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  1. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 8 +1 Military: 10 Economy: 2 Faith: 2 Intrigue: 6 +1 Used specials: M5 D5 M10 New ruler next round? No Country info [Change this round] Units Ground/Space: 4/3, [+0/+0] Treasure: 1, [+1 from EMP action, -1 from use] (added one from sack last round) Regions: Sansar: 23 (Kan, capital) Action templates [Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to .... Put Shrewd business, CI, org bonuses here Sacks: CI Expert Foraging (2d8)
  2. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 7 + 1 Military: 9 + 1 Economy: 2 Faith: 2 Intrigue: 6 Used specials: M5 New ruler next round? No Country info [Change this round] Units Ground/Space: 3/3, [+0/+0] - update this for round 5 opener Treasure: 0, [+0] Regions: Sansar: 23 (Kan, capital) Action templates [Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....
  3. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 7 Military: 8 + 1 Economy: 2 Faith: 2 Intrigue: 6 Used specials: M5 New ruler next round? No Country info [Change this round] Units Ground/Space: 3/3, [+0/+0] - update this for round 5 opener Treasure: 0, [+0] Regions: Sansar: 23 (Kan, capital) Action templates [Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....
  4. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 7 Military: 7 + 1 Economy: 2 Faith: 2 Intrigue: 5 + 1 Used specials: - New ruler next round? No Country info [Change this round] Units Ground/Space: 3/3, [+0/+0] Treasure: 0, [+0] Regions: Sansar: 23 (Kan, capital) Action templates [Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....
  5. Ruler His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 6 + 1 Military: 7 Economy: 2 Faith: 2 Intrigue: 4 + 1 Used specials: - New ruler next round? No Country info Units Ground/Space: 3/3, + 0/0 this round Treasure: 1, -1 this round Regions: Sansar: 23 (Kan, capital) Action templates [Military] Assault region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....
  6. Spoiler: Ruler Hide His Excellency Elia Eramo, Imperial Plenipotentiary for Kan Next round stats: Diplomacy: 5 + 1 Military: 6 + 1 Economy: 2 Faith: 2 Intrigue: 4 Used specials: - New ruler next round? No Spoiler: Country Info, updated round 0 Hide Units Ground/Space: 2/2, + 1/1 next round Regions: Sansar: 23 (Kan, capital) Spoiler: Action Templates Show
  7. White Pawns Regions: Kan (23) Leader: His Excellency Elia Eramo, IPPfK Diplomacy: 4 (3+1) Military: 5 (4+1) Economy: 2 Faith: 2 Intrigue: 4 Geography Kan is situated in the rough center of the continent of Zabava. The most prominent geographical features of the region are the western peninsula of Padets, with minor isles scattered around it; the great lake, called Velkit; and the cave complexes in the south, with many "natural shrines" consisting of beautiful stalagmite formations. There are two biomes, broadly speaking. The southwest and center is rocky and hilly country. The mountains there used to be somewhat taller, continuing the mountain range to the south, but they have been scattered by the powerful magic released two centuries ago. Although the entirety of Kan is criss-crossed with modern travel infrastructure, and population has swelled since the WoEB to more than a hundred million, the highland towns and villages preserve a traditional rural atmosphere, having for example small grocery and craft shops that are economically redundant, but allow one to live without commuting to economical and cultural hubs very often. The rest of Kan, especially the coasts, is lush with greenery and fertile. The biggest urban agglomerations are in the lowlands as well: Morye in the west and Zakhodni Zaliv and Zhveplo on the east coast. Zhveplo is famous for its sulfur mines and Zakhodni Zaliv is an ancient trading hub where cultures have historically mixed, while Morye offers the best natural harbor, protected by the Padets peninsula. Much of the area is built up, but this is a reminder of former glory and pride. Especially in the larger metropoleis, only choice districts have been restored and are inhabited. The rest of the sprawling urban jungle, in large parts consisting of rubble, is avoided physically and in conversation. Dysfunctional remnants of magic litter the area. On some days, they are less dysfunctional than you would like, transporting you arbitrarily or causing conditions ranging from funny to horrifying. The ruined suburbs are avoided by decent people and have become a hiding place for the destitute, outlaws and anti-government movements. The capital, slightly west of the geographical center of Kan, is called Lunino. It rests on the slope of a volcano gone extinct long before the WoEB. The caldera is filled with a small lake, Ribnik. It was believed that the lake amplifies magic by providing a connection to nature's vast reserves of it. Hairy eagles are sort of a mascot for Kan. Some say that they were hairless in ancient times, but that is unlikely as such a feature would make them less resistant to the cold. It is more likely that an ill-informed journalist confused the hairless Kanites and hairy eagles. Buckwheat and rice are the staple foods of Kan. Synthetic food is not very popular yet, although mass media trends could change that. People & History Whether Kanites are humans proper or merely a closely related species has been a contested question, with different educators and scientists giving different answers, to a large degree based on their political stances. Kanites have a human-like body, differing from humans principally in these details: Kanites have orange skin, so prominent is the hue that they are sometimes nicknamed carrots or, with considerable insult, gingerskins. Ironically, they can't see this by themselves - read on. In place of "red" cone cells, Kanites have a type of cone cells that allow them to see the concentration of magical energy, an adaptation that has served many mages in the history of Kan well. Determining the type of spell cast and other details without using any tools other than the eyes, though, is a difficult feat that can be achieved only with talent and after years of training. Kanites do not have a strand of hair on their head or body; instead their heads are protected by exoskeletal scales that protect the cranium. These scales are attached to the skull with cartilage tissue that serves as padding. The scales have different shapes and color varying by individual and life stage. Though it is more difficult than with hair, they can be and are shaped with physical and chemical means to enhance appearance. After the War of Eternal Bombardments, families with great magical potential, known as the Charovniks, led Kan. Back then, as well as in what is known of ancient history, Kan was more of a geographical and ethnical term, as the area was home to an ill-assorted collection of polities. Using impressive magic, the Charovniks strenghtened by the interbreeding and experiments they did to isolate the genes with greatest magical aptitude, they restored their region to good shape quicker than many other areas of the Empire recovered. Later, about two hundred years before Round 1, they attempted to make use of a perceived low in Imperial power and authority to break free from it and take as much as they could from the Empire. The Imperial army arrived in force when escalations of insubordination became unacceptable. The Imperials made short work of Kanites on the open battlefield, but the latter withdrew into the cities and hills and fought from there for every inch of soil. The fighting and Imperial bombardment during this war left many of Kan's cities in ruins to this day. During the last months of the war, the Charovniks hid in a stronghold and concocted spells of mass destruction, which they unleashed when defeat could not be delayed any longer. Their spite inflicted the largest casualties on Imperial forces among any encounter in the hellish campaign, but also laid low what had been intact of their country and their noble families. The spells at first impact slashed off limbs and turned the ground upside down. Later, they poisoned the winds passing through Kan and inflicted the families of soldiers coming home with grave sickness and disfiguration. For this reason, even more so than because the Charovniks led the country into war in the first place, mages are now widely hated in Kan. With the region completely devastated and without leadership, the Empire set about occupying it and created the office of a Plenipotentiary tasked with overseeing the material and political reconstruction of Kan, and ensuring the Kanites do not rise up again against the Empire. The Empire instituted education that emphasised loyalty to itself, reduced and deemphasized Kanite national pride and traditions, and attempted to get Kanites to have peaceful, mutually advantageous relationships with their neighbors. Some of the impacts of this have been that many Kanites have become mercenaries; after all, what better way is there to serve a neighboring country than to protect it with force? Also, those who oppose the current government structures often take the stance that Kanites need to be more conscious and proud of their traditions, which is often countered by the claim that these traditions have led to the disastrous reign of the Charovniks. Kan has been occupied for the last 200ish years, but gradually, the Empire's wariness has subsided. Most of the occupying troops went home, leaving policing to trustworthy Kanites. The Plenipotentiary has become a profitable office to be elected into, if rather removed from the Court and the Imperial capital. Doku Saisha, one of the past Plenipotentiaries, in league with some courtiers that saw the potential in molding Kanites into a useful tool for their ambitions, created the White Pawns organization and gave it control over much of the territory and populace of Kan. The international stereotype of Kanites is expressed in the adage "Peas (peace) and carrots don't mix." Kanite raids and offensives were frequent in the history of the surrounding areas, and the relatively recent rebellion and fierce resistance offered to the Empire only solidified the image. Nevertheless, most Kanites today feel guilty for their nation's past agression. Martial valor, in spite of the occupation remaining an important value in Kanite society, compensating even for the hole left by the departure of magical skill as a positive value, is expressed through gladiatorial games, recreational animal hunting and mercenary work. Many left during the Kanite Rebellion or in the aftermath, but there are some minority sapient species in the region, including regular humans and Durats. They are largely concentrated in the Imperial Quarter of the capital, where the Plenipotentiary's seat is. This includes a symbolic regiment of the Imperial Army seving as the Plenipotentiary's honor guard. Government Kan is under the Empire's occupation, formally. The Imperial Plenipotentiary for Kan is a dictator chosen by an elaborate ritual involving a mysterious divining device known as the Chrna Kotska, with just a few known requirements for candidates: - they must not be a Kanite (that would run counter to the definition of an occupation) - they must not hold another office in the government of the Empire or the provinces of Tekhum to prevent conflict of interest Originally, the Plenipotentiary was to be elected by the Imperial Senate, but due to its frequent deadlock and disinterest in Kan, the Empire created the Chrna Kotska to declare the Empire's will for each election. The Chrna Kotska is a dark glossy cube, light enough to be carried in hands. It is handled by the office of the Priest of Orphon. Any country under the suzerainty of the Empire of Tekhum can put forward a candidate, though the Chrna Kotska can also lead the Priest to a candidate proactively. Critics of this system say that the Chrna Kotska's suggestions are unpredictable and there is no obvious connection to the current Emperor - no transmissions from the cube to the Imperial Crown have ever been detected. The Priests for their part are unwilling to let someone experiment on the cube closely. The Plenipotentiary exercises their power in choosing foreign and domestic policies for the whole of Kan. However, they have little time to spend on day-to-day matters, or they might not care for them at all, if they're from another part of Tekhum and want to spend more time at home, as is often the case. Thus these mundane tasks have been in the most part delegated to the White Pawns, although there are also some smaller autonomous areas, enclaves gifted by past Plenipotentiaries to their friends or influential leaders for various reasons, or remnants of pre-occupation polities ruled by a native Kanite aristocracy. The current Plenipotentiary is Elia Eramo, a relatively low-ranking noble human from the Cerulean Kingdom who had lived in Kan for a few years, overseeing a company he held shares in, when he was picked by the Chrna Kotska unexpectedly. Since then, many relatives and acquaintances have tried to contact him, hoping he'd throw a little of his fortune their way. A dedicated unit of the White Pawns protects him from such unpleasant encounters. The White Pawns are an organization that provides services to the Empire, Imperial courtiers and nearby states and tycoons rich enough to afford their services. They facilitate tracking down outlaws or political rivals (especially but by no means exclusively magic users), suppressing inconvenient factions, investigations of property damage and protection of civilian ships. The Imperial Army is plenty capable, but can't or won't protect the cargo of a merchant of local importance. The cargo may be vitally important to him, but it isn't to the Empire. He might then hire the White Pawns. Also, some orders come from the Imperial Crown itself... sometimes, the Empire's direct interference would appear inelegant, overbearing, oppresive. That is when the White Pawns are called upon. The White Pawns are led by the board of Captains, with each Captain having brigades of mercenaries and spies under him. The Captains are promoted through a mix of precedessors picking them or becoming distinguished enough that their troops proclaim them a Captain. The Captains meet to select civilian advisors for various departments like Finance, Education, Space Travel or Magic. There are no elections for the country-wide government in which common citizens participate - though there are city leadership elections in some regions. Starting technologies: Wet Navy Ships, Nuclear Fusion The Kanites conduct trade regularly with other nations on Sansar, and have a significant merchant navy. Sailing and swimming are also notable hobbies. The Empire oversaw the construction of the first fusion power plants in Kan during the occupation so that the vast region would not be starved for basic needs like electricity, heating and filtered water. Faith & Culture State religion: None Minority: Mochvsega Kanites used to believe in magic being the one way to free oneself from the mundanity and suffering the world is suffused with, and in the four fundamental forces that fuel magic: time, space, life and unlife. The religion was caled Mochvsega. Much of the details about the religion are lost now due to the interruption in transmission of its teachings and disdain of magic users. Minority: Imperial Cult A few believe that divine providence has sent the Emperor to liberate us from suffering. When His Imperial Majesty first came to this system, He spread the Word of order and love, but nobody listened, so now that the evil of the world boiled over in the WoEB and subsided, He has approached Tekhumites for a second time, offering them a means to visit Him and repent. Many more revere the Empire as the origin of civilization, and follow its trends in art, philosophy, etc. Culture: White is the color of death in Kanite society. Kanite military uniforms for which camouflage isn't a concern tend to feature white as a base color. Kanites know the value of modern technology and use it, but many of them attempt to preserve ancient traditions in free time, like sewing or farming by hand. The naming schemes of modern technologies are often a callback to older analogues, like a popular one-person small spacecraft model being named Canoe. Kanite poetry matches initial sounds of each pair of successive lines, e.g. the anthem of occupied Kan: Firstly risen Orphon, the warm sun Firmly over our past we stand tall Serve the world and Kan true Celebrate the great day In ancient times, it was traditional to bathe in the blood - really, water mixed with some blood - of one's ancestors when they died, a ritual to absorb their wisdom and transfer the ability to carry on the family name and reputation. Due to the influence of globalized culture, this has been deemed as too icky and substituted with bathing in the ashes of cremated ancestors. The traditional family consists of 2 men and 2 women, not counting children. The older woman is called satra, the older man satl, the younger woman erni, the younger man takho. This arrangement means that the younger pair (who enter this union quickly upon adulthood) has someone to teach them how to live an adult life and manage a family. Blood parents are expected to be more like friends. When the older pair die, the younger pair are "promoted" and expected to seek out their own erni and takho. As for carnal relations, they normally occur between satra and satl, satra and takho and erni and takho, with the last pair being expected to make children. Other pairings are proscribed by conservatives but occur nonetheless. Resource Faded Relics (Art and Cultural Products, Magical Items) Although Kan is reasonably rich in crops and minerals, it is the archaeological artefacts that are an endemic resource and a tourist draw. Soil deposits, old landfills and urban ruins have preserved countless items manufactured in the era of the powerful wizards and even in the ages before WoEB. Scrolls might just be faded nonsense that looks beautiful on a wall in your office, they might tell the gripping tale of a forbidden romance or they might contain a spell lost to history, although it is likely that you can't tell unless you have a degree in the history of Sansar. There are statuettes of abstract shapes and of extinct animals, some becoming animated if you touch them. There are primitive computers as well, with hard drives packed with mundane reports that should have been "emailed" (as they called it) centuries ago. Tourists like to hire local guides to take them to archaeological sites so that they can discover their own Kan souvenirs. It is highly unlikely that the tourists will ever exhaust the deposits of artifacts, in part because they often take ancient mass-produced garbage that can be replicated easily with modern technology, but there have been scattered attempts to stop this fossicking or restrict it to sanctioned sites. Desired resource: Robots Kan's heavy industry has been fairly stagnant in the recent century. There is a significant reserve of educated productive-age citizens, but such labor is expensive and the Plenipotentiary has only intermittently adopted economic policies that would strengthen the nation. All kinds of mechanized tools, computing power and spaceships are imported in great amounts.
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