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  1. Posting this here so I can ping for reference, comment, and to interject ideas. I'm fine crafting it on my own, but given the state of things, an opportunity to collaborate and mix ideas is more than welcome.
  2. Region 8 - Fort Helios History Within their isolated bubbles and delusions of grandeur, these people have a significant difficulty dealing with the literal and figurative popping of their bubble for outsiders to stride inside. This resulted in their history being one in which they defensively kept to themselves. There were benefits to this, it meant that the other baldalan wars never seriously impacted them, and that the other noxious intoxicants never hampered them quite as much. This eventually evolved into them being a people isolated from the world, talking exclusively to them through cameras and tvs and the interplanet, prospering with a surprisingly high population count. Although socially they were barely functioning which left them open to being captured by invaders of a strong dedicated kind. Exposure to the outside in such a violent manner has caused their insulated immune systems and culture to rapidly crash downwards. In the years since their region has been traded first to the Glorious Purifiers, and then to the Arkhive, their population has fallen to half its numbers a decade before. Right now the region is in relative prosperity for the half that survived, and is looking to stabilize at a more reasonable population level. Geography Bubbles and bubble like structures fill the air and the sky, being a high maintenance for scrubbing, but well worth it as a symbol of pride. In each one lives more people than you'd have expected out of a region, especially the more well off ones who can have 'high rise bubbles' and ones with exotic scenery. The groundwork is artificial with Cubic Masonry, and even further beyond that it is rounded out. Ships traverse and round out, it slightly circles but always remains in this specific sector of Badal. The usually filthy air is purified to an unreasonable degree on the inside, for non-natives unused to such measures the extra intoxicants and mild chemical elements added to the air through the process can make it a little painful to inhale. The natural denizens are used to it, of course, and even their physiology has adapted. This has actually created problems as exposure to the outside has broken the purification systems, and then again much more deliberately by the Purifiers. In their efforts to allow outsiders to not be intoxicated by what some would reasonably call poison in the air, it caused the natives who had adapted to have trouble. Certain areas are still hyper purified in their air zones, and laborers who come in to these areas often wear air tanks or masks to stop from suffocating. People Lizzers and humies. In normal speak, humans and lizardfolk. The lizards are more elite, and the humans are lower class, but there's variety in both. It's a bit of a splash of society, insular, almost monarch like. There is a deliberate 'I'm the best' mythos presented here, and the humans play along and adopt characteristics of the shorter lizard folk. Famous lizards once upon a time even invented technologies, different things that reach out and splash everywhere, and their culture involves proving oneself through measures and metrics. Self congratulatory natures of everything along with mandated religions make it shockingly easy to keep people compliant, one would be surprised how little rigor is applied. The natives do enjoy festivities and despite everything being silo'd, entertainment finds a way. Basic internet and television cement into a central part of the culture, Snaking Snews, Basu-Rahaman and even the Heliotrope Broadcast find their way into the lingo. Which results in sometimes words degenerating into weird pidgin languages, like is demonstrated at the start with "lizzer" and "humie" being cutsey and slip of tongue casual. Government Mimes. Mimes. All the mimes. So many mimes. Mimes makes up the government, ever since people learned how to communicate through symbols and tvs and automated things the religion of Homeostasis has taken over, making motion minimal. There is no specific reason it seems that things have turned into mimes, or why this is a central part of the government, but that's how it is. They sure like their black and white makeup, and that is a rare thing that breaks through the quarantine measures. The rest of the governmental natives are the lizards, who insist that they are the best (the ones who aren't mimes, anyway). They're the ones who invented the sun, after all. The emperor is secretly one of them, but nobody bothers with proving that, they just take the propaganda as self evident. Their central locations are nuclear silos, old factories that made it the old fashioned way, which have been refurbished for people to live within. They're some of the biggest areas that don't have walls infesting their designs splitting things into subrooms, allowing many of them to gather and talk about how great their culture and media is. Maybe the mimes have it right. Maybe they shouldn't be talking. The two factions vie for control over the government as of current, while the Arkhive tries to maintain enough stability to stop things from being crushed down. The Mime faction has some religious passion, and doesn't quite like the fact that languages are being transformed into such hybrids that don't make sense. Honestly, many of the mimes that don't have a strict vow of silence will speak to governments like the Arkhive and the Purifiers, they just refuse to converse with the incredibly smug fellow denizens of the other population. Religion Universal Homeostasis The religion of nullification. Pausing. Emptiness. The dominant force within the region, and part of the reason that things aren't as bad as they could be, but that they also aren't as good as they could be either. Freezing and inaction provide many different benefits, and with this religion it is an actual art form. Mimes are quite a good cultural thing here, and they even hold some positions of government. Force fields and walls are the specialty, and Cubic Masonry is a technology that these people have developed quite early on. This has advanced into spacecraft too, although with said spacecraft they have remained insular. Durable like a nintendo gameboy, though, which is really the best way to describe most of their construction. Universal Apootosis The religion of cell death. Everything must progress towards implosion, which avoids the greatest evil known as 'cancer'. It's something to avoid, along with the outside intoxicants. Somewhat of a cult that causes people to die after a set period of time, and one that has seen an uptick in recent years due to the traumas. As well as a weird belief that because of more people coming in to help with labor shortages, the people must even out the population. Of course, there are positives to this religion too, such as a focus on enjoying life as you have it and peace. An exceptional set of care for people at the end of life and ability to enjoy things in the time they have left. A lack of needing to pay for social security because of said lack of aging issues. A set of cells and minor bit of magic involving the literal splitting of 'atoms', which helps power things such as the scrubbers, making nuclear batteries quite a treat for these people. There's also Paragonism, which is about being a good person and reaching your ideals or whatever. But they're such a minority so nobody cares about their little cult. Resource Resource: Atmospheric Scrubbers [Spacecraft / N/A] Scrub scrub scrub the force fields near the edges of the colony. These planes are real good at that, and practically able to go into space themselves with the right measure. They have to constantly scrub around the bubbles of the area to let sufficient sunlight in to power some of the cells, and this has been done so much that there's a surplus of planes to go around, to sell, to give to whatever people. Which in large part is currently the literal Psycho Capitalists. It pays well and at least on an economic level has everything going squeaky clean. Desired Import: Labor The quarantines have always made it hard for people to go outside and do work, and the recent collapse and downturn of population have made it even more so. More than ever, people to do basic functions of society are necessary, the ins and outs of living and delivery. It's a mass thing, not quality but quantity, plus, somebody's gotta handle all of the filth and disease of everything.
  3. Glorious Purifiers Ruler: Titania Diplomacy: 8 Military: 7 Economy: 4 Faith: 2 Intrigue: 10 Stat Growths +1 Mil, +1 Eco Ground Units: 3 Space Units: 3 Ground units defend whatever tps necessary to resist sacks. Treasure Paperwork Spending 0? Treasure on actions, Gaining 1 Treasure from income. Expected Net Change 3 > 3 Actions Eco: Buyout TP 3 of Union Crews in region 59 (Owned by ARK, with ARK supporting the Buyout), spending 1 treasure. (Success) Eco: Buyout TP 1 of Winged Camels in region 7 Mil: Raise Space Unit Mil: Raise Space Unit Int 10: Espionage Agency (Claim +1 Renown for Eyes In The Skies) (Claim +1 Renown for being one of the first 5 countries to make an Espionage Agency) Espionage Agency The sorcerers of the Glorious Purifiers are said to be capable of making friends with anything. In common parlance, this is referent merely to good diplomacy and an upbeat activity, making rowdy pirates coming to break your skull in into drinking buddies. In their case, it involves making friends with humans, with elves. With hamsters, with foreign aliens. With demons, with angels. With unthinking plants, with the very walls themselves. Titania is especially adept at the latest of these categories, and especially within her own domain she can be said to become an entity connected to the very core of Sansar. Yet her literal magnetism is far from the only application. There is a whole library of magical conversation available and ready to be employed, and even regular Zelfs are beginning to learn how to adeptly wield such techniques. Zelfs and their fragments of memories also provide additional context. Everything compiles. Everything is written. Everything is known, deep within the halls of power, within the lands of the Purifiers. Int Secret Non-Actions Oppose all unauthorized Buyouts, Conversions, et all. Have all government supports fire upon unauthorized entrants to suffer them 1d3-1 Unit Losses. Authorize all conversions to Coedd the religion. Authorize all actions taken by Glorious Purifiers [GLO] (obviously). To Johnathon Royston Rageclaw, First Minister of Ishtahnos We have done an inspection of the operations of Helios Hospice and are willing to comply reasonably with ensuring the safety and sanctity of Veehran peoples, dead and alive. The country of the Glorious Purifiers is willing to extract from Helios and return all dead bodies to the country of Ishtahnos. This is at present is a single body, derived from somebody who received terminal injuries beyond the capacities of clerics to restore. Our government will do another sweep to confirm the lack of other Veehran remains. The official navy is willing to handle transports of civilians for this matter. All living Veehrans choosing to return will be brought back to their country of choice and deposited safely to reintegrate into the civilian population. Once returned to their orbit Glorious Purifiers abdicates all responsibility for said Veehran natives. Signed, Talandaresque Titania, of the Glorious Purifiers (I presume the proper address for John is the one you used in your initial letter.) To Johnathon Royston Rageclaw, First Minister of Ishtahnos There will be an open process for everyone and an informed decision of long term residence. Our primary duty is to those in our care, citizens or otherwise. We hope this will converge with and not conflict with those coming to oversee the process. We also hope that culturally some bonds can be established, a state of perpetual war and hatred serves only a scant few. Additionally, the High Arbiter of Helios is willing to come participate in your trial. She has declared she will independently judge whether and how much of any verdict of said trial she will adhere to, but she and the other parties accused will see to the lawyers regardless. A lot depends on both the specific accusation or accusations, and on what types of penalties you might try to apply. It is good that you do not make this a challenge and attempt at murder, even presuming you could somehow carry out the task it would be a political nightmare. Best of wishes to all within Tekhum and beyond its shores. Signed, Talandaresque Titania, of the Glorious Purifiers The Magma Shroud is finished, an artifice that changes the face of the Moonsoul Mountains for good, and many would say for the better. The wildlands become both greener and more full of gray steel, as huge stadium size buildings are constructed within the lower grounds of the region. Zelfs have a great place to stay, and the carbon based structure seems alive. One can go down a floor into the depths and tunnels, see veins of magma coursing through the underbelly of the region coming up straight from the core, pumping energy throughout and filling a deep orange hue of magic and mundane energy. Special florescent lighting is given to all of the wildlife within these regions, and many serve as combinations of greenhouses and living quarters. A plethora of plantlife is imported and cultured from around Sansar, and the art of creating combinations of Charmed Textiles and differently colored plants to create vibrant works of art one can scarcely imagine elsewhere. At night, the plants provide lighting where needed too, leaving some rooms to glow a magnificent blue or a luminous violet. The giant gears turning fence the Kaiju, and the Kaiju in turn help out the land. Becoming more incorporated into the region and lending their efforts, being fed by strange produce created by the large 'plants', with the singular giant tower in the middle billowing smoke having cranes on top to deliver it and feed the beasts from a safe distance. They also surround and help the freshly constructed Basu Holdings, making keeping tabs trivial in the base that is also connected into the wider web. Every structure in the Moonsoul Mountains having its own life, spare those original shrines which retain their disconnected and mystically warded nature which seem almost to reside outside mundane reality. The Glorious Purifiers recognize the statements of the Ishtahnos, both in regards to the religion many of them cohabitate with and the health services being operated out of their domain. None are directly related to the High Talandaresque herself, and she does not directly respond in turn. Titania does, however, show off an elegant, precise and finely trimmed hairstyle. Uniquely crafted and done by a Werewolf Barber, fit to and expert in serving royalty. She has no beard, but the layering and slight tinges of steel color tips on her jet black hair hold a glory on their own, and the elegance of Ishtahnos haircutting cannot be denied. Identity of said barber is withheld for obvious reasons. Wakinyan Tourism Holly Hakurei Heliotrope signing on to let you all know that the first Kaiju Migration trip to go around the entire reaches of Wakinyan is launching soon! We're going to be reaching our light to the edges of the Heliosphere in a far more literal way this time! Any that wish to come board up soon, I personally will be headed out to see this new gas giant for myself. Maybe I'll even go skinny dipping in there, and no not that way you perverts. Some premium content isn't suitable for live broadcasts and must be denied in public check out my patreon for more details. I want to be the very first Sansaran to go on a deep exploration and tour of the new gas giant. Before all us colonizers start planting our flags in it. Before constant exposure makes us go numb to and normalizes this majestic wild cat into a domesticated household feline. Significant portions of the trip will be livestreamed from multiple angles, although mind the natural delay both in the information getting back to the rest of Tekhum and in giving editors some time to cut up the mass of data into highlight reels. Artistic integrity is hard! A select few crew will be allowed to come, but will be mostly restricted to Moonmen and other individuals who can survive both a long trek and hostile environments. This trip is absolutely unsafe for normal individuals, and we will have an intensive screening process. This trip is special, and is intended to have a casualty rate of zero! Also, I'll be going over to Badal for a tour across the system to pick out fashion, so make sure to suggest things to buy. I'll be forcing myself to get at least one nekomimi outfit, so you've got a good shot there. There is a considerable document posted in regards to the Warrens, an inside scoop, their nature and tour. Details on this coming up, but it includes coming in for a live interview of some members of government, and several looks at people who are eager to speak and say hi. The general conclusion is that while some people from the Jy'mar seemed to not notice the obvious slavery engaged in from the Fiorid Principality, they do not seem from current evidence to participate in any such practices themselves. A lot of their culture is both based on their need to strive, and their want to strive. At worst living conditions are mildly unsafe. There's also some cultural treatments too, the way Jy'mar prefer their meat cooked, looks through the tunnels, fun questions mixed in with the serious ones. Helios Hospice The Helios Hospice begins its biggest project yet, the salvation of the refugees and wounded from within the Basu Rebellion. With a good chunk of assistance from the Purifiers, they set up to begin their steady work delving in and extracting bodies en masse from the battlefield. As per their standards and oath of non interference they openly signal their intent not to actively participate in the battle on either side. It would be kindly said that they serve a similar role as the Red Cross owned and operated by IRL. It would be less kindly said that they are vultures, circling the war zone for carcasses to suck dry. Things do not go as planned. Their operations very quickly shift to something both smaller scale and far more stealthy, as they learn that flashing the badge gets them shot at rather than directed towards the ill-fated. Thankfully no Moonmen were injured or killed in the skirmishes that abounded, at least as far as Heliotrope Enterprises is willing to report. This change in operation largely relegates their living ships to staying a fair distance away from battle and bombardment, prioritizing safety over confrontation. Only a few daring reporters go in deep, and universally it seems on foot and wing. Regardless of interpretation of their motives there are a lot of living gathered aboard the kaiju migration back to the Moonsoul Mountains and their newly acquired territory of Glorialfheim. As the populace of Mraza are overwhelmingly pro-brg, or at least were before the mass purges of ideology, so too are those that get saved. This is for most a temporary home while healing processes are underway, and there are several programs for where to take these citizens in the long term. Many of which decide to settle in to the newest conquered region, atop the old BRG base, which has been crafted and rebuilt into mass housing. Many of which get shuffled out to the few connections for other societies that are willing to take in and help long term care for people, most notably the United Houses Of Senkar with whom ties with for these operations had been forged in decades past. Badal in general has seemed favorable to taking in those without a proper home to return to after war, and overtures to those such as the Eucrus Alliance. A good portion want to go back to Veehra, to their homelands, to their families and atmosphere and planet. The Glorious Purifiers will technically allow this but strongly recommend waiting for the dust to settle on this war. It is unlikely that the Marauders and their ilk will be favorable to BRG sympathizers. Also, due to the hostility across some of Veehra and outright unlawful nature in other parts of the orbit, they can only go so far as to drop some people off at controlled waystations and let them do the rest of the travels on their own. The holdings of Helios Hospice welcome the observers coming in to make offers for the final destinations for refugees, be they from the Mraza wars or any others. We are also willing to be the long term home for any and all people that need it and choose to stay with us. (Residency offers may change based on availability of housing.) Already we have several landing pads and narrative discussions with those incoming to make good friends. We will provide the utmost care and health assurances to any and all visitors as long as they pay respect to bylaws and residents, and look forwards to giving everyone a bright future. Be the change you want to see in the world! Whatever crimes you may accuse me of, leave the young workers out of this. Any supposed misdoings are done by time the refugees hit our shores. They really do want to bring some light into the world, you see.
  4. I'll also be tacking in a writeup for region 37 specifically. Technically I'm pretty sure the GMs would give me leeway in writing up a region I just acquired. Practically, I think it'd be better if I had a first draft up at minimum. Also, if Moos wants to comment or suggest things for creative direction given the entire 'alfheim' project, feel more than free to. (Some segments not done (geography, resources), I can feel my brain melting, and I'm putting this on pause before I mess it up by trying to force the rest. Honestly this itself might even be enough.) (After some time to refresh and take a second touch up, might be worth taking a first pass. I'll also ping moos here for commentary, though not sure that works in an edit post. Ideas might change slightly or significantly based on further input. Resource still needs to be done, but currently too low on creative energy to do that and I don't want to force it.) Region 37 - Gloria (aka Glorialfheim) History/Government In past times, the magic pouring over the mountains from the west has given some traits to the elves living here, as well as humans that have fled over to integrate, as well as mutating some of the elves that stayed too close to these hills. For a good long while there were fights and clashes over who could own what territories, many different pushes of this and that clan, most of which are now lost to memory. In the end, what remains is a relatively mixed bag of peoples that have a good amount of high quality lifestyle due to having been home to the Basu Rahaman Congolmerate Holdings and the uptick of overall quality brought by the rise of the Elect, but who have been mostly left to their own devices for the majority of their time. Despite their proximity to what is in short referred to as the BRG, they managed to only somewhat absorb media consumption culture into their lifestyles. Then they saw invasion by the Jy'mar, and again from the Glorious Purifiers, and might yet again have an attempt to be brought into Greater Alfheim. The repeated wars and leveling of structures within the lands has left quite a lot in need of being rebuilt. It has, on the other hand, provided for fantastic stories, which has caused the people to be surprisingly more okay with it than they otherwise might be. Both because the sensationalism the Basu-Rahmans instill favors it and because their own methods of collecting and revering these epic events plays into it. They are living in a time of great change, one that if it causes sufficient change might get marked down as the biggest event in history since the Bombardments. The denizens of the region once had different varying names for this place, although they have had occasional trade with 'those sorcerers up on the mountains to the west', in the general region called Gloria. The term Gloria has recently been expanded to cover the whole terrain as Zelfs and Moonmen pull in the vast fabrics of government into a cohesive organized whole. Elfen citizens often refer to the region as 'Glorialfheim', and are still forming a new identity. The governance of the Moonmen is quite a bit of live and let live, and aside from all the disappearances of the wars and increased magic shenanigans, as well as the increasing creep of magic slowly pouring over the region down like a river, things are surprisingly okay. Zelfs find themselves near the head of the societal positions, although never strictly at the head, sufficing to guide the current systems through culture rather than brute force. Geography Mountains sharpening the corners like the region being sandwiched between them, and a relatively low to the ground plains structure otherwise. Composed in good part of solar panels and cropland and wild claims, one might think this area is extremely underdeveoped. One would be correct, for the above ground is where a lot of the society lives and cherishes its life, but the underground is where the work is done. Tunnels honeycomb through the region, each building on the surface connecting to a far broader set of technology underneath. This is a comparatively new work, only happening within the last two hundred years, meaning some of the elves alive still remember before this process had become underway. The plants of Sansar are encouraged by the new rulership of Glorious Purifiers to grow, and have synthesized into the solar batteries. There are specific roads cut out but abundance is clear in the above world, in contrast to the machinery down below where the gears turn. Titania has helped on the lower side, springing the machines to life and digging out an extra floor of basement to make room for all the new production and people imported. The almost living plant like gears and chains make the bottom a true mirror of what is up above, albeit cast into different colors and different lighting. The buildings that were once home to the Basu-Rahman are utterly leveled, eaten from the inside out by hamster like termites with an alarming efficiency. They have since been reconstructed, but resemble their former selves in at most a few aestetic purposes. This location and a wide swath around is where Helios Hospice has set up shop. Taking in refugees from all around Tekhum and helping them find new homes as well as scavenging for food, especially those from the giant clash in Mraza in the same years of its founding. People Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The ethnic group of elves making up the midpoint of Chonkia are deemed "Solalfr", and their skin tone varies from bone ivory (though never quite albino) to bronzed to bright orange, sometimes a deep red color. This is a genetic trait that can vary from elf to elf, some keep the same skin tone all their lives, some darken in tone in a similar way as some humans born with blonde hair have their hair shade to auburn, and some have their skin tone change when exposed to or withdrawn from intense sources of light in a similar way as one might expect from transition sunglasses. Some measure of the elves here have been affected by the spillover of magic over the mountains from the west, and there is a mix of reverence and concern over the fallout. A splinter group that makes up an ethnic minority, probably about 2% of the population, Soltaurs, hold up in the western area near the mountains. When a human imagines a centaur they think of a man and a horse, but these are more like the union of an Elf and a Mountain Goat. Having weaker but more nimble bodies like deer, with quite strong muscles and balance capacities to traverse difficult terrain. Their skin is largely similar, although one can find at least a couple variants of Grigialfr, Lillalfr, and even Verdalfr, although the entire group is generally referred to as Soltaurs. There is also within the strains of these elves some human blood floating around, from a time long before when a significant number of humans fled and immigrated over into the region right at the War Of Bombardments. Solalfir therefore tend to on average have less angular features and elf distinguishing traits than other elf kin, although the presence of purebred native humans has dwindled down to essentially nothing over the course of two thousand years of crossbreeding. Religion Centauriism itself is a religion that takes hold over the region in the belief that some aspects of magic are good and focuses a good chunk on astrology. Especially from the highest heights of the mountains to view the stars from, and especially proposed by Soltaur culture from those that have since spread throughout the region. Star gazing has made its way into the culture as a means to tell the future, as mild magic is part of most elves touched here for light diviniation. The religion itself is partly a proponent of warfare tales from long past, and has integrated with the tales from below and above to establish itself as a unique culture and part of the region that reinterprets those events through its own lens. The big legend of meteors and lasers that come crashing down as both a blessing and a curse packaged in one is related to the bombardment wars, and has in recent times proven to be a herald of huge things to come. Their religion is tinted by the Basu-Rahamans, even after their influence itself has waned with the destruction of their base. A focus on sensationalism and wonder is present, although the Basu Rahmans have always been considerate to in the place of these people tint their advertising and integration into the culture with soft respect and mysticism. Resource Resource: Assembly Line Robots (Industrial Machinery) (something else?) Desired Import: Arts and Cultural Products
  5. Alright, I rewrote the write up, added both clarity and some more details. Upon reread you were right, it did come off like I was up 24 hours and slammed the fluff in a frenzy of first draft writing. I've made it better now (I hope). Region 8 - Fort Helios History Within their isolated bubbles and delusions of grandeur, these people have a significant difficulty dealing with the literal and figurative popping of their bubble for outsiders to stride inside. This resulted in their history being one in which they defensively kept to themselves. There were benefits to this, it meant that the other baldalan wars never seriously impacted them, and that the other noxious intoxicants never hampered them quite as much. This eventually evolved into them being a people isolated from the world, talking exclusively to them through cameras and tvs and the interplanet, prospering with a surprisingly high population count. Although socially they were barely functioning which left them open to being captured by invaders of a strong dedicated kind. Exposure to the outside in such a violent manner has caused their insulated immune systems and culture to rapidly crash downwards. In the years since their region has been traded first to the Glorious Purifiers, and then to the Arkhive, their population has fallen to half its numbers a decade before. Right now the region is in relative prosperity for the half that survived, and is looking to stabilize at a more reasonable population level. Geography Bubbles and bubble like structures fill the air and the sky, being a high maintenance for scrubbing, but well worth it as a symbol of pride. In each one lives more people than you'd have expected out of a region, especially the more well off ones who can have 'high rise bubbles' and ones with exotic scenery. The groundwork is artificial with Cubic Masonry, and even further beyond that it is rounded out. Ships traverse and round out, it slightly circles but always remains in this specific sector of Badal. The usually filthy air is purified to an unreasonable degree on the inside, for non-natives unused to such measures the extra intoxicants and mild chemical elements added to the air through the process can make it a little painful to inhale. The natural denizens are used to it, of course, and even their physiology has adapted. This has actually created problems as exposure to the outside has broken the purification systems, and then again much more deliberately by the Purifiers. In their efforts to allow outsiders to not be intoxicated by what some would reasonably call poison in the air, it caused the natives who had adapted to have trouble. Certain areas are still hyper purified in their air zones, and laborers who come in to these areas often wear air tanks or masks to stop from suffocating. People Lizzers and humies. In normal speak, humans and lizardfolk. The lizards are more elite, and the humans are lower class, but there's variety in both. It's a bit of a splash of society, insular, almost monarch like. There is a deliberate 'I'm the best' mythos presented here, and the humans play along and adopt characteristics of the shorter lizard folk. Famous lizards once upon a time even invented technologies, different things that reach out and splash everywhere, and their culture involves proving oneself through measures and metrics. Self congratulatory natures of everything along with mandated religions make it shockingly easy to keep people compliant, one would be surprised how little rigor is applied. The natives do enjoy festivities and despite everything being silo'd, entertainment finds a way. Basic internet and television cement into a central part of the culture, Snaking Snews, Basu-Rahaman and even the Heliotrope Broadcast find their way into the lingo. Which results in sometimes words degenerating into weird pidgin languages, like is demonstrated at the start with "lizzer" and "humie" being cutsey and slip of tongue casual. Government Mimes. Mimes. All the mimes. So many mimes. Mimes makes up the government, ever since people learned how to communicate through symbols and tvs and automated things the religion of Homeostasis has taken over, making motion minimal. There is no specific reason it seems that things have turned into mimes, or why this is a central part of the government, but that's how it is. They sure like their black and white makeup, and that is a rare thing that breaks through the quarantine measures. The rest of the governmental natives are the lizards, who insist that they are the best (the ones who aren't mimes, anyway). They're the ones who invented the sun, after all. The emperor is secretly one of them, but nobody bothers with proving that, they just take the propaganda as self evident. Their central locations are nuclear silos, old factories that made it the old fashioned way, which have been refurbished for people to live within. They're some of the biggest areas that don't have walls infesting their designs splitting things into subrooms, allowing many of them to gather and talk about how great their culture and media is. Maybe the mimes have it right. Maybe they shouldn't be talking. The two factions vie for control over the government as of current, while the Arkhive tries to maintain enough stability to stop things from being crushed down. The Mime faction has some religious passion, and doesn't quite like the fact that languages are being transformed into such hybrids that don't make sense. Honestly, many of the mimes that don't have a strict vow of silence will speak to governments like the Arkhive and the Purifiers, they just refuse to converse with the incredibly smug fellow denizens of the other population. Religion Universal Homeostasis The religion of nullification. Pausing. Emptiness. The dominant force within the region, and part of the reason that things aren't as bad as they could be, but that they also aren't as good as they could be either. Freezing and inaction provide many different benefits, and with this religion it is an actual art form. Mimes are quite a good cultural thing here, and they even hold some positions of government. Force fields and walls are the specialty, and Cubic Masonry is a technology that these people have developed quite early on. This has advanced into spacecraft too, although with said spacecraft they have remained insular. Durable like a nintendo gameboy, though, which is really the best way to describe most of their construction. Universal Apootosis The religion of cell death. Everything must progress towards implosion, which avoids the greatest evil known as 'cancer'. It's something to avoid, along with the outside intoxicants. Somewhat of a cult that causes people to die after a set period of time, and one that has seen an uptick in recent years due to the traumas. As well as a weird belief that because of more people coming in to help with labor shortages, the people must even out the population. Of course, there are positives to this religion too, such as a focus on enjoying life as you have it and peace. An exceptional set of care for people at the end of life and ability to enjoy things in the time they have left. A lack of needing to pay for social security because of said lack of aging issues. A set of cells and minor bit of magic involving the literal splitting of 'atoms', which helps power things such as the scrubbers, making nuclear batteries quite a treat for these people. There's also Paragonism, which is about being a good person and reaching your ideals or whatever. But they're such a minority so nobody cares about their little cult. Resource Resource: Atmospheric Scrubbers [Spacecraft / N/A] Scrub scrub scrub the force fields near the edges of the colony. These planes are real good at that, and practically able to go into space themselves with the right measure. They have to constantly scrub around the bubbles of the area to let sufficient sunlight in to power some of the cells, and this has been done so much that there's a surplus of planes to go around, to sell, to give to whatever people. Which in large part is currently the literal Psycho Capitalists. It pays well and at least on an economic level has everything going squeaky clean. Desired Import: Labor The quarantines have always made it hard for people to go outside and do work, and the recent collapse and downturn of population have made it even more so. More than ever, people to do basic functions of society are necessary, the ins and outs of living and delivery. It's a mass thing, not quality but quantity, plus, somebody's gotta handle all of the filth and disease of everything.
  6. "Ah, sorry buddy. Not everything can be won. We took the same risk, and we saw opposite sides of the coin from that singular branching point of sixteen. But still." She smiles, looking over at Cagairmor, gesturing to the hand. "The dealer could render the outcome trivial."
  7. The woman gives a bow of her own, and starts to play, glancing over to the newcomer. "May we have the best of luck, while we are all on unique sides here, the true chips to be won are those of bondage. Bonding together. Making bonds at the bank." She starts to draw, hitting steadily. Meanwhile, the other purifiers start to glance at the other workers, and there may be some good chatting done between the onlookers that aren't part of the main hand of festivities. Hitting Fourth Roll There is a smile behind those eyes. "Hold on twenty~"
  8. "The dealers name is Sha Ren. It may be good to do introductions." But she gets a handwave and a smile from the main contestant, smiling like a shark, baring her grin. "This is not a place for names of the flesh. We represent our true selves and take on rolls. Take on roles. Take on rules of this world. Here we are Dealer and Player. We exercise our hands with the will of fate upon us, and be it a bright flicker of an ember or a giant blazing glorious bonfire, we see what the fickle threads of chance have to bear." The woman starts her game, picking up her card, smiling broadly.
  9. A shadow creeps in, a figure covered in sparkles and glamor, appropriately dressed as a human. There's a mask over her face, but there's no weapons brought either. It's obviously from the Purifier delegation, with the several looking around and making an air of having fun with the gambling. Of course, the main event is the blackbird table. While the others look around to play more modest games, or more accurately observe, the single figure at the front wears a smile and tips her mask up. It's a girl who looks a little familiar to those present in the room, but she seems to have dressed for the occasion. "I'm looking to play a hand. Blackbird, you call it?" She gestures to the table, with a couple of the other moonmen coming on over to observe, this stage immediately taking precedence over the others. "Lets see if we can't capture a little birdie." The woman picks up her dice, twists them around curiously in her hand, and then-
  10. Glorious Purifiers Ruler: Titania Diplomacy: 8 Military: 7 Economy: 3 Faith: 2 Intrigue: 9 Stat Growths +1 Eco, +1 Int Ground Units: 3 Space Units: 4 Ground units defend whatever tps necessary to resist sacks. Treasure Paperwork Spending 1 Treasure on actions, Gaining 1 Treasure from income. Potentially -1 for a resist which I presume is happening. Expected Net Change 3 > 2? Actions Mil: Invade Region 37 Dive up leagues into space and come down landing for an assault, bypassing mountains and making for a spectacular display. Giant storms of titanic monsters crashing into the earth, snaking around the region and encoiling it within their war frames. Space Front 4+1 [5] Space Units, Admiral 9 Aka Cascade Using Tactical Doctrine Measured Advance (-10% to both sides casualties) In accordance with an agreement to honorable combat between the Ducal Diplomatic Corps (HOF) and the Purification Council (GLO). Rough Summary: Fluff limitation to restrict fusion weapons in orbit, both commanders use Measured Advance, keeping hostilities to the upper orbits rather than anything that might drop down or through. Apply Orbital Superiority to the battle in 37 and also in 38, should the native defenders intercept ALF. Accepting additional help from RRE and helping them transport troops to the landing zone. 3+2 [5] Ground units, General 5 Millenium Zell (Heir) (who will be spectating from afar and manning artillery, given another general is taking point). Accept additional RRE help, with Aíne Uistein leading the battle (Mil 9 commander), using Measured Advance (-10% casualties for both sides). GLO still getting control of the region upon a battle victory. Eco: Build BRG Base 1/3 (In region 44) Eco: Build BRG Base 2/3 (In region 44) Int: Build BRG Base 3/3 (In region 44) Int Secret, spending Treasure Non-Actions Oppose all unauthorized Buyouts, Conversions, et all. Have all government supports fire upon unauthorized entrants to suffer them 1d3-1 Unit Losses. Authorize all conversions to Coedd the religion. Authorize all actions taken by Glorious Purifiers [GLO] (obviously). Contribute fluff action to Coronal Catalogue of Duelists (see the Heliotrope Broadcast segment labeled as such). Contribute fluff action to The People Want Action (see the regular nonaction segment labeled as such). Spend 1 Treasure on the resistance roll to avoid losing BRG rep if necessary. Titania has a coming-of-age ceremony, where she hits normal human adulthood. This is worthy of a grand hallmarking, even if Purifier culture doesn't consider somebody properly 'elder' until much later. Unlike many other glorious affairs and spotlights in the public, she spends approximately three off the air with a few loved ones and friends in a domestic vacation away from the responsibilities and duties. Unlike many other things in her life that get covered by media primarily but not solely on the Heliotrope Broadcast (such as her being The Player in the grand opening of the , this time is an utter and absolute blackout where nobody knows her presence. Holly Heliotrope personally warns that anybody attempting to pry even a little will be tracked down and wish they had met a fate of execution. Introduce the Millenium Zell to the public. (Dynastic Heir that rolled 2 Dip, 3 Mil, 2 Eco, 4 Fai, 4 Int) The heir that Titania has chosen is a strange one, but one that makes natural sense given the course of events. She herself was a natural combination of memories and birthrite of the Moonmen, her successor should continue that trend. Not just for the Moonmen, but for those they have created. The Millenium Zell has been gathered from a mixture of legends and embodied into a Zelf human hybrid, one that receives inputs and thoughts from the collective votes and thoughts of the Zelf populace in order to operate. A definitionally elected representative, although one that needs training data and a constant stream of souly filled fuel to prosper and function properly. She's a little wonky right now, and is very much looking forwards to her first outings. Her eyes shine with determination. The girl marches onwards to liberate all sentient beings that spark with soul matter. The People Want Action People differ greatly on what constitutes acceptable policy for workers, this is something that the Glorious Purifiers have increasingly worked to understand over the past decade. The Veehran way of doing labor is so offensive to sensibilities within inner orbits that merely bringing the people to Badal erupted a tremendous response of violence. Fortunately with the Union, suggestions from the Purifiers, and other orbits coming together a better practice and culture can be imported. Really it is the culture that is most suggested. Something where the workers get to choose their own jobs from amongst a wide set, both on what they are best capable of and of what needs to be done. An organizational live in community for the citizens of the newfounded area. One that provides everything for them, living quarters, entertainment (provided by HTB), food, their own service industries for trash delivery and the like. It would definitely require a complete upheaval of whatever was there before, and the how is a little difficult to pin down in precision, but the Purifiers would be willing to help clean up the mess and restructure the system that is already in array from the military conquest and from the sacking that ravaged the systems, but all the better to come in and create a new community with Sansar and Baldan standards of civility and bounty. The Purifiers also have little hope that they would truly be welcomed in, given that Snaking Snews has taken a hostile stance towards its news rivals, but they are willing to offer cultural aid and suggestions for a tightly woven family unit the people of the region can all choose to become part of. They also have every belief that the sorcerer lords will obtain the capacity to guide the labor well. A general dossier on Anna Kremhild has been requested, and information will inevitably make its way into the hands of those that wield it. The fleets of the Glorious Purifiers are comparatively small in number, and even small in scale compared to most of the vast, vast ships that often go through the stars or that hail from Mekhala. However, the ships absolutely dwarf any given crewmember and they seem to have a literal life of their own. Often favoring stealth and getting in close for melee while thriving in difficult terrain or circumstances. There is also a good deal of magic and machinery involved to foster said circumstances, at these ranges in orbits even slight flux in calculations can throw bombardment calculations wildly off. If the fight were in pure space then this might be an extremely favorable matchup for the House Of Fire. However, getting close to the proverbial and literal jungles of Sansar might make a mosh pit out of everything. Anna herself, aboard the avaLance,has the ability to both create and thrive in these environments. Fighting her leviathan and crew inside of a ship is akin to fighting hand to hand with grenade launchers. She has always come out on top in most contests, even those that turned into long range artillery fights, and while she does not specialize in them, she knows sufficiently how to offensively engage in such. This is her first true non-simulation fight against a massive fleet from another elect, in a war scale near the biggest that has yet been seen. If foreign duels and customs of honor are presented, the Purifiers will listen and discuss. Anna, A Personal Detailing A prominent member of the community in terms of strategy back when war games were just games played between the small factions and preparation to take out larger kaiju within the Moonsoul Mountains, as well as strategizing online and becoming a prominent member. She served largely as backline strategist and as a medic, repairing and crafting the literal kaiju that would swim the unique lands, and eventually retired from her more frontline role to help teach up a new generation. Now she has codified her methods, placed the knowledge down, and plans to explore this wondrous new sea in the stars of far more infinite size. Strategy is universal, however, and lots of these places are ones she knows from the InterPlaNet anyway. She's a minor celebrity in tactics even outside the Moonsoul mountains and has been known to use her processing power to crush enemies through raw efficiency. Her bonded Courtship is called avaLance, in the approximate shape of a Pelican Eel with dangerous jaws and a plasma cannon in the center, energized by drawing in all the surrounding heat. Spitting up and gnawing on more debris and parts to store it, which can sometimes include very risky fissive material to projectile swat onto enemies. Often, the trash thrown in the way of the enemy itself has primitive weaponry and ai, like hurling Titanium Elementals at enemies through a catapult, but instead of magical constructs it's AI guided missiles and weapon platforms and plasma balls. Avalanche Tac Doc Fluff For the first time in forever... She's titled Cascade for a reason. Build up a significant amount of magic, and in more recent times technology, cannons, raw masses of metal and meteor. Put them into place swiftly, scope your enemies out. Hit things with overwhelming force with an emphasis on damage. The chill that comes from haphazardly setting ships to suck the heat out of everything can delay certain strategies, especially from those less knowing or capable of working within the environments. However, war is a zero sum game, and dampening the environment with technologies and magics to pull energy and reutilize it into weapons is a win-win. A strategy centered around the Avalanche doctrine tends to use forces comprised of large disposable and low cost low life manned crewships with segments of elite strike forces to slam the most damage into the enemies that are stunned and prone to making mistakes in novel circumstances. The mass of gears spiraling across the mountains, moving steel, fashioning bars. Little shadows of plants and sealife pulling their weight, constructing trucks to construct cranes to construct walls to construct a base. These hilltops, once comparatively barren but for stone and wind, not hold a mass of infrastructure, one that spreads far past the literal holdings and cut of mountainscape that have been sequestered for the Basu-Rahman to stay at. Underground locomotion. Above ground towers and wires. A literal jungle of steel, fashioned in the shape of plants, looking a dull steel gray yet so vibrant and full of life. Thousands of tendrils and hands pour out from a central mass. The tree like organism roars with magma, molten energy from the core of Sansar, pouring out like maple syrup from the edges and holes to feed the leaves. All the industry would be a slow process, were one to observe it from above. Yet there is something metaphysical about this utterly mundane work, as the structures build higher and higher. One would expect waste, but there is no steam or compost or excess. All of it, in one way or another, gets folded into the work. Carbon is carbon, life is life. "Lord Titania." The processes slow, the giant gears, several the size of a human apartment complex, turn their attention like eyes onto her. It is Cascade, a Moonman who despite being a sorcerer and a powerful admiral in her own right, is dwarfed by the presence formulating here. She stands before the tree webbing of steel, baring a grin and crossed arms. The larger effigy, meanwhile, has a voice over speakers, and a mixture of genuine roots with steel wires that coils around the admiral. "... why do you call me lord?" "Because nothing else will get your attention. The Fiorid nobility is contesting our control of the mountains and the lands beyond, they're shifting their war front back from the moon to contest our reaches." "Do they march on us here? Now?" "No, b-" "Then I will deal with it later." "For Talan-stop playing with your toys! We have a war to fight, you need to be up to date! You've already built the thing weeks ago and you said you'd see to the war later then." "The fact that you think this is done is precisely why I am spearheading this project personally. Your wars of dirt can wait. I constructed dear Zee to help with the more mundane administration, while I handle the cosmic matters. You know it takes me hours to shift states, and days to truly get into a rhythm." "And the House Of Fire is involved." The gears slow. "They aren't messing around. They're bringing a fleet bigger than ours, though we'll see about better. We need you to be updated on the situation." "... very well. We will discuss in six hours, when the stars are bright. I have some final adjustments to add, some things to shorthand if I am truly to leave things in this semi complete state, plus the usual time to become merely little Titania again." Coronal Catalogue of Duelists It's time to do a lovely little segment of planetvision involving the most elite fighters of weapon cultures gathered from across the globe. I and many other Moonmen regard there to be higher arts such as meditation and magic, but a whole lot of you folk fight with sticks and stones and broken bones. So for those of you who don't have words to hurt people, here you go. We're going to be broadcasting the duels between several Zelfs and other combatants in miniature competitions for fun, displaying and deducing together who would win a death battle!* *Not actually a battle to the death. The empire is willing to come spectate and come investigate these methods of war, we know you rich people want to donate, but are too shy to even be seen linking up to my personal page. Our Zelfs have the finest in medium scale field arts shown from around the globe, conjured from the fallen who were beaten in quite unfair methods. Pick your favorite! We'll be handing out rewards to the flashiest fighters that win the polling at the end, so that way you can be sure they'll give a spectacular show. I gave the warnings. I plastered the signs. All ye intruders on this week of slumber for my lady Titania shall receive what's coming. We can't display her wholesome events, but some of my more ... hideous and gruesome associates can show you exactly how we deal with high level crimes. Not directly done by or endorsed by me, Holly, personally, the Heliotrope Broadcast is a wholesome and chill place that is a relaxing alternative to , and I don't have the stomach to do much of what's pictured. Rated PC-M for Passcode-Mature (Passcode Mature being a rating which means you need to provide evidence of being above the age of consent to view this content as well as a modest monetary payment, and that it is a magical one-time viewing directly to said person.) Welcome welcome! After years of steady work on the smaller scale, we are proud to introduce Helios Hospice to the general public. An organization built on delivering medical care to soldier and citizen alike. Each Moonman within having sworn an oath of non-interference with wars going on, on a mission whose designed express purpose is bringing the injured and dying to safety and optimal condition. We will be visiting battlefields across the orbits in a more official capacity, during battles rather than after battles, and bearing emblems of identification. We have already saved thousands of lives, and that's just the start, because our medical improvement plans don't stop at just picking bodies off the space-floor. We have a comprehensive, long lasting mission to ensure the brightest future imaginable for all of Tekhum. Together, we can make a change. Helios Hospice is a subsidiary of Heliosphere Enterprises. Non-interference oaths are temporary, limited scope to official wars involving one or more Elect, time restricted with continual monthly renewal. Helios Hospice bears no legal responsibility for deaths, injuries, or other abnormalities occurring during or after their operations. Individuals have first pick of where they are delivered to upon recovery, Helios Hospice has no obligation to deliver anyone to a final location against their will. All gathered cadavers are property of Helios Hospice. Smaller scale hospice operations will continue during times and places without major wars, and terms may vary slightly or significantly from those presented for wartime operations. Those receiving clerical care from Helios Hospice may be subject to oaths including but not limited to the oath of non-interference. Those receiving clerical care will be excised from the battlefield and brought to clerical centers. The Basu Rahbellion Special attention will be given to the alliance the Soom Clan whips up to put down the revolting citizens. Coverage will be wide spread, and while we hold out hope that truth and honor will prevail, the brutal truth is that such things may not be likely. We rushed production on Helios Hospice to have it be ready for this senseless slaughter, ready to protect as many people as possible. No, we will not have Helios Hospice act against nonviolent enemy wounded. Yes, we will be broadcasting the event as much as possible. Stay tuned for more updates. Releasing soon: New wargame maps based on all the tactical information and regions gathered up from observations. Coming both in hyper realism, where the relative advantages come into play of each side, and balance patch, where you can play as each faction in a pvp matchup! Cassst your own sssnnaaaking sssspelllssss. Maraud all over the place. Play as the explosive Khylokians and banebust all over your enemies.
  11. The couple representatives of the Purifiers are comparatively quiet in their watchings of the proceedings. Unlike previous times, there is little for them to say, and they make their documentation elsewhere. They do mark an Against vote in regards to the 'freedom of religion' act, for obvious reasons. Converting outside Sansar is a thing that the Purifiers might want done, even if only in their own lands outside Sansar. Though spreading Coedd elsewhere would be a bonus on top of that, because the religion itself is appreciated.
  12. Keon was pretty well feasted at this point, but also well worn. Looking very much battle torn and more like a bleeding monster out of a game than the knight they started as, rapier stuck out of the neck from the previous opponent. They yank it from the hilt and levy it at their opponent, their own weapons comparatively broken. So kind of the fallen to lend their aid like this. With a lunge, the conflict is on. Unfortunately, the bleeding, the scathing, the murdering and feasting and any number of other adjectives had taken their toll. The wound of the rapier bled out, and in the conflict that followed Keon faltered, finally suffering an ill fate. At least for the glory of their kingdom, it was a loss to an honorable represenative... rep, resenatative, rep, represen...tative
  13. Murderous intent indeed, from both participants in the struggle. Keon was looking to score some bloodshed proactively.... but this would have to do. Turns out being flat on back from the way they were devouring the last combatant had disadvantages, and so it took a moment to hop up and throe thineself at the next foe. And it turns out, they feast some more, the rapier strikes true, finding a way through the armor to stick out and pierce what might be some part of the neck. Yet the rampaging melted luminescent dark knight continues onwards, mixing blood from before with nanomachines from the new as the flesh continues to rend. "And another one bites it! Or should I say, is bitten, ey? Eeehy? Neon's handling the thrashing well and ripping things up, the dark horse may just win this one folks, but even if not, he's gonna bring glory to t-wHAT-"
  14. "Well, let it be done." The warrior, still reeling, feels the presence of something around him. Rather, the tendril arms on the back do, which have their own limbs and claws. Thrusting backwards into a lunge like a wild beast, past the falchion to rip and tear and rend... ... the opponent, getting past that weapon. The man seems almost limp at this point, burnt and wavering, and it's the thing on the back doing the true fighting at this point. Gnawing and gnashing like an octupus crinking up a squid, gruesome and savage and getting blood all over. The knight sizes up everyone else while his back armament has its feast.
  15. Neon, meanwhile, glared. Prepared for this fight, levying weapons and tendrils both. The man shaped person was glancing at another target, but the challenger interrupted it relatively mid stride. There seemed a smile beyond the mask, surely some measely sun and flash wouldn't... And yet, it did. Scalded by the attack, and with the armor melting but still there, the knight tries in futility to strike at Aki. But the hits and long lashes and pokes of the tendrils go wide, and more importantly aren't far enough to hit the throwing range weapon. Keon isn't quite out, but things are looking grim.
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