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Minescratcher452

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The Radiant Republic of Erisdor

Round 6

 

Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 4 Military 9 Economy 9 Faith 2 Intrigue 2


 

Actions

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

  1. Buyout Trading Post [Economy]: Region 41 (The Emerald Expanse, Sansar), TP1, (Uniforms) (Fabrics and Textile Products/Art and Cultural Products) (TN12) (1 Treasure spent) (+10) 

  2. Buyout Trading Post [Economy]: Region 12 (Neo Guleum, Badal), TP3 (Loans) (Information and Data) (TN12) (DP1) (Assist Expected) (+10) 

  3. Give WTU a Mercantile Support [Economy]: Region 32 with an Arcology (The Black Foundry) for 2 Treasure and 1 WTU Rep

  4. Attack Region 37: Send Marshal Aine Uistein (Mil:9) with 1 space unit carrying 2 ground units to aid GLO, and lead the ground offensive using Measured Advance (-10% casualties for both sides). +2 from 1 Treasure spent and the Black Foundry. Transfer region ownership to GLO upon success

  5. Attack Region 102:

    Details

    Ground Commander: Sub-Commander (Mil 4), Space Commander: Captain Sekira (WTP) (Mil:9), Overall Space Commander: Hǎi Píng & Dǎo-Māo (BCC) (M10) 

    Doctrine: Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties),

    Units: RRE: 1 Ground, 1 Space, 2 Ground and 2 Space from WTP. Fighting alongside BCC and TWI as well on the space front.

    Route: 32 -> 101->102.

    Sub-Action: Transfer ownership of the region to the WTP on success.

     

 

Nonactions

  • Prospect Colony [Non-Action/Colonize Great Success]: Region 101 (Helium-3) (Fuel and Power) (TN12) (+9): Erisdor's bottomless thirst for cheap energy is fulfilled by constant shipments from the war-torn planet of Veehra, ruled by it's mercurial and blood-hungry warlords and god-kings. But now, that a sizable portion of Aridyin has been brought under the aegis of the Republic, time has come to eliminate this dangerous reliance. Teams of prospecters tirelessly search the surface for good regolith deposits of Helium-3, that have long been believed to exist on the moon… 

  • The People Want Action

    The Veehran region is comparatively fertile, situated near a sizable freshwater sea and has access to a massive pool of unskilled labor. The economists and experts of the Radiant Republic consider the solution to be obvious; transformation of the region into an agricultural center but one focused on production of profitable luxury crops rarely found on the red planet.

    Any plan to transform the economy of the region must necessarily begin with social and land reforms like wholescale elimination of forced labor, followed by the redistribution of local landholdings and estates into private plots for peasants families on an equitable basis. Canals and irrigation networks dug by local workers can furthermore provide both short to mid term employment as well as allow local agriculture to become more efficient and productive in the long run. Funding for seeds, fertilizers and agricultural machinery can be acquired through the Pan-Tekhum Worker's and Trader's Union offering loans to the locals that can be paid off by sale of the surplus luxury crops to the traders aligned with the Union. In this way, all should be able to profit and prosper in a mutually beneficial arrangement.

    As for what to grow? The Kingdom of High Ishtahnos upriver has a growing demand for spices, perhaps that might allow an auspicious beginning and help attract foreign investment...

     

 

News and Rumours

  •  

Statistics
Unit Count: 4 Ground, 2 Space
Treasure: 2

 

Country Information

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

Heir: None

Diplomacy

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

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

Unit Cap: 12 (4 + 4 regions + 4 support)
Ground Units: 4
Space Units: 2

Government Support: 32, 31, 30, 26

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Technologies
 

Active Military Technology

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

 

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

 

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

 

 

Economy

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

Trade Posts
Effective Total TPs: 11
Treasure Rate: 2

Trade Posts

 

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

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

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

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

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

6. Region 44, TP2 (Unblemished Wreckages) (1)

Merchant Support: 32

Technologies

1. Aclaustrophobic Psychiatry

2. Algorithmic Imagination

3. Arcane Amplification

4. In Vivo Modification

5. Nuclear Fusion

6. Xenolinguistic Cataloguing,

7. Badalian Megadirigibles

8. Wet Ship Navy

Arcologies

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

 

Trade Routes

None

Faith

Media Support: 32

Artifacts

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

32 - Integration

 

Total Passive Effects

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

Actions:

- Renown: +1 to Establish Claim and Press Claim

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

Defence:

- Renown: +1 to resist Sway and Impress actions

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

Misc:
 

 

 

Edited by DKArthas (see edit history)
Name
Prospect Colony [Non-Action/Colonize Great Success]: Region 101 (Helium-3) (Fuel and Power) (TN12) (+9):
16
2d6+9 5,2
Buyout Trading Post [Economy]: Region 41 (The Emerald Expanse, Sansar), TP1, (Uniforms) (Fabrics and Textile Products/Art and Cultural Products) (TN12) (1 Treasure spent) (+10)
17
2d6+10 3,4
Buyout Trading Post [Economy]: Region 12 (Neo Guleum, Badal), TP2 (Loans) (Information and Data) (TN12) (DP1) (Assist Expected) (+10)
19
2d6+10 6,3
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The House of Fire

Dur-Shalkhir (Region 76)
Region 80
Region 81

Duke Esarhaddon III

Diplomacy 6
Military 9
Economy 7
Faith 2
Intrigue 3

Expected Stat Increases: +1 Diplomacy, +1 Military

 

Actions:

  • [Diplomacy] Sway Government Support in Region 81 - 22
  • [Diplomacy] Attend the Mekhala-Veehra Dash of 2050

    Event Sub-Actions

    • Accept Thaumonuclear Reactors technology from the House of Brimstone
    • Accept control of Region 22 from the Eucrus Alliance
  • [Military] Raise 1 Space Unit
    The DVS Bašmu emerges from the Eye of Esarhaddon.
  • [Military] Join the Space Front above Region 37 with 4 Space Units, assisting Fiorid forces. Turtanu-Ziqpu Ra'ima (Mil 8) takes command, attempting Measured Advance (-10% casualties for both sides)
    As the fleets of the House of Fire and the Glorious Purifiers close above the terminator of Sansar, herald ships from both sides speed towards one another.  With the fleets little more than fields of distant, oncoming stars, representatives of the Ducal Diplomatic Corps and the Purification Council meet to agree to terms.  Neither side wishes to see Sansar suffer for this territorial dispute over the marches of the Illuminate Utopian, or to rawaken the quiexcent nightmare of the War of Eternal Bombardments.  In that spirit, the battle plans of each side are redrafted away from total annihilation, while munitions yields are reduced to prevent the dispersal of calamitous fallout in orbit.  Furthermore, whichever side wins the day in orbit, both House of Fire and Glorious Purifiers commit to a limitation in orbital bombardment to low-yield kinetic weapons or their equivalents.
  • [Economy] Donate 1 Treasure to the Imperial Court's Extraordinary Research Grants Approval

Non-Actions:

  • Support all conversions by the Imperial Cult

News and Rumors:

  • Following a series of clandestine negotiations between representatives of the Eucrus Alliance and the Ducal Diplomatic Corps, a proclamation is delivered at the conclusion of the Mekhala-Veehra Dash.  Though divided by many thousands of miles and the brutal dictates of survival, Duke Esarhaddon III recognizes the kanmara as fundamentally human.  Stripping to his waist, the Duke allows the Alliance representative to scar the muscle above his heart, a declaration of friendship to bind the two farthest-flung children of Mekhala.

    In recognition and gratitude for the integration of Sansarite territory into the demesne of the House of Fire, Duke Esarhaddon III recognizes the claim of the Eucrus Alliance on the space separating the House of Fire from the chaos engulfing Bloodlord Peter's Reign of Blood.  Should stability return to their leal Khylokian neighbors, the Duke pledges to affirm an undisputed territory to the Alliance, that they might at long last return home.

Record Keeping

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

Current Treasure: 1/5

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

Passive Treasure Income: 1/Round

Land Units: 1

First Void Knight Banner

Space Units: 4

DVS Tiamat
DVS Bull of Heaven

DVS Pazuzu
DVS Lamassu

Technologies:

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

Military Technologies

Ground Front:

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

Space Front:

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

Both Fronts:

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

 

Edited by TheDarkDM (see edit history)
Name
Sway Government Support in Region 81
22
2d8+6 8,8
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Coedd

All is Coedd

Diplomacy: 3, Military: 1, Economy: 1, Faith: 10, Intrigue: 10

 

Actions

1) Faith - Conversion in Region 26 (Establish Coedd Minority) (Success)

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

A voice recording by Siobhan of Clagarth 

This is well oiled by this point - I wonder if there's a less-machinery-more-plant way of adjusting that metaphor? Well lubricated? Sounds kinda gross. Anyway. It's an appropriate metaphor. Scarcely has the final gunshot echoed away before cultists swarm the area: repairing the damage and spreading the word of Coedd.

2) Faith (10) - Celestial Domain

Subaction: Create Holy Order - Choristers of Sian

There's no fanfare, no announcement. Internally, nothing really has changed. Nothing is fundamentally altered. But Coedd has spent long enough managing a planet spanning network of cultists that they've grown good at it and can use it more effectively than most, getting more use out of its followers in an equivalent time than anyone else can.

 

A voice recording by Siobhan of Clagarth 

There is one potentially interesting development though. A group of the human natives have formed something of a..sub-cult? focused around a young girl with a truly incredible singing voice - I've heard her and it really is a once in a generation talent. She sings devotional songs to Coedd, heavily played on local media, and her gifts are being hailed as Coedd-granted. A few - myself included - have queried why on Coedd Coedd would do that. And how. And, again why. But it matters not, they are using her music to increase their devotion and on balance that's probably a positive.

 

3) Intrigue (10) - Intelligence Agency

Subaction - target the ArkHive

With cultists across the planet sending information to Coedd and Coedd paying no attention whatsoever to any of it, the backlog is becoming extreme. Its stored electronically, of course, but if it weren't there'd certainly be towering stacks of paper everywhere. The not particularly shadowy figure known as B when people remember to use her codename but usually as Michella Farn subtly arranges for a warehouse in the federal face to be given over to their spy games (there is a broad agreement that it was done "subtly" despite the actual mechanism being her simply asking if she could use it - the land registry records the building as "Super secret Coedd spying base") and begins moving information there for arkhival.

An open day is held in celebration of the opening. Visitors are eagerly shown round and many leave with free mugs with "Coedd is All" on the side. In the main hall there is a sign up sheet for those wanting to get involved in the fast paced world of spying for Coedd.

4) Intrigue (5) Assault Organization Base (Imperial Embassy in region 21)

Subaction: Using Hives of Scum and Villainy

As the sun rises on a glorious summer day, the Imperial Embassy on Sansar's communications light up like a Coedd Day fireworks display. Through every communication method at Coedd's disposal - including a few that her spy network had uncovered and weren't generally known - the same message is received. "Evacuate the building. You have three hours" This repeats for a good fifteen minutes before being reduced to only a few channels, so as not to impede internal communications potentially needed for organsing any evacuation.

At the third hour to the dot, five imperial fugitives - violent men with no loyalty to Coedd but a strong grudge against the Empire - place earthernware pots around the perimeter of the complex and then RUN. Vines grow rapidly from the pots and into the Embassy through open windows, airt vents and other openings, seeking out and wrapping round electrical power lines. And then tugging on them, moving wires that shouldn't be touching so that they do and sparking electrical fires throughout the building.

As is probably expected, there is no official word from Coedd but senior cultists make no pretence that Coedd viewed the Imperial encouragement of violence against the Elif Dhaoine and the Glorious Purifiers as an attack on her allies that demanded some degree of retaliation.

5) Intrigue - Theft of One Treasure from TEA (Success)

A voice recording by Siobhan of Clagarth 

So apparently there was a succesful hacking attempt on the Eucrus' Alliance's government bank accounts and appparently a similar amount, less transaction fees has appeared in the government accounts here on Coedd. There's some bragging going around that the enemies of the Basu-Rahman group have been punished which I suppose they have but honestly as far as I can tell this was just to prove that they could. Government figures seem a little embarassed by it, if I'm honest.

Expected Stat Increases Next Turn:
None (Faith and Intrigue both maxed)

 

Other mechanical notes:


+2 Renown (+1 Exalt Domain, +1 First to do so) From Higher Powers

+2 Renown (+1 Establish Intelligence Agency, +1 amongst first five to do so) From Eyes in the Skies

-1 Renown From Hives of Scum and Villainy

Net change: +3 Renown

-3 EMP rep from attack on base (Action 4)

1 BRG favour repaid (Non-Action 3)

 


Non-actions

  • The Opening of the Golden Phoenix is surprisingly well attended by Coedd's representatives. Siobhan travels there for some final relaxation and socialisation prior to her long sojourn into the jungles of Coedd while representatives of Coedd's "spy" network travel to make contact with Tekhum's other major intrigue power and draw up an agreement:

    The Nine Year Understanding

    • BRB will not personally take proselytism or subterfuge actions on Sansar, unless otherwise invited
    • COE will not personally take proselytism or subterfuge actions off Sansar, unless otherwise invited
    • BRB and COE will, in this manner, enter into an Understanding of non-interference with each other.
    • Each will be given first right of refusal to act on the other's behalf in their respective territories. Refusal allows the offeror the ability to act unimpeded by this Understanding. Agreement means the offered will take action on the offeror's behalf.
    • Professionalism and secrecy will be maintained regarding the offers made to act within defined territory, excepting acts that might be considered an extreme risk to the offered's interests.
    • This Understanding will last for nine-years, and be reviewed again at the conclusion of that time period.

     

  • A visit to Neo Guleum. The Golden Phoenix isn't the only draw on Badal. The merchants of Coedd feel aggrieved. They've been ignored by Coedd. Their overtures to the Empire were rebuffed. The Union didn't seem impressed by their work. Noone had taken them up on the advertising campaign they had sponsored. And what do merchants do when they feel unloved? Well, maybe they could change their working practices, form a voluntary code of conduct and reform. Or maybe they could say "No, it's everyone else who is wrong" and seek out the one group in Tekhum most likely to find a use for a merchant group living under a goddess who wasn't interested in setting any laws or regulations whatsoever. They arrive in Neo Gulueum to speak with the psycho-capitalists.
  • Repay BRG favour through The Enemy of My Enemy (theft from TEA)
  • The White Pawns attack a trade post with no defence offered although "attack" might be putting it a bit strongly. At first they set up a cordon and defeinsive positions to hold off the anticipated defenders but over time it becomes clear none are coming. Locals watch with relative disinterest as the refineries are smashed and pulled down, the merchants owning those refineries having fled as soon as they White Pawns mobilised. Overall, any White Pawns casualties would have been caused by the generally hostile nature of Coedd's fauna - though non is specifically tasked to attack them - and any local casualties (aside from the ones killed by Coedd's generally hostile native fauna...) more a misunderstanding than an actual combat casualty.
  • The people want action and they shall have it. A detailed plan is submitted to the Sansar guildhall by Coedd along with carefully labelled seed samples for the various plants detailed:

    The Plan

    Low but fast-growing plants are to be planted along the south-western edge of the area (sample 1). These will stabilise the soil and prevent further encroachment of the dust deserts. The nutrients released by their deaths will, in three years, be able to support a secondary ring of plants (sample 2) - slower growing but sturdy fruit trees which will provide needed construction materials, fuel (through burning) and fruit to Veerha. Their eventual death will in turn support an eventual growth along the bank of the water of the third and final type (sample 3) - very long lived plants which will a) give a screen to the water to prevent further dehydration but more importantly b) release water vapour in sufficient quantities to eventually (estimates break down a little at these sort of timeframes but 250 years seems reasonable) increase rainfall on Veerha and move the atmosphere slowly closer to normal - it is understand that when Coedd says "normal" it means "Sansar-normal"

     

Arkhive

Submission to the Arkhive

The Media Landscape of Coedd - Notes by Siobhan of Clagarth

The local media franchises support Coedd thoroughly. This isn't just "they know their target audience", this is a deeper support caused by the bulk of the producers, writers, etc being devoted worshippers of Coedd. Most media outlets in Tekhum broadcast 24/7 making Coedd's outlets an outlier in that they only broadcast in daylight, with the broadcast hours thus varying through the year. I'm not sure why this is the case and no one I spoke to knew either. But they start, to the minute, with sunrise and end, again to the minute, with sunset.

You may think this is a result of legislation or regulation, but this is note the case. There is no legislation, no regulations governing Coedd's media whatsoever. Coedd itself obviously has not produced any, but the human government has not done so either. The media of Coedd are unregulated beyond the dreams of the most libertarian laissez faire minds.

And so what does an entirely unregulated media do? In this case it broadcasts devotional matter. The three major media companies have slightly different focuses (and slightly different theological beliefs as well, actually) but in the main TV, radio and other mass market media give a constant diet of hymns, sermons, panel discussions and other material related to the faith of Coedd. Even news broadcasts and other factual programmes are heavily biased by the faith of Coedd and present analyses and similar matters through that lens.

This wasn't always the case, of course, and the three major companies (and the flotilla of minor ones) were considerably more varied prior to Coedd's efforts to drive out unbelievers fifteen or twenty years ago and vestiges of this can sometimes be seen in the slightly different approaches and theologies I mentioned before.

CBC - Coedd Broadcasting Corporation - was previously the more "highbrow" of the media companies with prestige journalism shows, hgih culture and generally targeting a higher class, higher education target audience. It handles the syncretism of Coedd worship by, essentially, ignoring it. It's editorial stance is that the variation of Coedd worship practiced on the sub continent is the correct one and its documentaries ad coverage of the rest of the faith often takes a sniffily disapproving tone.

RTC - RadioTelevision Coedd - previously served the other end of the market. Lower culture shows, worse quality journalism, considerably more fart jokes. Nowadays, though, they ironically serve a better class of citizen than CBC. Their cooking, gardening, home improvement and so on shows transitioned seamlessly into Coedd coverage, focusing on the same areas just through a different lens.

S4C - Station for Coedd - was, even before the takeover, a religiously themed station (remember that even before the takeover the human worshippers of Coedd dominated much of life). Their output has barely changed over the last couple of decades.

Spies

 

Units: 1
Treasure: 0

Edited by Kythia (see edit history)
Name
Conversion in 26
21
2d6+10+1 5,5
Destroy Imperial Embassy 
16
2d6+10+1 2,3
Theft of treasure from TEA
19
2d6+10 6,3
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The United Houses of Senkar (UHS)
Located in: Regions 16 and 13 (Badal)
Faith: The Forever Self
Turn 6

spacer.png

Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 5
Military: 5
Economy: 9
Faith: 6
Intrigue: 3

 

Actions:

1. Economy: Buyout TP 1 of Region 13 

- As the long-abandoned luxury manufacturing hubs of the aerostat are filled with artisans and workers, the production of Shadow Silk is resumed after uncounted decades of inactivity. Diversifying one's portfolio of assets is certainly important, something that the Houses know all too well.

 

2. Intrigue: Build a base for BRG in Region 16 (1/3)

- Condemning the widespread violence against the reporters and personell of Basu-Rahman Group, the United Houses go on to put additional measures in place around Senkar to safeguard the interests of their good partner.

 

3. Intrigue: Build a base for BRG in Region 16 (2/3)

- Whisper networks of BRG become deeply entrenched across the schemes of Low Courts as the High Court further offers sanctuary and permanent place of business for any member of the Board that may have found themselves in dire straits.

 

4. Economy: Build a base for BRG in Region 16 (3/3)

- Subaction: Claim rewards from Reactive Relocation

- Finally, a new glittering tower joins other spires of the city, reserved for the use of Basu-Rahman Group and gaining its own contingent of guards and counteragents to prevent anything happenins to the new valued investment the Courts have put so much time and money into.

 

5. Economy: Buyout TP 1 of Region 4 (Using BRG rank 2 bonus to support the buyout (+2))

 

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

 

A) Support SEV buyout of TP2 in Region 16

- Thanks to several backroom deals, SEV have gained the support of the High Court regarding hiring of Senkar's medical professionals, their purchase honored before any competitors.

 

B) Coronal Catalogue of Duelists - submit a fluff piece

- Dueling has long has its place as means of settling disputes between the nobility and geniuses of Senkar's Courts, and the United Houses are only too glad to show their proficiency in the matter via a collected report.

On the dueling styles of the Courts

 

Unlike the tradional, romantic image of duels with blades or pistols often fought merely to the point of a honorable surrender, the Courts of Senkar follow a somewhat different view of the proceedings. When challenged to a duel, an individual's life and legacy are seen as having been threatened, for why would civilized individuals resort to single combat if cunning and skill at negotiation could still win the day? As such, any and all means upon the beginning of the duel are seen as fair game, barring possible exclusions made when terms of the battle are first set up... but such exclusions often risk the prestige of the one demanding such leniency.

Following this line of thought, Senkar's nobility and geniuses have developed a variety of means in their efforts to get ahead of competition desperate enough to attempt their demise via sanctioned duels. As any and all weapons are permitted inside the dueling area and they are not required to be disclosed to one's enemy (for the fault is entirely theirs should they be caught off-guard), variety of hardsuit-mounted assasination tools such as needle launchers, rings firing powerful bursts of focused laser fire or even skin-covering contact toxins have been developed to confuse and eliminate the brash and unwary. More traditional weapons like blades or high-caliber firearms are still popular, however, as skill often trumps a cocky newcomer who attempts to win our with one clever trick and no training in the dueling arts at all.

Three major types of accomplished duelist have arisen from among the ranks of geniuses and nobility of the United Houses. The first are the dextrous and cunning sort, most likely to resort to hidden weaponry and lethal surprises: they often walk into dueling arenas seemingly unarmed, thier suits and bodies bristling with lethal technology. The second sort have trained themselves to master their weapon at exclusion of all else, having kept their eyes open for news of possible tricks shaking the scene and rarely being taken by surprise despite their simpler approach to combat. The final sort are the ones who have taken to augmenting their bodies heavily or wearing powerful battle armors of their own design, trusting impenetrable defensive measures to safeguard them through any onslaught.

In the end, however, duels are seen as flashy and risky gambits, whereas real power is in maneuvering behind the scenes and consolidating means to enact one's will with only few individuals ever being the wiser. Of course, the brashness of youth guarantees that dueling as a tradition is unlikely to ever truly disappear.

 

C) Status and Extravagance - submit a fluff piece

- Eager to show their sophistication compared to some of the more backwater polities of the system, the High Court have published part of their leader's memoirs for perusal of the public.

The Means of Elevating Oneself - Memoirs of Ziven Alegre

First, dear reader, I must ask you to humor me for but a simple moment as I present you with a simple question: what is Power?

Is it wealth? Political influence? Legions of soldiers at one's beck and call? Or even the capability to raze or grow civilizations themselves?

Ultimately, while each of those things are a means to power, they themselves fail to truly grasp the meaning of the word. Power, in essence, is simply the ability of an individual to shape the universe to their will, to affect the course of things otherwise removed from their influence. And in that simple truth, we find the reason for the shape of nobility aboard the City of Wonders.

Every more and fashion choice can speak of power, or lack therof, and skill of using that power... and those of high status aboard my city know this. It is one thing to wear the wealth of a Merchant Prince upon your person, but another thing entirely to make such a display scream anything but desperate need for validation. To show one's wealth, indeed, relies on displaying it in manner which tells of it but does not scream it. The immaculate cut of your suit, the microscopic decoration that causes your attire to ripple to the naked eye, a small lapel pin speaking of ownership of an entire aerostat: all of these can do the trick just as well, and show discretion and appraising eye instead of desperation.

It is not enough to hold means to power. You must show control, understanding of small details and keen intelligence. Overt ostentation is a sin to those who would be the Grey Eminences directing the course of this new era. It is as an old saying notes: "power you cannot control is no power at all".

Of course, I can almost hear what you mumble to yourself now as you peer at my words. There are many more...obvious nobles and people of means around the system, individuals who simply flaunt their riches in their attire and their military might in their speeches. While this is true, here in Senkar every noble and scientist has earned their place with their accomplishments and their strive for perfection. The image of control is harder to maintain and easier to lose than the image of immediate riches.

So, how beyond your choices of attire and presentation would you quietly tell of your importance? A certain way to make an impression is to allow your reputation to reach others through unrelated (or seemingly unrelated) channels, for while yelling out one's accomplishments is certainly a way to handle things (should one have the proof of such accomplishments at hand), it shows much more reach and connections to get others to market your image to the galaxy for you.

Another path to relevance are accomplishments in fields of medicine and science: men with powerful secrets often find opportunities practically thrust into their grasp, and scientists are well-respected in our elite circles.

Finally, should you simply be powerful enough, there is certain sort of outrageous status in simply disregarding displays of fine control or carefully selected image and simply seeing your will through your way with suitable unstoppable power. It is this particular sort of personal power that cults are often founded to venerate, after all...

 

Leader stats for next round:

Diplomacy: 5
Military: 5
Economy: 9+1
Faith: 6
Intrigue: 3+1

Edited by GrimRanger (see edit history)
Name
Buyout TP 1 of Region 13 
16
2d6+9 1,6
Buyout TP 1 of Region 4 (Using BRG rank 2 bonus to support the buyout (+2))
22
2d6+11 5,6
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The Llort Society Protectorate

Round 6, Standard Years 2049-2051 of the 99,803rd Era of the Imperial Calendar

image.png.b7ccb57a2568a7742dd621894d9c7dbd.png

Capital: Al-Miraiya (region 88)

 

Society Consul Hanyeo

(llort, they/them)

Diplomacy: 9

Military: 4

Economy: 9

Faith: 6

Intrigue: 4

(Expected gains from this round to next round: +1 Dip, +1 Econ.)

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


 

Actions:

  1. [Faith] - Convert Verdalfheim (region 36) to have a Plurality of Imperial Cult (13, Success!)

    • +6 Faith, -1 distance penalty (Embassy on Sansar), +2 support from ALF.

    • Flightmaster Pako continues leading the local imperial education into the practices of the cult. Theology walks hand in hand with science in Verdalfheim as Pako works with the local druids.

  2. [Diplomacy] - Grey Eminence Hanyeo's Imperial Advisor grants +2 to Conversion

    • After there are some misunderstandings between the llort and the populace of Verdalfheim, Hanyeo dons the grey mantle and seeks advice from the Imperial Advisor. With direct guidance from them, a close link to the Emperor himself, the conversions to the Imperial Cult are guided by a mightier hand. Perhaps it is for this reason that the elves come to know the Emperor's power all the better, and thus more accepting of it?

  3. [Diplomacy] - Establish Claim on Et Cetera HQ (region 91) through marriage with Society Consul Hanyeo's youngest son, Prince Bandayo (18, Success!)

    • Speaking to their long-time neighbours, the Society makes more overt overtures to establishing diplomatic ties with the undead. Much maligned in ancient literature, it seems the llort have a kindred spirit in them in some form, with both being desiring of economic prosperity and knowledge.

  4. [Economy] - Buyout Trading Post 3 in Region 6 (14, Success!)

    • Trade deals with the Biarbu make way for lucrative future profits for both parties.

  5. [Economy 5 Special] - Establish Trade Route with WTP

    • The people of the Society have appreciated their past conversations on politics and economics with the White Pawns. Some closer bonds with the native Sansarite Imperial Cultists is always good.

 

Non-Actions:

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

    • Host the Mekhala-Veehra Dash! Invitations go out to racers all across Tekhum, but especially those on Veehra.

    • Those who have been invited to E.A.T. are invited to the Mekhala-Veehra Dash to formally join it! They may also action this at the Grand Opening of the Golden Phoenix.

    • Gift the Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies to CUS, DIC, SEV and TEA

    • Gift the Badalian Megadirigibles technology to DIC

    • Receive Thaumonuclear Reactor Core technology from HOB

  • Attend the Grand Opening of the Golden Phoenix

  • Resist & Hinder any Conversions that would reduce the Imperial Cult to less than a Majority in Region 88 (-2).

  • Resist all buyouts of Trade Post 1 in region 88 (-2)

  • Supply the Arkhive with the LSP's Spacer's Cabbage (for compostables DI) through the Embassy functioning as a Trade Route

  • Donations to the Arkhive (through our Embassy)

Donations to the Arkhive and Imperial Court

Donate a cultural work to the Arkhive and the Imperial Court: The Emperor's Lonely Ballad. It is a song that many children are taught about and is allegedly the song that the Emperor sung to coax and guide the llort from the reaches of deep space to come to Tekhum. The "ballad" is part of a much larger oeuvre of songs about that event, some very positive in mood, others more sad. One section goes:

Why do you live beyond the Wall?

My children, my children...

Why do you live beyond the Wall?

That Wall of rocks all floating tall

 

Why do we live beyond the Wall?

The wall keeps us from humanity

And we keep from humanity

By building walls

By building walls

We built the wall for you and me

 

How can I reach beyond the Wall?

My children, my children...

How can I reach beyond the Wall?

Where space is deep and silence calls

 

How can you reach beyond the Wall?

By flying fast and standing tall

With magic ties through space we fly, through space and lies

You breach the wall

You breach the wall, you breach the wall

You breach the wall for you and me

 

What must you do beyond the Wall?

My children, my children...

What must you do beyond the Wall?

Of blackness vast and minds in thrall

 

What must we do beyond the Wall?

We must safeguard the deep enthralled

In blackness vast we are alone

We all are one and we are all

All alone, alone and all

And so our minds must stay in thrall

 

Whom do you serve beyond the Wall?

My children, my children...

Whom do you serve beyond the Wall?

Come serve me, let freedoms fall

 

Whom do we serve beyond the Wall?

We serve all humanity

Freedom naught, but serving all

All is service, so we fall

And so we fall and so we fall

We'll come to serve and so we'll fall

 

When will you come from beyond the Wall?

My children, my children...

When will you come from beyond the Wall?

To be at mine own beck and call

 

When will we come beyond the Wall?

We cannot come, unless you call

But you have called, yes, you have called

We will it not, but we'll serve all

Serving all, yes, serving all

Humanity's own beck and call

 

Where will you go if not here at all?

My children, my children...

Where will you go if not here at all?

You shall stay to bear my pall

 

Bearing palls, we'll bear your pall

Where will we go if not there at all?

We'll serve them all, we serve them all

Our message is to serve at all

Flying tall, through space in thrall, as freedom falls, but so you've called, serving all and bearing palls

We have come onto your Wall

Donate a historical work to the Arkhive and the Imperial Court: Two Million Years of Human Evolution. A work that describes how llort differ from "standard" humans (a term the author goes into great lengths of to describe how racist and discriminatory that terminology is) and how they (supposedly) evolved over the past two million years in the depths of space. It describes all the adaptations the human body can undergo depending on evolutionary pressures of different environments and how those explain the llort physiology.

Donate a philosophical work to the Arkhive and the Imperial Court: The 69 Laws of Power. An examination of power structures, how they come to be, the consent of those therein, the need for those structures, and the applicability of any of such rules adapted for use in people's personal lives. It has been widely criticized for its stances and its conflation of different types of relationships and structures with one another.

Llort Society member Feyik Nooboos (human, he/him), who brings these works to the Arkhive, joins the Arkhive. Their noteworthy accomplishments include co-authoring The 69 Laws of Power and claiming to co-author Two Million Years of Human Evolution. (Feyik Nooboos was removed from the original research team involved in the creation of the work for their extremist views.) Before joining the Arkhive, he hosted a children's educational programme and was hoping to gain sponsors with Holly Heliotrope and Snake News.

  • Coronal Catalogue of Duelists: The most famous duelists within the history of the Llort Society Protectorate are Tayelon, Ambilin and Bel Malanagoliyus. The Malanagoliyus family line is a rare example among the llort of a family name becoming prominent enough to be adopted and kept by blood relatives after they've grown up and left their wing families.

There are a few fighting styles that are prominent among dueling enthusiasts, most prominent of which are the ancient human Elna style combining sword-fighting and wrestling, and the llort style of Edesol Tayilis that involves wielding multiple weapons, including one attached to the prehensile tail.

The most famous duel was between Bel Malanagoliyus, a massive llort and master of the Elna style, and Prince Hanyeo, a master of the Edesol Tayilis style. The winner of the duel is the subject of much debate, as Bel Malanagoliyus died when an asteroid hit them shortly after striking down Hanyeo. Hanyeo managed to get away just in time.

The rest of the LSP contribution to the catalogue of duelists contains notes on some sporting events like the now-infamous Bloodsports.

  • The People Want Action: The Corvee Labor of region 70 should be abolished. The main issue with the resource of this region it is a form of forced labor. If the element of force is removed from it and the laborers employed, this would resolve the main issue. The Sorcerers of New Kildora, as owners of this region, should be included in the processes of reformation. After all, if the Sorcerers do not cooperate, what hope is there for truly effective rebuilding?

The local power structures and source of the force of the labor should be examined and removed through legal reform. Anyone who was born into this system should be freed without further recourse, for they had no chance to begin with. Anyone who came under this system during life should have their contracts bought out. All such laborers should be given a minimum adequate housing if they do not possess such already, and be given a small stipend to tide them over until they can acquire humane and paying jobs.

In the meantime, the region should see investment (possibly foreign investment) to assist in the discovery and development of new resources. This should grant the region also plenty of opportunity for economic growth and places to have the laborers acquire new jobs.

  • Grey Eminence duties: Society Consul Hanyeo ventures into the depths of the Imperial Senate...

 

News and Rumours:

  • The Llort Society Protectorate denounces the attack of the Black Cloud Coalition on the Illumined Utopian. Their statement of "enslavement is forbidden" in the face of this unprovoked attack appears entirely baseless, as the Illumined Utopian--by all accounts--has no slaves within their society. Even the seemingly tacit endorsement of the practice by a single Jy'mar priest appears to be a most tenuous connection for a Casus Belli.
  • The Helios Hospice ends up legally banned from the planetoids and space under the Protectorate's purview. The corporate medic's disclaiming of responsibility for their own actions including "deaths, injuries, or other abnormalities occurring during or after their operations" and going so far as to state "all gathered cadavers are property of Helios Hospice" are legally and morally suspect.

 

Mechanics notes

Stored in my country thread over here.

 

Charter to E.A.T.

 

 

 

Edited by EmBark (see edit history)
Name
Buyout Trading Post 3 in Region 6
14
2d6+9-3+2 1,5
Convert in region 36
11
2d6+6-1+2 2,2
Establish marriage claim
18
2d6+9 3,6
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spacer.png

Actions:
 

[Dip] - Elevate Status to Stellar Power
(Regions Eligible: 11, 18, 19, 105)
+2 Renown from [Ascension] Higher Powers!
 

[Dip] - Sway 019's Media from the clutches of rebellion, success
One Treasure Spent

Chaos Must Be Scheduled

The destruction of Basu-Rahman’s Badalian studios is not without consequence. Though they may have indulged in mindless drivel and questionable ethics, the true frustration in Taumaru comes from the sudden loss of the Group’s connections. Chaos, demands for the expulsion of the kanmarran chancellor, and whispers of dissent are ripe in those early days. 
 

However, bureaucracy can be frighteningly efficient when protecting its own interests. Chief among them? Stability. A number of well-placed bribes are given behind closed doors. Many of the Group’s contracts with outside agencies are bought out by various guilds—briefly upsetting the tenuous balance among the upper class as new names rise to prominence and others are laid low by circumstance. When the dust settles, from an outsider’s perspective, things hardly appear to have changed. The reality is much different. 


In the Group’s place, smaller media startups are given grants by the Ministry of Renewal to fill the vacuum. And where they cannot provide, Snake News delivers. A fledgling broadcast license is even provided to Heliosphere Enterprises, assuming continued goodwill from the Moonsoul Mountains. 


Before long, the common refrain among Taumaran citizens is that Basu-Rahman thought themselves puppetmasters—but forgot that they too have strings. 

 

[Dip] - Attend the Mekhala-Veehra Dash

  • Cede control of Region 22 to the House of Fire per standing agreements with Coedd and negotiations with the Duke to ensure peaceful transition of power.
  • Accept Pseudogravity Engineering and Shrewd Business from ARK.
     

[Mil] - Raise two Space Units from the Imperial Armada
One Favor Debt with EMP

The trip to Mekhala will be long and arduous, just as it was at their beginning. Yet, before the kanmarra can embark on this moment of significance, Anjahar must first ensure the safety of their territories.
 

The Eucrus Alliance has always made the most of limited resources where others might falter. Their recently annexed shipyard is put to the test almost immediately. 
 

A request is made for two mothballed capital ships, which are put into dry dock over the next several years as Alliance technicians employ extensive retrofits to bring these ancient war machines up to standard. By the end, these vessels much resemble their new crew—scarred, tested, changed—but resilient, and ready to face a new dawn. 
 

[Mil] - Raise one Ground Unit

The Alliance must always stand ready to protect those under its banner. The near-escalation of total war against the Bulwark has driven recruitment numbers in Uhra. Bironian ex-patriates and former auxiliary forces coalesce into a regiment of their own, focusing on dogfighting and aerial skirmishes while larger ordinance moves into position. 
 

Though the tenuously brokered peace is something of a letdown, it has done nothing to dampen enthusiasm. These soldiers focus on remnants of the Bulwark’s Old Ways, viewing the battle as a hunt for prey, writ large. 

image.png.36f3e5a80228dcffe69c72f4b0a2965f.png

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


Archon Tangata Roa
Dip 10 | Mil 7 (+1) | Econ 3 | Faith 2 | Int 2

Navarch Tuahine Roa

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

Non-actions:
  • Resist any conversions in Region 11
  • [HOB] Request that HOB's Merchants block any hostile buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner.
News and Rumors:
  • The Alliance challenges Helios Hospice’s policy of ownership over cadavers. A blank check to collect the bodies of the fallen is something that they cannot condone. Evidence of reasonable attempts to reach next of kin after extraction from the battlefield is demanded. The Alliance further requests documentation that remains have been released to any such family that requests it.

Resource Tracking

Stat Changes: +1 Mil, Dip at MAX
Treasure: 3 - > 2
Organizations: +2 Renown expected, -1 EMP favor
Faith: N/A
Tech Changes: Gain Pseudogravity Engineering and Shrewd Business

 

Name
Sway 19’s Media
24
2d8+10-1+1 6,8
Vaguely Pointless Resist Roll vs Theft, Go!
7
2d6+2 2,3
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BlackCloudCoalitionBannerMedium.png.df57d44bce6ace928f9686bf4a782cf0.png

The Black Cloud Coalition
Capital:
North Way Cluster (Běizhōu Qún | 北週群 | Region 2)

Suaka Beruntung (Region 15)
暗雲 聯盟
{"Ànyún Liánméng"}
Round 6

[EE15, EE16, EE17]


Coalition Captain Jié Měifēng & Helms-Moderator Guiding_Stars4 a.k.a. 'ZhǐZhī'
Diplomacy 8 | Military 9 | Economy 2 [4] | Faith 2 [4] | Intrigue 6

 

Actions:

  1. [Military] - Invade Region 103 w/4 Ground Units, led by Coalition Captain Jié Měifēng & Helms-Moderator Guiding_Stars4 a.k.a. 'ZhǐZhī' (M9), supported by 2 Space Units led by Hǎi Píng & Dǎo-Māo (M10) using Electronic Bombardment, supporting the Twilight League, Radiant Republic of Erisdor, and White Pawns.
    ...
  2. [Military] - Recruit Space Unit
    ...
  3. [Economy] - Buyout TP 3 for Superconductors & Microcircuits in Burtzland (50) spending 1 Treasure with Support
    Certain deals have been arranged - a temporary arrangement for all involved, but a necessity to support the advanced cybernetics manufacturing that underpins the Coalition's economic powerbase - both the black and gray sides of it. As long as nothing falls through again, that is...
  4. [Intrigue] - Coerce TP 1 for Solar Panels in Region 104
    ...
  5. [Intrigue] - Secret Action
    Even the most flagrant of criminals know it is sometimes better to act with discretion. In the dark, in the lightless pitch beneath the clouds of Badal's night side, unseen airships glide silently away from their berths, payloads unknown, destinations concealed, and crews well-trained...

 


Non-Actions:

 

  • Resist & Hinder any Conversions that would reduce Clouder Codes to Minority in the North Way Cluster (Region 2); otherwise, neither assist, hinder, nor resist conversions introducing additional minorities. Use BRG Reputation 2 to act as though in control of the media support in the region.

    • The Coalition is tolerant of many things - but non-members are still viewed with suspicion if they proselytize too strongly.

  • ArkHive submissions?
    • Hai Ping & Dao Mao strategy guides for SpaceWar! - now adapted to serve as basic military primers for Voider officers and personnel.
    • The history of The Wise Woman's Rapier on Badal, more detailed?
    • Scorbic The Hound...
  • The Black Cloud Bounty Board (BCBB) is open for business!
    • Do you have someone you'd like dead, maimed, or merely irrevocably ruined? An Elect destabilized, or a trade network threatened? Do you want your involvement to be as indirect as possible? Do you want someone more competent than a petty crook to do your dirty work for you? Well don't you worry, your search is over!
    • Bounty Board Mechanics

      Elect Polities may place Bounties on their fellow Elect by sending Treasure to the Black Cloud Coalition or a suitably licensed Black Cloud Bounty Distributor. These Bounties are cleared (and paid out to the Coalition, if placed with a Bounty Distributor) by the Black Cloud Coalition taking hostile actions against a Bounty Target. The base standard rate of Bounty clearing is 1 Treasure per successful Sack or two (2) failed Sacks, but exceptionally high standing Bounties or Bounties on exceptionally hard targets may pay out more per hostile action. Currently, Bounties may not be placed on Bounty Distributors or Organizations, and will not be pursued against Elect Polities the Black Cloud Coalition has a standing Non-Aggression/Bounty Free Pact with, so long as that pact persists. All such Pacts made with the Coalition will have end conditions placed on them. Bounties can not be paid off by their targets, but the Black Cloud Coalition will always prioritize the highest pursuable Bounty target first whenever feasible - this allows for placing a Bounty on a rival to delay being targeted oneself.

      Bounties may be placed secretly by hiding the desired target in one's post when sending the Treasure from all Elect Polities except the Black Cloud Coalition and Black Cloud Bounty Distributors. The Black Cloud Coalition will, at their own discretion, periodically publish a public list of standing Bounties, to enable some degree of transparency without excessively compromising the anonymity of Bounty placers. Bounties will otherwise be hidden/tracked secretly in a format visible only to the Black Cloud Coalition and Black Cloud Bounty Distributors.

      Applying to be a Black Cloud Bounty Distributor: To be handled on a case-by-case basis.

      Current Black Cloud Bounty Distributors: None (yet).

  • Establish a Non-Aggression Pact with the Solar Trade Administrative Region to last so long as access to their Superconductors continues to be permitted...
    • ...


News and Rumors

  • Chatter in the forums...
  • Rumors abound...
  • A new broadcasting network?
  • Violence...

Statistics

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

Heir None

Diplomacy

Reputation & Favors
Imperial Court: Friendly [2], 1 Favors (Expected Change: +0 Favors)
Pan-Tekhum Worker's & Trader's Union: Friendly [2], -1 Favors (Expected Change: +0 Favors)
Basu-Rahman Group: Friendly [2], 0 Favors (Expected Change: +0 Favors)
International Renown: Jewel of Tekhum [4] (Expected Change: +0 Renown)

Organization Bases
Union Hall (2)

Embassies
The Illumined Utopian

Cultural Identities
Property Wrongs (Increased die size for Thefts)

Great Works
None

Military

Ground Units: 5 (Expected Change: +?)

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

Space Units: 2 (Expected Change: +0)

  • Strike Group Burning Horizon (打擊群 燃燒地平 | Dǎjí Qún Ránshāo Dìpíng)
  • Devil Dragon's Demesne ( )

Unit Cap: 8 (Base 4 + 3 Regions + 1 Support)

Government Support
2
 
Generals
None

Admirals
Hǎi Píng & Dǎo-Māo [M10] - Electronic Bombardment: On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well.

Fortresses
None

Perfected Tactical Doctrines
None

Military Technologies

None


Active Ground Front Technologies:

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


Active Space Front Technologies:

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


Active Multi-Front Technologies:

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

 

Economy

Treasure: 2 (Expected Change: -1)
Treasure Cap: 5

Trade Posts
Effective Total TPs 1
Treasure Rate 0

Trade Post Resource Use Support Rate
2.1 Cybernetics & Prosthetics None Open 2


Mercantile Support
None

Arcologies
None

Trade Routes
None


Civilian Technologies  

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross the Cloud Sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

Faith

Media Support
None

Faith Size: N/A
Organized Faith Bonuses
None

Artifacts
None

Holy Orders
None

Miracles
None

Intrigue

Espionage Agency: None

Claims

2 - Integration

Total Passive Effects

Traversal: 
Badalian Megadirigibles: Ground units can cross the Cloud Sea of Badal
Wet Navy Ships: Ground Units can cross water.
Dust Hardening

Actions
None

Defensive
None

Misc
None

 

Edited by Rolepgeek (see edit history)
Name
Buyout of Superconductors TP3 in Burtzlund
17
2d6+4+2+2 6,3
Coercion of Solar Panels TP1 in 104
10
2d6+6 3,1
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The Cloudburst Confederation

Agbada (Region 52) & Alaari (Region 56)

Agbada.png.6b69708016685162d40639bd727b2467.png

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

1. [Faith - Special 10] Miracle

It is said that long ago the Great Sea of Omi was a hollow and dry canyon, not too dissimilar to the Flare Canyon of Alaari. Indeed, the crystal shards found there occasionally wash up on the shores of Agbada, radiating a warm and soft orange glow accompanied by a homely heat, occasionally among unidentifiable stone and metal rubble. They are collected and stored in homes, often used as a centerpiece on altars devoted to Avva.

The God-King has long believed that this could not be a simple coincidence. If Avva has been around since the beginning of his dynasty – and indeed, even earlier – there must be some remainder of his influence below the sea. Whichever god or supernatural force found it fit to flood his holy lands should be ashamed. But now that the influence of the Confederation has been made known across Veehra, and dare he say Tekhum, he believed in the power of Avva to restore whatever it is that lies in the depths, swearing to protect it with his life and that of House Kiniun’s divinity.

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted.

Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. Water pours over the side of the islands’ rugged, stony shores as they continue to rise above the sea. The largest island has a centerpiece that pokes out above the rest… a tall, tattered and worn down cathedral with a large spire, built from stone, covered in moss and debris. At the top of the spire rested a large, circular crystal of an orange glow. Explorers must be dispatched at once to investigate. Holy Presbyter Igba Dye, the highest ranking member of the Alaarian clergy, steps up to command while the Prince rests...

Mechanics

Miracle: Raising the Ancient Temple

Mechanics: Creates and automatically colonizes Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating one in the future.

Fluffy Mechanics: Ends the reign of God-King Okan Kiniun and puts immense arcane pressure on the Prince Ilaro Kiniun, resulting in a necessary few years of rest before being able to lead the Confederation.

2. [Military] Raise Ground Unit.

3. [Military] Invade Region 53 with assistance from the Iron Masquerade. Space Front led by Johanne Faustine (MIL 7, MSQ) with 2 units (1 CBC, 1 MSQ). Ground Front led by Olodolo (MIL 10) attempting Avva's Watchful Eye with 6 units (3 CBC, 3 MSQ) and +1 from Cult of Avva, +1 from Popmaize Cluster Grenades.

It is time for the Grandmaster to meet his match... the Duke of House Agbawo calls in his favor with the Masquerade to bolster the invading force, and with the graces of the God-King, launches another full-scale invasion. Okan also mentions, however, that he would like to own the special Veehran salmon housed within the abode of the so-called "Salmon Steve," and as such all troops are to keep an eye out for it during the offensive. He must see the salmon with his own two eyes to determine if it truly is a potential reference for the image of the Emperor. Perhaps Salmon Steve has it wrong and it is actually a perfect representation of the God-King himself, or sun forbid, Avva.

4. [Economy] Buyout TP 39.2 for Heroic Adventurers. +2 from expected support. -1 distance. Failure (8)...

5. [Economy] Extend the Rail into Agbada (52).

Non-Actions:
  • Resist all unauthorized actions.
  • Submit 68 issues of Tomorrow's Lion magazine, all perfectly preserved first editions, to the Arkhive as an important cultural work. In addition to the striking and handsome imagery, the articles are known for providing insight into Agbadan customs and popular figures. Exclusive interviews are included with the generous models, including Okan Kiniun himself. The 69th issue is expected to be published next year.
  • Turnover to Holy Presbyter Igba Dye (DIP 4 + 1 | MIL 2 | ECO 3 + 1 | FAI 3 | INT 2), a non-heir ruler. Ilaro Kiniun remains heir and will inherit +2 MIL, +2 FAI when he takes the throne.
  • [WTU] Contribute to The People Want Action.

The People Want Action

 

Unpaid labor has been an extremely controversial topic across Tekhum as of late, and although the Agbadans do not have a strong stance on the matter personally, they do believe there would be better uses for an excess of workers than low-skilled work out in the dust deserts. When the Union puts out a call for suggestions in the region, members of House Eriali, who have been assisting the Veehran Antigravitational Rail project, send a message indicating that perhaps they could be trained as paid transportation specialists by the talented people Counts of Mirage to assist in connecting a better Veehra. More hands on deck for carving ground and laying ground rail could drastically improve the efficiency of the project, which the Union itself is already interested in investing into.

Vital Information:
  • Treasure: 1
  • Ground Units: 3
  • Space Units: 1
News & Rumors:
  • ...

 

Army Information

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

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

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

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

 

Edited by MadMapManPK (see edit history)
Name
Igba Dye Stats
14
5d4 3,2,3,2,4
Buyout 39.2
8
2d6+3+2-1 2,2
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Combined Commonwealth of Glix (GCC)

image.png.e2070a266aedf6067a7f7efb3b78acab.png

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

Region 84, Parrot's Perch

Game years 16-18

8 years since the year of Jubilee

Resources 

 

Embassies= White Pawns

Trade Routes= Glorious Purifiers

Wealth: 5->(5 spent) 1

Income= 1/round

 

cultural specialization: buyouts

 

Space Units: 2

Mega-Dreadnought 7 Macaw

Basillica of War: The Anvil

 

Ground Units: 3

Carrier Groups: Wrath, Exoddus, Soulstorm

 

Reputation:

BRG 1

EMP 0

PTW 0

 

Favors:

BRG 0

EMP 1

PTW 0

 

Diplomacy 6
Mil 5
Eco 8
Faith 2
Int 2 

1. Diplomacy- Attend Casino Opening

Sub action- bet 1 Treasure, and an additional treasure on behalf of the Arkhive

 

Sub-action- transfer my general (The Hammer) and region 100 to the Arkhive.

Betting isn't the Glic way, but the prize is too much to pass up.

While there, the coalition government dumps toxic assets.



2. Buyout TP 36.3 (oil) (Success!)

After the shocking events in Sansar, the Irridentists, always a minority, are shunned by the Duma. Project Homecoming is scrapped and the Glix look outward! To do this, ironically, they will need fuel from the Fiorids.



3. Economy Build RBG base 1/3

4.Economy Build RBG base 2/3

5.Economy Build RBG base 3/3

The Ministers of Slingid seek relevance... ...in the typical Glix way of making money talk.

 

Non-actions:

Arkhive submissions:

 

ARKHIVE: History: On the Ur-Hive theory 

Some historians now believe the Glix once lived in Hive-cities on Chonkia before a series of devastating wars led to a massive die-off of Queens.  The few survivors, it is now theorized, were betrayed or enticed into the captivity of a paleo-Kanite society living in what is now The Reserve.

Though little more than speculation, this die-off is compared to the smaller mass-die-off of Nymphs several hundred years  ago and believed to be the result of internal warfare rather than external pressures.  Since it happened before the War of Eternal Bombardments, and thus long before any reliable records might still exist, this cannot be assumed as truth, but it would explain the strong ethic of resolving conflict by arbitration that led to the last major conflict between Glix to break out by psionic suborning of Queens, not direct warfare between those directly involved.

ARKHIVE: Philosophy: Writing 

Much has been made of the Glix distrust of writing, but rarely is it discussed in terms of its rationalization.  The Glix value sincerity and honesty above most everything else.  It is said they will "forgive malice before doublespeak."  Writing, being limited by its lack of tone, body language, and clear indication as to to the context and circumstances of the author speaking, is suspicious to them.  Audio recordings, ir, better yet, telepathic impressions, are better able to keep this, so are less suspect.  

The idea Glix are stupid, unable to read by nature, or are individually ignorant or incurious, is a stereotype best discarded.   Many Glix artists, scientists, and wizards exist, even if they rarely write down their notes.

ARKHIVE: Culture: Cursing!

Glix are rare among sophonts for being completely sexless.  Queens are created by a Nymph fusing with drones, and Workers do not reproduce at all. 

As a note- All Glix are actually chimerae of 4 or more karyotypic individuals, Reproductives being octoploid and Worker's being tetraploid.  This means Glic evolution is very slow compared to most other life forms, but each individual Glix is extremely hardy due to the complementary and redundant immune systems of each karyotype.  Glix, compared to vertebrates, are able to regenerate, accept organ transplants more easily and do not develop allergies.  They are also very resistant to viruses and bacteria. They are, however, more susceptible to fungal infection, parasites, and certain cancers.

All of this means that insulting curses tend to be about unsymmetry or parasite load of an unpleasant individual, or comparing a Queen to a Worker, but never directly referring to specific actions, as no action exists in their experience to reference. 

A common insult is to liken an individual to a piece of editted prose.  "STAT" "Proofrwritten" and "cited" are all variously used in insulting context by Glix.

ARKHIVE Notes: The Hammer is put out of her own Basilica and sent to the Arkhive with 500 of her closest retainers (mostly her own sons and a few of her brothers) and one of her daughters and her retainers follow shortly. All formally denounce Slingid in favor of Coedd and The Arkhive.

 

Other: Sign onto EAT

 

Expected growth: +2 Economy

New stats:

Diplomacy 6

Mil 5

Eco 10

Faith 2

Int 2 

 

Heir Stats: Shadow Minister Dmitr'Hesk

Diplomacy 3

Economy 3

Military 2

Faith 4

Intrigue 2

Edited by Featherscale (see edit history)
Name
Rolling an heir, Shadow MinisterDmitr'Hesk
14
drop(7d4,lowest,2) 3,1,3,2,2,1,4
roll
16
2d8+7 1,8
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Round 5
The Biarbu Society
[The Shadow of the Flock]
Region(s): 6

Actions:

  1. [Faith] Convert R1 to (Minority) Fascination (15) [+1 Size Bonus]
    The Pipeworks to the north are something that the Biarbu find... Fascinating.
  2. [Faith] Convert R62 to (Minority) Fascination (14) [+1 Size Bonus]
    Fate's path is not one that can be tracked, but it is one that is easier when there is a large gathering of fate nearby.
  3. [Faith] Convert R12 to (Plurality) Fascination (14) [+1 Size Bonus]
    Those of Neo Guleum have their own Fates, often tied to their wallets. Fascination with money is a faith of it's own.
  4. [Faith] Convert R17 [Holy Orders' Vows] (Minority) to Fascination to remove it (18) [+1 Size Bonus]
    The people's movement towards Fascination that Yanji started has gained momentum.
  5. [Diplomacy] Host an Event {The Grand Opening of the Golden Phoenix}
    The Face of the Flock hosts a major soiree for the grand opening of the Shiwa Yun Casino!

    Event Sub-Actions

    • Spend 1 Treasure on the Lottery
    • Spend 1 Treasure on the Prizes (Gift to GLD)
    • Gather all 3 Lottery Treasure [including BRB's] and gift it to the winner
    • Accept ARK technologies Wet Navy Ships and Psyedogravity Engineering in exchange for Vacuum Adaption
    • Arrange the Nine-Year Understanding with Coedd
      • BRB will not personally take proselytism or subterfuge actions on Sansar, unless otherwise invited
      • COE will not personally take proselytism or subterfuge actions off Sansar, unless otherwise invited
      • BRB and COE will, in this manner, enter into an Understanding of non-interference with each other.
      • Each will be given first right of refusal to act on the other's behalf in their respective territories. Refusal allows the offeror the ability to act unimpeded by this Understanding. Agreement means the offered will take action on the offeror's behalf.
      • Professionalism and secrecy will be maintained regarding the offers made to act within defined territory, excepting acts that might be considered an extreme risk to the offered's interests.
      • This Understanding will last for nine-years, and be reviewed again at the conclusion of that time period.
Flag-Biarbu-LONG.png.9f2c95fc8719418c292407b58a9d274e.png

“Change the way you look at things and the things you look at change.” ― Wayne W. Dyer

 

Non-Actions:

  • Support conversion of any owned regions to Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • Support TP 3 Buyout from LSP.

 


Direct from Zachi itself, in conjunction with the Golden Phoenix, we now return the solar system to it's regularly scheduled programming...

 

image.png.699e00841deb616f6742ef995d50ca02.png

Biarbu Interplanetary Recreational Broadcasting

With Simulation Shows like:

  • Good Morning Badal!
    The epic tales of four Biarbu just doing their best to make your morning just a little brighter. Sometimes, important guests will even be featured, like Honored Astronomer Shing-Chen, or even... the Face of the Flock themselves!
  • The Bironian
    On the run, this Loyalist has two fates: Survive or Die. An action drama like you've only dreamed of that takes Rhine Stone all over the world and beyond, all to stay alive! With Biarbu sidekick Shiju Jo-jeen, can The Bironian escape? Find out on BIRB! Also starring Kashi Gold!
  • Keeping Up with the Kylokians
    A livestream of FACTS about the Kylokian Reign of Blood, direct for your viewing pleasure. Find out where they've raided, best guesses on statistics, and live commentary from local Biarbu letting you know how the strong survive!
  • Young Coedds in The Area
    A Simulation Drama of Romantic Comedy, starring up-and-coming Simulactors Shiong and Twolu!* {Legal Disclaimer: Biarbu Interplanetary Recreational Broadcasting has no connection to the Coedd faith, and while the research done for this Simulation is meticulous, BIRB does not claim expertise or accuracy for the tenants of Coedd, or indeed, the Coedd people. This show is fictional.}
  • The Fate of the Universe
    Speculative news, for all your needs of what might very well happen in the future! And now, returning after being gone for a decade, showrunner: Xion, the Steward! Twice a week, only on BIRB!
  • How Do You Pronounce That?
    Everyone's favorite gameshow! Test your knowledge of other languages and cultures by trying to say funny words the right way!

 

Make sure you subscribe for your very own Simulation Access!

 

image.png.699e00841deb616f6742ef995d50ca02.png

Get with the Program!

 


 

News and Rumors

 

  • The Golden Phoenix opens to a rousing success! With so many visitors, and so many amusements, there's an influx of requests to move to Gungsheen. The Face of the Flock themselves regretfully informs all applicants that the Nest of Renewal is not able to accommodate all requests, but has increased directed that the normal yearly migration allowance be increased by 10%. Which means it's possible, if Fate allows...

Ruler Information

 

The Shadow of the Flock, Ben Ying D M E F I  
Current 2 2 5 8 10  
Starting Stat 2 2 3 4 4  
End of Round 1 0 0 2 0 0  
End of Round 2 0 0 0 0 2  
End of Round 3 0 0 0 1 1  
End of Round 4 0 0 0 0 2  
End of Round 5 0 0 0 2 0  
End of Round 6 0 0 0 0 0  

 

New Ruler Next Round

Expected Stat Bonuses: +2 Faith

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 2

 

Techs:

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

 

Commander(s):

  • None Yet

 

Units:

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

 

Edited by Gengy (see edit history)
Name
Convert R1 to (Minority) Fascination
15
2d6+9 5,1
Convert R62 to (Minority) Fascination [+1 Size, +2 Support, -2 Distance]
14
2d6+9 3,2
Convert R12 to (Plurality) Fascination
14
2d6+9 3,2
Convert R17 Remove Holy Orders Vows [+2 Support]
18
2d6+11 2,5
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image.png.eb2df7828e2dfcf9d8869e26d8546f4c.png

 

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

 

 

 

 

 

List of Members

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

Charter of the Arkhive Æternal

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


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

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

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

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

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


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

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

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

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

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


Mutables
-Research produced or acquired by the Arkhive (including techs) is to be freely disseminated to all Members without discrimination.
-Physical holdings (including artifacts) are to be loaned out for three years at a time to Local Members.
-Members of the Arkhive hold joint responsibility for recovering overdue and stolen items and holdings (including TPs and Supports*)
-Failure to return a borrowed item by its due date incurs a fine of two (2) Treasure. A further borrowing period overdue will result in revocation of Membership and extraction of reparations as determined appropriate by all remaining Members and the Librarians.
-At their sole discretion, the Queen can forgive fines and pardon misstep.
-The Arkhive accepts all donations.
-Trade Routes will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-Cultural Exchanges will be distributed freely among Members, preferencing Local Members and those offering more generous donations (points system).
-At each Hexenniel Conference, the current Patron and the Queen may each submit a proposal to add, remove, or alter a single mutable point of this charter.
-Proposals to change the Charter are only confirmed by a 2/3rds majority of voting Local Members.
-No Patron may require the Arkhive to Adopt Faith.
-The Arkhive cannot hold, make use of, or act in any way to support the acquisition or use of involuntary (slave) labor.

The Arkhive cannot hold, make use of, or act in any way to support the acquisition or use of involuntary (slave) labor.

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

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

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

 


News and Rumors

The Freedom From Religion Amendment FAILS

The Fair Labor Practices Amendment PASSES

The long and short of it is Holding territory on Sansar makes you "Local"

Beedom of Information Act:

Beerocracy can be slow, but at times it is swift. Terms for the treaty are made available instantaneously upon request, almost like Lumaeus had kinda meant to be public and just forgot.

Ophion Stewardship Treaty

  1. -Agreement: GLO delivers 8 to ARK at the Elven Conclave.
    -GLO and BCC hold 8 as inviolable except in any way they both agree for the duration of this treaty.
    -If at the end of 4 rounds (end of round 8) GLO has met The Conditions, the territory will be returned to them or their designated representative at the fourth Hexenniel.
    -If GLO has not met The Conditions, the region will go to BBC or their designated representative at the fourth Hexenniel.
    -If it is unclear or debatable whether GLO has met the conditions above, a panel of representatives selected by the governments of [TBD with the Conditions] will privately decide if they have. Their decision will be considered binding. -The territory will be treated as territory of both BCC and GLO by the Arkhive for the duration of this treaty.
    -If BCC and GLO cannot agree on the terms of The Conditions by the end of the Third Hexenniel (Round 5), the territory will be considered by the Arkhive to be the territory of ELD and will be given to ELD by ARK as soon as ELD can accommodate.

Conditions

-GLO will provide significant military aid to BCC within the near-future for the purpose of replacing, punishing, or otherwise combating one or more Elect governments which engage in, enable, or encourage a significant level of coercive labor practices and/or the ownership of sophonts.
-GLO will acquire a non-coerced labor source by which region 8's need for labor can be satisfied, through non-coercive means.
-GLO will undertake the following reforms: {?(the last one is dependent on some talk with rocket about how the Moonmen economy and Zelfs work)}

 

 

Patron Actions
  1. Economy (Buyout 30.1): The Glix demand the seizure of compostables. What a great Patron!
  2. Diplomacy (Attend Event): Attend the Casino!
    1. Trade BRB Pesudogravity Engineering and Wet Navy Ships for Vacuum Adaptation
  3. Diplomacy (Attend Event): Attend the Dash!
    1. Gift Pseudogravity Engineering and Shrewd Business to TEA and to CUS.
    2. Gift Pseudogravity Engineering, Badalian Megadirigibles, and Shrewd Business to SEV.
    3. Trade HOB Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business for their new tech.
Arkhive Actions
  1. Dip (Raise Rep (EMP): Constance is a bit surprised by the campaign to send her to the Senate, and she sets up an exploratory committee. She heads over to the region 23 state fair in preparation for the primaries.
  2. Dip (Raise Rep (WTU): The Arkhive's anti-slavery motions are nothing groundbreaking. But perhaps they will still win some hearts among the Union
Non-Actions
  • Accept all goods, treasure, donations (unless specified).
  • Accept (and compost [DI]) Stage Trees from RATbois
  • Trade any techs people want where possible as a nonaction.
    • Shrewd Business to
  • Support all conversions which add a minority without removing any.
  • Hinder all conversions which threaten a faith's current rank.
  • Support buyout of 37.1 from ALF and support RAT buyout of Honeyed Words

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

"Buzz buzz, fam"

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

Diplomacy: 4

Military: 1
Economy: 10
Faith: 9
Intrigue: 3


Ground units: 1
Space units: 0
Treasure: 1

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

 

Realm Tracking

Economic:

Trades Route:

  • RAT

Income: +0

Trade Posts: 

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

Diplomatic:

Embassies:

  • LSP

Regions:

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

Faction Supports:

  • Region 46 - Government, Merchant, Media

Faith:

Official: Coedd

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

Artifacts:

  • The Library Card: +1 to Investigations

Hives:

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

 

 

 

 

 

 

Edited by Lumaeus (see edit history)
Name
Buyout 30.1
16
2d6+10 2,4
Raise EMP
12
2d6+4 3,5
Raise WTU
10
2d6+4 4,2
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Eilif Dhaoine
Round 6

Regions: The Reserve (25), Lassal (24), The Emerald Expanse (41), The Flowering Lands (42), The Solarian Plains (43), Eigh Mothaid (108)

Leader: Clagath of Deargabh
Diplomacy 10 Military 7 Economy 5 Faith 5 Intrigue 5

Actions

End of Turn Ruler Increases: +2 Intrigue

  1. Elevate Status to Stellar Power (Gain 2 Renown from Higher Power, being tied first) [Diplomacy 10] - Unrolled
    With a piece of Firmament finally in their grasp, the Dhaoine military have proved that they are capable of reaching out across the vastness of space and claiming territory for their own just as they have done on Sansar. Regardless of what foe opposes them, be they another of the Elect, or the Emperor himself, the Dhaoine will endure and strike back, and their grasp will extent to take what they want from Tekhum.
  2. Coerce TP2 of 22 [Intrigue] - 16, Success
  3. Coerce TP2 of 33 [Intrigue] - 10, Failure
    The attempts to strongarm small-scale mercantile operations to secure the resources those under the ever-growing banner of Eilif Dhaoine continue. The work in eastern Zabava goes well, ensuring a flow of new entertainment and games east across the sea to the Flowering Lands, but the attempts to secure a portion of the flow of drugs out of Coedd goes less well.
  4. Theft - Attempt to steal kha-Ujin's Siphon from KRB (Attempt and fail to repay 1 BRG Favour through Enemy of my Enemy) [Intrigue] - 8, Failure
    While the Knights sent on their quest by Eighbris before his disappearance continue onwards, others take it upon themselves to settle the balance with the Basu-Rahman Group and repay the organisation for the help provided to their peers. Taking one of those who attacked the Group's holdings seems as good a way as any, and a target quickly presents itself. While the Ilumined Utopian and Eucrus Alliance were...politically entangled targets, the Khylokians were both a much more free target and also had a good prize to go for - a powerful magical item. Unfortunately, the heist quickly becomes something easier said than done, and falls apart at an early stage.
  5. Secret Action [Intrigue] - GM rolled
    The band of Knights of the Dhaoine that had been seen in Badal a few years ago make a reapparance - this time in Veehra, sniffing around New Kildora.

Nonactions

  • Attend The Grand Opening of the Golden Phoenix.
    Cagairmòr takes Eighbris' abduction a little harder than most, and takes off to wander Tekhum for a while, as many sealga do. Her wandering eventually brings her to Shiwa Yun and the Golden Phoenix. The Biarbu had invited the Eilif Dhaoine government to send someone over to enjoy the Grand Opening, and while she hadn't cleared it with the officials back home...nobody else was here to claim that invite, so why not enjoy it?
  • Spend 1 BRG Favour.

     

News and Rumours

  • News that Coedd - well, those acting under the god-plant's direction (faithful or otherwise) - is taking action against the Imperial Embassy on Sansar sends the Eilif Dhaoine government into no small amount of consternation. The move was more or less understandable, they supposed - it was not like the Dhaoine had kept their disdain for the claimed authority of the Empire a secret - but nonetheless...it was a concern. Forces are pulled back from their posting supporting the Purifiers in an offensive on the Wyrmlands, plans are made to bolster troop numbers, and particular attention is played to securing ways of keeping the people happy closer to home...just in case. It wasn't yet clear what recriminations the attack may bring on Coedd, nor how many of those may also be brought on the Dhaoine for believing in Coedd's ways and also refusing Imperial taxation, but it was better to be safe than sorry. If the worst came to worst, they needed to be ready to stare down the Armada.

  • While there is a widespread outcry among the common Dhaoine regarding the destruction that has been brought to Basu-Rahman Group holdings across Tekhum, and many are concerned about the future of the Group, the Eilif Dhaoine government does not get involved at this point. With other problems taking their attention, and the volatility of the situation as a whole, the concensus among officials is that it is best to keep ties with the Group but not go out of one's way to help them at this point. The Knights of the Dhaoine, of course, are free to act as they like - the deals struck between knights and BRG officials are not going to be impeded, nor are the efforts of any knights to act in the interests of the Group or strike against their enemies.

  • Eighbris' abduction is a concern for the Knights of the Dhaoine, but between other concerns and the fact that finding him would require scouring all of Tekhum with no lead, no major rescue attempt is launched. The common opinion seems to be that they'll recieve a ransom, or some other kind of demand or plan involving Eighbris, and then they'll be able to act. The fact that so far nothing has happened is...rather concerning, really.

  • With the scattered communities of the Solarian Plain brought into the growing territory of Eilif Dhaoine, it was time to make good on some promises on both sides. Those of sufficient skill and standing back home who wish it are granted the status of Knight of the Dhaoine, giving the Plains a voice in one of the most important organisations within Eilif Dhaoine, while the Solarian communities contribute a portion of their soldiers to the Eilif Dhaoine military as counterbalance. The Solarian auxillaries are an odd lot, many of them sharing in the...uncooperative ideologies of their homeland, but Giomad finds a place for them bolstering the number of outriders and scouts - roles which mostly required enlisted ex-sealga most of the time - supporting the main force of lannan. That way, they could have the freedom of movement and reduced reliance on the chain of command they want, while still proving useful in warfare. While some still ride the mounts or motorbikes of their homeland, a few adopt Dhaoine-built light crawlers to give their detachments a little more punch in a fight.

  • While the supply of synthetic proteins from Anjahar (used for medical research in several Emerald Expanse cities with an eye towards giving the kalee population greater disease resistance and ability to treat the diseases that inevitably crop up in that jungle) has experienced some issues in recent years, Eilif Dhaoine officials are confident that those problems can be handled sooner or later...and as such have a problem with the Bironian Bulwark's aggressive attempts at cutting the Eucrus Alliance's access to their own products. A warning is sent to the Bulwark that an attempt to cut off medical supplies from Eilif Dhaoine citizens and companies by interfering with friends of the Dhaoine will not be looked upon kindly.

  • While the aforementioned issue brings the Bulwark to the attention of many in Eilif Dhaoine, a few Knights of the Dhaoine are caught on camera appearing to mock the country, laughing at how they take the role of crusaders for freedom while also shooting any of those who voice dissent with the direction taken by the country's leadership. For the Knights of the Dhaoine, many of whom were once free-roaming, troublemaking sealga, such a stance is rather amusing - references to the cannons of acceptance become a bit of an injoke for a few months. Before long, though, the knights seem to get bored of the joke and move on to new topics.

  • News that the House of Fire is taking control of the part of Zabava that had previously been taken by the Eucrus Alliance is...somewhat alarming. It was a known thing that Mekhalans are strong supporters of the Empire, veering on fanatacism at times, and the House of Fire was an exemplar of that attitude. Them owning territory on Sansar, so close to the Dhaoine...given their current disagreements with the Empire, it was a concern.

Statistics
Unit Count: 2 Ground, 1 Space
Treasure: 0

Country Information

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

Heir: Scorcha of Deargabh (Dynastic)
Diplomacy 3+2 Military 3+1 Economy 1+1 Faith 3+1 Intrigue 4+1

Diplomacy

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

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

Unit Cap: 14 (4 + 6 regions + 4 support)

Government Support: 24, 25, 43, 108

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

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

 

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

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 3
Treasure Rate: 0

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

Mercantile Support: 25

Arcologies
None

Trade Routes
None

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross Badal's cloud sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes

 

Faith

Media Support:

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

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

25 - Integration
43 - Confederation

Total Passive Effects

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

Actions:
Renown: +1 to Establish Claim and Press Claim
EMP Rep: -1 to Establish Claim and Press Claim
WTU Rep: -1 to Impress Merchants
BRG Rep: +1 to Investigations (+2 w/ BRG Support), +1 to non-BRG Raise Rep

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

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

Edited by volthawk
Didn't get those org writeups done in time in the end (see edit history)
Name
Coerce TP2 of 22 (2d8 CI; Intrigue 5)
16
2d8+5 6,5
Coerce TP2 of 33 (2d8 CI; Intrigue 5)
10
2d8+5 4,1
Theft against KRB (Intrigue 5 - 2 distance)
8
2d6+3 1,4
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Arvaxine Populate (AVP) - Round 6

Leader: Edrajek, President

Stats:
DIP 2
MIL 8
ECO 4
FAI 2
INT 6

 

Bookkeeping:

Regions Controlled: 1 (54) for now...

Trading Posts Controlled by AVP: 3 (Deuterium TP2 R54, Deuterium TP2 R54, Union Crews TP2 R59)

DIs: Laborers (filled)

Fortresses: 1 (R54, "The Cage")

Regions with Belief in The Way of Returning: R54 (Majority)

Ground Units: 3

Space Units: 3

Treasure: 3

List of Techs: WNShips, ACPsych, IVMod, AI, ArcAmp, Fusion, XLCatalogue, DHardening

 

Actions:

ECO - Colonize Region 72 - 2d6+4 (+1 Treasure, +1 Seek Aid, Dust Hardening) TN 12

Region 72 does not appear to be inhabited, but there may yet be value to be found in it. Perhaps it holds resources, or even a lost underground bunker for the Arvax to assimilate. And even if it is nothing but sand, it'll be the Populate's sand.

MIL - Attack Region 59 - 3 Ground Units led by Leader, 3 Space Units led by Subcommander, Transport by Space, Overwhelming Tempo

When all is said and done, the WTU may remain an autonomous enclave within our borders, truly, we do not wish them any ill will. But they must understand, they are not here to supervise us. No, we are here to supervise them.

MIL - Raise Unit (Ground)

It's a wonder what one fortress can do for the local military industrial complex.

FAI Seek Aid - Colonize Region 72 - 2d6+2 TN 10

I would say "godspeed colonists", but there are no gods in the Way or Returning, and travelling fast is pointless when all things come in due time.

ECO - Raise Treasure

 

Non-Actions:

TBD

Edited by DnD_fan (see edit history)
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purifier shrine flag edit.png

 

Glorious Purifiers
Ruler: Titania
Diplomacy: 8
Military: 7
Economy: 3
Faith: 2
Intrigue: 9
Stat Growths
+1 Eco, +1 Int

Ground Units: 3 Space Units: 4

Ground units defend whatever tps necessary to resist sacks.

 

Treasure Paperwork
Spending 1 Treasure on actions, Gaining 1 Treasure from income. Potentially -1 for a resist which I presume is happening.
Expected Net Change 3 > 2?




Actions

Mil: Invade Region 37
Dive up leagues into space and come down landing for an assault, bypassing mountains and making for a spectacular display. Giant storms of titanic monsters crashing into the earth, snaking around the region and encoiling it within their war frames.

Space Front
4+1 [5] Space Units, Admiral 9 Aka Cascade
Using Tactical Doctrine Measured Advance (-10% to both sides casualties)
In accordance with an agreement to honorable combat between the Ducal Diplomatic Corps (HOF) and the Purification Council (GLO).
Rough Summary: Fluff limitation to restrict fusion weapons in orbit, both commanders use Measured Advance, keeping hostilities to the upper orbits rather than anything that might drop down or through.

Apply Orbital Superiority to the battle in 37 and also in 38, should the native defenders intercept ALF.
Accepting additional help from RRE and helping them transport troops to the landing zone.



3+2 [5] Ground units, General 5 Millenium Zell (Heir) (who will be spectating from afar and manning artillery, given another general is taking point).
Accept additional RRE help, with Aíne Uistein leading the battle (Mil 9 commander), using Measured Advance (-10% casualties for both sides).
GLO still getting control of the region upon a battle victory.

 


Eco: Build BRG Base 1/3 (In region 44)

Eco: Build BRG Base 2/3 (In region 44)

Int: Build BRG Base 3/3
(In region 44)

Int Secret, spending Treasure




Non-Actions


Oppose all unauthorized Buyouts, Conversions, et all.
Have all government supports fire upon unauthorized entrants to suffer them 1d3-1 Unit Losses.
Authorize all conversions to Coedd the religion.
Authorize all actions taken by Glorious Purifiers [GLO] (obviously).
Contribute fluff action to Coronal Catalogue of Duelists (see the Heliotrope Broadcast segment labeled as such).
Contribute fluff action to The People Want Action (see the regular nonaction segment labeled as such).

Spend 1 Treasure on the resistance roll to avoid losing BRG rep if necessary.


Titania has a coming-of-age ceremony, where she hits normal human adulthood. This is worthy of a grand hallmarking, even if Purifier culture doesn't consider somebody properly 'elder' until much later. Unlike many other glorious affairs and spotlights in the public, she spends approximately three off the air with a few loved ones and friends in a domestic vacation away from the responsibilities and duties.

Unlike many other things in her life that get covered by media primarily but not solely on the Heliotrope Broadcast (such as her being The Player in the grand opening of the Golden Phoenix, this time is an utter and absolute blackout where nobody knows her presence. Holly Heliotrope personally warns that anybody attempting to pry even a little will be tracked down and wish they had met a fate of execution.

 


Introduce the Millenium Zell to the public.
(Dynastic Heir that rolled 2 Dip, 3 Mil, 2 Eco, 4 Fai, 4 Int)

The heir that Titania has chosen is a strange one, but one that makes natural sense given the course of events. She herself was a natural combination of memories and birthrite of the Moonmen, her successor should continue that trend. Not just for the Moonmen, but for those they have created. The Millenium Zell has been gathered from a mixture of legends and embodied into a Zelf human hybrid, one that receives inputs and thoughts from the collective votes and thoughts of the Zelf populace in order to operate. A definitionally elected representative, although one that needs training data and a constant stream of souly filled fuel to prosper and function properly.

She's a little wonky right now, and is very much looking forwards to her first outings. Her eyes shine with determination. The girl marches onwards to liberate all sentient beings that spark with soul matter.


The People Want Action

People differ greatly on what constitutes acceptable policy for workers, this is something that the Glorious Purifiers have increasingly worked to understand over the past decade. The Veehran way of doing labor is so offensive to sensibilities within inner orbits that merely bringing the people to Badal erupted a tremendous response of violence. Fortunately with the Union, suggestions from the Purifiers, and other orbits coming together a better practice and culture can be imported.

Really it is the culture that is most suggested. Something where the workers get to choose their own jobs from amongst a wide set, both on what they are best capable of and of what needs to be done. An organizational live in community for the citizens of the newfounded area. One that provides everything for them, living quarters, entertainment (provided by HTB), food, their own service industries for trash delivery and the like.

It would definitely require a complete upheaval of whatever was there before, and the how is a little difficult to pin down in precision, but the Purifiers would be willing to help clean up the mess and restructure the system that is already in array from the military conquest and from the sacking that ravaged the systems, but all the better to come in and create a new community with Sansar and Baldan standards of civility and bounty.

The Purifiers also have little hope that they would truly be welcomed in, given that Snaking Snews has taken a hostile stance towards its news rivals, but they are willing to offer cultural aid and suggestions for a tightly woven family unit the people of the region can all choose to become part of. They also have every belief that the sorcerer lords will obtain the capacity to guide the labor well.


A general dossier on Anna Kremhild has been requested, and information will inevitably make its way into the hands of those that wield it. The fleets of the Glorious Purifiers are comparatively small in number, and even small in scale compared to most of the vast, vast ships that often go through the stars or that hail from Mekhala. However, the ships absolutely dwarf any given crewmember and they seem to have a literal life of their own. Often favoring stealth and getting in close for melee while thriving in difficult terrain or circumstances.

There is also a good deal of magic and machinery involved to foster said circumstances, at these ranges in orbits even slight flux in calculations can throw bombardment calculations wildly off. If the fight were in pure space then this might be an extremely favorable matchup for the House Of Fire. However, getting close to the proverbial and literal jungles of Sansar might make a mosh pit out of everything.

Anna herself, aboard the avaLance,has the ability to both create and thrive in these environments. Fighting her leviathan and crew inside of a ship is akin to fighting hand to hand with grenade launchers. She has always come out on top in most contests, even those that turned into long range artillery fights, and while she does not specialize in them, she knows sufficiently how to offensively engage in such. This is her first true non-simulation fight against a massive fleet from another elect, in a war scale near the biggest that has yet been seen.

If foreign duels and customs of honor are presented, the Purifiers will listen and discuss.

Anna, A Personal Detailing

A prominent member of the community in terms of strategy back when war games were just games played between the small factions and preparation to take out larger kaiju within the Moonsoul Mountains, as well as strategizing online and becoming a prominent member. She served largely as backline strategist and as a medic, repairing and crafting the literal kaiju that would swim the unique lands, and eventually retired from her more frontline role to help teach up a new generation.

Now she has codified her methods, placed the knowledge down, and plans to explore this wondrous new sea in the stars of far more infinite size. Strategy is universal, however, and lots of these places are ones she knows from the InterPlaNet anyway. She's a minor celebrity in tactics even outside the Moonsoul mountains and has been known to use her processing power to crush enemies through raw efficiency.

Her bonded Courtship is called avaLance, in the approximate shape of a Pelican Eel with dangerous jaws and a plasma cannon in the center, energized by drawing in all the surrounding heat. Spitting up and gnawing on more debris and parts to store it, which can sometimes include very risky fissive material to projectile swat onto enemies. Often, the trash thrown in the way of the enemy itself has primitive weaponry and ai, like hurling Titanium Elementals at enemies through a catapult, but instead of magical constructs it's AI guided missiles and weapon platforms and plasma balls.

Avalanche Tac Doc Fluff

For the first time in forever...

She's titled Cascade for a reason. Build up a significant amount of magic, and in more recent times technology, cannons, raw masses of metal and meteor. Put them into place swiftly, scope your enemies out. Hit things with overwhelming force with an emphasis on damage. The chill that comes from haphazardly setting ships to suck the heat out of everything can delay certain strategies, especially from those less knowing or capable of working within the environments. However, war is a zero sum game, and dampening the environment with technologies and magics to pull energy and reutilize it into weapons is a win-win.

A strategy centered around the Avalanche doctrine tends to use forces comprised of large disposable and low cost low life manned crewships with segments of elite strike forces to slam the most damage into the enemies that are stunned and prone to making mistakes in novel circumstances.


The mass of gears spiraling across the mountains, moving steel, fashioning bars. Little shadows of plants and sealife pulling their weight, constructing trucks to construct cranes to construct walls to construct a base. These hilltops, once comparatively barren but for stone and wind, not hold a mass of infrastructure, one that spreads far past the literal holdings and cut of mountainscape that have been sequestered for the Basu-Rahman to stay at. Underground locomotion. Above ground towers and wires. A literal jungle of steel, fashioned in the shape of plants, looking a dull steel gray yet so vibrant and full of life.

Thousands of tendrils and hands pour out from a central mass. The tree like organism roars with magma, molten energy from the core of Sansar, pouring out like maple syrup from the edges and holes to feed the leaves. All the industry would be a slow process, were one to observe it from above. Yet there is something metaphysical about this utterly mundane work, as the structures build higher and higher. One would expect waste, but there is no steam or compost or excess. All of it, in one way or another, gets folded into the work. Carbon is carbon, life is life.

 

"Lord Titania."

The processes slow, the giant gears, several the size of a human apartment complex, turn their attention like eyes onto her. It is Cascade, a Moonman who despite being a sorcerer and a powerful admiral in her own right, is dwarfed by the presence formulating here. She stands before the tree webbing of steel, baring a grin and crossed arms.

The larger effigy, meanwhile, has a voice over speakers, and a mixture of genuine roots with steel wires that coils around the admiral.

"... why do you call me lord?"

"Because nothing else will get your attention. The Fiorid nobility is contesting our control of the mountains and the lands beyond, they're shifting their war front back from the moon to contest our reaches."

"Do they march on us here? Now?"
"No, b-" "Then I will deal with it later."

"For Talan-stop playing with your toys! We have a war to fight, you need to be up to date! You've already built the thing weeks ago and you said you'd see to the war later then."

"The fact that you think this is done is precisely why I am spearheading this project personally. Your wars of dirt can wait. I constructed dear Zee to help with the more mundane administration, while I handle the cosmic matters. You know it takes me hours to shift states, and days to truly get into a rhythm."

"And the House Of Fire is involved."

The gears slow.

"They aren't messing around. They're bringing a fleet bigger than ours, though we'll see about better. We need you to be updated on the situation."

"... very well. We will discuss in six hours, when the stars are bright. I have some final adjustments to add, some things to shorthand if I am truly to leave things in this semi complete state, plus the usual time to become merely little Titania again."


 


heliotropebroadcast.png.f2b8b41b0b5ea41ecab7e0b92927e349.png


 




soulgoe.png.55e1f15721d549b1bf5d9ee418a8bc8c.png


 


Coronal Catalogue of Duelists

It's time to do a lovely little segment of planetvision involving the most elite fighters of weapon cultures gathered from across the globe. I and many other Moonmen regard there to be higher arts such as meditation and magic, but a whole lot of you folk fight with sticks and stones and broken bones. So for those of you who don't have words to hurt people, here you go. We're going to be broadcasting the duels between several Zelfs and other combatants in miniature competitions for fun, displaying and deducing together who would win a death battle!*

*Not actually a battle to the death.
 

The empire is willing to come spectate and come investigate these methods of war, we know you rich people want to donate, but are too shy to even be seen linking up to my personal page. Our Zelfs have the finest in medium scale field arts shown from around the globe, conjured from the fallen who were beaten in quite unfair methods. Pick your favorite! We'll be handing out rewards to the flashiest fighters that win the polling at the end, so that way you can be sure they'll give a spectacular show.


I gave the warnings. I plastered the signs. All ye intruders on this week of slumber for my lady Titania shall receive what's coming. We can't display her wholesome events, but some of my more ... hideous and gruesome associates can show you exactly how we deal with high level crimes.

Not directly done by or endorsed by me, Holly, personally, the Heliotrope Broadcast is a wholesome and chill place that is a relaxing alternative to , and I don't have the stomach to do much of what's pictured.

Rated
PC-M for Passcode-Mature


(Passcode Mature being a rating which means you need to provide evidence of being above the age of consent to view this content as well as a modest monetary payment, and that it is a magical one-time viewing directly to said person.)


HeliosHospital.png.067e6ef4832c05725bb51cfa44266a3d.png

Welcome welcome! After years of steady work on the smaller scale, we are proud to introduce
Helios Hospice
to the general public. An organization built on delivering medical care to soldier and citizen alike. Each Moonman within having sworn an oath of non-interference with wars going on, on a mission whose designed express purpose is bringing the injured and dying to safety and optimal condition. We will be visiting battlefields across the orbits in a more official capacity, during battles rather than after battles, and bearing emblems of identification. We have already saved thousands of lives, and that's just the start, because our medical improvement plans don't stop at just picking bodies off the space-floor. We have a comprehensive, long lasting mission to ensure the brightest future imaginable for all of Tekhum.

Together, we can make a change.


Helios Hospice is a subsidiary of Heliosphere Enterprises. Non-interference oaths are temporary, limited scope to official wars involving one or more Elect, time restricted with continual monthly renewal. Helios Hospice bears no legal responsibility for deaths, injuries, or other abnormalities occurring during or after their operations. Individuals have first pick of where they are delivered to upon recovery, Helios Hospice has no obligation to deliver anyone to a final location against their will. All gathered cadavers are property of Helios Hospice. Smaller scale hospice operations will continue during times and places without major wars, and terms may vary slightly or significantly from those presented for wartime operations. Those receiving clerical care from Helios Hospice may be subject to oaths including but not limited to the oath of non-interference. Those receiving clerical care will be excised from the battlefield and brought to clerical centers.
 


The Basu Rahbellion

Special attention will be given to the alliance the Soom Clan whips up to put down the revolting citizens. Coverage will be wide spread, and while we hold out hope that truth and honor will prevail, the brutal truth is that such things may not be likely. We rushed production on Helios Hospice to have it be ready for this senseless slaughter, ready to protect as many people as possible. No, we will not have Helios Hospice act against nonviolent enemy wounded. Yes, we will be broadcasting the event as much as possible. Stay tuned for more updates.


Releasing soon: New wargame maps based on all the tactical information and regions gathered up from observations. Coming both in hyper realism, where the relative advantages come into play of each side, and balance patch, where you can play as each faction in a pvp matchup! Cassst your own sssnnaaaking sssspelllssss. Maraud all over the place. Play as the explosive Khylokians and banebust all over your enemies.


 

Edited by Rocket Relm (see edit history)
Name
Stats for Dynastic Heir (Dip-Mil-Eco-Fai-Int)
15
5d4 2,3,2,4,4
Secret
9
2d6 3,6
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The Bafatis Dynasty (BAF)

Round 6

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 in Veehra
Duke Cinra Bafatis
Diplomacy: 10
Military: 5
Economy: 7
Faith:2
Intrigue: 2

Actions:

1: [Diplomacy] Special 10, Build a space habitat around Veehra (called Themis)

2: [Economy] Buyout TP66.1 (spellbooks, TN12) 14, success

3: [Economy] Buyout TP 69.3 (Hematite, TN12, support from MSQ) 15, success

4: [Economy] impress merchants in region 70 (I have the DI) (TN12) 11, fail

5: [Economy] Buyout TP 93.1 (Well-Fed Animals, TN12, -1 distance) 13, success

Non-Actions:

-contest all buyouts or takeovers unless otherwise specified

-support the buyout of TP71.3 by MSQ

-Sign up for the Exploration Alliance of Tekhum (E.A.T.)

-propose plan for The People Want Action (see below in spoiler)

 

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: 1/5

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: economy +2
Diplomacy: 10
Military: 5
Economy: 9
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

Seeing that they needed some extra trade, the Bafatis trade unions move into Mekhala to get some meat and other animal products, as well as continuing to get the spellbooks in 66 and trying to bring the merchants of region 70 into the trade unions.

 

diplomacy:

After years of construction, some of the Bafatis orbital spacedocks had been growing so they could build bigger and bigger ships, adding not only spacedocks but also sleeping quarters for the workers. More and more people had gone there to provide services to the workers. Now a construction project was started to build an even bigger station, where the biggest fortress ships could be build, but that could also be called home for millions of people when finished. The University of Voletha also build a bunch of labs in the new station to do zero-G research.

Space station Themis

image.jpeg.a41b3857a1013c799903bfdff5e22851.jpeg

 

Org actions:

The People Want Action

The basic plan has to be to provide education to the people of the region so they can not only find better jobs, but also be less vulnerable to punitive contracts and human trafficking because they recognise the dangers of such contracts. To this end the Bafatis propose and are willing to help with starting not only a university, but also a number of professional schools where people can learn a trade that will help them, together with other partners (we are aware that everybody has their strong and weak points, so we propose to have experts from all over Veehra to come teach here). We are aware that this will take some time, as education is not something that is done in a hurry.

The Bafatis are also willing to supply industrial machinery to boost the economy in the region, making it also less necessary for people to find jobs outside their own region.

 

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
2.[Economy] Buyout TP66.1 (spellbooks, TN12)
14
2d6+7 1,6
3.[Economy] Buyout TP 69.3 (Hematite, TN12, support from MSQ)
15
2d6+9 4,2
4: [Economy] impress merchants in region 70 (I have the DI) (TN12)
11
2d6+7 2,2
5: [Economy] Buyout TP 93.1 (Well-Fed Animals, TN12, -1 distance)
13
2d6+6 3,4
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