Jump to content

IC Thread


Minescratcher452

Recommended Posts

Sorcerers of New Kildora

 

image.png.b76aa4069f85ef23daedb869a94bdccf.png

Leader: Doomweaver Serpent

Diplomacy: 9

Military: 6

Economy: 1

Faith: 8

Intrigue: 3

 

Actions:

 

1. Diplomacy Sway Government Support Region 107

2. Military Assist the Defense of Region 55 with 3 Space Units and 3 Ground Units

3. Military Raise 1 Ground Unit

4. Military Raise 1 Ground Unit

5. Military Raise 1 Space Unit

Non-Actions:

- Resist Conversions and Buyouts Unless Noted otherwise

 

The Only Channel for Truth and Freedom on Veehra, From Veehra, and with Veehra

image.png.936558c52909ae08791d9f439575ae0c.png


 

 

Embassy Actions:

None

 

Edited by Tychris1 (see edit history)
Name
Sway Government Support of 107
17
2d6+10 2,5
Link to comment
Share on other sites

Soom-Clan Marauders
Chieftess Varsa Soom
D6 | M9 | E5 | F4 | I2

News and Rumors
- None yet

 

[Diplomacy] Sway Government Support in Region 106 - It was clear now that they'd taken too distant a hand with Mraza. Let them self-govern while the Soom treated their lands like an extension of their own roam. This was hardly grassroots rebellion, but the ground had to have been fertile nonetheless. Mraza had been watered in blood, but it was urgently clear that a tighter grip was needed - local integration and infiltration.

[Diplomacy] Sway Media Support in Region 75 - This misstep would not be made twice.

[Military] Raise 1 Ground Unit - ?.

[Military] Attack Rebels in Region 55 with 4 Ground Units led by Warlord Sigrid and 1 Space Unit - ?.

Coalition Details

Space Front: Subcommander Palu Soom cedes command to Admiral Seraphine(+9) using Master of Arms (+1 to Battle) to establish Orbital Superiority - +1 SCM Space Unit, +1 TWI space unit, +3 SNK space units, +3 ISH space units, +9 Commander, total +17 before TacMan. Tactical Doctrine: Master of Arms (+1 to Battle)

Ground Front led by General Warlord Sigrid(+10): +4 SCM Units, +2 TWI units, +3 SNK units, +2 ISH units, +10 Commander, total +21 before tacman and superiority. Tactical Doctrine Measured Advance (-10% casualties for both sides).

[Economy 5] Establish Arcology in Region 55: The Red Station (+1 to Sway actions) - Some would call her mad for trying to construct something like this in what amounted to an Urban Warzone. Maybe Vee Soom was a little mad, but this was her project and she'd do it how she wanted - and right now, the iron was hot. They'd looted millions of Kroesids' worth of broadcasting equipment from the Agnai Incorporated holdings in Farkas, and on her order they'd been taken to the Dome-City of Kazha to be repurposed in a new set of structures, of similar purpose - a vast Broadcasting Center for the people, and not for some Corporate Leech.

- Sub-Action: Claim 1 Treasure from Project Sunrise

- Sub-Action: Claim 1 Renown from Built to Last

 

Non-Actions
- Support ISH buyout of TP 74.3 Energized Chrysoberyls

Embassy Actions
-

Ruler Info

Chieftess Varsa Soom
Diplomacy: 6
Military: 9
Economy: 5
Faith: 4
Intrigue: 2

Expected Stat Gains: +1 Diplomacy, +1 Military

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

Additional Notes

New Ruler Next Round?
NO

Military Units 5/10
- Warlord Pandar
- Warlord Hur
- Warlord Mun
- Warlord Sigrid

- Carrier "No Truce with the Furies"

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


Relics:
- No

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

Embassies and Trade Routes:
- Embassy with New Kildora

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

Renown 1

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

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

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

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

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


[B]Trading posts (3 [6], 1 treasure/round)[/B] (mercantile supports: 73, 74)
- 74 (Energized Chrysoberyl) TP1, TP2
- 73 (Silver Serpents) TP2


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

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

 

Edited by BladeofOblivion (see edit history)
Name
Sway Region 106 Gov Support
11
2d6+6 4,1
Sway Region 75 Media Support
16
2d6+6 6,4
Link to comment
Share on other sites

 

 

 

 

The Dwarven Industrial Coalition

Chief Executive Hammond Durham
Diplomacy: 6
Military: 10
Economy: 7
Faith: 2
Intrigue: 2

New Ruler Next Round: Chief Executive Martin Cooley
Diplomacy: 4+1
Military: 3+1+1
Economy: 3
Faith: 2
Intrigue: 4+1

Regions
The Central Claims: 97(Capital)
Mel-Tori: 90
The Iron-Clan Halls: 95

Actions

[MIL 10] Create a Technology: Cyclone Phased Laser Arrays.

Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

Networking the targeting and focusing apparatuses of thousands of small laser weapons together and using enhanced shipborne fusion reactors for power creates new energy weapons of increased accuracy and firepower.

 

[MIL] Raise a Ground Unit

 

[ECO] Buyout Region 96 TP 1 for Space Amoebae

+1 from recent Expedition

The Dwarves have shown interest in purchasing newly discovered amoebic lifeforms. No one is quite sure why, but rumor has it the dwarves think they're cute.

 

[DIP] Attend The Mekhala-Veehra Dash

Subactions

Accept Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business from the Arkhive

Give Cyclone Phased Laser Arrays to the House of Brimstone in exchange for Thaumonuclear Reactor Cores

Give Cyclone Phased Laser Arrays to C.A.S.S.I.O.P.E. in exchange for Android Industrialization

 

[DIP 5] Create a Cultural Identity: Industrial Advantage: 2d8 on Buyouts.

The Industrial Coalition is skilled in leveraging its financial power to get its people what they want, when they want it.

 

Embassies

Trade Routes

Non-actions

 

News and Rumors

 

Bookkeeping

Characters

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

Reputation

BRG 1:

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

REN 2:

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

Military

Units:

Unit Cap: 4 + 3 [region] + 3 [govt support] = 10

Ground Units: 3

Space Units: 4

Total: 7

Generals:

Admirals:

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

Military Technologies:

Economy

Treasure:

0/5

+1 per round

Trade Posts:

(S) indicates merchant support

Crystal Weave: 88.3

Ice: 97.1 (S)

Laser Rifles: 95.1

Meltorian Ale: 90.3

Civilian Technologies:

Aclaustrophobic Psychiatry

Algorithmic Imagination

Arcane Amplification

Fusion Power

In Vivo Modification

Vacuum Adaptation

Xenolinguistic Cataloguing

 

Edited by bc_56 (see edit history)
Name
Heir Stats
4; 2; 3; 2; 4; 3; 1
1d4;1d4;1d4;1d4;1d4;1d4;1d4 [4]; [4,2]; [4,2,3]; [4,2,3,2]; [4,2,3,2,4]; [4,2,3,2,4,3]; [4,2,3,2,4,3,1]
Buyout 96.1
14
2d6+8 1,5
Link to comment
Share on other sites

The Counts of Mirage

image.png.03b43f6e6aa532e6909a4fe5863bedd2.png
 57 in Veehra
Mirage Septimius Varoo
Diplomacy: 2
Military: 5
Economy: 6
Faith: 1
Intrigue: 2

Actions:

1:[Military 5 ] Recruit a General: Knight Pembroke 9

With rebels and other electors militarising to alarming decrees, Septimus Varoo brings his childhood friend Trajan Pembroke to the status of Knight, a very unorthodox move, considering they are merely the scion of a Laird, and moreover human. However Pembroke's skills and grasp of manoeuvre warfare keep the other Counts at bay until he is tested on a battlefield.


2: [Military] Recruit a Land Unit

With his new Rank, Knight Pembroke, seeing an opportunity organises a militia and reservists from those who operate Peludo rail. While they operate more as a logistics core, their grasp of heavy machinery does allow them to work wonders with cavalry of all sorts.

3: [Economy 5] Industrial Investment Region 34

Seeking new frontiers, Mirage Varoo quickly sees there is very little in regards to medicines an Veehra, or for that matter, the Empire as a whole. Sensing an opportunity he organises an expedition to Sansar to one of the backwaters, to jump before the market catches up.

4: [Economy] Impress merchants in 59. spending 1 treasure (With Davisonian paints) 17

It is just as well that the Union hopes to unionise all workers, and the Mirage wishes them luck. however, to help keep relations cordial, as well as begin to flex some of their economic power, the Mirage organises a group to extend an olive branch to those merchants of the region, who share a similar taste in fashion to the masklanders.

5: [Economy] Extend Rail to 68

The rail is now greatly shoring up, but Peludo rail will not rest until they have put rail all across Veehra.

 



Non-Actions:

Resist all Buyouts

The People Want Action: The Counts find that, although they will need continued vast amounts of Labour to fund Peludo rail, they are willing to consider some...concessions as long as those who labour continue to work. Primarily they note that it is the lack of opportunities in their own lands, and their governments historic allowance of such a system. Therefore improving their internal opportunities, and getting all the regional factions on board would be needed.

 

 

 

Bookkeeping

 

Trains

Train Lines in:

53 (built by MSQ)

54

55

56

57

58

59

69 (Built by MSQ)

Military

Units (cap 6): 3 Land, 1 Space
 

Gralvin Station: Fortress in 57

Economic

Treasure: 3/5

Trade Posts Owned:
57 TP1: Tungeston

57 TP2: Tungeston

55 TP1: Mzarite Crystals

68 TP2 Polymorphite

70 TP1 Corvee labour

53 TP1 Sorcerous Swords

61 TP2 Tripedal Mecha

64 TP1 Davisonian Paints

 

Technology

 

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry

 

Anti-Gravitational Rail

 

Edited by Tentreto (see edit history)
Name
Sahara Varoo stats
12
drop(7d4,lowest,2) 1,1,3,1,4,2,2
Knight Pembroke
9
1d4+6 3
Impressing 59 Merchants with Treasure and Paint
17
2d6+7 5,5
Link to comment
Share on other sites

chemtrails.png.58c78fbff853d8ce410a9e2d6fba3b41.pngHOBBanner.png.b89437730b8b87c39d73a03771e67fd0.png

The Most Sacred House of Brimstone

Capital: Kish (79)

Zabir, the Archmage of Kish

Diplomacy 2 | Military 2 | Economy 10 | Faith 6 | Intrigue 2

With great effort, continued excavation into Kish uncovered ancient treatises on 4-dimensional runic cascade confinement, the missing piece to needed to recommission the ancient cores in the derelict ships that make up the ring.

Further abroad merchants hear rumors of war and all the shady dealing that goes with it. Rumor has it that pirates are strong arming Kish's trade partners over superconductors. Sure would be a shame if a better trader undercut that deal after they went through the effort.

 

Actions
  • [Economy 10] Invent Technology: Thaumonuclear Reactor Core
    • Required Resource: Fuel

      The Core Seers have rediscovered the ancient mysteries that fueled their ships in the lost age of expansion. The Core is a miracle of arcane science, a 4-dimensional mesh of runes wrapped into the shell of a fusion reactor to recreate a sun in miniature. In addition to the pure heat that is put to work driving turbines, the Core acts as an artificial leyline producing vast quantities of arcane energy.

      Effect: Allows travel beyond the great gulf into the outer system.

  • [Faith] Convert Dur-Shalkhir with support. Create a minority of Imperial Cult in Region 76. [Success]

  • [Faith] Convert Mek-01 with support. Create a minority of Imperial Cult in Region 77.

  • [Faith] Convert The Parrot's Perch. Create a plurality of Imperial Cult in Region 84.

  • [Diplomacy] Attend the Mekhala-Veehran Mad Dash.

    • The Archmage travels in person to demonstrate the power a properly maintained thaumonuclear reactor core in the extreme race.

    • Sub-actions:

      • Trades:

        • Gift Thaumonuclear Reactor Core technology to the House of Fire.

        • Gift Thaumonuclear Reactor Core technology to Cape Ushere.

        • Gift Thaumonuclear Reactor Core technology to the Llort Society Protectorate.

        • Trade 1 treasure and Thaumonuclear Reactor Core technology to the Castaways of the Loop on credit.

        • Trade Thaumonuclear Reactor Core technology to the Dwarven Industrial Coalition for Cyclone Phased Laser Arrays.

        • Trade Thaumonuclear Reactor Core, Arcane Amplification, and Nuclear Fusion technology to C.A.S.S.I.O.P.E. for Android Industrialization and Algorithmic Imagination. The Archmage agrees to the EULA.
        • Trade Thaumonuclear Reactor Core technology to the Arkhive Æternal for Aclaustrophobic Psychiatry, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business.
      • Agreements:
        • The House of Brimstone signs EAT.
        • The House of Brimstone joins the Arkhive Æternal charter.
Non-Actions
  • Support conversions to the Imperial Cult, resist all others.

 

Edited by zabbarot (see edit history)
Name
Convert Minority of Imperial Cult in Region 76 (supported)
14
2d6+8 5,1
Convert Minority of Imperial Cult in Region 77 (supported)
11
2d6+8 2,1
Convert Plurality of Imperial Cult in Region 84
11
2d6+6 4,1
Link to comment
Share on other sites

Faction Tracking

Round 6

Region writeups

Rules

“Once you have taken over a region, you will need to write it up in the same manner as you did your first region. If you do not do so within 2 rounds of acquiring the region, barring extenuating out-of-game circumstances, the region's factions will progressively become rebellious due to your neglect, and Sway or Impress actions to bring them back to loyalty will suffer a -4 penalty until the writeup is complete.”

The following regions will begin to become rebellious at the end of round 6 if not written up:

  • Region 8 (GLO or ARK? - previous submitted writeup was not approved and needs edits)
  • Region 22 (TEA)
  • Region 37 (ILU)
  • Region 39 (WIC)
  • Region 55 (SCM)
  • Region 61 (TWI)
  • Region 81 (HOF)
  • Region 86 (CAS)
  • Region 106 (SCM)

The following regions will begin to become rebellious at the end of round 7 if not written up:

  • Region 13 (UHS)
  • Region 14 (BIR)
  • Region 26 (RRE)
  • Region 43 (ELD)
  • Region 63 (SEV)
  • Region 64 (SNK)
  • Region 67 (ISH)
  • Region 70 (SNK)
  • Region 75 (SCM)
  • Region 99 (RAT)
  • Region 104 (BCC)
  • Region 105 (TEA)
  • Region 108 (ELD)
Region posts in the Planets of Tekhum forum

The following approved writeups need to be posted in the Planets of Tekhum forum, or else begin to suffer unrest at the end of round 6:

  • Region 15 (Suaka Beruntung, BCC)
Media faction unrest

Rules

“If you do not have the support of another faction in the region, own a trading post in the region, or share the region's Majority or Sole faith, you will lose the media's support in the region after one round.”

There are currently no Media factions in danger of unrest.

Mercantile faction unrest

Rules and explanation

If you possess the support of a region’s mercantile faction, “lacking the local Desired Import will cause you to lose the mercantile support after three rounds.”

“If the Mercantile support in an owned region is Open and the region owner does not own a Trade Post that fulfills the local Desired Import, the Mercantile faction will become Unruly after a period of four rounds without their needs being met. These four rounds include any time during which the Mercantile faction’s support is given to another country, but that country cannot fulfill the region’s Desired Import.”

Player nations are given two extra rounds of leniency upon starting play to acquire their capital region’s Desired Import.

Being passed a resource through a Trade Route will fulfill a region’s Desired Import for a single round, but will not reset the timer to unrest. If you wish to avoid unrest, either be traded the necessary resource every round continuously or acquire a Trading Post of it yourself. 

The following mercantile supports will become open at the end of the listed round if the desired import is not supplied.

Round 7: 

  • Region 23 (WTP, Robots - if no longer supplied via TR)
  • Region 46 (ARK, Compostables - if no longer supplied via TR)

Round 8:

  • Region 18 (WTU, Ores and Alloys)

The following open supports will become unruly at the end of the listed round if the desired import is not supplied.

Round 6: 

  • Region 2 (BCC, Superconductors)
  • Region 15 (BCC, Fuel and Power)
  • Region 65 (ISH, Spices)

Round 7:

  • Region 19 (TEA, Chemical Reagents)
  • Region 35 (ALF, Industrial Machinery)
  • Region 41 (ELD, Medicines and Drugs - if no longer supplied via TR)
  • Region 42 (ELD, Entertainment)
  • Region 95 (DIC, Computers)

Round 8:

  • Region 13 (UHS, Precious Minerals)
  • Region 22 (TEA, Planetary Vehicles)
  • Region 33 (COE, Industrial Machinery)
  • Region 37 (ILU, Art and Cultural Products)
  • Region 61 (TWI, Fuel and Power)
  • Region 81 (HOF, Art and Cultural Products)

Round 9:

  • Region 14 (BIR, Meats and Animal Products)
  • Region 43 (ELD, Fruits and Vegetables)
  • Region 64 (SNK, Construction Materials)
  • Region 67 (ISH, Conductors and Circuitry)
  • Region 70 (SNK, Industrial Machinery)
  • Region 75 (SCM, Medicines and Drugs)
  • Region 99 (RAT, Soldiers)
  • Region 105 (TEA, Fuel and Power)
  • Region 108 (ELD, Laborers)

The Faction Tracker GM is human (for now) and makes mistakes sometimes. Please ping or DM Aerin if you think your region should not be in danger of unrest.

Link to comment
Share on other sites

 Caipe Ushere
Sansar - Regions 29, 28
Sansar Orbit - Region 111

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

Turn 6

News and Rumors

During her most recent triennial senate visit to the Imperial Embassy, a snippet of conversation is overheard between Queen Chalise Ebonne and High Lord Nasir. "It is fulfilling to serve as my people's queen, and I have been privileged to serve the Emperor by representing Caipe Ushere here. While honoured, I do not feel truly worthy to serve in the Senate."

While there are many inquiries (and significant public and private criticism), the queen does not respond to public questions on the topic. Councilors and other officials do not seem to have answers, either, though they are careful not to give the impression of disunity over the queen's following announcement of withdrawal. 

Actions:

1) [Diplomacy] Attend the Mekhala-Veehra Dash of 2050

Event Subactions

Receive Thaumonuclear Reactor Core tech from House of Brimstone.
Receive Pseudogravity Engineering and Shrewd Business techs from The Llort Society Protectorate (LSP).
Give Badalian Megadirigibles tech to the Castaways of the Loop (SEV).

2) [Economy] Impress Ouvriead Merchants using Wine (29 TP2) for Desired Import - Region 111 (TN 12; Roll: 12 - Success)

3) [Economy] Donate 1 Treasure for Extraordinary Research Grants Approval

4) [Economy] Buyout Trading Post, Solar Panels - Region 104 TP3 (TN 12; Roll: 12 - Success) (-1 distance penalty from roll below)

5) [Economy] Mount Expedition - Explore Region 27 (TN 12; Roll: 14 - Success)

Non-actions:
Spend treasure on Buyout action and donation to Imperial College of Sciences (2 total).

Attend the Grand Opening of the Golden Phoenix.
Call in one favour with Imperial Court for Imperial Mandate - Impress Local Government, Ouvriead Region 111.

Caipe Ushere vacates its seat with the Imperial Senate. 

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


Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase:  Economy +2
New Leader next turn: No

Admirals: 
Generals: 

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

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

Relations of State

Embassies:
Trade Routes:
Claims:
Marriage - weak (76), Confederacy (28), Integration (29)
Reputation: EMP (3); WTU (1); BRG (0); REN (3)
Favours: EMP 1

Resources

Units: 5
> Ground - 1st and 4th Dragoon Mobile Infantry Brigades, Utattou Rangers
> Space - 1st and 2nd Light Destroyer Wings
Treasure: 2
Artifacts:
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere
Arcologies: 
Fortresses: 
Space Habitats: 111 - Ouvriead
Government Support: 29(C), 28
Effective Trading Posts: 6 (1 income)
> Fell Iron - 32 TP2
> Todd - 62 TP3
> Wine - 29 TP1, TP2, Merchant Support
Primary Religion: Imperial Cult (Size: 9) - +1 Investigations
> Media Support - 28, 29
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing
Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> Field Foritifications
> Engineered Combat Organisms
> Detection and Rangefinding
> Ship to Ship Weapons
> Orbit to Ground Weapons
> Crew and Maintenance
> Armor and Shields
> Spacecraft Propulsion
> Electronic Warfare and Countermeasures
> Special Forces
> Logistics and Morale -

Edited by Frostwander (see edit history)
Name
Impress Merchants Region 111, REN2
12
2d6+5 4,3
Buyout 104 TP3, Treasure 1, WTU1 Arcology 59
13
2d6+6 4,3
Expedition Region 27, EMP1
14
2d6+5 4,5
Link to comment
Share on other sites

The Shattered Coven

Region 77

High Witch Brynn

Round 6

Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2)
 

Actions

1. Diplomacy - Establish Claim over Region 93

2. Diplomacy - Attend Mad Dash

3. Economy - Special - Establish Trade Route with RAT - Region 50

4. Economy - Buyout Region 93 TP1

- Use 1 Treasure

5. Economy - Donate 1 Treasure to EMP

Non-Actions

1.

Reference Information

Leader Stats: Diplomacy (8), Military (5), Economy (5), Faith (3), Intrigue (2)

Capital: Region 77

Faith: Mekhalan Unitarianism

Embassies:

  1. House of Fire

Trading Posts: 1

  1. Region 77, Cinnakite

Military Units:

Space: 4/6

Ground: 1/6

Organizational Overview:

  1. EMP: 1
  2. WTU: -1
  3. BRG: 0
  4. REN: 0

Technologies: 2

  • Pseudogravity Engineering
  • Vacuum Adaptation

Treasure: 2

 

Edited by Bellossom (see edit history)
Name
Establish Claim over Region 93
14
2d6+8 5,1
Buyout R 93 TP1
13
2d6+6 4,3
Link to comment
Share on other sites

Castaways of the Loop

Loopflag.png.130f0373688f6d358a4df80e2c39fe2e.png

Capital: The Great Western Waste (Region 62)
The Group of Seventeen
D10 | M6 | E8 | F2 | I4

Round Six

Actions

  • [Diplomacy] Attend the Mekhala-Veehra Dash of 2050
    Sub-actions:
    • Accept 1 treasure and Thaumonuclear Reactor Core technology from HOB.
    • Accept 1 treasure and Android Industrialization from CAS. Gift them Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing in return.
    • Accept Badalian Megadirigibles from CUS.
    • Accept Pseudogravity Engineering and Shrewd Business from ARK. Sign onto the Arkhive's charter as a visiting member.
  • [Economy] Buyout TP 104.2 (Solar Panels) (spending 1 treasure; TN 12, result 13Economy 8, +1 from spending treasure, +1 from Union Central's bonus to Buyouts, -2 distance penalty, success)
    Portable, cheap, and endlessly renewable, solar panels are the perfect power source for a colony that doesn't yet have fusion reactors up and running.
  • [Economy] Buyout TP 16.2 (Senkar Medicae) (spending 1 treasure; TN 12, result 12Economy 8, +1 from spending treasure, +2 from UHS support, -2 distance penalty, success)
    Senescence is a foe not even the scientist-sages of Ophon have managed to defeat... but the homogeneous nature of the Loop-born population presents an opportunity of sorts. They know exactly which chronic illnesses and genetic predispositions will assail them as they grow old; rather than struggling to cure a thousand subtly different strains of cancer, medical researchers can focus their efforts on the exact type that Carl or Meredith is prone to. As older Loop-born generations enter their fading years, the Group of Seventeen reaches out to far-off Senkar, famed across Tekhum for its medical expertise, and arranges to import specialists to develop treatment regimens for the Seventeen.
  • [Economy] Impress Merchants in Region 63 with Charmed Textiles (spending 1 treasure; TN 12, result 18Economy 8, +1 from spending treasure, success)
    The Castaways make good on their promises to the people of the Orochon Shieldplains, importing trade goods the Orochons can't find or manufacture in their homeland: exotic foodstuffs, delicate electronics, and large quantities of furs and enchanted embroidery from distant Sansar.
  • [Economy] Prospect Colony in Region 60? (TN 12, result 11Economy 8, failure)
    The ancient terraforming machinery beneath the Empty Sea represents a golden opportunity, even if it's never used as its builders intended. There is a veritable treasure trove of pre-War technology buried in the labyrinthine bunker complex, much of it shockingly intact. Loop-born scientists and archaeologists mine the tunnels eagerly - not for scrap metal or components, but for knowledge. The control bunker's databanks were all wiped, but are there secondary repositories? Can any of the devices be replicated or repurposed? Care is taken to ensure they don't destroy any of the machinery in their efforts to reverse-engineer it; they're here to understand what the ancients left here, not pillage it.

Non-Actions

  • Send an informal delegation to the Grand Opening of the Golden Phoenix
  • Support BRB's conversion to Fascination in Region 62
    The Biarbu practices of observation find a ready audience among Todds and other secularly-minded Loop-born, who have little use for the mysticism espoused by the Cult of the Mother Serpent and other Veehran faiths and appreciate a more pragmatic outlook.
  • Resist and hinder all unsupported buyouts
  • Resist and hinder all unsupported conversions
  • Request that the WTU construct an Interplanetary Guildhall in Region 63 (-2 favors, -1 Rep)
    Determined to end the threat of food scarcity once and for all, the Group of Seventeen draws up plans for an immense greenhouse complex on the southern slopes of Mons Orochos. They request Union assistance in construction, promising favorable access to the harvests once the project is complete.
  • The People Want Action

    Any attempt to reform the institution of corvee labor must consider the Demigod-King En-Sha-Nerrat and his peers, who presently hold it their divine right to command the work of their subjects' hands. Enacting any kind of meaningful change without their support will be difficult. Though some might argue that it would be best to remove the problem at the source, the Castaways of the Loop feel that even if unseating the Demigod-King were feasible - no small feat, given his legendary prowess in battle and the political backing of New Kildora's sorcerers - doing so would cause irreparable damage to the Union's reputation, as other rulers worry that they might be the next target, and move to curtail the Union's influence. Therefore, it is critical to acquire En-Sha-Nerrat's backing for the project.

    Several other parties have presented promising ideas for economic reform; the Castaways's proposal will focus on the diplomatic side instead, offering a number of suggestions to ensure that the plan does not challenge the Demigod-King's authority or contravene his establish dogma. Some plans are more easily adjusted than others, of course. An ideal proposal would allow the Demigod-Kings to grow wealthy off taxation and trade while their subjects flourish. If the plan selected does not offer such immediately tangible benefits, it may be prudent to resort to outright bribery to smooth things over with the local powers-that-be - a short-term solution, and an expensive one, but perhaps necessary if the project is to succeed.


     

News and Rumors

  • The confirmation of pre-War terraforming machinery in Region 60 sparks a spirited debate among the Castaways. Many feel that activating the ancient device is clearly the right thing to do: why not transform a barren wasteland into a paradise? Had the Loop-born emerged into fertile farmland rather than desert, how many of the thousands who starved might still be alive? How much easier would their lives be without storms and drought hanging over their head? But the decision proves more controversial than first expected. Terraforming would destroy the native desert ecosystems; Rasha in particular is outspoken in her opposition to the plan, with one elder stating that "it is the height of arrogance to believe that the planet exists to be reshaped for our convenience", and many of the Castaways who have found meaning in the cult of the Mother Serpent find themselves uneasy at the prospect. The Orid- and Sakar-clans are equally divided: those who look at the greenlanders with envious eyes see opportunity, but others fear that without the desert, their ancestral traditions and way of life will be destroyed in a few short generations.

    A few point out that this choice is not wholly theirs to make. Terraforming could have effects that extend well beyond the Castaways' borders. And so the Group of Seventeen sends emissaries abroad: to their neighbors in Vesper and the Union first, then the Peludo, the Soom-clan, Narsai, and every polity that claims land in the desert. Information is shared, on the terraforming machine's current capabilities and its hypothesized future applications. What should be done with this technology?
  • Governmental reform continues to be a hot topic among the Castaways. The Group of Seventeen now lays claim to a vast swathe of territory, stretching all the way from Mons Orochos in the north to what is becoming known as the Empty Sea in the south. At least three - possibly as many as seven - distinct cultures make their homes in this region... and yet, only the Loop-born are represented on the ruling council. Some argue that since the Loop-born were singled out by the Emperor when he raised them to the Elect, it's only right that they stand above the others - but this argument proves extremely distasteful to the Loop-born themselves, who reject the idea that the Emperor's whim makes them any more worthy than their neighbors.

    At long last, the Group of Seventeen breaks their silence on the topic: they do not intend to mirror Ophon's distant neglect. Their neighbors and allies will be given a voice, to ensure their wants and needs are not overlooked. However, change will take time. The Castaways' ramshackle government does not have established processes for reform; they must decide not only what changes to make, but how to make them and who can be trusted to carry them out...

  •  

 

Additional Notes

Treasure: 3/5
Spent this round: 3
Passive Treasure Income: 3/round

Military Units: 5/9

  • Anyport Home Defense Militia, led by Cdr. Rhonda 28417 (ground)
  • Orid-clan mercenaries, led by Amun Orid
  • Sakar-clan mercenaries, led by Keti Sakar
  • Orochon defense militias
     
  • Drone flagship First to Fly, helmed by Cpt. Jeremy 25114 (space)

Organizations

  • EMP: Reputation 0, 0 favors
  • WTU: Reputation 3, 0 favors
  • BRG: Reputation 1, 0 favors

Renown 2

 

Edited by The Snark (see edit history)
Name
Buyout TP 104.2
13
2d6+8+2-2 3,2
Buyout TP 16.2
12
2d6+9 2,1
Impress Merchants
18
2d6+9 4,5
Prospect region 60
11
2d6+8 2,1
Link to comment
Share on other sites

The Bironian Bulwark

spacer.png

Actions
  1. [Economy] Purchase R13 TP1 Shadow Silk from OPEN - SUCCESS
     
  2. [Economy] Purchase R13 TP2 Shadow Silk from OPEN - SUCCESS
    Shadow silk is the wear in the Bironian Crossroads following the 'great economic boom' that followed the new democratic government. People have the income and the means to secure foreign goods, and the new colony by the United Houses of Senkar has lots of it with nowhere to sell to. In the interest of free trade that the Bironian Bulwark is suddenly so enthusiastic about, they not only secure a full half of the exports but cut into United Houses colonial profits by their fervor and obsession with the good for the next major company. None of this is intentional, but rather an effect of demand being so high at home for fabrics that are light and beautiful. ...Not to mention they pair very well with Noble Metal armor, making the most striking outfits that the Knightly Orders have ever seen.
     
  3. [Economy] Purchase R85 TP1 Vibrating Crystals from OPEN - SUCCESS
    +1 from Treasure! -3 from orbital distance!
    Sometimes you need something shiny just to own something shiny. The rich in the Crossroads, as well as the imperial representatives in Kinella need a way to display their fabulous riches, and soon enough thee Vibrating Crystals from a distant orbit are how it's done. The acquisition was difficult and the trade route is expensive to supply, but it certainly makes the intended mark as walking into the rich noble houses is now accompanied by magical glows, lights, and hums that their people have never seen the likes of before.
     
  4. [Economy] Philanthropy: Extraordinary Research Grants Approval (2 Treasure)
    Culturally, the Bironian Bulwark regarded the empire as the natural order of the solar system and the pinnacle of honor and prestige until their conversion just a few years ago. Though they may no longer regard the Empire's will as holy, the respect and cooperation towards the Emperor is still very present. When the court requests further funds from the Elect to spur technological innovation, the Chairman is pressured into donating a huge sum of the national budget into this effort by his subjects. Though he privately laments that these funds would have been more effectively invested into the economy and military reconstruction efforts, it does show that the democracy component of the new order is functioning as intended. This ends up being celebrated as the first 'proof' of universal democracy's success in the Bulwark. Never before has the vote of the common man mattered, let alone brought about a result that was contrary to the desires of their elected ruler.
     
  5. [Diplomacy] Sway Government Support in Kinella (R14) - SUCCESS
    Spend 1 treasure! +2 from conquest last round!
    Kinella is very different to the Bironian Crosspaths in almost every way. The one way it isn't happens to be in government, with the former Satrap and the decentralized cities along the rim of the Aerostat bowing to one leader who relies on their cooperation without being able to give them real commands. This system has recently been phased out in the Crosspaths, and so it goes the same in Kinella. Each satrapy is made to swear to the chairman after their conquest, recognizing that as an elect they carry more of the empire's favor than their own ruler did. Most noble houses are placed under martial law for the first few years to assure that their loyalty and commands will be followed, and only released once enough Bironians are placed in office to assure that any disloyalty will be made aware of well in advance. Clever satraps use marriage connections to get out of this bind. Less clever ones suffer under the Chairman's heel.
     
Fluff, Non-Actions, and Character Building
  • Support the conversion of the Bironian Crossroads (R17) and Kinella (R14) to Fascination
     
  • Rofl'Biron returns successful from the conquest of Kinella, serving the people of the Bulwark a taste of victory over their stellar rivals and vengeance for the beloved Shi Lithium. Though they lack the Sword of Revolutions as their were initially urged to find, the Chairman and the Council of Knights recognize that finding a single blade in a battlefield after Yanji inevitably fled a second time with it would be nothing short of impossible. The ascension ceremony has received a few modifications due to the Archknight losing executive power over the Crosspaths and the decay of Knightly Traditions over the last decade, instead taking up elements of Fate's Fascination melded with the personal excellence pushed by Soul's Expression.

    The new Archknight must swear to remain loyal to the interests of the Council that advises him, to see honor and glory brought to the Bulwark, to hone his combat skills as a symbol of personal excellence, and to become the 'Sword of Fate'. The procession finishes with a classic knightly chant, and then a decree from the new 'Fate-reader' that has captivated the people over these last few years: "The Sword of Fate must take actions that pushes the solar system towards becoming its best. At times these actions will be uncomfortable - we must remember that we have placed our trust in Rofl'biron, who has ascended according to the traditions of old and at the behest of our most loyal men." ...The Fate-reader spends quite some time with Rofl'Biron and the Chairman in the coming years, attempting to convince each of them of the majesty that the randomness of the universe possesses - that this unknowable fate is the key to manifesting the reality they desire, and that by honing themselves they can position themselves at their best state to take advantage of the opportunities that the world may grant. Because this cult was initially seeded by Yanji, the Chairman keeps his distance and attempts to block Fascination from gaining official place in government, but his efforts have begun to decay now that the faith has gained so much momentum...
     
  • Rofl'Biron must, as Archknight, select several members to aid in his rule of the Knightly Orders. First, as all members of the council must, he selects a priest to provide counsel. This priest may be of any faith, but is traditionally a scribe from the Chivalric Orders. Currently, priests of Fascination are becoming more prominent instead... Second, he requires an administrative advisor for the purpose of running his newly granted fleet of ships that doubles as his estate (once owned by Shi Lithium) and legalizing decrees over the Orders. Before the civil war this role was expanded to aid in governing the realm, but this is no longer necessary. Finally, he must choose a regent to reign in the event that he becomes unable. Long live the new Archknight!
     
  • Further from the high politics of Chairmen and Archknights, the lay people have enjoyed the end of Serfdom in the Crosspaths thanks to the efforts of the Neon Syndicate. No matter what the actions against internal dissent may look like, the fact is that people are freer and often happier than before. Though many mourn the loss of their old culture and traditions, the beginning of industrialization and cross-orbital trade bring the common man goods and wealth that he had never dreamed of before. The dream of earning these through righteous combat is still extremely popular, but has taken a twist with the rise of Fascination to be a warrior fighting to bring Karma to the deserving and freedom to those denied their fates instead of the coin and honor that was the root of the Chivalric traditions before. Most prominent among these new knightly chapters is the 'Iridium Order,' a group of once minor knights from the inner Flagstone that have seized the contracts dropped by the orders that died in the civil war.
     
  • Preparing for the war before tensions died down:
    As the Black Cloud Coalition marches against their foes, the peace among the elect in Badal is once again shattered with the Bulwark at the center of it. The factions that are warred against were well-liked among the people for their honorable diplomacy, though the rapid expansions do tend to scare others. An officer from among the Syndicate that has run mercenary work among the Utopians has the audacity to openly defy the anti-slavery mission, claiming that showing themselves on the same side as Coedd against foes who have not even partaken in the practices they wish to denounce has demonstrated how lost the new rule has become. Once his statement has been broadcast, it takes under ten minutes for the defecting fleet he represents to be destroyed by orbital defenses before it can seek out Yanji and pledge themselves to him. With another traitor eliminated, the Chairman assures the people that this deeply treasonous statement undermines the pillar of cultural acceptance and freedom that the new republic stands for. Worse - failing to do your duty for liberty and justice in the solar system disgraces the soul as it denies the oppressed their fate.

    Let those loyal stand and fight against slavers and evil in all lands - arm your knights and prepare for conflict!

image.png.9840e50558f8fb0a5725dc11eefd8dd1.png

Chairman AlchireHe wore a clean set of armor, whose interlocking black and white plates, whose texture resembled hardened glass, were highlighted by hints of neon pink beneath. No doubt this was skin, which was apparent enough that he was clearly the same size and shape as a human, though the sawed off horns protruding from his head and that hue of pink suggested that was not the case. Long black hair falls from the back of his helm, which otherwise covered the face.
(He/Him)
Diplomacy: 4
Military: 2
Economy: 8
Faith: 2
Intrigue: 5
Unit Cap: 3/7

Ground Units: 1
Space Units: 2

Capital: The Bironian Crosspaths (R17)

Regions:
Kinella (R14)

Treasure: 5

Edited by Zayuz (see edit history)
Name
Sway Government in Kinella
13
2d6+7 5,1
Buy Shadow Silk TP1
16
2d6+8 5,3
Buy Shadow Silk TP2
14
2d6+8 2,4
Buy Vibrating Crystals
12
2d6+6 1,5
Link to comment
Share on other sites

The Federation of Badalian Chaebols(FBC)
 

Dr. Song Freidman

Diplomacy 2
Military 2
Economy 10
Faith 3
Intrigue 9(+1)

 

 

Economy: buyout R11 Tp 3 (use archology bonus) (used the wrong modifier for the roll +11 should be the correct mod not +6)
Intrigue: Investigate the self-healing property of the nanomachines
Intrigue: SECRET
Economy:  The Imperial College of Sciences Donation (1 Treasure)

Economy: Win merchant support COE (1 Treasure): The Chaebols offer financing to all. The Free market doesn't discriminate against those with enough capital.

Nonactions

Support Radiant Republic of Erisdor (RRE)

 

News And Rumors

 

 

Bookkeeping:
Trading Posts: 8(+0)

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

Artifacts: (1 Gear Dragon wings)

Edited by Lleban (see edit history)
Name
buyout R11 Tp 3 (use archology bonus)
18
2d6+11 5,2
Win merchant support COE
18
2d6+10 3,5
buyout R11 Tp 3 (use archology bonus)
13
2d6+6 4,3
Investigate the self-healing property of the nanomachines
16
2d6+9 1,6
Link to comment
Share on other sites

 

Organization Actions

Round Six

 

The Imperial Court

 

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

 

[Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best.

 

[Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

[Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts.

 

Non-actions

[Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power.

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10]

 

 

Requests and Opportunities

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

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

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

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

 

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

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


Pan-Tekhum Worker's and Trader's Union

 

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

[Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize.

[Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.

Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.]

 

[Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation.
[The Union is continuing its project to reform the resources of Region 70.

Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress.

To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.]

 

[Favor] Debt is a Ladder - The Union finds itself once again trafficking in debts and favors owed. While it is amenable to helping its friends, it also has work to do and only so many resources to spend. Local experts in Badal are dispatched to plan a Guildhall with the Black Cloud, while union reps approach Voidespice miners in Mekhala with holopamphlets about organizing and catchy slogans that insist selling goods on behalf of the robots of C.A.S.S.I.O.P.E. will benefit them in the long run more than their current arrangement.

[Buyout 78.2 Voidespice on behalf of C.A.S.S.I.O.P.E. and Construct a Guildhall in the Northway Cluster]

 

Non-actions

Resist all unauthorized buyouts

[Reminder] This is the last round to engage with Project Sunrise

Ongoing

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

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

 


Basu-Rahman Group

 

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

[Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize.

 

[Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace.

[The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)]

 

[Intrigue] Secret -

Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch.

Nonactions

[Reminder] This is the last round to engage with Updates Down to the Minute

[Flavor] Your Regularly Scheduled Programming -

[Static]

Ongoing

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

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

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

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

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

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

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

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


International Renown

 

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

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

 

[Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question

[Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.]
 

[Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum.

[At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.]

[Reminder] This is the last round to engage with Hives of Scum and Villainy

 

Ongoing

 

 

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

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

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

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

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

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

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

Bonus Still Available

All: Exhibit Great Work


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

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

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

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

Still Available

All thresholds

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

 

Rulings and Answers

Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles?

Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes

 

 

Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to?

Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one.

 

 

Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action?

EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions

 

For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after?

Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7).

 

BRG will do conversions of whatever faith I request as their 2 rep favor, yeah?

Yes.

 

Are Space and Ground Units counted separately or together for REN's Divided?

The total unit counts are compared, regardless of distribution over fronts.

 

Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep.

 

For the BRG base building, even if the reward can't be split up, can the work be split up?

Yes, other Elect can assist in base construction with permission from the region-owner.

 

Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted?

For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful.

 

Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1

No.

 

When can Organize! donations be made for WTU?

Before or during the round in which that section of the Rail is complete, currently.

 

Can you "cancel out" +rep and -rep effects while at +4 or -3 rep?

At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3.

 

Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free?

No. The action specified in the "org" actions must be taken to benefit.

 

If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1?

You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official.

 

Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that?

Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect.

 

Edited by JBarca (see edit history)
Name
Buyout TP 78.2 (w/ Support)
19
2d6+11 5,3
Resist Base Destruction (21)
14
2d6+9 4,1
BRG Secret
14
2d6+9 4,1
Link to comment
Share on other sites

Flag

flag(2).png.9f0d98ba5a6dc90bfd10b4fcc2c329ed.png

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

Round 6

Regions: Space-Kelp Cluster (87), (86), (92)

Faith: Hospitality Protocols (Unorganized)

Ruler: Custodial Unit 2323

Diplomacy 9 Military 5 Economy 10 Faith 2 Intrigue 2

Actions

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

  1. Economy - E10 Technology:

    Android Industrialization

    Requires Algorithmic Imagination; Requires Industrial Machinery or Conductors and Circuitry

    Effect: Allows a three-action Dip/Econ Great Project in a region which gives the effects of the Industrial Investment action taken in that region. A party must own the region's mercantile support and satisfy its current DI in order to begin the project. Upon completion, the mercantile support becomes unowned, and the region's DI changes to a new resource category, either randomly determined or chosen by the GM. Actions toward the project beyond the first may also be taken by parties which do not hold the region's mercantile support, so long as they have this tech, meet its prerequisite and resource requirements, and are granted access by the region owner as a non-action. Additionally, if the region's DI is no longer met or the mercantile support becomes unowned at any point before completion of the Great Project, action progress is reset to zero with no effect.

  2. Diplomacy - Establish Confederation Claim in 85, use Treasure (2d6+10 vs 16) Failure!
  3. Diplomacy - Attend Event: The Mekhala-Veehra Dash of 2050
  4. Faith - Convert Region: Introduce a Minority of Hospitality Protocols in R86 (2d6+2 vs 12) Failure!
  5. Faith - Seek Aid: Establish Confederation Claim in 85 (2d6+2 vs 10) Failure!

Event Sub-actions

  • Gift SEV 1 Treasure in exchange for some sand
  • Share Android Industrialization to HOB, DIC, and SEV with the following stipulations. Elect or other parties considering infraction are hereby forewarned.
    • Unit 2323, on behalf of C.A.S.S.I.O.P.E., claims the sole right to share their innovations in robotic labor programs with the Union.
    • Independent Algorithmic Imagination units must not be manipulated into labor found to be in violation of Hospitality Protocols.
  • Additionally share Algorithmic Imagination with HOB, in exchange for Thaumonuclear Reactor Cores, Arcane Amplification, and Nuclear Fusion
  • Receive Cyclone Phased Laser Array Tech from DIC
  • Receive Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing from SEV

Non-actions

  • Resist all unsupported buyouts, conversions, and sways
  • The People Want Action

    While the Fourth Green-Line refuels in the Great Western Waste, Unit 2323 briefly meets with a Union representative. From an internal compartment, 2323, identifying as ‘Cassiope, representatively,’ produces an official-looking document, printed on one sort of high-grade kelp material and bound in another. The greenish tome bears on its cover the symbol of the Union, impressed in and painted in the appropriate earthy tones, and within a lengthy summary of an even lengthier discourse that had taken place within the KelpNet forums.

     

    CASSIOPE suggests the use of Android Industrialization technology to gradually supplant the need for coerced organic labor in the region, accomplished through an open project to all friends of the Union and of the worker’s cause. The free custodians of CASSIOPE are already used to performing labor on a rotating basis, and have mechanisms that make their labor inherently less extractive than for organics. In the Space-Kelp Cluster, through the use of divided awareness and background processing, it is common for units to perform necessary maintenance tasks at efficiencies far greater than organic labor, while simultaneously engaged in online discourse or recreational simulation. Through a system-wide effort to construct bodies and supplement independent algorithmic imagination units with necessary resources and equipment, the need for organics to be forced into labor trafficking can be effectively replaced with a labor force of androids filling the same needs on a basis of voluntary labor rotations.

    Facilitating such a program will naturally also require substantial investment of resources. All manner of infrastructure will be necessary to meet the material needs of peoples freed from servitude, which had previously been coupled to that servitude, as well as to incentivize the settling of an android workforce (including relay networks to enable their digital leisure in parallel with their labor). Substantial diplomacy and media work will undoubtedly also be necessary to encourage solidarity amongst the existing peoples and diverse classes and castes of the region. Cassiope emphasizes this point as a weakness of their perspective; the social structure of their habitat has remained consistently rather harmonious and egalitarian throughout recent history, and as such their input on empowering organics within contexts of tumult and tyranny can only be received appropriately salted. With the cooperation of the Snake News Network and the Sorcerers of New Kildora, however (alongside a Tekhum-wide coalition of support), they predict a much greater potential for positive outcomes of Android Industrialization programs, so long as diplomatic and media powers are effectively leveraged to advocate for acceptance of the incoming robotic workforce.

News and Rumors

  •  

Audit

Treasure

Round

Round Start

Round End

1

Nil (1*2)

+3 WTU Loan

2

Nil (2*2)

-1 EMP Taxes, -1 Transfer to LSP, -1 Actions

3

+1 Passive (2*2+2)

+3 Hoarding

4

+1 Passive (2*2+2)

-3 WTU Loan, -2 Actions

5

+1 Passive (3*2+3), +1 Ally of the Union

-2 Actions

6

+1 Passive (2*2+5), +1 Ally of the Union

-1 Transfer, -1 Actions

Edited by xanxosttheslaad (see edit history)
Name
Seek Aid: Establish Confederation Claim in 85
9
2d6+2 1,6
Convert Region: Introduce Hospitality Protocols Minority in 86
5
2d6+2 1,2
Establish Confederation Claim in 85, (2d6+9+1 vs 16)
15
2d6+10 3,2
Link to comment
Share on other sites

 

Round 6 - Years 2049-2051
Illumined Utopian - [link] - Region(s) 01, 10, 37, 45

  • Military - Defend The Illumined Utopian from Unprovoked Aggression
    The unprovoked aggression against the Illumined Utopian for proposed claims of slavery require the new Console to scramble diplomacy with nations that he thought had been friendly with Utopian. The aggression first approach to negotiations surprises him in regards to the Black Cloud Confederation who share an Embassy with the Illumined Utopian and he orders an immediate evacuation of the Reflective Gardens while tensions heighten as Illumined Utopian forces are mustered to deploy in defense.
    Illumined Utopian diplomats following discussions and talks with the Black Cloud Coalition and the Glorified Purifiers come to tenuous halt to aggression against the separate attacks. Future agreements are discussed on continued relations between the polities.
    This is not an Action but a Record of Events.
  • Military Special 5 - Create The Labyrinthic Path Fortress in the Heights of Utopia (10)
    With the near aggression threatening the very livelihood of all Jy'mar living in the Warrens of the Heights of Utopia a great cry is put out by the people to the First Speaker for additional measures to defend their way of life from outside influence. First Speaker Paula directs August Iovita to create a defensive 'labyrinth' surrounding the Warrens itself to have attackers forced into the defensive properties of the fortress and confusing nature of the undersized tunnels. Iovita incorporated the Arkhive Hive bees in the defense of the Path, with their tunnels and hives intermingled with the added defensive structures dead-ends and confusing twists. Protectorate Jy'mar are taught the shotcuts, blind kill zones as well as trained with the Arkhive Bees to defend and protect the Warrens and by projection, the Heights of Utopia.
    Claiming Renown from Built to Last as ILU's first Fortress
  • Faith Special 5 - Form the Prime's Paragon Holy Order
    With the attacks primed by the Black Cloud Coalition against the Heights of Utopia it is clear the pirates have lost their path as they target once allies on thin accusations. Jy'mar adherants muster at Prime Marcus' call and preach to the pirate captains of the North Way Cluster
    With the pirate withdrawal from aggression Prime Marcus calls back the adherents and redirects the Paragons into the formation of a Holy Order of Faithful. The Prime's Paragons.
    Claiming Renown from Built to Last as ILU's first Holy Order
Prime's Paragons
PP.jpg.906ec1eeddf2b006ec867f1a017f8365.jpg

The Prime's Paragons are an order of Soul's Expression members focused on enacting the will of the Prime, the Leader of the Soul's Expression flock.

They act as the investigative and militaristic branch of the faith and is traditionally made up of masters whose paths synchronized with that direction.

After them being brought into the limelight following the Basu-Rahman Group's base destruction on Sansar Prime Marcus decided to allocate a dedicated space for them in the Warrens of the Heights of Utopian for them to reside on maintain their position.

  • Faith - Work on the Arkhive Bee Hive [3/5]

  • Faith - Work on the Arkhive Bee Hive [4/5]

  • Faith - Finish the Cata-Honeycombs (Arkhive Bee Hive) [5/5]
    The close attack on the warrens worried the inhabitants and bee keepers in the Heights of Utopia and steeled them with determination to complete the work that they started so that the bees from the Arkhive had a chance to flourish in the Warrens. With Iovita's guidance the inhabitants started distributing the hive into the structure of the Labyrinthic Path instead of a single location as originally planned so that losses of some of the hive did not doom the rest of it.

     

Y106sIOdUPNQ0fTbeGYJHBssm10GmP2zzY6boNeJLgde9r9ee9IMswB92DQksALHCQEPnNofJis6MjDTkY7trQBxXm-kEA2coJpSOPmtiqGRgtZPBN0Buz811qekHMWo5DjPhBiT1u8w110K9d4ZywY
Chonkia.png.1f191a419d19a8484a92d5e0daef54a0.png

Console
Antonius Drusus
(He/Him)
Dip: 4 || Mil: 5
Eco: 3 || Fai: 5
Int: 3
Unit Cap: 4 / 9
Treasure: 0 || Income: +0

Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10
  • Non-Action: Resist all Conversion Attempts beyond Minority on Region 1 and Region 45 (I know I don't have media and can't actually resist right now)
  • Non-Action: Resist all hostile actions against owned trade-posts. (10-TP1 & 11-TP2)
  • Non-Action: The Reflective Gardens Embassy has been slated for evacuation and immediate closure. ILU's Embassy with BCC is being planned to be abandoned! With BCC backing off on the invasion the Embassies closure is temporary and reopens for business - security is heightened as the staff continue to be on edge from recent potential war.
  • Non-Action: The Illumined Utopian has no stake on Region 37 and their purpose in the take-over is complete. The Illumined Utopian is abandoning Region 37 to its fate and will consider no reprisals for actions taken against the Region as the Prime's Paragons evacuate to complete their work elsewhere.
  • Non-Action: Among his other Duties Antonius Drusus sends a delegate to the Mekhala races to observe and obtain information on the racers for potential future involvement.
  • Non-Action: The deal made between the Glorified Purifiers and the Black Cloud Coalition over conflicts of region 8 and its custodianship by the Arkhive worry the Illumined Utopian. As a Local Charter member they file a Beedom of Information Act Request with the Arkhive for the terms regarding region 8 being held by the Arkhive for both GLO and BCC.
  • Non-Action: Introduce a New Heir: Console-Elect Giovanni has been brought in from the wings of politics to fill in as the next Console should he be required! [5 Dip, 2 Military, 2 Economy, 5 Faith, 2 Intrigue]
  • Non-Action: Coronal Catalogue of Duelists Submission:
    The Illumined Utopian receives the requests from the Imperial Court for information on duels and digs through the recent archives to obtain records of Console Prisca's recorded duels among the Protectorate Jy'mar forces and some of her duels in combat during the Wyrmlands campaigns.
    Console Prisca's fighting style led itself to a bombastic feat of agility and prowess of their own body to propel herself around the battlefield peppering foes from afar before getting in close to provide powerful strikes to disrupt and distract her foes from engaging. Against fellow Jy'mar her heightened abilities were more evenly matched as duels between masters took place more often in the air than on ground. Her fights against larger opponents varied on their ability to absorb hits and take concentrated powerful blows that centered on pressure points and weaknesses not normally accessible to someone of a similar size.

Arkhive Æternal Submissions (+6)

  • (+1) Culture's Literature

    The Life of a Jy'mar - Day One

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

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

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

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

    The Life of a Jy'mar - Day Two

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

    The Life of a Jy'mar - Day Three

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

  • Life of a Jy'mar Day ???, by Cluatis Masiziou
    I have lost track of time in this wider world as I strive to survive the waystations of Badal. Nothing would have prepared me for this, I thought my time on the Captain's aero-ship was fraught with danger, compared to the areas of the waystations it is nothing. Let me roll back, I believe I left off when I was going to search the waystation for passage to Senkar. That was my aim that day - but no Captains were willing to take me on - I had nothing of value to them or anything worth trading. The credits I had to my name could have been checked but they were not even willing to try. So I instead set to finding a place to stay until I could obtain passage. The Waystations of badal are a dismal affair, barely enough space to berth passengers as they wait days or weeks for the next aero-ship to cross and pick them up, no measures to reduce or remove the population of pests that build up from the toxic skies of Badal apart from some barely routine cleaning and inspections. If it doesn't break structural integrity then it doesn't concern the independent owners of the waystations. Its been perhaps weeks since I was dropped here. I've lost track of time fighting a war of attrition against the pests of this waystation. Now that I have finally carved a fortress in an old cupboard space unused by the inhabitants of this station I can now reflect on my situation. I hope this missive finds you - Please send it along to the Protectorate and inform them of this plight facing travelling Jy'mar so they can warn others.
  • (+1) Historical Work
    See Coronal Catalogue of Duelists Submission
  • (+1) The Morality of In Vivo Modification - A Series of Papers on the Ethics and Usage
    With the introduction of In Vivo Modification to the Illumined Utopian the doctors and scientists of the Warrens took to investigating the potential uses while philosophers took to discussing the ethical impacts of the wide spread use of the technology and its potential. The discussions around the ability to modify future Jy'mar were hotly debated between two main camps, the ones who believe the tech hinders natural progression of the Jy'mar abilities while the other says this just helps accelerate them. These papers contained the dissertations and recordings of the debates held by both parties while the scientists and doctors completed clinical trials to confirm the practice would be safe to all involved. Through the debates Public opinion was swayed toward the wide-spread adaptation of In Vivo Modification when the tests proved that it could be completed safely and obtain good results toward allowing more complete gender re-assignment in addition to re-growing lost limbs and other injuries. Ethical implications of the potential usage of the technology to wipe a race out through a targeted retrovirus prompted additional security measures to be implemented on the Warrens' seal.
  • (+1) Fa Rrow Dentialu {Arkhive Librarian 611.314} joins the Illumined Utopian as the caretaker of the Cata-Honeycombs Hive!
    With the distributed nature of the hive the previous caretaker requests additional aid from the Arkhive for a more distributed persona like the condition of the Hive being built. The Arkhive sent Fa Rrow DentialuSpeaker: Fa D'lanti
    Riamgr Entonla
    Rhagli Titae
    Oslyta Aborun
    Wypan Luram
    , a Durat Pod, to take over the primary custodial of the Cata-Honeycombs hive to ensure its health and wellbeing going forward. With the hive distributed through the fortress around the Warrens Fa Rrow Dentialu is well suited to being in multiple places at to ensure all the bees continue to grow in their new integrated environment.
  • (+2) The Cata-Honeycombs ongoing hive contribution!

Realm Tracking

Economic:

No Trade Routes

Treasure: 0

Income: +0

Trade Posts: 

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

Debts:

  • Owe the White Pawns 2 'Treasure Units'

Diplomatic:

Embassies:

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

Regions:

  • Capital: Heights of Utopia (10), ILU Gov, Open Merc, ILU Media
    • Fortress: The Labyrinthic Path
    • Holy Order: Paragon's Primes
    • GP5 ArkHive: Cata-Honeycombs
  • Undeveloped Colony: <Unnamed> (01), Undeveloped
  • Exclave: <Unnamed> (37), Open Gov, Open Merc, Open Media
  • Exclave: Wyrmlands (45), GLO Gov, Open Merc, Open Media

Faction Supports:

  • Region 8 - Government

Arkhive Æternal Status: 10 (4+6)

Faith:

Official: Soul's Expression

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

Organized Size 13

  • Sole (+4): None
  • Majority (+3): 10, 50
  • Plurality (+2): 11
  • Minority (+1): 1, 2, 18, 46, 84
  • Holy Orders (+1):

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

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

Unit Cap 4/9

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

Time Sensitive

  • EMP Coronal Catalogue of Duelists [1 / 3] [EoR8]
    • End of Round 8
  •  

Next Round:

  • Console: Dip 4 / Mil 5 / Eco 3 / Fai 5 +2 / Int 3
  • Finish the Cata-Honeycomb ArkHive [5/5]
  • Special M5 used - Create The Labyrinthic Path Fortress
    • Claim Renown
  • Special F5 used - Found the Prime's Paragons Holy Order
    • Claim Renown

 

 

 

Edited by SerakHawk
Updated Arkhive Submissions (see edit history)
Name
Console-Elect Giovanni 
1,1,4,2,2,4,2
repeat(1d4,7) 1,1,4,2,2,4,2
Link to comment
Share on other sites

path3973.png.7874deb0d5d6c2f66ec0d9a20395ad08.png
The Kingdom of High Ishtahnos
By the Light of the Sun, His Royal Highness, John IV, High King of Ishtahnos
First Minister Johnathon Royston Rageclaw
2016-2018 IR, 2049-2051 IC

Actions:
1: [Diplomacy 5] Exhibit Great Work: The Book of Wonders
Rising Stars +2 due to being both the first in Veehra to Exhibit a Great Work and also this being the first Ishtahn Great Work.
It has been nearly twenty years since the Emperor elevated the Elect and shared with them the technology to traverse Tekhum. Since that time a group of Ishtahn artists have been working in secret on the King's order to produce something to commemorate the occasion. Three full years were spent searching for suitable materials until by serendipity a near perfect shed skin of a rare albino flower serpent was found. Though normally too strongly pigmented, the skin of chamaeleon flower serpents is ideal for Gramarye and such a find is perfect and spurs the artists to ever greater heights of ambition. The promised deadline they gave the King after finding the skin comes and goes, eleven times. The leader of the project and Grandmistress of Gramarye, Eliza Sparkes Blacksun, each times assuages the King's concerns because her insistence on quality is paying dividends in results. As the project nears its completion, the aging sorceress begins to suffer from ill-health and her protégé, Marcus Langton Dusthide, steps up to so that she can focus her full attention on the work itself and not management. It takes five more years and with a few final flourishes laid down by Grandmistress Sparkes it's done. Only twelve years overschedule.

The work, The Book of Wonders, is an example of a book of wonders considered so fine and so grand that to name it would detract from its singular magnificence. A book of wonders is a parchment or snakeskin scroll, usually of about two metres, containing a story written out in figurative calligraphy. When unrolled sorcerous power instilled into the characters at the time of inscription causes them to come to life and display scenes from the story within as intangible illusions.
The Book of Wonders is similar but so so much more. Over seventeen metres in length and one and a half metres width, the scroll is in this case is an almost opalescent white serpent skin. The unwritten side has been laid over with thin Aurochs calfskin dyed black for added strength and to improve contrast. The most impressive part however is the written section. From end to end millions of characters of different sizes cover the hide, most are in glittering black ink, but many are coloured or gilded or even colour shifting. The detail is almost fractal, as closer and closer looks reveal yet more characters, some so small they must have been painted with but a single strand of silk with the aid of a microscope.
The text of The Book of Wonders contains not just one story, but many. It contains a summarised account of the entire known history of Veehra as understood by the Ishtahn. Myths are given equal weight to true accounts and though it focuses on the Elect simply due to the greater amount of available knowledge, even lesser known polities and cultures have their principle stories represented. Sunglasses are advised when The Book of Wonders is unfurled because though most events aren't hazardous to view, some such as the Dawn are very bright and could cause eye damage from unshielded exposure.
The Book of Wonders is kept in a fireproof bronze casket adorned with gilding and precious polymorphite and haematite carvings of serpents.
 
2: [Diplomacy] Attempt to establish a claim to Region 68, Nadiratna. Success!
The Charter Committee set up to fully integrate Ishtahnos and the Lands of Chorb as one confederated nation takes the extraordinary first step of inviting representatives of the Nadiratnan government to attend, and not merely as observers. Though it's likely that negotiations will take many years, it's clear that both the Ishtahn and the Chorbists see their confederation as being open to more participants. While cynics note that the various Chorbist states just want another strong state in the confederation to balance the Ishtahn, but the Ishtahn government does not at all seem opposed to the idea despite the reduction in their own power that would result.
 
3: [Military] Deploy two ground units and three space units to assist the Soom in defending Region 55 from the rebels. If possible the ground units will be dropped off in Region 74, the Planum Khassia, and complete the rest of the journey over land. The Ishtahn forces will follow the Soom's chosen battle commanders.
When news first reaches Ishtahnos of the rebellion against Soom rule in their recently acquired territory it is dismissed as an internal matter of little interest to the Kingdom. Conquest is bound to leave disgruntled individuals in its wake after all. But as reports continue to come in of disturbing involvement by the Basu-Rahman Group they begin to pay attention and as a group of mercenaries amass a fleet of ships they react with outrage. To raise their hand against a member of the Elect is one thing, but to arm mercenaries with ships of war? It cannot be left unanswered!
The Ishtahn respond in force, the mercenaries shall be blown out of the sky and the sight of their burning wrecks shall be a warning to all those who seek to challenge the might of the Emperor's Chosen!
 
4: [Economy] Attempt to buyout TP3 in Region 74, Planum Khassia, for Energised Chrysoberyl. Success!
The technical needs of the Ishtahn navy combined with the need to properly fuel growing industries across the Kingdom's newly confederated territories leads the Ministry of Trade to seek out new supplies of raw materials to make into the increasingly complex circuitry that has become more and more a cornerstone of technology. With the gracious assistance of the Soom Clan, deals are struck to grant Ishtahn industries access to the output of mines in the Planum Khassia and many bottles of brandy get opened in celebration.
 
5: [Economy] Attempt to buyout TP1 in Region 78 for Void Spice. Failure.
Meanwhile, in Mekhala, constant failures in negotiations and one attempted murder later and the Ishtahn give up. If that group of Spicers won't help them they'll try the other lot, who immediately rebuff them and send them packing back to Veehra with only samples to show for their attempt. Serious questions are being raised both in the media and in Parliament about why the Ministry of Trade so consistently fails such a simple task.

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

2016 IR - Tragedy has struck the Kingdom of High Ishtahnos! His Highness, Lauren, Crown Prince of Ishtahnos and Heir to the Silverfang has gone missing in the wilderness and is presumed dead. The Prince was last seen a year prior when he set out on the Rite of Liberation with only his nightmare Calamity as company. While the Rite is expected to take many months to complete, a year of absence prompted grave concerns from the nation and his family and a search was undertaken.
Frequent dust storms in the western deserts make it almost impossible to find any sign of his passing, but by chance a group of Varn outriders stumbled across an unusual sight. In a somewhat sheltered canyon kept clear by wind they find what must have been Prince Lauren's last camp and all evidence at the scene speaks volumes of the Prince's final days. The rotting remains of a Harbinger Demon lie against one of the canyon's walls, a horn half removed with the Prince's knife still in place from where he was interrupted and it soon becomes clear what interrupted him...
Dried Ishtahn blood streaks the other wall of the canyon and razor sharp feathers as black as night are embedded inches deep in the stone. The Varn outriders don't stick around to learn more because if the canyon is the nesting site of what they think it is their odds are made no better for their greater number. It takes days before a group of commandos in heavy armour are dispatched to check the scene and confirm what must have happened.
Having defeated a Harbinger Demon, the Prince took his prey into the canyon to prepare a trophy for his triumphant return to Harazan, but perhaps made weary by the battle he failed to notice what he shared his shelter with. Set upon by a breeding pair of obsidian eagles, Lauren was forced into a fight for his life and likely bid a hasty treat with Calamity. Given how much blood was found at the scene he is declared to have died in the wastes either from blood loss or by being set upon by opportunistic predators. There is no hope of recovering his remains
The entire nation is left in shock and the King and Queen are stricken with grief. The King's brother, Prince Caden, makes a televised address, calling for a week of mourning and thanking all those who have sent kind words and condolences to the royal family.

 

Following the disastrous news from Sansar that Coedd seems to have backed an attack against an Imperial Embassy, the Ishtahn Parliament makes an extraordinary ruling after seeking legal advice from experts across Veehra, even from the Magistrates of Zimbir in Mekhala, and issues the following statement:

The Kingdom of High Ishtahnos does not recognise the Cult of Coedd as a true expression of faith. It is a political movement focused around the personality cult of a megalomaniacal individual that has pulled millions into their orbit. We do not accept that Coedd is not responsible for the actions of their followers and even if this is so their followers have demonstrated their unwillingness to abide by Imperial Protocol by attacking the servants of His Grace, The Emperor. To this end we are forced to ban this movement as being counter to the laws and principles of the Kingdom of High Ishtahnos and though we will not persecute individual followers of this so called cult, we hereby ban and outlaw any organisation or proselytisation by said so called cult within the territory of the Kingdom of High Ishtahnos and its confederate partners.

There are of course the inevitable legal challenges by civil rights groups, but they are struck down as only Coedd has legal standing to claim divinity before the Ishtahn courts.

 

There is rejoicing among the Agbadan minorities within Ishtahnos at the news of their God King's great feat of divinity. Many begin making pilgrimages to see the sight with their own eyes, straining transportation companies until they can adapt to the sudden uptick in demand. The Ishtahn people are similarly impressed, though not religiously so and sightseers and tourists, as well as many scientists and sorcerers, also make the trip to see the new wonder that has been wrought. The High King sends his condolences to Prince Ilaro, for though his father may have performed a great work of thaumaturgy his loss must still weigh heavily on the young Prince, now King, of Agbada.

 

The announcement of the Helios Hospice is met with outrage by the Ishtahn who waste little time before declaring the organisation illegal. Their claims of legal immunity are quite frankly ridiculous and the news that they will be stealing bodies is a particular outrage. They make it clear in no uncertain terms that they consider this an entirely non-impartial body and frankly an insult to the peoples of Veehra considering recent statements of the Glorious Purifiers in regards to Veehran culture. Any and all Helios Hospice employees attempting to interfere with military operations by the Royal Army of Ishtahnos will be arrested and imprisoned pending trial as enemy agents and any ships employed by the Helios Hospice will be boarded and impounded indefinitely.
The First Minister issues the following short statement: "We can look after our own wounded, stay on Sansar where you belong."

 

For many years the Thotron has lived comfortably in Ishtahnos, splitting their time between teaching at the University of Harazan and advising the government on matters of sorcery. However, with the recent rebellions in Mraza there is a genuine concern that Mrazite rebels might try something stupid and the Ishtahn have no inclination of allowing the Thotron to be spirited away and used as a figurehead. To that end he is placed under temporary protective custody in their luxurious mansion near the university campus. Most classes will have to be done remote for the time being and practical classes and demonstrations can take place in the ballroom. To show that they have every trust in the Thotron and that they're appropriately comfortable, King John makes sure to pay him twice monthly visits when scheduling permits.

 

Though the Ishtahn decline to send a full delegation to the opening of the Golden Phoenix, they do send a contingent of hotel and restaurant reviewers to gauge whether it would be a worthwhile destination for future interplanetary cruises. Though the reviewers do take the time to point out the culture shock and a few things to keep mindful of to avoid faux pas, the overall result is glowing. The following are some excerpts from the report:
"The staff are very attentive, I had lost my keycard and the concierge tracked me down to return it before I even realised I'd lost it."
"The waiter was aware of my citrus allergies and was able to recommend alternatives without me having to bring it up."
"My partner and I were at one of the gift shops looking at getting a rug for the front room and the shop assistant recommended one that perfectly matched the drapes."
"Despite the calendar differences between IC and IR I still got a free cupcake on my birthday!"
"The steak was a little overdone, but the mushroom gravy more than compensated for it."
"I had tickets to a show one morning, but I had forgotten to set an alarm. The front desk made sure to give me a wake up call which I found very thoughtful."

 

Work on the Royal Shipyards of Dantenon has ground to a halt due to the discovery of heretofore unknown pre-bombardment ruins. The architecture matches the ruins of Deira, though is a lot more utilitarian in design. Unsure of just how far these tunnels spread there is no recourse but to cease construction until they can be fully surveyed, a job which the Ishtahn archaeological community takes on with considerable enthusiasm.

 

Due to his work on The Book of Wonders, Marcus Langton Dusthide is elevated to the status of Grandmaster of Gramarye to replace the aging Eliza Sparkes Blacksun.

 

Though not a neighbour of the terraforming equipment, the Ishtahn Ministry of Conservation and Biosecurity prepares a detailed report regarding the potential environmental impact, particularly emphasising the danger to at risk species that inhabit the surrounding wastes. They recommend against activating the device and suggest that, if possible, a way to activate it that affects only the Vesperite climate be found. After all, there's not much of an environment there that needs protecting...

The People Want Action

Upon the WTU's request for action plans to be submitted to bring about an end to the system of corvee labour employed in the lands of the God King, the Ministry of Industry prepares a one hundred and seventy-four page report which they have delivered to Union Central. Most of the report consists of detailed population and resource analyses along with economic forecasts in support of the main suggestion. The actual plan itself can be summed up quite simply as a three part scheme that follows:
One: Pay off En-Sha-Nerat so he doesn't get in the way.
Two: Construct transportation links with Voletha and Nadiratna to allow the free movement of people and goods.
Three: Establish a series of worker owned industries producing cash crops or consumer goods first for the domestic market and then for export.

Part one is likely to be the easiest to enact, En-Sha-Nerat is liable to see the wisdom of money now in exchange for not being removed later, but parts two and three are liable to take many years before significant progress is made.

There is also an attached appendix from the Ministry of Conservation and Biosecurity. It is one sentence long:
DO NOT, UNDER ANY CIRCUMSTANCES, AGREE TO THE COEDDITE PLAN.

Note: Do the Status and Extravagance and Coronal Catalogues next round because I still have at least a round to do so.

Ruler Information

First Minister Johnathon Royston Rageclaw

Diplomacy: 8
Military: 10
Economy: 3
Faith: 3
Intrigue: 2

Age: 69
Expected stat increases: +1 Diplomacy, +1 Economy

Trade Details and Technologies

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

Treasure: 0

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

Other Bookkeeping

Grounds units: 5
Space units: 3
Max units: 9

On hold projects: Military Shipyards [2/5]

Edited by Elemental
Formatting (see edit history)
Name
Establishing a claim over Nadiratna to prove once and for all that the Ishtahn can make friends and you don't have to be mean to expand. AS LONG AS THE DICE BEHAVE.
16
2d6+8+1 2,5
Going to buy these spices... Hopefully the WTU doesn't mind competition, I mean I'm not getting in the way of them getting the spices they promised to others, but I need these spices for me and I'll make it up to them if they get upset by this I swear.
9
2d6+3-1 3,4
If I can't have spices at least I can maybe have shiny gems with the help of my good friends the Soom.
13
2d6+3+2 4,4
Link to comment
Share on other sites

×
×
  • Create New...