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Minescratcher452

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Eilif Dhaoine
Round 2

Regions: The Reserve (25), Lassal (24)

Leader: Clagath of Deargabh
Diplomacy 6 Military 6 Economy 4 Faith 4 Intrigue 4

Actions

End of Turn Ruler Increases: +1 Diplomacy, +1 Military

  1. Invade 41 (1 Treasure Spent) [Military]
    Clagath's forces may have been run ragged and bled dry by the western campaign, but Giomad is not particularly concerned by that - yes, the support would have been helpful, but he had prepared for this and trained up...well, they were supposed to be reinforcements, but after seeing the list of losses from the western campaign it seemed more like they were going to have to take over entirely. In any case, Giomad did not want to waste the momentum and reputation the Dhaoine had established and sets about choosing a new target for conquest, deciding that the most recently explored part of Chonkia's western coastline seemed like a good target. The jungle terrain and scattered city-states were rather reminiscent of a pre-unification Reserve, and so was a perfect opportunity to showcase the strengths of the Dhaoine and the effectiveness of his tactics. The assistance of Coedd was a rather unexpected advantage - the Dhaoine were, as a rule, far more used to fighting among the trees than alongside them - but one that Giomad adapts to as best he can.

    Details

    Commander: Giomad of Fairnead (Mil 8) leading ground units, subcommander (Mil 3) leading space units
    Doctrine: Bleed Them Dry (+1 battle, +10% enemy casualties)
    Units: 2 Ground (1 ELD + 1 COE), 1 Space
    Route: 25 -> 41, using Wet Navy Ships, no distance losses or space units required (although space units are comitted for orbital superiority purposes)
    Modifiers: 1 Treasure spent for +1 to the battle roll, expected space superiority for +3 to the battle roll

  2. Raise Ground Unit [Military]
    It was becoming increasingly clear that there will be always be a need for more lannan, particularly when one looks at the much larger armies being fielded by others of the Elect. Recruitment centers quickly become a common sight in the cities of Eilif Dhaoine, both in the Reserve itself and the mainland, and a drive quickly gets underway for recruits to reinforce and rebuild the First - as the soldiers Clagath took west to Lassal have begun to be called - along the lines of Giomad's new military structure.
  3. Sway Government Support of 24 [Diplomacy] - 16, Success*
    *The roll name says 41 but that's a typo on my part, apologies.
    Clagath may have returned from Lassal successful, but that doesn't mean that the work there is done. Experience in the Reserve dealing with the caornag-iomnach, those city-states that resisted unification, has taught the Eilif Dhaoine government well that raw might isn't enough to keep people alone, and military victory needs to be followed by efforts to secure the loyalties by those left in charge. The majority of the new but rapidly expanding diplomatic corps' focus is spent on the coastal sprawl where much of Lassal's population is found, ensuring that the mayors who took power after the war are willing to play by the Dhaoine's terms, securing their loyalty by offering a place in a rapidly ascending Elect power in one hand and suggesting that failure here would be followed up by more military action on the other hand. A few have to leave the city to head out into the hills, visiting the miners and villagers that make their home out there and informing them of the new status quo - the Eilif Dhaoine government sees little need to meddle in Lassal's economic affairs at the moment, but they need to make sure that the people living out here don't get any ideas.
  4. Establish Confederation Claim on 43 (1 Treasure Spent) [Diplomacy] - 15, Success
    The elements of the Eilif Dhaoine government that had been trying to secure allies among the non-Elect countries of Sansar didn't stop their plans in light of their failure with the people living around Chonkia's western space elevator. Those failures were a problem, yes, and the fact that the rest of Sansar was aware of Clagath's agenda of militaristic expanionism didn't help, but they kept trying, choosing another region of western Chonkia that was well-guarded and difficult to take by military means. This was also a difficult target, what with how much of the region's population either followed a faith that preached individualism and scorn of outsiders or one that didn't play well with others for...different reasons. Nonetheless, they persist at it and are eventually able to convince the locals that working with Eilif Dhaoine is the best way to maintain the status quo in the face of rampant expansion from most of Sansar's Elect members - they would be ruled, yes, but the Eilif Dhaoine government has little desired to massively restructure the way the people here live.
  5. Buyout TP3 of 29 (1 Treasure Spent) [Economy] - 13, Success
    While things seemed to going well overseas, that didn't mean the Eilif Dhaoine government had forgotten about the potential troubles brewing at home. The Dhaoine had learned a lot about the wider world at this point, and a murmuring among them was growing in volume, a desire for...more. Or perhaps more wasn't the right - as the officials dedicated to the topic had increasingly begun to see, the desire among the people was really for...something better. There were so many luxuries out in the world, after all, but none in the Reserve...here, the officials gladly take advice from Scorcha as she tells them what happened at the Arkhive, how she had been gifted wine from Caipe Ushere and how well it had been received by the sealga. Wine, something of far superior quality to the various brews concocted in the Reserve and not even needing bioengineered toxin tolerance to handle...a taste of that luxury will certainly do to help keep the people happy for now.
     

Nonactions

  • Attend The Mekhala Mad Dash of 2037, the Millenial Jubilee, and the Festival of Ability
    Races, festivals and similar competitions going on on foreign worlds? Many sealga can't resist the siren song of excitement and plenty of ships leaving Sansar end up having curious and adventurous sealga as passengers, joining those who already got out there in the last few years in getting a feel for what excitement awaits them. To the surprise of some, it turns out that some of those travelling offworld from Eilif Dhaoine are actual officials doing their diplomatic duties (although the ratio of sealga claiming to be diplomats to get in all the nice functions to actual diplomats is rather slanted towards the latter).
  • Support conversions in 25 by UNC, HEX, CBC, COE, ILU, LSP, others on request.
  • Ties That Bind: Create Embassy with the Eucrus Alliance
    Eilif Dhaoine's newfound fame naturally comes with a degree of attention, and several Elect members reach out to the Dhaoine over these years but in the end, the Eilif Dhaoine government decides to establish long-term relations with the Eucrus Alliance. While the kanmara themselves are rather unlike anything the Dhaoine have had to deal with before, much of their culture is...a little familiar, but different in interesting ways, enough to get many in the government wanting to learn more, enough to make arrangements to clear up some of the government-owned space within Deargabh's walls to allow for an embassy to be established there. From what they've heard of how kanmara cities were laid out, it doesn't seem like they'll have much trouble adapting to life in a Reserve city.

News and Rumours

  • The offer proposed by the Llort Society Protectorate has taken the interest of the Eilif Dhaoine government, and Clagath returns from a journey to watch the Mekhala Mad Dash to tell the officials working for him that they were to agree to the llort's terms and his generals that they need to continue recruitment in preparation for the time when they can take full advantage of the Society's aid.
  • The interplanetary attention shown towards Eilif Dhaoine in recent years have been...something of a surprise for the Dhaoine themselves. It had been known that Clagath had carried out his rapid war in Lassal for this purpose, to make a name for the Dhaoine and ensure that Eilif Dhaoine was taken seriously, but the degree of success achieved was still surprising. Naturally, this had emboldened plenty of sealga all over Tekhum to work that fame into their patter and schemes as they cause trouble and excitement wherever they go.
  • The Dhaoine are quick to deny any and all involvement with the Basu-Rahman Group's recent ad campaign extolling the virtues of...Sansar's food?...to those living on other planets. They have little reason to make that kind of advert, after all, and the purpose of the campaign seems confusing to them - it'd make sense as one of the countries, Elect or otherwise, advertising the food they export, but in that case the campaign would be more specific than just referring to Sansar in general. An oddity, for sure.
  • Progress in clearing out new parts of The Reserve for habitation are going well according to reports. It was always an ongoing process, of course, but in recent years the cities have steadily increased the amount of manpower and money comitted to the endeavour - as far as reporters can see, this is rooted in an effort to stem the flow of people out of the Reserve by making the sprawl outside of the cities safer and more pleasant to live in, so that those who dislike the tight quarters of the cities have an alternative closer to home. Sure, Lassal is there as a location within the control of the Dhaoine, but that is still out of the Reserve's cities and as such is still undesirable at that local level of governance.
  • The Dhaoine take notice of the other Elect countries finally stepping into gear and invading non-Elect ones and watch their endeavours with interest. It's the armies of the Fiorid Principality that attract the most attention - after all, fighting on two fronts simultaneously is audacious enough to be met with some amount of respect, and many among the Dhaoine regularly listens to updates about the state of the fighting in South Chonkia.

Statistics
Unit Count: 1 Ground, 1 Space
Treasure: 4 (Spending 3 this round)

Country Information

Special Actions Available:
Special Actions Used: Diplomacy 5, Military 5

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

Diplomacy

Reputation/Favours
Imperial Court: Rep 0, 0 Favours (Expected Change: None)
Pan-Tekhum Worker's & Trader's Union: Rep 0, 0 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: Embassies count as trade routes, use vassal CIs an addition time per round
- Jewel of Tekhum: Host events as a non-action, treat all stats below 4 as 4

Organisation Bases
None

Embassies
None

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 7 (4 + 2 regions + 1 support)
Ground Units: 1
Space Units: 1

Government Support: 25

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: 4 (Expected Change: -2)
Treasure Cap: 5

Trade Posts
Effective Total TPs: 2
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2

Mercantile Support
25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
In Vivo Modification Starter None None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support: 25

Faith Size: 3
Organised Faith Bonuses
None

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

25 - Integration

 

Total Passive Effects

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

Actions:
Renown: +1 to Establish Claim and Press Claim

Defence:
Renown: +1 to resist Sway and Impress actions

Misc:
Renown: Can treat stats lower than 4 as 4 for actions

Edited by volthawk
aahh fuck I just noticed a typo, good thing it's not round close yet (see edit history)
Name
Sway Gov in 41 (TN 12; Dip 6)
16
2d6+6 4,6
Establish Confed in 43 (TN 14; Dip 6 + 1 Renown + 1 Treasure)
15
2d6+8 4,3
Buyout TP3 of 29 (TN 12; Eco 4 + 2 Support + 1 Treasure)
13
2d6+7 4,2
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The Counts of Mirage

image.png.03b43f6e6aa532e6909a4fe5863bedd2.png
 57 in Veehra
Mirage Julia Sahara
Diplomacy: 3
Military: 6
Economy: 6
Faith:2
Intrigue: 2

Actions:

1:[Economy] Buyout Region 68 TP 2 Polymorphite spending 1 treasure

While the merchant caravans failed the first time, the interest in polymorphite for its colourful qualities remains, and with the backing of actual wealth this time, a more concerted caravan, this time with a Baron lending their ear to it is sent

2: [Economy] Buyout Region 57 TP2 Tungsten with own support

Now that Gralvin station is secured, the Mirage immediately moves to consolidate the resources of the Masklands as best she can.


3: [Economy] Buyout Region 50 TP 2 Superconductors and Microcircuits spending 1 treasure

Meanwhile, a smaller expedition of more human origin sees a small gap in the market, and attempts to secure a hold on some very useful technological parts.

4: [Economy]  Explore region 61 spending 1 treasure

Finally, with the rumours of what may lie out in the deserts of Veehra, the Mirage approves a knight to lead a preliminary group to travel beyond their borders.

5: [Military] Raise 1 land unit

With these expansions, Baron Mayweather continues his work further expanding the ground forces under his control.

Non-Actions:

Resist all Buyouts
 

Bookkeeping

Military

Units (cap 6): 2 Land, 1 Space
 

Gralvin Station: Fortress in 57

Economic

Treasure: 3/5 (3 in debt)

Trade Posts Owned:
57 TP1: Tungeston

55 TP1: Mzarite Crystals

Technology

 

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry


 

Edited by Tentreto (see edit history)
Name
Buyout Region 68 TP 2 Polymorphite spending 1 treasure
13
2d6+7 1,5
Buyout Region 57 TP2 Tungsten with own support
15
2d6+8 4,3
Buyout Region 50 TP 2 Superconductors and Microcircuits spending 1 treasure
12
2d6+7 2,3
Explore region 61 spending 1 treasure
11
2d6+7 2,2
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The Bafatis Dynasty (BAF)

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 in Veehra
Duke Cinra Bafatis
Diplomacy: 6
Military: 4
Economy: 4
Faith:2
Intrigue: 2

Actions:

1: [Military] Recruit Land Unit

2: [Military] Recruit Space Unit

3: [Economy] Buyout TP 71.2 (industrial machines) with support of own merchants (TN12, 2d8+4 econ + 2 support) 16 success

4: [Economy] Buyout TP 66.1 (spellbooks) to satisfy DI of magical talismans (TN12, 2d8+4 econ) 14 success

5: [Diplomacy] attend the festival of Ability

subaction: exchange Wet Navy Ships for Badalian Megadirigibles with Illumined Utopian (ILU)

Non-Actions:

contest all buyouts or takeovers unless otherwise specified

join the Mekhala Mad Dash

 

Bookkeeping

Military

Units (cap 6): 3 Land, 1 Space

 

1st mechanised infantry
2nd armoured
1st colonial marines

1st Space battle group.

Economic

Treasure: 0/5

Trade Posts Owned:
71 TP1: Industrial Machines

 

Technology

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry

new stats

stat increase: economy +1, military +1
Diplomacy: 6
Military: 5
Economy: 5
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

It's time to expand the trade options of the Bafatis Dynasty. While they are expanding the machine production at home, they also send trade delegations to the neighbours, in order to get access to their magical trinkets. There's a huge demand for those in the Dynasty, so it would certainly be profitable to get a trade route going. Luckily the neighbours saw it the same way and soon deals were stuck.

 

Military:

Feeling the need for a strong military, the Duke ordered one more division being raised, this one another mechanised infantry division. A second Space Battle group was also formed. The first was a gift from the Imperials, but the second Battle Group was build in the orbital space yards of the Bafatis Dynasty. So far they had only build small ships, but they had been expanded to build carriers and battleships. Another expansion project is also underway to build even bigger ships.

 

diplomacy:

With all the heavy industry in the Dynasty, it's often assumed they have no beauty and arts, but things couldn't be farther from the truth. When the invitation for the Festival of Ability arrived, it was quickly decided that Earl Vikesh Bafatis would head up a delegation to Height of Utopia. There has been very little contact between Veehra and Badal, so it would also be a very good opportunity to get to know the people there. One of the new transport ships with an escort of 2 frigates and 1 destroyer is dispatched with all the things the Bafatis want to show the worlds.

Edited by farothel (see edit history)
Name
buyout TP 71.2
16
2d8+6 6,4
buyout TP 66.1
14
2d8+4 5,5
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Organization Actions

Round Two

The Imperial Court

 

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

[Diplomacy] Attend All Events - Imperial Courtiers continue to circulate through the system, still intrigued by what the Elect have to offer.

Sub-actions: Receive any gifts or tribute from anyone offering.

 

[Request] Mytho-Historical Data Gathering [3/5] - Efforts towards the Imperial College's latest program of research proceed much as expected. The project continues, hopefully to be finished by the anticipated 2040 "soft deadline" for certain internal grant applications.

[All countries may contribute to this request either as a non-action with a fluff submission detailing some of their local myths or as a Diplomacy action towards the project. Countries may contribute writing to the project once and actions to the project twice. Countries that contribute once gain one treasure at the completion of the project. Countries that contribute twice gain three treasure instead. Countries that contribute the full three times gain three treasure and an EMP favour. The project will remain open and incomplete until at least the end of round 3, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Mytho-Historical Data Gathering" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] New Frontier Proclamation - Out there is new life, and new civilizations. Go forth, and find them.

[All exploration actions get +1 for the next two rounds.]

Nonactions

[Clarification] All Clocks Run On Empire Time - It is always, within the traditions of the Empire, the time currently marked on Ophon's Prime Clock. But the Prime Clock is... temperamental, and for all the wonders of Imperial Drives and the InterPlaNet, there is always delay outside of the Imperial Crown. The Court encourages members of the Elect not to think too hard about timekeeping if they prefer their brains not to messily exit their heads by way of all available orifices.

[Decrees will frequently reference events that take place in or for the next (some number) of rounds. The effects of these begin in the FOLLOWING round to when the Empire takes the action for the Decree. For example, this round's effect will give a bonus to exploration actions taken in rounds 3 and 4, but NOT during this round. Decrees that have a single, instantaneous effect will take effect at the end of the round in which EMP takes that action, and will be resolved with all other actions in the following Round Opener.]

Ongoing

Mytho-Historical Data-Gathering - Submit fluff pieces or Diplomacy actions to the project for rewards on completion. Maximum of two Dip actions and one fluff submisson. 1 Treasure for one contribution, 3 for two contributions, or 3 Treasure and 1 EMP Favour for full three contributions.

Existing contributions

BAF has contributed one fluff piece.
CUS has contributed one fluff piece.
ELD has contributed one fluff piece.
GCC has contributed one fluff piece.
GLO has contributed one fluff piece and one action.
HOB has contributed one fluff piece.
ILU has contributed one fluff piece.
ISH has contributed one fluff piece.
LSP has contributed one fluff piece.
MIR has contributed one fluff piece.
MSQ has contributed one fluff piece.
UHS has contributed one fluff piece.


Elect Tax - All countries must send 1 Treasure to EMP by the end of round three or lose 1 EMP Rep.
 

Already Paid

None, so far

 


Pan-Tekhum Worker's and Trader's Union

 

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

 

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

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

 

[Economy] Buyout 17.2 (Noble Metals), 37.2 (Assembly Line Robots), and 78.1 (Voidspice) - This for that, that for this. Commerce never sleeps, and nor does the Union.

 

[Economy] Impress Merchants in Regions 28, 66 and 78 - It is much easier to convince merchants of the benefits of Union membership when the Union has things they want.

 

Nonactions

Unveil the Aliya Faizan Memorial Annex in Union Central - Construction is almost always happening at Union Central, and new projects always need new names. This one seemed appropriate, and citizens from across Tekhum are invited to the ribbon-cutting ceremony on the new facilities just built. This also gives them an opportunity to observe the hive of activity at the Union's headquarters.

[Union HQ has additional capabilities beyond a normal Union Hall. The HQ of WTU provides an additional TP of the resource in its region to WTU and, as long as it is undamaged, also provides an additional TP of that resource to the region owner. This TP does not count for Treasure income but can be used to supply DIs and power technologies.]

Ongoing

New Homes For The Union - The Union has a need for operations centres beyond the hall it calls home on Veehra. The request goes out to all the Elect- the Union is looking for homes across Tekhum. Places where the tired, the hungry, the bruised and abused can find shelter, and where the Union can take on the great work of bringing economic unity to all the downtrodden.

[WTU is seeking a new base in every orbit. Any country with at least WTU Rep 0 may build a site for a Union Hall in their territory as a 3-action project using any combination of Diplomacy and Economy. Only the first site finished in each orbit will be accepted as a base, with simultaneous completions being resolved by an Economy roll-off to secure Union bids and contracts for Union staff to move in. Once each base is accepted, all progress on any other sites in that orbit is lost. Any country that completes the project gains 1 WTU Favour and 1 WTU Rep, even if their site is not accepted for the final base in that orbit.]

Sansar and Mekhala bases completed, Badal and Veehra still awaiting bases.

 

 

Loans Available from the new First Union Bank of Tekhum - One of the first moves Union made in the process of centralization was to begin work on a new, labour-backed currency. In order to encourage adoption and use of it, a bank was formed, and loans are being offered to states among the Elect at highly favourable interest rates, provided they accept it in the form of what is being called the "Union Solid".

 

[Until the end of round 3, any country may (as a non-action) accept a loan of 3 or 4 Treasure from WTU at the cost of 1 favour with WTU. Until the end of round 5, any country that has spent at least as much treasure as they borrowed may repay that favour with the same amount of Treasure initially borrowed as a non-action, and additionally gains one WTU Rep if they do so. If the country fails to spend enough treasure or repay the debt in that time, it must be repaid at standard favour repayment rates and no Rep will be granted.]


Basu-Rahman Group

 

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

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

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

 

[Diplomacy] Sway Media in regions 4, 34, 56, and 86 - There is a rule, in news: go where the action is. The Basu-Rahman Group simply takes this to its logical conclusion.

 

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

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

 

Nonactions

[Flavour] Your Regularly Scheduled Programming -

"Oh, Julio!"

"I'm sorry, Oleg. I couldn't help myself. I was... jealous. I should have trusted you."

"No, Julio, I'm sorry. You had every reason to doubt. But I meant it when I promised I would never be unfaithful again. I love you, Julio."

"I love you too, Oleg."

(They embrace passionately.)

"Now you lift the legs. We need to get this body hidden before the police arrive."

 

[Flavour] Brought To You By -

Adverts to The Kingdom of High Ishtahnos:

The scene opens with two ishtahni sat at a wooden table.

They are both, clearly, 3d computer models (as is the whole scene) with a level of skill roughly equal to the dancing baby. When they speak their voices are again clearly artificially produced and oddly stilted.

One takes a bite from something on a plate in front of him. “Oh no, fellow ishtahni” he says emotionlessly. “My food is both bland and tasteless.”

“That is too bad, fellow ishtahni” replies the other. “Mine is not so as I have used spices on mine. Mmmm spices”

“Spices you say. I would like some of those so that my own food would taste better. Where did you get the spices from” there’s no interrogative lilt at the end of what was clearly a question - perhaps beyond the capabilities of the speech synthesiser used.

“I got my spices from Sansar. You could do too”

The scene is then replaced with a full screen message for a couple of seconds before the next advert starts:

Sansar. We have spices

Adverts to the Castaways of the Loop:

The scene opens with two figures sat at a wooden table. They are both, clearly, 3d computer models (as is the whole scene) with a level of skill roughly equal to the dancing baby. Perhaps they are meant to both be identical, perhaps that was merely a limitation of the creator. They are closest to a couple of middle aged Todds but, truthfully, not that close. When they speak their voices are again clearly artificially produced and oddly stilted.

One gestures at an array of unidentifiable coloured blobs in front of him. “I have enough food so as not to go hungry. All my nutritional needs are being met.”

“Oh boy” says the other “That is certainly an amount of food necessary to meet nutritional requirements. I would like similar quantities of food. Where did you acquire yours.” the question is oddly flat with none of the markers of tone signifying a question.

“I got it from Sansar”

“Sansar you say. I should certainly attempt to trade with Sansar”

The scene is then replaced with a full screen message for a couple of seconds before the next advert starts:

Sansar. Food sufficient to meet nutritional requirements

Adverts to the Combined Commonwealth of Glix:
The scene opens with a glix staring directly at the “camera” It, clearly, 3d computer models (as is the whole scene) with a level of skill roughly equal to the dancing baby and is probably intended to be a queen but scale is hard to grasp. When they speak their voices are again clearly artificially produced and oddly stilted.
“As a Glix Queen” it talks by flapping its mouth open and closed, with no real attempt made to sync the motions to the words “my workers benefit from not starving to death. That’s why I give them pure Sansar Food. They are models of efficiency and are able to work their full intended lifespan with only a modest outlay of Food.”
“Food. Feed YOUR workers today. Available from Sansar”
Another, again artificial, voice speaks quickly “Food is a nutritional supplement not intended to replace regular clutches of new workers. Side effects include obesity, vomiting, lethargy and faeces”
Then the scene is replaced with a full screen message for a couple of seconds before the next advert starts:

Sansar emoji. Food emoji. Thumbs up emoji.

Ongoing

Full-Spectrum Media Packages - Until the end of Round 3, gift a controlled Media Support in your capital to BRG for 2 Treasure and one BRG Rep.


International Renown

 

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

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

[ELD and LSP may each take their choice of one free Establish Embassy or one Establish Trade Route special as a non-action this round. The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.]

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

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

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

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

Nonactions

[Overcrowding] The Public's Fickle Eye - There has been a surge of awareness of the notable actions of the Elect following the re-opening of the interplanetary stage, but such a state of affairs cannot last. Those who do not remain active in the public consciousness may find their fame does not last.

[Any countries which rose to Renown 2 in round one and do not increase their Renown this round will roll-off using their Diplomacy score. The countries with the lowest rolls will fall to Renown 1 until the slots available for Renown are no longer overfilled.]

Ongoing

 


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

[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle. The first country in each orbit to win a battle may gain one Renown. Simultaneous victories will result in both countries gaining the Renown.]

[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

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

Edited by Silent_Interim
Grammar correction (see edit history)
Name
WTU Buyout 17.2
13
2d6+8 1,4
WTU Buyout 37.2
17
2d6+9 3,5
WTU Buyout 78.1
18
2d6+9 6,3
WTU Impress Merchants 28
16
2d6+9 3,4
WTU Impress Merchants 66
20
2d6+9 6,5
WTU Impress Merchants 78
17
2d6+9 4,4
BRG Sway Media 4
17
2d6+9 2,6
BRG Sway Media 34
18
2d6+9 4,5
BRG Sway Media 56
19
2d6+9 6,4
BRG Sway Media 86
15
2d6+9 4,2
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Flag

flag(2).png.9f0d98ba5a6dc90bfd10b4fcc2c329ed.png

C.A.S.S.I.O.P.E. (CAS)

Round 2

Regions: Space-Kelp Cluster (87)

Faith: Hospitality Protocols (Unorganized)

Ruler: Custodial Unit 2323

Diplomacy 5 Military 4 Economy 7 Faith 2 Intrigue 2

Actions

Expected Stat Increases at End of Round: +1 Economy, +1 Diplomacy

  1. [Economy] Buyout Haute Couture, 86.1 (+1 from Expedition) Success!
  2. [Economy] Buyout Crystal Weave, 88.2 (+2 from support) Success!
  3. [Diplomacy] Attend Event - The Mekhala Mad Dash
  4. [Diplomacy] Establish Confederation Claim in 86 (+1 from Renown, +1 from Treasure) Success!
  5. [Diplomacy] Sway Government Faction in 86 (TN 12 due to open + adjacent) Success!

Event Sub-actions

  • Pay taxes to the Empire (-1 Treasure)
  • Send gift to Llort Society (-1 Treasure)
  • Accept all gifts and technologies

Non-actions

  • Set arcology name/bonus - Propagation Staging Facilities - Bonus to Colonize Region actions
  • Resist all unsupported buyouts, conversions, and sways

News and Rumors

 

Ongoing Projects

  • 3 Treasure -> 0; Acquire 3 more and repay to WTU by round 5
Edited by xanxosttheslaad (see edit history)
Name
1. Buyout Haute Couture, 86.1 (2d6+8)
16
2d6+8 4,4
2. Buyout Crystal Weave, 88.2 (2d6+9)
15
2d6+9 1,5
Establish Confederation Claim in 86 (2d6+7)
17
2d6+7 5,5
Sway Government Faction in 86 (2d6+5)
13
2d6+5 6,2
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Arvaxine Populate - Round 2

(1 Region Controlled: 54)

Bookkeeping:
Trading Posts Controlled by AVP: 2 (deuterium, deuterium)
Regions of Majority Belief in The Way of Returning: 1
Ground Units: 3
Space Units: 2

List of Techs: TBA

Leader: Edrajek, President

Stats:
DIP 2
MIL 5
ECO 3
FAI 1
INT 4

Actions:
Invade Region 70 - Subcommander, 3 Ground Units, 2 Space Units, 1 Treasure, Aid Sought - MIL

Raise Unit Ground - MIL

Raise Treasure - ECO

Seek Aid - FAI - (For invasion roll) DC 10 Seek Aid

Convert Region - FAI - Region 70 DC 12 Convert Region

Non-Action:
Support Erisdor's Buyout of Deuterium TP3 in R54

Edited by DnD_fan (see edit history)
Name
Seek Aid
3
2d6+1 1,1
Convert Region
6
2d6+1 3,2
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The Radiant Republic of Erisdor

spacer.png
Round 2

Regions: Erisdor (32)

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 3 Military 7 Economy 4 Faith 2 Intrigue 2

 

Actions

End of Turn Ruler Increases: +2 Economy

  1. Attack Region [Military]: Region 31 

    Details

    Commander: General Aíne Uistein (score: 9), Space Commander Cathal Oirbsiu (score: 7)
    Doctrine: Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle (Activate to Impress Government)
    Units: 4 Ground, 1 Space
    Route: 32 -> 31, using Wet Navy Ships, no distance losses or space units required (space units are comitted for orbital superiority)
    Modifiers: None

     

  2. Impress Merchants [Economy]: Region 31 (TN12) [DI: Magical Items (Acquired)] (+4) (Failure)

  3. Buyout Trade Post [Economy]: Region 54 (Arvax, Veehra), TP3 (Deuterium) (TN12) (Assist Expected) (DP1) (+5) (Failure)

  4. Buyout Trade Post [Economy]: Region 40 (Davis Port, Sansar), TP3 (Salvaged Components) (TN12) (Assist Expected) (+6) (Success)

  5. Buyout Trade Post [Economy]: Region 32 (Erisdor, Sansar), TP3 (Fell Iron) (TN12) (Self Assist) (+6) (Success)

Nonactions

  • Oppose all unsupported buyouts
  • Oppose all unsupported conversion attempts
  • Accept a loan of 4 treasure from WTU

News and Rumours

  • Inflation has been soaring steadily in recent years, with many choosing to lay the blame on either massively increased expenditure to support the military expansion, continued favorable loans being provided to the private sector, the lack of access to cheap fuel or even schemes by foreign powers jealous of the republic…rumours leaking out from worried public officials to the press speak of the urgent need to procure a new source of credits to stabilize the financial situation despite attempts by the current government to show a outwardly calm facade to the public… 

  • Tensions have been rising with the Republic’s neighboring power to the north, in part as a consequence of the military build up. New tariffs and laws targeted to reduce exports of nitrates and more into the republic have only served to further inflame the situation, with many Erisdorian merchants and businesses demanding immediate actions. A recent incident involving a military standoff between warships from both sides has brought the issue into wider public discourse…Perhaps most alarming of all the Sovereign Protector has broken his silence on the issue to give a widely publicized speech condemning the dastardly actions obviously meant to stifle the republic's attempts aimed at securing the sovereignty of it's people from despotic powers in Sansar and beyond...

Statistics
Unit Count: 4 Ground, 1 Space
Treasure: 0

 

Country Information

Special Actions Available: Military 5
Special Actions Used: Military 5

Heir: None

Diplomacy

Reputation/Favours
Imperial Court: Rep 0, 0 Favours (Expected Change: None)
Pan-Tekhum Worker's & Trader's Union: Rep 0, 0 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 0

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

Unit Cap: 6 (4 + 1 regions + 1 support)
Ground Units: 4
Space Units: 1

Government Support: 32

Generals
Aine Uistein (Mil 9): Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Technologies
 

Active Military Technology

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: 0 (Expected Change: None)
Treasure Cap: 5

Trade Posts
Effective Total TPs: 3
Treasure Rate:0

Trade Posts

 

1. Region 32, TP1 (Fell Iron) (2)

2. Region 25, TP2 (Chitin Wargear) (1)

Merchant Support: 32

 

 

Arcologies

None

Trade Routes
None

Technology Type Effect Requirements Met?
Arcane Amplification Starter None None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

Faith

Media Support: 32

Faith Size: 3
Organised Faith Bonuses
None

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

32 - Integration

 

Total Passive Effects

Traversal:
 

Actions:
 

Defence:
 

Misc:
 

 

 

Edited by DKArthas (see edit history)
Name
Impress Merchants [Economy]: Region 31
6
2d6+4 1,1
Buyout Trade Post [Economy]: Region 54
10
2d6+5 3,2
Buyout Trade Post [Economy]: Region 40
12
2d6+6 5,1
Buyout Trade Post [Economy]: Region 32
12
2d6+6 3,3
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Fiorid Principality of Verdalfheim (ALF), Round Two
2037-2039
image.png.dc0cbefb8fb826b76e0d41eb17171021.png
Chancellor Eydis dei Fiori
Dip: 4 | Mil: 7 (+1) | Eco: 4 (+1) | Fai: 2 | Int: 2

Actions

  1. [Military] Invade Region 51 with 3 Ground Units under Chancellor Eydis (Mil7) utilizing the Measured Advance (-10% casualties on both sides) doctrine, with Sansar space front support from 2 Space Units under Hinrik dei Fiori (Heir; Mil5)
    After years of preparation, Chancellor Eydis finally issues the order to unleash the ample armies of Verdalfheim. The majority of her forces strike eastwards along multiple vectors, advancing on the north of [region 51] by land from the Piedrama while numerous amphibious assaults are conducted along the entire coast. The Chancellor watches each advance closely, mindful of limiting unnecessary damage to both her soldiers and a region she hopes to integrate into her grand project. The disease-addled fishermen are unlikely to pose a serious resistance, but one can never be too cautious when dealing with an untested foe.
  2. [Military] Invade Region 38 with 1 Ground Unit under Arni dei Fiori (Mil9) utilizing the Relentless Butchery (+20% enemy casualties) doctrine, with Sansar space front support from 2 Space Units under Hinrik dei Fiori (Heir; Mil5)
    General-Royal Arni dei Fiori, by contrast, splits off a relatively smaller detachment of troops to strike westwards, throwing caution to the wind when confronted with the offer of easy glory on a silver platter. His mechanized knights make swift progress through the drylands, embracing their commander's bloodlust and assailing the larger enemy force with no mercy. The corporate dogs infesting the region's aristocracy make for easily-contemptible targets, promising rampant plunder in wait behind their imported protectors.
  3. [Economy] Buyout TP2 for Hematite in Region 69 (TN12; +4 stat, +2 support, -1 distance; Roll: 16, SUCCESS)
    Following up on certain informal agreements made between himself and the Iron Masquerade, Oskar dei Fiori organizes a series of investments in the Veehran realm's hematite extraction industry that will solve the dilemmas posed by the Principality's over-mechanized war machine. This success does much to ingratiate the enigmatic intellectual with the rest of the Fiorid government, with the Chancellor granting him greater official assurances so that he may serve as an even more potent agent on the interplanetary stage. Hinrik quietly fumes at this development, having failed to make similar overtures towards a fellow Sansarite power, but both brothers quickly move on to managing their separate orbital endeavors.
  4. [Economy] Expedition to Region 100 (TN12; +4 stat; Roll: 11, fail)
    From a young age, Oskar has been captivated by the moon. Learning of its true nature shattered much of the obsession, for a rock in space is a less interesting proposition than what might as well be a second sun, but it has remained a personal fascination of his to this day. Building upon the political capital accrued by his endeavors on Veehra, the dynast assembles a collection of Druids and Admirals, dubbed the Committee of Lunar Inquiry, to properly scout the surface of the moon in some way or another. Unfortunately, Hinrik retains authority over the fleet and prioritizes pursuit of the ongoing war effort, limiting the Committee to using insufficient terrestrial observation. It is unclear whether or not this hinderance is petty revenge against Oskar for fraternizing with a Veehran power, but Chancellor Eydis can't be bothered to argue against a course of action that serves her own ends.
  5. [Diplomacy] Contribute to EMP's Mytho-Historical Data Gathering Project
    While her siblings work away at a number of diverse pursuits, the crippled Hekla dei Fiori takes to managing their hefty expenses on the home front. Through a careful balancing act she is able to keep the war effort afloat while begrudgingly funding Oskar's hematite investments, but the Emperor's impending tax deadline poses a problem that cannot be ignored. Luckily, the Imperial Court has provided an easily-exploited loophole that Hekla can leverage to turn a profit from the entire ordeal. Rather than tampering with the domestic economy to raise funds directly, the eldest Fiorid sibling assembles a massive collection of Verdalf literature to satisfy the Court's lust for knowledge. Histories, scientific theory, fiction and mythology, the sheer quantity of works would take decades to categorize and ingest. Luckily, Hekla has had centuries. (OOC Note: any IC texts that I write in the future, unless otherwise stated, will have also been part of this submission; for now, the fluff piece below is simply the first one in the index)

    IC Text: House of Flowers: the Origins of the Fiorid Line, by Alfred Marrone

    The Fiorids have reigned over the whole of Verdalfheim for centuries, but the roots of their line stretch back multiple millennia, even before the War of Eternal Bombardments. Their iconic name derives from their trademark roses, both cyan and magenta, which have adorned the family's gardens from their time as humble plantation Nobles up to their present citadel at Radicefst, whose palatial gardens ought to be the envy of any civilized Sansarite. Its rosebushes are groomed to perfection, the symphony of color only heightened by the glorious vistas stretching outwards from the citadel's peak. The greatness of the present, however, must be predicated upon an understanding of the past.

    Though the dynasty can be traced back further, the most notable of the early Fiorids is Tonje dei Fiori. Her opportune marriage to the ailing Lord of Radicefst meant that the famed Citadel and its resources passed to her family upon the extinction of the Lord's line before she could bear any of his offspring. Political rivals of the time sought to belittle her reign, dubbing her "Princess" to demean her royal status to that of a mere consort, but this princely title was embraced by Tonje to spite their demeaning of her legitimacy, and from her reign onward Radicefst was the seat of a Princedom. Much of her time was spent warding off these rivals and securing Radicefst's borders against external threats, the crowning achievement of which was the final defeat of Estenda, which (though maintaining nominal independence for the next few centuries) experienced a calamitous fall from grace in the wake of their failed invasion.

    [Several other Fiorids of little note are listed, all with centuries-long reigns]

    The second truly great Fiorid came about in the wake of the War of Eternal Bombardments, a period in which the Empire sought to reach out to its subjects and encourage rebuilding and consolidation. Prince Stian dei Fiori rose to the occasion by making great overtures with the Imperial Court, inviting dignitaries to visit Radicefst as a layover point between their travels and vigorously pursuing the mechanical subtleties of spacefaring. This economic anchor, a model replicated by the other Citadels of Verdalfheim, heralded the ultimate doom of the Municipalities, pushed to the sidelines in a regional economy that they once controlled. With the aid of Imperial technology, Stian swiftly brought an end to the rump territories of Estenda. The greatest trial of his reign came about when Sanguarmot, the populous Municipality to the west of Radicefst, found itself invaded from upstream by the Lord of Sorgentifjall. The Mayor pleaded Stian for aid, promising fealty to the burgeoning power once the threat had passed. The two Citadels were evenly matched, but through his cunning ingenuity Stian was able to successfully repel Sorgentifjall and secure the southern river system of Verdalfheim Proper for the Fiorids forevermore. Though the patronage of Imperial dignitaries would eventually shift to Zabava, this formative period brought two colossal population centers under Fiorid rule thanks to Stian's clever diplomacy and firmness of arms.

    [A few other Fiorids of little note are listed, all with centuries-long reigns]

    The apex of Fiorid glory, and indeed Verdalf glory as a whole, came with the successive reigns of Larus and Isak dei Fiori. Utilizing obscure jungle routes that he had charted in his youth, Prince Larus took advantage of a political crisis in Sorgentifjall to topple its local Lord and install a loyalist on the throne; he repeated this operation during times of unrest in Vitefst and Fogliamunni, securing the whole of Verdalfheim Proper for the first time in history. Like the Verdalf settlers of old, he proceeded to cross the region's great channel to lay siege to the union state of Cascatapaki-Altomunni, climaxing in his triumphant conquest of the entire Piedraema. Such rapid conquest naturally led to overextension, a political hardship which outlived even this great man.

    Thusly did his sole remaining son, Isak dei Fiori, inherit a turbulent climate which might have torn the Fiorid Principality asunder. Yet, with his wife Erna at his side, the new Prince undertook unprecedented measures to save the country, sharing the vaunted Fiorid Elder blood with the masses. The offer of immortality was too potent for any Noble to turn down, and his reign has therefore brought about a golden age of art and culture as the intellectuals of the Noble caste can no longer be stolen away from the land of the living by death's greedy claws. It is under Prince Isak's tenure that Verdalfheim was truly united, a single political construct for the first time in its lengthy history. Long may he reign, and may the gardens of the Fiori blossom forevermore.

Nonactions

  • TBD

News & Rumors

  • High above the second and third Fiorid siblings' blitz for power, the fourth sibling accepts the opportunity to command the twin ships responsible for maintaining orbital - and thus aerial - superiority. Though obnoxiously unstable as viewing platforms, Hinrik is said to appreciate his time gazing down on Sansar from above. One particular quote made quite an impact on the Elven media circuit: "Though I already- and always have- thought of our world as a single unit, nothing can compare to the experience of seeing its beautiful unity with my own eyes." Many find this sentiment touching, though the irony of him saying this while his fleet rains fire upon that same world is not lost on a quietly amused few.
  • Oskar dei Fiori returns from his sojourn to Veehra in a pleasant mood, wasting no time in convening the Druids to launch a new inquiry into the malleability of souls utilizing literature on the subject purchased from the Iron Masquerade. The veil of secrecy that surrounds the Druids' experiments remains frustratingly opaque to enthusiasts and conspiracy theorists alike, a phenomenon popularly referred to as the "Mystery of the Druids," so exactly what they may be up to on their island reserve is unknown. Some say that they are attempting to graft souls onto plants to replicate a consciousness on the level of Coedd, some say that they plan to unleash a bioweapon targeting Khylokian souls as a countermeasure in case they ever attempt to bring a bomb into the Principality, while cooler heads endorse the notion that the technocratic elite simply seek to understand as much of the universe around them as possible. Regardless, the interest of Oskar seems to be a fickle thing indeed, as the youngest scion of the Prince has once again departed for the upper atmosphere.

    What We Do in the Shadows

    “...And this marks the conclusion of the final trials.” Beaming, Karla Marrone marks one final checkmark on her notepad before turning away from the test chamber. The observation area was dim, lit primarily by the glaring lights of the chamber. Over the course of the spectacle, the light had graduated from a sterile white to a dull red, tinted by the viscera which now stained the safety glass. “Your intelligence bore fruit after all, Oskar. You should be proud.”

    The scaly dynast smiles humbly, rising from his seat and stepping forward to clasp the overseeing Druid’s hand. “Please, your contributions remain just as valuable. Well done, Karla.” The two hands are rendered scarlet by the filtered light, but their mutual deathly pallor was unmistakable.

    Another Druid, crimson eyes locked on the chamber, frowns ponderously. “I hope this ghastly business will be worthwhile in the end. It is always a shame to squander life…”

    “Of course, Holger. Of course.” Oskar grants the contents of the testing chamber a respectful look, its light reflecting off his glasses as he ruminates. “...Regardless, we shall push forward with the rest of the procedures.”

    Karla clears her throat, glancing down at her notepad once more. “Oskar, might we have the room for a moment?” The Fiorid simply snaps his fingers and the rest of the antler-crowned Druids rise to depart. His eyes never leave the test chamber, even after the final observer files out and the doors automatically shut behind them. The remaining Druid passes along the notepad, flipping to a page displaying two different soul models. “I think this is the key to the cure that the Prince seeks.”

    Oskar’s jaws clench behind sealed lips, expression luckily hidden behind the reflected light on his glasses. “The cure for what?”

    Taken aback, the Druid takes a step closer to the dynast and lowered her tone. “He issued the request decades ago, you were there-”

    “Perhaps I was.” The uncharacteristic interruption is somehow conveyed without a hint of anger, Oskar’s tone maintained at a cold impassivity. “Elaborate.”

    Perplexion growing, Karla abides by the command. “...In the trials on fellow possessors of the Elder Blood, we observed a slight withering of the soul in question, but it was still far more potent than we expected it to be. It’s likely that some form of soul tampering would facilitate a cure-”

    “There is nothing to cure.” Oskar’s arms fold behind his back, eye slits finally making contact with the Druid. “The Prince was mistaken, and this avenue of research will not be pursued.”

    Karla takes a few steps back. “...Our duty is to serve and advise the Prince. All of us, including you.”

    Sighing, Oskar removes his spectacles to clean off a slight hint of fog. “Karla, my father is an empty shell. He has lost track of what is best for himself and his country, to the point that he would now sacrifice something as valuable as immortality for nothing. I, for one, would see him live. A bit of sentimentality, perhaps.” He lets out a brief chuckle as he replaces his glasses.

    “...Of course.”

    Karla moves to ease the notepad into her satchel, halted in her tracks by Oskar’s outstretched hand. “The notes, please.” Wordlessly, the Druid hands over her notes before turning to leave, one last whoosh of the door heralding a perfect silence in which Oskar may stew. Thumbing through the pages, Oskar sighs and procures his communicator from a pocket. He knew the ethos of the Druids too well; progress would be made on her ideas one way or another unless the weed was pulled out at the root.

    Bathed in a sanguine glow, his call is a success, the marvels of interplanetary communication carrying three words along the astral winds to Veehra. “Get me Margaux.”

  • Prince Isak has been spotted in public for the first time in years, fishing with his blind daughter Lilja. The paparazzi was unable to reach the boat up-close so nobody has the faintest idea what they were talking about, but with the privacy-invading power of the telescope they were able to discern the actions in broad strokes. Neither looked happy, Isak mostly staring at his line with sealed lips while Lilja couldn't stare at anything and simply hung her head low, expression indiscernible. The pictures produced by these reporters enjoyed a brief circulation before suffering a brutal crackdown at the hands of Royal authorities, with the press teams responsible forced to deliver a public apology to Lilja at gunpoint before having their assets seized and their sentences commuted to banishment. Much ado has been made of this episode, pondering the inexplicable behavior of the Prince, who has once again retreated far behind the walls of his Citadel.
  • Though all sorts of Nobles and legal scholars chomp at the bit to deliver ample counterarguments in favor of slavery in response to the Ishtahn parliament's condemnation, Chancellor Eydis and her brother Hinrik publicly command them to ignore the slight. A foreign parliament- and one from another planet, at that- can command no deference from the Principality, and to engage with their feckless bluster would lend credence to the notion that their will meant anything to the Prince's line. At this, all but a select few sophists, dubbed "lords of debate" by the derision of their peers, cease to acknowledge the protest as a legitimate concern. Ishtahn falls out of the public conscience entirely, though it is whispered that Hinrik dei Fiori has a new object of mockery behind closed doors.
  • Many years ago, an errant knight from Veehra is rumored to have gone missing while investigating rumors related to Prince Isak's origins. Plenty of citizens can remember amicable interaction with the fellow, with some recalling the detail that he was working to compile his knowledge into a tome of some sort. It's a shame he was never able to complete it.

    IC Text: On the Fiorid Elder Blood: a Knight’s Testimony by Sir Simon of Veehra

    [Though written in-universe, this text has never seen the light of day due to being confiscated shortly after Sir Simon’s disappearance; no other characters would hold this knowledge, but it should prove fruitful if a player is personally curious about what exactly is going on]

    Isak dei Fiori, Prince of Verdalfheim, has gone to great lengths to obscure the true nature of his crimes behind layers of pomp and regality, heralding the recent resurrection of a vile plague as an eternal hallmark of his lineage which he has "generously" chosen to share with his cadre of agents and sycophants. Let this testimony of I, Sir Simon of Veehra, cast aside this monstrosity's constructed illusion and lay bare the dark, putrid heart of Verdalfheim.

    The common history of the Fiorid bloodline, at face value, lends credence to their pretensions of immortality. Each Prince or Princess is listed as enduring for several centuries, far beyond the average two experienced by Elvenkind. Yet there is a reason that the coward Isak cannot share a comprehensive history with the Empire at large: there are no concrete events attached to these reigns. Upon Prince Isak's ascension there was a concerted effort to destroy as many biographies of past monarchs as possible, replaced by one narrative espoused by the Fiorid regime. Thanks to lengthy research sections with the Arkhive, however, I discovered a handful of old biographies which survived the revision. Most crucially was the biography of a Prince associated with the War of Eternal Bombardments, and while details of the conflict were fleeting it was enough to shatter the Isak-sanctioned chronology, which placed this Prince thousands of years prior to the War. With no hereditary basis, his unnaturally long life is exactly that: unnatural.

    I was able to gather, in broad strokes, this basic sequence of events based on rumors, local legends, and an anonymous source with insider knowledge: Isak dei Fiori, the only son of Prince Larus dei Fiori following his two siblings’ untimely demise on the field of battle, came into contact with a certain hermit operating in the vicinity of Sanguarmot. This hermit promised the lordling immortality, and Isak, doubtlessly motivated by avarice, seized upon the chance. A blood transfusion was performed, after which Isak’s green eyes tinged red and the color was sapped from his flesh and hair. He swiftly spread this contagion to his wife, Erna, and the two proceeded to have two children born with the affliction (the peculiarities of these births will be addressed later). Prince Larus died shortly afterwards, an event shrouded in mystery on account of Isak’s desire to distract from the mortality of his line, leaving the throne to his sole surviving son (with the sanction of the Druids). Isak wasted no time institutionalizing his condition, dubbing it “Elder Blood” and spreading it to the Druids and his highest nobles so that they might serve him forever. Now the whole land lies under this cabal’s thrall, willingly giving away their very blood in the hopes that such “luck” may befall them in kind.

    The true name of this condition is hidden deep within the dusty tomes of long-dead scholars, but we must endeavor to call the Elder Blood what it truly is: Vampirism. An ancient blood disease that comes in many different forms, all sorts of dark creatures possessing some strain of this virus lurk in the dark corners of Tekhum, but the Verdalf aristocracy is entirely homogenous on account of the singularity of its source. Do not mistake the following dissection for a treatment of vampirism broadly, as we shall be focusing on the specific strain which was brought to prominence by the heinous actions of Isak dei Fiori.

    To begin, the immortality promised to Isak was not a lie: one of the consistent traits of vampirism is its ability to halt the natural decay of one’s body entirely. The price, of course, is also consistent: the routine consumption of blood. This is the fundamental bargain underpinning the condition, the ability to prolong one’s life at the expense of others. As demonstrated by Isak’s brood of abominations, vampires infected at early ages (or, in their case, born with the condition) still mature into their twenties and thirties, reaching peak physical condition before stagnation takes hold. The restorative power of sleep is therefore rendered unnecessary, as their condition takes care of any potential insomnia the same way it nullifies decay by aging.

    On the note of physicality, there are many telltale signs of Isak’s strain that are readily apparent on a vampire of his cabal. First one’s irises turn blood-red, followed by a great paling of the flesh and hair (easily passed off as albinism to the unaware). In this time their teeth also sharpen to razor points, though for the Verdalf aristocracy this feature is largely vestigial. They imbibe their blood as a drink from the tap, whether given ‘willingly’ or extracted from unfortunate victims. Certain nobles, however, have been known to indulge in the more stereotypical approach of biting into a victim’s neck in the pursuit of some vulgar gratification. Blood is the only material from which they can derive sustenance, and according to rumor the only thing they can taste. According to my insider source, who likely partook in many such gatherings, Fiorid banquets are replete with all manner of creative means of consumption, but by the end of the night not one hint of proper food will have touched the table.

    A noteworthy peculiarity of Isak’s strain is a relative tolerance to the sun, archetypically the bane of such creatures. As no analysis of the broader vampiric phenomenon has been published (again, the Verdalf aristocracy is unique in its brazenness; other strains lurk beyond the sight of civilized society), this is largely conjecture on my part, but the lack of vulnerability to the sun likely correlates to a lower quantity of arcane potency. Old Veehran legends feature vampires who can grow bat wings or possess the ability to hypnotize their prey with a look, abilities balanced in their narratives by gruesome ends when subjected to the purifying power of the sun. These examples could simply be colorful allusions to the Emperor’s justice ultimately triumphing over the corrupt, we should still count ourselves lucky that the Fiorids bear a diluted lineage.

    Examples of vampires interbreeding to produce ‘pure’ vampiric offspring (bearing the disease from birth instead of being infected via transfusion) are few and far between, but Prince Isak accomplished this feat several times over the course of well over two centuries. This would suggest a valid and successful means of growth, but once again my insider source has provided a crucial fact to my understanding of the case: he tried for a new child at least once every year, but Erna’s pregnancies would always go awry in one way or another. The sheer volume of stillbirths or miscarriages is difficult to imagine, the cruelty of this couple’s deeds even more so. Despite their best efforts to challenge nature, the Druids remained befuddled and successful births became increasingly few and far between.

    What few fruits deigned to ripen were rendered unsound in other ways: Hekla dei Fiori’s withered legs, Arni dei Fiori’s bodily disfigurement, Eydis’ tumorous horns, Hinrik’s lost arm, Lilja’s blindness… only Oskar, the youngest public scion, can function at full capacity in the present day, and only by a miraculous triumph of the Druids, who replaced his rotten flesh with that of a vile serpent. And these are simply the products that Isak is unashamed to share with the public; imagine what other monstrosities he must have crammed into the dank depths of Radiceft’s catacombs. These abominations should not exist, and thus either nature or Erna’s rotted womb ensured that each would bear the mark of their father’s sin.

    The internal unsoundness of these afflicted wretches does not limit itself to Isak’s brood, however; my source provided me with a tip, a way to catch some noble’s son unaware, and after falling upon him in the dead of night he became my test subject. Upon beginning the vivisection I noted that their own blood, tainted so, was reduced to a black ichor, a noxious substance which must obviously be supplemented by the blood of living sentients. Their heart swelled even as its texture withered, metastasizing into a gangly black mass which dominated the chest cavity. Other thoracic organs simply withered, unneeded, though the subject demonstrated a significant restorative factor and was able to recover from nearly any damage I could inflict in a matter of days (short of the complete severance of a limb).

    Eventually I found a way to put down the loathsome thing, a simple matter in hindsight: piercing the heart. In the interest of scholarly methodology, I resolved to secure a second subject by extrapolation from my source’s prior intel (pre-pubescent this time, to ensure developmental consistency) and the pattern held true: blackened heart and blood, atrophied organs, final death upon rupturing the heart. A third subject was procured to seek any additional successful methods, and I was able to confirm that decapitation still resulted in brain death despite the core body persisting. I disposed of the detritus in an offroad bog; like the second, the third subject was small enough to hide easily.

    Though the family’s rule is thoroughly entrenched and they hold the minds of their subjects in thrall to an ideological hegemony, it is my hope that one day these monsters who moonlight as leaders of a ‘civilized’ society can be wiped off the face of Tekhum, leaving the rest of us all the better for it.

    [The properly compiled and printed text ends here, and would have likely been compelling fare to some firebrand publisher had it ever seen the light of day; the following section is hastily scribed below as a rough draft]

    source has sent new message, detailed explanation of back entrance to radicefst citadel; will set out tonight with acquired knowledge, kill one or more of the royal brood before returning; might finally identify source

  • The Basu-Rahman Group's grip on regions within Chancellor Eydis' territorial aspirations causes some degree of concern among the Generalty, especially with someone as vicious as Arni spearheading that particular front. Should they draw excessive attention to the Principality's actions, it could cause more neutrally disposed powers to flock to the side of overzealous fools like Ishtahn. While it is too late to change course on the grand design, the Chancellor forwards a series of assurances to the media conglomerate that their organization has nothing to fear and will be afforded compensation for any damages inflicted by the western campaign. Though some postulate the notion that these words could be made more assuring by accepting the offer to purchase franchise rights in Verdalfheim, the Chancellor shuts down such discussion for the time being. Corporations are untrustworthy even at the best of times, and until the Group's hand has been tipped to a greater extent the safest hands in which Verdalfheim's media can rest are still their own.
  • Against the backdrop of the wider western campaign, the region's joint stock companies cannot rest without causing a catastrophic loss to shareholder value. Thus one of its key stock exchanges remains open, and thus Arni dei Fiori leads an elite squad to fulfill a secondary objective. Panic grips the throng of assembled businessmen within the Northern Exchange, fearfully attempting to save what capital they can before rupturing into a state of abject terror at the sound of high-power energy fire through the windows and the intrusion of several mechs. After a couple warning shots and dead security guards, the mech squad has control of the room, their leader dismounting and surveying thr crowd for an official. Arni dei Fiori advances on the manager, who stutters out a facile "This is a stock exchange, there's no money you can steal!" The commander's retort is swift. "Really? Then why are you people here..." It takes little effort to force the man's handprint onto the security console, after which one of the other pilots dismounts and plugs a device into the mainframe. By the time security forces arrive, the Verdalfr are long gone and the Fiorid monetary reserves have greatly expanded.

Bookkeeping

Leaders and Military

Base ruler rolls located here

Heir: Hinrik dei Fiori (2/3/4/1/1) (Avg Mil between Leader and Heir: 5)

General(s):

  • General-Royal Arni dei Fiori (Mil 9 Commander); +20% to enemy unit losses

Ground Unit Count: 4

Space Unit Count: 2

Controlled Regions

Link to Lands Thread

Region Name Region Number Resource Prime Religion Minorities Desired Import Status
Verdalfheim 36 Oil - - Ores & Alloys Capital

Owned Techs

Type Name Requirement(s) Effect(s)
Starter Pseudogravity Engineering - -
Starter Wet Navy Ships - Can cross water w/o losses

 

Edited by moossabi (see edit history)
Name
3: Buyout in 69
16
2d6+5 6,5
4: Expedition to 100
11
2d6+4 1,6
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The House of Fire

Dur-Shalkhir (Region 76)

Duke Esarhaddon III

Diplomacy 3
Military 6
Economy 5
Faith 2
Intrigue 3

Expected Stat Increases: +1 Diplomacy, +1 Economy

 

Actions:

  • [Military] Invade Region 81 with 2 Space Units and 1 Ground Unit under the command of Turtanu-Ziqpu Ra'ima (Mil 8) attempting In the Light of Chastising Stars (+2 to battle)
  • [Economy 5] Construct an Arcology in Dur-Shalkhir, Ganzir Massif
    Arcology Bonus: +1 Offensive Space Battles
    Nestled in the southern polar regions of Dur-Shalkhir, Ganzir Massif is a sprawling surface complex of uranium extraction and enrichment facilities, munitions plants, depots, and research and development laboratories. Overseen by one of the oldest vassal families sworn to the Ducal throne, Ganzir Massif has grown enormously in the years following the rise of the Elect. It is here where the I-Drive schematics were first analyzed, and where many of the most precious components of the Ducal Void Ships are manufactured. Overshadowing that, however, is the arcology's function as the primary arsenal of the House of Fire, with stockpiles of weapons ranging from mono-rapiers and omniglaives to fusion warheads.
  • [Economy] Buy out TP 2 of Ice in the Central Claims (Region 97) - 12
  • [Diplomacy] Raise Reputation with the Imperial Court - 9
  • [Diplomacy] Attend the Mekhalan Mad Dash

    Event Sub-Actions

    • Accept all gifted technologies
    • Transfer 1 Treasure to the Imperial Court to satisfy Imperial Taxes
    • Submit A River Stained in Tears and Stars to Mytho-Historical Data Gathering
    • Partner with the Llort Society Protectorate Guarantee of Regional Exploration and Surveillance

Non-Actions:

  • Support all conversions by the Imperial Cult.
  • Support buyouts of Uranium by the House of Brimstone.

News and Rumors:

  • Following close negotiations between the House of Fire and House Ebonne, a betrothal is announced between Lord Artavasdes II and Princess Monite Akari Ebonne d’Laforet. Their wedding, to be held on the Caipe Ushere summer solstice, is sure to be the planetary social event of the season.
  • While attending the Mekhalan Mad Dash, Duke Esaraddon III has the pleasure of relaying to High Lady Anathe the epic poem A River Stained in Tears and Stars.

    Mytho-Historical Data Gathering

    A River Stained in Tears and Stars is an epic poem of uncertain origin, detailing the long exodus of the House of Fire from Ophon to the distant orbit of Mekhala. Attributed alternatively to an early Duke of the House of Fire, an exiled scribe of the Imperial House, or a humble serf struck with divine inspiration, the cantos of the poem describe (with great poetic license) the Exile Fleet's encounters with other inhabitants of the post-war void. Tales of heroism and tragedy, triumph and loss, hope and despair all intertwine through the epic, traditionally experienced orally through dramatic recitations. The Duke himself is capable of delivering several cantos, though he is no poet. Running through the core of A River Stained in Tears and Stars are themes of redemption born of suffering, the adamant bonds of family, and the glory of the Emperor.

     

Record Keeping

Heir: Artavasdes II (Dip 3, Mil 4, Econ 1, Fai 3, Int 4)

Current Treasure: 1/5

Trade Posts: 1
Uranium TP 1 (Region 76)

Passive Treasure Income: 0/Round

Land Units: 1

First Void Knight Banner

Space Units: 2

DVS Tiamat
DVS Bull of Heaven

Technologies:

Arcane Amplification, Nuclear Fusion, Vacuum Adaptation

Military Technologies

Ground Front:

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

Space Front:

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

Both Fronts:

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

 

Edited by TheDarkDM (see edit history)
Name
Heir Diplomacy
3
1d4 3
Heir Military
4
1d4 4
Heir Economy
1
1d4 1
Heir Faith
3
1d4 3
Heir Intrigue
4
1d4 4
Raise Reputation with the Imperial Court
9
2d6+3 2,4
Buy out TP 2 of Ice in Region 97
12
2d6+5 4,3
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BlackCloudCoalitionBannerMedium.png.df57d44bce6ace928f9686bf4a782cf0.png

The Black Cloud Coalition
Capital:
North Way Cluster (Běizhōu Qún | 北週群 | Region 2)
暗雲 聯盟
{"Ànyún Liánméng"}
Round 2

[EE3, EE4, EE5]


Coalition Captain Jié Měifēng & Helms-Moderator Guiding_Stars4 a.k.a. 'ZhǐZhī'
Diplomacy 3 | Military 7 | Economy 2 | Faith 2 | Intrigue 5

 

Actions:

  1. [Military] - Invade Region 15? w/4 Ground Units, spending 1 Treasure, led by Coalition Captain Jie Meifeng (M7) using Measured Advance (-10% casualties for both sides), supported by 1 Space Unit led by Hai Ping & Dao-Mao (Mil10) using Electronic Bombardment (own Orbital Superiority bonus applies to Tactical Maneuvering as well)
    ...
  2. [Diplomacy] - Raise Reputation with EMP (spending 1 Treasure) Roll: 15
    Authority has never been popular among the pirates - but being in Ophon's good books is just playing smart, in the opinon of Helms-Moderator Guiding_Stars4. What better way to have free license to attend to the petty tyrants of Tekhum than to have the blessing of the largest - and least invasive - tyrant of them all? And as it turns out, some among the Imperial Court may appreciate the flair of the Coalition's...representatives. Or maybe just the novelty of dealing with someone who has a second mind.
  3. [Diplomacy] - Raise Reputation with BRG (spending 1 Treasure) Roll: 7
    The Basu-Rahman Group enjoys a controversial standing in the Coalition - some hate them, some love them, but everyone pays attention to them. Which should suit the media conglomerate just fine, or so the Forecast's analysts predict. Unfortunately, the same style and flair that enchanted Ophon's bureaucrats seems to make certain members of Basu-Rahman's public relations team bristle at the idea of competition for the spotlight outside of their control...
  4. [Diplomacy] - Event Attendance - Festival of Ability
    ...
    Subactions

    Accept Treasure

    Pay 1 Treasure for Taxes

  5. [Diplomacy] - Mythohistorical Data Gathering 
    The information channels and collation services available to the Coalition are rather impressive, albeit usually very preoccupied and hard to wrangle. At times, however, they can be cajoled, threatened, bribed and dared into putting their talents to more...pro-social uses. Such as, for instance, earning enough favor from Tekhum's overlords for some comparatively basic albeit large-scale data entry work to get one hell of a payout to fund the Coalition's deeply important work of violating the divine right of kings.


Non-Actions:

  • Resist & Hinder any Conversions that would reduce Clouder Codes to Minority in Region 2; otherwise, neither assist, hinder, nor resist conversions introducing additional minorities.

    • The Coalition is tolerant of many things - but non-members are still viewed with suspicion if they proselytize too strongly.

  • Mytho-Historical Data Gathering

    It isn't often that one descends below the clouds on Badal. Even for pirates, The Undersky presents too many dangers to risk without good reason. The bottoms of the clouds obscure one's vision. The light that filters through them, though diminished, is still bright enough that one's own obscurity is only aided for so long - simple tethered periscope drones serve effectively enough to keep an eye out for dangers without having to descend on one's own, and below the clouds, one cannot hide within them. The heat and pressure are both stifling and oppressive, straining climate control systems and threatening implosive hull failures for most. Even specialized ships usually prefer to lurk in the bottom-most layer of clouds, communication tethers dangling below for coordination.
    It is for these reasons that a full accounting of anything above the surface and below the clouds is rare and hard-earned. The mineral carrier drones are regularly scheduled and well-armed, and have been for a thousand years and more - and for the pirates, it was discovered early that trying to hijack one costs your station years worth of deliveries. So it is impossible to verify the tales of the Absent Cities. Those unlucky few who spy the abandoned habitats more than once, hanging in place and seemingly unbothered by the whipping winds of Badal, seldom stick around for long. To a one, they say they are called, always to the same City, always in a new place, and always unmoved by the globe-spanning winds. They beg to be allowed to visit, to enter the Absent Cities, to find what calls out to them. Those who are allowed to reach them are never seen again. Those who are not inevitably jump to satisfy the longing, haunted by the knowledge that they must be there, below the clouds, just out of reach. Somewhere. Due to the loss of valuable equipment this causes, many captains will order the afflicted thrown in the brig (often indefinitely), making information on the appearance of the Absent Cities from reliable sources sparse - few want to let slip their knowledge, for fear of what might result from their fellow cremates. Those who speak freely are often so far gone in their longing that their ravings are impossible to pull out what is true and what is delusion.
    So know this, clouder. Look not below the clouds too long, lest you, too, become Absent.

  • Submit Mytho-Historical Data Gathering entry for the Arkhive.
  • Accept Embassy from The Illumined Utopian


News and Rumors

  • Chatter in the forums...
  • The Fleets of the Coalition mostly consist of volunteers and patriots - piracy must be a choice committed to. To force someone into it is a betrayal of the Clouder Codes and both the worst and pettiest form of tyranny. Most gloryhounds prefer to act independently, as the Coalition does not enforce a monopoly on violence as some other polities do - so long as that violence is directed outwards. The cohesion and discipline found within the Coalition Armed Forces (sometimes called the Stormbringers) often surprises outsiders, so long as their leaders can keep all the crews aligned to an objective - a task which benefits from both charisma and familiarity with the peculiarities of the Black Cloud Coalition's military culture. Military operations operate on similar principles to pirate activity where possible - electronic warfare and countermeasures form a backbone of assaults to disorient and disrupt the organization of opposing forces, enabling ambushes, boarding actions, and defeat in detail of the opposition they've faced in the time since their formation. As expected of a Badalian power, there's a significant reliance on aircraft, both manned and unmanned. Whether winged, rotor-lifted, and lighter-than-atmos, Badal's unique fighting environment places certain demands on fighting vehicles to maintain operational flexibility, and encourages little to no use of the ground or water vehicles one might expect on Sansar or Veehra. Infantry are used in boarding actions and while operating aboard aerostats, of course, and tend to prefer either flechette weaponry when collateral damage is to be avoided, or copious use of explosives when the mission does not involve such concerns. Analysts predict this to hold true even on other planets, with the Coalition's heavy use of cybernetics in the military leaving the possibility open for the use of theoretical 'full-conversion' cyborgs to handle those challenges that their diverse aircraft and unmanned drone fleets cannot overcome.
  • Concerning Updates Down To The Minute...
  • Concerning Hives of Scum & Villainy...

 

Statistics

Special Actions Available: Intrigue 5
Special Actions Used: Military 5

Heir None

Diplomacy

Reputation/Favors
Imperial Court: Rep 0, 0 Favors (Expected Change: None)
Pan-Tekhum Worker's & Trader's Union: Rep 0, -1 Favors (Expected Change: 0 Favors)
Basu-Rahman Group: Rep 0, 0 Favors (Expected Change: None)
International Renown: Renown 0

Organization Bases
None

Embassies
None

Cultural Identities
None

Great Works
None

Military

Ground Units: 4 (Expected Change: -?)
Space Units: 1 (Expected Change: +0)
Unit Cap: 6 (Base 4 + 1 Region + 1 Support)

Government Support
2
 
Generals
None

Admirals
Hǎi Píng & Dǎo-Māo [M10] - Electronic Bombardment: On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well.

Fortresses
None

Perfected Tactical Doctrines
None

Military Technologies

None


Active Ground Front Technologies:

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


Active Space Front Technologies:

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


Active Multi-Front Technologies:

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

 

Economy

Treasure: 4 (Expected Change: -3)
Treasure Cap: 5

Trade Posts
Effective Total TPs 2
Treasure Rate 0

Trade Post Resource Use Support Rate
2.1 Cybernetics & Prosthetics None Owned 2


Mercantile Support
2

Arcologies
None

Trade Routes
None


Civilian Technologies  

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 the Cloud Sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

Faith

Media Support
2

Faith Size: N/A
Organized Faith Bonuses
None

Artifacts
None

Holy Orders
None

Miracles
None

Intrigue

Espionage Agency: None

Claims

2 - Integration

Total Passive Effects

Traversal: 
Badalian Megadirigibles: Ground units can cross the Cloud Sea of Badal
Wet Navy Ships: Ground Units can cross

Actions
None

Defensive
None

Misc
None

 

Edited by Rolepgeek (see edit history)
Name
EMP Raise Rep w/1 Treasure
15
2d6+3+1 6,5
BRG Raise Rep w/1 Treasure
7
2d6+3+1 1,2
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Round 2

The Khylokian Reign of Blood

Khylosen Cluster (89)

image.png.e3431d403899766e8ab9b30ae6a2693d.png

 

Led by Bloodlord Peter

D3 ; M6 ; E4 ; F5 ; I3

Actions

  1. [DIP Attend The Mekhala Mad Dash of 2037]
    Omnuud khosee-Huel leads a troupe of pilots and mechanics to al-Miraiya d'Hayeli to race!

    Subactions

    Pay taxes (1 Treasure gifted to EMP)
    Accept all gifts

     

  2. [MIL Sack 97.1] Spending One (1) Treasure on the roll
    The blood of the Dwarves calls, and the Khylokians answer.
  3. [MIL Raise Ground Unit]
    More warriors will never be a problem for the Reign of Blood
  4. [INT Secret!] Including Hive of Scum and Villainy
    The Bloodlord plots.
  5. [INT Investigate the Space Unicorn]
    Dozens of ships and hundreds of starshrikes are sent into the void to find the truth of the rumors. Such a majestic beast will prove invaluable to the Reign - either as a mount for raiders or as a magnificent fount of sanguimancy fuel.

Non-Actions

Support Llort Society Protectorate's Buyout

Reports and Discoveries

 

Expected Ruler Stats R3:
D: 3
M: 7
E: 4
F: 5
I: 4
New Ruler: No

 

Technology

To be transferred later

Mechanical Bookkeeping

Coming soon to a spoiler near you!

 

image.png

Edited by JBarca (see edit history)
Name
Sack
15
2d6+8 4,3
SECRET
12
2d6+6 5,1
Investigate
6
2d6+3 2,1
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The Most Sacred House of Brimstone

Capital: Kish (79)

Zabir, the Archmage of Kish

Diplomacy 2 | Military 2 | Economy 3 | Faith 5 | Intrigue 2

 

Years pass and the archmage settles into this new world. Further excavations into the ruins of his once vaulted city are done only at his discretion. With guidance from the core seers who once walked it's halls, excavation crews are able to locate the throne room and Archmage Zabir's private study. Little survived the destruction of the city, but among the Archmage's possessions a signet ring was found.

Meanwhile, mining efforts in the surrounding asteroid fields are redoubled as more ancient ships are retrofitted and freed from the ring city.

 

Actions
  • [Faith] Create an Artifact
    • Brimstone Seal of Authority
  • [Economy] Hoard Treasure
  • [Economy] Hoard Treasure
  • [Economy] Attempt buyout of Uranium TP 2 in Dur-Shalkhir with support of Duke Esarhaddon III (Failed)
  • [Economy] Attempt buyout of Uranium TP 3 in Dur-Shalkhir with support of Duke Esarhaddon III (Failed)
Non-Actions
  • Support conversions to the Imperial Cult, resist all others.
  • Support the WTU buyout of Region 79 TP3 on behalf of RAT.

 

Edited by zabbarot (see edit history)
Name
buyout of TP2 in region 76
11
2d6+5 3,3
buyout TP3 in region 76
11
2d6+5 1,5
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Sorcerers of New Kildora

 

image.png.b76aa4069f85ef23daedb869a94bdccf.png

Leader: Doomweaver Serpent

Diplomacy: 5

Military: 4

Economy: 1

Faith: 6

Intrigue: 3

 

Actions:

 

1. Faith Special 5 (Establish Holy Order Region 73)

The Soom-Clan has had a long standing kinship with the people of Kildora. The vast barren swathes of land home to the many Clans are at points indistinguishable from Kildora. Ancient legends from the early dawn of the post-Darkness era tell of human survivors banding together and forming the first organized warriors of the realm restoring order and pulling back the blackened buried husks of society amidst power vacuums. These “Knightly Orders” drew lineage from Kildorans and Khassians alike, wielded blade and blessing to battle, and slowly waned in influence over time as the restless turmoil following the Darkness settled into political gridlock. The gifting of engines to the many polities on Veehra has lead to a resurgence in their political power, enough to guarantee a place for the Knights of New Kildora. A band of roving zealots and shamans lead by Valus Vile, Khassian marauder, and spreading the word of the Mother Serpent. Riding upon hovering bikes the Knights of New Kildora are ascendant.

2. Faith Convert Region 62 to Cult of the Mother Serpent

The people abandoned by the Loop lived in a manner close to divine: The Mother Serpent lives as the sun rises, then sheds her skin passing into the afterlife, and guides her children through the darkness of death as the night rolls. She emerges from the earth reborn with the rising of the sun and the cycle begins again. The Loopborn too are born and die in a cycle of reflection and incarnation. Old and young, the same yet eternally different, and given past positive experiences with the Soom-Clan a Cabal of Sorcerers is dispatched to The Great Western Waste to proliferate her wisdom.

3. Diplomacy Special 5 Establish Embassy with Soom-Clan Marauders

As the Knights of New Kildora emerge to the forefront of Kildora’s social ladder the Sisterhood of Copper seeds itself with the Soom-Clan. A trio of powerful Sorceresses bound to the Soom-Clan and parlaying in political and mystical affairs. The Sisterhood has many connections back in Kildora, their eyes and ears ever present upon the Mount, and those of the plains find themselves never too far from a potential deal with whatever Sorcerer is in need.

4. Diplomacy Attend Mekhala Mad Dash

Event Subactions: Give one treasure to the Empire

Valus Vile showed up to the Mad Dash hearing of tales for physical and mental hurdles and trials. She found herself not lacking for stiff competition and hearty competition! Such events harken back to the days of Old Kildora where wrestling tournaments would be organized, a tradition popular after the Great Bhau decided to settle the matter of his inheritance via an open competition, and one that carried a weight of glory and power for the winners of such trials in the past. The Sorcerers expansion and debauchery lead to a decline in such outings but with engines to travel the stars The Knights of New Kildora are ready to show their prowess across the Empire.

5. Military: Raise 1 Ground Unit

The Doomweaver Clan is wary of Thalus’ movement and a donation of supplies and aid to the Knights of New Kildora secures an extra legion of thralls and a powerful mystic crusader.
 

Non-Actions:

- Resist Conversions and Buyouts Unless Noted otherwise

 

Embassy Actions:

None.... yet.

 

Edited by Tychris1
Fixing my Banner (see edit history)
Name
Convert 62
16
2d6+6 4,6
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Archknight Yanji Argon
(He/Him - Reference)
Diplomacy: 3
Military: 3
Economy: 5
Faith: 5
Intrigue: 3
Unit Cap: 2/6
Treasure: 0
Income: +0

Ground Units: 1
Space Units: 1

Capital: The Bironian Crosspaths (R17)

Treasure: 0 + 0 per round

EMP: 0 rep / 0 favors
WTU: 0 rep / 0 favors
BRG: 0 rep / 0 favors
REN: rank 0

 
The Bironian Bulwark

 

Actions:

  • [Faith 5] Create a Relic: The Sword of Revolutions
    +2 to leader loss rolls while equipped.
    Passed down from Archknight to Archknight, this blade the symbol of the council's legitimacy and power. Each government since ancient times has brought this weapon with their kings, and it neither dulls nor rusts. Rather, the noble metals that the blade is crafted from allow it to burn with psychic flame. The sword is named for the many civil wars that the Biron Crosspaths have endured over the ages, passed from one revolutionary leader to the next. It is a sign that change always comes, and if it is refused then a more worthy leader will take up the mantle. Many feared the blade lost when Yanji fell into the abyss, but it always finds its way back eventually...
    +1 Power to the Loyalist Cause
     
  • [Military] Raise a Space Unit
    Unfortunately, a returned Archknight alone is not enough to win a civil war. Yanji stays among the miners that find him for a few weeks, gathering intelligence and calling on his most trusted contacts. Word spreads slowly at first, but within a season the remaining loyalists have abandoned their prior causes with a single directive - take the largest and most powerful ship you have access to before you leave. The most prominent of these happens to be a luxury adventuring vessel that was owned by Yanji's mother - the very same that she lost her war against the Black Cloud Coalition with. After standing unused for years as a symbol of bad luck, the Sword of Day sees service once again.
    +1 Power to the Loyalist Cause
     
  • [Military] Raise a Ground Unit
    Of course, stealing ships across all factions seems to have made the loyalists quite unpopular. The Order of Sodium counters immediately, taking their navy and hoping to eliminate Yanji before he can organize his forces. What begins as a chase turns into a full fledged battle on the edge of the loyalists new territory - an external harbor known as Axleport, where metals are brought up from under the surface of Badal. Attacking so quickly means that the Order of Sodium does not have too long to prepare tactics, and those weeks that Yanji lay waiting prove essential as shots are traded from ship to ship. Those ships that could not be brought by the defecting soldiers were to be loaded with explosives - and the miners who have suffered in Axleport find that despite their weariness for war, they are inspired to help. The skies of innocent looking mining gear turns against the attackers, suddenly charging once they had advanced too far to retreat, and loyalist soldiers crash into then board the ships that they did not have the opportunity to sabotage. A resounding victory for the Loyalists, Yanji officially offers the miners a place in his army and a share of the ships as spoils. The accept, and pledge themselves to the Archknight.
    -1 Power to the Order of Sodium
     
  • [Military] Raise a Space Unit
    The next year of fighting sees the Archknight making significant advances into the Bironian Flagstone, the centerpiece ship from which he was destined to rule his people. The House of Lithum has taken residence here, and the significant army that Yanji begins to amass is enough for people to start calling for a duel between them - the proper Bironian way of solving succession issues. Confident she will win, Shi Lithium issues the challenge, but Yanji refuses to answer and instead presses in with his military advantage. This irks many who are stringent about tradition, but proves effective on the field. With territorial gains the ability to arm and refit much of the navy that was once under the Archknight's command.
    -1 Power to the House of Lithium
     
  • [Military] Raise a Ground Unit
    Fluff
    -1 Power to the Neon Syndicate

 

 

 

 

Non-Actions

  • Struggle against fate.
     
  • External Influences on the Civil War:
    Biarbu Society Spy Network - +1 Power to the Loyalists
    Yanji's near-death experience has made him a believer in cosmic whims as the main driver of history. While not exactly the same as their faith of Fascination with Fate, it does make him the most compatible with their culture.

    Trader's Union Purchase of Noble Metals - +1 Power to the Neon Syndicate
    The Union comes to the Crossroads just in time to witness the dawn of the civil war. Usually they would discuss trade deals with the Archknight, but they find that he is no longer in control of the Noble Metal trade that Biron has become so famed for. Instead, they deal with a mercenary captain from the newly proclaimed Neon Syndicate. Short on allies, they're quite willing to compromise and hear out the Union's speech on worker's protections and socialism. Stirred by their arguments, they change their system of taxation to proportionally tax the wealthy more and invest these returns into subsidies for necessary industries for the lower classes. This makes several people very mad, and they can implement no further reforms without risking a major divide between the free market members of their faction and the socialists.

    Eucrus Alliance advance on nearby Territory - -1 Power to the Neon Syndicate
    Despite their success with the Union, things are not all looking up for the Syndicate. Their trade must go somewhere to make a profit, and to do this one needs vehicles. Thus, the peoples to the west are given a lucrative deal: Make ships for Noble Metal transport, and receive protection plus money. This war engine has been much of what allowed the Mercenary corps to keep up with proper governments in this fight, but with the arrival of the Eucrus Alliance attacking their manufacturer it becomes rather apparent that the Syndicate can't keep its promises when it comes to protection while also fighting three factions from within. The attack goes un-responded to, and one way or another the people there are going to be looking elsewhere for future dealings.
     
  • Support Conversions to Fascination
     
  • The Bironian Civil War

     

     

     

     

    Loyalist Power 1 | Order of Sodium Power 3 | Neon Syndicate Power 3 | House of Lithium Power 3

    • For three years, the Bulwark has been in turmoil. The plans to fortify the Crosspaths into a great citadel fell through when violence came to the capital ship, brother turning against brother when the council officially declared the line of Argon dead. It was certain - a fact circulated through interplanetary news. They even had footage of the betrayal, leaked by loyalist hackers whose ends were granted no less kindly than Yanji's himself. The clip is simple: Yanji boards a small shuttle after departing from a meeting with the Council of Knights. It starts to depart, hovering away for a few seconds until it's shot from one of the automatic turrets that was posed to guard the venue. Still in view of the camera, the shuttle explodes and falls down into the molten surface of Badal. The line of Argon's final heir was pronounced dead within the hour, as the molten sulfur surface has never been survived by even the sturdiest of probes.

      The Orders call it a tragic accident, but tensions between them were already hot and the public does not believe this to be an 'accident' at all. Reports arrive that the only way the turret could have fired was if the council's joint keys had been provided for reprogramming, as firing it manually is physically impossible. At the council, it is known that the creation of private armies to fight the pirate menace had been forbidden. It was too easy to invite betrayal if none of the troops were sworn to the council before their orders. This was a step too far, it seems, even after the Emperor himself declared Yanji a member of the elect. What good was it to choose the young heir to a failed knight, who had yet to prove his mettle in battle? There were seasoned warriors among them, survivors of the war that craved nothing but their foe's annihilation. Others were tired of fighting wars they couldn't win. Others still had more exotic ideas, and so they all made their bid for power in the most traditional Bironian way of all - civil war.

      The fleet came alight with bloodshed and flame. What was first the mere death of the Archknight became a riot in the streets, and the burning of A Charge Amongst the Stars. Defiance against the emperor from the order of Strontium had reached a fever pitch, rebuking the Emperor's right to govern them after he named the very pirates that killed their prior Archknight a member of the elect. This work had been the finest and most famous piece in Bironian history, valued at millions of credits and a crown jewel of culture and history.

      Armies already drained from their fight against the Black Cloud Coalition in years past now raised common men to fight, swelling to a full count of 150,000 soldiers across the various factions. With no centralized rule, foreign powers sweep in to pick up the rubble. The Unions claim the only safe supply of Noble Metals, while the Eucrus Alliance now moved in to conquer territory once believed to be under Knightly protection in more peaceful times. The Archknight was still lost after two years of civil war, and the elect was rescinded as the situation only went from bad to worse with time.
       
    • The Archknight's return was a surprise to everyone. It was certainly a surprise to him, as flesh burned and soul fled from body while the shuttle fell deep into the murderous depths of Badal. He prayed to the Gods. To the emperor. To the will of the universe and then to his fallen mother, lying dead and unavenged in his family crypt. A year passes, dead. Two; until the lower storms of Badal push the shuttle back up to the skies where it catches on an ancient extraction well that floats harmlessly on the outer edges of the crossroads. He should be dead by heat, by storm, starvation, the wounds he still bears, and by the very fall itself - the pressure from succumbing to the depths of the planet alone would have done him in, but here he remains - still breathing within the devastated remains of a ship that Fate seems to have inexplicably spared. Returning to the surface with the help of some gas miners, he takes some time to collect himself before returning to claim his place as Archknight. These next two years are filled with terror and drama as the civil war comes to a close and the council begins to learn the price of betrayal. One by one.
       
    • Unacceptable. The other Orders, after fighting amongst one another for two years free of the Council's guiding influence are not eager to put down their arms just because another side to the war has appeared. Especially not a weak one, with little time to gather ships and soldiers and resources to win his cause. Not a single member of the Orders stands down, but it does not take long for Yanji to identify the various alliance networks at play.
      His own side, the Loyalists. Currently backed by those scattered people who strongly believed in the council's democratic vision and in the royal line of Argon. They pride themselves on fair dealing with external powers, the call of adventure, and under Yanji's leadership have begun to wane on chivalrous code in favor of abstract notions of fate.
      The Order of Sodium, which has formed a dictatorship hellbent on seeing the Pirate coalition destroyed by any means necessary. Their treatment of criminals and prisoners of war, however, suggest that they are anything but chivalrous - having become worse and more depraved than the anarchists they swore to destroy. They are primarily backed by vengeful orders and members of the military.
      The Neon Syndicate, having reformed from an order into a mercenary company that ended up being one of the strongest powers after having been paid to wipe out one side or another and taking advantage of the chaos to turn on their employers as well, their power and prosperity swells while remaining the least traditional of those caught in the power struggle. Now they are their own side, having taken the industrial complexes and regulating the better part of the Noble Metal exports still under local control and forming a government closer to a merchant republic than an order of adventuring knights.
      Finally, the House of Lithium claims to itself be the true heir to the council. Taking a vote among council members before the onset of the war for their candidates, Shi Lithum has attempted to maintain their power and prove themselves on the battlefield to get the required number of duels to be declared legitimate. Shockingly, they have exceeded it twofold by now, having been the death of many isolated minor factions at the start of the war before things spiraled out of hand.

 

 

 

Edited by Zayuz (see edit history)
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The Wicklund Salvagers
Dip 5 | Mil 1 | Eco 5 | Fai 1 | Int 2
Round 2


Actions:
1: [Dip] Sway Faction (Government) in region 39, using 1 treasure (2d6 + 6 [5 (stat) + 1 (treasure)] vs TN 12): Success
The government of the southern plains has had multiple reasons to support the Wicklund Salvagers, such as their proximity and familial relations to Davis Port and the Wicklunds, but was slow to publicly acknowledge it. Pushing them on the matter led to more official ties.
2: [Dip] Raise Organization Reputation with EMP, using 1 treasure (2d6 + 6 [5 (stat) + 1 (treasure)] vs TN 12): Failure
Unlike the court of a few years back, the current Imperial liaisons seem indifferent to attempts to sway them. If they even noticed is up for debate.
3: [Dip 5] Establish Cultural Identity (bonus to Sway Faction rolls) and earn 1 renown
(The name of the CI can be Making Connections for the tracker, but I'm out of time to write flavor right now, sorry.)
4: [Eco] Buyout Trading Post 3 in region 52, using 1 treasure (2d6 + 8 [5 (stat) + 1 (treasure) + 1 (WTU arcology) + 2 (support) - 1 (distance penalty)] vs TN 12): Success
Due to the relative scarcity of quality fruits and vegetables on Sansar (and the current isolation of Eskor), trade had to be taken off-planet, to Veehra. Luckily, the distance did nothing to hinder the deal, and a supplier of maize was secured.
5: [Eco 5] Construct Arcology in region 40 (bonus to Investigation), receive 1 treasure from WTU, and earn 1 renown
A few miles down the coast from Davis Port, the newly constructed Component Research Facility documents the design and functionality of the most intact salvage before sending it off to be sold. While this had been done for certain classes of component in the past, the new facility aims to construct a comprehensive database of what's been found in the region. This data is hoped to be useful in constructing theories about the origins of phenomena caused by other technology, but can more practically be used to find the capabilities of and easily price components from the desert.
 
Non-Actions:
1: Abdicate rulership to Wallace Wicklund
2: Support RRE buyout of trading post 3 in region 40
 
News and Rumors:
As commerce to the south increases, having only boat and space transit is becoming inefficient. For that reason, a rail network is planned to extend to the south, although it is still in early planning.

Bookkeeping:

Bookkeeping

General data:
Ruler (Erika Wicklund) stats: Dip 5, Mil 1, Eco 5, Fai 1, Int 2
Heir (Wallace Wicklund) stats: Dip 4 (+2), Mil 1, Eco 1 (+2), Fai 2, Int 2
Regions owned: 1 [40]
Government Supports: 1 (+1) [40 (+39)]
Mercantile Supports: 1 [40]
Media Supports: 1 [40]
Claims: Integration on 40, weak (+strong) Marriage on 39
(Cultural Identity: Sway Faction)
Diplomacy data:
EMP reputation: 1
WTU reputation: 1
BRG reputation: 0
Renown: 0 (+2, triggers rolloff?)
Economic data:
Trading Posts owned: 3 (+1) [40 TP1, 40 TP2, 25 TP3 (+52 TP3)]
Arcologies owned: 0 (+1 [40, Investigation])
Treasure income: 1
Treasures owned: 4 (-3, +2)
Technologies: Pseudogravity Engineering, Wet Navy Ships
Military data:
Ground units: 1
Space units: 1

 

Edited by Syntax Error
CI flavor placeholder (see edit history)
Name
Sway Faction (Government) 39 (1 treasure)
14
2d6+6 6,2
Raise Org Rep EMP (1 treasure)
11
2d6+6 3,2
Buyout TP3 in Region 52
14
2d6+8 2,4
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