Hi everyone! Decided I might as well start a second quest up, and this one's been in my brain for a while, exited to have y'all!
Five years ago The city of New York vanished. Five years ago we were brought to our new home. Five years ago the mayor ceded power to the NYPD for "the duration of the emergency". Five years ago they used their dictatorial power to suppress the people of our city and colonize the people outside it. Yesterday we finally took our city back.
The struggle was long and hard fought, five years of fighting, of riots, of conflict all across the area of
[]: The Glorious Boroughs +2 points
- The region brought to warhammer fantasy will consist of the City of New York itself and its immediate outskirts, no more
[]: Our Beloved City +1 points
- The region brought to warhammer fantasy will consist of NYC and its surrounding area, including Long Island, going down through northern Jersey, and up through part of Connecticut
[]: Our Twin Pearls
- The region brought to warhammer fantasy will include NYC, northern Jersey, and up to and including Boston, taking with it Rhode Island, most of Connecticut, and part of New York State, as well as much of eastern Mass
The police regime had heavily restricted movement, but plenty fled to this strange new world, and others signed up for the new expeditionary forces the police were sending. That, combined with what news came through and the propaganda made, makes the situation indisputably clear. This is not our earth, indeed, it appears as though something from a fantasy novel with Orcs raiding the lands, Elves on the seas, and Mountain Dwarfs (or Dwarves, if you like) fighting over their holds. Our city entered on the coastline of a strip of land the natives of this world call the Badlands, west of the great Dragonback mountain range and near the mouth of the Black Gulf, which leads into an area known as the Border Princes, which the regime had hoped to use to monopolize on trade through the region, but never did. Near us are the aforementioned Border Princes, a chaotic and unstable land where kingdoms fall and rise daily, as well as the land of Tilea, which appears not dissimilar to medieval Italy. Unfortunately to our east along the land is nothing but savage orcs, who's raids as of yet have not penetrated into our land, but who threaten to do so constantly. And to the south? Araby. Bloody bloody Araby.
It is Araby that led to us finally being able to rise up. It is Araby that overstretched the police regime. Bloody Araby, where the police thought to find oil to make into gas for their rapidly disappearing supplies. Bloody Araby, where they thought to quell dissent with a victory to be proud of, and a colony to ship off the suspect to. Bloody Araby where their efforts and bullets were expended, Bloody Araby where their troops died in the sand. Bloody Araby where they finally took the city of Kamt mere weeks before the revolution's triumph.
And what a revolution it was. The police had ruled with an iron fist for five years, but it took only two weeks to overthrow them. Riots spread, overwhelming the undersupplied home guard, and linking up with the rebels in the countryside. The skyscrapers were overrun, and the military as well mutinied, seizing the newly taken city for the revolution, though the fighting there still persists. After the final few days of clearing out snipers and pockets of resistance, the new government was proclaimed lead by
[]: The Popular Front
- While the socialist movement was often considered the leading force of resistance, in truth victory would never have been possible were it not for the old guard who lead the city before the translocation. Supporters of the old mayor who insisted the handover was not voluntary, the center left opposition to him in the old election, and the political blocks that were so influential in the old world all united with the revolutionaries and overthrew the police regime. The front is massive, but already cracking under the weight of its own contradictions and the hatred between its members, who for the moment are still united, but harber no delusions about what the "crazed revolutionaries" or "moderate reactionaries" think of them.
[]: The United Front +1 point
- When push came to shove the liberals, as they always do, sided with the regime. But it did not save it. Despite their collaboration a united front of the revolutionary forces managed to overthrow them and end the police regime. United in name, it is not so united in truth. Despite its shared commitment to a revolutionary union divisions are growing in what that looks like and what it even means. Eventually either it will dissolve to factionalism, or be suborned to one movement.
[]: The Vanguard +2 points
- When we began our struggle five years ago there were a multitude of factions fighting the police. But in the end all were either crushed or proved themselves moderates, sympathizers to the regime. When the final victory came it was us alone who managed to overthrow the police, all other factions swept to the wayside. Though opposition to our new government is great, only we have the vision, the purpose, to bring true victory to the revolution.
In the end, the revolution was victorious, in the end, the people triumphed. Now we must attempt to run our city in this strange new world we find ourselves in
Boons: Take as many as you like, each costs a certain number of points which you may have already from the previous choices. You must end with 0 or more points
[]: The People's Defense Navy -2
- Though we do not have much of a navy, and most of what we do have ran out fo fuel in the Araby campaign, there was a ship docked for shore leave when the transition happened. One of the few cruisers in the USN you have no means to man it or to bring it to sail, and indeed even if you could the bay here is shallower then where it was docked before, and it would be quite difficult to sail out, however its guns still function, and it works exceptionally well as a naval defense platform, seeing off an otherwise potentially disastrous raid by a strange elven group during the police dictatorship
[]: The Power of the Gods -2
- Though in our world magic was naught but a myth, here it appears to be real, and moreover, divine magic is real as well. This, combined with police repressions against minority religions, has lead to a massive increase in the faith of our religious communities, though the city is still mostly secular, and divine magic of our Earth deities are likely to show themselves far sooner, and with no need to expand the religious population, and if pursued, there may even be a revival of some of the old world faiths that did not come with us, as many see the polytheistic nature of this new world and get ideas
[]: The Bomb -3
- We cannot launch it, we cannot use it, we cannot activate it, we cannot build more, but on the edge of the land that was translocated (regardless of size) lies a nuclear silo with three ICBMs within. One day we may find a way to use them, one day we may need to. Let us hope this day never comes.
[]: Elf Friends -2
- To the west and north lies the High Elves, seemingly the premier power of this section of the world. They took great interest in our appearance, and sought good relations and study of whatever it was that happened. Though some worried that our revolution would end relations, as they were friendly with the police regime, they seem to not be able to tell the difference between us.
[]: Magic! -1
- Magic exists in this land, and our people have taken to it greatly. While the police regime feared such a thing and suppressed all knowledge, a great transition of Hedge Magic has taken root under their watch, giving us more knowledge and practice with the arcane then we might have otherwise
[]: Dwarven Trade -2
- Up along the coast and through a river lies the Kharak of Barak Varr, a dwarfhold. Despite worries of conflict and confusion, the police regime ended up forming a valuable trading relationship with the dwarves, which continues into our new government providing a valuable source of materials that do not require venturing into the Orc infested lands near our border
[]: Black Gold -1
- The police regime invaded Araby seeking oil, and oil they found in an expedition far into the inland region. Unfortunately though we know this oil exists, it is both far from the coastal land the police regime finally took, and in Araby, a region that the police regime spent 4 years pillaging, burning, and fighting and that our revolution was backed by the promise of ending the conflict and imperialism in, and which has a population that reasonably despises us
[]: Cultural Flourishing -1
- Despite the chaos of entering into a new world so suddenly, the massive disruption of supply lines, and the intense repressions by the police regime the show has not only gone on, it has thrived, as Broadway enters into a new golden age only accelerated by the revolution, and the bookstores are filling up almost as fast as they are emptied. Truly this is the beginning of an age of wonder in our city
Banes: Take as many as you like, each gives a certain number of points. None are exclusive with another or a boon unless they specifically say so
[]: The remnants +2
- Despite our victory the police still hold out in their vile colonies. The city of Kamt, which joined us in revolution initially both from the conscripts and the Arabyans has been retaken by police loyalists. Maintained as a bastion of reaction and colonialism it will be hard to dislodge, and serve as an intractable foe as long as it exists
[]: Rodents of Unusual Size? I don't believe they exist +2
- The NYC Subway system is famous for its many many rats, but as of the last year of police rule there have been strange reports of large talking ones scouting it out, seeking a base after what witnesses describe being described as a failed coup and a civil war. The police deemed these witnesses insane, but perhaps there is truth to their words? Most likely not though, ratmen? Such a silly idea
[]: It isn't easy being Green +2
- Our city came down on the coast of a region known as The Badlands, famous for its Orc presence. We have 'scaped major attention by them so far, only minor skirmishes, largely due to the mountain range protecting us and our advanced weaponry. But with the forces bled dry by the war in Araby and the Revolution rumours have arrived of an Orc warboss calling for a force to crush the strange little city once and for
[]: That's a grudging +2
- There is a Kharak up the bay known as Barak Varr, home to the dwarves of this realm. Unfortunately the police regime disdained such fellows, and tensions between us ran high. We have learned since that the dwarfs are quite the grudgeful fellows, so if we wish for good relations and trade (and to avoid any action against us by them) with the most minerally rich and technologically advanced group we have yet met we must convince them that their grudge was against the cops, not the city itself. Incompatible with Dwarven Trade
[]: We ain't following some foreign faith +1
- Due to both natural paranoia and the work of the police regime the opinions our people have of the religions of this world are incredibly low. Sigmarite missionaries are chased out of town, and Morrites are accused of devil worship by the more reactionary segments of our population. This limits our access to foreign divine magic, and is likely to cause tensions with our neighbors. Incompatible with Everyone Loves a Good Cult
[]: Everyone loves a good cult +1
- Chaos. The people of this world, at least those in the north, seem to fear its very name (Araby, so far from the poles, simply doesn't think of it much). The police saw the name and assumed it would be a force against their regime. Though it has not appeared much in the time of their reign or during the revolution, because of this it has a much softer reputation in our lands than in the kingdoms already here, and worship of it is much more likely to spring up. Incompatible with We aren't following some Foreign faith