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  1. The Dwarven Industrial Coalition Chief Executive Martin Cooley Diplomacy: 6 Military: 6 Economy: 3+2 Faith: 2 Intrigue: 5 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [ECO] Buyout something computery [ECO] ? [ECO] ? [ECO] ? [DIP] Attend an event Embassies C.A.S.S.I.O.P.E.: Trade Routes Non-actions News and Rumors The words "Giant Leap Initiative" have found their way onto conspiracy boards within Dwarven space. No one is quite sure what it refers to, but theories abound on secret shipbuilding projects, planned attacks on other polities (especially the Khylokians), and stockpiling of fuel, weaponry, and biologicals. Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 4 [region] + 3 [govt support] = 11 Ground Units: 4 Space Units: 3 Total: 8 Generals: Kent Cumbria: Mil 10. Undermine the Defenses: Ignore casualties from flak when landing in a region with a hostile government support. Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Cyclone Phased Laser Arrays (equipped) Economy Treasure: 1/5 +1 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Laser Rifles: 95.1 Meltorian Ale: 90.3 Space Amoebae: 96.1 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Android Industrialization Arcane Amplification Badalian Megadirigibles Fusion Power In Vivo Modification Pseudogravity Engineering Shrewd Business Thaumonuclear Reactor Cores Vacuum Adaptation Wet Navy Ships Xenolinguistic Cataloguing Misc. CI: Industrial Advantage: 2d8 on Buyouts
  2. I'd like to request a tactical doctrine: Undermine their Defenses: Negates bonus from fortresses and casualties from landing in hostile territory General Cumbria is an expert in sapping and siege warfare. He sends advance forces to stealthily enter a region before battle even begins, undermining fortifications and sabotaging defensive emplacements in preparation for the main assault.
  3. Region writeup for Region 95: The Iron-Clan Halls Geography The primary mass of the Iron-Clan Halls consists of a large asteroid which has been honeycombed with numerous twisting mines, tunnels, and galleries. A veritable fortress, the Halls were designed with defense in mind, both from external and internal threats, and many passages are guarded by traps, murder holes, and other unsavory surprises. The structures are utilitarian in design, with few of the artistic flourishes that characterize Industrial Coalition worksdwarfship. Outside the main Halls, numerous smaller asteroids exist. Most are uninhabited and strip-mined for materials, but a few host small colonies of Iron-Clan dwarves. People The Iron-Clan Halls are inhabited by dwarves, but of a very different demeanor. Rough and embittered by centuries of civil war, the Iron-Clan dwarves are a cold and uncaring people. Their forcible reassimilation into the Industrial Coalition has only worsened these feelings, and they often express spite towards their "soft" cousins. Their culture is incredibly utilitarian, focused around gaining any advantage possible in their ongoing wars, with little time for art or leisure. Government The Iron-Clan is divided into a number of feuding governments, each led by a Mountain King, a Champion, and a High Priest of War. The Mountain King is the head of secular government, managing infrastructure and economic matters, as well as the ever-important military recruitment. The Champion is the head of the military, expected to be a charismatic personality leading from the front. They have high turnover rates due to combat fatalities. The High Priest of War is the religious head, performing sacrifices and other rituals to the gods of battle in order to ensure victory for their armies. The interference of the Industrial Coalition has led to an enforced peace among these rivals, but it is not clear how long it will last. History In the late days of the Dwarven exodus from Veehra to Mekhala, a splinter faction arose, wanting to preserve the old ways of the Dwarven kingdom on Veehra. Coming mostly from the military, these dwarves split away from the main fleet and colonized a large asteroid. They built their fortress-mine here and established a new Dwarven kingdom led by the descendants of the old Mountain Kings and War Priests. This did not last long. Pretenders and new claimants to the titles emerged, and the Iron-Clan descended into brutal civil war. Shortly thereafter, the Industrial Coalition lost contact with them, and after some decades of silence, the Iron-Clan was considered dead by their kin. Quietly, however, they survived, continuing their war and digging ever more complex tunnels and traps throughout their domain. Resources Laser Rifles constructed by the Iron-Clan are not elegant devices. There are no artistic flourishes. These are hardy, durable weapons built to survive centuries of warfare. On the other hand, the Iron-Clan has lost much of its ability to produce Computers. What few examples they have left are jealously guarded by the factions that possess them. Religion The Iron-Clan halls are home to two related, but separate faiths, both deriving from ancient dwarven war gods of times past. The Endless Battle honors warriors who die gloriously in combat with an afterlife where they can continue to fight gloriously for eternity. Dwarves who follow this faith are vicious and aggressive warriors, employing suicidal tactics and mass rushes, as well as participating in bloodsport and honor duels. The Warrior's Rest honors warriors in another way, with peaceful retirement and peaceful afterlife, a reward for their service on the battlefield. These Dwarves are more cautious and tactically oriented, they often wind up serving as commanders for legions of the Endless Battle and giving them the direction their uncontrolled violence needs to be effective.
  4. The Dwarven Industrial Coalition Chief Executive Martin Cooley Diplomacy: 5+1 Military: 5+1 Economy: 3 Faith: 2 Intrigue: 5 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [MIL] Invade Region 96 Using 3 Space Units and 2 Ground Units led by Dr. Horace Thorne (Mil 10) using the tactical doctrine Engineered Onslaught. [MIL 5] Raise a General: Kent Cumbria Tactical Doctrine: To Be Approved [DIP] Sway Media Support in Mel-Tori (90) The Dwarves begin reaching out to their new constituents in Mel-Tori, offering promises of a better life in exchange for the Meltorians' labor on a still-secret project. [DIP 5] Create an Embassy with C.A.S.S.I.O.P.E. After cooperating on the recovery of the ancient fortress, the Dwarves are reaching out for possible further collaboration. Competition for diplomatic positions in the new embassy is tight, as there are plenty of applicants who want to live on a resort world where they can spend most of their time honing their craftsdwarfship. [INT] Investigate the Shielded Fortress Ever since the Dwarves unsealed the shielded fortress, its mystery has captured minds. Who built it? Why was it abandoned? Most importantly, how can the Dwarves build a forcefield that will last a similarly long time? Talented archaeologists and reverse engineers go over the ancient structure with fine-toothed combs looking for Embassies Trade Routes Non-actions News and Rumors The words "Giant Leap Initiative" have found their way onto conspiracy boards within Dwarven space. No one is quite sure what it refers to, but theories abound on secret shipbuilding projects, planned attacks on other polities (especially the Khylokians), and stockpiling of fuel, weaponry, and biologicals. Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 3 [govt support] = 10 Ground Units: 4 Space Units: 4 Total: 8 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Cyclone Phased Laser Arrays (equipped) Economy Treasure: 1/5 +1 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Laser Rifles: 95.1 Meltorian Ale: 90.3 Space Amoebae: 96.1 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Android Industrialization Arcane Amplification Badalian Megadirigibles Fusion Power In Vivo Modification Pseudogravity Engineering Shrewd Business Thaumonuclear Reactor Cores Vacuum Adaptation Wet Navy Ships Xenolinguistic Cataloguing Misc. CI: Industrial Advantage: 2d8 on Buyouts
  5. VIP Lounge The Chief Executive downs the contents of the vial without complaint. Slowly a smile forms across his face. "That's good stuff. I may have to acquire a share in that brewery. Thoughts, Martin?" The younger dwarf seems less pleased. "It's strong, but it lacks flavor." "Ah, you're still young. Your palate hasn't developed yet." "Now where were we? Oh right, exploring. My people are quite keen on gathering the resources of the outer planets. There's all sorts of wealth out there just waiting to be discovered. I expect we'll see you out there?"
  6. Starting Line Lewis grins at the assembled crowd through the helmet of his spacesuit. It feels good to be a fan favorite. He taps his headset mic. "Ready to broadcast, Otto?" [Affirmative.] "Hello, Al-Miraya!" Ever the showman, Lewis waves his arms to his fans. His helmet radio broadcasts his words out to the crowd. "Win or lose, we're going to have a great race for you tonight! Who's ready to rock?!" He pauses a moment. "I can't heeeaaaar yooouuu! WHO'S READY TO ROCK?!!!" He's fully intending to give the race everything he's got, but he's much less assured in his success than the fans are; the competition has gotten better since VIP Dome "Ah, good to see you again," The Chief Executive greets the hecaton gladly. "Thanks for the warm welcome. Let me introduce you to my successor: Martin Cooley." He gestures to the younger dwarf. "I've heard of the stuff. I'm sure a sample couldn't hurt." With a name like "petrol barrel" it's probably not good, but the dwarves like their brews strong. "Even in such a short time, Tekhum has changed a lot. I hear the House of Brimstone is testing long-range craft to reach the outer planets?"
  7. Of course the dwarves have returned. They love the races, and they wouldn't miss this for the world. Their champion got 2nd in the last Mad Dash, and with new upgrades to his ship, his crew is sure he'll have better luck this time. Lewis Norris directs the pit drones to lower the bulky dwarven vessel to the starting line. "Easy does it now. Don't scratch the paint." Judging by the enlarged cargo space at the rear of the ship and the thrusters even larger than before, the engineers have been hard at work modifying it for the new format. The dwarf's spacesuit is highly decorated with his numerous sponsors' logos, advertising all manner of products from around Dwarven space. His ship too bears these identifying marks. "Right! Set 'er right there, boys. Perfect." The veteran racer admires his craft. This time he'll succeed for sure. VIP Dome A pair of notable dwarves arrive here as well. Leading the way is the Chief Executive of the Industrial Coalition himself, Hammond Durham. He looks like he's done well for himself, having gained some weight and possessing many new decorations on his spacesuit. Following behind him is a younger dwarf with slate-grey hair and beard. He seems to be carefully observing everything that transpires. The Chief Executive nods politely to the ambassador. "We'll be wanting the EAT lounge, which way?"
  8. The Dwarven Industrial Coalition Chief Executive Hammond Durham Diplomacy: 6 Military: 10 Economy: 7 Faith: 2 Intrigue: 2 New Ruler Next Round: Chief Executive Martin Cooley Diplomacy: 4+1 Military: 3+1+1 Economy: 3 Faith: 2 Intrigue: 4+1 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [MIL 10] Create a Technology: Cyclone Phased Laser Arrays. Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. [MIL] Raise a Ground Unit [ECO] Buyout Region 96 TP 1 for Space Amoebae +1 from recent Expedition The Dwarves have shown interest in purchasing newly discovered amoebic lifeforms. No one is quite sure why, but rumor has it the dwarves think they're cute. [DIP] Attend The Mekhala-Veehra Dash Subactions Accept Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business from the Arkhive Give Cyclone Phased Laser Arrays to the House of Brimstone in exchange for Thaumonuclear Reactor Cores Give Cyclone Phased Laser Arrays to C.A.S.S.I.O.P.E. in exchange for Android Industrialization [DIP 5] Create a Cultural Identity: Industrial Advantage: 2d8 on Buyouts. The Industrial Coalition is skilled in leveraging its financial power to get its people what they want, when they want it. Embassies Trade Routes Non-actions News and Rumors Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 3 [govt support] = 10 Ground Units: 3 Space Units: 4 Total: 7 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Economy Treasure: 0/5 +1 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Laser Rifles: 95.1 Meltorian Ale: 90.3 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Arcane Amplification Fusion Power In Vivo Modification Vacuum Adaptation Xenolinguistic Cataloguing
  9. Region writeup for Region 95: The Iron-Clan Halls Geography The primary mass of the Iron-Clan Halls consists of a large asteroid which has been honeycombed with numerous twisting mines, tunnels, and galleries. A veritable fortress, the Halls were designed with defense in mind, both from external and internal threats, and many passages are guarded by traps, murder holes, and other unsavory surprises. The structures are utilitarian in design, with few of the artistic flourishes that characterize Industrial Coalition worksdwarfship. Outside the main Halls, numerous smaller asteroids exist. Most are uninhabited and strip-mined for materials, but a few host small colonies of Iron-Clan dwarves. People The Iron-Clan Halls are inhabited by dwarves, but of a very different demeanor. Rough and embittered by centuries of civil war, the Iron-Clan dwarves are a cold and uncaring people. Their forcible reassimilation into the Industrial Coalition has only worsened these feelings, and they often express spite towards their "soft" cousins. Their culture is incredibly utilitarian, focused around gaining any advantage possible in their ongoing wars, with little time for art or leisure. Government The Iron-Clan is divided into a number of feuding governments, each led by a Mountain King, a Champion, and a High Priest of War. The Mountain King is the head of secular government, managing infrastructure and economic matters, as well as the ever-important military recruitment. The Champion is the head of the military, expected to be a charismatic personality leading from the front. They have high turnover rates due to combat fatalities. The High Priest of War is the religious head, performing sacrifices and other rituals to the gods of battle in order to ensure victory for their armies. The interference of the Industrial Coalition has led to an enforced peace among these rivals, but it is not clear how long it will last. History In the late days of the Dwarven exodus from Veehra to Mekhala, a splinter faction arose, wanting to preserve the old ways of the Dwarven kingdom on Veehra. Coming mostly from the military, these dwarves split away from the main fleet and colonized a large asteroid. They built their fortress-mine here and established a new Dwarven kingdom led by the descendants of the old Mountain Kings and War Priests. This did not last long. Pretenders and new claimants to the titles emerged, and the Iron-Clan descended into brutal civil war. Shortly thereafter, the Industrial Coalition lost contact with them, and after some decades of silence, the Iron-Clan was considered dead by their kin. Quietly, however, they survived, continuing their war and digging ever more complex tunnels and traps throughout their domain. Resources Laser Rifles constructed by the Iron-Clan are not elegant devices. There are no artistic flourishes. These are hardy, durable weapons built to survive centuries of warfare. On the other hand, the Iron-Clan has lost much of its ability to produce Computers. What few examples they have left are jealously guarded by the factions that possess them. Religion The Iron-Clan halls are home to two related, but separate faiths, both deriving from ancient dwarven war gods of times past. The Endless Battle honors warriors who die gloriously in combat with an afterlife where they can continue to fight gloriously for eternity. Dwarves who follow this faith are vicious and aggressive warriors, employing suicidal tactics and mass rushes, as well as participating in bloodsport and honor duels. The Warrior's Rest honors warriors in another way, with peaceful retirement and peaceful afterlife, a reward for their service on the battlefield. These Dwarves are more cautious and tactically oriented, they often wind up serving as commanders for legions of the Endless Battle and giving them the direction their uncontrolled violence needs to be effective.
  10. A Miner Nuisance The Mayor listens disinterestedly to the diatribe about granite. "Olosom, digger. I know little of rocks. Besides, it is not the rock itself, but the shield which is of interest." She considers the situation for a little while. "Tell me something. Is it better, sometimes, to leave things as they are and not worry about what could be?" Raison d'etre (I'm sure I misspelled that) The dwarvish doctor glances up at the visiting llort. The latter is right; for the tall folk to lower themselves to the dwarves' height is considered condescending and quite rude. The dwarves have never let their stature limit them. "The way I see it," Dr. Thorn loves to talk about his work, "A shield like that is only made for one of two reasons. Either it's there to keep something out, or its there to keep something in. Hopefully it's the former; that means this will be a job for ground troops and then archaeologists. If it's the latter, well, that's why we're here with a fleet and not just a few ships."
  11. In the depths of space, something interesting was found... An asteroid guarded by an ancient energy shield, left alone for eons, was discovered by the explorebots of C.A.S.S.I.O.P.E. Many took notice of this unusual discovery, not the least of which was the Dwarven Industrial Coalition. Dr. Horace Thorn, preeminent military scientist, roboticist, and engineer, believes he has found the correct explosive formula to crack such a shield. A fleet of dwarven warships descends on the ancient site (with permission from the original explorers), with one intent: to test their powerful weapons against the mysterious structure's defenses. Which brings us to now... Of course, the dwarves love any excuse for a good party, and Dr. Thorn is particularly enthusiastic about showing his techniques (and heavy weapons) to the world at large. While the fleet is still on its way, invitations are sent out to a most unusual party. The venue is the bridge of Dr. Thorne's command ship, wide panels of reinforced glass revealing the asteroid above and ahead. Tables have been put in place for guests and the vessel revolves in a leisurely orbit around the shielded asteroid, providing a modicum of gravity, just enough to be able to eat and drink comfortably. Tables have been wheeled in, foods set out, and a keg of the finest Meltorian ale erected, with a few more to spare. Far above, from the viewers' perspective, the rest of the dwarven fleet moves in graceful unison, converging on the glowing shield. Heavy dwarven battleships move in formation with the lighter, more nimble attack drones. It's beautiful in its simplicity, but the real show is yet to begin. Who's Who? At the centerpiece of this whole event is Dr. Horace Thorn, white bearded and clad in a red spacesuit adorned with his medals (many of which have nothing to do with actual combat). The engineer turned admiral, victor of two campaigns, bustles about his command center, making sure everything is in place for the party while also giving directions to his troops and the large fleet of drones. He's attended by a number of dwarfish officers to whom he's delegating most of the party work while he focuses on the primary task. Quietly observing in a corner is a tall, willowy woman. She's human, but doesn't look much like it, perfectly hairless and deathly pallid. Those in the know would recognize her as Mayor Nuni Vendah of one of the Meltorian communes. She's been invited to spectate, but she clearly doesn't entirely approve, sometimes clicking her tongue in disappointment as the dwarven admiral snaps at subordinates and grumbles at his consoles. A few other Meltorians are present as well, most joining the celebrations. Finally a second group of dwarves is here, more scarred and wild-looking, their spacesuits more patched and pitted, their weapons more advanced and more utilitarian. These are members of the Iron-Clan, recently reintegrated into Dwarven society as a whole after millennia of separation. Their leader, Finn O'Malley, is the roughest of the bunch, a severe burn scar across his lower face having completely eradicated his beard tendrils. He's not helping with the festivities at all, and in fact remaining a standoffish distance from any of the more "civilized dwarves present.
  12. The Dwarven Industrial Coalition Chief Executive Hammond Durham Diplomacy: 5+1 Military: 10 Economy: 6+1 Faith: 2 Intrigue: 2 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [MIL] Breach the Forcefield in Region 92 [ECO] Send an Expedition to Region 96 [ECO] Buyout Region 95 TP 1 for Laser Rifles [DIP] Host the ! Subactions Sign the EAT charter. [DIP] Sway Mercantile Support in Region 90 Using Crystal Weave Embassies Trade Routes Non-actions News and Rumors Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 3 [govt support] = 10 Ground Units: 3 Space Units: 4 Total: 7 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Economy Treasure: 0/5 +0 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Meltorian Ale: 90.3 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Arcane Amplification Fusion Power In Vivo Modification Vacuum Adaptation Xenolinguistic Cataloguing
  13. Region writeup for Region 90: Mel-Tori Geography Mel-Tori lies nestled in the midst of Mekhala, unremarkable except for its architecture and commerce. The aging space stations that make up the Meltorian Collective are designed in the shape of wheels. Once they would have spun to provide gravity for their inhabitants, but now they move in more erratic patterns, their station-keeping thrusters damaged or missing due to the ravages of time. There are a few dozen of these stations, and they tend to be in poor repair, as the Meltorian industrial base is relatively low. Living conditions are frequently less than ideal. People The Meltorians are humans. They are usually pallid, tall, and slender, and both sexes tend to go bald early in life due to mild exposure to toxins and radioactivity in their decaying habitats. Having hair later in life is seen as a status symbol. The Meltorians have short lifespans and so take an attitude of living life to the fullest; even small events can trigger large celebrations including dancing and drinking. Combined with poor lighting supplemented by phosphorescent chemicals, this sometimes gives Meltorian stations a rave-like feel, and their cramped corridors are frequently bustling with activity. Government The Meltorian Collective is not much of a government per se, forming more of a loose confederation of the various stations which operate more or less as city-states. Each station is governed, at least nominally, by a Mayor, and although the methods for election vary from station to station, some form of democratic process is observed. In most, only the owners of habitat space are allowed to vote. The Mayors in some stations are powerful autocrats, while in others, they have little real power, with true control collecting in gangs and criminal organizations History Before the War of Eternal Bombardments, a group of humans constructed a series of toroidal habitats in the area that would become Mel-Tori. The war caused heavy damage to these settlements, destroying most of their infrastructure and capability to rebuild. As a result, the stations fell into decline and disrepair, with the knowledge of how to complete repairs eventually falling out of memory. The continued existence of the Meltorian civilization is a testament to the perseverance and dedication of those early survivors, who did everything in their power to preserve the lives of those aboard. Resources Meltorian Ale is brewed from hydroponically grown algae and fungus, and serves a double purpose in Meltorian society. First of all, the ale serves as the premier recreational beverage for the many Meltorians; secondly, the brewing process removes many of the contaminants caused by faulty water reclamation systems, and is more potable than normal drinking water as a result. This causes a large amount of ale to be brewed in different potencies - and it's not always clearly labeled which is which. The Meltorians require Conductors and Circuitry in order to work on maintenance and repair of their failing systems. Religion Olosom is a word that means, roughly, "It is what it is." This is a common philosophy among the Meltorians; that not every problem can be fixed, and some things just need to be accepted. Meltorians who espouse Olosom focus on celebrating and preserving the things they have, without longing for what they do not and especially what they cannot have. The arrival of the Dwarves has fragmented the Meltorian community, as many things which were formerly unattainable are now possible due to investment in the region's breweries and infrastructure. Some Meltorians are abandoning Olosom for a more materialistic worldview.
  14. Region writeup for Region 90: Mel-Tori Geography Mel-Tori lies nestled in the midst of Mekhala, unremarkable except for its architecture and commerce. The aging space stations that make up the Meltorian Collective are designed in the shape of wheels. Once they would have spun to provide gravity for their inhabitants, but now they move in more erratic patterns, their station-keeping thrusters damaged or missing due to the ravages of time. There are a few dozen of these stations, and they tend to be in poor repair, as the Meltorian industrial base is relatively low. Living conditions are frequently less than ideal. People The Meltorians are humans. They are usually pallid, tall, and slender, and both sexes tend to go bald early in life due to mild exposure to toxins and radioactivity in their decaying habitats. Having hair later in life is seen as a status symbol. The Meltorians have short lifespans and so take an attitude of living life to the fullest; even small events can trigger large celebrations including dancing and drinking. Combined with poor lighting supplemented by phosphorescent chemicals, this sometimes gives Meltorian stations a rave-like feel, and their cramped corridors are frequently bustling with activity. Government The Meltorian Collective is not much of a government per se, forming more of a loose confederation of the various stations which operate more or less as city-states. Each station is governed, at least nominally, by a Mayor, and although the methods for election vary from station to station, some form of democratic process is observed. In most, only the owners of habitat space are allowed to vote. The Mayors in some stations are powerful autocrats, while in others, they have little real power, with true control collecting in gangs and criminal organizations History Before the War of Eternal Bombardments, a group of humans constructed a series of toroidal habitats in the area that would become Mel-Tori. The war caused heavy damage to these settlements, destroying most of their infrastructure and capability to rebuild. As a result, the stations fell into decline and disrepair, with the knowledge of how to complete repairs eventually falling out of memory. The continued existence of the Meltorian civilization is a testament to the perseverance and dedication of those early survivors, who did everything in their power to preserve the lives of those aboard. Resources Meltorian Ale is brewed from hydroponically grown algae and fungus, and serves a double purpose in Meltorian society. First of all, the ale serves as the premier recreational beverage for the many Meltorians; secondly, the brewing process removes many of the contaminants caused by faulty water reclamation systems, and is more potable than normal drinking water as a result. This causes a large amount of ale to be brewed in different potencies - and it's not always clearly labeled which is which. The Meltorians require Conductors and Circuitry in order to work on maintenance and repair of their failing systems. Religion Olosom is a word that means, roughly, "It is what it is." This is a common philosophy among the Meltorians; that not every problem can be fixed, and some things just need to be accepted. Meltorians who espouse Olosom focus on celebrating and preserving the things they have, without longing for what they do not and especially what they cannot have. The arrival of the Dwarves has fragmented the Meltorian community, as many things which were formerly unattainable are now possible due to investment in the region's breweries and infrastructure. Some Meltorians are abandoning Olosom for a more materialistic worldview.
  15. The Dwarven Industrial Coalition Chief Executive Hammond Durham Diplomacy: 4+1 Military: 9+1 Economy: 6 Faith: 2 Intrigue: 2 Regions The Central Claims: 97(Capital) ???: 90 ???: 95 Actions [MIL] Impress Government Support in Region 95 [MIL] Raise a Space Unit [DIP] Send a Diplomatic Mission to Region 96 [DIP] Sway Mercantile Support in Region 90 Using Crystal Weave [ECO] Buyout Region 95 TP 1 for Laser Rifles Embassies Trade Routes Non-actions News and Rumors Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 2 [govt support] = 9 Ground Units: 3 Space Units: 3 Total: 5 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Economy Treasure: 0/5 +0 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Meltorian Ale: 90.3 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Arcane Amplification Fusion Power In Vivo Modification Vacuum Adaptation Xenolinguistic Cataloguing
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