Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

[Mini-Phalla] of Brass: The Devil's Train - ALL ABOARD

I needed a gnome to post.I needed a gnome to post. my paper soldiers form a wallfive paces thick and twice as tallRegistered User regular
edited September 2011 in Critical Failures
At 25 minutes past the 18th hour, delegate Aldous Fresmith was informed that the ambassador from Adabage Major wished to speak with him. This news was not pleasing. Aldous had dealt with the ambassador on many occasions, and they did not see eye to eye. Adabage ideals were in some contrast to Greater Vernland’s, and only in the most radical of Westspire classrooms did they see serious discussion. Aldous had been forced to entertain these ideals many times in order to appease the Adabage ambassador, and even pretend as though they had legitimacy.

Still, Vernland could not afford to make an enemy out of Adabage Major. Their army was notorious for its standing strength, and all knew the legends of their elite soldiers’ prowess. Fear of the Djavol kept the other world powers from invading the technologically-rich empire. Every nation could replace their soldiers, but how many could reforge them?

When Aldous entered the ambassador’s office, the deacon was looking out the window. The Adabage had requested their embassy look out not over gardens and rivers but industry and cobblestone. Smoke from a great factory was clouding the sky, causing the only light of the room to be from the lamps on either wall, kept lit through a low stream of gas. It was quite atmospheric, and the light played off the brass of the ambassador’s coat well. Deacon Nikodem turned when he recognized that Aldous entered, and gestured to the chair before his desk. “Lord Fresmith,” he said without smiling, “I am glad that you were able to respond to my summons.” His hand moved to stroke his carved goatee. The light cast shadows across it that gave it an air of great depth and mystery. The ornate designs along his coat were only aided by the setting, the metal seeming to almost dance with the light.

“You know well that I am happy to serve the Adabage in any capacity here in Westspire,” Aldous responded, taking a seat as well. Though he had spoken with the ambassador many times, his eyes still found themselves wandering to the same places. The tall horns, the seemingly infinite and intricate joints that ran all along Nikodem’s custom-built body. The Djavol didn’t notice, caught for a moment in thought as he looked down at a folder on the desk. One by one his teeth pulled back into his frame and then tapped together – a sign, Aldous knew, that he was thinking.

“Tell me Aldous, what do you know of the Djavol?” he said at last, sitting as well. His accent was thick with the harsh cadence of the Djavol’s cold metal. This time, he smiled, but Aldous could see behind the curtain – he could see every intricate component click into place to let the artificial lips curve as they did.

“Your people?” Aldous asked, lightly blowing on his moustache as he thought a moment. “Well, they’re like you for starters. Adabage who have-” He paused for a second. Saying that they bought their status was probably not diplomatic. “Earned the privilege to become a part of the upper class. Their immortal soul is placed in a custom, ornate frame, and they-“

“That’s close enough, yes, close enough for what I was asking,” Nikodem stopped him, holding up a hand. “The important thing is yes, these bodies. They are…unique, yes?”

Aldous wasn’t sure what the Djavol was getting at, but he went with it. “Both in the sense of being uniquely designed and just…not what we’d expect around these parts, yes. Made in the image of your martyred god, aren’t they?”

“The Martyr, yes, yes.” Nikodem opened the file in front of him, his fingers delicately turning through the pages. “It’s a very closely guarded secret. Very important to our people. It would be…alarming, to know that such secrets had been…leaked.” He looked up at Aldous again. “Have you heard of Doctor Montgomery Jameson?”

Lord Fresmith thought for a few seconds, then shook his head. “Can’t say I have,” he replied.

“He had tenure at the Royal University in Stanton. The Djavol recently acquired some of his more recent notes. We are…alarmed at their content.” One by one, his teeth clicked together again. “Tell me then, Aldous, if you have not heard of Doctor Jameson, you surely know of the Corrigan.”
there are no dead gods

Though many in Westspire slept, the city did not. Cogs turned and steam vents exhaled. The industrial age marched forward. In a building long since abandoned – yet immaculately kept – a telegram arrived. From its device of delivery a single gloved hand plucked it, learning what it had to say over a cup of tea. The telegram traded hands many times that night, each time with the same instructions: “Give this to Passeridae’s Finest.” Westspire did not sleep, did not pause, but perhaps the city would have held its breath for just a moment had it known the contents of the telegram.


Nation of Brass: The Devil’s Train
A pulp phalla for 25 players.

Nation of Brass: The Devil’s Train is a miniphalla. If you are unfamiliar with what a phalla is, this thread may be of assistance. This particular mini serves as a sequel of sorts to my previous game, Nation of Brass: The Artificial Men. Reading the previous thread is not required to participate in or enjoy this game, but you may appreciate the references more. Please SIGNUP! in lime green if you wish to play.

This game is structured for 25 players – no more, no less. Each of these 25 players has boarded the 8:00 Royal Estmunder Scenic to Kafskaw, departing shortly from Sparrow’s Nest Station. As with any large group of people they are sure to find each other quite annoying, and must Politely register a complaint with the conductor regarding a passenger on board each day of travel, before 8 PM Pacific. The passenger with the most complaints registered each day will find themselves stranded at the train’s particular location and unable to rejoin the proceedings.

Bartleby Brown (also known as The Choker) has boarded this train, for reasons known only to him. Vernland is determined not to let Adabage Major get their hands on the technology behind his creation, and has dispatched their finest spies – an association known only as The Suits. They will stop at nothing to get him.

This game will not last longer than 7 days. The train has 7 stops. If The Suits take custody of Bartleby Brown’s body for more than a few days they will win regardless of how many villagers remain. The village may win by eliminating all members of Westspire Intelligence or by keeping Bartleby Brown out of their hands for the entirety of the journey.

-You may not directly quote your role PM or screen cap it or do any sort of similarly shifty thing to prove you are who you are.
-One ghost post.
-Do not speak with the dead during the game. Djavol funerary rites are very sacred to their people and you would risk a great deal of spiritual karma to disturb those who have passed on.
-Do not add other players to conversations in PMs. If you wish to have a 3 or more way conversation with someone else, start a new one.
-Add the host to PMs and proboards, and PM me any IRC/IM/etc conversations you have. I am trying something specific with narration and while I may not use the information you provide I would like to have it. I may go so far as imparting penalties if you forget to do so.
-All contact you make with other players should be traceable to you.
-Post in English.
-Make two posts and a vote each day. If you’re not very active you’ll have a hard time catching the train.
-Ask clarifications in Orange bold.

The poet Theodore Herrick once said that no man boards the Royal Estmunder without desire. Now Herrick also said that we likely descended from southern primitives but this particular statement is not without merit. All players have either a special ability or a secondary goal. Upon completing their goal they may find themselves granted a boon of some sort.

Unlike my previous game it will not be publically announced when a player completes their goal. It may, however, be hinted at in the narration. It may also not be. But there will be goals, and some players will be completing them, and things will happen – of that you can be sure.

With His Royal Excellence and Most Glorious in Grace King Gregory Passeridae mentioning offhand that he quite liked Arthur Mancer’s cutting new theories in his book Phrenology and You: How To Improve Your Life Thanks To Childhood Concussions the science of Phrenology has taken off in Westspire, with citizens finding themselves eager to classify themselves under Mancer’s six classes of mentality.

It’s quite simple really. Some individuals are MURDERous, capable of changing lives in the most dramatic fashion. Others trend towards MERCY, compassionate souls who make a difference in the world. There are those who find themselves with a knack towards MANIPULATION, altering public opinion. In contrast, those who find themselves MINDFUL prefer knowledge and keeping the attention away from themselves. Understood by none of these are those who like MAYHEM, who find spice in chaos.

And if you’re none of those, well you’re really quite MUNDANE, aren’t you?

Mancer has many theories, but he believes that if these six people were in a room, the MERCIFUL would act first, followed by the MURDEROUS, the MANIPULATIVE, the MINDFUL, and then lastly those affectionate towards MAYHEM. The MUNDANE probably wouldn’t do anything at all.

The Royal Estmunder Scenic makes many stops during its route – thus the Scenic affectation. They encourage their passengers to go out and visit the cities they stop at, and conduct any business they may wish to perform out there. Each is lovely, and can inspire those of the right mindset.
The travel guide lists the following locations in order:
1. Stanton
3. Tardis (+MINDFUL, -MURDER)
This marks the end of Greater Vernland territory.
4. D͔̯̗̩̦é̫̱n̮̣m͏̩̹̭̼͚̭͉o̯u̲͉̠͍̝̱t̗̯h (+MAYHEM, -MINDFUL)
At this point, you enter the Eastern Mass, the beginning of Adabage territory.
5. Sandusk (+MURDER, -MERCY)
7. Kafskaw (+MAFIA)

The Royal Estmunder Scenic advises you to plan out how to spend your time in advance so that you do not miss the train.

I needed a gnome to post. on


Sign In or Register to comment.