The Thirty-First Dynasty of Kevan
4 August - 4 September 2023
Contents
Ascension Address
It is hard to truly kill a city.
War had driven many from the old seaport, and by the time the floods came, most of what remained of humanity had relocated into the Great Machines, vast and protected structures that roamed slow and optimised routes across the inhospitable landscape.
For years the old city remained a trading post, a fragile but crucial meeting point between the Machines and the cargo ships. When conditions worsened and trade stopped, the Machinists offered the people of the city one final, fractious evacuation. The Machines maintained a wary distance after that, with only occasional sightings of them grazing blindly through the city’s outskirts, sifting through the rubble for raw materials before moving on.
Contact with the Great Machines was eventually lost, and it has now been a generation since anyone in the city has seen one, even on the icy horizons. Across the city’s splintered districts, small communities still survive under the guidance of local leaders, maintaining a precarious but unbroken existence against their constant adversities.
The city lives.
Imperial Style: Designer/Protective/Powerhouse/Scam-Neutral/Guarded/Methodical
This dynasty takes place in a named location from the previous dynasty.
Players
The following players were active at the beginning of this Dynasty: Bucky, JonathanDark, Josh, Kevan, lemon, lendunistus
The following players were active at the end of this Dynasty: JonathanDark, Josh, Kevan, lemon, lendunistus, Rafter
Final Ruleset
Gamestate
Posts of Interest
- (This list of significant dynastic events is currently incomplete.)
Dilemmas
- Dilemma 1 - The Blockades
- Dilemma 2 - The Cold
- Dilemma 3 - The Believers
- Dilemma 4 - The Crows
- Dilemma 5 - The Floodwaters
- Dilemma 6 - The Nightwalkers
- Dilemma 7 - The Shipwreck
- Dilemma 8 - The Mariners
- Dilemma 9 - The Strike
- Dilemma 10 - The Grid
- Dilemma 11 - The Roadways
- Dilemma 12 - The Illumination
- Dilemma 13 - The Generators
- Dilemma 14 - The Towers
- Dilemma 15 - The Library
- Dilemma 16 - The Fire
- Dilemma 17 - The Machinists
- Dilemma 18 - The Livestock
- Dilemma 19 - The Storehouses
- Dilemma 20 - The Tunnels
- Dilemma 21 - The Darkness
- Dilemma 22 - The Hunt
- Dilemma 23 - The Rain
- Dilemma 24 - The Elders
- Dilemma 25 - The Brownouts
- Dilemma 26 - The Panels
- Dilemma 27 - The Vehicles
- Dilemma 28 - The Lights
- Dilemma 29 - The Scavengers
- Dilemma 30 - The Protestors
Plenary Sessions
Ascension
After Josh persuaded the group that he would almost certainly win outright three of the six Conclave Agenda items, he made a CfJ to sidestep the process and directly award himself Victory rather than playing out the Plenary Sessions. The CfJ passed with three other players supporting it.