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Minescratcher452


BAF accepted inspection, corrected contradiction

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 2 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

AVP hoards 3 treasure

BAF gains 1 passive treasure

BCC gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 2 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular moon of Veehra until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! AVP steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! AVP undermines WTU Merchant support in Region 59! AVP loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG! The Merchants in Region 55 become Unruly!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Minescratcher452

Minescratcher452


WIC to Ally of the Union

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 2 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

AVP hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular moon of Veehra until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! AVP steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! AVP undermines WTU Merchant support in Region 59! AVP loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Minescratcher452

Minescratcher452


WIC to Ally of the Union

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 2 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular moon of Veehra until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Minescratcher452

Minescratcher452


WIC to Ally of the Union

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FMgqF6Bg%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FJcXDQ3c%2FTekhum-System-R5.png%5B%2Fimg%5D%5B%2Furl%5D
Tekhum-System-R5.png

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

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FLrMVvch%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FT1Z9r7q%2F1-Badal.png%5B%2Fimg%5D%5B%2Furl%5D%0A%5BI%5D%5BSIZE%3D1%5D%5BURL%3D%22https%3A%2F%2Fopengameart.org%2Fcontent%2F16x16-fantasy-pixel-art-vehicles%22%5DAirship%20sprite%20by%20DualR.%5B%2FURL%5D%20Commissioned%20by%20OpenGameArt.org.%5B%2FSIZE%5D%5B%2FI%5D
1-Badal.png
Airship sprite by DualR. Commissioned by OpenGameArt.org.

Sansar

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

Firmament

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Not to scale.

Aridyin

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Veehra

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Mekhala

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Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 2 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Minescratcher452

Minescratcher452


WIC to Ally of the Union

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Minescratcher452

Minescratcher452


ILU to Rep 1

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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Mekhala

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Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm of TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Chemical Reagents!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm of TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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Veehra

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3-Veehra.png

Mekhala

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Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure

SEV colonizes Region 60, spending 1 treasure

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm of TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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4-Mekhala.png
Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure

SEV colonizes Region 60, spending 1 treasure

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm of TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 2 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

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

Sansar

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

Firmament

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2-SZ-Firmament.png
Not to scale.

Aridyin

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2-SZ-Aridyin.png

Veehra

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3-Veehra.png

Mekhala

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Distances not to scale.

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure

SEV colonizes Region 60, spending 1 treasure

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm of TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 1 for Space Opera in Region 83

FBC buys out KRB TP 3 for Uranium in Dur-Shalkhir (Region 76)

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 2 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ARV hoards 3 treasure

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular stretch of Mekhala until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! ARV steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! ARV undermines WTU Merchant support in Region 59! ARV loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Loyalty to power does not mean loyalty to the people. BAF has refused inspection by default, and falls to WTU Rep -1.

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

The Basu-Rahman Group opens its offices to certain interested parties…

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

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