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Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

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

 

Sansar

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

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 101 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, Industrial Machinery or Conductors and Circuitry; Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.

 

The Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishtahnos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals and gain one treasure each...

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

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

 

Sansar

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

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 101 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB gifts 1 treasure to GLO

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, Industrial Machinery or Conductors and Circuitry; Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.

 

The Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishtahnos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals and gain one treasure each...

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

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

 

Sansar

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

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 101 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB gifts 1 treasure to GLO

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, Industrial Machinery or Conductors and Circuitry; Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.

 

The Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishtahnos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals…

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

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

 

Sansar

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

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 101 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB gifts 1 treasure to GLO

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, Industrial Machinery or Conductors and Circuitry; Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.

 

The Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishantos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals…

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

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

 

Sansar

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

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 103 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB gifts 1 treasure to GLO

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, Industrial Machinery or Conductors and Circuitry; Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.

 

The Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishantos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals…

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

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