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JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Favor] Debt is a Ladder - The Union finds itself once again trafficking in debts and favors owed. While it is amenable to helping its friends, it also has work to do and only so many resources to spend. Local experts in Badal are dispatched to plan a Guildhall with the Black Cloud, while union reps approach Voidespice miners in Mekhala with holopamphlets about organizing and catchy slogans that insist selling goods on behalf of the robots of C.A.S.S.I.O.P.E. will benefit them in the long run more than their current arrangement.

[Buyout 78.2 Voidespice on behalf of C.A.S.S.I.O.P.E. and Construct a Guildhall in the Northway Cluster]

 

Non-actions

Resist all unauthorized buyouts

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after?

Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7).

 

BRG will do conversions of whatever faith I request as their 2 rep favor, yeah?

Yes.

 

Are Space and Ground Units counted separately or together for REN's Divided?

The total unit counts are compared, regardless of distribution over fronts.

 

Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep.

 

For the BRG base building, even if the reward can't be split up, can the work be split up?

Yes, other Elect can assist in base construction with permission from the region-owner.

 

Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted?

For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful.

 

Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1

No.

 

When can Organize! donations be made for WTU?

Before or during the round in which that section of the Rail is complete, currently.

 

Can you "cancel out" +rep and -rep effects while at +4 or -3 rep?

At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3.

 

Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free?

No. The action specified in the "org" actions must be taken to benefit.

 

If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1?

You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official.

 

Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that?

Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect.

 

JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Favor] Debt is a Ladder - The Union finds itself once again trafficking in debts and favors owed. While it is amenable to helping its friends, it also has work to do and only so many resources to spend. Local experts in Badal are dispatched to plan a Guildhall with the Black Cloud, while union reps approach Voidespice miners in Mekhala with holopamphlets about organizing and catchy slogans that insist selling goods on behalf of the robots of C.A.S.S.I.O.P.E. will benefit them in the long run more than their current arrangement.

[Buyout 78.2 Voidespice on behalf of C.A.S.S.I.O.P.E. and Construct a Guildhall in the Northway Cluster]

 

Non-actions

Resist all unauthorized buyouts

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after?

Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7).

 

BRG will do conversions of whatever faith I request as their 2 rep favor, yeah?

Yes.

 

Are Space and Ground Units counted separately or together for REN's Divided?

The total unit counts are compared, regardless of distribution over fronts.

 

Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep.

 

For the BRG base building, even if the reward can't be split up, can the work be split up?

Yes, other Elect can assist in base construction with permission from the region-owner.

 

Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted?

For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful.

 

Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1

No.

 

JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Favor] Debt is a Ladder - The Union finds itself once again trafficking in debts and favors owed. While it is amenable to helping its friends, it also has work to do and only so many resources to spend. Local experts in Badal are dispatched to plan a Guildhall with the Black Cloud, while union reps approach Voidespice miners in Mekhala with holopamphlets about organizing and catchy slogans that insist selling goods on behalf of the robots of C.A.S.S.I.O.P.E. will benefit them in the long run more than their current arrangement.

[Buyout 78.2 Voidespice on behalf of C.A.S.S.I.O.P.E. and Construct a Guildhall in the Northway Cluster]

 

Non-actions

Resist all unauthorized buyouts

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after?

Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7).

 

BRG will do conversions of whatever faith I request as their 2 rep favor, yeah?

Yes.

 

Are Space and Ground Units counted separately or together for REN's Divided?

The total unit counts are compared, regardless of distribution over fronts.

 

Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep.

 

For the BRG base building, even if the reward can't be split up, can the work be split up?

Yes, other Elect can assist in base construction with permission from the region-owner.

 

Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted?

For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful.

 

Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1

No.

 

JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Economy] Buyout 2.2 Cybernetics and Prosthetics and 43.1 Positronic Brains - The truly horrific findings of some of the inspections have led certain factions within the Union toward an extreme new position. Rather than change working conditions to protect bodies, what if we change the bodies to adapt to working conditions?

 

Non-actions

Resist all unauthorized buyouts

The Black Cloud Coalition is granted permission to begin work on a Guildhall in the North Way Cluster

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after?

Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7).

 

BRG will do conversions of whatever faith I request as their 2 rep favor, yeah?

Yes.

 

JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Economy] Buyout 2.2 Cybernetics and Prosthetics and 43.1 Positronic Brains - The truly horrific findings of some of the inspections have led certain factions within the Union toward an extreme new position. Rather than change working conditions to protect bodies, what if we change the bodies to adapt to working conditions?

 

Non-actions

Resist all unauthorized buyouts

The Black Cloud Coalition is granted permission to begin work on a Guildhall in the North Way Cluster

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

JBarca

JBarca

 

Organization Actions

Round Six

 

The Imperial Court

 

The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention.

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.]

 

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]


Pan-Tekhum Worker's and Trader's Union

 

The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies.

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open for one round, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Economy] Buyout 2.2 Cybernetics and Prosthetics and 43.1 Positronic Brains - The truly horrific findings of some of the inspections have led certain factions within the Union toward an extreme new position. Rather than change working conditions to protect bodies, what if we change the bodies to adapt to working conditions?

 

Non-actions

Resist all unauthorized buyouts

The Black Cloud Coalition is granted permission to begin work on a Guildhall in the North Way Cluster

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

[Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those.

[Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.]

 


Basu-Rahman Group

 

The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system.

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

[Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course.

[Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.]

[Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch.

[Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.]

[Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars.

[Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.]

[Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you.

[Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.]


International Renown

 

International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”.

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

[Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice.
[Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]
 

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

[Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them.

[The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

Still Available

All thresholds

[Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning?

[Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.]

[Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks.

[Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.]

[Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward.

[The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

[Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves.

[Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.]


[Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal.

[Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.]
 

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

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