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Minescratcher452

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The Wicklund Salvagers
Dip 6 | Mil 1 | Eco 3 | Fai 2 | Int 2
Round 3


Actions:
1: [Dip] Attend Event (the Second Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar)
Subactions:
-Accept all technologies (Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles) from ARK
-Pay one treasure to EMP
-Pay one treasure to MSQ
2: [Dip] Press Claim in region 39 (2d6 + 6 (stat) + 1 (renown 1) vs TN 12): Failure
An attempt to integrate the southern plains' government into Wicklund failed; they cited the short time since the marriage as the reason. It seems likely that they're not fully convinced Wicklund will care about their needs.
3: [Dip] Mytho-Historical Data Gathering
4: [Dip] Mytho-Historical Data Gathering
5: [Dip] Diplomatic Mission to region 109 (2d6 + 6 (stat) + 1 (EMP rep 1) vs TN 12): Success
Unlike his mother, Wallace Wicklund has his eyes on the stars. The floating ring Firmament has a section that appears to have a similar climate to Davis Port; if it is inhabited and contact could be made with the people there, it could provide a good place to expand. A mission was sent to investigate the region.
Non-Actions:
1: Allow WTU to do an inspection.

2: Mytho-Historical Data Gathering

Mytho-Historical Data Gathering

While the Davis Salvage Operation only started activity in the region around 600 years ago, much of the history of the era has been lost to poor record-keeping in the early days, documents lost in Davis's collapse, and the Wicklunds' tendency to gloss over Davis's failures. As a result, folk tales about the Davis era abound. These tales range from the implausible (long-lived treasurer Rigby Delson was most likely not a dragon in disguise) to the potentially accurate. One such story relates to Alexis Cavendish, the second leader of the operation, who ran Davis from around 560 to 550 years ago. It is known from surviving financial logs that she had a particularly short tenure running Davis, and that the company lost a significant amount of money at the end of it due to one particularly disastrous salvage. It can be inferred that a significant amount of equipment was lost in exchange for little profit. As the story goes, Alexis had made a deal with an unknown party (usually changed in retellings to a military power nearby) to have some high-grade tungsten alloy out by the end of the year. This kind of deal was common, and usually came after some of the right kind of salvage was already scouted. Alexis, however, was greedy and decided she'd probably find some by the end of the year. Naturally, for the next eight months, no tungsten was scouted, and Alexis, panicked, put more and more of the budget into scouting for it. Conditions for the workers grew harsher and harsher. As the deadline approached and no material was provided, war was threatened. As the deadline grew near, Alexis' employees finally rebelled. After an assassination attempt, Alexis fled for her life, leaving the workers with an impending war. Supposedly, they dismantled their own machines to pay the other party, marking it in the logs as a "salvage operation".

News and Rumors:
Refugees from all over Sansar are welcomed to Davis Port as war displaces more people and the Component Research Facility looks to hire. Food supplies are currently keeping up, but some are nervous about relying on offworld imports.

Bookkeeping:

Bookkeeping

General data:
Ruler (Wallace Wicklund) stats: Dip 6 (+2), Mil 1, Eco 3, Fai 2, Int 2
Regions owned: 1 [40]
Government Supports: 2 [39, 40]
Mercantile Supports: 1 [40]
Media Supports: 1 [40]
Claims: Integration on 40, strong Marriage on 39
Cultural Identity: Sway Faction
Diplomacy data:
EMP reputation: 1
WTU reputation: 1
BRG reputation: 0
Renown: 2 (rolloff at end of round)
Economic data:
Trading Posts owned: 4 [40 TP1, 40 TP2, 25 TP3, 52 TP3]
Arcologies owned: 1 [40, Investigation]
Treasure income: 1
Treasures owned: 3 (-2, expected +4)
Technologies: Pseudogravity Engineering, Wet Navy Ships
Military data:
Ground units: 1
Space units: 1

 

Edited by Syntax Error
Mytho-Historical Data Gathering (see edit history)
Name
Press Claim 39
11
2d6+7 3,1
Diplomatic Mission 109
14
2d6+7 5,2
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The Radiant Republic of Erisdor

spacer.png
Round 3

Regions: Erisdor (32), Cannor (31)

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 3 +1 Military 7 Economy 6 +1 Faith 2 Intrigue 2

 

Actions

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

  1. Attack Region [Military]: Region 30 (Eskor, Sansar) (1 Treasure Spent)

    Details

    Terrestrial Commander: Marshal Aíne Uistein (score: 9), Space Commander: Sub-Commander (score: 3)
    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: 3 Ground, 1 Space
    Route: 32 -> 31 ->30, no distance losses or space units required (space units are comitted for orbital superiority)
    Modifiers: +1 (Treasure spent), +3 (Orbital Superiority)

     

  2. [Economy] 5 Special: Construct Arcology: Region 32 (Erisdor, Sansar)

    • Sub-Action: Gain +1 Treasure from WTU

    • The Black Foundry (+1 to Offensive Ground battles): Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Here, autonomous mining equipment dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward breakneck production and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights.

  3. Buyout Trade Post [Economy]: Region 54 (Arvax, Veehra), TP3 (Deuterium) (TN12) (Assist Expected) (DP1) (1 Treasure spent) (+8) (Success)

  4. Attend an Event [Diplomacy]: the Second Hexennial Conference for the Liberation of Knowledge and Fostering of Growth
    • Sub-Action: Accept technologies (Aclaustrophobic Psychiatry, Algorithmic Imagination, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles) from The Arkhive Eternal.
    • Sub-Action: Agree to a Non-Aggression Pact with The Arkhive Eternal and officially join the conference as local member should your membership be accepted.
  5. Negotiate Workplace Reforms [Diplomacy] [Freeform]: The Pan-Tekhum Worker's and Trader's Union is coming to inspect the workplaces of the Republic, while normally we would tell them to sod off, we are currently heavily in debt to the union banks. As such we will negotiate with sympathetic parties in the parliament to pass a number of legislations to further improve workplace safety, ensure compliance with existing industrial safety standards on the book and generally convince everyone to be on best behavior for a while.

Nonactions

  • Oppose all unsupported buyouts
  • Oppose all unsupported conversion attempt except those from ARK.
  • Allow WTU workplace inspections.

News and Rumours

  • The large number of dead and crippled soldiers streaming in from the front has sapped away some of the initial enthusiasm for the military intervention, with opposition groups in the parliament and on the ground criticizing the administration for perceived failures to adequately prepare the military for the war efforts, though for now such talks remains muted due to the overall success of the campaign. How long that lasts remains to be seen...

  • The growth of the economy has steadily continued, largely accomplished and financed on the back of favorable loans and credit extended to the Republic by the Pan-Tekhum Worker's and Trader's Union. The soaring energy costs still remains a significant roadblock to prosperity however, with many praying that the government backed initiatives to secure supplies of cheap nuclear fuel from distant, war-torn Veehra would finally see some success to conclusively put an end to the energy shortages…

  • The marriage of Princess Monite Akari Ebonne d’Laforet and Lord Artavasdes II has been greeted with near comedic paranoia and lots of gossip in the streets. Could this move truly be part of some dastardly pan-monarchist plot aimed at harming the Republic as some claim!? 

  • The news of the Florid Principality's laying claim to the entirety of Aridyn has resulted in many furious meetings between the Sovereign Protector and his cabinet, after a few days of deliberation they have publically proclaimed the republic's refusal to acknowledge any such delusional 'claims' of ownership over the entire moon, to near unanimous domestic applause...

  • Perhaps in hopes of curbing any popular discontent before it materializes, an ambitious bill aimed at improving working conditions and providing increased protections to trade unions has been sponsored by the ruling coalition in the parliament. With additional provisions aimed at providing generous subsidies and tax breaks offered to private enterprises and companies to make the measures more palatable and help in ongoing modernization efforts...Some deride the move as thinly veiled bribe being offered to the citizens of the republic or pandering to union bankers but the initial reception among the wider population and certain political parties has proven positive...

Statistics
Unit Count: 3 Ground, 1 Space
Treasure: 5

 

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, -1 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 2

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

Unit Cap: 8 (4 + 2 regions + 2 support)
Ground Units: 3
Space Units: 1

Government Support: 32, 31

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: 5 (Expected Change:0)
Treasure Cap: 5

Trade Posts
Effective Total TPs: 6
Treasure Rate: 1

Trade Posts

 

1. Region 32, TP1, TP3 (Fell Iron) (4)

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

3. Region 40, TP3 (Salvaged Components) (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:
- 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:
 

 

 

Edited by DKArthas (see edit history)
Name
Buyout Trade Post [Economy]: Region 54
14
2d6+8 3,3
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The Cloudburst Confederation

Agbada (Region 52)

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: God-King Okan Kiniun
DIP 2 | MIL 7 | ECO 3 | FAI 7 | INT 1
Expected gains: +1 MIL, +1 FAI


Actions:

  1. [Military] Invade Region 56 with 2 ground units led by General Olodolo (MIL 10) attempting Avva's Watchful Eye and support from 1 space unit led by God-King Okan Kiniun (MIL 7) attempting Overwhelming Tempo. +1 to ground front from Cult of Avva. +1 to ground front from treasure. +1 from Seek Aid.
    • Space Front: 7 + 1 = +8
    • Ground Front: 10 + 2 + 1 + 1 + 1 = +15
    • In the past years, the people of the region south of the Great Lake of Omi have begun to realize the truth in the God-King's teachings. Unfortunately, the local government appears hesitant to accept these beloved converts. Something about removing the free will of the people...? Who needs free will when Avva can judge your actions for you? Further, the Soom-Clan Marauders have taken it upon themselves to impose a military threat upon Avva's loyal followers... the oppression of this dedicated minority cannot be overlooked any longer. Okan Kiniun calls for an emergency use of the space fleet, demanding that all ships remain in orbit, to support this vital ground front. And who other than he would be fit for the job? His presence amidst the fleet would quell any doubt regarding its usage, for his word is absolute.
  2. [Military] Invade Region 53 with 1 ground unit led by Prince Aki Kiniun (MIL 4) attempting Overwhelming Tempo and support from 1 space unit led by God-King Okan Kiniun (MIL 7) attempting Overwhelming Tempo. +1 to ground front from from Cult of Avva. +2 to ground front from foothold.
    • Space Front: TBD
    • Ground Front: 4 + 1 + 1 + 2 = +8
    • The royal guard is sent along side the Blessed Prince, Aki Kiniun, to finish the job attempted by his father, which has turned out to be a much longer fare than anticipated.
  3. [Military] Inquisition in Agbada (52) to increase Cult of Avva to Sole. Success! (16)
    • The entire populace of Agbada now follows the teachings of the one true god, Avva. Worship is mandatory, and ambivalence is to be punished. Further, the God-King makes it clear that while the people should refrain from flying toward their god, traveling away from it may be necessary in this new world of Elect. To prove his point that space can be beneficial when used reverently, he leads the space front of the ongoing battles in a grand conclusion to the unsurprisingly unopposed Agbadan Inquisition.
  4. [Faith] Convert Region 53 to introduce a minority of Cult of Avva. Success! (14)
  5. [Faith] Seek Aid on Ground Front of Invasion of Region 56. Success! (13)


Non-Actions:

  • Hazardous Conditions Inspection - Allow an inspection - The delegation from the Workers' Union is brought into the capital to view Agbada's largest Sun-Kissed Maize packaging facility, where the corn is washed and wrapped in plastic for distrubution among the urban populace. A loyal Lion advisor to the throne, Lee Urion of House Kiniun, leads the tour, though is guided by an employee who knows the factory at a far more intimate level. The scent of bleach lingers in the air, suggesting that the equipment is commonly sterilized and washed. He assures the delegation that in spite of Agbada's record for being a bit rickety, workers are among the safest citizens because of the glass ceilings. By ensuring that Avva's watchful eye can see the factory workers, not one of them would dare cause incident, whether that be causing harm onto another or failing to submit the rarely needed injury reports (indeed, the Union would likely know at a surface level that Agbadans strongly believe their every action is judged while in sunlight).
  • Resist all unauthorized actions.


Essential Tracking Information:

  • Treasure: 1 - 1 = 0
  • Ground Units: 3
  • Space Units: 1

 

News & Rumors:

  • Johanne Faustine hasn't been heard from nor seen practicing at sea in a few months... House Intanran ensures the Iron Masquerade that she has simply been feeling unwell and has been spending plenty of time in the castles, resting. Her sailing training will resume soon.
  • The Twilight League is on the God-King's radar. Their willingness to oppose the Confederation without any provocation is worrying and the Agbadans find themselves growing suspicious of their neighboring Vesperites. The border is between Agbada and Vesper is officially closed. Travel to and from the Twilight League is banned by royal decree.

 

Army Information

Commanders:
General Olodolo the Faithful of Castle Kiniun (MIL 10)
Tactical Doctrine: Avva's Watchful Eye - On Tactical Maneuvering Success, free conversion attempt on target region.

Heir Aki Kiniun

Ground Units:
Castle Kiniun Royal Guard (1 unit)
House Karakal First Division (1 unit)
House Eriali First Division (1 unit)

 

Edited by MadMapManPK (see edit history)
Name
Dynastic Heir Aki Kiniun (In order: DIP,MIL,ECO,FAI,INT)
10
5d4 4,1,2,2,1
Inquisition in Agbada
16
2d6+7 6,3
Seek Aid on 56 Battle
13
2d6+7 4,2
Convert 53
14
2d6+7 2,5
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image.png.5127df877a40af52c8b9dee39fe9f51a.png

 

Combined Commonwealth of Glix (GCC)

 Prime Minister Chif'Blak, The Parrot's Voice, Head of the Outer Duma

Region 77, Parrot's Perch

Game years 8-10

containing the year of Jubilee

Resources

Embassies= none
Trade Routes= none (Glorious Purifiers Incoming)
Wealth: 1
Income= 0/round

Space Units: 2
Mega-Dreadnought 7 Macaw
Basillica of War: The Anvil

Ground Units: 4
Carrier Groups: Wrath, Exoddus, Oddyssey, Soulstorm

Reputation:
BRG 1
EMP 0
PTW 0



Diplomacy 5
Mil 5
Eco 5
Faith 1
Int 2 

 

Diplomacy- Mytho-Historical Data Gathering

Diplomacy- Mytho-Historical Data Gathering

The Emperor calls, there is profit in obedience

 

Military 5- Raise a Fortress in Parrot's Perch

Though of dubious provenance, the surplus military supplies created by Snimt'Glek are put to good use.

 

Economy- Buyout TP 87.3 of Space Kelp Success!!

Our herds need fodder, and this is close by...

 

Economy 5-Create a Trade route with The Glorious Purifiers.

...But the real money is on Sansar. They have food there, apparently.

 

Non-actions

WTU inspection 

The Glix welcome the inspection by the WTU.  Bosk Teivosk offers to host them as look at the various Mines and factories, all of which are air gapped from living quarters.  Additionally, the Workers on shift are under constant psychic communication with a Queen and have more than adequate PPE to protect their gills and eyes from any noxious chemicals.  Additionally, Lepkashramov barriers can be activated to mitigate any failure of the physical bulkheads until suited specialists can repair them.
The Barracks are like a village, with aldermen for each bunkhouse and shops that have a fine array of consumer goods, even if actual food seems unusually pricy.  Those in service on Basilica ships have comparable living arrangements and pay, though less access to stores and a more hierarchical structure centered on their Queen.
The Inspectors are free to talk to anyone, and, if they suspect falsehood, are welcome to ask any other Teivosk or Basilica to let them come aboard.  They are informed an offer of compensation for their time may encourage them, and they were directed to Bosk because Glim'Bosk convinced the Elder Brother to forgo the customary bribe.

ARKHIVE Cultural notes

cultural notes-  Glix Social Units


A recent scare arose among the Glix in regards to the issue of slavery. The Glix do not practice slavery, and look most poorly on the idea.  But, in condemnation of the barbaric practice, the more paranoid Glix became concerned their practice of commoditizing unborn Workers might be unfairly group in with the blanket condemnation of "trafficking in sentients."

Apart from any ethical concerns, the right to sell eggs is enshrined in the Glix constitution, the Great Charter, for a practical reason.   It was the compromise that ended a deadly civil war.  

Once Glix lived in Hives, alliances of related Queens.   Oral history implies this was the pre-captivity order of Glix Society, and it re-emerged in Mekhala after the Captivity.

This system was imperfect and imprecise, and the Workers created unofficial groupings, the Teivosks.  With each Jubilee, the Teivosks grew relative to the power of the Queens. And they stayed together as Hives calved and spread between lineages even as Queen rule fragmented.   Soon they were the tails that wagged the dog.

But conflict arose between two large Teivosks.  Violence between Workers, low level skirmishes were rare but not unheard of.  They were as much sport as war.  But one day, something happened that was the stuff of dark legend-  a War of Queens.

  By the end, 6 Queens were dead.  Thousands of Workers were caught in the crossfire, scores of whom were eventually euthanized before they became vectors of memetic plague as their psionic organs were scarred into dysfunction.   But, most terrible of all, the entire generation of juvenile reproductives were put into catatonia.  Most eventually died, though a few Nymphs and Drones recovered. 

This led to a population crash, a repeat might threaten the survival of the species.  In the shock of the aftermath, a conference was called, a conference of every Queen and Teivosk.   This conference was eventually organized into the Inner and Outer Duma.

They came to this set of contradictory statements:

1)Every Glix has a right to autonomy 

2)Every Glix has a right to community.

ALSO
 
1)The basic unit is one. 

 2) One is not sustainable. 

A) One Worker will become less 
B) One Queen will become More


So it was decided.  No more Hives. Every Queen would be equal and live in their own Basilica.  The cities of the Glix would be owned not by Queens, but Teivosks.   They would be able provided this, and allowed to support themselves further by selling excess eggs to the Teivosks.   Any Queen could join a Teivosk, but, in doing so, they would lose their seat in the Inner Duma and their eggs would be the property of their Teivosk. Few Queens accept this offer, but, legally, it exists. 

If a Queen could not sell her eggs, she would grow an army.  If a Teivosk could not replenish their number, they would die.  Neither is desirable.   This system works for them, and they are legitimately afraid a change would cause an existential threat to their society. 


 

ARKHIVE: philosophy notes

Glic Philosophy in art

Glic anesthetics are bases on the idea of Slinq*qid, often called "sincere simplicity," or "elegance."  This is distinct from, but related to, the Dwarven idea of brutalism.  Slinq*did is the idea everything should be exactly what it is, as much as possible. Thus flair is accepted, even expected, but only if it aids, or at least is perpendicular to the purpose of the enterprise. It is also related to the idea of minimalism.  "Something is only necessary if it is necessary" is a common Glic aphorism.   

To key in on a specific example, the kayak used in the recent race.  It did not have a pressurized cabin, because Glix do not suffer from decompression as mammals do, and an open canopy was a more efficient design than windows. The primary propulsion was muscle-based, apart from the ancillary engines, because they were directed analogs to muscle-based vessel components in folklore, and being something else would be deceptive and unnecessary, both.   The paint was needed, to protect the metal, so it contained an elaborate mural of a story of Glim the Bard, because, since raw metal was undesirable, a mural is just as good as blank whitewash, so "why not?"

The effects this has had on musical styles in The Combine is profound.  There are, as current, three instruments, The Glic Canon, the Theramin, the Harmonica, and the Ocarina. They are typically used in conjunction with vocals as part of operatic narrative ballads.  Entire Ballads are written on the virtues of each and how they serve Slinq*qid- but the most notable thing is this- harmony is almost unknown to the Glix, and percussion is unheard of. Each tone is singular. Even the Harmonica, which plays chords, is used as a counter-point to vocals, and each chord is treated as a note. 

 The introduction of the steel drum as a rationalization of the mixing from the Black Cloud exhibit a few years ago has come as a shock.  Even then, though, it is viewed as filtered through Slinq*qid. While the DJs of the Coalition mix sounds percussively, the Glix simply add the simplest possible sound in rhythm.   

ARKHIVE: History 

Oz'nishk the Devil

This story dates back to the time of the captivity.  In those days, it is said that all who lived in The Reserve were Slaves, from the highest Masters who dreaded The Board, to the Queens, who lived in bottles they could never hope to escape, to the Workers whose loyalty was guaranteed by the lives of their mothers, to the human dregs who fears the Glix overseers. It was one of these last who became known as Oz'nisk, the devil.

His name is said to be "son of the city," in Old Glic, because no one knew where he would strike, or even what he was.  They just knew a powerful telepath was possessing Workers and using them as puppets to sabotage industrial facilities.   The reak of dark magic filled the minds of the Queens whose Workers were taken, and they knew it was a Human.
The Oz'nisk worked to free his fellow workers, and left a body trail of Glix behind him.  Eventually, he raised an army and freed the Bugulon.  And, in the chaos as his army was devoted by the catastrophe of their own making, the survivors of the Glix freed their Queens and fled to Mekhala.

For they had engineered Oz'nishk's victory, at terrible cost.  For they knew they could never escape or even rebel.  But they could steer an outside force.

This story is retold to mean different things in different contexts. Generally the themes are either about preserving or knowing the implications of one's actions. Om

 

Stat increases:

Dip +1, Econ +1

new stats:

Diplomacy 6
Mil 5
Eco 6
Faith 1
Int 2

new leader: no

 

other:

 

The Hammer's mil score: 7

 

 

 

Edited by Featherscale (see edit history)
Name
roll
7
1d4+6 1
Buyout 87-3, supported
18
2d8+7 8,3
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Fiorid Principality of Verdalfheim (ALF), Round Three
2040-2042
image.png.dc0cbefb8fb826b76e0d41eb17171021.png
Chancellor Eydis dei Fiori (!!!ABSENT!!!)
Dip: 4 | Mil: 7 | Eco: 4 | Fai: 2 | Int: 2

Acting Chancellor Hinrik dei Fiori (math in leader tab below)
Dip: 3 | Mil: 5 | Eco: 6 | Fai: 1 |Int: 1

Stat Gains: +1 Dip, +1 Eco

Actions

  1. [Military] Invade Region 35 with 4 Ground Units 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 (Mil5)
    Seizing total authority over the Verdalf military in the wake of Eydis' absence, Arni dei Fiori brings the whole of the army against... the south. Many are perplexed by this turn of events, questioning why he wouldn't resume his westward push. One general, a steadfast Eydisite, quips to his compatriots that Arni fears a rematch with Colonel Beldhan, who is said to have defeated the royal's mech in single combat, but when word of this slander reaches Arni he simply laughs. To hear him tell it, the westwards invasion was always a secondary goal acted upon due to Eydis denying him the resources he would have needed to cross the Mezzavegg and seize the historically-elusive southern peninsula. Though it is true that the Verdalfr have always coveted the south, certain high-level aides have admitted that Arni brought up the potential for Colonel Beldhan to intervene in the South multiple times- always as a worst-case scenario. Hinrik, meanwhile, could not care less about the machinations of some enigmatic general from his position at the helm of the Verdalf fleet. He doesn't support the invasion in the slightest, believing that investment in the country's domestic viability is far more critical at this juncture, but it's impossible for him to draw the army's loyalty away from Arni in spite of his brother's many detractors. As such, he associates with the invasion as a matter of personal legitimacy, the illusion of a united front proving more valuable than calling Arni's bluff and losing all credibility.
  2. [Economy][Special E5] Create Trade Route with the Durats (RAT)
    Pursuant to relations fostered by Hekla dei Fiori at the first Arkhive conference, Acting-Chancellor Hinrik moves to join the Durats' Solar Trade Center in exchange for promises of technology and ease of future transactions on the interplanetary stage. The government of Verdalfheim also officially declares support for their efforts to secure a slice of the Firmament installation, both to ensure the growth and vitality of a local ally and to keep such a strategic liability out of the hands of hostile interlopers.
  3. [Economy] Colonize Region 103 (TN 12, Roll: 16; SUCCESS)
    Not about to let the previous years' sabotage get in the way of his grand designs, Oskar and his Committee of Lunar Inquiry makes the executive decision to exploit the discoveries of the White Pawns for the sake of maintaining the timetable for Aridyin's occupation. The brazenness with which the deeds of a fellow Sansarite power are being overridden raises a number of red flags for the Acting Chancellor, though it's difficult to say if Hinrik could stop Oskar even if he had the spine to put his foot down on this overreach. Furthermore, Oskar issues a public declaration to the rest of the Elect, perhaps overcapitalizing on this miniscule foothold: "Though the White Pawns surely deserve commendation for their first landing, the Committee of Lunar Inquiry cannot accept the security risk posed by conceding a single inch of this astral body to another power. To this end, I hereby declare that Aridyin is to be the sole domain of the Fiorid Principality. There is no condition or threat; this is a notification of fact."
  4. [Diplomacy] Increase Reputation with EMP 0->1 (TN 10, Roll: 12; SUCCESS)
    In the interest of bolstering the standing of the declaration above and securing access to the Imperial College of Astronavigators, Oskar tirelessly works away at getting in touch with the various High Lords and making the case for a single Elect exercising complete dominion over Aridyin on their behalf. Whether or not they endorse his geopolitical outlook is anyone's guess, but he offers enough deference to confirm that the Fiorids are unmistakably loyal to the Emperor.
  5. [Diplomacy] Mytho-Historical Data Gathering (second action)
    Meanwhile, Hekla is whipped into a frenzy trying to deal with the Imperial tax season, for which she made a critical error by assuming that the rewards for contributing to the Mytho-Historical Data Gathering project would be granted at the time of contribution rather than at the end of the project. This leaves the Fiorids in a particularly tight spot, as taxes are now due and they lack the resources to pay them. Though this failure is a foregone conclusion, Hekla still jury-rigs a political workaround by which a significant portion of the Verdalf intelligentsia will be commissioned to assist the Imperial Court in processing and categorizing their vast intake, an arrangement which should help make up for the absence of tax revenue. However, the will of the Court is still its own, and the High Lords would still have grounds to denigrate the Principality's original inability to pay up.

Nonactions

  • All members of the Elect are invited to the Elven Conclave of 2044, a general gathering of dignitaries to foster positive foreign relations as well as a contest in which Heads of Faith (or their representatives) are invited to enter a private debate hosted by Oskar dei Fiori and the Druid caste to determine which religion best befits the disposition of the Verdalfr and other Fiorid subject groups. Three tiers of rewards are to be offered in this council: at a base level, every entrant who delivers a sincere pitch will receive the Pseudogravity Engineering technology as compensation for their time, regardless of their performance. Favorable religions will receive permission to proselytize within the lands of the Fiorid Principality (manifesting as support to introduce minorities), and the overall winner of the contest will have unilateral support for all tiers of conversion and, eventually, an official conversion on the part of the Principality. Nonparticipants are still welcome to carouse about the gardens of Radicefst, the capital of Verdalfheim, be it with other attendants or their Fiorid hosts.

News & Rumors

  • The Fiorid siblings are in a state of complete disarray, assembling at Radicefst for a major interpersonal summit from which nobody seems to emerge in a good mood. The nature of their conference is the talk of the entire land, with citizens swearing that they'd kill for some kind of transcript of the encounter.

    oh look what's this?

    [The following transcript has absolutely not seen the light of day, having been recorded by Hekla dei Fiori's wheelchair prior to an immediate expunging of the relevant records. It is preserved here for the sake of posterity]

    [door closes, footsteps]

    Oskar: "Apologies for the delay, the flights from Soleyja just aren't what they used to be..."

    Hinrik: "It's one measly hour, Oskar, could you please attempt to come up with a better excuse?"

    Oskar: "Dealing with excuses now, are we? What was yours? 'Shelling the docks,' yes, impressive, such a marvelous show you put on for the First Fisherman. Lovely practice for dealing with father's field trips, he's probably been fishing for longer than that geriatric anyways so you'll need the practice..."

    Hinrik: "If you hadn't noticed, we were at war-"

    Oskar: "-and because of your pettiness the Pawns beat us to Arydin."

    Hinrik: "Nobody cares about your pet project, little brother. We have more pressing concerns, maintaining aerial superiority was a crucial measure to prevent the interference of outside meddlers."

    Lilja: "Please, stop..."

    Oskar: "As if your delusional scheme to secure that 'fell iron' was ever going to work. Diplomatic ties don't stop at the upper atmosphere anymore. Ask the Pawns how their time at the Arkhive went, I heard they received a hearty encouragement to prove that they could defy their namesake, and now they're poised to start selling out their astral discoveries to the highest bidder."

    Hinrik: "It was a perfect piece of wordplay!"

    [uproarious laughter]

    Arni: "You two are hysterical! I could watch you cry over your political nonsense all day..."

    Hinrik: "As if you're one to talk! You turned tail and ran at the faintest hint of that Beldhan character-"

    [grind of seat against floor, heavy footsteps]

    Arni: "Think very carefully about what you say next, spaceship kid..."

    Lilja: "N-no, Arni, stop, he didn't mean it-"

    Hekla: "Enough."

    [pause, calmer footsteps, two seats taken and scooted in, sigh of relief from other two, impatient tapping on wheelchair]

    Hekla: "You all know why we're here, of course."

    [button pressed on wheelchair, sound of screen turning on and hostage demand video playing; silence for two minutes after conclusion]

    Hinrik: "...We need not take this threat seriously, I could take on the role of Chan-"

    Oskar: "No."

    Hinrik: "But-"

    Hekla: "No."

    Arni: "Sorry kiddo, you just don't have it in you. I, however-"

    Helka: "Don't you dare-"

    Arni: "-Will be assuming full control of the military."

    [pause, then laughter]

    Arni: "What, did you think I would want anything to do with that 'chancellor' title? It was a joke before Eydis got herself in trouble and its value is all the more sullied by her failure."

    Oskar: "And yet her campaign was the successful one-"

    [abrupt chair screech]

    Hekla: "Stop. We don't have time for either of your japes."

    Arni: "Fine, whatever."

    [footsteps trailing away]

    Arni: "Cave in or let the pretentious cow die, I don't care at all. I have some good news to share with my men and a war to wage."

    [door opens, footsteps, door closes]

    Hinrik: "Thank the Emperor..."

    Lilja: "Hey, Hinrik, don't be mean."

    Hinrik: "Lilja, you aren't deaf. You know as well as I do that such a frothing degenerate has no place in the halls of statecraft."

    Lilja: "He's our brother, we can't talk about him like that-"

    Hekla: [muttered] "'thank the emperor'..."

    Oskar: "What?"

    Hekla: "Nothing. Regardless, I have some observations."

    [wheelchair buttons tapped, sound of rewinding footage]

    Hekla: "Eydis hasn't starved yet so they know what to feed her- either she told them herself or they already knew."

    Hinrik: "She would never betray us like that-"

    Hekla: "-Which is why I err on the side of the latter."

    Oskar: "So, we have a leak?"

    Hinrik: "That Druid that went missing, she might have had something to do with it."

    Oskar: "It's a possibility we can't rule out. It would be a simple matter to fake her own assault to cover up her defection."

    Hekla: "If one of the Druids defected they would already know everything, it couldn't have been her."

    Oskar: "A fair conclusion, I suppose. I knew Karla to be a loyal sort, perhaps the accusation was hasty."

    Hinrik: "So, what are they after then, some notes? We could always commission another substitute piece, ditch the divine lineage angle while contriving something less upsetting than the truth..."

    Hekla: "She's been fed, they already know the truth."

    Lilja: "Oh... oh no..."

    Hekla: "They're looking for a paper trail and greater specifics. Safe to say, I believe they are honest in their insinuation that they are not the original captors; no guerilla force would aim so high."

    Oskar: "...Why demand the ship, though?"

    Hinrik: "What?"

    Oskar: "The mismatch of scale is wildly discordant, on the one hand they seek our most closely-guarded secret and on the other they demand a mere battleship. What would any party interested in the former want anything to do with the latter?"

    Hekla: "A show of homage."

    Hinrik: "To what, some terrorist cell on the cusp of revealing themselves?"

    Hekla: "If they had not yet revealed themselves they would not need to use a scrambler-"

    Oskar: "No."

    Hekla: "Excuse me?"

    Oskar: "You know exactly what you were insinuating, sister."

    Hekla: "...You must admit, it's the most plausible scenario."

    Oskar: "And what could their motive possibly be?"

    Hekla: "I forwarded bad intel, they seized the opportunity to extract the truth."

    Oskar: "Please, they're accepting everything from ghost stories to the whining of time anomalies, they're probably happy to have eaten up Alfred Marrone's drivel."

    Hinrik: "Alfred Marrone is a credit to Verdalf literature, how could you possibly besmirch him?"

    Lilja: "...Who are you talking about?"

    Hinrik: "Haven't you read a single recent book? Only the finest author of- oh."

    [room-wide pause]

    Hinrik: "...Sorry."

    Oskar: "...So, other culprits, perhaps Sir Simon's erstwhile order is trying to finish his work?"

    Hekla: "He was a loose cannon, working alone. He passed unsupported and unremembered."

    Hinrik: "How can you be sure? His notes went missing after he tried to pull that little stunt of his in the catacombs, they could have gone anywhere."

    [soft chuckle]

    Oskar: "You're unbearably naïve..."

    Hinrik: "...No. You wouldn't."

    Hekla: "He was a useful tool..."

    Hinrik: "He killed two children, I found their bodies when we raided his residence myself! Why would you ever-"

    Hekla: "I never issued an order for the children to die. Like I said, he was a loose cannon-"

    Hinrik: "So you brought that maniac, the worst off-worlder of all, here, fed him our secrets, to do what? Assassinate some potential blabbermouth that none of us can even remember the name of?"

    Hekla: "Do you think I don't regret it every moment of this disgusting life? The moment I realized what had happened I sent that wretched excuse for a lifeform to the catacombs, to see how well he'd fare against someone his own size-"

    Lilja: "You put Rakel in danger?!"

    Oskar: "Calm down, Lilja. Arni still jokes about that bastard's screams to this day, we know she was never in any danger."

    Hinrik: "...At least tell me that you disposed of his notes."

    [soft sound of book being removed from the blanket in Hekla's lap]

    Hinrik: "...Unbelievable..."

    Oskar: "Mind if I give it a read?"

    [sound of book sliding across table]

    Hekla: "Back on track, I knew Simon. It can't be related to him."

    Oskar: "Or at least you think so..."

    Hekla: "Not helping."

    Oskar: "The fact of the matter is that even if it isn't him, these current captors could easily replicate the initial stages of his inquest."

    [exasperated sigh]

    Oskar: "Really, the Arkhive? Of all the powers to undermine us..."

    Hekla: "Save it for the flight back to your little clubhouse. We need to decide what we're doing about Eydis."

    Lilja: "Do what they want."

    Hinrik: "What?"

    Lilja: "W-we have to, we can't just let our sister die..."

    Oskar: "Well-"

    Hekla: "Not the time."

    Lilja: "I'm more afraid of what they'll use that information for than anyone else here, but we need to help her."

    Hinrik: "Allowing one of us to remain captive would indeed be a sign of weakness..."

    Oskar: "And losing the Chancellor that we've been deferring to on the solar stage these past several years wasn't?"

    Hekla: "It'll keep the problem from getting worse... I'll get some sources together, might be able to put at least a slightly positive spin on our curse."

    Oskar: "Blessing."

    Lilja: "...Can we move on to something else?"

    [long pause]

    Lilja: "...So... I heard that some Utopian Illuminators from Badal invaded upleft Chonkia."

    Hinrik: "THEY DID WHAT?!"

    [the remainder of the official meeting is a torrent of vengeful fury from the finally-validated Hinrik, over the course of which Oskar eventually excuses himself before Hinrik hurries out to try and catch Arni and see if he'll consider redirecting his attack; dead air befalls the chamber as only the two sisters remain]

    Lilja: "...Do you really think it could be the Imperial Court?"

    Hekla: "...Picked up on that allusion, did you?"

    Lilja: "I'm blind, not deaf."

    Hekla: "From my perspective they seem to be the most likely culprit, whether it's an official order or the impromptu machinations of that damn High Lord... I could be wrong, but who else would make such a peculiar demand?"

    Lilja: "If they're plotting against us, what can we even do about it?"

    Hekla: "Who knows?"

    [sound of wheelchair movement]

    Hekla: "On the bright side, they're the least likely ones to take issue with our condition. They make a conscious effort to cast the Emperor as immortal, they'd understand our father's motives. If they can accept the likes of that damn Masquerade then I'm sure they wouldn't see any need to do us harm..."

    [sound of sniffles]

    Lilja: "They could... they could kill us..."

    Hekla: "Hey- calm down. Here, I have your hand, come closer-"

    [sniffles become audible crying]

    Lilja: "I-I don't want to die..."

    Hekla: "I've got you, you're going to be fine, we're all going to be fine, we'll get Eydis back and then... then..."

    [pause as crying slowly abates]

    Lilja: "...What does it feel like, when a hug is actually warm?"

    Hekla: "I... wouldn't know."

    [End of expunged record]

  • Prince Isak persists in his silence in the face of these new developments.
  • Through a bizarrely clandestine chain of contacts, Oskar dei Fiori has made contact with the Khylokians of Mekhala and, in order to ease the Principality's overburdened priorities, convinced them to handle the ransom demands from Eydis' captives on his behalf. In return for their ship donation they are to receive the full reward from Hekla's contributions to the Mytho-Historical Data Gathering project at the upcoming Conclave, an outstanding amount of treasure but one which is, to the Fiorid siblings, worth the trouble (even if it's going to the coffers of such a reviled state). Hinrik, of course, is greatly dismayed by this turn of events, but the fact of the matter is that he's lost his easiest political punching bag.
  • Though the infamous "Elf Slaves" ad from the Basu-Rahman Group never airs within the Principality (as they don't control the local media and likely saw no use in advertising the product to its would-be suppliers), it still makes its rounds through the upper aristocracy. None find it to be a pleasant viewing experience, deriding its quality and misrepresentation of the institution as incredibly distasteful. No public censure is delivered, as the Fiorids simply don't care enough to correct the record themselves; there are far greater problems to tackle and anyone incensed by slavery out of some hypocritical idealism will find reasons to despise the Principality regardless. The haste with which the Kingdom of Ishtahnos charges headfirst into a colossal regional conflict over their own outrage, however, is amusing. Some of the more paranoid Nobles are even relieved that the media conglomerate has distracted the posturing Kingdom to this extent, forwarding small private donations to the Group with minor tips for how to better-portray the Principality in the future.
  • The activities of the Worker-Trader Union, meanwhile, are more perplexing. Their favored form of labor, though present within Verdalfheim, is completely different from that practiced by those of the Noble-run heavy industry. The conclusion they'll reach is foregone, what information could they possibly hope to glean from in-person touring? If they wish to send a representative they will not be subjected to any special limitations or patronizingly preset tours, but they also receive no special access or public invitation.
  • The process of bringing Grigialfheim into the fold is a rather messy affair, with local efforts dedicated to rooting out guerrilla resistance from fortified population centers. Rather than delving into the unpleasantness of execution, prisoners of war taken in the course of the conquest are filtered into the slave caste, their labor contracts snatched up by Nobles engaged in the extraction of raw resources (where they pose as little risk as possible). Pursuant to the government's lofty pan-nationalist ideals, the civilian population is generally respected and allowed to conduct their affairs in peace; the biggest change is the enforcement of the Verdalfr governmental system. Mayors are elevated from each community to intercede with the Fiorid monarchy, with all free Grigialfr automatically granted citizen status. Nobles from Verdalfheim are granted labor contracts to extract natural resources and manage shipping, while the fiction of the Crown's monopoly on land is slowly codified into law. Ultimately support for the occupiers remains minimal, and active efforts to integrate the region have taken a backseat to the royal family's myriad other pursuits.

Bookkeeping

Leaders and Military

WHOLE LOTTA CONFUSION HERE

Eydis' base ruler rolls located here

Heir/R3 interrim: Hinrik dei Fiori (Base Rolls: 2/3/4/1/1, +1mil/+1eco from Round2 actions = new core statline of 2/4/5/1/1, +1dip/+1mil/+1econ from current inheritance (will be reset upon resumption of heirhood) = Round3 statline of 3/5/6/1/1)

Expended Specials:
Eydis: M5
Hinrik: E5

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
Grigialfheim 51 Ryban Fish Kinites (Maj) - Medicines & Drugs Province

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
Colonize Region 103
16
2d6+6 6,4
Increase EMP Rep 0->1
12
2d6+3 3,6
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The House of Fire

Dur-Shalkhir (Region 76)

Duke Esarhaddon III

Diplomacy 4
Military 6
Economy 6
Faith 2
Intrigue 3

Expected Stat Increases: +1 Diplomacy, +1 Military

 

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), Spending 1 Treasure (+1 Ganzir Massif)
  • [Military] Raise 1 Space Unit
    Even as the Ducal Battle Group departs to subdue the territory of Legislator Prime, another battlecruiser emerges from the Eye of Esarhaddon. The DVS Pazuzu takes up a defensive orbit around Dur-Shalkhir.
  • [Military] Raise 1 Space Unit
    The DVS Lamassu soon follows to join the DVS Pazuzu in orbit.
  • [Diplomacy] Raise Reputation with the Imperial Court - 12
  • [Diplomacy] Attend the wedding of Artavasdes II and Princess Monite Akari Ebonne d’Laforet

    Event Sub-Actions

    • Gift the Vacuum Adaptation technology to Caipe Ushere
    • Accept Wet Navy Ships technology from Caipe Ushere
    • House of Fire gains a marriage claim on Caipe Ushere (region 29)
    • Caipe Ushere gains a marriage claim on Dur-Shalkhir (region 76)

     

Non-Actions:

  • Support all conversions by the Imperial Cult
  • Support buyouts of Uranium by the House of Brimstone
  • Support buyouts of Uranium by the Khylokian Reign of Blood

News and Rumors:

  • In the marriage of their scions, House Ebonne and the House of Fire commit to the bonds of kinship and amity.  While both recognize the inviolable right of either House to pursue whatever action may prove necessary in defense of their interests or the interests of the Empire, these bonds shall gird each even across the vast distances that separate them.  Should any force threaten the safety or sovereignty of House Ebonne or the House of Fire, that force shall meet the combined resistance of two Houses.  Should calamity or sabotage befall one, the other shall reach across the void to offer aid and succor.  No action shall willingly be taken by one House against the other, and should House Ebonne and the House of Fire find themselves in conflict on behalf of foreign powers, they resolve to remove themselves from the conflict rather than spill the blood of family.
  • Returning to Mekhala from the wedding in Caipe Ushere, an emergency sweeps through the Ducal Yacht. Accounted for when the yacht departed Sansar's orbit, the Lady of Fire Naqi'a has disappeared! A thorough sweep of the ship reveals nothing amiss save a missing shuttle, and the Duke and Duchess are in a state of near panic until they receive alerts on their secured terminals. There, Naqi'a has left a brief apology and even briefer explanation - faced now with the inevitability of her imminent marriage for the good of the House, she has departed "on an adventure." Meanwhile, in the skies above Planum Khassia, a sleek black shuttle braves the howling winds. Sweeping into the space port of the Soom-Clan's largest current settlement, the dagger of polycarbons and titanium opens to disgorge a maskless, pale-faced woman, her malachite eyes blazing with madness. Raising her voice to how like a banshee against the wind, she states her challenge: "SO WHERE DOES A GIRL GO TO LEARN HOW TO DRIVE!?"
  • The Union's request to inspect the conditions of the Industri-fiefs is met with some confusion among the vassal families of the House of Fire. The initial belief that the Union is acting with the benefit of Imperial authority is quickly disproven, and so debate sweeps through the highest levels of Dur-Shalkhir's society. At the heart of the disagreement is the level of transparency to allow a fundamentally foreign, potentially hostile institution. Ultimately, the House of Fire responds back with an offer to provide Union Representatives with a tour of the production lines of the Gunzir Massif and the shipyards at the Eye of Esarhaddon. However, these inspections will be closely supervised and directed at the Duke's discretion, rather than allowing the Union free reign throughout the length and breadth of Dur-Shalkhir. As central pillars of the House's economy and the locations of highly technical manufacturing, the working conditions at the Gunzir Massif and Eye of Esarhaddon are among the most enviable in the planetoid, with the Industri-serfs gifted a comprehensive technical education as well as middle-ring living quarters.

Record Keeping

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

Current Treasure: 1/5

Trade Posts: 3
Uranium TP 1 (Region 76), Uranium Arcology TP (Region 76), Ice TP 2 (Region 97)

Passive Treasure Income: 1/Round

Land Units: 1

First Void Knight Banner

Space Units: 2

DVS Tiamat
DVS Bull of Heaven

Technologies:

Arcane Amplification, Aclaustrophobic Psychiatry, Algorithmic Imagination, In Vivo Modification, Nuclear Fusion, Vacuum Adaptation, Xenolinguistic Cataloguing

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
Raise Reputation with Imperial Court
12
2d6+4 3,5
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Caipe Ushere
Sansar - Region 29

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Chalise Merole Ebonne d'Laforét
Diplomacy 9 Military 3 Economy 3 Faith 2 Intrigue 3

Turn 3

News and Rumors

The wedding of Artavasdes II and Princess Monite Ebonne is broadcast publicly across numerous channels in Caipe Ushere, and other regions where the ceremonies and pomp of royalty is of interest or entertainment. Fashion designers rapidly turn out lines mimicking the clothes of the couple, as well as many of the other prominent guests whose appearances rapidly gain popularity.

While it is not unexpected that the leaders of the Elect will attend (and some who are absent are alternately pitied or disdained for their slight), gossip continues about the presence of Captain Jié Měifēng. Rumors swirl around a few facts and many conjectures at her early arrival compared to other guests. Queen Chalise has made little denial of her 'secret' affair with the captain, and many of the queen's detractors attempt to leverage in their arguments the distaste of bringing a disreputable foreign trollop to one's own daughter's wedding. Others argue that what (or who) the queen chooses to do with her personal life has little to do with her decisions as ruler, so long as she does not unfairly favor the pirate nation.

Among this all, a new animated serial is launched in Usheret media whose protagonists bear thinly veiled resemblance to the two leaders: The Cloud Queen. In it a sequestered lonely noblewoman in a disfavourable marriage is whisked away by a sensuous pirate captain and caught up in adventures aboard a fictional star cruiser after which the show takes its name. The first season culminates in a battle between the pirate and the despotic husband who has tracked them down in which he is left humiliated and injured as the two women fly away and finally acknowledge their passion for each other. The show's ratings are exceptional, though there is a loud sector of critics who declare that it is too farcical and unrealistic (and also that the actors do not take themselves serious enough for the style of drama the show purports itself to be).

Actions:

1) [Diplomacy] Host Event - The Marriage of House Ebonne and the House of Fire
Following lengthy private negotiations between Queen Ebonne and the House of Fire, a betrothal is announced between their heirs: Princess Monite Akari Ebonne d’Laforet and Lord Artavasdes II. Their wedding is planned to be a grand public ceremony, to be held in Caipe Ushere at the d'Laforet estate. Invitations are sent out to leaders and dignitaries of the Empire and the Elect to attend and celebrate.

Event Sub-actions

Deliver 1 treasure to the Imperial representatives for the Elect Tax.
Exchange Wet Navy Ships tech for Vacuum Adaptation tech with House of Fire.

House of Fire gains a marriage claim on Caipe Ushere (region 29).
Caipe Ushere gains a marriage claim on Dur-Shalkhir (region 76).

Accept 1 treasure from House of Brimstone.

2) [Diplomacy] Raise Reputation - Imperial Court 2 -> 3 (TN 14; Roll: 23 - Success)
Favor and goodwill with the Imperial Court continues to be a focus of the Caipe Ushere Diplomacy Corps under the guidance and development of Eminent Ambassador Puala Lomchat.

3) [Diplomacy] Press Confederation Claim - Region 28 (TN 12; Roll: 15 - Success) 
Eminent Ambassador Puala Lomchat remains in near constant communication with Caipe Ushere's northern neighbors as a treatise of acclimatization is proposed and negotiated.

4) [Diplomacy] Mytho-Historical Data Gathering - Contributions to the Imperial Library.
A late submission to the data gathering project of the Empire is an archived collection of more recent Usheret media. Containing musical performances, live theatre recordings, and animation and film, the list has over 4700 entries spanning the popular culture of the last two centuries. Some of these in turn are interpretations of older works and stories, like Ropetuof's '7-Piece String Movements for Summer' and Veirin d'Arcis' stage drama 'The Rush and the Reeds' (the original, of course ... hardly anyone respects the movie remake).

5) [Economy] Buyout Trading Post of Todd - Region 62 TP3 with support from Castaways of the Loop (TN 12; Roll: 15 - Success) 
Caipe Ushere is looking to hire a group of dedicated technical specialists focused in bringing obsolete infrastructure up to date on a national scale. When inquiring about this level of complex coordinated work, one name stands above the rest: Todd.

Non-actions:
Spend treasure on Buyout action and paying taxes (2 total). Receive 1 Treasure (see event subactions).
Hazardous Conditions Inspection - Head Advocate Lucél Thiércine accepts the Workers' and Traders' Union's offer to perform inspections of working conditions in Caipe Ushere. She will gladly work with their representatives to schedule and provide access for inspections. As the primary councilor on matters of internal civilian industry and development, she has put a great deal of work into ensuring all Usherets can work safely, effectively, and comfortably. Cllr. Thiércine looks forward to showing Caipe Ushere's progressive advancements, and considering what improvements or insights the WTU may offer.

Attend the Arkhive event: Museum Opening

Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase:  Diplomacy +2 (10 max)
New Leader next turn: No

Admirals: 
Generals: 

Councilors:
High Arbiter Estle Gronaud
Chief Navarch Ekatrin Raikier
Head Advocate Lucél Thiércine
Eminent Ambassador Puala Lomchat
Magister Sage Ange Jénou

Other: Princess Monite Akari Ebonne d’Laforet (heir - D1, M4, E4, F4, I1), Princet Geal Talouse Ebonne d’Laforet

Relations of State

Embassies:
Trade Routes:

Resources

Units: 2
> Ground - 1st Dragoon Mobile Infantry Brigade
> Space - 1st Light Destroyer Wing
Treasure: 2
Artifacts:
Reputation: EMP (2); WTU (0); BRG (0); REN (2)
Favours: WTU -1
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere
Arcologies: 
Fortresses: 
Government Support: 29(C), 28
Effective Trading Posts: 5 (1 income)
> Fell Iron - 32 TP2
> Wine - 29 TP1, TP2, Merchant Support
Primary Religion: Practica Arcanai (Size: 4)
> Media Support - 29
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing
Military Techs: Badalian Megadirigibles, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> Field Foritifications
> 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 -

Edited by Frostwander (see edit history)
Name
Raise Reputation Imperial Court (CI)
23
2d8+9 6,8
Press Claim Region 28 (REN1)
15
2d6+10 4,1
Buyout Region 62 TP3 (Support, Treasure, -2 Distance and Dust penalties)
15
2d6+4 5,6
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BlackCloudCoalitionBannerMedium.png.df57d44bce6ace928f9686bf4a782cf0.png

The Black Cloud Coalition
Capital:
North Way Cluster (Běizhōu Qún | 北週群 | Region 2)
? ( ? | ? | Region 15)
暗雲 聯盟
{"Ànyún Liánméng"}
Round 3

[EE6, EE7, EE8]


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

 

Actions:

  1. [Diplomacy 5] - Create Cultural Identity: Property Wrongs (increased die size on Theft Actions)
    The Coalition is home to outlaws and fugitives, renegades and exiles. The Coalition was founded by pirates, for pirates - but also for anyone who would dare to call themselves pirate, and cast off the boots that once stomped upon their necks. Crime is not second nature to them - it is first nature. Is it any wonder, then, that when The Overhead puts out a bounty on some prize held by some petty tyrant, they can be so confident in acquiring it?
  2. [Diplomacy] - Raise Reputation with BRG - Roll: 14
    After the blunders of their last envoy, several enterprising bureaucratically ambitious PEEARITs take it upon themselves to conduct a poll of new candidates among the various showrunners, bloggers, radio hosts, and others as to who they might want to be a point of contact with the Basu-Rahman Group. To varying degrees of surprise, the winner that squeaks by (chosen by the responsible selection councils after very motivated advocacy on the part of the poll-managers) is a relatively unassuming (read: boring) technologist named Yin Yin. The reasoning given by his supporters seems to be that he's very competent at his job and purportedly serves as an editor or assist editor on a truly obscene number of ongoing productions, but shouldn't scare off Basu-Rahman's executives by being too exciting for a bunch of corpos in suits.
  3. [Diplomacy] - Give BRG Media Support in Běizhōu Qún [2] as part of Full Spectrum Media Packages 
    Yin Yin speaks to Basu-Rahman executives about the firmer support networks he's well aware many of the media personalities in the North Way Cluster crave. Arrangements are made to integrate these into the Group's larger networks and subsidiary holdings - though this seems to be ideal for ensuring that the Coalition is abreast of news from across the system, it remains to be seen how this affects the independence and reliability of their own reporting.
  4. [Diplomacy] - Mytho-Historical Data Gathering
    ...
  5. [Military] - Assist the Neon Syndicate to win the civil war in The Bironian Crosspaths [17] - w/4 Ground Units, spending 1 Treasure, led by Coalition Captain Jie Meifeng (M7) using Overwhelming Tempo (+2 to battle roll, +10% own casualties, -10% enemy casualties), supported by 1 Space Unit (+2 Space Units from the Neon Syndicate?) led by Hai Ping & Dao-Mao (Mil10) using Electronic Bombardment (own Orbital Superiority bonus applies to Tactical Maneuvering as well). On victory, give Bironian Crosspaths over to Neon Syndicate
    After their resounding victory against the Supreme Integrated Command, the morale of the Black Cloud Coalition's fleets have remained at an all-time high. They had unseated a tyrant directly, with almost no casualties, and shown themselves the equal or better of more traditional Elect. With the Bironians now tearing themselves apart in civil war, Měifēng sees opportunity to finish off the line of Argon, whose foiled assault had first given her the legitimacy to lead the entirety of the Coalition. Yanji Argon was making remarkable progress against the more established factions within the Crosspaths, and he was sure to try to take his revenge once it was done - this wouldn't just hurt her, but all those she now represented. Surreptitious messengers are dispatched to coordinate with the Neon Syndicate, especially Treasurer Boyin - it was time to finish what she had started, and reunite Yanji with his dear departed mother.


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.

  • ArkHive submissions...
    • The history of The Wise Woman's Rapier on Badal...
    1. Gentleman-Officer Hesh Heiss
    2. Ten Jin
    3. Wu Daifang
    4. Wu Zhengfang
    5. Sheng Taiyun (Arms Dealer)
    6. Retrieval Specialist [NAME SCRUBBED]
    7. Branch Manager Soon Wan
    8. Jaeyun the Ripper
    9. 3rdHand Arms: Your Trusted Weapon Pawn Brokers
    10. Jaeyun the Ripper
    11. Security Officer Han Bo Nguyen
    12. Coppertooth Lee
    13. Knight-Captain Meiho Radon
    14. Haifeng the Cruel
    15. Nobuni of Argon
    16. Jié Měifēng
    17. Monite Ebonne
    • Scorbic The Hound...
  • Allow WTU Inspections
    • Parlor Councils across the North Way Cluster readily allow the Pan-Tekhum Worker's and Trader's Union to conduct their inspections - there's little fear they would fail on grounds of an nequitable work environment, and every hope that the Union might have suggestions for how to improve conditions in areas the Coalition itself struggles with; most Heads currently remain heavily reliant on cybernetics and safety equipment to make up for the inherently hazardous conditions that so often accompany life and labor on Badal.


News and Rumors

  • Chatter in the forums indicate that most members of the Coalition who stay tuned into local politics elsewhere in the system find the situation in Veehra either tragic or hilarious by turns. In particular, the Basu-Rahman Group is seen as unveiling the hypocrisy of the supposedly progressive Ishtahnian state, which targeted the media conglomerate in lieu of the slavers they had brought to the public attention (in absurdist and satirical fashion, no less).
  • Concerning Updates Down To The Minute...
  • Concerning Hives of Scum & Villainy...
  • Concerning the lovely royal widow of Caipe Ushere...

Statistics

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

Heir None

Diplomacy

Reputation & Favors
Imperial Court: Welcome [1], 0 Favors (Expected Change: +1 Favors)
Pan-Tekhum Worker's & Trader's Union: Acquainted [0], -1 Favors (Expected Change: 0 Favors)
Basu-Rahman Group: Acquainted [0], 0 Favors (Expected Change: +? Rep ->)
International Renown: Admired [2] (Expected Change: +2 Renown -> )

Organization Bases
None

Embassies
The Illumined Utopian

Cultural Identities
None

Great Works
None

Military

Ground Units: 4 (Expected Change: -?)
Space Units: 1 (Expected Change: +0)
Unit Cap: 7 (Base 4 + 2 Regions + 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: 1 (Expected Change: +4)
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
Raise Rep Roll for Basu-Rahman Group
14
2d6+5 3,6
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Coedd

All is Coedd

Diplomacy: 3, Military: 1, Economy: 1, Faith: 7, Intrigue: 7

 

Actions

1) Faith - Set Size 10 Bonus to +1 to battles on Sansar

Sub-Action - Refine Size 5 bonus to +1 to Investigations on Sansar

Coedd aids Coedd-Meat. Coedd hinders not-Coedd-Meat

From the personal notes of Garrick Mynqvist, ArkHivist 

As Coedd Cults grow in a number of the Elect, I have noticed that they are becoming adept at using the members of these cults militarily. Martial matters are considerably out of my area of specialism so I will leave the precise details to those more qualified to explain but from what I can gather cultists are employed as scouts, infiltrators and pathfinders. They have excellent knowledge of travelling through undergrowth and other heavy plant cover in their own right but perhaps more importantly Coedd has regularly seen fit to aid them directly through manipulating local plantlife. Even small things like paths opening and closing through the brush could, I suppose, prove crucial in a campaign but when the branches and vines themselves stir to hinder and attack the enemies of the faith: I can readily imagine the effect on their morale. And their health.

2) Faith - Conversion in Region 38, Establish Coedd Minority Conversion in 38

not-Coedd meat fights not-Coedd meat. Coedd ensures Coedd. Coedd is able.

From the personal notes of Garrick Mynqvist, ArkHivist 

A call goes out for cultists to travel to the region scoured by the elves' wars. As is likely predictable, Coedd has her followers focus on repairing the damage to the local flora - reseeding areas, excising damaged parts of plants and other such "battlefield medicine". It is incredible how much damage can be done to plantlife in a war zone, something I had simply never considered before.

While they are there, though, they take the opportunity to proselytize to residents regardless of the role they played in the war - attacker, defender, neutral bystander. Soon, the ranks of the first missionaries are swelled with loal recruits.

3) Intrigue - Secret Action

not-Coedd-Meat becomes Coedd-Meat. Coedd aids

From the personal notes of Garrick Mynqvist, ArkHivist 

All I know for sure is that a small group of cultists were sent offworld. It must be something quite important to Coedd, though, for it to take the rare step of interacting with "offworld"

4) Intrigue - Build Spy Network in the Arkhive (Using Hives of Scum and Villainy) Build Spy Network

From the personal notes of Garrick Mynqvist, ArkHivist 

Coedd has been a presence and an ally in the Arkhive for so long that forms that were previously completed in triplicate are now completed in quadruplicate so a copy can be sent to Coedd. A seminar was held last year on the best ways of getting Coedd to take an interest in information passed to it. spies at coedd.san is routinely cc'd in on internal communication - the reference to spies being a joke, the assumption that Coedd reads the resulting mail another one. Information flows freely from the ArkHive to Coedd. Recently various Coedd cultists have begun what is essentially a game - thinking up elaborate secret handshakes and numerous codenames to amuse themselves by playing a being spies. This would be negligible excpet for that previously mentioned flow of information. While they are not particularly skilled spies, while they almost certainly don't think of themselves as actual spies they are in fact members of the government who send documents to a "foreign power" so despite all their irony, they probably are actual spies. One of the linguists is now (openly - he has had a badge made) calling himself "Chief Spy" I suspect others will follow.

Within the cloistered confines of the hive, there are relatively few "lowlives", "criminals" or "villainous scum" but the "spies" - I really am using a lot of scare quotes here - have actively sought out late-returners, people who fold the corners of pages down and one nefarious creature known only as "the Harvard Referencer" as elements of the hive's underclass. Presumably it makes their game more fun.

5) Faith Conversion in Region 45, Establish Coedd Minority Conversion

Coedd meat fights not-Coedd meat. Coedd ensures Coedd. Coedd is able.

From the personal notes of Garrick Mynqvist, ArkHivist

A call goes out for cultists to travel to the region scoured by the Jy'mar's wars. As is likely predictable, Coedd has her followers focus on repairing the damage to the local flora - reseeding areas, excising damaged parts of plants and other such "battlefield medicine". It is incredible how much damage can be done to plantlife in a war zone, something I had simply never considered before.

While they are there, though, they take the opportunity to proselytize to residents regardless of the role they played in the war - attacker, defender, neutral bystander. Soon, the ranks of the first missionaries are swelled with loal recruits.

Expected Stat Increases Next Turn:
Faith +1, Intrigue +1

 

Other mechanical notes:

-1 Renown from Hives of Scum and Villainy


Non-actions

  •  The very non-est of non actions
    Coedd does not pay its taxes. Coedd does not take any actions indicating it's planning on paying its taxes. Coedd does not acknowledge the existence of its taxes specifically, the elect tax in general or the abstract notion of taxation. No taxes are forthcoming.
  • Hazardous Conditions Inspection - an ambiguous response
    Coedd itself give no response to the union's request, which was predictable enough. What was perhaps less predictable is that the assembled merchants take it on themselves to invite the union for an inspection. They're not the government but it is an invite - there's probably a bit of debate about whether it counts as an invite or not.
    OOC - Fine with you deciding that counts as an invite, fine with you deciding it doesn't - purposefully left it a little uncertain.

If the Inspectors Come - A Series of Vignettes

Landing on Coedd

The inspectors' ship is delayed landing at van Dieman - the human name for the smaller island to the down-left of Coedd itself.  “Vines on the landing pad” the pilot informs them.  “Happens all the time. For me I’d just land and let the landing jets burn them away but the locals won’t have it.  So they’re digging them up and moving them elsewhere.  They’ll need to do it again next week, it just grows so bloody fast down there.”  All in all they end up circling for three hours - long enough that the inspectors start to worry about fuel but the pilot, the only one who can actually see the gauge, doesn’t seem concerned.  They’ll later discover that craft flying to any of the Coedd spaceports regularly stock extra fuel for precisely events like these.  They eventually land on a large flat piece of rock in a forest clearing.  The pad is ringed by workers, shirtless in the midday head, taking a break from their clearing and replanting.  A man, formally dressed despite the heat and clearly struggling with it, hurries over and offers his hand.

“Coedd is all” he says by way of a greeting, and recovers swiftly when he doesn’t receive the response he is clearly expecting.  “Well, welcome to Coedd.  Glad you could make it, we’re excited to show you round.  This here’s Hob’s Art, and it’s the biggest town on van Dieman.”  Looking around, there’s no sign of a town.  A forest, a large flat sheet of rock, shirtless workers and the man talking to them was all that they hadn’t brought themselves. “River’s just down there and we’ve put a boat at your disposal.  Hob’s Art is long and thin, along both banks of the river, don’t know if you know.  Only way we can build without destroying any life here.  Entire city’s maybe twenty miles long and there can be a good half an hour walk through some pretty tough going between one group of buildings and the next, so its all boat.  And then we’ve got some bikes if you want to travel to one of the other towns - no roads, of course, can hardly build a road through a forest without damaging the trees can you!  Really recommend you take a guide, but other than that I’m not going to lead you round by the nose.  Not much good of an inspection if you’re only seeing what we want you to see is it.”

Arriving at the Narcotics Refinery

The first thing seen on entering the clearing is a worker in a biohazard suit with the helmet under his arm supporting another similarly attired but dazed looking worker on to a patch of grass.  The dazed one sits down heavily and looks at his hand - bringing it closer to and further away from his eyes with a look of wonder.

“G’day!  Coedd is all!” shouts the compos mentis one as the inspectors arrive and, in response to their looks, flaps a hand.  “Crikey, don’t worry about him.  Mask wasn’t on properly, bit of fresh air, bit of fruit juice he’ll be dancin’ like a frigan’s napper in no time.”  He doesn’t elaborate on frigans, their nappers or the dances they do.  The other one looks over with a definite lack of focus.  “I can feel my thoughts happening” he informs them, and nods seriously.

“Aye, course you can Bruce, course you can.  You guys go on in.  Stop off at safety” he gestures in a direction “if you don’t fancy feeling your thoughts happen”

Lunchtime at the Ferry Terminal

Hob’s Art is blessed with no less than eleven publicly operated ferry crossings along its length, plus innumerable privately operated ones.  This particular one’s northern terminal is in an especially large clearing that has been left mostly undeveloped to serve as something of a central park.  It’s far too hot to work, far too hot to really do anything other than stand in the shade and complain about how hot it is.  Workers stand around chatting under trees and there are at least three separate prayer groups loudly extolling Coedd to various congregations.

“I shouldn’t stay there mate.” says a passer by as the inspectors find an unoccupied tree to shelter under “poisonous.  Won’t kill you but you’ll be scratching like a hoppen if you hang around there.  That one though - “ he points at a large tree with several workers sleeping under it “yeah, that bugger’ll kill you stone dead.”  Oh, apparently they weren’t sleeping. And with a friendly “Coedd is all” the passer by passed by as the inspectors hurried to another patch of shade.

The one they settle on has a group of workers sat in a rough circle and applying a foul smelling paste to their noses, the tops of their ears and other upwards-facing areas.  “Keeps the sun off” says one, extending a hand with a glob of the stuff on it “lather it on or you’ll end up redder than a dugo’s klandies”  Beyond that brief act of charity, though, they ignore the inspectors and continue talking about work.  The new assembly line robots Coedd had acquired for them seem to be a mixed blessing, for this group at least.  The issue seems to be that when they ran a manual operation they could rapidly reorganise the assembly line to take account of new plant growth.  But the automated line, power train, etc that the robots needed made disassembling and then reassembling the line a much more time consuming process.

Another Narcotics Refinery

Approaching this one, the inspectors are met with a train of workers coming the opposite direction.  The lead two carry a third worker between them, one with his legs, the other with his arms.  The rest of the workers carry, as far as a brief glance can tell, an entire disassembled narcotics refinery .  “Bloody bandar tree grew right in the middle of the plant.” one of them answers the inspectors.  “Bruce there” a nod at the lead two and their cargo “got a lungful before we even noticed it was growing.  Deader than a striggan’s dinner before anyone even noticed.  Straight off to Coedd without so much as a goodbye  So boss man says ‘Come on then lads, you know the drill’ and down the thing comes and we find a new place.”  

“Yeah, fairly regularly” he says in response to their next question with a look at his mate who shrugs and confirms “Fairly regularly.  Couple of times a year, maybe.  Course we normally notice it before anyone goes to Coedd.  Bruce just got unlucky there”

“It’s the bosses fault” the first one continues.  “‘Land here’s cheap’ he goes.  No kidding there mate, it’s on account of the rapidly growing deadly poisonous trees, that’s what’s causing the cheapness, if I’m any judge.  ‘Coedd won’t let them grow here’ he goes.  Cos, you know, Coedd is notorious for caring about meat.  ‘Oh there’s that Coedd’ people say ‘famously cares about industrial processes more than plants.  Bloody famous for it’ that’s what they say.” 

He laughs, shakes his head, spits on the ground and continues hauling his factory to a new site.  “You guys watch yourself if you’re heading that way.  Either of you start coming across dizzy you gotta make yourself puke.  Lots.  And quickly.  Coedd is all”

Evening at the Hotel

There’s only one hotel in Hob’s Art, a floating one on a large flat bottomed boat that seemingly catches every single wave and magnifies it greatly.  The evening meal is thick slabs of bread slathered with a malted vegetable extract spread.  One of the inspectors loves it, the other hates it.

The table over has a Durat family sat literally on it, arguing passionately about whether the malted vegetable extract spread is delicious or foul.  With no end in sight to the argument they move into sullen silence for a bit before discussing their day’s activities.  It seems, listening clandestinely, they the father is an entrepreneur seeking out trade opportunities in Coedd and that he’d been unimpressed by what was available.

“There’s just too little room for growth” he tells his son.  “Or rather that they won’t take the room there is.  Half the time they’re reorganising an entire factory because a new plant has grown, the other half they’re having prayer meetings.  Coedd’s” his voice sinks to a whisper “holding this entire area back from being profitable.  Yields could be thirty, forty times what they are if they’d just run it like a business not a greenhouse.”

  • A letter to High Lord Nasir
    OOC Summary - As a non-action offer my Merchant support to EMP. I am aware there's no mechanical basis for this action and don't overly expect anything to come of it. Do with it what you will, up to and including ignoring it

A letter

High Lord,

We write as the three leading human merchants in the region known as Coedd and with the full support and knowledge of the bulk of the merchant base on this island.

We are aware that the entity known as Coedd has chosen to ignore our beloved Emperor's reasonable request for reimbursement of the costs incurred in elevating Coedd and we wish to state in the strongest possible terms that we do not support its actions in this. As the trade envoys in your embassy can no doubt attest, the merchant base does not stand behind Coedd in all matters and we are gravely concerned about the effects this refusal to engage with the proper flow of currency in Tekhum could constitute.

We hope, most sincerely, that this opinion is noted and given due consideration when Imperial Revenue is considering its response.

In fact, the merchant base of Coedd has wider concerns about the economic direction of Coedd and wishes to reiterate its full support of the Empire. Please understood this missive as a declaration of that full support and be assured that this support can and will be reiterated in any forum or manner the Empire could wish in order to establish it as a genuine desire.

We apologise for bothering you with internal affairs, but feel our hands were tied by the matters explained above.

Respectfully,

Butcher, the Weaver

Baker, the Tinker

Kandell St'k'm'ker, the Bellow Mender

  • Coedd ages, Coedd is always young The main mouthpiece for Coedd ages, as all natural things do. Reports from the island confirm that work has already begun on growing a new form (Dynastic Heir, rolls below)

 

Other

Vote in favour of both Arkhive amendments

Submission to the Arkhive

"Offworld":  An analysis of Coedd's stance towards other planets.  Mynqvist G

While Coedd's response to Badal, Veerha and the Merkhalan asteroids is often caricatured as "Coedd refuses to acknowledge their existence" the truth is slightly more subtle. Coedd is well aware that these places exist and even that their inhabitants can interact with Sansar - even before the recent Jy'mar invasion. In truth, Coedd actively wants offworlders to return to Sansar and records of the recent Hexennial conference will show it exerting its influence towards this aim.

Coedd's attitude towards Badal and Mekhala (and, for that matter, the rings around Ophon) is roughly the same - these places are not suitable for life and the inhabitants should leave at once and return to Sansar. (Or, it pains me to admit, just die. Coedd doesn't necessarily want every human to return to Sansar, just that humans don't live on Badal or Mekhala. Ditto for other races.)

It's attitude to Veerha is slightly more complex. Veerha is, in the oft reported phrase, not-Coedd but it appears that Coedd thinks it could be. That is a being similar in nature to Coedd could arise on Veerha. That being wouldn't be Coedd and it is likely the two would have no basis for communication, but it does leave Veerha as a slightly more acceptable area for life than the previously mentioned.

As for Ahidyin, Coedd accepts it is a natural part of the Sansar system but wants nothing to do with it - in brief! Imagine a provincial, rural village. The inhabitants don't refute that the village three days walk away exists, not deny it its right to do so. They simply believe that it doesn't concern them. This is broadly Coedd's attitude to Ahidyin

Finally, Coedd disapproves of Firmament. It remains to be seen how the recent discovery of flora on that strange ring will affect matters, but Coedd's long standing belief has been that the orbital stations on Sansar should be destroyed and Firmament should be "cut loose" and removed.

Units: 1
Treasure: 0

Edited by Kythia (see edit history)
Name
Build Spy Network
15
2d6+7+1 2,5
Seek Aid (TN 10)
13
2d6+7 1,5
Conversion
14
2d6+7 3,4
Conversion in 38
12
2d6+7 4,1
Heir (DMEFI)
15
5d4 4,1,4,2,4
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The Old Tavisham Academy & Surrounds

Day 43 since the Rahakaz emerged from the ground and started being terribly noisy. Note to self - weave ear shields that redirect sound away from sensitive eardrums. ~ excerpt from the year-opening address of Headmistress Elsith Relg

Diplomacy 4 | Military 2 | Economy 4 | Faith 2 | Intrigue 2

 

Actions:

[1] Economy: Buyout TP 2 in Region 26 (14)

[2] Economy: Buyout TP 3 in Region 26 (8)

[3] Diplomacy: Contribute to the Imperial Library

Off to the Ocean

Written in the interminable and indeterminate past of the Academy, Off to the Ocean was a flop for the drama club for a decade of dogged reruns, until finally being declared a classic and wildly celebrated as just terribly fashionable once it was no longer eligible for any of the Academy's awards. While the drama club was disbanded soon afterwards, a small group of populists seeking reelection to the student third administrative sub-council of the Academy gardens decided to create a club solely dedicated to performing this one play. Unfortunately the club is loath to let the official script ever disseminate, and alter elements just often enough to deter those that desire to create a definitive public copy.

CURTAINS OPEN. LILLIAN, a wispy-haired professor,  strides slowly to the windowsill and leans against it, gazing towards the distant horizon. ANGELO, a grey-haired old janitor, follows, taking her hand and joining her longing stare. ERIS and ORDLY, two students in their early 20's, break up their wrestle in the ring to the side. Centre stage UDET and BAIN, two fisherfolk, place a barrel of fish down and lean against it. The orchestra of solely wind instruments strikes up an eerie note, building into a triumphant beginning.

[4] Diplomacy: Begin GP "In her Headmistress' Public Service"

[5] Economy: Buyout TP 1 in Region 26 (15)

[6] Economy: Mount an expedition to region 47 (16)

Expected stat ups: +1 Diplomacy, +2 Economy

 

Non-Actions:

Elsith's address to her fellow denizens of Sansar

To my Sansarian compatriots,

Welcome, one and all, to the halls of the Old Tavisham Academy, a centre of learning of the Air open to all scholarly visitations. Whether you come to study or to teach, to learn or to lecture, or both, we welcome you. We are a humble school on our isle in the cold black icy ocean, a place and a people of peace. We have no armies, no forces of combat and malice. We offer our technology freely to all who would negotiate, and will gladly see trade and commerce flourish through our borders. All we ask is that in times of great need, our compatriots under the Empire's unending grace shall aid in safeguarding our home, for which we shall be eternally grateful, and will repay such a debt however we can.

Admin

Technologies: Wet Navy Ships, Arcane Amplification

New Leader next round: No

 

Edited by Ausar (see edit history)
Name
Elsith's Statistics!
2; 2; 1; 3; 3; 1; 2
1d4;1d4;1d4;1d4;1d4;1d4;1d4 [2]; [2,2]; [2,2,1]; [2,2,1,3]; [2,2,1,3,3]; [2,2,1,3,3,1]; [2,2,1,3,3,1,2]
Buyout [1]
14
2d6+4 6,4
Buyout [2]
8
2d6+4 2,2
Buyout [5]
15
2d6+4 6,5
Expedition [6]
16
2d6+4 6,6
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Round 3
The Biarbu Society
[The Shadow of the Flock]
Region(s): 6

Actions:

 

  1. [Intrigue] Build Spy Network in KRB (15)
    In return for the Kylokian Reign of Blood showing interest in the Biarbu Society, the Face of the Flock reaches out to try and make new contacts in the far off region of Mekhala.
  2. [Intrigue] Secret Action (12)
    The Shadow of the Flock rests. 
  3. [Faith] Give the BRG ownership of the Media support.
    The Basu-Rahman Group seems to understand the importance of entertainment. The Biarbu Society welcomes them to establish a Media presence within the heart of the Nests.
  4. [Faith] Convert Region (17) {Fascination to Plurality} (12)
    Though the war continues, the Bironian Bulwark Loyalists are supported via their continued fascination with Fate. They may not win their war, but they will be able to accept what they can change.
  5. [Diplomacy] Attend Event
    Loyalty is something hard bought among the Society, but those whom buy it will be repaid...
    • Give (1) Treasure to EMP
spacer.png

“It is not in the stars to hold our destiny but in ourselves.” - William Shakespear

Non-Actions:

  • Support conversion of any owned regions to Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • Mytho-Historical Data Gathering

    The Birth of the Firebird

    The Children of the Phongkwhan were celebrated amongst the empire.  Their beauty, their strength, and their cleverness were seen as unparalleled, save for the imperial family itself.  The joy they brought with but a song was enough to stop wars, or bring a dying man back from the brink of death itself.

     

    For death was their compatriot.  They danced with it, always, and never missed a step.  Life would rejoice, and death would laugh, for the Children of the Phongkwhan were blessed by Fate itself!  And yet… while the mighty Phongkwhan sat upon the shoulder of the Emperor, and it too rejoiced for it’s children, the Children of the Phongkwhan had no children of their own.

     

    Life wept, for though it tried, the spark was missing.

     

    There was a piece of destiny that was incomplete.  And so the Phongkwhan begged the Emperor, and in return for it’s many years of service, the Emperor relented and ordered his over-scientists to begin the needed research and restoration of the twist that was missing within the pieces of destiny.  The over-scientists worked long and hard, through many deaths, and gathered some of the tears of life, and soon felt they had a solution!

     

    The Children of the Phongkwhan would need to sing to the sun itself, until it burned brighter than it ever had, to power all Ophon.  Then, the heat of the sun could be used to pierce the clouds around the desolate lands of Badal.  From inside the heart of the storm, the Children would procreate, and the spark they needed would be provided.

     

    And so it was.

     

    The spark grew, and encapsulated the air around Badal, before it shrank, beholding the mighty rays of glorious Ophon, and burned with equal fury.  The light coalesced into a multitude of eggs, which cracked open in response to their forebearer’s own songs of joy.  And so were birthed the Wuonnow.

     

    So beloved by the Emperor were the Wuonnow that they were given a form of ever lasting life.  So long as the rays of Ophon burn, so to will the spark of Life live within the Children of the Children of the Phongkwhan!

     

  • Accept WTU inspecting the Hazardous Conditions of Shiwa Yun, on the understanding that the physical biology of Biarbu is different from most species, and what is hazardous to some is not hazardous to all. The inspectors are advised to bring personal environmental suits with temporary flight capabilities.
  • Resist the Sack of Region 6 TP1 (Spend Treasure) [Fail: 11]

News and Rumors

 

  • Now with additional contacts within the Bironian Crosspaths, the Biarbu are taking further interest in what is to come for the Bulwark. They are not liking the idea that someone other than the Loyalists might achieve victory, but what the Biarbu like and what happens are not necessarily the same thing.

Ruler Information

 

The Shadow of the Flock, Ben Ying D M E F I  
Current 2 2 5 5 7  
Starting Stat 2 2 3 4 4  
End of Round 1 0 0 2 0 0  
End of Round 2 0 0 0 0 2  
End of Round 3 0 0 0 0 0  

 

New Ruler Next Round

Expected Stat Bonuses: +1 Intrigue, +1 Faith

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 2

 

Techs:

  • Algorithmic Imagination
  • Badalian Megadirigibles
  • In Vivo Modification
  • Arcane Amplification
  • Aclaustrophobic Psychiatry
  • Fusion Reactors
  • Xenolinguistic Cataloguing
  • Vacuum Adaption

 

Commander(s):

  • None Yet

 

Units:

  • [1] Ground Unit {Shangyang}
  • [1] Space Unit {Yeaya}

 

 

Edited by Gengy (see edit history)
Name
Secret Action
12
2d6+7 4,1
Resist Sack R6 TP1
11
2d6+4 6,1
Build Spy Network in KRB
15
2d6+7 3,5
Convert Region (17) {Fascination to Plurality}
12
2d6+5 6,1
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Round 3 - Years 2040-2042
Illumined Utopian - [link] - Region(s) 10, 45

Triumvirate Meeting Logs of 2040

Meeting held in temporary office on Sansar.

Transcript decrypting.... please hold.

Decryption progress - 1% - 223,455 hrs 23 mins remaining

  • Diplomacy - Mytho-Historical Data Gathering
    Jy'mar historians dig through deep archives of the aerostats connecting to the Warrens of the Heights of Utopia. Not finding specifically entries for the Illumined Utopian's origins or the Jy'mar themselves they find interesting receipts and transcripts for the Badalian luxury cruise aero-stats prior to the War of Eternal Bombardments. The captain's logs include some first hand-accounts of the mundanity of pampering the rich and famous through the toxic skies, it seemed self-made rumors of cloud dragons had brought quite a crowd to visit Badal.
  • Diplomacy - Sway the Government of Region 8! TN 12 - Sway 8
    TO ENSURE THE FAIR AND BALANCED RELATIONSHIP BETWEEN THE GLORIOUS PURIFIERS AND THE ILLUMINED UTOPIAN, DIPLOMATS ARE SENT TO THE AERO-STATS OF <REGION 8> TO DISCUSS INTEGRATION WITH THEIR GOVERNMENTAL BODY AND TO BROKER AN EASIER TRANSITION INTO BECOMING A GLORIOUS PURIFIER HOLDING ON BADAL.

    Wyrment Sway <CANCELLED>

    Jy'mar Diplomats begin drafting the intended messaging and PR campaign for full integration of the Wyrmhold.

    The Wyrment of the Wyrmhold needs to be shown the merits of the Illumined Utopian! Look how cute little Jy'mar are! We're real sorry about your pals, but it was war right? The Wyrmseer lives even, sure he doesn't come out of his cave but like, he never did that anyway! Look we like Coedd too! Please like us <3 we like you! Your Wyrms are so cute - but BIG.

  • Military - Deploy to the Orbit of Badal in Support of Combined Arms!
    Deploying 1 Space Unit to the Badal Orbit led by Admiral Legate Victolus (7) using Rapid Deployment Tactic in support of ground fronts for the GLO invasion of Region 8 and the TEA invasion of Region 19!
  • Military - Raise a Space Force!
    With the success of the inter-orbit insertion of the 101 Praetorians the recruiters of the Illumined Utopian start working overtime to be able to defend multiple orbits at the same time! From the recruiting efforts enough Jy'mar trading vessels and Jy'mar sailors are cobbled together to form the Merchant's Irregulars!
  • Economy - Buyout Synthetic Proteins with Support! TN 12 - Buyout 11-TP2
    Meats meats what a wonderful treats. Love me meats to eats and eats.
    Feed me meats to eats and eats, and me will give you nice little treats.
    Starve me meats and I will eats what I will eats to get me my tasty meats.

Y106sIOdUPNQ0fTbeGYJHBssm10GmP2zzY6boNeJLgde9r9ee9IMswB92DQksALHCQEPnNofJis6MjDTkY7trQBxXm-kEA2coJpSOPmtiqGRgtZPBN0Buz811qekHMWo5DjPhBiT1u8w110K9d4ZywY

NorthLeftChonkiaAside.png.3f0eec2d516a2fddd34c90ac0b0fa899.png

Console
Prisca Calpurnius
(She/Her)
Dip: 6 (S5) || Mil: 6 (S5)
Eco: 3 || Fai: 6 (S5)
Int: 4
Unit Cap: 2/7
Treasure: 0 || Income: +0

 


Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10
  • Non-Action: Resist all Conversion Attempts beyond Minority on Region 45 (I know I don't have media and can't actually resist right now)
  • Non-Action: Resist all other Actions unless specified
  • Non-Action: Letter to the Workers Union

    RE Hazardous Conditions Inspection

    To: Pan-Tekhum Worker's & Trader's Union
    From: First Speaker Paola
    RE: Hazardous Conditions Inspection

    To Whom it may concern,

    The Illumined Utopian thanks the Pan-Tekhum Worker's & Trader's Union (WTU) for the loan provided previously; this loan was put to great use in fostering cooperation between the Elect through a Showcase of Ability festival that many of Tekham participated in. Additionally your funds were utilized to pay requested taxes from the Imperial Court. I trust you have found no issue with the method in which we distributed these funds and we hope you Consider this distribution of Union Solid enough for our considered adoption of the currency.

    On other matters, It has come to my attention that Hazardous Conditions Inspectors are requesting access to the Jy'mar Industrial Sectors of the Warrens of the Heights of Utopian as well as inspections of the mines within. I assure you as First Speaker in charge of ethical treatment and advocate for the Jy'mar under my care, member of the Triumvirate body of the Illumined Utopian that all conditions meet or exceed all mandated Imperial Building Codes and Worker Rights Conditions as set out by the Imperial Senate.

    Of course all of our worksites are available for inspection at the pleasure of The Emperors discretion and the discretion of his court representatives and court inspectors. Unfortunately by Illumined Utopian bylaws only a form A-Theta-Phi-292 filled in triplicate and signed by the Imperial Representative of Badal may allow non-imperial sanctioned inspections of our worksites.

    Should you obtain an Imperial Sanctioned inspector then by all means we will open the doors and roll out the carpet for the inspections of the Pan-Tekhum Worker's & Trader's Union. Otherwise please provide the Illumined Utopian with aforementioned form and we will coordinate a visit with our foremen and supervisors.

    Yours Truly,

    ~ First Speaker Paola

  • Non-Action: Missive to the Basu-Rahman Group from the Desk of Prime Marcus

    Sanction on the Basu-Rahman Group by Soul's Expression

    To: The Basu-Rahman Group
    From: Prime Marcus, Triumvirate of the Illumined Utopian, Head of Soul's Expression
    Sanction on the Basu-Rahman Group by Soul's Expression

    This missive serves as a notice of complaint and intention to Sanction the Basu-Rahman Group in relation to recent broadcasts and news articles. The below signatories from the faithful of the Illumined Utopian, and the Eucrus Alliance attest their intentions to no longer allow the Basu-Rahman Group broadcasting permissions within their spheres of influence until such a time that the Basu-Rahman Group apologize for the implicit support of recent advertisements presented on the Basu-Rahman network.

    Soul's Expression considers slavery and the implicit support of slavery to be an abomination against the expression of one's soul and thus one's own path through life. The Basu-Rahman group taking advertisement funds from slavers to advertise for the purchasing, sale and ownership of other sentient beings is unacceptable behaviour. Ownership of another sentient is abhorrent and should be outlawed where it festers.

    We will be seeking alternate news and broadcasting sources until the time that the Basu-Rahman Group provides a full apology for the slight against Soul's Expression and others affected by slavery across Tekham.

    ~ Prime Marcus, Prime of Soul's Expression
    ~ Taio Wakari, Eucrus Alliance
    ~ Knek vccsk Donslwuragucle, High Priest of the Ducat

  • Non-Action: The Illumined Utopian Snekscribes to the Snake News Network!
  • Non-Action: Arkhive Patron: Should Amendment One Pass - Support of the Combined Commonwealth of Glix at the request of Coedd for a future favour
  • Arkhive Æternal Submissions (+4)

    • (+1) Culture's Literature

      The Life of a Jy'mar - Day One

      The Life of a Jy'mar citizen, by Cluatis Masiziou

      Dear reader, you may have heard much or little of the plight of the Jy'mar - I would not expect you to sympathize much but hear me out. For other Jy'mar know my fears and shiver at a life beyond the walls of the warrens of our home. For you see - for those not in the know, the Jy'mar are short compared to the Imperial Standard. Our tallest warriors only measure 4 inches from foot to head without their armor suits. I will regale to you the horrors of size in this ongoing series told from the point of view of an iterant Jy'mar out in the world sending their tale back to me as they risk their tail. Buckle up, I have edited and composed much of what they have sent back to position in a readable fashion.

      For security of my client I have changed all names within this work.

      I left Utopian early that morning, my path called for a journey - travels and knowledge of the world beyond the safe walls of the warrens. The Protectorate issued me a mask, two weeks of hard tact for sustenance and some Imperial credit to be able to charter an aero-ship or book passage on the wandering traders in the area. I was given the waiver I had to sign - to forsake return to the Utopian Warrens now that I had left of my own volition- I would either never return or have to join the Protectorate if I come back. I only thought about it for 10 seconds. There isn't anything more for me in the Warrens. First order of business was getting on an aero-ship, I managed to have a regular trader give me passage he said he "had room for a small thing like you". It took me thirty minutes to walk the length of his aero-ship. 
      As I walked the ship I kept my eyes out for the list of things the Protectorate says are danger signs. Bug nests, eggs, rat droppings, those are the things the giant folk tend to overlook and not thing of when travelling as they don't cause problems for 'normal' sized people. In my excitement exploring the ship and climbing in its walls I was lax, I didn't check carefully enough. My main regret from my first day was irresponsibly sleeping in the bed the trader kindly provided me. I went to sleep unprepared that night for the horrors to come.

      The Life of a Jy'mar - Day Two

      The Life of a Jy'mar - Day Two, by Cluatis Masiziou
      I woke to a pressure on my leg, it was gentle - like a lovers' caress - but I was supposed to be alone. It was only my brief training with the Protectorate that saved me. Springing from my sleeping position away the spider came into full view, its front legs had begun wrapping my blankets up in a cocoon and its fangs had been above my leg poised to bite. I only had basic combat training, I was not prepared for a fight with a spider of this size, big even by giant standards the beast turned toward me, waving its front arms in warning while shuffling at me. I fled. I fled the whole night, people say they get rid of the pests... they just hide until you sleep. Running from hole to hole I discovered the deziens of the night, and they just considered me food. When Dawn finally cracked and the Captain could be talked to I had not slept any more.
      At least he apologized profusely for the poor quarters and guaranteed my safety, but I was awake now to my peril. I made my own quarters in the hull of the ship, I used the protectorate's guides on traps and fallback sleeping dens that I scoffed at while being taught them. Perhaps there was a point to all the warnings, maybe this was a failed outing, maybe I was just doomed to die beyond the walls of the warrens. When I rested that second night, I was on edge for anything - the skittering of night creatures and the sound of the traps working their magic eventually lulled me to a fitful sleep. 

      The Life of a Jy'mar - Day Three, by Cluatis Masiziou
      It was the Captain who found me mid-afternoon on the third day. He was worried when I hadn't come out for breakfast and hadn't been seem by anyone. He said it took some time to find the trapped nook and was fairly impressed with the little piece I carved out for myself. Obviously I needed the sleep, and I only mildly shuttered at the quantity of bugs in my death trapped area.
      Other than concern for my wellbeing being a passenger on his vessel the captain was also informing me that we would be landing close to nightfall at the targeted port-of call. A middle of nowhere Badal waystation aerostat that traders frequented to transfer cargo and passengers. Reminding me that was as far as I paid for, he said he could keep me on for longer if I wanted to head toward Shiwa Yun - My eyes were set on Senkar - I wanted to see the magic of their lands. He said I could use the nook again tonight as they would be berthed overnight and leave in the morning. I guess tomorrow I will explore a waystation and try to find passage to Senkar.

    • (+1) Historical Work
      Jy'mar historians make careful copies of all the transcripts from the aero-stat luxury liners and send a copy to the Arkhive for Arkhival: See Mythos-Historical Data Gathering above
    • (+1) Philosophy Submission - A Primarch's thoughts on Vengence. Vengence is best never sought, as it only serves to further hamper your own path and the paths of thise you bring with you. When you are wronged in such an egregious way that an equal exchange for wrongs is not possible and vengence or revenge seems to be the only option - make thier path suffer as you suffered. It is tempting, it is easy - but it is a two edged sword, one that easily cuts its wielder just as it cuts its foe. It is better to continue your life unbothered, to forge your path with heed to the wrongs but not swerving for them. This serves a better payment on the one who wronged you as you prove that their actions did nothing to stop your ascent.
    • (+1) Beekeeper Yonda

      An elderly figure, always a friend of the bees, always an adherent of the Arkhive, ceased to eat fruit and flesh as he stepped onto the ship to Badal. He tended the bees across the void, eating only of their honey. He remains behind to see to the construction of the hive, caring for their bees, eating only of their labors, and readying himself for his own archival.

      Beekeeper Yonda labored over the growing Utopian hive, very much limited in his ability to access the tunnels of the warren to reach the bush-groves maintained by the care-tenders, some lenience in access is allowed for the aging Yonda as he spends his time in the newly mined Hive area. Jy'mar tunnels enter and leave the cavern leading to the various distributed bush-groves, doubling as access tunnels for the bees to travel through to pollinate and return to the central hive. Many Jy'mar are pleased that the manual-pollination procedures could be lessened when the hive reaches full growth. Yonda pays little mind to the Jy'mar scuttling around his feet and out of his ponderous movement as he is solely focused on the bees.

Realm Tracking

Economic:

No Trade Routes

Treasure: 0

Income: +0

Trade Posts: 

  • 10-TP1 (Exotic Heavy Metals) - DI for 45

Diplomatic:

Embassies:

  • Reflective Gardens, Blue Zone of the North Way Cluster (BCC)

Regions:

  • Capital: Heights of Utopia (10), ILU Gov, Open Merc, ILU Media
  • Exclave: Wyrmlands (45), GLO Gov, Open Merc, Open Media

Current Heir: Console-Elect Antonius

Arkhive Æternal Status: +3 currently, +4 more this round. (7)

Faith:

Official: Soul's Expression

  • Size 5: +1 to buyouts
  • Size 10: Not Set

Organized Size 11

  • Sole (+4): None
  • Majority (+3): 10, 50
  • Plurality (+2): 11
  • Minority (+1): 2, 46, 84

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

Following a victory in the Space Combat forces are quickly redeployed to critical support infrastructure on the ground and aid landing forces on the attack.
{+2 to Orbital Superiority Bonus}

Unit Cap 2/7

  • Ground: The 101 Praetorians
  • Space: Fleet of Equitable Footing

Time Sensitive

  • By End of Round 3 - Mytho-Historical Data Gathering [2/3]
  • By End of Round 3 - Pay 1 Treasure to EMP
  • By End of Round 5 - Pay 3 Treasure to WTU
  • By End of Round 6 - Obtain DI resource for Open Merchants

Next Round:

  • Console: 5 Dip +1 | 6 Mil +1 | 3 Eco | 5 Fai | 4 Int
  • [2/3] for Mytho-Historical Data Gathering
  • +1 Space Force: The Merchant's Irregulars!
  • Gain Government Support of Region 8
  • Gain Trade Post 11-TP-2 (Synthetic Meats) and meet DI for 10

 

 

Edited by SerakHawk
More arkhive (see edit history)
Name
Buyout 11-TP2
16
2d6+3+1+2 6,4
Sway 8
15
2d6+6 5,4
Link to comment
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Organization Actions

Round Three

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 – The various High Lords and Ladies managing relations with the Elect make a final regular trip around Tekhum, trailed by humorless courtiers in cheap grey suits. Sub-actions: Receive any gifts or tribute from anyone offering.

 

[Request] Novel NoveltiesThe secret that the Imperial Courtiers poorly conceal is that they are, almost without exception, extremely bored. It seems that, at the top, there is not much to do, and so the finest distractions available are called for. Some simply look for the finest available leisure, while others plumb the deepest frontiers of science. Either way, there is an ongoing demand for raw material to stave off ennui.

[EMP is seeking TPs of Luxury Goods and Exotic Matter. Any country that donates a TP of either resource category to EMP as an Economy action before the end of round 5 gains 1 EMP Favour and 1 Treasure.]

 

[Decree] Imperial Outreach Program – The Empire sometimes seems unapproachable, distant, too large to even really comprehend. This program hopes to change that.

[All countries get +1 to Raise Reputation with EMP during the next two rounds.]

 

Non-actions

[Request] Mytho-Historical Data Gathering [11/5] - The latest project of the Imperial College winds towards its conclusion. The finest vintages of Caipe Ushere wine are acquired at great expense and then drunk with far more abandon than is appropriate for such fine quality beverages. Scholars pat each other on the back and begin planning out who needs to be assassinated (and who needs to be framed for it) to ensure they can get tenure.

 

[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.

 

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. This is the final round for contributions to this project.]

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

ALF has contributed one fluff piece and one action.
BAF has contributed one fluff piece.
BCC has contributed one fluff piece and one action.
CBC has contributed one fluff piece and one action.
COE has contributed one fluff piece.
CUS has contributed one fluff piece and one action.
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.
HOF has contributed one fluff piece.
ILU has contributed one fluff piece.
ISH has contributed one fluff piece.
LSP has contributed one fluff piece and one action.
MIR has contributed one fluff piece.
MSQ has contributed one fluff piece.
SEV has contributed one fluff piece and one action.
SCM has contributed one fluff piece.
TEA has contributed one fluff piece and one action.
UHS has contributed one fluff piece and one action.
UNC has contributed one action.


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

Already Paid

CAS has paid the Elect Tax.
GCC has paid the Elect Tax.
ILU has paid the Elect Tax.
RAT has paid the Elect Tax.
SCM has paid the Elect Tax.
SNK has paid the Elect Tax.
TEA has paid the Elect Tax.
SEV has paid the Elect Tax.
KRB has paid the Elect Tax.
BCC has paid the Elect Tax.
HOF has paid the Elect Tax.
LSP has paid the Elect Tax.

New Frontier Proclamation - All exploration actions get +1 until the end of round 4.


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.

[Demand] Hazardous Conditions Inspection - The Union would like to believe the best of people, but they often make it difficult. To ensure that everyone is being treated fairly, or at least not unbearably, the Union is requesting that members of the Elect open themselves and their industrial centers up for voluntary safety audits by Union officials. Left unsaid is that those who refuse, or who aren't up to snuff, will be the subject to further scrutiny.

[WTU is requesting access to inspect working conditions in every country. Countries may accept or refuse as a non-action. Countries that do not refuse or accept will be asked again the following round, at which point further inaction will be considered a refusal. Any country that refuses an inspection or that accepts and fails their inspection will lose 1 WTU Rep. Countries that accept and pass their inspection suffer no penalties and gain no benefits. Countries with exceptionally good inspections will gain 1 WTU Favour. Inspections will be made according to GM judgment, but players may take freeform action to influence the results of their inspections or the inspections of others.]

[Economy] Buyout 28.1 (Lumber) with self-support, 51.1 (Ryban Fish), and 56.1 (Gene Samples) for self. Buyout 79.3 (Brahmaguptite) on behalf of RAT. - Business is booming, and so it's time to diversify.

 

[Economy] Impress Merchants in 18, 70, and 110 - While the mercantile project of the Union continues largely apace, they are very interested in gaining access to the "exporters" of Corvée labour for an... extensive conversation on the subject working conditions.

Non-actions

 

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, Veehra, and Mekhala bases completed, still awaiting base for Badal.

 

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.]

 

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

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


Basu-Rahman Group

 

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

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

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

 

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

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

 

[Intrigue] Secret - Not everything is fit for public consumption.

Nonactions

[Flavour] Your Regularly Scheduled Programming -

Welcome to...

Craaaaaaaazy Rajah's Warzone!

...where we give you the hottest takes in Tekhum on the hottest issues of the battlefield! (M-M-M-MONSTER TAKES!) I'm your host, Craaaaaaaaaazy Rajah, and today of course we're talking about Upper Chonkia! The invasion by the Illumined Utopian left local powers utterly flat-footed, and now we're looking at a TENSE! SITUATION! Airhorns sound. Who will keep the territory that the Jy'mar have laid claim to? How will the Glooooooorious Purifiers respond to this encroachment? A great cat roar sounds. What is the stance of the Arkhive? Will we see involvement from the Fiorids? You'll get my take on these hot-button issues, right after this word from our sponsors.

 

[Flavour] Brought To You By -

Try New BubblePop(TM) brand soda! It bubbles, it pops! Now with 99% less sugar, 99% less calories, and 20% less powdered lead! Try a New BubblePop, today!

 

Adverts to the Kingdom of Ishtahnos:

Once again, the poorly rendered, highly generic Ishtani models sit across from each other. This time, however, they are energized and vigorous, to frankly unreasonable degrees, constantly bouncing and slightly jiggling.

"Oh boy! I got Spices from SanSAR!" The voice is, rather than being flat, almost incoherent with energy, and prone to putting the emphasis on the wrong syllable. "This is SO not BLAND."

"That is very cool fellow Ishtahni but I have found something even cooler would you like to see," the second intones in a rapid-fire stream of syllables.

"Oh yes frAAAAnd! Show me your cool thung!"

The second Ishtahni claps their hands, and a model of a scrawny, raggedly dressed human scuttles into the room. With wide eyes and wobbling jowls, they stare up at the Ishtahni.

"How about you spice up your life with ELF SLAVES too question mark. ELF SLAVES are highly rated in a variety of fields including COOKING exclamation mark."

"What else is it ooseful ffffffffff." The first Ishtahni's jaw unhinges at an impossible angle to reveal the polygon innards of the model, splinching across the room.

"They are great for cleaning the dust out of your fur period. Coming to you fresh from the conquered lands exclamation mark"

"Hm yes! I will GET an ELF SLAAAAAAAAAAAAAA"

Abruptly, the ad cuts to a splash screen.

Sansar! Elf slaves!

 

Positions open for Xenolinguistic Translator, Marketing Editor, Public Relations, and Personnel Management roles, due to incidents with previous staff being ejected from position due to incompetence and misrepresentation of qualifications. Immediate start. Generous benefits package. Hazard pay available.

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.

[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.]

[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.]


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”.

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

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

 

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

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


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

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

 

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.]
 

Still Available

Badal: Create Cultural Idenity, Exhibit Great Work

Sansar: Exhibit Great Work

Veehra: Exhibit Great Work

Mekhala: Exhibit Great Work


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

Still Available

Badal, Sansar, Mekhala: No

Veehra: Yes


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

Still Available

Badal: Found Holy Order, Raise Fortress

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order, Raise Fortress

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

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

Still Available

All thresholds

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

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

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

Name
WTU Buyout 28.1 Bamboo (self-support)
18
2d6+9+2 4,3
WTU Buyout 51.1
16
2d6+9 6,1
WTU Buyout 56.1
13
2d6+9 2,2
WTU Buyout 79.3 on behalf of RAT
14
2d6+9 3,2
WTU Impress 18 Merchants
14
2d6+9 3,2
WTU Impress 70 Merchants
20
2d6+9 6,5
WTU Impress 110 Merchants
14
2d6+9 3,2
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 Solar Trade Center
Greetings to our fellow Elect! Those once far, now made near by the miracle of technology! We, the Durats of Burtzlund are excited to announce the formation of the Solar Trade Center!
The Solar Trade Center is a conglomerate of trading routes connecting all regions and planets of Tekhum! But we can't do it alone, that's why we advise that all the honored Elect Regions begin construction on trading routes to the Durats of Burtzlund and Region 110 of the firmament.
 

Additional Information

Summary of the Deal
A. The Honored Elect Territories build trade routes to The Durats of Burtzlund and Region 110 on The Firmament.
B. In return, they can trade treasure, artifacts, and technology through the trading post with all other connected Elect.
C. Additionally, they can access to other Additional Perks as shown below.

"But why connect to the Durats instead of someone more immediately profitable?", you ask. The reasons are simple.


Compounding Value
Here at the Solar Trade Center Administration, we understand that our greatest value isn't ourselves, but the people we serve. And that's the key value offered by joining the STC. Not just what we can offer but the ability to trade efficiently with regions across the solar system, buying and selling goods and services without burning time and the hassle of waste action.

Current Partners

Partner Route Status Trade Opportunity
The Arkhive Æternal (ARK) Active Knowledge shared by the greatest library in the system.
The White Pawns Under Construction Mercenaries for hire!
This could be you!    

If we as a system can unitedly choose one center of commerce, then trade will boom and connection will be simple. You won't have to worry about what complicated trail of trade routes are required to get your goods where they ought to go, or what you'll be charged to use those trade routes, and how many turns it will take. No! You will pass your trade to the Solar Trade Center, and it will be forwarded directly where you want it to go! And that leads to our promise.

Our Promise
We, the Durats, will ensure that any trade sent to us, intended for a recipient to which we have a trade route, will be forwarded immediately on the next turn. There will be no tolls, taxes, or tariffs implemented by the Durats. We will always maintain non-actions to send trade to its desired location!
Any technology sent to the Durats for the purpose of trading to select parties shall not be traded by the Durats to external parties not involved in the deal, unless Durats later receive the technology again with a less restrictive trade license.
Durats may only halt trade if Durat holdings are directly attacked by an individual involved in the trade.

 

Investment

The Durats are actively subsidizing and building trade routes! Reach out quickly and you may even be one of the lucky early adopters who gets to take part in subsidized construction!
1. Economy Management
This plan is completely optional, for members who are looking to avoid unruly merchants.
The Durats will buy-out a trading post of a chosen region's desired resource and trade it to the merchant sector to keep it happy, eventually the Durats will impress the Region's Merchants and manage them directly.
Merchants impressed by this opportunity will always support or hinder TP buyouts if requested by the Region's owner.
2. Work Compensation
For individuals that can offer excellent trade opportunities to other customers, 1 treasure will be awarded for constructing a trade route.  Due to slow early cash-flow, applications are currently limited.

These are only available at limited capacity, so reach out soon to see if you qualify.

Location

Region 110 on the Firmament is already being explored by Durats, and is promised to the Durats through several treaties. Once obtained and the elevator repaired, it will act as both the perfect land and space port. Located nearly in the middle of Tekhum, Sansar offers an excellent location as a center of trade!

Additional Perks

1. When possible, the Durats offer trade acceleration. Extra Treasure or traded Technology will sent early so commodities arrive for the next round.
2. Partners will have a trade route to a Pan-Tekhum Worker's and Trader's Union Base in Burtzlund.
3. As a fledgling economic powerhouse, over time Durat Trade Routes will enjoy extensive Trading Post resource options for trade.
Expect these perks to be the first of many!

After reading this, I hope you're as excited about the new opportunity lying in the Solar Trade Center as we are! We're excited to work with you and bring all the regions of Tekhum together!

 
 

Durat News

Durat morale holds high with the continued expansion of the STC and the consolidation of trade goods. But nothing heightens their spirits more than the successful expedition to the Firmament. Region 110 has always been required for the STC to fully take root, and the Durats have every expectation to turn that dream into a reality.

Negotiations with the locals begin immediately and the Durats offer a coalition. The chance to join an elect state, to become rich beyond their wildest dreams, and to explore space unexplored for millennia. And through all this, the Durats look outward, as they broadcast a message to the skies.

The message is this - Region 110 is claimed, and the Durats will defend this claim until the entire seas of Sansar are dyed scarlet. And are supported by The Fiorid Principality and The White Pawns.

Please ping me before the war deadline if you would like to perform hostile actions upon Region 110, the Durats will engage in a defensive war.

As time progresses, the Durats deem the wait for diplomacy untenable. Thus, patriotism colors Burtzlund as the Durats partake in their first war.



Du{RAT} Actions

1. Economy) Buyout Trade Post 110.1 (2d8 + 7 + 1 (Religion) + 1 (Successful exploration last round))
The Durats buyout newly found Compostables from the Firmament for their friends the Bees

2. Economy) Buyout Trade Post 37.2 (2d8 + 7 + 1 (Religion) + 2 (WTU assisted buyout))
The Durats make a trade deal with the WTU to acquire Robots for their friends The White Pawns

3. Military) Attack region 110. To be conquered for the glory of Burtzlund.

  • Sending 1 ground and 1 air unit
  • With the assistance of the White Pawns -> Expecting 1 land unit, one space unit, and Captain Sekira to lead the combined front
  • Spending 1 Treasure

4. Military) Raise Air Unit
5. Military) Raise Ground Unit
As local pressure rises, the Durats decide to take region 110 on the firmament by force.

Non-Action) Spawn a new Heir Pod (see rolls below) (Heir stats in the "Leader Information" section below)
Non-Action) Submit "The Myths of the Durats" for 1 Treasure to Mytho-Historical Data Gathering, and to the Arkhive for 1 pt.

The Myths of the Durats

From giants and monsters to the hero that stopped them, The historical myths of the Durat's reveal their heritage and values.  We spoke with Professor Xik Vbxggs Pelajetagijyran of Anthropology Professor at the University to discuss the oral tradition of myths.  We have the transcript below.

 

"When you talk about myths, you talk about the historical stimuli and values in the types of ideas that our great ancestors saw fit to tell in stories.  Of these there's a few that stand out as being clearly related to historical creatures and events, and have great insights on how ancient Durats viewed the world.

 

The first of these has to be the Kleek. Now the Kleek have become near a cliche at this point for their use in stories as the monsters or the star or horror films. These monsters could move faster than sight, contort their bodies to invade burrows, and kill without remorse and mercy. We have good evidence that these creatures once existed. Giant insects loosely related to those in the modern Reserve 

were plentiful in Right Chonkia according to fossil evidence.  These stories show the relationship between Durats and the Kleek.  See, unlike humanoid species who often lived at the top of their food chain, Durats were very commonly preyed upon.  As a prey species, the terror and instinctual fear of their predators even now exist within modern Durats, this brings us the next topic, the Giants.

 

Now, the Giants told of in mythos are huge lumbering creatures with unimaginable attacks that can destroy simply by looking in your direction.  That wield thunder in the palm of their hands, and effortlessly destroy swaths of land. These creatures are gods that create and destroy indiscriminately according to their whims.  Which seem to follow no rhyme or reason. These creatures are the Cthulhu, the cosmic horrors of the Durat people.  But looking back these are just humanoids, elves, the people around us. This is the impact humanoid species had on the Durats before Durats had the capability to defend themselves.  It shows how helpless, how really at the mercy of the people around them, the Durats were at that time

 

In the modern day Durats show very few of these fears towards other humanoids. Young singular unpodded Durats will show fear when encountering a humanoid, but a full Durat pod has enough experience to know that that humanoid is no harm, and even has the confidence to believe that with modern weapon expertise and technology, that they're quite safe. But historically, this was simply not true.  When Durats were unequipped burrowing creatures, they simply could not defend themselves against the weapons and strength of larger species, especially humanoids.  This posed a simply existential threat to colonies of Durats. This brings us to the Hero

 

The Durats have an amazing hero mythos.  The hero is known to nearly all Durats, and while the myth may lack accuracy, this historical figure is known to have existed. 

As commonly told, The hero of the Durat people is a pod of Durats that left their burrow and snuck the kingdom of the Giants.  From the Giant's kingdom, they found the mystical knowledge and weapons that gave the giants their power.  The Hero brought these back to the Durat pods, catapulting Durats to the top of their food chain.

 

Now, while many representations of the Hero represent them fighting giants and stealing knowledge in a great adventure the truth is more nuanced. This Hero Pod did exist, but they didn't win knowledge through war.  The knowledge was won through cooperation and learning.  The Hero Pod adapted and integrated with a colony of Humanoids, likely Elves.  Over time, learning the elven language and technology.  Eventually, this Elf-integrated pod reconnected with the larger Durat population, and shared this knowledge.

 

These myths encapsulate a series of events and beliefs in ancient history, but they also strongly inform who the Durat people are now."


Non-Action) Allow Labor Inspections
The Administration welcomes Union inspectors to join inspectors of the Administration on routine unannounced inspections of Durat factories.

Non-Action) Send the following unowned techs to The White Pawns by Trade Route for 3.5 WTP

Aclaustrophobic Psychiatry
Algorithmic Imagination
Arcane Amplification
In Vivo Modification
Pseudogravity Engineering
Xenolinguistic Cataloguing
Badalian Megadirigibles

Non-Action) Pay off the The Fiorid Principality's debt to The White Pawns for colonization rights of Region 103 (2 WTP)
Non-Action) Request the White Pawns assistance in taking region 110
Non-Action) Subscribe to Snek News
Non-Action) Subscribe to Heliotrope Broadcast
Non-Action) Hinder anyone other than myself performing Burtzlund TP buyouts.
Non-Action) Accept any trade routes
Non-Action) Accept any traded treasure, artifacts, and technologies
Non-Action) Trade any treasure, artifacts, and technologies from last turn to intended recipients.

Specific Treasure, Artifacts, and Technology from the Durats

None this turn


Leader Information

Ruler: Exalted Vuk Cssskk Tyculhajodejana
Diplomacy: 6 (s5, s10)
Military: 3+1 (s5, s10)
Economy: 7+1 (s5, s10)
Faith: 2 (s5, s10)
Intrigue: 3 (s5, s10)

Heir: Bok Gvcboz Tihimfrejunklscare
Diplomacy: 3
Military: 4
Economy: 4
Faith: 3
Intrigue: 3


Buffs
+2d8 to buyouts from Cultural Identity
+1 to Buyouts from Soul's Expression
May use the bonuses of any Archologies in a region with a Union hall or WTU Merchantile support
WTU Assists my buyouts of Open or WTU TPs and hinders resisted buyouts of my TPs

Other Information

 

Durat Org Status Reputation Favor
Trader's Union +2 -1 (Loan)
Imperial Court 0 0
Basu-Rahman Group 0 0

 

Other Durat Information
Treasure: 2 (-1 from use this round, +1 from Mytho-Historical Data Gathering, +1 at start of new round from TPs)
Loan Spend Needed: 2 (-1 from use this round)
Loan Size Taken: 3
White Guilder: 3 (-3 +3.5 - 2 = new value of 1.5)
Land Units: 1+1
Space Units: 1+1
Total TPs:2 (Maybe +2 and +1 More)
Treasure TPs: 4 (Maybe +2 and +1 More)

 

Edited by FriendlyHeadcrab (see edit history)
Name
Rolling Heir Stats
21
7d4 2,4,4,3,2,3,3
Buyout TP 110.1
17
2d8+9 4,4
Buyout TP 37.2
19
2d8+10 7,2
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Faction Tracking

Round 3


Region writeups:

“Once you have taken over a region, you will need to write it up in the same manner as you did your first region. If you do not do so within 2 rounds of acquiring the region, barring extenuating out-of-game circumstances, the region's factions will progressively become rebellious due to your neglect, and Sway or Impress actions to bring them back to loyalty will suffer a -4 penalty until the writeup is complete.”
 

The following regions will begin to become rebellious at the end of round 3:

Region 24 (ELD)
 

The following regions will begin to become rebellious at the end of round 4:

Region 15 (BCC)

Region 18 (TEA)

Region 31 (RRE)

Region 41 (ELD)

Region 45 (ILU)

Region 51 (ALF)

Region 90 (DIC)
 

Region posts in the Planets of Tekhum forum:

There is no mechanical consequence (yet) for not moving your nation writeup from the Giant in the Playground forums to the Mythweavers forum, but you will make the GMs very grumpy. 
 

The following players need to post their nation writeup in the Planets of Tekhum forum on Mythweavers:

Lumaeus (ARK)

D&DFan (AVP)

Xanxost (CAS)

MappyPK (CBC)

Dawsnow (NDR)

LadySerpentine (TWI)
 

Government faction unrest:

“If your claim to the region is revealed to be fabricated, the regional government will immediately distance themselves from you, and you will lose their Support.”
 

Government faction unrest happens rarely, and will be revealed in an opener as a consequence of a deliberate player action to uncover a fabricated claim. This section is included here for completeness and transparency, and may be omitted in faction tracking posts in future rounds.
 

Media faction unrest:

“If you do not have the support of another faction in the region, own a trading post in the region, or share the region's Majority or Sole faith, you will lose the media's support in the region after one round.”
 

There are currently no Media factions in danger of unrest.
 

Mercantile faction unrest:

If you possess the support of a region’s mercantile faction, “lacking the local Desired Import will cause you to lose the mercantile support after three rounds.”
 

“If the Mercantile support in an owned region is Open and the region owner does not own a Trade Post that fulfills the local Desired Import, the Mercantile faction will become Unruly after a period of four rounds without their needs being met. These four rounds include any time during which the Mercantile faction’s support is given to another country, but that country cannot fulfill the region’s Desired Import.”
 

Player nations are given two extra rounds of leniency upon starting play to acquire their capital region’s Desired Import.

 

Being passed a resource through a Trade Route will fulfill a region’s Desired Import for a single round, but will not reset the timer to unrest. If you wish to avoid unrest, either be traded the necessary resource every round continuously or acquire a Trading Post of it yourself. 
 

The following mercantile supports will become open at the end of the listed round.
 

Round 5:

Region 2 (BCC, Superconductors)

Region 3 (UNC, Psychotropics)

Region 11 (TEA, Rare Metals)

Region 23 (WTP, Robots)

Region 32 (RRE, Fuel and Power)

Region 44 (GLO, Symbol Printing)

Region 46 (ARK, Compostables)

Region 50 (RAT, Exotic Matter)

Region 54 (AVP, Laborers)

Region 58 (TWI, Cybernetics and Prosthetics)

Region 65 (ISH, Spices)

Region 73 (SNK, Crystals)

Region 79 (HOB, Fissile Materials)

Region 84 (GCC, Food)

Region 89 (KRB, Efficient Fuel)

Region 97 (DIC, Booze)
 

Round 6:

Region 17 (BIR, Fruits and Vegetables)
 

Round 7: 

Region 49 (TAV, Lumber)
 

The following open supports will become unruly at the end of the listed round.

Round 6: 

Region 10 (ILU, Protein Heavy Foods)

Region 15 (BCC, Fuel and Power)

Region 18 (TEA, Ores and Alloys)

Region 41 (ELD, Medicines and Drugs)

Region 90 (DIC, Conductors and Circuitry)

 

The Faction Tracker GM is human (for now) and makes mistakes sometimes. Please ping or DM Aerin if you think your region should not be in danger of unrest.

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