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  2. NPC Actions Rebel Remnants Dip ? Mil ? Eco ? Faith ? Int ? [Military] Defend the rebellion (RRE/ELD/BCC), deferring to Elect commanders, with: 2 space units to defend the Sansar space front 1 space unit to defend the Aridyin space front 1 ground unit to defend Lassal (24) 1 ground unit to defend Cannor (31) 1 ground unit to defend the Emerald Expanse (41) 1 ground unit to defend Xīngǎng (103) Static. Then - two figures seated behind a metal desk appear on the screen, a male dwarf in oil-stained mining overalls and a woman with long black hair and clad in a long white coat. The dwarf clears his throat and nods. "Coalpit speaking. I'm proud and disappointed in you all. My plan is out of commission, but I'm pivoting to a new one. Trust me still." He looks to the woman, who pauses for a moment. When she speaks, it is with an unusually deep voice, and an unwavering defiance. “Elect, Khassia speaks to you. You know by now, I’m sure, that our leaders are dead; Jin killed by the murderous White Pawns of a tyrannical Emperor, the Archknight by the tyrant himself. We never intended to be known until we reached victory. We must break our silence now to offer a thanks and an apology. Khassia thanks those Elect who joined in the assault on Ophon. The Empire oppresses us all, and you have realized the truth. With so much power, it must share in the guilt for any harm or suffering it does not prevent - to say nothing of those it willingly inflicts. You have proven your bravery and honor by rebelling against Imperial abuse and torture, even though you were defeated. Khassia apologizes to all Elect, that we could not regroup from Jin’s death in time to join the heroes and secure victory. We must press on. We will reach Ophon, and we will destroy the architect of this cruel universe. But we are not suicidal and we will not ignore our friends. We place our forces at the disposal of any who suffer reprisal in these coming years. Algea out. Vive Khassia!”
  3. Arcology to approve Arcology in Themis (named Themarc) (resource, Activated DarkMatter) Arcology bonus: +1 to space battles because the use of artificial gravity powered by Activated DarkMatter makes it easier to work in space, also for battles. Repairs can be done easier if gravity is available for small repairs and if it can be turned off for repairs with heavy components and it's easier for people to do a space battle if they're not floating around in the ship. tacdoc proposal: Crossing the T (+2 to space or combined front battles) By manouvering their spaceships so they can bring more weapons to bear than the enemy, the Bafatis can quickly destroy their enemy. The tacdoc is named after a technique of wet navy ships, but in space you can of course do this anywhere the enemy has less guns, as long as you can concentrate yours.
  4. Region 142: Aybem Geography Aybem is composed of two of the largest moons of Kaua. Ortas and Indak are a pair of satellites locked into a binary system, orbiting Kaua at a distance further than any of the other sizable moons. The central point around which the two objects rotate, the Core, is approximately 5,400 kilometers from each, and their speed is not constant but rather fluctuates with the power of the Core. The Core is responsible for maintaining the surface and atmospheric heat of both moons. In addition to exerting an unscientific amount of heat in all directions, it effectively projects an astral field surrounding both objects that cannot be crossed by breathable gasses such as oxygen and nitrogen, trapping them inside like a magical atmosphere. Larger objects, such as spacecraft, can easily pass through. The Core itself is a cylindrical object made of steel measuring about 10 kilometers in diameter which glows a soft orange, which can easily be seen as part of the skyline on Indak and Ortas. It is said that the magical techniques that began the Core were lost during the War of Eternal Bombardment and can no longer be recreated. If it were to shut down, life on both moons would be wiped out nearly instantly, except for the handful of relatively ancient domed cities. Of the two, Indak is larger, but significantly less hospitable to advanced life. Although it does have a variety of vegetation and some fauna, it is almost universally covered in at least a light powdery layer of snow lying on top of grasses that grow from ice. There are, however, sizable ore deposits underground. On the other hand, Ortas is covered in lush jungles, hyperactive volcanoes and sandy beaches. Large swaths have been destroyed for extensive slash-and-burn agricultural operations, but cities have also propped up all around the planet. People The odds of finding more animalistic people in the outer system? Unlikely, but possible. The Indak, inhabitants of the frozen moon, are a race of imposing anthropomorphic polar bears with thick, snow-white fur that provides excellent insulation against the frigid temperatures. Their silver eyes are adapted to the intense sleet and snow that obscures vision, allowing them to see clearly in low light conditions. Larger and more muscular than their Ortas counterparts, the Indak possess powerful limbs designed for traversing snowy and icy terrain with ease. The Indak are also skilled in ice magic, which they use to manipulate their environment, create weapons and armor, and form protective barriers during battle. They construct massive ice fortresses and subterranean cities to shield themselves from the harsh climate and enemy attacks, showcasing their ingenuity and adaptability in one of the most inhospitable environments imaginable. They are a formidable opponent for the Ortas in the eternal war. On the lush, verdant moon, the Ortas thrive. These anthropomorphic brown bears are characterized by their thick, shaggy fur in varying shades of brown, which helps them blend into their forested surroundings. Their eyes, ranging from deep brown to golden, are keen and perceptive, suited for the dappled light of their leafy home. Though smaller and less muscular than the Indak, the Ortas are agile and strong, perfectly adapted to their environment. The Ortas society is more communal and agrarian, with a focus on harmony with nature and cooperation among one another. They construct sturdy treehouses, bridges, and communal halls that blend seamlessly with the environment. The Ortas use swift, sure-footed mounts and nature-powered vehicles to navigate their lush moon. They are a formidable opponent for the Indak in the eternal war. History & Government Indak and Ortas are individually ruled as monarchies, with the rulers being known as the Indak Person and Ortas Person, for some reason that has been long lost. Both moons, however, are said to come from a common ancestry, a people known as the Otentiallyp. Hundreds of years ago, the Queen of the Otentiallyp did not have any viable successors, leading to a crisis: should the Duke of Indak or the Duke of Ortas be next in line for the throne? While Ortas always had the larger population and therefore would represent the most people, Indak’s relative mass was used as a sticking point. An agreement was unable to be made after an intense negotiation. Civil war broke out in Aybem. Some called it the Second War of Eternal Bombardment. Missile launches and bombings were a daily occurrence for hundreds of years. The Ortas Man and the Indak Man led their respective armies to battle many times, passing their titles and their troops down from generation to generation. When the Agbadans arrived, however, the two monarchies attempted to form a combined front to defend all of Aybem. Unfortunately, the current Ortas Man, Homast Ortas, refused to relinquish command of the naval fleet to the much more skilled Indak Woman, Arym Indak, leading to a complete failure of a defense. Since the Veehrans’ arrival, the fighting has somewhat calmed down: both moons enjoy a seat on the God-King’s council under the titles House Ortas and House Indak. Bombardment still occurs a few times per week, with both Houses interested in establishing dominance among the Council. Agbada leaves their internal conflict for them to figure out, at least for the time being. Also, everyone in Aybem refers to Kaua as Auak, for some reason. Faith Dinism is the primary belief of Indak. It is a monotheistic belief in their God of Ice, Dione. Tetism, on the other hand, is the primary belief of Ortas. It is also monotheistic, but rather follows the principles of their Goddess of Life, Tethys. These two faiths are remarkably similar, with both practicing similar rituals, albeit adapted for the individual environments in which they take place. For example, smoke is a common theme: for the Dinists, the melting of ice is seen as a metaphor for the passage of time allowed for by Dione; for the Tetists, burning a single palm into ashes is a sign of respect and serves as a reminder that nothing is eternal. Resource Ortas Tobacco (Medicines and Drugs / Exotic Matter) is, well, sorta tobacco. Although it has high nicotine content as to be expected from any tobacco plant, it also contains hallucinogenic compounds which can lead to intense emotions and strange experiences. Regardless of this danger, it is an addictive and powerful but illicit leisure drug. The reason it cannot be simply classified as a regional variety of tobacco, however, is because it tends to contain a very high density of quantum particles that, when burned, are released in a quantum spin. These particles interact with each other in ways that prevent them from settling into a conventional magnetic order, maintaining a liquid-like state of entangled spins. Owning, distributing, or producing this chaotic matter recreationally is strictly prohibited on both Ortas and Indak except under highly restrictive prescription. The two moons have been at war for hundreds of years, necessitating a constant inflow of weapons, armor, and munitions so that the people can continue fighting the good fight against Indak. Or against Ortas.
  5. Region 38: Oralfheim Geography Overview: The Weathered Cradle Oralfheim bears a universally recognized name for once, though for divergent reasons; Oralfr and Verdalfr regard it as referring to the glories of ancient golden ages, while Lillalfr and Grigialfr merely use it to refer to the golden sands of its desert. This western gulf is an ancient land, dry and rugged with the exception of some fertile coasts and rivers. Its western and southern boundaries are clearly defined by mountains and seas respectively. The former barrier is locally known as the Spadatinda mountain range (dubbed by some Chonkians as the “Downsword Mountains”), A tall igneous formation which forms a near-impassible border between Oralfheim and the Wicklund domains of southwest Chonkia (though passes exist, they are jagged, narrow, and few in number). The eastern land border with Verdalfheim has arbitrarily shifted over the course of countless centuries, but the northeastern border is the largest unhindered approach by far. Since time immemorial, this gap in the mountain cradle has served as a corridor for marauding nomads, prompting one forgotten emperor to push for the construction of a magical barrier. Though this never came to fruition, its two anchor Citadels, Elsahindrun and Alahindrun, stand as border watches to this day. All major population centers are concentrated towards the head of the gulf, where runoff from the Spadatindas has produced a zone of relatively temperate floodplains. Hilly desert scrublands extend from this zone to the south and west, climatologically stagnant owing to the region’s basin-like geography. The most remarkable features of the terrain are the stray remnants of masonry and statuary that mark the locations of once-great elven cities. Indeed, some of these structures may be among the oldest on Sansar; certainly the most ancient within the elven cultural sphere. All items of value have long been looted and dispersed throughout Tekhum, including much of the inscriptions and artwork which might have helped date these remnants or given some insight into their historical relevance. There is nothing so sad as the sight of two broken limestone legs poking out of a dune, the rest of its body lost to irrelevance. Though the abundance of desert ruins might suggest severe depopulation, in actuality the region’s population is now concentrated around Oralfheim’s upper gulf. This transition seems to have coincided with the rise to prominence of seafaring within elven culture, as the power cultivated by maritime trade completely eclipsed the old land-based empires. As per the customary architectural style, Oralf city planning and architecture emphasize concentric circles and magnificent arches. Sandstone and limestone are hallmarks of older structures, while newer ones have been haphazardly cast in concrete. This differentiation lies at the heart of the cultural conflict within modern Oralfheim, as the assorted city-states of the gulf have grown cynical and haphazard in their aesthetic approach. Sudvirki, once the stronghold granted to the mercenary Colonel Beldhan, embodies this shift most profoundly. Its lowermost reaches still bear fanciful sandstone masonry capped by arching crenelations, but upon this foundation rests a brutalist concrete monstrosity which has shed all semblance of form in service of function. The installation is still impressive in its own right, possessing artillery capable of firing across the entire length of the region with enough accuracy to avoid major population centers, but its profound ugliness demeans the countless ruins which surround its suffocating footprint. Fomirnal During the age of seafaring, the island off the northwestern tip of Verdalfheim Proper was colonized by a strange group of dark-fleshed elves from far across the sea. The seat of their power was a great tower of dark metal which came to be known as Fomirnal, a name which would later extend to the entire island. Though there were some cultural similarities (chiefly institutionalized slavery), this was still very firmly a mistrusted alien culture. Regardless of such prejudices, during an ancient time of political instability the strange elves of Fomirnal managed to exert a hegemonic influence over the whole of Oralfheim. This situation lasted for barely half a century, but is still remembered as a moment of cultural humiliation by the Oralfr. Today the island’s colonial residents have all but vanished, returning to their point of origin or integrating into the Oralf populace, but their peculiar temples and spire remain. People Oralfr Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Oralfr, or “Gold Elves,” are the dominant elven ethnic group of the region that they lend their name to (in all likelihood this is the last time this section will need to be duplicated; hooray). In accordance with their name, their skin bears a brown-goldish hue which aids in processing the heat of the desert sun. Typically their hair ranges in chromatic hue from yellow to purple, but it is often cut short or styled upwards so as to bare their necks. Despite its modern troubles, Oralfheim is widely recognized as the cradle of elven civilization, spreading such cultural mainstays as circular civil engineering and a fixation on solar imagery throughout the lands to its south and east. These were spread through both trade and conquest, though the ancient empires seemed to prioritize tributary relationships over outright conquest. Unfortunately very little specifics are known of their histories, as the capital-E Empire was thorough in its erasure of rival claimants to the title (no matter how lesser in scope), but archaeologists have proposed a broad theory for the average life-cycle of each power: one or more inland cities would gain supremacy over Oralfheim, over the course of decades they would expand their sphere of influence across the fragmented southeast, then roughly a century of cultural osmosis would transpire before the empire caved in on itself (usually accompanied by evidence of some sort of incursion by a northeastern horde). Lillalfheim’s embrace of seafaring transpired in parallel to this cycle, which would catalyze a permanent shift in power away from the inland empires and towards the gulf coast. The final deathblow to this cycle was dealt by the War of Eternal Bombardments, which completely swept away the old dynamics of Oralf statehood. Power now lay exclusively with a handful of coastal city-states, and no warlord has been able to project their authority beyond the bounds of Oralfheim ever since. The Lords of these cities once ruled in a monarchic fashion, but the rise in stock brokerage in the 1800s saw their authority completely sold out to corporate interests. Puntahofn, Metarenna, Manicahola, and Seccostrond, the last four great Municipalities of the gulf, all came to be run by corrupt Mayors who would sell off entire city blocks to the highest bidder. In spite of this modernization at the top level, the rest of society is still thoroughly rooted in traditionalism, with rampant slavery and anti-iconoclast codes among the general populace. Needless to say, once the initial shock of the Fiorid takeover passed the dynasty was welcomed as a traditionalist counterbalance against the ravages of corporatism. The Oralfr have always been an intellectual people, and as such their leisure activities emphasize wit over strength. Many classic board games can trace their roots to the dusty backrooms of an Oralf potter’s workshop, and during its tenure over the region’s airwaves the Basu-Rahman Group found no shortage of Oralf game show contestants. Such (relatively) modern pursuits don’t necessarily entail a rejection of the past, however. Ancient pottery is still held in high esteem for its aesthetic value, to the point that many contemporary workshops endeavor to ‘rough up’ their products to pass them off as older than they are. Oralf dress, meanwhile, is very open, with intricately-decorated linen vests being the most popular form of attire regardless of gender or status. The corporatist stock brokers, by contrast, shun such humble garb in favor of whatever seems to be most popular in the rest of Tekhum at the time, though they seem to garner little respect for their preferences from below. Aside: the meaning of “Elfbane” To an outsider, it is markedly strange that an elven region (Oralfheim) would hail an elven commander (Colonel Beldhan) with the epithet “Elfbane”, but this title actually holds a long history within inter-elven conflict. Much in the same way that “Slayer of Men” would not mean that a leader literally sought to slay all men and had no men serving under them, “Elfbane” simply means that one has proven themselves proficient in the art of war, to the extent that no elf may oppose them. The potency of this term was heightened by Fiorid Chancellor Eydis dei Fiori’s pan-nationalist rhetoric, which emphasized the invading Verdalfr’s elveness above all else, but its use fell alongside Colonel Beldhan. However, attempts by outsiders to utilize it as a racist dog whistle against elvenkind still persist. Its ultimate fate as a word remains unclear. Resources Summary: Resource: Joint Stock Companies (Information and Data, Luxury Goods) [3 TPs] Desired Import: Soldiers Fluff: The stock market revolution of the 1800s took Oralfheim’s coastal city-states by storm, with a few choice gambles on the part of overmighty Mayors resulting in a massive influx of investment into the region. Funding for all other industries was rolled back to a subsistence level as the Mayors poured everything into gentrification, resulting in a miserable time for the average citizen while the corporations were granted free reign to overwrite the land’s ancient culture. For the average stock broker, however, Oralfheim is a paradisiacal tax haven and has cheap office space capable of supporting any number of shell companies dedicated to spurious trinket goods. If some unnecessary-but-desired item is being sold on an InterPlaNet mass market, there are good odds of it being produced by a Joint Stock Company whose primary objective is to game Oralfheim’s stock market. All sorts of goods have gone in and out of fashion over the years, from interlocking plastic block toys to tiny animal pots with shrubs for their fur/shell. Should any foreign investor provide a dedicated market for some niche luxury, companies will reorganize themselves to provide. However, the corporatization of Oralfheim was a double-edged sword. Such a thorough undermining of state power left the gulf’s cities unable to provide for a professional army, and the Oralfr were soon thoroughly disinterested in volunteering to fight for the corporate vultures picking away at their land. As such, the corporations have consistently had to hire mercenary forces from abroad in order to protect their property rights. They were exceptionally lucky to have secured a contract with the legendary Colonel Beldhan, whose code of honor dictated that he could not abandon the region. From his base at Sudvirki he constantly frustrated Verdalf designs on the region and his popularity among the populace skyrocketed, such that they hoped he would see to a revival of ancient Oralfheim’s imperialist past and bring Verdalfheim to heel. Worried that their position was under threat, the leading stock companies brokered deals with Chancellor Eydis to maintain their position in exchange for abandoning Beldhan, an approach which eventually resulted in the ousting of a potential threat and begrudging guarantees of protection from their new overlords. They are savvy enough to recognize the risks of this tenuous alliance, and as such they have made sure to petition for an independent fighting force which will act on their behalf. Faith Twenty Rings of Power - former Majority, now Minority Ancient Oralfheim was surprisingly consistent in its religiosity, emphasizing a modeling of the heavens as the closest approximation of manifest divinity. Such models placed Sansar at the center, with important astrological phenomena (Ophon, Aridyin, the other planets, etc) revolving around it in metaphysical rings. The precise number of rings originally varied (as it was subjective whether or not some observable features counted as “important”), but eventually the number officially was stabilized at twenty by a now-nameless empress. She built a great Orrery at the tip of Puntahofn’s neighboring peninsula, said to have been a masterwork of ancient engineering and a site of elven pilgrimage, though now only its pedestal remains (resplendent in repeating statuary of a singular female figure, no doubt the ancient empress of legend). Several centuries later, a heliocentric reformation sought to correct the model’s error, but they never received the chance. In a clash between heliocentrists and sansarcentrists over the holy site, an unknown third party arrived to loot the orrery’s magnificent rings. Only one was saved; the rest (and the centerpiece model of Sansar) were scattered throughout the system by black markets and eccentric collectors. While this calamity spelled the end for the faith in other portions of the elven cultural sphere, the Oralfr remained steadfast and believed that the rings of their orrery would be recovered one day. Since then, only one has been returned (a charitable donation by one of the local stock companies attempting to secure a tax writeoff), but were it not for external influence the faith in the missing rings might have remained constant for another millenia at least. Coedd - new Plurality The cynicism of modern Oralfheim naturally invites a retort. Its youths are restless, yet despondent; its elders even more so. And in the midst of the Verdalf wars, in the face of Arni dei Fiori’s wanton atrocities, the pacifist creed of Coeddite missionaries broke through the region’s bitter soil and found purchase with its roots. The Fiorid administration views the cult’s flagrant supplanting of a faith so cherished within the elven cultural memory with horror and disdain, but the ultimate fact of the matter is that many have long given up on the orrery’s parts being returned. Missing rings cannot share their power, and so the living deity of Coedd was able to topple the vestigial house of cards with a gentle breeze. It is unclear whether this surge in fervor is here to stay or merely a momentary aberration of fate.
  6. Region 159 - The Neon Raj Terrain In the furthest reaches of Tekhum there is very little to speak of. The asteroids that orbit the blue gas giant Huma have been few in number, and for the last several thousand years only two man-made objects claim prominent places. At lagrange point Sol-Huma, the flying metropolis of ‘Avalerion’ hangs heavy in the sky. A truly massive space station that has continuously expanded since its creation ages ago, the megastructure bears a frame of dense metals made to seemingly provide the structure with natural armor and resistance to spacebound collisions. Above this, a rarely visible sphere of breathable atmosphere keeps Avalerion surprisingly open for a structure of its make. The people tend to favor vast spires and skyscrapers that give the land a rather mystical look from afar, where this metal mega-city looms over an open night sky and the vast blue giant it orbits. At the size of such a place, it relies on man made farms and false sunlight to keep the people fed, though there has been some history of starvation while the station passes around the dark side of Huma - always for years at a time. Accordingly, the ‘summer’ and ‘winter’ of Avalerion are almost a decade long and the turning of the seasons are a pivotal cultural event. It happens that the land was conquered during the winter season, and as its namesake the Neon Raj has since decorated the land in a slew of neon construction that gives the land a unique and radiant glow. To keep morale and make the land a nicer place to live, there is enough greenery to compete with most other cities in other worlds, but nothing especially natural or abundant about it. During the winter, it is expensive and difficult to maintain. People Once the people of Avalerion were human. Unlike many demihumans of the inner system, this pure strain - which some rare few people still are - was changed permanently through evolution, but temporarily through entertainment. They still call themselves human and they are born as such, but one will not enter the Raj and find a human without various ‘enhancements’ in the form of genetic alterations. Be it as simple as simple as enhanced strength or as convoluted as a radical reshaping of the body to match a desired appearance, the populace ends up looking more like the animal-folk of the Badali Cherobyls than members of humanity. While anyone can theoretically apply any enhancement, they rely on strength of body to undergo initial application and different procedures require different levels of wealth to complete. Over time, this has created lineages of men who consider their particular subculture to be an integral component of their family and shun those outside it. The first subculture includes the animal folk, who are further divided into different types whose families tend to horde specific genes for. Animals from the inner system were exceedingly rare until very recently, so these closely guarded secrets made noble lineages particularly noteworthy in how they attributed the traits of their chosen beast to their bloodline. Due to this, the limitation is often accessed through connections and trust rather than wealth. Cyborgs are the second divide, where flesh meets metal and science to become more. Limited to those of particularly high wealth, the transformation that these people undergo can often be the most extreme. All that must remain the same is the head, and from there the body is a canvas. Still, people highly prefer keeping the majority of their flesh as these procedures can fail and leave the user weak or dying. Still, there are few other ways to turn one’s arm into a multitool. Subtlety begets style, and for the rich this is especially important. The most common enhancement is that of a purely cosmetic variety, or with only minor physical benefits. Stylish pigment changes for skin, multicolor or glowing eyes/hair, an weak set of cosmetic wings, or other such items that are effectively advanced tattoos can be found on many members of society that form the standard masses. One of the most distinct subcultures include the ‘unfettered,’ who abstain from this genetic absolution. They are a small minority, and are somewhat at odds with the other cultures. Physically weaker and separate from wealth castes, their way is seen as a zen type of release from both the mercantile way of the megacity and culture wars among the enhanced. While these subcultures blend, the injunction of different types taxes the body further than normal and prevents any one character from going all the way in all directions. Due to the external manner that the changes are made, the people of Avalerion are still romantically compatible with other humans and humanlike entities. Their offspring match those of humans with other species. Culturally, the people tend to value liberty and expression above order and safety. Hard work and risk-taking is known to bring value to those that deserve it, and so the land has a consistent problem with villains who have taken their genetic splicing too far and heroes who would take their unique talents to arms against them. The military of the land has had a hard time with standardization in the implementation of genetic warfare, so the only broadly applied aspect is that of enhanced cognition. History Legend has it that the construction of Avalerion was part of the megastructures that now make Tekhum so unique. Abandoned before completion, the distant populace was left so far away from the inner system and the Emperor that they were omitted from all relevant records and assumed to have been slain in the war of Eternal Bombardments. Whatever remains, they concluded, was so distant and alien as to be irrelevant. …Less so now. After the great gap was crossed, a renewed interest in the Elect began the Translation Lense project that has become so successful today. Avalerion has historically been a democracy with cyborg lineages competing in areas of business for supremacy, while the beastfolk make up the military branches. A stable society as the best of them, their complacency seems to have been their downfall. After a thousand years of internal politics and no rivals to speak of, the arrival of the Elect was a major shock to the system. This was not only because of the overwhelming might of the Erisdori and Neon Syndicate militaries, but because their first contact with the Iridium Order went extremely well. Both sides agreed to mutual cooperation and a truce, abandoning hostilities and instantly trading precious data concerning the various orbits. While the Order wished to help, the Neon Syndicate had other ideas. They had been bested in the second Bironian Civil war. With no territory and only a few remaining ships to form a fleet, they cooperated with the Republic of Erisdor to push into the outer system and build a new base of power. But why slowly build one from scratch when a vulnerable polity lay ripe for conquest? One that would already understand their orders and be helpless against their superior arms? The enhanced armies of humans came to bare martial arms and all their powers against their subjugators, but claws are of little aid against powered exosuits. Tough hide and metal chassis helpless against a soom-pattern raygun. Within three months the thousand year republic of Avalerion was entirely shattered, their army routed to the last man. In all of history, there have been few such complete victories against armies that number sizable enough to rival most elect. Kingpin Alchire has immediately gotten to work industrializing the lands to the needs of the inner system, bringing with him vast wealth but also a demanding regime that views this wondrous land as a colony more than a home away from home. Despite the best of the Bulwark’s best efforts to curtail these practices, scuffles with the Imperial forces and a desire to avoid further conflict post-civil war have led to compromises that leave the liberty-aligned Avalerion people at odds with their overlord. The governing style of the Bulwark is very democratic, and they have hopes that by consistently voting to oust Kingpin Alchire that they may attract the attention of the Chairwoman and have him removed. …Failing that, a new alliance between Enhanced using new genes brought in from the inner system has been waging a shadow-war with him beneath the radar, treating him as their new nemesis. To give them the show they want, Alchire has taken to using his vast wealth to enhance himself as well - making him the first Bironian with a rocket launcher that can extend from his arm. Faith Majority of Genetic Absolution The people of the Neon Raj believe in self-expression through genetic alteration, and accordingly they have developed a competitive society whose lines are drawn by association with various types of experimentation. The faith is not a religion, but a cultural tradition viewed as a truism. The media helps determine new strains that usually the youth adopt to differentiate themselves from their ancestors, and this is encouraged under most circumstances as the exploration of human capability. Supposedly, the Humans of the Neon Raj believe that all Humans once came from the orbit of Huma as though it were a common fact, making them closer to true human tradition than other polity across Tekhum. Resources Translation Lenses (Computers and Construction Materials), a Desired Import of Laborers Though much of the technology in the Neon Raj has fallen behind the rapid innovations of the elect, the local specialization of translation computers has remained well ahead of their competition. Translation Lenses were invented only a decade prior to the arrival of the Bironian Bulwark, and with them initial communications with the Iridium Order went especially smoothly. The lens is applied over the eye as a near-invisible augmentation, except when it happens to be completing its work of translating an item. At the sight of written text in another language, the computer instantly translates the words to a comprehensive local tongue. It happens that the original design also included the ability to see certain aspects of physics in real time when the correct commands are issued. Such aspects include gravity, heat, measurements, soundwaves, etc. that allow faster and safer construction through their usage. The desired import of Laborers comes from a very simple fact - the people do not wish to do menial labor. They would rather have robots to do it, and believe that their conquerors from the inner system owe them such technology as a component of their participation under an elect. They seem to have come to this idea by seeing android industrialization in action, and a cultural movement has rapidly convinced the people that this will raise the standard of living.
  7. Multiple tacdoc proposals for ya! The only one relevant to this round (round 13) is the first one. I may or may not make the others in future rounds. Z-wing Copilot Upgrades (Admiral) Effect: +2 to Orbital Superiority Bonus Inspired by the Millenium Bombard (Which was salvaged from Odonata! What could be more patriotic!?), the Z-wing fighters of the Studios' fleet (modeled after SUN WARS, of course) each pack a second orbital cannon in the rear cockpit instead of a copilot. The extra firepower doesn't aid in winning the orbital dogfight, but it sure does pack a punch when pointed towards a gravity well. Z-wing pilots have taken to naming their "copilots," and joke that the "upgrades" result in a 100% decrease in inter-pilot disagreements! Live from the War Front! (Either) Effect: On tactical maneuvering victory when the opposing commander is an Elect, make an opposed Intrigue roll. On success, reduce the opposing Elect's Renown by one. Renowned directors don't lose their eye for framing the perfect shot when suddenly thrust into the role of controlling the Studios' military assets live on location. The field deployments practiced by [NAME] showcase the most brutal and cruel acts of the opposing army's advance, with ample field cameras and spotlights to really highlight the moment. The resulting unflattering footage is broadcast live (or as live as it is possible to get when discussing a multi-planetary system) to every home holodisplay in Tekhum. Death to Imperial Lapdogs (Either) Effect: +X to battle when the opposing commander is at least Y ranks above you in Imperial Court reputation [or is at least rank Z with the Imperial Court?] Note: This is intended to work with and mitigate the fluff of EMP rank -2 (Unwelcome: -1 to Maneuvering and Battle rolls in any regions you don't own as you are locked out of standard Imperial logistics and comms networks.) The drooling lapdogs of the false Empire have grown reliant upon the Empire's strict protocols for transmitting and receiving logistics orders and deployment details. Even with access to the required encryption keys revoked due to blatant rebel sentiment, a clever former-Elect that knows the standard network protocols by heart can devise simple and effective counter-stratagems. Such tactics scramble the right frequency at predicted high-stress intervals and rely upon knowledge of standardized enemy artillery and ammunition supply shipments to take advantage of resupply and reload times. In addition to the deployed counter-stratagems, development of unique logistics and comms networks has lent a level of unpredictability to Odonata's tactics that gives them a slight edge in battle. Air-dropped Propaganda Holodisplays (General) Effect: On tactical maneuvering success and battle victory, may attempt one Sway Government attempt in the region where the battle takes place at +1 as a sub-action of the battle Note: This is similar to Boot of Liberty but restricts the Sway to Government only and is only applicable on battle victory. I'm hoping these additional restrictions justify the +1. If not and the fluff is still suitable, I'd also be happy with a clone of Boot of Liberty for Sways. Exactly what it says in the title. The masters of the arcanophotographic medium are at it again. (I'll write something more descriptive for this if I actually end up making it.) Crowdfunded Campaigning (Either) Effect: +X to battle when the opposing Elect commander is at least Y Renown ranks below you [or is at most Renown rank Z?] The favor of the common folk is a fickle thing, but mighty. Individual donations and shipments of food, clothing, and medicine accumulate to quite a lot when aggregated over the entire system.
  8. It has been more than ten years since Mary-Anne 27425 left Veehra to become the Group of Twenty-Three's full-time ambassador to Sansar. Her hair has gone entirely grey, and both she and her wife seem bowed under the weight of the planet's gravity, but her voice is still clear as she casts her votes. "The Castaways of the Loop vote yea on the The Amendment for Transparence-Bee. Though we understand Queen Constance's reservations, we believe that the Arkhive's safety is better served by remaining inoffensive than by using the implicit threat of theft against non-members. Those who wish to treat with the Arkhive are here already; those who are not here, whatever their reasons, will only react badly if they believe the Arkhive is rewarding aggression against them." "We abstain on the Conflict of Interest Act. It is not objectionable, but nor do we feel it is particularly necessary." "We vote yea on the Conscientiousness of Contribution Amendment - this seems wholly in in keeping with the Arkhive's principles of transparency and free information." "We vote yea on the... Wikibeedia Foundation. With the Arkhive to serve as a curator, we hope that this will prove a useful resource."
  9. "I knew it about Bloodlord Peter," muttered the Herald. "The Glix reiterate their support for Transparence-bee. Though we have misgivings, failure to recognize the values of others is dangerous precedent. As the religious custodians of Coedd, we feel we and the Arkhive must be beyond reproach. "As for the Conflict of Interest act, we abstain. Power is to be exercised, we feel the idea of restriction for restriction sake is strange, and The Inner Duma advises me that it requires further study and a Quorum of the Outer Duma, which is in abeyance due to the Second Exoddus. "In regards to Conscientiousness, we say Yea! If one is ashamed of their actions and seek to hide them, they are bad actions. The way of Slingid is to be brazen, the way of Coedd is to be pure! The stalking barx who lurks in the shadows is neither one nor the other, and has no friends. In regards to the Wikibeedia Foundation we say yea. We were startled to learn of the existence of Snake News in recent years. It had long been the understanding of the Glic Government that Veehran religions held journalism to be tantamount to the crime of forcible enslavement. To learn an important Veehran polity had an official news source, and that the feud between various groups and a certain defunct business was not so simple, came as a shock. A resource such as the one proposed might help many polities in the future.
  10. The Most Sacred House of Brimstone Vassal to the House of Fire Capital: Kish (79) Round 12 Zabir, the Archmage of Kish Diplomacy 1 | Military 4 | Economy 10 | Faith 8 | Intrigue 2 WIP because I can't do image editing on my phone ... Actions [Something] Non-Actions Support conversions to the Imperial Cult, resist all others. Tracking Stat Gains: +1 Military, +1 Economy Heir (Dynastic): [4, 2, 1, 2, 3]
  11. "The Eucrus Alliance votes yea on The Amendment for Transparence-Bee and the Conscientiousness of Contribution Amendment. That the ArkHive would accept donations in secret--or donations of dubious origin--has always stood in stark contrast to their eagerness for transparency in all things. In this, we hope to maintain the ArkHive's sterling image as a friend to all of Tekhum." "We move to vote nay on the Conflict of Interest Reduction Act, in that the assembly requires more voices--not fewer." "We vote yea on the Wiki..beedia.. Foundation?"
  12. As the STAR RATS suggested B: The Conflict of Interest Reduction Act, they shall honor it. The STAR RATS abstain from all amendment voting this round.
  13. When the delegations are gathered, the Queen of the Arkhive greets each personally. She extends her thanks for their presence, her wishes for their continued prosperity, and her invitation ever to visit and make use of her nation's resources. Soon enough, the time for a brief speech is upon us, gathered in a small forum hidden within the globe of Ophon. From here, some trick of the light renders the Honeyed Words transparent, and the Orrery fully visible around them. "My friends," she says, "My dear friends, it is an honor and a pleasure to host such an illustrious and enthusiastic group of Elect from every part of Tekhum, especially in the wake of such tragic bloodshed and in a time of such strife. I am grateful to all the peacekeepers, all the builders and healers, and all those who even in battle exercise wisdom and mercy. May we create a world that eventually transcends such exigencies." As a small dramatic flair, the entirety of Tekhum swings into position as she speaks, and the glories of the system splay out behind her in a dream of what could be. "I have the pleasure today of announcing four amendments to the Charter, curated by our Patron, the STAR RATS, all of which I implore you to consider honestly and fully. The Arkhive is much improved from where it began, but today will be another mark of glory." Please indicate your voting in your post with bold text, using either the name or the letter of the amendment. ALL Members, not just local, are permitted a vote. Those not yet Members may choose to sign and receive a vote immediately excepting if they have a Charter-violating action currently actioned. A: The Amendment for Transparence-Bee Introduced by Veehran StarTC Partners Artifacts, technologies, and works of cultural significance known to be obtained through theft or secret action dropoff will not be accepted by the Arkhive and will not be stored in their collections. Further, should any stolen or faulty items be acquired in error, technologies and cultural works will not be distributed under any circumstances, while artifacts and other immutable objects will be returned immediately. Identification of stolen submissions is the responsibility of the Arkhive, who, if unsure, must ask its members for assistance. Ultimate blame is placed on the Arkhivists in such a breach of this clause. Any member who knowingly submits stolen or illegitimate items for the collection will have their member status revoked. B: Conflict of Interest Reduction Act Introduced by the STAR RATS Patrons cannot vote on amendments. They already have enough power in amendment submission, they don't need the vote as well. C: Conscientiousness of Contribution Amendment Introduced by an Unknown Elect, only one of multiple clauses suggested were submitted by the STAR RATS for voting Any contributions made to the Arkhive are to be open and visible to all elect and cannot be transferred in secret D: Wikibeedia Establishment Introduced in a joint venture by the STAR RATS and Arkhive This Amendment would create The Wikibeedia Foundation. An independent, community funded journalistic enterprise. To be distributed by wax cylinder (compatible with all standard phonographs), this periodical emphasizes three main virtues: clarity, conciseness, and impartiality. The Wikibeedia Times, is to be based on the back of a large whale named Jimmy who eternally circles the Arkhive's island, and would be in communion with the Bees, if you even care. OOC Explanations and Justifications This explanation is forwarded especially to members of Snek News, the Heliotrope Broadcast, and all other news organizations, not as competition but as a source they may find helpful. We do NOT need another fun and fluffy news program and this is not the goal here. The Wikibeedia Times helps incentivize work for those orgs by tying it to Patronage points. Additionally, it might be able to serve as a nice primer for people looking in at things they have no context to understand. However, given the divergent goals of the two schools of media, articles and fluff submitted to Snek and Heliotrope are likely in need of minor revision for Wikibeedia. Wikibeedia Standards: -Be clear. Avoid esoteric or quasi-legal terms or dumbed-down language. Be plain, direct, unambiguous, and specific. Avoid platitudes and generalities. -Be as concise as possible—but no more concise. Verbosity is not a reliable defense against misinterpretation. Omit needless words. Direct, concise writing may be clearer than rambling examples. -Maintain scope and avoid redundancy. Clearly identify the purpose and scope early in the article, as many readers will just look at the beginning. -Avoid pieces that only focus on your own country. Instead, try to capture multi-country events. -Write for those who know nothing of your orbit. Include titles, positions, mechanical designations, and any necessary context. Instead of "Bloodlord Peter turned out to be Slingid the whole time!" write "Bloodlord Peter, leader of the Khylokian Reign of Blood (KRB) revealed himself to be Slingid, the antagonistic deity figure of the state religion of the Combined Commonwealth of Glix (GCC)." -Use neutral language. Overuse the passive voice in order to annoy people. If another player (ooc) can substantively contest the content as being at odds with what is generally known, it's more biased than Wikibeedia will accept. --That's not to say that there is a process for contesting things. It's just a rule of thumb for judging the piece. Points awarded for articles and edits to Wikibeedia are to be determined by the Arkhive, along with any modifications or updates to The Wikibeedia Foundation.
  14. Titania's Tombstone (Region 146) Geography A barren wasteland of emptiness. Oreb's largest moon had very little on it when the Purifiers arrived. It is now a barren wasteland full of significantly more metal, shaped into buildings and alien structures compared to most things that would be seen on Sansar or even from the Moonsoul Mountains. It is like the gardens of steel that were being created back before the destruction of the Purifier Capital, only instead of being interspersed with the wreckage of the previous lands, the piercing mountains, the grasses and plains, it is ONLY that as far as the eye can see. That and icy ground to walk on. Some of which carved out into deliberate pathways for ships and Kaiju to crawl through in more open flight. Many of the plants absorb sunlight, what little is gathered this far from Ophon. They gather radiation from the spinning planet. They gather moisture and magic in the air. Little droplets of ice dangle like fruits, surprisingly edible to the Zelf populace and toxic to most other biologies. Though toxic is more like 'gets you very drunk', in the sense if if you don't consume gallons you will not suffer too many long term damage. Blue, steel, and black in varying colors are the only things one can see for any direction, except for the people of various skins and the color from the pillars drilled into the underground and the molten core. Certain pillars, large tree trunks the girth of football fields and reaching up for miles, pull out thermal energy from the moon. Strange, given there may not even be a molten core to pull from. Perhaps they generate the heat? Pulling excess from everywhere else and storing it underground, providing a cold enough temperature for the Octagonal Ice to form? The current denizens aren't telling. People The people are primarily Zelfs, imported from all over Sansar and Badal and Veehra in smatterings, but more of all in collections from Oreb. A whole new population that knows how to work the region and the land, complete with an ecology that is very favorable to them. It takes longer for Zelfs to decay in this atmosphere, although they still do decay. The population is still sparse on net compared to comparable moons and regions on more inner orbits, meaning that each Zelf has quite a bit of space to roam. This isn't an ethnostate, however. Both because the Zelfs are multi-racial so to speak, and because other species and denizens too have established themselves here. Most notably, the Black Cloud has shipped over and stationed some outposts, and their humans have gotten along well with the Zelfs. Some Zelfs have even tried out PEARRITS (check if it's spelled right later) and found it pleasing, although it does not at all work out in the same way, since there is no childhood phase for them to bond and grow together. Kaiju too inhabit these regions, beasts that crawl around, although the situation is far more easy to handle than that the Moonsoul Mountains they hailed from. They aren't sapient, but they are beasts to help fill out the ecosystem, and provide transportation for the people with relative ease in a place where parking would otherwise be limited. The Magic Kaiju Bus is an efficient means of public transportation, and using them both through the jungles of the cities and crossing the extensive distances over the wide uninhabited and untouched parts of the moon is a lot of the how and why there is so much mingling between the populations. Transportation There are large cities and large expanses used for testing and field trips and launch pads, very little settling on in the empty wilds of the weird atmosphere. Although that is more a product of how things came about and the freshness of colonization than lack of interest. Still, that creates two major lines of transportation. One is the Kaiju Bussing systems, which are effective at mobility horizontal and vertical, and can twist and turn around the honeycomb structures. Some of the structures are even large enough for smaller ones to function going through them. These deliberately crafted beasts are far more tame than their Sansaran counterparts, which makes them less adjusted for battle but much better at letting the common Zelf wield and maneuver with them. The second major transportation is the MAMMOTH network, a series of giant trains connecting each of the major cities on the moon. There are smaller trains, more akin to the ones the armadilo people of the Mirage use, but alongside and nested in the center is the big train. MAMMOTH itself. Something that would tower over many marvels in size, enough to fit even the largest Kaiju (for some definitions of largest). Beasts can get tired going cross-planet too. One would think several space faring battleships were retrofitted into a train and connected in series, given the size. It is no [TRAIN], but it suffices for any and all heavy duty transportation duties. Even if its use is far more limited now that construction is largely completed and there is no longer a need to ferry huge excesses of supplies. Still, for large trades, it is the easiest way to gather up a lot of Octagonal Ice and ship it Government The government is the same as it ever was with the Purifiers: nonexistent. Enforcement is largely done through the arms of pirate raiders and mother nature itself. It provides, and suggests the beasts, the native Zelfs, and the metal plants are taken good care of. Surprisingly little trouble comes of this, although it helps that Zelfs from the mainlands of tekhum come in to visit and help things along as well. One thing that is present is the Eyes, empty Zelf bodies without souls given to the collective mass of PEARRITS and machines and swaths that make up nature itself, for it to inhabit and interact with the main colony. As with several other lands touched by the post-mortem Steelsinger, the walls and trains too are citizen to the kingdom. They do not often do much but oversee and serve as a contact organizational device to the Outersphere and the Purifier lands in main Tekhum. That, and hosting big parties and mock fights in giant arenas. Kaiju dogfighting is somewhat popular, and the Kaiju themselves love it. History Every Zelf has a story. The history is little, given the region is new. However, Holly is a mother to many here, having gathered up Zelfs from across Oreb to live in these lands. There are smatterings of memories and cultures drawn from various, little-interacted-with peoples in far off lands. Some even call and say hi to those other lands, maintaining a connection and a piece of history itself. Resource: Octagonal Ice A strange thing, grows within this region, shaped and perfect. Like fruits, milked into something divine. And drunk. There are definitely more esoteric uses, it is far from merely a thing people dare each other in death defying stunts. It can be used to power machines and technologies. The composition of it seems different, and it does not quite unfreeze even when poured into liquid state, seeming more goop like like honey. It takes an awful lot of energy to pump it into a gaseous one, and at that point it actually expels an immense amount of heat, almost skipping the gas stage entirely and moving straight to plasma. Religion "Ah, a visitor. You are surprised to find me at the root? Were you expecting... Coedd? it doesn't matter. None of it matters. I'm past the social distancing phase. Reports of my death were overstated. ... no, that is perhaps the wrong way to put it. My ancestor never let anything stop her, being killed included, and I have been imbued with all her fortitude, if nothing else." "Anyway, yes, the people here worship Coedd, of a sort. You will see there is nothing like Sansar here and despite that the faith flourishes. There is power in nature, the kind of Coedd that is an animus that grants power, it all exists. In the ice, in the metal plants, in the carbon gray copies of trees and aquarian seaweeds and all other manner of wildlife. The people here do not harm nature and respect it as equals, and it in turn provides them life. It is a simple thing reminiscent of simpler times, and the Zelfs here enjoy it tremendously. Other practices will be welcome here too. Adaptation be necessary even in the short term, as the Coedd of my former home is different from the Coedd of this planet. Cross communication is making those other, newer ideas popular. They do not conflict with me." "Neither do the marauders, for that matter. Their PEARRITS are good company, and good ocular devices too. They discovered alarmingly quickly that it was more than just computing masses moving the mechanical woods, and didn't take Coedd for an answer either. Far faster to the draw than you." "So, what truly do you seek? You've come all this way, you may as well give it a go."
  15. Watching the initial arguments die down, Elgud gives a smile and makes an announcement. "As we await the finalized amendments for voting, I have Hub and the full trade capacity of the StarTC with me today. If any would like to make trade with the other StarTC partners, they are welcome."
  16. Flag C.A.S.S.I.O.P.E. (CAS) Round 13 Regions: Space-Kelp Cluster (87), Amiant Cluster (86), Sycorax (92), Parrot's Perch (84), (85) Faith: Hospitality Protocols (Unorganized) Ruler: Custodial Unit 2323 Diplomacy 10 Military 7 Economy 10 Faith 4 Intrigue 3 Actions Expected Stat Increases at End of Round: Non-actions Resist all unsupported buyouts, conversions, and sways Support all conversions to Hospitality Protocols DIC Embassy Nothing this round WTU Trade Route Nothing as of yet Admiral (from round 12) - Custodial Unit 200 (Mil 8) TacDoc: Robotic Reliability (effect awaiting approval) fluff R85 Writeup News and Rumors Audit Units 3G/3S as of round 12, and no losses in that round / no changes since Treasure (out of date) Round Round Start Round End 1 Nil (2: SK*) +3 WTU Loan (0->3) 2 Nil (4: 2SK*) -1 EMP Taxes, -1 Transfer to LSP, -1 Actions (3->0) 3 +1 Passive (6: 2SK*, HC, CW) +3 Hoarding (1->4) 4 +1 Passive (6: 2SK*, HC, CW) -3 WTU Loan, -2 Actions (5->0) 5 +1 Passive (9: 2SK*, HC*, CW, CK, CB), +1 Ally of the Union -2 Actions (2->0) 6 +1 Passive (8: 2SK*, HC, CW, CK, CB), +1 Ally of the Union -1 Transfer to SEV, -1 Actions (2->0) 7 +1 Passive (9: 2SK*, HC, CW, CK, CB, VS), +1 Ally of the Union, +1 from TPWA Proposal -1 Transfer to MRP, -1 Actions (3->1) 8 +2 Passive (12: 2SK*, HC*, CW, CK, CB, VS, UO, VC) -1 Actions (3->2) 9 +2 Passive (12: 2SK*, 2HC*, CW, CK, VS, VC), +1 Ally of the Union -3 Actions (5->2) 10 +2 Passive (16: 3SK*, 2HC*, VC*, CW, CK, VS, GL), +1 Ally of the Union -4 Actions (5->1) (Round 11 treasure not up to date yet) SK = Space-Kelp, HC = Haute Couture, CW = Crystal Weave, CK = Cinnakite, CB = Corbomite, VS = Void Spice, UO = Unrefined Ores, GL = Gilt Limestone, VC = Vibrating Crystals, * = Mercantile Support
  17. Ruler Her Excellency Mech Zavodna, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 5 Military: 7 Economy: 3 Faith: 2 Intrigue: 3 Used specials: - New ruler next round? No Country info [Change this round] Units Ground/Space: 4/4, [+0/+0] Treasure: 5, [+0] Regions: Sansar: 23 (Kan, capital) Action templates [Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to .... Put Shrewd business, CI, org bonuses here Sacks: CI Expert Foraging (2d8)
  18. this was where I put tac docs for the admiral and train, but I worry the ideas are too complicated and I might just go with simple ones or silly ones. I wanted to differentiate my new admiral rather than do +20% enemy casualties again, but I worry the other ideas are too complex. I guess I could tack on -2 Own Leader Loss and add -10% Own Casualties? Making it: Admiral: Personal Responsibility +10% Enemy Casualties, -20% Own Casualties, -2 Own Leader Loss rolls. and TRAIN Railway To Heaven +20% enemy casualties. (I can't think of anything more complicated and that fits the name and I feel guilty leaving it alone for this long already.) (Though a complicated but not too complicated idea would be "+1 to battle for every ground battle happening in this orbit (Max 4)".)
  19. Sorcerers of New Kildora Round 13 Leader: Doomweaver Serpent Diplomacy: 10 Military: 10 Economy: 1 Faith: 10 Intrigue: 9 Expected Stat Increases: +1 Intrigue Actions: 1. Military War! Invade region 26 (Atmor) with 3 Space Units providing orbital superiority and 3 Ground Units lead by Doomweaver serpent using Overwhelming Tempo landing in region 22 first spend 1 treasure The Sorcerers had been denied their place at Holy Ophon to prove their loyalty to the Emperor. Stifled in their motion for a righteous cause a great conclave was summoned in the darkest depths of Old Kildora. Where the stone lay untouched by Holy Ophon for generations. Scriptures unspoken by lips cast upon the walls of ruined powers. A reckoning was to be. The Battle Thralls are pulled from the vat-pits, freshly juiced with plundered cybernetics, and loaded onto a developing festival of yachts inbound for Sansar. Tourism to the Moonsoul Mountains from Veehra rapidly upticked in the last few years and with it came a host of Yachts bearing spells of ill intent. The Doomweaver themself leads the charge onto the beaches of Atmor, casting caution to the wind, and giving fully to the Song of War. 2. Military Invade region 24 (Lassal) with 3 Space Units providing orbital superiority and 3 ground units lead by The Ur-Steve using All Accordion to Plan and landing in region 22 first spend 1 treasure The Ur-Steve has been busy these past few years, originally suspected to go to battle in Ophon he has instead been vigorously and unpredictably canvasing the entire Western Plains. He avoids the likes of his kin. When they reach out to him he rebukes their softness. They do not know. His efforts instead focus on the tribes under the Councils purview. Fiery rhetoric and freely provided purchased weapons and supplies garners a sudden surging force moving towards Kildora with a Mission. The Ur-Steve and his acolytes sneak aboard the yachts departing Veehra and insert themselves into the invasion. Nobody seems to realize he has taken command until the onboard yacht crystal defense systems begin firing. 3. Intrigue Slander the Arkhive with EMP When Veehra had its identity VIOLATED and its propriety ROBBED where was the Arkhive? Spreading it freely. When Ophon was being DESECRATED by traitorous hands and the Emperor FROWNED where was the Arkhive? Building frivolous things. When privacy is to be respected and our duties demand discretion what does the Arkhive do? They dribble endlessly. The Arkhive cannot be trusted with the fate of the Empire. -This is an advertisement paid for by Princess Liltu for Senate 2072 All throughout the Empire, from every embassy a Sorcerer has access to, the pliability and whimsical nature of the Arkhive is stressed. Can they truly be trusted to make the tough decisions if all of their power is tied up in even more archaic liturgical binding? 4. Intrigue SECRET 5. Military Invade Region 103 with 1 Space Unit lead by Valus Vile employing Ignorance is Bliss and 1 Ground Unit lead by Sorcerous Subcommander While the other Kildoran yachts bring their flotillas to bear in Sansar proper, Valus Vile decides to do a victory lap around the planets orbit, and settles on following after the Soom Clan's great showing. Preparing a new batch of blissful runic gas fit for the thin atmosphere of a moon she shreds in her free time before the invasion aboard her "Ice Spice Baby". A tally mark of one is left on her ship after her capture of Cascade. 6. Diplomacy Run for Snenator Liltu 2072 Non-Actions: Resist Conversions and Buyouts unless noted otherwise - Spend 1 WTU Favor to Raise Rep The Only Channel for Truth and Freedom on Veehra, From Veehra, and with Veehra Embassy Actions:
  20. Writeup for Region 124 Rotmondchen Geography Rotmondchen is an oblong moonlet, the fifth largest of Wakinyan's moons. From a distance, it is notable for its bright red color, which is caused by a mosslike form of vegetation which grows upon its icy surface. This crimson flora covers all of the surface except for the scars of meteor impacts, which reveal the bright white ice below. Below the ice layer is a melange of metallic and rocky meteors in a loose conglomerate, creating a labyrinthine network of natural crevasses and caverns. These caves are filled by bioluminescent forests which provide habitat for the local creatures and the inhabiting Kobolds. People Rotmondchen's inhabitants are the Kobolds, small reptilian humanoids adapted to life in microgravity tunnels, with dextrous hands and feet and long prehensile tails. Their eyes are mounted on swiveling joints and have excellent night vision. They are capable of changing the color of their scales, but generally maintain drab colors that match their environment. Kobolds have a tendency towards conspiracy and paranoia due to a long cultural history of treachery and betrayal. Kobold art is primarily stonework and metalwork, often small and portable items and jewelry that is easy to carry around. Kobold military tactics revolve around stealth and traps, avoiding facing down their enemies in open combat if they can help it. Government The Kobolds are organized into a number of isolationist bands or tribes which mostly try to avoid each other. However, in times of crisis, they defer to a single Kobold from among their number, the Kobold King. Due to the tendency of Kobolds to betray each other, few early Kings lasted long, and few Kobolds would voluntarily take the position. This led to the position becoming an elected office where every Kobold is eligible, and can in fact be forced to take the position. The current King is a Kobold warrior named Schnösel who was forced into the position as a scapegoat for the disastrous war against the Dwarves. Due to the instability of his position, he has aligned himself further with the invaders in hopes of gaining their protection, further isolating him from his own people. The Dwarven government sees him as a useful pawn, but his lack of real power means the Dwarven governor is the true ruler of the region. History The Kobolds began as nomadic hunter-gatherer bands within the caverns of Rotmondchen. Numerous shadow wars, fought through trap and ambush, took their toll on these early tribes and fostered a culture of paranoia and fear which flourished as the young society matured. As the Kobolds gradually turned away from stabbing each other in the back en masse, they began to look outward. They saw signs of activity among the moons and winds of Wakinyan, and if that was what they could see, who knew what horrors awaited them that were still hidden. They buried themselves deep in their moon in the hopes that alien predators would pass them by. The Dwarven invasion was everything the Kobolds feared. A technologically advanced race sought to destroy them. But when the dust settled, genocide was not on the table. The Dwarves were primarily interested in the region's supply of metals, not in the extinction or slavery of Koboldkind. Resources Rotmondchen is rich in Titanium (Ores and Alloys / Construction Materials). The hard, lightweight metal is ideal for building resilient structures and spacecraft. This was the Dwarven objective in conquering Rotmondchen, in order to supply their further colonization efforts. The existing mines are rather limited, being only enough to supply the Kobolds' needs, but the Dwarves already have plans to expand production drastically in order to keep up with industrial-scale demand. On the other hand, Meat and Animal Products are in high demand. The Kobolds are primarily carnivores, but their small moon has limited space for livestock or prey to live. This limited supply of food has severely limited Kobold population growth and led to frequent famines in the past, but now with access to interplanetary trade, the Kobolds have a chance for much greater flourishing. Religion The Kobolds predominantly follow a creed called Dunklerwald. This faith is the distillation of the Kobolds' culturally ingrained paranoia. It holds that the Kobolds are not alone in the universe, and that other life has not contacted them because that life is in hiding from much more powerful entities which seek to destroy them. They believe that isolation from the universe at large and self-protection is the only way to survive a coming cataclysm. The Dwarven invasion shook the Dunklerwälder to their core. It was at once proof and refutation of everything they believed. New schools of "Reformed Dunklerwald," and "Abstract Dunklerwald" sprang up in the aftermath, believing that the cataclysm is a far larger event yet to come, or that it referred to the destruction of Kobold culture rather than the physical destruction of their race. Dunklerwälder do not believe in holy places per se, but the center of their faith is the Great Bunker, buried in the center of Rotmondchen. This highly resilient and camouflaged titanium structure was to be the last bastion of the Kobold people should they come under attack. It fell during the fighting and currently serves as the seat of the Dwarven governorship, a fact which does not ingratiate the Dwarves to the Kobolds.
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