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  1. Arvaxine Populate (AVP) - Round 8 Leader: Edrajek, President Stats: DIP 2 MIL 9 ECO 5 FAI 3 INT 6 Bookkeeping: Regions Controlled: 3 (54, 59, 72) for now... Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59) DIs: Laborers (filled), LuxGoods (unfilled), Weaponry (unfilled) Fortresses: 1 (R54, "The Cage") Regions with Belief in The Way of Returning: R54 (Majority), R72 (Minority) Ground Units: 4 Space Units: 3 Treasure: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening Actions: TBA, but you can expect filling some of those DIs for sure, and general state-stabilization-and-development efforts. The Arvax are very pragmatic when it comes to managing their second-class populace. Wouldn't want them to get rebellious. As well, Military supremacy is within reach, and should be attainable. Non-Actions: TBA, but I am definitely going to work on writeups this weekend.
  2. Arvaxine Populate (AVP) - Round 7 Leader: Edrajek, President Stats: DIP 2 MIL 8 ECO 5 FAI 2 INT 6 Bookkeeping: Regions Controlled: 2 (54, 59) for now... Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59) DIs: Laborers (filled), LuxGoods (unfilled) Fortresses: 1 (R54, "The Cage") Regions with Belief in The Way of Returning: R54 (Majority) Ground Units: 3 Space Units: 3 Treasure: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening Actions: ECO - Colonize R72 - TN 12 - 2d6+5 (+1 Treasure, Sought Aid (failed), Dust Hardening) Colonize We are trying again. Not sure what happened the first time, we'll send a team to find out. FAI - Conversion R59 to Way of Returning - TN 12 - 2d6+2 Convert FAI - SeekAid Colonize R72 - TN 10 - 2d6+2 SeekAid MIL - Raise Unit - Ground MIL - Impress Local Govt. - R59 - TN 14 - 2d6+9 Impress "It would be a waste of resources to establish a police state in that region. We'll just show them what we are capable of, and entrust the local government to make the correct choice for their people. I'd say a mountain is an adequate target. After all, what's the point of having a military if you can't flex your artillery finger every once and a while?" Non-Actions: TBA
  3. Arvaxine Populate (AVP) - Round 6 Leader: Edrajek, President Stats: DIP 2 MIL 8 ECO 4 FAI 2 INT 6 Bookkeeping: Regions Controlled: 1 (54) for now... Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59) DIs: Laborers (filled) Fortresses: 1 (R54, "The Cage") Regions with Belief in The Way of Returning: R54 (Majority) Ground Units: 3 Space Units: 3 Treasure: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening Actions: ECO - Colonize Region 72 - 2d6+4 (+1 Treasure, +1 Seek Aid, Dust Hardening) TN 12 Region 72 does not appear to be inhabited, but there may yet be value to be found in it. Perhaps it holds resources, or even a lost underground bunker for the Arvax to assimilate. And even if it is nothing but sand, it'll be the Populate's sand. MIL - Attack Region 59 - 3 Ground Units led by Leader, 3 Space Units led by Subcommander, Transport by Space, Overwhelming Tempo When all is said and done, the WTU may remain an autonomous enclave within our borders, truly, we do not wish them any ill will. But they must understand, they are not here to supervise us. No, we are here to supervise them. MIL - Raise Unit (Ground) It's a wonder what one fortress can do for the local military industrial complex. FAI Seek Aid - Colonize Region 72 - 2d6+2 TN 10 I would say "godspeed colonists", but there are no gods in the Way or Returning, and travelling fast is pointless when all things come in due time. ECO - Raise Treasure Non-Actions: TBD
  4. The Arvaxine Populate Will Figure Out How To Add Flag Image Soon Starting Region: 54 (Veehra) Geography The surface land that the Arvax Populate lays claim to is remarkably dull. It's little more than flat, grassy plains from the beaches to the mountains. The real marvel is the massive system of pre-bombardment bunkers and tunnels that lay beneath the surface, and wind their way incredibly deep. These bunkers were by and large quite primitive for their time, but robust nonetheless. The arvax themselves refurbished them with new stone and metal, and began delving deep into them and expanding them. Though much of the original system fell into disarray, the facilities still contain all manner of subterranean reactors, greenhouses, laboratories, foundries and manufactories, lodging, temples, transport, hangars and all other assortments of function, most of them rebuilt by the arvax themselves with the knowledge they accrued. These structures are quite nice if you like to look at metal and stone, but the land itself does not end in this way. The complex opens up and expands into natural cave systems, underground seas, and forests of crystal and fungi with ecosystems that evolved cut off from anything else in the world. Few outsiders will ever see this hidden world, sequestered under stone and shielding, but to those who know it as the arvax do, it is the truest part of the planet. History Much like any other, their genesis chapter begins in the heavens. But where their story begins, so does another end. When the powers that be unleashed their final judgment on so many others. Some would try to hide away in their fortified bunkers, deep below the surface, where they could continue in their purposes. But there is no escaping fate. Ghastly etheric weapons pieced through kilometers of stone, and slaughtered the bunker-dwellers within, leaving no survivors. No sapient ones, at least. But through mutagenic factors in the environment, a new species of sapient life emerged over time from a species that had found its way into the bunker system, and came to inhabit the ruins of these derelict mass graves. Deep in their underground microcosm they would wage their private pretty battles with one another, evolving rapidly in technology and in biology, from spears and rocks to railguns and radiation, eventually restarting the reactors that lay deep in the earth. In the time that this occurred, settlers moved into the land, the arvax would realize that their isolation was not permanent, and would unify their forces and emerge from the depths of the earth to lay claim to what was rightfully theirs. Which they did quite handily, because the settlers were not so fortunate to have evolved with a silver spoon in their mouth or fusion reactor in their cradle. These were the first non-arvax that were assimilated into the Populate, and they would not be the last. People Mammalian organisms of indeterminate origin. Nobody who has actually seen a mammal can really decide what mammal they look like, but it can be largely assumed that’s what they are. The sum of traits ascribed to them is that they aren’t notably colorful, they aren’t much larger than a human, have pointed ears, jagged claws and fangs, and hairless tails, and aren't exactly known for smelling like roses either. Generally unpleasant to outsiders, although I'm sure outsiders would find many other things to be unhappy about. They are usually a bit twitchy and paranoid in their mannerists. Anything other than that is harder to pin down, because they tend to avoid outside contact. Until now, where they have been seen more frequently in the outside world. Their sense of fashion and jewelry is inconsistent at best, the arvax themselves can get away with wearing comfortable robes in their own hallways or at diplomatic events, but in a situation of hard work, they fall back on simple utilitarian bodysuits. But they don't have a strong sense of color, as their vision is only dichromatic. Their symbolism is very ring-centric as evidenced by their symbol being a big ring. They have a cultural concept of gender, but there's not a tremendous amount of dimorphism, and their society acts accordingly. In actual number, there are in the low tens of millions, but they themselves rarely run any sort of census to verify. Government, Leadership, and Lifestyle The Arvaxine Populate democratically elect their leaders. These leaders are usually figureheads, but more charismatic leaders have had much stronger control over the people, and have, in the past, managed to have themselves voted into an indefinite state of dictatorship which grants the power to automatically confirm or veto all decisions the Populate might put forward. Their good will with the people is only ensured through conservative use of these powers, making it a rather precarious system. The current Arvax President (prounced preside-ent because I can say it is) is Edrajek of the First Territory (The bunker itself being partition into non-arbitrary partitions by exactly what vital function of the bunker system each territory controls.) Who is Edrajek? He's the latest leader elected from the people, for his successful oversight of the reconstruction of the hangar bay system with the attainment of new spacecraft technologies. He did a marginally good job at it, and got thrust into a position of power, where he now has a notable degree of authority over the Populate. So far he's been in this position for a few months. The last leader before him was deposed for abuse of the powers granted to him in a time of peace, and the one before that was removed for being too ineffectual in a time of need (the Last Guardianship War in the depths of 10th Territory). So Edrajek is a bit nervous about treading the line between the two paths. Of course only members of the arvax species can vote to elect a president or any other decision, with some exceptions, and their policies result in generally low economic and social freedoms for all people within the civilization, especially non-arvax, who are treated as second-class citizens, and forced to fulfill less desirable jobs. But let’s look at the less fortunate of society. The Populate’s second class is composed of any non-arvax species, as well as arvax who are in any way physically or genetically unfit, or anything of a similar nature. All citizens, first-class or otherwise, are still ensured a level of healthcare, a place to live, and food. This is because the bunker system is a very large and relatively self-sustaining location, as long as it is maintained. But they lack political influence, and many other freedoms, such as having highly limited reproductive rights and meritocratic job selection (rather than getting to choose their own fields of study and occuptations) For most second-class citizens of the Populate, their aptitude is working the reactors or manufactories. Faith: The Way of Returning The arvax were born of the apocalypse, and they believe that they will die by the apocalypse. All things must end so that new things might exist. There are only so many souls that can exist. Reincarnation must occur by force. History is inherently cyclical and the rise and fall of civilizations is a fact of life. The Way of Returning is a very anarchic faith. There is no single church, but many smaller sects and ideologues. It is a deeply ingrained cultural belief, one reflected in arvaxine architecture and design since their very inception as a species. In fact, some archaeologists believe that the Way of Returning itself may be a 'reincarnation' itself of the bunker-dwellers’ original Faith, though this theory isn’t a proven one. It's more likely the original inhabitants of the bunkers liked circles as a shape, but it's hard to say, since they were completely eradicated. Other faiths inevitably exist in the non-arvax population, typically drawn from surrounding regions. These don't have a majority hold on the governing arvax population. Resources & Starting Technologies Resources They Have in Abundance: Fuel and Power, in the form of Deuterium also known as Heavy Water. They Need Greatly: Laborers, more non-arvax to work and monitor the vital systems and menial jobs of the bunker-complex. Starting Technologies *Fusion Reactors - very big ones at that. * Wet Navy Ships - in the form of submarines, no less.
  5. Proposed Tactical Doctrine: Only Ash Remains Front: Ground target, but takes place through orbital bombardment (Not sure how this works mechanically?) Flavor: Field intelligence pinpoints the location of an organization's base and powerful weapons are dropped from orbit upon it to destroy it. No mercy is afforded to those forces who would stand against us, against the will of the people. Great and monolithic as they may seem, they are as fragile any other. They may seek sanctions against us, they may fund barbarians to raid us. But it is because they fear us. They fear what we are capable of. Because they know that the only fate that awaits them is Fire. Fire from the sun, an ancient Fire. Fire that turns the skies above them red and black and chokes the air from their lungs suffocating them as it chars their skin. Fire that poisons everything it touches, Fire that turns great monoliths to rubble and ash, Fire that frees the souls of the land from their oppression! From the soil do all things grow, and to the soil shall all things return, albeit, that process may be expedited, and that process may be finalized, such that from damned soil shall no more anything grow. This is no apocalypse, no great end-of-times, this is but a singular judgement, by those endowed in force enough to make one. Such is the will of the people. Effect: On both a successful TM, and a successful invasion overall, the user may attempt one Destroy Organization Base action in the region being invaded as a sub-action of the battle.
  6. Arvaxine Populate - Round 5 (1 Region Controlled: 54) Bookkeeping: Trading Posts Controlled by AVP: 2 (deuterium, deuterium) Regions of Majority Belief in The Way of Returning: 1 Ground Units: 3 Space Units: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening Leader: Edrajek, President Stats: DIP 2 MIL 8 ECO 4 FAI 2 INT 5 Actions: MIL5 - Raise Fortress - Region 54 The tunnels and bulwarks of the complex that lies beneath the plains are to be reinforced, entrenched, sprung, like a primitive steel-toothed trap. When preparing for war, you must always be prepared for it to be a long one. INT Coerce Trading Post - R59 Laborers TP 1 (Open, No Mercantile Support) - (2d6+5, TN 12) Coerce Trading Post The blood, sweat, and tears of laborers are an essential part of any well-oiled civilization. INT Coerce Trading Post - R59 Laborers TP 2 (2d6+5, TN 12) Coerce TP 2:2d6+5 INT - Undermine Support - Region 70 WTU - (2d6+5, Opposed) Undermine Support The Trade Union has no purpose to the will of the Populate. The Populate doesn't speak for all Veerhans. But it doesn't need to. It only needs to speak for itself. FAI - Seek Aid - VOID - (2d6+2 TN 10) Seek Aid The Unbreakable Circle of Time is a fickle benefactor, if it can be described as such at all. Fate doesn't tend to regard prayers. But when it does, you know it was always meant to happen. Non-Actions: TBA
  7. Arvaxine Populate - Round 4 (1 Region Controlled: 54) Bookkeeping: Trading Posts Controlled by AVP: 2 (deuterium, deuterium) Regions of Majority Belief in The Way of Returning: 1 Ground Units: 3 Space Units: 3 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue Leader: Edrajek, President Stats: DIP 2 MIL 8 ECO 3 FAI 2 INT 4 Actions: INT - Theft - Dust Hardening from CBC - (For EMP Rep) Theft For the emperor... INT - Undermine Support - WTU Merchant Support R59 Undermine The resources of Veerha must be controlled by those who are prepared to use them. ECO - Hoard Treasure ECO - Hoard Treasure ECO - Hoard Treasure There's no shortage of precious ancient artifacts and devices to drag from the depths of the earth and use for trivial purposes.
  8. Arvaxine Populate - Round 3 (1 Region Controlled: 54) Bookkeeping: Trading Posts Controlled by AVP: 2 (deuterium, deuterium) Regions of Majority Belief in The Way of Returning: 1 Ground Units: 4 Space Units: 2 List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue Leader: Edrajek, President Stats: DIP 2 MIL 6 ECO 3 FAI 2 INT 4 Actions: Invade Region 55 - Led By Edrajek, 4 Ground Units, 2 Space Units, 1 Treasure, Aid Sought (Success) - MIL Seek Aid on Invasion R55 - TN 10 - Result 13 Seek Aid Raise Unit (Ground) Raise Unit (Space) Raise Unit (Space) Non-Action: Support Erisdor's Buyout of Deuterium TP3 in R54
  9. Arvaxine Populate - Round 2 (1 Region Controlled: 54) Bookkeeping: Trading Posts Controlled by AVP: 2 (deuterium, deuterium) Regions of Majority Belief in The Way of Returning: 1 Ground Units: 3 Space Units: 2 List of Techs: TBA Leader: Edrajek, President Stats: DIP 2 MIL 5 ECO 3 FAI 1 INT 4 Actions: Invade Region 70 - Subcommander, 3 Ground Units, 2 Space Units, 1 Treasure, Aid Sought - MIL Raise Unit Ground - MIL Raise Treasure - ECO Seek Aid - FAI - (For invasion roll) DC 10 Seek Aid Convert Region - FAI - Region 70 DC 12 Convert Region Non-Action: Support Erisdor's Buyout of Deuterium TP3 in R54
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