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Round 2: Begin!
Years 2037-2039 of the 99,803rd Era of the Imperial Calendar

Round 2 will close on Sunday, February 25th.


Announcements!
Empire! 8 is moving to Myth-Weavers! Round 2 and all subsequent rounds will be hosted on this game-specific forum.

Dice rolls should be made attached to your IC post, and must be given a name corresponding to the action they are for. Rolls with no name or ambiguous names will be ignored and considered invalid.


Local trade guilds and regional business people begin to look at the bounty of trade beyond their borders with curious eyes. Player nations are given two extra rounds of leniency to acquire their capital region Desired Imports. Elect who fail to acquire their Desired Import will lose the support of their merchant faction at the start of round 6. The timer for non-capital regions remains unchanged.

Discovery!
Explorations, prospecting, and other news from afar
 

Maps of Tekhum


Tekhum
0-Tekhum-System-Base-Map.png
Sprites by peony.

Region numbers marked on the overall solar system map above indicate single-region natural and artificial satellites. New space stations and similar regions created during the game will be added to this map.

Badal
1-Badal.png
Airship sprite by DualR. Commissioned by OpenGameArt.org.

Sansar
2-Sansar.png
Space Needle sprite from https://game-icons.net/.

Firmament
2-SZ-Firmament.png
Not to scale.

Aridyin
2-SZ-Aridyin.png

Veehra
3-Veehra.png

Mekhala
4-Mekhala.png
Distances not to scale.



U.N.N.C.L.E.’s scouting party into the Eye of the Storm on Badal never returns, their ultimate fate unknown and unknowable, but agents dispatched by the Federation of Badalian Chaebols do return! Barely surviving the ripping winds, they spent a full day at the helm of their airship before finally breaking through into the calm and placid Eye. Their ship was gently rocked by regular pulses, and soon the source became clear: within the Eye, a massive mechanical creature like a great dragon flew in circles, its clockwork wings beating the air and whipping up the storm. Though the explorers were initially wary of the dragon, it approached their airship slowly, turning over to reveal the scars of untold centuries of exposure to the acidic clouds of Badal, before it ejected its enormous wings with two blasts of steam and allowed its failing body to fall to the surface below. With proper respects paid to the clockwork dragon, its wings were recovered and brought back to Neo Guleum, now owners of the last legacy of the mysterious creature.
The Storm dissipates! FBC gains an Artifact: Artificial Wings! A pair of enormous clockwork wings. Salvaged from the failing body of an ancient draconic automaton, they are not only incredibly large but also remarkably compatible with contemporary technology and imbue vehicles with enormous speed. Reduces distance penalties by 2 (to a minimum of 0) on one action per round.

Diplomats from Caipe Ushere are sent into the bamboo forests north of their capital, hoping to make contact with their more obscure neighbors. The reason for the obscurity becomes clear when the envoys are sighted by heavily-armed scouts and taken prisoner; evidently the locals are extremely unfond of outside influences. However, their silver tongues serve them well, and they are able to not only ensure their safe release but also gain the (perhaps grudging) respect of the local government. Caipe Ushere sends a diplomatic mission to Region 28, discovering a region with a Majority of Militant Xenophobia, 3 Trade Posts of Bamboo (Flora), a Desired Import of Specialists, and 2 units of native defenders! Caipe Ushere receives +1 to one Sway action in this region next round

Coedd’s awareness expands. From seeds swept by the sea to the islands south of Coedd-place, the entity becomes conscious of new meat creatures and the enzymes they extract from local sea life. Coedd surveys Region 34, discovering a region with a Majority of Fanatical Xenophilia, 1 Trade Posts of Curative Enzymes (Medicines & Drugs), a Desired Import of Weapons, Armor, and Munitions, and 3 units of native defenders!

Explorers from the Cerulean Kingdom travel eastwards to map uncharted lands. Hugging the coast, they encounter numerous city-states within the lush rainforest, who seem eager to trade with the expedition. In order to identify agents of each city, they have developed an advanced and complex system of heraldic uniforms, and the city-states offer their services in developing uniforms for the explorers too. The Cerulean Kingdom sends an expedition to Region 41, discovering a region with a Plurality of Pratibdhism, 2 Trade Posts of Uniforms (Fabrics and Textile Products), a Desired Import of Medicines and Drugs, and 2 units of native defenders! The Cerulean Kingdom receives +1 to one Buyout action in this region next round

Hecaton Karcheras Katos leads an expedition to a distant asteroid “east” of Al-Miraya. He finds a relatively simple region, well recovered from the War of Eternal Bombardments, but not truly thriving, as the population remains low. Most noteworthy in his eyes are the unique beautifully embroidered textiles woven by the locals. The Llort Society Protectorate sends an expedition to Region 99, discovering a region with a Majority of Six Sisters of Pleione, a Minority of Cult of the Seventh Sister, 2 Trade Posts of Embroidered Fabrics (Fabrics and Textile Products), a Desired Import of Soldiers, and 3 units of native defenders! The Llort Society Protectorate receives +1 to one Buyout action in this region next round

CASSIOPE surveybots move sunward from the Space-Kelp cluster to chart an unknown asteroid. They are met with a sort of haughty indifference, typical of the fashionistas who seem to have risen to economic prominence in the region. C.A.S.S.I.O.P.E. sends an expedition to Region 86, discovering a region with a Majority of Star's End, 1 Trade Post of Haute Couture (Luxury Goods), a Desired Import of Ores and Alloys, and 4 units of native defenders! C.A.S.S.I.O.P.E. receives +1 to one Buyout action in this region next round

Growth!
Expansion, development, unification, and similar forms of growth and prosperity

The Kingdom of High Ishtahnos establishes a Confederation Claim on Region 67

The Wicklund Salvagers establish a Marriage Claim on Region 39

Statecraft!
Cultural events, diplomatic overtures, foreign relations, and domestic affairs

With each member of the Glorious Purifiers able to create a personalized paradise, hosting and impressing representatives is a trivial task. The Glorious Purifiers develop a new Cultural Identity: Courtship, which increases the die for Raise Reputation rolls to 2d8

The Glix are a mercantile people, and their Commonwealth recognizes that fact. The Combined Commonwealth of Glix develop a new Cultural Identity: The Business of Glix is Business, which increases the die for Buyouts to 2d8

Nadiratna has been at peace for centuries, and diplomacy rules the day. Nadiratna develops a new Cultural Identity: Rising Stars, which increases the die for Sway Faction rolls to 2d8

With their first true taste of Tekhum, the Dhaoine are nothing if not hungry for more. Eilif Dhaoine develops a new Cultural Identity: Voracious Acquisition, which increases the die for Coerce rolls to 2d8

The Bafatis Dynasty have always been traders and industrialists, and the reigning Duke continues this tradition. The Bafatis Dynasty develops a new Cultural Identity: Traders at Hearts, which increases the die for Buyouts to 2d8

The Usherets are known as a persuasive and articulate people - especially those who study articumancy. Caipe Ushere develops a new Cultural Identity: Pretty Words, which increases the die for Raise Reputation rolls to 2d8

The Castaways sprang forth from a mystery and devote themselves to its solution. The Castaways of the Loop develop a new Cultural Identity, which increases the die for Investigations to 2d8

Space must be Known, says the Llort Society. The Llort Society Protectorate develops a new Cultural Identity, which increases the die for Expeditions to 2d8

The Arkhive Æternal hosts the First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar!
All attendees receive all non-regional technologies contributed by all other attendees.
  • ILU contributes Aclaustrophobic Psychiatry to the technology pool received by everyone
  • BCC and BRB contribute Algorithmic Imagination to the technology pool received by everyone
  • CER, CUS, ETH, GCC, LSP, and UNC contribute Arcane Amplification to the technology pool received by everyone
  • ARV, BAF, and DIC contribute Fusion Reactors to the technology pool received by everyone
  • TEA and UHS contribute In Vivo Modification to the technology pool received by everyone
  • ARK contributes Xenolinguistic Cataloguing to the technology pool received by everyone
  • BCC and ILU trade Badalian Megadirigibles to the Arkhive Æternal
  • The Biarbu Society and the Combined Commonwealth of Glix announce a Pact of Mutual Friendship, exchanging Badalian Megadirigibles and Vacuum Adaptation with each other
  • The Black Cloud Coalition and Caipe Ushere exchange Badalian Megadirigibles and Wet Navy Ships


The Iron Masquerade hosts the coronation of Nathan L’Othaire!
  • MSQ kidnaps Doomweaver Thalus, ruler of the Sorcerers of New Kildora!
  • CBC gives Wet Navy Ships to BAF, MIR, MSQ, NDR, TWI
  • BAF and ISH give Nuclear Fusion to ARV, CBC, MSQ, NDR, SEV, and TWI
  • MIR gives Xenolinguistic Cataloguing to ARV, BAF, CBC, ISH, MSQ, NDR, SEV, and TWI
  • MSQ gives Dust Hardening to CBC
  • MSQ gives Arcane Amplification to ARV, BAF, CBC, EMP, ISH, MIR, NDR, SEV, and TWI
  • NDR gives Algorithmic Imagination to ARV, BAF, CBC, ISH, MIR, MSQ, SEV, and TWI
  • SNK and TWI give In Vivo Modification to ARV, BAF, CBC, ISH, MIR, MSQ, and SEV
  • SEV gives Aclaustrophobic Psychiatry to ARV, BAF, CBC, ISH, MIR, MSQ, NDR, SNK, and TWI


The House of Fire hosts the Ascension of Esarhaddon III
  • HOB trades Arcane Amplification to HOF in exchange for Nuclear Fusion


The United Houses of Senkar and the Eucrus Alliance formalize a Resolution of Non-Aggression

BRG Sways the Media faction in Region 15
BRG Sways the Media faction in Region 38
BRG Sways the Media faction in Region 53
BRG Sways the Media faction in Region 94

Trade!
Buyouts, trade routes, and other economic shenanigans

With no expense spared, even to the extent of importing helium for extra lift, a fully independent new district is built in the skies of Neo Guleum. The Federation of Badalian Chaebols constructs an Arcology in Neo Guleum (Region 12), the Finance Capital of Badal! (bonus: Buyouts)

Queen Ausiliatrice Vitelli oversees construction efforts to provide a new, grand arcology in capital of the Cerulean Kingdom. The Cerulean Kingdom constructs an Arcology in The Flowering Lands (region 42)! (bonus: UNDEFINED)

CASSIOPE constructobots are dedicated to expanding and reinforcing the urban living areas within their territory, to better serve the visitors they research. C.A.S.S.I.O.P.E. constructs an Arcology in The Space-Kelp Cluster (Region 87)! (bonus: UNDEFINED)

With the establishment of the Solar Trade Center project in Burtzlund, Queen Constance is the first to invest in Sansar’s trade links. The Arkhive Æternal and the Durats of Burtzlund form a Trade Route

The Ethen Guard and the Dwarven Coalition have interests in common. Perhaps their new trade links will be the beginning of a stronger friendship. The Ethen Guard and the Dwarven Industrial Coalition form a Trade Route

BRB buys out TP 2 in the Height of Utopia (Region 10) for Exotic Heavy Metals
CER buys out TP 1 in Region 43 for Positronic Brains
CUS buys out TP 2 in Erisdor (Region 32) for Fell Iron
ETH buys out TP 3 in The Central Claims (Region 97) for Ice
ETH buys out TP 1 in Region 67 for Corbomite
FBC buys out TP 1 in Region 15 for Integrated Circuits
MIR buys out TP1 in Region 55 for Mrazite Crystals
RRE buys out TP 2 in the Reserve (Region 25) for Chitincraft Wargear
SCM buys out TP 2 in Kildora (Region 73) for Silver Serpents
SCM buys out TP 2 in Planum Khassia (Region 74) for Energized Chrysoberyl
SEV buys out TP 2 in The Highlands of Ishtahnos (region 65) for Veehran Aurochs
SEV buys out TP 2 in The Great Western Waste (region 62) for Todd
UHS buys out TP 2 in Shiwa Yun (Region 6) for Electronic Edibles
WIC buys out TP 2 in Region 40 for Salvaged Components
WIC buys out TP 3 in The Reserve (Region 25) for Chitincraft Wargear
WTU buys out TP 1 in Region 8 for Atmospheric Scrubbers
AVP buys out TP 2 in Region 54 for Deuterium
 

Treasure Gained

ARK hoards 1 treasure
BRB hoards 1 treasure
ETH hoards 1 treasure
HOF hoards 1 treasure
SCM gains 1 passive treasure
SEV gains 1 passive treasure
WIC gains 1 passive treasure



Faith!
Conversions, organization, and other such matters of faith

Avva’s sight intensifies, and the God-King sees fit to formalize his crusading doctrine. The Cloudburst Confederation Organizes the Cult of Avva, with a Size 5 Bonus of +1 to offensive ground battles!

Coedd may pay little attention to her non-plant devotees, but she does pay more than zero attention. Through minor signs and debate, a more formal doctrine of plant-worship emerges. Coedd Organizes Coedd into Coedd, with a Size 5 Bonus of +1 to Investigations

With two worshippers of Mother Serpent elevated to the Elect, points of doctrine must be hammered out. The Sorcerers of New Kildora Organize Mother Serpent into Cult of the Mother Serpent (Size 5 Bonus: +1 to Battle Rolls in Dust Desert Regions)

For Science, Holy Space, and the Emperor! The Llort Society Protectorate Organizes the Imperial Cult (Size 5 bonus: +1 to Investigations)

With the ascendancy of the Black Tower, the Iron Monarch’s promises of salvation are not merely doctrine but inarguable truth. The Iron Masquerade Organizes the Soulbound Dance into the Savior's Promise (Size 5 bonus: +1 to assassination and kidnapping)

The Arkhive Æternal adopts Coedd as their state faith

CBC introduces a Minority of Cult of Avva to the Reserve (Region 25)
COE introduces a Minority of Coedd in the Reserve (Region 25)
ILU introduces a Minority of Illuminated Primarch to the Arkhive Æternal (Region 46)
SNK converts the minority of Peludo Mother Serpent in the Masklands (Region 57) to Cult of the Mother Serpent
TWI eliminates the Minority of Soulbound Dance in Vesper (Region 58) by converting it into the Majority of Death’s Wheel

Wonder
Miracles and inventions, ancient relics, and spectacular undertakings

Access to the records of the Arkhive is invaluable in research and deduction. The Arkhive Æternal creates an Artifact, the Library Card, which provides +1 to one Investigation per round

The daughter of the late Bloodlord offers her father’s sanguine knife to the new Bloodlord in tribute. The Khylokian Reign of Blood creates an Artifact, kha-Ujin's Siphon, which provides +1 to one Sack per round

Might!
Military matters of all kinds, be it warfare or strategic developments

The Illumined Utopian raises one Victolus to the rank of Admiral Legate! Rumors that he was the best of a lacking field of candidates are quickly denied. Illumined Utopian recruits a new Admiral, Legate Victolus (score: 7)! Victolus is able to deploy the tactical doctrine of Rapid Redeployment: +2 to Orbital Superiority Bonus

Known for their forays into space-ground combined arms, Mata Vai is officially placed in command! The Eucrus Alliance recruits a new General, Mata Vai (score: 8)! Mata Vai is able to deploy the tactical doctrine of Point-Blank Ordinance: If Mata Vai is supported on the relevant Space Front by at least 1 space unit for every 2 units deployed on the Ground Front, +2 to Battle roll, +10% to Enemy Casualties. Allied units are not counted in this ratio.

Victory in battle alone is not enough! The Radiant Republic of Erisdor recruits a new General, Aíne Uistein (score: 9)! Aíne Uistein is able to deploy the tactical doctrine of Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle

Though more an engineer than a commander, Dr. Horace Thorn brings both insight and ingenuity to his new role as Admiral. The Dwarven Industrial Coalition recruits a new Admiral, Dr. Horace Thorn (score: 10)! Dr. Horace Thorn is able to deploy the tactical doctrine of Engineered Onslaught: +1 to battle, +10% enemy casualties

Avva’s eye is ever-present, and the armies of the Cloudburst Confederation are quick to remind their foes of that fact. The Cloudburst Confederation recruits a new General, Olodolo the Faithful (score: 10)! Olodolo is able to deploy the tactical doctrine of Avva's Watchful Eye: On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle

With both genuine skill (in Khylokian fighting, at least) and ensured loyalty, Khuid kho-Tuil is the perfect military leader for the new Bloodlord. The Khylokian Reign of Blood recruits a new General, Khuid kho-Tuil (score: 9)! Khuid kho-Tuil is able to deploy the tactical doctrine of Kill or Die Trying: +1 to battle, +20% casualties both sides

Already prominent from the unification of the Reserve, Giomad of Fairnead prepares to bring his old tactics to the interplanetary stage. Eilif Dhaoine recruits a new General, Giomad of Fairnead (score: 8)! Giomad of Fairnead is able to deploy the tactical doctrine of Bleed them Dry: +1 to the battle roll, +10% enemy casualties

In spite of what some claim is a lackluster strategic mind, Arni dei Fiori is ready to butcher his foes. The Fiorid Principality recruits a new General, Arni dei Fiori (score: 9)! Arni dei Fiori is able to deploy the tactical doctrine of Relentless Butchery: +20% to enemy casualties

Void-Leader Seraphine is elevated to command of the Twilight League’s fleets. The Twilight League recruits a new Admiral, Void-leader Seraphine (score: 9)! Void-leader Seraphine is able to deploy the tactical doctrine of Master of Arms: +1 to battles for every two artifacts attached to the commander (minimum +1 so long as there is at least one artifact attached to the commander; maximum +4.)

Turtanu-Ziqpu Ra'ima is elevated to command of the House of Fire’s fleets. The House of Fire recruits a new Admiral, Turtanu-Ziqpu Ra'ima (score: 8)! Turtanu-Ziqpu Ra'ima is able to deploy the tactical doctrine of In the Light of Chastising Stars: +2 to own battle roll

Having studied space combat abroad, Captain Sekira is both capable of leading forces and working alongside his allies. The White Pawns recruit a new Admiral, Captain Sekira (score: 9)! Captain Sekira is able to deploy the tactical doctrine of Complementary Ideas: May choose another character who can lead this front and a TacDoc that character can activate (except Complementary Ideas). If this character wins Tactical Maneuvering, they activate the other character’s TD and add a +1 to this front's battle roll on top of it. If the commander using Complementary Ideas and the commander whose TD is being used are not controlled by the same country, the other country must send at least one unit to help the first commander in the battle and must explicitly commit the character whose TD is being used as a non-action. The second character is considered occupied as if they were also leading this front and must also roll for leader loss, but for purposes of bonus to maneuvering and battle roll etc., the character using Complementary Ideas is considered to be leading this front.

Victory in a video game translates into victory in the battlespace, at least for Hǎi Píng! The Black Cloud Coalition recruits a new Admiral, Hǎi Píng (score: 10)! Hǎi Píng is able to deploy the tactical doctrine of Electronic Bombardment: On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well

With possible threats on the horizon, Gralvin Station is rapidly fortified against all forms of attack. The Counts of Mirage raise a Fortress in the Masklands, Gralvin Station!

Located on and inside the remote Mons Khassia, Fortress Khassia takes advantage of the great mountain's height to target orbital foes and protect deep underground bunkers. The Kingdom of High Ishtahnos raises a Fortress at the peak of a Volcano in the Highlands of Ishtahnos, Fortress Khassia!
 

Eilif Dhaoine invades Region 24


What do you get before you have an army? Whatever it is, that’s what Clagath of Deargabh (Mil 5) sends across his borders, 1 unit with personal loyalty to him rather than the city states of the Reserve. Few stop to notice their lack of a cohesive uniform though as concentrated mass driver fire honed by generations of bug fighting move forwards.

They are met with hordes of native defenders, easily more than quadruple the Reserve’s forces in raw numbers but not so well armed and without the Eilif Dhaoine’s inbred warrior instincts: the native commander (Mil 5) is no slouch and his effective military force (2 units) is greater than that of the reserve:

Commander: Clagath of Deargabh (Mil 5) using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties)

The campaign is no different, in reality, from a bug hunt. And that’s what the Eilif Dhaoine do. They move from small engagement to small engagement, keeping their opponent reactive and on the defensive and successfully controlling the tempo of the war. Sure, doing that means they often don’t have time to hunt down those who feel, allowing them a chance to regroup, or even to provide medical aid to their own fighters.

Fighting on so many fronts is natural to the Eilif Dhaoine - he’s used to coordinating multiple hunting parties - but the native commander’s resources and attention are overstretched and he’s not able to keep up. In a last ditch effort a small group of his most experienced warriors are dispatched to kill Clagane himself but when that fails the ground war is over, and with neither side attempting to battle in space, that means the war is over.


ELD conquers Region 24! Local defenders lose 2 units! ELD loses 1 unit!

 

Units Raised

ALF raises 3 ground units and 2 space units
ARK refuses the Imperial Court’s help and raises 0 space units
BAF raises 2 ground units and 1 space unit
BCC raises 3 ground units and 1 space unit
BRB raises 1 space unit
CAS raises 1 space unit
CBC raises 1 ground unit and 1 space unit
CER raises 1 space unit
COE refuses the Imperial Court’s help
CUS raises 1 space unit
DIC raises 1 ground unit and 3 space units
ELD raises 1 ground unit and 1 space unit
ETH raises 1 space unit
FBC raises 1 ground unit and 1 space unit
GCC raises 2 ground units and 1 space unit
GLO raises 2 ground units and 1 space unit
HOB raises 1 ground unit and 2 space unit
HOF raises 2 space units
ILU raises 1 space unit
ISH raises 1 ground unit and 1 space unit
KRB raises 2 ground units and 1 space unit
LSP raises 1 space unit
MIR raises 1 land unit and 1 space unit
MSQ raises 1 space unit
NDR raises 1 ground unit and 1 space unit
RAT raises 1 space unit
RRE raises 3 ground units and 1 space unit
SCM raises 3 ground units and 1 space unit
SEV raises 1 space unit
SNK raises 3 space units
TEA raises 2 ground units and 1 space unit
TWI raises 1 ground unit and 1 space unit
UHS raises 2 ground units and 1 space unit
UNC raises 1 space unit
WIC raises 1 space unit
WTP raises 1 ground unit and 2 space units



Schemes!
Coercion, betrayals, and spycraft

Entrapped at the Coronation, the ruler of New Kildora is arrested and detained! The Iron Masquerade kidnaps Doomweaver Thalus, ruler of the Sorcerers of New Kildora!

MSQ coerces TP 2 in Agbada (Region 52) for Sun-Kissed Maize

Terror!
Violence, upheaval, murder, and destruction

Illumined Utopian fails an Inquisition in their capital, the Height of Utopia, upsetting their merchants and traders! The Mercantile faction in Region 10 becomes Open.

Coedd fails an Inquisition in their capital, Coedd, terrifying the non-Coedd traders of the island! The Mercantile faction in Region 33 becomes Open.

Organizations!
The Imperial Court
The Imperial Court thanks all those who have contributed to the current project of the Imperial College, both in access to records and more substantial research assistance.
BAF has contributed one fluff piece.
CUS has contributed one fluff piece.
ELD has contributed one fluff piece.
GCC has contributed one fluff piece.
GLO has contributed one fluff piece and one action.
HOB has contributed one fluff piece.
ILU has contributed one fluff piece.
ISH has contributed one fluff piece.
LSP has contributed one fluff piece.
MIR has contributed one fluff piece.
MSQ has contributed one fluff piece.
UHS has contributed one fluff piece.

The Arkhive’s contribution raised certain… flags. Imperial cognitohazard containment teams have been working around the clock. No contribution has been recorded from ARK.
Despite their promises, the Dwarves failed to deliver. No contribution has been recorded from DIC.
Though the notes delivered by Nadiratna were of some interest, there was insufficient substance for extended research. No contribution has been recorded from NDR.

The project is now at 2 out of 5 actions.

The Empire appreciates the diplomatic outreach of the following…
CUS rises to EMP Rep 1.
TEA rises to EMP Rep 1.
WTP rises to EMP Rep 1.
WIC rises to EMP Rep 1.

Although the Nadiratna are perfectly polite, they fail to make any impression on the Imperial Court. NDR remains at EMP Rep 0.

Pan-Tekhum Worker’s and Trader’s Union
The First Union Bank has recorded the following loans…
BCC has accepted a loan for 4 Treasure.
CAS has accepted a loan for 3 Treasure.
CUS has accepted a loan for 3 Treasure.
ILU has accepted a loan for 3 Treasure.
KRB has accepted a loan for 4 Treasure.
LSP has accepted a loan for 3 Treasure.
MIR has accepted a loan for 3 Treasure.
NDR has accepted a loan for 4 Treasure.
SCM has accepted a loan for 4 Treasure.
SEV has accepted a loan for 3 Treasure.
SNK has accepted a loan for 3 Treasure.
TEA has accepted a loan for 4 Treasure.
TWI has accepted a loan for 4 Treasure.
WIC has accepted a loan for 3 Treasure.
NDR has accepted a loan for 4 Treasure.
RAT has accepted a loan for 3 Treasure.
UHS has accepted a loan for 3 Treasure.
CBC has been granted a loan for 3 Treasure, but is being watched carefully.
ELD has been granted a loan for 4 Treasure, but is being watched carefully.

The following loan applications have been denied.
GLO has been refused a loan, due to their blatant and open plans to defraud the Union. They are no longer eligible for the offer of loans.

The Union respects the solidarity shown by the following…
RAT rises to WTU Rep 1.
SEV rises to WTU Rep 1.
WIC rises to WTU Rep 1.

The Durats have been kind enough to provide a place for the Union on Sansar, and the Union is grateful. RAT gains 1 Favour and 1 Rep with WTU, bringing them to Rep 2. Burtzland (Region 50) now contains a WTU base.

Perhaps one day, CASSIOPE will make the Union’s mission obsolete. For now, they provide it a home. CAS gains 1 Favour and 1 Rep with WTU, bringing them to Rep 1. The Space-Kelp Cluster (Region 87) now contains a WTU base.

The Basu-Rahman Group
The Basu-Rahman Group accepts a favour owed from Coedd for an unknown, mysterious purpose…

MSQ rises to BRG Rep 1.

A new subsidiary has been formed: Azure Media, catering to the region of the Cerulean Kingdom. They look forward to getting to know the locals. CER gains 2 Treasure and rises to BRG Rep 1.

Aurelia Soundscapes has come to the Glix, promising a wealth of information in sonic form. No Sweeter Sound. GCC gains 2 Treasure and rises to BRG Rep 1.

Renown
The heart of the Bafatis is found in trading. BAF rises to Renown 2.
Whispers of a place you can go to rest from your labours in Mekhala have become more than just whispers. CAS rises to Renown 2.
The Cult of Avva is known to all. CBC rises to Renown 2.
Is the Arcology of the Cerulean Kingdom blue? CER rises to Renown 2.
There are none who can doubt the boldness- or hunger- of Eilif Dhaoine. ELD rises to Renown 4.
All is Coedd. Coedd is all. COE rises to Renown 2.
The beating heart of Badalian finance rests with the Federation of Badalian Chaebols. FBC rises to Renown 2.
Actions may speak loudly, but words are not to be underestimated. CUS rises to Renown 2.
There is no business like Glix business. GCC rises to Renown 2.
No ship is quite so beautiful as a Courtship. GLO rises to Renown 2.
Fortress Khassia towers over the landscape of Veehra. ISH rises to Renown 2.
The Llort will bring the light of the Emperor to all of Tekhum. LSP rises to Renown 4.
Gralvin Station does not, precisely, tower, but it still looms large. MIR rises to Renown 2.
Do you fear to dance the Soulbound Dance? Perhaps you should fear not to. MSQ rises to Renown 2.
If you are looking for diplomacy, you’d do well to look to Nadiratna. NDR rises to Renown 2.
Detective Todd is on the case, and so are the rest of the Castaways. SEV rises to Renown 2.
The Mother Serpent watches over all. SNK rises to Renown 2.

Bonus Renown is no longer available on Badal for the Construct Arcology.
Bonus Renown is no longer available on Sansar for the Create Cultural Identity, Construct Arcology, or Organize Religion actions. Bonus Renown is not available for countries on Sansar that win a battle.
Bonus Renown is no longer available on Veehra for the Create Cultural Identity, Organize Faith, Construct Arcology, or Raise Fortress actions.
Bonus Renown is no longer available in Mekhala for the Create Cultural Identity, Construct Arcology, or Organize Faith actions.

Other…

One of the typewriters of the Globe is found to have output three hundred pages consisting entirely of the repeated phrase “love labor lwoosnt” before returning to the usual gibberish, and argument over the significance of this message has totally consumed the Merely Players. The Merely Players cease to be a player country. Region 98 becomes an unowned region with 2 units.

CEO Nyull of the Et Cetera Trading Company has mysteriously vanished. Though not an event without precedent, her absence is more prolonged than usual, and panic seizes the shareholders. Transmissions from Et Cetera HQ indicate total chaos, with various undead organizing into company hit squads and powerful shareholders fighting in the streets. The Et Cetera Trading Company ceases to be a player country. Region 91 becomes an unowned region with 2 units.

In the wake of the near-decapitation of their leadership, the Bironain Bulwark looked to Archknight Yanij Argon for leadership. Unfortunately, certain knights already feel his leadership is ineffectual. Now that he has been assassinated by his Bironain enemies, beheading the Council yet again, his potential or lack thereof will never be known. The Bironain Bulwark ceases to be a player country. Region 17 becomes an unowned region with 5 units.

A Sansar oceanographic survey reports bizarre seafloor geography in the waters south of Burtzland. The edge of an enormous circular basin, clicking with radioactivity, almost perfectly tracks the coast from [Region 51] to [Region 34], and stretches as far in the opposite direction, approaching within a few hundred klicks of [Region 28]. Though the object which caused the crater is uncertain, possibly vaporized on impact, the survey indicates that the impact occurred less than two thousand standard years ago. Not only that, but based on the area’s seafloor geology, it appears to have landed on and annihilated an ancient landmass - surely a sobering thought for the inhabitants of Sansar.

 

Edited by Minescratcher452 (see edit history)
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🐝The Arkhive Æternal (ARK)🐝
Region 44 (Sansar)

Leader: Her Arkhival Majesty, Queen Constance of Comment the First
D: 3

[S]M:1[/S]
E: 6
F: 6
I: 3


PATRON: ILU (8pts)
You have three of my actions this round and two next round. You also enjoy local patronage for all time.

points breakdown

ILU 8 (4 tech + 1 Literature + 1 History + 1 Theological + 1 Researcher)
BCC 7 (4 tech + 1 Literature + 1 Theology +1 Pilgrim)
GCC 6 (2 tech + 1 literature + 1 Theology + 1 Pilgrim +1 History)
LSP 6 (2 tech + 1 Literature + 1 History + 1 Philisophy + 1 Pilgrim)
CUS 2 (2 tech + 1 Myth)
ELD 3 (1 Literature + 1 Mythology + 1 Influx)
BAF 2 (2 tech)
BRB 2 (2 tech)
CER 2 (2 tech)
DIC 2 (2 tech)
ETH 2 (2 tech)
GLO 2 (1 myth + 1 researcher)
KRB 2 (2 tech)
TEA 2 (2 tech)
UHS 2 (2 tech)

(Feel free to double check. I can do corrections still)

Current Totals at Round Start


BCC: 5pts
GCC: 4pts
LSP: 4pts
ELD: 2pts
CUS: 2pts
 



Compiled Submissions

List of MembersThe Arkhive, even under a Patron's instructions, cannot act against these polities

BAF (Visiting)
CUS (Local)
ELD (Local)
GLO (Local)
ILU (Local)
WTP (Local)
LSP (Visiting)
TEA (Visiting)
UNC (Visiting)

Actions (Patron):

Economy (Impress) 10 Merchants: At the urging of our dear allies, the Arkhive sets up a Secretary of Utopian Trade to help administrate some of the thornier problems with their economy. Enter Garish Softin the one hundred seventy-ninth and one tenth, author of The Comedy of the Commons: Or, Why Sharing Actually Works Grow Up. She'll get it done.

Great Project (Faith) Hive 1/5: When her Arkhival Majesty, Queen Constance of Comment flew out to Badal, she brought with her more bees than you can shake a stick at. When she left, the ship held only herself, her crew, and a whole lot of pirate food. To build a Hive, one which can share memories as the mother hive can, one that remains in a unity with the main body, not budding off but expanding the larger supercolony--it takes constant shepherding. But there was one in the Arkhive who saw the need. An elderly figure, always a friend of the bees, always an adherent of the Arkhive, ceased to eat fruit and flesh as he stepped onto the ship to Badal. He tended the bees across the void, eating only of their honey. He remains behind to see to the construction of the hive, caring for their bees, eating only of their labors, and readying himself for his own archival.

Economy (Buyout) Union Crews (59.3): Garish carves out a proposal to rearrange Utopian funds to secure a trade contract with a Veehran union. At the end of the day, all she needed was a shiny kroesid to by a ukulele--those girls are suckers for a rousing rendition of Solidarity Forever.

Actions (Arkhive):

Faith (Convert) 44: "Hey, you know how the plants seem to be the dominant superorganism on the planet? Maybe let's see what that's about?"

Intrigue (Investigate) That Ocean Thing: I NEGLECTED MY FAITH BONUS IN THE ROLL BELOW; IT SHOULD BE ONE (I THINK) HIGHER SORRY BUT LUCKILY 13 DOESN'T SEEM LIKE A THRESHOLD NUMBER Moistboatwetnavies are the unique domain of Sansar (and maybe elsewhere too but eh). Constance orders a ship constructed, naming her the Beetanic. She sails out to investigate.

Nonactions:

Mytho-Historical Date Gathering:

The Three Vaults: In ancient times, there were a people much like us. Neither wiser nor more foolish, no more apt to error and no more upright. They knew that there were but two paths for intelligent life to walk down, and that sooner or later one would be chosen: the bright, right path led to collaboration. The dark, left path led to doom. And while they hoped for the former, preparations must be made for the latter.

To this end, three vaults were constructed. In the first, they placed all the scientific knowledge of the people. Each advancement, each geographical survey, each chart of the stars, and even the secret of how magnets work (spoiler: magic). In the second, they placed all their art. Every painting, every poem, every perfect sequin-covered bolo tie. And in the third, they stored the seeds of every plant. In this way, a surviving race could scrape from apocalypse a rebirth. Nothing forgotten, nothing lost, and nothing burnt away.

But then they forgot one of them and lost the next. Only the third vault survived. And it was here that the bees came.

Now bees, as you know, are virtuous creatures who mourned the loss of the world around them. And they knew that while new life would come from this sacred place, there would be no swift restoration of knowledge or salvation of art. Never again would this happen, for to the bees, all times and creatures are one. They chose memory, and made of each bee a vault, and in each drop of honey condensed all experience and knowledge.

Trade: Send RAT the following techs, as well as any foreign fluffversions of Aclaustrophobic stuff and moistboats.Can't complain about the phrasing if it's nonmechanical stuff tonguestickingoutemoji All of these are sent under a Beeative Commons license for free reproduction and further trade.

Algorithmic Imagination
Arcane Amplification
In Vivo Modification
Nuclear Fusion
Pseudogravity Engineering
Xenolinguistic Cataloguing
Badalian Megadirigibles

Valuable Fluff

Masque of Red's Death

Mortimer Red, the seven hundred thirty-first and seventy-five hundredths can hardly believe his eyes when he receives the official letter, sealed in wax, straight from the hand of the Librarian of Arts, whom I still have to check if we defined sorry I kept bad notes this part will be amended.

"I get to go back?" he asks excitedly. "You're letting me go back there? What about--how did I manage to get so lucky?"

"Mort. Their boss ate a kid's soul. Nobody wants to go. It's messed up there."

Mortimer waves his hand and makes a too-dismissive pfft sound considering the office of his interlocutor. "Like you wouldn't put on the Butterfly if you got the chance."

"...no." The Librarian stares at him.

"I'll go get my masks."


Mortimer Red arrives on Veehra with fifteen large suitcases.

 

Edited by Lumaeus (see edit history)
Name
Merchant Impress 10 (+Eco6-1dist)
13
2d6+5 2,6
Buyout 59.3 (+Eco6-1dist)
14
2d6+5 3,6
Convert Moonsoul Mountains (46) (+Faith6+2Support)
16
2d6+8 6,2
Investigate Ocean Thing From Opener (+3Int+1Art)
12
2d6+4 5,3
Hey, What's Up With Coedd? (RP Stuff, Int)
6
2d6+3 1,2
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Round 2 - Years 2037-2039
Illumined Utopian - Region(s) 10

Triumvirate Meeting Logs of 2037

Console Prisca Calpurnius presiding over the Triumvirate meeting, August Legate Iovita Present, Illustrated Prime Marcus Present, and First Speaker Serguis Present.

Console: Serguis, I have here your retirement request - are you sure about this? I know you didn't win the re-election but you could stay on here..

Speaker: No, it is time. I've had a long time in office, I'm spent - The Arkhive has been gracious to offer me tenure at the library for a teaching position. I'll train up the next Speaker don't you worry.

Console: I will miss you, best travels to you. I believe the festival is in order, I am quite excited to meet with Queen Constance, your tales of her Marcus were quite something.

Prime: She was an excellent host, the bomb event was certainly interesting, I do hope we don't have a repeat. Onto other matters, I've re-codified the Soul's Expression with the reforms we talked about, I will have that distributed and get the people reorganized into how they have already been following.

August: Console are you sure regarding the action after the Festival? The Admiral is ready to pick you up when that is complete, but are you sure you need to go in person?

Console: Yes Iovita, I must speak to them and fight myself if it comes to fighting. Our ties to the Arkhive must be strengthened, the distance is only hindering us. I need to see the land, ha, land myself - I must show them the rules of engagement of Badal - I cannot order my people to a fight and not be there myself.

August: Very well Console, best of luck to you.

...

...

...

<End of Recording>

  • Diplomacy - Host Event
    The Illumined Utopian Invites the Elect to the Festival of Ability!

    Event Sub-Actions

    • Willing to share technologies / trade - approach for details
    • Trading Badalian Megadirigibles to BAF for Wet Navy Ships
    • Showcase Contest winner will be the recipient of the Embassy from the Illumined Utopian and be gifted one treasure!
    • Second place will receive one treasure!
    • Pay one treasure to the EMP to cover my taxes!
    • Gift BCC one treasure for winning the Festival Showcase!
    • Gift ISH one treasure for prize position in the Festival Showcase!
  • Diplomacy - Establish an Embassy Who Wants It? Attend the Showcase! - BCC Wins!
    The Black Cloud Coalition receives the Reflection Garden
    In the Blue Zone of the North Way Cluster the Jy'mar are given an old shrine to use as the embassy for the Illumined Utopian. The building has a closeted courtyard tucked away into the depths of the building. When the Jy'mar start their retrofits they convert the Courtyard into a place of tranquility and silence. Significant sound proofing as well as transplanting cuts from their various flowering bushes from the Heights of Utopia give the area a pleasant smell. A fountain slowly trickles water making a pleasant white noise as the stream spirals through the moss covered stone of the courtyard. Jy'mar pathways and living quarters are hidden in the rafters of the building apart from the intended areas for communication between the visitors to the Garden and the Jy'mar diplomats and adherents of Soul's Expression.
  • Military - Invasion of Region 45!
    Following the meeting with Queen Constance of Comment and the Illumined Utopian's continued alignment with the Arkhive Console Prisca looks to obtain land near the Arkhive so that Utopian is able to quickly respond and react to aggressors of the Arkhive. The plan was laid out as a pronged front, the newly minted Admiral Legate to lead the space forces in support of the Console landing with the 101 Praetorians - some of the most heightened of the Protectorate's forces.
    • 1 Space Unit transporting 1 Ground Unit on the Attack!
    • Admiral Legate Victolus (7) leading 1 space unit in orbital combat with Rapid Redeployment Tactic!
      • Space Victory vs NPCs with no Space, +5 to ground from Orbital Superiority
    • Console Prisca Calpurnius (6) leading 1 ground unit on the ground invasion with Measured Advance tactic!
      • 6 + 1 + 5 = +12 to ground
  • Faith - Organize Religion

    Soul's Expression

    Illustrated Prime Marcus following his conversations with other dignitaries and realms and nations looked through the old codex's of their faith and found them lacking. Speaking with the Console and the Triumvirate he was tasked with updating and reforming the religion to better reflect how the Jy'mar and others following the faith practiced.

    Soul's Expression
    It is the ultimate Expression of the Soul that drives one to improvement. If one seeks out the purest form of their Soul's Expression they will no doubt find self-improvement and obtain enlightenment on their path. The Paths of Expression speak of how improved one has become toward being an ultimate paragon of the Soul.

    There are a few checkmarks along the Paths of Expression that one checks as they grow to determine their continued progress.

    The first checkmark is Realization, when one has determined what the Expression of their Soul is. This is considered the most frustrating part of the Paths as many have issues finding what it is they are truly called to do, which path to follow.

    The second checkmark is Actualization, when one is able to materialize what the Expression of their Soul is. Be it art, plays, warfare, dancing, oration or leading. Many stay in this stage most of their life not striving for the higher goals.

    The third checkmark is Mastery, when one is able to perfectly Express their Soul and teach others on their path of expression they are considered to have reached the third checkmark.

    In rare cases people of exceptional passions and will will master multiple Expressions of the Soul in their lifetime, giving reflection of the power of their improvement.

    While all Expressions of the Soul are accepted and tolerated, some Paths of Expression are contradictory toward others, while adherents are told to accept others as they are, the more disruptive paths are more regulated and personally overseen by the Prime.

    The Prime acts as a governing body over the various Masters and the various Paths of Expression. They reign in the more 'disruptive' of the paths to try and find where they can fit into the bigger picture. Mediation between various parties and disputes are sorted out by the Prime.

    {Soul's Expression cultivates a focus on local economies! +1 to buyouts!}
  • Faith - Convert Region 11 to Plurality with support - TN 12 - Convert 11
    The people of The Eucrus Alliance call out to Illustrated Prime Marcus - "Show us the ways of self betterment and the cooking of soup for the soul" - verily Marcus complied providing the Kanmara the best ways to make chicken noodle soup for the crab soul.  

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Console
Prisca Calpurnius
(She/Her)
Dip: 5
Mil: 6 (S5)
Eco: 3
Fai: 5
Int: 4
Unit Cap: 2/6
Treasure: 3
Income: +0


Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10
  • Non-Action: Support any and all buyouts on 10-TP2 and 10-TP3
  • Non-Action: Resist all other Actions unless specified
  • Non-Action: Pay Taxes to the Emperor at the Festival of Ability (-1 Treasure)
  • Non-Action: Select Heir! The Triumvirate have selected a Console-Elect and begun training them to take over for Console Prisca when she steps down! >>> Console-Elect AntoniusDip 4 / Mil 5 / Eco 3 / Fai 3 / Int 3 >>> Roll Link
  • Arkhive Æternal Submissions (+3)

    • (+1) Culture's Literature

      The Life of a Jy'mar - Day One

      The Life of a Jy'mar citizen, by Cluatis Masiziou

      Dear reader, you may have heard much or little of the plight of the Jy'mar - I would not expect you to sympathize much but hear me out. For other Jy'mar know my fears and shiver at a life beyond the walls of the warrens of our home. For you see - for those not in the know, the Jy'mar are short compared to the Imperial Standard. Our tallest warriors only measure 4 inches from foot to head without their armor suits. I will regale to you the horrors of size in this ongoing series told from the point of view of an iterant Jy'mar out in the world sending their tale back to me as they risk their tail. Buckle up, I have edited and composed much of what they have sent back to position in a readable fashion.

      For security of my client I have changed all names within this work.

      I left Utopian early that morning, my path called for a journey - travels and knowledge of the world beyond the safe walls of the warrens. The Protectorate issued me a mask, two weeks of hard tact for sustenance and some Imperial credit to be able to charter an aero-ship or book passage on the wandering traders in the area. I was given the waiver I had to sign - to forsake return to the Utopian Warrens now that I had left of my own volition- I would either never return or have to join the Protectorate if I come back. I only thought about it for 10 seconds. There isn't anything more for me in the Warrens. First order of business was getting on an aero-ship, I managed to have a regular trader give me passage he said he "had room for a small thing like you". It took me thirty minutes to walk the length of his aero-ship. 
      As I walked the ship I kept my eyes out for the list of things the Protectorate says are danger signs. Bug nests, eggs, rat droppings, those are the things the giant folk tend to overlook and not thing of when travelling as they don't cause problems for 'normal' sized people. In my excitement exploring the ship and climbing in its walls I was lax, I didn't check carefully enough. My main regret from my first day was irresponsibly sleeping in the bed the trader kindly provided me. I went to sleep unprepared that night for the horrors to come.

      The Life of a Jy'mar - Day Two, by Cluatis Masiziou
      I woke to a pressure on my leg, it was gentle - like a lovers' caress - but I was supposed to be alone. It was only my brief training with the Protectorate that saved me. Springing from my sleeping position away the spider came into full view, its front legs had begun wrapping my blankets up in a cocoon and its fangs had been above my leg poised to bite. I only had basic combat training, I was not prepared for a fight with a spider of this size, big even by giant standards the beast turned toward me, waving its front arms in warning while shuffling at me. I fled. I fled the whole night, people say they get rid of the pests... they just hide until you sleep. Running from hole to hole I discovered the deziens of the night, and they just considered me food. When Dawn finally cracked and the Captain could be talked to I had not slept any more.
      At least he apologized profusely for the poor quarters and guaranteed my safety, but I was awake now to my peril. I
      made my own quarters in the hull of the ship, I used the protectorate's guides on traps and fallback sleeping dens that I scoffed at while being taught them. Perhaps there was a point to all the warnings, maybe this was a failed outing, maybe I was just doomed to die beyond the walls of the warrens. When I rested that second night, I was on edge for anything - the skittering of night creatures and the sound of the traps working their magic eventually lulled me to a fitful sleep.

    • (+1) Theological or philosophical work for Arkhival
      Writings of a Primarch on Loss
      Many people fear loss, it takes from me, it robs me, it cuts me down. I say this is not true, you have to look at loss in context - if a man is blinded for a week but regains his sight - what is it he now has appreciation for? Without loss you do not get the required context of thing you take for granted in your life. Even the fear of loss can have a lesser version of this effect. As such loss is important to self-improvement, for if you do not experience loss you cannot truly appreciate what you have. Losing something accelerates growth, just like strife accelerates growth. Loss is an important part of the path and isn't evil or bad - it just is.
    • (+1) First Speaker Serguis Retires to the Arkhive!
      First Speaker Serguis following his failed re-election as First Speaker reached out to the librarians of the Arkhive to see if they were willing to host him in 'retirement' as a librarian and teacher. After much communication back and forth an accord was struck and Serguis set out on the harrowing transfer across orbits. Arriving at the Library however was nothing but perfection, an abode specifically tailored to him was made with all the necessities of a life of leisure. Serguis however only lingered long enough to tour each room, he had to submit the lesson plans he had made on his trip to Sansar. A new teacher, eager to give lessons on political science, oration and psychology joined the Arkhive that day.

Realm Tracking

Economic:

No Trade Routes

Treasure: 3

Income: +0

Trade Posts: 

  • 10-TP1 (Exotic Heavy Metals)

Diplomatic:

No Embassies (This could be you!)

Regions:

  • Capital: Heights of Utopia (10) Gov Support, Media Support

Arkhive Æternal Status: +3 this round

Faith:

Official Illuminated Primarch >> Organize to Soul's Expression

Unorganized Size 10 (Organizing)

  • Sole (+4): None
  • Majority (+3): 10, 50
  • Plurality (+2): None
  • Minority (+1): 2, 11, 46, 84

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

Following a victory in the Space Combat forces are quickly redeployed to critical support infrastructure on the ground and aid landing forces on the attack.
{+2 to Orbital Superiority Bonus}

Unit Cap 2/6

  • Ground: The 101 Praetorians
  • Space: Fleet of Equitable Footing

Time Sensitive

  • By End of Round 3 - Mytho-Historical Data Gathering [1/3]
  • By End of Round 3 - Pay 1 Treasure to EMP
  • By End of Round 4 - Obtain DI resource for Open Merchants
  • By End of Round 5 - Pay 3 Treasure to WTU

Next Round:

  • Console: 5 Dip +1 | 6 Mil | 3 Eco | 5 Fai + 1 | 4 Int
  • DS5 Used - Embassy, Reflection Garden, with BCC Established
  • FS5 Used - Illuminated Primarch Organized into "Soul's Expression" with a size 5 bonus to buyouts.
  • 11 Converted to Plurality!
  • -2 Treasure for Prize Awards!
  • -1 Treasure for Taxes Owed!

 


 

Name
Convert 11
13
2d6+7 5,1
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Glorious Purifiers

Ruler: Titania
Diplomacy: 6 | Military: 5 | Economy: 3 | Faith: 2 | Intrigue: 5
Ground Units: 3 Space Units: 1 Treasure: 0
Stat Growth: +1 Dip, +1 Int
 

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Actions


Dip Sway Government 45 Success = 13
This time, it will work. This time, no interference. This time, y-"You can probably get away without appending "this time" to the start of every sentence, y'know?"
Dip Establish Confederation Claim 45 Success = 12 (It says 11 but I forgot to add the +1 from Rank 1 Renown into the roll itself.)
Int Coerce TP 1 of Region 24 (Failure)
Int Secret


Mil 5: Admiral Score = 9
Anna Kremhild, Admiral Cascade
"AkA, Cascade."

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.

Avalanche Tac Doc Mechanics

+20% Enemy Casualties

 


 

Non Actions

Attend the Mekhala Mad Dash, submitting Neon Light Illusion as the primary racer of choice, and to test out the new squid like warship crafts. Specializing in subspace traversal, grappling, and durability.

Support conversion to Coeed

(Application for 3 treasure loan as per the terms established within [Offer] Loans Available from the new First Union Bank of Tekhum)

A Letter To The Workers And Traders Union

This is a resubmission of the loan applied during the previous fiscal year, which was rejected due to "blatant and open plans to defraud the union", asserted with zero evidence by some number of bank stampers with a bias against cultures with a reduced understanding of capitalism and thus no naturally codified currency or markets. Itemized below and attached is a list of plans to acquire and the capacity to repay the union, as well as to circulate the union standard as per the deal. The Purifiers will allow the Union to correct this error and treat our nation with the dignity it deserves.

Signed, Serenity, High Arbiter of the Glorious Purifiers
Serenity

(-pretend there are some typed out plans here, shuffling approximately how the empire's payouts will be sufficient to repay back the loan, and that how refusal of such is implicitly not trusting the Empire to do its due diligence-)


 

AkA Cascade: A Video-Clip On Standard Practices (Something of nonsense, funny but ignorable.)

Okay I'm going to tell you a fundamental thesis of strategy that I need all of you to tattoo onto your foreheads. I've spent many years forging kaiju, started in childrens card games, Titan Singing specifically, worked up through medical into leviathan forging. For some reason one of the stickiest topics everyone asks me about, one particular cleric asked me 'okay Kremhild what if ...' okay let me backtrack and describe.

I consider myself somebody who forges kaiju but I am a Titan Singer, you know what I mean? Titan Singing is a game where kind of like kaiju forging you have different spells and soldiers to field that have different properties to them, except the big difference between Titan Singing and kaiju forging is that in kaiju forging you're drawing different mixtures of mana and talismans and trying to play them down at the right time. In Titan Singing you get to choose what you are forging at any one point in time and there's extra restrictions into this.

For instance there is a resource that you have a lot of that's plentiful and a resource that you have very little of. So the scarce resource called imps you have to decide what you spend your imps on. Because if you're going for say two spellcasters that deal lots of damage you will be unable to build this very flexible ranged unit that uses a little bit of imps you can't get both. So often when you are thinking about Titan Singing strategy, having a certain unit out would be good, if you had it.

But getting it is the problem, and as kaiju forgers we sort of intuitively know this as "Hey that Genki Dama would have solved my problems but I got eaten on minute six. Having it would have been good but getting there is the problem and in Titan Singing getting there is the hard part with almost any answer you would think of. That's the whole strategy part you have to plan early on because those decisions cascade into putting you in a good position much later.

Heh, if any of you kaiju forgers haven't played Titan Singing I just want you to imagine a game where it's really easy to destroy shrines. That's Titan Singing, okay? Imagine if there were flick-cast talismans that lanced enemy shrines. Now we're playing the game.

Back to my original point, I would get asked all the time, all the time all the time all the time
'Well Kremhild, what if your opponent had thing -X-', for instance what if in in this battlefield you say this is a good timing attack because your opponent will be generally vulnerable they'll only have this mixture of monsters but what if ... my opponent summoned extra tanks? What if, instead of being defensive your opponent is attacking early on? What if, and all these other what if scenarios.

There's kind of a weirdness where it was hard for me at first to describe what the answer was because what I kept saying was things like... you shouldn't, they shouldn't be able to do that. But then I did a series where I focused on new forgers, the youngest generation climbing up through the ranks, reviewing lots of their strategy maps. Everything is much sloppier and much more unrefined. And their opponents would do these weird things like summon extra tanks, send in early dive strikes, or whatever.

The most valuable advice I can give in that sort of situation that I think the more I ruminate on it applies really to all strategy and warfare, which is What if my opponent is doing some weird and unusual thing? The number one technique, the number one strategy in this situation, is to just go ****ing kill him. Just go ****ing kill him. You know why things are called standard? Do you know why? Because when you tend to do non standard things y'just die. You know how dying happens someone just goes up and ****ing kills you.

This turned out to be just like this light bulb in communication where if you're ever confused as to what you're opponents doing, just go ****ing kill him just attack. If you're doing some of the standard stuff it has become a standard because generally you have a lot of impact you generally have a lot of power for generally a relatively low cost or a very efficient cost setup. If your opponent is doing something that isn't that? Chances are it's inefficient. Chances are it's weak. Chances are it's vulnerable.

The laws of physics won't tell you. You gotta tell yourself. "I'mma go ****ing kill this gal." When I look at kaiju forging, in this last war we just fought we're against someone doing a dragons approach which is like you lance your opponent in the skull and after some time passes you can maybe conjure flick-cast dragons from your core and trample and whatever.

What, is the right sideboarding strategy there? And I try to come up with a sideboarding strategy that lets me be proactive. Proactive is what Holly would say as a commentator, but really what we mean is "This will let me go ****ing kill the gal." And I think this is a universally important concept in strategy. Don't get caught up in this nonsense of like 'Oh, the complicated stone talisman lance that is before me', 'If he's angling for lances and I'm charging my wards and then I try to tie my counter to this and to that and you start to like get into this mind gaming nonsense.

First just go... "Can I kill the man? Can I just smash and win-yeah! Yes you can. Great don't even need to think anymore. So next time you're stuck in a monsterfield just go ****ing kill them my friends."





Turn 2 Submissions for Arkhive :bulba:

Edited by Rocket Relm (see edit history)
Name
Sway Government Region 45
13
2d6+6 2,5
Establish Confederation Claim Region 45
11
2d6+6 3,2
Coerce TP 1 of Region 24 (Gold)
11
2d6+5 3,3
Admiral (Mil 5 special)
9
1d4+6 3
Secret Action
9
2d6 5,4
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The Cloudburst Confederation

Agbada (Region 52)

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: God-King Okan Kiniun
DIP 2 | MIL 6 | ECO 3 | FAI 6 | INT 1
Expected gains: +1 MIL, +1 FAI


Actions:

  1. [Military] Invade Region 53 with 2 ground units led by General Olodolo (MIL 10) attempting Avva's Watchful Eye and support from 1 space unit led by a subcommander. Spend 1 treasure. +1 to battle from Cult of Avva.
  2. [Military] Raise ground unit.
  3. [Faith] Convert Region 56 to introduce Cult of Avva as a minority, replacing Cult of Free Will. Success! (13)
    Note: This action was replaced after rolling with permission of the GM.
  4. [Faith] Convert Region 25 to increase Cult of Avva to a plurality. +2 support. Spend 1 treasure. -1 distance. Failure... (10)
  5. [Diplomacy] Contribute an action to organization and logistics pertaining to Mytho-Historical Data Gathering.


Non-Actions:

  • Mytho-Historical Data Gathering. Rumors circulate among the Agbadans that some sort of vile beast resides in the Great Sea. Something of enormous proportions with a long, scaly body that occasionally pops its head out from the water, scanning the beachy landscapes. The fact that it needs to spend so much time underwater, unseen by Avva, is certainly questionable... It must have utterly poor morals. However, recent reports suggest, however, that it may merely explained by foreigners and travelers mistaking large pieces of driftwood for some serpentine monster.
  • Resist all unauthorized actions.


Essential Tracking Information:

  • Treasure: 3 - 2 = 1
  • Ground Units: 2
  • Space Units: 1

 

News & Rumors:

  • Johanne Faustine is doing well in the care of House Intanran. The God-King, however, is displeased with her reluctance to understand the teachings of Avva. In the words of a House butler, her enthusiasm toward the Iron Monarch can only be described as an unhealthy obsession, like that of a child with their favorite folk hero. Should she not learn soon, her naval training will be canceled and her faith will be taken care of...

 

Army Information

Commanders:
General Olodolo the Faithful of Castle Kiniun (MIL 10)
Tactical Doctrine: Avva's Watchful Eye - On Tactical Maneuvering Success, free conversion attempt on target region.

Ground Units:
Castle Kiniun Royal Guard (1 unit)
House Eriali First Division (1 unit)

 

Edited by MadMapManPK (see edit history)
Name
Conversion of 24
12
2d6+6+2-1 4,1
Conversion of 25
10
2d6+6+2+1-1 1,1
Conversion of 56
13
2d6+6 1,6
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Coedd

All is Coedd

Diplomacy: 3, Military: 1, Economy: 1, Faith: 6, Intrigue: 6

 

Actions

1) Faith - Seek Aid on Inquisition (Action 3) (TN 10, Faith 6) Roll SUCCESS!

Coedd is all, not all is Coedd. Meat institutions need adjustment. Coedd is able.

From the personal notes of Garrick Mynqvist, ArkHivist

Coedd's attempts to drive out those who don't worship her have been partially succesful, but not fully so. In particular, it seems to have been counterproductive in the case of many merchants, who have stubbornly refused to leave. Nevertheless, Coedd seems determined and continues to harass those locals she wants rid of with plant incursions.

2) Faith - Convert Region 25 (TN 12, Faith 6, Support 2) Conversion of 25

Meat fights meat. Coedd grows. Coedd is all, all is still not yet Coedd

From the personal notes of Garrick Mynqvist, ArkHivist

The military aid Coedd dispatches to aid the armies of Elif Dhaoine prove a more potent recruitment method than anything else Coedd could have tried. Fighting alongside them brings new bodies to the Coedd cult - some out of curiousity, some to pay respects to "colleagues in arms" and frankly some to jeer. But not all leave unchanged and the ranks of the faithful in the reserve are swelled.

3) Intrigue - Inquisition (TN 12, Intrigue 6, Aid 1)Roll SUCCESS!

Coedd is all, not all is Coedd. Meat institutions need adjustment. Coedd is able.

From the personal notes of Garrick Mynqvist, ArkHivist

The increase in "plant aggression" (although aggression is the wrong word, their work is coercive, certainly, but not violent breaks the will of the last few dissenters and within a scant few months of increased pressure, everyone on the island pays at least nominal service to Coedd with the vast majority being enthusiastic and devout worshippers.

4) Intrigue - Coerce Trading Post (TP1 Region 37)(TN 12 Intrigue 6) Roll SUCCESS!

Meat requires metal. Coedd is able

From the personal notes of Garrick Mynqvist, ArkHivist

Though she cares little for the spaceports and economic centres in the islands off Coedd, her mortal worshippers do depend on them for shipments of everything except plants. And, in a rare moment of interest in their well-being (if we view it charitably) Coedd seems willing to aid them. Or, at least that's the conclusion I have come to after the facts. What's certain is that a particularly fast -growing vine started clogging assembly lines in up-Chonkia. Each time they fouled production they were cut back, each time they were cut back they grew again to foul production. While the workers there were, more or less, able to keep them manageable the effort they spent in doing so made doing so counter-productive - what use clear assembly lines when there were no workers to man them. The workers bowed to the all but inevitable and began shipping some of their industrial output to Coedd, whereupon the aggressive growths died back within a few hours.

5) Military - Send 1 unit to aid Eilif Dhaoine in attacking Region 41

Meat welcomes Coedd. Coedd supports.

From the personal notes of Garrick Mynqvist, ArkHivist

Outright aggression from Coedd is unheard of, but this is a potentially worrying development. A group of lumbering animated trees follow ocean currents around to left Chonkia where they join Eilif Dhaoine troops in their assault on the Pratibdhists living there. In terms of military action, it was relatively unspectacular - Coedd's troops function as heavy infantry supporting and providing a centre for Dhaoine troops. In terms of precedent, though, it is more. At the moment, Coedd wouldn't be able to wipe animal life from Sansar if it wanted to, but this is the first time that it has actually made any motion in that direction. I suspect this was more a bribe to the Eilif Dhaoine than anything else, but it is a situation that bears watching.

At time of writing I have not heard the results of the battle so it may be that Coedd's "military" force, such as it is, did not survive this encounter. It will be interesting to see if the troops are replaced if they are lost.

Expected Stat Increases Next Turn:
Faith +1, Intrigue +1

 

Other mechanical notes:


Non-actions

  •  The Public's Fickle Eye was briefly drawn to Coedd but it soon becomes clear this was more due to novelty than any widescale recognition of Coedd as a major power. Their confusing conversation and lack of any interest in the opinions of meat mean that the brief high opinion the public holds of them soon fades. (OOC - Voluntarily failing the roll to retain my renown 2)
  • Coedd worshippers in the Arkhive huddle in the grove one evening, speaking in hushed voices and falling silent whenever someone comes near them. The following morning they are gone. Records from the spaceport show them taking an atmospheric craft out without filing a flight plan. Indicative RP-Based Intrigue

Other

Submission to both the Arkhive and Mytho-Historical Data Gathering

Fanatical Xenophilia, By Mynqvist G, Archivist

As the worshippers of this strange religion have found themselves physically close to Coedd, my suspicion is the religion will not last long and I would be derelict in my duty as an arkhivist if I didn’t note down the particulars of their methods of worship before it is, presumably, wiped from Tekhum.

The Fanatical Xenophilists - Xenophiles to adopt their own demonym - are slightly misnamed in my opinion.  “Neophile” might be better.  The core of their beliefs is that their maker (whom they name “Sansre” - an ancestral memory of Sansar or merely a coincidence?) has given them life in order to experience it and it is thus a moral duty to have new experiences.  Clearly, this begins in their surroundings (blessedly devoid of poisonous fruits as one of the first things done is to sample the various foods available on their island) but as they grow their attention naturally turns outwards and they embrace the traditions, culture and often inhabitants of the residents of Sansar and Tekhum with the fanaticism one might expect from their name.

The most visible religious ceremony is the “yestrip”.  This is expected of every xenophile at least once in their life but many if not most perform it as often as funds, family commitments, etc allow.  The goal here is to travel to a new location - on the islands or otherwise - and partake of every experience available.  It is understood in day to day life that some experiences are not to be experienced - “throwing a newborn baby off a cliff” for example would likely be a new experience for most but is not one to be sought out usually.  On the yestrip, at least in theory, if the opportunity presents itself it should be taken.  In practice, of course, most show at least some restraint even in what is publicly spoken of as an unrestrained orgy of experience.”

The other common religious celebration is the “dovow”.  This is a voluntary pledge taken at the start of various life milestones - coming of age, new jobs, round-number birthdays, ends of romantic relationships, etc.  The pledger makes a public pledge - large sections of the local media are devoted to publicising these - to have new experiences (“I will eat seven types of vegetable I’ve never eaten before”, “I will listen to an Elven song”, etc) within a given timeframe.  How successful and enjoyable this dovow is is viewed as a portent, almost, of how successful the life milestone will be.  The general expectation is that they will report back to family, friends through, nowadays, an ad hoc documentary.

Units: 1
Treasure: 0

Edited by Kythia (see edit history)
Name
Roll
12
2d6+6 2,4
Roll
16
2d6+7 4,5
Roll
14
2d6+6 3,5
Conversion of 25
15
2d6+8 2,5
Indicative RP-Based Intrigue
15
2d6+6 6,3
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The Dwarven Industrial Coalition

%5BCENTER%5D%5BIMG%5Dhttps%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F849666628869685309%2F1196629572230332517%2FDwarvenIndustrialCoalition_Crest_Small.png%3Fex%3D65b85322%26is%3D65a5de22%26hm%3D55d474e1226e30bbe74e249d33c509092be37db43a5a0ad478ed9da9ed61da83%26%5B%2FIMG%5D%5B%2FCENTER%5D
DwarvenIndustrialCoalition_Crest_Small.png?ex=65b85322&is=65a5de22&hm=55d474e1226e30bbe74e249d33c509092be37db43a5a0ad478ed9da9ed61da83&


Chief Executive Hammond Durham
Diplomacy: 4
Military: 7+1
Economy: 4+1
Faith: 2
Intrigue: 2

Regions
The Central Claims: 97(Capital)

Actions

[MIL] Invade Region 90

Dr. Horace Thorne (10) leads 4 space units, using tactical doctrine Engineered Onslaught (+1 to battle, +10% enemy casualties).

A dwarven fleet descends on Region 90, seeking the one thing all dwarves need: alcohol. The Great Beer Run, as it is called by some, is half military campaign, half rowdy party, and no one is quite sure whether the fighting or the drinking started first.


[MIL] Raise a Ground Unit

The dwarves have long memories. Khylokian aggression will not be forgotten.

[ECO] Buyout Region 95 TP 1 for Laser Rifles

To fuel the growing dwarven war machine, additional weaponry is needed.

[ECO] Buyout Region 90 TP 1 for Meltorian Ale

Even as dwarven soldiers do battle with the locals, merchants slip in and offer those who are not engaged in the fighting the deal of a lifetime. Dwarven space is thirsty for booze no matter how it's obtained, and it is far more agreeable to be paid for it to have it taken by force, right?

[DIP] Raise Reputation with the BRG

Given the nearby location of a BRG station, the Dwarves are keen to establish friendly relations with the media conglomerate.

Embassies

Trade Routes

Non-actions

Resist Khylokian sack attempt.

Mytho-Historical Data Gathering

The legend of the Progenitor, coming soon...

News and Rumors

 

Bookkeeping

Characters

Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous
Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive.

Military

Units:

Unit Cap: 4 + 1 [region] + 1 [govt support] = 6

Ground Units: 1

Space Units: 4

Total: 5

Generals:

Admirals:

Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected.

Military Technologies:

Economy

Treasure:

0/5

+0 per round

Trade Posts:

(S) indicates merchant support

Ice: 95 (S)

Civilian Techs:

Aclaustrophobic Psychiatry

Algorithmic Imagination

Arcane Amplification

Fusion Power

In Vivo Modification

Vacuum Adaptation

Xenolinguistic Cataloguing

 

Edited by bc_56 (see edit history)
Name
Buyout 95.1
6
2d6+4 1,1
Buyout 90.1
11
2d6+4 2,5
Raise BRG Rep
13
2d6+4 5,4
Sack Resistance
20
2d6+8 6,6
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Round 2
The Biarbu Society
[The Shadow of the Flock]
Region(s): 6

Actions:

 

  1. [Intrigue] Send Surveillance to region 7 (Region 7 Surveillance: 16)
    The ariel arcology nearest to Shiwa Yun has long since thought to be unneeded to the goals of the Biarbu, but with the recent expedition failing, there is far more curiosity.
  2. [Intrigue] Secret Action
    The Shadow of the Flock acts. 
  3. [Intrigue] Attempt to Build Spy Network in BIR (17) (Build Spy Network in BIR: 13)
    One can create contacts and be open about it all the same. With the permission of the Bironian Bulwark, the Biarbu Society tries to establish a local connection, so they may stay apprised of nearby affairs. They approach known merchant, Xiang Osmira, eager to help supply the Loyalists with additional fuel and a rare source of spice.
  4. [Intrigue] Coerce a Trade Post (TP1, R18) (Coerce Region 18 TP1: 14)
    There is the right way to do things.  The Biarbu way. And the Biarbu are currently enamored with the idea that they can more easily go into space. But it would be even easier with Uhrayan Aircraft. Individuals whom take this interest personally go and try to... convince... the locals of the right way.
  5. [Economy 5] Construct Arcology in Region 6 {+1 to Build Spy Network}
    Hway is the Beak of Shiwa Yun, and it is hidden from all but the most resilient. Acting primarily as a deterrent to invading forces, the Face of the Flock gave rather unusual orders to build the Nest further into a larger arcology. With the help of the additional food and fuel that the Arcology provides, careful, skilled, agents can be trained and sent to far off places, to create more contacts and perhaps bribe a few new friends. Exotic spices can be all the rage to the right person.
spacer.png

“Fate is like a strange, unpopular restaurant filled with odd little waiters who bring you things you never asked for and don't always like.” - Lemony Snicket

Non-Actions:

  • Support conversion of any owned regions to Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • Support UHS buyout of Region 6 TP2

News and Rumors

 

  • The eyes of the Biarbu turn towards what is happening within the Bironian Bulwark with amusement and interest. Fate, it seems, is playing some type of game within the Biron Crosspaths, and every new report of changes are eagerly sought after for both gossip and entertainment.

Ruler Information

 

The Shadow of the Flock, Ben Ying D M E F I  
Current 2 2 5 5 5  
Starting Stat 2 2 3 4 4  
End of Round 1 0 0 2 0 0  
End of Round 2 0 0 0 0 0  

 

New Ruler Next Round

Expected Stat Bonuses: +2

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 1

 

Techs:

  • Algorithmic Imagination
  • Badalian Megadirigibles
  • In Vivo Modification
  • Arcane Amplification
  • Aclaustrophobic Psychiatry
  • Fusion Reactors
  • Xenolinguistic Cataloguing
  • Vacuum Adaption

 

Commander(s):

  • None Yet

 

Units:

  • [1] Ground Unit {Shangyang}
  • [1] Space Unit {Yeaya}

 

Edited by Gengy (see edit history)
Name
Region 7 Surveillance
16
2d6+5 5,6
Build Spy Network in BIR
13
2d6+5 4,4
Secret Action
14
2d6+7 5,2
Coerce Region 18 TP1
14
2d6+5 3,6
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Soom-Clan Marauders
Chieftess Varsa Soom
D3 | M5 | E4 | F4 | I2

News and Rumors
- The hour of bloodshed is nigh. Death or Glory! Red Soil!

 

[Diplomacy] Attend the Mekhala Mad Dash - Tempted by the prospect of a race and wishing not to allow his elder sister all of the glory and praise, Alud of the Soom takes a small crew off to the dash. He does not win, but does place respectably within the top five.

Subactions

- Pay Imperial Tax with 1 treasure
- Accept Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, and Xenolingustic Cataloguing technologies from the Llort Society.
- Accept Vacuum Adaptation from the Glix.

[Diplomacy] Raise Reputation with WTU, spending 1 Treasure [TN 10, Roll 9, Fail] - It seems that greasing palms only goes so far when the Union believes you already owe them money.

[Military] Raise 1 Ground Unit - News of the ride westward passes through the clans like wildfire - the rise of the Soom has not gone unnoticed, and the prospect of revanchism catalyzes a new surge of minor warlords seeking a cause.

[Military 5] Recruit General Sigrid of the Soom-Clan [Roll 10] - A young warlord distinguishes herself in battle, pushing through a flank at all costs. The Heir Yaki Soom notices, and recommends her for a considerable promotion.

TacDoc: Rust, Dust, and Guts

On successful Maneuvering in a Ground Battle, +3 to Battle and +10% own casualties.

[Military] Invade Region 55 with 4 Ground Units and 1 Space Unit, spending 1 Treasure - Backed by the might of the Imperial Engines raining fire from the skies, Yaki Soom gathers a motor pool and leads the warwheels to the west, past the Serpent's Spine and into the Greenlands. Old grudges would be answered, and the green watered red.

Details

Space Front led by Subcommander Palu Soom: +1 Unit, +3 Commander, total +4 (likely unopposed). Tactical Doctrine Measured Advance.

Ground Front led by Heir Yaki Soom: +4 Units, +5 Commander (rounded up from 4.5 average), +1 Treasure, total +10. Tactical Doctrine Overwhelming Tempo.

Request only one Renown on win.

 

Non-Actions
- Accept Embassy and Recognition from the Sorcerers of New Kildora.
- Mytho-Historical Data Gathering

Mytho-History: The Screaming Ash

Always keep an ear out for a storm.

It's not heard, exactly, but there's an electrical tingle riding along with the first clouds of faint dust, invisible to the naked eye but most assuredly there. Before the great gales that flay the unwary or the sky's vicious fulmination of those caught in the open, there is a distant scream that crackles in the ear, a warning to others. A reminder of an ancient Sacrifice. In time immemorial, before the Greenlanders stole all of the water, the great plains of Veehra were still dry and cold but far more hospitable - a variety of visible and invisible life flourished - the desert was an ocean with its life underground, and a perfect disguise above. When the bombardments came, a man named Ash looked beyond the terror of his neighbors and grew concerned for something else - the common animals of the deep desert.

As others fled to the greenlands or sought shelter, he gathered them - not the Great Mother Serpent, but the little things that could not survive the coming doom. He gathered first the moles that built tiny shelters beneath the ground, then the moss that could not flee, and then the knobbly succulents that gathered water from the morning mists. He gathered the rumble-boars that clustered together for warmth on cold nights, and he gathered the piper-birds that sang as they ate the beetles. But as he gathered more and more beasts, he came to a realization - he could not protect them when the storms came, and still the bombardments raged.

So Ash walked with his menagerie to the edge of the Greenlands, to give them a new home. But those who had fled to the Greenlands in the early days were greedy, and they took and took of Ash's gathered animals for the furs and products they could provide - heedless that they had earned none of them - and left the man stripped back in the desert.

Dejected and betrayed by the greed of those he had once called neighbors, Ash screamed defiance at the storm, and walked into it. Ash was the first to be flayed by the dust storm and still his screams echo within, a warning to all those who remained in the desert - and a call to action. That someday, there would be a reckoning.

Embassy Actions
- None

Ruler Info

Chieftess Varsa Soom
Diplomacy: 3
Military: 5
Economy: 4
Faith: 4
Intrigue: 2

Expected Stat Gains: +1 Military, +1 Diplomacy?

Heir Yaki Soom
Diplomacy: 2
Military: 4
Economy: 2
Faith: 2
Intrigue: 2

Additional Notes

New Ruler Next Round?
NO

Military Units 5/6
- Warlord Pandar
- Warlord Hur
- Warlord Mun
- Warlord Kray

- Carrier "No Truce with the Furies"

Treasure: 5/5
(+1 passive treasure/round)


Relics:
- No

Commanders:
- No

Embassies and Trade Routes:
- None

Organizational Overview:
Imperial Court: Rep 0, 0 favors
Pan-Tekhum Workers and Traders Union: Rep 0, -1 favors
Basu-Rahman Group: Rep 0, 0 favors

Renown 0

[U]Temporary Cultural Identity - EMPTY[/U]
[U]Permanent Cultural Identities - EMPTY [/U]

[U]Tactical Doctrines[/U]
- Measured Advance (-10% casualties for both sides)
- Aggressive Assault (+10% casualties for both sides)
- Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties)
- Indecisive Engagements (-2 to own battle roll, -10% own casualties, and +10% enemy casualties)

Technologies
econ - Dust Hardening
mil - None

[U]Ground Front technologies:[/U]
[B]- Man-Portable Weapons:[/B]
[B]- Infantry Equipment:[/B]
[B]- Combat Drugs and Medicine:[/B]
[B]- Armored Vehicles:[/B]
[B]- Field Fortifications:[/B]
[B]- Engineered Combat Organisms:[/B]
[U]
Space Front technologies:[/U]
[B]- Detection and Rangefinding:[/B]
[B]- Ship to Ship Weapons:[/B]
[B]- Orbit to Ground Weapons:[/B]
[B]- Crew and Maintenance:[/B]
[B]- Armor and Shields:[/B]
[B]- Spacecraft Propulsion:[/B]

Either front:
[B]- Electronic Warfare and Countermeasures:[/B]
[B]- Special Forces:[/B]
[B]- Logistics and Morale:[/B]


[B]Trading posts (3 [5], 1 treasure/round)[/B] (mercantile supports: 74)
- 74 (Energized Chrysoberyl) TP1, TP2
- 73 (Silver Serpents) TP2


[B]Official Faith (Mother Serpent)[/B]
5 HS: +1 Battles in Dust Regions

[B]Controlled Regions, Supports, Holy Sites:[/B]
- 74: Government/Mercantile/Media, Mother Serpent (Majority)


 

 

Edited by BladeofOblivion (see edit history)
Name
Recruit Commander
10
1d4+6 4
Raise Rep with WTU, 1 treasure
9
2d6+4 4,1
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Solar Trade Center
Greetings to our fellow Elect! Those once far, now made near by the miracle of technology! We, the Durats of Burtzlund are excited to announce the formation of the Solar Trade Center!
The Solar Trade Center is a conglomerate of trading routes connecting all regions and planets of Tekhum! But we can't do it alone, that's why we advise that all the honored Elect Regions begin construction on trading routes to the Durats of Burtzlund and Region 110 of the firmament.

Summary of the Deal
A. The Honored Elect Territories build trade routes to The Durats of Burtzlund and Region 110 on The Firmament.
B. In return, they can trade treasure, artifacts, and technology through the trading post with all other connected Elect.
C. Additionally, they can access to other Additional Perks as shown below.

"But why connect to the Durats instead of someone more immediately profitable?", you ask. The reasons are simple.


Compounding Value
Here at the Solar Trade Center Administration, we understand that our greatest value isn't ourselves, but the people we serve. And that's the key value offered by joining the STC. Not just what we can offer but the ability to trade efficiently with regions across the solar system, buying and selling goods and services without burning time and the hassle of waste action.

Current Partners

Partner Route Status Trade Opportunity
The Arkhive Æternal (ARK) Active Knowledge shared by the greatest library in the system.
The White Pawns Under Construction Mercenaries for hire!
This could be you!    

If we as a system can unitedly choose one center of commerce, then trade will boom and connection will be simple. You won't have to worry about what complicated trail of trade routes are required to get your goods where they ought to go, or what you'll be charged to use those trade routes, and how many turns it will take. No! You will pass your trade to the Solar Trade Center, and it will be forwarded directly where you want it to go! And that leads to our promise.

Our Promise
We, the Durats, will ensure that any trade sent to us, intended for a recipient to which we have a trade route, will be forwarded immediately on the next turn. There will be no tolls, taxes, or tariffs implemented by the Durats. We will always maintain non-actions to send trade to its desired location!
Any technology sent to the Durats for the purpose of trading to select parties shall not be traded by the Durats to external parties not involved in the deal, unless Durats later receive the technology again with a less restrictive trade license.
Durats may only halt trade if Durat holdings are directly attacked by an individual involved in the trade.

 

Investment

The Durats are actively subsidizing and building trade routes! Reach out quickly and you may even be one of the lucky early adopters who gets to take part in subsidized construction!
1. Economy Management
This plan is completely optional, for members who are looking to avoid unruly merchants.
The Durats will buy-out a trading post of a chosen region's desired resource and trade it to the merchant sector to keep it happy, eventually the Durats will impress the Region's Merchants and manage them directly.
Merchants impressed by this opportunity will always support or hinder TP buyouts if requested by the Region's owner.
2. Work Compensation
For individuals that can offer excellent trade opportunities to other customers, 1 treasure will be awarded for constructing a trade route.  Due to slow early cash-flow, applications are currently limited.

These are only available at limited capacity, so reach out soon to see if you qualify.

Location

Region 110 on the Firmament is already being explored by Durats, and is promised to the Durats through several treaties. Once obtained and the elevator repaired, it will act as both the perfect land and space port. Located nearly in the middle of Tekhum, Sansar offers an excellent location as a center of trade!

Additional Perks

1. When possible, the Durats offer trade acceleration. Extra Treasure or traded Technology will sent early so commodities arrive for the next round.
2. Partners will have a trade route to a Pan-Tekhum Worker's and Trader's Union Base in Burtzlund.
3. As a fledgling economic powerhouse, over time Durat Trade Routes will enjoy extensive Trading Post resource options for trade.
Expect these perks to be the first of many!

After reading this, I hope you're as excited about the new opportunity lying in the Solar Trade Center as we are! We're excited to work with you and bring all the regions of Tekhum together!


Du{RAT} Actions
1. Economy)  Second attempt to send Expedition to Region 110. Roll Result Below - Success!
The Durats continue to aggressively position towards the Firmament, citing the need for a space trade port with an elevator to Sansar.

2. Economy) Establish Trade Route to The White Pawns
The enhance STC offerings and provide themselves with protection, the Durats form a trade route to The White Pawns.

3. Diplomacy) Create Cultural Identity - Buyout Trading Post
In line with their position as a Solar Trade hub, the Durat Pods recognize themselves as powerful merchants and clever traders.

4. Economy) Buyout Open TP2, region 50. (Assisted). Roll Result Below - Success!
In these times of discord, The Administration consolidates Durat Resources.

5. Diplomacy) Attend the Festival of Ability!
  - Sub-Action: Pay Tax
 

Non-Action) Call in a Favor From the Union, buy out TP3 on region 79 to retrieve Brahmaguptite. (Assisted)
Non-Action) Attend The Mekhala Mad Dash of 2037
Non-Action) Assist myself in buying my own trading post. TP2 on Burtzlund.
Non-Action) Hinder anyone other than myself performing Burtzlund TP buyouts.
Non-Action) Accept any trade routes
Non-Action) Accept any traded treasure, artifacts, and technologies
Non-Action) Trade any treasure, artifacts, and technologies from last turn to intended recipients.

Specific Treasure, Artifacts, and Technology from the Durats

None this turn

 

Leader Information

Ruler: Exalted Vuk Cssskk Tyculhajodejana
Diplomacy: 5+1
Military: 3
Economy: 6+1
Faith: 2
Intrigue: 3

Other Information

 

Durat Org Status Reputation Favor
Trader's Union +2 1 (Used this Round) and -1 (Loan)
Imperial Court 0 0
Basu-Rahman Group 0 0

 

Other Durat Information
Treasure: 3 (-1 from tax)
Loan Spend Needed: 3 (-1 from tax)
Loan Size Taken: 3
White Guilder: 3
Land Units: 1
Space Units: 1
Total TPs: 1 +1 (Maybe +1 More)
Treasure TPs: 2 +2 (Maybe +1 More would be 5)

 

Edited by FriendlyHeadcrab (see edit history)
Name
Buyout Region 50 TP2
15
2d6+6+2 3,4
Expedition to 110
15
2d6+6 3,6
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The Combined Commonwealth of Glix

Region 77- The Parrot's Perch

Prime Minister Snimt'Glek, the Parrot's Voice, leader of the Outer Duma

Game years 4-7
4 years until Jubilee

Diplomacy 6
Military 5
Economy 3
Faith 2
Intrigue 2



 

Resources

Embassies= none
Trade Routes= none
Wealth: 2(-1)
Income= 0/round

Space Units: 1(+1)
Mega-Dreadnought 7 Macaw
Introducing: The Anvil

Ground Units: 3(+1)
Carrier Groups: Wrath, Exoddus, Oddyssey
Introducing: Carrier Group Soulstorm

Reputation:
BRG 1
EMP 0
PTW 0


Actions

Diplomacy- Attend the Big Race, name TBD.

Sub-actions 

Pay taxes to EMP

Gift all owned Starter Techs to all attendees. (Will be written out eventually) (even CAS, if they show.)

Gift Badalian Mega-Dirigibles to all Mekhalan attendees.(even CAS, if they show.)


Military 5- Recruit General
The Hammer. (she/her) Doctrine: Hammer's Vengeance (+4 to battle rolls used offensively while being attacked)

The Hammer was a surprisingly effective Diplomatic Agent and is a terror in a fight.  She was deemed a natural choice to lead the Glic Armed Forces by Snimt'Glek. Naturally, her political powers in this position were immediately turned joining her party to the coalition government seeking to replace Snimt'Glek.

Military- Recruit a Space Unit
The Hammer's Basilica is retrofitted for War, becoming The Anvil.

Military- Recruit a Ground Unit.
Carrier Group- Soulstorm

Military Snimt'Glek stages a coup to overturn the results of a No Confidence vote.  These efforts immediately fail because the Commander of the Military is a telepath who already betrayed him. He then gets exiled to The Arkhive.

Sub-action- The show trial is inexplicably turned into anti-CASSIOPE propaganda in a petty attempt to get back at them for stealing the Union Contract.

Enough said.

Non-Actions

News and rumors 


Report from an Imperial Cult Sympathethizer in the Combine:

Rumors circulate that the newly formalized Glic Military, in an effort to assauge Snimt'Glek paranoid delusions of imminent attack, has been doping Worker volunteers with progesterone in an effort to increase psi potential and muscle growth.   The bards saying this then add "The dosed brothers got pre-cognition,  and immediately reported a calm and uneventful future without Snimt'Glek's leadership.  At this point, the project was scrapped."

This addition is more likely political commentary than a factual account, as pre-cognition is a power never before observed in Workers or Queens.  To reiterate to my alien friends, unlike genders, which are fairly nebulous, the Glix castes are fairly well defined.  The two sapient castes, Worker and Queen, each demonstrate psionic abilities, but they always manifest in a specific set of ways.   Workers are considered "receptive."  Higher order abilities demonstrated by us include clairvoyance, psychometry, and, in extreme individuals, astral projection.  Queens are considered "projective,"  all Queens, almost without documented exception, have the ability of telepathy, and almost all have the power of "mind melding;" the creation of mind gestalts, and the power to possess Worker Glix and read our minds and memories.   Extremely powerful Queens can use such powers on-Glix.  Truly exceptional individuals such as The Hammer have telekinetic and probalistic abilities.   Other abilities, if they ever existed, are not well documented and are presumably mythical in Glix or the result of foreign sorcery misrepresented or combined with Psi.


-space reserved

ARKHIVE:  send you my "retired" eader

 

"This is how it ends. My intentions were only to serve the interests of the Glix people.  We are besieged on all sides.  Madness and war run rampant.  You can feel it.  Every Worker can. The worlds have gone wrong..."

"But I can only do so much.  If you do not trust my leadership, then we are damned, but my hands are clean..."

"I will accept exile.  Sansar was the place our history began.  Let it end there, and let me catalogue us to the posterity of aliens..."



Predicted stat changes-
+2 Mil

New Ruler: Yes.

Shadow Prime Minister Chif'Blak, The Parrot's Voice, Head of the Outer Duma

Diplomacy 4(+1)
Mil 3 (+2)
Eco 4 (+1)
Faith 1
Int 2 

Edited by Featherscale
Dead link, finalizing actions (see edit history)
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Actions:

[Mil] - Attack Region 018

Space Front: Navarch Tuahine commands 1 Space Unit. (Mil 5)
TacDoc: Measured Advance
Total Battle Roll: Mil 5 + 1 Unit = +6 (Presumed Unopposed)

Ground Front: General Mata Vai commands 2 Ground Units. (Mil 8)
TacDoc: Point-Blank Ordinance (+2 Battle, +10% enemy casualties)
Treasure Spent on Ground Battle Roll
Total Battle Roll: Mil 8 + 2 Units + 3 (Space Victory) + 1 (Treasure) = +14 (+16 on TM success)

Mata Vai will accept the surrender of any notable commander or subcommander. Prefer to capture over kill, otherwise.

The recent collapse of the Bulwark leads to the first decisive military operation in decades. The council sees an aerostat that relied on the Bulwark. One sent into disarray by the neighboring war and petty infighting, and capitalizes on the chance to bring security to the area.

Loyalist companies in the region are left largely untouched, while kanmarran strike teams target Syndicate vehicle depots for sabotage or outright destruction. Aid and succor is provided to refugees, and surrendered troops provided quarter without question once disarmed.

[Dip] - Mytho-Historical Gathering

[Dip] - Attend ILU's Festival of Ability
Subaction:
[EMP] - Pay 1 Treasure

[Dip] - Raise Reputation with EMP vs TN 12, success
(Spend Treasure)

The Alliance spends much of the next three years adopting Imperial standards and aligning their foreign policy with existing interplanetary conventions. In the wake of the newly Elect rising to power, the kanmarra will secure their relevance on the galactic stage. Never again.

[Dip] - Diplomatic Mission to 105 vs TN 12, success
(Spend Treasure)

 

 

image.png.36f3e5a80228dcffe69c72f4b0a2965f.png

The Eucrus Alliance
Capital: Anjahar (Region 11), Badal

 

Archon Tangata Roa
Dip 4 | Mil 6 | Econ 3 | Faith 2 | Int 2

Navarch Tuahine Roa

Dip 2 | Mil 5 | Econ 2 | Faith 4 | Int 3

 

 

 

Non-actions:

Resist all hostile activities.

[EMP] - Mytho-Historical Data Gathering: Submit a Holovid of the dance performed at the Test of Ability.
While a certain High Lord may not hold their particular method of storytelling in high esteem, the Alliance are keen to preserve it all the same. With it, the kanmarra promise a future anthology if this is insufficient.

[ARK] - Submit a holovid of the Haka performed at the Test of Ability for Arkhival.
To Queen Constance, the submission is rather more involved. Not only does the delegation send a holovid of the dance performed before the judges, but they also send the source code they used in adapting the ArkHive's Xenolinguistics model with the Algorithmic Imagination of the Biarbu.

[ILU] - Support conversion of the Illuminated Primarch/Soul's Expression to Majority in #11. Resist all others.
In the eyes of many younger kanmarra, the idea of finding one's path and following it to its natural end is a simplistic and appealing thought. Jy'mar missionaries are given leave to speak at military academies and universities alike. Stubborn elders spout that the Soul's Expression is simply a more watered down, psychological approach to the ideals of the Protean Paradigm--ascension to something greater by mastery over the self. This does not have the effect that they anticipated in suppressing the faith.

[ELD] - Accept Embassy with Eilif Dhaoine. Promise of Non-Aggression toward Eilif Dhaoine.
Despite the fact that it would be nothing short of a madman's vacation spot, none among the Badalian Elect could be so foolish as to believe they will remain isolated forever. It is this reality that causes the Eucrus Alliance to reach out in the hopes of establishing relations with one of Sansar's rising stars. The Eilif Dhaoine are a people whose story inspires, and it is the hope of the Council that they can find common ground in their struggles for survival against extreme adversity.

The Dhaoine are gifted a sizable spot in the central shaft of Anjahar, with whatever amenities they may require to adapt. In particular, the substantially longer day cycles and the claustrophobia inherent from living on an aerostat are challenges that kanmarran engineers hope to tackle early on in the shared diplomatic endeavor.

 

Resource Tracking

Stat Changes: +2 Dip
Treasure: 4 - 4 (Spent) = 0
Organizations: +1 EMP Rep (up to 2), +2 Renown (assuming successful battle)
1 Mytho-Historical Data
Faith: Soul's Expression becomes Majority from ILU conversion. The Protean Paradigm becomes a Minority.

Tech Changes: N/A

 

 

 

 

Name
Raise Reputation (EMP, TN 12)
16
2d6+4+1 6,5
Dip Mission (105)
12
2d6+4+1+1 4,2
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Caipe Ushere
Sansar - Region 29

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Chalise Merole Ebonne d'Laforét
Diplomacy 7 Military 3 Economy 3 Faith 2 Intrigue 3

Turn 2

News and Rumors

  • Rumors abound after footage and commentary of last year's Arkhive Banquet shows Queen Chalise arm-in-arm with Captain Jié Měifēng of the Black Cloud Coalition. An anonymous source alleges that the queen even invited the pirate leader back to her private quarters on the ship, where the two spent several hours together unattended. Many Usherets are horrified that the queen might have a dalliance out of wedlock at all, much less with a foreign leader and self-admitted criminal.
    While some rumors fade, time only seems to increase the scope of wild speculations: the queen was seduced by the pirate; it was the
    queen who did the seducing; the queen has had improved private communications set up in her bedroom specifically to continue a long-distance tryst; the queen has received numerous risque and taboo gifts from the Badalian corsair. Timestamps of the queen's other trips away from Verglass are compared to sightings and appearances of Captain Měifēng by those popularizing the tale. When an enterprising (and gutsy) reporter asks Queen Chalise to confirm or deny the rumors, she replies with a perfectly straight face, "The people will always talk. It is not the first time, and it will not be the last. What is one more scandal to an old widow?"
  • Following lengthy private negotiations between Queen Ebonne and the House of Fire, a betrothal is announced between their heirs: Princess Monite Akari Ebonne d’Laforet and Lord Artavasdes II. Their wedding is planned to be a grand public ceremony, to be held in Caipe Ushere at the d'Laforet estate in a few years. Invitations are sent out to leaders and dignitaries of the Empire and the Elect to attend and celebrate.

Actions:

1) [Diplomacy] Sway Faction - Government, Region 28 (TN 12; Roll 20 - Success)
Grudging respect is as good a stepping stone to begin with as any other to cross a river. The gulf between ideals can be bridged, and the chance to start at the top is not lost on the Usheret ambassadors.

2) [Diplomacy] Raise Reputation - Imperial Court 1 -> 2 (TN 12; Roll 18 - Success)
Now with better established channels from more recent and direct communications, Usheret diplomats continue to ply their words for the favor of the Imperial court.

3) [Diplomacy] Establish Confederation Claim - Region 28 (TN 12; Roll 14 - Success) 
Promises of integration with offers of amenities and technology are the start. Integration of cultures and relations would be inevitable, but this is not the selling point first offered in discussions with these neighbors.

4) [Diplomacy] Mytho-Historical Data Gathering - Contributions to the Imperial Library.
Following the receipt of the popular Tale of Lavandaire, further efforts are made to gather submissions to the Imperial Library. Among the next wave of mythologies submitted are: The Wolf-Butler; The Warnings of Ul-Ping-Nai-Ophon (with annotations on paganistic superstition); and Pensu, the Painter of Stars.

5) [Economy] Buyout Trading Post - Region 29 TP2, Wine with support from ourselves (TN 12; Roll 13 - Success)
As trade is the lifeblood of nations, wine is the lifeblood of Caipe Ushere.

Non-actions:
Spend treasure on Establish Claim and Buyout actions (2 total).
Support Eilif Dhaoine buyout of Wine in Region 29, TP3. There have been some particularly good vintages in the Sabaide river basin of late.

Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase: Diplomacy +2 
New Leader next turn: No

Admirals: 
Generals: 

Councilors:
High Arbiter Estle Gronaud
Chief Navarch Ekatrin Raikier
Head Advocate Lucél Thiércine
Eminent Ambassador Puala Lomchat
Magister Sage Ange Jénou

Other: Princess Monite Akari Ebonne d’Laforet (heir - D1, M4, E4, F4, I1), Princet Geal Talouse Ebonne d’Laforet

Relations of State

Embassies:
Trade Routes:

Resources

Units: 2
> Ground - 1st Dragoon Mobile Infantry Brigade
> Space - 1st Light Destroyer Wing
Treasure: 3
Artifacts:
Reputation: EMP (1); WTU (0); BRG (0); REN (2)
Favours: WTU -1
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere
Arcologies: 
Fortresses: 
Government Support: 28(C)
Effective Trading Posts: 3 (0 income)
> Fell Iron - 32 TP2
> Wine - 28 TP1, Merchant Support
Primary Religion: Practica Arcanai (Size: 4)
> Media Support - 28
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing
Military Techs: Badalian Megadirigibles, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> Field Foritifications
> Engineered Combat Organisms
> Detection and Rangefinding
> Ship to Ship Weapons
> Orbit to Ground Weapons
> Crew and Maintenance
> Armor and Shields
> Spacecraft Propulsion
> Electronic Warfare and Countermeasures
> Special Forces
> Logistics and Morale -

Edited by Frostwander (see edit history)
Name
Buyout Region 29 TP2 (Support, Treasure)
13
2d6+6 1,6
Sway Government Region 28 (REN2, Explore bonus)
20
2d6+9 6,5
Raise Reputation Imperial Court (CI)
18
2d8+7 4,7
Establish Claim Region 28 (REN1, Treasure)
14
2d6+9 1,4
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The United Houses of Senkar (UHS)
Located in: Region 16 (Badal)
Faith: The Forever Self
Turn 2

spacer.png

Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 3
Military: 5
Economy: 6
Faith: 3
Intrigue: 3

 

Actions:

1. Diplomacy: Support Mytho-Historical Data Gathering

- Knowing that more than simply a sample of their local myths is likely needed to properly assist the efforts of Imperial College, the scholars of Senkar spend plenty of time in talks with their counterparts, helping the Imperial researchers to properly parse through the staggering amount of data.

 

2. Economy: Colonize Region 13 (Using 1 treasure and Seek Aid on the roll)(16, Success!)

- While the initial push of the Houses to re-settle the seemingly abandoned aerostat resulted in a failure, the movers and shakers of the City of Wonders are not so easily deterred. With newly-acquired wealth secured from trade contracts and considerable loans, the explorers and repair crews are sent out yet again with plenty of new equipment, guided by cadre of Djinni seeking to pursue their own mysterious ends.

 

3. Economy: Economy 5 special - Construct an Arcology in Region 16 (with bonus to Convert Region actions)

- Sub-action: Claim 1 Treasure from WTU's Project Sunrise

- While Senkar is already a wonder of an aerostat, many feel like their home can shine brighter still... and the Lord Speaker seems to agree. All too clad to leave his own mark in history, Lord Ziven orders the construction of grand floating forums. Forming a giant decahedron shape around the city as they align with its top-like structure, these new venues allow the plazas of learning and trade to explode in number, intensifying the competition for prestige and aiding the followers of Forever Self in expanding their influence.

 

4. Faith: Seek Aid on Colonization of Region 13 (15, Success!)

- To further aid the task of reclaiming the lost aerostat, the followers of Forever Self send several Djinn-Guided from among their number to provide advice. These physically and spiritually enhanced individuals should prove a great deal of assistance overcoming the trials malfunctioning technology, dome breaches or unfriendly wildlife might present to settlers.

 

5. Faith: Convert Region 17 towards Forever Self (10, Failure)

- The Bironain Bulwark has long held beliefs somewhat similar to those of the Forever Self, and with the recent decapitation of their leadership, the offers of new spiritual guidance towards grander purpose may yet find an abundant audience.

 

Non-actions:
Permanent: Support conversion of any owned regions to The Forever Self. Contest all other faiths. Contest all unsupported buyouts.

 

A) Support buyouts of UNC and BRB in Region 16

- The wheels of commerce must continue turning, and the fortress-laboratories of Senkar offer ample workforce of trained professionals eager to prove their work. The High Court gladly gives them direction towards select allies in need of their skills, in return for past and future concessions.

Leader stats for next round:

Diplomacy: 3
Military: 5
Economy: 6+1
Faith: 3+1
Intrigue: 3

Edited by GrimRanger (see edit history)
Name
Seek Aid on Colonization of Region 13
15
2d6+3 6,6
Colonize Region 13
16
2d6+8 3,5
Convert Region 17 towards Forever Self
10
2d6+3 6,1
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The Llort Society Protectorate

Round 2, Standard Years 2037-2039 of the 99,803rd Era of the Imperial Calendar

CD0s8pMXFuhq9yt6NR4RPEARdta1zv12DC7hPBM0Rr7HcWV3mqXxr2CVWi7EMBTlbJOmN2L7DHj4sU3609bZojaBZh4uEOUlK-FTy-3mcldUI2ysBm-8CaN_UFsKtR05iz5-0y_IyWdy5tvj-1x-40o

 

Capital: Al-Miraiya (region 88)

 

Society Consul Hanyeo

(llort, they/them)

Diplomacy: 6

Military: 4

Economy: 5

Faith: 5

Intrigue: 4

(Expected gains from this round to next round: +1 Dip, +1 Econ.)

(Heir: Dip 4+1, Mil 1+1, Econ 3+1, Faith 4+1, Intr 3+1)


 

Actions:

  1. [Economy] - Buyout Trade Post 1 in Region 99 [10, Failure]
    • Attempt to get some fabrics.
  2. [Economy] - Buyout Trade Post 2 in Region 89 (the Khylokian Reign of Blood) [16, Success!]
  3. [Faith] - Convert Region 79, Kish [15, Success!]
  4. [Diplomacy] - Raise Reputation - Imperial Court 0 -> 1 (TN 10) [9, crying emoji]
    • Schmooze with the local High Lady.
  5. [Diplomacy] - Mytho-Historical Data Gathering (2/3)
    • See "Donations to the Arkhive and Mytho-Historical Data Gathering" in the spoilerblock further down in this post.

 

Non-Actions:

 

Event sub-actions

[Decree Response] Pay Taxes. 1 Treasure in Taxes to the Imperial Court.

 

Accept Badalian Mega-Dirigibles technology from The Combined Commonwealth of Glix.

 

Sign and offer other factions the Llort Society Protectorate Guarantee of Regional Exploration and Surveillance (see details below non-actions)

 

Donate the following civic technologies to The House of Fire [HOF], Soom Clan Marauders [SCM] and [insert player factions attending as an action, message me if you’d like to be added in here]: Arcane Amplification, Aclaustrophobic Psychiatry, Algorithmic Imagination, In Vivo Modification, Nuclear Fusion, Xenolinguistics.

  • Resist & Hinder any Conversions that would reduce the Imperial Cult to less than a Majority in Region 88 (-2); otherwise, neither assist, hinder, nor resist conversions introducing additional minorities (+0).

  • Donations to the Arkhive (at the Mekhala Mad Dash)

Donations to the Arkhive and Mytho-Historical Data Gathering

Donate a cultural work to the Arkhive and the Imperial Court: An unnamed 2000-year-old epic poem that describes the struggle of an exiled princess. Below is included an excerpt:

A dance, a wild dance, of fire and flame

A hope shone in her eyes

Believe, oh believe, in our twisting game

That love drowns all that cries

A dance, a slow dance, of frost in the morn

A glimmer of sorrow sparked

Memories, memories, pain and forlorn

Has her heart forever marked

Donate a historical work to the Arkhive and the Imperial Court: The First Dash: A Tale of Hot Blood and Cold Steel in the Depths of the Empire, a historical work recounting the first time the Mekhala Mad Dash was organized and the cultural trends, socio-economical climate and previous races that all lead up to it. It makes note of a few racers by name, ancestors to racing dynasties, some bearing family names still vaguely familiar to the older generations today.

Donate a philosophical work to the Arkhive and the Imperial Court: On the Nature of Human Gender: An Analysis of Social Dynamics within Tekhum, an analysis and philosophical work and doubling as a guide to both finding oneself and manipulating social circumstances to one's advantage. The work is by an unnamed llort philosopher who recently passed away, having written this tome in private.

Llort Society member Dabida Tenboro (human, he/him), who brings these works to the Arkhive, joins the Arkhive.

  • [Renown] Establish Embassy in the Arkhive Aeternal

  • Support Trade Post 2 or 3 being bought out by CASSIOPE, resist all buyouts of Trade Post 1

 

 

The Llort Society Protectorate

Guarantee of Regional Exploration and Surveillance

 

The Llort Society Protectorate, hereafter named the Society, promises the Elects that are offered this agreement to explore 1-3 regions of the Empire (as specified per individual signatory) in name of that Elect, with regions to be detailed by their Imperial number or to be kept vague as per the wishes of the individual signatories in case of uncertainty of opportunity to take a region prior to its successful surveillance.

 

In return the signatories shall allow the Society to take and hold in perpetuity one (1) singular Trade Post in each region they so explore and to allow the Imperial Cult to be spread within those regions to a degree specified per individual signatory, with a minimum of a minority and a maximum of a majority.

 

(Any members of the Elect interested in this agreement may contact the Llort Society Protectorate to sign it and gain the benefits of their Expeditions in future rounds.)

Agreement details for The Eucrus Alliance (TEA)

Agreement details for Eilif Dhaoine (ELD)

Agreement details for The Twilight League (TWI)

Agreement details for Sorcerers of New Kildora (SNK)

Agreement details for Soom-Clan Marauders (SCM)

Agreement details for The Ethen Guard (ETH)

Agreement details for The House of Fire (HOF)

 


Llort Society Protectorate Record Keeping

Treasure: 3/5 (start of round), -1 (taxes), -1 (???), -1 (???). Final treasure: 2/5.

Trade Posts: 1

  • Crystal Weave TP 1 (Region 88)
    • Fabrics and Textile Products
    • Conductors and Circuitry

Technologies: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing...

  • Vacuum Adaptation: Allows transport of ground units between zero-g regions in the same orbit without space units.

Unit Count: 2/6

  • Land Units
    • Emperor's Left Palm, lead by hecaton Karcheros Katos
  • Space Units
    • TSS Eliyot, lead by hecaton Furiza Debezed

Military Technologies

Ground Front:

  • Man-Portable Weapons: N/A
  • Infantry Equipment: N/A
  • Combat Drugs and Medicine: N/A
  • Armored Vehicles: N/A
  • Field Fortifications: N/A
  • Engineered Combat Organisms: N/A

Space Front:

  • Detection and Rangefinding: N/A
  • Ship to Ship Weapons: N/A
  • Orbit to Ground Weapons: N/A
  • Crew and Maintenance: N/A
  • Armor and Shields: N/A
  • Spacecraft Propulsion: N/A

Both Fronts:

  • Electronic Warfare and Countermeasures: N/A
  • Special Forces: N/A
  • Logistics and Morale: N/A

Llort & Society list of characters

Ani-Quin, racer (human, they/them), born 2017. Racer in the Mekhala Mad Dash and their own mechanic. Long brown hair, extroverted, swears a lot in private.

Epeka Sunderlanad, acrobat (llort, she/her), born ????. Attended the Festival of Ability to show off her agility and flight magic. Insecure.

Furiza Debezed, llort (she/her), born ????. Military woman who captains the TSS (Their Spaciousness' Ship) Eliyot. Snow white skin, purple eyes and white horns, potentially a rare example of albinism according to some human scientists. She doesn't let them investigate.

Halford, human (he/him), born 2003. Diplomat who attended the coronation of Duke Esarhaddon III. Raced in the Mekhala Mad Dash.

Hanyeo, consul (llort, they/them), born 2000. Current ruler of the Protectorate.

Karcheras Katos, hecaton (llort, he/him), born 1999. Expedition leader (region 99) and military man who attended the Mekhala Mad Dash. Lime green skin, golden eyes, curved black horns. Stern, but loosens up among any allied or friendly soldiers. Loves a drink.

Leyonarad, artist (llort, he/him), born ????. Entered a painting/holograph short film into the Festival of Ability. Pale white skin. Eccentric gay man.

Yessikruz Donce, ambassador (llort, she/her), born 2009. Diplomat who attended the coronation of Duke Esarhaddon III and the Mekhala Mad Dash. Dark red skin, rows of small horns, wears an eyepatch. She has a fine taste. Her preferred drink is Liquid Gold.

 

Edited by EmBark (see edit history)
Name
Converting in Kish to introduce a minority Imperial Cult
15
2d6+5+2 2,6
Buyout Trade Post 1 in Region 99, Embroidered Fabrics (Fabrics and Textile Products)
10
2d6+5+1 2,2
Raise Reputation with the Imperial Court (TN 10)
9
2d6+6 2,1
Buyout Trade Post 2 in the Khylokian Reign of Blood (region 89)
16
2d6+5+2 4,5
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