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Minescratcher452

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The Bafatis Dynasty (BAF)

Round 5

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 in Veehra
Duke Cinra Bafatis
Diplomacy: 8
Military: 5
Economy: 7
Faith:2
Intrigue: 2

Actions:

1: [Economy] Buyout TP 66.1 10, fail

2: [Diplomacy] raise rep with EMP 0->1 (TN11) 15, Success

3: [Diplomacy] raise rep with BRG 0->1 (TN10) 16, Success

4: [Diplomacy] raise rep with WTU 0->1 (TN10) 14, Success

subaction: offer WTU a seat in the Group of 10 (more information below)

5: [Diplomacy] Sway aristocracy region 66 (TN12) (add treasure) 17, Success

Non-Actions:

contest all buyouts or takeovers unless otherwise specified

 

 

Bookkeeping

Military

Units (cap 6): 4 Land, 2 Space

 

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

Economic

Treasure: 2/5

Trade Posts Owned:
71 TP1: Industrial Machines

71 TP2: Industrial Machines

84 TP1: Lepkashramov Ikons

107 TP1: Sheet Polymer

Technology

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

Pseudogravity Engineering

new stats

stat increase: diplomacy +2
Diplomacy: 10
Military: 5
Economy: 7
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

More trade is going on with region 66 and the merchants still try to rebuild the stuff they lost with the sack.

 

diplomacy:

After the marriage, more ties are developed between the aristocrats and their peers in the Bafatis Dynasty. Gifts are passed out to make things easier and some more cross-border marriages are arranged.

 

After all these years, the Bafatis are starting a charm offensive with all organisations. Diplomats are send to all and representatives from all are invited to Voletha to facilitate communications.

The Union is also offered a position in the so called Group of 10, a board where representatives of various industries and the Bafatis local worker unions meet to discuss matters of mutual interest (5 of each, with government representatives in an advisory and mediating role). One of the local Unions has agreed to give up their seat to have the WTU come onboard (to keep parity) or otherwise has offered to work with the WTU.

In this committee they agree on so-called Collective Labour Agreements (CLA). For instance there is a minimum wage in the Dynasty, but if the Group of 10 agrees in a CLA to have a higher minimum wage, this agreement is binding for all industries. These CLAs will form the basis of industry and later company specific CLAs.

 

Labour laws in the Dynasty

labour laws are quite good in the Dynasty and there is a government organisation tasked with inspecting companies (if they find small breeches, they can issue warnings and do another inspection, major breeches or not changing small breeches are brought to court).

There is a minimum wage, minimum vacation days, good social system for those who can't work (temporary or permanent) and universal healthcare.

 

OOC: think labour laws in Western Europe

 

Edited by farothel (see edit history)
Name
[Economy] Buyout TP 66.1
10
2d8+7 2,1
[Diplomacy] raise rep with EMP 0->1
15
2d6+8 5,2
[Diplomacy] raise rep with BRG 0->1
16
2d6+8 3,5
[Diplomacy] raise rep with WTU 0->1
14
2d6+8 1,5
[Diplomacy] Sway aristocracy region 66
17
2d6+9 2,6
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The United Houses of Senkar (UHS)
Located in: Regions 16 and 13 (Badal)
Faith: The Forever Self
Turn 5

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Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 5
Military: 5
Economy: 8
Faith: 5
Intrigue: 3

 

Actions:

1. Diplomacy: Encourage Settlement of Region 13 (Using 1 treasure to bolster the roll (+1))

- With the new Aerostat determined to be quite lucrative resource hub for high-end textile production, the people of the United Houses are encouraged to set up in the abanoned structure to bring it into light of civilization proper once more.

 

2. Faith: Found Holy Order, Grand Seats, in Region 16

- As the superstructure of Senkar has had ever-increasing additions to further bolster the splendor and importance of the flying city, many have wondered if there is even anything to add to such a perfect skyscape... but the High Court have mandated one more grand addition. For too long, the great men and women of society have had far too little recognition for their importance, and many followers of the Forever Self have clamored for change in this state of affairs. Luckily, the Courts have delivered.

The Grand Seats are a massive upside-down dome-like building floating above the spires of the city, the reflective golden surface gleaming above like a close-by star. Held aloft by self-adjusting antigravity fields and an array of thrusters arranged in shape of rays emanating from the structure, it serves as the primary meeting spot and battleground of those deemed to have closed in on their Ideal Self, and acceptance into their vaunted ranks can rise a beggar above even the mighty lords of High Court.

 

3. Faith: Convert Region 15 to gain a minority of Forever Self (Using ability of Senkar Forum to support Conversion (+1), as well as BRG rank 2 ability to support the conversion with BRG media support (+2), with 2d8 due to Grand Ideals cultural identity)

- The efforts to spread the philosophy of Forever Self are galvanized by the establishment of Grand Seats, and the influx of believers work to establish proper forums of debate in the neighboring aerostat.

 

4. Economy: Buyout TP 2 of region 18

- The markets of United Houses must grow ever larger, and Lord Speaker personally sends out several agents to acquire a stake in creation of  Uhrayan aircraft.

 

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

- The unfortunately stalled trade deal with Counts of Mirage is likewise focused on in hopes of the agreement being finalized at long last.

 

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

 

A) Support buyouts of UNC and BRB in Region 16

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

News & Rumors

- While the beliefs of Forever Self remain unorganized as a while, their sway over the populace of Senkar has resulted in plenty of eager missionaries extolling the virtues of the faith. Minorities as they still are outside the City of Wonders, the powerbases of the faith are gradually growing in other nearby aerostats where it maintains a small but constant presence.

- Technological innovation being always at the forefront in the laboratory-complexes of the city-state, the researchers of Senkar have confirmed that they are close to a breakthrough: within the next decade, theyh will apparently unveil something to shake the system!

- Despite the system being founded on basis of the Houses ultimately working under the authority of unified High Court, whispers of smaller courts becoming more independent have begun to circulate more as the final phases of settling an abandoned aerostat are coming to a fruition. This naturally raises some concerns, but ultimately the matter is seen by many as falling under the umbrella of normal political maneuvering... so far.

 

Leader stats for next round:

Diplomacy: 5
Military: 5
Economy: 9
Faith: 6
Intrigue: 3

Edited by GrimRanger (see edit history)
Name
Convert Region 15 to gain a minority of Forever Self
14
2d8+8 2,4
Buyout TP 2 of region 18
12
2d6+8 1,3
Buyout TP 3 of region 57
13
2d6+8 3,2
Encourage Settlement of Region 13
14
2d6+6 2,6
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The Federation of Badalian Chaebols(FBC)
 

Dr. Song Freidman

Diplomacy 2
Military 2
Economy 10
Faith 3
Intrigue 7(+2)

 

 

Intrigue: Investigate The atmosphere of Badal. What lies beneath the sulfurous clouds?
Intrigue: Investigate the Origin of The Gear Dragon Wings? Who built this machine?
Intrigue: SECRET (spend treasure)
Intrigue: Root out spies

Economy: buy buy buy Winged Camels R7 Tp2

Non Actions

Allow union dogs into our finest workplaces

News And Rumors

Block Chain Description: All extra diplomatic contacts of the Badalean Cheabols come with free Cyberetic sensory enhancements. Robotic eyes increase visual resolution 10-fold. They don't need to know that any excess data is sent back to the FBC and promptly sold to the highest bidder, Thats proprietary information right there.

 

Bookkeeping:
Trading Posts: 7(+1)

PySChO CAPITALISM: 1
Ground Units: 2
Space Units: 1
Treasure: 0 (+2)

Artifacts: (1 Gear Dragon wings)

Edited by Lleban (see edit history)
Name
Investigate The atmosphere of Badal. What lies beneath the sulfurous clouds?
15
2d6+7 3,5
 Investigate the Origin of The Gear Dragon Wings? Who built this machine? (add Treasure)
19
2d6+8 5,6
roll
20
2d6+9 5,6
 Root out spies
18
2d6+7 5,6
buy buy buy Winged Camels R7 Tp2 use archology bonus
16
2d6+8 2,6
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The Merely Players
Capital: The Globe (region 98)
Round 5

News and Rumors

Something...

Actions
  • [Faith 5] Organize Bardolatry
    • Size bonus: +1 to Sway Faction
  • [Faith] Convert 83 to minority
  • [Faith] Convert 87 to minority
    • assuming support; if not -2
  • [Faith] Convert 88 to minority
  • [Intrigue] Secret
Non-Actions
  • Resist and/or hinder all conversions and buyouts unless otherwise specified

 

"All the world's a stage, and all the men and women Merely Players."

King Claudius III

Diplomacy: 4
Military: 2
Economy: 3
Faith: 6 +2
Intrigue: 6

Ground units: 1
Space units: 0
Treasure: 1 + 0 per round

EMP: 1 rep / 0 favors
WTU: 0 rep / 0 favors
BRG: 0 rep / 0 favors
REN: rank 0

Edited by Gaius Hermicus (see edit history)
Name
Convert 83
9
2d6+6 1,2
Convert 87
16
2d6+8 2,6
Convert 88
18
2d6+8 6,4
Secret
16
2d6+6 5,5
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Posted (edited)

 

Organization Actions

Round Five

 

The Imperial Court

 

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

[Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor.

[Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.]

 

[Request] High Culture Demands High Art - The small army of bureaucrats, advisors, and courtiers that occupies each Imperial Embassy to ensure compliance with Imperial Decrees and loyalty to the Emperor often attempts to mimic the latest trends of the Imperial Crown. Certain cultural materials have been difficult to procure given the great gulf of space between many Embassies and Ophon, causing bored courtiers to look elsewhere for inspiration from fine arts.

[The Imperial Court seeks Great Works from the Elect! Until the end of Round 8, nations with EMP Rep -1 or higher may take a Diplomacy action to give a Great Work to the Imperial Court for a reward of 1 EMP Rep and 1 EMP favor.]

 

[Decree] Extraordinary Research Grants Approval - The Imperial College of Sciences is putting out a request for… additional funding.

[For the next four rounds, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created.]

The duration of this Decree has been extended for one round due to the lateness of Org actions this round, and, should it ever recur, it will last for three rounds, not four.

 

Non-actions

[Senate] Invite Queen Chalise and Archon Tangata Roa’s representative, Kaia Tareta, to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

Ongoing

Ongoing Decrees

Imperial Outreach Program - +1 to Raise Reputation with EMP until the end of round 5.

Close Astronavigational Data Breaches - All countries suffer -1 to all exploration actions during round 5.

 

Requests and Opportunities

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

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

[Opportunity] The High and Mighty - The Elect have begun to distinguish themselves from one another, and as the wheat is separated from the chaff, as the cream rises to the top, the Empire can begin to take an interest in the greatest of the great.

[At the end of round 5, any countries with Renown 4 will gain 1 EMP Rep, provided they do not have negative EMP Rep.]

[Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonoured could regain the Court's favour by the same means.

[Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows.

ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC.

Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favour to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favour debt for this.]


Pan-Tekhum Worker's and Trader's Union

 

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

[Proclamation] Release Inspection Results The Union has collated the results of their workplace safety audits, and their final decisions are published across InterPlaNet - some surprising, others… less so. Rep loss and favor gain will occur at the end of the round.

An Anonymized Compilation of Inspection Report Summaries

The ArkHive is a very comfortable and welcoming place, and I feel that overall this is reflected in their treatment of their workers. However, I am concerned by the control offered by their government structure to outside interests, which could easily be employed to put their personnel into situations for which the ArkHive lacks protective measures.


The Biarbu have unusual biology by the standard of sophonts, which has led me to focus on the social and mental aspects of safety and welfare. By those metrics, I largely found their systems acceptable, but not particularly notable.


Overshadowing all internal labour practices when considering the political situation of the Moonsoul Mountains is the issue of their use of Corvee Labour. While I am hesitant to cast stones given our involvement in the region and our so-far gentle approach to reforming the area, I have serious concerns, especially given the outrage from our partners in the Black Cloud Coalition. I do not feel I can pass judgement, but neither can I offer outright approval.


In my time with the dwarves, I have found that while they are not overly concerned with safety, this is more a cultural point than a managerial one. Life is lived to the fullest, often while intoxicated, and there is a limit on how safe things can be. While I would prefer more robust safety protocols, hazard pay, and bereavement pay, overall I found their conditions acceptable after accounting for extenuating factors.


The Soom-Clan Marauders live a dangerous lifestyle, out in the desert. Still, I have found their culture to be solidly co-operative and generally equitable, if sometimes harsh. Given the factors that shaped their work culture, it is a wonder they have turned out as well as they have. The importance of community and clan loyalty does sometimes leave holes, and I definitely consider there to be room for improvement, but overall I am pleased with what I have seen.


It is unclear to me how to triage injuries to Durats, when so often they involve the permanent death of a pod member, but fortunately, labor conditions are not particularly noteworthy in either direction. I have no issues to denounce, nor specific recommendations to make, save to reiterate the importance of handling semiconductor etching chemicals with caution.


Industrial and agricultural conditions in Agbada are acceptable: a work culture of rule-following and diligence among both managers and laborers goes a long way towards ensuring safety, even if I must admit I find their religious mania somewhat unsettling at times.


A culture of bribery does not a good first impression make, but despite the oddness of the Glix I found little else to criticize on safety grounds in the Teivosk under inspection. PPE distribution and magical failsafes functioned within parameters. The similarity of this system to a “company town” does raise concerns for me, but I have referred these issues to biosocial experts better equipped to analyze them, whose conclusions are attached in Appendix A.


I am generally pleased with Caipe Ushere’s performance upon inspection. The only black mark against them is that I must protest my treatment by certain notable vintners, who claimed to believe I was spying on behalf of their market rivals and forcibly ejected me from their facilities. That said, most typically dangerous jobs are highly automated, and the monarchy seems to devote not inconsiderable effort to sustaining a high standard of living, reflected in general safety conditions and equitability.


Danger is the nature of labor in the upper atmosphere of Badal, but I cannot say I am fully confident in the Black Cloud Coalition’s ability to minimize it. While scoring highly in worker treatment, their current usage of cybernetics and PPE can only go so far. My recommendations include investment in remote hazardous environment drones and clearing out or at least increasing protection around hazardous “Violet Zones”. With a new Union Hall in their territory, we may be able to assist with these action items.


Though Al-Miraya is a highly hazardous environment, Llort biology goes a long way in ensuring worker safety in the vacuum of space, and many of the worst potential problems luckily require minimal PPE to ward off. Sunglasses are highly recommended.


Labor regulations among the Castaways are nonexistent, but in spite of this they seem to have managed an acceptable level of safety, with a high use of remote drones and little exploitation. However, I must strongly recommend we aid them in an immediate standardization initiative - the horizontal bonds between the 17 survivors of the Loop do not scale to the level of a state, and there is a great deal of potential for backsliding.


Conditions in the Masklands are strange, in my opinion. Miners are paid well and protected to a higher standard than one might expect, but surface industry seems to be rather neglected by the Counts and left distressingly exposed to dust storms. Though I cannot in good faith suggest a full censure, I must recommend we push for significant expansion of the privileges enjoyed by the miners’ guilds to other industries.


I have no particular criticisms to levy at the Bafatis Dynasty. Voletha’s heavy industrialization raised some initial concerns, but labor protection laws a) exist, b) are relatively strong and c) are generally well-enforced.


Ishtahnos’s eagerness for inspection was refreshing, but I found no issues their own Ministries were not already aware of. The most significant safety issues were in the butchery industry - Veehran Aurochs are evidently testy creatures - but I was satisfied with the protocols in place to avoid actual injury.


I report no notable problems found in my inspection of UNNCLE. Although conditions are generally hot and cramped, they are not significantly more so than other aerostatic industrial sites, and welfare falls within acceptable parameters.


I was highly pleased with my findings in the Radiant Republic. Truly, they have lived up to their name. This seems to be an unparalleled era for worker's rights and protections in their territory. RRE gains 1 WTU Favour!


Labor conditions on the island of Coedd are highly dubious; I personally observed multiple deceased workers, killed in training-preventable accidents, in my short time here. Coedd’s disregard for its inhabitants rises to a level of callous malice that would be unacceptable in any government, while local employers seem too concerned with profit to avoid blatantly obvious health hazards. COE fails inspection and loses 1 WTU Rep.


Kanmarra biology makes an inspection of Anjahar difficult. That being said, safety standards are acceptable and the government seems to maintain a reasonable level of concern for its citizens. I was struck by their willingness to discuss rampant labor issues in Uhra, as well as the action plans they presented, and I see no reason to recommend censure at this time, though periodic re-inspection would be reasonable.


While outward-facing labor conditions among the Sorcerers are acceptable, if not standout, the thrall system of New Kildora disgusts this inspector. Debt slavery is sufficiently cruel without custom-building new thinking beings to condemn them to that fate. SNK fails inspection and loses 1 WTU Rep.


The Bloodlord made poor excuses for his refusal to allow access to any areas beyond my brief tour, and even on what must presumably have been their “best” behavior, I observed multiple work-related injuries. I cannot recommend censure heartily enough. KRB fails inspection and loses 1 WTU Rep.


If we are to judge Kish by its lowest point, it fails utterly; by its highest, it passes with flying colors. This inspector’s opinion is that we cannot reasonably consider a one-size-fits-all response; we must encourage and assist the Archmage in establishing some acceptable form of standardization first.


I have few positive things to report from my time in Neo-Guleum. Although safety failures appear uncommon, general welfare is near nonexistent. Workplace discipline appears to be enforced by various forms of torture carried out through mandatory cybernetic implants. FBC fails inspection and loses 1 WTU Rep.


The Wicklund realm is so small by the standards of other Elect that it is difficult to compare them on the same scale. However, I can note that the local mono-industry of desert salvaging is relatively well supported, especially with magical temperature control preventing environmental conditions from becoming too taxing.


It is difficult for me to offer an unbiased opinion on anything within Narsai, following the Iron Monarch's attempt to detain me. What little I saw was not, however, encouraging. MSQ has already lost 1 WTU Rep.


To my surprise, I found the facilities of Senkar met a reasonably high standard for worker safety. Nevertheless, I have concerns; given the delays in their inspection, it is difficult to be certain what they might have swept under the rug. I cannot offer any unreserved praise.
It is unsurprising that what little labour occurs under the watch of the custodial units of C.A.S.S.I.O.P.E. is done with the utmost concern for safety. I am very pleased with everything I observed during my inspection.


Inspection within Vesper proved... complicated. Even with the respect we received as representatives of the Union, this is not a safe place for anyone, even the nanite-infused Vesperites. It is difficult even to assess what "safety standards" mean in this environment. I believe the Twilight League is putting forward its best efforts, but unless circumstances radically change, it is difficult for me to call their best efforts genuinely good.


The Neon Syndicate has been friendly with the Union, and I appreciate the efforts the Bironian government has put towards aiding the Union. Still, I am not completely contented with what I witnessed in the Crosspaths, and I have concerns over the class system and conditions for workers.


It is complex, assessing the conditions of the Illumined Utopian, in light of their cultural and biological needs compared to other sophonts. On balance, I believe conditions are acceptable but not exceptional; their attempt at bureaucratic runaround does not incentivize me to give their perhaps overly ambitious name the benefit of the doubt.

 

[Reform] The People Want Action - The findings of the First Committee indicate that the trajectory of the Union should be active, not passive, and that they should not be afraid to pick fights with the grandest targets available. Tonight, the question of Corvée Labour. Tomorrow, all the unfree peoples of Tekhum.
[The Union is embarking on a project to reform the resources of Region 70. Any interference with this project will result in the loss of WTU Rep. For now, only the administrative groundwork is being laid, and no outside assistance is possible, but the project will be ongoing.]

 

[Economy] Buyout 64.2 Davisonian Paints, 91.3 Gold, 38.3 Joint Stock Companies - The Union focuses on securing the luxury resources necessary to keep Union HQ running smoothly after disruption by Arvax agents, but a short digression into formalizing contracts with Sansarian businesses never hurt anyone.

 

Non-actions

Resist HOF buyout of 83.1 Space Opera - Though the Union has no qualms with free trade on the international level, the House of Fire is not a partner they view as sufficiently trustworthy to enter the market.

 

Ongoing

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

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

 

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

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

 


Basu-Rahman Group

 

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

[Retribution] A War Footing - The Basu-Rahman Group has always accepted criticism. No one is perfect all the time! Mistakes happen, and a calm and polite acceptance, acknowledgement, and remediation is the best way to deal with them. Not this outburst of senseless violence… this must never happen again. The Group has dealt with problems of this nature before: the quickest way to a government’s heart is through its people.
BRG Incites Treason on BRG Media Support in Region 55. BRG Sparks Rebellion on Unruly Merchant Support in Region 55.

 

[Offer] Emergency Schedule Revisitation - Unfortunately, given our analysts’ strategic misjudgment regarding unanticipated hostility towards our services throughout Tekhum, Badal seems much less safe for the Group than previously. The Maharaja’s Dream will not be setting down next quarter, even if resupply will be needed soon™ - in fact, management will have to revisit our entire outreach plan. Bidders will be appropriately compensated for the inopportune closure of this opportunity.
[Opportunity] Head In The Clouds is temporarily canceled; it will become available again once BRG has bases or once resupply becomes unavoidable. The location of the Maharaja's Dream remains unknown, but may still be uncovered through investigation.

BRB receives 1 Treasure as compensation for the negation of their bid. The first country which builds a BRG base in a region on Veehra, requiring three Economy or Intrigue actions in any mixture, will receive 2 BRG rep and 1 BRG favor.

 

[Intrigue] Secret -

A field reporter’s best friend is the knowledge of when to wave his microphone in someone’s face and when to rely on the microcamera hidden in the brim of his hat.

Nonactions

[Flavour] Your Regularly Scheduled Programming -

ᴄᴏɴᴛᴇɴᴛ ᴀᴅᴠɪsᴏʀʏ: ᴛʜᴇ ғᴏʟʟᴏᴡɪɴɢ ʙʀᴏᴀᴅᴄᴀsᴛ ᴍᴀʏ ᴄᴏɴᴛᴀɪɴ ᴍᴀᴛᴇʀɪᴀʟ ɴᴏᴛ sᴜɪᴛᴀʙʟᴇ ғᴏʀ sᴇɴsɪᴛɪᴠᴇ ᴀᴜᴅɪᴇɴᴄᴇs. ᴠɪᴇᴡᴇʀ ᴅɪsᴄʀᴇᴛɪᴏɴ ɪs ᴀᴅᴠɪsᴇᴅ.

What you are looking at here is satellite imagery of the wreckage of the offices of Agnai Incorporated, a Basu-Rahman subsidiary based within the holdings previously located near other Veehran offices. What remains tells us little of what came before- this wreckage, for all the money that it represents, shows none of the human cost of the brutal Soom-Clan assault. The blood, the sweat, the tears- all gone, all wiped away, just a few short years later. Forensic examination can tell us a great deal about the fate of this building and its inhabitants, but it can tell us next to nothing of the reasons for it.

Some believe that there is an afterlife, good or bad, that awaits all those killed during that dark event. Others believe they have been, or will have been, re-incarnated. Still others believe that this was their one mortal life, and those brief flames are now extinguished permanently. Regardless, what happened here was a senseless slaughter. Good people died, terrified and confused. Civilians died who did not choose this, who worked to bring truth and joy to all of Tekhum. Hard-working, honest Veehrans died, all for the basest urges and fears of marauders who loathed and resented them over petty tribalism.

It's a lot to take in. Even years after the fact, the echo of the attacks still resonates in our offices, in our homes, and we fear a people we never wronged, fear what they will do next in their madness and rage. It's hard to overstate the damage done, not just to flesh and blood, to mortar and concrete, but to the very spirit.

 

[Flavour] Brought To You By - Coming soon to an asteroid cluster near you: The Khylokian Rain of Blood!

[The screen flashes black with stark, bright red splashes across it, mimicking blood splattered across the ground. Canned, tinny rock music plays at a volume almost-but-not-quite sufficient to drown out the narration.]

Want to see the stark beauty of Mekhala in person? Need to keep up with the Spacejoneses? Do you need a place to take the family on a slow Ophonsday evening? Do you want your shot at striking it rich through extremely legal gambling? Are your kids talking about Arterial Tear and Gorge Gnasher and you are slowly growing more aware of your age and mortality but aren't quite sure how to connect with your progeny emotionally so you need to find shared interests to earn their respect and buy their love while you still can?

DO YOU LOVE BLOODSPORT???
[Three young kids scream and cheer in excitement while their parents smile unconvincingly behind them]
T
hen come on down to the Khylokian Rain of Blood! We've got it all: blood, sport, gambling, and bloooood!

[Several gruesome deaths are shown in quick succession as combatants circle each other in zero G]

Admission cheaper than mud on Sansar, redder than dirt on Veehra, and infinitely more memorable than that other planet!

Wagers are taken at the door. Don't like your odds? Donate blood to your favorite competitor or team! There's no feeling quite like watching your own life-giving fluid turn a man into a RUTHLESS. KILLING. MACHINE!!!

[A massively engorged Khylokian screams directly into the camera, then swings a gruesome battleaxe downward, seeming to cut the broadcast in half. A quick stream of words flies by. Careful viewers may note how frequently the wall of text warns that the event organizers are NOT liable for injuries of any kind.]

 

[A brief interval of static….]

 

[A figure in the traditional garb of Eilif Dhaoine stands looking out over the ocean towards the horizon at dusk, while narration plays over the scene.]
Sometimes, the simple things in life are best. Ocean sunsets...

[The scene cuts to a laughing family, filmed in subtle slow-motion to capture the tears of joy in the eyes of a proud father as he spins his child in the air.]
Time with those important to you...

[Another cut, this time to a fireworks display, dashing colours against a black sky filled with stars.]
The joy of something beautiful and fleeting...

[A final cut shows a gleaming and unreasonably large rifle, displayed on a plush red cushion perched atop a pedestal, spotlighted.]
And a big gun to defend it all. Arman Armaments: Bigger Is Better. Only in The Reserve.

 

Ongoing

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

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

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

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

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

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

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

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


International Renown

 

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

Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.

 

[Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned.

[Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.]
 

[Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence.

[Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.]

[Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage.

[At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.]

 

Ongoing

 

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

Bonus Still Available

All: Exhibit Great Work


[Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again.
[Each country may gain one Renown the first time they win a battle.]
[Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder.
[Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.]

Still Available

Badal: Found Holy Order

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

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

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

Still Available

All thresholds

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

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

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

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

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

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

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

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


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

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

[Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident.

[From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.]


[Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions.

[Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.]


[Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view.

[The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.]

Edited by Minescratcher452 (see edit history)
Name
WTU Buyout 64.2 Davisonian Paints
16
2d6+9 6,1
WTU Buyout 91.3 Gold
16
2d6+9 1,6
WTU Buyout 38.3 Joint Stock Companies
15
2d6+9 2,4
WTU resists HOF Buyout (13)
14
2d6+9 3,2
BRG Incites Treason on BRG Media Support in Region 55
16
2d6+9-1 3,5
BRG Sparks Rebellion on Unruly Merchant Support in Region 55
15
2d6+9-1 5,2
BRG resists TEA destruction of 19 base (16)
8
2d6+4 3,1
BRG resists ILU destruction of 37 base (16)
14
2d6+4 4,6
BRG resists KRB destruction of 95 base (15)
9
2d6+4 4,1
WTU resists AVP Undermine of 70 Merchants (13)
10
2d6+4 2,4
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The Kingdom of High Ishtahnos
By the Light of the Sun, His Royal Highness, John IV, High King of Ishtahnos
First Minister Johnathon Royston Rageclaw
2013-2015 IR, 2046-2048 IC

Actions:
1: [Diplomacy] Use one Treasure to buy up the contract of every indentured servant in all of Kildora and then set them free. Every. Single. One.
Finding themselves with a lot of Kroesids from the Imperial Court and no real idea with what to do with them, the First Minister decides to embark on a bold plan that makes the Minister of Finance nearly have a stroke. These Kroesids, so valuable throughout all of Tekhum shall be put towards a noble purpose, ending indentured servitude in Kildora. With the High King's personal approval a plan is drawn up for the High King to buy every contract of servitude in all of Kildora.
Thousands of agents dispatched to Kildora who work with the Doomweaver's government begin to make deal after deal after deal, vast quantities of money changing hands as thousands of contracts end up under Ishtahn control and more and more sorcerers are left with a diminished workforce. Each formerly indentured soul is given the chance to be resettled in Ishtahnos and gain all the benefits afforded to citizens of the Kingdom. Even free individuals at risk of falling into servitude are given free transport for them and their families if they wish. It's a monumental undertaking and bound to miss a few people, but it's far easier and quicker than risking the sorcerous might of Kildora.
The contracts bought up by the Ishtahn are treated two ways. Those resettled to Ishtahnos have their contracts ritually burned by a magnifying lens in the cathedral of the city they are settled in. Those who choose to remain in Kildora remain technically owned by the High King of Ishtahnos so no unscrupulous sorcerer takes advantage of them again, though the agent responsible for purchasing them swears a sacred Kildoran oath that the High King shall never compel them to perform any service.

2: [Diplomacy] Attempt to press a confederation claim to Region 67. Success!
After years and years of negotiations the treaty of accession is at last signed! The Lands of Chorb have been incorporated into the Kingdom of High Ishtahnos and all across the land there are a great many festivities with people turning out by the thousand to watch the signing on public screens. The Lands of Chorb are vast and heavily populated, but diverse and it will likely take at least a generation before everything is running smoothly. In the meantime the local status quo is maintained save for some small changes as a Charter Committee is established to draft a new Great Charter for the new confederation. In the meantime the Ishtahn government appoints advisors from the ruling elite of the Chorbist people to ensure that their voices can be heard.
 
3: [Military] Great Project. Construct proper military shipyards. [2/5]
The first stage of the works comes to a completion. Available records regarding the size oft military and commercial vessels in use in Tekhum have been consulted and a series great drydocks capable of accommodating vessels up to twice as big as the largest known have been cut into an area of arid highland near Dantenon. Underground facilities are planned to go alongside each dock to house machinery and manufactories. Purpose built rail lines connect them to the city and great hangar doors are fitted capable of shielding the interior from both dust and anything but sustained orbital bombardment. Smaller drydocks are also constructed and once their manufacturing equipment is installed work begins immediately on what will hopefully be the first purpose built spice carriers, a design of ship that will go on to be called a Void Clipper.
 
4: [Military] Attempt to breach the bunker in Region 63. Success unless beaten?
After receiving approval from the Group of Seventeen, a crack team of Ishtahn elite forces are dispatched to the bunker buried deep in Mons Orochos. Their shuttle lands at a safe distance from the entrance and they step out onto the dusty slopes, weapons at the ready in case of trouble only to find that they were beaten to the site mere hours before by the Vesperites. A short, tense and very awkward standoff with the Vesperite support team on the outside later, the Ishtahn commandos settle in for the long haul deciding that they might as well stick around in case everything goes horribly horribly wrong and the Vesperites need backup. It's never too early to start mending fences after all.
 
5: [Economy] Attempt to buyout TP2 in Region 78 for Void Spice. Failure.
The Spicers of Mekhala are cursed to Hell and back in the mercantile halls of Ishtahnos. No amount of gifts, friendly introductions or "special one time payments and administrative fees" has managed to sway them towards agreeing on an even remotely reasonable price. The head of the trade delegation gets so fed up he nearly strangles an individual referred to in documents as the "Grand Spicer", likely a mistranslation, to death and ends up being arrested for assault and battery. The remainder of the money earmarked for "special one time payments and administrative fees" has to be spent hiring a lawyer fleeing from conflict elsewhere in Mekhala to represent him in court.
Needless to say this debacle has become extremely embarrassing for the government. Extremely. Embarrassing.

Nonactions: Resist all unauthorised conversions, buyouts, etc. etc.
 
News and Rumours

Prime Marcus and his Prime Paragons are declared personae non grata by the Ishtahn government. Their vocal support of the institution of slavery has soured relations between the Illumined Utopia and the High Kingdom and the First Minister delivers a impassioned speech before the House of Delegates decrying them for their foolishness:

Quote

"Prime Marcus is a fool! We can all see it, he cannot tell a slave from a free member of society and we shouldn't be surprised from one who considers himself the paragon of paragons! No I say, a slave well treated is a slave still for if one cannot refuse to labour for threat of punishment then that is what they are! I very much doubt he even thought to ask the Fiorids what happens to their slaves who decide not to do what they're told, to those who wish to leave!
"No. The Illumined 'Utopia' has let themselves become blind by their own purported light! We here of Ishtahnos know our society has flaws but we here in Parliament do not compel our constituents to labour to serve us like the pathetic princes and nobles of Verdalfheim!
"Their claims that it's 'just a cultural caste system' are no better! For what is a caste system but slavery wrapped in tradition? No. We are all equal before the Light of the Benevolent Sun, from the most unfortunate soul lost in the deserts to the High King in his palace and only His Grace the Emperor has any claim to be above another soul! And don't think we didn't notice that Joar d'Altosteinn's interview was cut short! They speak of the soul's expression but cut it short when it's inconvenient for them! This is the clear hypocrisy expected from the self-righteous!"
He pauses as the Delegates in attendance voice their agreement and approval.
"This is why my government and I will be taking a stand against slavery in all its forms. From here on we will be embarking on a campaign to end chattel slavery, indentured servitude, military conscription and penal labour beginning here on Veehra before moving on the rest of Tekhum. We call upon our fellow Elect to join with us in bringing about this new age and let all who stand against us be consigned to the wastes of history!"
The Delegates cheer and give the First Minister a standing ovation and it takes several minutes for the Speaker to get things under control again.

As part of the above government position the Kingdom of High Ishtahnos declares their borders open to all those fleeing persecution, enslavement or military conflict. Though it may strain the kingdom's resources it's an important first step in the process.

 

The general downfall of the Basu-Rahman Group draws little interest from the Ishtahn. While any BRG employees and assets within the Kingdom itself are under their protection they make no effort to extend this protection, but nor do they make any effort to hinder the organisation.

 

Difficulties integrating existing track with the Counts of Mirage's new technology have caused the Ishtahn efforts to begin the project to meet with a brick wall, not to mention how to get across the Crescent Sea of Nadiratna. A new approach is needed, especially as the government has failed to actually acquire the schematics.

 

By 2015 IR it has been nine years since Prince Lauren embarked on the Rites of Kingship with only the final Rite left to perform. Many of the Rites were conducted in secrecy, but his parents John and Isolde are said to be very proud of his progress and he has certainly acquitted himself well in the public Rites. The last Rite, the Rite of Liberation, must be performed alone and without witnesses and after a grand feast he heads into the western deserts with only Calamity the nightmare as companionship. He must find a demon and return with a trophy or die trying. He will likely not be seen for many months as even the common demons have become rare and some worry that the Rite of Liberation may soon have to be abandoned

 

Now that things have calmed down and the Kingdom is no longer at war, the Ministry of Arts sends the Arkhive a gift. They've packed a container with copies of important historical artworks from Ishtahnos; paintings, tapestries, illuminated books and scrolls, statues, along with ornamented practical objects such as furniture, weapons and ceramics. Five percent of the pieces are the originals and they are marked as being on permanent loan. In addition there is a panoply of modern works created specifically for the Arkhive, including a life-sized calligraphy portrait of Queen Constance by Marcus Langton Dusthide.

 

Snake News has branched out from just news and begun filming cultural programmes and documentaries for those inevitable slow news days and non-prime time slots. One such programme is the brainchild of the Ishtahn office and it explores the arts by interviewing artists and touring their studios. Their first episode features an Ishtahn artist from the city of Sarcorov, noted master of Gramarye and third place winner of the Festival of Ability, Marcus Langton Dusthide. It's hardly thrilling television, but the tour is doubtless fascinating to anyone with an interest in the arts as he explains his work process in a friendly, down to earth way and the demonstrations of Gramarye are bound to be clipped and put on the InterPlaNet. The sit down interview especially gets clipped when the topic of the Mekh Gala comes up.
"You weren't at the Mekh Gala, why was that Marcus?" asks the interviewer, a middle aged woman and long time veteran of Ishtahn news media.
"I never got invited," he shrugs.
"Really? I seem to recall you won a lot of money."
"I can't speculate, but it was a pretty high class event and I'm hardly some sort of upper class guy."
"They invited
Baladisilab Tesela."
"Really?" it was almost as though there was a record scratch in his brain as his demeanour changes from relaxed to slightly miffed, "He didn't even win. But then I suppose he's local to-"
"They also invited Raoic Tàirn."
"Oh Sun damn it, now I'm pissed! Baladisilab was at least local, Tàirn's from Sansar! And they didn't win either! Make a weapon of war and you get to go hobnob with royalty but actual artists get snubbed!"

At this point in the interview the subtitles that translate Ishtahn into Low Imperial don't exactly match what he's saying, but everyone can tell he'd inserted a few swear words into that last bit.

The Duel of Honour

Negotiations with the Twilight League of Vesper come to an end and as neither side actually desires anything from the other it is agreed to allow the matter to be resolved through an Honour Duel. Of course, there are cultural differences to be hashed out and the ever present question of fairness. To this end, Dame Susan Rowan Shadowclaw, the Master of Nightmares, and Sir Logan Stephens Riverrun, the Royal Physician, sit down with their Vesperite counterparts and over a few days and a bottle or two of whisky work out a workable set of rules. Blades only until blood stains the arena sands red, dismemberment is permitted but purposeful lethal strikes are out.

The place chosen for the duel is the Planum Khassia with Varsa Soom kindly serving as referee. The Ishtahn set up a temporary arena two days east of the pass into the Green Lands. Pride of place among the spectators is a grand wooden chair for the Chieftess and a lesser chair to each side for the High King of John IV of Ishtahnos and Lady Violetta, League Coordinator. Various dignitaries and spectators fill the rest of the stands and musicians sing traditional battle songs from Ishtahnos and Vesper while everyone waits. Snake News cameras sit unobtrusively on the sidelines and a quickly assembled panel of 'combat experts' from across Veehra has taken up residence in a booth to give their opinions for the viewing audience at home.

The Vesperite champion, Duellist Black, a member of Seraphine's inner circle, enters the arena first. She is clad in head to toe in black with not even her hair or eyes being visible. Who she is or was is unknown to all in attendance, with the possible exception of Violetta and her retinue. She steps gracefully before the referee and salutes the referees. In each hand she carries a curved and hooked short sword clearly designed to cause as much damage on the way out as in, the metal is darkened to near black though the edge shines with a wicked gleam. Violetta gives her a nod and she moves to stand and wait for her challenger.

The Ishtahn champion, Pace Carroll Darksand, the Master of Arms of his clan, enters the arena next. He is in his lupine form and stands seven and a half feet tall. He wears a long black cloak of lightweight cloth, a broadbrimmed hat low over his eyes and out of respect for the Soom a red cloth that covers most of the rest of his lupine face. Across his chest is a sash of purple, red and black in what some recognise as a traditional Ishtahn clan pattern. He approaches the referee and raises his sword in a wordless salute, the sun catching the bright metal of the blade, its gilded hilt and the silver fur covering the back of his hand. In his other hand is clenched a parrying dagger. The handguards of both weapons are studded with short spikes that show signs of use. With a nod from his king he moves into position and adopts a combat stance.

Varsa Soom isn't one for wasting everyone's time with speeches and once the two champions are ready she gives the signal, a single word spoken with the clear commanding voice only a leader such as herself can manage. "Begin."


Meanwhile in the commentator's booth...
"Sir Pace is quite the feared duellist back in Ishtahnos, is that not so Sheriff?" Ophid Sarn, lead sports commentator for Snake News, begins in a low voice.
"That's correct Ophid, I've fought him a few times myself and let me tell you never again," said a grizzled Ishtahn sheriff and professional duellist, "He has a nasty habit of suddenly being behind you. Still, my money's on Duellist Black. Pace's techniques are known to everyone, but he's up against an enigma."
"I find myself agreeing, the Vesperites are not to be underestimated," an Agbadan leopard with a scar over one of her eyes agreed, "Physically Pace is stronger, but strength only gets you so far and Vesper has bred a stalwart people who don't give up easily."
"Luciana, are you able to give us any hints about just who Duellist Black is? The viewers at home have been bombarding us with questions ever since she was announced," Ophid says to a Vesperite soldier, as beautiful as she is terrifying, who just smiles mysteriously.


The champions begin to circle each other slowly like predators, neither one seeming inclined to make the first move. The arena is silent as the crowd waits with bated breath. Fortunately for their general health they didn't have too long to wait as a slight movement from Duellist Black causes Pace to charge at her, very nearly going down on all fours as he all but leaps the final five metres at her. It's a feint however, one that very nearly proves disastrous for the Ishtahn as a black sword rises to meet him. At the very last moment he manages to twist his body in the air, the sword cutting through the cloth covering his face and exposing his silvered muzzle. With a great cloud of red dust he lands, rolling as he does to end up on all fours and facing his opponent with a smile.

Rather than returning to the waiting game he rushes the Vesperite, his coat covered with red dust as he enters the fray. Both combatants clearly know what they're doing as the noisy clash of steel begins to fill the arena. Both move with deadly grace, dodging, parrying, deflecting. The melee is drawn out into minutes with no sign of advantage to either side, at first. The more predictable and known fighting style employed by Pace eventually proves to be a liability as Duellist Black probes his defences and embarks on a bold offensive. Clouds of disturbed dust fill the air as Black moves like a whirlwind, a lifetime of struggle allowing her to leverage her greater agility against her larger opponent, dancing around him to strike from all sides as he's forced to focus solely on defence. Though to a regular human his speed would be blinding, there is hardly anything regular about a Vesperite and he is unable to close the holes in his defences fully.


"Amazing, I've never seen anyone move with such speed," whispers a very aged Kildoran sorcerer, how he sees despite clearly being blind is anyone's guess, "I feel ten years younger just watching."
"She might find it difficult if she can't keep up the momentum though, if she slows for even a moment and lets Pace go on the offensive..."
"I see what you mean Sheriff, but it'd take something big to distract her right now," Luciana said, her voice clear with confidence.
A Tina Wilson who'd somehow become a notorious brawler shook her head, "She's going to have to press her advantage sooner-"


At that moment Pace's sword was sent flying, the shining metal skittering across the dust to land metres away from the duelling pair. The entire arena, commentators included, going silent. Was this it? Was the werewolf beaten? Black certainly seemed to think so as she allowed herself a momentary pause. Pace wasn't about to give up just yet though and out of either brilliance or more likely desperation he grabbed his cloak and swung it up to wrap around one of Black's arms and with a tug that would break a human's arm in at least three places pulled down and reduced her to a single blade as well.

He followed up with a flurry of blows, the sophisticated and graceful duel devolving into a vicious fistfight as the cornered werewolf lays strikes against the Vesperite with the spiked handguard of his dagger. She doesn't take long to respond though and the battle resumes with a new intensity, but Black is unable to utilise her sword to its full extent as Pace keeps right on her and doesn't allow her to gain distance.


Eventually the commentators regain their voices.
"What an upset!" Ophid Sarn exclaims, "Viewers at home did you catch that? I'm not even sure I did!"
Tina shakes her head, "She thought she'd won before she'd won. Maybe against most people, sure, but you don't get to their level by giving up just because things look bad."
"This is definitely a fight for the ages, but I'm down a hundred Marks," says the Ishtahn sheriff with a sigh.
"I'd just like to take a moment to remind our viewers to gamble responsibly," Ophid grins as the sheriff begins counting out banknotes.


To her credit Black makes certain that Pace is forced to work for every blow, even going so far as to land a vicious cut on his arm, the hook of her blade very nearly tearing his sleeve clear off. The wound itself is shallow though and his blood merely stains the torn fabric before his body begins to restore itself. He grins viciously and doubles his efforts, wearing her defences down bit by bit until at long last he drives his dagger into her shoulder. He draws it back in triumph, an arc of bright red blood following the blade through the air as it falls down into the dust.

Varsa Soom rises from her seat, raising a hand to silence the crowd before they start to cheer. "Victory goes to Ishtahnos." With those four simple words the crowd erupts into cheers, some in victory but most were simply there to enjoy a good fight. Pace holds out a hand to help Duellist Black to her feet and once she's up and he's sure she's not bleeding to death he holds his dagger to the sky in triumph.

Following the Sun - The glare recedes

The aid of the Knights of Kildora is indispensable in uncovering the secrets of the past. Their sorcery compels the truth from ancient demons and their influence opens doors closed to the Ishtahn. All but forgotten through a thousand years of darkness with what faint memories remained lost in the glare of a resurgent Sun, the truth is at last made bare. The Mother Serpent has awaited the Ishtahn all these centuries, her benevolence unceasing despite their inability to truly see her.

Archbishop Colton calls a synod of all the bishops and canons to proclaim the truth of the revelation. The Sun and the Serpent are one and the same and the light is her blessing upon the Ishtahn! Across the Kingdom the woven solar icons are taken down from their pride of place above the altars of the cathedrals and new icons depicting a serpent crowned with solar light take their place. A great religious awakening begins to spread through the Highlands.

The question as to whether the Valley of Kings is real or allegorical excites Ishtahn archaeologists, as does the potential of finding the Temple spoken of in the poem unearthed by the Kildoran Knights. No one knows where to begin, but aerial surveys begin to be conducted of the entire Kingdom as old records are examined for any hints of ruins left unexplored.

Not all agree with the Archbishop however and a splinter faction forms led by Bishop Marsden of Dantenon who feel that the rest of the synod are rushing things and needlessly abandoning tradition. The debate goes back and forth and though Bishop Marsden has the backing of no more than ten percent of the canons he refuses to back down and is ultimately expelled from the synod until he's willing to accept the decision of the clear and overwhelming majority.

 

Ruler Information

First Minister Johnathon Royston Rageclaw

Diplomacy: 7
Military: 9
Economy: 3
Faith: 3
Intrigue: 2

Age: 66
Expected stat increases: +1 Military, +1 Diplomacy

Trade Details and Technologies

The Highlands of Ishtahnos, Region 65, TP1: Veehran Aurochs

Treasure: 1

Dust Hardening
Nuclear Fusion
Xenolinguistic Cataloguing
Arcane Amplification
Algorithmic Imagination
In Vivo Modification
Aclaustrophobic Psychology

Other Bookkeeping

Grounds units: 4
Space units: 3
Max units: 8

Edited by Elemental
News and Rumours (see edit history)
Name
I swear to Chorb, if I fail to press this claim then I swear Mine, I will go to your house and rearrange your silverware in the most inconvenient way.
19
2d6+7+1 6,5
Spices? Please?
9
2d6+3-1 4,3
The Duel of Honour between The High Kingdom of Ishtahnos and the Twilight League. Through single combat honour is satisfied.
9
2d6 6,3
Indiana Jones has nothing on Ishtahnos Bones, Werewolf Archaeologist
12
2d6+9 1,2
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The Twilight League
Round 4

Violetta, Herald of the Second Dawn
Vesper (Limbo, The Wheel, Purgatory) (Region 58)
Diplomacy: 1
Military: 8
Economy: 5
Faith: 5
Intrigue: 2
Heir: Lilium
D: 2 M: 1 E: 2 F: 3 I: 2

 

Actions:

  • [Economy] Buyout TP1 of Implanted HUDs in Region 75 (TP 75.1)
  • [Military] Raise one space unit.
  • [Military] Raise one ground unit.
  • [Military] Raise one ground unit.
  • [Military] Dispatch a team of Vesperite soldiers to breach the bunker in Region 63.

Nonactions

  • It's time for blood! Honor duel fluff goes here.

News and Rumours

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

Country Information

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

Heir: Lilium (Dynastic; they/them with specific exceptions)
 

Diplomacy

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

Organisation Bases
Guildhall in Vesper.

Embassies
None

Cultural Identities

None

Great Works
None

 

Military

Unit Cap: 7 (4 + 2 regions + 1 support)
Ground Units: 3
Space Units: 1

Government Support: 58

Generals

None

Admirals

Void-leader Seraphine (Mil 9): Master of Arms (+1 to battle roll for every two Artifacts attached to Seraphine; minimum +1 for one Artifact, maximum +4 for eight Artifacts.)

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

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: 1 (Expected Change: +4)
Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Mercantile Support
58

Arcologies
None

Trade Routes
None

 

Faith

Media Support: 58

Faith Size: 3
Organised Faith Bonuses
None

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

58 - Integration

 

Total Passive Effects

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

Actions:Defence:
Misc:

Name
Buyout TP 75.1
15
2d6+5 5,5
Bunker Delve
14
2d6+8 5,1
Honor Duel
7
2d6 4,3
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The Wicklund Salvagers
Dip 10 | Mil 1 | Eco 3 | Fai 2 | Int 2
Round 5


Actions:
1: [Dip] Sway Faction: Mercantile in region 109 (2d8 + 10 (stat) vs TN 12): Success (17)
2: [Eco] Buyout Trading Post 1 of region 39 (with my own support and a treasure) (2d6 + 6 [3 (stat) + 2 (support) + 1 (treasure)] vs TN 12): Success (13)
3: [Eco] Buyout Trading Post 2 of region 39 (with my own support and a treasure) (2d6 + 6 [3 (stat) + 2 (support) + 1 (treasure)] vs TN 12): Failure (9)
4: [Eco] Buyout Trading Post 2 of region 28 (with WTU support and a treasure) (2d6 + 7 [3 (stat) + 2 (support) + 1 (treasure) + 1 (WTU arcology)] vs TN 12): Success (14)
5: [Eco] Buyout Trading Post 3 of region 28 (with WTU support and a treasure) (2d6 + 6 [3 (stat) + 2 (support) + 1 (treasure)] vs TN 12): Success (16)
Wallace Wicklund has spent the last few years expanding the realm’s trade connections. While profitable, it isn’t very flashy.
Non-Actions:
1: Support my buyouts of region 39's first two trading posts
News and Rumors:
The Component Research Facility has begun research on a large engine discovered beneath Salvage Site 5317. It is suspected to have once held the entire site in orbit, but no longer functions.

Bookkeeping:

Bookkeeping

General data:
Ruler (Wallace Wicklund) stats: Dip 10, Mil 1, Eco 3 (+2), Fai 2, Int 2
Heir (Nemo Wicklund) stats: Dip 1, Mil 2, Eco 3, Fai 2, Int 2
Specials available: Dip 5
Regions owned: 2 [39, 40]
Government Supports: 2 [39, 40]
Mercantile Supports: 2 (+1) [39, 40, 109]
Media Supports: 2 [39, 40]
Claims: Integration on 40, strong Marriage and Integration on 39
Cultural Identity: Sway Faction
Diplomacy data:
EMP reputation: 1
EMP favors: 1
WTU reputation: 3
BRG reputation: 1
Renown: 1
Economic data:
Trading Posts owned: 4 (+3) [25 TP3, 28 TP2, 28 TP3, 39 TP1, 40 TP1, 40 TP2, 52 TP3]
Arcologies owned: 1 [40, Investigation]
Treasure income: 3 [2 from TPs + 1 from WTU 3]
Treasures owned: 4 (-4, +3)
Technologies: all nonregional starter techs (Aclaustrophopic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Pseudogravity Engineering, Xenolinguistic Cataloguing), Badalian Megadirigibles, Wet Navy Ships
Military data:
Ground units: 2
Space units: 1
Edited by Syntax Error
Edited Dip action; I don’t have the time to write much flavor this week. (see edit history)
Name
Buyout TP1 in region 39 (with 1 treasure)
13
2d6+6 1,6
Buyout TP2 in region 39
9
2d6+6 2,1
Buyout TP2 in region 28 (with 1 treasure)
14
2d6+7 6,1
Buyout TP3 in region 28 (with 1 treasure)
16
2d6+6 5,5
Sway Mercantile 109
17
2d8+10 4,3
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The Counts of Mirage

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

Actions:

1:[Economy 5] Improve Region 61 Tripedal Mecha

 


2: [Economy] [1/?] Continue train track expansion Trains into 54 (with permission)

 

3: [Economy?]  [1/?] Continue the line into Region 58

 

4: [Economy] [1/?] Continue train expansion into 59

 

5: [Economy] Buyout region 64 TP 1 Davisonian Paints (with possible +1 from tech) 21

There is Paint. It is a new colour. It will be ours.

 



Non-Actions:

Resist all Buyouts

-Except for UHS for 57 TP3 which will be supported

- Pay back WTU loan of 3 treasure

Change ruler to Mirage Karoo

Bookkeeping

 

Trains

Train Lines in:

55

56

57

Military

Units (cap 6): 3 Land, 1 Space
 

Gralvin Station: Fortress in 57

Economic

Treasure: 4/5 (3 in debt)

Trade Posts Owned:
57 TP1: Tungeston

57 TP2: Tungeston

55 TP1: Mzarite Crystals

68 TP2 Polymorphite

70 TP1 Corvee labour

53 TP1 Sorcerous Swords

 

Technology

 

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry

 

Anti-Gravitational Rail

 

Edited by Tentreto (see edit history)
Name
Buyout region 64 TP 1 Davisonian Paints
21
2d6+10+1 4,6
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The Shattered Coven

Region 77

High Witch Brynn

Round 5

Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2)
 

Actions

1. Diplomacy - Establish Claim over Region 93

2. Diplomacy - ?

3. Military - Raise Space Unit

4. Military - Raise Space Unit

5. Economy - Special 5

 

Non-Actions

1.

Reference Information

Leader Stats: Diplomacy (7), Military (4), Economy (5), Faith (3), Intrigue (2)

Capital: Region 77

Faith: Mekhalan Unitarianism

Embassies:

  1. House of Fire

Trading Posts: 1

  1. Region 77, Cinnakite

Military Units:

 

Space: 2

Ground: 0

Organizational Overview:

 

 

Technologies: 2

  •  
  •  

Treasure: 

 

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The Iron Masquerade
Capital: The City of Narsai (Region 69)
Round 5

News and Rumors

The being wearing Karla Marrone, former Druid and scientist for the Principality of Verdalfheim, contemplates the talents and the lingering traces of personality of her new form. She has the strangest urge to experiment with that unknown terraforming apparatus out in the desert? And then write down what happens? And all of the technical mumbo-jumbo surrounding the Peludo's recent invention of magnet-assisted rail transportation is suddenly much clearer. Perhaps there is benefit to be gained from investing in the project after all ...

Actions
  1. [Economy] - Construct Rivoire Station from hematite in the City of Narsai (Region 69), and lay anti-gravitional rails throughout the region.
    Structures on the surface of the mostly-underground city of Narsai have always been expensive to maintain, at least until the construction of the Apiforme Dome made it tenable to be above-ground during dust storms. A grand structure of gleaming black hematite is erected by the Rivoire Baronry at the edge of the city with tracks heading out in nearly every direction. For now, only three spokes of the wheel are active - towards Union Central, towards Vesper, and towards Region 53.
  2. [Economy] - Connect Rivoire Station to the existing railway by laying track in Region 53.
    Peasants are contracted into labor crews, crude iron ore is smelted into rail, and the work of the masses is transformed into profit for the Barons.
  3. [Military 5] - Raise an Admiral, Johanne Faustine (she/her, Score: 7). Tactical Doctrine: Forbid the Enemy Cast a Single Shadow (-2 to enemy's Orbital Superiority Bonus).
    After nearly a decade spent in Agbada, Johanne returns to the Iron Masquerade a changed woman. Her unhealthy teenage fixation with the Savior is long gone, replaced by a respectful reverence of Avva and all that the sun-god beholds. Despite Johanne's lack of faith in the Iron Monarch's spiritual calling, the young woman is nonetheless content to pivot her Agbadan-instilled talent in wet naval management to use in protecting her homeland via dry navy command.

    Admiral Faustine's stratagems revolve around denying her opponents the necessary orbital position to support troops on the ground. Foes of the Iron Masquerade find themselves constantly harassed by swarms of fighters specifically targeting weapons systems capable of reaching the planetary surface. Major engagements between fleets are manipulated to the best of the Admiral's ability to keep the brunt of the fighting away from optimal enemy troop landing positions. Naval officers serving under Admiral Faustine boast that their commander does not let so much as a single ship come between the light of Ophon and the region to be protected.
  4. [Intrigue] - Investigate the terraforming equipment in Region 60. (Borrowing Inured to Strangeness CI from SEV Embassy, +1 from BRG rank 1) Roll: 15
    A joint coalition of talented magical acolytes from the Iron Masquerade and mechanically-minded tinkerers (Todds) from the Castaways of the Loop attempts to discover what the machines in Region 60 will do to the planet without activating anything ... yet.
  5. [Intrigue] - Secret, spending a treasure.
    Fluff.
Non-Actions
  • Change hosts rulers non-dynastically to Iron Monarch Kazi (he/him).
    Non-dynastic succession: +1 to any two attributes, Growths: +1 Economy, +1 Intrigue.
    2 Diplomacy, 1 Military, 3 + 1 + 1 Economy, 1 Faith, 3 + 1 + 1 Intrigue
    Despite his faction's overall defeat in the Bironian civil war, Admiral Kazi's personal performance was exemplary. He will make a useful host for the Iron Monarch, and the Order of Sodium's collapse means few are likely to care about the loss of his life.
  • Resist and hinder all conversions in Narsai (Region 69).
  • Hinder all buyouts in Narsai (Region 69), Agbada (Region 52), and Nadiratna (Region 68).
  • Resist all buyouts of Iron Masquerade Trading Posts.

Reminders for myself

Project Sunrise: Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 treasure as a sub-action

Extraordinary Research Grants Approval: Until the end of Round 9, spend an Eco action to donate treasure and will receive any techs made

Status and Extravagance: writeup prestige things for +1 REN until end of Round 8

You owe Mappy one favor

15_devil.png.b752f9da2ec103d6e975f7540616ae7c.png"The worst villains live inside us."

Iron Monarch Karla Marrone
(she/her)

Diplomacy: 4
Military: 5
Economy: 2
Faith: 2
Intrigue: 5

Ground units: 3
Space units: 1
Treasure: 1 + 1 per round

EMP: 0 rep / 0 favors
WTU: -1 rep / 0 favors
BRG: 1 rep / 0 favors
REN: rank 2

Edited by aerin13 (see edit history)
Name
Change rulers non-dynastically
12
7d4 1,3,2,1,1,3,1
Admiral score
7
1d4+6 1
Investigate the terraforming equipment in Region 60
15
2d8+6 2,7
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Posted (edited)

End of Round Five.

No further mechanical edits to action posts may be made!

 

Battles

The Combined Commonwealth of Glix and The Bironian Bulwark invade 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.

The Hammer [GCC] (Mil 7) attempting Measured Advance (-10% casualties for both sides)

 

Tactical Maneuvering:

Imperial Satrap Qil’un: 2d6+6 = 12

The Hammer: 2d6+7 = 15

 

Battle:

Indigenous Defenders: 2d10+11 (+6 Mil, +5 Units) = 22

Combined Commonwealth of Glix: 2d10+15 (+7 Mil, +5 Units, +3 Orbital Superiority) = 27

Casualties:

Indigenous Defenders: 1d3+1d4-2 = 20% of 5 units = 1 lost

Combined Commonwealth of Glix: 1d3-1 = 20% of 1 BIR ground unit = 0 lost and 20% of 4 GCC ground units = 1 lost

 

Additional Effects: If victorious, the Combined Commonwealth transfers control of the region to the Bironian Bulwark.

 

 

The Black Cloud Coalition invades Region 104

 

Combined Front:

The Wrathful Sculptor [NPC] (Mil 1d10 = 2) attempting Measured Advance (-10% casualties for both sides)

vs.

Hǎi Píng & Dǎo-Māo [BCC] (Mil 10) attempting Measured Advance (-10% casualties for both sides)

 

Tactical Maneuvering:

The Wrathful Sculptor: 2d6 + 2 = 11

Hǎi Píng & Dǎo-Māo: 2d6+10 = 18

 

Battle:

Indigenous Defenders: 2d10+3+2 (+3 Units) = 13

Black Cloud Coalition: 2d10+13 (+10 Mil, +3 Units)  = 25

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 60% of 3 ground units = 2 lost

Black Cloud Coalition: 1d2-1 = 0%

 

The Radiant Republic of Erisdor invades Region 26

 

Space Front:

Republic Sub-Commander [RRE] (Mil 4) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

The Twin Cedars [NPC] (Mil 1d10 = 5) attempting Measured Advance (-10% casualties for both sides)

vs.

Marshal Aíne Uistein [RRE] (Mil 9) attempting Boot of Liberty (On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle)

 

Tactical Maneuvering:

The Twin Cedars: 2d6 + 5 = 8

Marshal Aíne Uistein: 2d6+9 = 18

 

Battle:

Indigenous Defenders: 2d10+3+5 (+3 Units) = 20

Radiant Republic of Erisdor: 2d10+15 (+9 Mil, +1 Unit, +3 Orbital Superiority, +1 Treasure, +1 The Black Foundry) = 28

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 40% of 3 ground units = 1 lost

Radiant Republic of Erisdor: 1d3 = 30% of 1 ground unit = 0 lost

 

Additional Effects: Impress Government Support on Region 26 if RRE wins TacMan

The Twin Cedars is lost!

 

Eilif Dhaoine and the White Pawns invade Region 108

 

Combined Front:

Cabbage Monger Xiu [NPC] (Mil 1d10 = 3) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

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

 

Tactical Maneuvering:

Cabbage Monger Xiu: 2d6 + 3 = 13

Giomad of Fairnead: 2d6+8 = 14

 

Battle:

Indigenous Defenders: 2d10+2+3 (+2 Units) = 10

Eilif Dhaoine: 2d10+15 (+8 Mil, +2 ELD Units, +4 WTP Units, +1 Treasure) [+1 if TacMan] = 25

Casualties:

Indigenous Defenders: 1d3+1d4+2 = 80% of 2 units = 2 lost (wipeout)

Eilif Dhaoine: 1d1 = 10% of 2 ELD ground units = 0 lost and 10% of 4 WTP ground units = 0 lost

 

 

The Sorcerers of New Kildora invade Region 64

 

Space Front:

Sorcerous Subcommander [SNK] (Mil 3) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

Mother Bastet [NPC] (Mil 1d10 = 1) attempting Measured Advance (-10% casualties for both sides)

vs.

Doomweaver Serpent [SNK] (Mil 5) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Mother Bastet: 2d6 + 1 = 11

Doomweaver Serpent: 2d6+5 = 8

 

Battle:

Indigenous Defenders: 2d10+2+1 (+2 Units) = 12

Sorcerers of New Kildora: 2d10+12 (+5 Mil, +2 Unit, +3 Orbital Superiority, +1 Cult of the Mother Serpent, +1 Treasure) = 17

Casualties:

Indigenous Defenders: 1d3+1d4-1-1 = 10% of 2 ground units = 0 lost

Sorcerers of New Kildora: 1d3-1 = 10% of 2 ground units = 0 lost

 

 

 

The Soom-Clan Marauders invade Region 75

 

Space Front:

Palu Soom [SCM] (Mil 4) attempting Measured Advance (-10% casualties for both sides)

; AUTOMATIC SUCCESS

 

Ground Front:

Necrodigitizer Telek-re [NPC] (Mil 1d10 = 5) 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:

Necrodigitizer Telek-re: 2d6 + 5 = 15

Warlord Sigrid: 2d6+10 = 16

 

Battle:

Indigenous Defenders: 2d10+4+5 (+4 Units) = 16

Soom-Clan Marauders: 2d10+16 (+10 Mil, +2 Units, +3 Orbital Superiority, +1 Cult of the Mother Serpent) [+3 if TacMan] = 24

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 10% of 4 ground units = 0 lost

Soom-Clan Marauders: 1d3+1 = 40% of 2 ground units = 1 lost

 

Necrodigitizer Telek-re lost!

 

The White Pawns and the Solar Trade Administrative Regions of Durats invade Region 99

 

Combined Front:

Mother-Superior Zavresta [NPC] (Mil 1d10 = 2) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Captain Sekira [WTP] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

 

Tactical Maneuvering:

Mother-Superior Zavresta: 2d6 + 2 = 8

Captain Sekira: 2d6+9 = 13

 

Battle:

Indigenous Defenders: 2d10+3+2 (+3 Units) [+2 if TacMan] = 14

White Pawns: 2d10+15 (+9 Mil, +1 WTP Unit, +6 RAT Units, +1 Treasure, -2 Distance) = 26

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 30% of 3 units = 1 lost

White Pawns: 1d2-1 = 0%

 

 

Additional Effects: If victorious, the White Pawns transfer control of the region to the Solar Trade Administrative Regions of Durats.

 

Edited by Minescratcher452 (see edit history)
Name
104 commander
2
1d10 2
26 commander
5
1d10 5
108 commander
3
1d10 3
64 commander
1
1d10 1
75 commander
5
1d10 5
99 commander
2
1d10 2
14 TM
12
2d6+6 1,5
GCC TM
15
2d6+7 6,2
104 TM
11
2d6+2 6,3
BCC TM
18
2d6+10 4,4
26 TM
8
2d6+5 2,1
RRE TM
18
2d6+9 3,6
108 TM
13
2d6+3 4,6
ELD TM
14
2d6+8 2,4
64 TM
11
2d6+1 5,5
SNK TM
8
2d6+5 2,1
75 TM
15
2d6+5 5,5
SCM TM
16
2d6+10 2,4
99 TM
8
2d6+2 1,5
WTP TM
13
2d6+9 2,2
14 battle
22
2d10+11 9,2
GCC battle
27
2d10+15 10,2
104 battle
13
2d10+3+2 6,2
BCC battle
25
2d10+13 2,10
26 battle
20
2d10+3+5 7,5
RRE battle
28
2d10+15 10,3
108 battle
10
2d10+2+3 3,2
ELD battle
25
2d10+15+1 1,8
64 battle
12
2d10+2+1 7,2
SNK battle
17
2d10+12 1,4
75 battle
16
2d10+4+5 5,2
SCM battle
24
2d10+16+3 1,4
99 battle
14
2d10+3+2 4,5
WTP battle
26
2d10+15 4,7
14 cas
2
1d3+1d4-1-1 3,1
GCC cas
2
1d3-1 3
104 cas
6
1d3+1d4-1 3,4
BCC cas
0
1d2-1 1
26 cas
4
1d3+1d4-1 3,2
RRE cas
3
1d3 3
108 cas
8
1d3+1d4+2 2,4
ELD cas
1
1d1 1
64 cas
1
1d3+1d4-1-1 2,1
SNK cas
1
1d3-1 2
75 cas
1
1d3+1d4-1 1,1
SCM cas
4
1d3+1 3
99 cas
3
1d3+1d4-1 1,3
WTP cas
0
1d2-1 1
14 LL
13
1d20-1 14
GCC LL
14
1d20-1 15
104 LL
16
1d20-2 18
BCC LL
2
1d20-0 2
26 LL
1
1d20-1 2
RRE LL
15
1d20-0 15
108 LL
10
1d20-2-5 17
ELD LL
9
1d20-0 9
64 LL
10
1d20-0 10
SNK LL
7
1d20-0 7
75 LL
1
1d20-0 1
SCM LL
6
1d20-1 7
99 LL
9
1d20-1 10
WTP LL
7
1d20-1 8
CUS Prospect
1
1d3 1
55 writeup unrest
2
1d3 2
86 writeup unrest
2
1d3 2
A.1
12
2d6+6 5,1
A.2
13
2d6+4 4,5
B.2
14
2d6+5 5,4
C.1
18
2d8+6 5,7
C.2
8
2d6+4 2,2
D.1
16
2d6+6 5,5
E.1
16
2d6+5 5,6
F.1
14
2d6+8 1,5
F.2
7
2d6+5 1,1
G.1
12
2d6+6 2,4
G.2
10
2d6+2 6,2
H.1
11
2d6+5 2,4
I.1
15
2d6+9 2,4
SCM resist BRG Incite Treason (16)
12
2d6+5 2,5
SCM resist BRG Spark Rebellion (15)
9
2d6+2 4,3
CBC resist BCC steal treasure (7)
6
2d6+1 2,3
19 base destruction unrest
2
1d3 2
37 base destruction unrest
2
1d3 2
55 Government Ground Units
1
1d3 1
55 Government Space Units
1
1d2 1
55 Government General
8
1d4+6 2
55 Government Admiral
9
1d4+6 3
55 Merchants Ground Units
2
1d4 2
55 Merchants Space Units
0
1d2-1 1
55 Merchants General
8
1d6+4 4
55 Merchants Admiral
9
1d6+4 5
55 Media Ground Units
4
1d6 4
55 Media General
1
1d10 1
HOF EMP rep 3 rolloff
16
16
BCC EMP rep 3 rolloff
11
2d6+8 1,2
TEA EMP rep 3 rolloff
15
2d6+9 4,2
LSP EMP rep 4 rolloff
16
16
CUS EMP rep 4 rolloff
15
2d6+10 3,2
48 commander
3
1d10 3
RRE Impress Government in 26 (TN 12)
17
2d6+8 3,6
CBC Ren 2 rolloff
11
2d6+2 4,5
DIC Ren 2 rolloff
13
2d6+5 5,3
ELD Ren 2 rolloff
18
2d6+9 5,4
GCC Ren 2 rolloff
15
2d6+7 5,3
ILU Ren 2 rolloff
9
2d6+7 1,1
MSQ Ren 2 rolloff
13
2d6+4 5,4
RRE Ren 2 rolloff
9
2d6+4 1,4
SCM Ren 2 rolloff
17
2d6+5 6,6
SEV Ren 2 rolloff
16
2d6+9 2,5
SNK Ren 2 rolloff
18
2d6+8 6,4
TEA Ren 2 rolloff
16
2d6+9 4,3
UHS Ren 2 rolloff
14
2d6+5 3,6
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Posted (edited)

Round 6: Begin!

Years 2049-2051 of the 99,803rd Era of the Imperial Calendar

 

Round 6 will close on Sunday, April 21st.

 

Announcements!

Silent_Interim has stepped down as Org GM. JBarca will be taking over as Org GM.

 

Writeup Unrest:

Region 55 (SCM) has not received a writeup. All factions are already in rebellion.
Region 86 (CAS) has not received a writeup. The Merchant faction in Region 86 becomes Open.

Region 91’s Gold resource’s categories have been updated to Precious Minerals and Luxury Goods to match other Gold TPs.

The rules for Fortresses have been reworded to avoid an unintentional and somewhat silly possibility of bypassing Fortress defenses.
Old wording: “Additionally, if the defender of a region with a Fortress loses the Space Front, the attacker’s bonus from orbital superiority is reduced from +3 to +1.”
New wording: “Additionally, if the defender of a region with a Fortress loses the Space Front, the attacker’s bonus from orbital superiority is reduced by 2, to a minimum of 0.”

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

%5Burl%3Dhttps%3A%2F%2Fibb.co%2FMgqF6Bg%5D%5Bimg%5Dhttps%3A%2F%2Fi.ibb.co%2FJcXDQ3c%2FTekhum-System-R5.png%5B%2Fimg%5D%5B%2Furl%5D
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.

 

 

Explorers from UNNCLE continue surveying their neighboring aerostats, dispatching a diplomatic mission to make contact with the cluster to their southwest. They encounter a notably religious people who nevertheless get on fairly well with the diplomats, offering them a number of delicacies made from the region’s unique floating cherry orchards.

UNC explores Region 5, discovering a region with a Majority of Seven Heavens, 2 Trade Posts of Charnan Cherries (Fruits and Vegetables), a Desired Import of Spices, and 4 units of native defenders! UNC gains a +1 bonus to one Sway action taken in the region this round!

 

Coedd no longer requires its own seedpods to investigate an uncharted corner of Sansar: its followers have grown sufficiently in number to explore the northern islands on their own. Cultists journey through the cold polar seas, recording their travels and collecting as much data as possible. The islands seem to be notably resource-poor, with undersea metal deposits being their most economically interesting export.

COE explores Region 48, discovering a region with a Majority of Church of Flame, 1 Trade Post of Polymetallic Nodules (Ores and Alloys), a Desired Import of Chemical Reagents, and 3 units of native defenders! COE discovers the region’s military defenders are led by a commander with score: 3!

 

Dwarven explorers continue charting the last unknown reaches of Mekhala, filling in a gap at the center of their claims. The region is more sparsely populated and less industrialized than its neighbors, with the explorers speculating that the bizarre voidal organisms native to the region may have contributed in some way.

DIC explores Region 96, discovering a region with a Majority of Astral Animism, a Minority of Aethertouched, one Trade Post of Space Ameobae (Fauna), a Desired Import of Flora, and 2 units of native defenders! DIC gains a +1 bonus to one Buyout action taken in the region this round!

 

Growth!

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

 

SNK creates a Confederation claim on Region 107, spending 1 treasure!

 

ELD presses a Confederation claim on Region 43! ELD gains 1 ground unit.

SEV presses a Confederation claim on Region 63! SEV gains 1 ground unit.

ISH presses a Confederation claim on Region 67! ISH gains 1 ground unit.

SNK presses a Confederation claim on Region 70! SNK gains 1 ground unit.

TEA presses a Confederation claim on Region 105! TEA gains 1 ground unit.

 

HOF colonizes Region 80! Region 80 gains a Desired Import of Fauna.

CAS colonizes Region 92! Region 92 gains a Desired Import of Construction Materials.

GCC colonizes Region 100! Region 100 gains a Desired Import of Spacecraft.

RRE colonizes Region 101! Region 101 gains a Desired Import of Planetary Vehicles.

ALF colonizes Region 102! Region 102 gains a Desired Import of Computers.

 

UHS encourages settlement of Region 13, spending 1 treasure! Region 13 can now support faiths above Minority level, and Open Government and Media factions are created!

CUS encourages settlement of Ouvriead (Region 111)! Region 111 can now support faiths above Minority level, and Open Government and Media factions are created!

CUS prospects Ouvriead (Region 111), spending 1 treasure! Region 111 gains one TP of Recon Corvettes (Spacecraft, Information and Data) and an Open Merchant faction!

 

Statecraft!

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

 

The Durats of Burtzland rename themselves to the STAR RATS!

 

HOF introduces a Cultural Identity: Imperial Heritage (2d8 to Sway actions)!

 

ARK hosts the Third Hexenniel!

-ARK trades Pseudogravity Engineering and Shrewd Business to LSP

-ARK trades Shrewd Business to RAT

 

DIC hosts the Shieldbreaking Party!
-DIC signs the EAT Charter

-BRB signs the EAT Charter

 

ILU sends Dust Hardening to BCC via Embassy

 

Following the death of Aki Kinuin, Ilaro Kinuin is the new heir to the Cloudburst Confederation! (Dynastic, Dip 1, Mil 4, Eco 2, Faith 4, Int 1)

Following the death of Console Prisca Calpurnius, Console Antonius Drusus rises to lead the Illumined Utopian!

 

ALF sways the Government in 35

ALF sways the Government in 51

BAF sways the Government in 66

ELD sways the Government in 108

HOB impresses the Merchants in 77, using Ice as Water

SCM sways the Government in 75

SCM impresses the Merchants in 73, using Energized Chrysoberyl as Crystals

TEA sways the Government in 18 

TEA sways the Government in 19

TEA sways the Government in 22

UNC sways the Government in 4

WIC sways the Merchants in 109

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

SEV constructs an Arcology in Region 62, the Stevens Research Institute! By Todds, for Todds. Bonus: +1 to Investigations

 

MIR invests in Tripedal Mecha in Region 61, creating and gaining ownership of TP 2 in the region!

 

BIR buys out TP 3 for Noble Metals in the Biron Crosspaths (Region 17)

BIR buys out TP 2 for Eskorian Orchards in Eskor (Region 30)

DIC buys out TP 1 for Laser Rifles in Region 95

FBC buys out TP 2 for Winged Camels in Region 7

GCC buys out TP 3 for Eskorian Orchards in Eskor (Region 30)

HOB buys out TP 3 for Cinnakite in Mek-01 (Region 77)

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

LSP buys out TP 1 for Dragon Eyes in Region 45

MIR buys out TP 1 for Davisonian Paints in Region 64

RAT buys out TP 2 for Embroidered Fabrics in Region 99

RAT buys out TP 1 for Spacer’s Cabbage in Region 108

RAT buys out TP 1 for Salvage Ships in Region 109

RRE buys out TP 2 for Unblemished Wreckages in the Moonsoul Mountains (Region 44)

SEV buys out TP 1 for Charmed Textiles in Region 42

TWI buys out TP 1 for Implanted HUDs in Region 75

UHS buys out TP 2 for Uhrayan Aircraft in Region 18

UHS buys out TP 3 for Tungsten in Region 57

WIC buys out TP 1 for Heroic Adventurers in Region 39, spending 1 treasure

WIC buys out TP 2 for Bamboo in Utattou (Region 28), spending 1 treasure

WIC buys out TP 3 for Bamboo in Utattou (Region 28), spending 1 treasure

WTU buys out TP 3 for Joint Stock Companies in Region 38

WTU buys out TP 2 for Davisonian Paints in Region 64

WTU buys out TP 3 for Gold in Region 91

WIC fails to buy out TP 2 for Heroic Adventurers in Region 39, spending 1 treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure

BAF gains 1 passive treasure

BIR gains 1 passive treasure

BRB gains 1 passive treasure

CAS gains 1 passive treasure and 1 treasure from Ally of the Union

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 1 passive treasure

RAT gains 2 passive treasure and 1 treasure from Ally of the Union

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 1 passive treasure and 1 treasure from Ally of the Union

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

WIC gains 2 passive treasure and 1 treasure from Ally of the Union

 

Faith!

Conversions, organization, and other such matters of faith

 

The United Houses of Senkar found a Holy Order, the Grand Seats, in Senkar (Region 16)! The Grand Seats are a massive upside-down dome-like building floating above the spires of the city, the reflective golden surface gleaming above like a close-by star. 

 

MRP organizes Bardolatry! MRP sets the Size 5 bonus of Bardolatry to +1 to Sway Faction!

 

CBC sets the Size 10 bonus of Cult of Avva to +1 to Conversions

 

COE sets the Size 10 bonus of Coedd to +1 to conversions in regions there was a battle last round

 

CUS adopts the Imperial Cult! No unrest results.

 

ARK converts the minority of Ancestral Queens in Parrot’s Perch (Region 84) to Coedd

BRB introduces a minority of Fascination in Region 7, spending 1 treasure

BRB introduces a minority of Fascination in Region 12, spending 1 treasure

BRB raises Fascination to a majority in Region 17, spending 1 treasure

BRB introduces a minority of Fascination in Region 46, spending 1 treasure

CBC increases Cult of Avva to Plurality and lowers Precomputed Traditionalism to Minority in Region 56

CBC increases Cult of Avva to Plurality and lower Dustbound Chivalry to Minority in Region 53

CBC converts the minority of Peludian Cult of Avva to Cult of Avva in Region 57

COE introduces a minority of Coedd in Region 35

COE introduces a minority of Coedd in Region 51

HOB introduces a minority of Imperial Cult in Parrot’s Perch (Region 84)

HOB introduces a minority of Imperial Cult in the Khylosen Cluster (Region 89)

ILU introduces a minority of Soul’s Expression in Region 18

LSP introduces a minority of Imperial Cult in Region 36

MRP introduces a minority of Bardolatry in Region 83

MRP introduces a minority of Bardolatry in Region 87

MRP introduces a minority of Bardolatry in Region 88

UHS introduces a minority of Forever Self in Region 15

UNC increases Paragonism to Plurality in Region 7

UNC increases Paragonism to Plurality in Region 14

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The Arkhive Æternal develops a new technology: Shrewd Business. A pioneering compendium of looking good and saying the right thing to an impossible degree. Requires: Honeyed Words, Fabrics and Textiles. Effect: +1 to Buyouts you Assist and +1 to Impress Merchants.

 

The Counts of Mirage expand the Veehran rail network into Regions 64, 58, and 59! The Iron Masquerade expands the rail network into Region 53 and 69!

 

Might!

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

 

The Cloudburst Confederation develops a new military technology: Popmaize Cluster Grenades! 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. Requires: Arcane Amplification, Sun-Kissed Maize. Slot: Man-Portable Weapons. Effect: +1 to battle.

 

The STAR RATS promote an Admiral: Skod Qggg Smalengnutepi! More to come.

 

The Iron Masquerade promotes an Admiral, Johanne Faustine (score: 7)! She can use the Tactical Doctrine Forbid the Enemy Cast a Single Shadow (-2 to enemy's Orbital Superiority Bonus).

 

The Arvaxine Populate builds a Fortress in the Arvax Plains (Region 54)! 

 

The Combined Commonwealth of Glix and The Bironian Bulwark invade Region 14

Seeking vengeance for Shi Lithium, the Neon Syndicate calls for aid from the only warrior to have defeated her in tournament combat: Rofl’hesk of the Glix. His arrival alongside the Hammer and four units of Glic soldiers is a strong boon to the Bironians, but they do not move too rashly. Instead, the Hammer directs a calm series of attacks on specific points, steadily pushing back the bulk of the forces under the “Imperial Satrap”. With orbital bombardment overseen by Chairman Alchire, the enemy is finally overcome, with the loyalist Knights taking the brunt of the casualties in the fighting.

 

GCC victory! BIR gains Region 14! GCC loses 1 ground unit! Defenders lose 1 unit!

The Black Cloud Coalition invades Region 104 (no fluff)

Combined Front:

The Wrathful Sculptor [NPC] (Mil 1d10 = 2) attempting Measured Advance (-10% casualties for both sides)

vs.

Hǎi Píng & Dǎo-Māo [BCC] (Mil 10) attempting Measured Advance (-10% casualties for both sides)

Tactical Maneuvering:

The Wrathful Sculptor: 2d6 + 2 = 11

Hǎi Píng & Dǎo-Māo: 2d6+10 = 18

Battle:

Indigenous Defenders: 2d10+3+2 (+3 Units) = 13

Black Cloud Coalition: 2d10+13 (+10 Mil, +3 Units)  = 25

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 60% of 3 ground units = 2 lost

Black Cloud Coalition: 1d2-1 = 0%

 

BCC victory! BCC gains Region 104! Defenders lose 2 units!

The Radiant Republic of Erisdor invades Region 26 (no fluff)

Space Front:

Republic Sub-Commander [RRE] (Mil 4) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

Ground Front:

The Twin Cedars [NPC] (Mil 1d10 = 5) attempting Measured Advance (-10% casualties for both sides)

vs.

Marshal Aíne Uistein [RRE] (Mil 9) attempting Boot of Liberty (On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle)

Tactical Maneuvering:

The Twin Cedars: 2d6 + 5 = 8

Marshal Aíne Uistein: 2d6+9 = 18

Battle:

Indigenous Defenders: 2d10+3+5 (+3 Units) = 20

Radiant Republic of Erisdor: 2d10+15 (+9 Mil, +1 Unit, +3 Orbital Superiority, +1 Treasure, +1 The Black Foundry) = 28

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 40% of 3 ground units = 1 lost

Radiant Republic of Erisdor: 1d3 = 30% of 1 ground unit = 0 lost

Additional Effects: Impress Government Support on Region 26 if RRE wins TacMan

RRE victory! RRE gains Region 26! Defenders lose 1 unit! The Twin Cedars is killed! RRE Impresses Government in Region 26!

Eilif Dhaoine and the White Pawns invade Region 108 (no fluff)

Combined Front:

Cabbage Monger Xiu [NPC] (Mil 1d10 = 3) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

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

Tactical Maneuvering:

Cabbage Monger Xiu: 2d6 + 3 = 13

Giomad of Fairnead: 2d6+8 = 14

Battle:

Indigenous Defenders: 2d10+2+3 (+2 Units) = 10

Eilif Dhaoine: 2d10+15 (+8 Mil, +2 ELD Units, +4 WTP Units, +1 Treasure) [+1 if TacMan] = 25

Casualties:

Indigenous Defenders: 1d3+1d4+2 = 80% of 2 units = 2 lost (wipeout)

Eilif Dhaoine: 1d1 = 10% of 2 ELD ground units = 0 lost and 10% of 4 WTP ground units = 0 lost

The Sorcerers of New Kildora invade Region 64 (no fluff)

Space Front:

Sorcerous Subcommander [SNK] (Mil 3) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

Ground Front:

Mother Bastet [NPC] (Mil 1d10 = 1) attempting Measured Advance (-10% casualties for both sides)

vs.

Doomweaver Serpent [SNK] (Mil 5) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

Tactical Maneuvering:

Mother Bastet: 2d6 + 1 = 11

Doomweaver Serpent: 2d6+5 = 8

Battle:

Indigenous Defenders: 2d10+2+1 (+2 Units) = 12

Sorcerers of New Kildora: 2d10+12 (+5 Mil, +2 Unit, +3 Orbital Superiority, +1 Cult of the Mother Serpent, +1 Treasure) = 17

Casualties:

Indigenous Defenders: 1d3+1d4-1-1 = 10% of 2 ground units = 0 lost

Sorcerers of New Kildora: 1d3-1 = 10% of 2 ground units = 0 lost

The Soom-Clan Marauders invade Region 75

Warlord Sigrid rode from the Plains of her home on the back of a great leviathan. The raiding incursions into the Greenlands were a step in the Clan’s great work but it was a careful measure. One that involved restraint, alliances, and knowing one's limits. The southern march would be a different matter.

 

The full force of the Soom-Clan came crashing down on the eve of the wet season. Rows of retrofitted buggies, scrap-armored crawlers, and saddled beasts lead the charge covered with a conjured sandstorm. The army waiting for them was ill-impressed, for they had no feelings at all, and were little more than a throng of automatons with military history installed within them. The calculating Necrodigitizer Telek-Re had harvested military knowledge, historical data, and forbidden tutelage from the crypts and fallen realms that poxed this land. A conglomeration of weapons, tactics, and forces both familiar and foreign to the Soom-Clan were on full display during the campaign. Several Digitoids even attempted the full body somatic arts of the Marauders after weeks of battle gave enough footage of the warriors turning sand into burning glass swords and implacable walls.

 

Many perished in the protracted confusing battles, their arms and armaments scavenged in real time by the Necrodigitizer, and leading to unfortunate friendly fire in one particularly grim hostage situation. But despite the calculations and artificial perfection of Telek-re the prospect of victory was untenable. The final death knell of their charnel curation came with the combined might of a Sand Serpent the size of legends smashing its conjured head over and over on the bunker Telek-re called home. Collapsing the mountain the bunker nestled inside of entirely upon itself the Soom-Clan stood over the ruins bloodied and triumphant.

SCM Victory! SCM gains Region 75! SCM loses 1 unit! Necrodigitizer Telek-re is killed!

The White Pawns and the Solar Trade Administrative Regions of Durats invade Region 99 (no fluff)

Combined Front:

Mother-Superior Zavresta [NPC] (Mil 1d10 = 2) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

vs.

Captain Sekira [WTP] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

Tactical Maneuvering:

Mother-Superior Zavresta: 2d6 + 2 = 8

Captain Sekira: 2d6+9 = 13

Battle:

Indigenous Defenders: 2d10+3+2 (+3 Units) [+2 if TacMan] = 14

White Pawns: 2d10+15 (+9 Mil, +1 WTP Unit, +6 RAT Units, +1 Treasure, -2 Distance) = 26

Casualties:

Indigenous Defenders: 1d3+1d4-1 = 30% of 3 units = 1 lost

White Pawns: 1d2-1 = 0%

Additional Effects: If victorious, the White Pawns transfer control of the region to the Solar Trade Administrative Regions of Durats.

Units Raised

ALF raises 1 ground unit

BCC raises 1 ground unit

CAS raises 2 space units

COV raises 2 space units

GLO raises 2 space units

RRE raises 1 ground unit

SNK raises 1 space unit

TWI raises 2 ground units and 1 space unit

 

Schemes!

Coercion, betrayals, and spycraft

BRB establishes an Espionage Agency, the Golden Phoenix Casino!

 

GLO spends 1 treasure on a secret action

MSQ spends 1 treasure on a secret action

 

ARV Undermines WTU Merchants in 70, which become Open

 

COE openly builds a Spy Network in GLO

 

FBC roots out spies! No spies are detected and removed.

 

GLO coerces TP 3 for Charmed Textiles in Region 42

ARV coerces TP 2 for Union Crews in Region 59

 

Terror!

Violence, upheaval, murder, and destruction

 

Elite culinary experts sent to Dantenon publish scathings reviews of the local cuisine, declaring it to be the blandest edible substance in all of Tekhum for the fifteenth year in a row. Tourism and national pride take a significant hit when the critique is broadcast on the IntraPlanet. The Merchants in the Highlands of Ishtahnos (Region 65) become Open! If Spices are not acquired, they will become Unruly next round!

 

The Coalition Unified Administration makes a sorrowful emergency announcement: due to widespread materials shortages, the creation and sale of augments for purely cosmetic reasons is temporarily prohibited in order to conserve components for individuals who require prosthesis for medical reasons. The Merchants in the North Way Cluster (Region 2) become Open! If Superconductors are not acquired, they will become Unruly next round!

 

BCC steals 1 Treasure from the Cloudburst Confederation! BCC gains 1 EMP Rep from Tenfold in Blood!

 

While en route to the Reserve following his victory in the Mekhalan Bloodsports, Eighbris of the Eilif Dhaoine is abducted! Unknown assailants hijacked his transport vessel and activated every escape pod. Which pod they took, and therefore Eighbris’s final destination, are unknown…. ELD loses 1 Renown due to Terror in the Shadows.

 

Forces from the Eucrus Alliance have apparently decided to enforce a more lasting radio blackout over Region 19. Basu-Rahman’s Badalian recording and broadcasting studios are invaded and destroyed! TEA destroys the BRG base in Region 19, spending 1 treasure! TEA loses 3 Rep with BRG, dropping to -3! The Media in Region 19 become Open!

 

The armies of the Illumined Utopian are here to settle their grudge with the Basu-Rahman Group’s infamous “Elf Slaves” ad. Overrunning local defenses, Basu-Rahman’s Sansar broadcasting headquarters is blasted into rubble! ILU destroys the BRG base in Region 37! ILU loses 3 Rep with BRG, dropping to -3! The Media in Region 19 become Open!

 

Khylokian raiders, smelling blood in the void, descend upon the Basu-Rahman station coordination center in Mekhala. Among the explosions and destruction, reports filter outward of more targeted looting - stolen datafiles, kidnapped resident experts, and other informational materials. Basu-Rahman InterPlaNet astroturf accounts claim, more angrily than jokingly, that the Khylokians must be such a savage species that they can only learn their alphabet through murder. KRB destroys the BRG base in Region 95! KRB loses 3 Rep with BRG, dropping to -3!

 

As the reverberations of the Soom-Clan’s attack on Basu-Rahman’s former Veehran broadcasting headquarters continue to shake Region 55, the regional government is bombarded with strange documents of at-first mysterious origin. As the paperwork piles and piles higher and higher, it soon becomes clear that parties unknown have contracted with a certain Mekhalan Clerk, paying them a huge sum of money to advocate on behalf of “those employees, citizens, local residents or inhabitants, and other individuals harmed by the Soom-Clan and their unprompted and illegal depredations against internationally recognized Basu-Rahman holdings.” Some in the local administration are swayed by the persuasive legal arguments; others merely frozen by the volume of paperwork. The Government of Region 55 becomes Unruly!

 

Separately and in parallel, Basu-Rahman mobilizes their control of what media remains in Region 55 against the Soom-Clan. Popular unrest grows rapidly against the conquerors, but it is local businesses, many of whom profited significantly from Basu-Rahman’s presence, who first begin to turn against their new rulers. Refusal to serve Clan members and street protests quickly become something more, as the whole region, disaffected by the incident, rises in rebellion….

Region 55’s Government, Media, and Merchants rebel against the Soom-Clan! The rebels demand independence from SCM. The rebels fight with 7 ground units, 1 space unit, a General with a score of 8, and an Admiral with a score of 9.

 

Organizations!

The Imperial Court

The Empire appreciates the diplomatic outreach of the following…

ARK rises to EMP Rep 1.

HOF rises to EMP Rep 3. 

LSP rises to EMP Rep 3. 

UNC rises to EMP Rep 0.

BAF rises to EMP Rep 1.

KRB spends 1 treasure, but fails to raise their EMP rep.

 

The Empire appreciates the efforts to reprisal of the following…

BCC rises to EMP Rep 2.

 

The Emperor appreciates the meekness of the following…

CBC drops to REN 0. CBC gains 1 EMP favor. This favor expires at the end of round 7 and can only be used to remove CBC from the list of Tenfold in Blood targets.

 

[Opportunity] The High and Mighty

BCC rises to EMP Rep 3, but is immediately knocked back down to EMP Rep 2.

LSP rises to EMP Rep 4. LSP knocks CUS down to EMP Rep 3. LSP is now a Grey Eminence! 

 

The Imperial College appreciates the donations of the following…

KRB sends 4 Treasure.

 

Pan-Tekhum Worker’s and Trader’s Union

The Union thanks the following for their show of solidarity…

SEV rises to WTU Rep 3. SEV becomes an Ally of the Union!

BAF rises to WTU Rep 1.

 

The Union releases the following impactful inspection results…

RRE gains 1 WTU Favour!

COE fails inspection and loses 1 WTU Rep, dropping to -1.

SNK fails inspection and loses 1 WTU Rep, dropping to -1.

KRB fails inspection and loses 1 WTU Rep, dropping to -1.

FBC fails inspection and loses 1 WTU Rep, dropping to -1.

 

LSP repays their loan of 3 Treasure. LSP repays 1 Favor and gains 1 WTU Rep, bringing them to Rep 1.

MIR repays their loan of 3 Treasure. MIR repays 1 Favor and gains 1 WTU Rep, bringing them to Rep 1.

RAT repays their loan of 3 Treasure. RAT repays 1 Favor and gains 1 WTU Rep, bringing them to Rep 3. RAT becomes an Ally of the Union!

RRE repays their loan of 4 Treasure. RRE repays 1 Favor and gains 1 WTU Rep, bringing them to Rep 1.

 

CAS indebts themselves 1 Favor to WTU, requesting a buyout of TP 2 for Voidspice in Region 78.

BCC indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in the North Way Cluster (2), providing a bonus to Thefts

 

SEV claims 1 Treasure from Project Sunrise.

 

AVP’s interference in the Region 70 project loses them 1 WTU Rep! They remain at -2.

 

The Basu-Rahman Group

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

GLO rises to BRG Rep 3, spending 1 treasure.

BAF rises to BRG Rep 1.

 

The Basu-Rahman Group deals in connections…

GLO spends 1 Favor to rise to BRG Rep 4. GLO becomes a Partner of the Board!

BCC indebts themselves 1 Favor to BRG.

ELD indebts themselves 1 Favor to BRG.

BRB recieves 1 Treasure from BRG.

 

Rampant violence against innocent reporters is condemned throughout Tekhum. TEA falls to BRG Rep -3! TEA is now an Enemy of the Board! ILU falls to BRG Rep -3! ILU is now an Enemy of the Board! KRB falls to BRG Rep -3! KRB is now an Enemy of the Board!

 

ILU rises to BRG Rep -2, as the new Console does not inherit all the sins of the old.

 

Renown

SEV claims 1 Renown from Built to Last.

CBC claims 2 Renown from Wonders of the 99,803rd Era.

BRB claims 2 Renown from Eyes in the Skies.

UHS claims 1 Renown from Built to Last.

 

Renown rank 2 is overcrowded...

ILU drops to Renown 1.

RRE drops to Renown 1.

CBC drops to Renown 1.

 

Other…

In the space surrounding the ancient forcefield, Dwarven warships stand ready to bombard the invisible barrier. From the flagship’s bridge, Dr. Horace Thorn gives the signal, and at once a truly awe-inspiring barrage of kinetic artillery is unleashed on the asteroid. Bright white flashes appear in the void as the first k-slugs make impact, more and more bursting out against the blackness as the tempo of the bombardment increases. And then, suddenly, nothing. The last wave of slugs meets with no resistance, blasting clouds of gravel into the void, and the Doctor halts the assault.

 

From there, it is a job for xenologists and archaeologists. The dwarves are very careful to ensure complete decontamination procedures before entering and after leaving the asteroid, especially after the failure of first contact protocols. Their final report is rather disturbing: the asteroid was inhabited, once. The tunnels whose openings are visible from space lead into what was clearly once a city of tens of millions of human-scale beings. Artifacts are found: toys, paper books, clothing articles, personal vehicles, whole buildings left in remarkably good condition. But no signs of actual life are present; no living inhabitants, no corpses, not even microorganisms. The empty asteroid city is certainly inhabitable, and no signs of whatever led to its sterilization are found… but whether any would willingly colonize it, even if the shields are reactivated, is a different question entirely. 

DIC breaches the forcefield in Region 92. Region 92 can now have Encourage Settlement and Prospect actions taken in it, and gains a Fortress: the Ancient Forcefield Generator!

 

With a potentially awkward standoff narrowly resolved, Ishtahn special forces secure the entrance to the bunker in Region 63, remaining as strategic backup for the Vesperite soldiers who continue deeper beneath the great Veehran mountain. The Vesperites proceed cautiously through a labyrinth of tunnels cast in the same grayish paint - a color which proves extremely good at hiding cameras, gunports, pressure plates, flame jets, pit traps, and shock emitters. Two of the latter are found next to the pulverized wreckage of what appears, upon extremely close investigation, to be a remote camera drone of the sort typically used by the Castaways, and the team barely escapes being crushed alongside it by moving walls. 

 

By luck or by skill, most of the Vesperite team reaches the heart of the labyrinth intact and alive. The core room is set with relief carvings of devilish faces, one of which appears to be biting down on a faintly glowing green cube covered in strange carvings. Data scrolls retrieved from the same room seem to indicate (in archaic and flowery language) that the cube is a prophecy, or rather a thousand prophecies - hidden at the heart of the mountain, in anticipation of its own rediscovery by a “people of might and glory”.

TWI gains an Artifact, the Proof of Destiny! A cube of greenish stone covered in ancient alien hieroglyphs. Said to contain one thousand prophecies concerning the might and glory of the inheritors who would one day rediscover it. +1 to one Raise Reputation action per round.

 

The mysteries of Region 1 and its pipeworks have attracted the attention of the Illumined Utopian, but their initial probing comes to naught. Only the combined mental efforts of several Masters are able to begin rebooting the pipeworks, scurrying on and around the central console. Strangely, their efforts seem to become easier as they continue, far more quickly than would be expected from merely a growing familiarity with the arcane system. It is only after the colony briefly drops out of contact with the Height of Utopia that the truth is discovered: the entire aerostat is a massive production factory for an esoteric intellect-enhancing compound. The colony-spanning pipeworks are part factory, part atmospheric conditioning system, and the colonists seem to have been rapidly “enhanced” as the aerostat was flooded with the compound they now call “XQI” - in fact, re-established radio communications with the colony are disturbingly prone to the person on the other end anticipating questions before they’re asked….

Region 1 gains 3 TPs of XQI (Magic Items, Medicines and Drugs)! Region 1 gains a Majority of Telepathic Transcendance! Region 1 cannot be Prospected, and an Encourage Settlement action will create all three factions. ILU gains a technology, Minor Precognition! Requires: XQI. Effect: +1 to defend 1 opposed roll/round. When used, takes a conversion action towards Telepathic Transcendence in a random owned region (+8 bonus). Cannot be used on battle rolls.

 

Agents of the Iron Monarch travel west of Vesper, to the desert where the ancient terraforming equipment was discovered. Through months of careful study of the control room and pipes - linguistic reconstruction, liquid flow control experiments, “random lever flicking”, and climate model simulation - they are able to divine the machinery’s purpose, operating requirements, and likely effect on Veehra.

The owner of Region 60 may reactivate the terraforming equipment with a TN 12 Economy or Intrigue action. This will complete its original directive, terraforming Region 60 - removing its Dust Desert status and Prospecting it for a new resource. If the region owner owns a TP of Water or Ice and a TP of Flora, they may use this action to terraform Region 60 and all regions adjacent to it, removing their internal Dust Desert borders. Unowned regions will have their resources changed; the owner of an affected region may choose to keep the old resource. 

Alternatively, the owner of Region 60 may scrap the accessible equipment for parts with an unrolled Economy action, gaining two Treasure.


Suspecting foul play, Todd 49186 and his partner Rhonda 49199 launch an investigation into the Khylokian raid on New Kildora. They find little evidence remaining at the actual scene of the attack, but one strange thing catches Rhonda’s notice - the exsanguinated corpses recovered from the site seem to have been violently ripped apart before their blood was removed, rather than simultaneously as would be expected of proper Khylokian sanguimancy. While extremely circumstantial, it’s the best evidence they can find - and would suggest that the attack was carried out not by Khylokians, but by non-Khylokians very familiar with their M.O.

 

Probes dispatched below the surface of the Cloud Sea from Neo Guleum transmit details of an increasingly hellish environment as they descend. Temperatures rise over 400 centigrade and atmospheric pressure increases to almost 9000% of that at a livable altitude before the probes are crushed or melted without making landfall.

 

Though the Federation has held the Artificial Wings for decades, a more thorough investigation of them has never been commissioned - an oversight which Dr. Song Freidman seeks to correct. Unfortunately, no leads can be found regarding the original builders of the dragon, but a closer look at the clockwork materials making up the Wings reveals, startlingly, that they could reasonably be described as “alive” - made from a highly adaptive nanotechnology, they reassemble themselves to attach to different types of modern technology and to resist the destructive Badalian atmosphere. The study concludes that the dragon may have been either a relic of a surface civilization, an ancient attempt to explore the surface, or a bizarre natural inhabitant of the planet. Its purpose in whipping up the storm and making contact is, sadly, unanswerable.

 

A mass purchase program sponsored by the Ishtahnos First Minister, assisted by the Doomweaver of New Kildora, sees practically every indentured servant in Kildora freed, many resettling in Ishtahnos and all of them under the protection of the Kingdom!

 

In the northern wilds of Region 53, an old Veehran hermit and his offbeat interpretation of typical Imperial Cult ideas seem to have attracted international attention. On a terrace below his mountain abode, he has constructed a circular pond, with the rings of Ophon inscribed in the earth around it and nine trees planted at equal intervals surrounding the rings. He claims this odd shrine contains within it a perfect representation of the Emperor, though more skeptical visitors claim it houses only some aquatic plants and a somewhat grumpy-looking Veehran salmon. Nevertheless, a few high-profile celebrities seem to find the hermit’s teachings enlightening, and “Salmon Steve” gains in public recognition as the standard years pass.

Edited by Minescratcher452 (see edit history)
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Fiorid Principality of Verdalfheim (ALF), Round Six
2049-2051
image.png.dc0cbefb8fb826b76e0d41eb17171021.png
Chancellor Eydis dei Fiori
Dip: 7 | Mil: 7 | Eco: 7 | Fai: 2 | Int: 2

Stat Gains: +2 Mil

Actions

  1. [Military] Invade Region 37 with 5 Ground Units under Arni dei Fiori (mil9) utilizing Relentless Butchery (+20% enemy casualties), moving through region 38 to reach 37 (50% chance to lose 1 additional unit). Spending 1 treasure to gain +1 on the ground frontSpace front to be handled by HOF, contributing 4 Space Units under Turtanu-Ziqpu Ra'ima (Mil 8, attempting Measured Advance (-10% casualties each side)),which ALF will bolster with 2 Space Units of its own.
    Oh, the grand old Duke of York
    He had ten thousand men
    He marched them up to the top of the hill
    And he marched them down again
  2. [Military] Raise a Ground Unit
    no fluff
  3. [Military] Raise a Ground Unit
    no fluff
  4. [Military] Raise a Space Unit
    no fluff
  5. [Economy] Buyout TP1 of Region 37, Spending 1 Treasure (TN 12; +1 Treasure, +2 ARK Support*; Roll: 18; SUCCESS?*)
    *Lum said support would be granted ooc but in case he can't make the edit just apply a -2 to my roll outcome

Nonactions

  • Trade Route with RAT:
    -n/a
  • Grant support to Conclave contestants in accordance with their verdicts (not like I actually control the necessary media supports though lol):
    -Support one conversion each from BAF, CUS, and UHS
    -Support attempts to introduce minorities in all owned regions from COE and ARK

    -Support all conversions from HOB and LSP (Specifically LSP conversion in region 36)

News & Rumors

  • The cycle of violence turns its wheel once again, and now the Illumined Utopian finds itself to be the receptor of disproportionate reprisal from powers nominally loyal to the Basu-Rahman Group. Thanks to the involvement of the Black Cloud Coalition, this crisis immediately clears up any muddied feelings that the Principality's notables may have had about the Jy'mar; their betrayal at the hands of the pirates they had hoped to court should stand as a lesson to all of Tekhum. The situation rapidly evolves from passive support to frenzied panic as their withdrawal from the deserts north of the Aquilatindas precipitates an invasion by one of the Coalition's local proxies. Several offers are made to purchase legal custody of the region, but it is swiftly realized that neither involved power has the capacity to perform such a turnover in light of the ongoing crisis. Ultimately, the threat of a Coalition ally (even if temporary in nature) occupying land on Verdalfheim's doorstep is the final push Chancellor Eydis needs to momentarily discard the Committee of Lunar Inquiry and launch a northward intervention.

    Girls' Night In

    Swallowing hard, Chancellor Eydis raises her hand to knock upon the great brass doors, warped heart nearly beating its way out of her chest. Why was this so hard? She has an entire nation at her disposal, the capacity to lay waste to entire regions at the drop of a hat, eternal life... and for all that she couldn't simply knock. It was already difficult for her to muster the courage before her ruinous abduction, but in the wake of that disaster she hasn't been able to face him even once. She clenches her outstretched fist, resolve swelling, before the dull ache of the keratinous gnarls pressing against her tensed knuckles sap it all away. He'd only look at her the same way he always had, except this time with the certainty that Eydis was a failure.

    "...He wouldn't have much to say about this regardless." Normally, Hekla dei Fiori's silent wheelchair turned even the most innocuous comment into a sudden shock, but the Chancellor remains unmoved, simply lowering her hand and staring at the dim light seeping below the door. After a few long seconds, Hekla wheels closer and takes her younger sister's hand in her own, a reassuring tone easing forth from her thin lips. "Lilja is already waiting in the office."

    The second she turns away from the door, it's like Eydis is a completely different person, the stoic composure of her frame espousing a dignity which nearly transcends the mangled briars of horn protruding from her knotted hair and her specially-tailored attire. "Right." The duo remain silent as they weave through the statue-infested halls of Radiceft's upper reaches, making their way to yet another ornate door. This one is accompanied by no emotional turmoil for the Chancellor, who steps forward to open it and usher her crippled sister into the room.

    Illuminated only by moonlight, the stained-glass windows at the far end of the room serve to filter it down to the dullest prism of faint colors. Entirely unperturbed by such darkness, the reclining figure of Lilja dei Fiori perks up from her seat upon one of the office's couches as soon as the door clicks open. "Eydis, I'm sorry, I didn't know that the Jy'mar would be attacked over it-"

    Hekla flicks on the light switch, red irises finding their way to Lilja's milky white eyes with an unseen look of disapproval. "Don't be myopic. Attacking Basu-Rahman was the greater sin, your little stunt with Marcus simply reinforces what they were already going to do."

    Throughout this opening of bickering Eydis offers no response, striding across the room to take her seat at the marble desk at its center, booting up the embedded computer system.

    "Or maybe it accelerated their plans! Those Eucrus people, they also attacked Basu-Rahman, but there hasn't been a peep of action against them. Heck, they went after the base on Badal, if there's anyone those Coalition monsters would be fighting-"

    "Enough." Eydis rests her chin upon an arm, itself propped up against the marble surface of the desk. "I've never seen anyone argue so vehemently in favor of being guilty for starting a war..." Wordlessly, Hekla takes Lilja's hand and guides the blind woman to one of the seats opposite the Chancellor, taking up a similar position herself. Once they're in place, Eydis speaks again. "Oskar is away at Soleyja dealing with his psionics project, so we can dispense with the prioritization of Aridyin in the short-term. This-" she taps a button on a keyboard, bringing up a holographic display of troop movements on and above Chonkia. The deserts north of Verdalfheim are a hotbed of activity, with the Jy'mar evacuation and Moonmen incursion highlighted for Hekla's sake (Lilja is obviously confused by the stall in her sister's cadence, but is accustomed to the fact that she can never have the full picture). "-is now our highest priority."

    Hekla shuffles through some reports on a datapad of her own, expression grim. "...I actually met the Purifiers' leader once, when she was young. It feels like yesterday that she was content to run around the Arkhive, having... fun..."

    "No one remains a child forever." Eydis' reply is understanding, yet blunt. "You should know that better than any of us."

    Piecing together the context clues, Lilja chimes in. "Well, the solution seems simple enough, we can't just let polities willing to cave to the demands of pirates operate on our northern flank."

    A stare even more vacant than Lilja's seizes hold of the Chancellor's face as she recalls her own experience doing exactly that. The loss of agency, the reduction to beasthood...

    Luckily Hekla's lament is able to fill the gap. "They're victims, Lilja. We could have been friends-"

    "No." The Chancellor's snap back to the present is as sharp as the crack of a whip. "They handed themselves to the Coalition on a silver platter, and now that they have the means to retaliate they've chosen to subjugate themselves to their would-be tormentors instead." Her red eyes lock with those of Hekla, a stoic firmness to her tone. "You knew the girl for a miniscule fixture of her life and a microscopic speck of your own. Forget her. This projective nostalgia is a weakness that our enemies do not share."

    Thoroughly cowed, Hekla slumps meekly into her seat. Eyes returning to the datapad screen. "Regardless, there are some substantial risks to confronting them..."

    "Security concerns, I am aware." Of all thorns in her side, the Principality's inability to defend itself against covert action is the Chancellor's most persistent tormentor, but paradoxically the absence of uncertainty is a comforting thing. The thought that she could wake up one morning to find any of her siblings dead, however, remains terrifying to consider. "We know of their... tactics, to put it gently. Hopefully our locality and firepower will be sufficient to dissuade them from doing anything irrational."

    "...But they're already acting irrationally." Having not previously considered the potential fallout, Lilja's newfound panic is readily apparent within her voice and expression. "What's to stop them from dragging this out as long as they can? We still have other enemies to handle, what if making another one ends up being the tipping point-"

    "-And that is the reason we're here." Sighing, Eydis turns off the holographic display. "The course of action is already decided; to delay any further would risk Oskar derailing everything. Arni is a mad dog and will be happy to switch targets, while Hinrik's hesitance to fight other Sansarites can be wrung out of him should the situation demand it." The Chancellor rises from her seat, strolling to the window and gazing upon the moon with disdain. "We've been lucky to have minor powers thrown in the path of our existential threats so far, but sooner or later our enemies will outnumber our friends. Unless, of course, we begin reaching out."

    Immediately identifying where the conversation is going, Hekla's pale skin somehow seems to turn an even starker white. "No. Never again."

    Eydis can't stomach the thought of looking upon Hekla's face as she continues.

  • In the wake of his critical defeat on the field of court politics, Oskar dei Fiori has once again departed for Veehra on personal business. After a brief stop in Narsai to pay his respects to the now-departed Karla Maronne, however, he is next seen among the Sorcerers of New Kildora, his serpentine demeanor quickly endearing him to local notables. None can say whether he's there to study their magic or if there is some higher purpose to his sojourn.

Bookkeeping

Leaders and Military

Eydis' base ruler rolls located here

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

Expended Specials:
Eydis: M5, D5
Hinrik: E5

CI: Absolutist Integration, 2d8 to Sway actions

General(s):

  • General-Royal Arni dei Fiori (Mil 9 Commander); +20% to enemy unit losses
  • Hinrik dei Fiori (Heir), average between heir and ruler mil = 6

Ground Unit Count: 5 (+2)

Space Unit Count: 2 (+1)

Unit cap: 7/10

Treasure Count: 2 (-2) (+1 passive)
TP count for passive generation: 6 (+0)

Controlled Regions

Link to Lands Thread

Region Name Region Number Resource Prime Religion Minorities Desired Import Status
TBD 35 Dejan Mustard Thunderbolt Ascension (Plur) - Industrial Machinery Province
Verdalfheim 36 Oil - - Ores & Alloys Capital
Grigialfheim 51 Ryban Fish Kinites (Maj) - Medicines & Drugs Province
TBD 102 - - - Computers Colony
TBD 103 - - - Fruits & Vegetables Colony

Owned Techs

Type Name Requirement(s) Effect(s) From When?
Starter Aclaustrophobic Psychiatry - - R4, ARK
Starter Algorithmic Imagination - - R4, ARK
Starter Arcane Amplification - - R4, ARK
Starter In-Vivo Modification - - R4, ARK
Starter Nuclear Fusion - - R4, ARK
Starter Xenolinguistic Cataloguing - - R4, ARK
Starter Pseudogravity Engineering - - Start
Starter Badalian Megadirgibles - Permits ground unit transport across the Cloud Sea of Badal. R4, ARK
Starter Wet Navy Ships - Permits ground unit transport across oceans. Start
Edited by moossabi (see edit history)
Name
Buyout TP1 R37 (treasure + support*)
18
2d6+10 4,4
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STAR RATS
image.png.bdfa53327c6829347bf2c1cc3385d229.png
Solar Trade Administrative Regions of Durats

BREAKING NEWS

Introducing RAT POINTS
For Rounds 6 to 9, the STAR RATS are giving away RAT POINTS as a "Thank You" to elect who build Trade Routes to the StarTC.
Read below if you're unfamiliar with the StarTC.

What are they?
RAT POINTS are a form of currency that can be exchanged for services from the STAR RATS!

What can I spend it on?

RAT POINT cost Prize Description
1 Get a Treasure! The baseline value for a RAT POINT
0 Suggest a TP The STAR RATS are always willing to take their partner's considerations into account
1 Strongly Suggest a TP The STAR RATS will prioritize the requested TP above all others.
1 Lock a TP's Resource A TPs resource will be sent only to you every round to fulfill a DI
1.5 COMBO! Strongly Request a TP and Lock its Resources The two descriptions above! Combined! At a discount!
1.5 Economy Management The STAR RATS will impress a region's merchants at your request.
3 RATSTRIKE The impressive STAR RAT FORCE will perform an attack on a region of your choosing.

Terms and Conditions Apply
 

That sounds great, how do I get them?
Build a Trade Route to the STAR RATS! You become a StarTC partner and immediately gain 1.5 RAT POINTS!
Additionally, when an Elect becomes a partner, they can designate any one other Elect as their referrer, the referrer gets .5 RAT POINTS!

What else do I get for joining StarTC
Great question.  You get immediate access to technologies!
Shrewd Business    
Aclaustrophobic Psychiatry    
Algorithmic Imagination    
Arcane Amplification    
In Vivo Modification    
Nuclear Fusion    
Xenolinguistic Cataloguing    
Badalian Megadirigibles    
Pseudogravity Engineering    

You can send resources and treasures between partners!  
Have you seen The White Pawns and the Arkhive?  Those are some pretty nifty connections.  And more are coming!
When possible, the STAR RATS offer trade acceleration. Extra Treasure or traded Technology will be sent early so commodities arrive for the next round.

You get access to Resources
StarTC prioritizes the highest quality and in-demand resources for its partners.  These include resources vital for powering modern technologies.  By joining StarTC, you'll gain access to these resources.


Terms and Conditions

  • RAT POINTS cannot be traded to other elect
  • The STAR RATS will fulfill requests as quickly as possible, but will not do so in the case of severe self-detriment.
  • The STAR RATS do not guarantee they can fulfill every request every round (Can't send you treasure there's none left that round)
  • The STAR RATS often offer personalized deals for Trade Routes, these are handled on a case-by-case basis and may reduce or remove the RAT POINT reward.

Strongly Suggest a TP

  • The STAR RATS will arbitrarily determine order if there are multiple Strongly Requested TPs.
  • The TP must be attainable without conflict.

On Lock a TPs resource

  • You cannot lock an existing high-value resource, such as one used for technologies or needed by other partners.
  • Limit: 1 per partner

On Economy Management

  • May be refused if targeting a mercantile faction that would cause conflict if acquired by the STAR RATS.

On RATSTRIKE

  • Cannot target any battle that has a StarTC partner fighting in opposition.
  • Best used for conflicts against non-elect.

StarTC

Solar Trade Administrative Region Trade Center
Greetings to our fellow Elect! Those once far, now made near by the miracle of technology! We, the STAR RATS, are excited to welcome new partners to the Solar Trade Center!
StarTC is a conglomerate of trading routes connecting all regions and planets of Tekhum! But we can't do it alone, that's why we advise that all the honored Elect Regions begin construction on trade routes to the STAR RATS and Region 110 of the firmament.
 

Additional Information

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

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


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

Current Partners

Partner Route Status Trade Opportunity
The Arkhive Æternal (ARK) Active Knowledge shared by the greatest library in the system.
The White Pawns Active Mercenaries for hire!
Fiorid Principality of Verdalfheim Active Trade with one of the most quickly growing countries in Sansar!
This could be you!    

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

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

Investment

The STAR RATS are actively subsidizing and building trade routes!
See RAT POINTS above

Location

Region 110 on the Firmament acts as both the perfect land and space port. Located nearly in the middle of Tekhum, Sansar offers an excellent location as a center of trade!

Additional Perks

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

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


STAR RAT Rumors

The Durat population is enthralled with the news of Telepathic Transcendance. They rush to region 1 to try out this new form of enlightenment.

The Exalted Vuk Cssskk Tyculhajodejana are all growing old and soon will be stepping down. However, before that day, there is one final great act to be performed.

The STAR RATS introduce RAT POINTS to incentivize new trade partners!



STAR RATS Actions
1. Economy) Buyout TP 46.2
The STAR RATS hold great fondness for the Honeyed Words of their long-time allies.


2. Economy) Buyout TP 1.3
4. Economy) Buyout TP 1.2
5. Economy) Buyout TP 1.1
Extemely star-struck by the technology discovered by their ancient cousins, the STAR RATS flock to region 1.

3. Economy) Buyout TP 95.3, spending 1 treasure
The STAR RATS buy laser guns!!!
 

STAR RATS Non-Actions
Non-Action) Assist the Black Cloud Coalition's and The House of Brimstone's acquisition of TP 50.3 with an additional +1 from Shrewd Business. The STAR RATS forge new ties to far-off orbits.
Non-Action) Hinder anyone else from performing STAR TP buyouts.
Non-Action) Accept any trade routes. Including the trade route from The Shattered Coven
Non-Action) Roll for Skod Qggg Smalengnutepi (She/Her or They/Them or It/That)
Non-Action) Skod Qggg Smalengnutepi attends The Grand Opening of the Golden Phoenix
Non-Action) Vuk Cssskk Tyculhajodejana attends The Mekhala-Veehra Dash of 2050! He additionally joins the EAT alliance!

StarTC Non-Actions
Non-Action) Send Shrewd Business Technology to STAR Partners, WTP and ALF. (Open trade license)
Non-Action) Receive Honeyed Words resource from the Arkhive 46.1 via Trade Route
Non-Action) Send 1 Treasure to the Arkhive via Trade Route
Non-Action) Send Stage Trees from TP 110.1 to the Arkhive via Trade Route to satisfy Compost Desired Import
Non-Action) Send Robots from TP 37.2 to The White Pawns via Trade Route as Robot Desired Import
Non-Action) Accept any traded treasure, artifacts, and technologies
Non-Action) Trade any treasure, artifacts, and technologies from last turn to intended recipients.

List of items received last turn, sent this turn.

None currently


Leader Information

Ruler: Exalted Vuk Cssskk Tyculhajodejana
Diplomacy: 6 (s5, s10)
Military: 6 (s5, s10)
Economy: 10 (s5, s10)
Faith: 2 (s5, s10)
Intrigue: 3 (s5, s10)

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


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

Other Information

 

Durat Org Status Reputation Favor
Trader's Union +3 0
Imperial Court 0 0
Basu-Rahman Group 0 0

 

Treasure at Round Start Treasure Spent Expected Treasure Gain
+0 - Carryover from last round -1 - Gifted by Trade Route to Arkhive  
+2 - 10 Treasure TPs -1 - Spent on TP 95.3 Acquisition  
+1 -  Ally of the Union    
     
     

 

Other Durat Information
Loan Spend Needed: 1
Loan Size Taken: 3
White Guilder: 1.2
Land Units: 2
Space Units: 4
Total TPs: 10 + 5
Treasure TPs: 12 + 5

 

Edited by FriendlyHeadcrab (see edit history)
Name
Roll for Admiral: Skod Qggg Smalengnutepi
7
1d4+6 1
Buyout TP 46.2
20
2d8+10+1 2,7
Buyout TP 1.1
21
2d8+10+1-1 7,4
Buyout TP 1.2
15
2d8+10+1-1 3,2
Buyout TP 1.3
19
2d8+10+1-1 3,6
Buyout TP 95.3 with 1 treasure
21
2d8+10+1-2+1 4,7
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