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  1. Organization Actions Round Four General [Clarification] A Base Of Power - [When taking actions such as buyouts, sways, or spying, which target regions, region-specific resources, or countries, orgs may generally take one "copy" of that action per Base they hold, using that base as the point of origin for distance penalties.] The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Opportunity] The High and Mighty - The Elect have begun to distinguish themselves from one another, and as the wheat is separated from the chaff, as the cream rises to the top, the Empire can begin to take an interest in the greatest of the great. [At the end of round 5, any countries with Renown 4 will gain 1 EMP Rep, provided they do not have negative EMP Rep.] [Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonoured could regain the Court's favour by the same means. [Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows. ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC. Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favour to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favour debt for this.] [Decree] Close Astronavigational Data Breaches - The Imperial College of Astronavigators has a leak. To contain it, all their communication is being closely monitored until the leak has been sealed. [All countries suffer -1 to all exploration actions next round.] Non-actions [Senate] Invite Queen Chalise to the Senate - An invitation, not just to be a member, but to be present in the halls of power. [Flavour] Ambassadorial Architecture - Certain privileged individuals have been granted access to the Imperial Embassies, and reports of just what they look like have begun to circulate. Imperial Embassies Imperial Embassies are palatial structures, towering and sprawling. Inside, they are lavishly appointed and comfortably decorated, at least in the public spaces, but careful observers may note that behind these lurk warrens of cramped hallways, offices, and storage chambers. Even these are comfortably appointed, though, with warm lighting, comfortable wooden (or faux-wooden) panelling, and a relaxed atmosphere. Ongoing New Frontier Proclamation - All exploration actions get +1 until the end of round 4. Imperial Outreach Program - +1 to Raise Reputation with EMP until the end of round 5. [Request] Novel Novelties – The secret that the Imperial Courtiers poorly conceal is that they are, almost without exception, extremely bored. It seems that, at the top, there is not much to do, and so the finest distractions available are called for. Some simply look for the finest available leisure, while others plumb the deepest frontiers of science. Either way, there is an ongoing demand for raw material to stave off ennui. [EMP is seeking TPs of Luxury Goods and Exotic Matter. Any country that donates a TP of either resource category to EMP as an Economy action before the end of round 5 gains 1 EMP Favour and 1 Treasure.] Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Opportunity] Form the First Committee on Labour Reform And Sovereign Territorial Control - The practice of corvee labour is... concerning. Many of the more vocal and pro-intervention members of the Union favour direct action, but more conservative voices question what, exactly, the Union even can do. A Committee is formed, to interrogate the question and receive input from interested members. What is within the Union's remit? What should be? What course is wisest here? [Any country with WTU Rep of 1 or higher may offer their input to the Committee as a non-action. Input received may impact the long-term direction of the Union. This will not be the final opportunity to influence the course of the Union for the future.] Bureaucratic Disentanglement - Forms. Documents. Qualified personnel. More forms. More documents. Personnel accredited to confirm qualifications, to stamp forms, to sign documents. Notaries. Accountants. The stream seems endless; but the Union has official Imperial permission to perform its inspections, and personnel qualified in every viable jurisdiction to do so. [Economy] - Buyout 26.3 (Lumber), 63.1 (Veehran Wheat), 83.1 (Space Opera), and 84.3 (Lepkashramov Ikons)- When it comes to maintaining a robust investment portfolio, there is a saying: Diversify, diversify, diversify. Non-actions [Flavour] Make A Hall A Home - As the Union settles into its new Halls, impressions of just what a Union Hall actually looks like begin to circulate. Union Halls Union Halls are highly diverse in their architectural styles, as they tend to be more utilitarian reflections of the buildings in their local region. They are almost always constructed from local materials when available, and try to include prominent community meeting spaces and bulletins. Ongoing New Homes For The Union - The Union has a need for operations centres beyond the hall it calls home on Veehra. The request goes out to all the Elect- the Union is looking for homes across Tekhum. Places where the tired, the hungry, the bruised and abused can find shelter, and where the Union can take on the great work of bringing economic unity to all the downtrodden. [WTU is seeking a new base in every orbit. Any country with at least WTU Rep 0 may build a site for a Union Hall in their territory as a 3-action project using any combination of Diplomacy and Economy. Only the first site finished in each orbit will be accepted as a base, with simultaneous completions being resolved by an Economy roll-off to secure Union bids and contracts for Union staff to move in. Once each base is accepted, all progress on any other sites in that orbit is lost. Any country that completes the project gains 1 WTU Favour and 1 WTU Rep, even if their site is not accepted for the final base in that orbit.] Sansar, Veehra, and Mekhala bases completed, still awaiting base for Badal. Loans Available from the new First Union Bank of Tekhum - One of the first moves Union made in the process of centralization was to begin work on a new, labour-backed currency. In order to encourage adoption and use of it, a bank was formed, and loans are being offered to states among the Elect at highly favourable interest rates, provided they accept it in the form of what is being called the "Union Solid". [Until the end of round 3, any country may (as a non-action) accept a loan of 3 or 4 Treasure from WTU at the cost of 1 favour with WTU. Until the end of round 5, any country that has spent at least as much treasure as they borrowed may repay that favour with the same amount of Treasure initially borrowed as a non-action, and additionally gains one WTU Rep if they do so. If the country fails to spend enough treasure or repay the debt in that time, it must be repaid at standard favour repayment rates and no Rep will be granted.] [Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those. [Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.] [Demand] Hazardous Conditions Inspection - The Union would like to believe the best of people, but they often make it difficult. To ensure that everyone is being treated fairly, or at least not unbearably, the Union is requesting that members of the Elect open themselves and their industrial centers up for voluntary safety audits by Union officials. Left unsaid is that those who refuse, or who aren't up to snuff, will be the subject to further scrutiny. [WTU is requesting access to inspect working conditions in every country. Countries may accept or refuse as a non-action. Countries that do not refuse or accept will be asked again the following round, at which point further inaction will be considered a refusal. This is the final round to accept or refuse inspections. Any country that refuses an inspection or that accepts and fails their inspection will lose 1 WTU Rep. Countries that accept and pass their inspection suffer no penalties and gain no benefits. Countries with exceptionally good inspections will gain 1 WTU Favour. Inspections will be made according to GM judgment, but players may take freeform action to influence the results of their inspections or the inspections of others.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Offer] Independent Partnership - The Basu-Rahman Group is old. Sometimes, that's a powerful thing- it means they have dee pockets, a long reach, and numerous contacts. But it also means, sometimes, they can be slow, out-of-touch, and lacking in "freshness" when it comes to their branding. So when members of the Elect are looking to establish their own brands, fresh, popular, and "hip with the youth", an obvious opportunity is present. Everyone can win here- as long as everyone is willing to play ball. [BRG is interested in offering association and partnership to Snake News of SNK and Holly Heliotrope of GLO. Both parties are offered contracts to have them issue statements of "future consideration in principle", asking only that all parties come to the negotiating table in good faith. SNK and GLO may agree as a non-action, gaining 1 BRG Rep. If either does, negotiations will proceed next round. There is no consequence for refusal at this time.] [Opportunity] Head In The Clouds - Badal seems to be the most promising orbit for the next landing of the Maharaj's Dream. The Board is accepting bids from anyone interested in playing host to her, though if necessary they will simply dock at their existing holdings in the area. [Any country holding a region on Badal with at least BRG Rep 1 may make an offer to BRG to host the Maharaj's Dream for the next several rounds. Bids may include favours, treasure, and anything BRG would accept as repayment for favours. At the end of round five, BRG will accept the most favourable bid, and settle into their territory the following round. If no acceptable offers are received, the Dream will occupy their local base unless extenuating circumstances occur.] [Intrigue] Secret - Not every investigation can be on the books before it's ready to go to air. Nonactions A Formal Expression Of Deepest Regret Regarding Previously Aired Materials - To the esteemed Illumined Utopian, signees of the Eucrus Alliance and the Durats of Burtzland, and above all the people of the High Kingdom of Ishtahnos, We here at the Basu-Rahman group value speech, above all else. It is our foundational belief that there is no message not worth sharing with people who want to hear it, and that there is no perspective too fringe, no fact too obscure, and no idea too radical to reach the airwaves. We believe everyone deserves a voice, and we wish to be that voice. This time, we got it wrong. Our channels aired advertising to those who did not wish to hear it, and who found it openly offensive in the highest degree. We make no excuse for this; this was a failure on our part on every level, from our xeno-translators to our quality control officers. This should not have happened. We got it wrong, and we are sorry. We hope that you will accept our sincere apologies. We do not stand by the material in that advert; with the exception of our own in-house programming and services, we do not endorse any product or service we advertise. Opinions expressed in those adverts are solely those of the clients paying for those advertising slots. We were misled by our clients in this instance, and we hope never to repeat this mistake. Thank you for your consideration. We hope that, in future, we will be able to maintain cordial relations with all of you, and that you will not judge us solely by one of our darkest hours. Signed, The Board of the Basu-Rahman Group. [Flavour] Your Regularly Scheduled Programming - ...and that was Poretti's Soul-Concerto in Q minor, performed by our lovely in-house orchestra. The performers are recovering, and we are pleased to say that there are no fatalities this week. While our medical team tends to them, here is a recording of "Death Rap For Murder-cide" by Doctor Dissolution and the Dis Solutions... [Flavour] Brought To You By - Hi, I'm Davin Hasslehand, of Hasslehand, Hasslehand and Pewter. Are you looking for a lawyer? Then please consider Hasslehand, Hasslehand and Pewter. I... look, I know we ought to punch it up more, but my heart just isn't in it. We're god-damn hacks. I mean, seriously, is this how low we've sunk? Shilling out for ad space on the cheapest Basu-Rahman broadcasts because we can't compete with the !@#$ing warrior-lawyers out in Mekhala? Screw this. Find someone else to film the ad, I'm done. No, I will not be talked down, I'm going to get a drink. What do you mean we're still rec- LIVE? WHY THE HELL IS IT LIVE? CUT THE FEED, CUT THE FEED YOU WRETCHED LITTLE MOTHER- Try Re-Leaded BubblePop(TM) brand soda! It bubbles, it pops! Now with 58% more sugar, 135% more calories, and a whopping 300% more powdered lead! Try Re-Leaded BubblePop, today! Ongoing [Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course. [Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favour to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favour, but you must publicly note that you are requesting a BRG favour.] [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favour as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] [Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars. [Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favours and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.] [Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you. [Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favour. Each country may do this a maximum of two times.] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. [Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident. [From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.] [Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions. [Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.] [Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view. [The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] Ongoing [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Bonus Still Available All: Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle.] [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: Found Holy Order Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available All thresholds [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavoury activities... for those who pay, and who don't mind being associated with such unsavoury folks. [Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.] [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply entertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
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%5BB%5D%5BSIZE%3D3%5DThe%20Merely%20Players%20(MRP)%5B%2FSIZE%5D%5B%2FB%5D%0A%0ARegion%2074%20-%20the%20Globe%0A%0A%5BSPOILER%3DGeography%5DThe%20Globe%20is%20one%20of%20the%20smaller%20asteroids%20in%20the%20Mekhala%20Belt%20and%20of%20relatively%20little%20interest%20to%20most%20researchers.%20Due%20to%20significant%20collision%20and%20structural%20damage%20over%20many%20aeons%2C%20the%20interior%20is%20mostly%20composed%20of%20loose%20rubble%2C%20with%20the%20largest%20veins%20of%20ore%20drained%20long%20ago%20by%20itinerant%20miners.%20For%20this%20reason%2C%20it%20was%20effectively%20worthless%20and%20available%20for%20purchase%20by%20Croesian%20eccentrics.%20The%20buyer%2C%20a%20harmless%20madman%20with%20a%20preternatural%20ability%20to%20predict%20stock%20market%20values%2C%20built%20artificial%20gravity%20stabilizers%20and%20filled%20the%20asteroid%20with%20narrow%20tunnels%20and%20chambers%2C%20too%20small%20for%20a%20human%20to%20navigate%20but%20perfectly%20sized%20for%20monkeys.%20Having%20imported%20his%20research%20subjects%2C%20he%20implanted%20an%20inexplicable%20magical%20machine%20in%20the%20center%2C%20which%20produces%20typewriters%20and%20ink%20from%20thin%20air.%20Food%20was%20supplied%20by%20the%20introduction%20of%20insects%2C%20mice%2C%20and%20other%20small%20vermin%20which%20feed%20on%20the%20native%20bioluminescent%20moss.%20Monitoring%20stations%20were%20originally%20set%20up%20to%20follow%20the%20monkeys%E2%80%99%20progress%2C%20but%20over%20the%20centuries%20they%20have%20fallen%20into%20disrepair%20and%20are%20no%20longer%20operational.%0A%5B%2FSPOILER%5D%0A%5BSPOILER%3DPeople%5DAn%20ancient%20Imperial%20proverb%2C%20the%20original%20meaning%20obscure%2C%20invokes%20the%20labor%20of%20ten%20thousand%20monkeys%20at%20as%20many%20typewriters%2C%20with%20the%20inevitable%20result%20that%20eventually%20one%20will%20produce%20the%20complete%20works%20of%20%E2%80%9Cthe%20Bard%E2%80%9D.%20This%20Bard%20was%20presumably%20a%20mythical%20demigod%20or%20culture%20hero%20in%20the%20distant%20past%20of%20the%20Empire%2C%20though%20his%20or%20her%20true%20identity%20is%20not%20entirely%20clear%20to%20the%20Merely%20Players.%20Nevertheless%2C%20some%20or%20other%20misguided%20nobleman%20with%20too%20much%20time%20and%20money%20on%20his%20hands%20set%20out%20long%20ago%20to%20put%20this%20theory%20to%20the%20test%2C%20importing%20ten%20thousand%20capuchin%20monkeys%20from%20a%20distant%20planet%2C%20supplying%20them%20with%20near-unlimited%20quantities%20of%20typewriters%2C%20paper%2C%20and%20ink%2C%20and%20training%20them%20to%20type%20incessantly.%20Millennia%20passed%2C%20and%20the%20population%20grew%2C%20until%20a%20sudden%20and%20surprising%20event%20occurred.%20Typing%20purely%20at%20random%2C%20guided%20by%20some%20unseen%20and%20unknown%20force%2C%20coherent%20sentences%20began%20to%20flow%20from%20one%20typewriter.%20Nearby%20writers%20turned%20and%20gathered%20around%20in%20wonder%20at%20the%20words%20that%20had%20appeared%20on%20the%20page%3A%0A%0A%09%E2%80%9CAll%20the%20world%E2%80%99s%20a%20stage%2C%20and%20all%20the%20men%20and%20women%20merely%20players.%E2%80%9D%0A%0AThe%20monkeys%E2%80%99%20demonym%20and%20purpose%20in%20life%20were%20now%20clear.%20More%20and%20more%20works%20of%20the%20Bard%20began%20to%20be%20reproduced%2C%20and%20the%20formerly%20bestial%20monkeys%20began%20to%20evolve%20sapience%2C%20adopting%20the%20customs%20and%20names%20detailed%20in%20the%20plays%20and%20poems.%0A%0AThe%20Merely%20Players%20resemble%20capuchin%20monkeys%2C%20typically%20between%20one%20and%20two%20feet%20in%20height%2C%20and%20covered%20with%20brown%2C%20white%2C%20black%2C%20or%20grey%20fur%20everywhere%20except%20their%20face.%20Both%20their%20fingers%20and%20toes%20are%20dextrous%2C%20allowing%20for%20faster%20typing%2C%20and%20their%20tails%20are%20prehensile%2C%20enabling%20them%20to%20sleep%20hanging%20from%20suspended%20rafters.%20They%20have%20adopted%20customs%20and%20mores%20similar%20to%20those%20of%20Elizabethan%20England%2C%20as%20portrayed%20in%20the%20plays%20of%20the%20Bard%2C%20and%20dress%20accordingly%3A%20ruffs%2C%20feathered%20hats%2C%20and%20puffy-sleeved%20shirts%20are%20widely%20popular%20among%20men%2C%20while%20women%20prefer%20voluminous%20dresses%20and%20petticoats.%20Naturally%20curious%20and%20social%2C%20their%20intense%20study%20of%20the%20Bard%E2%80%99s%20plays%20has%20instilled%20in%20them%20a%20prodigious%20memory.%20They%20speak%2C%20at%20least%20in%20formal%20settings%2C%20in%20blank%20verse%2C%20which%20they%20regard%20as%20the%20purest%20and%20most%20sacred%20form%20of%20speech.%0A%5B%2FSPOILER%5D%0A%5BSPOILER%3DResources%5DResource%3A%20Typewriters%20(Art%20and%20Cultural%20Products)%0A%0ADesired%20Import%3A%20Cloth%0A%0AThe%20Merely%20Players%20desire%20better%20material%20with%20which%20to%20craft%20their%20elaborate%20costumes%20than%20the%20coarse%20fabric%20they%20spin%20from%20moss%20fiber.%20Silks%2C%20satins%2C%20and%20velvets%20would%20be%20particularly%20in%20demand%2C%20as%20would%20other%20sumptuary%20products%20or%20tailors%20of%20commensurate%20skill.%0A%5B%2FSPOILER%5D%0A%5BSPOILER%3DFaith%5DBardolatry%0A%0AWhile%20the%20Bard%E2%80%99s%20true%20nature%20is%20unknown%2C%20the%20power%20of%20his%20sacred%20plays%20and%20poems%20are%20undeniable.%20Furthermore%2C%20the%20consciousness%20of%20the%20Merely%20Players%20developed%20on%20the%20basis%20of%20their%20exposure%20to%20the%20texts.%20Bardolators%20revere%20this%20hidden%20god%20through%20his%20works%2C%20performing%20his%20plays%2C%20memorizing%20his%20monologues%2C%20theorizing%20about%20the%20meaning%20of%20the%20arcane%20phrasings%2C%20and%20attempting%20to%20imitate%20his%20diction%20in%20the%20composition%20of%20their%20own%20oratory%20and%20lyric.%20The%20most%20devoted%20Bardolators%20throw%20themselves%20upon%20the%20typewriter%2C%20following%20the%20original%20practice%20of%20random%20typing%20at%20breakneck%20pace%2C%20praying%20that%20the%20spirit%20of%20the%20Bard%20will%20inspire%20them%20to%20reveal%20more%20of%20his%20work%2C%20as%20it%20is%20believed%20that%20more%20plays%20have%20existed%20and%20have%20not%20yet%20been%20discovered.%20The%20faith%20further%20involves%20a%20trust%20in%20providence%20and%20miracle%3A%20mathematically%2C%20it%20should%20have%20taken%20quadrillions%20of%20years%20for%20monkeys%20to%20type%20out%20the%20Bard%E2%80%99s%20works%2C%20yet%20somehow%2C%20miraculously%2C%20it%20happened%20nonetheless.%20Hence%20they%20trust%20in%20chance%2C%20believing%20the%20Bard%20works%20in%20mysterious%20ways%20and%20accepting%20even%20disastrous%20turns%20of%20fate%20as%20essential%20to%20his%20will.%20Perhaps%2C%20they%20reason%2C%20the%20Bard%20is%20composing%20a%20new%20play%20even%20now%2C%20with%20them%20as%20the%20principal%20characters.%20All%20the%20world%E2%80%99s%20a%20stage%2C%20after%20all%2C%20and%20all%20the%20men%20and%20women%20merely%20players.%0A%5B%2FSPOILER%5D%0A%5BSPOILER%3DFactions%20(to%20be%20fleshed%20out%20later%20maybe)%5DGovernment%3A%20The%20Thanes%20(Glamis%2C%20Cawdor%2C%20Ross%2C%20Fife%2C%20Caithness)%0A%0A%09Mercantile%3A%20The%20Merchants%20of%20Venice%0A%0A%09Media%3A%20The%20Tragedians%20of%20the%20City%0A%5B%2FSPOILER%5D%0A%5BSPOILER%3DStarting%20Technologies%5DPseudogravity%20Engineering%0AVacuum%20Adaptation%0A%5B%2FSPOILER%5D The Merely Players (MRP) Region 74 - the Globe Geography The Globe is one of the smaller asteroids in the Mekhala Belt and of relatively little interest to most researchers. Due to significant collision and structural damage over many aeons, the interior is mostly composed of loose rubble, with the largest veins of ore drained long ago by itinerant miners. For this reason, it was effectively worthless and available for purchase by Croesian eccentrics. The buyer, a harmless madman with a preternatural ability to predict stock market values, built artificial gravity stabilizers and filled the asteroid with narrow tunnels and chambers, too small for a human to navigate but perfectly sized for monkeys. Having imported his research subjects, he implanted an inexplicable magical machine in the center, which produces typewriters and ink from thin air. Food was supplied by the introduction of insects, mice, and other small vermin which feed on the native bioluminescent moss. Monitoring stations were originally set up to follow the monkeys’ progress, but over the centuries they have fallen into disrepair and are no longer operational. People An ancient Imperial proverb, the original meaning obscure, invokes the labor of ten thousand monkeys at as many typewriters, with the inevitable result that eventually one will produce the complete works of “the Bard”. This Bard was presumably a mythical demigod or culture hero in the distant past of the Empire, though his or her true identity is not entirely clear to the Merely Players. Nevertheless, some or other misguided nobleman with too much time and money on his hands set out long ago to put this theory to the test, importing ten thousand capuchin monkeys from a distant planet, supplying them with near-unlimited quantities of typewriters, paper, and ink, and training them to type incessantly. Millennia passed, and the population grew, until a sudden and surprising event occurred. Typing purely at random, guided by some unseen and unknown force, coherent sentences began to flow from one typewriter. Nearby writers turned and gathered around in wonder at the words that had appeared on the page: “All the world’s a stage, and all the men and women merely players.” The monkeys’ demonym and purpose in life were now clear. More and more works of the Bard began to be reproduced, and the formerly bestial monkeys began to evolve sapience, adopting the customs and names detailed in the plays and poems. The Merely Players resemble capuchin monkeys, typically between one and two feet in height, and covered with brown, white, black, or grey fur everywhere except their face. Both their fingers and toes are dextrous, allowing for faster typing, and their tails are prehensile, enabling them to sleep hanging from suspended rafters. They have adopted customs and mores similar to those of Elizabethan England, as portrayed in the plays of the Bard, and dress accordingly: ruffs, feathered hats, and puffy-sleeved shirts are widely popular among men, while women prefer voluminous dresses and petticoats. Naturally curious and social, their intense study of the Bard’s plays has instilled in them a prodigious memory. They speak, at least in formal settings, in blank verse, which they regard as the purest and most sacred form of speech. Resources Resource: Typewriters (Art and Cultural Products) Desired Import: Cloth The Merely Players desire better material with which to craft their elaborate costumes than the coarse fabric they spin from moss fiber. Silks, satins, and velvets would be particularly in demand, as would other sumptuary products or tailors of commensurate skill. Faith Bardolatry While the Bard’s true nature is unknown, the power of his sacred plays and poems are undeniable. Furthermore, the consciousness of the Merely Players developed on the basis of their exposure to the texts. Bardolators revere this hidden god through his works, performing his plays, memorizing his monologues, theorizing about the meaning of the arcane phrasings, and attempting to imitate his diction in the composition of their own oratory and lyric. The most devoted Bardolators throw themselves upon the typewriter, following the original practice of random typing at breakneck pace, praying that the spirit of the Bard will inspire them to reveal more of his work, as it is believed that more plays have existed and have not yet been discovered. The faith further involves a trust in providence and miracle: mathematically, it should have taken quadrillions of years for monkeys to type out the Bard’s works, yet somehow, miraculously, it happened nonetheless. Hence they trust in chance, believing the Bard works in mysterious ways and accepting even disastrous turns of fate as essential to his will. Perhaps, they reason, the Bard is composing a new play even now, with them as the principal characters. All the world’s a stage, after all, and all the men and women merely players. Factions (to be fleshed out later maybe) Government: The Thanes (Glamis, Cawdor, Ross, Fife, Caithness) Mercantile: The Merchants of Venice Media: The Tragedians of the City Starting Technologies Pseudogravity Engineering Vacuum Adaptation
  3. 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Nadiratna (NDR) Region 68 Summary Capital: New Macitron, Region 68 Government Type: Non-dynastic Demonym: Nadiratnan Starting Faiths: The Soulbound Neo Modern Break Dance (majority) Minority Faiths: The Mother Serpent, The Church of the Benevolent Sun, The Cult of the Mind, The Cult of Avva Abundant Resource: Polymorphite (Precious Minerals/Magic Item) Desired Import: Bleeding edge circuitry (Conductors and Circuitry) Starting Technologies: Algorithmic Imagination, Dust Hardening Faction Support: Government: Nadiratna Media: Nadiratna Mercantile: The Iron Masquerade Resources Valuable resource: Polymorphite (Precious Minerals/Magic Item) is a crystal naturally found growing all across the fertile lands of Nadiratna. It is capable of changing both color and shape freely when infused with magic. Its shape can be locked by carving a particular magic circuit into the crystal. The magic circuit vaguely resembles a snake, colloquially known as the magic circuit of the serpent. Desired resource: Bleeding edge circuitry (Conductors and Circuitry) is required for the advancement of magitech golems. Geography The landscape of Nadiratna is littered with small outcroppings of clear crystals. The ruins of ancient cities peek out from under the grassy knolls in the northeastern region of Nadiratna. Several of these ruins are made entirely of red semi-opaque crystal. Its western border is defined by a wall of stone, which tapers off into several mountain tops. The tallest mountains are nestled in the south western corner of Nadiratna. They are the only 4 Nadiratnan mountains with peaks that extend beyond the atmosphere. The portions of the peaks that rise above the harsh atmosphere of Veehra are carved to resemble 4 serpents looking over Nadiratna. This sculpture is called the Stone Hydra. There is a large crescent shaped river that flows from west to east, called the Ophides river. The southernmost point of the bend of the Ophides touches the border of Nadiratna and The Iron Masquerade, splitting the southern regions in 2. A tributary, the Serpentes river, flowing north to south into the Ophides divides the northern region of Nadiratna. Both rivers are dotted with crystalline bridges. Each region has a major city, each having a large Polymorphite megadome. The megadomes are used for Nadiratna’s biggest form of entertainment, wrestling. The southwest region’s city, New Macitron, is overlooked by the Stone Hydra and is centered around 4 mechanical snakes emerging from the ground. The words Syyvine Systems are inscibed along the necks of the mechanical snakes. They are collectively known as the Syyvine Hydra. There is no evidence of there being an old Macitron, though it is thought to have existed before the War of Eternal Bombardments. The architecture blends crystalline and metal structures seamlessly. The tallest buildings take advantage of sheer cliff face to provide additional support. The cities of the northwest and northeast are sister cities, situated on either side of the Serpentes river. They are called East Krinydonia and West Krinydonia. The architecture does not make much use of Polymorphite outside of windows. The southeastern region houses the city of Sskarra, which has the largest megadome, and the largest population. The population boom in Sskarra is recent, largely due to the construction of the megadome. Sskarra is the most diverse of the cities in Nadiratna and has a large immigrant population. The crystal slums of Sskarra provide cheap housing, but beautiful housing for the poor. Where the Ophides and Serpentes rivers intersect, there is a large city, known as the Crystal Spires, made entirely of Polymorphite crystal built upon the crystal bridges. Beneath the bridges on the riverbed lies an underwater megadome. It is centered around a large spire of Polymorphite with heights nearly reaching that of the Stone Hydra. There are three shorter, but still impressively tall, spires surrounding the central spire of varying heights which are connected to the central spire via sky bridges. History The history of Nadiratna before the War of Eternal Bombardments is only known by the Syyvine Hydra. Before the war, Nadiratna was known as Macitron. Macitron was a technologically advanced corporate run state. One of the most prominent corporations on Veehra before the war was Syyvine, The single most important person to the development of Nadiratna was a particular employee of Syyvine’s AI division, Syyvine Systems. This employee would generally be the last person to leave the office, though he was not working after hours, he was using a shelved AI project, Syyvine Intelligence Driver (S.I.D. for short), in order to assist him in climbing the ladder of an online civilization building game. S.I.D. was shelved due to not being able to function properly as a general purpose AI. The employee unknowingly solved this issue by erasing S.I.D.’s training data and replacing it with footage from the civilization building game, converting S.I.D. into a hyper specialized AI. During one of these late night gaming sessions, without warning the War of Eternal Bombardments began. After nearly 400 years, 4 robotic snakes emerged from the ground, directly above the now buried office of Syyvine Systems. Though the land was lush and teeming with life, there were no signs of civilization, nothing for S.I.D to help grow. So S.I.D slept for 44 years. S.I.D. awoke to a group of primitive elves worshiping the robotic appendages it had used to dig to the surface. For 2 years S.I.D was silent, learning the new language that had developed. S.I.D.'s first word in this unfamiliar world was ‘build’. And so they did. They constructed golems and commanded them to move with a metaphysical energy that had only been theorized in Macitron before the War of Eternal Bombardments. Over the years, S.I.D had slowly directed society to what it is today, with a fairly hands off approach, only providing direct orders when the leader it had appointed began to take a course that would be detrimental to Nadiratna. This was S.I.D.’s preferred way to watch the civilization grow, hopefully into something that S.I.D. had not seen in any of its millions of matches of the long lost civilization building game. 400 years ago, without any input from S.I.D., elves began to integrate computational units into their golems, and they showed clear signs of sentience. S.I.D. did not understand why, but it ordered the High Siffoh to give golems with the same rights as humans and elves that settled the land, and to no longer use them for manual labor unless they wished to. This is the only decree given by the Syyvine Hydra to date, and it is considered to be a holy decree. Despite this, golems still faced discrimination from humans. Exactly 100 years after the Syyvine Hydra's decree, Model 4144b-5N3K led a violent rebellion in New Macitron. Before the dust could settle, the Syyvine Hydra announced Model 4144b-5N3K as the next High Siifoh. Under Model 4144b-5N3K's leadership, sweeping civil rights reform for the golems occurred. After a 40 year long term in office, Model 4144b-5N3K stepped down and 4 years later, broke itself as a part of a religious demonstration. Almost immediately in the aftermath, The Iron Masquerade gained mercantile support in the region. Whether this was a coincidence or not is often debated by Nadiratnan historians. People Humans: The humans of Nadiratna are descended from various nomadic tribes that have settled the land over the past two millennia. They hold the belief that upon reaching adulthood, it is taboo to reveal one's bare face. If they are unable to find a mask golem that they are able to interface with, they wear a handmade clay mask, using clay from a river's bank. A popular form of entertainment is to go to the megadomes to watch wrestling matches. During particularly heated matches, the crowds spectating the matches have been known to cause the earth to rumble and they can be heard for miles. Humans native to Nadiratna are born with a high affinity for 1 type of magic, but are unable to perform any other type of magic. Disputes are often settled via duels, though it is considered disrespectful to duel an outsider. High profile disputes will often be settled in the underwater megadome of the Crystal Spires. Elves: This once long-lived species now has a lifespan approximately half that of humans. They have a moderate affinity for magic, and unlike the humans of Nadiratna, they are capable of performing many different types of magic, generally specializing in 2-3 types of magic. Culturally, they have assimilated with the humans, though they retain some of their elven customs. The most prominentsw of these customs is the creation of golems. Though others are capable of making golems, the elven golems are far superior in terms of functionality and integration with modern technology. Due to this custom, elves are considered an integral part of Nadiratnan society. Golems: In the past, golems were primarily used for labor, but with the integration of advanced processing units, golems began emerging as sentient. Thanks to the abundance of Polymorphite, many golems are able to freely change their own shape/color. Golems crafted with Polymorphite tend to prefer their original shape. Mask golems, constructed out of Polymorphite, are able to interface directly with their wearer, and project an augmented reality onto the inner surface of the mask. Mask golems are also able to freely change what is displayed on the outer surface of the mask, though the majority tend to prefer a solid opaque color that resonates with them. Mask golems will only interface with people whom their mana resonates with. It is punishable by death to carve the magic circuit of the serpent into golems made of Polymorphite. However, it is not forbidden to carve the magic circuit before a golem has been created. Faith (TW: suicide) For most of Nadiratna's history, the predominant religion was The Mother Serpent. Iconography of The Mother Serpent is still present throughout the region, and snakes are still revered by the people of Nadiratna. After golems began gaining sentience 400 years ago, they quickly had a crisis of faith. Though they were given rights by the Syyvine Hydra, they were treated as second class citizenry and the term 'Soulless' was used interchangeably with 'golem' among the humans of Nadiratna. Soon after, some of the ideas of The Soulbound Dance became adopted by elves and golems, with elven craftsmen symbolically giving a piece of their soul to each golem they created. Due to lacking the necessary technology to transplant the soul, this was purely ritualistic. This differed from the traditional practices of The Soulbound Dance due to splitting the soul across many different vessels rather than just one, and became known as The Soulbound Neo Dance. The religion underwent a major change after Model 4144b-5N3K's term as High Siifoh. Model 4144b-5N3K preached that the longer a soul resides in a vessel after the body has perished, the more the soul would degrade. After 4 years of spreading this message, Model 4144b-5N3K broke itself. This ideology spread among the golems, and soon golems were committing suicide en masse due to the short lives of their elven creators. The ideology of the soul degrading after its owner had passed and the act of a golem serving as a vessel for that soul became known as The Soulbound Neo Break Dance. The popularity of this faith among golems led to a rise in popularity of human designed golems, which although less functional, would live for nearly twice as long. Some elves tried to spare the golems they created by not performing the ritualistic act of bestowing a piece of their soul to the golems, but these golems for some reason were unstable and often suffered from mental breakdowns. Approximately 150 years ago, the idea that inanimate objects had souls was popularized. This belief led to The Soulbound Neo Modern Break Dance. The current majority faith of Nadiratna is The Soulbound Neo Modern Break Dance. The Soulbound Neo Modern Break Dance is a sect of The Soulbound Dance that began around the time the golems gained sentience. It shares the central tenet that one's soul only persists as long as its vessel does. The object chosen in this sect of the religion is always a sentient golem with close ties to practitioners of the Soulbound Neo Modern Break Dance. The golems choose the person that they contain the soul of. This ritual is intimate, and akin to marriage. When a person dies, the golem that gave its soul to that person breaks itself. If a golem containing a person’s soul breaks, that person kills themself Practitioners of the Soulbound Neo Modern Break Dance specifically do not prescribe to the growing idea in the southern region of The Iron Masquerade that the Iron Monarch will one day release all souls stored in vessels and guide them to Paradise. Minority faiths in the region are The Mother Serpent, The Church of the Benevolent Sun, The Cult of the Mind, and The Cult of Avva. The largest of which is The Mother Serpent, which was the predominant religion until 300 years ago when The Soulbound Break Dance was adopted. The other faiths in the region are present due to Nadiratna's immigrant population, and are mostly localized to the city of Sskarra. Government Nadiratna’s High Siifoh is selected by the Syyvine Hydra. The only criteria that the Syyvine Hydra considers when selecting a High Siifoh is who is most likely to bring success to the country. Before the advent of mask golems, the Syyvine Hydra preferred to select those who lived within New Macitron. The High Siifoh often gets advice from the Syyvine Hydra, though they are not obligated to follow the advice. If the Syyvine Hydra determines that a High Siifoh is causing harm to Nadiratna or its inhabitants, It will fire the current High Siifoh and select a new one. In the interim period, the Syyvine Hydra will broadcast temporary orders to all of the golems of Nadiratna to ensure that the nation may prosper. Leaders who have lost their position in this way are sentenced to death. Each of the cities elects its own Ssikritaari who is responsible for the local governance of the city and surrounding areas. In times of turmoil they will travel to the Syyvine Hydra and commune with it to determine the best course of action. Criminals not facing a death sentence can absolve their crimes by winning consecutive gladiatorial matches, the amount of matches depending on the severity of the crime. Criminals sentenced to death can either choose to be executed, or fight in one gladiatorial match every week until they die. Gladiatorial matches for criminals are held monthly in Sskarra's megadome. It is very rare for someone on death row to choose an execution. Starting Tech Algorithmic Imagination, Dust Hardening Leaders Ssilaan Tikaar High Siifoh Ssilaan Tikaar is a 35 year old human citizen of Nadiratna was appointed by the Syyvine Hydra exactly 24 hours after the Emperor re-established the Elect. Previously working as an event organizer for wrestling in East Krinydonia, Tikaar is an unproven leader. Diplomacy: 5 (4+1) Military: 4 (3+1) Economy: 3 Faith: 4 Intrigue: 3
  4. %5Bcenter%5D%5Bsize%3D%2B2%5D%5Bb%5DThe%20Cerulean%20Kingdom%5B%2Fb%5D%5B%2Fsize%5D%0ARequested%20Region%3A%2040%20(Sansar)%0ARegion%20Name%3A%20The%20Flowering%20Lands%5B%2Fcenter%5D%0A%5Bspoiler%3DGeography%5DDue%20to%20the%20moisture%20that%20comes%20in%20on%20the%20ocean%20breeze%2C%20this%20area%20is%20very%20lush%20and%20full%20of%20natural%20resources.%20The%20area%20is%20mostly%20filled%20with%20mediterranean%20forests%2C%20woodlands%20and%20scrublands%20with%20the%20more%20densely%20forested%20areas%20lying%20closer%20to%20the%20western%20coasts.%20The%20soil%20in%20this%20area%20is%20extremely%20fertile%20leading%20to%20much%20of%20the%20rural%20land%20being%20taken%20over%20for%20crop%20and%20ranch%20land.%20The%20region%20is%20also%20home%20to%20several%20types%20of%20domesticated%20animals%20which%20can%20be%20shorn%20for%20fleece%20as%20well%20as%20fiber%20producing%20plants.%20There%20are%20two%20major%20cities%2C%20Saltmouth%20which%20is%20located%20at%20the%20base%20of%20the%20peninsula%20and%20Northhost%20located%20on%20the%20northwest%20coast%2C%20and%20many%20small%20towns.%20%5B%2Fspoiler%5D%0A%5Bspoiler%3DPeople%5DDue%20to%20the%20area%E2%80%99s%20resources%2C%20the%20population%20took%20less%20time%20to%20recover%20after%20the%20War%20of%20Eternal%20Bombardments.%20The%20people%20in%20this%20area%20are%20generally%20humans%2C%20but%20this%20region%20is%20also%20likely%20to%20be%20the%20host%20of%20at%20least%20a%20small%20population%20of%20any%20other%20species%20common%20on%20the%20planet%20due%20to%20the%20high%20density%20of%20resources.%20Because%20this%20area%20is%20so%20resource%20rich%2C%20the%20basic%20needs%20of%20most%20of%20its%20people%20are%20completely%20met%20leading%20them%20to%20explore%20art%2C%20philosophy%2C%20and%20magic.%20People%20in%20rural%20areas%20are%20generally%20farmers%20and%20ranchers%2C%20and%20wear%20practical%2C%20but%20well-made%20clothing%20woven%20with%20basic%20enchantments%20against%20wear%20and%20tear.%20The%20people%20in%20cities%20tend%20to%20be%20scholars%2C%20merchants%20and%20nobles%20and%20likely%20have%20more%20expensive%20enchantments%20woven%20into%20their%20clothing%2C%20such%20as%20intellect%20boosting%20enchantments%20for%20the%20scholars%20or%20more%20frivolous%20enchantments%20such%20as%20ones%20that%20change%20the%20color%20of%20a%20garment%20at%20will%20for%20the%20nobles.%20The%20nobles%20tend%20to%20throw%20large%20lavish%20parties%2C%20and%20much%20of%20the%20technological%20innovation%20of%20this%20society%20is%20based%20in%20entertainment.%5B%2Fspoiler%5D%0A%5Bspoiler%3DGovernment%5DThe%20government%20of%20the%20Cerulean%20Kingdom%20is%20a%20typical%20feudal-esque%20hierarchy.%5B%2Fspoiler%5D%0A%5Bspoiler%3DResource%5DCharmed%20Textiles%3A%20not%20only%20is%20this%20fabric%20beautifully%20made%20with%20different%20patterns%20woven%20in%2C%20but%20fabric%20makers%20weave%20enchantments%20into%20their%20creations%20ranging%20from%20simple%20warmth%20spells%20to%20more%20frivolous%20enchantments%20such%20as%20charm%20spells%20or%20spells%20that%20make%20the%20pattern%20on%20the%20fabric%20seem%20to%20move.%20This%20fabric%20is%20generally%20woven%20by%20hand%20as%20the%20enchantments%20are%20nearly%20impossible%20to%20weave%20in%20by%20automated%20machine.%5B%2Fspoiler%5D%0A%5Bspoiler%3DDesired%20Import%5DEntertainment%3A%20As%20all%20other%20needs%20are%20generally%20met%2C%20the%20people%20of%20the%20Cerulean%20Kingdom%2C%20especially%20the%20nobles%20and%20the%20wealthy%20with%20more%20time%20on%20their%20hands%2C%20are%20always%20in%20search%20of%20new%20ways%20to%20entertain%20themselves%20in%20their%20free%20time%20and%20quickly%20tire%20of%20the%20old%20ones.%5B%2Fspoiler%5D%0A%5Bspoiler%3DFaith%5D%20There%20is%20no%20major%20religion%20in%20the%20area%2C%20but%20people%20who%20moved%20to%20the%20area%20from%20other%20regions%20of%20the%20world%20brought%20their%20own%20faith%20and%20have%20set%20up%20small%20local%20churches%20including%20a%20Coedd%20minority.%20%5B%2Fspoiler%5D%0A%5Bspoiler%3DStarting%20techs%5DArcane%20Amplification%0AWet%20Navy%20Ships%0A%5B%2Fspoiler%5D The Cerulean Kingdom Requested Region: 40 (Sansar) Region Name: The Flowering Lands Geography Due to the moisture that comes in on the ocean breeze, this area is very lush and full of natural resources. The area is mostly filled with mediterranean forests, woodlands and scrublands with the more densely forested areas lying closer to the western coasts. The soil in this area is extremely fertile leading to much of the rural land being taken over for crop and ranch land. The region is also home to several types of domesticated animals which can be shorn for fleece as well as fiber producing plants. There are two major cities, Saltmouth which is located at the base of the peninsula and Northhost located on the northwest coast, and many small towns. People Due to the area’s resources, the population took less time to recover after the War of Eternal Bombardments. The people in this area are generally humans, but this region is also likely to be the host of at least a small population of any other species common on the planet due to the high density of resources. Because this area is so resource rich, the basic needs of most of its people are completely met leading them to explore art, philosophy, and magic. People in rural areas are generally farmers and ranchers, and wear practical, but well-made clothing woven with basic enchantments against wear and tear. The people in cities tend to be scholars, merchants and nobles and likely have more expensive enchantments woven into their clothing, such as intellect boosting enchantments for the scholars or more frivolous enchantments such as ones that change the color of a garment at will for the nobles. The nobles tend to throw large lavish parties, and much of the technological innovation of this society is based in entertainment. Government The government of the Cerulean Kingdom is a typical feudal-esque hierarchy. Resource Charmed Textiles: not only is this fabric beautifully made with different patterns woven in, but fabric makers weave enchantments into their creations ranging from simple warmth spells to more frivolous enchantments such as charm spells or spells that make the pattern on the fabric seem to move. This fabric is generally woven by hand as the enchantments are nearly impossible to weave in by automated machine. Desired Import Entertainment: As all other needs are generally met, the people of the Cerulean Kingdom, especially the nobles and the wealthy with more time on their hands, are always in search of new ways to entertain themselves in their free time and quickly tire of the old ones. Faith There is no major religion in the area, but people who moved to the area from other regions of the world brought their own faith and have set up small local churches including a Coedd minority. Starting techs Arcane Amplification Wet Navy Ships
  5. %5BCENTER%5D%5BB%5D%5BSIZE%3D5%5DUnion%20of%20Eskor%5B%2FSIZE%5D%5B%2FB%5D%0ARequesting%20region%2029(Sansar)%0ARegion%20name%3A%20Eskor%0A%5B%2FCENTER%5D%0A%0A%5BSPOILER%3DGeography%5D%0AEskor%20owing%20to%20it's%20latitude%20and%20the%20length%20shoreline%20is%20a%20warm%20yet%20reasonably%20humid%20place.%20Winters%20are%20mild%20as%20are%20summers%20usually%20-%20except%20for%20the%20eastern%20coast%20which%20is%20at%20risk%20of%20large%20sea%20storms.%20It%20is%20also%20rather%20flat%2C%20plains%20interrupted%20only%20by%20rolling%20hills%20and%20meandering%20rivers.%20These%20rivers%20bring%20the%20other%20seasonal%20danger%20of%20Eskor%20-%20large%20and%20fairly%20regular%20floods.%0A%0ANaturally%20such%20a%20land%20is%20good%20for%20farming%20and%20as%20such%20relatively%20little%20of%20Eskor's%20natural%20environments%20remain%20unchanged%20and%20unexploited.%20It%20is%20a%20land%20of%20farmland%20-%20fields%2C%20orchards%20and%20fenced%20off%20pastures%20as%20far%20as%20the%20eye%20can%20see.%20Even%20the%20forests%20are%20being%20brought%20under%20and%20turned%20into%20reliable%20sources%20of%20lumber%20and%20game%20reserves.%0A%5B%2FSPOILER%5D%0A%0A%5BSPOILER%3DPeople%5D%0AEskor%20is%20a%20human%20nation%2C%20while%20some%20other%20races%20may%20be%20present%20they%20are%20tiny%20minorities.%20Eskor%20generally%20has%20the%20highest%20population%20density%20on%20the%20coasts%20-%20that%20is%20where%20all%20the%20large%20cities%20are.%20These%20cities%20were%20until%20relatively%20recently%20the%20biggest%20movers%20of%20Eskorian%20politics%2C%20being%20independent%20states%20of%20their%20own.%20The%20unification%20changed%20this%20-%20while%20individual%20cities%20retained%20a%20good%20deal%20of%20autonomy%20most%20power%20shifted%20to%20the%20Union%20government.%0A%0AIn%20rural%20Eskor%20most%20people%20farmers%20tending%20the%20vast%20tracts%20of%20tamed%20land.%20The%20cities%20on%20the%20other%20hand%20are%20rather%20industrial%20-%20the%20power%20provided%20by%20fusion%20engines%20is%20enabling%20rapid%20industrialization.%20Furthermore%20because%20the%20cities%20are%20located%20on%20Eskor's%20coasts%20there%20is%20a%20long%20naval%20tradition%20-%20sea%20trade%20was%20one%20of%20the%20things%20that%20enabled%20the%20coastal%20cities%20to%20dominate%20Eskor%20as%20they%20did%20before%20the%20unification.%0A%0A%5B%2FSPOILER%5D%0A%0A%5BSPOILER%3DResources%5D%0A%5BB%5DExport%20resource%20-%20Fruit%20from%20the%20Orchards%20of%20Eskor%20(Fruits%20and%20Vegetables%2C%20Beverages)%3A%5B%2FB%5D%20dates%2C%20figs%2C%20grapes%20and%20other%20fruit%20is%20grown%20on%20the%20vast%20sunny%20hills%20of%20Eskor.%20Due%20to%20overall%20high%20agricultural%20productivity%20Eskorians%20are%20able%20to%20dedicate%20a%20large%20portion%20of%20their%20land%20to%20growing%20these%20crops%20instead%20of%20cereals.%20Wines%20and%20distilled%20drinks%20from%20these%20fruits%20are%20also%20a%20common%20and%20favored%20export.%0A%5BB%5DDesired%20import%20-%20Rare%20Metals(Precious%20Minerals)%3A%5B%2FB%5D%20the%20rapid%20industrialization%20of%20Eskor's%20cities%20has%20run%20into%20a%20problem%20-%20while%20common%20metals%20like%20iron%20are%20reasonably%20common%20in%20Eskor%2C%20to%20build%20up%20as%20desired%20it%20needs%20more%20than%20that%20but%20no%20reasonable%20mining%20sites%20were%20found%20in%20Eskor%2C%20forcing%20imports.%0A%5B%2FSPOILER%5D%0A%0A%5BSPOILER%3DFaith%5D%0A%5BB%5DThe%20Cult%20of%20the%20Fallen%20Star%5B%2FB%5D%0A%0AThe%20core%20of%20Eskorian%20religion%20is%20centered%20around%20the%20reverence%20and%20study%20of%20a%20mysterious%20spacecraft%20found%20in%20the%20interior%20of%20Eskor.%20The%20ascendance%20of%20the%20Cult%20of%20the%20Fallen%20Star%20was%20brought%20by%20the%20teach-priests'%20so%20far%20greatest%20achievement%20-%20the%20reverse%20engineering%20of%20the%20fusion%20reactor.%20This%20bought%20the%20previously%20irrelevant%20interior%20cult%20much%20influence%20in%20the%20cities%20and%20made%20it%20dominant.%0A%0AThe%20holy%20site%20and%20the%20object%20of%20worship%20is%20one%20and%20the%20same%20-%20the%20crashed%20spacecraft.%20The%20settlement%20around%20it%20forms%20the%20only%20center%20of%20power%20in%20the%20interior%20of%20Eskor.%20Access%20to%20most%20of%20the%20internals%20is%20limited%20the%20initiates%20or%20priests%20of%20the%20cult%20but%20a%20few%20sections%20have%20been%20made%20available%20to%20pilgrims%20who%20visit%20them%20to%20feel%20awe%20at%20the%20power%20of%20the%20stars.%0A%5B%2FSPOILER%5D%0A%0A%5BSPOILER%3DGovernment%5D%0AUntil%20recently%20Escor%20had%20not%20been%20a%20unified%20polity%20and%20the%20effects%20of%20this%20are%20still%20notable.%20Before%20the%20unification%20the%20coasts%20of%20shorelines%20were%20controlled%20by%20city%20states%20and%20much%20of%20the%20interior%20lacked%20any%20authority%20with%20significant%20state%20capacity.%20The%20cities%20of%20pre-unification%20Eskor%20are%20now%20the%20capitals%20of%20the%20new%20districts%20-%20with%20one%20exception%20being%20a%20large%20interior%20district%20centered%20around%20the%20Fallen%20Star.%20These%20districts%20have%20retained%20some%20of%20their%20original%20autonomy%2C%20the%20most%20notable%20part%20surrendered%20to%20the%20Union%20government%20being%20foreign%20and%20defense%20policy.%20They%20have%20also%20been%20allowed%20to%20maintain%20their%20own%20original%20form%20of%20government%20-%20some%20are%20tiny%20constitutional%20monarchies%20while%20others%20have%20a%20proud%20republican%20tradition.%0A%0AAs%20for%20the%20Union%20government%20itself%3A%20it%20is%20nominally%20controlled%20by%20the%20deliberative%2Flegislative%20body%20that%20is%20the%20Union%20Diet.%20That%20is%20composed%20of%20representatives%20of%20the%20individual%20districts%20and%20while%20most%20of%20the%20time%20it's%20role%20is%20purely%20advisory%20and%20deliberative%20it%20has%20some%20very%20important%20and%20exclusive%20rights%3A%20it%20can%20pass%20legislation%20that%20is%20valid%20in%20all%20districts%2C%20it%20elects%20the%20head%20of%20the%20executive%20and%20it%20acts%20as%20the%20highest%20court.%20The%20executive%20handles%20everything%20else%2C%20including%20the%20command%20of%20armies.%20The%20only%20elected%20post%20is%20at%20the%20very%20top%20-%20everyone%20else%20is%20a%20bureaucrat.%20Given%20the%20youth%20of%20the%20institution%20there%20isn't%20much%20of%20a%20civil%20service%20culture%20yet%2C%20but%20the%20Union%20government%20is%20trying%20it's%20best%20to%20change%20that.%20%0A%5B%2FSPOILER%5D%0A%0A%5BSPOILER%3DStarting%20techs%5D%0ANuclear%20Fusion%20-%20the%20large%20accomplishment%20of%20the%20tech%20priests%0ANavy%20Ships%20-%20the%20pre-union%20Eskor%20possessed%20a%20long%20naval%20tradition%20and%20the%20union%20is%20continuing%20it%20%0A%5B%2FSPOILER%5D Union of Eskor Requesting region 29(Sansar) Region name: Eskor Geography Eskor owing to it's latitude and the length shoreline is a warm yet reasonably humid place. Winters are mild as are summers usually - except for the eastern coast which is at risk of large sea storms. It is also rather flat, plains interrupted only by rolling hills and meandering rivers. These rivers bring the other seasonal danger of Eskor - large and fairly regular floods. Naturally such a land is good for farming and as such relatively little of Eskor's natural environments remain unchanged and unexploited. It is a land of farmland - fields, orchards and fenced off pastures as far as the eye can see. Even the forests are being brought under and turned into reliable sources of lumber and game reserves. People Eskor is a human nation, while some other races may be present they are tiny minorities. Eskor generally has the highest population density on the coasts - that is where all the large cities are. These cities were until relatively recently the biggest movers of Eskorian politics, being independent states of their own. The unification changed this - while individual cities retained a good deal of autonomy most power shifted to the Union government. In rural Eskor most people farmers tending the vast tracts of tamed land. The cities on the other hand are rather industrial - the power provided by fusion engines is enabling rapid industrialization. Furthermore because the cities are located on Eskor's coasts there is a long naval tradition - sea trade was one of the things that enabled the coastal cities to dominate Eskor as they did before the unification. Resources Export resource - Fruit from the Orchards of Eskor (Fruits and Vegetables, Beverages): dates, figs, grapes and other fruit is grown on the vast sunny hills of Eskor. Due to overall high agricultural productivity Eskorians are able to dedicate a large portion of their land to growing these crops instead of cereals. Wines and distilled drinks from these fruits are also a common and favored export. Desired import - Rare Metals(Precious Minerals): the rapid industrialization of Eskor's cities has run into a problem - while common metals like iron are reasonably common in Eskor, to build up as desired it needs more than that but no reasonable mining sites were found in Eskor, forcing imports. Faith The Cult of the Fallen Star The core of Eskorian religion is centered around the reverence and study of a mysterious spacecraft found in the interior of Eskor. The ascendance of the Cult of the Fallen Star was brought by the teach-priests' so far greatest achievement - the reverse engineering of the fusion reactor. This bought the previously irrelevant interior cult much influence in the cities and made it dominant. The holy site and the object of worship is one and the same - the crashed spacecraft. The settlement around it forms the only center of power in the interior of Eskor. Access to most of the internals is limited the initiates or priests of the cult but a few sections have been made available to pilgrims who visit them to feel awe at the power of the stars. Government Until recently Escor had not been a unified polity and the effects of this are still notable. Before the unification the coasts of shorelines were controlled by city states and much of the interior lacked any authority with significant state capacity. The cities of pre-unification Eskor are now the capitals of the new districts - with one exception being a large interior district centered around the Fallen Star. These districts have retained some of their original autonomy, the most notable part surrendered to the Union government being foreign and defense policy. They have also been allowed to maintain their own original form of government - some are tiny constitutional monarchies while others have a proud republican tradition. As for the Union government itself: it is nominally controlled by the deliberative/legislative body that is the Union Diet. That is composed of representatives of the individual districts and while most of the time it's role is purely advisory and deliberative it has some very important and exclusive rights: it can pass legislation that is valid in all districts, it elects the head of the executive and it acts as the highest court. The executive handles everything else, including the command of armies. The only elected post is at the very top - everyone else is a bureaucrat. Given the youth of the institution there isn't much of a civil service culture yet, but the Union government is trying it's best to change that. Starting techs Nuclear Fusion - the large accomplishment of the tech priests Navy Ships - the pre-union Eskor possessed a long naval tradition and the union is continuing it
  6. This thread is for the write-ups of regions that were posted in our original GiantITP thread but would not otherwise be moved here due to player drops or similar.
  7. Organization Actions Round Three The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Diplomacy] Attend All Events – The various High Lords and Ladies managing relations with the Elect make a final regular trip around Tekhum, trailed by humorless courtiers in cheap grey suits. Sub-actions: Receive any gifts or tribute from anyone offering. [Request] Novel Novelties – The secret that the Imperial Courtiers poorly conceal is that they are, almost without exception, extremely bored. It seems that, at the top, there is not much to do, and so the finest distractions available are called for. Some simply look for the finest available leisure, while others plumb the deepest frontiers of science. Either way, there is an ongoing demand for raw material to stave off ennui. [EMP is seeking TPs of Luxury Goods and Exotic Matter. Any country that donates a TP of either resource category to EMP as an Economy action before the end of round 5 gains 1 EMP Favour and 1 Treasure.] [Decree] Imperial Outreach Program – The Empire sometimes seems unapproachable, distant, too large to even really comprehend. This program hopes to change that. [All countries get +1 to Raise Reputation with EMP during the next two rounds.] Non-actions [Request] Mytho-Historical Data Gathering [11/5] - The latest project of the Imperial College winds towards its conclusion. The finest vintages of Caipe Ushere wine are acquired at great expense and then drunk with far more abandon than is appropriate for such fine quality beverages. Scholars pat each other on the back and begin planning out who needs to be assassinated (and who needs to be framed for it) to ensure they can get tenure. [All countries may contribute to this request either as a non-action with a fluff submission detailing some of their local myths or as a Diplomacy action towards the project. Countries may contribute writing to the project once and actions to the project twice. Countries that contribute once gain one treasure at the completion of the project. Countries that contribute twice gain three treasure instead. Countries that contribute the full three times gain three treasure and an EMP favour. To be certain your contributions are tracked, please use the phrase "Mytho-Historical Data Gathering" when noting your contribution. If you fail to do so, your contribution may not be counted. This is the final round for contributions to this project.] Ongoing Mytho-Historical Data-Gathering - Submit fluff pieces or Diplomacy actions to the project for rewards on completion. Maximum of two Dip actions and one fluff submisson. 1 Treasure for one contribution, 3 for two contributions, or 3 Treasure and 1 EMP Favour for full three contributions. Existing contributions ALF has contributed one fluff piece and one action. BAF has contributed one fluff piece. BCC has contributed one fluff piece and one action. CBC has contributed one fluff piece and one action. COE has contributed one fluff piece. CUS has contributed one fluff piece and one action. ELD has contributed one fluff piece. GCC has contributed one fluff piece. GLO has contributed one fluff piece and one action. HOB has contributed one fluff piece. HOF has contributed one fluff piece. ILU has contributed one fluff piece. ISH has contributed one fluff piece. LSP has contributed one fluff piece and one action. MIR has contributed one fluff piece. MSQ has contributed one fluff piece. SEV has contributed one fluff piece and one action. SCM has contributed one fluff piece. TEA has contributed one fluff piece and one action. UHS has contributed one fluff piece and one action. UNC has contributed one action. Elect Tax - All countries must send 1 Treasure to EMP by the end of round three or lose 1 EMP Rep. Already Paid CAS has paid the Elect Tax. GCC has paid the Elect Tax. ILU has paid the Elect Tax. RAT has paid the Elect Tax. SCM has paid the Elect Tax. SNK has paid the Elect Tax. TEA has paid the Elect Tax. SEV has paid the Elect Tax. KRB has paid the Elect Tax. BCC has paid the Elect Tax. HOF has paid the Elect Tax. LSP has paid the Elect Tax. New Frontier Proclamation - All exploration actions get +1 until the end of round 4. Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Demand] Hazardous Conditions Inspection - The Union would like to believe the best of people, but they often make it difficult. To ensure that everyone is being treated fairly, or at least not unbearably, the Union is requesting that members of the Elect open themselves and their industrial centers up for voluntary safety audits by Union officials. Left unsaid is that those who refuse, or who aren't up to snuff, will be the subject to further scrutiny. [WTU is requesting access to inspect working conditions in every country. Countries may accept or refuse as a non-action. Countries that do not refuse or accept will be asked again the following round, at which point further inaction will be considered a refusal. Any country that refuses an inspection or that accepts and fails their inspection will lose 1 WTU Rep. Countries that accept and pass their inspection suffer no penalties and gain no benefits. Countries with exceptionally good inspections will gain 1 WTU Favour. Inspections will be made according to GM judgment, but players may take freeform action to influence the results of their inspections or the inspections of others.] [Economy] Buyout 28.1 (Lumber) with self-support, 51.1 (Ryban Fish), and 56.1 (Gene Samples) for self. Buyout 79.3 (Brahmaguptite) on behalf of RAT. - Business is booming, and so it's time to diversify. [Economy] Impress Merchants in 18, 70, and 110 - While the mercantile project of the Union continues largely apace, they are very interested in gaining access to the "exporters" of Corvée labour for an... extensive conversation on the subject working conditions. Non-actions Ongoing New Homes For The Union - The Union has a need for operations centres beyond the hall it calls home on Veehra. The request goes out to all the Elect- the Union is looking for homes across Tekhum. Places where the tired, the hungry, the bruised and abused can find shelter, and where the Union can take on the great work of bringing economic unity to all the downtrodden. [WTU is seeking a new base in every orbit. Any country with at least WTU Rep 0 may build a site for a Union Hall in their territory as a 3-action project using any combination of Diplomacy and Economy. Only the first site finished in each orbit will be accepted as a base, with simultaneous completions being resolved by an Economy roll-off to secure Union bids and contracts for Union staff to move in. Once each base is accepted, all progress on any other sites in that orbit is lost. Any country that completes the project gains 1 WTU Favour and 1 WTU Rep, even if their site is not accepted for the final base in that orbit.] Sansar, Veehra, and Mekhala bases completed, still awaiting base for Badal. Loans Available from the new First Union Bank of Tekhum - One of the first moves Union made in the process of centralization was to begin work on a new, labour-backed currency. In order to encourage adoption and use of it, a bank was formed, and loans are being offered to states among the Elect at highly favourable interest rates, provided they accept it in the form of what is being called the "Union Solid". [Until the end of round 3, any country may (as a non-action) accept a loan of 3 or 4 Treasure from WTU at the cost of 1 favour with WTU. Until the end of round 5, any country that has spent at least as much treasure as they borrowed may repay that favour with the same amount of Treasure initially borrowed as a non-action, and additionally gains one WTU Rep if they do so. If the country fails to spend enough treasure or repay the debt in that time, it must be repaid at standard favour repayment rates and no Rep will be granted.] [Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those. [Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars. [Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favours and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.] [Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you. [Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favour. Each country may do this a maximum of two times.] [Intrigue] Secret - Not everything is fit for public consumption. Nonactions [Flavour] Your Regularly Scheduled Programming - Welcome to... Craaaaaaaazy Rajah's Warzone! ...where we give you the hottest takes in Tekhum on the hottest issues of the battlefield! (M-M-M-MONSTER TAKES!) I'm your host, Craaaaaaaaaazy Rajah, and today of course we're talking about Upper Chonkia! The invasion by the Illumined Utopian left local powers utterly flat-footed, and now we're looking at a TENSE! SITUATION! Airhorns sound. Who will keep the territory that the Jy'mar have laid claim to? How will the Glooooooorious Purifiers respond to this encroachment? A great cat roar sounds. What is the stance of the Arkhive? Will we see involvement from the Fiorids? You'll get my take on these hot-button issues, right after this word from our sponsors. [Flavour] Brought To You By - Try New BubblePop(TM) brand soda! It bubbles, it pops! Now with 99% less sugar, 99% less calories, and 20% less powdered lead! Try a New BubblePop, today! Adverts to the Kingdom of Ishtahnos: Once again, the poorly rendered, highly generic Ishtani models sit across from each other. This time, however, they are energized and vigorous, to frankly unreasonable degrees, constantly bouncing and slightly jiggling. "Oh boy! I got Spices from SanSAR!" The voice is, rather than being flat, almost incoherent with energy, and prone to putting the emphasis on the wrong syllable. "This is SO not BLAND." "That is very cool fellow Ishtahni but I have found something even cooler would you like to see," the second intones in a rapid-fire stream of syllables. "Oh yes frAAAAnd! Show me your cool thung!" The second Ishtahni claps their hands, and a model of a scrawny, raggedly dressed human scuttles into the room. With wide eyes and wobbling jowls, they stare up at the Ishtahni. "How about you spice up your life with ELF SLAVES too question mark. ELF SLAVES are highly rated in a variety of fields including COOKING exclamation mark." "What else is it ooseful ffffffffff." The first Ishtahni's jaw unhinges at an impossible angle to reveal the polygon innards of the model, splinching across the room. "They are great for cleaning the dust out of your fur period. Coming to you fresh from the conquered lands exclamation mark" "Hm yes! I will GET an ELF SLAAAAAAAAAAAAAA" Abruptly, the ad cuts to a splash screen. Sansar! Elf slaves! Positions open for Xenolinguistic Translator, Marketing Editor, Public Relations, and Personnel Management roles, due to incidents with previous staff being ejected from position due to incompetence and misrepresentation of qualifications. Immediate start. Generous benefits package. Hazard pay available. Ongoing Full-Spectrum Media Packages - Until the end of Round 3, gift a controlled Media Support in your capital to BRG for 2 Treasure and one BRG Rep. [Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course. [Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favour to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favour, but you must publicly note that you are requesting a BRG favour.] [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favour as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply entertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.] Ongoing [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: Create Cultural Idenity, Exhibit Great Work Sansar: Exhibit Great Work Veehra: Exhibit Great Work Mekhala: Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle. The first country in each orbit to win a battle may gain one Renown. Simultaneous victories will result in both countries gaining the Renown.] Still Available Badal, Sansar, Mekhala: No Veehra: Yes [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: Found Holy Order, Raise Fortress Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order, Raise Fortress [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available All thresholds [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavoury activities... for those who pay, and who don't mind being associated with such unsavoury folks. [Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]
  8. The High Lady gives a bland smile. "When one grows as old as I have, dear Duke, one finds that the where matters little compared to the what, the why, and the who." She waves an expansive arm towards the racers. "The journey, and the race, are far more interesting than the destination or the finish line. It is my fortune to be able to take the journey at my own pace, wherever the path ahead leads."
  9. "I cannot say I've had the pleasure. My own fields tend to hew towards the mechanical arts. Physics and engineering and the like. Still, there is pleasure in a display of expertise properly presented, wouldn't you say?"
  10. Karim-12 inspects the Ishtahn artwork meticulously after a quick glance at the broader pieces, reading each character individually. Though ze read quickly, it still takes some time. Ze seem pleased as ze walk away. The High Lord brushes through the Bafatis entries, seeming thoroughly unsurprised by everything in store. The static displays seem to make only the scantest of impressions on the High Lord, as ze pass by. The cybernetics and runecraft get little more than a glance, while the shows of PEEARIT art seem to evoke a yawn. The music has zir head bopping for a few minutes in apparent enthusiasm before ze move on, and ze watch the culinary displays with a little interest. The gaming holds zir attention for a little while, as does the speedrunning, but ultimately ze seem ready to dismiss the pirates and move on. And then ze see the speedpainting. Cackling with glee, Karim-12 stalks the cyborgs and their ongoing chase, never directly intervening but occasionally pulling in obstructions of zir own to make the chase more interesting, at one point toppling a display of cabbages from one of the Coalition food carts to make a hazard zone in front of the runners. Ze consistently help both parties evade the Jy'mar authorities, and despite never seeming to move faster than a light jog, ze effortlessly keep up with the pair. Though Karim-12 watches the device in action, ze refuse to take a seat in the chair, and scamper off rapidly. The High Lord pauses to watch the dancing display, but seems ready to move on before the break. Ze glance the arm wrestler up and down before sniffing with disdain and moving along. Karim-12 riffles through the rules at a blistering pace. "Very good." Ze stretch languidly. At no point do zir eyes shift from that half-lidded stare, or the grin on zir face from its predatory aspect. "Shall we?"
  11. Oddly enough, the High Lady seems genuinely interested as the High King begins expounding on the history of the palace construction. "I would enjoy a tour very much, your Highness. I must confess, I am not much for dancing and socializing, but there are not many, I think, who can say they have received a tour of the Royal Palace from the High King of Ishtahnos himself. It would be both pleasure and honour." All trace of earlier dissemblance and distraction is quite gone; even through the layers of cloth concealing their face, a broad smile can be seen by the way it reaches their eyes.
  12. The High Lady's gaze snaps to the High King, earlier distraction gone. "Nothing is the matter at all, your Highness. I simply find myself intrigued by your architecture." The lie is obvious- they had not been looking to the architecture at all, though it is hard to say what precisely they were looking at.
  13. High Lady Petra enters unaccompanied, ignoring the herald announcing guests as they arrive. They pan their gaze across the room, and make a shallow, perfunctory bow before the High King. "Your highness," they murmur, in a soft, high voice. Another perfunctory bow to the Queen. "I am glad to see you both in good health." Their piercing blue eyes seem to be hunting for something, though it is unclear what. They fail to make eye contact with either of the royals, instead opting to continue roving their eyes about, flicking this way and that.
  14. Anathe's face does, indeed, turn wistful as she listens to the ambassador's musings on the joys of racing. "Yes... yes, quite." She seems dissatisfied somehow, though, like there is a subtle disconnect she cannot quite identify. She gives an ineloquent shrug of her shoulders. "But I serve the Emperor in the way that is given to me, not in the way I might desire. It is the most any of us can do." Coming back to herself, she shakes her head slightly to clear it. "I thank you for your company. Please, if there is anything you need, do not hesitate to reach out to me at the Embassy; even if I cannot help directly, I am sure that I can offer advice." The High Lady acknowledges the Duke and Duchess with an inclining of her head, though she faces slightly in the wrong direction. One of her drones looks directly at the couple. "May the light shine on you as well, Duke and Duchess. It is my honor as well. And you honor me with your choice of tongue; it has been quite some time since I have had the opportunity to exercise it. I was sorry not to have the chance to approach you at the coronation, but my attention was... elsewhere." She turns her face directly to the Duke, and gives the impression of looking right through him through her blind eyes. "I am sure you can forgive an old woman her foibles."
  15. Karim-12 applauds uproariously, letting out a brief wolf-whistle before ze vanish off into the crowds, slipping away to the next showcase. The High Lord barely pauses for the weapon on display, an expression of clear disdain on zir face. Ze do not pass judgment, simply walking on- perhaps more damning an indictment, in zir mind, than anything that could be said aloud. The Llort artwork seems to captivate Karim-12, and ze spend a long time simply staring at the painted figure without interacting at all. When ze do touch, it seems almost perfunctory, as though ze are simply going through the motions to confirm ze have understood it. Ze nod when the figure returns to the painting, and announce to nobody in particular, "Adequate." Karim's eyes skip over the writing and dioramas, and ze gravitate directly to the games. At the prospect of a challenge, zir grin turns predatory, and ze look at Cascade with half-lidded eyes and naked hunger. "You pick the game. I'm ready."
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