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  1. What's new in this game
  2. The Hexenniel Sarah Huddleston Shadowclaw had been to the Arkhive. Once. Twenty years ago. It was perhaps the worst day of her career, even compared to the decade long spice debacle. It's funny how a near death experience causes things to stick in the mind. Unfortunately, she'd been sent back, an unexpected 'perk' of her rising to the position of Minister of Agriculture and being the highest ranking government official who had actually 'met' Constance. A meeting she doesn't recall being exactly graceful on her end. Still, twenty years, no doubt Constance will have forgotten, she was a nobody back then and she looks older and more refined and dignified. That is to say she's wearing a bright green dress with a blue and gold neckerchief that clashes horribly, especially combined with her elegant red and purple silk shawl. But she has pulled her grey-streak golden hair back in a messy bun and wears glasses now. Very refined. Again she carries a briefcase marked "botanical samples" in Low Imperial and approaches Queen Constance once an opening has made itself available. "Your Arkhival Majesty, on behalf of the people of the Kingdom of High Ishtahnos I would like to bestow upon the Arkhive Eternal this gift in the hopes that it shall be kept safe for centuries to come," she bows politely and opens the heavy metal case to reveal its contents. One hundred and twenty neatly labelled glass vials of tiny seeds. On the vials are the names of the plants in four languages and a small colour picture of an orchid flower. "These seeds are of the rarest orchids of the Highlands of Ishtahnos, some of which have only recently been successfully reintroduced into the wilderness once more. Should our efforts fail and our botanical gardens be lost it will be a great comfort to know that these wonders shall remain in Tekhum."
  3. Inter-Orbital Diplomatic Delegation VIP Box #X Johnathon Royston Rageclaw, First Minister of Ishtahnos, stands at Hanyeo's side, but far enough away to avoid any enthusiastic gestures. Compared to the Llort Consul, he appears almost shockingly mundane, an older gentleman with hair turned almost entirely silver-grey by time, one eye beginning to cloud from the early stages of a cataract. He stands just shy of seven feet, his back slightly bent by the burdens of age and office and so he is forced to look up at Hanyeo, a strange experience for an Ishtahn. He has on a black suit with a blood red neckerchief and matching scarf under a heavy coat of black aurochs leather which has been studded with tiny pieces of black glass to make it glitter slightly in the light. It seemed appropriate given he's with the Llort right now, though given Hanyeo's grey robe he's unsure. "As am I Consul. It's a shame we were unable to field competitors, but that just means I'll be excited whoever wins," he says politely.
  4. The Kingdom of High Ishtahnos By the Light of the Sun, His Royal Highness, John IV, High King of Ishtahnos First Minister Johnathon Royston Rageclaw 2019-2021 IR, 2052-2054 IC Actions: 1: [Diplomacy] Press Claim on Region 68, Nadiratna. Roll? Flavour. Mmm... Flavour 2: [Diplomacy] Attend the Fourth Hexenniel Conference. More flavour? This one's honey flavoured. Mmm... 3: [Military 10] Research Military Technology: Shield Generators Even more flavour. Don't lick this one though, your tongue'll get zapped. 4: [Economy] Trains. So much flavour... Tastes of freedom and industry. 5: [Economy] Attempt to buyout TP? in Region 78 for Void Spice. Roll? Spicy flavour. Nonactions: Resist all unauthorised conversions, buyouts, etc. etc. News and Rumours Stuff. Duelling school? New porcelain factory in Vesper? Note: Do the Status and Extravagance and Coronal Catalogues. The Ishtahn government issues the following declaration. While mostly intended for fellow Veehran Elect it is broadcast to the other orbits so they may be aware if they try anything untoward on Veehra: The Kingdom of High Ishtahnos does hereby declare themselves the Defender of the Small across All Veehra. As the power of the Elect grows they have noticed a disturbing trend wherein the rich tapestry of cultures and traditions that has long been part of Veehra's strength has come under threat by expansionist forces. Though the Kingdom of High Ishtahnos trusts that their fellow Elect would not do such a thing solely out of malice, they nevertheless fell it essential to make it known that from hereon the following traditions native to Veehra are viewed as being under threat and thus under their military protection: Dustbound Chivalry, Precomputed Traditions, Anticlericalism, Spiritual Communalism, Radiant Dreams, Eternal Recurrence, the Cycle Breakers, Felinism, the Wolf Heart, the Divine Right of Wizards, Chorbism, the Soulbound Neo Modern Break Dance, the Demigod-Kings, the Deathspeakers, Quantum Predestination, Nominative Determinism, The Long Dark, The Following Dark, The Waiting Dark, the Requiem for the Loop. In addition, the following traditions that as of now have Elect backing may lose it at some point and are thus considered as potentially being in need of protection in the future: The Cult of Avva, the Way of Returning, Death's Wheel, the Cult of the Mother Serpent, Saviour's Promise, the Cult of the Mind, the Church of the Benevolent Sun. This protection shall be considered invoked should the listed traditions be at risk of dying out due to the actions of an Elect, whether of Veehra or elsewhere. In addition any purges, pogroms, inquisitions, forced detainments on the basis of culture, religion or ethnicity, unwarranted destruction or looting of cultural sites, gravesites and temples belonging to minority groups, forced expulsions or the like shall be considered sufficient cause to invoke this protection. As the Irisite Archipelago is a holy land gifted from the divine to the Avvan faith it is considered an exemption to the clause regarding inquisitions as the Cult of Avva may be considered as having first and sole rights to the land and may keep it pure and non-violently expel those who do not share their reverence. In an additional capacity of their role as Defender of the Small across All Veehra, the Kingdom of High Ishtahnos does hereby demand the cession of slavery on Holy Veehra, its moons and its satellites. Subjecting sapient beings to the practices of serfdom, chattel slavery, corvee labour, thralldom, military conscription during times of de facto peace, penal labour, statute labour or the like shall invite military retribution from the Kingdom of High Ishtahnos. Our fellow Elect are given no more than ten years to begin dismantling any such institutions or face said retribution. The Pan-Tekhum Workers' and Traders' Union shall likewise be considered under the protection of the Kingdom of High Ishtahnos and any who attempt to attack their headquarters and union halls shall meet with military retribution. Though it is expected that this declaration will be viewed as an overreach, it is thought that a threat of force will curb the baser tendencies of their fellow Elect. No specific polity is named, but it is not hard to determine which parts of Veehra are watched most closed by the Ishtahn. With the Helios Hospice refusing to fully stand down and continuing their illegal activities the government of Ishtahnos has no choice but to protest this outrage and the following open letter is sent to the Titania of the Glorious Purifiers by courier even as it is simultaneously broadcast across Tekhum: To Talandaresque Titania of the Glorious Purifiers, As the Helios Hospice has violated the laws of the Kingdom of High Ishtahnos and violated a military cordon of the Royal Navy of Ishtahnos, we demand that all those responsible for these actions be extradited to Ishtahnos within six months. We further demand all Veehran born peoples taken away by the Helios Hospice be returned and that all remains be repatriated immediately. Any delay will be viewed very unfavourably and as complicity by your government in these actions. Failure to comply will result in swift retribution from the Kingdom of High Ishtahnos until these demands are met. Johnathon Royston Rageclaw, First Minister of Ishtahnos. Upon receiving a conciliatory reply, the First Minister quickly drafts a response and dispatches officials to the Moonsoul Mountains to oversee full compliance. In addition requests are made of the Llort Society Protectorate and the Castaways of the Loop to serve as impartial observers to provide unbiased oversight of the process. A separate request is made of the Bafatis Dynasty and the Cloudburst Confederacy to take in those refugees unwilling to be settled in the Kingdom of High Ishtahnos. To Talandaresque Titania of the Glorious Purifiers, Your swift compliance with our request has not gone unnoticed and in the spirit of cooperation we are sending our own officials to help oversee the repatriation of the Veehrans who wish to return and the remains of those who died under the care of Helios Hospice. Please forgive our unwillingness to take the information provided thus far as the truth given Helios Hospice is a known criminal organisation. We wish to ensure that every refugee has been granted the opportunity to make an informed decision. To assuage your concerns about our lack of impartiality we have requested that the Group of Seventeen and the Llort Society Protectorate also provide oversight of this operation as they are neutral in this matter and their reputation is beyond reproach. In addition we are attempting to make preparations for those refugees unwilling to be settled in the Highlands of Ishtahnos. It is our hope that the Bafatis Dynasty or the God King of Agbada will be willing to open their lands and their hearts in this time of need. Finally we must insist on the extradition of those in charge at Helios Hospice who ordered the military cordon violated. Failure to comply with this simple request will result in trial in absentia. If it is your concern that those involved will be sentenced to death then I assure that practice has been forbidden within Ishtahnos for many generations. We will also ensure them full access to legal counsel of their choosing. Our recommendation for independent counsel is to consult the Litigator Clans of Zimbir. Several of their more adventurous scions have become versed in Ishtahn law and can fulfil this role admirably. Johnathon Royston Rageclaw, First Minister of Ishtahnos. Ruler Information First Minister Johnathon Royston Rageclaw Diplomacy: 9 Military: 10 Economy: 4 Faith: 3 Intrigue: 2 Age: 72 Expected stat increases: +1 Diplomacy, +1 Economy Trade Details and Technologies The Highlands of Ishtahnos, Region 65, TP1: Veehran Aurochs Treasure: 1 Dust Hardening Nuclear Fusion Xenolinguistic Cataloguing Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychology Other Bookkeeping Grounds units: 5 Space units: 3 Max units: 9 On hold projects: Military Shipyards [2/5]
  5. Later, on the trip back to Veehra... "You didn't mention your suspicions about the Basu-Rahman Group." "After that definitely-not-a-threat lecture I got just for mentioning the Bironian affair? Damn right I didn't. I'm tactless, not stupid. The Biarbu are friendly with BRG, I'm not about to start talking about how their buddy might be the guy I'm after." "Besides... I don't really like Basu-Rahman as a suspect. They've got means and motive, I guess. Knowing exactly when and where to be in order to grab Chancellor Eydis is right up their alley; they wanted information on the Elder Blood - sure, Basu-Rahman loves its esoteric secrets - plus ships, which they can't build themselves because they don't have access to military-grade shipyards. Problem is... I don't know, it just doesn't feel like their style to me? Holding a head of state ransom is a hell of a risk, and what do a bunch of corporate suits want with a navy?" "Defend themselves against all the people looking to bomb their holdings?" "The timing's all wrong, this started years before the Soom-clan torched the Mraza broadcast station." "Maybe they saw it coming. Or just didn't want to be left at the mercy of forty-plus nations with shiny new Imperial warships." "Eh. Maybe. Sometimes you've gotta go with your gut, 99, and mine says it's not BRG. I can't rule them out completely, which is why I'm not subcontracting anything out to this. Maybe I'm wrong and our mystery culprit will hit Eucrus or the Soom next. Maybe they're paying BRG for info - I'd find that a lot easier to believe. But they're not my prime suspect."
  6. Combined Commonwealth of Glix (GCC) Prime Minister Chif'Blak, The Parrot's Voice, Head of the Outer Duma Region 84, Parrot's Perch Game years 19-21 11 years since the year of Jubilee Resources Embassies= White Pawns Trade Routes= Glorious Purifiers Wealth: 4->(4 spent) 0 Income= 1/round cultural specialization: buyouts Space Units: 2 Mega-Dreadnought 7 Macaw Basillica of War: The Anvil Ground Units: 3 Carrier Groups: Wrath, Exoddus, Soulstorm Reputation: BRG 3 EMP 0 PTW 0 Favors: BRG 1 EMP 1 PTW 0 Diplomacy 6 Mil 5 Eco 8 Faith 2 Int 2 1. Diplomacy- Attend Mage Ball! Sub action- donate 4 Treasure to the Imperial research project. 2. Diplomacy- Attend the Hexenniel 3. Diplomacy- Raise WTU rep 4. Economy 10- Invent Tech: Tesseractic Storage requires: magical material, psuedogravity engineering. effect: -1 to distance penalties for economy actions. Inspired by Queen Constance's purple beehive dress, Glim'Bosk figured out how to bend objects into 4D superstructures with Lepkashramov. This technique causes the mass and carrying capacity of an object to scale to a higher exponential degree than implied by volume 5.Economy buyout circuitry? Non-actions: Ask the BRG to convert the Coeddite minority in Parrot's Perch to the Imperial Cult Accept Arkhive embassy Arkhive submissions: ARKHIVE: History: ARKHIVE: Philosophy: ARKHIVE: Culture: ARKHIVE Notes: The Coeddite Glix continue to return to Sansar, attempting to settle the Arkhive colony on Aridyin. Expected growth: +1 Economy, +1 Diplomacy New Leader: election bonus: +1 Econ, +1 Faith Heir Stats: Shadow Prime Minister Dmitr'Hesk Diplomacy 4 Economy 5 Military 2 Faith 5 Intrigue 2
  7. 🐝The Arkhive Æternal (ARK)🐝 Region 46 (Sansar) List of MembersThe Arkhive, even under a Patron's instructions, cannot act against these polities ALF (Local) CUS (Local) ELD (Local) GCC (Local) GLO (Local) ILU (Local) LSP (Local) RAT (Local) RRE (Local) TEA (Local) WTP (Local) BAF (Visiting) DIC (Visiting) HOB (Visiting) MSQ (Visiting) SEV (Visiting) UNC (Visiting) UHS (Visiting) Charter of the Arkhive Æternal Immutables -Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below). -There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else). -Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership. -Members' holdings shall be held as inviolable to the Library, subject to no interference. -The Arkhive's holdings shall be held as inviolable to Members, subject to no interference. -The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens). -The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!). -The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past. -The Arkhive is subject always to public oversight; it will never take a secret action -The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried. Mutables -Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination. -Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members. -Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*) -Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians. -At their sole discretion, the Queen can forgive fines and pardon misstep. -The Arkhive accepts all donations. -Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter. -Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members.-No Patron may require the Arkhive to Adopt Faith. *I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.) Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met) Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd) Submit a history for Arkhival: 1pt (max 1/rd) Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd) Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts Submit the results of an Investigation for Arkhival: 2pts Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded) Donate an Artifact to the Arkhive: 10pts Donate Treasure to the Arkhive: 1pt/ea Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status Mechanical figure (or retired Ruler) joins the Arkhive: 3pts Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd) Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total. Immutables -Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below). -There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else). -Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership. -Members' holdings shall be held as inviolable to the Library, subject to no interference. -The Arkhive's holdings shall be held as inviolable to Members, subject to no interference. -The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens). -The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!). -The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past. -The Arkhive is subject always to public oversight; it will never take a secret action -The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried. Mutables -Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination. -Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members. -Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*) -Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians. -At their sole discretion, the Queen can forgive fines and pardon misstep. -The Arkhive accepts all donations. -Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter. -Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members. -No Patron may require the Arkhive to Adopt Faith. *I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.) Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met) Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd) Submit a history for Arkhival: 1pt (max 1/rd) Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd) Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts Submit the results of an Investigation for Arkhival: 2pts Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded) Donate an Artifact to the Arkhive: 10pts Donate Treasure to the Arkhive: 1pt/ea Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status Mechanical figure (or retired Ruler) joins the Arkhive: 3pts Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd) Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total. Immutables -Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below). -There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else). -Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership. -Members' holdings shall be held as inviolable to the Library, subject to no interference. -The Arkhive's holdings shall be held as inviolable to Members, subject to no interference. -The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens). -The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!). -The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past. -The Arkhive is subject always to public oversight; it will never take a secret action -The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried. Mutables -Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination. -Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members. -Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*) -Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians. -At their sole discretion, the Queen can forgive fines and pardon misstep. -The Arkhive accepts all donations. -Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system). -At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter. -Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members. -No Patron may require the Arkhive to Adopt Faith. -The Arkhive cannot hold, make use of, or act in any way to support the acquisition or use of involuntary (slave) labor. The Arkhive cannot hold, make use of, or act in any way to support the acquisition or use of involuntary (slave) labor. *I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.) Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met) Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd) Submit a history for Arkhival: 1pt (max 1/rd) Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd) Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts Submit the results of an Investigation for Arkhival: 2pts Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded) Donate an Artifact to the Arkhive: 10pts Donate Treasure to the Arkhive: 1pt/ea Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status Mechanical figure (or retired Ruler) joins the Arkhive: 3pts Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd) Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total. News and Rumors Bzzz Patron Actions Eco (Prospect Colony): 100 Dip (Encourage Settlement): 100 Arkhive Actions Dip (Host Event): The Meligogue Conclave Gift Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Badalian Megadirigibles, Nuclear Fusion, Pseudogravity Engineering, Shrewd Business, Vacuum Adaptation, and Xenolinguistic Cataloguing to Coedd Dip (Raise Rep (EMP): Constance promises to donate any Senatorial salary to charitable causes. Government is a service, not a business. Dip5 (Establish Embassy): With GCC Non-Actions Accept all goods, treasure, donations (unless specified). Accept (and compost [DI]) Stage Trees from RATbois TradeI know you want specifics. I have not yet, I think, failed to list them. But I'm putting this here in hopes of GM generosity if I let a trade slip through the cracks. any techs people want where possible as a nonaction. Support all conversions which add a minority without removing any. Hinder all conversions which threaten a faith's current rank, excepting the Soul's Fascination miracle, which is permitted to join the minorities of Soul's Expression and Fascination into a single new minority. "Buzz buzz, fam" Her Arkhival Majesty Queen Constance of Comment the First (she/her) Diplomacy: 6 Military: 1 Economy: 10 Faith: 9 Intrigue: 3 Ground units: 1 Space units: 0 Treasure: 2 EMP: 2 rep / 0 favors WTU: 1 rep / 0 favors BRG: 0 rep / 0 favors REN: rank 0 Realm Tracking Economic: Trades Route: RAT Income: +0 Trade Posts: 30.1 (Eskorian Orchards) 46.1 (Honeyed Words) 59.3 (Union Crews) Diplomatic: Embassies: LSP GCC (upcoming) Regions: Capital: 46: The Arkhive Æternal Exclave: 8: Ophion? Colony: 100: [Name?] Faction Supports: Region 46 - Government, Merchant, Media Faith: Official: Coedd Size 5: +1 to Investigations on Coedd Size 10: +1 to Offensive Battles on Coedd Artifacts: The Library Card: +1 to Investigations Hives: 8 (ILU): The Cata-Honeycombs 88 (LSP): Spiegel, the Second Hive 2 (BCC): 1/5 We also have the Hammer, a general 7.
  8. Fiorid Principality of Verdalfheim (ALF), Round Seven 2052-2054 Chancellor Eydis dei Fiori Dip: 7 | Mil: 9 | Eco: 7 | Fai: 2 | Int: 2 Stat Gains: +1 Dip, +1 Mil Actions [Military] Invade Region 38 with 4 Ground Units under Arni dei Fiori (mil9) utilizing Relentless Butchery (+20% enemy casualties). Space front consists of 3 Space Units under Hinrik dei Fiori (mil7) who doesn't care much for tacdocs and is really just along for the ride. There is no logic or coherence to this action. No regroup or delay following the abomination in the north. Arni takes the troops under his command last round and invades region 38 from the north, while reinforcements from Verdalfheim move in from the east. Beldhan's head will serve as sufficient compensation in the short term. [Military] Raise a Ground Unit fluff [Diplomacy] Sway Media in R35 (TN 12 (currently open); Roll: 19; SUCCESS) fluff [Diplomacy] Sway Media in R51(TN 12 (currently open); Roll: 17; SUCCESS) fluff [Diplomacy] Attend ARK Event -Do thing -Do other thing fluff Nonactions Trade Route with RAT: -Last round RAT sent me Shrewd Business and I didn't notice; it's in the round opener so I assume it's valid Grant support to Conclave contestants in accordance with their verdicts: -Support one conversion each from BAF, CUS, and UHS -Support attempts to introduce minorities in all owned regions from COE and ARK -Support all conversions from HOB and LSP News & Rumors Manos: the Hands of Fate is a fun movie, I recommend it Bookkeeping Government & Military Eydis' base ruler rolls located Heir: Hinrik dei Fiori (: 2/3/4/1/1, +1mil/+1eco from Round2 actions = new core statline of 2/4/5/1/1) Expended Specials: Eydis: M5, D5 Hinrik: E5 CI: Absolutist Integration, 2d8 to Sway actions Mechanical International Ties: Trade Route with RAT General(s): General-Royal Arni dei Fiori (Mil Commander); +20% to enemy unit losses Hinrik dei Fiori (Heir), average between heir and ruler mil = 7 Ground Unit Count: 4 Space Unit Count: 3 Unit cap: 7/10 Treasure Count: 1 (+1 passive) TP count for passive generation: 7 (+0) Controlled Regions Region Name Region # Resource Prime Religion Minorities Desired Import Status Gov Med Merc Lillalfheim 35 Dejan Mustard (2) Thunderbolt Ascension (Plur) - Industrial Machinery Province ALF - - Verdalfheim 36 Oil (3) Imperial Cult (Plur) - Ores & Alloys Capital ALF ALF ALF Grigialfheim 51 Ryban Fish (3) Kinites (Maj) - Medicines & Drugs Province ALF - - Owned Techs & TP Tracking Type Name Requirement(s) Effect(s) From When? Starter Aclaustrophobic Psychiatry - - R4, ARK Starter Algorithmic Imagination - - R4, ARK Starter Arcane Amplification - - R4, ARK Starter In-Vivo Modification - - R4, ARK Starter Nuclear Fusion - - R4, ARK Starter Xenolinguistic Cataloguing - - R4, ARK Starter Pseudogravity Engineering - - Start Starter Badalian Megadirgibles - Permits ground unit transport across the Cloud Sea of Badal. R4, ARK Starter Wet Navy Ships - Permits ground unit transport across oceans. Start Eco T1 Shrewd Business -Honeyed Words -Fabric & Textiles +1 to Buyouts you Assist and +1 to Impress Merchants R6, RAT R34 TP1: Curative Enzymes (Medicines and Drugs) R36 TP1&2: Oil (Fuel and Power) R37 TP1: Assembly Line Robots (Industrial Machinery) R69 TP2: Hematite (Ores and Alloys + Conductors and Circuitry)
  9. Inter-Orbital Diplomatic Delegation VIP Box #X Back home on Al-Miraiya, all the channels were abuzz with news that the sporting events of the Llort Society Protectorate were now becoming a kind of cultural export, as shown by the collaborative effort put into it by the Uhrayans and the Eucrus Alliance. Naturally, a large excursion of civilian ships was organized so that the people of the Society, human and llort alike, could attend it and be part of the audience. Above all was Society Consul Hanyeo, the Grey Eminence of the Imperial Senate, who had championed this cause. They stand in one of the VIP boxes for the inter-orbital diplomatic delegations, as close to the edge as possible, as close to the action as possible, arms wide and smiling. They stand at nine imperial feet tall with several pairs of curved horns, almost like antlers. Their skin is space-black and specked with gold and silver, almost like many glowing tiny tattoos, or as if someone had pricked holes into their skin to let through an inner starlight. Their garb seems comparitively solemn, robes in grey tones that don't come close to the ground. "Marvelous! This is marvelous!" Hanyeo says. "It has been ever so long since I personally could attend a mageball match. The cross-national teams are a great twist on the typical concept. I am eager to see the prowess of all the athletes on the field!" OOC Since I made the mechanics for the game, I figure it's probably fairer to stay out of competing myself, but if a sixth player is needed in like 48 hours I'll happily jump in with my heir.
  10. The Illumined Utopian delegation is frequently seen in the lands of the Alliance with Console Antonius' known partnership with the Alliance's heir to power. This event is no different, in a reserved booth Console Antonius sits with the newly minted Console-Elect Giovani to experience the game and perhaps sneak more time in with Tuahine as his life had become significantly more complicated since becoming Console. Admiral Legate Victolus [7 mil, half 7 faith] had posted the willingness to participate in the event prior and was getting ready to join the games.
  11. Ladies and Gentlemen, I hate to do this, but I will have to resign from the game. Continued problems with Mythweavers through my company's internet security and my antiquated cellphone make it hard to keep up. Also, so much back-channel on Discord that I cannot keep up with (my fault mostly- I have over 2 dozen discord servers I regularly visit). In game, it is likely the humans who were dissatisfied with their religion being diluted in order for it to spread have mounted a coup.
  12. Organization Actions Round Seven General [Logistics] Going forward, when a player posts or edits organization-related actions after the War Deadline in a round, please let the Org GM know, either through a ping here or in the #org-questions channel in the Discord. This is in no way a restriction on when actions can be taken or edited, nor is it a change in deadlines. Organization-related actions will simply be compiled around the War Deadline, and anything that shows up afterwards may get missed. The purpose here is only to help smooth the opener process and limit the number of corrections that need to be made to the opener after the fact. [Openness] Secret Titles, and specifically their bespoke mechanics, are no longer present. Those who were already on the path toward Secret Titles will have the opportunity to claim a benefit relevant to their quest. Elect that reach the extremes of reputation with an organization in the future will continue to have the opportunity to learn more about the organization in question over time. This will not require further mechanical input or yield additional mechanical benefit. The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Diplomacy] Outreach and Fundraising - Representatives of the Court and the College make their way into social, political, and competitive gatherings across Tekhum. The Elect must be given attention, lest their loyalties wander. [EMP attends all Events and accepts all gifts as a subaction] [Favor] Imperial Mandate - The Empire is more than willing to support its loyal vassals by wielding its weight and influence on their behalf. [EMP attempts to Impress the Government of Ouvriead (111) on behalf of CUS.] [Decree] Perks of Status - While seats in the Imperial Senate exist so that all voices can be heard and all peoples given guidance toward a better future, it would be foolish to act as if the Senators are not working harder than anyone at their thankless toil. When the Empire is healthy, though, there are certain perquisites afforded these selfless public servants. [Senators will gain +1 Passive Treasure income at the beginning of rounds 8-12] Non-actions [Reminder] This is the last round to engage with Tenfold in Blood and Fivefold in Silver. [Senate] Invite His Excellency Elia Eramo to join the Senate - An invitation, not just to be a member, but to be present in the halls of power. Ongoing Ongoing Decrees Extraordinary Research Grants Approval - Until the end of round 8, any Elect with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 6/10] Requests and Opportunities [Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means. [Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows. ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC. Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.] [Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor. [Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.] [Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures. [Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then. To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.] Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Diplomacy] Canvas and Fundraising - Union representatives are sent to local gatherings to press the flesh (or similar innards-coverings) and accept gifts. New relationships must be forged and old friendships need to be nurtured, especially in light of the concerning developments back home. [WTU attends The Meligogue Conclave and The First Pan-Tekhum Mageball Competition] [Demand] Supply and Demand - While the guildmasters and other experts prepare presentations to pitch the proposals for the reform of a corvee labor economy, the Union works to provide for its people as appropriate for an oversight committee. Debts are called in, and dues are expected. [By the end of Round 8, WTU must be given two Trade Posts of Ores and Alloys. These two TPs must be on different Orbits. If this demand is not met, all Elect that owe at least one Favor to WTU will lose one WTU rep and have one Favor repaid. TPs given to WTU to meet this demand do count for a Favor repayment as per It Must Flow.] [Favor] And The Work Is Never Done - The Union is happy to supply well-paid, well-equipped, and well-adjusted labor to work on projects for its allies. The Castaways are the latest to benefit from their generosity. [WTU constructs an Arcology in (region 63) on behalf of SEV, granting a bonus to Encourage Settlement.] Non-actions Resist all unauthorized buyouts Ongoing [Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize. [Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Offer] Thanks to Viewers Like You - The Basu-Rahman Group appreciates the support of their friends and allies during the tragedies of the preceding decade. In order to set down roots in their new homes and repay some of what they owe in thanks, messages are poured into the ears of the populace encouraging mass engagement in important projects. [Until the end of Round 8, and no more than once per round, Elect with at least BRG rep 1 may benefit from a Seek Aid attempt made by BRG on behalf of one of their actions. Actions benefiting from this Offer cannot involve opposed rolls against other Elect unless the opposed Elect is at BRG rep -1 or lower.] [Reconciliation] Keep Your Enemies Close - The Board much prefers engaging positively with its audience, and places far more value on strong friends than weakened enemies. Those that sought war can enjoy peace, especially with sponsorship. [Until the end of Round 8, any Elect at BRG -2 or lower is welcome to gain one BRG rep total by engaging in one of the standard Favor Repayment options. Elect at BRG rep 2 or above can, so long as the beneficiary consents, choose to take a listed Favor repayment action on behalf of an Elect at -2 or lower to grant them 1 BRG rep. Elect that remain at -2 BRG rep or lower at the conclusion of this action will find themselves the target of [Retribution]. Taking advantage of Keep Your Enemies Close replaces the normal Favor gain with Rep gain.] [Intrigue] Secret - Lights! Camera! Stasis. Nonactions [Reminder] This is the last round to engage with Guiding Lights and Dirty Secrets [Flavor] Your Regularly Scheduled Programming - Think of Them The shot rises over a landscape suited to the orbit in which the ad is shown - a grassy hill on Sansar; a perfect sky under striking red cliffs on Veehra; a wondrous starscape for Mekhala; and a clean, practical park for Badal. Over this plays Starrah McGrianlan's most somber track. As the view pans down, an office comes into view, full of bustling people of dozens of species. They are clean, happy, and focused. They are editing video footage of reporters, writing articles, and interviewing citizens of the Empire. They love their jobs. The scene cuts, and these same people are now at home, surrounded by partners, friends, children. They love their families. A final cut, showing those same children hugging adults and crying, the journalists notably absent. The children look up from the caskets in front of them, directly at the camera. They seem to ask why someone would hurt them like this. Text scrolls across the screen. Think of Them. [Flavor] Brought to You By You! - Taking a Stand A new power rises in Tekhum, one that cannot and will not abide threats to its sovereignty. Bravery, prestige, and strength have become synonymous with this power. When fire and blood rained upon the free people of Tekhum from a retributive sun and its lackeys, only one power gave even the mightiest pause. Eilif Dhaoine. Now Clagath of Deargabh, master of the Dhaoine, offers succor to those who likewise would refuse to bend in the face of violence from above. He asks not meek tithes like a distant emperor. He extends not his hand in anger to his own people. No, Clagath offers instead protection and demands only allegiance. The time for kneeling is long past. Stand for yourself. Stand with Clagath. Ongoing [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] [Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars. [Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.] [Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you. [Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.] [Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace. [The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep) BRG will accept further Bases on: Veehra] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities. [Prioritization] Terror in the Shadows - The Elect are concerned with the highest of peaks, and have less time than ever for the small and weak. [Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1. This replaces the previous text of Terror in the Shadows.] [Disaster] Attacked - The best ability, as they say, is availability. Until proven otherwise, the assumption among the elite is that an Elect capable of fielding an impressive military should do so at every opportunity. [The first Elect to lose a battle against another Elect(s) whose unit cap is half the size (or smaller) of their own will lose one Renown.] [Reminder] This is the last round to engage with A Grand Army Ongoing [Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question [Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.] [Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum. [At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.] [Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned. [Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.] [Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence. [Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.] [Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage. [At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.] [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Bonus Still Available Badal - Exhibit Great Work Sansar - Exhibit Great Work Veehra - None Mekhala - Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle.] [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: None Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available All thresholds [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1.] [Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident. [From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.] [Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions. [Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.] [Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view. [The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] Rulings and Answers Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles? Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to? Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one. Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action? EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions BRG will do conversions of whatever faith I request as their 2 rep favor, yeah? Yes. Are Space and Ground Units counted separately or together for REN's Divided? The total unit counts are compared, regardless of distribution over fronts. Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep. For the BRG base building, even if the reward can't be split up, can the work be split up? Yes, other Elect can assist in base construction with permission from the region-owner. Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted? For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful. Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1 No. When can Organize! donations be made for WTU? Before or during the round in which that section of the Rail is complete, currently. Can you "cancel out" +rep and -rep effects while at +4 or -3 rep? At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3. Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free? No. The action specified in the "org" actions must be taken to benefit. If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1? You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official. Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that? Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect.
  13. Despite the flurry of air taxis, press ships, and just regular civilian vehicles, there is a strange order to the bustling traffic surrounding Uhrayan airspace. Nimble patrol vessels armed with rotary autocannons flank any diplomatic shuttles from their descent into low orbit. Visitors are guided all the way into Uhrayan spaceports at a fair, comfortable pace—pathing through the ambient traffic with explicit instructions provided so that the shuttle pilots can coordinate with their escort. Traffic jams seem few and far between, even with the added interruption to the flow—perhaps speaking to the skill of those involved in coordinating its flow. When Traffic Control takes over for final docking procedures, these escort vessels bank sharply in high-G turns before speeding off toward the upper atmosphere—almost as if the patrols are running a relay race to grab the next shuttle and guide it to its destination. Though wholly manmade, the beachside city maintains a temperate atmosphere, comfortable by the standards of most warm-blooded creatures. Kanmarran guides welcome each delegate and any competitors at their side, with a translating device available to bridge any language barriers—or simply to allow conversation in the native tongues of those who prefer it. There is no itinerary given, merely suggestions—and Elect in particular are given leave to explore much of Uhra’s entertainment. Individual guides only give caveats and reminders about the check-in deadline in order to compete in the Mageball exhibition. Game Time Once arrived at the arena, a myriad of pop-up ships can be seen throughout the pavilion—each laden with food from restaurants across Chela City, and decorated to entice potential customers. There are, of course, numerous VIP boxes for esteemed dignitaries—and none are turned away after a routine scan for explosive implements. Despite the seeming dissolution of the Khylokian state, it seemed as though surprise nuclear ordinance was still something of a Badalian bogeyman. Navarch Tuahine is present in one of the skyboxes overlooking the arena as technicians work out final touches. The kanmarran heir is dressed more formally than usual—her robes are a bit more stiff and seem to be of higher quality, woven with intricate patterns that vaguely resemble seashells from afar. The field itself appears to be a large, circular area with a myriad of scattered obstacles—boulders, small bodies of water, and collapsible titanium barricades that appear to cycle into play, rising and falling at random intervals. At the very center of the arena is a circular, metal hatch—likely where the ball is first released during standard play. Over the loudspeaker, a booming voice crackles to life. “Welcome, one and all, to Chela City! In honor of the Alliance’s continued prosperity, we’ve paired up with the Llort Society Protectorate to answer an age old question. What happens when you stick six arcane prodigies in one arena and have them duke it out with ONE. BIG. BALL? That’s right, it’s Mageball! Our teams are gearing up, so stuff your faces, hang onto your seats, and get ready to see some magical mastery—and if we’re lucky enough, a little bit of mayhem!” Show OOC Rules Rules are courtesy of Morph! Mageball: a sporting event where teams of 3 mages(?) compete in a ball game where if the ball touches you, you're out of the game. They must use magic(?) to manipulate the environment, the goal, the ball and their opponents to try and win the game. Rulers are prohibited from entering. Heirs may enter and may use their full scores instead of half the ruler's scores. Commanders may enter and use their full Military score and half the ruler's scores (rounded down). Any other characters use the half the ruler's scores (rounded up). Participants should post the scores they are playing with. Teams must score 4 points to win. Players are knocked out of the game when they touch the ball. An opponent getting knocked out of the game scores 1 point. Getting the ball into or touching the goal scores 1 point. The goal can be any object of at least average human size, chosen by the team. The ball is a sphere 1 imperial foot in diameter. In any of their posts, players may do up to two of the following actions. Actions may be the first of their two actions, the second of their two actions, or their only action in a post. Take possession of the ball if it is unpossessed (first, second or only action). At the start of the game, the ball is unpossessed. Pass the ball to another player (second or only action). Make a roll of 2d6 + half Diplomacy OR 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). Receive the ball from another player (first or only action). If you don't post within 24 hours of the ball being passed to you, the ball becomes unpossessed. Intercept a pass between players on the opposing team (first or only action). Make a roll of 2d6 + half Intrigue. If you roll higher than the roll of the player passing to another player, you take the ball! If you roll lower, you may not take another action in the same post. Only one intercept attempt may be made on every pass, and only before the other player has made a post receiving it. Steal the ball from the player in possession of the ball (first or only action). Make an opposed roll of 2d6 + half Military OR 2d6 + half Intrigue. If you roll higher than the opposing player, you steal the ball! If you roll lower, you may not take another action in the same post. On a tie, the ball becomes unpossessed. For the sake of expediency, players may make the roll for the opposing player as well, in the same post. Obviously using the higher of Military or Intrigue for the opposing player. The rolls should be clearly marked for whom they are rolled. Target another player if you have control of the ball (second or only action). Make a roll of 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). You may not target a player if you have stolen the ball from them in the same post. Defend a player from a shot (first or only action). When a player is targeted by another player, the target player or any of their teammates must make a roll of 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic) OR--if they are the target player--2d6 + half Military (to physically dodge). If the defending player rolls lower than the attacking player, the targeted play is hit! The target player is out of the game. The attacking team scores 1 point. If the defending player rolls higher, that player may immediately take control of the ball and act on it. If the target player successfully dodged using Military, the ball becomes unpossessed. Target the goal if you have control of the ball (second or only action). Roll 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). A TN 12 hits the goal, but the opposing team has one chance to Defend the goal, if they so choose. Defend the goal from a shot (first or only action). Roll 2d6 + half Faith (if using personal magic) OR 2d6 + half Economy (if using resource-based magic). If you rolled higher than the roll of the player who made the shot, you successfully block the goal! If you rolled lower than the roll of the player who made the shot, you didn't successfully block the goal and the other team scores 1 point. If you rolled equal to the roll of the player who made the shot, you successfully defend the goal, but the ball hits you instead. The opposing team scores 1 point and you are out of the game. Upon a point being scored, possession of the ball goes to one of the players on the opposing team (whichever one takes possession of the ball first). If there are no players left and the remaining team only has 3 points, they lose the game and the other team wins. If players wish to do any interactions not directly covered by the above rules, they are free to make something up as long as both the attacking player and defending player agree on the mechanics of it. Or, if it's not an attacking/defending kind of interaction, if everyone on the opposing team (not including players who have been knocked out) agrees on the mechanics of it. Show Roster Team A (Name TBD) Admiral-Legate Victolus (ILU) Vacant Vacant Team B (Name TBD) Vacant Vacant Vacant Please indicate which Team you would like to compete in during your entry post if participating! Once six competitors have entered, any other interested parties will be waitlisted if there is a last minute drop. OOC Just a reminder that rulers may attend, but may not participate! Feel free to interact, approach anyone you like, or even make up minor NPCs within reason. Snake News and Hellosphere Enterprises are given press passes to cover the event as they see fit.
  14. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 8 Military: 10 Economy: 2 Faith: 2 Intrigue: 6 Used specials: M5 D5 New ruler next round? No Country info [Change this round] Units Ground/Space: 3/3, [+0/+0] - update this Treasure: 1, [+0] (added one from sack last round) 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)
  15. The Llort Society Protectorate Round 7, Standard Years 2052-2054 of the 99,803rd Era of the Imperial Calendar Capital: Al-Miraiya (region 88) Society Consul Hanyeo (llort, they/them) Diplomacy: 10 Military: 4 Economy: 10 Faith: 6 Intrigue: 4 (Expected gains from this round to next round: +1 ???, +1 ???.) (Heir: Dip 4+2, Mil 1+1, Econ 3+2, Faith 4+1, Intr 3+1) Actions: [Diplomacy 10 Special] - [Economy 10 Special] - Invent Technology Smart Space Colonizer Suits (Tier 1) Requirements: Vacuum Adaptation technology, any Conductors and Circuitry category resource, any Fabrics and Textile Products category resource (may be the same resource) Effect: This tech takes effect during and after exploring a region in another orbit or a zero-G region in the same orbit as your capital, if the region doesn't have any significant sophont population. A successful roll against TN 12 reveals the full details of the region and you reveal any sites of archeological interest or similar unique features in the region that might otherwise be hidden. You get a +1 bonus to the Colonize action taken in the region in the following round. On a great success (TN 18), you may attempt to colonize the region as a non-action on the following round. Spacesuits are made of fabrics and other products to function as a suit for survival. Attached to these suits you have various devices that can help the cosmonaut by scanning stuff, communication with other cosmonauts, etc. The way these new suits are made is with a deeper integration of those devices into the suit and by extension into the cosmonaut themselves directly. They become one with the suit and one with their tools, effectively. This allows those tools to function as an extension of them. It lets them fine-tune their scanning to locate archaeological sites and good sites for colonization efforts. It allows them to survive longer stretches in space to make that colonization happen. It allows them to spend more time on the exploring and colonizing by eschewing all the countless seconds spent on menial tasks that are now automated by them becoming one with their suit. This is all aided by the rather fantastical nature of the resources typically employed to make the suits and integrate them for their users (although the processing techniques can be adapted to resources that are different, so it's not limited to just Crystal Weave), and it cannot be applied to just anyone, they need to have some adaptation to living in space already for their bodies to not reject the process. "Just as the Emperor and Ophon are one, so a llort flightmaster and their suit are one." [???] - [???] - [???] - Non-Actions: [Co-Host] an Event! The Eucrus Alliance graciously hosts the Llort Society Protectorate and co-organizes efforts for a new sporting event on Badal: the First Pan-Tekhum Mageball Competition! Resist & Hinder any Conversions that would reduce the Imperial Cult to less than a Majority in Region 88 (-2). Resist all buyouts of Trade Post 1 in region 88 (-2) Supply the Arkhive with the LSP's Spacer's Cabbage (for compostables DI) through the Embassy functioning as a Trade Route Donations to the Arkhive (through our Embassy) Donations to the Arkhive and Imperial Court Donate a cultural work to the Arkhive and the Imperial Court: Donate a historical work to the Arkhive and the Imperial Court: Donate a philosophical work to the Arkhive and the Imperial Court: Llort Society member _____ (llort/human, he/him), who brings these works to the Arkhive, joins the Arkhive. Their noteworthy accomplishments include _____ Grey Eminence duties: Society Consul Hanyeo ventures into the depths of the Imperial Senate... News and Rumours: Mechanics notes Stored in my country thread . Charter to E.A.T. Currently in the process of accepting two more members. Processing details... (Bureaucracy is hell, y'know?)
  16. Posting this here so I can ping for reference, comment, and to interject ideas. I'm fine crafting it on my own, but given the state of things, an opportunity to collaborate and mix ideas is more than welcome.
  17. Region 8 - Fort Helios History Within their isolated bubbles and delusions of grandeur, these people have a significant difficulty dealing with the literal and figurative popping of their bubble for outsiders to stride inside. This resulted in their history being one in which they defensively kept to themselves. There were benefits to this, it meant that the other baldalan wars never seriously impacted them, and that the other noxious intoxicants never hampered them quite as much. This eventually evolved into them being a people isolated from the world, talking exclusively to them through cameras and tvs and the interplanet, prospering with a surprisingly high population count. Although socially they were barely functioning which left them open to being captured by invaders of a strong dedicated kind. Exposure to the outside in such a violent manner has caused their insulated immune systems and culture to rapidly crash downwards. In the years since their region has been traded first to the Glorious Purifiers, and then to the Arkhive, their population has fallen to half its numbers a decade before. Right now the region is in relative prosperity for the half that survived, and is looking to stabilize at a more reasonable population level. Geography Bubbles and bubble like structures fill the air and the sky, being a high maintenance for scrubbing, but well worth it as a symbol of pride. In each one lives more people than you'd have expected out of a region, especially the more well off ones who can have 'high rise bubbles' and ones with exotic scenery. The groundwork is artificial with Cubic Masonry, and even further beyond that it is rounded out. Ships traverse and round out, it slightly circles but always remains in this specific sector of Badal. The usually filthy air is purified to an unreasonable degree on the inside, for non-natives unused to such measures the extra intoxicants and mild chemical elements added to the air through the process can make it a little painful to inhale. The natural denizens are used to it, of course, and even their physiology has adapted. This has actually created problems as exposure to the outside has broken the purification systems, and then again much more deliberately by the Purifiers. In their efforts to allow outsiders to not be intoxicated by what some would reasonably call poison in the air, it caused the natives who had adapted to have trouble. Certain areas are still hyper purified in their air zones, and laborers who come in to these areas often wear air tanks or masks to stop from suffocating. People Lizzers and humies. In normal speak, humans and lizardfolk. The lizards are more elite, and the humans are lower class, but there's variety in both. It's a bit of a splash of society, insular, almost monarch like. There is a deliberate 'I'm the best' mythos presented here, and the humans play along and adopt characteristics of the shorter lizard folk. Famous lizards once upon a time even invented technologies, different things that reach out and splash everywhere, and their culture involves proving oneself through measures and metrics. Self congratulatory natures of everything along with mandated religions make it shockingly easy to keep people compliant, one would be surprised how little rigor is applied. The natives do enjoy festivities and despite everything being silo'd, entertainment finds a way. Basic internet and television cement into a central part of the culture, Snaking Snews, Basu-Rahaman and even the Heliotrope Broadcast find their way into the lingo. Which results in sometimes words degenerating into weird pidgin languages, like is demonstrated at the start with "lizzer" and "humie" being cutsey and slip of tongue casual. Government Mimes. Mimes. All the mimes. So many mimes. Mimes makes up the government, ever since people learned how to communicate through symbols and tvs and automated things the religion of Homeostasis has taken over, making motion minimal. There is no specific reason it seems that things have turned into mimes, or why this is a central part of the government, but that's how it is. They sure like their black and white makeup, and that is a rare thing that breaks through the quarantine measures. The rest of the governmental natives are the lizards, who insist that they are the best (the ones who aren't mimes, anyway). They're the ones who invented the sun, after all. The emperor is secretly one of them, but nobody bothers with proving that, they just take the propaganda as self evident. Their central locations are nuclear silos, old factories that made it the old fashioned way, which have been refurbished for people to live within. They're some of the biggest areas that don't have walls infesting their designs splitting things into subrooms, allowing many of them to gather and talk about how great their culture and media is. Maybe the mimes have it right. Maybe they shouldn't be talking. The two factions vie for control over the government as of current, while the Arkhive tries to maintain enough stability to stop things from being crushed down. The Mime faction has some religious passion, and doesn't quite like the fact that languages are being transformed into such hybrids that don't make sense. Honestly, many of the mimes that don't have a strict vow of silence will speak to governments like the Arkhive and the Purifiers, they just refuse to converse with the incredibly smug fellow denizens of the other population. Religion Universal Homeostasis The religion of nullification. Pausing. Emptiness. The dominant force within the region, and part of the reason that things aren't as bad as they could be, but that they also aren't as good as they could be either. Freezing and inaction provide many different benefits, and with this religion it is an actual art form. Mimes are quite a good cultural thing here, and they even hold some positions of government. Force fields and walls are the specialty, and Cubic Masonry is a technology that these people have developed quite early on. This has advanced into spacecraft too, although with said spacecraft they have remained insular. Durable like a nintendo gameboy, though, which is really the best way to describe most of their construction. Universal Apootosis The religion of cell death. Everything must progress towards implosion, which avoids the greatest evil known as 'cancer'. It's something to avoid, along with the outside intoxicants. Somewhat of a cult that causes people to die after a set period of time, and one that has seen an uptick in recent years due to the traumas. As well as a weird belief that because of more people coming in to help with labor shortages, the people must even out the population. Of course, there are positives to this religion too, such as a focus on enjoying life as you have it and peace. An exceptional set of care for people at the end of life and ability to enjoy things in the time they have left. A lack of needing to pay for social security because of said lack of aging issues. A set of cells and minor bit of magic involving the literal splitting of 'atoms', which helps power things such as the scrubbers, making nuclear batteries quite a treat for these people. There's also Paragonism, which is about being a good person and reaching your ideals or whatever. But they're such a minority so nobody cares about their little cult. Resource Resource: Atmospheric Scrubbers [Spacecraft / N/A] Scrub scrub scrub the force fields near the edges of the colony. These planes are real good at that, and practically able to go into space themselves with the right measure. They have to constantly scrub around the bubbles of the area to let sufficient sunlight in to power some of the cells, and this has been done so much that there's a surplus of planes to go around, to sell, to give to whatever people. Which in large part is currently the literal Psycho Capitalists. It pays well and at least on an economic level has everything going squeaky clean. Desired Import: Labor The quarantines have always made it hard for people to go outside and do work, and the recent collapse and downturn of population have made it even more so. More than ever, people to do basic functions of society are necessary, the ins and outs of living and delivery. It's a mass thing, not quality but quantity, plus, somebody's gotta handle all of the filth and disease of everything.
  18. Arvaxine Populate (AVP) - Round 7 Leader: Edrajek, President Stats: DIP 2 MIL 8 ECO 5 FAI 2 INT 6 Bookkeeping: Regions Controlled: 2 (54, 59) for now... Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59) DIs: Laborers (filled) Fortresses: 1 (R54, "The Cage") Regions with Belief in The Way of Returning: R54 (Majority) Ground Units: 3 Space Units: 3 Treasure: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening Actions: ECO - Colonize Region 72 - 2d6+5 (+1 Treasure, +1 Seek Aid, Dust Hardening) TN 12 We are trying again. Not sure what happened the first time, we'll send a team to find out. TBA - TBA TBA - TBA TBA - TBA TBA - TBA Non-Actions: TBA
  19. Round 7 The Biarbu Society [The Shadow of the Flock] Region(s): 6 Actions: [Intrigue] Secret Action The Shadow of the Flock does not block out the sun. [Faith] Convert R7 to (Plurality) Soul's Fascination () [+1 Size Bonus] Fate's path suffices the soul. [Faith] Convert R12 to (Majority) Soul's Fascination () [+1 Size Bonus] Neo Guleum and it's Fascination with money can please the soul. [Faith] Convert R?? to (Minority) to Soul's Fascination () [+1 Size Bonus] The eyes of the Patriarch gaze upon ??? [Faith 10] Miracle - Soul's Fascination (semi-approved) Sometimes, the greatest changes that happen out in the worlds come from within. Sometimes, what comes from within, can help us to see the changing of faiths. The Face of the Flock meets with leadership from Soul's Expression, and finds much in common. Soul's Expression and Fascination formally merge their two faiths! The Merging of Faiths All NPC regions with either Fascination or Soul's Expression become Soul's Fascination All Owned Regions with either Fascination or Soul's Expression become Soul's Fascination, if the region owner non-actions acceptance of the merger As part of the above non-action, a player may Adopt the new Faith if they were previously following Soul's Expression or Fascination If the region owner doesn't non-action acceptance, then the next Conversion from either Fascination or Soul's Expression will upgrade to a Soul's Fascination. Regions that have both Fascination and Soul's Expression in them when the merge to Soul's Fascination occurs move up a step [Minor to Plurality, Plurality to Major, or even Major to Sole though the latter requires there are no other faiths in the region]. For NPC regions, this happens automatically. For owned regions, this increase in step requires an additional non-action acceptance. A player may non-action the merge to Soul's Fascination without accepting the increased Size, but may not non-action the increase Size step without first accepting the merge. As a non-action of the Miracle, the Size 5 bonus is +1 Buyouts As a non-action of the Miracle, the Size 10 bonus is +1 Conversions As a non-action of the Miracle, the Size 20 bonus is 2d8 Resist Conversions Soul of Ophon “The Hurdle of Fate is Steep.” ― Jungyeong Cheok "It's Still Just a Hurdle no matter how high it is. If push comes to shove, I can bust it down." ― Dokja, the Ugliest King Omniscient Reader, by singNsong Non-Actions: Support conversion of any owned regions to Fascination. Contest all other faiths. Contest all unsupported buyouts. Accept the merger of Soul's Expression and Fascination to Soul's Fascination, adopting the new faith. Direct from Zachi itself, in conjunction with the Golden Phoenix, we now return the solar system to it's regularly scheduled programming... Biarbu Interplanetary Recreational Broadcasting With Simulation Shows like: Good Morning Badal! The epic tales of four Biarbu just doing their best to make your morning just a little brighter. Sometimes, important guests will even be featured, like Honored Astronomer Shing-Chen, or even... the Face of the Flock themselves! The Bironian On the run, this Loyalist has two fates: Survive or Die. An action drama like you've only dreamed of that takes Rhine Stone all over the world and beyond, all to stay alive! With Biarbu sidekick Shiju Jo-jeen, can The Bironian escape? Find out on BIRB! Also starring Kashi Gold! Keeping Up with the Kylokians (Cancelled) A livestream of FACTS about the Kylokian Reign of Blood, direct for your viewing pleasure. Find out where they've raided, best guesses on statistics, and live commentary from local Biarbu letting you know how the strong survive! Wakinyan Ascending A speculative documentary on what is happening with the larger universe, primary focused on Wakinyan and beyond. Starring the human Carl Sagehand, and frequently guest starring Honorable Astronomer Shing-Chen! Young Coedds in The Area A Simulation Drama of Romantic Comedy, starring up-and-coming Simulactors Shiong and Twolu!* {Legal Disclaimer: Biarbu Interplanetary Recreational Broadcasting has no connection to the Coedd faith, and while the research done for this Simulation is meticulous, BIRB does not claim expertise or accuracy for the tenants of Coedd, or indeed, the Coedd people. This show is fictional.} The Fate of the Universe Speculative news, for all your needs of what might very well happen in the future! And now, returning after being gone for a decade, showrunner: Xion, the Steward! Twice a week, only on BIRB! How Do You Pronounce That? Everyone's favorite gameshow! Test your knowledge of other languages and cultures by trying to say funny words the right way! Make sure you subscribe for your very own Simulation Access! Get with the Program! News and Rumors The loss of the Kylokians is felt throughout all of Shiwa Yun. It is talked about for an entire two weeks. Keeping Up with the Kylokians continues to be a popular show on BIRB, but the ratings continue to drop as fewer and fewer raids happen. It is a dramatic loss for everyone. And then the two weeks end, and the news of Wakinyan existing breaks. Soon, only die hard fans are trying to find out more about the Kylokians. Almost every Biarbu wants to know more about Wakinyan. The show Wakinyan Ascending takes over the former time slot, to rave reviews. Ruler Information The Shadow of the Flock, Ben Ying D M E F I Current 2 2 5 10 10 Starting Stat 2 2 3 4 4 End of Round 1 0 0 2 0 0 End of Round 2 0 0 0 0 2 End of Round 3 0 0 0 1 1 End of Round 4 0 0 0 0 2 End of Round 5 0 0 0 2 0 End of Round 6 0 0 0 2 0 End of Round 7 0 0 0 0 0 New Ruler Next Round The Shadow Reborn, Ben Ying "Heir" stats Diplomacy Military Economy Faith Intrigue Expected Stat Bonuses: +2 Faith Kingdom Information Embassies or Trade Routes: None Yet Treasure: 4 Techs: Algorithmic Imagination Badalian Megadirigibles In Vivo Modification Arcane Amplification Aclaustrophobic Psychiatry Fusion Reactors Xenolinguistic Cataloguing Vacuum Adaption Wet Navy Ships Pseudogravity Engineering Commander(s): None Yet Units: [1] Ground Unit {Shangyang} [1] Space Unit {Yeaya}
  20. The Iron Masquerade Round 7 draft DIP: Attend an event (& pay a treasure to EMP) DIP: Embassy with CBC ECO: TR with RAT (designate CBC as referrer) INT: Coerce TP 101.2 for Helium-3 INT: Secret
  21. The Dwarven Industrial Coalition Chief Executive Martin Cooley Diplomacy: 5+1 Military: 5+1 Economy: 3 Faith: 2 Intrigue: 5 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [MIL] Invade Region 96 Using 3 Space Units and 2 Ground Units led by Dr. Horace Thorne (Mil 10) using the tactical doctrine Engineered Onslaught. [MIL 5] Raise a General: Kent Cumbria Tactical Doctrine: Undermine the Battlefield: ??? [DIP] ??? [DIP 5] Embassy? Great Work? [???] ??? Embassies Trade Routes Non-actions News and Rumors Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 3 [govt support] = 10 Ground Units: 4 Space Units: 4 Total: 8 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Cyclone Phased Laser Arrays (equipped) Economy Treasure: 1/5 +1 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Laser Rifles: 95.1 Meltorian Ale: 90.3 Space Amoebae: 96.1 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Android Industrialization Arcane Amplification Badalian Megadirigibles Fusion Power In Vivo Modification Pseudogravity Engineering Shrewd Business Thaumonuclear Reactor Cores Vacuum Adaptation Wet Navy Ships Xenolinguistic Cataloguing Misc. CI: Industrial Advantage: 2d8 on Buyouts
  22. Flag C.A.S.S.I.O.P.E. (CAS) Round 7 Regions: Space-Kelp Cluster (87), Amiant Cluster (86), (92) Faith: Hospitality Protocols (Unorganized) Ruler: Custodial Unit 2323 Diplomacy 10 Military 5 Economy 10 Faith 3 Intrigue 2 Actions Expected Stat Increases at End of Round: Nil Diplomacy - Establish Confederation Claim in 85, use Treasure, Renown 1 (2d6+12 vs 18) Diplomacy - Encourage Settlement in 92 (2d6+10 vs 12) Diplomacy - Sway Mercantile Faction in 86 (2d6+10 vs 12) Diplomacy - Sway Media Faction in 85 Diplomacy - Sway Mercantile Faction in 85 Non-actions Resist all unsupported buyouts, conversions, and sways Market Connections - Request WTU Buyout of [TP] News and Rumors Audit Treasure 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, CM), +1 Ally of the Union -2 Actions (2->0) 6 +1 Passive (8: 2SK*, HC, CW, CK, CM), +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 8
  23. The Amiant Cluster, Region 86 Geography As with most of the rest of Mekhala, the cluster is dominated by empty space and smaller asteroids, which are of little note -- although that has begun to change since the arrival of the custodial units of C.A.S.S.I.O.P.E. and Basu-Rahman Affiliates, as some of these minor bodies have become host to relay infrastructure and other bases of operation. The largest asteroid in the cluster, an irregular siliceous mass approximately 150 clicks across known as Amiant, is home to the majority of the region’s life and activity. Amiant is subdivided into two major regions, colloquially referred to as the dark and light sides in accordance with their appearance at the surface (with one being a gray several shades darker than the other). In addition to the shade, the dark side is also significantly less bumpy, more consolidated (almost no dust and very compacted, despite the asteroid-scale gravity), and has no signs of inhabitants whatsoever. Much of the light side is little more than a loose aggregation of dust and small rocks at the surface, simply settled into place by the weak pull of gravity. In select areas of the light side, flat, circular landing areas dot the landscape, the surface concreted together by the recent newcomers using a cement mixed with vacuum-resistant kelp mucus. Wide semicircular gateways stand at the edges of these circular landing pads, where visitors can descend into the heart of Amiant: the tunnels. After about a kilometer of walking, the newly built, mucus-cemented tunnel walls merge into a much older tunnel network, which appears to have its walls reinforced with a strange sort of fibrous mineral, laid across and within the rocky material in all different directions, in a manner which seems to bind the tunnel wall together (and also provide a slight springiness in the floor). The tunnels, no less than ten meters in diameter, form a complex, sprawling network running under most parts of the light side of Amiant. The inside of the tunnel network is a vacuum, and typically pitch black (within the visible light spectrum, at least). Occasionally tunnels intersect or open up into larger chambers, tens or hundreds of meters across, which are often criss-crossed with the same fiber matted into sheets that subdivide the space or bridge across it. Some of these chambers are also largely without this fiber, instead opening into unconsolidated cavities where mining takes place. Amiant has an extremely slow rate of rotation. A typical point on the surface might see Ophon for three hundred hours before an equivalent time facing the relative darkness of Outer Tekhum. As a result, the tunnels of Amiant that are home to the Fibrils see a wide range of temperature variation, an effective ‘day’ and ‘night’ that transpire despite the consistent darkness to the eyes of most organics. During the day, when the light side of Amiant faces Ophon and the temperature is warmer in the tunnels (entirely unsafe for most anything not in protective gear, ranging from 50-100 Celcius) are periods of activity, where the Fibrils go about their work and their rituals. During the ‘nights,’ temperatures drop as low as -100 Celcius, and Fibrils go to sleep, typically in large groups with others of similar size, within ‘nests’ of thick, matted mineral fiber found in some of the chambers. This temperature change is less drastic as one goes deeper into the asteroid, where it gets uniformly on the warmer end. In the very deepest parts of the tunnel network, the tunnel density decreases, leaving at the end only a pair of 10-meter tunnels, winding helically around one another for the last few kilometers leading to the Final Chamber, the only portion of the Fibril tunnels located underneath the dark side. Recently, many of these chambers have begun to also feature outside presence, such as in media receivers that allow BRG relay stations on the outside to reach their Fibril viewers. These are often in dedicated rooms, which isolate these outside broadcasts somewhat from the bulk of Fibril society, although not by much seeing as how packed the screen rooms tend to be. People Amiant is inhabited exclusively by creatures known as Fibrils, a type of lithoid entity composed of stone suffused with either magic or a biology so alien so as to enable intelligence and motion like that of organic life. A Fibril’s body, itself divided into a rotund thorax with a smaller beady-eyed head and rather small abdomen at the ends, is entirely obscured by a loose, fluffy cloud of mineral fiber, typically a light gray but sometimes also in faint, pastel-esque hues of blue, green, brown, and yellow. Emerging from the mostly spherical cloud are eight appendages -- round, flexible tubes with surfaces like a high-grade fabric hose densely woven from the same fiber, arcing up out of the thorax and tapering on the way back down to meet the ground with gripping pads composed of hundreds of fine fibers. The Fibrils live a peaceful, communal existence for the most part, under the mostly-ceremonial rule of a council of their largest elders (Fibrils continually grow throughout their lives, starting the size of a space-golf ball and having the potential to grow to the point where they barely fit through the narrowest tunnels; the average adult has a body about four feet in length, but appears much larger with cloud and legs included). As a mostly air-evacuated atmosphere tends to be insufficient for using sound to communicate, Fibrils have developed a language communicated through taps and scrapes against whatever stone floor/wall/etc they may be standing on (or alternately, sent as vibration through tensioned mineral fiber structures). Additionally, Fibrils naturally emit light as part of their digestion, by which they are able to see. This light, however, is not within the typical visible spectrum for humans and some other organics, and the primary visible spectrum for humans is not visible to Fibrils. Resource The Fibrils are natural weavers, and are extremely proficient with all manner of fiber arts. This is most used in their own application of natural mineral fiber for construction and all manner of personal wrappings, and for their most sacred rituals. In recent years, with the import of fibers and fabrics less injurious to organic life, they have taken to sharing simulacra of the projects of their Star’s End rituals with outsiders, oftentimes to the instruction of a particular patron requesting a fanciful garment. One of their favorite new fabrics to work with has been fine kelp filament, which they have developed novel ways of spinning, weaving, knitting, matting, and sewing into the highest known quality grades of thread, fabric, and wearable art. Naturally, high fashion is also high art. Haute Couture has the resource categories of Luxury Goods and Art and Cultural Products. The Fibrils, as no surprise for a lithoid species, have a diet consisting largely of mineral ores. Many of the tastiest and most filling of these are becoming increasingly rare within Amiant after centuries of extensive mining, and thus more ores are a necessary import. Faith Star’s End is the most important ritual of the Fibrils, performed once per cycle at the end of the Amiant day. Thousands upon thousands of Fibrils will spend several hours crafting and donning protective garb to insulate themselves from the heat of the Final Chamber (unbearable even to Fibrils, and even then only Fibrils of a certain size can survive the journey, making it a sort of coming-of-age experience), and a lucky few will contribute to that cycle’s Stars. Typically these are humanoid dolls knitted lovingly from mineral fiber, draped in clothing of the most fanciful arrangements of color, texture, and geometry. Suspended like puppets between ropes held by the extra-insulated Fibrils, a procession of these Stars pursued by no less than half of the Fibril populace descends toward the Final Chamber at the deepest point of the tunnels, rhythmically tapping the tunnel walls along the way. Upon arrival, the ceremony as well as the rhythmic chant-like stomp-singing reaches its culmination, as the helical approach tunnels open into a wide chamber, where the stone is magically stained to a pitch black across all spectrums of light. At the center of this chamber floats a perfect, lightless sphere of incomprehensible size -- although that is not to say that it is particularly large or small. The orb pulsates with magical energy, felt by the Fibrils in a manner not dissimilar to the pounding bass at a rock concert (although of course the latter would typically not be able to travel through vacuum). One by one, the Stars of Amiant are given a final refrain of the chant, and hurled toward the orb. Upon contact, the doll and its magnificent outfit instantly disappear, leaving no trace and making no sound. Sometimes, the doll Stars will be joined by a Fibril Star, the largest elder having made the decision to retire in the most honorable and spectacular manner possible. Similarly, they don their custom high-fashion garment, fitted for their arachnoid form, and lead the procession and its song. Once at the final chamber, these living Stars leap gracefully down to meet their End.
  24. Round 7 - Years 2052-2054 Illumined Utopian - [] - Region(s) 01, 10, 45 Diplomacy - Attend the First Pan-Tekhum Mageball Competition! Sub-Action: Vassalize to the Eucrus Alliance! Sub-Action: Diplomacy - Encourage Settlement (01)! (2d6+4) Faith - Convert Anjahar (11) to Soul's Fascination Majority w Support (2d6+7-1+2) Faith - Convert Taumaru (19) to Soul's Fascination Minority w Support (2d6+7-1+2) Faith - Seek Aid on Encourage Settlement (01) (2d6+7) Console Antonius Drusus (He/Him) Dip: 4 || Mil: 5 S5 Eco: 3 || Fai: 7 S5 Int: 3 Unit Cap: 4 / 9 Treasure: 0 || Income: +0 Additional Items Non-Action: Resist all Conversion Attempts on Region 10 (2d6+7) Non-Action: Resist all Conversion Attempts beyond Minority on Region 1 and Region 45 (2d6+7) Non-Action: Resist all hostile actions against owned trade-posts. (10-TP1 & 11-TP2) Non-Action: The Reflective Gardens Embassy is being reopened for business with the de-escalation of hostilities. Non-Action: Accept the Merger of Soul's Expression and Fascination to Soul's Fascination! (Region 01, 10) Non-Action: Accept Faith Size Increases From Soul's Fascination Merger (Region 1 > Plurality if Encourage Settlement works?) Non-Action: Adopt Soul's Fascination as the new state faith. Non-Action: Go into Favor Debt to Request that EMP Impress the Government of the Wyrmlands (45)! Non-Action: Arkhive Æternal Submissions (+6) The Life of a Jy'mar - Day One The Life of a Jy'mar citizen, by Cluatis Masiziou Dear reader, you may have heard much or little of the plight of the Jy'mar - I would not expect you to sympathize much but hear me out. For other Jy'mar know my fears and shiver at a life beyond the walls of the warrens of our home. For you see - for those not in the know, the Jy'mar are short compared to the Imperial Standard. Our tallest warriors only measure 4 inches from foot to head without their armor suits. I will regale to you the horrors of size in this ongoing series told from the point of view of an iterant Jy'mar out in the world sending their tale back to me as they risk their tail. Buckle up, I have edited and composed much of what they have sent back to position in a readable fashion. For security of my client I have changed all names within this work. I left Utopian early that morning, my path called for a journey - travels and knowledge of the world beyond the safe walls of the warrens. The Protectorate issued me a mask, two weeks of hard tact for sustenance and some Imperial credit to be able to charter an aero-ship or book passage on the wandering traders in the area. I was given the waiver I had to sign - to forsake return to the Utopian Warrens now that I had left of my own volition- I would either never return or have to join the Protectorate if I come back. I only thought about it for 10 seconds. There isn't anything more for me in the Warrens. First order of business was getting on an aero-ship, I managed to have a regular trader give me passage he said he "had room for a small thing like you". It took me thirty minutes to walk the length of his aero-ship. As I walked the ship I kept my eyes out for the list of things the Protectorate says are danger signs. Bug nests, eggs, rat droppings, those are the things the giant folk tend to overlook and not thing of when travelling as they don't cause problems for 'normal' sized people. In my excitement exploring the ship and climbing in its walls I was lax, I didn't check carefully enough. My main regret from my first day was irresponsibly sleeping in the bed the trader kindly provided me. I went to sleep unprepared that night for the horrors to come. The Life of a Jy'mar - Day Two The Life of a Jy'mar - Day Two, by Cluatis Masiziou I woke to a pressure on my leg, it was gentle - like a lovers' caress - but I was supposed to be alone. It was only my brief training with the Protectorate that saved me. Springing from my sleeping position away the spider came into full view, its front legs had begun wrapping my blankets up in a cocoon and its fangs had been above my leg poised to bite. I only had basic combat training, I was not prepared for a fight with a spider of this size, big even by giant standards the beast turned toward me, waving its front arms in warning while shuffling at me. I fled. I fled the whole night, people say they get rid of the pests... they just hide until you sleep. Running from hole to hole I discovered the deziens of the night, and they just considered me food. When Dawn finally cracked and the Captain could be talked to I had not slept any more. At least he apologized profusely for the poor quarters and guaranteed my safety, but I was awake now to my peril. I made my own quarters in the hull of the ship, I used the protectorate's guides on traps and fallback sleeping dens that I scoffed at while being taught them. Perhaps there was a point to all the warnings, maybe this was a failed outing, maybe I was just doomed to die beyond the walls of the warrens. When I rested that second night, I was on edge for anything - the skittering of night creatures and the sound of the traps working their magic eventually lulled me to a fitful sleep. The Life of a Jy'mar - Day Three The Life of a Jy'mar - Day Three, by Cluatis Masiziou It was the Captain who found me mid-afternoon on the third day. He was worried when I hadn't come out for breakfast and hadn't been seem by anyone. He said it took some time to find the trapped nook and was fairly impressed with the little piece I carved out for myself. Obviously I needed the sleep, and I only mildly shuttered at the quantity of bugs in my death trapped area. Other than concern for my wellbeing being a passenger on his vessel the captain was also informing me that we would be landing close to nightfall at the targeted port-of call. A middle of nowhere Badal waystation aerostat that traders frequented to transfer cargo and passengers. Reminding me that was as far as I paid for, he said he could keep me on for longer if I wanted to head toward Shiwa Yun - My eyes were set on Senkar - I wanted to see the magic of their lands. He said I could use the nook again tonight as they would be berthed overnight and leave in the morning. I guess tomorrow I will explore a waystation and try to find passage to Senkar. The Life of a Jy'mar - Day ??? Life of a Jy'mar Day ???, by Cluatis Masiziou I have lost track of time in this wider world as I strive to survive the waystations of Badal. Nothing would have prepared me for this, I thought my time on the Captain's aero-ship was fraught with danger, compared to the areas of the waystations it is nothing. Let me roll back, I believe I left off when I was going to search the waystation for passage to Senkar. That was my aim that day - but no Captains were willing to take me on - I had nothing of value to them or anything worth trading. The credits I had to my name could have been checked but they were not even willing to try. So I instead set to finding a place to stay until I could obtain passage. The Waystations of badal are a dismal affair, barely enough space to berth passengers as they wait days or weeks for the next aero-ship to cross and pick them up, no measures to reduce or remove the population of pests that build up from the toxic skies of Badal apart from some barely routine cleaning and inspections. If it doesn't break structural integrity then it doesn't concern the independent owners of the waystations. Its been perhaps weeks since I was dropped here. I've lost track of time fighting a war of attrition against the pests of this waystation. Now that I have finally carved a fortress in an old cupboard space unused by the inhabitants of this station I can now reflect on my situation. I hope this missive finds you - Please send it along to the Protectorate and inform them of this plight facing travelling Jy'mar so they can warn others. (+1) Culture's Literature (+1) Historical Work (+1) Philosophy & Others (+1) Join the Arkhive or librarian joins (+2) The Cata-Honeycombs ongoing hive contribution! Realm Tracking Economic: No Trade Routes Treasure: 0 Income: +0 Trade Posts: 10-TP1 (Exotic Heavy Metals) - DI for 1 and 45 11-TP2 (Synthetic Meats) - DI for 10 Debts: Owe the White Pawns 2 'Treasure Units' Diplomatic: Embassies: Reflective Gardens, Blue Zone of the North Way Cluster (BCC) Regions: Capital: Heights of Utopia (10), ILU Gov, Open Merc, ILU Media Fortress: The Labyrinthic Path Holy Order: Paragon's Primes GP5 ArkHive: Cata-Honeycombs Undeveloped Colony: <Unnamed> (01), Undeveloped Exclave: Wyrmlands (45), GLO Gov, Open Merc, Open Media Faction Supports: Region 8 - Government Arkhive Æternal Status: 10 (4+6) Faith: Official: Soul's Fascination <TBD> Size 5: +1 to buyouts Size 10: +1 to conversions Size 20: 2d8 resist conversions Organized Size 14 Sole (+4): None Majority (+3): 10, 50 Plurality (+2): 11 Minority (+1): 1, 2, 18, 46, 84 Holy Orders (+1): 10 Military: Admiral Legate Victolus (7) Rapid Redeployment Following a victory in the Space Combat forces are quickly redeployed to critical support infrastructure on the ground and aid landing forces on the attack. {+2 to Orbital Superiority Bonus} Unit Cap 4/9 Ground: The 101 Praetorians Space: Fleet of Equitable Footing Space: Merchant's Irregulars Ground: The Parvus Dragoons Time Sensitive EMP Coronal Catalogue of Duelists [1 / 3] End of Round 8 WTU Supply and Demand - Ore TP (?) End of Round 8 Next Round: Console: Dip 4+1 / Mil 5 / Eco 3 / Fai 7+1 / Int 3 Heir: Console-Elect Giovanni [5 Dip, 2 Mil, 2 Eco, 5 Fai, 2 Int]
  25. Intelligence Agency Coedd’s Intelligence Agency doesn’t literally throw its doors open for Hexennial visitors but purely because the doors are always open. One of them, in fact is broken and is at its most closed an inch or two ajar. There is a maintenance request in to sort it but maintenance have been busy preparing for the conference and this job was judged low priority. But it does metaphorically throw its doors open to visitors and that’s something. Spies, helpfully wearing badges identifying themselves as such (“Hi, I’m Matt Harry 372.12. Ask me about spying for Coedd”), circulate; inviting anyone who expresses an interest to come and visit. Those that do get a novelty mug and have the sign up sheet pointed out to them. Inside the converted warehouse, visitors are eagerly shown details of countless schemes and treated to a display of ostentatious codename usage. It’s clear to anyone visiting that those present are dilettantes who are largely “spying for Coedd” because it gives a break from their professional duties. “Its a LARP, not an intelligence agency” most will leaving thinking. Those a bit more attuned, though, might spot something else. Yes, they’re dilettantes, yes this is done in fun as much as anything else, but they are good at it. They’re plans could well work. They’re information gathering methods have been well thought out and well executed. They’re secret handshakes may be ridiculous and their codenames absurd (particularly given the fact they often slip up and refer to each other in plaintext) but the codes and ciphers they actually use are strong and at times unbreakable without magic. They might well just be playing a game, but they’re damned good at playing it and what’s the real difference anyway? Coedd Arrival Coedd is old. At the same time Coedd is ever young, eternal and everdying. To be specific, this particular avatar of Coedd is old. Never limber at the best of times it is now close to immobile and takes the best part of ten minutes to walk down the ramp from the ship that brought it here. The walk from there to the room where Ordo Roberts, the sixtieth and forty-two hundredths is preparing for his final mellification is agonisingly slow - acolytes accompany it in shifts to allow time for toilet breaks. Eventually though, several hours after landing, it stands before the venerable scholar and by extension before the beers. Twenty chemical translators beep while those who have had augmented noses installed sniff the air. Coedd !UNTRANSALTED! Tiny-meat. “Tiny-meat” had come up before, on the rare occasions Coedd had felt the need to distinguish between the bees and literally every other form of non-plant life in Tekhum. But the chemical trace being displayed was new and there were excited glances between the linguists in the room. A new word! During its laborious walk from there to the grove they huddled in knots of conversation, occasionally one drifting from one group to another to ensure conversations were disseminated. In the almost an entire day it took it to walk to the grove, a slow consensus emerged. Coedd’s traditional polite greeting had always been translated as “acknowledges” - it was essentially a simple messenger pheromone used as a handshake. Coedd is prepared to send and receive messages. And this new word was similar in structure but with deuterium groups attached. The only other place the linguists had seen deuterium in Coedd’s conversation was in its own identifier, “Coedd”. Their presence here couldn’t be a coincidence, it must be a way of…of elevating the term. The slow consensus emerged and that consensus was that: Coedd greets the bees. A level of respect it was previously thought Coedd was incapable of. Eventually this avatar reached the grove and stood in the middle. Over the course of the year the last of its leaves fall. It can be used, acolytes agree, as compost to feed the hive’s ever present need.
  26. Themis Space Station Write-up Layout The base started as a ring with six drydocks for building battleships, connected by a ring. Now some of the drydocks were expanded to build fortress ships up to 5km in length and two of the six have been converted to Activated DarkMatter production facilities as these can be more easily seperated from the main base. While the ring is mostly manufacturing and laboratories, inside the ring they build a giant sphere to house people. When finished, it can hold about about 80 million people, but nowhere near that number live here yet. People Themis is colonised by Volethans. Most are construction workers, finishing up the construction of the base as well as spaceyard workers, administrators and military staff. Some families already live there, mostly from military personal and spaceyard workers stationed there. As soon as more production will be started up (some products are easier constructed in zero-G, more workers and their families will move to the station. The maximum population is 80 million, but it will take years to get to this number. Government Currently the station is under military governance, although in a few years a civilian governor is slated to take over. The base will have a local council to handle local affairs, and will send representatives to the ducal council as well as the parliament. It will also have local communities and they will handle local affairs, just like towns and cities in Bafatis. Religion The Mind is considered the most important thing, as for everything else the Mind can create a machine to do the work for it. Some priests are on the base, mostly in the military, although a larger presence still has to be established. Resource Activated Dark Matter: While the base will build most ships for the Bafatis Space Navy as well as civilian ships, in its labs Bafatis scientists have created Activated DarkMatter, a form of matter that decays into regular matter releasing tremendous amounts of energy. While its properties are not yet fully understood, it needs zero-G production facilities protected by the best armour and shields. Two of the orginal six drydocks have been rebuild to produce this resource while scientists keep studying it. categories: exotic matter, fuel Desired Import Ores and Alloys: With all the construction that is going on in the base, they always need more material to build with. Also the creation of the activated Dark Matter requires materials to begin with. picture
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