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Minescratcher452

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The Shattered Coven

Round 3

Region 77

High Witch Brynn

Diplomacy (4), Military (3), Economy (4), Faith (3), Intrigue (2)
 

Actions

1. Diplomacy - Explore Region 80

2. Diplomacy - Raise Rep with EMP

3. Diplomacy - Contribute to Mytho-Historical Data-Gathering

4. Diplomacy - Contribute to Mytho-Historical Data-Gathering

5. Military - Raise Unit

6. Military - Raise Unit

 

Non-Actions

1. Story for the Mytho-Historical Data-Gathering

Most cinnakite chunks are small, ranging about grape sized up to the size of an apple. The biggest piece of cinnakite found is half the height of a witch and almost as tall as the average Golem. Entirely smooth and amber colored, the stone is wrapped in thin brown veins. When it was first unearthed, the miners first believed they'd dug through to the deepest core of the asteroid. The exposed stone emanated a concentrated burst of power, causing the magic power tools they had used to break through hard rock. This spectacle earned shock and awe from the miners. When it was later examined, witches determined that this was not a small miracle, but a burst of power because the stone was no longer compressed underground. This allowed engineering witches to begin research into new ways to harness the magic in the cinnakite as well as increasing the number of the devout members of Mekhalan Unitarianism. The event began about a decade ago and this period of rapid innovation led to the Coven opening up to more international relations.

Edited by Bellossom (see edit history)
Name
First Time Leader Rolls
16
7d4 3,3,3,1,2,3,1
Exploration Roll
12
2d6+5 3,4
Raise Rep
11
2d6+4 4,3
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White Pawns
Round 3, Region 23
His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Diplomacy: 6
Military: 7
Economy: 2
Faith: 2
Intrigue: 4

Kan-flag.png

Rolls: TODO

Actions:
  1. [Military] Assault region 110 together with RAT. Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to RAT. Aside from the RAT units and treasure, I do not think there are any other modifiers.
    • Although Cpt. Sekira has earned many victories against bandits or in border skirmishes in Zabava, the first truly international campaign now stands before him. The Durats appear to be very motivated to make their first colony theirs, although one would perhaps choose another nation to fight a campaign with, as their natural aptitude to combat is questionable. The small size might not play such a great role with modern weapons, but the pods they form... if one member is gone, the intelligence of all members suffers? Not so desirable on a chaotic battlefield, and in Sekira's opinion, all battlefields are either tactically trivial or chaotic. Well, ultimately, it doesn't matter what is his opinion of them. Three million guilder is three million guilder, and if he didn't take the offer, his men would mutiny.
    • Thinking of tactics, the Durats were wise to know to leave this to the professionals. Naturally, he decides to play it safe. Aside from this being the first battle on the Firmament, first battle with Durats, etc., mercenaries, although they have a job involving putting themselves in harm's way, are not fans of dying, nor do their life insurance companies like that. Let's just slowly siege down all the population centers, hopefully preserving as much of the forest that has economic value.
    • Basu-Rahman reporters are cordially invited to live-stream the campaign (and give the White Pawns free advertising).
  2. [Intrigue] Secret action
     
  3. [Diplomacy] Attend the Second Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar
    • Pay 1 treasure in taxes to the Empire
    • Receive technologies from Arkhive (Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion (already owned), Xenolinguistic Cataloguing, Badalian Megadirigibles) The Arkhive receive 6*0.5 = 3 million White Guilder for their kindness and dedication to furthering the knowledge of humanity.
    • Elia Eramo votes IN FAVOR of Calpurnius' amendment, with the reservation that he would prefer the first item of it only, if it were possible. The second item gives back to the Patrons what undue power the first item took from them, and will enable two influential nations to bounce Patronage between each other. He votes AGAINST the Freedom of Conscience Amendment, which, although disguised as giving Arkhive the right of religious self-determination, serves plainly to entrench the official position of Coedd (and was surely brought to the table by Coedd lobbying for itself in the background), while Arkhivists come from many different backgrounds and hold a wide variety of religious beliefs.
  4. [Intrigue] Explore region 22 2d6 + 4 + 1 EMP rep = 11
     
  5. [Diplomacy] Sway govt support in region 21 (adjacent Open: TN 12) 2d6 + 6 + 1 EMP rep = 13

Non-Actions:
Accept technologies from RAT through trade route:
Aclaustrophobic Psychiatry
Algorithmic Imagination
Arcane Amplification
In Vivo Modification
Pseudogravity Engineering
Xenolinguistic Cataloguing
Badalian Megadirigibles
They earn 3.5 MWG for this, 2 MWG of which is used to pay off ALF's debt to WTP

News and Rumors:
  • Mercenary services continue to be offered

Details

Current Credit:

 

Nation Credit in MWG [change this round]
RAT 3 [-3 mercs -2 ALF debt + 3.5 techs]
ARK 0 [+3 techs]
TEA 0 [-2.5 exploration]
   

 

Current payment methods and rates:

Item Value in MWG
1 Treasure (Kroesids) 1
Technology previously unavailable to WTP 0.5-1.5 depending on rarity and utility
Trade Route/Embassy with WTP 3
Artefact 4
Resource provided once 0.3
Government support or TP (controlled by you, offered for WTP's permanent use) 1.5
Region given to WTP (without counting Government, TPs) 1.5



Services rendered:

Service Price in MWG
Ground / Space unit deployed 1
General / Admiral deployed 1
Delivery (i.e. war actions taken by WTP) Free
Technologies etc. used by WTP in assisting you Free
Sack a 2
Trade Route Blockade 1 in first round of blockade and 1 each odd round thereafter
Protection (WTP cannot be hired against you, valid once you have paid at least 2 MWG for it) 1 in first round of protection and 1 each odd round thereafter
Investigation a 2.5
Theft a 2.5
Slander a 2.5
Undermine Support etc. a 2.5

a) repeated until successful/rendered irrelevant by circumstances

Terms and Conditions:

Any offer may be refused by the Imperial Plenipotentiary for Kan or the Council of Captains for any reason. The White Pawns will refuse one of a set of contradictory missions, e.g. if requested to attack and defend a region. The White Pawns will also refuse missions if there is insufficient manpower to carry all missions out. You may pay more than the prices listed above; if you do, it may be taken into consideration when deciding which missions to refuse.

You may go in debt with the White Pawns and pay later, but if the debt is egregious, or it is mainained for an excessively long period, it may be collected on actively. Rebellion against the Empire will not be backed by the White Pawns. The customer is responsible for accounting for distance penalties travel times.



 

Ruler

His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Next round stats:

Diplomacy: 6 + 1
Military: 7
Economy: 2
Faith: 2
Intrigue: 4 + 1

Used specials: -

New ruler next round? No

Country info


Units Ground/Space: 3/3, + 0/0 this round

Treasure: 1, -1 this round

Regions:
Sansar:
23 (Kan, capital)

Action templates

[Military] Assault region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....

 

 
Edited by CoronaBorealis (see edit history)
Name
Secret action
12
2d6+4 5,3
Explore 22
11
2d6+5 1,5
Sway govt in 21
13
2d6+7 3,3
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Flag

flag(2).png.9f0d98ba5a6dc90bfd10b4fcc2c329ed.png

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

Round 3

Regions: Space-Kelp Cluster (87)

Faith: Hospitality Protocols (Unorganized)

Ruler: Custodial Unit 2323

Diplomacy 6 Military 4 Economy 8 Faith 2 Intrigue 2

Actions

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

  1. [Economy] Hoard Treasure
  2. [Economy] Hoard Treasure
  3. [Economy] Hoard Treasure
  4. [Diplomacy] Press Claim in 86 (+1 from Renown) Success!
  5. [Diplomacy] Raise Rep with WTU Success!

Non-actions

  • Resist all unsupported buyouts, conversions, and sways
  • Support GCC buyout of Space-Kelp, 87.3

News and Rumors

  • Union representatives are welcomed into the CASSIOPE habitat with open arms! Within the economy of the habitat, nearly all necessary labor is performed by the custodial units, such maintenance work being their specialty by design. This leaves the organic populace to spend their time in leisure, dancing, making music and art, doing sport, or whatever else they like, often with the participation of curious custodial units out of the maintenance rotation. Occasionally, some organics will show an interest in some of the more mundane tasks, wanting to get more in tune with the maintenance work that keeps their home running. For this purpose, their is usually an organic maintenance rotation group, where organics are allowed to play at such tasks, despite their obvious lesser aptitude for such work, under careful watch of custodial unit chaperones to make sure they don't hurt themselves or break anything too badly. It is one of these rotations that the Union representatives are invited to shadow, after their initial tour of some of the sprawling recreational facilities of the habitat. In addition to the usual maintenance rotation segments, this special maintenance rotation also places special focus on the labor of the custodial units, showing how units engaged in the more monotonous tasks of the kelp harvest and processing often split their attention, performing their labor as a background process while the bulk of their attention is free to wander KelpNet, where they digitally chat with other units, play video games, or practice their dance and art in simulation. During the visit, the entire region is running at nearly full industrial capacity, to make for the best possible showcase. In the process, massive surpluses are accumulated of both fine and construction-grade kelp fabric, alongside a wide selection of preserved food derivatives, all earmarked for the First Union Bank.

Ongoing Projects

  • 0 Treasure -> 3; repay to WTU by round 5
Edited by xanxosttheslaad (see edit history)
Name
Press Claim [2d6+7]
15
2d6+7 6,2
Raise WTU Rep 1->2 [2d6+6]
13
2d6+6 6,1
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Posted (edited)

End of Round Three.

No further mechanical edits to action posts may be made!

 

Battles

The Illuminated Utopian establishes Orbital Superiority over Region 8 and Region 19

Space Front:
Legate Victolus [ILU] (Mil 7) attempting Rapid Redeployment (+2 to Orbital Superiority Bonus); AUTOMATIC SUCCESS


The Glorious Purifiers and Illuminated Utopian invade Region 8

Ground Front:
Mistress Clean [NPC] (Mil 3) attempting Measured Advance (-10% casualties for both sides)
vs.
Titania [GLO] (Mil 5) attempting Measured Advance (-10% casualties for both sides)

Tactical Maneuvering:
Mistress Clean: 15
Titania: 11

Battle:
Indigenous Defenders: 19
GLO: 24

Casualties:
Indigenous Defenders: 1d3+1d4-1-1 -> 20% of 2 units = 0 lost
GLO: 1d3-1 -> 0% of 2 units = 0 lost

Leader loss:
Indigenous Defenders: -0
GLO: -0


The Eucrus Alliance and Illuminated Utopian invade Region 19

Ground Front:
Puppetmaster Valix [NPC] (Mil 2) attempting Measured Advance (-10% casualties for both sides)
vs.
General Mata Vai [TEA] (Mil 8) attempting Point-Blank Ordnance (+2 Battle, +10% enemy casualties)

Tactical Maneuvering:
Puppetmaster Valix: 8
General Mata Vai: 11

Battle:
Indigenous Defenders: 14
Eucrus Alliance: 25

Casualties:
Indigenous Defenders: 1d3+1d4+1 -> 50% of 4 units = 2 lost
Eucrus Alliance: 1d2 -> 10% of 2 units = 0 lost

Leader loss:
Indigenous Defenders: -2
Eucrus Alliance: -0


The Bironian Bulwark Civil War

Space Front:
Admiral Kazi [BIR] (Mil 2) attempting Measured Advance (-10% casualties for both sides)
vs.
Hai Ping & Dao-Mao [BCC] (Mil10) attempting Electronic Bombardment (own Orbital Superiority bonus applies to Tactical Maneuvering as well)

Tactical Maneuvering:
Admiral Kazi: 12
Hai Ping & Dao-Mao: 18

Battle:
Bironian Loyalists: 12
Black Cloud Coalition: 30

Casualties:
Bironian Loyalists: 1d3+1d4+1 -> 60% of 1 unit = 1 loss (wipeout)
Black Cloud Coalition: 1d1 -> 10% of 1 BCC unit = 0 lost and 10% of 2 BIR units = 0 lost

Leader loss:
Bironian Loyalists: -6
Black Cloud Coalition: -0

 

Ground Front:
Yanji Argon [BIR] (Mil 5) attempting Measured Advance (-10% casualties for both sides)
vs.
Captain Jie Meifeng [BCC] (Mil 7) attempting Overwhelming Tempo (+2 to battle roll, +10% own casualties, -10% enemy casualties)

Tactical Maneuvering:
Yanji Argon: 15
Captain Jie Meifeng: 20

Battle:
Bironian Loyalists: 18
Black Cloud Coalition: 21

Casualties:
Bironian Loyalists: 2d3-1-1 -> 0% of 3 BIR units = 0 lost
Black Cloud Coalition: 1d4+1 -> 30% of 4 BCC units = 1 lost

Leader loss:
Bironian Loyalists: -4
Black Cloud Coalition: -1

Additional Effects: +2 to BIR Leader Loss (Sword of Revolutions)


The Radiant Republic of Erisdor invades Eskor (Region 30)

Space Front:
Republic Sub-Commander [RRE] (Mil 3) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

Ground Front:
Starborn Champion [NPC] (Mil 8) attempting Measured Advance (-10% casualties for both sides)
vs.
Aíne Uistein [RRE] (Mil 9) attempting 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)

Tactical Maneuvering:
Starborn Champion: 16
Aíne Uistein: 19

Battle:
Union of Eskor: 22
Radiant Republic of Erisdor: 34

Casualties:
Union of Eskor: 1d3+1d4 -> 60% of 3 units = 2 lost
Radiant Republic of Erisdor: 1d2 -> 20% of 3 units = 1 lost

Leader loss:
Union of Eskor: -2
Radiant Republic of Erisdor: -1

Additional Effects: RRE Impress Region 30 Government


The Fiorid Principality of Verdalfheim invades Region 35

Space Front:
Hinrik dei Fiori [ALF] (Mil 5) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

Ground Front:
Son of Dejan [NPC] (Mil 3) attempting Measured Advance (-10% casualties for both sides)
vs.
Arni dei Fiori [ALF] (Mil 9) attempting Relentless Butchery (+20% enemy casualties)

Tactical Maneuvering:
Son of Dejan: 8
Arni dei Fiori: 14

Battle:
Indigenous Defenders: 11
Fiorid Principality of Verdalfheim: 24

Casualties:
Indigenous Defenders: 1d3+1d4+1+2 -> 60% of 4 units = 2 lost
Fiorid Principality of Verdalfheim: 1d1 -> 10% of 4 units = 0 lost

Leader loss:
Indigenous Defenders: -2
Fiorid Principality of Verdalfheim: -0


Eilif Dhaoine invades The Flowering Lands (Region 42)

Space Front:
Podrick Ceave [ELD] (Mil 3) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

Ground Front:
Queen's Deputy [NPC] (Mil 8) attempting Measured Advance (-10% casualties for both sides)
vs.
Giomad of Fairnead [ELD] (Mil 8) attempting Bleed Them Dry (+1 battle, +10% enemy casualties)

Tactical Maneuvering:
Queen's Deputy: 16
Giomad of Fairnead: 14

Battle:
Cerulean Kingdom: 22
ELD: 28

Casualties:
Cerulean Kingdom: 1d3+1d4-1-1 -> 30% of 2 units = 1 lost
ELD: 1d3-1 -> 0% of 2 units = 0 lost

Leader loss:
Cerulean Kingdom: -1
ELD: -0


The Durats of Burtzlund and White Pawns invade Region 110

Combined Front:
Techrunner [NPC] (Mil 6) attempting Measured Advance (-10% casualties for both sides)
vs.
Captain Sekira [WTP] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

Tactical Maneuvering:
Techrunner: 15
Captain Sekira: 14

Battle:
Indigenous Defenders: 20
White Pawns: 32

Casualties:
Indigenous Defenders: 1d3+1d4-1 -> 20% of 4 units = 1 lost
White Pawns: 1d2-1 -> 0% of 2 WTP units = 0 lost and 0% of 2 RAT units = 0 lost

Leader loss:
Indigenous Defenders: -1
White Pawns: -0

Addition Effects: Region transferred to RAT on WTP victory


The Twilight League, Soom-Clan Marauders, Sorcerers of New Kildora, Cloudburst Confederation, and Arvaxine Populate contest for Orbital Superiority over Veehra

Space Front:
Void-leader Seraphine [TWI] (Mil 9) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)
vs.
God-King Okan Kiniun [CBC] (Mil 7) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)
vs.
Arvaxine Sub-Commander [AVP] (Mil 3) attempting Measured Advance (-10% casualties for all sides)

Tactical Maneuvering:
Void-leader Seraphine: 14
God-King Okan Kiniun: 16
Arvaxine Sub-Commander: 10

Battle:
Twilight League: 24
Cloudburst Confederation: 22
Arvaxine Populate: 18

Casualties:
Twilight League: 1d4-1 -> 30% of 1 TWI unit = 0 lost and 30% of 1 SCM unit = 0 lost and 30% of 3 SNK units = 1 lost
Cloudburst Confederation: 2d3-1+1 -> 60% of 1 CBC unit = 1 lost (wipeout)
Arvaxine Populate: 1d3+1d4-1-1 -> 10% of 2 AVP units = 0 lost

Leader loss:
Twilight League: -1
Cloudburst Confederation: -6
Arvaxine Populate: -0


The Cloudburst Confederation invades Region 53

Ground Front:
The Grandmaster [NPC] (Mil 10) attempting Measured Advance (-10% casualties for both sides)
vs.
Prince Aki Kiniun [CBC] (Mil 4) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

Tactical Maneuvering:
The Grandmaster: 12
Prince Aki Kiniun: 8

Battle:
Indigenous Defenders: 29
Cloudburst Confederation: 12

Casualties:
Indigenous Defenders: 1d1-1 -> 0% of 5 units = 0 lost
Cloudburst Confederation: 1d3+1d4+1-1 -> 60% of 1 unit = 1 lost (wipeout)

Leader loss:
Indigenous Defenders: -0
Cloudburst Confederation: -6


The Soom-Clan Marauders, Kingdom of High Ishtahnos, and The Twilight League contest the Arvaxine Populate while invading Region 55

Ground Front:
Antithotron [NPC] (Mil 7) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)
vs.
Warlord Sigrid [SCM] (Mil 10) attempting Rust, Dust, and Guts (+3 to Battle and +10% own casualties)
vs.
President Edrajek [AVP] (Mil 6) attempting Measured Advance (-10% casualties for all sides)

Tactical Maneuvering:
Antithotron: 11
Warlord Sigrid: 18
President Edrajek: 12

Battle:
Indigenous Defenders: 19
Soom-Clan Marauders: 42
Arvaxine Populate: 25

Casualties:
Indigenous Defenders: 1d3+1d4+1 -> 70% of 3 units = 2 lost
Soom-Clan Marauders: 1d1+1 -> 20% of 3 SCM units = 1 lost and 20% of 2 ISH units = 0 lost
Arvaxine Populate: 1d3+1d4+1 -> 30% of 4 AVP units = 1 lost

Leader loss:
Indigenous Defenders: -2
Soom-Clan Marauders: -1
Arvaxine Populate: -1

The Soom-Clan Marauders capture the Antithotron!


The Soom-Clan Marauders contest The Cloudburst Confederation while invading Region 56

Ground Front:
The Metagenetic Turk [NPC] (Mil 4) attempting Measured Advance (-10% casualties for both sides)
vs.
Heir Yaki Soom [SCM] (Mil 5) attempting Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties)
vs.
General Olodolo [CBC] (Mil 10) attempting Avva’s Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

Tactical Maneuvering:
The Metagenetic Turk: 11
Heir Yaki Soom: 13
General Olodolo: 16

Battle:
Indigenous Defenders: 19
Soom-Clan Marauders: 23
Cloudburst Confederation: 34

Casualties:
Indigenous Defenders: 1d3+1d4+1 -> 50% of 4 units = 2 lost
Soom-Clan Marauders: 1d3+1d4 -> 50% of 2 units = 1 lost
Cloudburst Confederation: 1d2 -> 10% of 2 units = 0 lost

Leader loss:
Indigenous Defenders: -2
Soom-Clan Marauders: -1
Cloudburst Confederation: -0

Additional Effects: Cult of Avva conversion attempt in Region 56 (failed)


The House of Fire invades Region 81

Combined Front:
The Clerk [NPC] (Mil 7) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)
vs.
Turtanu-Ziqpu Ra'ima [HOF] (Mil 8) attempting In the Light of Chastising Stars (+2 to battle)

Tactical Maneuvering:
The Clerk: 15
Turtanu-Ziqpu Ra'ima: 17

Battle:
Indigenous Defenders: 27
House of Fire: 19

Casualties:
Indigenous Defenders: 1d3 -> 10% of 1 unit = 0 lost
House of Fire: 1d3+1d4-1 -> 30% of 3 units = 1 lost

Leader loss:
Indigenous Defenders: -0
House of Fire: -1

 

The Dwarven Industrial Conglomerate invades Region 95

Combined Front:
The Berserker [NPC] (Mil 4) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)
vs.
Dr. Horace Thorn [DIC] (Mil 10) attempting Engineered Onslaught (+1 to battle, +10% enemy casualties)

Tactical Maneuvering:
The Berserker: 11
Dr. Horace Thorn: 16

Battle:
Indigenous Defenders: 22
DIC: 27

Casualties:
Indigenous Defenders: 1d3+1d4-1+1 -> 60% of 4 units = 2 units lost
DIC: 1d3 -> 30% of 4 space units = 1 lost and 30% of 1 ground unit = 0 lost

Leader loss:
Indigenous Defenders: -2
DIC: -1

 

Edited by Minescratcher452 (see edit history)
Name
8 leader
3
1d10 3
19 leader
2
1d10 2
30 leader
8
1d10 8
34 leader
3
1d10 3
42 leader
8
1d10 8
110 leader
6
1d10 6
56 leader
4
1d10 4
81 leader
7
1d10 7
8 TM
15
2d6+8 6,1
GLO TM
11
2d6+5 2,4
19 TM
8
2d6+2 3,3
TEA TM
11
2d6+8 1,2
Kazi Space Front TM
12
2d6+2 5,5
BCC Space Front TM
18
2d6+10 5,3
Eskor TM
16
2d6+8 5,3
RRE TM
19
2d6+9 4,6
35 TM
8
2d6+3 1,4
ALF TM
14
2d6+9 2,3
Cerulean Kingdom TM
16
2d6+8 5,3
ELD TM
14
2d6+8 2,4
110 TM
15
2d6+6 4,5
WTP TM
14
2d6+9 3,2
TWI Veehran Space Front TM
14
2d6+9 2,3
CBC Veehran Space Front TM
16
2d6+7 4,5
AVP Veehran Space Front TM
10
2d6+3 2,5
53 TM
12
2d6+10 1,1
CBC 53 TM
8
2d6+4 1,3
55 TM
11
2d6+7 2,2
SCM 55 TM
18
2d6+10 3,5
AVP 55 TM
12
2d6+6 4,2
56 TM
11
2d6+4 6,1
SCM 56 TM
13
2d6+5 5,3
CBC 56 TM
16
2d6+10 3,3
81 TM
15
2d6+7 3,5
HOF TM
17
2d6+8 5,4
Yanji 17 TM
15
2d6+5 6,4
BCC 17 TM
20
2d6+7+3 5,5
8 battle
19
2d10+2+3 10,4
GLO battle
24
2d10+13 4,7
19 battle
14
2d10+4+2 3,5
TEA battle
25
2d10+15+2 2,6
Kazi Space Front Battle
12
2d10+3 8,1
BCC Space Front Battle
30
2d10+13 9,8
Eskor Battle
22
2d10+3+8 3,8
RRE Battle
34
2d10+16 9,9
35 Battle
11
2d10+4+3 1,3
ALF Battle
24
2d10+16 1,7
Cerulean Kingdom Battle
22
2d10+2+8 6,6
ELD Battle
28
2d10+14 7,7
110 Battle
20
2d10+4+6 3,7
WTP Battle
32
2d10+14 9,9
TWI Veehran Space Front Battle
24
2d10+14 7,3
CBC Veehran Space Front Battle
22
2d10+8+2 3,9
AVP Veehran Space Front Battle
18
2d10+5 4,9
81 Combined Front Battle
27
2d10+1+7 10,9
HOF Combined Front Battle
19
2d10+13+2 3,1
The Bironian Civil War (Loyalists)
18
2d10+8 1,9
The Bironian Civil War (BCC)
21
2d10+12+2+3 1,3
53 Battle
29
2d10+15 6,8
CBC 53 Battle
12
2d10+8 3,1
55 Battle
19
2d10+10 6,3
SCM 55 Battle
25
2d10+1+3+3 9,9
AVP 55 Battle
25
2d10+11 9,5
56 Battle
19
2d10+4+4 6,5
SCM 56 Battle
23
2d10+8+3 5,7
CBC 56 Battle
34
2d10+15 9,10
8 casualties
2
1d3+1d4-1-1 1,3
GLO casualties
0
1d3-1 1
19 cas
5
1d3+1d4+1 3,1
TEA cas
1
1d2 1
BIR loyalists space cas
6
1d3+1d4+1 2,3
BCC space cas
1
1d1 1
BIR loyalists ground cas
0
2d3-1-1 1,1
BCC ground cas
3
1d4+1 2
Eskor cas
6
1d3+1d4 3,3
RRE cas
2
1d2 2
35 cas
6
1d3+1d4+1+2 1,2
ALF cas
1
1d1 1
Cerulean cas
3
1d3+1d4-1-1 3,2
ELD cas
0
1d3-1 1
110 cas
2
1d3+1d4-1 1,2
WTP cas
0
1d2-1 1
TWI space cas
3
1d4-1 4
CBC space cas
6
2d3-1+1 3,3
AVP space cas
1
1d3+1d4-1-1 1,2
53 cas
0
1d1-1 1
CBC 53 cas
6
1d3+1d4+1-1 2,4
55 cas
7
1d3+1d4+1 2,4
SCM 55 cas
2
1d1+1 1
AVP 55 cas
3
1d3+1d4+1 1,1
56 cas
5
1d3+1d4+1 1,3
SCM 56 cas
5
1d3+1d4 3,2
CBC 56 cas
1
1d2 1
81 cas
1
1d3 1
HOF cas
3
1d3+1d4-1 2,2
8 Leader Loss
13
1d20-0 13
GLO Leader Loss
15
1d20-0 15
19 LL
14
1d20-2 16
TEA LL
7
1d20-0 7
Kazi LL
10
1d20-6 16
BCC Space LL
12
1d20-0 12
Yanji LL
11
1d20-6+2 15
BCC 17 LL
5
1d20-1 6
Eskor LL
6
1d20-2 8
RRE LL
15
1d20-1 16
35 LL
10
1d20-2 12
ALF LL
15
1d20-0 15
Cerulean LL
4
1d20-1 5
ELD LL
17
1d20-0 17
110 LL
7
1d20-1 8
WTP LL
15
1d20-0 15
TWI Space LL
18
1d20-1 19
CBC Space LL
2
1d20-6 8
AVP Space LL
18
1d20-0 18
53 LL
19
1d20-0 19
CBC 53 LL
13
1d20-6 19
55 LL
0
1d20-2 2
SCM 55 LL
11
1d20-1 12
AVP 55 LL
15
1d20-1 16
56 LL
17
1d20-2 19
SCM 56 LL
4
1d20-1 5
CBC 56 LL
13
1d20-0 13
81 LL
17
1d20-0 17
HOF LL
19
1d20-1 20
Secret 1.1
10
2d6+4 2,4
Secret 1.2
14
2d6+9 2,3
Secret 2.1
11
2d8+5 3,3
Secret 2.2
8
2d6+3 1,4
Secret 3.1
11
2d6+4 3,4
Secret 4.1
10
2d6+3 5,2
Secret 5.1
16
2d6+9 1,6
LSP Ren 4 rolloff
13
2d6+7 4,2
ELD Ren 4 rolloff
13
2d6+6 5,2
BCC Ren 4 rolloff
15
2d6+5 4,6
TEA Ren 4 rolloff
11
2d6+7 1,3
LSP Ren 4 tiebreaker
11
2d6 6,5
ELD Ren 4 tiebreaker
8
2d6 6,2
BAF Ren 3 rolloff
16
2d6+6 4,6
CBC Ren 3 rolloff
6
2d6+2 2,2
GCC Ren 3 rolloff
11
2d6+5 1,5
GLO Ren 3 rolloff
19
2d6+7 6,6
ILU Ren 3 rolloff
12
2d6+6 4,2
SNK Ren 3 rolloff
13
2d6+6 1,6
RRE Impress Government in 30
18
2d6+7 5,6
CBC Conversion in 56
11
2d6+7 1,3
BRB Ren 2 rolloff
8
2d6+2 1,5
CUS Ren 2 rolloff
SyntaxError: Unexpected token ren
cus ren 2 rolloff
DIC Ren 2 rolloff
15
2d6+4 6,5
MSQ Ren 2 rolloff
7
2d6+3 1,3
RRE Ren 2 rolloff
15
2d6+3 6,6
SCM Ren 2 rolloff
11
2d6+4 5,2
UHS Ren 2 rolloff
11
2d6+3 4,4
WIC Ren 2 rolloff
10
2d6+6 1,3
CUS Ren 2 rolloff take two
18
2d6+9 6,3
SCM Ren 2 tiebreaker
5
2d6 2,3
UHS Ren 2 tiebreaker
3
2d6 2,1
TWI Ren 2 rolloff- late entry
13
2d6+1 6,6
95 commander
4
1d10 4
95 TM
11
2d6+4 3,4
DIC TM
16
2d6+10 2,4
95 battle
22
2d10+8 9,5
DIC battle
27
2d10+15+1 9,2
95 cas
6
1d3+1d4-1+1 3,3
DIC cas
3
1d3 3
95 LL
12
1d20-2 14
DIC LL
10
1d20-1 11
Mysterious missed rolls
8
2d6 2,6
2
7
2d6 6,1
3
11
2d6 6,5
4
4
2d6 1,3
5
6
2d6 3,3
6
5
2d6 2,3
7
8
2d6 2,6
8
8
2d6 4,4
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Posted (edited)

Round 4: Begin!

Years 2043-2045 of the 99,803rd Era of the Imperial Calendar

 

Round 4 will close on Sunday, March 24th.

 

Announcements!

Please ensure that the names you assign to rolls are unambiguous and cannot be plausibly changed or rearranged after the fact (such as numbering actions and referring to rolls by their action number). Simply copying the action into the roll name will be accepted.

 

The Basu-Rahman Group effect A Doctrine of Flexible Epistemology is changed to the following:

Basu-Rahman has no official religion. All Media supports controlled by BRG do not decay to Open, and they may act as though they follow any religion when performing Conversion actions.

 

Discovery!

Explorations, prospecting, and other news from afar

 

Maps of Tekhum

Tekhum

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

Badal

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FLrMVvch%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FT1Z9r7q%2F1-Badal.png%5B%2Fimg%5D%5B%2Furl%5D%0A%5BI%5D%5BSIZE%3D1%5D%5BURL%3D%22https%3A%2F%2Fopengameart.org%2Fcontent%2F16x16-fantasy-pixel-art-vehicles%22%5DAirship%20sprite%20by%20DualR.%5B%2FURL%5D%20Commissioned%20by%20OpenGameArt.org.%5B%2FSIZE%5D%5B%2FI%5D
1-Badal.png
Airship sprite by DualR. Commissioned by OpenGameArt.org.

Sansar

%5Burl%3Dhttps%3A%2F%2Fibb.co%2Fc8sJQ44%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FSmZNBFF%2F2-Sansar.png%5B%2Fimg%5D%5B%2Furl%5D%0A%5BSIZE%3D1%5D%5BI%5DSpace%20Needle%20sprite%20from%20%5BURL%3D%22https%3A%2F%2Fgame-icons.net%2F%22%5Dhttps%3A%2F%2Fgame-icons.net%2F%5B%2FURL%5D.%5B%2FI%5D%5B%2FSIZE%5D
2-Sansar.png
Space Needle sprite from https://game-icons.net/.

Firmament

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FgwWbmJw%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FvmdCVkm%2F2-SZ-Firmament.png%5B%2Fimg%5D%5B%2Furl%5D%0A%5BI%5D%5BSIZE%3D1%5DNot%20to%20scale.%5B%2FSIZE%5D%5B%2FI%5D
2-SZ-Firmament.png
Not to scale.

Aridyin

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FccFMKyR%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FBVZdHfv%2F2-SZ-Aridyin.png%5B%2Fimg%5D%5B%2Furl%5D
2-SZ-Aridyin.png

Veehra

%5Burl%3Dhttps%3A%2F%2Fibb.co%2F09ckppF%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FmyGmrrX%2F3-Veehra.png%5B%2Fimg%5D%5B%2Furl%5D
3-Veehra.png

Mekhala

%5Burl%3Dhttps%3A%2F%2Fibb.co%2Ff8F0v76%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FXyLJ8T0%2F4-Mekhala.png%5B%2Fimg%5D%5B%2Furl%5D%0A%5BI%5D%5BSIZE%3D1%5DDistances%20not%20to%20scale.%5B%2FSIZE%5D%5B%2FI%5D
4-Mekhala.png
Distances not to scale.

 

 

Thousands of cowboy hat-wearing bees swarm the aerostat in Region 1, each sending vital data on atmospheric composition, temperature, and hive location suitability back to their Queen. Though the aerostat is maintaining position above Badal’s north pole, a thorough survey reveals that the interior is in complete disrepair, and the aerostat seems totally uninhabited - perhaps never having been resettled after the War of Eternal Bombardments. However, the survey bees make a second, much more intriguing discovery: over two-thirds of the aerostat’s internal volume is occupied by a bizarre network of brass pipes and unshielded copper cables, twisting over and around and sometimes passing through each other. Perfunctory attempts by the exploration team to restart the system or determine its purpose fail, but a permanent base established in the region would be able to study the strange rune-etched central console more effectively. 

The Arkhive Æternal sends an expedition to Region 1, an uninhabited colonizable region! A country that owns [Region 1] may use a TN 12 Faith action to attempt to divine enough of the region’s mind-bending pipework to restart the aerostat-wide system. The effects are unknown, but given how much effort evidently went into constructing the system, it must surely be positive.

 

Exploration on behalf of others is the business model of the Llort Society, and they begin in the northwest of Sansar. Making contact with the inhabitants of the long peninsula is easy, but convincing them the Llort are in fact aliens from another world rather than some elaborate prank or LARP proves more difficult. Still, the eventual discussions are friendly enough, and the Llort explorers leave with more than sufficient survey data on the region.

The Llort Society Protectorate sends a mission to Region 22, discovering a region with a Majority of Data Witches, a Minority of Digital Utopians, two Trade Posts of Roleplaying Games (Art and Cultural Products), a Desired Import of Planetary Vehicles, and 2 units of native defenders! They gain +1 to one Sway in the region this round.

 

Academics are eternally curious, and in this case their curiosity is turned outward from their borders. Several student field trips are scheduled for the unknown and potentially dangerous wilderness to the northwest. Most notable among their findings are the magical ink that seems unique to the region and the fierce intra-nicene debate that characterizes the region’s religious culture. The survey discovers something else, too: the overgrown and partially eroded remains of a crater, containing the rusting wreckage of an ancient starship. Preliminary analysis suggests the ship predates the War of Eternal Bombardments, and may even have been destroyed in it. Though too damaged to put back into service as it once was, it could still contain salvageable technology.

The Old Tavisham Academy sends an expedition to Region 47, discovering a region with a Majority of Celebrity Veneration, a Minority of Authorial Intent, two Trade Posts of Ensorcelled Ink (Magical Items), a Desired Import of Fauna, and 5 units of native defenders! They gain +1 to one Buyout in the region this round. Any country may attempt a TN 12 Military or Intrigue action to attempt to salvage pre-War technology from the crashed warship: the highest roller will gain an Artifact.

 

Despite years of speculation, the Castaways’ investigation into the Veehran Triangle conclusively disproved the idea that it lay south of the Great Western Waste. Still, more accurate charts are never a bad thing to have, even if to the careless eye, the region seems merely to be another dust-blasted, uninhabited wasteland. The explorers quickly discover a curious feature: the region’s ground is studded at regular intervals with huge pipes, each rising from an unknown underground source perhaps twenty meters into the air. Towards the center of the region, the survey party discovers something clearly artificial: a set of three concentric rings of concrete bunkers, with what seems to be an observation tower at the center. Delving into the compound, they find a pitch-black network of tunnels, tubes, tanks, and vents beneath the sand, eventually leading to a control bunker. Though the bunker’s computers are long since dead and their magnetic tapes seemingly wiped, the survey party reports only one conclusion to fit the facts: this region must have once housed a terraforming project, abandoned before or during the War of Eternal Bombardments.
The Castaways of the Loop send an expedition to Region 60, an uninhabited colonizable region! A country that controls Region 60 and possesses the Nuclear Fusion technology may take a TN 12 Economy or Intrigue action to attempt to reactivate the abandoned terraforming equipment, the consequences of which will be unknown, though likely positive. Alternatively, they may scrap the accessible equipment for parts with an unrolled Economy action, gaining two Treasure.

 

With extra pairs of dust-goggles (which can be worn under or over a mask, don’t worry) and fine-tooth combs to filter the desert sands, the Peludo hope to achieve where they previously failed. They run into Hecaton Karcheras Katos from the Llort Society Protectorate, who is also exploring the region. The combined expedition provides a thorough datafile on the region to both Elect, characterizing its single dominant religion as “somewhat uncomfortable” and its primary export as “historically and economically unique”. 

The Counts of Mirage and the Llort Society Protectorate send an expedition to Region 61, discovering a region with a Majority of Radiant Dreams, one Trade Post of Tripedal Mecha (Planetary Vehicles), a Desired Import of Fuel and Power, and 3 units of native defenders! They both gain +1 to one Buyout in the region this round.

 

Continuing their efforts to expand their charts of Veehra’s deserts, the Castaways dispatch diplomatic envoys to their north. If the natives are surprised to encounter a group of foreigners containing no less than four versions of the same person, they don’t mention it. In fact, aside from the fact that the natives have plentiful food sources, Rasha(s) reports that their society bears some striking, unexpected, and frankly implausible similarities to that of the Loop-Born. Furthermore, ground-penetrating radar reveals that the region is home to a vast complex, buried deep beneath the region’s great mountain, and an entrance is quickly identified in the northeast. Preliminary attempts to enter the bunker, however, are defeated by automated defense systems, and the explorers are forced to retreat with two casualties.

The Castaways of the Loop send a diplomatic mission to Region 63, discovering a region with a Majority of Eternal Recurrence, a Minority of Cycle Breakers, three Trade Posts of Veehran Wheat (Fruits and Vegetables), a Desired Import of Fabrics and Textile Products, and 2 units of native defenders! They gain +1 to one Sway in the region this round. Any country with the Dust Hardening technology may dispatch a special forces team to attempt to force the underground complex with a TN 12 Military or Intrigue action. The highest rolling country may discover something special within.

 

The Group of Seventeen doesn’t expect to find much life this close to Veehra’s brutally cold northern pole, but their explorers’ report defies pessimistic predictions. Still, it is more focused on the economic significance of the pigments produced by the region than on the polar dwellers’ society or government. 

The Castaways of the Loop send an expedition to Region 64, discovering a region with a Majority of Felinism, two Trade Posts of Davisonian Paints (Luxury Goods), a Desired Import of Construction Materials, and 2 units of native defenders! They gain +1 to one Buyout in the region this round.

 

Recently arrived on the scene of the Elect, the High Witch of the Shattered Coven orders exploration spinward of Mek-01. The explorers find a region high in available “land” and quite low in existing inhabitants; for what reason cannot be determined, but the mission finds no locals to make contact with. However, they do not return totally empty handed: a strange radar reflection catches the explorers’ eyes, and soon they find - half-buried within the region’s major asteroid - what appears to be a derelict spaceship. This is no spartan military vessel or dented mining drone, however: the shining paint and golden lettering prove beyond a doubt that the craft was once a luxury space liner. How it came to be in its current state is unclear, but perhaps it still holds secrets for the curious.

The Shattered Coven sends a mission to Region 80, an uninhabited colonizable region! Any country may use a rolled Military or Intrigue action with an unknown TN to dispatch a team of treasure hunters to secure the space liner’s wreck. Countries possessing the Aclaustrophobic Psychiatry technology gain a +2 bonus to this roll. Any ancient passenger cargo or other valuables will be split as evenly as possible between all successful rolls.

 

The Imperial Court was kind enough to provide extra supplies for exploration. Time to put them to use… on the moons! Bafatis explorers with an eye to colonization and exploitation of Veehra’s two small moons are perhaps surprised to find indigenous populations inhabiting both, explaining decades of strange astronomical observations from the surface. The nearer of the two moons proves to have a dedicated mercenary establishment, and one which is eager to expand into new markets. 

The Bafatis Dynasty sends an expedition to Region 106, discovering a region with a Majority of Quantum Predestination, a Minority of Nominative Determinism, two Trade Posts of Cornelian Mercenaries (Soldiers), a Desired Import of Precious Minerals, and 5 units of native defenders! They gain +1 to one Buyout in the region this round. 

 

On the farther of Veehra’s moons, Bafatis explorers note the presence of significant chemical industry, dedicated to the production and packaging of plastics. 

The Bafatis Dynasty sends an expedition to Region 107, discovering a region with no dominant religion, Minorities of The Long Dark, The Following Dark, and The Waiting Dark, three Trade Posts of Sheet Polymer (Construction Materials), a Desired Import of Meats and Animal Products, and 3 units of native defenders! They gain +1 to one Buyout in the region this round. 

 

The Wicklund Salvagers fly to Firmament in search of additional materials to salvage in the ancient ruins of Region 109, observing proper salvage rites. They find that this segment of the ring, like the region over Grigialfheim, is also inhabited, by a group with both notable similarities and differences to those spacefarers. In a remarkable coincidence, the local economy also seems to be founded on salvage, and positive relations are quickly cultivated. 

The Wicklund Salvagers send a diplomatic mission to Region 109, discovering a region with a Majority of Rhadamanthenes, one Trade Post of Salvage Ships (Spacecraft), a Desired Import of Fruits and Vegetables, and 3 units of native defenders! They gain +1 to one Sway in the region this round. 

 

Growth!

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

 

Oskar dei Fiori capitalizes upon the opportunity opened by the White Pawns’ triumph in winning the race to land on the moon by rushing the timetable for full occupation. The Fiorid Principality of Verdalfheim colonizes region 103! Region 103 gains a Desired Import of Fruits and Vegetables

 

Eminent Ambassador Puala Lomchat is satisfied by the terms and conditions of integration proposed by the residents of Region 28. Caipe Ushere presses their claim, gaining control of the region and 1 ground unit!

 

The inhabitants of the sunward asteroids are satisfied with C.A.S.S.I.O.P.E.’s proposal for confederation. CASSIOPE presses their claim, gaining control of the region and 1 ground unit!

 

Kanmara engineers begin to draft plans for a defense station on a neutral aerostat. The Eucrus Alliance establishes a Confederation Claim on Region 14

 

Pirates prove to be good at assembling flat-pack apiaries. Perhaps it’s the wide array of mechanical and engineering tools they have integrated into various cyborg body parts. The Arkhive Æternal begins to construct a Hive in the North Way Cluster (Region 2) [1/5].

 

Three years after the delivery and construction of apiary materials, the Hive in the Height of Utopia has weathered the most critical period for new colonies. The Arkhive Æternal continues Hive establishment in the Height of Utopia (Region 10) [2/5].

 

Statecraft!

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

 

Crime is not second nature to raiders of the North Way Cluster - it is first nature. The Black Cloud Coalition develops a new Cultural Identity: Property Wrongs, which increases the die size for Theft rolls to 2d8

 

The Eucrus Alliance develops a new Cultural Identity: Unity of Purpose, which increases the die size for Sway rolls to 2d8

 

In the marriage of their scions, House Ebonne and the House of Fire commit to the bonds of kinship and amity. 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.

Caipe Ushere hosts the wedding of Artavasdes II and Princess Monite Akari Ebonne d’Laforet

- CUS trades Wet Navy Ships to HOF

- HOF trades Vacuum Adaptation to CUS

- CUS gains a weak marriage claim on Dur-Shalkhir (Region 76)
- HOF gains a weak marriage claim on Caipe Ushere (Region 29)

- HOB gifts 1 treasure to CUS

 

The Arkhive Æternal hosts the Second Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar

- ARK trades Badalian Megadirigibles to MSQ

- ARK trades Wet Navy Ships to UHS

- ARK trades Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles to RRE, WIC, and WTP

- WIC trades 1 treasure to MSQ

- UHS trades 1 treasure to MIR

 

Eilif Dhaoine hosts the Aonach of 2040

 

The Arkhive Æternal shares Wet Navy Ships with the Llort Society Protectorate through their shared Embassy

 

The Soom-Clan Marauders share Vacuum Adaptation and Nuclear Fusion with the Sorcerers of New Kildora through their shared Embassy

 

The Durats of Burtzlund share Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Xenolinguistic Cataloguing, and Badalian Megadirigibles with the White Pawns through their shared Trade Route

 

Coedd begins to train a new mouthpiece for its local plant goddess, introducing a new dynastic heir (4 Diplomacy, 1 Military, 4 Economy, 2 Faith, 4 Intrigue)

 

The Durats of Burtzlund declare a new heir pod composed of an undefined number of individual durats acting as one, Bok Gvcboz Tihimfrejunklscare (3 Diplomacy, 4 Military, 4 Economy, 3 Faith, 3 Intrigue)

 

The heiress of Lord Ziven of the Houses of Senkar, Arann Alegre, rises to prominence (1 Diplomacy, 4 Military, 2 Economy, 4 Faith, 2 Intrigue)

 

Alfheim’s Committee of Lunar Inquiry declares that Aridyin is to be the sole domain of the Fiorid Principality, a confident claim that the current government may have difficulty enforcing!

 

The Arkhive Æternal welcomes a former ruler of the Glix Combined Commonwealth into their number!

 

DIC impresses the Government of Region 90

ILU sways the Government of Region 8

WTP sways the Government of Region 21

WTU impresses the Merchants in Region 18 using Noble Metals as Ores and Alloys

WTU impresses the Merchants in Region 70 using Assembly Line Robots as Industrial  Machinery

WTU impresses the Merchants in Region 110 using Union Crews as Specialists

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

The Loyalists do not let civil unrest stand in the way of infrastructure improvement. The Bironian Bulwark raises an Arcology in the Biron Crosspaths (Region 17), the Novacore Foundaries, which grants a bonus to Sacks

 

The Radiant Republic of Erisdor raises an Arcology in Erisdor (Region 32), the Black Foundry, which grants a bonus to Offensive Ground battles

 

The Bafatis Dynasty raises an Arcology in Voletha (Region 71), Valona, which grants a bonus to Colonization

 

The Dwarven Industrial Coalition lives up to its name by putting the I in Industrial. The production capacity of Meltorian Ale in Region 90 is increased by an incredible 100% in only a few short years! Region 90 gains a new Trading Post owned by DIC.

 

The Solar Trade Center gains another valued trading partner, the Fiorid Principality of Verdalfheim, who have forged a Trade Route over the mountains of down-right Chonkia to the Durats of Burtzlund

 

The Combined Commonwealth of Glix has apparently heard that Sansar has food, leading to the establishment of a new Trade Route with the Glorious Purifiers

 

CUS buys out TP 3 in the Great Western Waste (Region 62) for Todd, spending a treasure

DIC buys out TP 3 in al-Miraiya (Region 88) for Crystal Weave

FBC buys out TP 2 of Region 7 for Winged Camels

FBC buys out TP 2 of Region 8 for Atmospheric Scrubbers

GCC buys out TP 3 in the Space-Kelp Cluster (Region 87) for Space Kelp

HOB buys out TP 2 in Dur-Shalkir (Region 76) for Uranium

HOB buys out TP 1 in Et Cetera HQ (Region 91) for Gold

HOB buys out TP 1 in Region 82 for Flavored Algae Product

ILU buys out TP 2 in Anjahar (Region 11) for Synthetic Proteins

KRB buys out TP 3 in Dur-Shalkhir (Region 76) for Uranium 

MIR buys out TP 1 in Region 53 for Sorcerous Swords

MIR buys out TP 1 in Region 70 for Corvée Labor

RAT buys out TP 1 in Region 110 for Stage Trees

RAT buys out TP 2 in Region 37 for Assembly Line Robots

RRE buys out TP 3 in the Arvax Plains (Region 54) for Deuterium, spending a treasure

SEV buys out TP 3 in Kildora (Region 73) for Silver Serpents

TAV buys out TP 1 in Region 26 for Lumber

TAV buys out TP 2 in Region 26 for Lumber

WTU buys out TP 1 in Region 28 for Bamboo

WTU buys out TP 1 in Region 51 for Ryban Fish

WTU buys out TP 1 in Region 56 for Gene Samples

WTU buys out TP 3 in Region 79 for Brahmaguptite on behalf of RAT

Treasure Gained

BAF gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure and hoards 3 treasure

CUS gains 1 passive treasure

FBC gains 2 passive treasure and hoards 1 treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure and hoards 1 treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 1 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 1 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

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

Coedd sets the Size 10 bonus for Coedd to +1 to offensive ground battles on Sansar 

With GM permission, Coedd modifies the Size 5 bonus for Coedd to +1 to Investigations on Sansar

 

The Glorious Purifiers adopt Coedd as their state faith.

 

Deciding to ignore the debate about whether Coedd is a god by announcing that Coedd is a good friend regardless, Eilif Dhaoine adopts Coedd as their state faith.

 

The faithful of the Cloudburst Confederation open their homes, workplaces, and hearts to the glory of the ever-watchful Avva. The sun’s blinding light shines through every corner of Agbada, leaving behind no unbelievers. The Cult of Avva is raised to Sole status in Agbada (Region 52).

 

ARK introduces a Minority of Coedd to Region 31

BRB raises Fascination to Plurality in the Biron Crosspaths (Region 17), forcing Holy Orders’ Vows to drop to Minority status

CBC introduces a Minority of the Cult of Avva to Region 53

COE introduces a Minority of Coedd in Region 38

COE introduces a Minority of Coedd in Region 45

LSP raises the Imperial Cult to Plurality in Kish (Region 79), forcing the Ophonic Mysteries to drop to Minority status

SNK raises the Cult of the Mother Serpent to Plurality in the Great Western Waste (Region 62), forcing Requiem for the Loop to drop to Minority status

UNC introduces a Minority of Paragonism in Region 4

UNC introduces a Minority of Paragonism in Region 7

UNC introduces a Minority of Paragonism in Region 8

UNC introduces a Minority of Paragonism in Region 14

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

A nanite-rich relic originally from the Twilight League has been discovered in the Black Tower, the Iron Masquerade’s mausoleum of soul vessels. The cybernetic eyeball, dubbed the Eye of the Storm, inflicts -2 to enemy leader loss rolls when surgically implanted into a character.

 

Might!

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

 

The old and the new clash, as the House of Lithium asserts its right to rule the Crosspaths through trial by combat. The Bironian Bulwark recruits a new General, General Shi Lithium (score: 9)! Shi Lithium is able to deploy the tactical doctrine of Legendary Duelist: -4 to enemy leader loss rolls

 

Using space transports and dropships, supported by ground attack fighters and orbital bombardment, the Bafatis drop units all over the place, seeking to disrupt enemy supply lines and confusing the enemy about the main point of attack. The Bafatis Dynasty recruits a new General, General Golari (score: 7)! General Golari is able to deploy the tactical doctrine of They Are Everywhere: +3 battle, +10% own casualties

 

The Combined Commonwealth of Glix raises a Fortress in the Parrot’s Perch (Region 84). Don’t ask where they got all the military supplies for it.

 

The city of Narsai is enclosed in a transparent protective Apiforme Dome, thanks to archeotech that the Iron Monarch mysteriously dredged up from the underground mines. The Iron Masquerade raises a Fortress in the City of Narsai (Region 69)

 

A network of needle-like structures floats at a fixed distance from Senkar, forming a network of glittering force fields to keep out any unauthorized intruders. The United Houses of Senkar raise a Fortress, the Mirror Towers, in Senkar (Region 16).

 

The Hammer’s military prowess is no longer unknowable, undefined, ethereal. It has coalesced upon the number 7.

 

Invasions!

Many thanks to Kythia, Gengy, and Zab for their help with this section.

The Illuminated Utopian establishes Orbital Superiority over Badal

Far above Badal the spacecraft of the Illuminated Utopians assemble a fleet.  The planet spins lazily below them while light scout craft search the moons and the far side of the planet for opposition.  Finding none, Legate Victolus (Mil 7) is satisfied that the battles below will not be interrupted by other space fleets and begins rapidly redeploying troops from one area of fighting to another.

The Glorious Purifiers and Illuminated Utopian invade Region 8

Titania (Mil 5) herself leads Purifier troops in an assault on the aerostats they have set their sights upon, supported by her Illuminated Utopian Allies above.  Two units of Glorious Purifiers have been transported over from distant Sansar and Titania has spared no expense in equipping them for this invasion.

They are met by two units under the control of an AI that refers to itself as Mistress Clean (Mil 3).  Generations ago the automated maintenance computers of this aerostat had been given broader control over the workings of the population and the additional responsibility had, over time, overloaded its processing.  Now it runs a fanatically mysophobic “clean-ocracy” - possibly the only one in Tekhum.  Repel the filth! automated voices screech from speakers Germcarriers in corridor four!  Repel the filth! As it seeks to deploy its forces against the offworld germs the purifiers presumably carry and, by extension, the purifiers themselves.  Hordes of well-scrubbed personnel in immaculate white clothing run to follow its orders and keep their corridors pristine.

 

Mistress Clean [NPC] (Mil 3) succeeds in using Measured Advance (-10% casualties for both 

 

At first the battle seems to be going badly for the Glorious Purifiers.  A steady measured advance by Mistress Clean’s forces holds their boarding parties in docking bays despite the speed with which reinforcements can be redeployed.  However, as the firefights in the docking bays increase in pitch there is a corresponding increase in missed shots scourging blackened burnt track along the walls.  Mistress Clean’s forces don’t break the fight to clean, of course, they’re not automata.  But Mistress Clean herself’s orders become increasingly erratic as it struggles to prioritise between its new responsibilities as battle commander and its age-old responsibilities as cleaning supervisor.  Units are just as often ordered to report to cleaning stores seven as they are to reinforce docking bay 3, and the confusion and lack of central direction this causes eventually gives the battle to the invaders.

 

GLO Victory!  GLO gain control of Region 8!

The Eucrus Alliance and Illuminated Utopian invade Region 19

Still under the aegis of the Illuminate Utopian’s space supremacy, General Mata Vai (Mil 8) leads two units of alliance troops in an attempt to expand the alliance’s land.  From the start, General Vai had decided this battle could be won by waiting until they could see “the whites” of their eyes and Alliance troops are deployed with this tactic in mind.

 

They are met by a numerically superior force of four units led by Puppetmaster Valix (Mil 2) variously called “the Puppetmaster”, “the Manipulator”, or “the Power behind the Throne”.  His titles are inaccurate though - decades ago there was a true master manipulator as a power behind the throne.  So effective was she at this task that her son took the throne and the various epithets his mother had held became little more than titles of this new dynasty.  Now, despite his sinister sounding title he is an average example of the weak chinned minor rulers that were never seriously considered for the elect.

 

General Mata Vai [TEA] (Mil 8) succeeds in using Point-Blank Ordnance (+2 Battle, +10% enemy casualties)

 

In truth, a highly trained experienced General was always going to be more than a match for “the Shadow” and the Eucrus Alliance find little problems.  Valix attempts to move his troops forwards together in a measured advance but Vai’s point blank ordnance blows holes in their lines and they lack the morale to hold.  The initial campaign is essentially over after that first engagement but final consolidation takes much longer; the scattered native troops constantly reforming, fighting minor skirmishes and then fleeing again to reform in a different configuration elsewhere.  Sadly, a manner of fighting that General Vai’s use of ordnance is less effective against.  Of course, this is all a coda and the ultimate end was never in doubt.

 

TEA Victory!  Natives lose 2 units! TEA gain control of Region 19!

The Bironian Bulwark Civil War

With the mortal threat of the Black Cloud Coalition literally on the horizon, Admiral Kazi of the Order of Sodium fires up the engines of those starships still loyal to him and takes to the sky above the sky. But he is not the only Bironian to do so, and Bironian forces belonging to the Neon Syndicate, aided by Hǎi Píng of the Black Cloud Coalition, rapidly dismember what little defense the Loyalists can put up. It might have been a more protracted battle had Kazi not been, in a shocking turn of affairs, abducted directly off his flagship, leaving his outnumbered forces in disarray. Syndicate orbital superiority is trivially achieved and the pirates begin broadcasting jamming signals to interfere with Loyalist coordination on the “ground”.

 

Archknight Yanji Argon faces odds no less stacked against him as he attempts to defend the Biron Crosspaths from the onslaught of pirates and traitors, but a knight who returned from death surely cannot fall here, not now! Captain Jie Meifeng’s piratical air force attempts to push the Loyalists to their breaking point, exploiting their greater maneuverability and space support to strike from nowhere and vanish just as quickly, but the Archknight’s defenders are at first able to keep up with the assault, and it seems as though Fate might agree with Yanji. But as the civil war rages on, it becomes evident that he cannot be everywhere at once, and with the House of Lithium refusing to provide aid, his forces are too exhausted and outnumbered to continue. Though the Loyalists inflict favorable casualties and suffer few themselves, these tactical victories are insufficient to stop one strategic breakthrough after another, one small group of Knights perhaps left encircled on a lesser airship while another might be overrun in the streets of the Flagstone as the Coalition forces steadily move inward. There is no formal capitulation: when Jie Meifeng reaches the Council chambers, the Archknight is already gone.

 

The Neon Syndicate, assisted by BCC, is victorious in the Bironian Civil War! BIR loses 1 space unit! BCC loses 1 ground unit! See Terror for further events in the civil war....

The Radiant Republic of Erisdor invades Eskor (Region 30)

A minor Radiant Republic Captain has his chance for glory when he is put in charge of the Erisdor space fleet.  No substantial opposition is expected from the collapsing Union of Eskor, and these expectations are met.  Still, the Captain does a competent job of securing the space and of supporting the ground troops and a promotion isn’t unthinkable.

 

On the ground, Aine Uistein (Mil 9) leads three Republic units in a series of meticulously planned attacks on regional government offices and centers of civilian control, attempting to first paralyze and then control the organs of government. The Starborn Champion (Mil 8) and the three units of the Starborn Disciples stand in the Republic’s way - a priest of the Fallen Star, self-appointed guardian of the Cult’s truth, and farmers, millers, sailors and soldiers alike who rose to support him as his Starborn Disciples. He is not unused to combat, and his forces’ survival of the chaos in Eskor can attest to their discipline and ability.

 

The Starborn Disciples put up a good fight at first, using the dense and confusing terrain of the orchards to lure in and trap small Erisdor forces, but they prove unable to weather orbital fire support for long. With no ability to contest the Radiant Republic’s space superiority, they are gradually driven back, hedgerow by hedgerow, in a series of suburban skirmishes. With fighting nearing the capital and two-thirds of the Disciples killed, wounded, or missing, Aine Uistein offers the opportunity to preserve what is left of Eskor, and after negotiations, the Union accepts. Republic troops enter the Union capital without firing a shot, annexing another member of the Elect.

 

RRE victory! RRE loses 1 unit! RRE gains Region 30! RRE Impresses Region 30's Government!

The Fiorid Principality of Verdalfheim invades Region 35

With full control of the Verdalf forces, Arni dei Fiori (Mil 9) seizes upon this opportunity to claim the southern peninsula beyond the Mezzavegg. The are supported by Hinrik dei Fiori (Mil 5) and the full power of the Principality space fleet.

 

The southern combatants (in as much as they could even be considered combatants) are nominally under the command of the Son of Dejan. Their defense forces are comprised of four volunteer legions, though their training has atrophied over years of peace.

 

Arni dei Fiori [ALF] leads his troops in Relentless Butchery (+20% enemy casualties)

 

Orbital bombardment begins before the southern forces are even aware of the invasion. The fleet takes out communications arrays and command posts ahead of the ground invasion. Fortifications along the Mezzavegg fell within hours of the initial bombardments. By the time the Son of Dejan was able to muster any real resistance they had already retreated halfway across the region. Arni dei Fiori had prepared for a full six month campaign. He had expected to have to slowly and torturously carve his way south. He relished the thought. Instead when he went to meet the Son of Dejan on the field on the second day of battle the southern forces crumbled. The best of them had died in their beds the morning of the initial bombardment. In his own way, Hinrik had the last laugh.

 

ALF Victory! Natives Lose 2 Units!  ALF gain control of Region 35!

Eilif Dhaoine invades The Flowering Lands (Region 42)

Eilif Dhaoine invades the Flowering Lands, once controlled by the Cerulean Kingdom.  While Queen Ausiliatrice Vitelli once ruled, those of Eilif Dhaoine find only the Queen's Deputy struggling to hold things together with minimal backing from local leadership, and only a ragtag group of militia to truly keep the area safe.  Still, that ragtag group on the ground is able to push back against Giomad of Fairnead's orders to bleed the defenders dry!  Yet, Podrick Ceave is undefended against, and has clear ability to make a careful advance; once in position, responding begrudingly to Giomad's command, Ceave and their ships are able to turn the tide easily within Eilif Dhaoine's victory.  It seems that the Cerulean Kingdom would sail among the Elect once more... under new leadership: Clagath of Deargabh.

 

ELD Victory! No units lost. ELD gains region 42!

The Durats of Burtzlund and White Pawns invade Region 110

In a coalition of forces, the White Pawns and the Durats of Burtzlund work together to acquire the Firmament colony (110).  Captain Sekira's leadership and the Durats eagerness results in some miscommunications on how tactics are handled, allowing for the vaunted Techrunner and their Minosian Defenders to seem to have the upper hand as the measured advances of both armies circle each other in a deadly dance on the ground.  Ultimately, however, with the aid of the White Pawns and Durats bombardments from uncontested space, the Techrunner has no choice but to surrender the Firmament to Captain Sekira's command... a command that is promptly turned over to the Durats of Burtzlund.

 

WTP + RAT victory! No units lost. RAT gains region 110!

The House of Fire invades Region 81

The House of Fire makes inroads to attempt to claim the relatively small Mekhalan colony to their northwest.  Their endeavor to do so, led by Turtanu-Ziqpu Ra'ima, is swiftly met with an understudy of the still-captive Litigator Prime, a commander who simply refers to himself as The Clerk.  Ra'ima is quick to order their space units to maneuver in the practiced manner of In the Light of the Chastising Stars, which has the Clerk's ships chasing them every which way at first... but the battle sharply turns.  Rather than missiles or laser-fire, the Clerk's ships broadcast debilitating electronic warfare; lengthy user end agreements that have to be read before every round of House of Fire missiles can be fired, terrifying cease and desist orders with so much verbiage and consequences that even the trained forces under Rai'ma's command are confused and broken.  One ship's captain becomes so annoyed, she doesn't bother to read the terms of the contract in front of her and just scrolls to the end and - apparently - clicks 'Accept'.  Her ship blows up, and her entire crew is lost.  Only from the remains is the House of Fire able to piece this together later.  Thoroughly frustrated, and fearing further reprisal, Turtanu-Ziqpu Ra'ima orders a retreat; ship crew avoid the commander for days, hearing the constant frustrated mutterings of "Lawyers!  They fight with Lawyers!  That's a war crime!"

 

Defender victory! HOF loses 1 Space Unit.

The Dwarven Industrial Coalition invades Region 95

Fresh from victory in the Great Bar Brawl antispinward of the Central Claims, Dr. Horace Thorn returns to the Industrial Coalition's capital with a second round of aggression. Aiming to secure the space between the Central Claims and the new exclave, he launches a surprise attack on the region in between, bombarding them with drones and missiles in a devastating first strike. Despite suffering substantial losses, the defenders put up a good fight, with their commander singlehandedly destroying a number of dwarven ships in close-range combat. Unfortunately for the region's independence, however, their tactical victories do not equate to strategic success, and the tempo of the campaign is always set by Dr. Thorn up until the very last note.

DIC victory! DIC loses 1 space unit! DIC gains region 95!

Basu-Rahaman Presents: Live Reports on the Veehran Conflagration!

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"This is Janni Rasan, with Basu-Rahman Group coming to you live from the ground on Veehra, where local politics are boiling over! We have reports of multiple factions condensing like so little rain here on Veehra."

"That's right, Janni. I'm Rimble Task, your eye in the sky. Things are really kicking off here in orbit. We have three fleets competing for control! The first is commanded by God-King Okan Kiniun himself."

"I wouldn't want to tangle with him."

"No, you wouldn't Janni. They don't call him God-King for nothing. He has clear control of the field despite fielding comparatively few ships. Seems like he's really setting the tempo up here." Rimble pauses for canned laughter to play. "But seriously, this is no laughing matter. The Arvaxine Populate has fielded their own fleet, led by an unknown commander."

"Sounds like a rough first day."

"Too true, Janni, too true. Despite a numerical advantage, the God-King just has them out maneuvered. But wait? What's that? Emperor no, it's..."

The feed cuts to static briefly.

 

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"Sssnake newsss, with your hossts, Snaka Sela and Hashu Tend! We've interrupted local broadcasts to bring you LIVE SNAKING SNEWS from the war front. Our glorious champion, Void-leader Seraphine, is commanding the combined forces of the Twilight League, the Soom-Clan Marauders, and our glorious Sorcerers of New Kaldora. After weeks of feinting and mind games, the real engagement has begun. Coalition forces outnumber the so called god-king and Arvaxine forces combined. It seems superior tactics only go so far against superior numbers."

"It's hard to get a clear view of the action, but Coalition ships are engaging the Cloudburst Confederation's fleet at close range. Those are New Kaldoran pleasure yachts, right in the thick of it. They truly are the bravest of us, Snaka."

"We are truly blessed to witness this today, Hashu..."

 

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"What do you mean they overrode the feed? *****ING FIX IT."

"AND we're live! We seem to be having technical trouble, but right now we're getting reports that some psychopathic sorcerers from New Kaldora have crashed their yachts into the God-King's personal ship. The Cloudburst forces are scattering under heavy losses, and even the Arvaxing Populate forces seem cowed by this act of... terror."

"Rimble, I'm hearing reports that escape pods were seen descending towards the planet. It seems that God-King Okan Kinium has survived against all odds."

"That's a ray of light on this dark day, Janni. I'm hearing that Void-leader Seraphine has issued a statement claiming orbital control, and it seems like no one is left to challenge her. In the aftermath it seems that the Sorcerers of New Kaldora and the Cloudburst Confederation have each lost a fleet, while the Arvaxine Populate space forces have managed to withdraw with no losses."


TWI/SCM/SNK coalition wins the Veehra Space Front. SNK and CBC lose 1 unit each.
 

"We're going to go ahead and cut to our informant on the ground outside our Veehra base in [Region 55]."

The feed cuts to screams and explosions, before immediately returning to Janni.

"Sorry, it appears the orbital bombardment has already begun."

 

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"We've got a fresh sscoop from our informants embedded with Soom-Clan infantry. They've crushed Antithotron's resistance and seized the region. It seems they picked up new allies in the righteous armies of High Ishtanos, who are in this war to crush that fake news organization, Basu-Rahman Group, for their insulting advertising and frankly subpar reporting. Warlord Sigrid lead the coalition through a chaotic situation on the ground, as Arvaxine Populate forces seem to have made a play to capitalize on the destabilization of the region before being smashed out of the way."

"Orbital support really took Antithotron's artillery to task here, Hashu. They weren't able to put up nearly as much of a fight even when they could decide who to shoot at."

"And I don't think the Warlord ever had any intention of letting them sort it out."

"She did not. Her forces smashed the opposition lines like it was just another training exercise. In the end Antithroton chose to surrender to Ishtahn forces, probably hoping they'd be more merciful than the Warlord."

"They're probably right."

SCM victory! Defenders lose 2 units! SCM loses 1 unit! ISH loses no units! AVP loses 1 unit! SCM gains Region 55! SCM captures Antithotron!

 

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"It's been a rough few months here on Veehra, but we've finally got some good news. Our live thick-of-the-action crews embedded with Count Federico of [Region 56] discovered a scandal cutting to the very core of this conflict! The Metagenic Turk, a supposed genetically engineered automaton, predestined for this battle, is nothing more than a drone! Our brave reporters have tracked down it's operating crew and ripped the lid off this deception.

"Furthermore with the deceit revealed local support for the Turk has crumbled. Their troops deserted in record numbers, but not fast enough to keep from locking the Soom-Clan forces in a classic Veehran quagmire. Taking advantage of distracted coalition space forces and the slow Soom-Clan troops, General Olodolo of the Cloudburst Confederation was able to seize the capital, establishing control of the region. From there General Olodolo was able to rally his troops, and in the end Yaki Soom and Count Frederico were forced to withdraw!

CBC victory! Defenders lose 2 units! SCM loses 1 unit! CBC gains Region 56!

 

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"We have new reports that a detachment of the pathetic forces of the Cloudburst Confederation has gotten lost! Yes, so-called 'Prince' Aki Kinuin has taken his royal guard to fight stubborn fishmongers on the northern seacoasts. Has nobody told him where the war is, Snaka?"

"Haha, clearly not, Hashu, but not only has he wandered away from the main fronts, the prince was soundly thwarted by the Grandmaster."

"He lost to fishermen?!"

"That he did, Hashu! The Grandmaster clearly has a well-deserved reputation, and the whole series of battles played out as if the Grandmaster was guiding both sides. The little Prince never missed a chance to misstep, and with Void-leader Seraphine still controlling orbit there was no hope of air support. Eventually the Grandmaster's forces trapped the royal guard in a basin and was able to blast them back to Agbada."

 

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"We've learned today that Prince Aki Kinuin was able to escape from [Region 53] with a handful of troops despite heavy losses and make it back to Cloudburst Confederation holdings. Our thoughts and prayers are with him and his family in this trying time."

 

Defender victory! CBC loses 1 unit!

Units Raised

ARV raises 1 ground unit and 2 space units. AVP exceeds its unit cap and loses 1 ground unit and 1 space unit.

COV raises 2 space units

DIC raises 1 ground unit

GLO raises 1 space unit

HOF raises 2 space units

ILU raises 1 space unit

ISH raises 1 ground unit

KRB raises 1 space unit

RAT raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

SNK raises 1 space unit

TWI raises 1 ground unit

 

 

Schemes!

Coercion, betrayals, and spycraft

 

Three Kanites are forcibly ejected from the grounds of the Imperial Embassy in Region 21! Apparently they used the ongoing discussions between White Pawns leaders and the local regional government as cover to acquire passcodes for the Embassy complex and broke in under the dead of night. The White Pawns officially denounce their actions, and they claim they only wanted to learn more about the Emperor’s majesty and long, storied history. The Empire, for its part, seems mildly amused by the attempt, and issues no censure save a restriction on the infiltrators returning to the Embassy. A warning is issued, though; further offenses will not be treated so leniently.

 

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. The chief linguist from Coedd at the Arkhive now wears a badge labeled “Chief Spy.” Coedd openly gains one Contact in the Arkhive Æternal

 

In what might be seen as potential future retribution for the Khylokian assaults on Biarbu Electronic Edibles harvesting operations, the Biarbu Society begins recruiting citizens of the Reign of Blood sympathetic or bribable enough to cooperate. BRB openly gains one Contact in KRB

 

A series of what the Glix government dubs “anti-burglaries” takes place in Parrot’s Perch, targeting members of the Ancestral Queens cult. Nothing is taken, but something is left: Audiobooks and hand-drawn schematics describing the science and construction of watercraft (along with what appear to be notes on chemical biomarkers and pheromone communication). The Combined Commonwealth of Glix gains the Wet Navy Ships technology!

 

In the wake of the Dhaoine’s invasion, the locals of Region 41 seem frightened enough to search for a foreigner to counterbalance their new rulers. GLO gains control of TP 2 in Region 41 for Uniforms

 

With the Union and others regarding the region with skepticism, labor exporters on Veehra move towards closer relationships with the Glorious Purifiers. GLO coerces TP 2 in Region 70 for Corvée Labor

 

Terror!

Violence, upheaval, murder, and destruction

 

On behalf of the Fiorid Principality of Verdalfheim, a small fleet of ships led by Barun khysee-Guyu of the Khylokian Reign of Blood is sent to a designated rendezvous point near Sansar. They soon receive garbled radio contact ordering them to leave the Elder Blood dossier onboard and disembark, and the Khylokians exit once again for Mekhala. Careful observers witness a small shuttlecraft depart shortly thereafter from the underside of Firmament (corresponding to Region 109). It travels to the rendezvous point, disgorging a number of bulky, ambiguously humanoid figures who spacewalk over to take control of the Khylokian ships. Careful and uncareful observers alike note the violent departure of the commandeered ships shortly thereafter, blasting up and out of the orbital plane into deep space, followed by a second automated shuttlecraft departing Firmament: this one travels downwards to Sansar, landing near Radicefst and opening to reveal Eydis dei Fiori, who has to be cut out of the pile of seatbelts and straps holding her in place for re-entry.

 

With the knightly orders of the Bironian Bulwark in disarray following their defeat at the hands of the Black Cloud Coalition, the leadership of almost every warring faction falls into chaos….

Archknight Yanji Argon has disappeared! Rumor claims that as the battle turned against him, he escaped the Biron Crosspaths by secret tunnels and fled to Anjahar, concealing himself in a shipping case of synthetic protein. However, no one in the victorious Coalition, the defeated Bulwark, or the Eucrus Alliance can confirm his location. For now, he seems to have vanished from the face of Tekhum….

Admiral Kazi of the Order of Sodium has been abducted! Bridge crew on his flagship noted an unusual silence coming from his quarters, and after receiving no response to knocks, entered to find a Bironian-sized hull breach to vacuum and the Admiral gone! At first assuming an assassination, the flagship scanned for evidence of the culprits, but instead discovered the Admiral’s space-suited body being loaded onto a personal long-range space vessel. Pressed by Coalition forces, the fleet was unable to successfully pursue the kidnappers, and Admiral Kazi disappeared, bound for one of the outer orbits….

Neon Syndicate Treasurer Boyin has been murdered! A small group of Syndicate mercenaries, citing various grievances including dissatisfaction with their pay, breaches security perimeters and breaks into his office, where they hold a kangaroo court to decide the Treasurer’s fate: execution. Remembering the Archknight’s miraculous survival, the mercenaries decide to make doubly sure that the “kingpin” will not be returning, and blow his head off with a heavily modified shotgun before dumping his corpse out of a nearby window into the Cloud Sea. Syndicate security is able to subdue and capture most of the mercenaries, but too late to save Treasurer Boyin….

Of the leaders of the four factions, only General Shi Lithium remains unscathed - and in possession of the Sword of Revolutions, claimed from Yanji in his humiliating leadership duel. Whether this is the power of the sword or merely the whims of Fate is unknown, but with the civil war still unresolved, no one can afford too many mistakes.

 

The Khylokians are intrigued by alien biology, to the extent that it can expand the field of sanguimancy. They collect blood samples of a few avian-like traders, bypassing the more polite consent forms for fluid harvesting.

The Khylokian Reign of Blood sacks TP 1 in Shiwa Yun (Region 6) for Electronic Edibles, gaining 1 treasure. The TP becomes open. BRB spends 1 treasure on their failed resistance

 

Vesperites enjoy varied and engaging pastimes, such as book burning and cattle rustling.

The Twilight League sacks TP 1 in Region 66 for Spellbooks, both spending and gaining 1 treasure. The TP becomes open. 

The Twilight League attempts to sack TP 1 in Ishtahnos (Region 65) for Veehran Aurochs, spending 1 treasure and failing

 

Organizations!

The Imperial Court

The Imperial Court thanks all those who have contributed to the current project of the Imperial College, both in access to records and more substantial research assistance.

ALF has contributed one fluff piece and two actions.

ARK has contributed one fluff piece.

BAF has contributed one fluff piece.

BIR has contributed one fluff piece and two actions.

BCC has contributed one fluff piece and two actions.

BRB has contributed one fluff piece.

CBC has contributed one fluff piece and one action.

COE has contributed one fluff piece.

COV has contributed one fluff piece and two actions.

CUS has contributed one fluff piece and two actions.

ELD has contributed one fluff piece.

FBC has contributed one fluff piece.

GCC has contributed one fluff piece and two actions.

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 and one action.

ISH has contributed one fluff piece.

KRB 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 and one action.

SNK has contributed one fluff piece and one action.
TAV has contributed one fluff piece and one action.

TEA has contributed one fluff piece and one action.

UHS has contributed one fluff piece and two actions.

UNC has contributed one action.

WIC has contributed one fluff piece and two actions.

RAT has contributed one fluff piece.

 

Once again, the Dwarves promise the legend of the Progenitor. Once again, it does not eventuate, and now, it is too late. Though scholars would be interested to hear it, no rewards will be offered to the Dwarven Industrial Conglomerate.

 

The project is now completed, and the promised rewards are shared.

Receiving 1 Treasure: ARK, BAF, BRB, COE, ELD, FBC, HOB, HOF, ISH, KRB, MIR, MSQ, UNC, RAT

Receiving 3 Treasure: CBC, GLO, ILU, LSP, SEV, SCM, SNK, TAV, TEA

Receiving 3 Treasure and 1 EMP Favour: ALF, BIR, BCC, COV, CUS, GCC, UHS, WIC

 

The Empire appreciates the diplomatic outreach of the following…

ALF rises to EMP Rep 1.

COV rises to EMP Rep 1.

CUS rises to EMP Rep 3.

HOF rises to EMP Rep 1.

LSP rises to EMP Rep 1.

SNK rises to EMP Rep 1.

 

Caipe Ushere is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence!

 

The following members of the Elect are thanked for their payments. They have been dutifully logged by the Imperial Tax Collectors.

ARK pays 1 treasure to EMP

WIC pays 1 treasure to EMP

CUS pays 1 treasure to EMP

UHS pays 1 treasure to EMP

MIR pays 1 treasure to EMP

TWI pays 1 treasure to EMP

ISH pays 1 treasure to EMP

BAF pays 1 treasure to EMP

MSQ pays 1 treasure to EMP

BRB pays 1 treasure to EMP

HOB pays 1 treasure to EMP

WTP pays 1 treasure to EMP

 

The following shall know the Emperor’s… displeasure.

Though the merchants of the region of Coedd plead for exemption in the consideration of Coedd’s conduct, their pleas fall on deaf ears. “If you were so concerned with the failure of your overlords to pay taxes,” one memo states, “why didn’t you just pay them yourselves?” COE falls to EMP Rep -1.

It seems the people of Eilif Dhaoine consider themselves above the Emperor’s law. ELD falls to EMP Rep -1.

No amount of financial trickery can disguise that the Federation of Badalian Chaebols did not pay so much as a kroesid to the Empire. FBC falls to EMP Rep -1.

The project of human improvement is no excuse to neglect worldly affairs. UNC falls to EMP Rep -1.

Republican sentiment is perfectly acceptable, but neglecting Imperial taxes is less so. RRE falls to EMP Rep -1.
Diplomatic outreach from the Fiorids offsets the displeasure of the Court for their failure to pay taxes. ALF remains at EMP Rep 0.

It does not matter how nicely appointed their ships are, the Glorious Purifiers still neglected to pay their taxes. GLO falls to EMP Rep -1.

It seems the Cloudburst Confederation have mistaken the hiding of the sun’s gaze by the clouds for hiding the gaze of the Empire. CBC falls to EMP Rep -1.

The Empire is less than impressed with the decision of the Arvaxine to fight wars rather than pay taxes. AVP falls to EMP Rep -1.

Much like with their promised mytho-histories, the Dwarves fail to deliver. DIC falls to EMP Rep -1.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

SCM rises to WTU Rep 1.

CAS rises to WTU Rep 2.

 

Inspectors will deliver their reports once they are tabulated. In the meantime, records are published of where has accepted inspections, and where they have been rejected.

ARK welcomes Union inspectors

BRB welcomes Union inspectors

GLO welcomes Union inspectors

DIC welcomes Union inspectors

SCM welcomes Union inspectors

RAT welcomes Union inspectors

RRE welcomes Union inspectors

CBC welcomes Union inspectors

GCC welcomes Union inspectors

CUS welcomes Union inspectors

BCC welcomes Union inspectors

LSP welcomes Union inspectors

SEV welcomes Union inspectors

MIR welcomes Union inspectors

BAF welcomes Union inspectors

UNC welcomes Union inspectors

RRE welcomes Union inspectors

 

Coedd’s silence is not received favorably, but ultimately the merchants are the ones whose conduct the Union is interested in. COE accepts inspection.

 

The Union is unimpressed by the response of the United Houses, but technically, their clerks concede through gritted teeth, they do have a duty to demonstrate qualification in the location of their intended inspections, however odious they find them. UHS is considered to have delayed their inspection, but will likely be looked on unfavourably.

 

The Union does not take kindly to being given the run-around; theirs is a moral mandate, not a legal one. Still, the desired forms will be obtained. ILU is considered to have delayed their inspection, but will likely be looked on unfavourably.

 

Without access, permission for inspections is meaningless. ALF is considered to have refused inspection, and loses 1 WTU Rep.

 

RRE spends a Diplomacy action to enact workplace reforms. This will favourably affect their inspection.

 

RRE gains 1 treasure for raising an Arcology

BIR gains 1 treasure for raising an Arcology

BAF gains 1 treasure for raising an Arcology


The Basu-Rahman Group

The Houses will be well-informed. UHS goes into one favour debt with BRG.

 

The Basu-Rahman Group opens its offices to certain interested parties…

ELD rises to BRG Rep 1.

BCC rises to BRG Rep 1.

SEV rises to BRG Rep 1.

UHS rises to BRG Rep 1, spending 1 Treasure.

 

Badal has become a hotspot for Basu-Rahman media, and a planetary subsidiary is created- Perfect Media, a company dedicated to showing you the true potential of all sophonts. Building A Better You, Together.

UHS submits their media support to Full-Spectrum Media Packages. UHS gains 2 Treasure and rises to BRG Rep 2.

BCC submits their media support to Full-Spectrum Media Packages. BCC gains 2 Treasure and rises to BRG Rep 2.

BRB submits their media support to Full-Spectrum Media Packages. BRB gains 2 Treasure and rises to BRG Rep 1.

 

The Bugulon Fighting Network, previously a niche survivalist channel, suddenly skyrockets under joint Eilif Dhaoine and Basu-Rahman attention to become a local news hub. FIGHT BUGS! ELD submits their media support to Full-Spectrum Media Packages. ELD gains 2 Treasure and rises to BRG Rep 2.

 

ILU demands that BRG issue an apology for the now infamous “elf slaves” advertisement, signed also by TEA and RAT. An official statement is being prepared.

 

Renown

The pirate life is more than just romanticized; it is now seen as the ideal by many across Tekhum. BCC rises to Renown 4.

There is a reason that they are called the Glorious Purifiers. GLO rises to Renown 3.

Hunkering down in a fortress does little to change minds of those who dismissed the Glix Commonwealth previously, but it is still impressive. FCC rises to Renown 2.

Bafatis colonization efforts will be well-equipped, which intrigues many. BAF rises to Renown 3.

It is difficult to find glory while hiding from the sun, but the prowess of the Cloudburst Confederacy still turns heads. CBC rises to Renown 2.

The Soom-Clan Marauders, previously largely quiet, stride into moderate fame as exemplary warriors. SCM rises to Renown 1.

Badal is not a place that lends itself well to traditional terrestrial fortification, but the United Houses of Senkar have managed it. UHS rises to Renown 1.

Shades of flashing neon on the Bironian arcology draw in attention, and distract from civil war. BIR rises to Renown 1.

An ancient Imperial saying (allegedly) has it that even a pawn may become a queen, and the White Pawns are moving towards that goal surely enough. WTP rises to Renown 1.

Though space battle is colder and less personal than the war on the ground, space war has still brought the Twilight League to the attention of many. TWI rises to Renown 1.

 

Though Coedd may seem vibrant, terrible things lurk in the shade. That they are invited does not make them less terrible. COE drops to Renown 0.

Though the mighty deeds of the hunters of bugulons carried them to fame, it seems that cooler heads prevailing has reduced their stature on the interplanetary stage. ELD drops to Renown 3.

Snake News is very popular on Veehra, but, perhaps counter-intuitively, it draws eyes away from New Kildora and onto the objects of their reporting. SNK drops to Renown 2.

Aggressive interplanetary action may have propelled the Illumined Utopian forward, but it has done little to keep them in the limelight. ILU drops to Renown 2.

The Biarbu keep to the shadows, which makes it hard to stay seen. BRB drops to Renown 1.

Solid performance really isn’t flashy, and that does matter for the fame of Wicklund in the long run. WIC drops to Renown 1.

 

The Iron Masquerade’s fortress is interesting for some, but nothing novel in the landscape of Veehra. MSQ remains at Renown 2.

The delight and joy the Llort seem to take in the spotlight keeps all eyes on them. LSP remains at Renown 4.

 

Bonus Renown is no longer available in Badal, Veehra, or Mekhala for the Raise Fortress action.

Bonus Renown is no longer available on Veehra for the Found Holy Order action.

Bonus Renown is no longer available in any orbits for Cultural Identity, Organize Faith, or Construct Arcology actions. Bonus Renown is no longer available in any orbits for battles.

 

Bonus Renown is still available for Great Works in all orbits. Bonus Renown is still available for Fortresses on Sansar.

 

Other…

Following the untimely death of former High Siifoh Ssilaan Tikaar, the Syyvine Hydra selects a new High Siifoh, one known for outspoken isolationist views. Though remaining among the Elect, Nadiratna closes itself off to the outside worlds. Nadiratna ceases to be a player country. Region 68 becomes an unowned region with 3 units.

 

With government attention consumed by staving off ecological collapse in the Ethen Retreat, the Ethen Guard likewise undergoes its own inward turn. The Ethen Guard ceases to be a player country. Region 93 becomes an unowned region with 2 units.

 

The collapse of several Elect countries, and the violent conquest of two others, leaves a power vacuum for new Elect to emerge. The Shattered Coven swiftly comes to prominence in Mekhala, but others may soon follow….

 

After years of intense internicene fighting, the Merely Players have re-emerged on the solar stage! MRP regains The Globe (Region 98), and all faction supports and one Trade Post therein.

 

Headmistress Elsith Relg puts out a request for new students and skilled lecturers at the Old Tavisham Academy!

 

The Sssorcerersss of New Kildora found SSSNAKE NEWSSS, an independent journalisssm foundation with Veehran ethicsss and integrity at itsss heart!

 

With the ascendancy of the Cloudburst Confederation over Region 56 and the defeat of his Soom-Clan sponsors, Count Federico and his household retreat to Planum Khassia alongside Yaki Soom. Despite the defeat (and some early skepticism over his credentials, raised by the live Basu-Rahman camera crew following him around at all times), he remains incredibly grateful to the Elect who backed him. Messages of thanks to all those who offered him sanctuary are dispatched and Chieftess Varsa Soom is offered her choice of his son or daughter, Leopoldo or Cosma of Region 56, in dynastic union. The Soom-Clan may gain a weak marriage claim to Region 56 as a non-action this round, by marrying into Count Federico’s family!


The magical practitioners sent by the Iron Monarch to investigate the Great Western Waste’s temporal anomaly return to Narsai as stymied as the Castaways’ own temporal researchers. The unexplored magical angle shows some promise at first, but skill in soul-binding proves difficult to transfer to time-binding, and some of the investigators begin to suffer from extreme cases of time blindness and deja vu after long weeks spent studying the Loop. Their most important conclusion is simply confirming that the phenomenon is bizarre and probably unique in Tekhum, and that it could potentially be magical in origin, though if it is sustained by magic, the technique is totally unfamiliar to the Masquerade.

 

The Usheret novelist gratefully accepts the chance for a speaking tour in the Arkhive. Though not a Coedd worshipper himself, he sees no reason to turn down interplanetary fame (or his speaker’s fees).

 

An international research team, headed by one Dr. Otara, has released the most complete computer simulation of the formation of Tekhum to date. Amazingly, their model explains various well-known orbital irregularities and gravitational disturbances by suggesting that an eighth planet, nicknamed “Planet VIII”, formerly orbited Ophon within the orbit of Badal. Objections pour in from two different academic camps, firstly that an entire planet could not have been so completely destroyed without leaving any trace and secondly that the immense tidal forces in such a close orbit of Ophon would surely have shredded Planet VIII before it could ever have gravitationally affected the other planets. The debate seems only to add to Dr. Otara’s fame, though, and she is soon offered interviews on media stations across Tekhum.

 

Newly placed Utopian customs officials in the Wyrmlands confiscate a padlocked suitcase containing a three-pound hard drive, which is found to hold software programs for a truly staggering number of interactive 4D holo-novels depicting intimate relations between various Elect heads of state. At least half of these involve both Captain Jié Měifēng of the Black Cloud Coalition and Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere, but no adult king or president is spared. The suitcase’s owner, a thoroughly embarrassed middle-aged Cannorian, denies any knowledge of the software, saying he was merely transporting the suitcase between mutual friends of his and was told it contained sensitive business documents for their planned lithium mining operations.

Edited by Minescratcher452
KRB and ILU units (see edit history)
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Actions:

 

[Dip] - Raise EMP Rep to 3 vs TN 14, success

The office of the Voice has been vacant for too long. Perhaps, had the old man still been around, some of the chaos that Tangata found himself in would not be so. Still, despite fond memories and simpler times, the role cannot be filled by a kanmarra in induced medical stasis--no matter how venerable.

Kaia Tareta is brought forward as the incumbent. With several recent tours under her belt, and a current position in Medical Research and Development as a lead scientist, she seems to be a promising replacement, and likely the first Imperial Senator from the Eucrus Alliance, should their application be accepted. If only she had Taio's experience to go with her intelligence--but only time brings wisdom.

 

[Dip] - Sway 105’s Government vs TN 12, success

Discussions continue about how best to move forward. While the restructuring of the space station's command structure begins, officials from Anjahar are installed in key points amidst the control center, engineering, and life support systems--learning what they can about the station's current capabilities--and how far they can be pressed in an emergency. Debate is ongoing on whether the station falls solely under the purview of the military, or if they should be afforded the same rights as the other aerostats.

[Mil] - Attack Region 022

Space Front: Subcommander Kore Taumata delivers one unit to coordinate assaults with the Illumined Utopian!
TacDoc: N/A -- Yielding Command to the Illumined Utopian
 

Ground Front: General Mata Vai commands 2 Ground Units. (Mil 8)
TacDoc: Point-Blank Ordinance (+2 Battle, +10% enemy casualties)
Total Battle Roll: Mil 8 + 2 Units + 5 (Rapid Redeployment from ILU) = +15 (+17 on TM success)

Mata Vai will accept the surrender of any notable commander or subcommander. Prefer to capture over kill, otherwise.

With the blessings of the Eilif Dhaoine and the assistance of Kan, Alliance military begin to mobilize in order to establish a new haven on Sansar’s soil.
 

By the time the ships are loaded for bear, word reaches officials of dissent among the strangest of places—Sansar’s plant-based polity. Tensions due to diplomatic snafus are eventually smoothed over, but there is some potential for unrest as the fleet proceeds. Is this truly in the best interest of the Alliance?


[Mil] - Sacking 3.1 per Imperial Sanctions (Tenfold In Blood) against UNC. Spending One Treasure. -1 Renown to take Everything Not Nailed Down (Gain 1 Additional Treasure)

The Imperial bounty is something of a surprise in its harsh and uncompromising nature. It is not a matter of the Alliance's typical foreign policy to act as an arm of the treasury. While the matter is still in committee, rogue elements see fit to act upon the promise of untold favor within the eyes of the Imperial Court. A squadron of Uhrayan irregulars, coaxed by the false promise of Xiitism, take off toward UNNCLE's Control Center without approval from Anjahar's High Command.

With the bulk of their forces already arrayed off-world, Anjahar can only sit and wait--and deliberate how to handle the fallout. Public statements do not portray this as a dereliction of duty to the outside world--instead speaking of the operation as an Imperially-sanctioned seizure of goods, with proper Imperial magistrates involved in any investigation of taxes owed, back penalties, and a full accounting of items seized.

 

[Fai] - Adopt Soul’s Expression as the State Religion. All other religions are at Minority, no unrest rolls required!

The Protean Paradigm has been largely subsumed into aspects of the Soul’s Expression. Mastery over self, evolution beyond nature’s designs—these things are now seen simply as key expression of one’s soul.

Elder kanmarra, particularly those pioneering biomedical research, cannot help but feel as if they have lost something as the Paradigm’s importance wanes among younger generations.
 

 

 

image.png.36f3e5a80228dcffe69c72f4b0a2965f.png

The Eucrus Alliance
Capital: Anjahar (Region 11), Badal

 

Archon Tangata Roa
Dip 8 (+1) | Mil 6 (+1) | Econ 3 | Faith 2 | Int 2

Navarch Tuahine Roa

Dip 2 (+2) | Mil 4 (+1) | Econ 2 | Faith 4 | Int 3

Non-actions:
  • Resist any conversions in Region 11
  • Resist any buyouts of 11.1 or 11.2
  • [HOB] Waive resistance roll against Mercantile Sway/Impress against Region 11 (allowed per Discord)
     
  • [ELD] Support ELD's buyout of 11.3 while we still have control of our merchants.
  • [ELD] By Embassy: Send Eilif Dhaoine the following techs in exchange for Wet Navy Ships: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles.
     
  • [BCC] Attend the Bironian Bash as a non-action, providing medical support to injured participants.
     
  • [WTU] Permit workplace inspections

    Despite the recent and troubling political affairs, an obligation is an obligation. Inspectors are allowed into Anjahar with no resistance by local officials. They are given leave to view the central thoroughfare--and more intrepid inspectors are given access to pressurized diving equipment with magboots. These access the oft-submerged factories on the outer rim of Anjahar. It is explained to officials that these working conditions are far less dangerous for kanmarra than humans (who require the aforementioned equipment)--and that only kanmarra are allowed to work inside Anjahar's industrial complex.

    Inspectors are also permitted to view aerospace factories within Uhra--along with a record of safety infractions under the Neon Syndicate's care, and detailed action plans on how to fix such under the relatively new stewardship of the Alliance. These records are given in full transparency, with a plea for understanding that efforts are still ongoing in fixing what was purposefully broken under former leadership.

     
  • Respond to Sansarite Aggression

A Message To Sansar's Elect

War. War never changes.

In lieu of a paper missive, a live feed is sent to each of the nations of Sansar. A single kanmarran towers in the view of the camera, nearly three meters tall. Scars line the whole of the right side of his face--extensive to the point where one could likely surmise that his right eye is either a transplant or prosthetic. He wears what looks to be kanmarran military dress under a suit of light, composite armor that supplements their natural exoskeleton without compromising movement--this does not appear to be a girding for war, but almost a cultural standard among military officials. The heir presumptive to the military council, Tuahine Roa, was seen wearing much the same at the First Hexennial Banquet--despite the latter being a much more peaceful affair.

As he speaks, the words are clearly translated into the native tongues of their recipient nations by a third-party software--presuming that the nation in question does not prefer the lingua franca of Low Imperial in their day to day conversations. The gift of the ArkHive's xenolinguistics database at work. 


"My fellow Elect,

I am not one for sophistry or prose, so I first beg forgiveness in my candor. We kanmarra are honest to a fault. I would prefer to speak in a way that honors your rights as sovereigns of Sansar--and so I shall cut right to business as heads of state. 

Over the last few years, the Alliance has expressed interest in gaining a foothold on Sansar. In the initial planning stages, several favorable sites were brought to the attention of Anjahar. However, given the recent political upheaval to the East, and the less than hospitable manner of the Fiorid Principality, we turned our attentions to Zabava and Erebuus.

To this end, we have spoken with representatives of Kan and Dhaoine both, seeking to gain a foothold on a new world. We realize the controversy that this brings, given the summit at the Aonach. However, we wish to impress upon concerned nations that our decision to occupy a region of eastern Zabava was not done recklessly, nor without oversight.

Let me be plain. The people of the Eucrus Alliance do not wish to threaten the sovereignty of any of Sansar's Emperor-blessed Elect. We have poured over the records submitted to the Imperial Embassy of Sansar time and time again, and found no quarrel over the land we wish to claim in eastern Zabava. In this, we hope to avoid the self-same plight that nearly ignited war between the Moonsoul Mountains and the Illumined Utopian. 

What we do wish is that which any sensible being might, when generations of their young have never breathed fresh air without the aid of overtaxed filtration systems. Not a meter more of Sansaran soil would be claimed by the Alliance. 

However, it has come to our attention that the response to our attempt at cooperation has been promises of undue aggression. Distressingly, it has come to light that there have been whispers of attempts to murder Eucrusian officials.

 

Let me reiterate that there have been no outstanding claims upon the soil there, nor anything resembling a unified government upon said land that would merit this promise of retaliation against us. If the concern for a military campaign is what prompted this notion of terror, then we can pursue alternate arrangements.
 

However, the Alliance is also willing and able to provide records of our prior military engagements--casualty reports and measures taken to ensure that the loss of lives in our bid for expansion would be kept to a minimum--as much as such is possible in matters of war.

The Eucrus Alliance would propose, with the blessing of Sansar's member-Elect, a sponsorship under the Eilif Dhaoine under the same binding agreements as you have proposed to the Illumined Utopian.

With all of this in mind, however--If violence is the will of Sansar—should One speak for All? The Alliance will withdraw its claim and bear this in mind for generations to come, shaping our outlook on foreign policy with your planet. This is not a threat, simply a natural consequence of failed diplomacy. We do not wish it to come to that--but find it hard to believe that plots of murder are simply the way of doing things upon Sansar.

I will field further questions if necessary, but it is my hope that 'conflict' can end before it begins." 

 

 

Resource Tracking

Stat Changes: +1 Dip, +1 Mil
Treasure: 3->4 ( 1 Spent, +2 pending Sack)
Organizations: +1 EMP Rep (Possibly +2 Emp Rep, pending Sack), -1 Renown
Faith: N/A
Tech Changes: N/A

 

 

 

 

Name
Sway 105’s Government vs TN 12
18
2d8+8+1 8,1
Raise EMP Rep
17
2d6+8+1 4,4
Sack 3.1
13
2d6+6+1 5,1
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Soom-Clan Marauders
Chieftess Varsa Soom
D5 | M7 | E4 | F4 | I2

News and Rumors
- None yet

 

[Diplomacy 5] Establish Cultural Identity: Desert's Edge (2d8 to Conversions), claiming 1 Renown - The Clans are old, some would say ancient. They have a long history of cultural integration, desert hospitality that inducts others into the family. And the Soom - they've always been at the edge of the Greenlands. They've always had contact with outsiders, and standing ground until others see things their way is a skill their negotiators learned a long time ago.

[Military] Raise 1 Ground Unit - More bodies, more battles to come, more warwheels. The storms continue to roll in. Some of Mraza's old army is reinstated to keep the peace - even if not motivated to fight for the Soom, they would be motivated to protect their own people. Loyalty could come in time. Until then, fewer Soom Partisans would be needed to remain occupying the region.

[Military] Sack Region 70 TP2 [Roll 9, Failure] - Word of strange ships arriving in the north to take people from the surface of the planet off to some distant work colony spreads like wildfire - and that these thieves of flesh were enemies of the Emperor. Seeking glory and backing, Warlord Hur rides off with intent to lay an ambush and put an end to this threat. Unfortunately, the omens are poor and they go home unsatisfied.

[Military] Invade Region 106 with 2 units led by Warlord Sigrid - They crept up in their transports, vacuum suits and bubble-helmets on. They opted for a quiet insertion - no fleet, just a quiet docking to open the door for the main force. The mercenaries of this Moon were numerous and well-equipped - bringing a fleet would only warn them and give them time to prepare. No, Sigrid wanted to catch them with their pants down, and for that a subtler touch would be required: Tactics borrowed from pirate holovids and entry codes acquired with bribery. Against superior numbers, superior tactics would bring victory - and how glorious would this victory be?

Details

Combined Front led by General Warlord Sigrid using Vacuum Adaptation: +2 SCM Units, +10 Commander, total +12. Tactical Doctrine Rust, Dust, and Guts (+3 to Battle and +10% own casualties).

[Military] Destroy Basu-Rahman Group Conglomerate Holdings in Region 55, spending 1 treasure and 1 renown (Scum and Villainy)[Roll 15, Success?] - Varsa Soom leaned upon her staff, setting foot in the Greenlands at long last - this moment had been promised for generations, and she lived to see it. Her eldest daughter had done well in this conquest, and now the moment she had planned was at hand. Offworlders had set deep roots here - and now that the power to remove them was in reach, she would not squander it. Her coterie bore torches, and a long night of silence would follow - a silence that would have more to say than any amount of vapid broadcasting.

 

Non-Actions
- Accept Weak Marriage Claim to region 56 - In the aftermath of the Crater Lake war, though the surprising ferocity of the Agbadan offensive had caught Yaki Soom entirely off guard and Agbadan grip on the Turk's former land strengthened by the day, there was a silver lining: Her secondary goal in the region, unraveling the mystery of Count Federico's broadcasts and achieving an adventurous rescue, had proven entirely successful. Even Warlord Sigrid had been modestly shocked to find out Federico and his family were real people and not some strange attempt at a scam. Even so, with the Agbadan victory to the south the choice is made - as a temporary measure - to provide a plot of land in Mraza "liberated" from its former rulers to the Count and his family. Further, Yaki Soom was seeking a husband, and Federico's offer came at a fortuitous time - she accepted Leopoldo's offer. Unspoken was a wonder that they too might someday reclaim the Count's Ancestral Homeland.

- Pay 4 Treasure to WTU to Repay Loan - Varsa Soom had not realized at first that the suspiciously easy "bank robbery" one of her raiding groups had gone on was, in fact, a completely legitimate loan application process with surprisingly generous terms. Those terms had come due, in time, but the coffers were overflowing and despite everything, Vee had pushed strongly for healthy relations with the Union. Life and politics push one in stranger directions by the day.

- In response to WTU's demands for Input, emphasize Egalitarian Policy - Vee Soom's outspoken support of the Union was well established at this point, but her response to their seeking her input was somewhat confused at first. After all, she'd been seeking their advice regarding labor reform during the ongoing inspections, and to have them ask HER for advice on labor reform shook her faith, just a bit. She wasn't sure. She didn't know. The abduction of people to take offworld as thralls in such a permanent, inescapable sense surely wasn't right, but there was a difference between voluntary attempts at reform and the sort of mercantile coup that WTU proposed within the Demigod's Lands. Vee stepped back from commenting on whether it was right or wrong to forcefully reform Corvee Labor, but instead emphasized consistency - that the WTU should only top-down impose rules that it was willing to apply in an egalitarian fashion. Petty Tyrants like the Demigod might be more vulnerable to such things, but the Union should not impose forcible reform in any way they wouldn't be willing to enforce on a giant like Basu-Rahman.

Embassy Actions
- Loan 1 TP of Energized Chrysoberyl to New Kildora via Trade Route to fulfill SNK's "Crystals" DI.

Ruler Info

Chieftess Varsa Soom
Diplomacy: 5
Military: 7
Economy: 4
Faith: 4
Intrigue: 2

Expected Stat Gains: +2 Military

Heir Yaki Soom
Diplomacy: 2
Military: 4
Economy: 2
Faith: 2
Intrigue: 2

Additional Notes

New Ruler Next Round?
NO

Military Units 5/7
- Warlord Pandar
- Warlord Hur
- Warlord Mun
- Warlord Sigrid

- Carrier "No Truce with the Furies"

Treasure: 5/5
(+1 passive treasure/round)


Relics:
- No

Commanders:
- Warlord Sigrid (General 10; Rust, Dust, and Guts)

Embassies and Trade Routes:
- Embassy with New Kildora

Organizational Overview:
Imperial Court: Rep 0, 0 favors
Pan-Tekhum Workers and Traders Union: Rep 1, -1 favors
Basu-Rahman Group: Rep 0, 0 favors

Renown 1

[U]Temporary Cultural Identity - EMPTY[/U]
[U]Permanent Cultural Identities - EMPTY [/U]

[U]Tactical Doctrines[/U]
- Measured Advance (-10% casualties for both sides)
- Aggressive Assault (+10% casualties for both sides)
- Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties)
- Indecisive Engagements (-2 to own battle roll, -10% own casualties, and +10% enemy casualties)
- Rust, Dust, and Guts (Warlord Sigrid, +3 to own battle roll, +10% own casualties)

Technologies
econ - Dust Hardening, Vacuum Adaptation, Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, and Xenolingustic Cataloguing
mil - None

[U]Ground Front technologies:[/U]
[B]- Man-Portable Weapons:[/B]
[B]- Infantry Equipment:[/B]
[B]- Combat Drugs and Medicine:[/B]
[B]- Armored Vehicles:[/B]
[B]- Field Fortifications:[/B]
[B]- Engineered Combat Organisms:[/B]
[U]
Space Front technologies:[/U]
[B]- Detection and Rangefinding:[/B]
[B]- Ship to Ship Weapons:[/B]
[B]- Orbit to Ground Weapons:[/B]
[B]- Crew and Maintenance:[/B]
[B]- Armor and Shields:[/B]
[B]- Spacecraft Propulsion:[/B]

Either front:
[B]- Electronic Warfare and Countermeasures:[/B]
[B]- Special Forces:[/B]
[B]- Logistics and Morale:[/B]


[B]Trading posts (3 [5], 1 treasure/round)[/B] (mercantile supports: 74)
- 74 (Energized Chrysoberyl) TP1, TP2
- 73 (Silver Serpents) TP2


[B]Official Faith (Mother Serpent)[/B]
5 HS: +1 Battles in Dust Regions
10 HS: Not Set

[B]Controlled Regions, Supports, Holy Sites:[/B]
- 74: Government/Mercantile/Media, Mother Serpent (Majority)
- 75: No Supports, Anticlericalism (Plurality)

 

Edited by BladeofOblivion (see edit history)
Name
Destroy BRG Base in 55, +1 Treasure +1 Scum
15
2d6+9 1,5
Sack Region 70 TP2
9
2d6+7 1,1
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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 Active Mercenaries for hire!
Fiorid Principality of Verdalfheim Active Trade with one of the most quickly growing countries in Sansar!
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 and Rumors

The Durats Expand consolidate power and grow their resources, rumor has it that they aim for a diplomatic thrust to Mekhala.

The Durats are extremely proud of the expansion of the STC, but there is still room the grow. The Durats search for more partners!

With expansion into the Firmament, the Durats of Burtzlund are no longer just of Burtzlund. The fledgling trade conglomeration considers a new title.



Du{RAT} Actions

1. & 2. Economy) The Durats acquire Veehran grains to feed nearby armies - Buyout TP 63.2 and 63.3 (Successes! 16 and 12)
3. Economy) Noble Metals provide value in electronics and merchandise, perfect for merchants. The Durats negotiate with their Union allies to take over management of the trading post - Buyout TP 17.2 (Assisted by WTU, BIR can hinder if they want, then subtract 2) (Success! 18)
4. Military) Raise Space Unit
5. Military) Raise Space Unit

Non-Action) Send the following techs to Fiorid Principality of Verdalfheim by Trade Route

Aclaustrophobic Psychiatry
Algorithmic Imagination
Arcane Amplification
In Vivo Modification
Nuclear Fusion
Xenolinguistic Cataloguing
Badalian Megadirigibles

Non-Action) Accept Pseudogravity Engineering from ALF
Non-Action) Send Stage Trees from TP 110.1 to the Arkhive via Trade Route to satisfy Compost Desired Import
Non-Action) Send Robots from TP 37.2 to The White Pawns via Trade Route as Robot Desired Import
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: 4+1 (s5, s10)
Economy: 8+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 (Waiting for 1 from the empire for historical data gathering?)
Loan Spend Needed: 1
Loan Size Taken: 3
White Guilder: 1.5
Land Units: 2
Space Units: 2
Total TPs: 5 + 3
Treasure TPs: 7 + 3

 

Edited by FriendlyHeadcrab (see edit history)
Name
Buyout TP 63.2
16
2d8+8+1-1 5,3
Buyout TP 63.3
12
2d8+8+1-1 2,2
Buyout TP 17.2
18
2d8+8+1-1+2 4,4
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The United Houses of Senkar (UHS)
Located in: Regions 16 and 13 (Badal)
Faith: The Forever Self
Turn 4

spacer.png

Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 5
Military: 5
Economy: 7
Faith: 4
Intrigue: 3

 

Actions:

1. Diplomacy: Diplomacy 5 special - Create Cultural Identity: Grand Ideals (2d8 to Convert Region actions)

- While their ideals of perfection and grand personalities shaping the face of the galaxy are contained to Senkar for most part, the people of the City of Wonders are energized by the promise of grand future all their own. With their high-minded rhetoric and infectious enthusiasm, the people of United Houses hone their skills of philosophy and religious debating to keen edge.

 

2. Faith: Convert Region 15 to gain a minority of Forever Self (Using ability of Senkar Forum to support Conversion (+1))

- Although their initial efforts to expand their sphere of influence has been fruitless, the redoubled influx of willing spokesmen from Senkar's floating Forums head towards the closest Aerostat currently under the control of Black Cloud Coalition. The people of the pirate armada have accepted their beliefs so far, after all, so hope of further mutual understanding is high among the faithful.

 

3. Faith: Convert Region 19 to gain a minority of Forever Self (Using BRG Rep 2 bonus to use the Media support to support the Conversion (+2))

- The media channels provided by the Basu-Rahman Group provide an excellent opportunity to teach the other nearby Aerostats about the wonders of Forever Self, talkshow after talkshow suddenly revealing the opportunities provided by following one's truest self.

 

4. Economy: Prospect Colony of region 13 (Spending 1 treasure on the roll (+1))

- With the initial colonization of the abandoned Aerostat complete, survey drones and scouting crews are sent out en masse to explore the superstructure in hopes of finding possible resource extractors. No aerostat should be without a resource it can contribute, after all: being entirely reliant on imports has rarely been a winning strategy in the resource-scarce environment of Badal.

 

5. Economy: Buyout TP 3 of region 57 (Supported by the owner of the region (+2), Distance penalty to Veehra (-2))

- Having secured the rights to lucrative deposits of Tungsten from Counts of Mirage, the particularly ambitious Low Court by the title of Ba'al begin to move into these foreign markets.

 

Non-actions:
Permanent: Support conversion of any owned regions to The Forever Self. Contest all other faiths. Contest all unsupported buyouts.

 

A) Support buyouts of UNC and BRB in Region 16

- The wheels of commerce must continue turning, and the fortress-laboratories of Senkar offer ample workforce of trained professionals eager to prove their work. The High Court gladly gives them direction towards select allies in need of their skills, in return for past and future concessions.

B) Allow WTU inspection of Senkar's facilities

- While some of the more snobbish houses may grumble, majority of Senkar's inhabitants welcome the inspectors once the proof of their scientific and medical qualifications has been presented. The laboratory-complexes are spotless and kept repaired around the clock by competent maintenance crews: it would be the height of shame for any scientific mind in the city if en employee of theirs would end up in danger due to poor work environment or malfunctioning machinery. The upwards mobility of the workforce is notable, but the workers sticking to most simple tasks rarely see much in way of additional pay or benefits: the local work culture seems focused on proving oneself.

C) Repay loan of 3 treasure to WTU (3 treasure has been used in previous turns)

- While somewhat galled by the thought that the organization would claim to have the authority to judge them, the Courts regardless pay the fees owed on time and without complaint about financial side of things.

News and rumors

- While Senkar has been spared of conflicts so far, not all reaches of the Empire are so fortunate... and while they feel no personal responsibility to aid every downtrodden polity, the United Houses are not so heartless as to deny refugees for no reason. Accepting the masses of downtrodden and injured from The Glorious Purifiers, Senkar's clinics soon have influx of new patients. Perhaps not all are fit to remain in City of Wonders forever, but those that can fit into the culture are welcomed into the ever-shifting network of intellect and prestige.

- The philosophy of Forever Self has not yet spread much outside of Senkar, but to the surprise of many the Black Cloud Coalition seems to have a minority of believers present in their ranks. While on geopolitical level wary of the pirate armada, the High Court sees no reason to deny the believes contact with their peers, and attempts at discussing possible shifts of philosophy are soon underway between the majority of the faith and their offshoot.

- As the Biarbu give their friendly inquiries amidst the trade going on between the two nations, the traders and some of the adventurous nobles are proven to be a ready (if somewhat lacking) source of information. The politics of the Houses are somewhat byzantine, but it is quite widely known that High Lord is one by merit and might: should another Lord make a bid for control of the city and gain support of the High Court for such an endeavor, legally there would be a debate and vore among the Houses in attendance. Of course, behind closed doors the matters might end up being much more of a concession or matter of quiet assassination: United Houses may allow for any amount of upward mobility, but highly intelligent and driven people will always do what they feel like they must.

The lesser questions get a variety of responses, clearly colored by one's societal position and interest in the particular fields being discussed, but one thing remains a constant: the people of Senkar love a hearty discussion and debate, often possessing strong opinions regarding any given subject.

Leader stats for next round:

Diplomacy: 5
Military: 5
Economy: 8
Faith: 5
Intrigue: 3

Edited by GrimRanger (see edit history)
Name
Convert Region 15 to gain a minority of Forever Self
7
2d6+5 1,1
Convert Region 19 to gain a minority of Forever Self
16
2d6+6 4,6
Prospect Colony of region 13
13
2d6+8 4,1
Buyout TP 3 of region 57
9
2d6+7 1,1
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Coedd

All is Coedd

Diplomacy: 3, Military: 1, Economy: 1, Faith: 8, Intrigue: 8

 

Actions

1) Faith - Conversion in Region 22 - Establish Coedd Minority (Success)

Coedd predicts. non-Coedd meats fights non-Coedd meat. Coedd aids Coedd.

From the personal notes of Garrick Mynqvist, ArkHivist 

A more pro-active approach to the work Coedd has been doing in reparing war damage - Coedd missionaries scamper through the war zone itself, preventing damage as much as repairing it. The civilian population, terrified by the invasion raging around them, make easy converts for the harmless missionaries

2) Faith - Conversion in Region 30 - Establish Coedd Minority (Success)

non-Coedd meats fought non-Coedd meat. Coedd aids Coedd.

From the personal notes of Garrick Mynqvist, ArkHivist  

While over in Erubuus, work continues to repair the damage done by Eskor's earlier invasion. The method is now well practiced and proceeds swiftly - the war damage replaced and numbers swelled by local converts.

3) Intrigue - Secret Action

Coedd/meat reproduction

From the personal notes of Garrick Mynqvist, ArkHivist  

Yet again, a small group of cultists have been dispatched with clandestine orders. Coedd was intrigued by the holovids purporting to show...well..acts, though, and my best guess is that it's something related? I can't be sure.

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

From the personal notes of Garrick Mynqvist, ArkHivist 

The Cult of Coedd is now well established in the reserve and their local leader, Gadear of Craobgra, has taken the increasingly common step of relaying all information he receives as to the working of the Elif Dhaoine back to Coedd. In this he has been aided by a small number of mercenaries (pirates? raiders? call them what you wil) who have seen the opportunity to turn a quick profit in shuttling the first load of information over and establishing a more long term method for doing so.

Coedd, so fas as I have been able to tell, shows no interest in any of it. Gigabytes of uncategorised information begin to pile up in the island's limited electronic storage. ArkHive aid will be needed soon, I judge, if Coedd continues to accumulate information and not "prune" it.

5) Intrigue - Coerce TP 1 in Region 22 (Spending one Treasure) (Great Success)

Coedd seeks meat toys

From the personal notes of Garrick Mynqvist, ArkHivist (Unfinished)

Once again, plantlife grows rapidly to threaten the industrial output of a factory, this one devoted to making a series of toys that, from what I gather, serve as training materials for demonology. Facing the threat of invasion from other quarters, the toymakers capitulate rapidly and agree to send a portion of their output to Coedd, though what it wants with them is beyond me.

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

 

Other mechanical notes:

-1 Renown from Hives of Scum and Villainy


Non-actions

  •  Garrick Mynqvist and the the mouthpiece attend the elves. It's been many years since Garrick was seen, only a steady stream of scholarly work confirming he is still alive. Nevertheless, he appears to be one of the speakers at the event the elves are holding.
  • Treasure is delivered from the Empire. Coedd appears not to have been expecting it nor to know what to do with it. Currently, it sits as a largely ignored pile.
  • Conduct investigation of Stage Trees Coedd cultists at the Arkhive work quickly to confirm that the newly discovered exo-plants delivered by the Durats don't form any threat to the native flora of Sansar. It's entirely possible that, purely by accident, they also look at whether or not it forms a threat to the fauna.
  • Support UNCCLE Buyout of 33.1 U.N.N.C.L.E expresses as interest in purchasing narcotics and are met with all the aid that the merchants of Coedd can offer. Tours are granted of various facilities with a long and frank discussion of their various merits. There is an equally long and equally frank discussion of the merits of the various strains of narcotic produced and U.N.N.C.L.E.'s representative is sent back laden with samples. Support UNNCLE buyout of 33.1
  • Support ArkHive buyout of 37.1 The ArkHive requires assembly line robotics and given the so-so reaction to their usage so far the merchant class of Coedd is willing to go without them for a while, though ominous noises are made about needing them eventually or there could be "repercussions".

Arkhive

Submission to the Arkhive

Title goes here

None title words go here

Spies

 

Units: 1
Treasure: 0

Edited by Kythia (see edit history)
Name
Build Spu Network in the Reserve
20
2d6+8+1 5,6
Conversion in 22
15
2d6+8 3,4
Conversion in 30
12
2d6+8 3,1
Secet Action Roll
11
2d6+8 1,2
Coercian in 22
18
2d6+8+1 4,5
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images.jpeg.231128d4631f3af6a2cdc1c7586dd172.jpeg

The Radiant Republic of Erisdor

Round 4

 

Regions: Erisdor (32), Cannor (31), Eskor (30)

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 4 Military 7 +1 Economy 7 +1 Faith 2 Intrigue 2


 

Actions

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

  1. Recruit Ground Unit [Military]

  2. Recruit Space Unit [Military]

  3. Salvage Pre-War Technology [Military]: Region 47 (Sansar) (TN12) (1 Treasure Spent) (+8)

  4. [Economy] - Help The Black Cloud Coalition construct a WTU Union Hall in the North Way Cluster (2) 2/3

  5. Buyout Trading Post [Economy]: Region 24 (Sansar), TP1 (Gold) (Precious Minerals/Luxury Goods) (TN12) (1 Treasure spent) (+8)

 

Nonactions

  • Attend the Big Bironian Bash & Pirate Party.
  • Resist any unsupported conversions.
  • Resist any unsupported buyouts.

 

News and Rumours

  •  

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 5

 

Country Information

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

Heir: None

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 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: 10 (4 + 3 regions + 3 support)
Ground Units: 2
Space Units: 1

Government Support: 32, 31, 30

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: 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

 

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

 

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

 

 

Economy

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

Trade Posts
Effective Total TPs: 9
Treasure Rate: 1

Trade Posts

 

1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (6)

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

3. Region 40, TP3 (Salvaged Components) (1)

4. Region 52, TP3 (Deuterium) (1)

Merchant Support: 32

Technologies

1. Aclaustrophobic Psychiatry

2. Algorithmic Imagination

3. Arcane Amplification

4. In Vivo Modification

5. Nuclear Fusion

6. Xenolinguistic Cataloguing,

7. Badalian Megadirigibles

8. Wet Ship Navy

Arcologies

1. The Black Foundry (+1 to Offensive ground battles)

 

Trade Routes

None

Faith

Media Support: 32

Artifacts

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

- EMP Rep: -1 to Establish Claim and Press Claim

Defence:

- Renown: +1 to resist Sway and Impress actions

- EMP: +1 to resist actions by EMP Rep 3/4 players

Misc:
 

 

 

Edited by DKArthas (see edit history)
Name
Buyout Trading Post [Economy]: Region 24
14
2d6+8 1,5
Salvage Pre-War Technology [Military]: Region 47
10
2d6+8 1,1
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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 4

[EE9, EE10, EE11]


Coalition Captain Jié Měifēng & Helms-Moderator Guiding_Stars4 a.k.a. 'ZhǐZhī'
Diplomacy 7 | Military 7 | Economy 2 [4] | Faith 2 [4] | Intrigue 5

 

Actions:

  1. [Intrigue] - Conduct Surveillance on Region 104
    The expertise of Hǎi Píng & Dǎo-Māo lies in military endeavors first and foremost, but their skills still lend themselves well to leading a surveillance group to probe the other orbital superstation in their home planet's vicinity. Who can say why they've kept themselves cordoned off from the rest of Tekhum - besides fear of power-hungry Elect, of course.
  2. [Diplomacy] - Complete Construction a WTU Union Hall in the North Way Cluster (2) 3/3 with the gracious assistance of the Radiant Republic of Erisdor and the new Bironian Bulwark
    Solidarity in action! Whether the reformed government of the Bulwark or their revolutionary kindred spirits on Sansar, the Union can see the true strength of their principles in action now on Badal as the Set Serpent Sorority is converted into a new floating Hall for their outreach efforts and management.
  3. [Diplomacy] - Raise Reputation with WTU 
    Seizing the means of production may merely be wishful thinking for the Union across much of Tekhum, due to both material and political realities. But in the skies of Badal, the Coalition has already demonstrated that it can be done. Even for those uninterested in such violent means, it can be useful to have a bogeyman to call on when employers and wealthy clients are being especially recalcitrant in terms of appropriate compensation...
  4. [Military] - Recruit Ground Unit
    Forecaptain Lǎohǔ (老虎) is preoccupied with restoring the strength of the Fleets, particularly her own White Fleet of the West, which took on many of the heaviest breaching maneuvers in the Crossed Paths Campaign, as it has become known within the Coalition. At full strength, the Fleet tends to stabilize around 21,000 combat personnel, with nearly eight times that in support staff - a surprisingly common duty request for new recruits still getting used to life within the Coalition. The allure of a chance to help stick it to one's former oppressors, without the risk of frontline duty, is appealing for many.
  5. [Military] - Recruit Space Unit
    Refitting one of the independent aerostats, the Devil Dragon's Demesne to be spaceworthy is no mean feat, nor one the local Heads voted on lightly. But the hollow spaces inside the aerostats turn out to allow plenty of room for additional weapon systems, hangars, engines, and more, while the sheer bulk and durability of construction gives it a surprising resilience even against anti-ship weaponry - not to mention the number of defensive turrets. Though it may seem a bit ramshackle compared to the sleek designs for carriers and battlecruisers found elsewhere on Tekhum, the newly named Devil Dragon's Demise is positively bristling with weapons by the time the Coalition engineers have finished, and still manages to retain enough hangar, cargo, and troop capacity to manage interplanetary invasions almost unassisted.


Non-Actions:

  • Host an Event as a Jewel of Tekhum: The Big Bironian Bash & Pirate Party! 

    • All members of the Elect who wish to attend are invited for the grand opening of Badal's Union Hall, the dueling tournament known as the Lithium Games, the first opportunities to place bounties on the Black Cloud Bounty Board, and the final treaties formalizing the new Bironian state and their relationship to the Black Cloud Coalition.

    • The United Houses of Senkar and Eucrusian Alliance, in particular, are invited in light of their medical technologies and expertise, to improve the quality of medical care available to tourney participants.

  • 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, more detailed?
    • Scorbic The Hound...
  • Repay our Loan from the Pan-Tekhum Worker's & Trader's Union with 4 Treasure.
  • Announce an intent to confederate with Region 4.
  • Announce opening of the Black Cloud Bounty Board (BCBB)...
    • Do you have someone you'd like dead, maimed, or merely irrevocably ruined? An Elect destabilized, or a trade network threatened? Do you want your involvement to be as indirect as possible? Do you want someone more competent than a petty crook to do your dirty work for you? Well don't you worry, your search is over!
  • Provide the Bironian Bulwark with technologies as part of the rebuilding efforts
    • Aclaustrophobic Psychiatry; Algorithmic Imagination; Arcane Amplification; In Vivo Modification; Nuclear Fusion; Xenolinguistic Cataloguing
  • Re: WTU Labor Committee: Agitate For More Radical Measures
    • The working sophont's rights are safeguarded by a moat fed by the blood of tyrants. If the Union cannot yet bring itself to take the necessary steps itself, the Coalition can fill the gap until they are ready.


News and Rumors

  • Chatter in the forums...
  • It may come as no surprise to some that Coalition Captain Jié Měifēng puts out a bounty on copies of the holo-novels involving herself and her rumored royal paramour - one that is claimed within hours, or so it's said. Perhaps it's simply to make sure none of them have the potential to spark an interplanetary incident. Sure. Let's go with that.
  • Regardless of reason, the growing drama regarding the romance has many members of the Coalition willing to look past Queen Chalise's role, especially given the relative abundance, prosperity, and freedom enjoyed by Usherite citizens. Perhaps monarchy doesn't always collapse into despotism in a land where you can just walk away and find food growing wild. Or perhaps the Captain just has taste in polities as good as she does in women. The large minority of Coalition members seeking to 'cancel' Meifeng for her associations have shrunk over the years, and their concerns decried as more and more ludicrous as time has passed without any apparent risks stemming from the decisions she makes in her personal life. Many are confident in her ability to keep business and pleasure separate -when she has to. The lack of any recruitment effort to find a liaison officer for Caipe Ushere is not lost on anyone...

Statistics

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

Heir None

Diplomacy

Reputation & Favors
Imperial Court: Welcome [1], 1 Favors (Expected Change: +0 Favors)
Pan-Tekhum Worker's & Trader's Union: Acquainted [0], -1 Favors (Expected Change: +3 Rep, +2 Favors)
Basu-Rahman Group: Friendly [2], 0 Favors (Expected Change: +0 Favors)
International Renown: Admired [2] (Expected Change: +2 Renown -> )

Organization Bases
None

Embassies
The Illumined Utopian

Cultural Identities
None

Great Works
None

Military

Ground Units: 3 (Expected Change: +1)

  • The Black Fleet of the North (北方黑色艦隊 | Běifāng Hēisè Jiànduì)
  • The Green Fleet of the East (東方綠色艦隊 | Dōngfāng Lǜsè Jiànduì)
  • The Scarlet Fleet of the South (南方猩紅艦隊 | Nánfāng Xīnghóng Jiànduì)

Space Units: 1 (Expected Change: +1)

  • Strike Group Burning Horizon (打擊群 燃燒地平 | Dǎjí Qún Ránshāo Dìpíng)

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: 5 (Expected Change: -?)
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
Surveillance of 104 (TN 12, Int 5, +1 Decree)
14
2d6+6 6,2
Raise Reputation with WTU 0->1 (TN 10, Dip 7)
16
2d6+7 6,3
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Caipe Ushere
Sansar - Regions 29, 28

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Chalise Merole Ebonne d'Laforét
Diplomacy 10 Military 3 Economy 3 Faith 2 Intrigue 3

Turn 4

News and Rumors

The comings and goings of the queen are often the subject of much gossip, speculation, media coverage and other public attention. And despite the discipline of most of the queen's staff, some information takes very little time to begin spreading. It does not go unnoticed that the queen has received an imperial invitation, and departs on a rapid air-shuttle along with a small retinue in fairly short order.

After their return, descriptions spread of lavish spaces at the Imperial Embassy. The reception is said to have been exquisite, but brief. While most of the retinue was comfortably situated, the queen was escorted alone to a private inner chamber. There she spent some hours, then returned. The party was housed for the evening, and then returned to Verglass the following day. The queen has not provided any public address of what else transpired, though it is known that there have been numerous meetings with the state councilors the weeks following.

Actions:

1) [Diplomacy] Special 10 - Create Space Habitat: Ouvriead
Significant manufacturing resources across the country are mobilized. Government facilities are prioritized, and private companies contracted, to produce the largest structure assembled to date. Hundreds of launches bring various modules, materials, and supplies into orbit, where they are assembled by a vast engineering crew. Practically a small city in it's own right, the first new fully artificial orbital body in two millennia takes shape above the southern hemisphere of Sansar. While the working project title provided in its early staged is 'UUOU', by the second year of construction it is officially named: Ouvriead.

2) [Diplomacy] Raise Reputation - Imperial Court 3 -> 4 (TN 16; Roll: 19 - Success)
The Imperial ambitions of House Ebonne are not sated. Welcoming the prestigious honor of being the first Elect with recognized representation in the Imperial Senate, there is yet higher potential. The queen will be satisfied with nothing less than the fabled 'Grey Eminence.'

3) [Diplomacy] Sway Media Support - Region 28 (TN: 12; Roll: 14 - Success)
The group of Todds on hire from Veehra work to roll out modern media infrastructure in a series of several month-long projects, beginning with the larger population centers. These are then connected to local Caipe Ushere transmissions, as well as more interplanetary communications. There are hiccups and setbacks, of course, but nothing Todds cannot handle.

4) [Military] Raise Unit - Gound: 4th Dragoon Mobile Infantry Brigade
Given the recent increase in military actions both on Sansar and across worlds, Queen Chalise requests that Chief Navarch Ekatrin Raikier bolster Caipe Ushere's military ranks. The hope is that news of interplanetary warfare will combine with an impressive benefits package will encourage enlistment. The new recruit drive, training and equipment is paid by the military portion of the Ai Telle recently bolstered by new trade, along with a sizeable transfer from the royal coffers.

5) [Military] Raise Unit - Space: 2nd Light Destroyer Wing
Following the plans previously devised with the Imperial shipwrights, a new group of spacefaring vessels is armed and crewed as before. The long sleek destroyers are reminiscent in hull shape to the sailing vessels of centuries ago, though lacking in masts and sails. Projectile cannons line the sides and bow, while arcane turrets provide amplification for the ships' geomancer contingent to direct offensive of defensive magic.

Non-actions:
Repay WTU loan with 3 treasure.
Spend treasure on Raise Reputation action (4 total, including loan repayment).
Eyes in the Skies - Gain 1 Renown from building Space Habitat.
Attend The Big Bironian Bash & Pirate Party
Attend the Elven Conclave of 2044.


A brief excursion to the halls of power.


A response to a private missive.



Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase:  Diplomacy +1 (max 10), Military +1
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, Lady of Fire (heir - D1, M4, E4, F4, I1), Princet Geal Talouse Ebonne d’Laforet

Relations of State

Embassies:
Trade Routes:
Claims:
Marriage - weak (76), Confederacy (28), Integration (29)

Resources

Units: 3
> Ground - 1st Dragoon Mobile Infantry Brigade, Utattou Rangers
> Space - 1st Light Destroyer Wing
Treasure: 5
Artifacts:
Reputation: EMP (3); WTU (0); BRG (0); REN (2)
Favours: EMP 1; WTU -1
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere
Arcologies: 
Fortresses: 
Government Support: 29(C), 28
Effective Trading Posts: 6 (1 income)
> Fell Iron - 32 TP2
> Todd - 62 TP3
> 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, Vacuum Adaptation 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, Treasure, Imp Outreach Program)
19
2d8+12 5,2
Sway Media Support Region 28
14
2d6+11 1,2
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Combined Commonwealth of Glix (GCC)

image.png.9a3ffc913c584dfd2953327a35a45d83.png

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

Region 84, Parrot's Perch

Game years 10-12

2 years since the year of Jubilee

Resources 

Embassies= none (White Pawns incoming)

Trade Routes= Glorious Purifiers 

Wealth: 2( three gained from EMP)-> 5

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

 

Favors:

BRG 0

EMP 1

PTW 0

Diplomacy 6
Mil 5
Eco 6
Faith 1
Int 2 

 

Actions

1. Diplomacy 5-  create a Diplomatic Exchange with The White Pawns.

Their Ancestors kept ours as Jannisarries.  Now we will hire them as Mercenaries.  Having them in our debt will prevent them ever being used against us, and they will help us exterminate any nation foolish enough to attack us.  The Glix have no interest in territorial expansion and hope this debt is never repaid...

2. Diplomacy- Attend Fiorid Diplomatic Event.

The Hammer will endorse Coedd as a manifestation of ancestor worship.  A formal delegation will half-heartedly speak in behalf of Slingid.  Both will hope the Fiorids agree to our lease of territory on the moon called Aridyin.

Sub-actions-

Sub-actions 

Do not give Vaccuum Hardening to the Arkhive. They won't be needing it, after all.

Receive psuedogravity from. ALF

3. Economy- Explore region 100

(+1 Decree, -1 Distance, net +0) Success!

Project Homecoming begins...

4. Economy- Explore Region 101

(+1 Decree, -1 Distance, net +0) Great Success!

The Fiorids urge the exploration of a second, backup site.

5. Economy-  Buyout TP 83.3 Success!

The business of Glix is Business. Opera is popular in The Combine.

Non-actions:

Support Bafatis buyout of TP 84.2 and WTU buyout of TP 84.3.  Oppose any others.

Submit to the Arkhive 

 

ARKHIVE: Philosophy: On Free Will 

The Glix have no formal tradition of analytic philosophy, choosing to integrate the concepts it examines into their oral literature if they examine them at all.

One telling and topical issue is addressed in The Farce of Snim the Potter, a piece examining Free Will.  Or, more precisely, condemning consideration of the issue.  The core thesis is that one cannot meaningfully seperate inclination, situation, and any hypothetical "core self' when addressing any specific choice.  And, without such parsing, the issue definitionally can't be relevant and must therefore be discarded, like the tailings of of potter's wheel.

ARKHIVE: History: On Writing  

If the sagas are to believed, writing existed amongst the Glix in the earliest days, before it was discarded in favor of recordings. But, scholars now think, the two methods co-existed for many Jubilee cycles, until the use of Lepkashramov to directly indoctrinate the minds of users into technical skills made non-fiction literature largely obsolete.

 

Traces of this are difficult, but linguistic analysis of early saga recordings suggest forms and usages redolent of literate authors. Additionally, the Slingidite proscription on writing has always had limits, and it makes sense they were looser when they still needed to be.

 

This theory is highly controversial, as it highlights a growing belief that Slingidism is a failed cult that had outlived its usefulness. If the pre-Captivity Glix used writing and just failed to mention it, what else have the Glix of today got wrong?

ARKHIVE: Culture: Glic Games 

The industry of complex board games has not translated well to Glic culture, despite metadata suggesting the Glix would be prime candidates if humans showed similar trends. One of the largest hurdles were the low literacy rate making the packaging and indexing of complex rules more difficult. Added to this, the fact that all pieces must be digitized or magnetic as Glix homes are often in microgravity. This makes cards unusable and meeples more expensive. That Queen Glix, often the most intellectual and stereotyped as more intelligent, (this actually fails to be backed up by controlled study) lack hands to manipulate the pieces is a tertiary concern.

 

Gatcha games are banned more seriously than most property crimes in The Combine due to a historical myth that debt incurred by them led to The captivity. It is law that no videogame may be patched or expanded after release nor re-released for a period of 61 Aridyin months, approximately 1/12 a Jubilee or 5 standard years plus a month. This hardliners against microtransactions has had even more of a chilling effect on the videogame industry in The Combine than the lack of Glix-centric games nor even the aforementioned common illiteracy.

 

The most common traditional game is a two-on-two strategy played on a hex-tile board with on Queen and 11 Workers to a side. Each player alternates between moving 6 of their Workers, then either moving their Queen or transforming their Worker pieces to a new mode of movement. Partners alternate modes. The game ends when either a Queen is in checkmate, 7 Workers from one of the four sides are taken, or a player cannot make a legal move. If a Queen is in Check when this happens, that side forfeits. Otherwise, the team with the most surviving Workers wins.

WTU: What the Union means for the Glix. 

Workers unions are at the heart of Glix culture. The Teivosk system ensures everyone has representation and support from leadership while promoting based on ambition and aptitude.  Additionally, it ensures that the welfare of the Worker is one with the welfare of the enterprise.

We understand humans have vary different cultures and biological needs to Glix, but we believe the WTU can be an engine to help spread our values through collective organization, steward oversight of working conditions, and profit-sharing schemes.

Expected growth +1 Diplomacy, +1 Economy
New leader: No

New stats:

Diplomacy 7

Mil 5

Eco 7

Faith 1

Int 2 
 

Edited by Featherscale (see edit history)
Name
Economy Explore 100
13
2d6+6 3,4
Explore 101, same penalties
18
2d6+6 6,6
roll
18
2d8+6 4,8
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purifier shrine flag edit.png

 

Glorious Purifiers
Ruler: Titania
Diplomacy: 7
Military: 6
Economy: 3
Faith: 2
Intrigue: 7
Stat Growths: +1 Dip, +1 Int
Ground Units: 3 Space Units: 2
1 Ground Unit: Defend TP 70


 
Treasure Paperwork
Spending 1 Treasure on actions, Gaining 1 Treasure from income.
Expected Net Change 4 > 4




Actions

Dip: Raise Rep with the BRG (Roll = 18)
The Basu Rahmans have shown an interest, and Moonsoul Mountains have decided that they will likewise make overtures to make friends with some nice people. Sure, this is just a purely corporate interest they hold with the Heliotrope Broadcast, but right now the bar is just that low. Better friendships have been forged from worse starting conditions, and the Purifiers more than anyone know this.

Plus, Holly seems to be having good genuine fun with the BRG. She's installed new hands specifically for this endeavor.


Int: Sell Renown For Favor to BRG [Dirty Secrets]

Sell Renown For Favor to BRG

Smash or pass? Kaiju are like pokemon, right? There’s a shocking amount of them that are not the size of a tower, which provides a lot of variety. Honestly I had my doubts at first but they are a LOT more adorable than I’d have thought. No seriously the size of that shell, it's drool worthy. We’re here to conduct surveys and peek in at the intimate relations some people have with these delicate, feral creatures. Raunchy, important figures participating too, you thought we missed out but we’re here with you. Oh believe me we’re here with you. Of course, nothing even remotely suggestive can be put on air. But who everyone cares, we’re doing a livestream(at)HTCentral.PlaNet thing! My manager’s talking in my ear saying don’t curse those are hard to magically bleep out live, so make sure you like and subscribe and come on over to take a dip in our special honey hot Hive Patron page for the real raunchy stuff where I don’t have this friendly advisor giving me assistance~!

Int: Coerce TP 2 of Region 42 for Charmed Textiles. (Roll = 13)

The people of the Moonsoul Mountains grow increasingly ravenous for their traditions to be expanded and their rituals to take shape. Opulence begets more opulence, and as the country expands past the literal mountains the increase in Zelfs and Kaiju and whatnot insist that they take whatever means necessary to acquire a similar influx of supply.


Dip: Attend An Event (Conclave)
Acquire technologies from the Arkhive.

  • Xenolinguistic Cataloguing
  • Badalian Megadirigibles
  • Nuclear Fusion
  • In Vivo Modification
  • Algorithmic Imagination
  • Aclaustrophobic Psychiatry

    Acquire technology from ALF

     

Acquire Technology from ALF

  • Pseudogravity

Trade Region 8 to a proper custodian in the ARKhive. (Constance is a good bird whose got friends on the other side. (Sung to the music of Friends On The Other Side))

Int Secret

 




Non-Actions

 


Deny Corvee Labor to Region 8, in accordance to the demands of the BBC.
 

Put on a spectacle, hunt down the slavers who have been maintaining the previous system of Corvee Labor under Titania's nose. Round them up, the people that replaced the old system and tried to keep up the problematic behaviors with just a veneer of money slathered on top. Titania's eye cannot be fooled this easily. There were more than originally expected, but that's what you get when you have to purge a whole system of slavers to the root rather than just doing performative efforts to take control of the resources.

 



Give economic support for any nation with a capital on Sansar to buy TP 2 of Unblemished Wreckage.
As part of an economic boon and mixing (and the people of the Moonsoul Mountains learning what economy 'is', they open themselves up to visitors and decide to engage some of their wilds diving relations to those from the outside. Of course, any Zelfs in the production chain will remain independent as per the First Zociety Charter, but parts of the chain unrelated will ferry to whoever else comes.

Technically, people are allowed to try doing wilds delving. Practically, Moonsoul Mountains and Glorious Purifiers will not be held accountable for any strange or lethal incidents that occur within the Danger Zones.



Provide food to the Glix. They desire it, and so they shall receive. Even if the bounties of Sansar are weird in and of themselves, and the bounties of the Moonsoul Mountains weirder still.



The traveling kaiju of the Moonsoul Mountains take their time traversing from the inner reaches of Badal and the outer spheres of Mekhala and Veehra in circular migrations. A relatively small sized project is started, bringing the refugees, dying and abandoned from the cataclysmic wars raged on. Many do not make the trip, estimations are that barely half survive, but those that do survive are brought to The United Houses of Senkar, whose people have agreed to take in with hospitality a few refugees from the outer systems who need a home. Their biodomes and research provide good quality to the various divergent lifeforms, and a good biological diversity to boot.



Holly gladly accepts the deal for Independent Partnership, and starts to set up her avenues with the BRG. The meeting is a while yet, but kind meets kinds, and the fresh face is excited for what is to come.

Remember to pack a lunchables of souls for your trip, honey. Play nice with the totally inconspicuous media beasties!




Titania has officially entered what humans call teenage years. She is celebrating by taking on black inky coloring and long(er) hair, and venturing into the oratory in line with her electromagnetic heritage. The sound waves are pretty dang good. Her album is called (This demon eating me from the)

Inside Out


When people listen to it they get very much in the vibe and thrill, and the popularity causes quite a few people to come under her sway. This helps, among other things, make the native population of the Kaiju Migration and the Moonsoul Region have a more diverse population than just Zelfs and Moonmen.
 


The suffering of slitherers on redacted is insurmountable, protections popped, lizards liquified! Who will survive this utter onslaught! Alien invaders from across the stars, bringing alien dopplegangers of their own to Take. Your. JOBS! Attack of the MoooOooOon Men!

One certified representative of the Purifiers had this to say.

“Ma’am, ma’am, is it true that you slaughtered half of the population to feed your bonedust rituals? What kinds of atrocities will you commit next!”

“Who the f-… Yes. It’s true. We killed them. We killed them all. We brought their carcasses to Sansar as fertilizer. Hehehaa. All is Coedd. Coedd is all. Memes asid-”

Coming out in theaters next spring.



heliotropebroadcast.png.f2b8b41b0b5ea41ecab7e0b92927e349.png
 

Dopamine Dessert

20240312_172654.jpg20240312_172652.jpg.b48b0d80df2f6eef7a9dcf86be26a5f5.jpg20240312_1726520.jpg.c6a958e25d41863319dc6b6989d04817.jpg20240312_172653.jpg.4bc54f7bfb15abddc2766c808ff42962.jpg


 

Edited by Rocket Relm (see edit history)
Name
Not Every Broadcast Reaches Every Channel
167
10d40 27,4,8,11,28,2,8,36,11,32
Sack Resistance on 70 TP 2 Corvee (Military) ("TN 13")
9
2d6+6 1,2
Secret, 1 Treasure
8
2d6+1 4,3
Coerce TP 2 Region 42 (Charmed Textiles)
13
2d6+7 3,3
Raise Reputation with the BRG (CI)
18
2d8+7 5,6
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