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DKArthas

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  1. The Radiant Republic of Erisdor Round 7 Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26 Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 4 Military 10 Economy 10 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: Buyout Trading Post [Economy]: Region 105 (Badal), TP1, (Derzin Rockets) (Spacecraft) (DP1) (TN12) (1 Treasure spent) (+10) Buyout Trading Post [Economy]: Region 2 (North Way Cluster, Badal), TP2, (Cybernetics and Prosthetics) (Computers/Medicine and Drugs) (DP1) (TN12) (1 Treasure spent) (+10) Buyout Trading Post [Economy]: Region 59 (Veehra), TP1, (Union Crews) (Labourers) (DP1) (TN12) (+9) Buyout Trading Post [Economy]: Region 49 (Ebon Cove, Sansar), TP2, (Glit Limestone) (Construction Material) (TN12) (+10) Buyout Trading Post [Economy]: Region 43 (The Solarian Plains, Sansar), TP1, (Positronic Brains) (Computers) (TN12) (+10) Nonactions News and Rumours Statistics Unit Count: 4 Ground, 2 Space Treasure: 5 Country Information Special Actions Available: Special Actions Used: Military 5, Economy 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 2, +1 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 1 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 12 (4 + 4 regions + 4 support) Ground Units: 4 Space Units: 2 Government Support: 32, 31, 30, 26 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology Man-Portable Weapons: N/A Infantry Equipment: N/A Combat Drugs and Medicine: N/A Armored Vehicles: N/A Field Fortifications: N/A Engineered Combat Organisms: N/A Detection and Rangefinding: N/A Ship to Ship Weapons: N/A Orbit to Ground Weapons: N/A Crew and Maintenance: N/A Armor and Shields: N/A Spacecraft Propulsion: N/A Electronic Warfare and Countermeasures: N/A Special Forces: N/A Logistics and Morale: N/A Economy Treasure: 5 (Expected Change:) Treasure Cap: 5 Trade Posts Effective Total TPs: 10 Treasure Rate: 2 Trade Posts 1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (3) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) 4. Region 52, TP3 (Deuterium) (1) 5. Region 24, TP1 (Gold) (1) 6. Region 44, TP2 (Unblemished Wreckages) (1) 7. Region 41, TP1 (Uniforms) (1) 8. Region 12, TP3 (Loans) (1) Merchant Support: Technologies 1. Aclaustrophobic Psychiatry 2. Algorithmic Imagination 3. Arcane Amplification 4. In Vivo Modification 5. Nuclear Fusion 6. Xenolinguistic Cataloguing, 7. Badalian Megadirigibles 8. Wet Ship Navy Arcologies 1. The Black Foundry (+1 to Offensive ground battles) Trade Routes None Faith Media Support: 32 Artifacts Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration
  2. The Radiant Republic of Erisdor Round 6 Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26 Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 4 Military 9 Economy 9 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: +1 Military, +1 Economy Buyout Trading Post [Economy]: Region 41 (The Emerald Expanse, Sansar), TP1, (Uniforms) (Fabrics and Textile Products/Art and Cultural Products) (TN12) (1 Treasure spent) (+10) Buyout Trading Post [Economy]: Region 12 (Neo Guleum, Badal), TP3 (Loans) (Information and Data) (TN12) (DP1) (Assist Expected) (+10) Give WTU a Mercantile Support [Economy]: Region 32 with an Arcology (The Black Foundry) for 2 Treasure and 1 WTU Rep Attack Region 37: Send Marshal Aine Uistein (Mil:9) with 1 space unit carrying 2 ground units to aid GLO, and lead the ground offensive using Measured Advance (-10% casualties for both sides). +2 from 1 Treasure spent and the Black Foundry. Transfer region ownership to GLO upon success Attack Region 102: Details Ground Commander: Sub-Commander (Mil 4), Space Commander: Captain Sekira (WTP) (Mil:9), Overall Space Commander: Hǎi Píng & Dǎo-Māo (BCC) (M10) Doctrine: Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties), Units: RRE: 1 Ground, 1 Space, 2 Ground and 2 Space from WTP. Fighting alongside BCC and TWI as well on the space front. Route: 32 -> 101->102. Sub-Action: Transfer ownership of the region to the WTP on success. Nonactions Prospect Colony [Non-Action/Colonize Great Success]: Region 101 (Helium-3) (Fuel and Power) (TN12) (+9): Erisdor's bottomless thirst for cheap energy is fulfilled by constant shipments from the war-torn planet of Veehra, ruled by it's mercurial and blood-hungry warlords and god-kings. But now, that a sizable portion of Aridyin has been brought under the aegis of the Republic, time has come to eliminate this dangerous reliance. Teams of prospecters tirelessly search the surface for good regolith deposits of Helium-3, that have long been believed to exist on the moon… The People Want Action The Veehran region is comparatively fertile, situated near a sizable freshwater sea and has access to a massive pool of unskilled labor. The economists and experts of the Radiant Republic consider the solution to be obvious; transformation of the region into an agricultural center but one focused on production of profitable luxury crops rarely found on the red planet. Any plan to transform the economy of the region must necessarily begin with social and land reforms like wholescale elimination of forced labor, followed by the redistribution of local landholdings and estates into private plots for peasants families on an equitable basis. Canals and irrigation networks dug by local workers can furthermore provide both short to mid term employment as well as allow local agriculture to become more efficient and productive in the long run. Funding for seeds, fertilizers and agricultural machinery can be acquired through the Pan-Tekhum Worker's and Trader's Union offering loans to the locals that can be paid off by sale of the surplus luxury crops to the traders aligned with the Union. In this way, all should be able to profit and prosper in a mutually beneficial arrangement. As for what to grow? The Kingdom of High Ishtahnos upriver has a growing demand for spices, perhaps that might allow an auspicious beginning and help attract foreign investment... News and Rumours Statistics Unit Count: 4 Ground, 2 Space Treasure: 2 Country Information Special Actions Available: Special Actions Used: Military 5, Economy 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 1, +1 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 2 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 12 (4 + 4 regions + 4 support) Ground Units: 4 Space Units: 2 Government Support: 32, 31, 30, 26 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology Man-Portable Weapons: N/A Infantry Equipment: N/A Combat Drugs and Medicine: N/A Armored Vehicles: N/A Field Fortifications: N/A Engineered Combat Organisms: N/A Detection and Rangefinding: N/A Ship to Ship Weapons: N/A Orbit to Ground Weapons: N/A Crew and Maintenance: N/A Armor and Shields: N/A Spacecraft Propulsion: N/A Electronic Warfare and Countermeasures: N/A Special Forces: N/A Logistics and Morale: N/A Economy Treasure: 2 (Expected Change:) Treasure Cap: 5 Trade Posts Effective Total TPs: 11 Treasure Rate: 2 Trade Posts 1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (6) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) 4. Region 52, TP3 (Deuterium) (1) 5. Region 24, TP1 (Gold) (1) 6. Region 44, TP2 (Unblemished Wreckages) (1) Merchant Support: 32 Technologies 1. Aclaustrophobic Psychiatry 2. Algorithmic Imagination 3. Arcane Amplification 4. In Vivo Modification 5. Nuclear Fusion 6. Xenolinguistic Cataloguing, 7. Badalian Megadirigibles 8. Wet Ship Navy Arcologies 1. The Black Foundry (+1 to Offensive ground battles) Trade Routes None Faith Media Support: 32 Artifacts Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration 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 Defence: - Renown: +1 to resist Sway and Impress actions - EMP: +1 to resist actions by EMP Rep 3/4 players Misc:
  3. Freedom From Religion Minister of Foreign affairs, Ailbhe Lathurna clears her throat and begins speaking. “Coedd's Adherents as far as the Radiant Republic is aware have acted with nothing but benevolence at every turn. Everywhere on Sansar when war has led to widespread destruction, they have been the first to provide succor. No other faith has acted with such charity.” She shook her head sadly. “One wonders what offworlders find so threatening about it. As far as the Republic is concerned, in no way can proselytizing by such a faith could be considered a hostile act, provided permission is given. The fair people of the Arkhive shouldn't be hobbled on the basis of nothing but unjustified paranoia of those not present here. We oppose this motion.” On Fair Labour Practices “The foul institution of slavery must be opposed at every turn, no matter the form it takes or arguments used to justify it. The Radiant Republic wholeheartedly supports the amendment.”
  4. The Radiant Republic of Erisdor Round 5 Regions: Erisdor (32), Cannor (31), Eskor (30) Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 4 Military 8 +1 Economy 8 +1 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: +1 Military, +1 Economy Raise Reputation [Diplomacy]: Pan-Tekhum Worker's and Trader's Union. (0—>1) (TN10) Buyout Trading Post [Economy]: Region 44 (Moonsoul Mountains, Sansar), TP2 (Unblemished Wreckages) (Industrial Machinery/Planetary Vehicles) (TN12) (Assist Expected) (+10) Colonize [Economy]: Region 101 (TN12) (+8) Raise Ground Unit [Military] Attack Region [Military]: Region 26 (Sansar) (1 Treasure Spent) Details Terrestrial Commander: Marshal Aíne Uistein (score: 9), Space Commander: Sub-Commander (score: 4) Doctrine: Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle (Activate to Impress Government) Units: 1 Ground, 1 Space Route: 32 -> 31 ->30 -> 26, no distance losses or space units required. Modifiers: +2 (1 Treasure spent/The Black Foundry), +3 (Orbital Superiority) Nonactions Pay back four treasure to WTU to complete loan repayment. (+1 Reputation, +1 Favour) Resist any unsupported conversions. Resist any unsupported buyouts. News and Rumours Disdainful and Dismissive of the Fiorid Principalities claims of ownership over the entire moon (As if a mere declaration means anything!) The Radiant Republic has chosen to send their own mission to colonize worthwhile sites on Aridyin. The markets and industries of the republic always hunger for more resources and goods to feed their bottomless appetite, so such an effort can only be worthwhile in the eyes of many. Besides, many a captains of industry hope that the colony can be transformed into a burgeoning starport that can act as a gateway for further lucrative trade expeditions into the Greater Tekhum... Prime Marcus's speech has been treated with growing contempt and scorn in the Republic. A coddled slave still remains a slave. Their destiny and potential still firmly chained and clasped in the hands of another, on the basis of nothing but accident of birth and blood borne privilege! To try to justify it is nothing less than monstrous and makes an abject mockery of the Illumined Utopian's professed opposition to slavery. Indeed, it is suspected by many the entire interview is nothing less than a thinly veiled propaganda piece meant as a first step toward justifying a formal alliance with the Fiorid Principality… A mutually profitable deal has been struck with the people of the moonsoul mountains, establishing guidelines through which republican enterprises and merchants can hire local manpower for delving purposes - predominantly from among the Zelfs. They are to be well compensated for in union currency, as befitting such highly dangerous labour. A few more adventurous fomorians have also shown up, attracted by the high pay, wiser among their numbers have accepted the offers of training from the locals while the more arrogant are unlikely to survive the coming month in the desolate, windswept plains according to those knowledgeable about the region... The continued bloody and savage assaults on the BRG holdings all across Tekhum have been met with increasing concerns in the Republic. While few in the republic were overly fond of the corporate group, most remain quite confused as to the reason for such wholescale eradication. One thing remains clear; constant vigilance and military might are the only way to remain safe and secure in this blighted age…nothing less will suffice in the face of such unrelenting bloodthrist. Statistics Unit Count: 3 Ground, 2 Space Treasure: 5 Country Information Special Actions Available: Special Actions Used: Military 5, Economy 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 0, -1 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 2 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 10 (4 + 3 regions + 3 support) Ground Units: 3 Space Units: 2 Government Support: 32, 31, 30 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology Man-Portable Weapons: N/A Infantry Equipment: N/A Combat Drugs and Medicine: N/A Armored Vehicles: N/A Field Fortifications: N/A Engineered Combat Organisms: N/A Detection and Rangefinding: N/A Ship to Ship Weapons: N/A Orbit to Ground Weapons: N/A Crew and Maintenance: N/A Armor and Shields: N/A Spacecraft Propulsion: N/A Electronic Warfare and Countermeasures: N/A Special Forces: N/A Logistics and Morale: N/A Economy Treasure: 5 (Expected Change:-3) Treasure Cap: 5 Trade Posts Effective Total TPs: 10 Treasure Rate: 2 Trade Posts 1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (6) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) 4. Region 52, TP3 (Deuterium) (1) 5. Region 24, TP1 (Gold) (1) Merchant Support: 32 Technologies 1. Aclaustrophobic Psychiatry 2. Algorithmic Imagination 3. Arcane Amplification 4. In Vivo Modification 5. Nuclear Fusion 6. Xenolinguistic Cataloguing, 7. Badalian Megadirigibles 8. Wet Ship Navy Arcologies 1. The Black Foundry (+1 to Offensive ground battles) Trade Routes None Faith Media Support: 32 Artifacts Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration 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 Defence: - Renown: +1 to resist Sway and Impress actions - EMP: +1 to resist actions by EMP Rep 3/4 players Misc:
  5. The Dullahan-Class Cruiser docks on one of the airships acting as landing platforms, fully intending to test the vessels craftsmanship against the sulphuric atmosphere of badal for the entire duration of the visit. From it descends a mid sized delegation led by Minister of Foreign Affairs, Ailbhe Lathurna and Vice-Admiral Aislinn Cuimein; the former clad in elaborate robes of blue and gold while the latter strides out in a more militaristic attire, with a black and red pistol strapped to his waist, forged from the famed chitin sourced from the Dhaoine. For a moment, the delegation from the Radiant Republic simply observes their surroundings, marveling at the alien clouds and the numerous aerostats seemingly floating on them. Shaking themselves free from their awe, they follow the directions provided, entering the space shuttles to reach the Set Serpent Sorority, where the coming events and celebration were to take place. The delegation for now seems interested in exploring the habitat the Republic had helped fund the renovation of, and remained open to meeting and mingling with any dignitaries they come across, especially those representing the various powers of Badal.
  6. The Radiant Republic of Erisdor Round 4 Regions: Erisdor (32), Cannor (31), Eskor (30) Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 4 Military 7 +1 Economy 7 +1 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: +1 Military, +1 Economy Recruit Ground Unit [Military] Recruit Space Unit [Military] Salvage Pre-War Technology [Military]: Region 47 (Sansar) (TN12) (1 Treasure Spent) (+8) [Economy] - Help The Black Cloud Coalition construct a WTU Union Hall in the North Way Cluster (2) 2/3 Buyout Trading Post [Economy]: Region 24 (Sansar), TP1 (Gold) (Precious Minerals/Luxury Goods) (TN12) (1 Treasure spent) (+8) Nonactions Attend the Big Bironian Bash & Pirate Party. Resist any unsupported conversions. Resist any unsupported buyouts. News and Rumours Statistics Unit Count: 2 Ground, 1 Space Treasure: 5 Country Information Special Actions Available: Special Actions Used: Military 5, Economy 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep -1, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 0, -1 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 2 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 10 (4 + 3 regions + 3 support) Ground Units: 2 Space Units: 1 Government Support: 32, 31, 30 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology Man-Portable Weapons: N/A Infantry Equipment: N/A Combat Drugs and Medicine: N/A Armored Vehicles: N/A Field Fortifications: N/A Engineered Combat Organisms: N/A Detection and Rangefinding: N/A Ship to Ship Weapons: N/A Orbit to Ground Weapons: N/A Crew and Maintenance: N/A Armor and Shields: N/A Spacecraft Propulsion: N/A Electronic Warfare and Countermeasures: N/A Special Forces: N/A Logistics and Morale: N/A Economy Treasure: 5 (Expected Change:-2) Treasure Cap: 5 Trade Posts Effective Total TPs: 9 Treasure Rate: 1 Trade Posts 1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (6) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) 4. Region 52, TP3 (Deuterium) (1) Merchant Support: 32 Technologies 1. Aclaustrophobic Psychiatry 2. Algorithmic Imagination 3. Arcane Amplification 4. In Vivo Modification 5. Nuclear Fusion 6. Xenolinguistic Cataloguing, 7. Badalian Megadirigibles 8. Wet Ship Navy Arcologies 1. The Black Foundry (+1 to Offensive ground battles) Trade Routes None Faith Media Support: 32 Artifacts Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration 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 Defence: - Renown: +1 to resist Sway and Impress actions - EMP: +1 to resist actions by EMP Rep 3/4 players Misc:
  7. "This all seems quite reasonable. The amendments should help ensure that this magnificent library remains a place where people from all the myriad nations of Sansar and beyond can mingle freely without fear. The Radiant Republic votes yes to both." Cathal Oribsiu responded after a few minutes of contemplative silence, giving a respectful nod to both Console Prisca and Queen Constance, and largely approving of the changes. It wouldn't do for the Arkhive to completely align with one power or another afterall. A mostly neutral ground for even enemies to meet may prove important in the days to come.
  8. ...Cannorian? :V Arcology: Black Foundry (+1 to Ground battles or +1 to Offensive Ground battles), Region: 32 (Fel Iron) Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Automated mining equipment working all year long, dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward continuous development and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights. Arcology: The Black Foundry 2.0 (+1 to Offensive Space battles) The behemoth structure towers over even the mountains surrounding it, and is powered by the entire might of a half-dormant volcano. It existence is entirely devoted toward manufacturing of massive hulls and plates necessary for the production of the iconic iron spacecrafts and starships of the republic. Plentiful iron deposits and numerous processing facilities are present under the tower, where hard working miners dig out the metal daily and send it for infusion and alloying into fel iron through arcane and secretive processes. Seeking approval for both. Not sure which I want yet. Open to suggestions for the bonus and all if they are invalid or something.
  9. Region: 31 (Cannor, Sansar) Overview Capital: Alenath Leader: Sovereign Protector Cathal Oribisiu Demonym: Cannorian Faith: The First Path (Minority), The Second Path (Minority), The Third Path (Minority) Faction Support: Government: The Radiant Republic Mercantile: Open Media: Open Resources: Nitrates[Chemical Reagents] Import: Magical Items Geography The verdant peninsula is covered with rolling, forested hills and beautiful lakes with a warm, fertile coastline, seasonally occupied by massive flocks of migratory birds coming in from the northern continent of Zabava. The temperate climate allows a large variety of animals to flourish in the area. Among them are a species of fearsome bipedal mammals, with spiked coats and razor sharp teeths. Pelts of such creatures are highly sought after and are a sign of prestige among the local elites. Below the surface lies a different story, the remains of an ancient network of massive tunnels, caverns and passageways criss-cross nearly the entire peninsula, home to an exceptionally large species of blood sucking bats and an even stranger ecosystem, that turns into a nightmare in the lowest levels. The depths of the underground system remain largely unexplored, with only the upper floors having been fully mapped out. Some claim it extends even beyond Cannor. People The proximity to Erisdor allowed many escaped slaves and refugees to flee to these shores over the centuries, but nonetheless the inhabitants remain primarily human. In the interior, settlements are usually found near entrances to the labyrinth, populated by hardy and independent folks, who brave the dangerous passageways to gather the rich waste left behind by nocturnal creatures and bring it back to the surface, from where it is carried on trucks to the numerous well populated towns on the coasts for processing into fertilisers and explosives, which in turn are exported to the many farms, orchards, and mines across the continent. Trade plays an integral role in the continued prosperity of the entire region, with the local economy well integrated into the continental trade network. Many of the bloodfiends and ghostly creatures found in deeper levels can be highly resistant to fire and bullets however, often regenerating themselves into even more maddened forms, with only the disciplines of the First Path able to consistently force them into near permanent dormancy through rituals of bindings, anchored by artefacts of fel iron. Those who lead expeditions into the less explored portions are thus highly respected and honoured among the local communities, often wielding enchanted glaives and spears capable of harming the supernatural. Buildings and homes are often made of specially treated timber, decorated with talismans and glyphs to ward away evil spirits during the darkest hours of the night. That does not mean the people who live here are cowardly however. Indeed, they are well known for their courage and perseverance in all things. Government The region consisted of a loose confederation of towns and small city states, each often ruled over by councils of petty nobles, who in turn met in great gatherings to elect a new ruler from among themselves when the last one died. The authority of the monarch varied wildly, with some having led great wars against neighbouring countries or even having tamed large swaths of the underground in the past while others having been relegated to issuing decrees ignored by everyone beyond the walls of Alenath, the traditional capital of the region. Each of these settlements (and guilds within them) largely maintained their own militias for self defence, allowing the confederation to maintain a fairly large force, though one plagued by lack of standardisation and greatly varying in quality. Majority of the time these forces were involved in small skirmishes and border disputes with each other or nearby states, when they are were dealing with problems of the underground. The recent occupation of Cannor has seen the confederation unceremoniously dissolved and the territory put under a military governorship. Elections have been promised to the general public, with the expectations that they will take place in the next few years but for now the Radiant Republic remains content with consolidating its control over the levers of power in the region; recruiting influential collaborators, arresting or sidelining those stridently opposed to the new order and offering benefits and bribes to many left disenfranchised by the old leadership. Religion Firm believers in self-reliance and usually sceptical of the divine, the cannorians do not overly care to rely on higher powers for salvation. Nevertheless, certain philosophical traditions are practised by elements of the population, often focused on gaining greater mastery of the self and furthering their understanding of the world. Those who choose to devote themselves to ascending past mortal frailties are collectively known as Pathfinders. Minorities The First Path. The wise men and women who dwell deep in the woods and wilds, are said to live their life in ascetic contemplation and meditation, slowly untethering themselves from the needs and desires of their mortal body, becoming something otherworldly and more. The Second Path. They focus on mastery of their body, and are renowned as skilful warriors and explorers. Often, it is them who lead the expeditions into the deep caverns, their senses sharpened to such heights that they can feel even minor perturbations in air and pressure. Stories speak of them also practising some strange form of alchemy to strengthen their body and mind. The Third Path. They choose to emulate the dark spirits and creatures of the deep; feasting and supping on mortal flesh and souls to empower themselves, stealing the memories, experiences and strength of others to add to their own. They are hunted and the practice has long been outlawed. Yet, tales and rumours of their existence stubbornly persist. Resources Export: Nitrates[Chemical Reagents]. Utilised by local and foreign industries for production of fertilisers and gunpowder and more, they are always in high demand across the continent of Erebus. Import: Magical items. Talismans and weapons that allow the locals to defend themselves against supernatural threats are much sought after. Without them life would doubtlessly be far harsher. History The oldest legends and archaeological evidence suggests that the entire peninsula once contained a massive interconnected network of underground railways, manufacturing centres and bunker-complexes. Many of the civilians hiding underground to survive the bombardment were likely buried alive by the terrible weapons unleashed during those apocalyptic days. What happened next to turn the place into its current state is a mystery In the centuries to come, the survivors would eventually rebuild and repopulate the peninsula. New fishing villages and cities would rise but peace would not last forever. The first great challenge from outside would come at the hand of the victorious fomorians, chasing the remnants of the human tribes trying to flee across the bay into Cannor. The incursion would end in a dismal failure, with the Fomor King drowning along with much of the expedition but it would be the beginning of a series of conflicts that would culminate in the people of the region banding together to resist the slave raids and interminable futile attempts at conquest that never really succeeded in going past occupations of a few outlying islands. The fall of the old kingdom of Erisdor would be the cause of much celebration but that would not put an end to ancient rivalries. Conflicts over fishing grounds and maritime disputes would still abound, only conclusively ending when the Radiant Republic gained an insurmountable edge in the form of starships.
  10. Cannor Region: 31 Geography The verdant peninsula is covered with rolling, forested hills and beautiful lakes with a warm, fertile coastline, seasonally occupied by massive flocks of migratory birds coming in from the northern continent of Zabava. The temperate climate allows a large variety of animals to flourish in the area. Among them are a species of fearsome bipedal mammals, with spiked coats and razor sharp teeths. Pelts of such creatures are highly sought after and are a sign of prestige among the local elites. Below the surface lies a different story, the remains of an ancient network of massive tunnels, carverns and passageways criss-cross nearly the entire peninsula, home to an exceptionally large species of blood sucking bats and an even stranger ecosystem, that turns into a nightmare in the lowest levels. The depths of the underground system remain largely unexplored, with only the upper floors having been fully mapped out. Some claim it extends even beyond Cannor. Show this People People The proximity to Erisdor allowed many escaped slaves and refugees to flee to these shores over the centuries, but nonetheless the inhabitants remain primarily human. In the interior, settlements are usually found near entrances to the labyrinth, populated by hardy and independent folks, who brave the dangerous passageways to gather the rich waste left behind by nocturnal creatures and bring it back to the surface, from where it is carried on trucks to the numerous well populated towns on the coasts for processing into fertilisers and explosives, which in turn are exported to the many farms, orchards, and mines across the continent. Trade plays an integral role in the continued prosperity of the entire region, with the local economy well integrated into the continental trade network. Many of the bloodfiends and ghostly creatures found in deeper levels can be highly resistant to fire and bullets however, often regenerating themselves into even more maddened forms, with only the disciplines of the First Path able to consistently force them into near permanent dormancy through rituals of bindings, anchored by artefacts of fel iron. Those who lead expeditions into the less explored portions are thus highly respected and honoured among the local communities, often wielding enchanted glaives and spears capable of harming the supernatural. Buildings and homes are often made of specially treated timber, decorated with talismans and glyphs to ward away evil spirits during the darkest hours of the night. That does not mean the people who live here are cowardly however. Indeed, they are well known for their courage and preservance. Government Government The region consisted of a loose confederation of towns and small city states, each often ruled over by councils of petty nobles, who in turn met in great gatherings to elect a new ruler from among themselves when the last one died. The authority of the monarch varied wildly, with some having led great wars against neighbouring countries or even having tamed large swaths of the underground in the past while others having been relegated to issuing decrees ignored by everyone beyond the walls of Alenath, the traditional capital of the region. Each of these settlements (and guilds within them) largely maintained their own militias for self defence, allowing the confederation to maintain a fairly large force, though one plagued by lack of standardisation and greatly varying in quality. Majority of the time these forces were involved in small skirmishes and border disputes with each other or nearby states, when they are were dealing with problems of the underground. The recent occupation of Cannor has seen the confederation unceremoniously dissolved and the territory put under a military governorship. Elections have been promised to the general public, with the expectations that they will take place in the next few years but for now the Radiant Republic remains content with consolidating its control over the levers of power in the region; recruiting influential collaborators, arresting or sidelining those stridently opposed to the new order and offering benefits and bribes to many left disenfranchised by the old leadership. Resources Resources Export: Nitrates[Chemical Reagents]. Utilised by local and foreign industries for production of fertilisers and gunpowder and more, they are always in high demand across the continent of Erebus. Import: Magical items. Talismans and weapons that allow the locals to defend themselves against supernatural threats are much sought after. Without them life would doubtlessly be far harsher. Religion Religion Firm believers in self-reliance and usually sceptical of the divine, the local folks do not overly care to rely on higher powers for salvation. Nevertheless, certain philosophical traditions are practised by elements of the population, often focused on gaining greater mastery of the self and furthering their understanding of the world. Those who choose to devote themselves to ascending past mortal frailties are collectively known as Pathfinders. Minorities The First Path. The wise men and women who dwell deep in the woods and wilds, are said to live their life in ascetic contemplation and meditation, slowly untethering themselves from the needs and desires of their mortal body, becoming something otherworldly and more. The Second Path. They focus on mastery of their body, and are renowned as skilful warriors and explorers. Often, it is them who lead the expeditions into the deep caverns, their senses sharpened to such heights that they can feel even minor perturbations in air and pressure. Stories speak of them also practising some strange form of alchemy to strengthen their body and mind. The Third Path. They choose to emulate the dark spirits and creatures of the deep; feasting and supping on mortal flesh and souls to empower themselves, stealing the memories, experiences and strength of others to add to their own. They are hunted and the practice has long been outlawed. Yet, tales and rumours of their existence stubbornly persist. History History The oldest legends and archaeological evidence suggests that the entire peninsula once contained a massive interconnected network of underground railways, manufacturing centres and bunker-complexes. Many of the civilians hiding underground to survive the bombardment were likely buried alive by the terrible weapons unleashed during those apocalyptic days. What happened next to turn the place into its current state is a mystery In the centuries to come, the survivors would eventually rebuild and repopulate the peninsula. New fishing villages and cities would rise but peace would not last forever. The first great challenge from outside would come at the hand of the victorious fomorians, chasing the remnants of the human tribes trying to flee across the bay into Cannor. The incursion would end in a dismal failure, with the Fomor King drowning along with much of the expedition but it would be the beginning of a series of conflicts that would culminate in the people of the region banding together to resist the slave raids and interminable futile attempts at conquest that never really succeeded in going past occupations of a few outlaying islands. The fall of the old kingdom of Erisdor would be the cause of much celebration but that would not put an end to ancient rivalries. Conflicts over fishing grounds and maritime disputes would still abound, only conclusively ending when the Radiant Republic gained an insurmountable edge in the form of starships. Seeking approval.
  11. Arcology: Black Foundry (+1 to ground battles), Region: 32 (Fel Iron) Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Automated mining equipment working all year long, dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward continuous development and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights. Seeking approval
  12. The Radiant Republic of Erisdor Round 3 Regions: Erisdor (32), Cannor (31) Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 3 +1 Military 7 Economy 6 +1 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: +1 Economy, +1 Diplomacy Attack Region [Military]: Region 30 (Eskor, Sansar) (1 Treasure Spent) Details Terrestrial Commander: Marshal Aíne Uistein (score: 9), Space Commander: Sub-Commander (score: 3) Doctrine: Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle (Activate to Impress Government) Units: 3 Ground, 1 Space Route: 32 -> 31 ->30, no distance losses or space units required (space units are comitted for orbital superiority) Modifiers: +1 (Treasure spent), +3 (Orbital Superiority) [Economy] 5 Special: Construct Arcology: Region 32 (Erisdor, Sansar) Sub-Action: Gain +1 Treasure from WTU The Black Foundry (+1 to Offensive Ground battles): Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Here, autonomous mining equipment dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward breakneck production and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights. Buyout Trade Post [Economy]: Region 54 (Arvax, Veehra), TP3 (Deuterium) (TN12) (Assist Expected) (DP1) (1 Treasure spent) (+8) (Success) Attend an Event [Diplomacy]: the Second Hexennial Conference for the Liberation of Knowledge and Fostering of Growth Sub-Action: Accept technologies (Aclaustrophobic Psychiatry, Algorithmic Imagination, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles) from The Arkhive Eternal. Sub-Action: Agree to a Non-Aggression Pact with The Arkhive Eternal and officially join the conference as local member should your membership be accepted. Negotiate Workplace Reforms [Diplomacy] [Freeform]: The Pan-Tekhum Worker's and Trader's Union is coming to inspect the workplaces of the Republic, while normally we would tell them to sod off, we are currently heavily in debt to the union banks. As such we will negotiate with sympathetic parties in the parliament to pass a number of legislations to further improve workplace safety, ensure compliance with existing industrial safety standards on the book and generally convince everyone to be on best behavior for a while. Nonactions Oppose all unsupported buyouts Oppose all unsupported conversion attempt except those from ARK. Allow WTU workplace inspections. News and Rumours The large number of dead and crippled soldiers streaming in from the front has sapped away some of the initial enthusiasm for the military intervention, with opposition groups in the parliament and on the ground criticizing the administration for perceived failures to adequately prepare the military for the war efforts, though for now such talks remains muted due to the overall success of the campaign. How long that lasts remains to be seen... The growth of the economy has steadily continued, largely accomplished and financed on the back of favorable loans and credit extended to the Republic by the Pan-Tekhum Worker's and Trader's Union. The soaring energy costs still remains a significant roadblock to prosperity however, with many praying that the government backed initiatives to secure supplies of cheap nuclear fuel from distant, war-torn Veehra would finally see some success to conclusively put an end to the energy shortages… The marriage of Princess Monite Akari Ebonne d’Laforet and Lord Artavasdes II has been greeted with near comedic paranoia and lots of gossip in the streets. Could this move truly be part of some dastardly pan-monarchist plot aimed at harming the Republic as some claim!? The news of the Florid Principality's laying claim to the entirety of Aridyn has resulted in many furious meetings between the Sovereign Protector and his cabinet, after a few days of deliberation they have publically proclaimed the republic's refusal to acknowledge any such delusional 'claims' of ownership over the entire moon, to near unanimous domestic applause... Perhaps in hopes of curbing any popular discontent before it materializes, an ambitious bill aimed at improving working conditions and providing increased protections to trade unions has been sponsored by the ruling coalition in the parliament. With additional provisions aimed at providing generous subsidies and tax breaks offered to private enterprises and companies to make the measures more palatable and help in ongoing modernization efforts...Some deride the move as thinly veiled bribe being offered to the citizens of the republic or pandering to union bankers but the initial reception among the wider population and certain political parties has proven positive... Statistics Unit Count: 3 Ground, 1 Space Treasure: 5 Country Information Special Actions Available: Military 5 Special Actions Used: Military 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep 0, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 0, -1 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 2 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 8 (4 + 2 regions + 2 support) Ground Units: 3 Space Units: 1 Government Support: 32, 31 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology 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: 5 (Expected Change:0) Treasure Cap: 5 Trade Posts Effective Total TPs: 6 Treasure Rate: 1 Trade Posts 1. Region 32, TP1, TP3 (Fell Iron) (4) 2. Region 25, TP2 (Chitin Wargear) (1) 3. Region 40, TP3 (Salvaged Components) (1) Merchant Support: 32 Arcologies None Trade Routes None Technology Type Effect Requirements Met? Arcane Amplification Starter None None Yes Wet Navy Ships Traversal Ground units can cross oceans None Yes Faith Media Support: 32 Faith Size: 3 Organised Faith Bonuses None Artefacts None Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration Total Passive Effects Traversal: - Wet Navy Ships: Ground units can cross bodies of water Actions: - Renown: +1 to Establish Claim and Press Claim Defence: - Renown: +1 to resist Sway and Impress actions Misc:
  13. The Radiant Republic of Erisdor Region: 32(Erisdor, Sansar) Overview Capital: Dun Ailinne Leader: Sovereign Protector Cathal Oribisiu Demonym: Fomirians Political System: Unitary Presidential Republic Capital Region: Erisdor [32, Sansar] Starting Technologies: Arcane Amplification, Wet Navy Ships Starting Faith: Cult of Radiance (Majority) Faction Support: Government: The Radiant Republic Mercantile: The Radiant Republic Media: The Radiant Republic Resources: Fell Iron [Ores and Alloys/Magical Items] Import: Fuel and Power Geography Protected from the cold arctic winds by the Mountains of Mourne to the south, the coastal region is fairly fertile, watered as it is by cold rivers descending from the snowy peaks that disgorge themselves in the warmer ocean, forming estuaries at the mouth. Towns and cities dotting the coasts and the rivers, are largely sustained by both farming and fishing. Whales are a common staple in the region as well as a wide variety of other fishes. The southern mountains that make up much of the region are home to a flourishing and profitable mining industry, the metals and minerals continuously dug up are carried to the coasts, for both export and to feed the local factories that always hunger for more. Canals connect many of the rivers and as such waterways remain the primary method of transportation. Much of the unique flora and fauna has been damaged by reckless industrialization or hunted down into extinction by inbred nobles, with many forests nearly entirely gone and only now starting to recover. Dun Ailinne, situated at the mouth of the Suir river is the capital of the republic. Once a city of decadent palaces, exquisite manors and grand temples, surrounded by bourgeois districts and ramshackle slums of the working poors. Now the center of the city has been transformed into the administrative hub of the government, with the old palaces repurposed into museums, offices and universities. Great towers of steel and glass stab out of the ground further afield like the fingers of a giant, testament to how far reason and virtue has brought the republic. At the harbor, carved from iron and stone, is the grand statue of the martyred founder of the republic; Cethleann Fhiaclach. People The region is inhabited by the Fomir, a long living species of tall human-like creatures with dark skin and pointed ears. Majority of the population has largely interbreed with local humans over the many generations. Pure blooded Formirians tended to be carnivores. It is for this reason that they came out of the dark places of the world. They were renowned smiths and highly knowledgeable in the arts of metallurgy. Once the people were ruled by this aristocratic caste, ever more obsessed with blood purity and a strict racially hierarchical society. But after the Radiant revolution, such backward ideas have been consigned to the dustbin of history. Now, much more egalitarian ideals have taken center stage in the fomorian society that prize liberty and equality. Where once only those with the purest bloodlines could become court officials, high officers and so on, now all such positions and much more are open on the basis of merit, and who better to judge merit than fellow citizens? It is said that virtue is found in love for the republic and all it's many people, and that there are few things more virtuous than selfless dedication toward defending the foundational laws and principle on which it stands. Such are the belief that the republic attempts to instill in its citizens. There are those who whisper that one day the entire world will be free of tyrants and a republic of virtue will encompass the globe. Government The Radiant Republic of Erisdor is largely a centralized democratic state, with powers shared between the Sovereign Protector, who leads the executive branch and the Radiant Congress; a bicameral legislature, with the lower house popularly elected by all adult citizens of the republic and the higher house consisting of representatives from the trade unions, business associations, universities and temples of reason. The Sovereign Protector is elected for a period of twelve years by a smaller electorate largely consisting of veterans, soldiers and reservists, and is bequeathed ultimate authority on diplomatic and military matters to ensure the integrity and safety of the revolution from hostile forces. The republic is divided further into seven administrative districts, with the governors for each chosen by the Sovereign Protector from a list of candidates sent by the legislature. Elected councils exist in each prefecture to ensure local representation and popular governance. Most of the political class largely believes in the sanctity of free flow of goods and services. It's only when all unnatural influences are removed, that the economy can flourish and grow. Of course, it is assumed that the private businesses are owned by patriotic citizens in good standing, not anti-nationalist elements. Media is similarly freely allowed to criticize individuals, but republican institutions are considered beyond reproach. Resources Fell Iron [Ores and Alloys/Magical Items]: Once the most sacred metal to the Fomir people, only wielded by seasoned warriors, priests and champions among the nobility. Now almost all machinery and buildings are forged of this mystical iron. Iron dug from the mountains is imbued with arcane powers during the alloying process, and is capable of attaining a wide variety of desired properties. Fuel and Power: Fossil fuels and other cheap sources of energy have been exhausted in Erisdor due to rampant exploitation. Requiring the need to look further afield for alternatives sources, to provide for the growing economy. Religion The old religion of the Fomir was born out of fear and ignorance of the unknown. Of a great calamity inflicted on the ancestors for some long forgotten sin, that sent them crawling underground, into sun-shorn caves, and deeper still into the lightless earth. The old cult centered around appeasement of the unknowable dark through ritual sacrifices and ever more exacting tribute. In return, instead of destruction, the priests were said to be granted terrible powers; to rend flesh from bones with a whisper and forge cruel weapons of iron, blessed with awful powers. Now, the old cult lies largely suppressed, with its temples reconsecrated by the cold purifying light of reason, turned into the hearts for a new civic cult that exalts liberty and virtue, that were embodied in the republic's founder. The New Cult does not fear the unknown, but instead seeks to understand it, and in time perhaps overcome the Old Enemy dwelling in the great dark beyond. The most sacred temple of the old faith is situated deep into the mountains, under twisting caverns, it has become a site of pilgrimage and worship for those who have embraced the new cult as well. The sacrificial altar has long been replaced with a statue of Cethleann the Radiant. Some say it is forged with her ashes mixed with melted iron from the altar. The mystical magicks of the old cult have been modernized and transformed into another science through the tireless efforts of the Cult of Radiance. Once sacrifices were necessary to achieve even the smallest of effects, now new revolutionary methods allow for the conversion of electrical energy into arcane power, allowing it to be used en masse to enchant metals and more in ways that the priests of old couldn't conceive of. Though rumors and hushed whispers claiming that the new cult has not completely discarded the old sacrificial rituals still stubbornly persist. Such slanderous and vile thoughts are to be fully ignored. The Cult of Radiance is the majority faith in the region, it started among the soldiers and intellectuals, and has now come to encompass much of the population as well. History It is said in the oldest of legends, scrawled on the dead sun scrolls, that when the great lord of the dark unleashed his fury on the world, mountains were shorn, earth riven from stone, rivers boiled and all was lost. The few of the ancestors who survived did so by fleeing deeper into the earth, where they lived and bred for countless generations in the dark. When they crawled out of the caves, unused to the blinding light of the sun and armed with weapons of fell iron, they found the humans, living among the ruins of the past. Like a merciless scourge, the Fomir descended on them, and in a period of over a century or more slaughtered many of the tribes on the coasts and put into chains those that survived. The coming centuries would see them slowly adapt to living on the surface world, and become increasingly dependent on slave labour, as they numbered comparatively few in numbers despite their great skill and awful powers. It would be in this time period that breeding with the humans would begin, creating a new caste of half breeds. In time, they would become the majority in the lands, and many among them would come to be used to help enforce order and eventually integrated as higher statured servants of the ruling caste of purebloods. The priesthood would keep increasingly obsessive genealogies and records of bloodlines, tracing descent of even the lowliest of servants. It would be on the basis of such carefully kept records that many would be assigned their position in society. But this situation would not last forever, resentment would grow among the masses and so would the influence of the half bloods as the Fomirian kingdom would seek to crash industrialize and modernize to keep up with their regional rivals; there would not be enough pures to fill the burgeoning bureaucracy or, the expanding officer class, leading to increasing reliance on their lesser. It would eventually culminate in a coup led by a clique of reformist officers, and the near fall of the old regime, but the aristocratic forces would not admit defeat so easily. A civil war would ensue, that would turn into a revolution and lead to a far more radical future than anyone originally intended. Turning point of the Civil War would arrive after the Battle of Vagh Lothal, a dreadful day-long clash concluding with the rebels routed from the field and much of their leadership decimated. Many of the survivors would be rallied by an inspiring young female officer, who would lead the retreat to Dun Ailinne. Decisively taking command of the city and stubbornly refusing to admit defeat even as many despaired, Cethleanne would go out among the masses, to passionately extort them to help defend the city. One of her first actions would be to burn and ransack the exhaustively kept records of lineages at the temples, with that one simple act winning her the love of thousands upon thousands. Any talk of surrender or dissent at her actions would be ruthlessly squashed afterwards, with many finding themselves a head shorter or torn apart by the mob the next day. Street by street, the city would be fortified, with cannons emplaced at key locations and the ground carefully prepared for the coming struggle. Supremely confident in their might, the purebloods in the meantime, would make a sport of slowly hunting down the rest of the survivors that fled into the countryside before moving on to the city, letting gruesome and nightmarish tales of fates of traitors herald their arrival. Expecting a terrified population, ripe for the slaughter, they would fall headfirst into a cunningly wrought trap and quickly find themselves on the backfoot, nearly entirely repulsed from the city. This defeat and the subsequent retreat would break their aura of invincibility and spell there doom in the days to come, when revolts in other territories would follow. After a drawn out struggle, and numerous heroics, Erisdor would find itself reunited and reforged into a republic at the hands of Cethleann and her army, much of which consisted of freed slaves by the end.
  14. The Radiant Republic of Erisdor Round 2 Regions: Erisdor (32) Religion: Cult of Radiance (Unorganized) Leader: Sovereign Protector Cathal Oirbsiu Diplomacy 3 Military 7 Economy 4 Faith 2 Intrigue 2 Actions End of Turn Ruler Increases: +2 Economy Attack Region [Military]: Region 31 Details Commander: General Aíne Uistein (score: 9), Space Commander Cathal Oirbsiu (score: 7) Doctrine: Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle (Activate to Impress Government) Units: 4 Ground, 1 Space Route: 32 -> 31, using Wet Navy Ships, no distance losses or space units required (space units are comitted for orbital superiority) Modifiers: None Impress Merchants [Economy]: Region 31 (TN12) [DI: Magical Items (Acquired)] (+4) (Failure) Buyout Trade Post [Economy]: Region 54 (Arvax, Veehra), TP3 (Deuterium) (TN12) (Assist Expected) (DP1) (+5) (Failure) Buyout Trade Post [Economy]: Region 40 (Davis Port, Sansar), TP3 (Salvaged Components) (TN12) (Assist Expected) (+6) (Success) Buyout Trade Post [Economy]: Region 32 (Erisdor, Sansar), TP3 (Fell Iron) (TN12) (Self Assist) (+6) (Success) Nonactions Oppose all unsupported buyouts Oppose all unsupported conversion attempts Accept a loan of 4 treasure from WTU News and Rumours Inflation has been soaring steadily in recent years, with many choosing to lay the blame on either massively increased expenditure to support the military expansion, continued favorable loans being provided to the private sector, the lack of access to cheap fuel or even schemes by foreign powers jealous of the republic…rumours leaking out from worried public officials to the press speak of the urgent need to procure a new source of credits to stabilize the financial situation despite attempts by the current government to show a outwardly calm facade to the public… Tensions have been rising with the Republic’s neighboring power to the north, in part as a consequence of the military build up. New tariffs and laws targeted to reduce exports of nitrates and more into the republic have only served to further inflame the situation, with many Erisdorian merchants and businesses demanding immediate actions. A recent incident involving a military standoff between warships from both sides has brought the issue into wider public discourse…Perhaps most alarming of all the Sovereign Protector has broken his silence on the issue to give a widely publicized speech condemning the dastardly actions obviously meant to stifle the republic's attempts aimed at securing the sovereignty of it's people from despotic powers in Sansar and beyond... Statistics Unit Count: 4 Ground, 1 Space Treasure: 0 Country Information Special Actions Available: Military 5 Special Actions Used: Military 5 Heir: None Diplomacy Reputation/Favours Imperial Court: Rep 0, 0 Favours (Expected Change: None) Pan-Tekhum Worker's & Trader's Union: Rep 0, 0 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 0 Organisation Bases None Embassies None Cultural Identities Great Works None Military Unit Cap: 6 (4 + 1 regions + 1 support) Ground Units: 4 Space Units: 1 Government Support: 32 Generals Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Admirals None Perfected Tactical Doctrines None Fortresses None Technologies Active Military Technology 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: 0 (Expected Change: None) Treasure Cap: 5 Trade Posts Effective Total TPs: 3 Treasure Rate:0 Trade Posts 1. Region 32, TP1 (Fell Iron) (2) 2. Region 25, TP2 (Chitin Wargear) (1) Merchant Support: 32 Arcologies None Trade Routes None Technology Type Effect Requirements Met? Arcane Amplification Starter None None Yes Wet Navy Ships Traversal Ground units can cross oceans None Yes Faith Media Support: 32 Faith Size: 3 Organised Faith Bonuses None Artefacts None Holy Orders None Miracles None Intrigue Espionage Agency: No Claims 32 - Integration Total Passive Effects Traversal: Actions: Defence: Misc:
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