 2
Movement: 3
Accuracy: 6
Strength: 3
Discipline: 2
Labour: 2
Evasion: 6
Awareness: 4

>Armour:
0

>Health:
-1 Box

>General Abilities:
-Deadly[Rapier]
-Nimble

>Special Abilities:
-Evolved Beyond Empathy:
This model does not track dread to determine morale. Instead, it becomes shaken while it has [/] damage, panicked when it has [X], and broken after [BLACK] (this is also when it dies but it counts as having been broken in addition).

>Equipment:
May take Rapier, Whip, Cruel Whip, or Shortbow

>Recruitment:
Mu Unit
>>
>>97412722
>COMMENTARY:
The chart (Praise be) describes them as “Cheap, low health high damage mercs”. I considered the bodyguard suggestion but Mu already has the Hakapalli and some Morlock options there so I decided against. I left off the merc keyword but it could be added on without much issue I think (Having it be a merc primarily for Agarthan factions would be a good change of pace since Colonials seem to get most of the merc love). The idea here is that this is a cheap but delicate melee unit. Deadly on the rapier is not too much of a buff since the strength is so low it will rarely be able to reap the full benefit. If it can keep dodging then it’s ideally hard to kill but once it gets shaken things become easier. (“You hit me! Why would you ever hit me? I can’t believe you would hit me!”)

As for enthralling, I was thinking of pretty much the opposite idea where it counts as deep but only to adjacent units so it can squeeze out some debuffs on colonials it melees (because of an uncanny valley effect) This in tandem with the Cruel Whip could actually enthrall certain (frenzied or NPC) units pretty well I think. I am trying to make simpler units with only one special rule though so let me know if this should be done or if they should just be given the Deep keyword out and out.

A horrible and frail bald elf creature with a laugh like glass shards and the innocently cruel joy of a twisted child. They would make good Hyperboreans, if only they could actually understand that they were causing others pain.

Also, I wanted to make this in the unit template but Microsoft Word has been corrupted on my PC for a few years. I don’t know if it is because this is an unlicensed copy of Windows 10 or what but I cannot open the app or even use it correctly in the browser, despite multiple reinstallations. I do want to start doing units and rules on the template to save other people the work so I intend to try my work computer for this at some point.
>>
File: endofturn1USAvsDenmark.jpg (610 KB, 1648x818)
610 KB
610 KB JPG
An Academic at heart, Warming turns to his adventurous friend, Hans Bjelke, and ask him to lead a team of daring Danes to sabotage the Edison Electrical Co installations and forcefully evict the technicians. To the saboteur's surprise, the Arc Rangers were accompanied by an entire group of would-be settlers (which the Alderman surely overcharged for the land deeds), none of which were particularly willing to let their new homes turned into a botanical preserve. Also, there's a snake, doing snake things.
> This is an Evening game, meaning Obscurity = the Turn order. Won't change that much, except in a few cases, because most of our soldiers have Light Sources (or my guys will end up being in the Fountain's range)
> The Settlers and Arc Rangers shuffle around their material so as to build most efficiently, I manage to complete my Moonlight Fountain and start on a Lightpost.
> The Danes start advancing, with Bjelke and two other models held in reserve as they are coming down from the Ceiling.
> I gain control of the Snake, and instead of just charging him in, I decide to be a dick and just have him have a really good stretch right in front of the Dane force, just to block their path.
>>
File: endof2ndturnUSvsDenmark.jpg (661 KB, 1493x963)
661 KB
661 KB JPG
>>97412762
> Bjelke, one Krigsveteran and a Dane Infantryman lower themselves from the ceiling to the middle of the island, mostly hidden from the US force. The Infantryman overestimate his safety however, and comes out of the central valley to take some shots at the closest Ranger. The shot is a critical, and leaves the Ranger hanging on to a thread, but as a reply he manages to cut down the Infantryman.
> The Lightpost is finished, and the settlers start setting up tents and firecamps for the night, while two decides to scout out on their own.
> Having dropped close to one of the island's Forgotten Flowers NPC, Hans take the time to go and appreciate the tropical wonder, only for it to reveal itself as an enormous Man-Eating Plant. Hans decides to run back to the safety of the mountain, where the flower's enormous barbed roots cannot reach it.
> The Danes start shooting at the snake, and manage a few wounds, but not enough to kill the beast. Once again gaining control of it, I decide to charge it, but apparently this snake like getting threaded on, as he missed both his attacks.
>>
File: endofturn3USAvsDenmark.jpg (680 KB, 1495x979)
680 KB
680 KB JPG
>>97412852
> Seeing as things are going rather well, one of the Ranger (not an Arc) decides to go south to see what the fuss is all about with those flowers, with a much slower Arc Ranger in tow.
> With a firefight having erupted inland, the Alderman sends his men to investigate, with one Arc Ranger getting jumped by Hans and the Krig, however Atlananon has rolled incredibly poorly since the start and continues to do so, and despite being a beast, the US side takes no casualties.
> During the NPC phase, I gain control of the Man-Eating Plant and force a Trap! test on Bjelke, iirc he fails both , leaving him almost dead. Atlan Anon gains control of the Snake, and Disengages it into my Settler.
>>
>>97412889
> A well placed shot from a Dane Infantryman finally kills the snake, letting the rest of Denmark soldiery to finally take part into the battle.
> Unfortunately, it doesn't take much more for Hans to fall, soon to be followed by another man to a luck shot from a settler, Shaking a good number of Danes.
> Turns out that the Rangers going South were much too overconfident, as the Krig that was supporting Hans turns around to shoot them in the back. I push another Settler down in the hopes of dealing with it.
>>
File: endofgameUSAvsDenmark.jpg (452 KB, 1447x935)
452 KB
452 KB JPG
>>97412929
> The Danes recover in part from being Shaken, and in a last minute near reversal, start piling on casualties on the as-of-yet intact american force. Another well-placed shot in the back of the Arc Ranger down south puts him down, and his colleague who had put down Hans soon suffers the same fate. The same happens to the Ranger (not Arc) who was pushing inland
> In return, the Krigveteran who was hiding in the center valley is put down. I believe this ends up causing too much Dread for the rest of the Danes to do anything else.
End of game result (iirc)
USA : 89
Denmark : 60~70
Victory to the USA!
(Sorry for the hazy recollection, this game was played on the 12th.)
>>
>>97412982
It was fun to see a plant NPC in action compared with the Saurs we normally see
>>
File: bazaar2.jpg (267 KB, 868x678)
267 KB
267 KB JPG
>On the Linguistic Implications of Mhu’Taaik:
In many instances Agarthan languages have been successfully traced to surface counterparts. While Atlantean holds the clearest example, being mutually intelligible with Ancient Greek under certain specific circumstances, other Deep Folk languages have been found to relate to everything from early Malay to medieval Galician. At the same time, many groups instead speak in tongues so old or diverged as to be unrecognizable, sometimes literally. The impact of degenerated and inhuman physiology on linguistics is only beginning to be investigated, but already the lines between animalistic cries and intelligent communication are academically blurring.
Mhu’Taaik, the trade and court language Mu, presents a special case. Nearly all subjects of Mu can speak it at least passably. This includes not only the innumerable humans of Mu, but also the dark spawn of the Seventh Layer and even the intelligent Psysaurs, though they do so telepathically. Only the Morlocks fail to vocalize the language, though they seem well-adjusted to understanding it. But what makes Mhu’Taaik notable is its composition, not its commonality. Its grammatical structure exists entirely independent of all individual Muan languages, presenting a striking contrast to the often Turkic or Polynesian-derived tongues of the New Mu.
>>
>>97413084
It lacks accents entirely, even when vocalized by different species. This could potentially indicate it was designed expressly to ease communication across a diverse realm. Other hints at an artificial construction include vocabulary. The Mhu’Taaik word for “taxes” also means “faithfulness”, while the terms for “death” and “reward” are likewise interchangeable. This occurs so frequently and specifically that surface scholars have speculated it is a widespread attempt to mentally condition certain cultural ideas through language. The way the language has changed, often rapidly, further reinforces this idea. Electricity and its associated terminology have been introduced to Mhu’Taaik very recently, in all cases bearing a highly negative association. This is not localized only to regions with American electrical infrastructure, but across all of New Mu. It is speculated that the Tallymen are responsible for propagating these new words, though from where they receive their directives remains unclear.

>I tried my hand at another simple edit and figured I would do some words to go along with it. Impressionistic dinosaurs are surprisingly hard to find. I wanted to put a Revenant in here too but the images I had for them clashed too much with the style.
>>
>>97408900
What's the name of that monastery that looks like an island at high tide? Maybe it's like that, but with a bridge to the mainland high enough for boats to go under.
>>97404242
I really like how you did the ceiling. Quite clever.
>>
>>97413111
>What's the name of that monastery that looks like an island at high tide?

https://en.wikipedia.org/wiki/Mont-Saint-Michel
>>
>>97413111
>What's the name of that monastery that looks like an island at high tide? Maybe it's like that, but with a bridge to the mainland high enough for boats to go under.
Mont-Saint-Michel. Funnily enough I used that design and Tedis for a pulpy NS.11 Airship-themed one-shot I did where the players had to go from one to the other. I think I'm a bit of a sucker for coastal forts.
>>
>>97413135
You might like this then.
https://www.youtube.com/watch?v=bc9qxyf_suI
>>
File: IMG_0054.jpg (4.26 MB, 4272x2848)
4.26 MB
4.26 MB JPG
Rare Calico Bullsaur
>>
>>97413084
>the often Turkic or Polynesian-derived tongues of the New Mu.
Good sir, it is clearly the case that these languages are derived from the Mu tongue, not the other way around. Such blatant academic misconceptions cannot be ignored, and I must inform you that I have written to the Agarthan Institute to request that you be removed from their membership list, and condemned in all the papers. I may seem harsh, sir, but I assure you, I only want the most accurate and honest research in publication, and your seething lies about our generous Mu friends distresses and disturbs me. Indeed, I have even been informed by certain knowing individuals that you have caused great offence in the bright courts of New Mu, and that even our benevolent masters have heard of your disastrous irregularities! You disgrace the profession, sir! You bring shame to the pursuit of truth! I earnestly encourage you to cease all publications and research into the Mu immediately, lest you cause more harm!

A concerned peer,
Prof. Arabesh al Iznib, Umor-Khingun, the 4th layer.

[Note from Dr. Letourneur: I do not recall us ever admitting Mussulmans into the Institute? And I can find no reference to this name in any of our older records. We are however in need of more expertise on the Mu, so perhaps we should make further contact with this "Professor"]
>>
>>97413641
Man, Muan academics really leaned hard into the "Stop asking questions, you'll doom us all!" school of thought after the whole Diving Initiative incident.
>>
File: Always a bigger fish v.1.jpg (1004 KB, 1334x980)
1004 KB
1004 KB JPG
>>
>>97412722
I like it! It'll probably make the few healers in Mu better as well, or at least, more relevant. Bit weird interaction thematically, but if they got access to alcohol as well you could try to push their utility a bit.
For enthralling, having them count as Deep only when adjacent simply reduce the effect of Fear from 3 hexes to 1, its not a huge effect, but it might impact play in some situations, and it won't be too wordy on paper.
>>
>>97419489
the Eloi are noted enjoyers of ridiculously convoluted and fruity cocktails.
>>
>>97413223
Are Calico Bullsaurs also all female or is that a mammal thing?
>>
>>97419807
I think there are snakes with calico pattern, though I ignore if those are because of the same reason...
>>
>>
>>
https://www.youtube.com/watch?v=mBjS_KO5kuU
>>
I really need to redo this one once I find a mask that fits properly.
>>
Follow us into the deep, follow us into the brine
Behold the dread sea witch that sleeps
In the darkness of Mu and bloody sign.

Follow us beyond the edge, where Ozymandias weeps,
Dream of unknown, unnamed things,
In prophecy and ancient heaps

Of stone from elder days, of which the Emperor sings;
Crumbling, sacred pyramids
To which dark knowledge brings

Of the watching, malevolent, skinless lids
Which stare with jealous gaze
On that which the shadows put their bids,

This hollow earth, and weighs
The fates against each other, yet follow
The only path within the maze.

Yet even they must see it so
Must seek escape although
Despite it all what is above is below.
>>
I cannot imagine how MapAnon has the patience to do the quality edits that he does. The AI slop still has some cursed features, but from a minimal description of a rulebook cover, having it spit out something like this is pretty impressive.
>>
>>97428686
>>
File: Neo-Mughal.jpg (312 KB, 1359x876)
312 KB
312 KB JPG
Neo-Mughal are added on the TTS, the Priestess token is missing from those in the disc*rd.
I didn't put it in, but I assume you'd want the Behemoth to have Heavy Armour, right?
>>
>>97428686
It's a bad sign that I looked at the image and immediately wanted to post about how the backpacks are too modern. It does look neat for all of that still.
>I cannot imagine how MapAnon has the patience to do the quality edits that he does.
Trying to recolour the sky in GIMP for the one I made at the start of the thread was rather eye opening for the bullshit I presume he puts up with.
>>
File: newtemperatemap.jpg (355 KB, 1484x876)
355 KB
355 KB JPG
New Map!
>>
File: closer.jpg (459 KB, 1579x883)
459 KB
459 KB JPG
>>
>>97432270
I really like those water borders.
>>
File: The stomp v.1.jpg (894 KB, 1400x1028)
894 KB
894 KB JPG
>>97428686
>>97430656
There are a couple of tricks to make it smoother. Having a photoshop file where you save all your cutouts for later use saves a ton of time, and same with the backgrounds (you can always just play with contrast, saturation and transparencies to make them look more varied). Erasing the backgrounds is often the most time consuming part, especially in forests and jungles.
>>
Did we ever start on a map of the roads between colonies? Need to start on that for the Not!Sunless Sea campaign map.
> The Pass
WiP scenario like the Ruined Temple. If you play a regular game, one player becomes the "Antagonist", gets half the Silver, but may deploy anywhere on the map, as well as places all Walls and Pits. What would have been his Deployment zone gets entirely covered in Walls. In addition to kills, the Protagonists scores everything he manages to exit through the enemy's deployment zone.
Gonna come up with a few more of these.
>>
>>97433778
>Did we ever start on a map of the roads between colonies?
I don't think so.
>>
>>97433982
Alright, I'll take some executive decisions, I needed to make a few anyways to add Deepfolks/amazons villages.
We could as well add some dedicated trading outposts/missions to some of the colonial powers that aren't featured in this map.
> unrelated
Added the missing Priestess and fixed the Deepfolks & Amazon tokens that weren't loading properly, as well as 2 maps to the TTS.
>>
>>97434045
>Added the missing Priestess and fixed the Deepfolks & Amazon tokens that weren't loading properly
Nice.

>We could add more local towns and outposts.
Do you need the complete map images thus far? If you have some ideas for the placing of the railways, we could add local towns and epigean towns outside of the colonial borders to maintain the railways and to protect them from bandits/tribal attacks/saur attacks.
>>
>>97434373
I should be good for the moment, thank you!
> Company Officers
So, you'll start your Company by choosing a Faction, and you get 100 Silver to recruit Heroes, Specialists and Followers. These automatically become Characters and gain a complex health profile (I might end up saying you have to double the cost of Followers for this, but I'm not sure if that's really necessary).
Then, you get 200/300/500 Silver added to your Chest. Jobs will be generated based on where you are, when accepting one, you dedicate any number of Company Officers to it, and if necessary (it will be), spend Silver from their Chest to boost their Expedition's ranks. These models only remain for the duration of the Job.
Most Jobs will require Expeditions to travel rather far, and any amount of travel in the Deep is highly perilous. Before reaching a Job's destination, a player's Expedition has to go through a number of games vs an Antagonist, who will place all Walls and control all Hostiles (along with having ways to throw random events at players, more on that very soon). These will be relatively low aggression, but will take a toll, and depending on the Job you accepted, might involve a ridiculously high number of games before completion.
An Expedition has to go through one such game per 1 hex along its path to the Job's destination if it has any unmounted, non-flyer, non-floater model, 3 if all models are mounted, transported or embarked on non-flyers, non-floaters, or X if all models are mounted, transported or embarked on Flyers and Floaters, X being the slowest Flyer or Floater of the lot. Add +1 to this amount if you start this Move in a city or town, another +1 if its in faction territory, and lastly another +1 for each 2 hexes of road traveled in this move.
>>
>>97434609
>Hex encounter rates
So, if I'm reading this right, would an on-foot French expedition moving from 4 to 3 (ignoring roads since none are present right now) have to go through 8 games? Since it starts in a town and French territory, and then moves 10 hexes.
Or would it be 10 hexes total, with three hexes for one game because of starting in a town and french territory, then two hexes because of french territory, then two hexes for the same reason, then three encounters in regular terrain, for a total of six battles?

I do like that this incentivizes getting wagons or cars to transport footsloggers.
>>
>>97434609
I'm not sure if I've mentioned this before, but I have had an idea for a while that in campaign mode certain units will not always die when they become morale broken. Instead, they become increasingly deep drunk with various effects. Having the Company Officers be the ones who can survive being broken seems like a good way of doing that.
>>
File: The warning v.1.jpg (628 KB, 1276x937)
628 KB
628 KB JPG
>>
File: PrizeHunterQuest.jpg (233 KB, 917x762)
233 KB
233 KB JPG
>>97434973
>Or would it be 10 hexes total, with three hexes for one game because of starting in a town and french territory, then two hexes because of french territory, then two hexes for the same reason,
Then the final game, at least if I understand your intent properly, 3 & 4 refering to the Pillars of >>97433778 right?
I'm not sure where the three encounters come from.
>>97434993
I was planning something else for Deep Drunkness, but this is much better.
> picrel
Since this one is set in what I guess would be the Sub-Atlantic region? the default "filler" games an Expedition will have to go through to reach a Job's destination will have by default 1 roll on the Prehistoric Predator and Murderous Mammals books each (at least to start, if that's too easy I'll adjust).
To add flavour to these filler games, the Antagonist will scatter 3 "?" tokens across the map, before placing walls, which the Protagonist wants to pick up before the end of the game. For each "?" still left on the map at the end of the 5th turn, the player will have to draw a token from a bag and record the result on his Expedition's game. When three identical token has been drawn, something happens next game, or for the rest of this Job. This can be you have to roll on the Eldritch Encounters list and the result keeps spawning each subsequent games, or you stumble upon a criminal hideout, or the Antagonists gets to assemble a small Expedition to throw at you next game, etc... (this is where I was planning to have the Deep Drunkness mechanic, but having it entirely based on draws isn't fun.)
I'm also glad this is gonna give me space to put in the edits that didn't fit as well in other places.
>>
>>97437315
>I'm not sure where the three encounters come from.
I might need an image of how this is intended to work as the overuse of prophecy has degenerated my mind.
>>
>>97437315
Do you need some specific art for the quests?
>>
>>97437351
I'll have one to post a bit later on today.
>>97438109
Nah, not yet.
I don't know how feasible Lost Men edits would be, but if I had some images to request right now, it'd be those.
>>
>>97438472
>Lost Men edits
If we're talking about people who went full "deep drunk", I can try to find something. I'm not sure how to represent Malcolmites, though.
>>
File: The whale pod v.1.jpg (2.3 MB, 1400x1400)
2.3 MB
2.3 MB JPG
>>
File: Jacobite_l.jpg (21 KB, 306x400)
21 KB
21 KB JPG
>>97440158
>I'm not sure how to represent Malcolmites, though.
Jacobites are probably close enough for Highland Riflemen/Malcolmite Rebels.
>>
File: Danger in the swamp .1.jpg (684 KB, 1083x860)
684 KB
684 KB JPG
>>
File: The old temple v.1.jpg (236 KB, 612x792)
236 KB
236 KB JPG
>>
>>97408900
This reminds me we don't know what kind of architecture style would the agarthan powers have.
>>
>>97438472
>I'll have one to post a bit later on today.
Sorry about that, pipes burst yesterday morning, the plumber is still ripping off the floor right now, this is as far as I could get on this.
>>
>>97446467
>pipes burst yesterday morning, the plumber is still ripping off the floor right now
Fuck, I'm sorry to hear that.
>>
>>97446467
That's the worst kind of deluge.
>>
How much is a Sky Priest supposed to cost? There's no information on the profile.
>>
>>97447499
In a similar vein, does the "both hands on the wheel" rule of the sky-glider not apply to weapons like javelins that don't have a specified reload cost? (shortbows have a reload of 0 while thrown spears have a reload of "-")
>>
>>97447499
I removed the cost because it used to be 25 Silver, and that was obviously way too much, I'd say 10 as of now, maybe 15 if Utter Elevation ends up being spamable in some way, but I haven't seen it, and I don't expect it to be broken.
Mapanon started putting LP stats on some Specialist/Special Units and once I test that, this would be a good profile for it.
>>97448650
Correct, except there's no intended difference between Reload 0 and - at the moment (but that's not a bad idea, it might help decrease the value of Shortbows). ! I believe initially the Sky Glider came with a Crossbow, but with that rule it meant that it was purely a single shot weapon, so I replaced the Crossbow with Sky-Bombs and Drops, which can be spammed but are fairly expensive.
>>97446537
>>97447251
Thank you, at least it got resolved "fast". and being on the building's top floor, well, it can only go down.
>>
>>
>>97441210
I can work with that. Do you need some specific scene?
>>
>>97451234
If you have anything with creeping shadows, shadow tendrils, or anything that represents the Shapes, that would be awesome.
>>
File: The prisoner v.1.jpg (292 KB, 727x1024)
292 KB
292 KB JPG
>>97453414
I mean, I did this one a long time ago, trying to make something for the oneirophobia. I consider this one somewhat cheating, I haven't really added anything, just removed stuff to try to make it achieve the "uncanny valley".
>>
>>97453592
Here's the original, btw.

https://www.clevelandart.org/art/1940.1089
>>
Scheduled a game for tommorow on TTS with a pal. He wanted Sky People and I decided to go for New Mu. Since he's new and I'm rusty it was decided I would make the lists. I'll post them now. Both were kept a little combo-light to avoid requiring any prophetic level foresight to play.
>SKY LIST:
>Noble, Shortbow, Sword (25+1+1)
>Priest (10)
>Bomber, Sky Bombs, Sky Drops[several] (30+2+0)
>2x Jannies w/ Halberds and Shields [Halberd=Pike?] (14+1+4 each)
>3x Skywaymen w/Maces and Gliders (6+5+2 each)
>1 Stinkjuice (3 Silver)
>3 Material (1 Silver)
150 Silver. The Skywaymen fly in and do Skywaymen things, then next turn the Noble shows up and asks for a short-term loan while the bomber smashes shit up and the jannies mop any stragglers. Priest is there to keep bombing and gliders on track. Stink Juice is for buffing jannies or healing priest/noble, material is for burner engines
>>
>>97454019
>MU LIST:
>Master, Born to Lead, New Mu, Monuments, Tally (10+3+5+3)
>Geomancer (6)
>Priestess (15)
>Tallyman (15)
>6x Phalanxmen w/ spear/shield (8+2+1 each)
>1x Blademaster w 2 1-handed swords (16+1+1)
>27 Material (9 silver)
Does Morbid exemption stack? If not I will give the tallyman a staff instead of taking the hero trait. The goal here is to build sumps to slow flying units and then build pits/fortifications in the way of any advancing units to protect the shield wall. Backliners suck silver out of the opponent's pockets or otherwise prove a nuiscance. This one is somewhat more specialist-heavy so dread could be a problem. I am not worried about ranged though since in the time it would take for the other player to get to me with the airship if he didn't want to land anything I could build a shadowsaur summoning pole. "Call the Shadowsaur" is not actually in the Mu book anywhere I can see however, where is the cost?
>>
File: Shadowsaur.jpg (119 KB, 688x669)
119 KB
119 KB JPG
>>97454067
>Does Morbid exemption stack?
Yes.
Staves are good however, and especially the fire staff will do work on the flyers. It's unlikely your opponent will deny himself the ability to strike at whatever angle he wants, if he's running sky-bombs, he'll be coming closer to you, probably right on top of you. If you are running a lot of Specialists, the best you can do is not offer them up together, he'll be able to reach them.
> Call of the Shadowsaur missing
Its on the Shadowsaur itself, unless there's some issue with the version uploaded.
I think you overestimate how much time you'll be getting to set up. The Airships can spawn in your deployment zone, behind you, so if you want to have distance you need to split up your force or advance inward.
I would have suggested Psysaurs + Flysaurs but the Mind-Shackled Apes rule would hurt too much the rest of your list. Maybe a Morlock Courtesan to flirt the Jannies into jumping the ship?
Otherwise you may just need to rely heavily on hugging Walls for your Structure and take it on the chin for 1.5-2 turns.
>>
>>97454983
>Otherwise you may just need to rely heavily on hugging Walls for your Structure and take it on the chin for 1.5-2 turns.
Considering that I do have the phalanxmen I might go for this for the fun of it. Since it's my friends' first game I want to go a bit easy. Having my units hanging out in trenches and fortifications while they prep a big shrine kind of sets up a countdown too which could be a fun thing to work with. Originally I was planning to have a skysaur knight list but something in my heart told me to do a builder one instead.

That being said, the ability to airship up my deployment zone was not something I had thought about so I will probably drop the blademaster in favour of giving staves to the specialists and maybe getting another phalanxman or two.

>Shadowsaur
It's missing the summon rule in Mu005 which is the one I'm working off of

I'm also the one who wrote up the Sky People list so if you have any feedback there please let me know. My biggest concern was if I should spring for more mods on the airship or keep silver distributed between the already hefty investment there and the glider riders as a first wave/screening force for the main show.
>>
>>97455128
>>97454019
Oh, Halberds aren't the same as Pikes, they may be missing from the Sky People. Pike works a bit better for the Reach + on it, Halberd have more Damage.
The list is cool for an intro, especially showing the potential for weird mechanics/events with Sky-People and Mu, Wind Rules are not that heavy, definitely not as bad as Prophetic Sight.
> Missing
At what time are you plauing tomorrow? If its evening, I might have the time to update, as well as add some tokens for the sumps as well.
>>
>>97455233
>Time
At a guess 7:00 pm EST or so. Thanks for the rules clarifications so far also
>>
File: The climb v..jpg (943 KB, 1500x1102)
943 KB
943 KB JPG
>>
>>97453414
A bit of an experiment, maybe contrast needs to be higher.

By the way, I was checking the worldbook to get the shadow file, and I was wondering when was the last time we updated the worldbook. There are a lot of things outdated (like the maps) or not yet updated, we kinda moved all the updating focus to the wiki.
>>
>>97457578
>and I was wondering when was the last time we updated the worldbook.
Exactly as you said, pretty much at the same time as the wiki picked up. I might be able to put some time on it this weekend.
>>
>>97455128
Both Mu & Sky-Folks books have been updated, as well as added Sump tokens you can drop.
>>
>>97459612
I'm checking the tokens right now. The chim charger from the Apemen list doesn't load. Also, the nations' map is the one from before we added Germany, so that needs updating. Here's the most current version of said map.
>>
File: agarthareport1.jpg (187 KB, 1439x826)
187 KB
187 KB JPG
Game went shorter than expected for reasons which will be enumerated shortly. My illiteracy has cost me dearly in this instance to be sure.
>>
File: agarthareport2.jpg (180 KB, 1391x800)
180 KB
180 KB JPG
>>97461190
Jannies and Sky Priest are missing from unit bag. They were substituted with soldiers and a Lemurian Merchant. Opponent wanted to know if Sky Priest could use wind redirecting abilities while reserved off board, we decided no for the moment. I realize now that Sky Gliders can't actually host Skywaymen RAW but we kept it anyway to avoid reworking stuff.
>>
File: agarthareport3.jpg (191 KB, 1413x824)
191 KB
191 KB JPG
>>97461205
For wall deployment I had made a sort of cage I was hoping to fortify. I had thought about having phalanxmen to front and back of central cadre but decided it would be better to maximize their bonuses in a clump like pictured. The master started work on the shadowsaur shrine (depicted as a barricade), but at the start of turn 2 I had him start to build a sump instead, almost completing it. This encouraged my opponent to deploy further down. Wind direction had stifled the gliders but was on the side of the bomber when rolled for turn 2.

Then, a moment that will live in infamy:
>"The loadout sheet says I start with 6 bombs."
>>
File: agarthareport4.jpg (166 KB, 1312x760)
166 KB
166 KB JPG
>>97461217
>Once per Move Action, you may discard this equipment to resolve the following Ranged Attack. Models transported either as Equipment or Deployed on the model equipped with these may also spend 1 AP to do the same

2 move actions, 4 passengers, six bombs dropped. Multiple scattered in such a way as to hit every unit in the clump.

I rolled for the phalanxmen, who actually held up alright with their buffed heavy armour, before realizing I should do the unarmored specialists first. Then they all died and the remaining units were broken.

This is on me 100% I was warned about clumping and airship deployment, and I didn't read the loadout section of the bomber or how sky bombs actually work. I also didn't get any worker keywork units to build sumps better but that hardly mattered. We did have a lot of fun though because watching a shield wall get saturation bombarded is not something you can get anywhere else.

>Questions I wrote down:
Can offboard Sky Priests do weather manipulation?
Does an incomplete structure have the same armour but less health? How is it targeted?
With explosions, are they only armour saved against and not evaded, meaning shields do nothing?
Does the sky bomb give one armour saveable grievous wound, and then an additional save against explosion damage as per normal? That's how we did it (no evasion check)

The quickstart page was really good and being able to have multiple maps (we used the default but I found the bag) without having to manually construct them on jamboard was divine. Copying the rulebook a few times to have a page open to each unit worked for us organizationally too. I would say an hour and a half for setup, a full turn, and then two rounds of turn 2 with a new player and someone who hasn't played in two years is pretty good.

Sky Bombs are probably a bit undercosted and overpowered though. Especially since the bomber starts out carrying more than it should even be able to since it has a weight limit of 15 but 18w bombs
>>
>>97461261
Holy hell that's a lot of unlucky scatter.
I may have to cap the Sky Bomb rule to prevent dropping all the bombs at once.
>>97461261
>Does an incomplete structure have the same armour but less health? How is it targeted?
At the moment its unspecified. Could be kept simple to just "lose a build action per Wound taken", I'd rather have that, otherwise just play with its built profile, you are essentially take advance on destroying it, not getting a bonus for destroying it while under construction?
RAW you don't Shields only work on Attacks or Charge, but I'd be up for changing that, its pretty unintuitive.
>>97461261
>Does the sky bomb give one armour saveable grievous wound, and then an additional save against explosion damage as per normal? That's how we did it (no evasion check)
Oh that's why you died so quickly then. Blast grants an Evasion roll by default before having to take the Damage type specified. The Grievous on the profile is dealt to whoever is directly under the bomb, then everyone within 2 of it gets an Evasion roll, if failed, they take the Explosion test.
There are some cases where you skip the Evasion roll, but its specified in the rule.
But the Bomber can probably use some rebalancing.
>>
>>97461261
>Can offboard Sky Priests do weather manipulation?
Oh skipped that one. No, they need to Activate and spend an AP, which you can't do from Reserve normally.
>>
>>97461750
>>97461754
Thanks! We were both a bit tired after our respective jobs so I think I wasn't quite in the right mind to comprehend details. I was searching for definitions of Explosion and not blast which is where I think I got mixed up about how things worked.
>>
File: Adoration of fire v.1.jpg (303 KB, 1200x675)
303 KB
303 KB JPG
>>
File: The exile v.1.jpg (949 KB, 1198x900)
949 KB
949 KB JPG
>>
File: The exile v.2.jpg (947 KB, 1198x900)
947 KB
947 KB JPG
>>97465601
Fixing a non-hidden part of the base image.
>>
>>97412982
Kino.
>>
File: Title.png (1.87 MB, 1198x900)
1.87 MB
1.87 MB PNG
>>97465648
Sick image, couldn't resist.
>>
>>97465981
stylish
>>
>>
>>97467042
>>97465981
Indeed, makes for a good cover.
I still have to finish setting up the tokens and fixing a few things on the book, but it's 99% done, it'll finish it tomorrow morning.
>>
File: Lostmen.jpg (190 KB, 999x807)
190 KB
190 KB JPG
>>97467960
Fuck me would work better with the image.
>>
>>
File: campaignmapmove1.jpg (283 KB, 1088x742)
283 KB
283 KB JPG
>>97437351
Took a while, but here we are!
>>
File: campaignmapmove2.jpg (181 KB, 1073x524)
181 KB
181 KB JPG
>>97471726
>>
File: fillergames(nametbd).jpg (287 KB, 1080x723)
287 KB
287 KB JPG
>>97471735
>>
>>97471726
At the end of each travel game, are you allowed to reassess how you are going to proceed forward?
>>
>>97471750
Whoops, you posted
>>97471735
and answered my question while I was still writing it.
My hubris has cost me dearly.
>>
File: dark place.jpg (1.51 MB, 2048x1371)
1.51 MB
1.51 MB JPG
>>
File: The amazon's prize v.1.jpg (1.34 MB, 1200x1412)
1.34 MB
1.34 MB JPG
>>
>>
File: EventtokensWip.jpg (186 KB, 777x850)
186 KB
186 KB JPG
Working on campaign "company" and expedition assembly rules and the roster sheets, its not great stuff to post while its still being worked out, but here, this might be fun.
To avoid having filler games too bland or too roll intense (if we said resolve a whole bunch of tables every single one of them, it'd become heavy quickly), and also to justify not beelining to the exit each time, the Antagonist will scatter 3 Mystery tokens, which the players model must pick up. For each remaining on the map, as well as if you failed to exit more than half your models, you have to draw one token from the Event bag. These are more or less going to be color coded, the black and whites are the ones you'll have 3-5 of (depending on if I add more or not), the color ones will be single.
This is a bit weird, but since recruited Followers will not remain with you past a Job's completion, once you complete a Job, your Expedition will come back to its Headquarter (perhaps with some downtime, and perhaps with some option to remain or go somewhere else, not sure yet).
If you have remaining Tokens on your Expedition's sheet at the end of a Job, they must be assigned to a Company Officer, who will then have to transfer them to any Expedition he later joins.
There will be a way to get rid of these between Expeditions, more on that soon.
>>
File: Deadly critter v.1.jpg (481 KB, 822x961)
481 KB
481 KB JPG
>>97477930
Do you have something planned for seafaring missions? I feel some books are way better prepared to deal with those than others.
>>
>>97478492
>seafaring missions?
I'll be making at least 1 more map for that purpose, to be coupled with the Tropical Island one. Possibly one map completely covered with water, nothing else.
Every faction should have access to the Steamboat at least, and the water map games will likely be filler games, or the Objective will be set to be played on the Tropical Island.
At least, that's where I'm going for the moment.
Finishing the New Kirkwall section right now, and making a nearby "deepfolks" settlement map to use to generate Jobs.
>>
File: RelaxingWalk.jpg (152 KB, 777x563)
152 KB
152 KB JPG
>>97477930
>more on that soon.
Here!
No profit to be gained here, just managing the accumulating debuffs/events.
So, after a (regular) Job, your Expedition will likely have accumulated some Event tokens it hasn't resolved. These are assigned to any participating Company Officer, and when you later reassign an Officer with standing Event tokens on it, they transfer back to the Expedition (so you can "cycle" Officers.) Taking this "Job" gives you the chance to wipe all these tokens, at the risk of triggering some right then and there.
> Stack all the tokens on a single cheap Officer, send him alone, don't care if he dies.
Just like real life!
>>
>>97480179
Could you have some mission with the photographer? I feel it's the most unused unit in the whole game. Having to escort and get the photographer to take pictures of peoples/animals/places would be very thematic for the expeditions.
>>
>>97480967
Absolutely!
And if anons wants to suggests or make some, please go ahead. Its all untested now so Silver amounts may change, but the logic of it won't change too much.
>>
File: Photographerquest.jpg (219 KB, 860x593)
219 KB
219 KB JPG
>>97480967
Gonna fix the language on it, but this is what came to mind.
>>
>>97481725
A "Fated Battle" event for a Lemurian ambush would be cool. A "Defend Your Honor!" job, or maybe a an event would be a fun excuse for the deep player to use Colonials.
>>
File: Smile, please v.1.jpg (575 KB, 995x1260)
575 KB
575 KB JPG
>>97482039
Neat.
>>
>>97403851
First im hearing of this, this seems fucking rad, I want to see it move to tables with models.
>>
>>97482203
Several of us have models/terrain. If you want recommendations on where to get ones for specific factions I can provide. Some factions require 0 conversion effort and some require a lot.
>>
>>97482282
I have a bunch of Perry Miniature Zulu/Afghan stuff I was just going to use for the British, I need to see if I can rope someone into this to try play against when its more realized. Seems pretty cool so far though.
>>
File: IMG_0053.jpg (4.34 MB, 4272x2848)
4.34 MB
4.34 MB JPG
>>97482039
I'm glad he finally has a real use.
>pic rel
Remains retrieved from Deep Mammoth Graveyard
>>97482144
Kek. It'd be funny if kinda sleazy if there was a mission for peeping on amazons.
>>
File: The shipyard v.1.jpg (865 KB, 1156x1009)
865 KB
865 KB JPG
>>
File: Atlantisupdate.jpg (118 KB, 597x796)
118 KB
118 KB JPG
Fairly random, but I switched to freshening up the Atlantis faction book, along with Lemuria those are the ones that need it the most right now.
Apart from a boat unit and integrating the new Merc models which are applicable, I don't really have much to add to it.
The Atlantean Engineer and Chirurgeon have already been added, I believe both were still missing from the TTS version.
I'm almost completely done with it, it really (for real) should be done by tomorrow evening. I don't know if there was still some work being done on the Artifacts?
All the edits makes all the difference, thanks a billion, Mapanon.
>>
>>97484872
>I don't know if there was still some work being done on the Artifacts?
On it.
Also, I think the Clockwork Thinker is an Atlantean unit, maybe. Should I repost the profile I came up with for it a few years ago?
>>
>>97484925
>Should I repost the profile I came up with for it a few years ago?
Yes, please do so!
Hopefully I didn't miss anything else for it...
>>
>>97484872
Nice. I'll upload to the Dscord the books with the updates so they can be added to the tts.
>>
>>97484976
THE RELEVANT ENGINEER SPECIAL RULE FOR REFERENCE:
-”To Preserve, or to Progress”:
Choose on recruitment. This model may either take an Atlantean artifact as equipment, or it may use the build action twice for each AP spent, and gains a 1 material discount on any engineer-only buildings. The Engineer-Specific Atlantean artifacts may only be taken once each.

Atlantean Artifacts: (REDUX)
-The Infamous Repeating Crossbow (Ranged)
Range: 10
Skill: -3
Pen: 0
Lethal: [X]
Reload: 4
Cost: 7
Special:
Ammo Feed 5
Poison 2

Eye of Anomalous Repetition: (10 silver)
Models equipped with this item in an hex containing an Anomaly may spend 1 AP to test Labour, if failed, the model must resolve a Trap! test. If successful, remove the Anomaly, this item gains the same number as the removed Anomaly, is worth 25 Silver and which drops if this model dies. Units carrying this item gain the “Pandora’s Gambit” action while there is a captured anomaly carried.
-Pandora’s Gambit (1 AP)
Select one tile within 6 hexes. Scatter an anomaly of the type captured within 1 hex from that tile. 1AP may be spent on subsequent turns by the bearer to remove that anomaly, but only while adjacent. Gain 1 dread for each placed anomaly on the board.

Wings of Ikaros: (5 silver)
The bearer may exhaust this item for the rest of the battle to gain 4 extra movement, 2 Evasion, and the flyer keyword for two turns. Any hit against the bearer’s limb locations during this time requires it to make an evasion check. If failed, resolve an immediate high-altitude fall check and remove the effects of the Wings of Ikaros.
>>
>>97485009
Artisan’s Iliad A.K.A The Daedalian Rite: (16 Silver)
The Atlantean Engineer Unit is reserved for any battle while equipped with this item and may not deploy. Instead, 12(?) hexes outside of a deployment zone may be marked as “Tinkered With”. Number these hexes, and write down which of the following effects have been applied, only one may be applied per hex:
-Any number may be converted into difficult terrain for non-friendly units only
-Up to 5 may be marked as hazardous
-Up to 3 may be marked as lethal
-Up to 4 may be marked as Trapped
The Opponent does not know what effect has been applied until they enter a hex, but may excavate these hexes to remove their effect, gaining 2 silver each time. Excavating a trapped hex activates its effect on excavating units.

>COMMENTARY:
Apologies for procrastinating on these. I took the ones described in the unit doc and made them fairly close while also simplifying a bit (removed the melee option from the wings for example). The crossbow is the same as before. The Eye is a rip of the Isolation Jar but stronger since it prevents you from losing the anomaly again and lets you spam copies at risk to yourself. The wings pair well with the Atlantean rifle I would guess, but they might need some creativity to really shine. The Iliad effectively splits the engineer from one unit into 12 terrain pieces and gives the opponent a headache. I find that funny.

The unit doc is a real goldmine sometimes.
>>
File: talos.jpg (108 KB, 1920x1080)
108 KB
108 KB JPG
>>97484976
THE CLOCKWORK THINKER: (29 Silver)
Character, Mechanical, Deep, Academic
AP: 2
Move: *
Accuracy: *
Strength: 6
Discipline: 6
Evasion: 3
Labour: 4
Awareness: 9

Armour:
4(H) in all locations.

Health:
3 head, 4 body, 2 limbs

>General Rules:
Vantage Point

>Special Rules:

Stuttering Gait:
This model may only be moved once per turn. When moving, roll 2d3, square the individual dice results, and sum them to reveal movement allowance per turn.

Oscillating Aim:
When testing accuracy, this model succeeds on an unmodified result of 1, 2, 3, 5, or 7.

The Thinking Machine: (1 LP)
This ability allows The Clockwork Thinker to reroll Accuracy, Awareness, or Stuttering Gait tests once per turn.

Equipment:
This model comes with a Rhomphaia, which it may wield one-handed
Recruitment:
This model may be recruited by Atlantis

>COMMENTARY

The basic idea is that it can hold its own in melee for a little bit, absolutely ace any awareness/academic test you want, but getting it into position in time is up to the dice. Not entirely sure how much health it should have and who should be able to recruit it. Does 15 silver seem about right for cost?

>COMMENTARY 2026
I wrote this a long, long, long time ago. It is on page 22 of 290 on my Agarthan unit/lore/story doc. Luckily the idea is so simple and chart-pure that all I had to do was update the cost and equipment. The maximum possible movement in a turn is 18 but the average is 5.

As for hex-size, my view is that the thinker is in the same space as the Titanium Golem where he's big but not big enough to be 3-hex or anything. More tall than wide.
>>
>>97485036
>>97485033
Very well, I'll add these!
No need to apologize, it is all getting done at a snail's crawl.
>>
File: Token 120.png (245 KB, 555x476)
245 KB
245 KB PNG
>>97485036
Token for talos. It's a single hex unit, is it?
>>
>>97486124
The Clockwork Thinker is a single-hex unit.
>>
>>97485036
>THE CLOCKWORK THINKER
>Only hits on prime numbers
Does it have an effect for this bit?
>>
>>97485033
>The unit doc
Surprised we haven't had a chart in a while.
>>
>>97486644
Yes, that's what the Oscillating Aim rule covers. Although after a quick double-check 1 is not prime so the rule may need to be amended.
I hate math so, so very much.
>>
>>97488341
>1 is not prime
What.
>>
What if one is proved to be not prime at deeper layers? What if math stops working the deeper you go?
>>
>>97488431
I'm as surprised and upset as you are.
At least it's not as bad as when I found out why factorial 0 equals 1.
>>97488497
Unless you're talking about an advanced form of deep drunkeness I can't quite see that working. Measurements and observations could certainly fail and calculations could fail to account for hidden variables, but math itself exists as a mental construction rather than a physical constant. Unless we're operating under Fallen London rules where literary and numerical concepts can become real.
>>
>>97489345
>Unless we're operating under Fallen London rules where literary and numerical concepts can become real.
Pretty sure that boat has already sailed.
>>
>>97488431
https://www.scientificamerican.com/blog/roots-of-unity/why-isnt-1-a-prime-number/
Having just read it, it's pretty sensible.
>>
>>97489345
I like to imagine that deep drunkenness is a sort of reflex that adapts your mental constructs to the world around you, and it only becomes an affliction (and so recognized as deep drunkenness) is when the reflex fails to respond correctly upon moving to a higher layer. However, it can also fail when moving to a lower layer, although colonials don't really recognize this as an affliction, agarthan's might call it surface sickness.
>>
>>97489887
>However, it can also fail when moving to a lower layer, although colonials don't really recognize this as an affliction, agarthan's might call it surface sickness.
to epigeans it's just regular old breaking under the pressure, hence why they fail to recognize it
>>
File: the grand inquisitor.png (715 KB, 1123x1113)
715 KB
715 KB PNG
>He is tall, gaunt-looking old man of nearly four-score years and ten, with a stern, withered face, and deeply sunken eyes, from the cavity of which glitter two fiery sparks. His sullen assistants and slaves of the 'holy guard' are following at a distance. He pauses before the crowd and observes.
>He has seen all.
>And now, his dark, grim face has grown still darker; his bushy grey eyebrows nearly meet, and his sunken eye flashes with sinister light. Slowly raising his finger, he commands his minions to arrest Him....
>>
File: palette.jpg (18 KB, 367x273)
18 KB
18 KB JPG
I've finally gotten back on the Mu painting wagon and as soon as I went to do the shields the bottle exploded. Is this a foul Lemurian plot or a portent from the Old Ones?
>>
>>97490327
>the old profile for the grand inquisitor
That needed nerfing badly, it's fixed in the latest version of the portuguese book in the discord.
>>
File: Dangerous safari v.1.jpg (836 KB, 864x1024)
836 KB
836 KB JPG
>>
File: Crossing the canyon v.1.jpg (534 KB, 1227x979)
534 KB
534 KB JPG
>>
>>97494822
Very nice.
>>
>>
>>97494822
Yeah, this one is going to be a cover somewhere.
>>
File: Caught in the web v.1.jpg (827 KB, 1500x1200)
827 KB
827 KB JPG
>>
File: Atlanteanboat.jpg (244 KB, 768x779)
244 KB
244 KB JPG
Alright, took longer than expected, but here it is.
INNER-SVN powered trireme. The "Sail" catches the rays and powers a rowing engine, at least in theory. Unfortunately most of Panthalassa is fairly low light so in effect the Akritai have to pick up the slack. Unarmed on its own, as Atlanteans prefer Sea Jousting and Boarding actions to long distance shootouts, but if the need arise an Iconoclast and his experimental gun can be brought along, or even a Heat Ray, and the rowing bank system can be diverted to assist javelin or bola throwers.
its relatively good speed in normal condition, as well as its high AP and Health pool should allow it to stand up against a lot of Colonial ships and artillery, at least for a while.
>>
>>97403851
Hyperdiver: 15
Elite
AP: 2
Movement: 3, Accuracy: 5, Strength: 6, Discipline: 5, Evasion: 5, Labor: 4, Awareness: 6
Health: 2
Armor: 2 2 5H
Whalur [2]
Unobtrusive

Equipment: Any Medieval, Sabre, Dagger, Lefauchuex, Harpoon Gun, Harpoons, Rations, Alcohol, First Aid Kits, Material, Torches, Lanterns,

Catch The Rainbow: This model may use the Climb action in, or to move into, a Hex containing a PAIN or Emanation token, if successful it becomes Hidden, and is removed from the board. It may only exit the Hidden state by resolving enough Move Actions to be placed on the map in a Hex containing a PAIN or Emanation token. After having done so, it gains 2 Accuracy and Backstab for the rest of the turn. If it is placed in the same hex as a model, enemy or otherwise, it must immediately resolve a Charge against that model. If it fails the Climb test, remove it from play as if it had died. At the end of the third turn this model has spent entirely Hidden, remove it from play as if it had died, then roll on the Firmament Foes list.

Overwhelm: This model Quick Strike against, and counts as behind any model it is in the same hex as it.
>>
>>97501562
>comments
Meant for the whalurs. It's intentional that he can't take Climbing Gear, which maybe it's wise. I'm not sure what do to for the image. Price is just a guess, but i aimed high. It may be too much, or it may even be too low. I can tell this is a model that will need testing to sort out the price, and the question of Climbing Gear. I like him not being able to take Climbing Gear (how could it help him?), but if that ends up making balancing too hard to balance, I’d be okay with him getting it.
The Intruder NPC was meant to be an NPC version of this. I had in mind something very much like the OP image. It's fine it didn't turn out that way, I just wanted to say. Maybe the NPC could be remained, and the Intruder could be added as a Hyperborean faction unit? Regardless, that leads me into the next profile, that is the Tempting Iron Maiden. I thought I had it prepared, but apparently it is not so, so I’ll post her later tonight. After her, there's one more 'stray' profile I'd like to post, before moving on to Denmark stuff.
I've been up too long in the rainbow sea.
>>
>>97501562
>>97501567
>Art
One of the versions of Captain Cutler? There are more than the ones in this picture. Or maybe an edit of that one cover of The Thing

How does unobtrusive work again?

For price I would say it is a little low. My recommendation would be to drop movement to 2 (diving suits are heavy) rather than to up the price though. Maybe swap elite for specialist but I could see it going either way there.

Overwhelm should probably have "This model has quick strike against, and counts as behind for, any model..." for clarity's sake since I had to read it a couple of times to get the idea.

RAW I'm not sure he can actually catch the rainbow without climbing gear since the version of the book I have requires climbing gear to use climbing actions rather than giving a bonus. Removing the climbing tag and having it be a generic test would be an easy fix in my mind.
>>
File: cutler.jpg (58 KB, 640x640)
58 KB
58 KB JPG
>>97502220
I forgot my Scooby Doo images.
>>
File: diver2.jpg (75 KB, 528x781)
75 KB
75 KB JPG
>>97502224
Alternatively, whatever the fuck this thing is could work too. I find such strange things when pitching in for Agartha.
>>
File: cutler3.jpg (122 KB, 817x817)
122 KB
122 KB JPG
>>97500320
Is this our first non-symmetrical unit? I remember there being some art of ones years ago. How do they move?
>>
File: GreatWarGamePitch.png (3.66 MB, 2096x1259)
3.66 MB
3.66 MB PNG
>>97502267
Yes! I figured out how to make funkier shaped tokens and have them come out fairly well, I was sitting on them for an eventual Great War edition/mode/whatever, but I was going in a direction that would pretty much demand a complete additional system added in, that's too much for the moment, the hexcrawl and polishing 2e itself seemed more important.
But I wanted the Atlantean boat to have a lot of presence on the board when it was played, so there it is.
I'll put an image on the profile to specify from which hex Movement is calculated, I guess in this case the most logical would be the back center one, the one with the mast of the sail.
I already mentioned it a while ago, but the image is that of the Solaris, a relic mechanical boat from the Ancient Mu civilization, discovered by conquistadors in search of El Dorado in the Golden Cities kids show. Ancient Mu are the remains of aliens that lost a war against Atlantis thousands of years ago. The whole show is 3 turncoat conquistador, 2 kids and a Mayan princess stumbling through temple ruins and being chased by giant snakes and finding artefacts like this. I wonder if AI will ever be good enough that you could feed them a show and just tell them to replace the background, because you'd really only need to remove the background to convert this to an Agartha kid's show.
> remembers the whole media issue about how weird the relationship between the 40 years old Conquistador and the Mayan princess gets
Or maybe not...
>>
File: Thinking.jpg (119 KB, 855x509)
119 KB
119 KB JPG
>>97485036
> Cost
I think 25 is closer to a good price, given you can Repair him, he's fairly tough and can could go up to 18(!) across the map in one turn. He risks being a LP sink and doesn't have that much of a damage output potential that he's broken, but he's definitely worth more than 15.
Mind if I keep the "1" in, for simplicity's sake. I'm almost entirely sure I was taught 1 to be Prime and it bugs me almost as much as the latest Académie changes to pluralization rules in French.
I really like the changes to the Artifacts btw, want to try each of those.
>>
File: spiderriders.jpg (93 KB, 1658x836)
93 KB
93 KB JPG
>>97502554
>>97502554
Would you be open to changing the shape of a few preexisting units at some point? The Outlander Flagship for example is oddly shaped for what it's supposed to represent. This is definitely not a right-now issue though but something I think would be cool to see one day.

>Memories
For me it was Spider Riders. Hidden inner world, battles between ancient forces, spiders. Briefly revisiting it reminded me of how good the world design was and how not good the dub remains. It does make me consider trying some edits outside of the usual art style. I did that impressionist Mu one earlier in the thread but it was a bit tricky to source for. Getting Agarthan anime clips should hopefully be easier. It might also be the only place where good Atlan standins can be easily found.

>>97502675
That all works for me. The price was 29 because it was a prime number rather than any balance concern. I am especially pleased with the trapmaker artifact given that wall placement can let you make an actual labyrinth with them. The wings might need a bit of extra spice.
>>
>>97502725
>Would you be open to changing the shape of a few preexisting units at some point?
Sure, Movement is already a bit tricky with all multihex units anyways, it doesn't really change much having them at 3 or 7 purely for the sake of doing what we've done in the past, and yeah if the Autotrireme is not a 7hex, the Outlander Flagship probably shouldn't be either.
Tomorrow could either be very quiet or very busy, I might not be able to post regardless until later on, if I can get some quiet time I'll finish the Atlantis book, I've only got the Loadouts to do, putting more art, and making sure I haven't messed up any stats. Otherwise Friday~Saturday I'm off and will be around for some games.
>>
>>97502830
>Atlantis
Did a quick double-check, where did Alexander the LXXXVIIth go? I swear I've seen him in a battle report but I can't find him in any version of the Atlantis books.
>>
>>97500320
>Unfortunately most of Panthalassa is fairly low light so in effect the Akritai have to pick up the slack.
An interesting point here is that the region near Beatrice Shores is the brightest of the 5th layer due to being stuck in an eternal sunset which could explain why the British haven't been able to make headway past that point. Atlantean ships can keep up, but only in that region. If Cunningham can work up the support and naval power to break through and establish an outpost further south they'll be able to run rings around Atlantis. Unless Olm boarding parties are more effective than anticipated which is not unlikely.

The south of the 5th layer being in an eternal night/early morning also explains why there's less settlement there since ships would have to go over distances of open water unfriendly to rowed vessels.
>>
>>97502840
There was a version mix up, whicn is why I didn't understand for a while when anons were pointing out the Engineer was missing, I had it in mine. I've used Alex I think twice, I believe he got wrecked both times. He's already in the new one.
I've just realize, I should put in the Atlantean Pirate, so that's I think the only one I'm missing.
>>
>>97502220
>My recommendation would be to drop movement to 2 (diving suits are heavy) rather than to up the price though
Fair enough. The idea behind it being Elite is that you're expected to lose at least one of them, and to show that they are playing a numbers game, just chucking whoever is willing into the plain, rather than having trained specialists.
>"This model has quick strike against, and counts as behind for, any model..
The missing "has" is a typo, so that for sure dose need to be fixed. That phrasing sounds more confusing to me, but i'll take your word for it that it's better.
>the version of the book I have requires climbing gear to use climbing actions rather than giving a bonus
That should be updated. We've been playing for a long time where climbing is a strength test, and climbing gear lets you roll two dice and keep the better one.
>>97502267
That picture is pretty damn good, but would need to have the color fixed. I'll try it tomorrow. Shouldn't be too hard because it's already all green.

No Iron Maiden tonight because i got distracted with Danelore. I was trying to find a picture of Peter Christian Lund, which i failed to do.
So that i don't get too far ahead, i'll post something on the matter. I meant to post this last night, but fell asleep.
>>
>What will be their lore?
...I’m not entirely sure. I wasn’t too sure to begin with, and now need to rethink a lot. They were really meant to be a sort of antagonist for Doggerland, but seeing as that fell through they need to be able to stand properly on their own as a colonial faction. I think the principal thing there is how the faction relates to Agartha. The character of Hans Bjelke is good, but similar to Illinois Jack in that he’s really more like a in-house mercenary, that is to say not a model for the rest of the book. Eugen Warming is more promising in that respect. However, studding Agartha is hardly a unique thing. So, my idea is that being deprived of what they feel is rightfully their entrance, having limited access to Agartha, they are attempting to bring Agartha to the surface. Not like the Ottomans, or Italians, or anything like that. More like introducing Carolingian Bees to the Danish West Indies, trying to grow giant mushrooms out in the marshes. They want to understand it in such a way that they can recreate it, which they are actively trying to do. Knowing what we know, that's obviously a bad idea for them, which is what makes it a good idea for us.
>>
>>97504242
>Britain had no such luck, early on, with Doggerland being the only access they could
claim, and no one had any desire to claim such a hellhole.
Doggerland is itself the only instance of “Agartha on the surface”. There are a good number of instances of Agarthan things coming up to, or interfering with the surface, but Doggerland is unique in that it is a piece of Agartha on the surface, like the opposite of Paris. It’s also unclaimed. I don’t think they need to know of/have found/developed the Entrance (it may even be better if they don’t). Right now I’m thinking more along the lines of them attempting to settle Doggerland itself, rather than use it for the Entrance. This wouldn’t preclude having a Doggerland campaign at some point in the future, or any of the other powers eventually ending up with it. It makes sense they’d take a special interest in the place, in their desperation for something Agartha. “We have Agartha at home”. They could (should/must) arrive earlier, before the other powers take interest in it. They’d be happy to let the Danes play marque against the deep, something to keep them busy, and effort that doesn’t have to be spent making sure Doggerland doesn’t become a problem. I think it makes sense and isn’t too disruptive. It also nicely ties Doggerland into the fabric of the setting without requiring a campaign (though i stress again that it leaves room for one, and i might even argue enhances), and provides interesting opportunities for narrative development.

I'd really appreciate any feedback on this.
>>
>>97502928
You used him against a Lemuria cherub list, and he was untouchable there. The only reason you lost that game was because you blew yourself up with your artillery, which started a chain reaction among your psycho socialites.
>>
>>97504242
>>97504255
If we are going with the "Doggerland is the focus of Denmark's attention" idea, we need to answer a couple of things:

-How can Denmark push their claims to the island? If Doggerland is a piece of Agartha that floated to the surface, it stands to reason that ALL local powers would want a piece of it, even if it's just for the chance of an entrance. How can they get dibs on the island instead of the brits, the french or the german? The british in particular would chomp at the bits of getting a nearby entrance that is not Iceland. Hell, even Leopold of Belgium would probably want a piece of it, he had to settle with Leopoldville as the belgian government would have no agarthan colonies, but this is just an island on the surface. Maybe the brits got some warning from an analytical machine, the other big powers saw the brits not bothering and took the hint, and the danes decided to try anyway.

-What is on the island? What potential elements can the danish find on the island, and how do they react to those? Is it just a "lost world" kind of prehistoric island, or is it a piece of the even lower layers? Does the agarthan time distorsion affect the island? Is the island inhabited by local tribes, or by some other inhabitants?

Also, is the elevator/cannon to hyperborea still a thing for the danes?
>>
>>97504255
>>97504242
Danish agricultural history indicates an early movement towards the formation of consumer cooperatives. The primacy of the dairy industry there made the OTL phenomenon concentrated in that sector, where the consolidation of farmers land under the Landboreformerne and it's division into owner-managed parcels through the Udskiftningen allowed the rural population to move away from what had prior been an almost feudal field system. You could use a Cooperative organisation in this vein as a mechanism to bring Agarthan agriculture to the surface, and further play on this idea. If the idea regarding a black-market Agarthan/Hyperborean weapons trade was still being entertained, the farms could be a money-laundering front for this kind of economic activity. The list of Agarthan materials from the original lore doc might provide some inspiration as to what foodstuffs/agricultural products might be worth trying to grow on the surface. Alternatively, just make something up. For the culinary-minded, this is the point of origin for the great Danish product, Lurpak butter.
>>
>>97504721
Both of these questions might be easier to answer if it is established clearly what Doggerland is connected to, if it is connected at all. The presence of Lemurs/Deathwurms indicates a connection to a fairly deep layer, but I don't recall that it was ever said specifically what it connects to, just a description that the connection it has to Agartha is tremendously treacherous, and likely not worth an exploitation attempt.
If it's established as near-useless, or connected to a layer that hosts organisms and conditions so inhospitable that colonization efforts would be folly, then the latter solution of the Danes just trying as a puff-out-our-chests show of national vitality would fit somewhat. If it is connected to somewhere hospitable, that would muddy things, but unless there is a desire to re-write the description of the Doggerland entrance to be less suicidally dangerous to explore, that might be the way to go.
>>
>>97504721
>is the elevator/cannon to hyperborea still a thing for the danes?
Was that ever a thing?
>How can Denmark push their claims to the island? If Doggerland is a piece of Agartha that floated to the surface, it stands to reason that ALL local powers would want a piece of it, even if it's just for the chance of an entrance
It's from the British book, but is in red in my version (06).
>Britain had no such luck, early on, with Doggerland being the only access they could
claim, and no one had any desire to claim such a hellhole.
One possibility is that as part of the Seizure of Iceland, Britain agrees to a Danish claim of Doggerland.
>the other big powers saw the brits not bothering and took the hint, and the danes decided to try anyway.
That's along the lines i'm thinking. Danes are desperate, everyone is busy, and if the brits are turning their noses up at it, then it probably isn't worth the trouble. If it turns out to be valuable later, then they can always just take it then (like with Iceland).
>What is on the island?
A very good question. Personally, i always imagined it to be not unlike Shetland. I don't imagine any real civilization there, but Gorgs, Ape Men, Morlocks, that sort of thing- you know, not unlike Shetland. I'm not stuck on it though, not much is really established other than it sucks.
>>
>>97504824
>connected to a layer that hosts organisms and conditions so inhospitable that colonization efforts would be folly
The danes are getting into a piece of the 7th? The old mu are trying to entice the epigeans, I see.
>>
File: Doggerland.png (1.58 MB, 960x1022)
1.58 MB
1.58 MB PNG
Let us consider the OTL Doggerland, perhaps to provide some logistical/environmental background. The area was subsumed by the outburst flood of a pro-glacial lake at the end of the last glacial maximum. The subsidence took the better part of two millennia, as depicted here. Silt studies indicate that, when it was exposed and above sea-level, the area played host to large stretches of marshes, mudflats, inland rivers, and small lakes. Some evidence of wooded areas has been found, but has been called into dispute. It's position at the prehistoric confluence of several major European rivers permits geologists to speculate that it may have been highly populated by fauna. It might be worth asking whether or not the exposed area is closer in size to the depiction here in figure B or figure C. Further information can be established when the size of the area is made clear.
>>
>>97504770
>If the idea regarding a black-market Agarthan/Hyperborean weapons trade was still being entertained, the farms could be a money-laundering front for this kind of economic activity
I still like the idea, but i keep failing to find a way to make it work mechanically, and without that it feels tacked on. I'll keep on it if others like the idea, but if your all against, or ambivalent like i am, then i'll either drop it or 'let it work itself out'.
>You could use a Cooperative organisation in this vein as a mechanism to bring Agarthan agriculture to the surface
Good idea. But how to represent that mechanically? Maybe something like Mycelium Master on the Shroom Farmer? Only, i see shroom stuff as being more for the Tzardom, so having such a big part of the faction be represented in that way would make it feel less distinct. Carolingian Honey is one of other few named agarthan agricultural products, and butter goes will with honey, so it seems a good fit. Still, i'm not sure how to represent that mechanically.

I'd like to have a Doggerland Settler unit, or some other domestic feeling worker unit, but i'm not sure how to justify that, or give it that feeling. I was thinking something to do with building wells, and then always counting as having alcohol while adjacent to a water well, but i then i thought it would be cool if monsters could come up out of the well, and now i prefer that rule on the Unnamed Jutland Pastor instead of Growing Insight, which is kind of out of place on him (i'd make more sense on the Bergen Correspondent, if anything).
>>
>>97504975
Now, the Danish are no strangers to swamps and marshes, which are plentiful on the Danish peninsula. Many of the wetlands in Denmark were drained and then used as farmland as far back as the high middle ages. Therefore, it could be posited that a similar draining and restoration of the swamplands in Doggerland into farmland would be possible. If the desire is to lean into the agricultural angle, this may be a way to go. The problem to be confronted is how the process could be undertaken safely, given the presence of Lemurs/Deathwurms/whatever else that resides on the island.
>>
Butter Broker:
AP: 2
Movement: 2, Accuracy: 3, Strength: 6, Discipline: 5, Evasion: 2 Labor: 2, Awareness: 6
Health: L2 B3 H2
Armor: 000

Corpulent: This model may not Climb, and may only Disengage or Charge after succeeding a Discipline test.

Loss Leader: Before Deployment you may give your opponent any amount of Butter, which he may refuse, at no cost to either player. Whenever Butter is consumed, this model gains a Butter Bond, an item worth 1 Silver.

Slippery Speculation: [Parley] [1 AP, 1 LP] Write down a number not exceeding the amount of Butter possessed by your Expedition: If you win this Parley, you may force your opponent to buy that much Butter from your Expedition, which he may immediately distribute; If you lose this parley, you must purchase that amount of Butter Bonds and give them to this Model.

Butter: 1 Silver. Can be consumed with a Ration as part of a Cooking Action. If the Cooking Action fails, the Butter is wasted instead of the Warm Meal. If the Cooking Action succeeds, a Buttery Meal is produced instead. It may also be Affixed to a Ration to create a Buttered Ration, which may not be shared between models without reverting to a Ration. Otherwise, Buttery Meals and Buttered Rations function like their unbuttered counterparts, but additionally provides the model that consumes them 1 AP on the turn two after they are consumed.

>comments
I like these sort of forced trade mechanics. The Butter rule itself may be overwrought.
>>
>>97504992
I think there are two ways that the cooperative angle could be represented in the mechanics. Effectively, there are two sorts of missions that such an organization would want to accomplish. First, we have the capture of seeds/fruits/samples of products that the cooperative wants to grow, so perhaps a Botanist or other scientific/entrepreneur figure facilitates that interaction. Harvesting resource nodes that populate a given map, and then safely returning it without being shot/stomped/otherwise die a horrific Agarthan death, would provide additional silver at the end of a game. The other half of the interaction would be the planting/defense of the farm sort of thing. Your Doggerland/Agarthan settler/farmer sets out and has ploughed a certain area of hexes, that must either be harvested or defended against the aggressor. If the defense is successful, add a certain amount of silver commensurate with the crop's value. If you fail, other appropriate consequences might ensue.
We already have a snake-oil salesman figure in the Merc book, I think, but a Danish Agarthan apothecary that distills/creates pharmaceuticals or foodstuffs from the products in the field might tickle the fancy.
>>
>>97505002
Well, the reasonable answer is barbed wire, wolf hooks, fire and firearms. The fun answer is applied plant geography.
>>
>>97504992
A neat opportunity for a unique mechanic may be a contest of share ownership in a Danish cooperative. Let's say we have the Danish player and another colonial player. The Danish player may elect to take sponsorship from an agricultural cooperative, and the opposing player may elect to sacrifice a certain amount of silver to gain a share in the cooperative. The objective may be, for the Dane, to engage in agriculture long enough, or gain enough silver by other means during the game, to buy out the other player's share. Might be better suited as a campaign mechanic. Also may be limited to engaging other colonial factions, unless the Agarthans have discovered the phenomenon of shell companies.
>>
>>97505058
>unless the Agarthans have discovered the phenomenon of shell companies.
The Lemurian merchant at least seems to understand the concept of pump and dump.
>>
File: lobster_05.jpg (56 KB, 474x309)
56 KB
56 KB JPG
>>97505010
>>97504992
Butter also goes well with lobsters. Lobstering has been a part of the North Sea fishing tradition for at least two hundred years by the time of the setting. Just as in the United States, they were initially viewed as a food for the poor, as they were often plentiful, and would wash ashore in places like New England. In Europe, the greatest lobster populations remain in the North Sea, and the creature has been a part of Scandinavian cuisine for just as long. The lobstering industry was revitalized in the 19th century, when the tastes of the aristocracy evolved to include more seafood generally. North Sea lobsters can grow just as large as their western Atlantic or Caribbean counterparts, and are just as delicious when paired with drawn butter. The creature's black carapace is somewhat unique, and the claws of the North Sea lobster are also known to be larger than those of other species. While we have Whalurs covering the agarthan fishing angle pretty well, there might be an angle here on the Danish economic/scientific unit front.
>>
>>97505229
It's a bit 20th century to my mind, but we might could do something with dredging.
>>
>>97505029
I like that, but more for a campaign, scenario, or sponsor thing. I worry it would be too static in regular play.
>>97505058
Same here, although a simple version might could work in regular play.

What about, instead of the farming, the focus on the land reclamation. So, you have to build windmills near water/marshes, and you gain silver for those hexes if you control the building. That way you have to think about where you are building, instead of just setting up right outside your deployment zone, or scattering from the center. Could so a similar thing with beehutchs, but with vegetation instead of water. I think that would be good on an official type unit, government or company, along with some kind of shares rule.
I think the settler unit itself should be simple, but it could have some unique interaction with the specialist i've just described. Like gaining additional silver based on windspeed if a settler is in the windmill.
>>
The easiest to convey lesson i learned from the test game was that Smoke really doesn't work as a regular thing. I realized on turn 3 or 4 or so that we had completely forgotten it, which is the most damning thing against it, to my mind. This set me to reworking the Krags again, and this is what i came up with

Krag-Jorgensen 1886: Cost 4
Range 16, Long -2, Pen 2, Leathality G, Reload X
Ammo Feed 6, Set Up
*This model’s Reload is equal to the number of shots it has missing from it’s Ammo Feed.

Karg-Jorgensen, Half-Capsule Carbine: Cost 5
Range 12, Long -1, Pen 2, Leathality G, Reload X
Ammo Feed 3
*This model’s Reload is equal to the number of shots it has missing from it’s Ammo Feed.

I'd still like to include smoke somehow, but i guess it'll have to be as a trait of some kind. This also means the Jutland Dragoon needs his rule redone. I was thinking allowing him to Set Up longarms that don't require it to gain Quick Shot, or the ability to attack with a pistol instead of a melee weapon when resolving a Charge (but you still have to Engage, or at least can only do it at close range).
>>97502830
If no one else is available, i am. Of course i'd like to test Denmark more, but we certainly don't have to.
>>
>>97506934
>What about, instead of the farming, the focus on the land reclamation.
I like this one and vote for it
>>
>>97507000
>If no one else is available, i am. Of course i'd like to test Denmark more, but we certainly don't have to.
I am too Deeply Drunk right now to make any promises about what time I'll be up on the Disc*rd tomorrow, but I'll be there and would be glad to catch a game.
That's my favorite version of the Krag rule, that's not something we've used anywhere else, right? Setup on the 1886 version will be pretty rough.
>>97507000
>Set Up longarms that don't require it to gain Quick Shot
This I don't get.
>>97507000
>the ability to attack with a pistol instead of a melee weapon when resolving a Charge (but you still have to Engage, or at least can only do it at close range)
But this could be cool.
>>
>>
>>97508691
Well, i at least will be on starting from around 13.
>that's not something we've used anywhere else, right?
Right.
>Setup on the 1886 version will be pretty rough.
Yeah. It's there in anticipation of that dragoon rule. I had it with Cumbersome at first, but then i realized it would be best to use on mounted models (the dragoon), to offset the debuff.
I'd be alright playing around with cost and range a bit.
>This I don't get.
The idea is you can Set Up rifles that don't have Set Up normally (that don't need to be Set Up) in order to gain Quick Shot while they are Set Up.
>>
File: Rainy day v.1.jpg (496 KB, 631x800)
496 KB
496 KB JPG
>>
Remembered an Anime film I saw a long time ago today. It took some digging to find it but once I did it was quite surprising. It's called Children Who Chase Lost Voices and it's about going into a secret underworld called Agartha. Granted, Agartha itself is not an uncommon name but it still was a bit unexpected.

Also, it has Muans in it.
>>
File: 1.png (904 KB, 1654x2339)
904 KB
904 KB PNG
I had an idea. It may or may not have resulted from watching one too many Colonial-era films. It's a good chance to get aquainted with making Agarthan formatted pages at least.
>>
File: 2.png (386 KB, 1654x2339)
386 KB
386 KB PNG
>>97513253
>>
File: 3.png (444 KB, 1654x2339)
444 KB
444 KB PNG
>>97513255
>>
File: 4.png (851 KB, 1654x2339)
851 KB
851 KB PNG
>>97513261
>>
File: 5.png (536 KB, 1654x2339)
536 KB
536 KB PNG
>>97513267
It looks somewhat complicated, but most of this is partitioned off into different sections instead of all happening in a single game. Please do provide feedback.
>>
>>97513261
Ammo purchasing should be for start of campaign not game (also any relief missions)
>>97513267
Should calling for a relief force be possible during an encirclement battle? I think maybe.
The goal with encirclement by the way is to create a bridgehead you can deploy/heal your Besieging units without getting absolutely picked apart since the map is likely limited in the amount of LoS blocking stuff.

Move speed requirement for scouting force might need to be reduced to 4 since Retaroi have 4 max.

>>97513271
Seven games is so that each mode can be played once with space but might be high. Six maybe? Five seems a little small.

Should Relief forces be able to arrive during Into the Breach matches? It's cinematic but might be a clusterfuck

Night raid does not give the defender a chance to buy 50 Silver worth of units, the ones they deploy are already in their list.

The Besieger may declare Into the breach as part of night raid, not the defender.

Relief force functioning identically to reduction includes victory conditions and night raid and such.
>>
I haven't been keeping pace with Denmark (or the threads to be honest) recently, but in my view, do we need to make them a distinct (lorewise) faction? In my mind, they should still smart over the loss of Iceland, but beyond that it should be their primary entrance to Agartha, with significant amounts of colonists and explorers using it. Giving every faction an entrance makes things feel a little bloated I feel, especially above-ground. There would still be the Icelandic population too, the Brits wouldn't remove them from the island. And for antagonist purposes against other colonials, all it needs is some arrogant British officer or vengeful Dane to cause some conflict that will doubtlessly be smoothed over in Whitehall and the continental papers.

>>97509749
Now I want to write a story about this trio. Give me a week and I'll see what I've whipped up...

>>97513271
Looks fun. Would have to try it out to see what works and what doesn't. I'd love to try a Rorke's Drift style match with Brits and Morlock hordes. With relief force, I'd suggest a mode where the Defender has to get a unit to escape the encirclement to call for reinforcements, with a risk vs reward for units spent on the breakout attempt. Adds a little more pro-active options for the defender.
>>
File: atlantisup.jpg (335 KB, 1288x869)
335 KB
335 KB JPG
>>97513253
>>97513255
>>97513261
>>97513267
>>97513271
Seems really cool. Reminds me I should do something with the Atlan vs Mu War that had been started.
> picrel
Atlantis updated. I also added a map entirely covered with Water tiles for purely naval battles, Walls would be the only dry land you can get on, and you'd have to succeed a Climb each time.
>>
File: Manifest Destiny v.1.jpg (1.18 MB, 1710x953)
1.18 MB
1.18 MB JPG
>>
>>97515635
How big do you think the siege map should be? Ideally it's large enough that reaching the walls of the Stronhold is hard without being impossible.

>>97516297
I bet you could stick Hyperboreans on the right side too for the full Gano-Ducksworth
>>
>>
File: The murky future v.1.jpg (398 KB, 644x900)
398 KB
398 KB JPG
>>
>>
>>97514887
>With relief force, I'd suggest a mode where the Defender has to get a unit to escape the encirclement to call for reinforcements, with a risk vs reward for units spent on the breakout attempt. Adds a little more pro-active options for the defender.
That's what special condition five in Reduction is about. You get to add the cost of any escaped units to the arriving relief force while also spending silver accrued over the campaign.
>>
File: Huntresses v.1.jpg (888 KB, 1048x795)
888 KB
888 KB JPG
>>
File: Ambush at the bar v.1.jpg (429 KB, 707x1024)
429 KB
429 KB JPG
>>
>>97523685
Moustache!
>>
File: The old battlefield v.1.jpg (830 KB, 1200x622)
830 KB
830 KB JPG
>>
>>97513253
Do we have an example of siege map?
>>
>>97528543
No, we're still trying to figure out a good size for them. Ideally the attacker should have to build some fortifications on the map edge and maybe even dig a trench or something before they can seriously attack the stronghold without walls, which makes me think that 3 hexes for attacker deployment, 14 or so for "no-man's land" (or less if difficult terrain is used) and then a 4-5 hex radius around the center hex for the stronghold and defender deployment zone. That way only cavalry or the well-fed are making it to the walls in a single move which leaves them open to getting focused down unless they themselves prep an attack with food and circumvellions and such.
>>
File: What was that noise v.1.jpg (793 KB, 825x1200)
793 KB
793 KB JPG
>>
File: 8th.jpg (160 KB, 730x898)
160 KB
160 KB JPG
Have some Veins of the Earth art featuring Olms.
Everything grows wild and strange in the 8th layer, even them.
>>
Can the new version of the Atlantis book get added to the mediafire? I like being able to reference the PDFs outside of TTS on my phone and such.
>>
>>97529398
In terms of balancing, which book would be best/worst for sieging? The french, the austrians and the germans have a lot of sieging tools, the sky clans may be able to bypass fortifications and defensive lines, and the neo-mughal have many elephants. As for worst, the spanish don't even have an artillery piece available yet, that needs to happen.
>>
>>97534590
Best attacker would probably be Sky People due to fast movement and ignoring defenses (and their silver generation mechanics allowing for relatively high casualty rates on their end to be replenished)
Best defender is probably Germany since they have some nasty ranged options and bonuses for shooting while immobile. British are good too but don't have the same armour options. US and France sacrifice their movement tech as defenders but would probably do alright as attackers. I can't speak for Austria because I still haven't fathomed exactly how they work.

I designed the rules with UK and Atlan in mind mostly because both have strengths but nothing overwhelming. That and the fact that I have figures for both of them (the Brits have the maxim gun and the traction engine which are strong but their melee can't stand up to Atlan while Atlan can handle a dangerous approach thanks to Titanium but can't do much without getting to the walls. Also Titanium Miners let your dig tunnels and I think that's a cool countdown timer mechanic for a siege.)

The worst faction for defender is absolutely a melee and movement focused faction. Something like Apes or a Saur Clan list perhaps. Worst attacker might be Ottos since the defender has a chance to easily clear dread out of LoS using the stronghold which cripples their entire gimmick.
>>
>>97513271
It seems the besieger has an advantage.
>>97535020
>nothing overwhelming
I wonder about Wall Mystics.
>>
>>97535181
>Advantage
I think it's a faction-by-faction basis, since a faction with good ranged should ideally be able to pick off any attacker from defensive cover until the attacker is able to build up some sort of staging point. I'd like to hear your reasoning though since it's quite likely I overlooked something.

>Wall Mystics
That will depend on what people would like to see for the map. Considering Atlan's iconic lack of speed it seems alright to let them have a bit of extra LoS blocking. If Atlan are the defenders it might be busted but that's at least in character.
>>
>>
This one took forever to make.

Also, other than the Schleswig wars, I cannot find much of danish military art. And considering a lot of the art has them in full winter uniform, I don't think it fits the "dark jungle" look for Doggerland. Any suggestion?
>>
>>97537678
>Dark Jungle
It is still in the North Sea, I think winter uniforms would work fine. If anything it might resemble the primeval forests of Europe more than a tropical jungle (on the assumption that it was ripped from somewhere deeper than the tropical third layer given the number of Lemurs hanging around, maybe the 8th?)
>>
>>97538680
Maybe a temperate rainforest? I was thinking more marsh and windswept rock, but there's no reason it can't have a few different environments.
>maybe the 8th
I wouldn't want to go deeper than the 7th, myself.
>>
>>97538680
I mean, forest biomes are more convenient for art, there are a lot of forest paintings of this period. Making them look sinister is the key, but I'm looking at how to use filters to change the light, so I may have some tools. The art of danish military is the most pressing issue here.
>>
File: als.jpg (228 KB, 1280x853)
228 KB
228 KB JPG
>>97539241
After reflection it's probably better not to say where the Doggerland entrance connects to. It's not like anyone is getting down there anytime soon.

My conception of the island has generally been a windswept and slimy pile of rocks with petrified trees at odd angles like a nuclear disposal site. That's not exactly easy to source for though.

>>97539318
>Art
A quick search gave me this for the battle of Als. The painting may have already been used for an edit, but the bearded Danish soldier on the right looks like good material. It took place in June and climate data for the island places average temperatures there at around 19C which while not warm is certainly not winter-uniform weather. I tried to find art for the 1878 Danish Caribbean "Fireburn" riots but only found black and white pieces. Awesome name though.
>>
>>97539476
I do need to see what I can crop from here, if there were some art from scouts or individual units instead of mass battles, it would help the art more, since I imagine there wouldn't be that many pitch fights in the deep forest jungles of Doggerland.
>>
>>97539476
>probably better not to say where the Doggerland entrance connects to. It's not like anyone is getting down there anytime soon.
Yeah, that's wise.
>>97540272
I'll look around.
>>
File: image062.jpg (126 KB, 350x558)
126 KB
126 KB JPG
Not much of a scout, sight wise, but he's got the spirit!
>>
File: image027.jpg (125 KB, 350x545)
125 KB
125 KB JPG
>>
File: image086.jpg (43 KB, 200x337)
43 KB
43 KB JPG
>>
File: image010.jpg (68 KB, 350x227)
68 KB
68 KB JPG
I imagine photos aren't as good to work with, but it's what i have on hand. I'll dig around after this.
>>
Maybe you could get these guys sitting on a log or something. Maybe there's some rumor about the air around Doggerland being for the body.

That makes me think, aside from the wish at the source of the Alph, another rumor that could send people underground, or in this case to the next best thing, is a rumor about Agarthan air being a cure for consumption, or other common diseases of the time. It may even be true, and the rumor is just extending it to thing to which it doesn't apply, like lost limbs or sight. That might be over explaining things, but it could be a reason aside from "it's in the title" or "money" for why normal people would emigrate to Agartha over America or anywhere else on the surface.
>>
File: image054.jpg (92 KB, 350x301)
92 KB
92 KB JPG
>>97540389
>>
File: image065.jpg (65 KB, 200x331)
65 KB
65 KB JPG
>>
>>97540468
Actually, that's an Austrian, i think. Shit, that's embarrassing.
>>
last photo
>>
File: brave national soldier.png (241 KB, 1170x976)
241 KB
241 KB PNG
>>
>>97540398
Photos are more difficult to fit together, but it's not impossible.

>>97540389
The rumors of fantastic cures and medicines and cures are probable less attractive than the promises of wealth and treasure. How many people migrated because of the gold fevers? Still, I see agarthan migration as secondary in comparison to the regular transoceanic migrations at the time, much less risk than below. Populating them is always difficult, that's why France has such a massive advantage with Paris.

Many would probably go down after the fountain of youth once its existence became proven, though.
>>
>>
File: RKMm0834@3x.jpg (79 KB, 942x668)
79 KB
79 KB JPG
https://www.ribekunstmuseum.dk/samling
>>
File: RKMm0792@3x.jpg (93 KB, 942x696)
93 KB
93 KB JPG
>>
>>
Have we ever gotten a unified report on how Atlan religion works outside of some of the unit descriptions in the books? There's a lot of units including the gargoyles but I don't even know what a "Monastery of the Wall" could be. Maybe they sing at titanium crystal resonance frequencies to talk to the remnants of the Titans or maybe they just make sub-par wine that sells like gold anyway because Atlan can't import (except from Austria now which is of course leading to a collapse of the Atlan monastery economy. Maybe in this timeline it ends up being titanium in the wine instead of antifreeze.)
>>
>>97548085
>titanium in the wine
Now I imagine some sort of sacred beverage with traces of titanium only to be taken by the priestly class, only for them to die after 10-20 years for metal poisoning. Maybe getting the poisoning is seen as a pious sign?
>>
File: Atlantean herder v.1.jpg (533 KB, 942x899)
533 KB
533 KB JPG
>>
File: danish infantry cut out 3.png (311 KB, 1159x1028)
311 KB
311 KB PNG
>>
File: dkinftry cut out 3.png (1.43 MB, 1256x3165)
1.43 MB
1.43 MB PNG
Do you guys have image hover on?
>>
File: The cave v.1.jpg (285 KB, 942x668)
285 KB
285 KB JPG
>>97546685
>>
File: dkinftry cut out 4.png (1.97 MB, 1575x1446)
1.97 MB
1.97 MB PNG
>>97539476
If some of these cut out figures don't end up in edits, they could still be used in the book as marginalia of sorts.
>>
>>97552683
I like that concept
>>
Tommorow my hope is to add some stuff from the Lore Docs to the wiki, since as it stands some of what is on the site is in a shortened form, like with Atlantis for example. Is there anything outdated or off-limits in that regard I might miss? I'm aware that the Atlantean timeline has been revised and Egypt has gone through a lot recently but there might be stuff relating to other factions in the lore doc which has since become outmoded.
>>
>>97553352
We did some revisions to the japanese lore as well.
>>
File: Rakkad.jpg (158 KB, 550x844)
158 KB
158 KB JPG
Found this illustration:
>>
File: Eye in the deep v.1.jpg (356 KB, 550x808)
356 KB
356 KB JPG
>>97553421
>>
Ok, so if we're talking about the danish lore, would their timeline look like this?

-First (1801) and Second (1807) Battle of Copenhaguen. A good chunk of the danish naval power is destroyed or captured. Denmark joins the Napoleonic Wars.
-Treaty of Kiel (1814). Denmark concedes Norway to Sweeden and Heligoland to Great Britain.
-First Prussian-Danish War (1848). The nationalist movements in Germany led Prussia to try to annex the Schleswig-Holstein duchies. Denmark manages to keep the territories.
-Rise of Doggerland (1860). The island of Doggerland suddenly appears from the North Sea. Multiple nations try to colonize it, though later events make most of them desist.
-Beginning of the Greenland Incidents (1860). Ships begin disappearing from greenlandic waters. Denmark tries to reestablish contact, but fails. Multiple nations fail as well, leading to the eventual blockade of the island.
-Discovery of the Mt. Snaefellsjokull entrance in Iceland (1860). The danish begin to explore it, though they don't know it could be an agarthan entrance just yet. The Fall of Paris and the announcement of Stromboli's entrance have occured early and the implications have not fully set in for the danish government.
-First Doggerland Massacre (1862). The british outpost in Doggerland is discovered to having been completely wiped out. No survivors are found, but the remains are so gruesome British public rejects any further attempt to settle on the island. Other european powers begin to retreat from the island as well.
-Confirmation of Mt. Snaefellsjokull as an agarthan entrance (1864). The danish expedition confirms that the area is indeed an entrance to Mnemosynia. Beginning of british diplomatic efforts to buy Iceland.
-Second Prussian-Danish War (1864). Bismark's first move for German Unification was to ally with Austria to gain the Schleswig-Holstein duches. Denmark concedes the territories.
>>
>>97554901
-British Invasion of Iceland and Treaty of Dublin (1864). With the Danish fleet and forces focused on the prussians, the british take over Iceland by force. International outcry is relatively minor due to Prussian's interests and French's pacts after their help restoring order after the Fall of Paris. The event is eventually solved in the Treaty of Dublin, in which Great Britain will pay Denmark a yearly stipend for 100 years, as well as giving Denmark full recognition of sovereignty over Doggerland. Danish access to the world below is secretly discussed, but nothing clear is accorded.
-First "Great Push" into Doggerland (1865-7). Denmark sends over 2k settlers into Doggerland over two years, creating three settlements. By 1887, all local settlers have disappeared in mysterious disappeareances.
-Second "Great Push" into Doggerland (1869-1871). Denmark once again sends settlers into Doggerland, but this time they are accompanies by a considerable military force. The small town of New Køge is created.
-The "Damn Danes" incident (1871). A force of 500 soldiers enter the jungle in a mission to rescue a civilian explorer team. They disappear for months, until only a group of 47 men come out of the dark. The "Damn Danes", as they are called by the media, are hailed as heroes, as they managed to save all the civilians, but their stories of what they saw in there are forbidden to be published to the press. Discovery of the "Doggerland Black Tablet", written in an unknown language. Linguist Samuel Kleinschmidt is tasked to translate it.
>>
>>97554907
>By 1887
1867, my bad
>>
>>97554901
>Confirmation of Mt. Snaefellsjokull as an agarthan entrance (1864)
This is supposed to be where the events of Journey to the Center of the Earth more or less take place, though I'm not sure how far they diverge from the book. Verne might have participated as a fourth member. Mentioning Hans and him by name might be good here.

There's a bit of a gap between 1871 and ~1884 when the game takes place, I would recommend spacing out the settlement efforts or alternatively putting some more stuff towards the bottom like the formation of a Scandi customs union or some failed(?) arctic expeditions

I don't know how I feel about the Danes getting full recognition of sovereignty, that seems ambitious even if it is in recompense for Iceland. I do like the 100 year stipend as an echo of Hong Kong. Would a nominal Condominium be amenable to you? The Brits did similar things around the time with France at Vanuatu around the same time. That way multiple expeditions to the island can happen in-lore without being a declaration of war. Effective Danish settlement control of the island can still be explained by the fact that they're the only ones bothering with it.

Alternatively, the British would still probably at least want rights to a base on the island even if Danes get sovereignty otherwise. It's just too close for comfort otherwise in my opinion.
>>
>>97556051
The Lidenbrock-Bjelke expedition was in 1863. I imagine that it was after that that the danish explorers went to confirm it to be an entrance to Agartha. Before that, it probably was just a geographical oddity.

> I would recommend spacing out the settlement efforts
I mean, the settlement efforts would need to be as soon as possible to keep others from going in as well. The early pushes would be relatively rushed because of that.

> Effective Danish settlement control of the island can still be explained by the fact that they're the only ones bothering with it.
I imagine there's only a small single settlement, highly guarded to avoid overnight massacres.

>I don't know how I feel about the Danes getting full recognition of sovereignty
Probably other powers would intervene on their behalf? Maybe the Tsardom does not want the british to control such an important piece in the North Sea, so close to the entrance to the Baltic? Also, the sovereignty recognition is from Great Britain, other powers could try if they wanted to. They just don't. Germany is starting their colonies in Agartha, and occupying such a key island on the North Sea could spell diplomatic incident. The Tsardom probably wants to occupy their own agarthan holdings as well, plus once again, diplomatic risks. Belgium might try it, mostly from King Leopold's own initiative rather than the nation's desire to expand.
>>
>>97554901
Some mention of Warfare Existentialism should be made after or as part of both Schleswig wars.
>First Doggerland Massacre (1862)
Good addition. Gives some tangible reason why the brits would be so averse to the place, other than "ew". The 100 year stipend is also good.
>danish expedition
The Lidenbrock-Bjelke expedition, as it's called in the world book and probably the lore doc. Best described as a Dano-German expedition, i think, putting it into those terms, but just calling it Lidenbrock-Bjelke is probably best.
>"Doggerland Black Tablet", written in an unknown language
Eldest Futhark?
>>
>>97556051
>formation of a Scandi customs union
There was a monetary union in 1873 that we could easily expand to a customs union.
>Would a nominal Condominium be amenable to you?
I'm not opposed to the idea, but it doesn't appeal to me much.
>British would still probably at least want rights to a base on the island even if Danes get sovereignty otherwise. It's just too close for comfort otherwise in my opinion.
Seconded. Especially if we go with a bigger island, which at this point i prefer so that we can all have our conceptions of it's climate without being in paradox. It would be a good place to send trouble makers. The stipend also makes more since this way, as a way for them to lease without leasing.
>>97556214
>I imagine that it was after that that the danish explorers went to confirm it to be an entrance to Agartha. Before that, it probably was just a geographical oddity.
Either way, the date is wrong, and the expedition should be mentioned by name. It makes sense there would be a follow up expedition, but calling it "just a geographical oddity" is under selling it.
>Belgium might try it, mostly from King Leopold's own initiative rather than the nation's desire to expand.
That could be fun.
>I imagine there's only a small single settlement,
I don't think that conflicts with what he's saying. Iceland is basically that, and Greenland was pretty much that.
>highly guarded to avoid overnight massacres.
Good opportunity for a siege.
>>
>>97556736
>Good opportunity for a siege.
When the sun goes down, in the starless night, the people of New Køge pray that the dark horrors don't come out of their forest...
>>
>>97556777
Siege mode would make such a killer RTS.
>>
File: ghost.png (312 KB, 560x332)
312 KB
312 KB PNG
would a ghost-styled anomaly be out of place? I was thinking about metro and the echo-like ghosts of that game are quite cool. And Victorians did love their specters and spirits
>>
>>97556727
>Some mention of Warfare Existentialism should be made after or as part of both Schleswig wars.
A lot of revanchism could come from the Second Schleswig-Holstein War.
>>
>>97556736
>Either way, the date is wrong, and the expedition should be mentioned by name. It makes sense there would be a follow up expedition, but calling it "just a geographical oddity" is under selling it.
So how whould be the order of events in that regard? Would it be first the Lidenbrock-Bjelke, then the danish government starts their own exploration, then confirmation of the entrance?

>Eldest Futhark?
I was thinking something more eldritch in nature, to link the island to the 7th, though ancient norse tablets being on an island that was until recently below water could also be a decent mindscrew.

>There was a monetary union in 1873 that we could easily expand to a customs union.
Sure, but what would it led to?

>British would still probably at least want rights to a base
Sure, but I imagine they are not trying to getting anywhere near the deep forests, after the first massacre. The british outpost would be guarded at all times by Royal Navy ships, and possibly building one or two lighthouses just to illuminate the forests.

>>97558709
Aren't shadows more or less that?
>>
File: doggerland beach gaurd.png (457 KB, 800x625)
457 KB
457 KB PNG
>>97558709
Mechanically, an anomaly that turns units into husks wouldn't be out of place. A sort of living quicksand that after burring people and corpses, spits them back up as husks is what comes to mind. I always imaged Eloi as ghosts of a sort, but that didn't catch on. I don't think truly classic Victorian spirits of unrest have a place, though some people in setting probably interpret some things along those lines.
>>97560100
>Aren't shadows more or less that?
I don't think so. They seem to me more like volcano spirits, in that they are sort of conglomerated and don't really have individual drives, where as a classic Victorian ghost is a spirit with unfinished business. Husks seem more similar to me.
>I was thinking something more eldritch in nature, to link the island to the 7th
For a connection to the 7th, i'd really like to work out something with Arne Saknussemm, who supposedly made it to the center of the earth. Maybe his grave is somewhere on the island? Or some cache left by him? The tablet could be some Old Mu document regarding him in some manner. If we go with the idea it's some eldritch artifact, then i'd want to add Samuel Kleinschmidt as a Character with some ability related to that (such as the ability to use Muic Maledictions, or Parley with Eldritch Encounters). On a similar note, if anybody has ideas for Frisian or German Hero Traits let me know, it'd be nice to have those for the same of completeness, but if there isn't some mechanical benefit to having them they shouldn't be added for that reason (and the Germans are arguably already represented through the Eider Officer).
>>
>>97560100
>but I imagine they are not trying to getting anywhere near the deep forests, after the first massacre. The british outpost would be guarded at all times by Royal Navy ships, and possibly building one or two lighthouses just to illuminate the forests.
Yeah, i agree. I like lighthouses, and that would make a cool mechanic for a siege scenario. Could set it up so the British player has to defend the lighthouse, which can be pointed like a weapon by the brit player, while the Danish player plays an NPC, Lost Men, or La Ombre list trying to destroy it. Then, they switch, and the British player plays the Deep and tries to stop the Danish player from building a lighthouse. Could even have a second stage, where if the British lose against the Deep they get a chance to rebuild the lighthouse, while if the Danish player wins they have to then defend the new lighthouse from the Deep. So, the Deep would have the advantage in silver when going against a working lighthouse (the brighter the light the darker the shadow...), while the colonials would have silver advantage when the lighthouse is being built.
>>
>>97560865
>Samuel Kleinschmidt and the Doggerland Black Tablet
Maybe a diplomat unit? You can then choose to "read the tablet" once per turn to increase the chances of success in exchange of summoning some weird entities from the 7th? Not sure what diplomatic effect could it have, though.
>>
>>97560865
>For a connection to the 7th, i'd really like to work out something with Arne Saknussemm, who supposedly made it to the center of the earth. Maybe his grave is somewhere on the island? Or some cache left by him?
My vote would be for some sort of runestone like the ones he left in the book, since we know he did make it back to the surface after his initial trip up so it couldn't be his grave.

Unless that wasn't actually him who made it back up. Mu does have ways of impersonating individuals. But why would it leave this message?
>Go down into the crater of Snaefells Jökull, which Scartaris's shadow caresses just before the calends of July, O daring traveler, and you'll make it to the center of the earth. I've done so. Arne Saknussemm
What does it mean?!
>>
File: dk cut out 5&6.png (161 KB, 479x453)
161 KB
161 KB PNG
>>97560100
>Would it be first the Lidenbrock-Bjelke, then the danish government starts their own exploration, then confirmation of the entrance?
Yes. I think we should move the Seizure of Iceland to 1865 so there is room for both, and so it doesn't happen literally right after the Second Schelswig War.

I thought that the British annexed Iceland preemptively, not unlike what they did in 1801. Even if that wasn't what was meant, i feel we could justify it, and i think that's worth doing so 1864 isn't so crowed, and to put Cunningham in a certain light.

Last note i have for the timeline so far, though it's small, is that i think there's a better name for the settlement than New Koge, though i don't know what it is. It's just that the Danes don't seem to have used the "New" naming scheme, and if they were to here, it would make more sense for them to name it after some place in Schleswig. However, i'd prefer either a descriptive name, or for it to be named after someone (such as Louise Vilhelmine, as an echo of Charlotte Amalie, just as an example).
This would also be a good time to come up with a name for that British naval base.
>>
>>97562703
There's a Deep Warlock unit in the Eldritch Encounters book, maybe if you recruit him, you can take a Deep Warlock as an "interpreter". Or, we could create an Interpreter based off the Deep Warlock especially for him, and commit to him being a Faustian character.
>>
>>97563174
>continued...
I read in this book, there was an eccentric American business man who wanted to lay a telegraph lines from New Newfoundland, up through Greenland, then down through Iceland and the Faeroe Islands. For this got in contact with the Danish government, and got permission from the king to do this on the condition that he ran the line through Copenhagen first. Naturally, that line was never laid, but he did keep his contact with the government, and attempted to test these wooden black powder, remote detonated mines of his in the war (they were more of a hindrance than anything).
Well, maybe he does end up laying a line between London and Copenhagen via Doggerland, and rather than a mysterious black tablet, operators of the line in Doggerland start receiving incomprehensible singles. At first this is dismissed by as new operators being quite reasonably disturbed by their first encounter with the Danish language, or else as them simply going round the bend, but when operators off the island start getting similar signals, it's understood that whatever is sending them is doing so from the bottom of the sea.

At this point Kleinschmidt is called in, and a protocol for dealing with these "long distance telegrams" established. We could still include the Damned Danes as survivors of a massacre, either in town, at an outpost, as sole survivors of the First Push, or still as a relief/rescue mission, that was found to have been forewarned by one of these mysterious messages. So, instead of a "read the tablet" action, you roll before each turn to see if he receives a telegram, which he can then attempt to translate. Something happens whether or not he succeeds, but if he does succeed you have some control over then event, like maybe choosing which turn it happens on.
>>
>>97562992
>we know he did make it back to the surface after his initial trip up so it couldn't be his grave.
But if we are going with the idea Doggerland was at some point part of the 7th, then it could be his grave. And anyway, even if he did make it back to surface as himself, he could still have been brought to the 7th and buried, or had a sort of burial at sea which resulted in his body/tomb/coffin sinking down to doggerland and resting there.

Besides, what if the note was torn? Arne Saknussemm could just as easily be the start and subject of a new clause, as it could a signature. We just assume it's a signature because he also wrote his name in runes on the manuscript the note was found in, but does the note itself support this idea?
>>
>>97563170
>I think we should move the Seizure of Iceland to 1865 so there is room for both
I would argue against it. The fact it's relatively rushed and happens during the Second Prussian-Danish War does a lot to explain the easyness of the conquest, especially in diplomatic terms.
>>
>>97563170
>i think there's a better name for the settlement than New Koge
Sure.
>>
File: palmerston.jpg (318 KB, 1028x800)
318 KB
318 KB JPG
Fussed with the wiki today, fixed the Eternal war dating on the timeline and added stuff from various sources to the Apeman page. It's a bit repetitive since some of the sources overlap so I'll go back in and prune when I can get time.
>>97563170
I can't think of a name for the British base but I do think it would look like a Palmerston fort. I like the idea of it being just off the shore with only a stone quay on the land since the British don't even want to deal with going on land and fighting off constant attacks. I couldn't find a period photo but here is a painting of one of the sea-based forts of the time (They date to 1860s-70s)
It's a cool look.

>>97564080
It's not especially relevant, but a lore tidbit I've mentioned on and off is that the first Grímsvötn guards were originally Cuirassiers who lost their horses during the invasion due to weather or the terrain or fighting or some such, which explains their armour and relatively elite status. Having the invasion be haphazard and rushed in 1884 would explain that, although it's hardly crucial either way.
>>
File: Timeline of Agartha v.8.png (1.13 MB, 1438x8181)
1.13 MB
1.13 MB PNG
>>97564131
I don't think the wiki timeline has the full update we did.

For now, the wiki needs to update the timeline, all related to the Second Oriental Crisis and I'm sure other updates are not yet added.
>>
>>97548085
An anon ages and ages ago wrote some pieces of the Atlan religion. Didn't save them, you'd have to go digging through the archives.

>>97554901
>Heligoland to Great Britain.
Is that OTL?

I do really like the rest of the timeline though, especially their dogged (heh) determination to conquer doggerland.

>>97556214
>Maybe the Tsardom does not want the british to control such an important piece in the North Sea
That's something I've long been wanting to focus on, 2nd layer politics, alliances, etc. Going to be messy though, given how complex they were OTL, and Agarthan additions is only going to muddy things, especially the the resurgent catholic church down south, and the Ottomans, and I'm already getting a headache thinking about it all.
>>
>>97564749
Denmark then ceded Heligoland to George III of the United Kingdom by the Treaty of Kiel in OTL.

>>97564749
I imagine that, by 1884, the mounting tensions would be considerably lower than the equivalent OTL. Without french revanchism, one of the big reasons for WWI is out. With the Ottomans breathing down the Balkans, there's more interest in keeping the region stable, least the undead begin moving northwards. And with all agarthan lands ripe for the taking (plus Africa and Asia still to fully colonize), there's a long time for the powers to expand without any immediate conflict. There are points of contention brewing, like the anti-vulcanists movements, the excessively agressive british policy and the eventual competition for the agarthan borders (and maybe conflict with the agarthan empires as well), but for now a big war between nations is probably very far.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.