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Minescratcher452

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Posted (edited)

End of Round Four.

No further mechanical edits to action posts may be made!

 

Battle details

The Bironian Bulwark invades Region 14

 

Space Front:

Chairman Alchire [BIR] (Mil 2) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

Imperial Satrap Qil’un [NPC] (Mil 6) attempting Measured Advance (-10% casualties for both sides)

vs.

Shi Lithium [BIR] (Mil 9) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Imperial Satrap Qil’un: 2d6 + 6 = 15

Shi Lithium: 2d6+9 = 15

 

Battle:

Indigenous Defenders: 2d10+5+6 (+5 Units) = 30

Bironian Bulwark: 2d10+16 (+9 Mil, +3 Units, +3 Orbital Superiority, +1 Treasure) [+2 if TacMan] = 28

 

Casualties:

Indigenous Defenders: 1d4-1-1 -> 0%

Bironian Bulwark: 2d3-1+1-1 -> 50% of 3 ground units = 2 units lost

Leader loss:

Indigenous Defenders: -0

Bironian Bulwark: -2+2

Shi Lithium is killed in action! The Sword of Revolutions is lost!

 

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

 

 

The Illumined Utopian establishes Orbital Superiority over Sansar

 

Space Front:

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

 

The Eucrus Alliance and Illuminated Utopian invades Region 22

 

Ground Front:

Mechadea [NPC] (Mil 4) attempting Measured Advance (-10% casualties for both sides)

vs.

General Mata Vai [TEA] (Mil 8) attempting Point-Blank Ordinance (+2 Battle, +10% enemy casualties)

 

Tactical Maneuvering:

Mechadea: 2d6 + 4 = 12

General Mata Vai: 2d6+8 = 18

 

Battle:

Indigenous Defenders: 2d10+2+4 (+2 Units) = 18

Eucrus Alliance: 2d10+15 (+8 Mil, +2 Units, +5 Orbital Superiority) [+2 if TacMan] = 24

 

Casualties:

Indigenous Defenders: 1d3+1d4-1+1 -> 30% of 2 units = 1 lost

Eucrus Alliance: 1d3 -> 10% of 2 ground units = 0 lost

Leader loss:

Indigenous Defenders: -1

Eucrus Alliance: -0

 

The Illumined Utopian and White Pawns invades Region 37

 

Ground Front:

General Kotto [NPC] (Mil 2) attempting Measured Advance (-10% casualties for both sides)

vs.

Console Prisca Calpurnius [ILU] (Mil 7) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

General Kotto: 2d6 + 2 = 11

Console Prisca Calpurnius: 2d6+7 = 16

 

Battle:

Indigenous Defenders: 2d10+4+2 (+4 Units) = 10

ILU: 2d10+15 (+7 Mil, +1 ILU Unit, +2 WTP Units, +5 Orbital Superiority) [+2 if TacMan] = 29

 

Casualties:

Indigenous Defenders: 1d3+1d4+1-1 -> 50% of 4 units = 2 lost

ILU: 1d1+1 -> 20% of 1 ILU unit = 0 lost and 20% of 2 WTP units = 0 lost

Leader loss:

Indigenous Defenders: -2

ILU: -0

 

Eilif Dhaoine invades Region 109

 

Combined Front:

Junk King Gref [NPC] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

vs.

Giomad of Fairnead [ELD] (Mil 8) attempting Bleed Them Dry (+1 battle, +10% enemy casualties)

 

Tactical Maneuvering:

Junk King Gref: 2d6 + 9 = 16

Giomad of Fairnead: 2d6+8 = 15

 

Battle:

Indigenous Defenders: 2d10+3+9 (+3 Units) = 29

Eilif Dhaoine: 2d10+12 (+8 Mil, +3 Units, +1 Treasure) [+1 if TacMan] = 14

 

Casualties:

Indigenous Defenders: 1d1-1 -> 0%

Eilif Dhaoine: 1d3+1d4+1-1 -> 30% of 2 ground units = 1 lost and 30% of 1 space unit = 0 lost

Leader loss:

Indigenous Defenders: -0

Eilif Dhaoine: -1

 

The Twilight League and Castaways of the Loop invade Region 61

 

Space Front:

Tina 21135 [SEV] (Mil 3) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

Commander Welldin [NPC] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 2d6 + 8 = 15

Violetta, Herald of the Second Dawn: 2d6+8 = 14

 

Battle:

Indigenous Defenders: 2d10+3+8 (+3 Units) [+2 if TacMan] = 28

Twilight League: 2d10+16 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority) [+2 if TacMan] = 30

 

Casualties:

Indigenous Defenders: 2d3-1+1 -> 50% of 3 units = 2 lost

Twilight League: 1d4-1 -> 20% of 3 TWI units = 1 lost and 20% of 2 SEV units = 0 lost

Leader loss:

Indigenous Defenders: -2

Twilight League: -1

 

The Soom Clan Marauders invade Region 106

 

Combined Front:

The Victor [NPC] (Mil 10) attempting Measured Advance (-10% casualties for both sides)

vs.

Warlord Sigrid [SCM] (Mil 10) attempting Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Tactical Maneuvering:

The Victor: 2d6 + 10 = 17

Warlord Sigrid: 2d6+10 = 17

 

Battle:

Indigenous Defenders: 2d10+5+10 (+5 Units) = 29

Soom-Clan Marauders: 2d10+12 (+10 Mil, +2 Units) [+3 if TacMan] = 31

 

Casualties:

Indigenous Defenders: 2d3-1-1 -> 20% of 5 units = 1 lost

Soom-Clan Marauders: 1d4+1-1 -> 10% of 2 units = 0 lost

Leader loss:

Indigenous Defenders: -1

Soom-Clan Marauders: -0

 

The House of Fire invades Region 81

 

Combined Front:

The Clerk [NPC] (Mil 7) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Turtanu-Ziqpu Ra'ima [HOF] (Mil 8) attempting In the Light of Chastising Stars (+2 to battle)

 

Tactical Maneuvering:

The Clerk: 2d6+7 = 16

Turtanu-Ziqpu Ra'ima: 2d6+8 = 12

 

Battle:

Indigenous Defenders: 2d10+8 (+7 Mil, +1 Unit) [+2 if TacMan] = 21

House of Fire: 2d10+12 (+8 Mil, +2 Units, +1 Treasure, +1 Gunzir Massif) [+2 if TacMan] = 29

 

Casualties:

Indigenous Defenders: 1d3+1d4-1+1 -> 50% of 1 unit = 1 lost (wipeout)

House of Fire: 1d3-1 -> 0%

Leader loss:

Indigenous Defenders: -1-5

House of Fire: -0

 

 

Edited by Minescratcher452 (see edit history)
Name
14 commander
6
1d10 6
22 commander
4
1d10 4
37 commander
2
1d10 2
109 commander
9
1d10 9
61 commander
8
1d10 8
106 commander
10
1d10 10
14 TM
15
2d6+6 5,4
BIR TM
15
2d6+9 1,5
22 TM
12
2d6+4 6,2
TEA TM
18
2d6+8 6,4
37 TM
11
2d6+2 5,4
ILU TM
16
2d6+7 5,4
109 TM
16
2d6+9 3,4
ELD TM
14
2d6+8 2,4
61 TM
15
2d6+8 6,1
TWI TM
14
2d6+8 3,3
106 TM
17
2d6+10 3,4
SCM TM
17
2d6+10 1,6
81 TM
16
2d6+7 3,6
HOF TM
12
2d6+8 2,2
14 battle
30
2d10+5+6 10,9
BIR battle
28
2d10+16+2 4,6
22 battle
18
2d10+2+4 9,3
TEA battle
24
2d10+15+2 3,4
37 battle
10
2d10+4+2 3,1
ILU battle
29
2d10+15+2 8,4
109 battle
29
2d10+3+9 9,8
ELD battle
14
2d10+12 1,1
61 battle
28
2d10+3+8+2 6,9
TWI battle
30
2d10+16 7,7
106 battle
29
2d10+5+10 6,8
SCM battle
31
2d10+12+3 9,7
81 battle
21
2d10+8+2 8,3
HOF battle
29
2d10+12 7,10
14 cas
-1
1d4-2 1
BIR cas
5
2d3-1 3,3
22 cas
3
1d3+1d4 2,1
TEA cas
1
1d3 1
37 cas
5
1d3+1d4 1,4
ILU cas
2
1d1+1 1
109 cas
0
1d1-1 1
ELD cas
3
1d3+1d4 1,2
61 cas
5
2d3 2,3
TWI cas
2
1d4-1 3
106 cas
2
2d3-2 3,1
SCM cas
1
1d4 1
81 cas
5
1d3+1d4 3,2
HOF cas
0
1d3-1 1
14 LL
16
1d20-0 16
BIR LL
1
1d20-2+2 1
22 LL
19
1d20-1 20
TEA LL
7
1d20-0 7
37 LL
5
1d20-2 7
ILU LL
4
1d20-0 4
109 LL
15
1d20-0 15
ELD LL
6
1d20-1 7
61 LL
9
1d20-2 11
TWI LL
10
1d20-1 11
106 LL
7
1d20-1 8
SCM LL
16
1d20-0 16
81 LL
4
1d20-1-5 10
HOF LL
12
1d20-0 12
13 Prospect TP count
3
1d3 3
KRB resists FBC Slander with EMP (vs 14)
12
2d6+6 4,2
FBC resists KRB sack of 7.2 (vs 17)
10
2d6+2 2,6
Secret 1
13
2d6+7 1,5
Secret 2
16
2d6+6 5,5
A.2
8
2d6+2 5,1
C.2
13
2d6+5 6,2
D.2
10
2d6+4 1,5
E.2
10
2d6+5 2,3
F.2
7
2d6+2 2,3
H.2
9
2d6+2 1,6
I.A.2
9
2d6+3 1,5
I.B.2
8
2d6+2 4,2
I.C.2
10
2d6+2 3,5
J.1
17
2d6+9 6,2
J.2
13
2d6+3 5,5
55 BRG base faction unrest (1 = gov, 2 = media, 3 = merch)
3
1d3 3
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Posted (edited)

Round 5: Begin!

Years 2046-2048 of the 99,803rd Era of the Imperial Calendar

 

Round 5 will close on Sunday, April 7th.

 

Announcements!

Please ensure your mechanical actions information is easily readable on the default Myth-Weavers theme. Unformatted or bold black text is suggested.

 

LSP’s Cultural Identity now applies to all types of Exploration action.

 

Discovery!

Explorations and other news from afar

Maps of Tekhum

Tekhum

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Tekhum-System-R5.png

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

Badal

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

Sansar

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

Firmament

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

Aridyin

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

Veehra

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

Mekhala

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

 

The Llort are known as prolific explorers, and their success in filling in the gaps in known maps of Veehra is just the latest accomplishment under their collective belt. Though the expedition to the northern polar wastes leaves something to be desired, as the region has no habitation or economy to speak of, their southward survey is an unmitigated success. Not only is the Llort Society able to comprehensively chart the region, but they make such an impression on the locals that they immediately agree to a trade deal in their unique biocomputing technology!

LSP explores Region 72, discovering an uninhabited colonizable region! LSP explores Region 75, discovering a region with a Plurality of Deathspeakers, two Trade Posts of Implanted HUDs (Computers), a Desired Import of Medicines and Drugs, and 4 units of native defenders! LSP gains TP 2 in the region.

 

Meanwhile in Mekhala, C.A.S.S.I.O.P.E. aims to learn more of the long-ignored asteroid clusters spinward and antispinward of the Space-Kelp Cluster. Traveling towards the territory of the House of Brimstone, their exploration units make contact with a region of noteworthy physical diversity, united in their devotion to certain fundamental dictums about the universe (or, as it may be, to vows of silence). C.A.S.S.I.O.P.E.’s nature as a benevolent AI apparently strikes a chord with the locals, whose government quickly becomes enamored with the idea of automated pampering!

CAS explores Region 85, discovering a region with a Plurality of Axiomatic Universe, a Minority of Silent Sisterhood, two Trade Posts of Vibrating Crystals (Precious Minerals), a Desired Import of Spices, and 2 units of native defenders! CAS gains the Government support in the region.

 

The C.A.S.S.I.O.P.E. diplobots dispatched to Region 92 simulate excitement to make contact with the region’s inhabitants. However, with only a few uninhabited minor asteroids charted, the survey algorithm is frustrated to discover that the region’s largest asteroid (containing the vast majority of the region’s mass) is completely inaccessible. Automated probes dispatched ahead of the main ship collide with an invisible wall and are suddenly destroyed in a flash of light, giving barely enough warning to save the explorers from the same fate. Extensive experimentation reveals the presence of a spherical forcefield surrounding the asteroid, which the explorerbots are unable to penetrate with the available equipment. A small satellite is also found, having drifted some distance away from the forcefield, with a quite primitive design. It appears to have contained a radio transmitter hardwired to broadcast the same brief pattern of short and long tones on repeat forever - disabled an unknown length of time ago by a freak collision with an object no larger than gravel.

CAS explores Region 92, discovering an uninhabited colonizable region! Any country may send a team to attempt to breach the forcefield and investigate the asteroid with a TN 14 Military action to overwhelm it with force or a TN 14 Faith action to suppress its magic; if the country possesses the Arcane Amplification technology, they gain +2 to these rolls. Region 92 may be colonized as normal, but Prospect and Encourage Settlement actions may not be taken until the forcefield is lowered - there is simply not enough accessible real estate outside it.

 

The Combined Commonwealth of Glix demonstrates a great deal of interest in Aridyin, apparently hoping to use the moon as a springboard for other political goals on Sansar. Glic explorers mount expeditions to over half of the lunar surface area, finding little evidence of habitation but plentiful space for future colony sites.

GCC explores Region 100, discovering an uninhabited colonizable region! GCC explores Region 101, discovering an uninhabited colonizable region!

 

Operating alongside the Glix, the White Pawns continue their own survey of Aridyin, focusing on its southern hemisphere. Their official report is little different than that of their Mekhalan comrades in exploration, but a number of Kanite astronauts report an odd feeling of foreboding….

WTP explores Region 102, discovering an uninhabited colonizable region!

 

With the naval fleet of the Black Cloud Coalition unneeded for warfare, Hǎi Píng & Dǎo-Māo turn their attention to observation of the still-uncontacted station in Badalian orbit. What they find is certainly an explanation for the station’s isolationism: the society appears to be under great internal tension between rival factions with utterly incompatible beliefs on the nature of religious icons. Their vast solar arrays and prime orbital location for receiving Ophon’s light are, perhaps, the last thing keeping the situation stable (if it can even be called that).

BCC explores Region 104, discovering a region with a Plurality of Iconoclasm, a Minority of Icon Crafters, three Trade Posts of Solar Panels (Fuel and Power), a Desired Import of Computers, and 3 units of native defenders!

 

The Llort continue their exploratory coups, venturing as far as Sansar to complete the final third of the best maps of Firmament. Undaunted by past failures on the ring, their expedition proceeds slowly and thoughtfully, making sure to take note of the segment’s most unique features. The merchant in charge of the expedition sees great potential in a local foodstuff, and so impresses the ring’s inhabitants with their wealth that they are able to negotiate an export agreement on the spot!

LSP explores Region 108, discovering a region with a Majority of Aeacusians, two Trade Posts of Spacer’s Cabbage (Fruits and Vegetables), a Desired Import of Laborers, and 2 units of native defenders! LSP gains TP 2 in the region.

 

Growth!

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

 

Many of the Elect have turned their eyes to the stars, but Caipe Ushere is, in a sense, the first to truly claim them. Caipe Ushere creates a Space Habitat in orbit of Sansar, Ouvriead! Ouvriead (Region 111) gains a Desired Import of Luxury Goods.

 

ILU colonizes Region 1, spending 1 treasure! Region 1 gains a Desired Import of Ores and Alloys!

SEV colonizes Region 60, spending 1 treasure! Region 60 gains a Desired Import of Fuel and Power!

 

UHS prospects their colony in Region 13, discovering 3 TPs of Shadow Silk (Fabrics and Textile Products)!

 

With a little bit of cooling time, Region 39’s government becomes much more receptive to the Wicklund realm. WIC successfully presses Wallace Wicklund’s Marriage claim to Region 39! WIC gains Region 39 and 1 ground unit.

 

With their successful outreach to Region 39, WIC gains an Integration claim on the region!

 

The Arkhive devotes much of its attention to construction of a Hive in al-Miraiya d'Hayeli (Region 88)

 

Statecraft!

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

 

WIC introduces a dynastic heir: Nemo Wicklund! (Dip 1, Mil 2, Eco 3, Fai 2, Int 2)

 

The Soom-Clan Marauders establish a Cultural Identity: Desert's Edge (2d8 to Conversions)

 

The Fiorid Principality establishes a Cultural Identity: Absolutist Integration (2d8 to Sway Factions)

 

The Old Tavisham Academy establishes a Cultural Identity: Relentless Curiosity (2d8 to Buyouts)

 

The United Houses of Senkar establish a Cultural Identity: Grand Ideals (2d8 to Conversions)

 

The Combined Commonwealth of Glix establishes an Embassy with the White Pawns

The Shattered Coven establishes an Embassy with the House of Fire

The Iron Masquerade establishes an Embassy with the Castaways of the Loop

 

BAF establishes a weak Marriage claim on Region 66, spending 1 treasure

SEV establishes a Confederation claim on Region 63

SNK establishes a Confederation claim on Region 70

UNC establishes a Confederation claim on Region 4

Yaki Soom and Leopoldo, son of Count Federico, are married! SCM establishes a weak Marriage claim on Region 56

 

TEA sends ELD Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Embassy. ELD sends TEA Wet Navy Ships via Embassy

 

ALF sends RAT Pseudogravity Engineering via Trade Route

RAT sends ALF Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirigibles via Trade Route

 

BCC hosts the Big Bironian Bash & Pirate Party! 

 

LSP hosts the Mekh Gala!

 

ALF hosts the Elven Conclave!

ALF gifts 3 treasure to KRB

ALF gifts Pseudogravity Engineering to ARK, BAF, GCC, GLO, KRB

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to ALF

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, and Badalian Megadirgibles to GLO

ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In-Vivo Modification, Xenolinguistic Cataloguing, Badalian Megadirgibles, and Wet Navy Ships to KRB

GLO gifts ownership of Region 8 to ARK

MSQ gifts 1 treasure to KRB

MSQ gifts 1 treasure and the Eye of the Storm to TWI

 

DIC impresses the Government in Region 95

ELD sways the Government in Region 43

HOB impresses Merchants in Anjahar (Region 11) using Brahmaguptite

ISH sways the Government in Nadiratna (Region 68)

TEA sways the Government in Region 105

SEV sways the Government in Region 63

SNK sways the Government in Region 70

WIC sways the Media in Region 39

WIC sways the Merchants in Region 39

CUS sways the Media in Region 28

CAS sways the Merchants in Region 86

CBC fails to Impress Government in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

In the wake of the Bironian Civil War, trade links with the former enemies of the Knights grow rapidly. BIR and BCC create a Trade Route, the Neon Transitway

 

ALF buys out TP 1 for Curative Enzymes in Region 34

ALF buys out TP 2 for Oil in Verdalfheim (Region 36)

ARK buys out COE TP 1 for Assembly Line Robots in Region 37

BAF buys out TP 2 for Lepkashramov Ikons in Parrot’s Perch (Region 84), spending 1 treasure

BAF buys out TP 1 for Sheet Polymer in Region 107

CAS buys out TP 2 for Cinnakite in Mek-01 (Region 77)

CAS buys out TP 1 for Corbomite in Region 67

CBC buys out TP 1 for Polymorphite in Nadiratna (Region 68), spending 1 treasure

GCC buys out TP 2 for Space Opera in Region 83

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

HOB buys out TP 2 for Loans in Neo Guleum (region 12)

HOB buys out TP 2 for Integrated Circuits in Region 15

HOB buys out TP 3 for Ice in the Central Claims (Region 97)

LSP buys out TP 3 for Honeyed Words in The Arkhive Æternal (Region 46)

RAT buys out WTU TP 2 for Noble Metals in the Biron Crosspaths (Region 17)

RAT buys out TP 2 for Veehran Wheat in Region 63

RRE buys out TP 1 for Gold in Lassal (Region 24), spending 1 treasure

TAV buys out TP 1 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Ensorcelled Ink in Region 47, spending 1 treasure

TAV buys out TP 2 for Dragon Eyes in Region 45, spending 1 treasure

TWI buys out TP 3 for Vesperite Rangers in Vesper (Region 58)

UNC buys out TP 3 for Senkar Medicae in Senkar (Region 16)

WTU buys out TP 3 for Lumber in Region 26

WTU buys out TP 1 for Veehran Wheat in Region 63

WTU buys out TP 1 for Space Opera in Region 83

WTU buys out TP 3 for Lepkashramov Ikons in Parrot’s Perch (Region 84)

BAF fails to buy out TP 1 for Spellbooks in Region 66, spending 1 treasure

BIR fails to buy out TP 1 for Eskorian Orchards in Eskor (Region 30), spending 1 treasure\

Treasure Gained

ALF gains 1 passive treasure

AVP hoards 3 treasure

BAF gains 1 passive treasure

BCC gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure

CUS gains 1 passive treasure

COV hoards 2 treasure

FBC gains 2 passive treasure

GLO gains 1 passive treasure

HOB gains 1 passive treasure

HOF gains 1 passive treasure

MIR gains 1 passive treasure

MSQ gains 1 passive treasure

RAT gains 1 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure

TWI gains 1 passive treasure and hoards 2 treasure

UHS gains 1 passive treasure

UNC hoards 1 treasure

WIC gains 2 passive treasure

 

Faith!

Conversions, organization, and other such matters of faith

 

Fascination with Fate gives rise to Devotion to Doctrine. The Biarbu Society organizes Fascination! Size 5 bonus: +1 to Conversions

 

With Paragonism on the rise, mentats become available to assist in economic activities. U.N.N.C.L.E sets Paragonism’s Size 5 bonus: +1 to Buyouts

 

Snake News: Proud to be a Mother Serpent organization. The Sorcerers of New Kildora set Cult of the Mother Serpent’s Size 10 bonus: +1 to Sways


The Eucrus Alliance adopts Soul’s Expression!

 

The House of Brimstone adopts the Imperial Cult!

 

BRB launches an inquisition in Region 6, raising Fascination to Sole, spending 1 treasure

COE introduces a Minority of Coedd in Region 22

COE introduces a Minority of Coedd in Region 30

MRP introduces a Minority of Bardolatry in Dur-Shalkhir (Region 76)

MRP introduces a Minority of Bardolatry in Region 82

SNK raises Cult of the Mother Serpent to a Plurality in the Highlands of Ishtanos (Region 65), displacing Church of the Benevolent Sun to a Minority

UHS introduces a Minority of Forever Self in Region 19

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Counts of Mirage introduce the first Technological innovation of the new era: Anti-Gravitational Rail! Using a great deal of power and magical control, assisted by parallel rails, one can reduce the weight of anything above the rails. Requires: Nuclear Fusion, Arcane Amplification, Ores and Alloys. Effect: +1 to buyouts

 

The Federation of Badalian Chaebols advances the field of espionage, inventing Block Chain! Requires: Electronics. Effect: +1 to Build Spy Network

 

The agents of Duke Esarhaddon III travel to Sansar for many reasons, but this time is unique: they seek legendary technology long thought to have perished in the War of Eternal Bombardments. Though they find no difficulties in being admitted to the region or the wreckage of the crashed warship, they report a strange and suspicious absence of any actual valuable materiel. The warship seems to have been picked clean already, likely by competing salvagers from another Elect power. The House of Fire fails to salvage pre-war technology from the crashed warship in Region 47!

 

RRE fails to salvage pre-war technology in Region 47, spending 1 treasure

With their new innovation proving incredibly useful for freight transport, the Counts of Mirage break ground on new antigrav railway lines in the Masklands as well as northward into Regions 55 and 56!

 

The Kingdom of Ishtanos begins construction of new purpose-built shipyards!

 

Might!

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

 

From Champion Racer to Knight Commander, Valus Vile can only rise further! SNK promotes an Admiral, Valus Vile (score: 7)! Valus can use the Tactical Doctrine of Blissful Ignorance: On success, Orbital Superiority Bonus reduced to +1, but if it applies to a ground front, the following effects also apply to the same ground front: +10% enemy casualties, -10% own casualties, enemy leader loss -3, own leader loss -1

 

Invasion!

Thanks to Kythia, Jane, and Gengy for their help with this section.

The Bironian Bulwark invades Region 14

In orbit above Badal, Chairman Alchire (Mil 2) leads forces to provide cover for their ground forces.  He opts for a Measured Advance, unsure of whether or not the self-proclaimed Satrapy can muster space defenses.  In this case, though, they cannot and soon his ships occupy, uncontested, the space front.

 

On the ground Shi Lithium (Mil 9) leads three units.  All veterans of the recent civil war, they are made from numerous other units too hit by casualties to continue on their own and so formed together into new units consisting of the survivors of their own, and even in the early stages of the campaign there are some concerns about cohesion.  Shi Lithium is an experienced commander, though, and is confident that the camaraderie of battle will form this cohesion anew.

 

The defenders claim descent from Imperial governors of this realm - whether truthfully or not is likely too lost in the mists of time to ever say for certain.  What is certain is that their leader, Imperial Satrap Qil’un (Mil 6) claims an Imperial title and the five units he leads are named and organized in line with Imperial conventions.

 

Initial maneuverings show no clear victor, which may have validated some of Shi Lithium’s concerns….

 

Ground Front:

Imperial Satrap Qil’un (Mil 6) succeeds in using Measured Advance (-10% casualties for both sides)

 

Shi Lithium [BIR] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

The battle rages through the tight confines of the aerostat for weeks, with not even the combatants clear on who is winning from day to day.  Shi Lithium focuses on trying to maintain the pace of the war fast enough for less experienced enemy commander to be unable to keep up and shows regular success in doing so.  However, they are unable to maintain this tempo for more than a few days at a time - the lack of cohesion perhaps hindering, the well-disciplined tactics of the enemy who keep a slow and steady advance certainly hindering. 

 

The war was looking, in fact, to be settling in to a grueling multi-month or even multi-year battle that would be won by supply chains and logistics not front line military.  Until, that is the presence of a familiar face swings the battle.  Knight-Loyalists to Yanji join the forces of the Satrapy, seeing a chance for revenge against their (as they see the matter) betrayers.  With their knowledge of Bulwark tactics they are able to exploit gaps and mistakes in the Bironian forces and, more importantly, Yanji himself has understood something of the nature of the Sword of Revolutions that Shi Lithium wields.  Combine these two factors with an accidental breach of aerostat’s outer skin…  Bulwark forces with Shi Lithium present were retreating after successfully capturing a key Satrapy location but inadvertently causing structural damage in the process.  Satrapy forces ambush and the battle becomes a melee in short order.  Using their knowledge of the sword, Shi Lithium is struck down and while the war lasts a few weeks after that it’s no longer the “uncertain outcome” it had previously been.

 

Native Victory!  BIR Lose 2 Units!  Shi Lithium is killed!  The Sword of Revolutions is Lost!  Natives retain control of Region 14!

The Illumined Utopian establishes Orbital Superiority over Sansar

The navy of the Illuminated Utopians is a common sight in the space around Sansar now and Legate Victolus (Mil 7) can draw on many years worth of sensor readings for the Lagrange points and other key locations in Sansar’s space front.  Drawing on this long experience he is easily able to secure Sansar’s orbits for his allies on the ground

The Eucrus Alliance and Illuminated Utopian invades Region 22

On that ground front, General Mata Vai of the Eucrus Alliance leads Alliance forces in a ground assault - the ships that brought them returning to aid their Illuminated Utopian allies in the space front after disgorging their two units.  General Vai is adept at coordinating with orbital allies and is hoping to use that skill to target orbital bombardments with pinpoint accuracy.

 

On the ground they are met by Mechadea (Mil 8) and…her?  Their? two units of cyborgs.  Mechadea itself is a fusion of cybernetic imports scavenged and jury-rigged from a variety of sources - intrusive enough that their original organic self is all but undetectable and is somewhat withered.  Usually Mechadea is something of a figure of terror in this region - emerging at night at the head of a small band of similarly augmented horrors to raid villages.  Facing the existential threat of an interplanetary invasion, though, the local government have formed a desperate alliance of convenience, recognising Mechadea’s skill in guerilla warfare, and placed it in charge of the regions’ defense.  There will be a reckoning to this if they survive, but survival is more important.

 

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

 

Sadly for the natives, tactics honed against the non-space-capable natives do not work so well against the space-capable Eucrus Alliance.  They attempt to launch the same small scale raids before vanishing back into the wastelands that have served Mechadea so well but such tactics fall apart in the face of orbital surveillance tracking moves while even the inaccessibility of the terrain is negated by fire from orbit.  Within mere days it becomes clear to Mechadea and their “coalition” - for want of a better word - forces realize their standard tactics aren’t working and attempt to refocus.  Unfortunately (for them at least) the sudden and unexpected arrival of a space force is an out-of-context problem they simply cannot overcome.  Mechadea is no slouch as a leader and tries valiantly to find a method that works but each lack of success costs more of their forces while the habit of Eucrus troops of setting up field hospitals and offering aid to local forces steadily saps their will to fight.  The actual mopping up will take the best part of a year but within weeks the flag of the Eucrus Alliance flies over the capital.

 

TEA Victory!  Natives Lose 1 Unit!  TEA gain control of Region 22!

The Illumined Utopian and White Pawns invades Region 37

Also on the ground of Sansar, the Illuminated Utopian armies under Console Prisca Calpurnius (Mil 7) continue their conquest of the planet, this time supported by a detachment from the mercenaries of the White Pawns, one unit of the Utopians supported by two units of trained White Pawn fighters attempting to control the tempo of the battlefield.

 

They are met by native defenders under the control of General Kotto (Mil 2) and his four units.  Console Prisca may have been expecting a more skilled commander, given his apparent rank, but this is caused by a misunderstanding of the local vernacular. General Kotto holds the rank of Kotto, not General, and he is a general Kotto as opposed to the specialized Kottos in charge of the region’s sanitation, infrastructure and so forth,  The three large cities in this region are each run by a mayor with a council of Kottos below them.  As no Kotto specialises in warfare - previously unneeded in this peace-loving area - control of their hastily assembled forces falls to a General Kotto.

Console Prisca Calpurnius [ILU] (Mil 7) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

A hastily assembled militia with no combat experience under a co-opted civic official versus an experienced general of the warlike Jy’Mar supported by trained mercenaries was a battle that was only likely to go one way, and that is the way it went - quite rapidly indeed.  With Legate Victolus enjoying unquestioned space superiority and the accompanying ability to rapidly redeploy troops to where they are needed the coalition troops seem to be everywhere despite being, technically, outnumbered.  Given the population concentration in the large cities, the campaign rapidly becomes one of urban conflict and the small size of the Jy’Mar troops proves to be a massive advantage as a barricade that could form a reasonable impediment to a human sized soldier is little more than a collection of holes to a Jy’Mar warrior.  Once through, the way can easily be opened for their White Pawn allies and two of the three Town Halls are captured in the first few days.  The third takes a little longer as fleeing troops from the first two reinforce its own militia but there was never any great doubt as to how the invasion would play out.

 

ILU Victory!  Natives Lose 2 Units!  ILU gain control of Region 37!

Eilif Dhaoine invades Region 109

High above Sansar, the battle for Firmament begins when Giamad of Fairnead (Mil 8) leads the combined front of space and ground units in an invasion.  The warriors of the Elif Dhaoine were amongst the most skilled jungle fighters in Tekhum but this was a new type of warfare for them and despite much drilling they weren’t entirely certain what they would find.

 

What they found was Gref, the Junk King (Mil 9).  The self-proclaimed junk king, granted, but the Junk King nonetheless.  Over the years, centuries and millennia numerous abandoned satellites had fallen to the surface of Firmament and Junk King Gref and his predecessors had assiduously collected it.  Now his 3 units race to attack in ramshackle vehicles, no two alike, no two similarly armed.

 

Junk King Gref [NPC] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

It would take a while to notice as the disorganized appearance of the army itself hides it, but there was clearly a strong guiding plan behind the Junk King’s defense.  Light vehicles surge forwards on tracks, on wheels or in space using a variety of different propulsion.  Their plan was to disrupt not claim - that job was taken by heavier vehicles with heavier weapons forming the next wave who hit the scattered and unsure Elif Dhoiane fighters.  Really, the post briefing agreed, it wasn’t that different from hitting a nest of one particular species of Bugalon.  Lightly armoured waves hit first then the big boys.  But the unfamiliar terrain masked that fact for long enough for the armies of the Junk King to fight off the “planetboys”.

 

Native Victory!  ELD Lose 1 Ground Unit!  Natives retain control of Region 109!

The Twilight League and Castaways of the Loop invade Region 61

Space Front:

Tina 21135 [SEV] (Mil 3) Succeeds in using Measured Advance (-10% casualties for both sides)

 

Ground Front:

Commander Welldin [NPC] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Violetta, Herald of the Second Dawn [TWI] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Commander Welldin: 15

Violetta, Herald of the Second Dawn: 14

 

Battle:

Indigenous Defenders: 28 (+8 Mil, +3 Units, +2 TacMan)

Twilight League: 30 (+8 Mil, +3 TWI Units, +2 SEV Units, +3 Orbital Superiority)

 

Tensions chafe the unlikely alliance between the Castaways of the Loop and the Twilight League, but nevertheless Captain Tina finds herself with uncontested control of the airspace and a clear view of the shifting battle lines between groups of Vesperite Rangers, Orid and Sakar Warwheels, and Commander Welldin’s elites alike. Welldin’s polar state is dug-in fiercely and their forces fight viciously from atop their terrible Tripods, but where they might have pulled through against overwhelming numbers under any other circumstance, their fortifications and valor are absolutely no match for orbital bombardment. Despite the Castaways’ hesitance to commit fully to violence, ultimately the weapons are fired, and the enemy is surrendering rather than face annihilation from the heavens.

 

Twilight League Victory! TWI loses 1 unit! SEV loses no units! TWI gains control of Region 61! 

The Soom Clan Marauders invade Region 106

Warlord Sigrid (Mil 10) is one of the greatest military minds in Tekhum and she would be forgiven for being confident as she briefed her two units on the plan.  Rather than a straight assault, discontented factions in their target had been bribed or otherwise compromised to enable a stealth attack and hopefully the Soom Clan would be on their target before they knew it.

The Victor (Mil 10) did know it though and had told the five units forming his sizeable defense force too.  The Victor had won his title - you may not be surprised to know - through his numerous victories in the internecine war that had racked this particular moon of Veehra until very recently.  He had crushed all other claimants to the rule of this area and developed exceptional military leadership skills in the process.  Unfortunately for him, as it turns out, creating many malcontents in the region which the Soom Clan so effectively used.

 

Initial preparations show no clear dominant force.

 

The Victor [NPC] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

Warlord Sigrid [SCM] (Mil 10) succeeds in using Rust, Dust, and Guts (+3 to Battle and +10% own casualties)

 

Warlord Sigrids stealth insertion combined with the prep work that had gone in to contacting local groups and opening potential barriers was to prove decisive.  Fighting a numerically superior foe with an equally able commander, any edge is necessary and had it not been for the Soom Clans preparation and their knife-edge success in using Rust, Dust and Guts this would have gone another way.  It didn’t though, the Soom Clan were able to use “friendly” areas as resupply and field hospitals while striking out to battle the Victor’s forces in contested areas.  The Victor, for his part, by and large successfully manages to marshall his forces to reclaim areas but in the end he loses the diplomatic game.  He fought well, and there’ll probably always be those who toast his memory (perhaps even amongst those of the Soom Clan willing to honor a worthy adversary) but in the end he is forced to the table to surrender.

 

SCM Victory!  Natives Lose 1 Unit!  SCM gain control of Region 106!

The House of Fire invades Region 81

Once again, the House of Fire sends their noble warriors out to space to the small Mekhalan colony to their northwest.  Once again, under the command of Turtanu-Ziqpu Ra'ima, whom is apparently eager to fight the Clerk for the second time.  Things do not go as planned to start, as the Clerk has filed an injunction against the use of the practiced tactic of In the Light of the Chastising Stars; while most of the House of Fire troops ignore this nonsense, just enough of them wonder if the legality of the injunction might make them liable that the early phase of the battle in clearly in the hands of the Litigator Prime's understudy.

 

Sadly for the Clerk, Ra'ima has come prepared this time.  Duke Esarhaddon III was convinced of the danger of the Warrior-Lawyers electronic warfare, and spent a portion of the House of Fire's wealth on upgrading all ships to have proprietary software for this battle; software that responds to all legal inquiries with an inquiry of its own: "Are you available for a consultation?"  Effectively, this hires all Warrior-Lawyers for the duration of the battle.  The Clerk swiftly files a cease and desist order on his own fighters, but it's too late.  They are quickly surrounded and disbanded, much to Turtanu-Ziqpu Ra'ima's glee.

 

HOF victory!  Defenders lose 1 Space Unit.  HOF gains region 81!

Units Raised

BCC raises 1 ground unit and 1 space unit

CBC raises 1 ground unit and 1 space unit

CUS raises 1 ground unit and 1 space unit

DIC raises 1 space unit

HOF raises 1 space unit

ILU raises 1 ground unit

ISH raises 1 space unit

MSQ raises 1 ground unit

RAT raises 2 space units

RRE raises 1 ground unit and 1 space unit

SCM raises 1 ground unit

WTP raises 1 ground unit

 

Schemes!

Coercion, betrayals, and spycraft

 

GLO spends 1 treasure on a secret action

FBC spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

With the Imperial Court’s injunction against tax evaders, the God-King of Agbada seems to have become a tempting target for a certain kind of thief. ILU steals Dust Hardening from CBC, spending 1 treasure! AVP steals Dust Hardening from CBC!

 

Agents of the Arvaxine Populate strike at the heart of the Worker’s and Trader’s Union, sowing unrest among the Union Crews! AVP undermines WTU Merchant support in Region 59! AVP loses 1 WTU Rep.

 

Having dispatched kha-Ujin’s Siphon along with the raiding party sent to attack the Federation of Badalian Chaebols, Bloodlord Peter is understandably somewhat miffed to receive radio reports claiming that the knife has disappeared from the ship. He is, also understandably, rather surprised to find the “stolen” artifact in his office, along with a note clearly meant for the Bloodlord. It reads, in elaborate handwriting, "Thank you for the hospitality. We hope you are wise enough to understand all the implications."

 

COE publicly gains a contact in ELD

 

BRB coerces TP 1 for Electronic Edibles in Region 6

COE coerces TP 1 for Roleplaying Games in Region 22, spending 1 Treasure

GLO coerces TP 2 for Charmed Textiles in Region 42 

MRP coerces TP 1 for Embroidered Fabrics in Region 99

 

Terror!

Violence, upheaval, murder, and destruction

 

With vengeance against the westerners finally achieved, Varsa Soom orders a continuation of the violence - not merely decadent Greenlanders but so too arrogant Offworlders shall burn. The Soom-Clan Marauders destroy the BRG base in 55, spending 1 treasure! SCM loses 3 Rep with BRG! The Merchants in Region 55 become Unruly!

 

Despite the vast carrot promised by the Iron Monarch, the inspector dispatched to Narsai from the Worker’s and Trader’s Union politely refuses the offer of alternative employment. When pressed with the stick, he sneaks out of his lodgings by night, evading the “protective” guard force at his door by means of an unwatched third-story window. MSQ fails to kidnap their Union inspector! MSQ loses 1 WTU Rep. 

 

The special detachment of Loop-born makeshift combat drones, dispatched to attempt to force the mysterious underground bunker complex in Region 63, barely manage to enter the bunker before being disabled by severe electromagnetic interference. Little information of value is retrieved, besides a horrific echoing noise shortly after the pulse that resembles nothing quite so much as the sound of makeshift combat drones being shredded to pieces. SEV fails to enter the bunker in Region 63, spending 1 treasure.

 

Snaking News from New Kildora - a military spaceport has been struck by an unexpected lightning raid! A small fleet of Khylokian ships landed without warning, utilizing their explosive drives to both brake their re-entry and shatter the spaceport’s defensive positions before resistance could be organized. By the time the full force of the Knights of New Kildora could respond, the base was overrun, the valiant defenders were brutally slaughtered and totally exsanguinated, and the military spacecraft based there were stolen! The implications of these events cannot be overstated, but first, a word from our sponsor…. SNK loses 1 space unit!

 

TEA sacks TP 1 in Region 3 (formerly owned by UNC), gaining 1 treasure

CBC sacks TP 2 in Region 70 (owned by GLO), gaining 1 treasure

KRB sacks TP 2 in Region 7 (owned by FBC), spending 1 treasure. KRB gains 2 treasure and FBC loses 1 treasure due to Everything Not Nailed Down

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

CUS rises to EMP Rep 4, spending 1 treasure.

TEA rises to EMP Rep 3.

BIR rises to EMP Rep 2.

HOF rises to EMP Rep 2.

LSP rises to EMP Rep 2.

KRB rises to EMP Rep 1.

MRP rises to EMP rep 1.

 

The Empire appreciates the efforts to reprisal of the following…

AVP gains 1 EMP Rep for their theft from CBC, rising to Rep 0.

CBC gains 1 EMP Rep for their sack of GLO, rising to Rep 0.

ILU gains 1 EMP Rep for their theft from CBC, rising to Rep 1.

KRB gains 1 EMP Rep for their sack of FBC, rising to Rep 2.

 

The Eucrus Alliance is welcomed to the ranks of the Imperial Senate, where they will enjoy great power and influence! Although their efforts of reprisal have brought joy to the Court, they do not rise further, because…

Thanks to her tireless diplomatic efforts, Queen Chalise Merole Ebonne d'Laforét of Caipe Ushere is renowned throughout Tekhum as a Grey Eminence!

 

Archmage Zabir sends a letter to the Emperor. No reply is immediately forthcoming, but the Courtiers assure representatives of the House of Brimstone that it has been received.

 

It comes to the attention of the court that, although the Federation of Badalian Chaebols is worthy of reprisal, the blood-hungry raiders delivering that reprisal may not be entirely pure in motive. FBC slanders KRB with EMP, spending 1 treasure. KRB drops to EMP Rep 1.

 

FBC’s offer of late payment is refused. The Court cares little for the additional money offered; if the faithless wish to be no longer subject to reprisal, they must make a greater effort to demonstrate it.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

WIC rises to WTU Rep 2.

BCC rises to WTU Rep 1.

 

Great celebration as the last of the current wave of Union Halls has construction completed, and the Coalition is lauded as hosts for the Union. BCC constructs a Union Hall in Region 2, with assistance from RRE and BIR. BCC gains 1 Favour and 1 Rep with WTU, bringing them to WTU Rep 2. The North Way Cluster (Region 2) now contains a WTU base.

 

The Union thanks all who constructed new homes for them; now, they can be settled into them. Union bases are no longer available for construction.

 

The Union thanks all who offered input to the Committee. In light of the feedback received, the Union will be pursuing a more aggressive policy regarding labour rights, both against smaller and larger targets.

 

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

TEA welcomes Union inspectors.

SNK welcomes Union inspectors.

KRB welcomes Union inspectors.

HOB welcomes Union inspectors.

FBC welcomes Union inspectors.

WIC welcomes Union inspectors.

MSQ “welcomes” Union inspectors.

UHS  welcomes Union inspectors.

CAS welcomes Union inspectors.

TWI welcomes Union inspectors.

BIR welcomes Union inspectors.

ILU welcomes Union inspectors.

ISH welcomes Union inspectors. (Belated)

 

Witches and golems are not exempt from assessments of labour rights. COV has refused inspection by default, and falls to WTU Rep -1.
As with the Fiorids before them, the people of Eilif Dhaoine show an indifference to the inspections of the Union, and a refusal to allow access is effectively a complete refusal. ELD is considered to have refused inspection, and falls to WTU Rep -1.

The House of Fire may think itself above the law, but the Union has not forgotten them. HOF has refused inspection by default, and falls to WTU Rep -1.

Student and teaching unions are no less important than others. TAV has refused inspection by default, and falls to WTU Rep -1.

Although defining mercenary work as under the remit of the Union is dubious, the White Pawns nevertheless disappoint by never responding to the Union. WTP is considered to have refused inspection, and falls to WTU Rep -1.

 

SCM repays their loan of 4 Treasure. SCM repays 1 Favour and gains1 WTU Rep, bringing them to Rep 2. 

SEV repays their loan of 3 treasure. SEV repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 2.

WIC repays their loan of 3 treasure. WIC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. WIC is now an Ally of the Union!

UHS repays their loan of 3 treasure. UHS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

BCC repays their loan of 4 treasure. BCC repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. BCC is now an Ally of the Union!

CUS repays their loan of 3 treasure. CUS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 1.

CAS repays their loan of 3 treasure. CAS repays 1 Favour and gains 1 WTU Rep, bringing them to Rep 3. CAS is now an Ally of the Union!

 

The propensity of the Iron Monarch to take has become abundantly clear to the Union, and they are less than impressed. MSQ lost 1 WTU Rep, bringing them to -1.

To strike at the control of the Union over mercantile affairs at its very heart is to strike at workers everywhere. Combined with their refusal to accept inspection, the Arvaxine have clearly staked their position. AVP loses 2 WTU Rep! AVP is now a Robber Baron!

 

The Basu-Rahman Group

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

GLO rises to BRG Rep 1.

WIC rises to BRG Rep 1.

 

Talks between Basu-Rahman executives and Holly Heliotrope are ready to go ahead. GLO accepts Independent Partnership, and rises to BRG Rep 2.

Nobody is entirely sure what to make of the secrets of the Glorious Purifiers, but media consensus is that they are definitely shameful. GLO loses 1 Renown and gains 1 BRG Favour.

 

SNK politely refuses Independent Partnership. No ill-will is held; The Basu-Rahman Group respects integrity.

 

BRB bids 2 treasure and free casino stays for the Maharaja’s Dream. If no better offer is received this round, BRB will win the bid.

 

Envoys of the Bloodlord are entertained by the Basu-Rahman Group, and a deal is struck behind closed doors. KRB now owes 1 Favour to BRG.

 

It seems there was a misunderstanding, and the United Houses of Senkar are not interested in what the Group has to offer. UHS no longer owes a favour to BRG.

 

The vicious attacks of the Soom-Clan on the Veehran offices of the Basu-Rahman Group will not soon be forgotten. SCM falls to BRG Rep -3! SCM is now an Enemy of the Board!

 

Renown

The Soom-Clan Marauders are… a complicated people. SCM gains 1 Renown for their Cultural Identity, loses one Renown for Hives of Scum and Villainy, and remains at Renown 2.

 

Ouvriead is a wonder and a blazing star in the night sky of Sansar, though fortunately only metaphorically. CUS claims 1 Renown for constructing a Space Habitat, rising to Renown 3.

 

The sun has illuminated the folly of others, and the Cloudburst Confederation have rode on pride to new heights. CBC rises to Renown 3.

 

The shameful secrets sold to the Basu-Rahman Group have definitely influenced opinions of the Glorious Purifiers, and their weakness in the face of attacks hasn’t helped. GLO drops to Renown 1.

 

What does Coedd know? How does it know what it does? The answers to these questions are not comforting. COE loses one Renown for using Hives of Scum and Villainy, dropping to Renown -1.

 

The common opinion seems to be that thugs acting on behalf of the Empire are still thugs. TEA loses one Renown for taking Everything Not Nailed Down, dropping to Renown 2.

 

As impressive as being a financial center is, the Khylokian attacks put into question how well the Federation of Badalian Chaebols can actually protect that money. FBC loses 1 Renown to Tough at the Top and drops to Renown 0.

 

As impressive as the stunning ultra-violence of the Khylokian raids is, most find them horrifying. KRB gains 1 Renown from Tough at the Top, then loses two for taking Everything Not Nailed Down and using Hives of Scum and Villainy, falling to Renown -1.

 

Other…

The abandoned luxury liner discovered by the Shattered Coven in Region 80 draws speculation, but little attention from the Elect. Perhaps this is simply because the Khylokians got there first, and few people wanted to contest their salvage claim. Even so, the Khylokians do not have free reign over the wreckage: shortly after their docking, they discover the ship is filled with the shredded bones of the liner’s former passengers and crew, and brutally mauled Khylokian corpses are soon added to the piles. However, the invisible monster stalking the salvagers seems not to have fully reckoned with its prey - or perhaps was simply too hungry after millenia of starving to think as strategically as it once could - and in an orgy of blood and violence, the creature is apparently quickly dispatched. Some claim that one raider’s pet cat was able to see the creature, even though none of the Khylokians could; others say that its hiding place was simply narrowed down by leaving a single raider in each room and listening for screams. Either way, the full blast of a jury-rigged flamethrower is more than sufficient to defeat the monster, and the Reign of Blood wastes no time in pillaging the surviving ancient antiques. KRB gains 5 treasure! Although KRB is at their treasure cap, these 5 treasure will not be lost until the start of round 6.

 

With a not inconsiderable amount of government backing, Honorable Astronomer Shing-Chen of the Biarbu Society follows up on Dr. Otara’s “Planet VIII” simulation. Their eventual paper publication (prepared in collaboration with several members of the original international team) is quite thorough, and marks a new wave of interest in the theory among historians and astronomers across Tekhum. Chief among their findings is that one major objection to the Planet VIII theory, that the planet would have been destroyed by tidal forces, is actually highly suspect: a more refined estimate of the planet’s orbital distance suggests that, while it would be subject to mild relativistic effects, a rocky world of “average” composition would survive intact. However, its ultimate fate, if it existed, remains rather unclear.

 

The holo-novels confiscated in the Wyrmlands disappear after being taken into Utopian custody, their ultimate fate unknown. InterPlaNet sites claiming to host mirrors of the games abound, but all of them seem to be merely low-quality imitations, malware, or both. Any rumors that assorted heads of state cut deals with the Illumined Utopian for copies of their own depictions are, of course, slander.

 

The Space Unicorn, not seen for some time following the Khylokian pursuit, is sighted again in Region 83 by a crew of unfortunate Glic Space Opera license dealers, who swear they were rescued deliberately. Shortly after a meteorite impact punctured their main fuel lines and sent them into an uncontrolled spin, the unicorn descended onto their radar from above the orbital plane. It paused for an instant atop their hull before pushing off with a loud, reverberating noise, imparting enough thrust for the ship to reach safe haven in Parrot’s Perch just before their rations ran out.

 

A scouting rover in the new Fiorid colony in Region 103 notes a magnetic anomaly some distance from the main colony site, out of sight of Sansar in the lunar skies. Upon investigation, it is found to be a metal time capsule buried beneath the regolith, containing only a single object: a wide, flat folder, one side of which is decorated with a depiction of two humans in baggy black suits shaking hands in a back alley under a blue Sansar sky. One of the humans is visibly on fire, but neither seems to have taken notice. The folder contains an engraved black plastic disk, which is clearly some primitive form of data storage, but it is incompatible with modern technology and its importance to whoever placed the time capsule is unknown. 

 

New Elect may continue to emerge….

Edited by Minescratcher452
BAF accepted inspection, corrected contradiction (see edit history)
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Actions:

 

[Dip] - Sway 018's Government, success

[Dip] - Sway 019's Government, success

[Dip] - Press Confederation Claim with 105, success
+1 Ground Unit upon annexation at end of round

[Mil] - Destroy the Basu-Rahman Group's Holdings in Region 019 with one Treasure.

There is a certain beauty in knowing how the corporate mind works. A simple bribe here to gain access to a feed, to cause a momentary blip in security there.

As the Paragons begin their assault on Basu-Rahman under a different sky, there is no grand proclamation from the airwaves of Badal. The broadcast is co-opted by what sounds to be static at first. As time goes forward.. It becomes clearer that it is not. A guttural, low, rasping growl chatters across multiple channels, growing in intensity--and almost gaining a stereo-like resonance before the first explosions begin in Taumaru. Eucrusian military teams sweep through the streets, cordoning off the area as demolitions teams punch a hole in the complex for their advance.

[Dip] - Sway 022's Government, success

 

 

 

image.png.36f3e5a80228dcffe69c72f4b0a2965f.png

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


Archon Tangata Roa
Dip 9 (+1) | Mil 7 | Econ 3 | Faith 2 | Int 2

Navarch Tuahine Roa

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

 

Non-actions:
  • Resist any conversions in Region 11
  • [HOB] Request that HOB's Merchants block any buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner.
  • [ELD] Provide Synthetic Proteins (Medicine and Drugs) to the Emerald Expanse via Embassy (ELD's Renown 3 benefit).
  • Sign the charter as a member of E.A.T
     

 

Resource Tracking

Stat Changes: +1 Dip (+1 wasted due to max)
Treasure: 4 -> 3
Organizations: Presumed -3 Rep with BRG, Presumed -1 with WTU due to loan default
Faith: N/A
Tech Changes: N/A

 

 

 

 

Name
Press Claim 105
14
2d6+9+1 1,3
Sway 018
18
2d8+9+1 6,2
Sway 019
17
2d8+9+1 5,2
Destroy 19's BRG Base
16
2d6+7+1 3,5
Sway 022's Government
16
2d8+9+1-1 6,1
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The Dwarven Industrial Coalition

Chief Executive Hammond Durham
Diplomacy: 5+1
Military: 10
Economy: 6+1
Faith: 2
Intrigue: 2

Regions
The Central Claims: 97(Capital)
Mel-Tori: 90

The Iron-Clan Halls: 95

Actions

[MIL] Breach the Forcefield in Region 92

 

[ECO] Send an Expedition to Region 96

 

[ECO] Buyout Region 95 TP 1 for Laser Rifles

 

[DIP] Host the Shieldbreaking Party!

Subactions

Sign the EAT charter.

 

[DIP] Sway Mercantile Support in Region 90

Using Crystal Weave

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] + 3 [govt support] = 10

Ground Units: 3

Space Units: 4

Total: 7

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
Breach Forcefield
22
2d6+12 5,5
Expedition 96
13
2d6+6 4,3
Sway Mercantile 90
8
2d6+5 2,1
Buyout 95.1
17
2d6+6 6,5
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Soom-Clan Marauders
Chieftess Varsa Soom
D5 | M9 | E4 | F4 | I2

News and Rumors
- None yet

 

[Diplomacy] Sway Region 75 Government Support [Roll 13, TN 12, Success] - ?.

[Diplomacy] Sway Region 106 Government Support [Roll 8, TN 12, Failure] - ?.

[Military] Invade Region 75 with 2 Ground Units led by Warlord Sigrid and 1 Space Unit - ?.

Details

Space Front: Subcommander Palu Soom (+4) establishes Orbital Superiority - +1 SCM Space Unit.

Ground Front led by General Warlord Sigrid : +2 SCM Units, +10 Commander, +1 Dust Desert Faith Bonus, total +13 before tacman and superiority. Tactical Doctrine Rust, Dust, and Guts (+3 to Battle and +10% own casualties).

[Economy] Impress Mercantile Support in Region 73, spending 1 treasure [Roll 13, TN 12, Success] - Levers of power are complex, and Kildora has neglected to keep its merchants in line. Vee sees an opening - It'll distract from the mess in Mraza, hopefully, and better secure the flow of raw material and food from Kildora.

[Economy] Buyout Region 56 Gene Samples TP1 with WTU Support from WTU Rep 2 [Roll 11, TN 12, Failure] - ?.

 

Non-Actions
- Invite WTU to unionize labor in Mraza (Region 55).

Embassy Actions
-

Ruler Info

Chieftess Varsa Soom
Diplomacy: 5
Military: 9
Economy: 4
Faith: 4
Intrigue: 2

Expected Stat Gains: +1 Diplomacy, +1 Economy

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

Additional Notes

New Ruler Next Round?
NO

Military Units 6/8
- Warlord Pandar
- Warlord Hur
- Warlord Mun
- Warlord Brun
- Warlord Sigrid

- Carrier "No Truce with the Furies"

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


Relics:
- No

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

Embassies and Trade Routes:
- Embassy with New Kildora

Organizational Overview:
Imperial Court: Rep 0, 0 favors
Pan-Tekhum Workers and Traders Union: Rep 2, 0 favors
Basu-Rahman Group: Rep -3, 0 favors

Renown 1

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

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

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

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

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


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


[B]Official Faith (Mother Serpent)[/B]
5 HS: +1 Battles in Dust Regions
10 HS: +1 Sways

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

 

Edited by BladeofOblivion (see edit history)
Name
Impress Mercantile Support in Region 73
13
2d6+5 4,4
Sway Region 75 Gov Support
13
2d6+5-1+1 6,2
Sway Region 106 Gov Support
8
2d6+5-1+1 2,1
Buyout Region 56 Gene Samples TP1 with support
11
2d6+6 2,3
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chemtrails.png.58c78fbff853d8ce410a9e2d6fba3b41.pngHOBBanner.png.b89437730b8b87c39d73a03771e67fd0.png

The Most Sacred House of Brimstone

Capital: Kish (79)

Zabir, the Archmage of Kish

Diplomacy 2 | Military 2 | Economy 9 | Faith 5 | Intrigue 2

Soon...

 

Actions
  • [Economy] Impress Merchants in Mek-01 [R77]
  • [Economy] Buyout Cinnakite in Mek-01 [TP 77.3]
  • [Faith] Convert Dur-Shalkhir. Create a minority of Imperial Cult in Region 76.
  • [Faith] Convert The Parrot's Perch. Create a minority of Imperial Cult in Region 84.
  • [Faith] Convert the Khylosen Cluster. Create a minority of Imperial Cult in Region 89.
Non-Actions
  • Support conversions to the Imperial Cult, resist all others.

 

Edited by zabbarot (see edit history)
Name
Impress Merchants R77
20
2d6+9 5,6
Buyout TP 77.3
20
2d6+9 6,5
Convert Minority of Imperial Cult in Region 76 (supported)
11
2d6+7 1,3
Convert Minority of Imperial Cult in Region 84 (supported)
15
2d6+7 6,2
Convert Minority of Imperial Cult in Region 89
13
2d6+5 4,4
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🐝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

 

Patron Actions
  1. Eco10 (Tech): Shrewd Business: requires Honeyed Words and some Fabrics and Textiles (the finest suits) resource. Role comment in Discord suggests the following will be approved: +1 to Buyouts you support and +1 to Impress Merchants. I'm unsure what exactly the "you support" means but it's too late to ask so let's go with it.
  2. Faith (Hive): Just as with others, the Hive must be believed in a cultivated to grow. Bees are a religion too, you know. They sense doubt. They thrive on faith. Feed them. SUCCESS
Arkhive Actions
  1. Dip (Event): Host BEES BIG SUCCESS
  2. Faith (Convert 84): We have a booth, we have pamphlets (pictorial), we hand out bees. Convert Ancestral Queens Cult Sub Action Thing, at the request of those funky space seals SUCCESS ALSO
  3. Dip (Raise Rep) EMP: Unbeknownst to her, a faction of radical Constance fans make a few Vote for Connstance! posters and start planting them all over Sansar. The typo was unintentional but the sincerity makes up for it. THIS ACTUALLY WORKS SINCE THERE'S A +1 EVENT GOING ON IN ORG ACTIONS HUZZAH I AM GONNA BE SPACE PRESIDENT
Non-Actions
  • Accept all goods, treasure, donations (unless specified).
  • Accept (and compost [DI]) Stage Trees from RATbois
  • Trade any techs people want where possible as a nonaction.
    • Pseudogravity and Shrewd Business to LSP
    • Shrewd Business to RAT
  • Support all conversions which add a minority without removing any.
  • Hinder all conversions which threaten a faith's current rank.

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: 10
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): [5]/5

 

 

 

 

Edited by Lumaeus (see edit history)
Name
Raise Rep
11
2d6+3 5,3
Convert at 2 distance
12
2d6+6 2,4
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Eilif Dhaoine
Round 5

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

Leader: Clagath of Deargabh
Diplomacy 9 Military 7 Economy 5 Faith 5 Intrigue 4

Actions

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

  1. Invade 108 (1 Treasure spent) [Military] - GM rolled

    Details

     

    Commander: Giomad of Fairnead (Mil 8) leading combined front
    Doctrine: Bleed Them Dry (+1 battle, +10% enemy casualties)
    Units: 1 Ground, 1 Space; 1 Ground and 3 Space from WTP
    Route: 25 -> 108, using 1 space unit to transport 1 ground units into the combined front
    Modifiers: Treasure spent for +1 to the battle roll

  2. Sway Government Support of 108 (1 Treasure spent; Unity of Purpose used through Embassy) - 20, Success
    Being forced back from Firmament by the Junk King's forces was...an unexpected blow, and the egos of some are hit harder than others. Giomad, for instance, was just about to order his forces back in for another go, for the sake of his pride as a commander, but a direct order from Clagath has him standing down and repositioning. The Llort had come through for the Dhaoine and charted the final section of Firmament, and all signs pointed to it being an easier fight than taking on the Junk King for a second time, so Giomad's orders are to focus on that part of Firmament instead. The sight of White Pawn ships, a force outnumbering those Giomad still had under his command, is an effective way of making the situation clear - Clagath didn't want a repeat of the previous loss, and he was willing to bring in mercenaries and abandon targets in favour of softer ones if either of those meant that victory was more certain. Another new angle he was taking for this latest war of conquest was sending in diplomats in advance, working on local officials before the outcome of the battle is certain in the hopes that when the dust settles. most of the work of ensuring the new government is on-side has already been done.
  3. Press Claim on 43 [Diplomacy] - 18, Success
    It had been a long journey fraught with setbacks, but the efforts of Eilif Dhaoine diplomats to bring a stretch of northwest Chonkia into the governance of Eilif Dhaoine were finally reaching the final stretch, even with the various concerns and problems the locals had caused.
  4. Coerce TP2 of 22 [Intrigue] - 10, Failure
  5. Coerce TP2 of 33 [Intrigue] - 10, Failure
    Seeing that previous attempts to secure the resources needed to keep the wide variety of people now living under Eilif Dhaoine governance happy through above-board methods in the capitals of Elect countries have failed, the Eilif Dhaoine government officials charged with solving the problem resort to less forthright and fair methods to get hold of what they need. It requires picking new targets, those far enough away from a concerned Elect country that there shouldn't be any fallout but which still get Eilif Dhaoine's new territories what they cry out for. Their attempts to strongarm merchants in eastern Zabava and to muscle in on the trade around the abundant drugs being given out by Coedd sees a similar level of failure to their previous work, though.

Nonactions

  • Spend 1 BRG Favour.
    While most of the focus of the Knights of the Dhaoine are either on the conflict in Firmament or Eighbris' part in the tournament in Mekhala, a few make the journey to Badal, seeking out the Maharaj's Dream with a pre-recorded message.
  • Attend the Bloodsports and Hexenniel 3.

News and Rumours

  • While the war in the Firmament takes up most of the government's focus, the ongoing situation around the Basu-Rahman Group is something that both the common Dhaoine and the Eilif Dhaoine government keep tabs on over the years. Group-owned media feeds those living in Reserve every gory detail (presented in a way that favours BRG, of course), while the government recieves visitors from several other Sansarite governments to discuss the attack on BRG holdings on Sansar by a country whose presence on the planet had been backed by Eilif Dhaoine. For now, little in the way of action happens, but there is a growing demand from below to do something about this. The fact that the speed and latency of media services in the Reserve are going to suffer from this doesn't help either, of course.

  • While Eilif Dhaoine stands by Clagath's previous declaration that it would not interfere with affairs around Aridyin, for better or worse, it doesn't mean that the growing tension around the subject is entirely ignored. The only official move the Eilif Dhaoine government makes at this point is to send representatives to both Erisdor and Verdalfheim with a reminder that should things come to war, they should be careful to ensure the conflict doesn't spill beyond their borders to the rest of Sansar.

  • The Knights of the Dhaoine keep an eye on events in the Bironian Bulwark following Shi Lithium's victory in the past Bironian Bash, and her sudden death takes a lot of them by surprise. While individual Knights are free to get involved as much or as little as they like, the organisation as a whole stays out of the matter, instead watching with curioisity to see which side wins out in the conflict over the Satrapy.

  • While the Basu-Rahman Group controls the majority of the media on offer in the Reserve, many people attempt to gain some kind of access (legitimate or otherwise) to the Snake News broadcasts of the Bloodsports in Hayeli when word gets out that Eighbris, who had competed and fought well in the Bironian Bash, was also fighting in the life-or-death tournament. The Knights back their man, of course, but it also seems like the tastes of the common Dhaoine were quite suited to the deadly show. The fact that Eighbris survived it all, even if he again wasn't the ultimate winner, is the cherry on top.

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

Country Information

Special Actions Available: Faith 5, Economy 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 -1, 0 Favours (Expected Change: None)
- Disliked:
Basu-Rahman Group: Rep 2, 0 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 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: 11 (4 + 4 regions + 3 support)

Government Support: 24, 25, 43

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

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

 

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

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 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?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

Organised Faith Bonuses
+1 to Investigations
+1 to 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
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

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

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

Edited by volthawk
Putting in action fluff and N&R (see edit history)
Name
Sway Government of 108 (2d8 borrowed CI; Diplomacy 9 + 1 Treasure) 
20
2d8+10 7,3
Coerce TP2 of 22 (2d8 CI; Intrigue 4)
10
2d8+4 3,3
Coerce TP2 of 33 (2d8 CI; Intrigue 4)
10
2d8+4 1,5
Press Claim (Diplomacy 9 + 1 REN - 1 EMP)
18
2d6+9 6,3
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Round 5

The Khylokian Reign of Blood

Khylosen Cluster (89)

image.png.e3431d403899766e8ab9b30ae6a2693d.png

 

Led by Bloodlord Peter

D4 ; M8 ; E4 ; F5 ; I6

Actions

  1. [DIP Raise Rep with EMP] Spending Treasure 10 (FAIL)
    Confused and saddened by the willingness of the court to heed the slander of those that refuse to even pay their taxes, the Bloodlord sends a contingent of sanguimancers and their personal craft to the representatives of the Emperor in Mekhala. These warriors are promised as personal guards, showpieces, servants, or sacrifices to the Court, as their whims dictate.
     
  2. [ECO Extraordinary Research Grants Approval] Send 4 Treasure to EMP
    The Emperor's Court again calls for financial support, and the Bloodlord is pleased to assist. The massive amount of booty acquired in ransacking the lost cruise ship is almost entirely redirected to Ophon. And if the Emperor sees fit to distribute magnificent technological improvements again, who are we to object?
     
  3. [ECO Buyout TP 76.3] Spending Treasure, With Support (ECO4, +1 Treasure, +2 Support = 14)
    The mercurial nature of the merchants of Dur-Shalkhir will be taken advantage of. The Chaebols forced their way into Khylokians affairs, and now their agents must be rooted out.
     
  4. [INT Special 5 - Assault Organization Base] (BRG Region 95) Spending Treasure (INT6, +1 Treasure, +1 Hives of Scum and Villainy = 15)
    The Khylokians sense blood in the water. It's time to get while the gettin's good.
     
  5. [INT Secret Action]
    The Bloodlord lays plans and the people obey.
     
     

Non-Actions

  • Resist anything not explicitly welcomed
  • Welcome any and all Imperial Cult conversions
  • Spend One Treasure to resist Slander
  • More?

 

Reports and Discoveries

  • Bloodlord Peter is quick to announce that he does not know who was responsible for the raid on New Kildora. The Reign of Blood has never shied from violence or its consequences, and it won't start now. But it draws the line at being blames for raids it did not commit!
  • Barun khysee-Guyu, eldest son of Barun khy-Oged, never returned from Radicefst, and rumors circulate. His father, after publicly mourning his son, has refused further comment.
  • Seven prisoners arrive from Narsai, and Barun khy-Oged swiftly ushers them into Barun-controlled areas. All are separated and rapidly disappear into the depths of the Cluster. Agents of rival clans swear they hear the occasional muffled scream from Barun holdings, but nothing is ever substantiated.
  • And more?

Expected Ruler Stats R6:
D: 5 (+1)
M: 8
E: 5 (+1)
F: 5
I: 6
New Ruler: No

 

Technology

Aclaustrophobic Psychiatry

Fusion Reactors

In Vivo Modification

Xenolinguistic Cataloguing

Arcane Amplification

Algorithmic Imagination

Wet Navy Ships

Badalian Megadirgibles

Pseudogravity Engineering

Mechanical Bookkeeping

Trading Posts: 1

Name Location Categories
Unrefined Metallic Ores 89.1 Ores and Alloys, Precious Minerals
     



Military Units CAP: 5/6

4 ground

1 space


Generals

  • - Khuid kho-Tuil (9)
    • Kill or Die Trying: +1 to battle, +20% casualties both sides


Contacts

  • Nice try.


Cultural Exchanges

  • -


Trade Routes

  • -

Artifacts

  • kha-Ujin's Siphon
    • 1/turn +1 to Sacks.


Treasure
10/5 (lol)

Special Actions Used

M5: General

F5: Artifact

 

Edited by JBarca (see edit history)
Name
Raise EMP Rep
10
2d6+5 2,3
Buyout 76.3
14
2d6+7 1,6
Assault BRG Base
15
2d6+8 2,5
Resist Slander
15
2d6+8 3,4
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The Cloudburst Confederation

Agbada (Region 52) & Alaari (Region 56)

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: God-King Okan Kiniun
DIP 2 | MIL 10 | ECO 3 | FAI 8 | INT 1
Expected gains: +2 FAI


 

Actions:

1. [Military] - Special 10 - Invent Technology: Popmaize Cluster Grenades. Gain +2 Renown from Opportunity.

  • Requires: Arcane Amplification, Sun-Kissed Maize
  • Slot: Man-Portable Weapons
  • Effect: +1 to battle (due to slot, ground only)
  • Fluff: A critical mass of metal-plated maize kernels is loaded into a tiny, circular plastic compartment. The wielder uses easily learned arcane energy to drastically increase the temperature of their hands just prior to use. The bomb is designed to be thrown toward enemy lines before violently erupting as the plastic melts, scattering the covered kernels down upon the foes. Due to the immense heat and continual arcane connection between the soldier and the bomb supplying additional heat, the kernels will pop just above the enemy's lines if timed correctly. This results in a rain of high-velocity shards of extraordinarily hot metal bursting in all directions from the pop with enough force to pierce protective suits. If done properly, the heat would be high enough that the shards will catch fire, additionally causing these piercing pieces to act as flaming shards of metal that would burn the opponents' bodies after impact. The sheer volume of maize placed into the compartment causes a massive scatter, covering entire lines of opposing soldiers with just a few cluster bombs.

2. [Faith] Set Size Bonus (10) to +1 to Conversions.

3. [Faith] Convert in Alaari (56) to increase Cult of Avva to Plurality and lower Precomputed Traditionalism to Minority. Success! (13)

4. [Faith] Convert in Region 53 to increase Cult of Avva to Plurality and lower Dustbound Chivalry to Minority. Success! (18)

5. [Faith] Convert in The Masklands (57) to add Cult of Avva as a Minority and remove Peludian Cult of Avva. Success! (13)

Non-Actions:
  • Apologize to WTU for mismanagement of funds. Offer the 2 treasure we have remaining and transfer it if acceptable. We will improve next time.
  • Fivefold in Silver - The God-King releases an apology for failing to pay taxes. His boisterous nature and overwhelming pride made it seem a little disingenuous, but it hopefully will get the point across. Drop to REN 0, Raise to EMP 0.
  • Submit physical copies of all 187 current volumes of Show Your Pride! magazine to the Arkhive, provided a member is willing to come collect them. The images are very enticing, but the people of Agbada are sure the "articles" will be valuable literature for the Arkhive.
  • Resist all unauthorized actions.
Vital Information:
  • Treasure: 2
  • Ground Units: 3
  • Space Units: 1
News & Rumors:
  • Aki Kiniun is dead. His younger brother, Ilaro Kiniun, is the new crown prince. Horrifying imagery of his death at bloodsports begins to circulate. The King has yet to comment...

 

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)

Heir Ilaro Kiniun (DIP 1 | MIL 4+2 | ECO 2 | FAI 4+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
Convert 56
13
2d6+8 2,3
Convert 53
18
2d6+8 5,5
Convert 57
13
2d6+8 1,4
Ilaro Kiniun Stats (Dip/Mil/Eco/Fai/Int)
12
5d4 1,4,2,4,1
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The House of Fire

Dur-Shalkhir (Region 76)

Duke Esarhaddon III

Diplomacy 5
Military 9
Economy 6
Faith 2
Intrigue 3

Expected Stat Increases: +1 Diplomacy, +1 Economy

 

Actions:

  • [Diplomacy] Create a Confederation Claim on Region 78 (Spend 1 Treasure, +1 Renown) - 7
  • [Diplomacy 5] Introduce Cultural Identity - Imperial Heritage (Sway Supports)
  • [Economy] Colonize Region 80 - 13
  • [Economy] Buy Out TP 1 of Space Opera in Region 83 - 13
  • [Diplomacy] Raise Reputation with the Imperial Court (2 > 3) - 16

Non-Actions:

  • Support all conversions by the Imperial Cult
  • Support the Khylokian Reign of Blood's buyout of Uranium TP 3

News and Rumors:

  • In 2046, all of Dur-Shalkhir rejoices as the royal couple of Artavasdes II and Monite Ebonne welcome a daughter into the world. The celebration lasts a week, and goes down in memory as a time of singular pageantry, until it is matched and exceeded by the celebration to welcome their second daughter in 2048. Both girls are born in the heart of Dur-Shalkhir itself, nurtured by the Core Seers and their doting parents, giving rise to a popular belief that they are fated for singular greatness.

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: 4

DVS Tiamat
DVS Bull of Heaven

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
Colonize Region 80
13
2d6+6 5,2
Buy Out TP 1 Region 83
13
2d6+6 5,2
Create Confederation Claim on 78 (-4 Dynastic, +2 Treasure and Rep)
7
2d6+3 1,3
Raise EMP Reputation (TN 14)
16
2d6+5 6,5
Artavasdes and Monite pregnancy, year 1 (1-3)
1
1d4 1
Artavasdes and Monite pregnancy, year 2 (1-2)
2
1d4 2
Artavasdes and Monite pregnancy, year 3 (1)
1
1d4 1
First Born
16
1d100 16
Second Born
12
1d100 12
First Born (Odd = Sansar; Even = Mekhala)
2
1d4 2
Second Born (Odd = Sansar; Even = Mekhala)
4
1d4 4
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images.jpeg.231128d4631f3af6a2cdc1c7586dd172.jpeg

The Radiant Republic of Erisdor

Round 5

 

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

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 4 Military 8 +1 Economy 8 +1 Faith 2 Intrigue 2


 

Actions

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

  1. Raise Reputation [Diplomacy]: Pan-Tekhum Worker's and Trader's Union. (0—>1) (TN10) 

  2. Buyout Trading Post [Economy]: Region 44 (Moonsoul Mountains, Sansar), TP2 (Unblemished Wreckages) (Industrial Machinery/Planetary Vehicles) (TN12) (Assist Expected) (+10)

  3. Colonize [Economy]: Region 101 (TN12) (+8)

  4. Raise Ground Unit [Military]

  5. Attack Region [Military]: Region 26 (Sansar) (1 Treasure Spent)

    Details

    Terrestrial Commander: Marshal Aíne Uistein (score: 9), Space Commander: Sub-Commander (score: 4)
    Doctrine: Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle (Activate to Impress Government)
    Units: 1 Ground, 1 Space
    Route: 32 -> 31 ->30 -> 26, no distance losses or space units required.
    Modifiers: +2 (1 Treasure spent/The Black Foundry), +3 (Orbital Superiority)

     

Nonactions

  • Pay back four treasure to WTU to complete loan repayment. (+1 Reputation, +1 Favour)
  • Resist any unsupported conversions.
  • Resist any unsupported buyouts.

 

News and Rumours

  • Disdainful and Dismissive of the Fiorid Principalities claims of ownership over the entire moon (As if a mere declaration means anything!) The Radiant Republic has chosen to send their own mission to colonize worthwhile sites on Aridyin. The markets and industries of the republic always hunger for more resources and goods to feed their bottomless appetite, so such an effort can only be worthwhile in the eyes of many. Besides, many a captains of industry hope that the colony can be transformed into a burgeoning starport that can act as a gateway for further lucrative trade expeditions into the Greater Tekhum...

  • Prime Marcus's speech has been treated with growing contempt and scorn in the Republic. A coddled slave still remains a slave. Their destiny and potential still firmly chained and clasped in the hands of another, on the basis of nothing but accident of birth and blood borne privilege! To try to justify it is nothing less than monstrous and makes an abject mockery of the Illumined Utopian's professed opposition to slavery. Indeed, it is suspected by many the entire interview is nothing less than a thinly veiled propaganda piece meant as a first step toward justifying a formal alliance with the Fiorid Principality…

  • A mutually profitable deal has been struck with the people of the moonsoul mountains, establishing guidelines through which republican enterprises and merchants can hire local manpower for delving purposes - predominantly from among the Zelfs. They are to be well compensated for in union currency, as befitting such highly dangerous labour. A few more adventurous fomorians have also shown up, attracted by the high pay, wiser among their numbers have accepted the offers of training from the locals while the more arrogant are unlikely to survive the coming month in the desolate, windswept plains according to those knowledgeable about the region...

  • The continued bloody and savage assaults on the BRG holdings all across Tekhum have been met with increasing concerns in the Republic. While few in the republic were overly fond of the corporate group, most remain quite confused as to the reason for such wholescale eradication. One thing remains clear; constant vigilance and military might are the only way to remain safe and secure in this blighted age…nothing less will suffice in the face of such unrelenting bloodthrist.

Statistics
Unit Count: 3 Ground, 2 Space
Treasure: 5

 

Country Information

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

Heir: None

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
Pan-Tekhum Worker's & Trader's Union: Rep 0, -1 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 2

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

Unit Cap: 10 (4 + 3 regions + 3 support)
Ground Units: 3
Space Units: 2

Government Support: 32, 31, 30

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Technologies
 

Active Military Technology

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

 

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

 

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

 

 

Economy

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

Trade Posts
Effective Total TPs: 10
Treasure Rate: 2

Trade Posts

 

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

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

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

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

5. Region 24, TP1 (Gold) (1)

Merchant Support: 32

Technologies

1. Aclaustrophobic Psychiatry

2. Algorithmic Imagination

3. Arcane Amplification

4. In Vivo Modification

5. Nuclear Fusion

6. Xenolinguistic Cataloguing,

7. Badalian Megadirigibles

8. Wet Ship Navy

Arcologies

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

 

Trade Routes

None

Faith

Media Support: 32

Artifacts

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

32 - Integration

 

Total Passive Effects

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

Actions:

- Renown: +1 to Establish Claim and Press Claim

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

Defence:

- Renown: +1 to resist Sway and Impress actions

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

Misc:
 

 

 

Edited by DKArthas (see edit history)
Name
Raise Reputation [Diplomacy]: Pan-Tekhum Worker's and Trader's Union. (0—>1) (TN10)
8
2d6+4 3,1
Buyout Trading Post [Economy]: Region 44 (Moonsoul Mountains, Sansar), TP2 (Unblemished Wreckages) (Industrial Machinery/Planetary Vehicles) (TN12) (Assist Expected) (+10)
17
2d6+10 3,4
Colonize [Economy]: Region 101 (TN12) (+8)
19
2d6+8 5,6
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Caipe Ushere
Sansar - Regions 29, 28
Sansar Orbit - Region 111

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Chalise Merole Ebonne d'Laforét, Grey Eminence
Diplomacy 10 Military 4 Economy 3 Faith 2 Intrigue 3

Turn 5

News and Rumors

With news of the title of Grey Eminence - a title of yet uncertain provenance and obfuscated meaning - arrives a single Imperial shuttle to Verglass. It lands, not at the primary receiving docks at Port Teralle, but a small private landing pad in the palace grounds. It disgorges a single figure concealed in a voluminous grey cloak, hood raised, who is shown directly into the presence of the queen. He is introduced to the council as the Imperial Advisor, no name given, and is seen accompanying Queen Chalise, standing just behind her shoulder, at nearly every public appearance or council meeting following.

---

While residing in Dur-Shalkhir, Artavasdes II Ebonne and Princess Monite celebrate the birth of their firstborn child, a dark haired daughter given the name Atalia Fiamette Ebonne d'Shalkhir. The announcement is accompanied by celebrations and a day of festival declared in Caipe Ushere as well, sponsored by Queen Chalise and the d'Laforét estate. Artavasdes and Monite withdraw briefly from public appearances and events to spend time in new parental life.

Two years later, shortly after another return trip to their Mekhala home, similar circumstance and event welcomes their second daughter, Oroile Tashmahat-sharrat Ebonne d'Shalkhir.

Actions:

1) [Diplomacy] Encourage Settlement - Ouvriead (TN 12; Roll: 21 - Success)
Migration programs for the development and populating of Ouvriead station are met with enthusiasm from the populace of Caipe Ushere (and surprisingly even a small representation from Utattou). There are quickly more sign-ups than occupational slots, and the determination and interview process alone takes the better portion of a year to complete. Relocation assistance programs as well as zero-g training classes receive heavy support and resources as planned to ensure the populace can be settled in as smoothly as possible. Engineering teams, medical and maintenance staff are prioritized, and families and supporting vocational workers follow within a few months.

2) [Economy] Prospect Colony - Ouvriead: Recon Corvettes (Spacecraft, Information and Data) (TN 12; Roll: 11 13 - Success)
A large portion of the exterior of the space platform is dedicated to a zero-g shipyard. The premise is that some assembly difficulties that occur in planetary conditions can be bypassed by launching separate fabricated components from the surface to undergo final assembly in vacuum. When fully staffed, machine shops and robotics bays on the station will allow for smaller craft to be fully assembled from start to finish without depending on launches from the surface.

The signature vessel to be assembled in this shipyard is dubbed the Arestoir-class Recon Corvette. It is a small vessel meant to be crewed by twenty to thirty humans (or equivalent), sporting a narrow body section for living and operations, with a broadening prow that culminates in a powerful array of sensors meant for picking up and analyzing spacial motion and telemetry data. 

3) [Economy] Impress Merchants - Region 28 (TN 12; Roll: 9 - Failure)
Negotiations to pick up management of economic oversight in Utattou from the Worker's & Trader's Union begin, but after several missteps and complaints, are tabled for the time being. Among the more noteworthy obstacles are the better reception being received by Union crews over some of the various Todd divisions which have been the source of numerous Personnel Advocacy criticisms.

4) [Faith] Grey Eminence - Increase Prospect action results by 2
Despite a rough start to the development of the shipyards on Space Habitat Ouvriead, some timely imperial advice provides insights that get production back on schedule.

5) [Faith] Adopt Faith - Imperial Cult
Following the Elven Conclave of 2044, discussions of faith and religion gain popularity on broadcasts within Caipe Ushere. There is much and varied analysis of the debate by various religious figures, topical experts, and amateurs. Some feel that the Fiorids are mistaken in not choosing to accept Practica Arcanai more readily, or that it is too sophisticated for them to have fully grasped. Others find interest in other similar faiths, particularly those with magical studies of their own. (A few vocally protest that their chosen faith - mostly cultists Ul-Ping-Nai-Ophon - complain that Magister Ange Jénou did not provide them proper representation, but these are not given much airtime after one commentator notes they had already declined to send a representative themselves.) Imperial Cult, in particular, gains significant favor both from its apparent compatibility with the studies of Arcanai and its alignment with the popular political direction of favor with the Emperor from the benefits enjoyed since the elevation of the Elect. The previous presence of Archmage Zabir officiating the royal wedding has already contributed to a growth in this following.

It is evident that Magister Jénou shares a good impression of the theories and benefits of the Imperial Cult. Classes in developing the faith are among the newest curriculum at the Lyceum, and representatives from the Protectorate and the House of Brimstone are invited as guest speakers. While there is not yet official proclamation or mandate of beliefs, observers note that Queen Chalise, historically atheistic, has incorporated certain Imperial symbols into her residence and clothing. There is speculation that this is purely political, but proponents of spreading faith continue to cite it as implicit support.

Non-actions:
Spend one treasure on prospect action.

Puala Lomchat and Lucél Thiércine attend the Hexennial Conference and Grand Opening of BEES.
Ekatrin Raikier attends the Bloodsport at Hayeli.

Represent Caipe Ushere in the Imperial Senate.

The halls of power are vast and winding ... and the labyrinth goes deeper.



Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase:  Economy +1, Faith +1
New Leader next turn: No

Admirals: 
Generals: 

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

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

Relations of State

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

Resources

Units: 5
> Ground - 1st and 4th Dragoon Mobile Infantry Brigades, Utattou Rangers
> Space - 1st and 2nd Light Destroyer Wings
Treasure: 2
Artifacts:
Reputation: EMP (4); WTU (1); BRG (0); REN (3)
Favours: EMP 1
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere
Arcologies: 
Fortresses: 
Space Habitats: 111 - Ouvriead
Government Support: 29(C), 28
Effective Trading Posts: 6 (1 income)
> Fell Iron - 32 TP2
> Todd - 62 TP3
> Wine - 29 TP1, TP2, Merchant Support
Primary Religion: Practica Arcanai (Size: 5)
> Media Support - 28, 29
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing
Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> Field Foritifications
> Engineered Combat Organisms
> Detection and Rangefinding
> Ship to Ship Weapons
> Orbit to Ground Weapons
> Crew and Maintenance
> Armor and Shields
> Spacecraft Propulsion
> Electronic Warfare and Countermeasures
> Special Forces
> Logistics and Morale -

Edited by Frostwander (see edit history)
Name
Encourage Settlement 
21
2d6+10 6,5
Prospect Colony, Treasure
11
2d6+4 4,3
Impress Merchants Region 28, REN2
9
2d6+4 1,4
Adopt Faith: Government
18
2d6+10 5,3
Adopt Faith: Media
19
2d6+10 5,4
Adopt Faith: Merchant
16
2d6+10 2,4
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purifier shrine flag edit.png

 

Glorious Purifiers
Ruler: Titania
Diplomacy: 8
Military: 6
Economy: 3
Faith: 2
Intrigue: 8
Stat Growths
+1 Mil, +1 Int
Ground Units: 3 Space Units: 4

Ground units defend whatever tps necessary to resist sacks.
Treasure Paperwork
Spending 2 Treasure on actions, Gaining 1 Treasure from income.
Expected Net Change 4 > 3




Actions

 

Dip: Raise Rep 2>3 BRG Roll = 21
(Spend 1 Favor Raise Rep 3>4, to become Partner Of The Board)

Seventy two notes, played on the strings of souls. Seventy two thousand troops, aboard the habor. Seventy two hours drawn within the liminal space where dreams become transparent.


Mil: Raise Space Unit
Mil: Raise Space Unit

Orchestrate Space Opera. Not just for the renown, but to be capable of demonstrating solid aerial superiority through the orbit of Sansar and beyond. With the (possible) death of Neon, kicking up the Illusion Brigades en masse is a big deal, as well as mechanizing every manner of Kaiju possible. Not only that, but sailors of the stars start to really form up their prowess and practice elite fighting tactics in ways that only a set of sorcerers could dare to attempt. Boarding actions and clashes within Sansar orbit and within empty regions of space (with more on lookout duty for 'interruptors') become more common, as well as broadcast for popularity and entertainment.
Int: Coerce TP 3 of Charmed Textiles in Region 42

The people demand more. More security. More lucky charms. More magic. We shall give it to them.

Int Secret

 




Non-Actions

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

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


The faith of Coedd is one that many of the sorcerer people atop the mountains have taken to, and established a hybrid between their own mixed faith and that of Coedd. It's not too different from the adaptation processes they've done with other legends they've yanked into their fold, although with Coedd the process is more pervasive and intense. But the edits essentially boil down to:
Cultivate Plants.
Yeah that's about it.

(most) Plants don't have souls in the same way that humans, jy'mar, and other species with higher order intelligence do, but they can be grown and provide bounty all the same. There's quite a bit of magic surplus, and over the years of this symbiosis, an equivalent of "oxygen-carbon dioxide" exchange makes both happier than they would be alone. The Zelfs benefit too, simple flowers growing in the hospitals help tend to and nourish their weary, bleeding souls. Speaking of...


The first signs of aging hit Zelfs. Energy gets lower, dipping down to an average of 0.94 for a Zelf aged fifteen years. Their skin takes on less luster and more plain rust. Cognitive capacities slightly decline. Little bits of damage here and there accrue from exertion and overexertion. Maintenance hospitals start to set up within the outskirts of the Moonsoul Mountains, as discussion of this problem begins in earnest.


Moonmen, Origins
 

 

The beginning of our society can be traced back to roughly right after the bombardment era. Our magic radiation was setting in, and the original people of our age were humans. Most of whom left our ancestral home, fled to other regions of the world. They aren't what we would consider Moonmen. What makes our tradition and heritage is those who stayed.

Links provided to historic details, from people who know a lot more than me.

The first generation had to abandon more and more of the physical limitations to survive in this climate. Even the mountains themselves have some residual, although you wouldn't know it because over the centuries it has been shoveled off to create livable habitats. If it was in the condition today that it was back then, humans might have been able to survive there.

As it was, we needed to adapt. Second generation Moonmen took on a whole new physiology, staying essentially human but building the suits necessary to survive into their skin, their bones. This transitioned on to third generation and beyond, where we added in magic mixtures and figments of imagination to allow the thriving of bodies that now could survive with it.

Now our physiology is sufficiently altered that the rituals are required to produce new offspring. We used something akin to the original to massage within the Moonsoul Mountains to pour out our Zelfs, because acting as a part of the elect we need more people than just us weary survivors.

Of subtle ingredients and trade secrets I cannot share. But I can share some generalities, and help visitors get boarded in, if willing to visit Select Areas.


BCC Inquisition (Friend Making Yay)
 

Welcoming in the BCC to the one region 44, the Moonsoul Mountains works well. There'll be relatively three rough 'sections' of places one can visit (it gets a lot more complicated but it roughly breaks down to:)

The Wilds

The Zelf Colonies

The Moonsoul Mountains


The BCC would be freeily allowed to come in and talk to the Zelfs within their colonies and within their society. It's moderately free, and they've worked out something akin to a democracy or anarchy or whatnot. The Zelfs were all born within the past twenty or so years, and so are forming a society. They've just begun to really enter with trade for outsiders, and with the introduction of the Union currency, have discovered and started things up for barter.

The mages atop the mountains help them where possible in a lot of ways, and they are called to and help in turn. They technically are free to go and roam the lands or the stars, but so far relatively few have chosen to do so, they seem quite happy with the situation as it is. Partly because as long as the sorcerers get what they desire and need (and as long as there isn't rampant crime or murder or whatnot) they're pretty content to let the Zelfs run amongst themselves as they please.

Within the Wildlands are a lot of monsters and kaiju and magical radiation. While the BCC will be allowed to roam freely, there will be escorts and even with an escort safety cannot be *purely* guaranteed. These areas are largely unpopulated though spare excavation crews that do work pulling out the wreckage, figuring out safe lines of travel to get around the region and especially outside it, and sometimes Moonmen going into it for various purposes. It's (probably) largely irrelevant to their purposes.


The Moonsoul Mountains themselves are where the small tribes of sorcerers lived for centuries before all this elect stuff. They in comparison have a relatively small set of things, and it really is like seeing a small society dug out of the past. At least, it was, though computers and meme culture and other things have gotten to it and made them considerably more interesting and varied. Zelfs are allowed here, and often they traverse around, but relatively few do so full time. It's kind of an ancestral home for the original peoples here, though any visitation and look around these areas, while welcomed and shown around, will always be done under intense scrutiny.


With all the dead in the wake of the carnage last turn, the civilian population has taken a dip. The humanitarian efforts continue over in Veehra, though slow down as the wars slow down and less people wind up dead there. Recentering more within the local orbits and the outskirts of the (former) corvee labor specifically. It is estimated one in every eight of the "slaves" had died or gone missing, and the survivors are given condolences. Some even move onto Sansar to live in little colonies.

The Moonmen work to spread good images and get a social grasp of situations is on the rise. The Moonmen are finally starting to hit an era where they work on their social image and understand and begin integrating properly into the community at large.


 


heliotropebroadcast.png.f2b8b41b0b5ea41ecab7e0b92927e349.png


Holly Hakurei Heliotrope reporting in from my native homeland, the wildlands!

The armies of the House Of Fire come to our shores, having the gall to come to my literal house! The Soom Raiders strike at our economic interests, and where they fail even more marauders pick up and blot out the sun. Look at what they need to do to mimic a fraction of our power! Dozens and dozens of fleets stampeding all over like a furious kaiju, and for what? A handful of Moonmen fended the majority off like, well, a furious impotent kaiju, and we took our price too. All without a single sorcerer casualty. Pathetic.

... Zelf casualties are higher. Our sponsor today is setting up a memorial service for the fallen, both foreign and domestic. We're cutting to them now, in 3, 2, 1...



Backstage Basu Preparations
soulgoe.png.55e1f15721d549b1bf5d9ee418a8bc8c.png

I'm glad you all could join me for my preparations. Seventy two sparks of inspiration will be sufficient, it's a number fond to my heart. I'll be heading off soon and no, not even premium subscribers will be able to be in the room where it happens. But before I go, I'll leave you with a little song. Sparks, come join me, it sounds something like this...
 


War Against Organizations


WOAH. Are you seeing this? For the second time in the same year, the-it's all crumbling. Look at them go. Can the Basu Rahmans survive this onslaught? The Maharaj's Dream is sure to land, and the enemies are SURE to come stalking it! Releasing September 31st, the new map pool featuring the theorized insides of the Maharaj's Dream, the skies of Ophon, the bass of Badal! Play out your war dreams here, see if you can save the corporate overlords. Or.... destroy them.

Featuring song tracks from the albums Emperor's Groove, Inside Out, and Big Corsair C-, graphics uploaded from the latest 4d prime novels, and so much more!
 


"Really, the fables can be anything. Just look at Jenny here." "I hate my life." "Don't mind her, she's a jokester. One time the Moonmen council decided to make some pretend fairy tales up on purpose and then see if they could use that to infuse and create a new Moonman. And look where we are, my precious baby. What a darling~" "The Moonmen have an occasional propensity to get too caught up in the question of whether they could to consider whether they should."

"But no, I'm... glad to exist. Certainly a better cut of the deck than the poor survivors we shipped for treatment to the United Houses of Senkar, did you know there are people born with painful defects that don't get fantastic cosmic power attached? Besides, I got off easy, just look at Tita-
And we'll be back after a word from our sponsor! Who is... currently on... fire why are you on fire you knew we were going to do a snappy surprise transition don't you do this to m-"


Blood.
 

Screenshot2024-03-31at1_53_34AM.jpg.868f4acda631a44ffe25c96b54fb2846.jpg

Holly paces uncontrollably, having her full attention on this battle now, an event she had been leaving shoutcasting to for Jenny. Holly was always more of a smooth jazz type of girl more than a heavy metal, and when she did go for blood it wasn't like this. Still, the presence of this mysterious challenger proved to get qui-"Oh you better be using a shell you squid-brain! Disappear for a decade, show up again, now you're doing this?"
"Shell?" One of the people with her asks. There'd been some connections with the BCC and occasional onboarding of pirates to peer in. One would like to say it was because the BCC were taking a cultural interest, but it's actually because Holly was running the largest E-Sports tournaments on the scene and their culture was an internet one that happened to produce the largest competitors. "Yeah, like, another body, a fleshling to fight in their stead with their blessing and power. They shouldn't be risking their own soul for something as stupid as this." "You mean like... a slave."
"wh... no. Neon Light Illusion was always wound up about that free will junk. I mean, I care, kinda, but like they cared in the way that your folk seem to care. We argued about it from time to time, honestly had a real big fight about it before they disappeared and I never got to..." The girl exhales a sigh. "Anyway, no, Neon wouldn't be using a puppet unless they expressly agreed to it. Which is why I'm worried they didn't."

"Neon, is he one person, or multiple? You keep saying they like..." "They're nonbinary. ... okay Jenny I'll explain what that means later right now I need to track this coreclown down, get back to shoutcasting."

 


 

Edited by Rocket Relm (see edit history)
Name
roll resist spy network COE (c'mon don't burn a high dice on this)
14
2d6+8 3,3
Raise Rep with the BRG 2>3 TN, 14 Treasure
21
2d8+9 6,6
Coerce open TP 3 of Charmed Textiles in Region 42
17
2d6+8 5,4
Secret with Treasure
10
2d6 5,5
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Castaways of the Loop

Loopflag.png.130f0373688f6d358a4df80e2c39fe2e.png

Capital: The Great Western Waste (Region 62)
The Group of Seventeen
D9 | M6 | E7 | F2 | I4

Round Five

Actions

  • [Diplomacy] Press Claim on Region 63 (TN 12, result 15Diplomacy 9, +1 from Renown 1, success)
    Loop-born emissaries continue to travel back and forth between Anyport and the farming communities dwelling on the slopes of Mons Orochos. Though some remain wary of the outsiders, most are won over by the Castaways' sincerity: they present themselves as neighbors, not colonizers or conquerors. They offer trade in goods the local farmers can't easily make themselves, as well as a path to the stars for those few who are dissatisfied with a pastoral life in the mountain's shadow. In exchange, they ask only for food and stories, two commodities the Orochon people are happy to share. There is no unified government to reach an agreement with, but one by one the chiefs and elder councils reach accords.
  • [Diplomacy] Raise Reputation with WTU (TN 14, result 14Diplomacy 9, no modifiers, success)
    The Group of Seventeen takes the Union auditor's critiques to heart: it's becoming more and more clear to them that the simple trust-based system which worked for a small community is struggling under the weight of their increasing - and increasingly diverse - population. It's also becoming clear that few of them have much experience setting the kind of policy they'll need. WTU officials are invited to advisory positions as the Group begins attempting to formulate laws and regulations... not to mention the bodies responsible for enforcing them.
  • [Economy] Construct an Arcology in Region 62 (Stevens Research Institute, +1 to Investigations)
    -Sub-actions: claim 1 treasure from Project Sunrise. Claim 1 Renown from Built to Last.
    Todds have studied the Loop since the very beginning, when Todd 2 reportedly spent half of his first day out hammering on the boundary (both figuratively and literally) in an effort to get back inside. In the early years, they improvised spectrometers in the back of a hollowed-out truck; later, they imported tools and equipment from across Tekhum. As of today, they have the Stevens Research Institute. Built by Todds, for Todds, the Institute is one part research lab, one part observatory, and one part living complex. The facility spans several square klicks, most of it underground; an observation tower stretches almost a thousand meters into the air, leaning against the surface of the Loop itself to allow for closer examination of Dometown. Filled with the finest scientific instruments the Castaways can build or buy, thousands of Todds live and work here, busily delving into the mysteries of the Loop... and any other mysteries that happen to cross their path.
  • [Economy] Buyout TP 42.1 (Charmed Textiles) (TN 12, result 18Economy 7, -1 distance penalty)
    Loop-born merchants open negotiations with cloth merchants in the Flowering Lands of Sansar, seeking to purchase large quantities of enchanted fabric to offer their northern neighbors - specifically, fabrics enchanted to warm the wearer and stave off the bitter chill of a Veehran highland winter.
  • [Intrigue] Investigate the alleged Khylokian raid on New Kildora (spending 1 treasure, TN unknown, result 12Intrigue 4, +1 from BRG Rep 1, +1 from treasure; Cultural Identity applies)
    It's not unusual for Khylokian raiders to attack a spaceport - they've been ranging across Tekhum ever since the Emperor saw fit to give them Imperial engines. What is highly unusual is for the Reign of Blood to deny responsibility. Todd 49186 smells a rat (figuratively speaking, no offense meant to any Durats or Jy'mar) and persuades the Logistics and Rationing Group to support an independent investigation into the attack. Is the Reign of Blood being framed? Were the raiders renegade Khylokians... or were they even Khylokians at all? Todd and his partner Rhonda 49199 mean to answer all these questions and more.

Non-Actions

  • Resist and hinder all unsupported buyouts
  • Resist and hinder all unsupported conversions
     

News and Rumors

  • As the Vesperite military campaign in the southern desert draws to a close, Captain Tina 21135 resigns her commission, citing ethical concerns over the Group of Seventeen's recent policy decisions. A veteran with decades of experience fending off desert marauders and scavengers, Tina 21135 was appointed to command the Group of Seventeen's first (and so far only) interstellar warship just over ten years ago; she is well-respected among the local militias, and her resignation catalyzes a wave of protests. The Castaways have never been shy about trading weapons and vehicles to raiders, if that's what it takes to convince them to take their raids elsewhere, but fighting alongside them as they sack and conquer someone else's home is seen as several steps too far. Some accuse the Group of Seventeen of sacrificing human lives in the name of territorial ambitions, and even the more moderate voices agree that the Group of Seventeen's mandate ought to be re-examined now that they stand among the Elect.

    In response, the Group agrees to draft a strict military code of conduct, clearly laying out what is expected of the militias and what they can and cannot legally be ordered to do. Some push for larger reforms, such as oversight on the Group itself, but the response is noncommittal. Skeptics doubt the Group will willingly give up power, but others point out that as their membership turns over, new Speakers can be elected on platforms of reform...

  • Todd 35348 theorizes the strange phenomenon affecting the souls of the Loop-born is some form of quantum entanglement, linking them to their past selves. Though plausible, the hypothesis proves difficult to test, much less harness, and for a while it seems this avenue of inquiry may be a dead end. In 2047 a breakthrough is made from an unexpected source: Marge 45112, who has spent the last several years investigating a baffling yet persistent series of fuel budgeting errors on Loop-born spacecraft on behalf of the Logistics and Rationing Group. Upon hearing of the entanglement theory, she conducts a series of brief tests and determines that spacecraft carrying Loop-born use slightly more fuel - or sometimes slightly less - than projected only when their counterparts are present inside the Loop. The mechanism escapes her, but the correlation is clear; she turns the matter over to her more scientifically inclined colleagues. A group of Todds quickly determine that the entanglement phenomenon affects the body as well as the soul: Loop-born remain affected by a fraction of Veehra's gravity no matter how far they travel from the planet, somehow linked to their counterpart standing on Veehran soil. The effect is minor - it could not have gone unnoticed for fourteen years of space travel otherwise - but unmistakable once they know to look. Todds have yet to decipher the practical implications; the Marges are busy overhauling their navigation algorithms and budgeting spreadsheets to account for as many as seventeen distinct time-dependent vectors affecting every ship.

Additional Notes

Treasure: 1/5
Spent this round: 1
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 2, 0 favors
  • BRG: Reputation 1, 0 favors

Renown 1

 

Edited by The Snark (see edit history)
Name
Press Claim
15
2d6+10 1,4
Raise Rep (WTU)
14
2d6+9 2,3
Buyout TP 42.1
18
2d6+6 6,6
Investigate!
12
2d8+6 5,1
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