Jump to content

IC Thread


Minescratcher452

Recommended Posts

Flag

flag(2).png.9f0d98ba5a6dc90bfd10b4fcc2c329ed.png

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

Round 4

Regions: Space-Kelp Cluster (87), (86)

Faith: Hospitality Protocols (Unorganized)

Ruler: Custodial Unit 2323

Diplomacy 7 Military 4 Economy 9 Faith 2 Intrigue 2

Actions

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

  1. Sway Mercantile Faction in 86 (TN 12) Success!Accidentally used Econ score instead of Dip; final roll of 17 is actually a 15, which still succeeds against TN 12
  2. Diplomatic mission to Region 85 (TN 12, spend 1 Treasure, +1 from New Frontier Proclamation) Great Success!
    • Great Success effect - Acquire Government Support
  3. Diplomatic mission to Region 92 (TN 12, spend 1 Treasure, +1 from New Frontier Proclamation) Success!
  4. Buyout Cinnakite TP 77.2 (TN 12, +2 assist from COV) Success!
  5. Buyout Corbomite TP 67.1 (TN 12, -1 Orbit Penalty) Success!

Non-actions

  • Resist all unsupported buyouts, conversions, and sways
  • Welcome Union Inspectors
  • Repay WTU loan of 3 Treasure

News and Rumors

  • In response to a posting by Headmistress Elsith Relg that found its way onto KelpNet, a scholarly delegation of both organics and custodial units leave for Sansar! Several humans arrive at Old Tavisham Academy, eager to enroll and learn about the magic of air and wind. They are accompanied by custodial units 60955, 808651, and 270193, who offer their skills as guest lecturers. If accepted, they are happy to teach courses including Astrobotany of Solar Wind, Compositional Geography and Litho-prehistory of Mekhala, Advanced Signal Processing and Data Transmission, and Introduction to Recreational, Ceremonial, and Athletic Space-Waltz.
  • Word of the WTU First Committee's request for input makes its way to the Space Kelp Cluster, and for months KelpNet forums become abuzz with discourse on the particulars of movement strategy. No transmission from CASSIOPE reaches Union signal receivers this round, however.
  • Union Inspection Tours Continue

    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, there is usually an organic maintenance rotation group, where organics are allowed to play at such tasks, despite their obvious lesser aptitude for such work. These, of course, take place under careful watch of custodial unit chaperones to ensure organics 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 imitation of organic 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 remarkably diverse selection of preserved kelp-derived foods, including all manner of isolates and ferments. Much of these surpluses are destined for shipment back to the First Union Bank, and Union inspectors during the warehouse rotation may also notice some of the abundance earmarked as gifts headed to neighboring asteroid clusters.

     

Edited by xanxosttheslaad (see edit history)
Name
Sway Merchants 86 (2d6+9 vs 12)
17
2d6+9 2,6
Diplomatic Mission 85 (2d6+7+1+1 vs 12)
18
2d6+9 3,6
Diplomatic Mission 92 (2d6+7+1+1 vs 12)
15
2d6+9 3,3
Buyout 77.2 (2d6+9+2 vs 12)
18
2d6+11 2,5
Buyout 67.1 (2d6+9)
13
2d6+9 1,3
Link to comment
Share on other sites

The Llort Society Protectorate

Round 4, Standard Years 2043-2045 of the 99,803rd Era of the Imperial Calendar

CD0s8pMXFuhq9yt6NR4RPEARdta1zv12DC7hPBM0Rr7HcWV3mqXxr2CVWi7EMBTlbJOmN2L7DHj4sU3609bZojaBZh4uEOUlK-FTy-3mcldUI2ysBm-8CaN_UFsKtR05iz5-0y_IyWdy5tvj-1x-40o

 

Capital: Al-Miraiya (region 88)

 

Society Consul Hanyeo

(llort, they/them)

Diplomacy: 8

Military: 4

Economy: 7

Faith: 5

Intrigue: 4

(Expected gains from this round to next round: +2 Econ.)

(Heir: Dip 4+2, Mil 1+1, Econ 3+1, Faith 4+1, Intr 3+1)


 

Actions:

  1. [Economy] - Send an Expedition to region 75 (+1 Edict, -1 orbit, -1 Dust Desert, +1 Treasure; 18, Success!)
    • If there is more than one TP, auto-buyout TP2 thanks to this Great Success.
  2. [Economy] - Send an Expedition to region 72 (+1 Edict, -1 orbit, -1 Dust Desert, +1 Treasure; 18, Success!)
    • If there is more than one TP, auto-buyout TP2 thanks to this Great Success.
  3. [Economy] - Send an Expedition to region 108 (+1 Edict, -2 orbit, +1 Treasure; 22, Success!)
    • If there is more than one TP, auto-buyout TP2 thanks to this Great Success.
  4. [Diplomacy] - Raise Reputation - Imperial Court 1 -> 2 (TN 12; 15, Success!)
    • Conferences, parties, thoughtful gifts and considered diplomacy with the Imperial Court. We both serve the Emperor.
  5. [Economy] - Buyout Trading Post 3 in the Arkhive, region 46 (+2 supported; 19, Success!)
    • Getting support from the Arkhive, -1 penalty due to an Embassy on Sansar.

 

Non-Actions:

  • Adjust Cultural Identity to encompass all types of exploration (I asked).

    • Llort explorers, diplomats, merchants, colonizers and surveillance technicians come together to discuss different methods of exploration that they can employ, either for their own shared purposes or for exploration on behalf of others.

  • Host the Mekh Gala of 2045.

    • The Llort Society Protectorate has offered its Event-hosting services to any other Electors who wish to host an Event in their country, but who do not currently have the time, energy or money to spend on it.

    • At the Mekh Gala, heirs of renowned Electors, champions of races and sporting events, award-winning artists and engineers, film stars, music stars, celebrities and more all come together at a highly exclusive event of fashion and fine dining.

  • Resist & Hinder any Conversions that would reduce the Imperial Cult to less than a Majority in Region 88 (-2); otherwise, neither assist, hinder, nor resist conversions introducing additional minorities (+0).

  • Donations to the Arkhive (through our Embassy)

Donations to the Arkhive

Donate a cultural work to the Arkhive and the Imperial Court: Morgan Porter and the Methods of Immortality, a so-called "young adult" novel about a girl who goes to a magic school where she finds that the working class staff keep getting murdered. She must use her magic and the help of her friends to find out the murderer, who turns out much nearer and much more unlikely than she thought.

Donate a historical work to the Arkhive and the Imperial Court: On The Origin of Competition, a work that describes the evolutionary necessities and mechanisms of competition in survival, how that has informed the structuring of social groups and classes, and some major competitions in the past and present of Tekhum. It mostly touches on those most recent subjects briefly, referring to works like On The Nature of Games: A Game Theory Treatise And Cultural Exploration. It dives more deeply into the biological, ecological and sociological drives behind competition and how that has shaped relationships within the Empire.

Donate a philosophical work to the Arkhive and the Imperial Court: What Is Porn, Really?, a work where each chapter is a question that it posits to answer, prompted by the recent scandal surrounding 4D sex-tapes of various ruling Electors. It touches on every kink known to humans and llort, dives into what is sexual about it and what isn't, or when it isn't. It touches on the difference between porn and erotic art. It touches on the subject of non-sexual nudity, referencing the work Thoughts Regarding Nudity. It ends on a now-famous quote from a news show host: "I know it when I see it."

Llort Society member Yane Godal (human, she/her), who brings these works to the Arkhive, joins the Arkhive. Her noteworthy accomplishments include a cataloguing of non-sophont human-adjacent species and co-authoring On The Origin of Competition.

  • Resist all buyouts of Trade Post 1 (-2)

  • Try to lure the space unicorn with treats

 

 

The Llort Society Protectorate

Guarantee of Regional Exploration and Surveillance

 

The Llort Society Protectorate, hereafter named the Society, promises the Elects that are offered this agreement to explore 1-3 regions of the Empire (as specified per individual signatory) in name of that Elect, with regions to be detailed by their Imperial number or to be kept vague as per the wishes of the individual signatories in case of uncertainty of opportunity to take a region prior to its successful surveillance.

 

In return the signatories shall allow the Society to take and hold in perpetuity one (1) singular Trade Post in each region they so explore and to allow the Imperial Cult to be spread within those regions, with a minimum of a minority and a maximum of a majority.

 

(Any members of the Elect interested in this agreement may contact the Llort Society Protectorate to sign it and gain the benefits of their Expeditions in future rounds.)

 


Llort Society Protectorate Record Keeping

Treasure: 5/5 (start of round), -1 (Expedition), -1 (Expedition), -1 (Expedition). Final treasure: 2/5. Expecting +1 from income at the start of next round.

Trade Posts: 2

  • Crystal Weave (Region 88 TP1)
    • Fabrics and Textile Products
    • Conductors and Circuitry
  • Unrefined Metallic Ores (Region 89 TP2)
    • Ores and Alloys

Technologies: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing...

  • Badalian Megadirigibles: Within the safety of a megadirigible, acid clouds that would otherwise be corrosive menaces become beautiful features of the skyscape.
  • Wet Navy Ships: Permits ground unit transport across oceans.
  • Vacuum Adaptation: Allows transport of ground units between zero-g regions in the same orbit without space units.

Unit Count: 2/6

  • Land Units
    • Emperor's Left Palm, lead by hecaton Karcheros Katos
  • Space Units
    • TSS Eliyot, lead by hecaton Furiza Debezed

Military Technologies

Ground Front:

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

Space Front:

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

Both Fronts:

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

Llort & Society list of relevant characters

Furiza Debezed, llort (she/her), born ????. Military woman who captains the TSS (Their Spaciousness' Ship) Eliyot. Snow white skin, purple eyes and white horns, potentially a rare example of albinism according to some human scientists. She doesn't let them investigate.

Hanyeo, consul (llort, they/them), born 2000. Current ruler of the Protectorate.

Karcheras Katos, hecaton (llort, he/him), born 1999. Expedition leader (region 99) and military man who attended the Mekhala Mad Dash. Lime green skin, golden eyes, curved black horns. Stern, but loosens up among any allied or friendly soldiers. Loves a drink.

Tiyansi, princess (llort, she/her), born 2020. Cool and collected, but likes to show off. Deep dark red skin, silver eyes and glow, multiple rows of small curved black horns.

Yessikruz Donce, ambassador (llort, she/her), born 2009. Diplomat who attended the coronation of Duke Esarhaddon III and the Mekhala Mad Dash. Dark red skin, rows of small horns, wears an eyepatch. She has a fine taste. Her preferred drink is Liquid Gold.

 

Edited by EmBark (see edit history)
Name
Expedition to region 75
18
2d8+7+1-1-1+1 5,6
Expedition to region 72
18
2d8+7+1-1-1+1 4,7
Expedition to region 108
22
2d8+7+1-2+1 8,7
Raise EMP Reputation 1 -> 2
15
2d6+8 5,2
Buyout TP 3 in the Arkhive (region 46)
19
2d6+7-1+2 5,6
Link to comment
Share on other sites

Round 4
The Biarbu Society
[The Shadow of the Flock]
Region(s): 6

Actions:

 

  1. [Intrigue] Launch Inquisition in Shiwa Yun (Region 6) [15] [Use a Treasure]
    Fate does not act. It just happens. Sometimes, however, it needs a push. Those who were wavering regarding their Fascination waver no more.
  2. [Intrigue] Secret Action
    The Shadow of the Flock soars. 
  3. [Intrigue] Coerce TP1 of Region 6. [12]
    The attack from the Shylokian Reign of Blood within Shiwa Yun disrupts trade. Worse: it shows a lack of face for the leadership of the Societies. The Face of the Flock cannot have that happen, so applies pressure in the right spots. Like a skilled acupuncturist, there is no pain, and order is swiftly restored.
  4. [Intrigue] Investigate Planet VIII [14]
    Dr. Otara's findings are quite the hot topic amongst the Biarbu. The Plume Nest, Yu, especially becomes a flutter with new ideas. Though it will take some luck, the Honorable Astronomer Shing-Chen is determined to pierce the heavens and make new discoveries.
  5. [Faith 5] Organize Faith: Fascination
    A Philosophy: I think, therefore I am.
    A Rebuttal: I know you are, but what am I?

    Tenets of Fascination

    For the majority of Biarbu - and indeed, the growing clergy and followers of fate beyond Shiwa Yun - Fascination is but a curiosity for the changes in Fate. How two Fates can intertwine.  How one Fate can begin when another ends. In recent years, what was once just a philosophy has evolved into something more defined: an actual faith.

    Fascination is a simplified phrase for the observance of Fate. Be it something as simple as watching the dice fall to see what numbers occur, something more personal like accepting what has happened outside of your control, or far more difficult: nudging the outcome of a complex issue in some way, just to see what happens.

    The tenants of Fascination are as follows:

    1. What has happened, happened.
      We cannot change the past. We can only accept it. Learn from it. And do our best to move forward.
       
    2. We are all part of the Dance of Destiny.
      Sometimes we dance together, sometimes we dance apart, but the Random Will of the Cosmos has us all dancing, even if we can't hear the music.
       
    3. Respect the Fate of others.
      Acting, or not acting, upon someone else's Fate, intertwines them with yours. After all, consequences are a form of destiny all on their own.
       
    4. Coincidences occur everywhere, delightfully.
      Observe the now when you can, to take it all in. The past is, indeed, immutable; the die has been cast, and we can but enjoy the fall and the spin, to appreciate not just what was but what is.
       
    5. What will happen, takes effort.
      The most difficult of steps for those that are Fascinated: learning how to effect change. While some may call it Luck, you can make yourself far more likely to be Lucky.
       

    Size Bonus (5): +1 to Convert Region
    What will happen, takes effort... but not as much as you might think. The pull of Fate is strong, and takes little actual belief from others, making it easy to spread to new areas.

The Symbol of Fascination
Fate of Ophon

 

Sun-Of-Fascination.png.65747ebafa1a79a9a498f11bd410e900.png

spacer.png

“The universe has its plans, but we make our own fate, [...] only we can decide what this is and how it'll end.” - Zac Atwood, Defiance of the Fall Series

Non-Actions:

  • Support conversion of any owned regions to Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • [Head in the Clouds] Hearing that the Basu-Rahman Group is eager to find a location where they might bring the Maharaj's Dream to Badal, the Face of the Flock happily indicates that they would be more than willing to sponsor the Board in Shiwa Yun. While the bid may seem small for such a well reputed group, the Biarbu Societies pledge to provide (2 Treasure) and free stays in what the Face of the Flock promises will be the next great thing: the Shiwa Yun Casino! (Coming soon!)

News and Rumors

 

  • Thoroughly amused at what happened with the Bironian Crosspaths, the Biarbu turn their attention to the reincarnations that the Khylokian Reign of Blood have caused. The new Biarbu are raised with care, and it is several years before the chicks are once again able to contribue, though this new group of hatchlings seem unusually focused on the ideas of vengeance, often calling for the raising of more Biarbu troops.
  • With the United Houses of Senkar making frequent trips to secure their regular shipments of Electronic Edibles, the friendly Biarbu of the West Hope Nest begin to express curiosity about their culture and their politics.  The inquiries range from higher level leadership questions, like "How does one become the High Lord?", to lower level or odd questions, such as "Any drama currently unfolding in one of the Low Courts that is major gossip?" or "Do Djinn have rules and laws for who they can and cannot possess?"
  • Hasslehand, Hasslehand and Pewter, are invited to Shiwa Yun to perform a legal drama, and are asked if they would be willing to entertain one of the parties for the Face of the Flock.

Ruler Information

 

The Shadow of the Flock, Ben Ying D M E F I  
Current 2 2 5 6 8  
Starting Stat 2 2 3 4 4  
End of Round 1 0 0 2 0 0  
End of Round 2 0 0 0 0 2  
End of Round 3 0 0 0 1 1  
End of Round 4 0 0 0 0 0  

 

New Ruler Next Round

Expected Stat Bonuses: +2 Intrigue

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 4

 

Techs:

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

 

Commander(s):

  • None Yet

 

Units:

  • [1] Ground Unit {Shangyang}
  • [1] Space Unit {Yeaya}
Edited by Gengy (see edit history)
Name
Launch Inquisition [R6] +1 Treasure
15
2d6+9 1,5
Secret Action
18
2d6+9 5,4
Coerce TP 1 [R6]
12
2d6+8 1,3
Investigate Planet VIII
14
2d6+8 5,1
Link to comment
Share on other sites

The Cloudburst Confederation

Agbada (Region 52) & Region 56

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: God-King Okan Kiniun
DIP 2 | MIL 8 | ECO 3 | FAI 8 | INT 1
Expected gains: +2 MIL


 

Actions:
  1. [Military] Impress Government in Region 56. +1 treasure. Failure... (11)
  2. [Military] Raise Space Unit.
  3. [Military] Raise Ground Unit. The Royal Guard was in shambles after the Prince's failure to defeat the Grandmaster... it must be restored at once.
  4. [Military] Sack TP2 in Region 70, owned by GLO, for Corvée Labor. Apply Tenfold in Blood for +1 EMP Rep. Apply Tough at the Top to steal 1 Renown. Success! (13 vs 12/9) The God-King didn't realize failing to pay taxes would come with such a strict a price... Hopefully, the Empire will forgive this blunder if we push the spotlight onto another who failed... and we could profit nicely in the process. And shipping loyal Veehrans offworld for forced labor? Unacceptable.
  5. [Economy] Buyout TP1 in Nadiratna (68) for Polymorphite. +1 treasure. +2 support. Success! (12) The newest Cloudburst lands demand magical items, and where better to look than the crumbling nation to the west where our allies in the Masquerade hold considerable influence in mercantile affairs?
Non-Actions:
  • Resist the public theft of Dust Hardening by the Illuminated Utopian.
  • Resist all unauthorized actions.
Vital Information:
  • Treasure: 3 - 2 = 1
  • Ground Units: 2
  • Space Units: 0
News & Rumors:
  • Divine Inspiration? When the news broke that unseemly imagery has been generated of various members of the Elect, the God-King is reported to have let out a hearty laugh and brushed it off. When pressed for more information by the Basu-Rahman Group and Snek News, he readily shares his raunchy past. Indeed, in the coffers of the Royal Library lies perfectly preserved copies of numerous magazines for which Okan Kiniun had modeled in his youth, allegedly before becoming the God-King. This is commonplace for nobles in the country, apparently. Avva does not judge, nor does he discourage what is natural. Indeed, the Agbadan people seem to have already known about this and are therefore unscathed by the supposed scandal. Copies of these newspapers quickly begin to recirculate -- Show Your Pride!, Tomorrow's Lion, Playstar, and Divine Society, among others -- and are well-received by the public.
  • Johanne Faustine arrives safely in the City of Narsai in the latter half of Imperial Year 2043. Now a young adult experienced in the ways of wet navy sailing, her stark enthusiasm for the Iron Monarch seems to have shifted to an abnormal fascination with theological astronomy. She is joyous that it nearly never rains during the day, and becomes rebellious at night. She spends many hours observing the sun. Baron Gilbert Faustine is handed the following letter by an Agbawo soldier who had accompanied her home.

A Letter to the Baron Faustine

To the Good Duke Gilbert,

Please be advised that Johanne has completed her training that we promised to provide her as part of this exchange program. She is quite the talented sailor, indeed, and her enthusiasm for the Sun God shines bright. Entirely of her own volition and willingness to learn the truth, I assure you. I had almost hoped she would volunteer to enlist in our forces! Bahaha!

I have heard the news regarding his... violent behavior in the elevator shafts. (This part is hardly legible, smudged and crossed over.) I believe this may have been the best outcome for the lad, in truth. He was a decent sailor, but all of the lands of House Agbawo know that his older brother, Idiro, would be the best of the Hyenas to take my place should any ill fall upon me. Gang violence would be truly despicable in the eyes of Avva. And the Maned Pride? Seriously? He should know better than to insinuate the Holy House Kiniun in all of this. Hopefully he will learn his lesson. I trust your judgement in this situation and grant permission for you to discipline him as your House sees fit. Surely you would have allowed the same, had Johanne not been an impeccable student. I hope that he can be returned a changed man soon.

Formally Signed,

Duke Intanran

 

 

Army Information

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

Heir Aki Kiniun (DIP 4 | MIL 1+2 | ECO 2 | FAI 2+2 | INT 1)

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

 

Edited by MadMapManPK (see edit history)
Name
Impress Gov in 56
11
2d6+8+1 1,1
Buyout in 68
12
2d6+3+2+1 4,2
Resist Steal ILU
7
2d6+1 2,4
Sack 70.2
13
2d6+8 2,3
Link to comment
Share on other sites

Round 4 - Years 2043-2045
Illumined Utopian - [link] - Region(s) 10, 45

Triumvirate Meeting Logs of 2043

Its so confusing, these logs just got lost. I don't know where they went? Maybe someone else had them. Instead lets talk rumors!

  • Prime Marcus has disapeared following his letter regarding Soul's Expression and the Elven Conclave of 2044. Last seen in the Wyrmlands he chartered a boat to take him 'somewhere'
  • August Iovita is scouring the Protectorate elite for a replacement, his fur is greying and he says he can't keep up with the young
  • Console-Elect Antonius has been staying outside of the Illumined Utopian borders 'tutoring' the Eucrus Alliance Heir Tuahine in matters of diplomacy. They were spotted attending the Mekh Gala together
  • First Speaker Paola coordinates the Imperial sanctioned Union inspections of the Heights of Utopia while also making overtures to the flailing government of the Merely Players.
  • Economy - Colonize Region 1 TN12 - Use 1 Treasure - Colonize Region 1
    The bee-scouts of the Arkhive report their findings to the Utopian Protectorate and it spurs vast interest among the Jy'mar citizens in the potential of the pipe-works! Plans are made and funds are spend sending Jy'mar hopefuls to the new aero-stat under the Protection of the Protectorate!
    Roll Notes3 Intrigue + 1 Treasure spend
  • Military - Raise an Army! The Parvus Dragoons!
    The Jy'mar control over the wyrmlands swell as military advertisements pull an unprecedented amount of wyrmblessed hopefuls to join the Utopian forces. Combining them with Jy'mar veterans the combined arms of the scaled humanoids and the diminutive Jy'mar allow for coordination and collaboration unheard of by Utopian tactics. The Parvus Dragoons was born.
  • Military - Invade Region 37
    Somethings need to happen to prove your path, some of these are hard. Console Prisca directs the 101 Praetorians to once again do the impossible. Prove their mettle. For Utopian!
    Admiral Legate Victolus (7) Leading the combined space front with TEA with 2 Space Units using Rapid Redeployment Tactic on Regions 22 and 37! (+7 tac doc || +8 Battle: +7 commander, +2 units, -1 distance)
    Console Prisca Calpurnius (7) Leading the combined ground front with 1 army from ILU and 2 armies from WTB travelling through region 49 with permission from TAV using Overwhelming Tempo Tatic! (+7 tac doc || +17 Battle: +7 commander, +3 units, +5 from orbital superiority if successful, +2 from overwhelming Tempo if successful)
  • Intrigue - Steal Dust Hardening from CBC - Use 1 Treasure - Steal Tech CBC (10)
    Jy'mar are small and oft unnoticed but the Emperor decrees repayment Tenfold in Blood, so it shall be done. Utopian charters a group of faithful runners to aid the cause using the Cultural Identity of Property Wrongs through the Reflective Garden Embassy with BCC!
    Roll Notes4 Intrigue - 2 distance Badal to Veehra + 1 treasure spent
  • Intrigue - Secret Action
    With a box of suspicious 4-D games in their possession Console Prisca Calpurnius herself is last seen in possession of the padlocked suitcase that weighs almost ten times what she does. When she departs the Wyrmlands for the Heights of Utopia it is unclear if it remains in her possession or if others have taken custodianship of the suitcase.

 

Y106sIOdUPNQ0fTbeGYJHBssm10GmP2zzY6boNeJLgde9r9ee9IMswB92DQksALHCQEPnNofJis6MjDTkY7trQBxXm-kEA2coJpSOPmtiqGRgtZPBN0Buz811qekHMWo5DjPhBiT1u8w110K9d4ZywYWyrmlands (45)

Console
Prisca Calpurnius
(She/Her)
Dip: 7 (S5) || Mil: 7 (S5)
Eco: 3 || Fai: 6 (S5)
Int: 4
Unit Cap: 3 / 8
Treasure: 3 || Income: +0


Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10
  • Non-Action: Resist all Conversion Attempts beyond Minority on Region 45 (I know I don't have media and can't actually resist right now)
  • Non-Action: Resist all hostile actions against owned trade-posts. (10-TP1 & 11-TP2)
  • Non-Action: With the proper forms the Illumined Utopian Grants access to the Worker's & Trader's Union to inspect the Warrens
  • Non-Action: The Jy'mar of the Illumined Utopian provide Triumvirate Paola with a request for new plays and drama's from the Bard's workings of the populace of The Globe. With the Elect nation's region having dropped into silence Triumvirate Paola drafts a missive to be sent to Mekhalan Elect to discuss recourse in relation to the Globe while making overtures to the Merely Players.

     

  • Non-Action:

Arkhive Æternal Submissions (+0)

  • (+0) Culture's Literature

    The Life of a Jy'mar - Day One

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

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

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

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

    The Life of a Jy'mar - Day Two

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

    The Life of a Jy'mar - Day Three

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

  • Life of a Jy'mar Day Four, by Cluatis Masiziou
    <next round>
  • (+0) Historical Work
  • (+0) Philosophy or Faith Submission
  • (+0) Person from Arkhive or Person from Utopian joining the arkhive

Realm Tracking

Economic:

No Trade Routes

Treasure: 3

Income: +0

Trade Posts: 

  • 10-TP1 (Exotic Heavy Metals) - DI for 45
  • 11-TP2 (Synthetic Meats) - DI for 10

Diplomatic:

Embassies:

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

Regions:

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

Faction Supports:

  • Region 8 - Government

Current Heir: Console-Elect Antonius

Arkhive Æternal Status:

Faith:

Official: Soul's Expression

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

Organized Size 11

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

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

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

Unit Cap 3/8

  • Ground: The 101 Praetorians
  • Space: Fleet of Equitable Footing
  • Space: Merchant's Irregulars

Time Sensitive

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

Next Round:

  • Console: 7 Dip | 7 Mil +1 | 3 Eco | 5 Fai | 4 Int +1
  • Spend a Treasure on Colonize Attempt
  • Spend a Treasure on Theft of Dust Hardening
  • Gain Dust Hardening
  • Raise a Ground Army, the Parvus Dragoons

 

 

Edited by SerakHawk
Updated arkhive tracking (see edit history)
Name
Steal Tech CBC
10
2d8+4-2+1 1,6
Secret Dice
6
2d6+4 1,1
Colonize Region 1
14
2d6+4 6,4
Link to comment
Share on other sites

The Counts of Mirage

image.png.03b43f6e6aa532e6909a4fe5863bedd2.png
 57 in Veehra
Mirage Julia Sahara
Diplomacy: 3
Military: 6
Economy: 10
Faith:2
Intrigue: 2

Actions:

1:[Economy 10] Technology

Economic Tech: Anti-gravitational rail.

Reqs: Nuclear Fusion, Arcane Amplification, (Ores and Alloys)

Effects: +1 to buyouts

With the influx of new technologies, the Masklanders immediately begun experimenting with what they already have to find new outlooks for technology. What they found was that by applying some basic magical principals with vast amounts of power, one could create a very strong levitating effect, however an unbroken link is needed to achieve this. Therefore these new anti-gravity plates are set with a pair or rails on their bottom to help steady the load. This alone allows these plates to essentially be dragged along carrying heavy loads of all sorts, but has a compounding effect if two sets of rails are set against each other,

Some have called this 'magnetism,' however the sheer amount of mass this effect can lift is far beyond that alone. This will surely allow cargo to be hauled in vaster loads, and maybe more in the future


2: [Economy] [1/?] Break the Ground on Peludian Rail in Region 57

 

3: [Economy?]  [1/?] Extend the lines into region 56

 

4: [Economy] [1/?] The line is extended into region 55

 

5: [Diplomacy] Plans may be laid, and debts may be paid, and trains may not be delayed.

 

"A New Track will be put down, stretching from Pole to Pole for all of Veehra!"

The Peludo announce to all plans for a grand new project for all of Veehra. Starting from the Masklands, the Mirage pledges to build up a grand new railway stretching all across Veehra, eventually to the other pole! Using the newest of developed technology, the Peludo will build miles of track all across the planet to join the poles, and circle the equator, allowing both goods and peoples to travel further than before. All powers are invited to help build this up-to any Veehran Powers, the Mirage pledges to offer their new technology to help aid in the construction!



Non-Actions:

Resist all Buyouts

-Except for UHS for 57 TP3 which will be supported

Bookkeeping

Military

Units (cap 6): 3 Land, 1 Space
 

Gralvin Station: Fortress in 57

Economic

Treasure: 3/5 (3 in debt)

Trade Posts Owned:
57 TP1: Tungeston

57 TP2: Tungeston

55 TP1: Mzarite Crystals

68 TP2 Polymorphite

70 TP1 Corvee labour

53 TP1 Sorcerous Swords

 

Technology

 

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry

 

Edited by Tentreto (see edit history)
Link to comment
Share on other sites

The Bafatis Dynasty (BAF)

Round 3

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 in Veehra
Duke Cinra Bafatis
Diplomacy: 7
Military: 5
Economy: 6
Faith:2
Intrigue: 2

Actions:

1: [Economy] Buyout TP 84.2 (Lepkashramov Ikons) (TN12, add treasure, +2 support, -1 distance) 12, success

2: [Economy] Buyout TP 107.1 (Sheet Polymer) (TN12, +1 from last round) 14, succes

3: [Economy] Buyout TP 66.1 (spellbooks) (TN12, add treasure) 11, failure

4: [Diplomacy] marriage claim on region 66 (TN12, add treasure, +1 renown rep 1) 13, success

5: [Diplomacy] attend event Elven Conclave of 2044

subaction: accept pseudogravity from ALF

Non-Actions:

contest all buyouts, takeovers, sacks and other hostile actions unless otherwise specified

Gain renown if any actions allows for it.

 

Bookkeeping

Military

Units (cap 6): 4 Land, 2 Space

 

1st mechanised infantry division
3rd mechanised infantry division
2nd armoured division
1st colonial marines division
1st Space Battle Group
2nd Space Battle Group

Economic

Treasure: 4/5

Trade Posts Owned:
71 TP1: Industrial Machines

71 TP2: Industrial Machines

 

Technology

Xenolinguistic catalogue
Dust hardening
Wet Navy Ships
Nuclear Fusion
Bedalian Megadirigibles
Arcane Amplification
Algorithmic Imagination
In Vivo Modification
Aclaustrophobic Psychiatry

new stats

stat increase: economy +1, diplomacy +1
Diplomacy: 7 (8)
Military: 5
Economy: 6 (7)
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

After the sack, the Bafatis seek elsewhere for now for magical things and find them with the Combined Commonwealth of Glix. Some negotiations later a trade agreement is signed between the merchants of the Glix and Bafatis to aid the export of items to the Bafatis Dynasty.

And forging the iron while it's hot, the merchants also try go gain trade agreements with one of the two moons and they try to regain the warehouses they had in their neighbouring region. However, because the destruction, the local merchants don't trust the Bafatis and they didn't succeed.

 

diplomacy:

After deploying the military to the neighbouring region, the Duke feels it's time for a larger alliance. In order to cement this alliance, his second son, Demang Bafatis, is betrothed to one of the ruling nobles of the area. The usual collection of gifts follows this marriage

The Bafatis will also send a delegation to the elves to discuss matters of mutual interest.

Edited by farothel (see edit history)
Name
1: [Economy] Buyout TP 84.2
12
2d8+8 1,3
2: [Economy] Buyout TP 107.1
14
2d8+7 5,2
4: [Diplomacy] marriage claim on region 66
13
2d6+9 3,1
3: [Economy] Buyout TP 66.1
11
2d8+7 3,1
Link to comment
Share on other sites

Eilif Dhaoine
Round 4

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42)

Leader: Clagath of Deargabh
Diplomacy 8 Military 7 Economy 4 Faith 5 Intrigue 4

Actions

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

  1. Invade 109 (1 Treasure spent) [Military] - Unrolled
    News that more of Firmament had been explored took up all of Giomad's focus from the moment he heard of it. Firmament was a place unlike any he had fought in before, but it was a necessary step to take if they were to...prove themselves, he supposed. They lived in a world where several planets were in contact and interplanetary warfare was inevitable. If the Dhaoine were to prove that they were capable of more than war on Sansar, that they can step boldly into the stars and make their will known, they must take Firmament - or at least, a part of it given the entrenched Durat population in the other parts of Firmament they had any intelligence on.

    Details

     

    Commander: Giomad of Fairnead (Mil 8) leading combined front
    Doctrine: Bleed Them Dry (+1 battle, +10% enemy casualties)
    Units: 2 Ground, 1 Space
    Route: 25 -> 109, using 1 space unit to transport 2 ground units into the combined front
    Modifiers: Treasure spent for +1 to the battle roll

  2. Sway Government in 43 (Using Unity of Purpose through the Embassy) [Diplomacy] - 16, Success
    The operation to bring part of Chonkia under the banner of Eilif Dhaoine peacefully had been a long, long process, and the officials in charge weren't going to let past failures dissuade them from continuing to try to bring the often-troublesome locals fully on board with the process they had set out. This time, at least, they weren't fully alone - recently, Eilif Dhaoine and the Eucrus Alliance had formed greater diplomatic ties, and the representatives on the ground in the region find being able to discuss the situation with their kanmara counterparts quite useful.
  3. Sway Government in 41 [Diplomacy] - 11, Failure
    While the department of the Eilif Dhaoine government that had been dedicated to the work in the northwest kept busy, the rest of the government's diplomatic efforts were focused further south in the Emerald Expanse. They had thought that it'd be easy work, between their past successes in Lassal and General Veldoon's embarassment in the field, but this is the system's first time dealing with a majority nonhuman population, and all it takes is a particularly ill-timed faux pas or two to derail the process.
  4. Buyout TP3 of 11 [Economy] - 8, Failure
  5. Buyout TP2 of 46 [Economy] - 11, Failure
    While the successes of the Eilif Dhaoine government and the resources they had secured in past years were enough to keep their western holdings - the Reserve itself and Lassal on the mainland - content and in line, some officials predicted a growing risk of discontent of their new holdings in Chonkia. It seemed like a simple enough problem to solve, though - countries that have been friendly to Eilif Dhaoine, both here on Sansar and abroad, are well set-up to assist the Dhaoine representatives sent their way in securing a steady flow of exports, serving to both keep their new conquests happy and also feed the ever-growing hunger of the Dhaoine proper for novelty and greater wealth. That...ends up being easier said than done, however, and the lack of experience many of the Dhaoine officials have with complex intercontinental and interstellar business soon reveals itself, leading to major setbacks in the plan.

Nonactions

  • Declare support and sponsorship of the Eucrus Alliance's attempts to secure territory on Sansar.
  • Resist COE's Build Spy Network - 11, Failure
  • Attend the Big Bironian Bash, the Elven Conclave of 2044 and the Mekh Gala of 2045
  • Via Embassy with TEA: Accept Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing and Badalian Megadirigibles; Give Wet Navy Ships
  • Allow WTU to do as they wish and judge how they like when it comes to inspections, but don't give them any special dispension or assistance.

News and Rumours

  • The news that the Imperial Court is encouraging other countries to attack the interests of those who did not obey their wishes is...not particularly surprising. The response from the Eilif Dhaoine government is simple - there are no apologies, justifications or grand shows of offence, simply a promise that hostile actions against their interests will be retaliated against. Anyone who wishes to cozy up to the Empire by attacking the Dhaoine are welcome to try, if they are willing to accept what will come their way in response, and if those people would be operating under the assumption that Elect status will protect them from reprisals, well...they need only to look at the conquest of the Flowering Lands to see that a defence like that will not work against the Dhaoine. Similarly, if any other country feeling the weight of imperial attention is struggling and requires assistance...well, the halls of government in Deargabh are always open to those willing to make a deal.

  • When rumours reach the Dhaoine that holo-novels depicting Clagath in all his glory have been siezed in the Wyrmlands, most people find the funny side of it. Some government officials opposed to some of Clagath's reforms and power plays use it for some choice jokes during some of the...more energetic government meetings in the years following the news, of course, while among the Knights of the Dhaoine the rumour is that Clagath himself reacted to the news with a grin, chuckle and a muttered "Still got it."

  • Veehra continues to be a fascinating place to watch from a distance, and plenty of the Dhaoine use their new lifetime subscriptions to BRG newsfeeds to keep tabs on the...situation there. There seems to be little impetus among those in power in Eilif Dhaoine to actually get involved in anything on the dusty planet. Some messes are best admired from afar.

  • Work to clear out more and more of the parts of the Reserve closest to the cities and expand the sprawl outside the walls is still going well, by all reports. A fair amount of this newly usable land is going to the military, however, as the organisation continues to evolve as an independent arm of the Eilif Dhaoine government in its own right rather than something pieced together from each city's lannan forces. Building bases of their own outside of the city walls where new blood is recruited and trained up is broadly seen by the government as a good thing, allowing for greater efficiency in the future.

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 3 (Spending 1 this round)

Country Information

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

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

Diplomacy

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

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 10 (4 + 4 regions + 2 support)
Ground Units: 2
Space Units: 1

Government Support: 24, 25

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

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

 

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

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure: 3 (Expected Change: -1)
Treasure Cap: 5

Trade Posts
Effective Total TPs: 3
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 25 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

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

 

Faith

Media Support:

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

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

25 - Integration
43 - Confederation

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
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

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

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

Edited by volthawk
finishing up action fluff (see edit history)
Name
Buyout TP3 of 11 (TN 12; Eco 4 + 2 Support - 1 Distance)
8
2d6+5 2,1
Buyout TP2 of 46 (TN 12; Eco 4 + 2 Support)
11
2d6+6 3,2
Sway Government in 43 (TN 12; Diplomacy 8; Use Unity of Purpose through Embassy)
16
2d8+8 5,3
Sway Government in 43 (TN 12; Diplomacy 8)
11
2d6+8 1,2
Resist Coedd's Build Spy Network (Intrigue 4)
11
2d6+4 1,6
Link to comment
Share on other sites

%5BCenter%5D%5BIMG%5Dhttps%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F2%2F2e%2FAuto_Racing_Red_Circle.svg%5B%2FIMG%5D%5B%2FCenter%5D
Auto_Racing_Red_Circle.svg

The House of Fire

Dur-Shalkhir (Region 76)

Duke Esarhaddon III

Diplomacy 5
Military 7
Economy 6
Faith 2
Intrigue 3

Expected Stat Increases: +2 Military

 

Actions:

  • [Military] Invade Region 81 with 2 Space Units under the command of Turtanu-Ziqpu Ra'ima (Mil 8) attempting In the Light of Chastising Stars (+2 to battle), Spending 1 Treasure (+1 Gunzir Massif)
  • [Military] Raise 1 Space Unit
    The shattered superstructure of the DVS Bull of Heaven is recovered in the opening days of the renewed assault on the Imperial Bar, returned to the shipyards of the Eye of Esarhaddon for retrofit and rechristening.
  • [Military] Salvage the Crashed Warship in Region 47, Spending 1 Treasure - 13
  • [Military] Sack Trade Post 3 of Unblemished Wreckage in the Moonsoul Mountains (Region 44) using 1 Space Unit and 1 Ground Unit - 10
    Sub-Action: Attempt to steal 1 Renown from the Glorious Purifiers
  • [Diplomacy] Raise Reputation with the Imperial Court (1 > 2) - 15

Non-Actions:

  • Support all conversions by the Imperial Cult
  • Support the conversion of the Merely Players in Dur-Shalkhir
  • Accept the embassy of The Shattered Coven

News and Rumors:

  • ...

Record Keeping

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

Current Treasure: 1/5

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

Passive Treasure Income: 1/Round

Land Units: 1

First Void Knight Banner

Space Units: 3

DVS Tiamat
DVS Bull of Heaven (Destroyed)

DVS Pazuzu
DVS Lamassu

Technologies:

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

Military Technologies

Ground Front:

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

Space Front:

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

Both Fronts:

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

 

Edited by TheDarkDM (see edit history)
Name
Raise Reputation with the Imperial Court
15
2d6+5 4,6
Salvage Tech in Region 47
13
2d6+6 4,3
Sack TP3 Region 44
10
2d6+5 4,1
Link to comment
Share on other sites

 

 

The Dwarven Industrial Coalition

Chief Executive Hammond Durham
Diplomacy: 4+1
Military: 9+1
Economy: 6
Faith: 2
Intrigue: 2

Regions
The Central Claims: 97(Capital)
???: 90

???: 95

Actions

[MIL] Impress Government Support in Region 95


[MIL] Raise a Space Unit

 

[DIP] Send a Diplomatic Mission to Region 96

 

[DIP] Sway Mercantile Support in Region 90

Using Crystal Weave

 

[ECO] Buyout Region 95 TP 1 for Laser Rifles

Embassies

Trade Routes

Non-actions

 

News and Rumors

 

Bookkeeping

Characters

Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous
Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive.

Reputation

BRG 1:

  • +1 to Investigations, +2 in regions with BRG Media Support.

REN 2:

  • +1 to Establish and Press claims
  • +1 to resist Impress and Sway

Military

Units:

Unit Cap: 4 + 3 [region] + 2 [govt support] = 9

Ground Units: 3

Space Units: 3

Total: 5

Generals:

Admirals:

Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected.

Military Technologies:

Economy

Treasure:

0/5

+0 per round

Trade Posts:

(S) indicates merchant support

Crystal Weave: 88.3

Ice: 97.1 (S)

Meltorian Ale: 90.3

Civilian Technologies:

Aclaustrophobic Psychiatry

Algorithmic Imagination

Arcane Amplification

Fusion Power

In Vivo Modification

Vacuum Adaptation

Xenolinguistic Cataloguing

 

Edited by bc_56 (see edit history)
Name
Impress Govt. 95
19
2d6+9 4,6
Mission 96 (+1 imperial decree)
6
2d6+4 1,1
Sway Mercantile 90
7
2d6+4 1,2
Buyout 95.1
11
2d6+6 2,3
Link to comment
Share on other sites

Fiorid Principality of Verdalfheim (ALF), Round Four
2043-2045
image.png.dc0cbefb8fb826b76e0d41eb17171021.png
Chancellor Eydis dei Fiori
Dip: 5 | Mil: 7 | Eco: 5 | Fai: 2 | Int: 2

Stat Gains: +1 Dip, +1 Eco

Actions

  1. [Diplomacy] Host Event: Elven Conclave of 2044
    -Gift 3 Treasure to KRB
    -Gift Pseudogravity Engineering
    to all attendants who deliver a religious speech (or a proxy actioner chosen by the speaker) (ARK, BAF, GCC, GLO, KRB)
    -Accept Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles
    from ARK
    Pursuant to plans laid in years prior, Oskar is permitted to continue organizing his panel for the exploration of foreign faiths. As the first major gathering of foreign dignitaries in Verdalfheim, measures are taken to make the country and its capital as presentable as possible. Chancellor Eydis, however, bitterly disapproves of the entire process, allowing it to proceed only for the sake of appearances. Once it is done, she plans to rein in her rampant siblings as firmly as possible.
  2. [Diplomacy][Special D5] Create Cultural Identity: Absolutist Integration (2d8 on Sway actions)
    Eydis dei Fiori returns to a country rich in power yet destitute in stability. Efforts to properly incorporate the new provinces into the Principality's absolutist government structure have yet to be made, and rather than diving into the messy work of state-building headfirst the Chancellor chooses to exercise caution. A commission is gathered to determine the best way to bring the new conquests fully into the Fiorid fold, whether they be subjugated rivals or disorganized colonies.
  3. [Economy] Buyout TP1 of Region 34 (TN 12; Roll:14; SUCCESS)
    The people of Grigialfheim require medicine, and in spite of Arni recommending the employment of narcotics to keep them docile Eydis firmly insists that there will be no such underhandedness. Luckily, the gamble pays off and the healing enzymes of southern Dewlad are set to ship to hospitals throughout the country.
  4. [Economy] Buyout TP2 of Region 44 (TN 12; +2 GLO Support; Roll:10; FAIL)
    Constant raiding from outside forces makes an economic investment in the lands of the Moonmen quite difficult.
  5. [Economy] Buyout TP2 of Region 36 (TN 12; +2 ALF Support; Roll:14; SUCCESS)
    Stock Buybacks. Next question.

Nonactions

  • Trade Route with RAT:
    -Gift Pseudogravity Engineering to RAT
  • Support ALF(me)'s buyout for TP2 of Region 36

News & Rumors

  • Larus dei Fiori is remembered fondly by his family and former subjects as the conqueror who unified Verdalfheim centuries ago before retiring to a quaint garden life and, tragically, dying in 1784. The specific events are shrouded in mystery, but it is said that he had a happy passing.

    Radicefst, 1784

    The Prince looked out across the palace lawn, dress shirt unbuttoned at its top, his withering red hair rustling slightly in the wind. All around, the flowerbeds shared this subtle movement. It was autumn in the garden, and the petals began to fall. 

    The children were at play in front of him, running and laughing with wooden swords in hand as they played out mock fights for the frontier. In spite of the pulsing ache in his gut, the Prince's blue eyes were pleased by what they saw. He leaned back into his simple wooden chair, laying his feet upon a cushioned stool. It was not so bad to find peace at last.

    The girl seated to his right, hair already a stark white despite being barely ten years of age, was absorbed entirely into the tome in her lap. Lazily peeking over, the Prince smiled. "Enjoying your new book?"

    She paused, resting a pale finger upon her stopping point, and looked back with red eyes above a brilliant smile. "It's great! Thanks grandpa!"

    Larus dei Fiori simply smiled and gave his granddaughter's hair a rustle, heart panging as he pondered the wheels astride her seat. It was good to start reading young, and she was already older than most of the children at play, but she deserved to be out there on the lawn with them. The Prince's gaze drifts away to the open sky, no longer in a smiling mood.

    He was brought back to reality by a tug at his leg. Looking down, he sees the grinning face of a four-year-old, pristine in its youth if not for the grey rot that marred the left of his face and creeped down to his exposed arm. "Grandpa! Watch, I can run faster than a knight!"

    Staring into the child's red eyes brought him boundless unease, but Larus put on a kindly smile all the same. "Oh really? I want to see this-" He shifted back into an upright position, feet on the ground, watching as the youth ran off with all the speed and refinement of a drunk hamster, tiny wooden sword waving through the air as he laughed along with his friends. The Prince's smile became genuine, moved to a blissful appreciation of the virtues of youth, but he could already see that his deformed grandson's display would not last, his breath coming in shorter and shorter wheezes as he slowed down over time. Still, there was virtue in trying; Larus hoped against hope that he would still be able to become a noble warrior someday.

    Next to Larus, his granddaughter glanced up from her book, smiling and waving to someone approaching from the left. The Prince sighed and leaned back with closed eyes, bracing himself for the repeated conversation to come.

    Mercifully, his granddaughter was approached first. "What do you have here, Hekla?"

    The enthusiasm in the young girl's voice was nearly infectious. "Grandpa gave it to me- it's like a comic but for an entire book. A team of heroes is fighting some villains, and-"

    "-the artwork on this page is impressive! It must have taken a lot of work to produce..." Despite trying to put on a show of sincerity, Isak's tone betrayed his inoculation against such emotional contagions. "Would you mind giving grandpa and me some time to talk? We have some grown-up business to discuss."

    Larus cracked open his eyes just enough to glance down at his granddaughter's frown. "Alright..."

    "No. She can stay." The Prince rose in his seat, eyes alert and a mask of pleasantry upon his visage. "What do you need to talk about so badly?"

    Isak, sole remaining son of the Prince, cast an awkward glance down at his crippled daughter while addressing Larus. "...How are you feeling these days?"

    The Prince swore internally, behind his sphinxlike mask of pleasantries. His son may lack in tact, but he knew exactly which questions to use to get what he wanted. "I'm fine, I'm fine..." The hole in his gut burned, the taste of bloody bile omnipresent at the back of his throat. Hekla couldn't know, though... the last thing the poor girl needed was to worry about her grandfather.

    Furrowing a brow, Isak pretended to ponder questions with answers he already knew. "I heard worse from the Druids, and I was worried for your health..."

    Damn him. "No, they must be mistaken, though I guess I am a bit thirsty..." He turned to Hekla, no hint of defeat upon his face. "Could you get me a glass of that lemonade from the kitchen? The pink kind, with the berries on top, freshly iced?"

    His granddaughter frowned, glancing between the two authority figures. "But I thought you said-"

    "Listen to your grandfather, Hekla." It was a soft request, no harshness of tone, betraying Isak's relief that his daughter would be away from this talk. Obediently, Hekla wheeled away in her little pink dress, her comic book left to sit on the small table next to them. Isak picked it up and rifled through the pages as he sat down on the footrest stool, eyes still too ashamed to meet his father's even after all these years. "...I'm sorry that I had to do that, I didn't want her involved in the first place-"

    "-what, so you could make the same pitch to me that you've made every other week for the past year?" Larus gritted his teeth. "You called the bluff, you won your petty game again, now let me-" He suddenly burst into a fit of coughing, bringing up his bare arm to catch the saliva. When he pulled it away, there was no such innocent fluid; only blood.

    "It's getting worse by the day." The Prince's son offered him a handkerchief with which to wipe away the detritus. "All the Druids say that it's terminal and we still don't have a cure, we're running out of time..."

    "I know." Larus fights his way back up to a dignified posture. "I've accomplished much with this life, and I can accept the end-"

    "No, stop that." Isak's hand gripped his father's knee with a desperate fury. "Please, let me save you, we know that it would work-"

    "Look me in the eyes, my son." It was a firm command, the weight of all Verdalfheim invested in its deliverer, and Isak could not refuse. The father's blue met the son's red, and Larus' authoritative demeanor left his body with a ragged sigh. "I do not wish to die, Isak, but time is an enemy that cannot be defeated. You may have parleyed with it, but the sacrifices made-"

    "-pale in comparison to the reward." Desperately insistent, Isak reached forward to grasp his father's shoulder. "The Druids are already working day and night to uncover everything they can about this condition, every weakness will be accounted for with minimal risk to ourselves."

    "To yourself?" Larus gritted his teeth in rage, batting his son's hand from his shoulder. "What about Hekla? The poor girl can't even walk, and her brother- just look!"

    The noble preschooler named Arni flopped down in the grass, laughing after having tripped on his own toy sword, a movement which caused his disfigurement to warp and contort in ever-more-hideous ways. Isak refused to see. "Arni is a happy child, nothing is wrong with him. Besides, the conditions are just aberrations, the Druids are trying everything they can for them..."

    "And it won't be enough. You damned my grandchildren for your own sake." Larus' heart felt even more painful than his gut. "I love them more than I have loved anything else in this world..." The Prince slumped down into his seat, his entire being fighting the urge to weep.

    "I would not have been strong enough to have them at all if I thought there was a risk that one day I wouldn't be there for them." Glancing to the side, Isak noticed his daughter wheeling closer from several yards away, lemonade in hand. His voice broke then, pleading with his father to finally listen to reason. "Please, if you truly love them, stay with them. They need you, we all do, please, I-" His voice drops to a whisper as Hekla nears. "I can't lose you too."

    Larus' final words to his son were also a whisper, as he leaned his head back against the seat and closed his eyes. "I fear death, but I fear living to see the fate of this family even more."

    The next moments were wordless. Isak stood, departing after a pause. Hekla gave her grandfather his requested lemonade, staring curiously at her own father as he went. Arni fell and bruised his knee, blowing it off as a temporary slight. Larus savored his sweetly sour beverage.

    In an hour, he was dead.

  • Though he was indeed present at the Conclave and listened in on the proceedings, Prince Isak's total lack of comment on the proceedings is taken as a poor sign by the Nobles of the land. It is said that a serving girl was called to deliver a refreshment, and the word on the street is that he was slouching on a couch reading through the latest issue of Snake News in a bath robe, back turned against the ongoing debate. None can pinpoint exactly who the source of this rumor was, and the Prince seems surprisingly unwilling to name the responsible party; regardless, it is a bizarre embarrassment.
  • The single largest challenge to Eydis' resumption of authority is her older brother Arni, whose successful southern campaign hardened his personal grip on the Verdalf military. Shortly after the conclusion of the Conclave, and against the will of the Chancellor, he attempts to prepare the army for another costly campaign but is hindered by the holdouts of Eydisites among the Generals who scorn his trademark brutality. Tensions flare as he attempts to have them purged from their positions of power, resulting in the Chancellor herself appearing before her troops for the first time in years to settle the issue. Abrasive personalities flare, choice words are exchanged, and soon their mechs are readied for a duel. It is not recorded in any capacity, witnessed only by a select cohort of Generals, but rumor has it that Arni lost. Badly. The Chancellor was seen leaving the arena with an unusually contented expression, while word has trickled down from the guards that Arni emerged with a smudge on the unmasked half of his face that looked distinctly like a bootprint. The army falls in line; there will be no campaign this year.

Bookkeeping

Leaders and Military

Eydis' base ruler rolls located here

Heir: Hinrik dei Fiori (Base Rolls: 2/3/4/1/1, +1mil/+1eco from Round2 actions = new core statline of 2/4/5/1/1)

Expended Specials:
Eydis: M5, D5
Hinrik: E5

General(s):

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

Ground Unit Count: 4

Space Unit Count: 2

Treasure Count: 3 (-3) (+1 passive)
TP count for passive generation: 3 (+3)

Controlled Regions

Link to Lands Thread

Region Name Region Number Resource Prime Religion Minorities Desired Import Status
TBD 35 Dejan Mustard Thunderbolt Ascension (Plur) - Industrial Machinery Province
Verdalfheim 36 Oil - - Ores & Alloys Capital
Grigialfheim 51 Ryban Fish Kinites (Maj) - Medicines & Drugs Province
TBD 103 - - - Fruits & Vegetables Colony

Owned Techs

Type Name Requirement(s) Effect(s)
Starter Pseudogravity Engineering - -
Starter Wet Navy Ships - Can cross water w/o losses
Edited by moossabi (see edit history)
Name
Buyout R34 TP1
14
2d6+5 4,5
Buyout R44 TP2
10
2d6+5+2 2,1
Buyout R36 TP2
14
2d6+5+2 3,4
Link to comment
Share on other sites

image.png.7b18a88d6f3fb9ea7e295061d0c3b296.png

 

🐝The Arkhive Æternal (ARK)🐝
Region 46 (Sansar)

 

 

 

 

 

List of Members

ALF (Local)
CUS (Local)
ELD (Local)
GLO (Local)
ILU (Local)
LSP (Local)
RAT (Local)
RRE (Local)
WTP (Local)
BAF (Visiting)
MSQ (Visiting)
TEA (Visiting)
UNC (Visiting)
UHS (Visiting)

Charter of the Arkhive Æternal

Immutables
-Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below).
-There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else).
-Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership.
-Members' holdings shall be held as inviolable to the Library, subject to no interference.
-The Arkhive's holdings shall be held as inviolable to Members, subject to no interference.
-The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens).
-The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!).
-The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past.
-The Arkhive is subject always to public oversight; it will never take a secret action
-The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried.


Mutables
-Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination.
-Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members.
-Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*)
-Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians.
-At their sole discretion, the Queen can forgive fines and pardon misstep.
-The Arkhive accepts all donations.
-Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter.
-Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members.-No Patron may require the Arkhive to Adopt Faith.

*I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports

Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.)
Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met)
Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd)
Submit a history for Arkhival: 1pt (max 1/rd)
Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd)
Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts
Submit the results of an Investigation for Arkhival: 2pts
Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded)
Donate an Artifact to the Arkhive: 10pts
Donate Treasure to the Arkhive: 1pt/ea
Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status
Mechanical figure (or retired Ruler) joins the Arkhive: 3pts
Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd)

Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total.

Immutables
-Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below).
-There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else).
-Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership.
-Members' holdings shall be held as inviolable to the Library, subject to no interference.
-The Arkhive's holdings shall be held as inviolable to Members, subject to no interference.
-The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens).
-The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!).
-The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past.
-The Arkhive is subject always to public oversight; it will never take a secret action
-The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried.


Mutables
-Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination.
-Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members.
-Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*)
-Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians.
-At their sole discretion, the Queen can forgive fines and pardon misstep.
-The Arkhive accepts all donations.
-Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter.
-Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members.
-No Patron may require the Arkhive to Adopt Faith.

*I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports

Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.)
Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met)
Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd)
Submit a history for Arkhival: 1pt (max 1/rd)
Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd)
Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts
Submit the results of an Investigation for Arkhival: 2pts
Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded)
Donate an Artifact to the Arkhive: 10pts
Donate Treasure to the Arkhive: 1pt/ea
Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status
Mechanical figure (or retired Ruler) joins the Arkhive: 3pts
Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd)

Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total.

Immutables
-Every odd round, the Arkhive will hold a Hexenniel Conference to select a Patron, determined by the Points System (see below).
-There are two tiers of Membership: Local Members (for residents of Sansar) and Visiting Members (for everyone else).
-Should a Visiting Member be awarded Patronage OR complete and maintain a Hive (5-action GP), they will permanently be considered Local, so long as they retain Membership.
-Members' holdings shall be held as inviolable to the Library, subject to no interference.
-The Arkhive's holdings shall be held as inviolable to Members, subject to no interference.
-The Arkhive shall devote half of its capacity in service of its Patron (2 actions on odd round, 3 on evens).
-The Arkhive cannot use Military actions nor maintain a standing army (but we're ignoring the unit we start with because it'd be a hassle to deal with--we rebuke the fiction and substitute our own!).
-The Arkhive is a place of refuge; anyone swearing themselves to scholarship is welcome in its walls, regardless of their past.
-The Arkhive is subject always to public oversight; it will never take a secret action
-The Arkhive reserves all E5s and D5s that it may better distribute Trade Routes and Embassies, as well as its first F5 and F10. Additionally, should the Arkhive ever do that thing to get a new civ type and another action what's that called again I forgot, it reserves that one action as well--feel free to ask in advance about it if worried.


Mutables
-Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination.
-Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members.
-Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*)
-Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians.
-At their sole discretion, the Queen can forgive fines and pardon misstep.
-The Arkhive accepts all donations.
-Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter.
-Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members.
-No Patron may require the Arkhive to Adopt Faith.

*I don't expect to have any interest in supports unless a [i]hostile[/i] power takes the Arkhive's capital supports

Points System: (Note, this is crunch, but IC it's just the Will of the Bees. Not mutable or immutable, just an enumeration of how the Hive chooses to crown you.)
Provide our Desired Import: 2pts/round (available to every civ that does it, even if the need is already met)
Submit a piece of your culture's literature for Arkhival: 1pt (max 1/rd)
Submit a history for Arkhival: 1pt (max 1/rd)
Submit a theo/mythological or philosophical work for Arkhival: 1pt (max 1/rd)
Recover a lost item from the Arkhive's holdings (returning late items absolutely doesn't count, loophole nerdz): 10pts
Submit the results of an Investigation for Arkhival: 2pts
Submit a technology not yet held by the Arkhive: 2pts for starting tech, 5pts for all others (simultaneous submissions are both rewarded)
Donate an Artifact to the Arkhive: 10pts
Donate Treasure to the Arkhive: 1pt/ea
Build a Hive (5-action GP, you may use the Arkhive's actions for this as Patron): 2pts/turn ongoing, Donor Status
Mechanical figure (or retired Ruler) joins the Arkhive: 3pts
Fluff piece describing influx of your people joining the Arkhive OR an individual described to be noteworthy (such as a great scholar) joining the Arkhive OR a scholar of the Arkhive joining your people: 1 pt (max 1/rd)

Points accrue until the end of a Conference. At the end of the round, the civ with the highest total is awarded the status of Patron. They return to 0 points. Second place is awarded five points to start the next round. Third receives four, fourth receives three, and so on. Ties for Patron are decided between the tied parties, and if they fail to come to an agreement, they roll off. All other ties will both receive the higher point total.

 


News and Rumors
  • Congratulations to our Patron, the Llort Protectorate!
  • At round start, GCC holds 5 points, BCC and ILU each hold 4, ELD and CUS each hold 2.
  • The Freedom of Conscience Amendment PASSES
  • The First Amendment FAILS
Patron Actions
  1. Eco (Hive 88 1/5): Putting a Hive into space requires, first and foremost, a beehive. Enormous sections of honeycomb are carefully cultivated in a cargo ship designed entirely for the purpose. Years of bee activity coalesce into an intricate hexagonal web inside of a metal shell, all with scientifically insupportable wings on the outside to fly it through the void of space. But the Llort appreciate flying through space, so this will be forgiven. Send it onward!
  2. Eco (Hive 88 2/5): Putting a Hive into space requires, next and secondmost, bees. Constance promises to speak to the bees to try to encourage them to produce what is needed, and her influence proves effective. A geostationary satellite is put up above the skies of Coedd for a few quick generations to acclimate even slightly more to lowered gravity. Outfitting the youngest generation with entirely-decorative-but-obscenely-cute waxen space helmets, they are sent by first class interplanetary mail to Mekhala.
  3. Eco (Hive 88 3/5): Putting a Hive into space requires, third and lastmost, a beekeeper. Rather than an Arkhivist, however, the Earl of Grey suggests a contact of his whom he refuses to elaborate upon. A shadowy figure known only as the V O I D W A L K E R is dispatched to tend to the Hive. They are a cheap hire, asking for nothing but the "payment customary" whatever that means. When the invoice comes, we'll deal with it.
Arkhive Actions
  1. Dip (Attend Conclave)
    1. Accept Pseudogravity from ALF
    2. Accept VacAdapt from GCC
    3. Gift Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO
    4. Gift Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB
    5. Gift Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF
    6. Accept Region 8 from GLO, under a treaty currently partially drawn up that states it is considered by the Arkhive to be the territory of both GLO and BCC, making it inviolable.
  2. Eco (Buyout 37.1): SUCCESS "Wow!" says a careful merchant delegation. "I sure love--" checks smudged note on hands "Assimilation Bots! We definitely are taking these for Arkhive reasons. Yep, yep, let's not worry about it!"
Non-Actions
  • Support ELD and LSP buyouts. Resist all others.
  • Accept all goods, treasure, donations (unless specified).
  • Accept (and compost [DI]) Stage Trees from RATbois
  • TradeI know you want specifics. I have not yet, I think, failed to list them. But I'm putting this here in hopes of GM generosity if I let a trade slip through the cracks. any techs people want where possible as a nonaction.

armoria_2024-01-10-21-40-09.png.b8e462cdaa165daf2e66515cd6062b36.png

"Buzz buzz, fam"

Her Arkhival Majesty Queen Constance of Comment the First
(she/her)

Diplomacy: 3

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


Ground units: 1
Space units: 0
Treasure: 1

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

 

Realm Tracking

Economic:

Trades Route:

  • RAT

Income: +0

Trade Posts: 

  • 46.1 (Honeyed Words)
  • 59.3 (Union Crews)

Diplomatic:

Embassies:

  • LSP

Regions:

  • Capital: 46: The Arkhive Æternal
  • Exclave: [8: Ophion?]

Faction Supports:

  • Region 46 - Government, Merchant, Media

Faith:

Official: Coedd

  • Size 5: +1 to Investigations on Coedd
  • Size 10: +1 to Offensive Battles on Coedd

Artifacts:

  • The Library Card: +1 to Investigations

Hives:

  • 2 (BCC): 1/5
  • 8 (ILU): 2/5
  • [88 (LSP): 3/5]

 

 

 

 

Edited by Lumaeus (see edit history)
Name
It's Kinda Late But It Looks Like I Probably Had To Roll Against The Spy Network But Maybe The GMs Did In Between Rounds But If They Didn't I Need A Nat Twelve To Resist So Come On Snek Eyes (2d6+Int (3 then too))
12
2d6+3 4,5
Buyout 37.1 with support (8Eco+2support)
18
2d6+10 3,5
Link to comment
Share on other sites

The Bironian Bulwark

spacer.png

Actions
  1. [Economy 5] Trade Route with the Black Cloud Coalition: The Neon Transitway
    After the dust settles, the financially motivated Neon Syndicate melds into the government of the Bulwark. In charge of trade and foreign policy, they are eager to reward the allies that helped them reach their hard-fought victory. So begins the Neon Transitway, a project to unite the economies of the two budding powers in a way that few other lands have been before - especially not for a power such as the Bironian Crossroads, who have such an undiversified economy. Trade ships and companies from the Black Cloud Coalition are given a specific type of passport that allows them to transport a great variety and quantity of goods past Bironian security, which had previously been especially tight against their rivals. Even restricted military goods are now allowed to flow the other way in their direction, including the coveted noble metals. Those who cling to the knightly codes cringe at the arrival of this day, but as the wealth starts to accumulate for the Bironian people and life among the Crossroads becomes less steeped in systemic poverty opinion turns the other way. Glory to the Neon Syndicate and the Black Cloud Coalition, the bringers of freedom and prosperity!

     
  2. [Economy] Purchase Eskor's Eskorian Orchards TP1 (R30)
    It is known that the Knights of the Bironian Crosspaths do not sow seeds. Through mercenary contracts made to the locals and some foreign investment, the newly appointed Chairman is intent on preventing his people's focus on warfare from allowing them to starve to death.
    -1 To roll from orbital penalty, negated by spending 1 treasure!

    Despite the best efforts of the Bulwark, it seems that the flow of goods does not move to the crossroads. (Roll Failed)
     
  3. [Military] Invade Region 14!
    Send 3 Ground units and 2 space units to attack.
    Shi Lithium takes the ground front and the region on victory (Score 9, Tac doc: Overwhelming Tempo, artifact: +2 to leader losses for self)
    Chairman Alchire commands the space front (mil 2)
    Use one treasure for a +1 to battle

    With the civil war in the Crossroads abated, the militant forces of the Bulwark suddenly have no enemies to point their blades at. Aiming to keep the militant among his people occupied as to prevent them from causing strife within, the Chairman does an assessment of the aerostats of Badal and finds that without exception, every single region has been laid claim to by some faction or another. Despite lack of actual power in several of the regions, any move would be considered contesting another faction's territorial claim. Hoping to keep the nation in her neighbors' good graces for the stabilization period, the imperial embassy is selected as the destination for the Bulwark's attack. Is it not laughable that the embassy to their Empire is not ruled by one of the elect? By omission of the Emperor's Legitimization, Chairman Alchire declares, they have been chosen as unworthy to rule their aerostat. Let the battle begin.
     
  4. [Diplomacy] Aid the Black Cloud Coalition in Construction a WTU base in the North Way Cluster!

     
  5. [Diplomacy] Increase Reputation with the Emperor!
    Success! (+1 to the roll from Imperial Decree)

    2 Treasure Spent this turn!
    0 Treasure Generated!
Fluff, Non-Actions, and Character Building
  • NON ACTIONS
    Allow the WTU to inspect the working conditions in the Crossroads.
     
  • The Bironian Civil War has ended! With the Neon Syndicate claiming victory over the Loyalists and the Order of Sodium thanks to the Black Cloud Coalition's backing, the matter of rulership should be simple. ...However, it is not. The Kingpin of the Syndicate has been murdered by his associates, leaving nobody in charge when it comes time to make the final compromise with House Lithium, who still holds the throne and the right to rule it by the old ways. Yanji and Admiral Kazi may yet live on some unknown worlds, but they cannot press their claims with their armies in shambles and the Coalition Fleet hovering over his skies. With the requirement for leadership at this time of paramount importance, the kingmakers in the Coalition get to hand-select a certain character for rulership, though he may not inspire quite as much confidence as the previous leader did. Chairman Alchire has been a mercenary and a former knight of the Crossroads, experienced in the matters of stewardship that kept the mercenary company in business.
     
  • The compromise comes to the following conclusion: The Bulwark will be ruled in three parts, with the Chairman of the Neon Syndicate functioning as the official head of state. The other two parts are the provincial councils, dictating local budgeting and direction, while the old Archknight and her circle of nobles keep the military and judiciary roles that they have always represented in Bironian culture. Shi Lithium finds the Coalition leader Jie and her representatives to be surprisingly agreeable, and thanks to their attitudes of placing peace and stability as the foremost priority she comes away from it more pleased than she expected to. It is still humiliating to have much of her power as would-be head of state stripped, but not demanding the destruction of their culture or her house's personal estates paint things as less of a personal failure. The Knightly Orders will endure, and this war will be over before the Crossroads become impossible to pull from their cycle of instability.

image.png.9840e50558f8fb0a5725dc11eefd8dd1.png

Chairman AlchireHe wore a clean set of armor, whose interlocking black and white plates, whose texture resembled hardened glass, were highlighted by hints of neon pink beneath. No doubt this was skin, which was apparent enough that he was clearly the same size and shape as a human, though the sawed off horns protruding from his head and that hue of pink suggested that was not the case. Long black hair falls from the back of his helm, which otherwise covered the face.
(He/Him)
Diplomacy: 3
Military: 2
Economy: 5
Faith: 2
Intrigue: 5
Unit Cap: 5/6
Income: +0

Ground Units: 3
Space Units: 2

Capital: The Bironian Crosspaths (R17)

Treasure: 5 + 0 per round

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

Edited by Zayuz (see edit history)
Name
Ruler Stats
13
sort(5d4,highest) 4,2,4,1,2
Buyout R30 TP1
8
2d6+5 2,1
Raise Reputation with Emperor
14
2d6+4 4,6
Link to comment
Share on other sites

Sorcerers of New Kildora

 

image.png.b76aa4069f85ef23daedb869a94bdccf.png

Leader: Doomweaver Serpent

Diplomacy: 7

Military: 5

Economy: 1

Faith: 7

Intrigue: 3

 

Actions:

 

1. Diplomacy Establish Confederation Claim on Region 70

With recognition of the Demi-God King's ancient mystical connections to New Kildora moves are made to link the two polities as a combined Sorcerous Standout formally. The Truthhisser Cabal join En-Sharat's decadent affairs and court, offering magic to traverse the stars, and a place in the primacy of the trajectory of fate. The Empire was ascendant, its Elects rising to new heights once thought foolish fantasy, and as a sign of such goodwill the Pleasure Yacht "Little God-King" is gifted to the great and mighty Demi-God King En-Sharat.

2. Diplomacy Sway Government Support of Region 70

Rapidly linking the sycophantic court of the Demi-God to the assorted associates, thralls, and apprentice sorcerers of the Truthhisser Cabal engages and incorporates much of the daily political affairs of the region. Doomweaver Serpent moves forces into the area to enforce law of an agreed nature, primarily the movement of peoples and possessions, and a spell is cast to bind the power of the land. A tower near the border of Kildora is hewn and raised from the earth, its peak of power outfitted with an observatory where Sorcerers gaze upon their wonders and despair.

3. Military Special 5 Raise an Admiral!

Valus Vile rises from a Champion to a Commander as the Knights of Kildora find enough backing to helm their own War Yacht "Smooth Crusader" and host annual Yacht Jousts and Motor-Chariot Races inside the annals of New Kildora. The Knights have long worked on a special alchemical cocktail for battle, a blissful experience for the initiated, and a nightmarish doom for the newly blessed babe. Shadows turned enemies, pain recontextualized, and reality itself flayed by an unseen hand. Dosing the battlefields with this chemical warfare some Kildoran magicians thought lost to time.

4. Faith Convert The Highlands of Ishtanos (Region 65) to Cult of the Mother Serpent Plurality (With Support)!

The Highlands of Ishtanos hear the call of the Knights of Kildora! Their hoverbikes and Dune-cruisers roaring from mountainous heights to rolling highland. But when the horn of war is thought to be blown and the spells and swords unsheathed; Nobody came. Most perplexed and dismayed by the rumblings of another great battle of sword and sorcery averted they settle into the Highlands for a summer. The revelation of an ancient text's linkage is a catalyst of revelation for the Knights, who perform seances late into the night consulting demons, unspooling threads of history, and reconstructing the poem to sing throughout the realm. Doomweaver Serpent's right hand man Doom Soom is contacted by the Knights, who press the Doomweaver Clan for access to archival artifacts, and eventually pester their way into government secrets. One expertly applied ancestral bone-induced vision later and the Knights of Kildora raise their closest recreation of the tablet's full parable in all it's glory.

I leave the Land of Darkness to be with the Serpent of the Sun in the next life

My journey has ended, I close my eyes to the world of lies

My search is over, carved in stone, on the Temple hall beyond the Great Wall

No dreams, they have left me, darkness has them be

I am free now to roam the Valley of the Kings

5. Faith Set Holy Site 10 Bonus to +1 to Sways

Officially Snake News is a Mother Serpent Organization. It is open to the communications and understandings of all faiths, but the guiding principles of the ethos of the organization are rooted in the teachings of the Mother Serpent. That outreach has a profound effect on relations across Tekhum, with Cultists finding leverage, connections, and influence where others may be left to ignominy. Snake News generally reports favorably on the affairs of Kildora and Khassia, for what is there not to enjoy of the Mother's blessing?

Non-Actions:

- Resist Conversions and Buyouts Unless Noted otherwise

- Politely refuse the offer from BRG. Snake News is an independent news front!

- Accept WTU Inspectors into Kildora. Snake News Channel Teamsters are officially unionized.

 

The Founding of a New Vision (And regulatory investment)

image.png.936558c52909ae08791d9f439575ae0c.png

Across Veehra and slowly disseminated into the celestial bodies beyond a new advertisement rings through the waves!

 Alright you Durats
Ready to sing your song?
I'll say we are
Yeah, let's sing it now!
Okay, Clus?
Okay
Okay, Climzag?
Okay
Okay, Irrik? Irrik? Irrik!
Okay!

🎵 Trading, trading time is near 🎵
Time for mercs and time for gear
We've got ports, so big and vast
Hurry Trading, hurry fast
Bees that give actions to you
and I need an import too!
We can hardly stand to wait

🎶
Please trading, don't be late! 🎶

Don't be late for your opportunity to join the Solar Trade Center.  Now available for the low price of a single Trade Route.

And for our friends in Mekhala, extra hurry!  Our first partner from the beautiful field will receive a free treasure for joining!  Paid on round 6 through the new Trade Route

 

Snake News Live At You!

Welcome back to Snake News Channel! Today we've confirmed what locals have been complaining about for months now. Offworld bio-punks kidnapping and extorting hard working Veehrans! Those Corvee's had a divine link to their Demi-God King that is being oppressed with these radical Sansarians with no sense of order! Soom-Clan Freedom Fighters are working everyday to free these poor abused non-union but also with union oversight workers. With the help of Veehra's favorite God-King and tell-all risque interviewee Okan it seems the future of a safer more humane Veehra is on the horizon.

 

Is Todd right for you? Dating apps have been proliferating across the face of Veehra offering questionable Todd services and no one is entirely sure who to blame. Some point to the infamous hackers IntraSnake lurking on Sneddit attempting to fleece potential lonely, despondent, and out of touch individuals to part with their hard earned resources. Remember, if a Todd is offering something too good to be true, it probably is!

 

We cut to our on the scene reporter, Chezs Chezs for a sports update on the Khassian Plains! EVERYTHING IS REALLY LOUD THEY'RE DRIVING SO FAST. Miraculous stuff, truly.

 

image.png.3154ed558a473abda046ef1902285c29.png

Heir Stats (Doom Soom)

Dip: 2

Mil: 4

Eco: 2

Faith: 4

Int: 1

 

Embassy Actions:

 

 

Edited by Tychris1 (see edit history)
Name
Establish Confed Claim on 70
12
2d6+7 4,1
Sway Government Support 70
17
2d6+7 5,5
Raise General (Admiral) Valus Vile
7
1d4+6 1
Convert Region 65 The Highland of Ishtanos to Mother Serpent Plurality with Support
18
2d6+9 6,3
Link to comment
Share on other sites

Castaways of the Loop

Loopflag.png.130f0373688f6d358a4df80e2c39fe2e.png

Capital: The Great Western Waste (Region 62)
The Group of Seventeen
D8 | M5 | E7 | F2 | I4

Round Four

Actions

  • [Diplomacy] Establish Confederation Claim on Region 63 (TN 12, result 13Diplomacy 8, + 1 from Renown 1, success)
  • [Diplomacy] Sway Government of Region 63 (TN 12, result 128 Diplomacy, +1 from a successful Diplomatic Mission last turn

    The dice roll has an extra +1; I genuinely don't remember where I got that, so I think it's a mistake?
    , success)

    The news that there is farmable land - not just farmable, but actively farmed! - barely a thousand klicks north of the Loop sends a ripple of excitement through the Castaways. Excitement... and consternation. If they had only known where to look, how many decades of hardship and starvation could have been averted? Perhaps the grim years of the lottery were unavoidable given the difficulty of transporting food across that distance, but... One cannot help but wonder. A second shock runs through society when reports arrive that the oral traditions of the native farmers contain legends uncannily reminiscent of the Loop. The Castaways are near-unanimous in turning their gaze to their northern neighbors, sending diplomats, agronomists, and archeologists to every town and villa of the volcanic plains. Close ties with their newly-discovered neighbors are obviously desirable, but more than that - they must know
  • [Economy] Colonize Region 60 (spending 1 treasure, TN 12, result 16Economy 7, +1 from spending treasure, +1 from an arcology (CAS's Propagation Staging Facilities, accessed via WTU Rep), success)
    Though less personally relevant, many Loop-born scientists - primarily Todd and Rasha - feel that the discovery of what appears to be ancient terraforming equipment in the southeast desert is no less significant. The Group of Seventeen has little trouble finding volunteers to establish an independent research station near the center of the complex.
  • [Military] Assist the Twilight League's invasion of Region 61 (2 ground units and 1 space unit)
    While the deep desert poses few challenges to a crew of seasoned and well-equipped Todds and Rashas, raiders are another matter. This close to the eternal dust storms of Vesper, the Twilight League are judged to be the greatest threat to the new settlement; the Group of Seventeen takes pre-emptive action by sending a small delegation to inquire about settlement rights and local gifting customs... protection money, in less polite terms. Negotiations are strained at first: what can the Castaways offer that's more tempting than the prospect of land under an open sky and access to pre-War remnants? Rasha 27963 eventually suggests that they help the Vesperites acquire land further south, supplying vehicles, weaponry, and the aid of their allied clans (whose younger warriors are beginning to grow restless) to the Vesperite cause. When the Twilight League's navy is grounded by an Ishtahn blockade, she offers the service of the Castaways' fleet - meager though it is, it should suffice for supporting an offensive against planet-bound enemies. Captain Tina 21135 takes to the skies under protest; though she's fought to defend the Castaways for decades, she's never fought a war of aggression, and the prospect of bombing people who've never raised a hand against her sits poorly - but backing out now might provoke the Vesperites into turning on them instead...
  • [Military] Attempt to force open the bunker in Region 63 (spending 1 treasure, TN 12, result 9Military 5, +1 from spending treasure, failure)
    After the initial losses, the Castaways resolve to explore the bunker via remotely-operated combat drones, to minimize further loss of life. Armed freight waldos and surveyor drones are sent in to try to breach the perimeter, but the Castaways' makeshift robots are apparently no match for the ancient defenses.

Non-Actions

  • Resist and hinder all unsupported buyouts
  • Resist and hinter all unsupported conversions
  • Repay the WTU loan (3 treasure)
    With trade booming in recent years, the Castaways are able and happy to clear their debt to the Worker's and Trader's Union.
  • Send delegates to the First Committee on Labor Reform and Sovereign Territory Control
    Though the Castaways send a pair of ambassadors to the Committee, they have little to say. The Castaways' own diplomatic stance is one of nonaggression and nonintervention; they aren't opposed to the Union taking a more aggressive position, but nor do they feel they can advocate for it without hypocrisy.
  • Accept an embassy from the Iron Masquerade
    To those who know the Loop-born, it's no surprise that the Iron Masquerade's research team is welcomed with open arms. Even the Group of Seventeen, however, are caught off-guard by the reciprocal delegation - after what they saw last time they sent emissaries to Narsai, they hadn't expected to find anyone willing to go back. But several Todds have developed an interest in magical theory, and Todd 35348 insists the risk is less than it seems...

    A Conversation Between Todds

    "You're going to Narsai."

    "Yup."

    "Narsai. Where your insane soul research pen pal lives."

    "She's not insane. She's kind of evil, but she's perfectly lucid."

    "The same city that had a violent coup last time you visited?"

    "Yeah, that sucked."

    "The same city you have a whole conspiracy theory about kidnapping people to feed to their soul-eating magic mask."

    "It's not a conspiracy theory! For centuries they've been ruled by a perfectly normal dynasty of asshole rich dudes, then there's a coup, the rightful heir goes all creepy-possessed-child, and all of a sudden there's foreigners on the throne? And they all mysteriously vanish after a couple of years, never to be seen again? No, trust me, if there wasn't something horrible going on there one of Narsai's noble families would have jumped at the chance to get on the throne. I don't know all the details, and I can't prove it in a court of law, but I can't formally prove that gravity exists in a court of law either and we still rely on that."

    "So why the hell are you going back if you think they feed offworlders to their mask? You got an invitation to visit five years ago and you practically threw your monitor across the room."

    "Ah, but last time I didn't have this."

    "That's a wrench, 348."

    "Well spotted. It's not just a wrench anymore, though; I got one of our guests to transfer my soul into it before they went home."

    "You put your soul in a monkey wrench?"

    "See, I've worked out why the last few Iron Monarchs have all been foreigners. What do they all have in common with one another that the previous Iron Monarchs - who generally ruled for longer than a couple years - didn't? They were all followers of the Soulbound Dance. They all kept their souls in a physical object, rather than in their own bodies - until Nathan, who hadn't undergone the process yet because it's a coming-of-age thing. I'm not sure exactly why, but it looks like the mask entity can't get at your soul if it's already been moved. If it could, why would they go to the trouble of using foreigners when they could just grab random schlubs out of -"

    "Yeah, no, I got that. I did listen to your crazy theories. But a monkey wrench? Really? You pick a tool to be the expression of our soul or whatever and you don't even pick something that ratchets?"

    "Piss off."

    "I'm very serious about this."

    "Look, soul vessels need to outlast the person. They are not transferable. You can't pick out a new one if your old one breaks. If you pick something with moving parts, that means wear and tear, and I don't feel like being the test case for what happens if part of your soul vessel breaks down. Anyway, just because you think ratcheting is Ophon's gift to humanity doesn't mean..."

News and Rumors

  • Though the Loop itself continues to defy analysis, its underpinnings as inscrutable to sorcerous eyes as they are to Todd's scientific instruments, the Iron Masquerade's expedition is by no means fruitless. The key discovery is made by happenstance, as one of the Masque researchers notices an odd uniformity in the souls of a pair of assisting Todds. Given the nature of the Loop-born, it's only to be expected that their souls would appear eerily similar, if not identical, but a soul is not a static thing; its energies are in constant if subtle flux, like the water currents beneath a still lake. For two souls, even Loop-born souls, to fluctuate in perfect unison is as unlikely as identical twins having perfectly synchronized heartbeats... and yet this appears to be the case.

    Even more perplexingly, the phenomenon does not seem to be consistent: sometimes two Todds will exhibit this uncanny likeness of the soul, sometimes not. There is no discernible correlation with age, mood, or physical proximity. Repeating the test with the same individuals does not necessarily yield the same result. Other Loop-born souls display similar behavior, but only amongst individuals of the same template, and some templates are much more likely to display synchrony than others.

    It does not take long to isolate the determining factor: time, specifically the time within the Loop. Whenever the Loop resets, all Todd-souls are brought into harmony with one another, resonating with the Todd inside the bubble by some as-yet unknown mechanism. Once Todd emerges from the Loop, the link is broken and their souls diverge as one would expect from individuals, until the Loop resets and the cycle begins again. The ramifications of this discovery are unclear, but spokesTodds are optimistic - any new data is good data.
  • As more and more outsiders settle among the Castaways - Ishtahn traders, Kildoran missionaries, researchers from Narsai, Orid- and Sakar-clan mercenaries - the number of children being born swells, fueled by the influx of fresh blood. Census data from the Logistics and Rationing Group indicates that the last decade has seen more children born to the Castaways than the past four put together. What was once an easily neglected minority is now growing, and tensions between the Loop-born and their Unlooped children and allies begin to simmer. The Group of Seventeen purports to speak for all of the Castaways... but only the seventeen Loop-born have a voice in it. Is it fair that Rachel, third daughter of Hudson and Meredith 39214, can never sit at the highest reaches of government simply because she was born outside the Loop? What of Rasha 48761's Orid-clan husband, or Janice 43320's half-Ishtahn children? These questions aren't new, but for a long time they've been easy to ignore. The current Group of Seventeen has yet to comment on the matter, but many people think it will be a key issue when it comes time to elect new Speakers to the Group. Others comment that, as only the Loop-born themselves vote in those elections, it might well continue to be brushed aside...

Additional Notes

Treasure: 5/5
Spent this round: 5
Passive Treasure Income: 1/round

Military Units: 4/6

  • Anyport Home Defense Militia, led by Cdr. Rhonda 28417 (ground)
  • Orid-clan mercenaries, led by Amun Orid
  • Sakar-clan mercenaries, led by Keti Sakar
     
  • Drone flagship First to Fly, helmed by Cpt. Tina 21135 (space)

Organizations

  • EMP: Reputation 0, 0 favors
  • WTU: Reputation 1, -1 favors
  • BRG: Reputation 1, 0 favors

Renown 1

 

Edited by The Snark (see edit history)
Name
Establish Claim on 63
13
2d6+9 1,3
Sway Government in 63
13
2d6+10 1,2
Colonize region 60
16
2d6+9 6,1
Forcibly investigate 63's bunker
9
2d6+6 2,1
Link to comment
Share on other sites

×
×
  • Create New...