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  1. Region: 26 (Atmor, Sansar) Geography Geography The orchards and vineyards, carefully nurtured in the fertile plains of Eskor steadily give way to massive, wild rainforests toward the north. Situated near the equator, and nourished by nearly constant year long rains, the region is home to a humid and rich biome, filled to the brim with a wide variety of fauna and flora. Indeed, the biodiversity of plants alone is so vast that it's theorised by some that several of the species are the result of ancient techno-arcane experimentation from before the eternal bombardment. The most famous of these are the enormous trees of green, brown and red, piercing the very heavens, their vast roots covering the surface in all directions for miles on end, giving the region a distinct character. Often the Towering Trees are surrounded by smaller grooves sheltering under their aegis, surviving on what little light makes it through the dense canopy and more importantly, deep roots leeching arcane energy flowing through plentiful leylines below the earth. Fed on such a diet, it is no surprise many of them end up acquiring exotic and useful properties that make them highly sought after across the continent and beyond. The highly intertwined network of stem, branches and roots also serves as a natural reservoir and font of arcane for all who would call the region their home, the local ecosystem becoming reliant as much on the unpredictable ebb and flow of raw magic through the underground leylines as on the wider sansarite climactic pattern. This phenomenon has resulted in overlapping secondary ‘seasons’ roughly equivalent to winter and summer, the former taking place during harrowing periods when the strange principles and laws governing leylines lead to sometimes months or even more of arcane droughts. Most urbanised towns and cities in the interior of the forest, far from the coasts, are usually found under the base or in the branches of the towering trees, oasis that are able to escape the worst of the consequences of such events. People People Inhabited by a people thought to have at least partial elvish descent, arcane rich diet and prolonged exposure to the local environment has wrought biological adaptations and physiological changes in their body, turning them into a much more unique species. Over the millennia, they have increasingly come to resemble the environment among which they live; brown bark-like skin, nails capable of puncturing flesh with worrying ease and an affinity toward manipulating nature being among some of the less radical mutations found in the population. Such mutations are generally found in greater quantities among the elderly. The people who live here are known for their mercurial moods, being in turn generous and cruel, based on a highly confusing religious code of conduct. The local industries and livelihood as could be expected largely depends on the harvesting of lumber, almost ubiquitous in its usage. From beautifully carved and decorated furniture that can withstand decay for centuries to great flying machines running on steam or mystical energies and even modern weapons of war analogous to guns and artillery are painstakingly carved and forged from locally gathered and procured lumber. Once solely the domain of skilled craftsmens and mage-smiths, recent decades have seen the introduction of mass production techniques that have left the highly prestigious profession in a somewhat precarious position. Further afield on the edges of urban civilization, life remains much simpler, often ground is ruthlessly cleared of vegetation and put to the flames, transformed into new seasonal farmland through back breaking toil, before being abandoned again for a few years, allowing for slow recovery. Others eschewing such sedentary rural lifestyle still stubbornly and proudly eke out a living as nomadic tribes in the untamed wilds as their ancestors have done for long centuries before them, hunting great beasts grown mighty feasting on local vegetation, their furs, skin and meat still a highly sought after commodity. Government Government Before the arrival of the Radiant Republic, the region was divided between a few highly centralised Queendoms and a lone tribal confederacy. The only sense of unity coming from a shared religious and quasi-cultural basis. The Queendoms tended to be fairly traditionalist, the dual rulers deriving their authority and legitimacy by claiming descent from the Twin Goddesses, and performing ritual sacrifices and offering to them, in the presence of an influential priestly caste, who also served as bureaucrats in the autocratic administration. Below this hierarchy, the various urban professions were organised in guilds based on a royal charter, and bestowed certain judicial authority over their own members, in return they were obliged to provide mandatory service to the reigning monarch, in both peace and war. The Twinspear Confederacy on the other hand was a decentralised alliance of several tribes, banding together to slow the seemingly unstoppable encroachment of the Queendoms across the great forest. A pan-tribal council of elders collectively made decisions for the confederacy, though the influence of warrior assemblies saw steady growth in the course of the conflict. Resources Resources Export: Shadewood [Construction Material/Magical items] The vast forests that cover the entire region are a treasure trove of extremely valuable lumber, supremely suited to holding enchantments as well as being naturally sturdy and resilient to decay because of constant life long saturation in arcane flow and radiation. The combination of natural affinity toward magic among local inhabitants and a significant base of craftsmen has allowed the establishment of a lucrative wood based manufacturing economy, with many of the finished products like magical charms, artefacts, ships and other goods finding their way across the many markets of sansar, becoming a important source of revenue for the Queendoms, a large reason for their ability to launch the more recent industrialization drives and maintain a standing army, in response to the growing threat of avaricious elects. Import: Fuel and Power. The arcane energy flowing through the roots and stems of local trees, drawn from underground leylines, proved itself incapable of keeping up with the exacting demands of an increasingly mechanised economy and a growing urban population. Manual harvesting of lumber for one had come to be replaced by new wood-wrought machines with razor sharp enchanted, automated blades, far more capable of helping keep up with the growing demands for lumber but also hideously power-hungry in turn, a fact that required new consistent sources of fuel and energy. Religion Religion Exalted Dualism (Majority): Nearly hegemonic in influence in the great cities and tributaries of the Queendoms. This cult reveres the Twin Goddesses, once mortals who it is said rose to embody and claim the thrones of Winter and Summer. Orthodox and Heterodox sects prescribe wildly different ways to follow in their footsteps - Some argue sacrifices and offerings to them are enough, now that the paths have been laid bare, others consider this foolishness and believe that only by embodying either of them in actions and deeds can one strive to reach their Courts. Stranger still, royally sponsored priests claim that only by dutifully and humbly serving their mortal descendants can worthiness before the divine can be proved. Whatever the truth, the temples represent a powerful force in local politics, being the main keepers of the holy texts and records of the Goddesses’ mortal lives, the presence of their representatives required for almost every ritual and sacrament. In return for these services, they were often rewarded with generous donations and land grants in outlying areas. Awaiters (Minority): Originally a myriad set of beliefs and traditions based on reverence for nature and the Towering Trees, its only remaining adherents are largely found among the tribes of the confederacy, pushed to the outskirts. Many await and pray for the coming of a prophesied saviour who would lead the tribes to victory over the Queendoms and restore the original way of life before the coming of the Goddesses - when nature was respected, not ruthlessly cut down and exploited for resources in ever greater quantities.
  2. Maybe Shadewood would work? Gonna put it in my write up unless you have objections.
  3. The Radiant Republic of Erisdor Round 8 Regions: Erisdor (32), Cannor (31), Eskor (30), Atmor (26), Region 101 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: +1 Diplomacy Consolidate Holdings [Economy 10]: Sub-action: Gain +1 Renown from Higher Powers Impress Merchants [Economy] : Region 33 (Coedd, Sansar) (DI:Industrial Machinery) (R:Unblemished Wreckage) (TN12) (+10) - Success (14) Encourage Settlement [Diplomacy]: Region 101 (Aridiyn) (+1 Treasure Spent) (TN12) (+5) - Success (12) Attend Event [Diplomacy]: Sub-action: Military Technology [Military 10]: Sub-Action: Gain +1 Renown from Wonders of the 99,803rd Era Powered Exosuits [Requirement: Conductors and Circuitry, Nuclear Fusion]: These combine bleeding edge high density batteries with industrial exo-frames, to create highly mobile infantry-scale armoured fighting suits capable of operating in all the highly diverse environments of Sansar and even beyond, with only some minor modifications. The versatile and sophisticated batteries utilised in these fearsome machines can be easily recharged by any armoured fighting vehicle equipped with a fusion reactor, greatly reducing the logistical strain required to field them en masse on the battlefield. Slot: Infantry Equipment Effect: +1 to Ground Battles and Combined Front Battles. Nonactions Resist any unsupported conversion attempts. Vote for the The Bell Tolls [Imperial Decree]. Let all the rulers and despots of Tekhum experience the true face of cruel and petty tyranny for a brief moment. Mayhaps, they shall think twice before groveling before the Emperor afterwards. News and Rumours Sovereign Protector Cathal Oirbsiu has made a tearful public address declaring his intentions to retire and not contest the next elections, citing his venerable and advanced age. No one doubts the old politician could have won another term if he so desired, his pragmatic policies having proven both popular and wildly successful. The Republic's star shines brighter than ever before after all, her trade fleets and enterprises operating freely in all inhabited orbits of Tekhum, with even the fearsome pirates of the Black Cloud Coalition offering their hand in friendship instead of an iron fist. The Grand Army of the Republic strides proudly, undefeated under his stewardship, having vanquished and bested every foe on the field of battle, from the ancient regimes of Erebuus to even the mighty Fiorid Principality. Those who still criticize his policies do so obliquely, the curses directed at the Pan-Tekhum Worker's and Trader's Union or his advisors who counselled a cautious stance to the monarchist and feudal powers among the elects. Yet, his eventual retirement is sure to open the way to those ambitious or foolhardy who may wish to steer the Republic in a different direction... While political dissidents and exiles from nations and kingdoms all across Tekhum could always find warm welcome in the Radiant Republic, this has largely remained an unofficial policy until now. The recent imperial persecution aimed at the Cult of Coedd has brought the issue to the forefront, into the realm of public discourse. There is a common refrain among many; should an entire landmass be invaded and relentlessly pillaged by bloodthirsty armies of savage warlords and god-kings of Veehra for the action of a few? How could there be justice in such a foul act! Radical Republicans have exploited the occasion to push forth an old ambitious bill, establishing new programs to help resettle refugees and welcome dissidents fleeing censorship, massacres or worse from any conflict or regime, while providing a fast track to citizenship for all who may wish to live under the aegis of the republic. Though not part of the ruling coalition, the passionate speeches, timing and deft political maneuvering by the Radical Republicans, might very well allow for the bill to pass both houses... 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, +2 Favours (Expected Change: None) Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None) International Renown: Renown 1 (Expected Change: +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: 5 (Expected Change:+1) Treasure Cap: 5 Trade Posts Effective Total TPs: 15 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) 9. Region 95, TP2 (Laser Rifles) (1) 10. Region 2, TP2 (Cybernetics and Prosthetics) (1) 11. Region 59, TP1 (Union Crews) (1) 12. Region 49, TP2 (Glit Limestone) (1) 13. Region 43, TP1, (Positronic Brains) (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
  4. Atmor (Ready for Review) Region: 26 (Sansar) Geography Geography The orchards and vineyards, carefully nurtured in the fertile plains of Eskor steadily give way to massive, wild rainforests toward the north. Situated near the equator, and nourished by nearly constant year long rains, the region is home to a humid and rich biome, filled to the brim with a wide variety of fauna and flora. Indeed, the biodiversity of plants alone is so vast that it's theorised by some that several of the species are the result of ancient techno-arcane experimentation from before the eternal bombardment. The most famous of these are the enormous trees of green, brown and red, piercing the very heavens, their vast roots covering the surface in all directions for miles on end, giving the region a distinct character. Often the Towering Trees are surrounded by smaller grooves sheltering under their aegis, surviving on what little light makes it through the dense canopy and more importantly, deep roots leeching arcane energy flowing through plentiful leylines below the earth. Fed on such a diet, it is no surprise many of them end up acquiring exotic and useful properties that make them highly sought after across the continent and beyond. The highly intertwined network of stem, branches and roots also serves as a natural reservoir and font of arcane for all who would call the region their home, the local ecosystem becoming reliant as much on the unpredictable ebb and flow of raw magic through the underground leylines as on the wider sansarite climactic pattern. This phenomenon has resulted in overlapping secondary ‘seasons’ roughly equivalent to winter and summer, the former taking place during harrowing periods when the strange principles and laws governing leylines lead to sometimes months or even more of arcane droughts. Most urbanised towns and cities in the interior of the forest, far from the coasts, are usually found under the base or in the branches of the towering trees, oasis that are able to escape the worst of the consequences of such events. People People Inhabited by a people thought to have at least partial elvish descent, arcane rich diet and prolonged exposure to the local environment has wrought biological adaptations and physiological changes in their body, turning them into a much more unique species. Over the millennia, they have increasingly come to resemble the environment among which they live; brown bark-like skin, nails capable of puncturing flesh with worrying ease and an affinity toward manipulating nature being among some of the less radical mutations found in the population. Such mutations are generally found in greater quantities among the elderly. The people who live here are known for their mercurial moods, being in turn generous and cruel, based on a highly confusing religious code of conduct. The local industries and livelihood as could be expected largely depends on the harvesting of lumber, almost ubiquitous in its usage. From beautifully carved and decorated furniture that can withstand decay for centuries to great flying machines running on steam or mystical energies and even modern weapons of war analogous to guns and artillery are painstakingly carved and forged from locally gathered and procured lumber. Once solely the domain of skilled craftsmens and mage-smiths, recent decades have seen the introduction of mass production techniques that have left the highly prestigious profession in a somewhat precarious position. Further afield on the edges of urban civilization, life remains much simpler, often ground is ruthlessly cleared of vegetation and put to the flames, transformed into new seasonal farmland through back breaking toil, before being abandoned again for a few years, allowing for slow recovery. Others eschewing such sedentary rural lifestyle still stubbornly and proudly eke out a living as nomadic tribes in the untamed wilds as their ancestors have done for long centuries before them, hunting great beasts grown mighty feasting on local vegetation, their furs, skin and meat still a highly sought after commodity. Government Government Before the arrival of the Radiant Republic, the region was divided between a few highly centralised Queendoms and a lone tribal confederacy. The only sense of unity coming from a shared religious and quasi-cultural basis. The Queendoms tended to be fairly traditionalist, the dual rulers deriving their authority and legitimacy by claiming descent from the Twin Goddesses, and performing ritual sacrifices and offering to them, in the presence of an influential priestly caste, who also served as bureaucrats in the autocratic administration. Below this hierarchy, the various urban professions were organised in guilds based on a royal charter, and bestowed certain judicial authority over their own members, in return they were obliged to provide mandatory service to the reigning monarch, in both peace and war. The Twinspear Confederacy on the other hand was a decentralised alliance of several tribes, banding together to slow the seemingly unstoppable encroachment of the Queendoms across the great forest. A pan-tribal council of elders collectively made decisions for the confederacy, though the influence of warrior assemblies saw steady growth in the course of the conflict. Resources Resources Export: Shadewood [Construction Material/Magical items] The vast forests that cover the entire region are a treasure trove of extremely valuable lumber, supremely suited to holding enchantments as well as being naturally sturdy and resilient to decay because of constant life long saturation in arcane flow and radiation. The combination of natural affinity toward magic among local inhabitants and a significant base of craftsmen has allowed the establishment of a lucrative wood based manufacturing economy, with many of the finished products like magical charms, artefacts, ships and other goods finding their way across the many markets of sansar, becoming a important source of revenue for the Queendoms, a large reason for their ability to launch the more recent industrialization drives and maintain a standing army, in response to the growing threat of avaricious elects. Import: Fuel and Power. The arcane energy flowing through the roots and stems of local trees, drawn from underground leylines, proved itself incapable of keeping up with the exacting demands of an increasingly mechanised economy and a growing urban population. Manual harvesting of lumber for one had come to be replaced by new wood-wrought machines with razor sharp enchanted, automated blades, far more capable of helping keep up with the growing demands for lumber but also hideously power-hungry in turn, a fact that required new consistent sources of fuel and energy. Religion Religion Exalted Dualism (Majority): Nearly hegemonic in influence in the great cities and tributaries of the Queendoms. This cult reveres the Twin Goddesses, once mortals who it is said rose to embody and claim the thrones of Winter and Summer. Orthodox and Heterodox sects prescribe wildly different ways to follow in their footsteps - Some argue sacrifices and offerings to them are enough, now that the paths have been laid bare, others consider this foolishness and believe that only by embodying either of them in actions and deeds can one strive to reach their Courts. Stranger still, royally sponsored priests claim that only by dutifully and humbly serving their mortal descendants can worthiness before the divine can be proved. Whatever the truth, the temples represent a powerful force in local politics, being the main keepers of the holy texts and records of the Goddesses’ mortal lives, the presence of their representatives required for almost every ritual and sacrament. In return for these services, they were often rewarded with generous donations and land grants in outlying areas. Awaiters (Minority): Originally a myriad set of beliefs and traditions based on reverence for nature and the Towering Trees, its only remaining adherents are largely found among the tribes of the confederacy, pushed to the outskirts. Many await and pray for the coming of a prophesied saviour who would lead the tribes to victory over the Queendoms and restore the original way of life before the coming of the Goddesses - when nature was respected, not ruthlessly cut down and exploited for resources in ever greater quantities.
  5. The Radiant Republic of Erisdor Round 7 Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26, Region 101 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 95 (Mekhala), TP2, (Laser Rifles) (Weapons, Armor, and Munitions) (DP2) (TN12) (1 Treasure spent) (+1 Union Central Arcology) (+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/Specialists) (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:0) 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
  6. 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:
  7. 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.”
  8. 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:
  9. 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.
  10. 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:
  11. "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.
  12. ...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.
  13. 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.
  14. 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.
  15. 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
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