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  1. Eilif Dhaoine Round 8 Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108) Leader: Clagath of Deargabh Diplomacy 10 Military 8 Economy 5 Faith 5 Intrigue 9 Actions End of Turn Ruler Increases: +2 Military, +1 Intrigue Raise Space Unit [Military] - GM rolled As time goes on, it feels increasingly likely to Eilif Dhaoine strategists that offworld battles will become vital to the future of the Dhaoine. While previous naval forces had followed a common structure - a fleet of small, heavily-armed Glungagan-class ships relying on a single large Armathan-class vessel for command and support - the latest fleet built in the Reserves' island shipyyard instead tends towards a smaller force of uniformly large ships, designated as Bugha-class, built to ensure that the troops have adequate space spread across the fleet (as opposed to the old model leading to most being crowded aboard the Armathan with other squads being carried by a glungagan each) and equipped with proper transport launches, while not skimping too much on firepower. Raise Ground Unit [Military] - Unrolled Raise Ground Unit [Military] - Unrolled Raise Ground Unit [Military] - Unrolled With the Senate's raid on Coedd, the loosely anti-Empire stance of the Eilif Dhaoine government becomes rather more appealing to many Coeddites, and the military takes advantage of that and recruits heavily. The Coeddite majority in the Reserve yields enough manpower to form a lannan division all by themselves, while another is pulled together from faithful elsewhere within the country (primarily Lassal and the Flowering Lands, of course), and finally the Volunteers are pulled together from all over Sansar, a mixed bunch with a strong Coeddite bias but not necessarily faithful - plenty of those from here and there across the planet are willing to offer their services to the Eilif Dhaoine military for good pay and an in-route to a comfortable position in the country when the fighting's over, and the Volunteers offer that opportunity. Coerce TP 2 of 113 [Intrigue] - 20, Success While the technology behind travel to the Outer System is now in the hands of the Dhaoine, the issue remains of fueling the engines that are slowly being rolled out across their fleets. Hearing that one of the various space stations built by Elect countries in recent years is working on intriguing new energy sources gets the attention of the group of Knights of the Dhaoine tasked with solving the issue, and they soon pay Themis a visit with hopes of "convincing" the workers there to cut them in on what's being produced here. Secret Action [Intrigue] - GM Rolled These were uncertain times, the kind that often required working under the radar sometimes. Nonactions Accept MSQ's Embassy. While the exact motivation behind it seems unclear, a word from Clagath ensures that the Eilif Dhaoine government accepts the overtures of friendship from their counterparts in the Iron Masquerade. Support the Arkhive Æternal's attempt to become Religious Head of Coedd. While the Coeddite Dhaoine didn't quite agree with all of Queen Constance's points, but the need for the change was recognised and accepted. In some ways, the distinctions in doctrine she makes suits the existing beliefs of the Dhaoine quite well. Contribute to the Coronal Catalogue of Duelists. The Fèill-chluich When the unification of the Reserve has been discussed in the past, circumstances have meant that special attention had been placed on the Caornag-iomnach, the vigilant hives - cities that refused all overtures and which needed to be sieged and conquered to be brought into the growing unified state. However, these cities were not the majority, and the wars with them only feature in the tail end of the unification period. Some smaller city-states went along with the process voluntarily, seeing a better future as a part of something larger, while the majority instead opted to take part in the Fèill-chluich. The Fèill-chluich was originally established by the first few city-states to merge into the roots of Eilif Dhaoine, a solution to a simple problem - the Reserve was still rather untamed in those days, and most cities' lannan forces were kept quite busy by the bàscail, and few wanted to pull their troops out to wage war on another city on a large scale. The Fèill-chluich provided an alternative, a duelist tournament writ large that allowed the cities to establish a pecking order and settle disputes with a smaller amount of men. It was a vast undertaking, each city-state contributing at least two dozen fighters, with a complex scoring system allowing for single bouts to determine minor conflicts while overall score was slowly used to determine the standing of individual cities in the coalition and, of course, who would end up on top. That final question was answered by Clagath of Deargabh, one of the people who had originally proposed the Fèill-chluich and a man who had spent a large amount of time, resources, and promises of future power surrounding himself with the best warriors, lannan and sealga, that one could recruit in the Reserve. With that backing, he secured a large amount of personal power and concessions from other cities in the tournament, and the one that spearheaded his victories was Eighbris. A former sealga turned one of Clagath's three most favoured champions (the other two being Giomad of Fairnead, who focused on preparing for and later carrying out the wars against the Caornag-iomnach, and Cagairmòr, who handled more clandestine matters for Clagath), Giomad took a dominant position in the Fèill-chluich, his showboating and cocky attitude making him a figurehead for Clagath's fighters to rally around - some make the point that Eighbris wasn't actually the most successful of Clagath's duelists, and that is true, but those people can't deny that he wasn't the most famous of them. The Fèill-chluich is long gone now, though - after unification was over, the government saw little need to continue to shift up the status quo, and this was cemented by Clagath forming the Knights of the Dhaoine and securing his position as ruler of Eilif Dhaoine. Still, Eighbris would continue to be the Dhaoine's premier duelist, fighting in various more casual tournaments within the country and a few notable offworld bouts - the Bironian Bash and Hayeli's Bloodsports prime among them - until his abduction and mysterious reappearance as Iron Monarch. Contribute to Status and Extravagance. Decorative Chitincraft "Decorative chitincraft" is the term given to chitincraft that is not considered wargear - items that aren't mass-produced lannan equipment or personalised sealga trophies. It has always been the remit of the wealthy and prestigious - while there's a split in the attitudes of prominent sealga and lannan on whether one should wear decorative chitincraft in events or instead just take pride in having the best wargear, the rest of Dhaoine high society is firmly in the camp that decorative chitincraft should be acquired and displayed as much as possible. This kind of work is rarely the dominant part of a chitincraft artisan's work, although more and more are finding themselves making more for the wealthy than for warriors, but it is rare for an artisan to never do this kind of work - it's a consistent way of making money, after all, where lannan projects are only small-scale replacements or the infrequent mass arming of a new division, and sealga projects are as unpredictable as sealga themselves, and decorative chitincraft also has the advantage of being where an artisan can really let the art of what they are doing show, rather than needing to make uniform (but still beautiful, as the artisans see it) lannan gear or something that is more about the wearer than maker for sealga. The sgiath-loinn are one of the most popular expressions of this, coats embedded with many small pieces of elytra and chitin from iridescent bàscail species that shimmer and shine in the light and have been the typical outfit for anyone attending high society events - more recently, a variant of the sgiath-loinn (that hasn't quite established a consistent name for itself) has become increasingly popular, as shown by Scorcha of Deargabh some years ago in the Mekh Gala, which changes the design to look much more like a traditional dress rather than a coat (although the long sleeves typically remain). Besides the sgiath-loinn, there are also no small amount of more niche outfits made by chitincraft artisans to suit their own whims, the desires of particular clients, or to try to take advantage of passing trends. Not all decorative chitincraft is worn, of course, and art pieces incorporating bàscail chitin to a greater or lesser extent are common in the homes and workplaces of wealthy or otherwise high-status Dhaoine. It's rare for these pieces to directly mimic a bàscail - besides, of course, the occasional sealga wanting trophies that they can't wear or carry - and instead typically focus on humanity rather than the monstrous, as the work even existing is itself is a testament to humanity's ability to triumph over the bàscail and use their chitin as they wish. Naturally, trends come and go, but on the whole the focus in these art pieces is the artisan's own vision and message, the way they place the chitin and use supporting materials showing something about themselves, the way they see the conflict between Dhaoine and bàscail, and the world around them. Vote in Open Voting Experiment While relations between Eilif Dhaoine and the Imperial Court were strained, an offer to have an influence on the latter's course was never going to be turned down. News and Rumours The band of Knights of the Dhaoine that had been travelling Tekhum for many years until resting in the Reserve erupt into excitement at the appearance of Yanji (or a successor using his appearance and identity, perhaps) in Firmament. Now that the cat was out of the bag, they explain their activities to the Eilif Dhaoine government, and from there the news radiates out to those the Dhaoine respect and, eventually and inevitably, the rest of Tekhum. After his appearance and disappearance at Kinella, the group of knights had been on his trail, following instructions left by Eighbris before...that whole situation, and with assistance from the Basu-Rahman Group. They'd tracked his group to Veehra, with evidence suggesting that his people were behind the raid on New Kildora, and they'd noticed Kildoran and Khylokian ships hanging around Sansar. That was why they'd returned to Sansar, anticipating them acting somewhere in or around Sansar. Connecting them to RBUPA didn't happen in time, though. With the aformentioned information in mind, the Eilif Dhaoine government reaches out the STAR Rats (as the other Elect country with a presence on Firmament), the Wicklund Scavengers (as the ones controlling the space elevator to the region, who potentially had an interest in controlling the region, and as a group with an affinity for salvage and scavenging) and of course the Bironian Bulwark (for obvious reasons) to see if they have any input in how this matter should be handled or any insights on what it might be that they're looking for here. After a brief delay, it's decided that a similar message should be sent to Kildora, given that they are the victims of one of the renegade knights' operations. In the end, none of those contacted by the Eilif Dhaoine government respond in a substantial way, so the Dhaoine take the stance of standing by and seeing what happens, particularly with the Senatorial announcement against Coedd being a substantial distraction. The news that the White Pawns will be acting against Yanji draws some interest, though, and a fair amount of the Dhaoine pay close attention to BRG reports on the unfolding conflict. While the situation between Eilif Dhaoine and the Imperial Court escalate, Clagath nonetheless takes the time to respond to a few letters that have come his way from other Elect countries in recent years, ones that had been left aside for too long while internal matters were dealt with. The reaction among the general population of Eilif Dhaoine (many of whom are one or both of sympathetic to the government's loosely anti-Empire stance or followers of Coedd) to the Senate's declaration and the following attack on Coedd's heartland of Dewlad is outrage. Particularly among the military, there are calls to respond with force, to either protect Coedd from the coming storm or to attempt to decapitate one of the powers responsible - either the Senators backing the motion, the one leading it all or the Veehran opportunists and raiders acting as the Senate's loyal dogs. Clagath doesn't show support for either side of the debate for some time, but as it becomes clearer that Coedd itself is not resisting the attack he spends a few days in Coedd's rove in the Reserve before leaving and voicing his support for the cooler heads in the Eilif Dhaoine government. In the end, the Eilif Dhaoine military doesn't mobilise against the invasion force and public retaliation does not manifest. If anyone asks the Dhaoine Coeddites, they do make one thing clear though - while the strike on Dewlad was accepted and something the faith could move on from, that did not mean that further action wouldn't see retaliation. The Dhaoine were not bound by the Arkhive's tenets of nonviolence, after all, and despite Constance's prophecy Coedd-Sansar can't be expected to do all the work. The Light of Benevolence's appearance is rather unexpected, given the previous declarations the Kingdom of High Ishtahnos had made on the matter of Coedd. The Knights of the Dhaoine, previously the loudest voices in the country deriding the Ishtahn, collectively shrugged and admitted that it was nice to see that they didn't completely ignore their principles when it was convenient, while the general population and the Eilif Dhaoine government focuses on the matter of taking in the refugees, ensuring that they are healthy and stable after their ordeal in Dewlad - after all, the majority of the invaders were Veehran warlords leaping at the opportunity to cause carnage and loot with the Empire's blessing - and resettle them wherever they wish within Eilif Dhaoine's territory. Naturally, any requests relating to the matter of fugitives won't get anywhere. None of the refugees that came to Eilif Dhaoine were the ones the House of Fire wants, and they're sticking to that line. While the Eilif Dhoaine government keeps its vote secret, it isn't long before the general public is aware of the details of what they're voting on - or at least, the little that the government itself knows about the deal laid out by the Senate. The mysterious entry named "The Bell Tolls", and the promise that random rulers of Elect countries will be killed, is quickly sensationalised and talked up by the media, and sends the public into no small amount of concern - sure, by definition it won't affect them directly, but...the Empire is stating that random killings, for no apparent good reason other than their whims, is an acceptable action to take, and that every country should just accept this - indeed, that they can't stop it even if they wanted to. Naturally, the government leaps on this opportunity to bolster its message that the Empire should not - could not - be trusted, as should that decree manifest, those that have shown nothing but loyalty to Ophon will be just as vulnerable to the capricious slaughter than anyone else. The missive sent to the Emperor by the Bironian is met with approval among many high-ranking officials in Eilif Dhaoine, including Clagath himself, but no action is taken to add his signature to the list supporting the missive. The Bulwark are instead sent a short apology and an explanation that, with the current political climate, the Dhoaine - or indeed any Coeddite country - being part of such a request would be...unproductive. Statistics Unit Count: 3 Ground, 2 Space Treasure: 1 Country Information Special Actions Available: Faith 5, Economy 5, Intrigue 5 Special Actions Used: Diplomacy 5, Military 5 Heir: Scorcha of Deargabh (Dynastic) Diplomacy 3+2 Military 3+2 Economy 1+1 Faith 3+1 Intrigue 4+2 Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours - Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries Pan-Tekhum Worker's & Trader's Union: Rep -1, -1 Favours - Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts Basu-Rahman Group: Rep 2, -2 Favours - Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases - Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours International Renown: Renown 3 - Respected: +1 to Establish and Press Claim actions - Admired: +1 to resist Impress and Sway actions - Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round Organisation Bases None Embassies The Eucrus Alliance Cultural Identities Voracious Acquisition (Coerce) Great Works None Military Unit Cap: 14 (4 + 6 regions + 4 support) Government Support: 24, 25, 43, 108 Generals Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties) Admirals None Perfected Tactical Doctrines None Fortresses None Military Technologies Technology Type Effect Prereqs Met? Active Military Techs Man-Portable Weapons Infantry Equipment Combat Drugs and Medicine Armored Vehicles Field Fortifications Engineered Combat Organisms Detection and Rangefinding Ship to Ship Weapons Orbit to Ground Weapons Crew and Maintenance Armor and Shields Spacecraft Propulsion Electronic Warfare and Countermeasures Special Forces Logistics and Morale Economy Treasure Cap: 10 Trade Posts Effective Total TPs: 5 Treasure Rate: 1 Trade Post Resource Use Support Rate 25.1 Chitincraft Wargear None Owned 2 29.3 Wine 24/25 DI Unowned 1 22.2 Roleplaying Games 42 DI Unowned 1 33.2 Narcotics DI Unowned 1 Mercantile Support: 25 Arcologies None Trade Routes None Technology Type Effect Requirements Met? Aclaustrophobic Psychiatry Starter None None Yes Algorithmic Imagination Starter None None Yes Arcane Amplification Starter None None Yes In Vivo Modification Starter None None Yes Nuclear Fusion Starter None None Yes Xenolinguistic Cataloguing Starter None None Yes Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes Wet Navy Ships Traversal Ground units can cross oceans None Yes Thaumonuclear Reactors Traversal Can enter outer system regions Nuclear Fusion, R:Fuel Yes Faith Media Support: Organised Faith Bonuses +1 to Investigations +1 to offensive battles on Sansar Artefacts None Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 24 - Unification 25 - Integration, Unificaton 43 - Confederation, Unification 108 - Unification Total Passive Effects Traversal: Wet Navy Ships: Ground units can cross bodies of water Actions: Renown: +1 to Establish Claim and Press Claim EMP Rep: -1 to Establish Claim and Press Claim WTU Rep: -1 to Impress Merchants BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep Defence: Renown: +1 to resist Sway and Impress actions EMP Rep: +1 to resist actions by EMP Rep 3/4 players WTU Rep: +1 to resist WTU Buyouts Misc: Renown: Trade Routes count as Embassies and vice versa
  2. There we go, second writeup is done. The Solarian Plains (43) Geography The Solarian Plains, as their name suggests, are an immense stretch of grasslands that dominate much of northwest Chonkia. Ruined cities, devasted in the War of Eternal Bombardments and never repaired, dot the landscape, connected by cracked and broken roads, while the scattered small settlements that the Solarians have built in the centuries since then show a little more in the way of signs of life. To the south, the grassland transitions into scrubland and trees become denser and more numberous as one approaches the Flowering Lands and its lush forests, while in the north the increasing cold heralds a transition to the tundra of the Wyrmlands. While the Solarian Plains are overall fairly flat, beyond a few river valleys, things get a little hillier to the east - not enough for outright mountains, but enough to indicate that a traveller is slowly getting closer and closer to Chonkia's great mountain ranges and Moonsoul in particular. History In the days before the War of Eternal Bombardments, the Solarian Plains were lightly settled, a few cities and villages scattered across the grassland. Those communities were not lived in by the Solarians, as far as anyone can tell - the Solarians themselves claim that they were always there, living as they do now out in the Plains, but outsiders in neighbouring regions have suggested that they migrated to the region in the time immediately following the War, displaced by the destruction as so many others were. In any case, the Solarians were the only major presence in the Plains once the dust had settled - those that lived in the towns and cities were mostly killed by orbital bombardments, and the survivors were either absorbed by the Solarians or fled to elsewhere on Sansar. The Solarians, guided by their faith, didn't move in to the ruined cities and instead built new camps and settlements across the Plains, organising under lords who laid claim to stretches of the Plains as their sole territory. They fought amongst themselves over these things, as most would, building up individual armies that collectively numbered amongst the largest in Tekhum, and regardless of their personal issues the Solarian lords agreed on one thing - the Plains must never be conquered by an outsider. Sure enough, unlike everywhere else within the realm of Eilif Dhaoine, the Solarian Plains were never conquered. Not fancying a war against the Solarians, particularly given the amount of their population that would be willing and ready to fight, the Dhaoine instead tried diplomacy here - a tricky task, given the distrust towards outsiders displayed by the average Solarian, but one that eventually bore fruit after over a decade of work. The argument put forward to the Solarians was fairly simple - in this new post-Elect world, it was inevitable that their isolationism would not last, and if the Dhoaine failed to conquer them then any one of the other militaristic Elect countries would, perhaps even one that isn't from Sansar. Being a part of Eilif Dhaoine would provide protection against the attention of those other powers, and compared to many of their peers the Dhaoine didn't ask for much in return - they would expect loyalty when called upon (part of the deal that was eventually struck involved the Solarian communities contributing a portion of their warriors to fight as an auxillary unit in the Dhaoine military), yes, but they also had little reason to try to change the Solarian way of life and were willing to broadly leave the Plains alone. They even offered a way for the Solarians to have a voice in the Eilif Dhaoine government, offering those of sufficient skill and standing a position as Knights of the Dhaoine. It took time for the majority of Solarian settlements to accept the deal, but eventually the persistence of Dhaoine officials paid off. In the years since the confederation of the Solarian Plains was officially declared, life has sure enough gone on more or less as normal. The main change has been the construction of Dèangrian, a Dhaoine settlement in territory that isn't claimed by an existing Solarian group, and the main place the Solarian lords and the Eilif Dhaoine government make deals with each other and plan for the future. People/Government The Solarians are winged humanoids, capable of short bursts of flight (particularly when aided by magic and/or technology), although most of them spend the majority of their time on the ground - their ancestors used some of the more pliable beasts that roam the Plains as riding mounts, and while a few keep that tradition alive the motorcycle has been the preferred means of transport for Solarians for centuries now, put together from vehicles found in urban ruins and accompanied by open-topped cargo transports when moving between settlements. Solarian government is organised around individual lords (often hereditary arrangements, but some put lordship up to a contest of some kind or even elect their ruler) who claim jurisdiction over large swathes of the Solarian Plains and control a handful of camps and settlements across that territory. The people live a semi-nomadic lifestyle, living in each settlement for some time depending on the needs of the season, the state of the local ecosystem, the movements of rival neighbouring lords, the need to access specialised industries built in that settlement, and so on. Before too long, it's time to pack up and move, travelling in vast convoys across the open plains, before settling down at another settlement or occasionally building some place new. Faith Solarian Isolationism (Majority) The main faith within the Plains is the one that the Solarians named themselves after, and a key force shaping their culture. Sun worship tied up with centuries (if not milennia) of cultural norms and unspoken trauma from the War of Eternal Bombardments has all merged together into a religion that values isolationism, a disdain for urban living, and freedom of movement above much else. As the Solarians tell it the War of Eternal Bombardments, while something carried out by mortal hands, was a punishment from the sun for the way that pre-War civilisation lived, and if one wishes to avoid such punishment/karmic justice falling onto them and theirs, they must live as the Solarians do - always remaining free and mobile under the sun, never shackling oneself to the earth as old civilisation did (the current established settlements and industries the Solarians use is something of a compromise between ideology and practicality, scorned by the more extreme followers of the Solarian faith, but seen by the moderates as an acceptable risk, so long as they don't stay in one specific settlement for too long), and keeping a healthy amount of distrust towards those not of the faith, who don't understand the stakes and risk bringing damnation on themselves. The Dhaoine are suspicious to the more ardent followers of the faith, given the nature of cities in the Reserve, but the majority see association with them as an acceptable risk - after all, if Eilif Dhaoine brings their own reckoning down on themselves, the Solarians remain free enough that they can save themselves easily enough. Rabid Misanthropy (Minority) An extreme form of Solarian Isolationism. A few ardent followers of the tenets above, after examining the wider world through the lens of information from InterPlaNet, have come to a conclusion - mortal kind is doomed. The conditions that led to the sun's vengeance and the War of Eternal Bombardments are inevitably going to happen again, if one examines the nature of mortals and realises that none are free from sin, and sooner or later karmic justice will come for them all - even the Solarians will not be able to escape the sun's wrath forever. Naturally, a doomsday cult like this hasn't been too successful in spreading among the general Solarian population, but it has nonetheless attracted enough followers, and at least one lord, that a few Solarian communities overall take this stance, displaying greater than usual dislike towards outsiders (even other Solarians) and a tendency towards building underground, in the vain hope that they can better prepare for the inevitable apocalypse. Resource/DI Positronic Brains (Computers/Specialists) When ideology makes cooperating with your fellow man difficult, one turns to the machine. Solarian settlements have always used artificial assistants to help them with their tasks - their distant ancestors used golems, digging clay pits with which they shaped their servants before giving them life, and the modern-day Solarians have turned these pits into mines where they extract the materials needed to make advanced artificial intelligences. They use these to carry out specialised and nuanced tasks, ensuring that their machines' synthetic brains can understand and learn whatever is needed. The rabid misanthropes make particularly heavy use of specialised positronic brain-piloted machines for many roles - as well as making up for their low numbers compared to their peers, there's also a belief that the machine is somewhat more innocent and less likely to bring divine judgement than mortals. Desired Import: Fruits and Vegetables Much of the Solarian diet is meat, their settlements able to broadly feed themselves through hunting and the occasional ranch, occasionally supplementing that with foraged plants and fruit. That said, modern analysis has shown that the average Solarian diet is sorely lacking in several key vitamins found in fruits and vegetables, and the recommendation from Solarian doctors is that they should be eating more plants. Starting large-scale agriculture from scratch seems impractical (or perhaps just undesirable) to many Solarian lords, and they have instead decided to make this one of the benefits they get out of their unfortunately necessary arrangements with outsiders.
  3. Got one of the two writeups done. Not sure if it's too late to avoid unrest, but at least it's done. Will get the second up ASAP. Eigh Mothaid (108) Geography Eigh Mothaid is in a state of...controlled disrepair is what the locals have come to call it. While automated systems are still operational enough to seal breaches in Firmament (a fact that was last tested during the invasion by Eilif Dhaoine), the state of other systems tend to be much messier - in particular, climate control. Unpredictable weather is common here, and the climate tends towards a humid heat, but when Eilif Dhaoine first came here they called the region Eigh Mothaid - a name that brings icy mountains to mind, not jungle. That's because they first encountered the other side of the coin, their breachers inadvertently entering from below into water and their vehicles suddenly having to deal with cold unlike any they have had to deal with before. The water here, primarily found in the Great Lake but also pooling from broken pipes out of sight in the ceiling or forming rivers throughout the rest of the region, tends to be extremely cold, something else the locals explain as flaws in the climate control systems here. This dichotomy defines life here, and civilisation clings to the waterways and coastlines as much as they can, relying on the frigid waters for relief from the heat, and occasional frigid rains are a fact of life. History Eigh Mothaid's history is quite fragmented, in no small part because the locals have only recently begun to think of it as one region after being conquered. Instead, most of the history here is local history, often going a fair amount back but usually getting murky before long, owing to the heavy damage this part of Firmament sustained in the War of Eternal Bombardments, the effects that had within the ring, and A' fuireach incursions. While the exact details of the first few hundred years after the War is debated, the overall picture is clear enough - people endured here, came to the Great Lake and found succour from the chaos of the jungle, and spread from there - avoiding the desert or the A' fuireach-infested stage trees, but still filling a large segment of Firmament, broadly staying independent and separated but with common culture and understanding of their way of life. When Eilif Dhaoine came, backed by the White Pawns, those many, varied powers pulled together and formed a militia to repel the invaders, led by Cabbage Monger Xiu - the owner of many of the largest Spacer's Cabbage plantations around the Great Lake, and a figure of no small influence among many of the countries within Eigh Mothaid. After the militia was annihilated by the overwhelming numbers used by Eilif Dhaoine, Xiu took stock of the situation and realised that no small amount of the local officials were already speaking the praises of the Dhaoine, the invaders' diplomats having gotten to work before the dust had settled from the war. Negotiations with Eilif Dhaoine followed, the invading country taking a softer stance than it has before, and soon an agreement was struck which ensured that those officials the Dhaoine had not gotten to in advance went along with becoming part of the growing territory of Eilif Dhaoine, and in recent years an increasing amount of Dhaoine spaceships have started docking with Firmament and using this third of the ring as their main port. People/Government Eigh Mothaid's web of countries, independent settlements and city-states are overwhelmingly human, and there's a fair amount of distrust towards non-humans among the general population of the region - something many put down to the existence of the A' fuireach in the parts of Eigh Mothaid furthest from the Great Lake. They tend to live close to the water, and usually travel in versatile vessels that can traverse the water as a fuel-saving measure (often with much of the vessel under the water) or take flight as air- or spacecraft - either way, they need to be sealed climate-controlled vessels that can withstand great cold and varying temperatures. One of the striking things outsiders tend to point out about settlements here are the large amount of pipes, transporting the vital frigid waters wherever they're needed and passively cooling buildings as a nice side benefit. These days, governance of the region exists in an odd state, but not a unique one - after all, Eilif Dhaoine simply repeated the methods they used in the Emerald Expanse but better this time. Rather than a single figurehead and his toadies being the main go-between between ruler and ruled, there is instead a council of representatives, reflecting the many powers in the region, who relay messages from the Dhaoine to their respective states, and serve as a way of voicing complaints or passing on information in turn. A few of these representatives, elected amongst themselves, live in the Reserve and work in the halls of government of Eilif Dhaoine itself, a move the Dhaoine made to convince some of the more reticent states that this system wouldn't lead to them being entirely ignored by their new rulers. One notable aspect to the culture here is an appreciation of the virtue of patience. The locals like to say it comes from the water - in its natural state, it's often too cold to directly drink or bathe in without risk, so you have to take it out into a container and wait a little for the heat of the jungle to warm it up until it's nice and cool but not unpleasantly so. While these days advances in technology and storage/dispensation techniques mean that the wait itself is much shorter than it used to be, the idea has persisted culturally. Faith Aecusians (Majority) While much of the early history of Eigh Mothaid is uncertain and disputed, one figure is common across most stories - Aecus, founder of the first city on the banks of the Great Lake. Several modern-day cities claim to be Aecus' citiy, while the stories told by those further away from the lake tend to describe it as a long-gone city, but either way Aecus is seen as the father of the common laws and principles held by those that live here. Over time, Aecus' position in the mythology here has grown in stature, and he is deified by the modern-day Aecusians, a reward by the creator of the universe for his mortal works. His priesthood tend to travel, serving as roaming judges, adjudicators and in some cases vigilantes when they feel local laws have drifted from Aecus' mandates, while those sedentary followers of Aecus tend to take up positions in government and law enforcement. Resource/DI Spacer's Cabbage (Fruits and Vegetables/Spices) The name "Spacer's Cabbage" is said to have come from the old days before the War of Eternal Bombardments - the story goes that Firmament was used as a resupply point for ancient ships travelling across Tekhum, a place for travellers to get a taste of Sansar without needing to land on the planet or take the space elevator down. Spacer's cabbage was one of the main food supplies sold to those travellers, a tailored plant which provides all the best of Sansar's produce in one. In the years since the War, they took root as a wild plant in Eigh Mothaid's forests, prewar modifications proving their worth in ensuring the plant endured the chaotic climate of the region, and the survivors quickly started relying on it for survival, and it wasn't long before farms were built all around the Great Lake. The plant itself is not quite what someone born on Sansar thinks of when they hear "cabbage" - while the plant does have the same kind of leafy head, it is found at the top of a long stem, somewhat like a pineapple plant's fruit but taller, with flowers, broad leaves, and in some months small fruits growing out of the lower parts of the stem, while underground it has thick roots. These other parts are where the idea that Spacer's Cabbage was made to be an all-in-one plant comes from, as the locals have found that nearly every part of it is edible and tasty in its own way, and those that aren't eaten directly - roots, seeds, and a few parts of its flowers - are processed to serve as spices. Desired Imports: Labourers Constant maintenance is a fact of life in Eigh Mothaid - most of it isn't particularly technical, but it is time-consuming. With travel to and from Firmament becoming increasingly common, the idea of a new hired workforce taking some of the load and leaving the locals with more free time is becoming more and more popular.
  4. Eilif Dhaoine Round 7 Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108) Leader: Clagath of Deargabh Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7 Actions End of Turn Ruler Increases: +1 Military, +2 Intrigue Raise Ground Unit [Military] - Unrolled Raise Space Unit [Military] - Unrolled While the Eilif Dhaoine government keeps most of its attention close to home, restructuring itself and preparing to weather any incoming storm, the military sees an opportunity to take stock and bolster its numbers. New glungagan, led by a second Armathan-class vessel, bolster the Dhaoine's space force, while the efforts of the Eilif Dhaoine government to place itself as the new head of the Flowering Land's feudal system pays off in the form of levies raised by local leaders for their new liege lord. Steal Thaumonuclear Reactors from ARK [Intrigue] - 14, Potential Success (depending on ARK resist roll) Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - 8, Failure With the discovery of Wakinyan, the reactors invented in Mekhala had been elevated from an interesting technical achievement to a potential useful edge in the times to come. With that in mind, some Knights of the Dhaoine on Sansar try to help themselves to the relevant documents stored in the Arkhive, while those much further afield get to work on trying to secure a supply of fuel for the things, taking advantage of the dissolution of the Khylokian state to try to "arrange" a steady supply of uranium from Mekhala. The former endeavour seems to go quite well, but the latter...is rather less successful. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success Efforts to control a slice of the drug trade around the continent of Coedd (while followers of Coedd are happy to just say "Coedd" in response to anything, the Eilif Dhaoine government prefers a little more specificity in these things) start to pay off after years of effort, although it's unclear how helpful or harmful the recent crackdown by the White Pawns was in the end Secret Action [Intrigue] - GM rolled While the Knights of the Dhaoine that had been busy offworld were back home for a while, there were always other knights and independent sealga out and about across Tekhum, and it wasn't hard to imagine that at least a few of them had special duties given to them by the government back home. Nonactions Use Thanks to Viewers Like You for a Seek Aid on the Coercion of TP3 of 76. News and Rumours When the advertisement the Basu-Rahman Group has titled "Taking a Stand" is broadcast throughout Tekhum, the Eilif Dhaoine government is quick to stand by the broadcast's message, and by extension the Basu-Rahman Group. After all, for over a decade now the Imperial Court has been actively encouraging those in the Elect who crave their approval to attack those that stand apart from the Court, and at the same time have been coercing those they targeted to once again accept their protection racket in exchange for humiliation and gold. Throughout all of that, the Dhaoine have proven strong enough to both dissuade opportunist raiders and stay resolute in the face of the Court's coercion. As far as Eilif Dhaoine sees it, no word of that advertisement was a lie, and the final message of the broadcast is repeated by official representatives of the Dhaoine - if any of the Elect wish to stand with the Dhaoine, outside of the gilded cage of Imperial rule, then Clagath is always willing to accept new allies. The Knights of the Dhaoine that had been offworld for years now, first seen on Badal and more recently on Veehra, finally make their return to Sansar. They stay unusually close-lipped about their mission, particularly by sealga standards, but it seems like they are taking some time to rest and recover back home. Coedd's cult showing an increased interest in the Reserve and Lassal is broadly ignored by the Eilif Dhaoine government, sticking to their policy of leaving matters of faith to the people. If they wish to continue to support the plant-deity of Sansar, then that's fine by the government - an increasing amount of officials are declaring their involvement with the faith, in any case, even if the beliefs are finding it harder to make headway among the Knights of the Dhaoine. The various proclamations and mandates announced by the Kingdom of High Ishtahnos are broadly ignored on official channels by the Eilif Dhaoine government, but the Knights of the Dhaoine are pleased to find a new target for mockery. On matters of faith, the Knights joke amongst themselves (and to anyone who cares to ask them about it) that the Ishtahn have a funny idea about what freedom of expression actually means, given their willingness to on one hand declare themselves as the sole guardian and protector of the poor unwashed masses who believe what they want, but at the same time blatantly show a willingness to cleverly brand any beliefs that they dislike as not being a faith but instead a political organisation, and as such as open to persecution as anyone else the Ishtahn dislike. They also enjoy pointing at the way that, when faced with one of the neighbours already showing intolerance towards beliefs other than worship of their god-king, the Ishtahn have instantly crumbled and decided that some parts of Veehra can do a little bit of expelling those they dislike as a treat and reward for making some pretty impressive floating islands. The situation with the Helios Hospice also attracts a little derision, what with the contrast between declaring themselves the protectors of the little guy but also complaining and calling for retribution whenever someone bypasses their cordons to help the common people. Apparently the need for Veehran powers to control each and every person and organisation operating on Veehra is greater than any kind of principles held by the Ishtahn - a stance the Knights entirely understand, nobody ever accused them of being principled people, but the showboating and perceived hypocrisy is still a good target to take some verbal shots at when the opportunity presents itself. Eighbris's reappearance as the Iron Monarch ruling over Narsai is...confusing and concerning. He was abducted, not recruited or anything like that, and typically abductees aren't immediately given the top spot in the country. Add on top of that the way that Eighbris doesn't seem to be running things in the way that his friends believe he would if given the reins to a country and a military force with similar numbers to the Dhaoine's own forces, and scattered unsupported but concerning rumours about that place...and yes, concerning is the word. For now, the Knights of the Dhaoine wait and see, and send a few messages to Narsai hoping for an explanation from the man himself. Confirmation that there are planets and moons beyond the Great Gulf that could (with modern technology and magical techniques, of course) support life sends waves of excitement among the Dhaoine, and have many within the Eilif Dhaoine government seriously considering their next moves. While they are not part of the alliance that seems to be dedicating itself to claiming Wakinyan and any other celestial bodies, the advantages of holding territory that far from Ophon are tempting in the current political climate... While Eilif Dhaoine armed forces had ended up staying out of it, the various conflicts that erupted within Sansar's orbit in the past few years were carefully watched by the Dhaoine. The complex situation in and around Gloria was of particular interest - the presence of the House of Fire on Sansar was something that many of the Dhaoine felt unsure about, and while the Glorious Purifiers had been left to handle their grievances without Dhaoine support many of the Dhaoine were more or less sympathetic to their claims. With those two facts in mind, the outcome is broadly seen as the way things should have gone. The land grabs on Aridyin are watched with only a little interest - the elves had made their intent to control the entire moon clear in the Aonach, and Clagath's stance was to leave them to it, so the situation had little bearing on the agenda of the Eilif Dhaoine government, while the relative lack of resistance meant that the conflict drew little casual interest from the common Dhaoine or the country's knights. News of the monolith found by the White Pawns on Aridyin does spark some interest, proving a popular topic for idle speculation and wild theories for a couple of years, but again the stance of the Eilif Dhaoine government appears to be to simply leave Aridyin matters to those who have proven to be rather more invested in the topic. Reports from Eilif Dhaoine representatives in Eigh Mothaid that the Junk-Clans (who so far are the only force to have repelled an attack by Giomad's forces) are unifying, and that the new faction has an unknown backer cause some degree of concern. Representatives stationed on Firmament are dispatched to Craobhan Mòra to feel out the Durat stance on the situation - the native inhabitants of that part of Firmament may be a source of unease for the Reserve-born representatives, but luckily it's the Durats that have taken control of the region that they need to deal with. While they're there, they make sure to pass on the gratitude of the Eilif Dhaoine government for handling matters with the White Pawns. Caillte, a Knight of the Dhaoine of middling significance (somewhat notable for being one of the more dedicated advocates of Coedd within the Knights, but otherwise fairly unremarkable according to her peers) has...well, some have said "gone missing" but others, such as the majority of the other knights, disagree. They more or less know where she's gone - one of the less settled and still wild and still bàscail-infested islands of the Reserve - but they just...haven't heard from her for a fair few months now. Some may say that's cause for concern, but the knights seem relaxed about the whole affair. Sealga are known to wander, and most of the knights were once sealga, so they figure she'll resurface sooner or later. The possibility that something got her isn't as widely talked about, but it's also not seen as a big worry - if it happened, it happened, sooner or later proof will come to light and they'll drink to her but until then there's no point dwelling on it. The implosion of the Khylokian regime is...something that was inevitable according to many, a net good for Tekhum according to many more, and a fact that all in all means little to the interests of the Dhaoine. Nonetheless, several knights express the sentiment that it's somewhat sad to see. They can't quite pin down why that's the case, but it is nonetheless. Statistics Unit Count: 2 Ground, 1 Space Treasure: 0 Country Information Special Actions Available: Faith 5, Economy 5, Intrigue 5 Special Actions Used: Diplomacy 5, Military 5 Heir: Scorcha of Deargabh (Dynastic) Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1 Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) - Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None) - Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None) - Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases - Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours International Renown: Renown 4 - Respected: +1 to Establish and Press Claim actions - Admired: +1 to resist Impress and Sway actions - Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round - Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4 Organisation Bases None Embassies The Eucrus Alliance Cultural Identities Voracious Acquisition (Coerce) Great Works None Military Unit Cap: 14 (4 + 6 regions + 4 support) Government Support: 24, 25, 43, 108 Generals Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties) Admirals None Perfected Tactical Doctrines None Fortresses None Military Technologies Technology Type Effect Prereqs Met? Active Military Techs Man-Portable Weapons Infantry Equipment Combat Drugs and Medicine Armored Vehicles Field Fortifications Engineered Combat Organisms Detection and Rangefinding Ship to Ship Weapons Orbit to Ground Weapons Crew and Maintenance Armor and Shields Spacecraft Propulsion Electronic Warfare and Countermeasures Special Forces Logistics and Morale Economy Treasure Cap: 5 Trade Posts Effective Total TPs: 4 Treasure Rate: 0 Trade Post Resource Use Support Rate 25.1 Chitincraft Wargear None Owned 2 29.3 Wine 24/25 DI Unowned 1 22.2 Roleplaying Games 42 DI Unowned 1 Mercantile Support: 25 Arcologies None Trade Routes None Technology Type Effect Requirements Met? Aclaustrophobic Psychiatry Starter None None Yes Algorithmic Imagination Starter None None Yes Arcane Amplification Starter None None Yes In Vivo Modification Starter None None Yes Nuclear Fusion Starter None None Yes Xenolinguistic Cataloguing Starter None None Yes Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes Wet Navy Ships Traversal Ground units can cross oceans None Yes Faith Media Support: Organised Faith Bonuses +1 to Investigations +1 to offensive battles on Sansar Artefacts None Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 24 - Unification 25 - Integration, Unificaton 43 - Confederation, Unification 108 - Unification Total Passive Effects Traversal: Wet Navy Ships: Ground units can cross bodies of water Actions: Renown: +1 to Establish Claim and Press Claim EMP Rep: -1 to Establish Claim and Press Claim WTU Rep: -1 to Impress Merchants BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep Defence: Renown: +1 to resist Sway and Impress actions EMP Rep: +1 to resist actions by EMP Rep 3/4 players WTU Rep: +1 to resist WTU Buyouts Misc: Renown: Trade Routes count as Embassies and vice versa
  5. As the others drift off to other games, Cagairmòr decides to not be a third wheel to whatever the hell those two have going on and wanders off to find another game, having a few more drinks in the process. In the end, she finds herself at an Unlucky 13 table and...screw it, this late into the night, there was no reason to not put as much as she could into it, right? Even if that didn't mean playing fair, exactly... Gambling 500 chits on Unlucky 13. Intending to Double or Nothing if my chosen number doesn't show up for a second shot at doubling my bet. Oops not posting here for a week was enough to forget that you wanted them inline. Still, that's a failed number pick but a successful double or nothing.
  6. Black Bird Table 1a Cagairmòr grins and nods in greeting to the newcomers and listens along to the introductions, indicating for the dealer to keep her in when it comes time for a new round - half her winnings get pushed forward, while the others go into some pocket or pouch or other in her clothing. "Good to know, you two. I'm Cagairmòr, by the way. Now, let's see if I can't repeat that 21..." After three cards, she frowns a little, looks at her cards then shrugs. "That'll have to do, I guess." Gambling Sticking with the 500-chit bets on Black Bird. Initial Hand Third Card Sticking on 17. Not great, but hey.
  7. Cagairmòr gives a small shrug and a "It is what it is." when...that one never did say their name, huh?...makes a comment about their differing luck, before focusing back on the game at hand. "Alright, new hand, I'm in. Same bet as before." Gambling Another 500-chit round of Black Bird. Initial Hand Third Card Another 16? Okay then. Screw it, fourth card Sticking on 21.
  8. While the Knights of the Dhaoine were broadly busy supporting the war effort back on Sansar, Cagairmòr had been feeling the old wanderlust again as of late. Maybe it was Eighbris' abduction playing on her mind, maybe she was just hitting the limit of how long she could play the noble warrior role, but she needed some time out there. It was that need to travel that has eventually landed her here at the Golden Phoenix with a pocket full of chits and a need to enjoy herself a little. She'd heard her fair share of sealga rumours about the Biarbu, of course - a lot of them were the usual nonsense sealga came up to tell a good story when drinking, but there were persistent rumours that there was someone behind all this, pulling the strings, rumours that often pointed to the one who owned this very casino...of course, you heard those kinds of rumours about pretty much anywhere, and while they seemed a little more substantial here, Cagairmòr frankly didn't care. Everyone had the right to be a little shady, as she saw it, and so long as it didn't get in the way of her doing what she wanted they could keep their secrets. As she had a little wander of the premises and got a feel for the lay of the land, the Black Bird table gets her attention. One of the Purifiers playing the game, huh, and a whole load of the others watching...well then. In light of recent agreements made between their two countries, she supposed that she better get over there and make her face known, right? What she'd heard of the game had taken her fancy, too. Striding over to the table, Cagairmòr nods at Sha Ren, and grins. "Room for another?" She frowns when she sees the hand she's dealt, particularly after another card is thrown her way. That was an awkard as hell split. "Fifty fifty of another improving this or ruining me...screw it, the Dhaoine don't shy away from risks. One more." Gambling Joining the Black Bird table if possible, matching the 500 chits the others put up. Black Bird Third card Let's be risky, fourth card:1d10
  9. Eilif Dhaoine Round 6 Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108) Leader: Clagath of Deargabh Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 5 Actions End of Turn Ruler Increases: +2 Intrigue Elevate Status to Stellar Power (Gain 2 Renown from Higher Power, being tied first) [Diplomacy 10] - Unrolled With a piece of Firmament finally in their grasp, the Dhaoine military have proved that they are capable of reaching out across the vastness of space and claiming territory for their own just as they have done on Sansar. Regardless of what foe opposes them, be they another of the Elect, or the Emperor himself, the Dhaoine will endure and strike back, and their grasp will extent to take what they want from Tekhum. Coerce TP2 of 22 [Intrigue] - 16, Success Coerce TP2 of 33 [Intrigue] - 10, Failure The attempts to strongarm small-scale mercantile operations to secure the resources those under the ever-growing banner of Eilif Dhaoine continue. The work in eastern Zabava goes well, ensuring a flow of new entertainment and games east across the sea to the Flowering Lands, but the attempts to secure a portion of the flow of drugs out of Coedd goes less well. Theft - Attempt to steal kha-Ujin's Siphon from KRB (Attempt and fail to repay 1 BRG Favour through Enemy of my Enemy) [Intrigue] - 8, Failure While the Knights sent on their quest by Eighbris before his disappearance continue onwards, others take it upon themselves to settle the balance with the Basu-Rahman Group and repay the organisation for the help provided to their peers. Taking one of those who attacked the Group's holdings seems as good a way as any, and a target quickly presents itself. While the Ilumined Utopian and Eucrus Alliance were...politically entangled targets, the Khylokians were both a much more free target and also had a good prize to go for - a powerful magical item. Unfortunately, the heist quickly becomes something easier said than done, and falls apart at an early stage. Secret Action [Intrigue] - GM rolled The band of Knights of the Dhaoine that had been seen in Badal a few years ago make a reapparance - this time in Veehra, sniffing around New Kildora. Nonactions Attend The Grand Opening of the Golden Phoenix. Cagairmòr takes Eighbris' abduction a little harder than most, and takes off to wander Tekhum for a while, as many sealga do. Her wandering eventually brings her to Shiwa Yun and the Golden Phoenix. The Biarbu had invited the Eilif Dhaoine government to send someone over to enjoy the Grand Opening, and while she hadn't cleared it with the officials back home...nobody else was here to claim that invite, so why not enjoy it? Spend 1 BRG Favour. News and Rumours News that Coedd - well, those acting under the god-plant's direction (faithful or otherwise) - is taking action against the Imperial Embassy on Sansar sends the Eilif Dhaoine government into no small amount of consternation. The move was more or less understandable, they supposed - it was not like the Dhaoine had kept their disdain for the claimed authority of the Empire a secret - but nonetheless...it was a concern. Forces are pulled back from their posting supporting the Purifiers in an offensive on the Wyrmlands, plans are made to bolster troop numbers, and particular attention is played to securing ways of keeping the people happy closer to home...just in case. It wasn't yet clear what recriminations the attack may bring on Coedd, nor how many of those may also be brought on the Dhaoine for believing in Coedd's ways and also refusing Imperial taxation, but it was better to be safe than sorry. If the worst came to worst, they needed to be ready to stare down the Armada. While there is a widespread outcry among the common Dhaoine regarding the destruction that has been brought to Basu-Rahman Group holdings across Tekhum, and many are concerned about the future of the Group, the Eilif Dhaoine government does not get involved at this point. With other problems taking their attention, and the volatility of the situation as a whole, the concensus among officials is that it is best to keep ties with the Group but not go out of one's way to help them at this point. The Knights of the Dhaoine, of course, are free to act as they like - the deals struck between knights and BRG officials are not going to be impeded, nor are the efforts of any knights to act in the interests of the Group or strike against their enemies. Eighbris' abduction is a concern for the Knights of the Dhaoine, but between other concerns and the fact that finding him would require scouring all of Tekhum with no lead, no major rescue attempt is launched. The common opinion seems to be that they'll recieve a ransom, or some other kind of demand or plan involving Eighbris, and then they'll be able to act. The fact that so far nothing has happened is...rather concerning, really. With the scattered communities of the Solarian Plain brought into the growing territory of Eilif Dhaoine, it was time to make good on some promises on both sides. Those of sufficient skill and standing back home who wish it are granted the status of Knight of the Dhaoine, giving the Plains a voice in one of the most important organisations within Eilif Dhaoine, while the Solarian communities contribute a portion of their soldiers to the Eilif Dhaoine military as counterbalance. The Solarian auxillaries are an odd lot, many of them sharing in the...uncooperative ideologies of their homeland, but Giomad finds a place for them bolstering the number of outriders and scouts - roles which mostly required enlisted ex-sealga most of the time - supporting the main force of lannan. That way, they could have the freedom of movement and reduced reliance on the chain of command they want, while still proving useful in warfare. While some still ride the mounts or motorbikes of their homeland, a few adopt Dhaoine-built light crawlers to give their detachments a little more punch in a fight. While the supply of synthetic proteins from Anjahar (used for medical research in several Emerald Expanse cities with an eye towards giving the kalee population greater disease resistance and ability to treat the diseases that inevitably crop up in that jungle) has experienced some issues in recent years, Eilif Dhaoine officials are confident that those problems can be handled sooner or later...and as such have a problem with the Bironian Bulwark's aggressive attempts at cutting the Eucrus Alliance's access to their own products. A warning is sent to the Bulwark that an attempt to cut off medical supplies from Eilif Dhaoine citizens and companies by interfering with friends of the Dhaoine will not be looked upon kindly. While the aforementioned issue brings the Bulwark to the attention of many in Eilif Dhaoine, a few Knights of the Dhaoine are caught on camera appearing to mock the country, laughing at how they take the role of crusaders for freedom while also shooting any of those who voice dissent with the direction taken by the country's leadership. For the Knights of the Dhaoine, many of whom were once free-roaming, troublemaking sealga, such a stance is rather amusing - references to the cannons of acceptance become a bit of an injoke for a few months. Before long, though, the knights seem to get bored of the joke and move on to new topics. News that the House of Fire is taking control of the part of Zabava that had previously been taken by the Eucrus Alliance is...somewhat alarming. It was a known thing that Mekhalans are strong supporters of the Empire, veering on fanatacism at times, and the House of Fire was an exemplar of that attitude. Them owning territory on Sansar, so close to the Dhaoine...given their current disagreements with the Empire, it was a concern. Statistics Unit Count: 2 Ground, 1 Space Treasure: 0 Country Information Special Actions Available: Faith 5, Economy 5, Intrigue 5 Special Actions Used: Diplomacy 5, Military 5 Heir: Scorcha of Deargabh (Dynastic) Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1 Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) - Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None) - Disliked: Basu-Rahman Group: Rep 2, 0 Favours (Expected Change: None) - Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases - Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours International Renown: Renown 2 - Respected: +1 to Establish and Press Claim actions - Admired: +1 to resist Impress and Sway actions Organisation Bases None Embassies The Eucrus Alliance Cultural Identities Voracious Acquisition (Coerce) Great Works None Military Unit Cap: 14 (4 + 6 regions + 4 support) Government Support: 24, 25, 43, 108 Generals Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties) Admirals None Perfected Tactical Doctrines None Fortresses None Military Technologies Technology Type Effect Prereqs Met? Active Military Techs Man-Portable Weapons Infantry Equipment Combat Drugs and Medicine Armored Vehicles Field Fortifications Engineered Combat Organisms Detection and Rangefinding Ship to Ship Weapons Orbit to Ground Weapons Crew and Maintenance Armor and Shields Spacecraft Propulsion Electronic Warfare and Countermeasures Special Forces Logistics and Morale Economy Treasure Cap: 5 Trade Posts Effective Total TPs: 3 Treasure Rate: 0 Trade Post Resource Use Support Rate 25.1 Chitincraft Wargear None Owned 2 29.3 Wine 25 DI Unowned 1 Mercantile Support: 25 Arcologies None Trade Routes None Technology Type Effect Requirements Met? Aclaustrophobic Psychiatry Starter None None Yes Algorithmic Imagination Starter None None Yes Arcane Amplification Starter None None Yes In Vivo Modification Starter None None Yes Nuclear Fusion Starter None None Yes Xenolinguistic Cataloguing Starter None None Yes Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes Wet Navy Ships Traversal Ground units can cross oceans None Yes Faith Media Support: Organised Faith Bonuses +1 to Investigations +1 to offensive battles on Sansar Artefacts None Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 25 - Integration 43 - Confederation Total Passive Effects Traversal: Wet Navy Ships: Ground units can cross bodies of water Actions: Renown: +1 to Establish Claim and Press Claim EMP Rep: -1 to Establish Claim and Press Claim WTU Rep: -1 to Impress Merchants BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep Defence: Renown: +1 to resist Sway and Impress actions EMP Rep: +1 to resist actions by EMP Rep 3/4 players WTU Rep: +1 to resist WTU Buyouts Misc: Renown: Trade Routes count as Embassies and vice versa
  10. Scorcha lets the conversation play out a little after her statements, and nods along to some of the more convincing parts, before using the current break in conversation to say her piece. "Thank you all for your comments, but I am not swayed. It is in the best interests of my people to vote against all of these amendments and suggestions." She pauses, considering whether or not to continue. "And for the record, the Charter does not give local members special protection beyond those that all members have - that the Library treats their holdings as inviolable. That does not, however, mean that a bad actor cannot use Patronage in ways that act against the interests of other members - after all, isn't that why you suggested these restrictions in the first place? And either way, it is already a protection that both local and visiting members benefit from, so expanding the influence of the latter and diminishing the options of the former in the name of equal protection falls apart under scrutiny, as I see it. Local status is not a matter of securing protection, but expanding your country's influence over the Arkhive - access to borowing their property, preference when it comes to who the Arkhive establishes closer ties to, and a vote in these proceedings. Now, I would be a hypocrite to say that acting in your country's interests is a bad thing, but let's not pretend this is a matter of cosmic justice or ensuring fairness, shall we? You wish to limit the spread of Coedd worship because you have your own beliefs you want to push, and you want Local status expanded because it makes it more likely that your people will qualify and thus give you more control over the future of the Arkhive - and your access to their services. Frankly, if you said as much at the start I would have been more inclined to go along with it."
  11. As always, Scorcha had made sure that she was free to attend the Hexennial. Her father was busy taking a more active role in Eilif Dhaoine's military affairs than he had for the last decade or so, and the Knights of the Dhaoine were as always free to indulge in whatever fancy took their attention now - another tournament, as she understood it - so that left to visit the Arkhive once more. While the scientific nature of much of what was going on didn't take her fancy, she found the visit as pleasant as always, even if her main focus was the upcoming voting. On Residency and Freedom from Religion While she lets the other Sansarite representatives talk, and nods along to what Tuahine is saying, Scorcha's main focus is on what the Llort representatives are saying. "I find it strange that you are so concerned with ensuring that missionaries are never sent to the unwilling, when that is a core part of your own charter. After all, when my father agreed to your assistance with matters on Firmament, a key part of that deal was that once we had conquered the relevant section of the structure, you would be free to send as many people as is necessary to ensure that people there followed the ways of your cult, not their own beliefs, and while I'm not privy to the details, I have little reason to believe that similar clauses are missing from the deals you set out with several powers on Veehra, and indeed with the Eucrus Alliance here. The fact that you have drawn up contracts to ensure that your faith can be spread to Sansar - and while Coedd may think otherwise, I define Firmament as a part of Sansar - and at the same time seek to prevent the faiths local to Sansar from spreading beyond the planet...I just find it a little odd, if you are coming from a place of fairness and openness." "Mainly, however, it is the way that that this amendment has been paired with a drive to widen the definition of resident that I find...distasteful." She holds up a hand to preempt any interjection. "This isn't coming from the same kneejerk xenophobia that we saw in the early days of...Badal-Sansar relations, shall we say. After all, it was my father that worked towards peace in that regard, and it is the Dhaoine that have been the driving force between accepting offworlders and welcoming them to Sansar, despite the way that certain liberties have been taken with that acceptance, such as the destruction that has been caused by the Ilumined Utopian in central Chonkia - an act that has caused us problems given that we were the ones that vouched for them. However, responding to that particular incident is outside of the scope of this meeting, so I'll get back to the point." "Acceptance is not submission, and these two agendas working in tandem lead to one end result - weakening the position of countries native to Sansar with the Arkhive while simultaneously strengthening offworlders. After all, at its core this is saying that offworld Patrons can make the Arkhive act unrestrained on Sansar, regardless of borders or the wishes of those that live here, but it must act with restraint when the shoe is on the other foot. While, yes, our past amendments have thankfully made it so the Arkhive will never need to spread beliefs it does not hold in its heart...all things can be changed, and we are talking about making it easier for that to happen here. In normal circumstances, I'd gladly accept those that we've already been working well with, but while some of those involved are simultaenously working to shackle the Arkhive's activities...it is a precedent I must resist against. However, should the amendment restricting the Arkhive so be struck down, I would gladly accept our friends as equal in the Arkhive's eyes." On Fair Labout Practices This amendment, by comparison, gets a small shrug from Scorcha. "Siobhan does have a point. Would this amendment forbid the Arkhive from dealing in any positive way with the Fiorid Principality? After all, with the degree that slave labour is institutionalised there, anything that helps the state thrive will expand the amount of slaves in the country. The parts restricting the Arkhive itself are...acceptable. After all, my people do not use slaves, and if the Arkhive makes a decision in that direction, then why would I stop that? However, if the intent is to start the process of indirectly restricting access to the Arkhive based on aspects of their government - ones that do not affect the Arkhive or show hostile itent towards it, naturally - then...that is a precedent that I am reluctant to help establish."
  12. The Arena Catching his breath and pulling his dagger out of the Keon Nnight, struggling to shift the now-dead competitor off him, Eighbris can't help but let out a laugh, paired with a gasp of pain, when he reflects on how much time he spent knocked down this fight. Still, as he takes stock of the situation...Doom Soom did it. Couldn't quite manage to close the distance, huh? Eighbris could sympathise there. Wait, that meant...final two. That was a win, huh? He couldn't lie to himself, it smarted a little to have failed to get a scratch on her, but...at this point, he was willing to just take the second place. Guess that makes them even, after his win at the Bironian Brawl. For now, he focused on forcing himself back up to his feet, facing the audience and raising a fist in victory. Just keep up until the show's over and the cameras are gone...then he can collapse. VIP Box Cagairmòr lets out a sigh of relief she wasn't aware she was holding in as she sees Eighbris getting up again, raising her glass in a personal toast before finishing the drink in one. He might have not done it her way, but he did it.
  13. Eighbris grins under his helmet as he feels his dagger sink into the frenzied beast, even as its primal throes sends him rolling across the ground again. Job's not done yet, but he made a start in taking that thing down. Taking another moment to appraise the situation, he chuckles a little as he sees how things are lining up. If he does nothing, there's a good chance Doom will berserk right into the path of Seraphine's shotgun. That works just fine for him. Now, who else is still alive...ah yeah, the odd one from their neighbours in Moonsoul. Alright then. He'd heard a lot about the monsters that lived in those hills, and at least some of it was probably true. Time to put them to the test. Mechanics Eighbris: Mil 4 0, wounded Attack Another Warrior: The Keon Nnight
  14. Arena Seraphine's shotgun drops Eighbris, sending him into a roll and leaving him dazed on the ground. The thought crosses his mind that he could just...stay here for a little longer. Let the others bleed themselves out a little more, play it sneaky, maybe stab a survivor or two, and then eke out a second place. It might work. But...he just didn't like that option. If he was going to put his life on the line, he much preferred that it be because he tried something risky rather than because he was hiding and someone else might decide to double-tap him. Rising to his feet, wincing a little (luckily it was masked by the helmet - no need for the cameras to see that detail) as he puts weight back on his legs - Seraphine definitely hit something down there - he glances to either side for his sword and shield and comes up empty. Alright then, the dagger it is. It wasn't quite as familiar as his sword, but it was still a nasty little thing, built from the stinger of a bàsclan he had to hunt a few months ago and built to make use of its origin to inject some fun little concoctions Eighbris had gotten hold of. Looking around the arena, he quickly judges the state of everyone and...huh. That one didn't have all those snakes coming out of him last time Eighbris checked. He didn't fancy a second attempt at charging Seraphine, and he didn't want to settle for jumping someone when they were weak - he wanted to come out of this looking good, after all - so he guessed it was time to see if he could kill Veehran monsters as well as he could deal with the ones back home. VIP Box Cagairmòr had so far been quite cool and collected when watching the fight, even when Eighbris' early attack led to disaster. But now, seeing Eighbris' latest stunt, she can't help but vocalise an annoyed "Idiot!". He should have just exploited the fall. Mechanics Eighbris: Mil 4 0, wounded Attack Another Warrior: Doom Soom
  15. When the bell rings, Eighbris instantly leaps into action - he wasn't going to let the action pass him by, that wasn't how you made a name for yourself. His choice of foe seems to be similarly motivated, passing by some of the other fighters to charge straight into Seraphine - that gun looked nasty, but if he could just close the distance in time, use his sudden burst of aggression to his advantage... Mechanics Eighbris: Mil 4, both weapons available Attack Another Warrior: Void-Leader Seraphine - 12!
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