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volthawk

volthawk


rolls, action fluff, massive pile of news and rumours

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    While the Eilif Dhaoine government keeps most of its attention close to home, restructuring itself and preparing to weather any incoming storm, the military sees an opportunity to take stock and bolster its numbers. New glungagan, led by a second Armathan-class vessel, bolster the Dhaoine's space force, while the efforts of the Eilif Dhaoine government to place itself as the new head of the Flowering Land's feudal system pays off in the form of levies raised by local leaders for their new liege lord.
  3. Steal Thaumonuclear Reactors from ARK [Intrigue] - 14, Potential Success (depending on ARK resist roll)
  4. Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - 8, Failure
    With the discovery of Wakinyan, the reactors invented in Mekhala had been elevated from an interesting technical achievement to a potential useful edge in the times to come. With that in mind, some Knights of the Dhaoine on Sansar try to help themselves to the relevant documents stored in the Arkhive, while those much further afield get to work on trying to secure a supply of fuel for the things, taking advantage of the dissolution of the Khylokian state to try to "arrange" a steady supply of uranium from Mekhala. The former endeavour seems to go quite well, but the latter...is rather less successful.
  5. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success
    Efforts to control a slice of the drug trade around the continent of Coedd (while followers of Coedd are happy to just say "Coedd" in response to anything, the Eilif Dhaoine government prefers a little more specificity in these things) start to pay off after years of effort, although it's unclear how helpful or harmful the recent crackdown by the White Pawns was in the end
  6. Secret Action [Intrigue] - GM rolled
    While the Knights of the Dhaoine that had been busy offworld were back home for a while, there were always other knights and independent sealga out and about across Tekhum, and it wasn't hard to imagine that at least a few of them had special duties given to them by the government back home.

Nonactions

  • Use Thanks to Viewers Like You for a Seek Aid on the Coercion of TP3 of 76.

News and Rumours

  • When the advertisement the Basu-Rahman Group has titled "Taking a Stand" is broadcast throughout Tekhum, the Eilif Dhaoine government is quick to stand by the broadcast's message, and by extension the Basu-Rahman Group. After all, for over a decade now the Imperial Court has been actively encouraging those in the Elect who crave their approval to attack those that stand apart from the Court, and at the same time have been coercing those they targeted to once again accept their protection racket in exchange for humiliation and gold. Throughout all of that, the Dhaoine have proven strong enough to both dissuade opportunist raiders and stay resolute in the face of the Court's coercion. As far as Eilif Dhaoine sees it, no word of that advertisement was a lie, and the final message of the broadcast is repeated by official representatives of the Dhaoine - if any of the Elect wish to stand with the Dhaoine, outside of the gilded cage of Imperial rule, then Clagath is always willing to accept new allies.
  • The Knights of the Dhaoine that had been offworld for years now, first seen on Badal and more recently on Veehra, finally make their return to Sansar. They stay unusually close-lipped about their mission, particularly by sealga standards, but it seems like they are taking some time to rest and recover back home.
  • Coedd's cult showing an increased interest in the Reserve and Lassal is broadly ignored by the Eilif Dhaoine government, sticking to their policy of leaving matters of faith to the people. If they wish to continue to support the plant-deity of Sansar, then that's fine by the government - an increasing amount of officials are declaring their involvement with the faith, in any case, even if the beliefs are finding it harder to make headway among the Knights of the Dhaoine.
  • The various proclamations and mandates announced by the Kingdom of High Ishtahnos are broadly ignored on official channels by the Eilif Dhaoine government, but the Knights of the Dhaoine are pleased to find a new target for mockery. On matters of faith, the Knights joke amongst themselves (and to anyone who cares to ask them about it) that the Ishtahn have a funny idea about what freedom of expression actually means, given their willingness to on one hand declare themselves as the sole guardian and protector of the poor unwashed masses who believe what they want, but at the same time blatantly show a willingness to cleverly brand any beliefs that they dislike as not being a faith but instead a political organisation, and as such as open to persecution as anyone else the Ishtahn dislike. They also enjoy pointing at the way that, when faced with one of the neighbours already showing intolerance towards beliefs other than worship of their god-king, the Ishtahn have instantly crumbled and decided that some parts of Veehra can do a little bit of expelling those they dislike as a treat and reward for making some pretty impressive floating islands. The situation with the Helios Hospice also attracts a little derision, what with the contrast between declaring themselves the protectors of the little guy but also complaining and calling for retribution whenever someone bypasses their cordons to help the common people. Apparently the need for Veehran powers to control each and every person and organisation operating on Veehra is greater than any kind of principles held by the Ishtahn - a stance the Knights entirely understand, nobody ever accused them of being principled people, but the showboating and perceived hypocrisy is still a good target to take some verbal shots at when the opportunity presents itself.
  • Eighbris's reappearance as the Iron Monarch ruling over Narsai is...confusing and concerning. He was abducted, not recruited or anything like that, and typically abductees aren't immediately given the top spot in the country. Add on top of that the way that Eighbris doesn't seem to be running things in the way that his friends believe he would if given the reins to a country and a military force with similar numbers to the Dhaoine's own forces, and scattered unsupported but concerning rumours about that place...and yes, concerning is the word. For now, the Knights of the Dhaoine wait and see, and send a few messages to Narsai hoping for an explanation from the man himself.
  • Confirmation that there are planets and moons beyond the Great Gulf that could (with modern technology and magical techniques, of course) support life sends waves of excitement among the Dhaoine, and have many within the Eilif Dhaoine government seriously considering their next moves. While they are not part of the alliance that seems to be dedicating itself to claiming Wakinyan and any other celestial bodies, the advantages of holding territory that far from Ophon are tempting in the current political climate...
  • While Eilif Dhaoine armed forces had ended up staying out of it, the various conflicts that erupted within Sansar's orbit in the past few years were carefully watched by the Dhaoine. The complex situation in and around Gloria was of particular interest - the presence of the House of Fire on Sansar was something that many of the Dhaoine felt unsure about, and while the Glorious Purifiers had been left to handle their grievances without Dhaoine support many of the Dhaoine were more or less sympathetic to their claims. With those two facts in mind, the outcome is broadly seen as the way things should have gone.
  • The land grabs on Aridyin are watched with only a little interest - the elves had made their intent to control the entire moon clear in the Aonach, and Clagath's stance was to leave them to it, so the situation had little bearing on the agenda of the Eilif Dhaoine government, while the relative lack of resistance meant that the conflict drew little casual interest from the common Dhaoine or the country's knights. News of the monolith found by the White Pawns on Aridyin does spark some interest, proving a popular topic for idle speculation and wild theories for a couple of years, but again the stance of the Eilif Dhaoine government appears to be to simply leave Aridyin matters to those who have proven to be rather more invested in the topic.
  • Reports from Eilif Dhaoine representatives in Eigh Mothaid that the Junk-Clans (who so far are the only force to have repelled an attack by Giomad's forces) are unifying, and that the new faction has an unknown backer cause some degree of concern. Representatives stationed on Firmament are dispatched to Craobhan Mòra to feel out the Durat stance on the situation - the native inhabitants of that part of Firmament may be a source of unease for the Reserve-born representatives, but luckily it's the Durats that have taken control of the region that they need to deal with. While they're there, they make sure to pass on the gratitude of the Eilif Dhaoine government for handling matters with the White Pawns.
  • Caillte, a Knight of the Dhaoine of middling significance (somewhat notable for being one of the more dedicated advocates of Coedd within the Knights, but otherwise fairly unremarkable according to her peers) has...well, some have said "gone missing" but others, such as the majority of the other knights, disagree. They more or less know where she's gone - one of the less settled and still wild and still bàscail-infested islands of the Reserve - but they just...haven't heard from her for a fair few months now. Some may say that's cause for concern, but the knights seem relaxed about the whole affair. Sealga are known to wander, and most of the knights were once sealga, so they figure she'll resurface sooner or later. The possibility that something got her isn't as widely talked about, but it's also not seen as a big worry - if it happened, it happened, sooner or later proof will come to light and they'll drink to her but until then there's no point dwelling on it.
  • The implosion of the Khylokian regime is...something that was inevitable according to many, a net good for Tekhum according to many more, and a fact that all in all means little to the interests of the Dhaoine. Nonetheless, several knights express the sentiment that it's somewhat sad to see. They can't quite pin down why that's the case, but it is nonetheless.

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


rolls, action fluff, massive pile of news and rumours

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    While the Eilif Dhaoine government keeps most of its attention close to home, restructuring itself and preparing to weather any incoming storm, the military sees an opportunity to take stock and bolster its numbers. New glungagan, led by a second Armathan-class vessel, bolster the Dhaoine's space force, while the efforts of the Eilif Dhaoine government to place itself as the new head of the Flowering Land's feudal system pays off in the form of levies raised by local leaders for their new liege lord.
  3. Steal Thaumonuclear Reactors from ARK [Intrigue] - Not rolled yet
  4. Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - 8, Failure
    With the discovery of Wakinyan, the reactors invented in Mekhala had been elevated from an interesting technical achievement to a potential useful edge in the times to come. With that in mind, some Knights of the Dhaoine on Sansar try to help themselves to the relevant documents stored in the Arkhive, while those much further afield get to work on trying to secure a supply of fuel for the things, taking advantage of the dissolution of the Khylokian state to try to "arrange" a steady supply of uranium from Mekhala. The former endeavour seems to go quite well, but the latter...is rather less successful.
  5. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success
    Efforts to control a slice of the drug trade around the continent of Coedd (while followers of Coedd are happy to just say "Coedd" in response to anything, the Eilif Dhaoine government prefers a little more specificity in these things) start to pay off after years of effort, although it's unclear how helpful or harmful the recent crackdown by the White Pawns was in the end
  6. Secret Action [Intrigue] - GM rolled
    While the Knights of the Dhaoine that had been busy offworld were back home for a while, there were always other knights and independent sealga out and about across Tekhum, and it wasn't hard to imagine that at least a few of them had special duties given to them by the government back home.

Nonactions

  • Use Thanks to Viewers Like You for a Seek Aid on the Coercion of TP3 of 76.

News and Rumours

  • When the advertisement the Basu-Rahman Group has titled "Taking a Stand" is broadcast throughout Tekhum, the Eilif Dhaoine government is quick to stand by the broadcast's message, and by extension the Basu-Rahman Group. After all, for over a decade now the Imperial Court has been actively encouraging those in the Elect who crave their approval to attack those that stand apart from the Court, and at the same time have been coercing those they targeted to once again accept their protection racket in exchange for humiliation and gold. Throughout all of that, the Dhaoine have proven strong enough to both dissuade opportunist raiders and stay resolute in the face of the Court's coercion. As far as Eilif Dhaoine sees it, no word of that advertisement was a lie, and the final message of the broadcast is repeated by official representatives of the Dhaoine - if any of the Elect wish to stand with the Dhaoine, outside of the gilded cage of Imperial rule, then Clagath is always willing to accept new allies.
  • The Knights of the Dhaoine that had been offworld for years now, first seen on Badal and more recently on Veehra, finally make their return to Sansar. They stay unusually close-lipped about their mission, particularly by sealga standards, but it seems like they are taking some time to rest and recover back home.
  • Coedd's cult showing an increased interest in the Reserve and Lassal is broadly ignored by the Eilif Dhaoine government, sticking to their policy of leaving matters of faith to the people. If they wish to continue to support the plant-deity of Sansar, then that's fine by the government - an increasing amount of officials are declaring their involvement with the faith, in any case, even if the beliefs are finding it harder to make headway among the Knights of the Dhaoine.
  • The various proclamations and mandates announced by the Kingdom of High Ishtahnos are broadly ignored on official channels by the Eilif Dhaoine government, but the Knights of the Dhaoine are pleased to find a new target for mockery. On matters of faith, the Knights joke amongst themselves (and to anyone who cares to ask them about it) that the Ishtahn have a funny idea about what freedom of expression actually means, given their willingness to on one hand declare themselves as the sole guardian and protector of the poor unwashed masses who believe what they want, but at the same time blatantly show a willingness to cleverly brand any beliefs that they dislike as not being a faith but instead a political organisation, and as such as open to persecution as anyone else the Ishtahn dislike. They also enjoy pointing at the way that, when faced with one of the neighbours already showing intolerance towards beliefs other than worship of their god-king, the Ishtahn have instantly crumbled and decided that some parts of Veehra can do a little bit of expelling those they dislike as a treat and reward for making some pretty impressive floating islands. The situation with the Helios Hospice also attracts a little derision, what with the contrast between declaring themselves the protectors of the little guy but also complaining and calling for retribution whenever someone bypasses their cordons to help the common people. Apparently the need for Veehran powers to control each and every person and organisation operating on Veehra is greater than any kind of principles held by the Ishtahn - a stance the Knights entirely understand, nobody ever accused them of being principled people, but the showboating and perceived hypocrisy is still a good target to take some verbal shots at when the opportunity presents itself.
  • Eighbris's reappearance as the Iron Monarch ruling over Narsai is...confusing and concerning. He was abducted, not recruited or anything like that, and typically abductees aren't immediately given the top spot in the country. Add on top of that the way that Eighbris doesn't seem to be running things in the way that his friends believe he would if given the reins to a country and a military force with similar numbers to the Dhaoine's own forces, and scattered unsupported but concerning rumours about that place...and yes, concerning is the word. For now, the Knights of the Dhaoine wait and see, and send a few messages to Narsai hoping for an explanation from the man himself.
  • Confirmation that there are planets and moons beyond the Great Gulf that could (with modern technology and magical techniques, of course) support life sends waves of excitement among the Dhaoine, and have many within the Eilif Dhaoine government seriously considering their next moves. While they are not part of the alliance that seems to be dedicating itself to claiming Wakinyan and any other celestial bodies, the advantages of holding territory that far from Ophon are tempting in the current political climate...
  • While Eilif Dhaoine armed forces had ended up staying out of it, the various conflicts that erupted within Sansar's orbit in the past few years were carefully watched by the Dhaoine. The complex situation in and around Gloria was of particular interest - the presence of the House of Fire on Sansar was something that many of the Dhaoine felt unsure about, and while the Glorious Purifiers had been left to handle their grievances without Dhaoine support many of the Dhaoine were more or less sympathetic to their claims. With those two facts in mind, the outcome is broadly seen as the way things should have gone.
  • The land grabs on Aridyin are watched with only a little interest - the elves had made their intent to control the entire moon clear in the Aonach, and Clagath's stance was to leave them to it, so the situation had little bearing on the agenda of the Eilif Dhaoine government, while the relative lack of resistance meant that the conflict drew little casual interest from the common Dhaoine or the country's knights. News of the monolith found by the White Pawns on Aridyin does spark some interest, proving a popular topic for idle speculation and wild theories for a couple of years, but again the stance of the Eilif Dhaoine government appears to be to simply leave Aridyin matters to those who have proven to be rather more invested in the topic.
  • Reports from Eilif Dhaoine representatives in Eigh Mothaid that the Junk-Clans (who so far are the only force to have repelled an attack by Giomad's forces) are unifying, and that the new faction has an unknown backer cause some degree of concern. Representatives stationed on Firmament are dispatched to Craobhan Mòra to feel out the Durat stance on the situation - the native inhabitants of that part of Firmament may be a source of unease for the Reserve-born representatives, but luckily it's the Durats that have taken control of the region that they need to deal with. While they're there, they make sure to pass on the gratitude of the Eilif Dhaoine government for handling matters with the White Pawns.
  • Caillte, a Knight of the Dhaoine of middling significance (somewhat notable for being one of the more dedicated advocates of Coedd within the Knights, but otherwise fairly unremarkable according to her peers) has...well, some have said "gone missing" but others, such as the majority of the other knights, disagree. They more or less know where she's gone - one of the less settled and still wild and still bàscail-infested islands of the Reserve - but they just...haven't heard from her for a fair few months now. Some may say that's cause for concern, but the knights seem relaxed about the whole affair. Sealga are known to wander, and most of the knights were once sealga, so they figure she'll resurface sooner or later. The possibility that something got her isn't as widely talked about, but it's also not seen as a big worry - if it happened, it happened, sooner or later proof will come to light and they'll drink to her but until then there's no point dwelling on it.
  • The implosion of the Khylokian regime is...something that was inevitable according to many, a net good for Tekhum according to many more, and a fact that all in all means little to the interests of the Dhaoine. Nonetheless, several knights express the sentiment that it's somewhat sad to see. They can't quite pin down why that's the case, but it is nonetheless.

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


adding names to the coerces for clarity

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    While the Eilif Dhaoine government keeps most of its attention close to home, restructuring itself and preparing to weather any incoming storm, the military sees an opportunity to take stock and bolster its numbers. New glungagan, led by a second Armathan-class vessel, bolster the Dhaoine's space force, while the efforts of the Eilif Dhaoine government to place itself as the new head of the Flowering Land's feudal system pays off in the form of levies raised by local leaders for their new liege lord.
  3. Steal Thaumonuclear Reactors from ARK [Intrigue] - Not rolled yet
  4. Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - 8, Failure
    With the discovery of Wakinyan, the reactors invented in Mekhala had been elevated from an interesting technical achievement to a potential useful edge in the times to come. With that in mind, some Knights of the Dhaoine on Sansar try to help themselves to the relevant documents stored in the Arkhive, while those much further afield get to work on trying to secure a supply of fuel for the things, taking advantage of the dissolution of the Khylokian state to try to "arrange" a steady supply of uranium from Mekhala. The former endeavour seems to go quite well, but the latter...is rather less successful.
  5. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success
    Efforts to control a slice of the drug trade around the continent of Coedd (while followers of Coedd are happy to just say "Coedd" in response to anything, the Eilif Dhaoine government prefers a little more specificity in these things) start to pay off after years of effort, although it's unclear how helpful or harmful the recent crackdown by the White Pawns was in the end
  6. Secret Action [Intrigue] - GM rolled
    While the Knights of the Dhaoine that had been busy offworld were back home for a while, there were always other knights and independent sealga out and about across Tekhum, and it wasn't hard to imagine that at least a few of them had special duties given to them by the government back home.

Nonactions

  • Use Thanks to Viewers Like You for a Seek Aid on the Coercion of TP3 of 76.

News and Rumours

  • When the advertisement the Basu-Rahman Group has titled "Taking a Stand" is broadcast throughout Tekhum, the Eilif Dhaoine government is quick to stand by the broadcast's message, and by extension the Basu-Rahman Group. After all, for over a decade now the Imperial Court has been actively encouraging those in the Elect who crave their approval to attack those that stand apart from the Court, and at the same time have been coercing those they targeted to once again accept their protection racket in exchange for humiliation and gold. Throughout all of that, the Dhaoine have proven strong enough to both dissuade opportunist raiders and stay resolute in the face of the Court's coercion. As far as Eilif Dhaoine sees it, no word of that advertisement was a lie, and the final message of the broadcast is repeated by official representatives of the Dhaoine - if any of the Elect wish to stand with the Dhaoine, outside of the gilded cage of Imperial rule, then Clagath is always willing to accept new allies.
  • The Knights of the Dhaoine that had been offworld for years now, first seen on Badal and more recently on Veehra, finally make their return to Sansar. They stay unusually close-lipped about their mission, particularly by sealga standards, but it seems like they are taking some time to rest and recover back home.
  • Coedd's cult showing an increased interest in the Reserve and Lassal is broadly ignored by the Eilif Dhaoine government, sticking to their policy of leaving matters of faith to the people. If they wish to continue to support the plant-deity of Sansar, then that's fine by the government - an increasing amount of officials are declaring their involvement with the faith, in any case, even if the beliefs are finding it harder to make headway among the Knights of the Dhaoine.
  • The various proclamations and mandates announced by the Kingdom of High Ishtahnos are broadly ignored on official channels by the Eilif Dhaoine government, but the Knights of the Dhaoine are pleased to find a new target for mockery. On matters of faith, the Knights joke amongst themselves (and to anyone who cares to ask them about it) that the Ishtahn have a funny idea about what freedom of expression actually means, given their willingness to on one hand declare themselves as the sole guardian and protector of the poor unwashed masses who believe what they want, but at the same time blatantly show a willingness to cleverly brand any beliefs that they dislike as not being a faith but instead a political organisation, and as such as open to persecution as anyone else the Ishtahn dislike. They also enjoy pointing at the way that, when faced with one of the neighbours already showing intolerance towards beliefs other than worship of their god-king, the Ishtahn have instantly crumbled and decided that some parts of Veehra can do a little bit of expelling those they dislike as a treat and reward for making some pretty impressive floating islands. The situation with the Helios Hospice also attracts a little derision, what with the contrast between declaring themselves the protectors of the little guy but also complaining and calling for retribution whenever someone bypasses their cordons to help the common people. Apparently the need for Veehran powers to control each and every person and organisation operating on Veehra is greater than any kind of principles held by the Ishtahn - a stance the Knights entirely understand, nobody ever accused them of being principled people, but the showboating and perceived hypocrisy is still a good target to take some verbal shots at when the opportunity presents itself.
  • Eighbris's reappearance as the Iron Monarch ruling over Narsai is...confusing and concerning. He was abducted, not recruited or anything like that, and typically abductees aren't immediately given the top spot in the country. Add on top of that the way that Eighbris doesn't seem to be running things in the way that his friends believe he would if given the reins to a country and a military force with similar numbers to the Dhaoine's own forces, and scattered unsupported but concerning rumours about that place...and yes, concerning is the word. For now, the Knights of the Dhaoine wait and see, and send a few messages to Narsai hoping for an explanation from the man himself.
  • Confirmation that there are planets and moons beyond the Great Gulf that could (with modern technology and magical techniques, of course) support life sends waves of excitement among the Dhaoine, and have many within the Eilif Dhaoine government seriously considering their next moves. While they are not part of the alliance that seems to be dedicating itself to claiming Wakinyan and any other celestial bodies, the advantages of holding territory that far from Ophon are tempting in the current political climate...
  • While Eilif Dhaoine armed forces had ended up staying out of it, the various conflicts that erupted within Sansar's orbit in the past few years were carefully watched by the Dhaoine. The complex situation in and around Gloria was of particular interest - the presence of the House of Fire on Sansar was something that many of the Dhaoine felt unsure about, and while the Glorious Purifiers had been left to handle their grievances without Dhaoine support many of the Dhaoine were more or less sympathetic to their claims. With those two facts in mind, the outcome is broadly seen as the way things should have gone.
  • The land grabs on Aridyin are watched with only a little interest - the elves had made their intent to control the entire moon clear in the Aonach, and Clagath's stance was to leave them to it, so the situation had little bearing on the agenda of the Eilif Dhaoine government, while the relative lack of resistance meant that the conflict drew little casual interest from the common Dhaoine or the country's knights. News of the monolith found by the White Pawns on Aridyin does spark some interest, proving a popular topic for idle speculation and wild theories for a couple of years, but again the stance of the Eilif Dhaoine government appears to be to simply leave Aridyin matters to those who have proven to be rather more invested in the topic.
  • Reports from Eilif Dhaoine representatives in Eigh Mothaid that the Junk-Clans (who so far are the only force to have repelled an attack by Giomad's forces) are unifying, and that the new faction has an unknown backer cause some degree of concern. Representatives stationed on Firmament are dispatched to Craobhan Mòra to feel out the Durat stance on the situation - the native inhabitants of that part of Firmament may be a source of unease for the Reserve-born representatives, but luckily it's the Durats that have taken control of the region that they need to deal with. While they're there, they make sure to pass on the gratitude of the Eilif Dhaoine government for handling matters with the White Pawns.
  • Caillte, a Knight of the Dhaoine of middling significance (somewhat notable for being one of the more dedicated advocates of Coedd within the Knights, but otherwise fairly unremarkable according to her peers) has...well, some have said "gone missing" but others, such as the majority of the other knights, disagree. They more or less know where she's gone - one of the less settled and still wild and still bàscail-infested islands of the Reserve - but they just...haven't heard from her for a fair few months now. Some may say that's cause for concern, but the knights seem relaxed about the whole affair. Sealga are known to wander, and most of the knights were once sealga, so they figure she'll resurface sooner or later. The possibility that something got her isn't as widely talked about, but it's also not seen as a big worry - if it happened, it happened, sooner or later proof will come to light and they'll drink to her but until then there's no point dwelling on it.
  • The implosion of the Khylokian regime is...something that was inevitable according to many, a net good for Tekhum according to many more, and a fact that all in all means little to the interests of the Dhaoine. Nonetheless, several knights express the sentiment that it's somewhat sad to see. They can't quite pin down why that's the case, but it is nonetheless.

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


adding names to the coerces for clarity

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    Fluff
  3. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success
  4. Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - Not rolled yet
    Fluff
  5. Steal Thaumonuclear Reactors from ARK [Intrigue] - Not rolled yet
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


action changes

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    Fluff
  3. Coerce TP2 of 33 [Intrigue] - 17, Success
  4. Coerce TP3 of 76 [Intrigue] - Not rolled yet
    Fluff
  5. Steal Thaumonuclear Reactors from ARK [Intrigue] - Not rolled yet
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


action changes

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    Fluff
  3. Coerce TP1 of 30 [Intrigue] - Not rolled yet
  4. Coerce TP2 of 33 [Intrigue] - 17, Success
  5. Coerce TP2 of 101 [Intrigue] - Not rolled yet
    Fluff
  6. Steal Thaumonuclear Reactors from ARK [Intrigue] - Not rolled yet
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


action changes

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    Fluff
  3. Coerce TP1 of 30 [Intrigue] - Unrolled
  4. Coerce TP2 of 33 [Intrigue] - 17, Success
  5. Coerce TP2 of 101 [Intrigue] - Unrolled
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


action changes

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    Fluff
  3. Coerce TP1 of 30 [Intrigue] - Unrolled
  4. Coerce TP2 of 33 [Intrigue] - 17, Success
  5. Coerce TP2 of 101 [Intrigue] - Unrolled
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, 0 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk

Eilif Dhaoine
Round 7

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +2 Military, +1 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Ground Unit [Military] - Unrolled
  3. Raise Ground Unit [Military] - Unrolled
  4. Raise Space Unit [Military] - Unrolled
    Fluff
  5. Coerce TP2 of 33 [Intrigue] - Unrolled
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend the Fourth Hexennial.
    Naturally, Scorcha does not shirk her self-imposed obligation to attend every Hexennial.

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked:
Basu-Rahman Group: Rep 2, 0 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

volthawk

volthawk


also forgot stat growth

Eilif Dhaoine
Round 6

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 7

Actions

End of Turn Ruler Increases: +2 Military, +1 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Ground Unit [Military] - Unrolled
  3. Raise Ground Unit [Military] - Unrolled
  4. Raise Space Unit [Military] - Unrolled
    Fluff
  5. Coerce TP2 of 33 [Intrigue] - Unrolled
    Fluff
  6. Secret Action [Intrigue] - GM rolled
    Fluff

Nonactions

  • Attend TBD.

     

News and Rumours

  • TBD

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

Special Actions Available: Faith 5, Economy 5, Intrigue 5
Special Actions Used: Diplomacy 5, Military 5

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked:
Basu-Rahman Group: Rep 2, 0 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

Generals
Giomad of Fairnead (Mil 8): Bleed Them Dry (+1 to the battle roll, +10% enemy casualties)

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

Man-Portable Weapons
Infantry Equipment
Combat Drugs and Medicine
Armored Vehicles
Field Fortifications
Engineered Combat Organisms

 

Detection and Rangefinding
Ship to Ship Weapons
Orbit to Ground Weapons
Crew and Maintenance
Armor and Shields
Spacecraft Propulsion

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to offensive battles on Sansar

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

Traversal:
Wet Navy Ships: Ground units can cross bodies of water

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

Defence:
Renown: +1 to resist Sway and Impress actions
EMP Rep: +1 to resist actions by EMP Rep 3/4 players
WTU Rep: +1 to resist WTU Buyouts

Misc:
Renown: Trade Routes count as Embassies and vice versa

 

 

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