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Stygian

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  1. Actions: [Dip] - Sway Government in 083, TN 12 due to ownership, success -1 Distance Penalty (capped due to region ownership), BRG and EMP cancel out respective bonus/penalties. [Dip] - Sway Government in 089, TN 12 due to ownership of adjacent region, success Dip 10 - 3 Distance Penalty [Dip] - Placeholder Action [Mil] - Mil10 of some variety, yet to be decided [???] - [???] - The Eucrus Alliance Capital: Anjahar (Region 11), Badal Archon Tangata Roa Dip 10 | Mil 10 | Econ 3 | Faith 2 | Int 2 Archon Tuahine Roa - Next Round Stats Dip 4 (+1) | Mil 6 | Econ 2 | Faith 4 | Int 3 Non-actions: Ruler Turnover: Tuahine Roa will take over as Archon on Round 9. Marriage Claim in 089 converted to Strong Claim BRG Reputation rises to -2. EMP Reputation falls by 1. A new dynastic heir is announced Economics and Conversions Resist any foreign conversions in Region 11 or 19, except a Minority of Imperial Cult. All conversions to Soul’s Fascination accepted. [HOB] Request that HOB's Merchants block any buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner. Resource Tracking Stat Changes: Treasure: Organizations: Faith: N/A Tech Changes: N/A
  2. Placeholder for Region 83 (Region 83) Geography People Government History Faith Resource
  3. “My body is broken. I go to my fathers. And even in their mighty company I shall not now be ashamed.” The man embodied ThĂ©oden. Goodnight, my king.
  4. Kaitiaki Nui, “the Great Protector” (Region 105) Geography Kaitiaki Nui is a bit unique in the fact that it is only one section of an unfinished orbital ring that rests in high orbit around Badal itself. Despite the impressive amount of work that must have gone into construction of the colossal arc, signs of abandonment are present along the outer rim--with some districts remaining disastrously open to the vacuum of space. Blessedly, no souls try to eke a living in these blackened spots. Perhaps the state of disrepair is owed to the War itself--or perhaps some other calamity that the inhabitants are unwilling to speak of. Perhaps they simply ran out of resources, manpower, and will to see it through. A half-constructed docking platform reaches out to its sister station, as if the two were meant to join into a larger body at some point in the future. Smaller solar panels along the hull are used as a form of renewable backup energy for the station and its maneuvering thrusters. Inside, the station is clearly meant for function over form. The inner walls of the original construction are lined with murals depicting the history of Badal--its fall from a paradise, the exodus of lesser lifeforms, and the wrath of the sun god. What sections of the station aren't devoted to living quarters, cryostasis chambers, or cargo storage are instead used for the repair and manufacture of Badalian ships--including Derzin Rockets and some of the older kanmarran ships that have been put in for extensive retrofits. Currently, kanmarran officials have parked a handful of older civilian ships in orbit to expand the station's working capacity--though in practice, these ships are used mostly for entertainment and as a base for diplomatic outreach while engineers figure out the best and most power-efficient way to begin finishing those exposed hab-blocks. People The majority of Kaitiaki Nui's population can trace their lineage back to the original population that inhabited the station prior to the War of Eternal Bombardment. An impressive feat facilitated by unbroken lines, a secure facility unwelcome to solicitors, and the occasional indoctrination of aerostat dwellers from the world below to prevent pollution of genetic lines. Though the population is largely human, there is a minority of other humanoids from across Badal, and strangely enough, a significant percentage of native Glix among the workers present. The hivemind for these Badalian Glix is not connected to their Mekhalan kin, though they do not elaborate much as to the root cause of this--they seem largely unwilling or unable to discuss their kin at length. Kanmarran engineers, military personnel, and scientists inhabit only a slice of the station proper--while smaller, space-worthy ships remain in close proximity while engineers investigate the best way to expand out the architecture without compromising its integrity. A standing offer has been given to the Black Cloud Coalition to allow a small exchange of workers--to better survey both stations and delve into the secrets and technology of an age long gone. Government Kaitiaki Nui is largely ruled by a panel of three overseers that deliberate on day to day matters. Data regarding performance, repairs, financial reports, and security needs, is filtered in from various department heads across the orbital platform, and any pertinent decisions that affect the whole are passed down via internal memos. As part of the confederation with the Eucrus Alliance, Kaitiaki Nui has been granted a seat on the military council--as opposed to the civilian council. The reasons for this aren't immediately clear, and the request was rather unconventional, given that the usual protocol is to the opposite effect. One might hazard a guess that the terms were involved in whatever defense contract was brokered as part of the annexation. History The history of Kaitiaki Nui as the Alliance understands it is one that is massive and still unfolding. The station long predates most—if not all of the modern polities beneath its watchful gaze, after all. What is known ties largely into the propaganda of the Thrinakrians. At some point in the long eons before the Sea of Clouds, Badal was allegedly something of a paradise. These cultists-turned-engineers wished to explore beyond the skies of Badal, and began construction on a multi-part orbital ring—meant to act as a waystation between Badal and the rest of Tekhum. Over time, they learned of ways to harness the sun god’s bounty—using it to power their mining operations, drones, and even the nascent cargo ships that had come into development. With the War of Eternal Bombardments, it is said that the Thrinakrians grew greedy and restless—and this nigh-apocalyptic event brought the wrath of their god, transforming Badal into the relative hellscape of today. Troves of technology and ancient history were lost—and as the first aerostats rose to the skies, the cultists took it upon themselves to ensure the survival of the last Badalians. For the last two thousand years, they have remained in a sort of twilight exile—never stepping foot personally on one of the aerostats, never venturing outside of their cargo vessels to bring more supplies for their self-imposed wards. The true shock came with the rise of the Elect—whose nascent Imperial drives put them once more on par with their counterparts from antiquity, if not beyond. Their purpose uncertain, they have acquiesced to another form of protection—allowing Alliance officials and their allies to utilize their shipyards for building new fleets. Faith Thrinakrians - Majority The Thrinakrians are nearly as old as the station itself. Originally heralded as doomsayers, the inhabitants of this station are descendants of the original Badalians who witnessed the War of Eternal Bombardments—and the following exodus of many who deemed Badal as an appropriate refuge from the storm. Competing doctrines within the faith both describe Badal as a paradise despoiled by desperate scavengers and a last haven for those who had no other path. What is certain is that adherents of the faith place Badal’s hellish landscape as a result of the hubris of sentients everywhere—and punishment for offending some sort of primitive sun god that theologians outside the faith conflate with dozens of different figures—whether Avva, the Emperor himself, or any number of minor gods. In the modern day, Thrinakrians act as wardens in both senses of the word—protectors and nurturers of those who live in the world below, and perhaps also as guards—making certain that those they safeguard do not run amok. The latter sentiment has become harder with the uprising of Elect, leaving the faith scrambling to adapt with space travel now being a common affair. It is said one day Badal may be redeemed and restored—though they are unwilling to elaborate on what would achieve such a redemption when pressed. Resource Derzin Rockets - Spacecraft / Industrial Machinery Tucked away on a segregated section of Kaitiaki Nui, a cluster of ancient spacecraft remain docked--their bulky frames arrayed with scars from countless interplanetary voyages. These ancient spacecraft predate the War of Eternal Bombardments, used long before the Elect were uplifted by the High Lords and Ladies of Ophon--and long before the system itself was set ablaze by conflict. These early designs were not without issues--fuel intensive, with high power demands and a limited amount of space for manned operation. In fact, due to the length of voyages even to neighboring Sansar, pilots would be put into a state of cryostasis to reduce the need for non-essential cargo. Simplistic algorithms and advanced sensor suites handled the majority of course corrections and accounting for environmental hazards without the need for a living organism at the helm--which often meant that disoriented "pilots" woke with no recollection of what had occurred from launch to landing. Upon arriving home, automated drones would parse out supplies to individual aerostats—ensuring these last bastions of Badalian civilization could yet survive. Once Badal's lifeline for crucial imports, these shuttles have served less of a purpose in recent years due to cost concerns and the recent redirection of fuel from Kaitiaki Nui’s sister station. With the advantage of Imperial drives and the Alliance's resources, these vessels may yet be retrofitted for use in the modern age--trivializing certain aspects of commerce for the Alliance's ever-expanding borders. Needed Resource: Fuel and Power Any functioning spaceport needs fuel to be of use! For Kaitiaki Nui, this is a rather recent development due to the Black Cloud Coalition’s recent repurposing of solar arrays that their rockets once relied on to function. Without a steady fuel supply, “dry dock” becomes a far more literal term. Beyond simple supply needs, the Alliance is hoping for a more efficient source of fuel to renovate the existing supply of Pre-War cargo ships.
  5. 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) Princess Tiyansi (LSP) 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.
  6. Actions: [Mil] - Invade Region 083 with 2 Space Units and 4 Ground Units Two thousand years since the Bombardments. Twenty-odd years since becoming recognized and uplifted by Ophon. With that privilege came drive, and an aim to represent something so much bigger than the clan founders could have dreamed of. The Alliance is larger than it has ever been, and the promise of stability and security is drawing ever more souls beneath Anjahar's banner. Though there have been hiccups along the way, it seems only appropriate for the kanmarra to return to their roots. The two newest ships in the fleet are loaded for bear, with civilian ships instructed to stage at a safe distance and await news of a safe harbor for landing. Among those present on the command bridge is the Voice of the Compact himself. Though Taio Wakari has yet to fully recover from his illness, the Voice insists on being present for what is akin to a pilgrimage for those versed in the history of the kanmarra. Combined Front: 5 Units led by Archon Tangata Roa (Mil 8), utilizing Overwhelming Tempo. Mil 8 + 6 Units = +14 (+16 with TM) -3 to TM (Distance) Fluff Note: Taio Wakari will accompany this battle as a minor character/observer. I would like to roll a separate leader loss to see if he survives, with a self-imposed -3 (plus any normal penalties from the battle) on this check due to frailty. Should he perish, his preserved body will be sent to the ArkHive to finish the process of mellification undertaken prior to the journey. [Mil] - Submit a record to the Coronal Catalogue of Duelists [Mil] - Submit a record to the Coronal Catalogue of Duelists [Eco] - Buyout Nitrates in 31.1, failure Eco 4 (Renown) + 1 Faith Bonus + 1 Treasure - 1 Distance Penalty = +5 modifier [Dip] - Establish Marriage Claim with the Khylosen Cluster in 089, success Dip 10 + 1 (Renown) - 3 (Distance Penalty) = +8 With the journey to Mekhala growing ever closer, the Alliance turns its eyes toward the instability of the Khylokian state. Where once they might have celebrated, now there is wariness. The 'leal Khylokian allies' mentioned by the House of Fire were a stone's throw away from their intended territory, after all. Without some unifying force to keep the raider state intact, it did not seem an exaggeration to say that the Mekhalan project would come under threat. A solution presents itself from the Taumaran Admiral, Zara Tareta. The kanmarran officer has always had a reputation for pragmatism and a seeming love for the artistry of warfare. Zara offers a simple solution--why could the Alliance not be that force? The motion is brought before the council--a marriage to bind the two nations, and steer the fate of Khylosen as they had so many others. The move is not without controversy. To court Khylosen and welcome them into the Alliance would mean accepting ways once thought abhorrent. Could their violence truly be molded into something constructive? Dissent begins to brew amidst the council while Archon Tangata prepares for his journey to Mekhala. [Mil] - Raise one Ground Unit and One Space Unit, calling on the Imperial Armada Going into favor debt (total favor debt of -2) Accept any Renown from maintaining the highest military count, if applicable? [Free Action - Renown] Co-Host the First Pan-Tekhum Mageball Competition alongside the Llort Society Protectorate! Accept Minor Precognition from ILU in exchange for Shrewd Business Accept Android Industrialization from CAS in exchange for Pseudogravity Engineering, Badalian Megadirigibles, and Shrewd Business. Trade Shrewd Business to WTU in exchange for favor repayment. Accept the Illumined Utopian as a vassal (+1 Unit Cap, +3 region count) The Eucrus Alliance Capital: Anjahar (Region 11), Badal Archon Tangata Roa Dip 10 | Mil 8 (+2) | Econ 3 | Faith 2 | Int 2 Navarch Tuahine Roa Dip 2 (+2) | Mil 4 (+2) | Econ 2 | Faith 4 | Int 3 Non-actions: Support only the following conversions in 11 and 19: Soul's Expression and Fascination (to any degree), Imperial Cult (Minority status). Accept the merge of Fascination and Soul’s Expression into Soul’s Fascination in all applicable regions. Accept any size increases in regions that have both Fascination and Soul’s Expression where applicable. Adopt Soul’s Fascination as the state faith of the Eucrus Alliance. [HOB] Request that HOB's Merchants block any hostile buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner. [HOF] Waive resist roll against HOF's Sway Government in Region 22. News and Rumors: The rise of interplanetary wars, bloody coups, and promises of enacted violence and occupation across Tekhum are of increasing concern to Anjahar's military council. With only two holdouts amidst top leadership, Anjahar puts out feelers to the Elect for a gathering of polities--to discuss matters of war, acceptable escalation, and accountability for crimes against fellow sentients. It is made clear that such a meeting is, by and large, a way for Elect to hold one another responsible for their actions--and not something designed with oversight from the Imperial Court. With tensions cooling down between the North Way Cluster and their largest neighbors, the Eucrus Alliance extends an offer of cohabitation and cooperation to the Black Cloud Coalition. Regardless of any other conflicts or military action, the Eucrus Alliance wishes to hold the orbital ring as sacrosanct between both parties--so as to avoid damaging critical infrastructure or losing the potential to study one of the most intact pieces of Pre-War infrastructure that has ever been discovered in Badal. The Alliance further offers a worker exchange program--to allow engineers from both nations to study and work together in deciphering the ancient technology. Resource Tracking Stat Changes: Mil +2 Treasure: 1 -> 0 Organizations: Forgive 1 WTU favor in exchange for Shrewd Business Faith: Adopt Soul's Fascination as the new state faith per BRB's Miracle! Accept all conversions and size bonus updates to reflect the new faith. Tech Changes: Gain Android Industrialization, Minor Precognition
  7. Actions: [Dip] - Elevate Status to Stellar Power (Regions Eligible: 11, 18, 19, 105) +2 Renown from [Ascension] Higher Powers! [Dip] - Sway 019's Media from the clutches of rebellion, success One Treasure Spent Chaos Must Be Scheduled The destruction of Basu-Rahman’s Badalian studios is not without consequence. Though they may have indulged in mindless drivel and questionable ethics, the true frustration in Taumaru comes from the sudden loss of the Group’s connections. Chaos, demands for the expulsion of the kanmarran chancellor, and whispers of dissent are ripe in those early days. However, bureaucracy can be frighteningly efficient when protecting its own interests. Chief among them? Stability. A number of well-placed bribes are given behind closed doors. Many of the Group’s contracts with outside agencies are bought out by various guilds—briefly upsetting the tenuous balance among the upper class as new names rise to prominence and others are laid low by circumstance. When the dust settles, from an outsider’s perspective, things hardly appear to have changed. The reality is much different. In the Group’s place, smaller media startups are given grants by the Ministry of Renewal to fill the vacuum. And where they cannot provide, Snake News delivers. A fledgling broadcast license is even provided to Heliosphere Enterprises, assuming continued goodwill from the Moonsoul Mountains. Before long, the common refrain among Taumaran citizens is that Basu-Rahman thought themselves puppetmasters—but forgot that they too have strings. [Dip] - Attend the Mekhala-Veehra Dash Cede control of Region 22 to the House of Fire per standing agreements with Coedd and negotiations with the Duke to ensure peaceful transition of power. Accept Pseudogravity Engineering and Shrewd Business from ARK. [Mil] - Raise two Space Units from the Imperial Armada One Favor Debt with EMP The trip to Mekhala will be long and arduous, just as it was at their beginning. Yet, before the kanmarra can embark on this moment of significance, Anjahar must first ensure the safety of their territories. The Eucrus Alliance has always made the most of limited resources where others might falter. Their recently annexed shipyard is put to the test almost immediately. A request is made for two mothballed capital ships, which are put into dry dock over the next several years as Alliance technicians employ extensive retrofits to bring these ancient war machines up to standard. By the end, these vessels much resemble their new crew—scarred, tested, changed—but resilient, and ready to face a new dawn. [Mil] - Raise one Ground Unit The Alliance must always stand ready to protect those under its banner. The near-escalation of total war against the Bulwark has driven recruitment numbers in Uhra. Bironian ex-patriates and former auxiliary forces coalesce into a regiment of their own, focusing on dogfighting and aerial skirmishes while larger ordinance moves into position. Though the tenuously brokered peace is something of a letdown, it has done nothing to dampen enthusiasm. These soldiers focus on remnants of the Bulwark’s Old Ways, viewing the battle as a hunt for prey, writ large. The Eucrus Alliance Capital: Anjahar (Region 11), Badal Archon Tangata Roa Dip 10 | Mil 7 (+1) | Econ 3 | Faith 2 | Int 2 Navarch Tuahine Roa Dip 2 (+2) | Mil 4 (+1) | Econ 2 | Faith 4 | Int 3 Non-actions: Resist any conversions in Region 11 [HOB] Request that HOB's Merchants block any hostile buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner. News and Rumors: The Alliance challenges Helios Hospice’s policy of ownership over cadavers. A blank check to collect the bodies of the fallen is something that they cannot condone. Evidence of reasonable attempts to reach next of kin after extraction from the battlefield is demanded. The Alliance further requests documentation that remains have been released to any such family that requests it. Resource Tracking Stat Changes: +1 Mil, Dip at MAX Treasure: 3 - > 2 Organizations: +2 Renown expected, -1 EMP favor Faith: N/A Tech Changes: Gain Pseudogravity Engineering and Shrewd Business
  8. Region 019: Taumaru Geography Unique among aerostats, the first thing any visitor notes about Taumaru is that it is constantly shrouded in a state of artificial nightfall—no matter what the Badalian horizon looks like. Artificial constellations dot the Taumaran sky, synced up to match the movement of the stars outside their shrouded world. Taumaru features heavily stratified, vertical architecture that positions its population purely based on status and wealth—creating a distinct social hierarchy that ties one’s identity to altitude. Perhaps whomever had designed this place took the phrase “climbing the social ladder” too literally. When one takes in the sight of Taumaru’s main population center from afar, the sprawling clusters of skyscrapers, hab blocks, and guild halls resemble a synthetic mountain. Trains run at a near constant clip, connecting each layer of the aerostat in a fraction of the time it would take an outsider to navigate its labyrinthine architecture. At the highest point rests the Veiled Palace—closest to their inscrutable deity and the cosmos at large. The king’s ministers live just below the palace in sprawling complexes, and so forth. One would think that the “lowest” would be those who live upon the flatlands. Unfortunately, they would be wrong. Subterranean levels exist—though they stretch far beyond where even the most desperate dare to dwell. Much of the industrial waste is deposited in the lowest parts of the aerostat for recycling—and only the Hand knows for sure everything that dwells within the deepest depths. Creatures named vorax are known to roam some of the lower trenches. These gargantuan, spined reptiles are ravenous omnivores that will devour anything in their wake—organic, inorganic, alive, or dead. These creatures are indiscriminate—and do not seem to prefer live prey, which has become an oddly lucrative circumstance thanks to a strange side effect of their biology (see Resources, below). There are some exceptions to the social hierarchy. Certain guilds have positioned themselves in more disadvantaged areas to be more accessible to the population—especially with many of the industrial complexes they have come to rely on being found in the flatlands. People Taumaru's population is primarily human, as most of Tekhum seems to be. The inhabitants of this shadowed habitat have ashen grey skin and typically seem to develop the lighter gamete of eye colors. This does not seem to cause any physical deficits thanks to the advances of modern science, but it does seem to be an almost aesthetic or ceremonial choice by the people who live there. Taumaru's society follows something more akin to a guild structure. Trade work is highly valued, and promising apprentices spend several years under contract in guild halls—learning from masters of the craft. Most guild halls feature some level of exclusivity in their contracts—meaning that they are often barred from doing business outside of the guild for the duration of their training. While these hallowed places allegedly accept talent from anywhere, most of the old wealth comes from those who once walked these halls—or those who know someone that has. Thus, there is a heavy element of favoritism and backroom dealings behind the scenes for many of the more lucrative professions that can act as a barrier to the unknowing or unworthy. Despite this arrangement, there is not as heavy of a divide between the academic world and that of the labor pool as one might expect. Genetic engineers, industrial welders, aerostat technicians—Despite the difference in knowledge, they are considered artisans one and all. Indeed, the main prejudice in Taumaru seems to be against those who are actively leeching off of her riches without providing some sort of service in return. Interestingly, the kanmarran population that resurfaced after six long years seems to have already shown some level of rudimentary adaptation to the sunless skies of Taumaru's aerostat. With the aid of some basic level of genetic tailoring, the kanmarra of Taumaru have developed slightly narrower builds, and lighter, near-white pigments in their shells. At times, they are known to communicate anger through a raspy, grating growl that emanates from the gastric mills in their stomach--a trait not found in their brethren in Anjahar. It is believed to have developed as a natural threat response--though none on Taumaru have exactly been forthcoming with what that could mean for the civilization there. Some among Anjahar's more traditional clans find their southern neighbors off-putting, even disturbing--but such prejudices are not spoken aloud, for they go against the very core of Soul's Expression and the Paradigm alike. Instead, they are treated with a strange mixture of awe and disquiet alike. Government The government in Taumaru had once been a tyrannical monarchy. The throne had once belonged to Puppetmaster Valix, a narcissistic despot who had largely retained control not by his own cunning--but by the checks, balances, and blackmail left to him by his queen mother. Whilst in power, he had maintained a small cabinet of ministers who would carry out his bidding and surveil the populace--keeping an eye on detractors and dissidents. Bureaucratic matters were largely divided between five ministries that preside over different parts of government and civil affairs. Six years into the transition into an Alliance territory, Taumaru's power structures have proven hard to tear out from the roots. For the time being, Taumaru has been permitted to keep its monarchial structure--with a key addition. A chancellor has now been appointed to the king's circle of confidants as a two-way street. The chancellor will help to introduce certain reforms into Taumaru's constitution in order to bring them more in line with Alliance standards. In return, Taumaru will have a voice in the civilian assembly when meetings are called--just the same as any other annexed territory. History Taumaru’s current state is largely in thanks to a sinister and near total restructuring of government that took place over the course of sixty years. These schemes came at the hands of a woman of many titles, Saphira—oft known in private, behind incredibly secured doors as Saphira the Manipulator, amidst other colorful epithets. Through a series of calculated gambits, underhanded tactics, and blackmail, Saphira had engineered a system of bureaucracy that gave near total power to the man—or woman behind the throne. So trusted was she that the current king had been persuaded to name her progeny as his heir. Perhaps her only downfall was presuming that her son would inherit her wiles. The man who would be king had taken the throne right on the eve of adulthood—and those who knew him would likely say in private that he needed to bake a while longer. Wholly glutted on the ideals of the Invisible Hand, Puppetmaster Valix was a man of many ideas—but very little foresight. Never did he dream that his position would be in true danger, for the Hand had placed him here. Where Saphira had sought to centralize power and cement her son’s rule, Valix had thought to delegate through a small cabinet of confidants and co-conspirators. The result was largely stagnation and decline as these very men sought to improve their own standing—chipping away at Valix’s power until the Puppetmaster was nearly a puppet himself. In the years since the Eucrus Alliance swept through Taumaru, there have been a few key revisions to the power structure—clawing back some measure of power to the monarchy, while introducing Taumaru’s people to some of the protections afforded to Alliance citizens. Alliance officials have been largely wary with pushing too hard—recognizing that the elaborate web of corruption woven here will take quite some time to navigate. Faith The Invisible Hand (Majority) The Invisible Hand is the (only) crowning achievement of Puppetmaster Valix during his time as monarch. Mostly owing again to nepotism, what began as a provincial cult soon became a fully-fledged religion and tool of the state. Proponents of this faith believe in an unknowable force that guides all things in the universe toward their ultimate fate. Followers of the Hand are taught to believe in a meritocracy that rewards ambition, hard work, and loyalty—while also encouraging its followers not to question their circumstances. One can always persevere to better their circumstances—but dissent against authority walks a razor’s edge. Go too far, and risk being seen as heretical—one who lacks faith in the grand design. If one succeeds—particularly in an unforeseen way—it is because the Hand saw fit to elevate them. Those who fail were always meant to fail, for they lack these essential qualities—or worse, squander their potential and self-sabotage. There is almost a perverse delight ingrained in adherents when one seemingly destined for greatness suffers a meteoric fall. Perhaps this is why, despite the success of the cult, there has been no overt rebellion in the wake of Puppetmaster Valix’s departure—both as head of the faith and as ruler of Taumaru. Resource Vernian Jewels - Luxury Goods / Art and Cultural Products Few souls know the true, macabre origin of the Vernian Jewel. These impressive gemstones are formed as a byproduct of the vorax that roam the lower trenches of Taumaru—devouring anything they can get their claws on, regardless of whether it provides actual nourishment to the vorax or not. Over time, rogue elements that survived the initial acid bath are compacted together into a bezoar during the vorax’s digestive process. Intense acids scour the bezoar again, filtering away pesky things like concrete, bone, and detritus. Peristalsis then creates intense pressure throughout the stomach and intestines, compacting the bezoar further until a precious gemstone is created. These bezoars are often snatched by suppliers and taken to artisans so that remaining debris can be chiseled away. What often results due to the myriad of impurities are one of a kind gemstones that bear a myriad of colors throughout the different layers—often with a base pigment of red or purple. What ultimately survives the trek is what has become known as “Vernian Jewels” by the wider public. While the process is not wholly understood, it is heavily theorized that some manner of internalized magic helps to facilitate the transition. No supplier has ever been willing to get close enough to examine one via vivisection. These jewels are seen as a luxury item for a few reasons. One is the relative scarcity of “authentic” gemstones on Badal—without true terra firma to guide the process naturally. The second reason is due to the skill of the artisans who work with them, setting them into jewelry and art pieces for the wealthy to admire. Desired Import: Chemical Reagents Due to Taumaru’s rampant overcrowding concerns, the Eucrus Alliance is looking into ways to add additional infrastructure into the aerostat. In the meantime, some vital—if basic—supplies would go a long way toward easing strain on existing critical points. Fertilizers for hydroponics, chemicals for sterilizing water supplies, and more.
  9. Residency The Navarch waits patiently for those present to finish speaking. The arrival of Prisca—and sudden departure earns a few moments of disquiet from the kanmarran heir. “Scorcha speaks well, and I would next address her words. What I seek is not to weaken or manipulate the charter to our own ends—but to uphold its spirit—that all who come in good faith be offered a seat at the table. I will note that the question of residency was not of my design, nor that of the Llort, nor the Utopian, to my knowledge. It was a question prompted by that which has never happened before—offworlders settling on Sansar’s soil. That it came in concert with the Protectorate’s amendment is a matter of coincidence, stated with the weight of conspiracy. When else would we weigh this matter, if not today?” Freedom From Religion “With regard to the first amendment.. My people are sensitive to this topic. For centuries, we lived as a refugee state, driven by a mandate to evolve, to rise beyond petty hardships and the limitations of nature, and to find our ultimate destiny as a people. We called it the Paradigm. Most of you know that we now follow a different path under the Prime of the Ilumined Utopian. No movement of faith is without loss. It is akin to grieving. Things are left behind with the old ways. Traditions are forgotten. The most ardent supporters of the old feel adrift. And that is with the blessing of leadership.” “I do not presently believe that the ArkHive would force the will of Coedd on those who do not wish to share in whatever wisdom might be found there. And thus I would suggest we address these fears. Enshrine in the Charter that no faith shall be spread by the ArkHive in foreign lands without the permission of its governing body. Whether it be Coedd, or whether the ArkHive one day takes to an unreserved love of the Bloodfather, or whatever else. At that point, it is little more than restating current practice to reassure those who do not share the same confidence as those assembled here. Should that still be found distasteful by those assembled today, the Eucrus Alliance will vote against the amendment in its entirety. Assuming that we are allowed that vote, of course. That matter is still undecided.” Tuahine smirks at the thought, all of the flowered words being quiet for nothing. Fair Labor Practices “Regarding the second item, there is little to be said that has not already been broached. We all know what gave rise to this amendment. I have little to add but our support.”
  10. Navarch Tuahine has largely been silent in her endeavors here at the BEES. While she has mingled somewhat with those present, it seems plain that recent events have weighed heavily on her mind. She steps into the conference room with little pomp and circumstance, and allows both Constance and Coedd to speak their piece. Before things can proceed further, however, she steps forth to break her silence. “I understand that our presence here has incited contention in the past. Perhaps that may fuel some of your opinions on this matter—and for that, I deeply apologize. Matters concerning our arrival were handled poorly, and without transparency. However, I do believe that before we can deliberate the question of what makes a resident of Sansar, there is a point I must first address. The choice made here in regards to our candidacy is one that will reflect Sansar’s foreign policy as a whole. To say that those who live on the planet’s soil may not qualify as residents of Sansar—that is a broad proclamation with far-reaching effects, that I implore those present to consider. The ArkHive does not exist in a vacuum. If such a restriction is passed, it will be because its supporters believe that we are different, and not deserving of the same rights amidst a non-partisan body. To ask a governing body to uproot itself and move to a whole new planet is no small feat. To my eyes, it seems extreme. And a task that the representative from Coedd knows that few outsiders would ever attempt.” She gestures, not impolitely toward Siobhan and Garrick. “Let us review the hurdles by which this situation has even come to pass: You must gain a sponsor, whom assumes responsibility over you and your actions, to establish any sort of holding up on Sansar’s soil. To this, we have never objected
despite some missteps. And yet still, we are told that it is not enough to be considered a Sansarite. Should Sansar be granted the same treatment on Badal? Mekhala? Such a thing may not matter to Coedd, but I defy you to say the rest of you would not protest. Our holding is in its infancy. But generations down the line? Fifty, sixty, a hundred years—will you say that they, too, are not people of Sansar? This seems an exclusionary measure for a polity that proclaims its doors open to all. Because this matter is so essential both to the ArkHive and to the core of what it means to be of Sansar, I would ask that Queen Constance be allowed to express her vote on the matter. If that in itself requires a vote, I would ask who among us feels that it is just that the ArkHive not be granted a voice. And let it be a matter of public record.”
  11. Inside the Box "Come on...! You could see that swing from a mile away!" Andrei hissed as Yihan was forced onto the back foot almost immediately. "Get moving, kid!" In the Arena "He never stops talking." Yihan picked himself up, the sharp pain of broken ribs ripping breath from the duelist for a moment. Still, he withdraws from the Pugilarch's relentless blows and turns himself toward a target of seeming opportunity. With Keon's armor half-melted, there is an opportunity to press an advantage. While it may not be the most honorable thing, this was not a field of honor--but a carnival of death. And it was better to die fighting than wait for it to come to you. He is slower than he might like, but he angles the falchion toward Keon's back, aiming to dig it right through the melted plates. OOC The Alliance's combatant is Yihan, a Bironian expatriate from Uhra. Yihan will be rolling at 2d6 and wielding a cusped falchion. He is wounded. He is attacking Keon Night, played by . TN to beat is 8+ (tie goes to the attacker).
  12. Inside the Box "Yes, well. I'm hoping so as well. Or else, I'll never hear the end of it from his family." Andrei replied to CagairmĂČr as he flagged someone down for a drink. His second in a surprisingly short amount of time.. Maybe the man liked to indulge his vices, but there seemed to be a smirk plastered on his face from the word 'Go' downstairs. Was he honestly that distressed? In the Arena "It's Yihan Radon. Don't forget it, even if my spark fizzles out in a few minutes, mm?" Yihan offers a brief introduction to Eighbris, before they descend down into the pits. What the Bironian had not expected was pure rage and bloodlust distilled into a cocktail of chemicals--nor the fist that came with it, as it cracked into his ribs. The dagger he had plucked for close range clatters to the ground almost instantly. OOC The Alliance's combatant is Yihan, a Bironian expatriate from Uhra. Yihan will be rolling at 2d6 next round +3 and wielding a cusped falchion and a dagger. Yihan is wounded.
  13. For a time, it did not seem as if the Eucrus Alliance was going to enter the Bloodsport. The heads of state seemed to be occupied with the explosion of political quagmires both foreign and domestic, even if such a thing might have been up Navarch Tuahine's alley to let off some steam. No doubt, she was there in spirit regardless. Instead, the Alliance seemed to have sent two Uhrayan natives. One was a broad-shouldered human in an insulated tracksuit, wearing the deep blues and golds of the Alliance. He appears to be in his early-to-mid thirties, with short black hair that is slightly receding. While he does carry a side-arm, he does not look girded for a fight in the same way that the others present are. The other is a Bironian of a more slender build, just under six feet tall. His skin shimmers a translucent, vibrant purple, and his silver hair is bound back in a long braid that ends at his shoulders. He has two horns that jut out near either temple, running back and parallel to his scalp. He wears a light suit of armor, composed of interlocking rings--mostly meant to turn aside bladed weapons, more than anything. "You are.. sure about this? This looks more like it was arranged by the Order of Sodium." He spoke to the much broader, human man to his left--his gaze somewhat--okay, entirely skeptical. "It's as above board as it gets out here in Mekhala." The man grunted, clapping Yihan hard enough that he nearly stumbled forward. "Sure, calling it a Bloodsport is a little... on the nose, but how else do you get people's attention these days? It's a sport, there's blood. Look, you've been kicking yourself ever since the North Way Cluster for not getting involved with the Hero of the Crosspaths. And I have a bet on you. So you'd be letting both of us down if you back out." "..Has anyone told you that you are the absolute worst at pep talks? Was Janov that elegant?" "Mm--probably. I attend all my sermons." Andrei shrugged with both hands in the air. "I'd better get out to the stands. Last thing I want is to get counted among the combatants and skewered on your way to victory." Their banter is interrupted by Eighbris--a knight whose voice Yihan vaguely recognizes from his time spectating the 'Bash'. Yihan shoves his way through the door, at the very outskirt of the fighters assembled while the man from Dhaoine makes his toast. "To Shi Lithium." He calls out in turn. "I may not be her equal, but let it not be said that the Bironians miss a worthy fight." The Llort VIP Box As Yihan begins to mingle with the others, Andrei has already moved on to more interesting pastures. He had no particular interest in dying, and it may have been something of a surprise as the man in a deep blue tracksuit made his way into the box. "Did I see that right? Does that guy have frigging grenades strapped to his belt? Isn't that a party foul?" OOC The Alliance's combatant is Yihan, a Bironian expatriate from Uhra. Yihan will be rolling at 2d6+3 and wielding a cusped falchion and a dagger.
  14. Placeholder for Region 105 Kaitiaki Nui (Region 105) Geography Kaitiaki Nui is a bit unique in the fact that it is only one section of an unfinished orbital ring that rests in high orbit around Badal itself. Despite the impressive amount of work that must have gone into construction of the colossal arc, signs of abandonment are present along the outer rim--with some districts remaining disastrously open to the vacuum of space. Blessedly, no souls try to eke a living in these blackened spots. Perhaps the state of disrepair is owed to the War itself--or perhaps some other calamity that the inhabitants are unwilling to speak of. Perhaps they simply ran out of resources, manpower, and will to see it through. A half-constructed docking platform reaches out to its sister station, as if the two were meant to join into a larger body at some point in the future. Smaller solar panels along the hull are used as a form of renewable backup energy for the station and its maneuvering thrusters. Inside, the station is clearly meant for function over form. The inner walls of the original construction are lined with murals depicting the history of Badal--its fall from a paradise, the exodus of lesser lifeforms, and the wrath of the sun god. What sections of the station aren't devoted to living quarters, cryostasis chambers, or cargo storage are instead used for the repair and manufacture of Badalian ships--including Derzin Rockets and some of the older kanmarran ships that have been put in for extensive retrofits. Currently, kanmarran officials have parked a handful of older civilian ships in orbit to expand the station's working capacity--though in practice, these ships are used mostly for entertainment and as a base for diplomatic outreach while engineers figure out the best and most power-efficient way to begin finishing those exposed hab-blocks. People The majority of Kaitiaki Nui's population can trace their lineage back to the original population that inhabited the station prior to the War of Eternal Bombardment. An impressive feat facilitated by unbroken lines, a secure facility unwelcome to solicitors, and the occasional indoctrination of aerostat dwellers from the world below to prevent pollution of genetic lines. Though the population is primarily human, there is a minority of other humanoids from across Badal, and strangely enough, some Glix among the workers present--popular rumor has it that these station-bound Glix were native to the planet once--though this is largely unconfirmed. Kanmarran engineers, military personnel, and scientists inhabit only a slice of the station proper--while smaller, space-worthy ships remain in close proximity while engineers investigate the best way to expand out the architecture without compromising its integrity. A standing offer has been given to the Black Cloud Coalition to allow a small exchange of workers--to better survey both stations and delve into the secrets and technology of an age long gone. Government Kaitiaki Nui is largely ruled by a panel of three overseers that deliberate on day to day matters. Data regarding performance, repairs, financial reports, and security needs, is filtered in from various department heads across the orbital platform, and any pertinent decisions that affect the whole are passed down via internal memos. As part of the confederation with the Eucrus Alliance, Kaitiaki Nui has been granted a seat on the military council--as opposed to the civilian council. The reasons for this aren't immediately clear, and the request was rather unconventional, given that the usual protocol is to the opposite effect. One might hazard a guess that the terms were involved in whatever defense contract was brokered as part of the annexation. History The history of Kaitiaki Nui as the Alliance understands it is one that is massive and still unfolding. The station long predates most—if not all of the modern polities beneath its watchful gaze, after all. What is known ties largely into the propaganda of the Thrinakrians. At some point in the long eons before the Sea of Clouds, Badal was allegedly something of a paradise. These cultists-turned-engineers wished to explore beyond the skies of Badal, and began construction on a multi-part orbital ring—meant to act as a waystation between Badal and the rest of Tekhum. Over time, they learned of ways to harness the sun god’s bounty—using it to power their mining operations, drones, and even the nascent cargo ships that had come into development. With the War of Eternal Bombardments, it is said that the Thrinakrians grew greedy and restless—and this nigh-apocalyptic event brought the wrath of their god, transforming Badal into the relative hellscape of today. Troves of technology and ancient history were lost—and as the first aerostats rose to the skies, the cultists took it upon themselves to ensure the survival of the last Badalians. For the last two thousand years, they have remained in a sort of twilight exile—never stepping foot personally on one of the aerostats, never venturing outside of their cargo vessels to bring more supplies for their self-imposed wards. The true shock came with the rise of the Elect—whose nascent Imperial drives put them once more on par with their counterparts from antiquity, if not beyond. Their purpose uncertain, they have acquiesced to another form of protection—allowing Alliance officials and their allies to utilize their shipyards for building new fleets. Faith Thrinakrians - Majority The Thrinakrians are nearly as old as the station itself. Originally heralded as doomsayers, the inhabitants of this station are descendants of the original Badalians who witnessed the War of Eternal Bombardments—and the following exodus of many who deemed Badal as an appropriate refuge from the storm. Competing doctrines within the faith both describe Badal as a paradise despoiled by desperate scavengers and a last haven for those who had no other path. What is certain is that adherents of the faith place Badal’s hellish landscape as a result of the hubris of sentients everywhere—and punishment for offending some sort of primitive sun god that theologians outside the faith conflate with dozens of different figures—whether Avva, the Emperor himself, or any number of minor gods. In the modern day, Thrinakrians act as wardens in both senses of the word—protectors and nurturers of those who live in the world below, and perhaps also as guards—making certain that those they safeguard do not run amok. The latter sentiment has become harder with the uprising of Elect, leaving the faith scrambling to adapt with space travel now being a common affair. It is said one day Badal may be redeemed and restored—though they are unwilling to elaborate on what would achieve such a redemption when pressed. Resource Derzin Rockets - Spacecraft / Industrial Machinery Tucked away on a segregated section of Kaitiaki Nui, a cluster of ancient spacecraft remain docked--their bulky frames arrayed with scars from countless interplanetary voyages. These ancient spacecraft predate the War of Eternal Bombardments, used long before the Elect were uplifted by the High Lords and Ladies of Ophon--and long before the system itself was set ablaze by conflict. These early designs were not without issues--fuel intensive, with high power demands and a limited amount of space for manned operation. In fact, due to the length of voyages even to neighboring Sansar, pilots would be put into a state of cryostasis to reduce the need for non-essential cargo. Simplistic algorithms and advanced sensor suites handled the majority of course corrections and accounting for environmental hazards without the need for a living organism at the helm--which often meant that disoriented "pilots" woke with no recollection of what had occurred from launch to landing. Upon arriving home, automated drones would parse out supplies to individual aerostats—ensuring these last bastions of Badalian civilization could yet survive. Once Badal's lifeline for crucial imports, these shuttles have served less of a purpose in recent years due to cost concerns and the recent redirection of fuel from Kaitiaki Nui’s sister station. With the advantage of Imperial drives and the Alliance's resources, these vessels may yet be retrofitted for use in the modern age--trivializing certain aspects of commerce for the Alliance's ever-expanding borders. Needed Resource: Fuel and Power Any functioning spaceport needs fuel to be of use! For Kaitiaki Nui, this is a rather recent development due to the Black Cloud Coalition’s recent repurposing of solar arrays that their rockets once relied on to function. Without a steady fuel supply, “dry dock” becomes a far more literal term. Beyond simple supply needs, the Alliance is hoping for a more efficient source of fuel to renovate the existing supply of Pre-War cargo ships.
  15. Actions: [Dip] - Sway 018's Government, success [Dip] - Sway 019's Government, success [Dip] - Press Confederation Claim with 105, success +1 Ground Unit upon annexation at end of round [Mil] - Destroy the Basu-Rahman Group's Holdings in Region 019 with one Treasure. There is a certain beauty in knowing how the corporate mind works. A simple bribe here to gain access to a feed, to cause a momentary blip in security there. As the Paragons begin their assault on Basu-Rahman under a different sky, there is no grand proclamation from the airwaves of Badal. The broadcast is co-opted by what sounds to be static at first. As time goes forward.. It becomes clearer that it is not. A guttural, low, rasping growl chatters across multiple channels, growing in intensity--and almost gaining a stereo-like resonance before the first explosions begin in Taumaru. Eucrusian military teams sweep through the streets, cordoning off the area as demolitions teams punch a hole in the complex for their advance. [Dip] - Sway 022's Government, success The Eucrus Alliance Capital: Anjahar (Region 11), Badal Archon Tangata Roa Dip 9 (+1) | Mil 7 | Econ 3 | Faith 2 | Int 2 Navarch Tuahine Roa Dip 2 (+2) | Mil 4 (+1) | Econ 2 | Faith 4 | Int 3 Non-actions: Resist any conversions in Region 11 [HOB] Request that HOB's Merchants block any buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner. [ELD] Provide Synthetic Proteins (Medicine and Drugs) to the Emerald Expanse via Embassy (ELD's Renown 3 benefit). Sign the charter as a member of E.A.T Resource Tracking Stat Changes: +1 Dip (+1 wasted due to max) Treasure: 4 -> 3 Organizations: Presumed -3 Rep with BRG, Presumed -1 with WTU due to loan default Faith: N/A Tech Changes: N/A
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