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Minescratcher452

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White Pawns
Round 6, Region 23
His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Diplomacy: 7
Military: 9
Economy: 2
Faith: 2
Intrigue: 6

Kan-flag.png

Rolls: at bottom of post

Actions:
  1. [Military] Invade region 102 with 2 space units and 2 ground units, joining the RRE- and BCC-led coalition.
    0 distance penalty (route: direct through space)

    Cpt. Sekira joins the army in fluff (and leads it up to the rendezvous point, though that's unlikely to matter).
    The moon, uninhabited and thus diplomatically and ethically simple to take over and convenient to build military bases on, in addition to possibly having good sites for archaeological digs and astronomical observation, is a territory coveted by the White Pawns. The Captains' Council was rather slow in deciding how to best respond to the Fiorid Principality preempting our colonization efforts. This decision was made easy now that in the unfolding of a larger conflict, the White Pawns have been hired to fight against the Principality. After expelling the enemy, Cpt. Sekira will simply plant the glorious Stripes and Stripes flag on the moon.
  2. [Military] Sack TP 1 in region 33 (Coedd), belonging to COE 2d6+9 Mil, committing one ground unit to it
    The attack on the embassy of our liege will not go unanswered, anc there is nothing more to say about it! Well, okay, Coedd also owes the White Pawns, and as several countries accrue unpaid debts with them, the soldiers get itchy. An all-inclusive vacation to the exotic continent is expected to improve morale.
  3. [Diplomacy 5] Create Cultural Identity: 2d8 to Sacks (+gain 1 REN from [Culture] Rising Stars?; If too broad then just 2d8 to Sack TPs)
    Hardened by numerous battles in battlefields as far as Mekhala, the White Pawns' mercenaries become experts at quick deployment and logistics, including foraging, or in case the aforementioned is useless, as it is really anywhere except on Sansar, looting from the civilian populace. This skillset also serves as a useful tool to control hostile civilian sentiments at home.
  4. [Diplomacy] Improve relationship with EMP 2>3 (TN 14) 2d6 + 7 Dip
    A political faction, the Imperialists, arises in Kan, calling for the establishment of a closer relationship with Ophon - the relationship which they claim has stagnated over the past few years - and the immediate purge of all traitors, pirates, and other agents of violence and chaos in Tekhum, to fulfill the Kanites' vassal obligations.
  5. [Diplomacy] Establish confederation claim on region 21 2d6 + 7 Dip + 1 Renown (TN 12)
    The urgency of securing the borderlands hits Elia Eramo afresh with Coedd's strike - not that it was aimed at Kan, but it demonstrates the ease with which a hostile power could send refugees or militants across the border. The White Pawns are also bound to benefit from an annexation, as they operate at the limits of the capacity of the workforce pool in Kan. Of course, it will be more of an incorporation than annexation properly speaking, as it will be discussed with region 21's leaders and diplomats, and the Imperial subjects in region 21 will be granted the same rights as the subjects in Kan, though that does not involve the right to vote or otherwise directly select one's leadership, after all, the Empire is not a democracy either...

Non-Actions:
Accept trade route from LSP They gain 3 MWG for this.
Accept Shrewd Business from RAT through trade route They gain 1 MWG for this.
Accept resource from RAT through trade route...

News and Rumors:
  • Mercenary services continue to be offered
     

Details

Current Credit:

 

Nation Credit in MWG [change this round]
RAT 1.8 (to be reexamined taking into account the continued supply of a vital resource)
ARK 3
TEA -2.5
COE -1
GCC 3
ILU -2

 

Current payment methods and rates:

Item Value in MWG
1 Treasure (Kroesids) 1
Technology previously unavailable to WTP 0.5-1.5 depending on rarity and utility
Trade Route/Embassy with WTP 3
Artefact 4
Resource provided once 0.3
Government support or TP (controlled by you, offered for WTP's permanent use) 1.5
Region given to WTP (without counting Government, TPs) 1.5



Services rendered:

Service Price in MWG
Ground / Space unit deployed 1.1
General / Admiral deployed 1
Delivery (i.e. war actions taken by WTP) Free
Technologies etc. used by WTP in assisting you Free
Sack (a) 2
Trade Route Blockade 1 in first round of blockade and 1 each odd round thereafter
Protection (WTP cannot be hired against you, valid once you have paid at least 2 MWG for it) 1 in first round of protection and 1 each odd round thereafter
Investigation (a) 2.5
Theft (a) 2.5
Slander (a) 2.5
Undermine Support etc. (a) 2.5

a) repeated until successful/rendered irrelevant by circumstances

Terms and Conditions:

Any offer may be refused by the Imperial Plenipotentiary for Kan or the Council of Captains for any reason. The White Pawns will refuse one of a set of contradictory missions, e.g. if requested to attack and defend a region. The White Pawns will also refuse missions if there is insufficient manpower to carry all missions out. You may pay more than the prices listed above; if you do, it may be taken into consideration when deciding which missions to refuse.

You may go in debt with the White Pawns and pay later, but if the debt is egregious, or it is mainained for an excessively long period, it may be collected on actively. Rebellion against the Empire will not be backed by the White Pawns. The customer is responsible for accounting for distance penalties travel times.

A cancellation fee of 20% applies when a client announces their intention to hire WTP units or other services and the leverage provided by this fact resolves the issue at hand, obviating the need for the service initially requested. In complicated cases, the Council of Captains decides whether the fee is charged. It may also apply when the late decision of a client to cancel prevents WTP from using resources elsewhere.



 

Ruler

His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Next round stats:

Diplomacy: 7 + 1
Military: 9 + 1
Economy: 2
Faith: 2
Intrigue: 6

Used specials: M5

New ruler next round? No

Country info

[Change this round]
Units Ground/Space: 3/3, [+0/+0] - update this for round 5 opener

Treasure: 0, [+0]

Regions:
Sansar:
23 (Kan, capital)

Action templates

[Military] Attack/defend region ... together with .... Send 1 space unit, 1 land unit and Captain Sekira, who will lead the Combined Front using the Measured Advance tactic. Upon victory, the region will be bequeathed to ....

 

 
Edited by CoronaBorealis (see edit history)
Name
Sack TP 33.1
16
2d6+9 4,3
Establish confed claim on 21
14
2d6+8 3,3
Improve relationship with EMP 2>3 (TN 14)
17
2d6+7 4,6
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 The Iron Masquerade
Capital: The City of Narsai (Region 69)
Round 6

News and Rumors
  • The coordinator who assigned the Workers & Trader's Union inspector to an above-ground room with a window is ejected from that very same window.
  • The Iron Monarch politely responds to the Group of Seventeen's terraforming inquiry with a vote in favor of the status-quo, citing the disruption of butterfly migratory routes as the primary reason for the refusal of the opportunity.
  • Congratulations and condolences are sent to the Ishtahnos royal family regarding the Book of Wonders and the loss of Prince Lauren respectively. Having heard of the carved hematite serpents adorning the Wonder's container, the Iron Monarch offers to personally supply Ishtahnos craftspeople with the highest quality mineral should they wish to futher work with the medium.
  • Barun khysee-Guyu, the coordinator sent from the Khylokian Reign of Blood to keep the Iron Monarch informed of the status of his foreign prisoners, makes a stir in the social scene of the aristocracy. The trained diplomat begrudingly and admirably does his part in attending balls and afternoon tea gatherings with the Masque Barons, but sometimes resorts to violence when he loses his patience with all the frivolous posturing and pretty insults from jealous noblity. Thus far, every incident of blood spilled has been pardoned by decree of the Iron Monarch, but the nobility are getting unruly at being continually sided against by their Monarch.
Actions
  1. [Economy 5] - Construct an Arcology, the Skyscrapers of Narsai. Bonus: Assassination/Kidnapping
    Sub-action: Gain 1 treasure from Project Sunrise
    The all-encompassing arched glass of the Apiforme Dome makes heavy infrastructure investment above ground level in Narsai feasible for the first time in the Iron Masquerade's 700-year long history. Greedily seizing subsidization from the Workers & Traders Union, the various mining Barons waste no time staking their claim upon the sky and competing to build the tallest skyscraper of gleaming black hematite. The Iron Monarch dips into the royal treasury to support two iron towers of his own. The Black Tower sees a substantial height increase, by royal decree becoming the tallest skyscraper in Narsai (though grumpy nobles privately argue that the long, thin spire on top is cheating). The second royal tower is gifted to the newly-minted Baron Seydoux, to be her estate and house her expanding labor force.
    Baron Verity Seydoux's success story sends ripples through Narsai's undercity. The former street rat's unconventional choice of soul vessel, a twisted iron dagger, is emulated by every Masque that one day dreams of becoming one of the Iron Monarch's private squad of kidnappers, the fabled Promises. While the sudden doubling of Narsai's housing capacity leads to a commensurate boom in population, only a third of that new workforce labors in the hematite mines. The rest melt, refine, hammer, temper, and sharpen a new industry: deadly bladed weaponry made from locally mined hematite. A new idiom is forged: Good fortune is only one slit throat away.
  2. [Economy] - Buyout TP 3 in Voletha (Region 71) for Heavy Machinery with support from the Bafatis Dynasty. Roll: 17
    The expanded workforce provided by the skyscrapers requires heavy machinery in order to be effective in the hematite mines below the city. Unfortunately, ancient archeotech megadrills are in short supply. Modern technology will have to suffice.
  3. [Military] - Send 3 ground units, 1 space unit, and Johanne Faustine (Admiral 7) to aid the Cloudburst Confederation's campaign in Region 53.
    Baron Gilbert Faustine sweats profusely in anticipation of the private audience that the Iron Monarch has granted him. He has, perhaps foolishly, promised House Agbawo to use his full diplomatic pressure to sway the Monarch towards military intervention in the Confederation's ongoing conquest. Mentally, he reviews all the levers at his disposal: currently a full third of the Masquerade's ground army is composed of Faustine levies, his daughter is foremost admiral of the Masquerade's fleet, and the output of his Baronry's megadrilling operations produces nearly one-sixth of the Masquerade's hematite.
    Fortunately for the Baron, neither threats nor bribes prove necessary to convince the monster at the heart of the Masquerade to send forces in aid of the Confederation. The being inhabiting the former outstanding admiral of the Bironian Bulwark is strangely eager to test his fleet and newest commander in real combat conditions. Nonetheless, no matter how much the Baron might love his daughter and despise the head of state, his political influence is spent. [MSQ no longer owes CBC a favor.]
  4. [Intrigue] - Coerce TP 3 in Region 63 for Veehran Wheat, spending a treasure. Roll: 13
    A growing population requires a growing supply of staple crops. The Iron Monarch is all-too aware that his control over his own city relies upon consistent and stable imports of food.
  5. [Intrigue] - Secret.
    Verity is fully occupied with administration of her new tower and all the social trappings that sudden elevation to nobility entails. It's time for a new Promise to kidnap the spotlight.
Non-Actions
  • Change hosts rulers non-dynastically to Iron Monarch Eighbris (he/him).
    Non-dynastic succession: +1 to any two attributes, Growths: +1 Economy, +1 Intrigue.
    4 + 1 Diplomacy, 2 Military, 4 + 1 Economy, 2 Faith, 3 + 1 + 1 Intrigue
    The Iron Monarch is aware that openly wearing the body of one of the Dhaoine is likely to provoke retaliation ... but his greed gets the better of him. Hopefully, Eighbris's talents will make up for his nation's upcoming hostilities.
  • Resist and hinder all conversions in Narsai (Region 69).
  • Hinder all buyouts in Narsai (Region 69), Agbada (Region 52), and Nadiratna (Region 68) except BAF's buyout of TP 69.3, which is supported.
  • Resist all buyouts of Iron Masquerade Trading Posts.

Reminders for myself

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

Coronal Catalogue of Duelists: Duel fluff for EMP until the end of Round 8, reward 1 treasure

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

Gather the Elites: Any elect with zero government supports at the end of Round 9 loses 1 REN

10_wheel_of_fortune.png.dc7c42669dedee4ab28a6d05f78fa9fb.png"When you find yourself moving backwards, shift gears."

Iron Monarch Kazi
(he/him)

Diplomacy: 2
Military: 3
Economy: 5
Faith: 1
Intrigue: 5

Ground units: 3
Space units: 1
Treasure: 1 + 2 per round

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

Edited by aerin13 (see edit history)
Name
Change rulers non-dynastically
18
7d4 2,4,2,3,1,4,2
Buyout TP 71.3 with support
17
2d6+7 4,6
Coerce TP 63.3 spending treasure
13
2d6+6 4,3
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The Twilight League
Round 6

Violetta, Herald of the Second Dawn
Vesper (Limbo, The Wheel, Purgatory) (Region 58)
Diplomacy: 1
Military: 10
Economy: 5
Faith: 5
Intrigue: 2
Heir: Lilium
D: 2 M: 1 E: 2 F: 3 I: 2

 

Actions:

  • [Military] Attack Region 55 wih two ground units commanded by Lilium (Heir, Mil 6) using Measured Advance (-10% all casualties) traveling overland via Region 61 to Planum Khassia, and one space unit commanded by Void-leader Seraphine (Admiral, Mil 9) using Master of Arms (+1 to battle), assisting the Soom Clan. Deferring to the Soom Clan as regards leadership decisions and tactical doctrines.
  • [Military] Attack Region 103 with two ground units commanded by Violetta (Ruler, Mil 10) using Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties), transported by one space unit commanded by Void-second Izumi (Subcommander, Mil 5) using Measured Advance (-10% all casualties). Deferring to the Black Cloud Coalition as regards command of the space front.
  • Details

    Space Front: Admiral Hǎi Píng & Dǎo-Māo (BCC, +10) establishes Orbital Superiority - +2 BCC space units, +2 RRE space units, +1 TWI space unit, +2 WTP Space Units, total +17 before Tactical Maneuvering. Tactical Doctrine: Electronic Bombardment (Orbital Superiority bonus applies to ground front Tactical Maneuvering)

    Ground Front led by Ruler League Coordinator Violetta (TWI, +10): +10 Commander, +4 BCC grount units, +2 TWI ground units, total +16 before Tactical Maneuvering and Orbital Superiority. Tactical Doctrine: Measured Advance (-10% all casualties)

    [Econom

     

  • [Economy] Establish an Arcology in Region 61 - Dustwell Factory Complex: +1 to Offensive Ground Battles.
  • [Economy] Pay the WTU 5 treasure to repay a favor.
  • [Faith] Create Artifact - The Charnel Heart: +2 to own leader loss rolls.

Nonactions

  • Pay the WTU 5 treasure to repay their loan.

News and Rumours

Statistics
Unit Count: 4 Ground, 2 Space
Treasure: 5 (Spending 5 this round)

Country Information

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

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

Diplomacy

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

Organisation Bases
Guildhall in Vesper.

Embassies
None

Cultural Identities

None

Great Works
None

 

Military

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

Government Support: 58

Generals

None

Admirals

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

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Active Military Techs

 

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

 

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

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

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

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Mercantile Support
58

Arcologies
None

Trade Routes
None

 

Faith

Media Support: 58

Faith Size: 3
Organised Faith Bonuses
None

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

58 - Integration

 

Total Passive Effects

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

Actions:Defence:
Misc:

Edited by Lady Serpentine (see edit history)
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The Wicklund Salvagers
Dip 10 | Mil 1 | Eco 5 | Fai 2 | Int 2
Round 6


Actions:
1: [Dip] Sway Faction: Media in region 109 (2d8 + 10 (stat) vs TN 12): Success (19)
2: [Eco] Buyout Trading Post 2 in region 21, spending 1 treasure (2d6 + 6 [5 (stat) + 1 (treasure)] vs TN 12): Success (13)
3: [Eco] Buyout Trading Post 2 in region 31, spending 1 treasure (2d6 + 7 [5 (stat) + 1 (treasure) + 1 (WTU arcology)] vs TN 12): Success (16)
4: [Eco] Buyout Trading Post 2 in region 35, spending 1 treasure (2d6 + 6 [5 (stat) + 1 (treasure)] vs TN 12): Failure (8)
5: [Eco] Repair Space Elevator in region 39 (2d6 + 5 (stat) vs TN 12): Failure (10)
Diplomacy with the Junk King and the sector of Firmament above Davis Port has started up again, following a successful defense of the region. The Wicklunds are gaining public traction with the local news with their outreach. Attempts to repair the broken connection between the regions failed, but provided insight into the system that may aid a second attempt. Outside of those negotiations, the trade network continues to grow, this time with a focus on technological goods.
Non-Actions:
1: Support CBC's buyout of trading post 2 in region 39.
2: The People Want Action:
A letter from Wallace Wicklund to the Pan-Tekhum Worker's and Trader's Union:
It delights me to hear the plans for some action, and I understand the desire for input, but I am worried the Union lacks strong conviction; the proposed course at the moment has very few details. In any case, any peaceful reform has to have the support of the local merchants. Once that is acquired, you should attempt to buy out the remaining traders, so that the WTU has full control over the practice. Finally, once that control is established, you can shift the practice to something more ethical for the workers.
News and Rumors:
Wallace Wicklund has funded a documentary on the inner workings of the Component Research Facility. Reviews are largely negative, calling the film propaganda and saying it primarily serves as an advertisement to work for the Facility. In response, the film was pulled from television rotation, but unofficial copies of it remain.

Bookkeeping:

Bookkeeping

General data:
Ruler (Wallace Wicklund) stats: Dip 10, Mil 1, Eco 5 (+2), Fai 2, Int 2
Heir (Nemo Wicklund) stats: Dip 1, Mil 2, Eco 3, Fai 2, Int 2
Specials available: Dip 5, Dip 10, Eco 5
Regions owned: 2 [39, 40]
Government Supports: 2 [39, 40]
Mercantile Supports: 3 [39, 40, 109]
Media Supports: 2 (+1) [39, 40, 109]
Claims: Integration on 40, strong Marriage and Integration on 39
Cultural Identity: Sway Faction
Diplomacy data:
EMP reputation: 1
EMP favors: 1
WTU reputation: 3
BRG reputation: 1
Renown: 1
Economic data:
Trading Posts owned: 7 (+2) [25 TP3, 28 TP2, 28 TP3, 39 TP1, 40 TP1, 40 TP2, 52 TP3 (+21 TP2, 31 TP2)]
Arcologies owned: 1 [40, Investigation]
Treasure income: 3 [2 from TPs + 1 from WTU 3]
Treasures owned: 3 (-3, +3)
Technologies: all nonregional starter techs (Aclaustrophopic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Pseudogravity Engineering, Xenolinguistic Cataloguing), Badalian Megadirigibles, Wet Navy Ships
Military data:
Ground units: 2
Space units: 1
Edited by Syntax Error
Updating bookkeeping for rolls (see edit history)
Name
Buyout TP2 in region 21 (with 1 treasure)
13
2d6+6 4,3
Buyout TP2 in region 31 (with 1 treasure, using arcology)
16
2d6+7 4,5
Buyout TP2 in region 35 (with 1 treasure)
8
2d6+6 1,1
Repair Space Elevator in region 39
10
2d6+5 4,1
Sway Media 109
19
2d8+10 3,6
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U.N.N.C.L.E
Capital: The Control Center 5(region 3 of FRED)
Round 6

News and Rumors

How inept is our military! Something must be done. Perhaps conscription of the Guests?

Actions
  • [Diplomacy]- Sway government in region 5 to be our ally. Perhaps they can be another confederacy in the future.
  • [Diplomacy]-Press claim for region 4, making a confederacy.
  • [Faith]-Spread Paragonism to region 4 to a Majority
  • [Faith]-Spread Paragonism to region 5 to minority
  • [Diplomacy]-Kiss the Imperial Butt Increase reputation with the Empire

Expected increases
Diplomacy +1, Economy 1

Non-Actions
  • Accept the conversion of more people to Paragonism
  • Resist all attacks and buyouts.

Reminders for myself

[Request] Coronal Catalogue of Duelists [1/5] - fluff for 1 treasure, fluff plus action gain 3

 

[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)]

 

symbol.png.56ab599065f6f20e3f27a1ccb1f190bc.png

"Luminous beings are we, not this crude matter."

Chairperson Lucas Oliver James Mellus Tristan
(they/them)

Diplomacy: 8
Military:2
Economy: 5
Faith: 9
Intrigue: 2

Ground units: 0
Space units: 1
Treasure: 3 + 0 per round

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

 

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Posted (edited)

End of Round Six.

No further mechanical edits to action posts may be made!

 

Battles

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

Space Front:

Turtanu-Ziqpu Ra'ima [HOF] (Mil 8) attempting Measured Advance (-10% casualties for both sides)

vs.

Cascade [GLO] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

 

Tactical Maneuvering:

Turtanu-Ziqpu Ra'ima: 2d6+8 = 15

Cascade: 2d6+9 = 16

 

Battle:

House of Fire: 2d10+12 (+8 Mil, +4 HOF Units, +2 ALF Units, -2 Distance) = 24

Glorious Purifiers: 2d10+14 (+9 Mil, +4 GLO Units, +1 RRE Unit) = 25

 

Casualties:

House of Fire: 2d3-1-1 = 20%: 20% of 4 HOF units = 1 space unit lost and 20% of 2 ALF units = 0 lost

Glorious Purifiers: 1d4-1 = 20%: 20% of 4 GLO units = 1 space unit lost and 20% of 1 RRE unit = 0 lost

 

Ground Front:

Arni dei Fiori [ALF] (Mil 9) attempting Relentless Butchery (+20% enemy casualties)

vs.

Marshal Aine Uistein [RRE] (Mil 9) attempting Measured Advance (-10% casualties for both sides)

 

Tactical Maneuvering:

Arni dei Fiori: 2d6+9 = 16

Marshal Aine Uistein: 2d6+9 = 21

 

Battle:

Fiorid Principality: 2d10+15-1 (+9 Mil, +5 ALF Units, +1 Treasure) = 21

Radiant Republic of Erisdor: 2d10+16 (+9 Mil, +3 GLO Units, +2 RRE Units, +1 Treasure, +1 Black Foundry) [+3 Orbital Superiority if GLO victory above] = 34

 

Casualties:

Fiorid Principality: 1d3+1d4+1-1 = 60%: 1 ALF unit lost before battle, 60% of 4 surviving ALF units = 2 ground units lost

Radiant Republic of Erisdor: 1d1-1 = 0

 

Additional Effects: ALF loses 1 Unit prior to battle, incurring a -1.  In the event of RRE victory, transfer ownership of the region to GLO.

 

 

The White Pawns and Radiant Republic of Erisdor invades Region 102

 

Space Front:

White Pawns Sub-Commander [WTP] (Mil 5) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

Erisdor Sub-Commander [RRE] (Mil 4) attempting Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties); AUTOMATIC SUCCESS

 

No defenders - RRE victory.  Region control is transferred to the White Pawns (WTP)

 

 

The Black Cloud Coalition and Twilight League invades Region 103

 

Space Front: 

Hǎi Píng & Dǎo-Māo [BCC] (Mil 10) attempting Electronic Bombardment (On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well); AUTOMATIC SUCCESS

 

Ground Front:

Violetta [TWI] (Mil 10) attempting Overwhelming Tempo (+2 to Battle, +10% own casualties, -10% enemy casualties); AUTOMATIC SUCCESS

 

No defenders - TWI victory.  Region control is transferred to the Black Cloud Coalition (BCC)

 

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

 

Space Front:

Johanne Faustine [MSQ] (Mil 7) attempting Measured Advance (-10% casualties for both sides); AUTOMATIC SUCCESS

 

Ground Front:

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

vs.

Olodolo the Faithful [CBC] (Mil 10) attempting Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

Tactical Maneuvering:

The Grandmaster: 2d6+10 = 16

Olodolo the Faithful: 2d6+10 = 17

 

Battle:

Indigenous Defenders: 2d10+15 (+10 Mil, +5 Units) [+2 if TacMan] = 27

Cloudburst Confederation: 2d10+21 (+10 Mil, +3 CBC Units, +3 MSQ Units, +3 Orbital Superiority, +1 Cult of Avva, +1 Popmaize Cluster Grenades) = 38

 

Casualties:

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

Cloudburst Confederation: 1d2 = 20% of 3 CBC units = 1 ground unit lost and 20% of 3 MSQ units = 1 ground unit lost

 

Technologies: 

CBC: Popmaize Cluster Grenades [Man-Portable Weapons]

 

Additional Effects: Cult of Avva conversion attempt in Region 53 if CBC wins TacMan

Conversion attempt: 2d6+10 = 16 vs TN 12

 

The Soom-Clan Marauders, Kingdom of High Ishantos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

 

Space Front:

Void-Leader Seraphine [TWI] (Mil 9) attempting Master of Arms (+1 to battle)

vs.

Liberalis Maximus [NPC] (Mil 9) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

Void-Leader Seraphine: 2d6+9 = 13

Liberalis Maximus: 2d6+9 = 15

 

Battle:

Twilight League: 2d10+17 (+9 Mil, +1 SCM Unit, +1 TWI Unit, +3 ISH Units, +3 SNK Units) = 22

Rebels: 2d10+10 (+9 Mil, +1 Unit) [+2 if TacMan] = 18

 

Casualties:

Twilight League: 1d4-1 = 0

Rebels: 2d3-1+1 = 40% of 1 unit = 0 lost

 

Ground Front:

General Warlord Sigrid [SCM] (Mil 10) attempting Measured Advance (-10% casualties for both sides)

vs.

Colonel R. Murrow [NPC] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

General Warlord Sigrid: 2d6+10 = 22

Colonel R. Murrow: 2d6+8 = 14

 

Battle:

Soom-Clan Marauders: 2d10+21 (+10 Mil, +4 SCM Units, +2 TWI Units, +2 ISH Units, +3 SNK Units) [+3 Orbital Superiority if TWI victorious above] = 30

Rebels: 2d10+15 (+8 Mil, +7 Units) = 25

 

Casualties:

Soom-Clan Marauders: 1d3-1 = 0

Rebels: 1d3+1d4-1-1 = 30% of 7 units = 2 lost

 

The Arvaxine Populate invades Region 59

 

Space Front:

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

 

Ground Front:

Union President Molluk [NPC] (Mil 1d10 = 3) attempting Measured Advance (-10% casualties for both sides)

vs.

President Edrajek [AVP] (Mil 8) attempting Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Tactical Maneuvering:

President Molluk: 2d6+3 = 7

President Edrajek: 2d6+8 = 17

 

Battle:

Indigenous Defenders: 2d10+4+3(+4 Units) = 20

Arvaxine Populate: 2d10+14 (+8 Mil, +3 Units, +3 Orbital Superiority) [+2 if TacMan] = 28

 

Casualties:

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

Arvaxine Populate: 1d3-1 = 20% of 3 units = 1 lost

 

Edited by Minescratcher452 (see edit history)
Name
59 Commander
3
1d10 3
ALF hostile territory loss (lost on a 1)
1
1d2 1
HOF Sansar space front TM
15
2d6+8 3,4
GLO Sansar space front TM
16
2d6+9 1,6
55 Rebels space front TM
15
2d6+9 1,5
TWI Veehra space front TM
13
2d6+9 2,2
HOF Sansar space battle
24
2d10+12 5,7
GLO Sansar space battle
25
2d10+14 1,10
55 Rebels space battle
18
2d10+10+2 5,1
TWI Veehra space battle
22
2d10+17 1,4
ALF 37 TM
16
2d6+9 1,6
RRE 37 TM
21
2d6+9 6,6
53 Grandmaster TM
16
2d6+10 4,2
CBC 53 TM
17
2d6+10 3,4
SCM 55 TM
22
2d6+10 6,6
55 Rebels TM
14
2d6+8 1,5
59 TM
7
2d6+3 2,2
AVP 59 TM
17
2d6+8 3,6
ALF 37 ground front
21
2d10+15-1 5,2
RRE 37 ground front
34
2d10+16+3 6,9
53 Grandmaster ground front
27
2d10+15 2,10
CBC 53 ground front
38
2d10+21 8,9
SCM 55 ground front
30
2d10+21+3 1,5
55 Rebels ground front
25
2d10+15 4,6
59 ground front
20
2d10+4+3 9,4
AVP ground front
28
2d10+14+2 9,3
CBC conversion attempt on 53
16
2d6+10 1,5
HOF space casualties
2
2d3-1-1 2,2
GLO space casualties
2
1d4-1 3
ALF 37 casualties (1 additional ALF unit lost before battle)
6
1d3+1d4+1-1 2,4
RRE 37 casualties
0
1d1-1 1
53 defender cas
2
1d3+1d4 1,1
CBC 53 cas
2
1d2 2
TWI space cas
0
1d4-1 1
55 Rebels space cas
4
2d3-1+1 2,2
SCM 55 cas
0
1d3-1 1
55 Rebels ground cas
3
1d3+1d4-1-1 2,3
59 cas
5
1d3+1d4-1-1 3,4
AVP 59 cas
2
1d3-1 3
LL Turtanu-Ziqpu Ra'ima
10
1d20-0 10
LL Cascade
10
1d20-0 10
LL Arni dei Fiori
6
1d20-3 9
LL Marshal Aine Uistein
3
1d20-0 3
LL The Grandmaster
11
1d20-1 12
LL Olodolo the Faithful
14
1d20-2 16
LL Void-Leader Seraphine
17
1d20-0 17
LL Liberalis Maximus
8
1d20-0 8
LL General Warlord Sigrid
8
1d20-0 8
LL Colonel R. Murrow
15
1d20-2 17
LL Union President Molluk
13
1d20-2 15
LL President Edrajek
5
1d20-1 6
The
15
2d6+6 6,3
Inner
12
2d6+7 1,4
Workings
14
2d6+5 5,4
Of The
13
2d6+9 2,2
Empire
12
2d6+9 1,2
Remain
13
2d6+9 3,1
As
16
2d6+10 3,3
Ever
12
2d8+6 5,1
Mysterious
9
2d6+2 3,4
103 Prospect
2
1d3 2
AVP seek aid on colonize (TN 10)
10
2d6+2 4,4
AVP colonize Region 72, spending treasure
8
2d6+5 2,1
UNC sway Government of Region 5 (TN 12)
13
2d6+8 4,1
UNC press claim on Region 4
19
2d6+8 5,6
UNC convert Region 4
21
2d6+9 6,6
UNC convert Region 5
21
2d6+9 6,6
UNC raise EMP rep (TN 10)
16
2d6+8 2,6
UHS rolloff for BRG rank 4
15
2d6+5 5,5
GLO rolloff for BRG rank 4
18
2d6+8 5,5
TEA REN 4 rolloff
16
2d6+10 3,3
ELD REN 4 rolloff
16
2d6+10 5,1
ISH REN 4 rolloff
13
2d6+8 2,3
LSP REN 4 rolloff
14
2d6+9 3,2
BCC REN 4 rolloff
12
2d6+8 2,2
BAF REN 3 rolloff
17
2d6+10 3,4
BRB REN 3 rolloff
10
2d6+2 6,2
CUS REN 3 rolloff
20
2d6+10 4,6
SCM REN 3 rolloff
15
2d6+6 3,6
UHS REN 3 rolloff
11
2d6+5 3,3
COE REN 2 rolloff
6
2d6+3 2,1
DIC REN 2 rolloff
6
2d6+4 1,1
GCC REN 2 rolloff
15
2d6+6 5,4
ILU REN 2 rolloff
11
2d6+4 1,6
MSQ REN 2 rolloff
11
2d6+2 5,4
SEV REN 2 rolloff
17
2d6+10 4,3
SNK REN 2 rolloff
19
2d6+9 6,4
TEA REN 2 rolloff
17
2d6+10 1,6
WTP REN 2 rolloff
14
2d6+7 1,6
61 writeup unrest
2
1d3 2
106 writeup unrest
2
1d3 2
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Posted (edited)

Round 7: Begin!

Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

 

Round 7 will close on Sunday, May 5th.

Announcements!

Please include the name of the resource in addition to the Trading Post number when performing buyouts, coercions, or sacks. This significantly helps with readability for the GM team and table maintainers.

 

When creating a claim, please specify whether it is a marriage or confederation claim. For marriage claims, please include the name of the character involved.

 

Writeup Unrest:

Region 15 (BCC) has an approved writeup that needs to be posted in the Planets of Tekhum thread. Deadline extended 1 round due to extreme illness.

Region 37 (ILU) has not received a writeup. The inhabitants hope that their new government will be more attentive to their unique culture. (Deadline extended due to battle.)

Region 61 (TWI) has not received a writeup. The Media faction in Region 61 becomes Unruly. If a writeup is submitted this round, they will return to Open.

Region 106 (SCM) has not received a writeup. The Media faction in Region 106 becomes Unruly. If a writeup is submitted this round, they will return to Open.

 

Discovery!

Explorations and other news from afar

 

Maps of Tekhum

Tekhum

Tekhum-System-R7

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

 

Badal

1-Badal.png
Airship sprite by DualR. Commissioned by OpenGameArt.org.

 

Sansar

2-Sansar.png
Space Needle sprite from https://game-icons.net/.

 

Firmament

2-SZ-Firmament.png
Not to scale.

 

Aridyin

2-SZ-Aridyin.png

 

Veehra

 

Mekhala

4-Mekhala.png
Distances not to scale.

 

Wakinyan

5-Wakinyan
Not to scale.

 

 

Survey teams from Caipe Ushere fill in the last gap on Sansar’s southwestern continent, as an expedition crosses the channel from the recently annexed Utattou to map the island. Contact with the inhabitants takes longer than expected, almost leading some to declare the island uninhabited, but once communications are established, they prove to be well-militarized but resource-poor. According to the expedition’s reports, the region’s unique turtles are its most exploitable commodity - a conclusion that leaves some in the homeland scratching their heads, even if establishing a foothold in the turtle trade would be relatively easy given the goodwill the explorers have cultivated.

CUS sends an expedition to Region 27, discovering a region with Minorities of Atlanticism and Pacificism, 2 Trade Posts of Tiny Turtles (Fauna), a Desired Import of Fabrics and Textile Products, and 5 units of native defenders! CUS gains a +1 bonus to one Buyout action taken in the region this round!

 

The first technology to cross the Great Gulf into the Outer System has been invented by the House of Brimstone!

All actions taken in the Outer System suffer an initial -3 distance penalty regardless of the orbit where the action originates. For each orbit beyond Wakinyan, this penalty increases by 1.

 

The first map of the Outer System, the planet and moons of the gas giant Wakinyan, alongside an astronavigational description of the planet, is available below! Wakinyan’s moons are not adjacent to each other (except 125 and 126), but Vacuum Adaptation may be used to transport ground units between any regions in Wakinyan’s orbit as if they were zero-g.

 

Maps of the other three orbits, Kaua, Oreb, and Huma, will require a player to use an exploration action to conduct and overall survey of the entire orbit. Bonuses to specific regions from this action will not be granted, but the full map of the orbit will be revealed on a success.

 

These rules will be added to the Rules google doc and Atlas shortly.

 

Wakinyan

Wakinyan

5-Wakinyan
Not to scale.
 

Gas Giant (Oxygen) 

Average orbital distance: 3.25 AU

Diameter: 140,000 klicks

Solar day: 0.42 standard days

Solar year: 4,333 standard days

Habitable layer gravity: 2.6g (freefall conditions approximate ~0g)

Atmosphere: Hydrogen-helium (habitable nitrogen-oxygen layer); traces of ammonia and water vapor

 

The fourth planet from Ophon, far beyond Mekhala, Wakinyan is not a small rocky body like the other inhabited worlds, but a colossal gas giant. Its outermost atmospheric layer is composed almost entirely of hydrogen and helium, an envelope about 30 klicks thick. Below this, in a massive equatorial band stretching thousands of kilometers north and south, is the habitable layer, composed largely of nitrogen and oxygen. Temperatures and pressure in this layer are comparable to those in the colder polar regions of Sansar, and many remarkably complex organisms have adapted to life in freefall. Beneath the habitable layer, the atmosphere is hydrogen and helium once again, stretching into the unknowable depths below. Violent storms unimaginable on smaller planets (some of which are larger than said planets) rampage across Wakinyan with clockwork regularity, forming an insurmountable barrier to the north and south of the habitable zone.

 

The tall outer atmosphere above the habitable layer renders traditional orbital bombardment difficult, while the freefall conditions of the habitable layer itself move combat operations closer to operation in vacuum. Freefall regions, indicated with a green region number, have Combined Fronts like zero-g regions; however, space units may not be contributed to their Combined Fronts until technological innovation enables improved bombardment or the ability to function in Wakinyan’s atmosphere.

 

Wakinyan also possesses several substantial moons observable from the Inner System, along with a swarm of extremely small minor satellites. The three largest are pockmarked rocky worlds larger even than great Aridyin, while the 4th largest is a strange ocean-covered moon which bears detectable biosignatures in spite of its barely-above-freezing temperatures and thin atmosphere. 

 

Growth!

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

 

The Eucrus Alliance elevates status to Stellar Power!

 

Eilif Dhaoine elevates status to Stellar Power!

 

The Soom-Clan Marauders establish an Arcology in Region 55, the Red Station (+1 to Sway actions)

 

The Iron Masquerade establishes an Arcology in the City of Narsai, the Skyscrapers of Narsai (+1 to Assassination/Kidnapping actions)

 

The Twilight League establishes an Arcology in Region 61, the Dustwell Factory Complex (+1 to offensive ground battles)

 

WTU establishes an Interplanetary Guildhall (Arcology) in the North Way Cluster (2), providing a bonus to Thefts

 

The Radiant Republic of Erisdor prospects Region 101 of Aridyin, searching for Helium-3. They find two TPs of Helium-3 (Fuel and Power) and the region gains an Open mercantile support

 

UNC presses a Confederation claim to Region 4! UNC gains 1 unit!

 

LSP establishes a marriage claim on the Et Cetera HQ (Region 91), offering the hand of Society Consul Hanyeo's youngest son, Prince Bandayo

 

COV establishes a confederation claim on the Ethen Retreat (93)

ISH establishes a confederation claim on Nadiratna (68)

WTP establishes a confederation claim on Region 21

 

ILU completes a Hive Great Project in the Height of Utopia (10), the Cata-Honeycombs!

 

Statecraft!

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

 

DIC introduces a Cultural Identity: Industrial Advantage (2d8 to Buyout actions)!

 

WTP introduces a Cultural Identity: Expert Foraging (2d8 to Sack actions)!

 

The Llort Society Protectorate hosts the Mekhala-Veehra Dash of 2050!

- ARK shares Pseudogravity Engineering and Shrewd Business with CUS, SEV, and TEA

- ARK shares Badalian Megadirigibles with SEV

- ARK shares Aclaustrophobic Psychiatry, Algorithmic Imagination, In-Vivo Modification, Pseudogravity Engineering, Xenolinguistic Cataloging, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with HOB

- ARK shares Pseudogravity Engineering, Badalian Megadirigibles, Wet Navy Ships, and Shrewd Business with DIC

- CAS shares Android Industrialization with DIC, HOB, and SEV

- CAS shares Algorithmic Imagination with HOB

- CAS gives 1 treasure to SEV

- DIC shares Cyclone Phased Laser Arrays with CAS and HOB

- HOB shares Thaumonuclear Reactors with ARK, CAS, CUS, DIC, HOF, SEV, and LSP

- HOB gives 1 treasure to SEV

- HOB shares Arcane Amplification and Nuclear Fusion with CAS

- LSP shares Pseudogravity Engineering, Shrewd Business and Wet Navy Ships technologies with CUS, DIC, SEV and TEA

- LSP shares Badalian Megadirigibles with DIC

- SEV shares Aclaustrophobic Psychiatry, In Vivo Modification, and Xenolinguistic Cataloguing with CAS

- TEA trades control of Region 22 to HOF

 

The Biarbu Society hosts the Grand Opening of the Golden Phoenix Casino!

- ARK shares Wet Navy Ships and Pseudogravity Engineering with BRB

- BRB shares Vacuum Adaptation with ARK

- GCC gives 2 treasure to BRB via gambling

- GCC gives the Hammer (General 7) and control of Region 100 to ARK

 

RAT shares Shrewd Business with ALF and WTP via Trade Route

 

RAT sends 1 treasure to ARK via Trade Route

 

BAF, HOB, GCC, and RAT sign the EAT alliance treaty

 

RAT and BCC establish a non-aggression pact hinging upon the supply of superconductors

 

BRB and COE sign a Nine-Year Understanding of mutual non-interference

 

GCC introduces a new Heir: Shadow Minister Dmitr'Hesk (Diplomacy 3, Economy 3, Military 2, Faith 4, Intrigue 2)

 

ILU introduces a new Heir, Console-Elect Giovanni (Diplomacy 5, Military 2, Economy 2, Faith 5, Intrigue 2)

 

CUS impresses the Merchants in Ouvriead using Wine as Luxury Goods

HOF sways the Government in Region 81

MIR impresses the Merchants in Region 59 using Davisonian Paints as Luxury Goods, spending 1 treasure

SCM sways the Media in Region 75

SEV impresses the Merchants in Region 63 using Charmed Textiles as Fabrics and Textile Products

SNK sways the Government in Region 107

TEA sways the Media in Region 19, spending a treasure

WIC sways the Media in Region 109

UNC sways the Government of Region 5

BIR spends 1 treasure to sway the Government of Kinella (14), but fails

FBC spends 1 treasure to impress the Merchants in Coedd (33), but fails due to lack of Industrial Machinery

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

MIR performs Industrial Investment in Region 34, creating and gaining ownership of a new Trading Post for Curative Enzymes!

 

LSP establishes a Trade Route with WTP

 

COV establishes a Trade Route with RAT

 

ALF buys out TP 1 in Region 37 for Assembly Line Robots, spending 1 treasure and seizing control from ARK

ARK buys out TP 1 in Eskor (30) for Eskorian Orchards

BAF buys out TP 1 in Region 66 for Spellbooks

BAF buys out TP 3 in the City of Narsai (69) for Hematite

BAF buys out TP 1 in the Ethen Retreat (93) for Well-Fed Animals

BCC buys out TP 3 in Burtzlund (50) for Superconductors and Microcircuits

BIR buys out TP 1 in Region 13 for Shadow Silk

BIR buys out TP 2 in Region 13 for Shadow Silk

BIR buys out TP 1 in Region 85 for Vibrating Crystals, spending 1 treasure

COV buys out TP 2 in the Ethen Retreat (93) for Well-Fed Animals, spending a treasure

CUS buys out TP 3 in Region 104 for Solar Panels, spending 1 treasure

DIC buys out TP 1 in Region 96 for Space Ameobae

FBC buys out TP 3 in Anjahar (11) for Synthetic Proteins

GCC buys out TP 3 in Verdalfheim (36) for Oil

ISH buys out TP 3 in Planum Khassia (74) for Energized Chrysoberyl

LSP buys out TP 3 in Shiwa Yun (6) for Electronic Edibles

MSQ buys out TP 3 in Voletha (71) for Heavy Machinery

RAT buys out TP 2 in the Arkhive Æternal (46) for Honeyed Words

RAT buys out TP 1 in Region 1 for XQI

RAT buys out TP 2 in Region 1 for XQI

RAT buys out TP 3 in Region 1 for XQI

RAT buys out TP 3 in Region 95 for Laser Rifles, spending 1 treasure

RRE buys out TP 1 in The Emerald Expanse (41) for Uniforms, spending 1 treasure

RRE buys out TP 3 in Neo Guleum (12) for Loans

SEV buys out TP 2 in Region 104 for Solar Panels, spending a treasure

SEV buys out TP 2 in Senkar (16) for Senkar Medicae, spending 1 treasure

UHS buys out TP 3 in Region 13 for Shadow Silk

UHS buys out TP 1 in Region 4 for Plastic Explosives

WIC buys out TP 2 in Region 21 for Portable Communicators

WIC buys out TP 2 in Cannor (31) for Nitrates

WTU buys out TP 2 in Region 82 for Voidspice on behalf of CAS

WIC fails to buy out TP 2 in Region 35 for Dejan Mustard, spending a treasure

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure and hoards 1 treasure

BAF gains 2 passive treasure

BCC gains 1 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

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

CUS gains 1 passive treasure

DIC gains 1 passive treasure

FBC gains 2 passive treasure

GCC gains 1 passive treasure

GLO gains 1 passive treasure

HOB gains 2 passive treasure

HOF gains 1 passive treasure

LSP gains 1 passive treasure

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

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

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TAV gains 1 passive treasure

TWI gains 1 passive treasure

UHS gains 1 passive treasure

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

 

Faith!

Conversions, organization, and other such matters of faith

 

Coedd becomes Coedd, a Celestial Domain! A Coedd Holy Order, the Choristers of Sian, is founded in Coedd (33)

 

The Illumined Utopians found a Holy Order of Soul’s Expression in the Height of Utopia (10), Prime's Paragon!

 

BRB introduces a Minority of Fascination in Region 1

BRB increases the following of Fascination in Neo Guleum (12) to Plurality, decreasing Psycho-Capitalism to Minority status

BRB replaces the Minority of Holy Orders' Vows in the Biron Crosspaths (17) with a Minority of Fascination

BRB introduces a Minority of Fascination in Region 62

COE introduces a Minority of Coedd in Region 26

HOB introduces a Minority of Imperial Cult in Dur-Shalkhir (76)

LSP increases the following of the Imperial Cult in Verdalfheim (region 36) to Plurality

UNC increases the following of Paragonism in Region 4 to Plurality, displacing Mad Science to a Minority

UNC introduces a Minority of Paragonism in Region 5

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

The God-King resigns to his holy chambers for several weeks, deep in House Kiniun, bringing his only son, Ilaro Kiniun, with him. There, they establish an intimate spiritual connection with Avva as his earthly vessel. At the end of this meditation, Veehra itself trembles from its core as a beam of light coming directly from the Sun itself strikes the ocean. Powerful waves strike the shorelines of the Agbada, yet all are spared harm... And yet, after all of this, only the Prince returns, and he collapses, exhausted. Astonishingly, a small archipelago of islands emerges from the sea, just within sight of Castle Kiniun. CBC performs a Miracle! They create and automatically colonize Region 112, the Irisite Archipelago, a zero-g region floating high in the atmosphere of Veehra with a Minority of Cult of Avva. It functions similarly to a Space Habitat, requiring both an Encourage Settlement and Prospect action, but does not prevent the Cloudburst Confederation from creating a Space Habitat in the future. The Irisite Archipelago gains a Desired Import of Specialists!

 

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. The Archmage travels to the Veehran-Mekhala Dash in person to demonstrate the power of a properly maintained thaumonuclear reactor core in the extreme race.

HOB invents a new technology: Thaumonuclear Reactor Cores! Requirements: Arcane Amplification, Nuclear Fusion, Fuel. Effect: Allows travel beyond the Great Gulf into the outer system

 

With advanced robotic bodies and algorithmic imagination, custom-designed in both hardware and software for their particular tasks, massive leaps in industrial efficiency are possible, for better or for worse. Given a sufficiently attractive offer, independent, sapient AI units may be convinced to settle in your region and join the local workforce. CAS invents a new technology: Android Industrialization! Requirements: Algorithmic Imagination, 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.

 

The Bafatis Dynasty launches a Space Habitat, Themis, into orbit around Veehra! They immediately gain control of the new undeveloped colony (Region 113) and introduce a Minority of the Cult of the Mind. Themis gains a Desired Import of Ores and Alloys!

 

The Kingdom of High Ishtahnos produces Tekhum’s first Great Work! 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. 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 Twilight League creates a new Artifact, the Charnel Heart for +2 to own leader loss rolls!

 

CBC extends the Veehran railway into Agbada (52)

 

MIR extends the Veehran railway into Nadiratna (68)

 

Might!

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

 

Nothing beats Dwarven engineering. 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. DIC invents a new technology: Cyclone Phased Laser Arrays!  Requires Laser Rifles, Fusion Power. Slot: Ship to Ship Weapons.

 

The Counts of Mirage recruit a new General: Knight Pembroke (score: 9)! Knight Pemproke is known for Twin Rail Tactics, a Tactical Doctrine which grants +3 to battle in regions with a rail line.

 

Skod Qggg Smalengnutepi, Admiral of the STAR RATS, now has a score of 7 and can use the Opportunist for Profit Tactical Doctrine: Grants one free action attempt to buyout a TP in the target zero-g region, or, if the admiral is fighting in a Space Front that affects a regional Ground Front in which this admiral’s country is also fighting, the buyout may target a TP in that region. A maximum of one action attempt can be made on success, regardless of how many regions are affected.

 

ILU raises a Fortress in the Height of Utopia (10), the Labyrinthic Path!

 

The Fiorid Principality of Verdalfheim invades Region 37 with the support of the House of Fire, contested by an invasion by the Glorious Purifiers with the support of the Radiant Republic of Erisdor

 

 

The skies, ground and space of central Chonkia are consumed with war as local and offworld powers alike clash over the ruins of the Basu-Ramen headquarters. Arni Del Fiori (Mil 9) leads one side of the clash leading a large army of five elven units on the ground while sending Verdalfheim’s navy to work under the command of Admiral Turtanu-Ziqpu Ra'ima of the House of Fire (Mil 8) who controls a combined space fleet of two elven ships along with four cruisers of their own.

 

 

The Radiant Republic/Glorious Purifiers coalition arrayed against them has its ground troops commanded by Republic Marshal Aine Uistein (Mil 9) who leads two units of Radiant Republic troops along with three units of moonmen, including a ferocious looking artillery detachment under the immediate control of Millenium Zell.  In space, one Radiant Republic craft meets up with the four purifier ships already present to receive a briefing on the rules of engagement from Admiral Aka Cascade (Mil 9)

 

 

 

 

Space Front:

 

Admiral Aka Cascade Cascade [GLO] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

A gentlemanly accord had been struck between the rival admirals and both move forwards in a measured advance, Admiral Cascade being perhaps slightly more proficient at it.  With fusion and other indiscriminate-fire weapons having been disabled or in some cases even removed, the battle is one of precise shots aimed at disabling engines, weapon banks and other combat-critical systems rather than running the risk of targeting crew compartments or the potentially deadly explosions caused by a direct hit on fuel tanks.

 

 

Both generals are on the top of their game as they meet in high orbit but Admiral Aka has the advantage of having fought in planetary orbit before - Admiral Ra’ima being more used to the very different combat appropriate for Mekhala’s obstruction-high, magnetic-field-low environs.  Admiral Aka uses this to their advantage as the terminator brings the region far below from night to day, riding the wave of thermal energy upwards to gain a substantial, if brief boost to acceleration upwards.  It’s a risky maneuver as it exposes her craft’s vulnerable underbellies for a few crucial moments - Admiral Ra’ina takes this opportunity to concentrate fire and bring down one of the purifier battleships.  However, the House of Fire’s ships now have their (relatively) weapon light top sides exposed and Ra’ina struggles to work the unfamiliar space terrain to rectify the situation.  Concentrated fire from the purifiers cripples a House of Fire ship and threatens another two.  Ra’ina knows when she is beaten and signals a retreat - broadcasting a congratulatory message to Aka as she leaves.

 

 

 

GLO/RRE Space Victory!  HOF Lose 1 Unit!  GLO Lose 1 Unit! GLO/RRE control the Space Front!

 

 

 

Ground Front:

 

 

Marshal Aine Uistein [RRE] (Mil 9) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

On the ground, Marshal Uiestein rapidly conducts a briefing to the moonmen troops on standard Erisdor combat doctrines ensuring the two allies can work together effectively.  Unwilling to try anything too risky with a disparate force she orders a steady move and fire advance with Glorious Purifier artillery barrages clearing the way.  The Verdalfheim forces had marched directly through the mountains and the hazardous terrain there had caused enough losses that Arni had needed to reorganize his forces, losing an entire unit as it is disbanded to reinforce others.  These frantic changes to the force organization chart left the elves out of position when battle was joined.  When one combines this with the artillery and other material contributed by the Black Foundry in Erisdor, the initial barrage from space and ground based heavy weapons was terrifying, inflicting massive casualties on the still-organizing elven forces.  

 

 

Before they had a chance to regroup, the steady advance of the coalition was on them.  Del Fiori is a talented general and few could have deployed their forces as quickly as he did but the initiative, once lost, is hard to regain.  Soon it becomes clear that the elves are struggling to hold ground - any position they take up being simply the next target for bombardment and Del Fiori orders his troops into a nearby city, judging that his opponents would be less likely to use explosive barrages in a densely populated civilian area.  While he was correct in this judgment the time taken to fall back and reorganize was hampered by the ad hoc nature of some of his units, unused to moving together and it took too long.  Del Fiori wasn’t able to deploy behind the defenses left over from the Illuminated Utopian’s recent invasion quick enough and several troops were caught in broad boulevards or open parks, easy pickings for the more numerous coalition forces.  Eventually, despite the importance of securing Verdalfheim’s northern border he realizes that living to fight another day was more important than needlessly being cut down and retreats.

 

 

GLO/RRE Ground Victory!  ALF Lose 1 Unit to hostile territory!  ALF Lose 2 Units in Battle!  GLO gain control of Region 37!

 

The White Pawns and Radiant Republic of Erisdor invade Region 102

A far less populated battle is also fought by the Radiant Republic of Erisdor on Aridyin as they and their White Pawns allies dispatch junior officers to attack Verdalfheim claimed land.  Presumably expecting the elves to put up resistance, the combined force have negotiated with the Black cloud Coalition for space support and have spent substantial time drilling for the low gravity combat techniques Aridyin demands.

 

None of which, in the event, was necessary.  Distracted by the more strategically important battle on Sansar, the elves do not defend the region.

 

 

RRE/WTP Victory!  WTP gain control of Region 102!

 

The Black Cloud Coalition and the Twilight League invade Region 103

Bordering the joint Erisdor/White Pawns operation, a joint Black Cloud Coalition/Twilight League force moves in on another Verdalfheim region.  The space front is commanded by Hǎi Píng & Dǎo-Māo (Mil 10) who spends the bulk of their team looking at sensor readings to see if there will be any need of their surfaces.  On the ground, under Violetta (Mil 10) the situation is similar as she spends the bulk reading scout reports all containing some variation of “no enemy contact”.  Eventually, satisfied there are no concealed troops waiting to spring an ambush, the region is claimed.  Elven plans for moon dominance have taken a hit today

 

BCC/TWI Victory!  BCC gain control of Region 103!

 

The Cloudburst Confederation and Iron Masquerade invades Region 53

In the relatively fecund waterside of Veehra, the Cloudburst Confederation once more seek to match wits with the Grandmaster in the game of war.  This time, though, a new players has joined as Iron Masquerade troops join.  Odolo the Faithful (Mil 10) leads three units of Cloudburst troops supported by an equal number of Masquerade forces in this new challenge of the Grandmaster’s dominance while above the Iron Masquerade Admiral Johanne Faustine controls space.

 

Space Front:

 

 

Johanne Faustine [MSQ] (Mil 7) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

Ground Front:

 

 

Olodolo the Faithful [CBC] (Mil 10) succeeds in using Avva's Watchful Eye (On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle)

 

 

The Grandmaster has faced orbital barrages before and Admiral Faustine may have been slightly disappointed with the effective tactics deployed to minimize his fire.  However, the Grandmaster had not realized the scale of the invasion, nor the new technology the Cloudburst Coalition was bringing to the battlefield.  As the attack starts, the Grandmaster withdraws the bulk of his forces to bunkers constructed for just this purpose to weather the worst of the orbital bombardment.  His plan, which he executes with his usual consummate skill, was to use these locations as bases and send out harrying forces.  However, the unexpected reinforcements that the Confederation has brought means he struggles to to skirmish effectively, all too often being drawn into ground battles with a numerically superior foe.

 

 

Soon enough he’s forced to rely on his back up plan - of course he had a back up plan! - and withdraws all his forces to the bunkers to use them as fire points, aiming to mow down the invaders as they advance to claim the land he has relinquished.  And for a while this seems to be going well, with both the Cloudburst troops and their allies suffering heavy casualties.  But gunners can only fire so fast and only so much ammunition can be stored and eventually the numbers tell on the defenders.  At which point, Olodolo deploys the Cloudburst Confederation’s new technological innovations.  Popmaize cluster grenades are thrown through the viewing slits of the bunkers causing massive damage to inhabitants as the fragmenting corn rips through the enclosed spaces.  The Grandmaster knows how to win but also knows how to lose and sooner than expected Olodolo receives a carefully worded and elegantly calligraphed note of surrender.

 

 

The other aspect the Grandmaster couldn’t have predicted, though it had less effect on the battle than others, was the elite unit dispatched to the pond of Salmon Steve.  They encountered only token resistance as they traveled quickly and quietly to seek out the hermit - noone expected this to be militarily relevant, and the Grandmaster was fighting a somewhat static war - and were able to surround it easily.  They hid unseen in the area until certain that the ground war was won, though, as the God King’s instructions had been clear and none wanted to risk moving a live salmon through an active war zone. Once they emerge, though, the hermit shows remarkable acquiescence to the situation, making sure the soldiers are sufficiently fed while claiming that the exact salmon currently in the pond is irrelevant - it’s all a metaphor, after all, and he can just catch another for the pond - as he tries to clarify (to mixed results), the salmon itself is only a piece of the eternal Imperial puzzle - etc., etc.

 

 

Elsewhere, Cloudburst evangelists quickly move to spread the word of Avva through the native population.  

 

 

MSQ/CBC Victory!  Natives Lose 1! CBC Lose 1 Unit!  MSQ Lose 1 Unit! CBC gain control of Region 53!

 

The Soom-Clan Marauders, Kingdom of High Ishtahnos, Twilight League, and Sorcerers of New Kildora defend against Rebels in Region 55

It must have seemed like most of Veehra arrived to put down the rebellion, Chieftess Soom can hardly have expected such a response to her call for aid.  When the forces are collated, representatives of four different nations are present bearing a wide variety of arms and fighting in a wide variety of styles.  Void-Leader Seraphine (Mil 9) commanding the space battle has an easier time of combining her one ship with the one from the Soom clan, 3 from the High Kingdom of Ishtahnos and three from the Sorcerors of New Kildora.  With only one enemy squadron predicted to be present this is simply a matter of concentrating fire.  General Warlord Sigrid (Mil 10) is presented with a much greater headache though: how to combine the four Soom Clan units with two from the Twilight League, two Ishtahn ones and three from the Sorcerors.  Eventually they simply decide not to, splitting their force into four and letting the officer core of each nation have substantial tactical and strategic freedom.

 

The rebels have coalesced under the leadership, for now at least of Colonel R Murrow (Mil 8) and form a ragtag bunch of former soldiers mixed in with civilians driven to violence by Basu Ramen and foreign manipulations.  Their numbers are hard to gauge exactly - it’s possible even Colonel Murrow doesn’t know for sure, but an effective fighting force of seven units is certain.  He has designated an anarchist activist who goes by the name of Liberalis Maximus (Mil 9) as his admiral - a strange choice given Maximus’ oft-stated disdain for authority and many suspect this was an outgrowth of a personal dislike between the two.  However, to everyone’s surprise Maximus turns out to be a highly competent space commander and his numerous small craft are able to dodge, duck, dip, dive and dodge with flair and aplomb.

 

 

Space Front:

 

 

Liberalis Maximus [NPC] (Mil 9) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

In space, the battle is closer than any would have expected.  The highly maneuverable rebel craft are, accidentally, the perfect foil to Void-Leader Seraphine’s disparate armada and for a long time the battle appears to be a stalemate - the light ships can’t penetrate the armour of the coalition craft, the coalition craft can’t target fast enough to hit the light ships.  This impasse is not broken until Void-Leader Seraphone calls her allied commanders together and an ad hoc method for combining the processing power of targeting computers is hashed out.  It’s an unholy cludge and all present have to spend some time after the battle straightening out their own systems but it works.  One by one Liberalis Maximus’s ships are destroyed until, eventually, only he is left.  With a radio-broadcast of “Anarchy!” he flees.

 

SCM/TWI/ISH/SNK Space Victory!  SCM/TWI/ISH/SNK control the Space Front!

 

Ground Front:

 

 

General Warlord Sigrid [SCM] (Mil 10) succeeds in using Measured Advance (-10% casualties for both sides)

 

 

The rebel forces are disorganized, the coalition forces somewhat fragmented.  It’s a messy battle, to say the least, and it takes quite some time after the hostilities have ended to draw together a full picture of what happened, even an incomplete one.  Twilight League forces certainly took the ruins of the Basu Rahman headquarters, which the rebels had been using as their communications center: although most of the equipment was destroyed it still benefited from an excellent position.  If General Warlord Sigrid had expected the neutralization of rebel communications to be decisive, though, they were disappointed as the lack of any central organization made capturing such infrastructure less effective.  Magically adept Sorcerors moved in to recapture the central armoury, conjuring giant serpents of sand to chase away the hardened defenders that colonel Murrow had station there.  That particular fight could have gone either way had the Ishtahn troops not encountered less-than-expected resistance claiming the railway stations allowing them to reinforce.  With their ammo supplies taken, the rebels defending their base in the space port soon sank under the attacks from the Soom Clan itself.  Then began the mopping up: with the rebels fighting for ideology and revenge few were inclined to surrender and they were adept at melting back in to the civilian population to regroup and restrike.  Kildora Sorcerors proved their worth here, scrying out holdouts and passing that information on to the mobile forces of their allies.  A military campaign that lasted only a few days was supplanted by a clean up that took almost a year, but eventually the Soom Clan could announce that the rebellion had been put down - though with Liberalis Maximus doubtless out spreading his anarchic views it would be unwise to be too complacent.

 

 

SCM/TWI/ISH/SNK Ground Victory!  Rebels Lose 2 Units!  SCM/TWI/ISH/SNK put down the rebellion!

 

The Arvaxine Populate invades Region 59

The time has come for the Arvaxine Populate to clearly establish the relationship between themselves and the union, and the method they have chosen is invasion of the surrounding region.  Leaving the space battle to a newly promoted officer eager to prove his worth in his first command and to avoid casualties to any of the three ships under his command, President Edrajek (Mil 8) himself leads three ground units over the border to make matters clear.

 

They are facing Union President Molluk (Mil 3).  Molluk the Mollusc, they call him.  He’s not a mollusc of course, he’s as human as most of Tekhum but he certainly shares backbone-related characteristics with them.  While he is normally nominally in charge of the local welders union in practice he is buffeted by every wind that passes and tends to agree with the last person who spoke to him.  His leadership of the four units under his control follows a similar pattern and de facto control is actually held by various NCOs and loud individuals who either persuade him to agree with them or outright ignore his orders to do their own thing, safe in the knowledge there’ll be no retaliation.

 

 

There is no contest on the space front and the junior officer’s first command consists mainly of playing solitaire and periodically checking the scanners.

 

 

Ground Front:

 

 

President Edrajek [AVP] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

 

Given Molluk’s numerous failings as a military leader, President Edrajek would be forgiven for expecting an easy fight.  And he got one, at least to start with.  There was no coordination amongst the defenders and no ability to devise a strategy, trust the process and follow it through.  Arvaxine forces easily conquered key military positions and, had they left it there, could quite easily have claimed the area.  However, their war goals were slightly more in depth than just conquest - the WTU had to understand the situation with no room for misunderstanding.  When President Edrajek started moving his forces to establish a cordon around the guildhall, the native defenders realized that their union itself might be under threat.  Leadership was poor, coordination poor and given their previous losses, morale and position were both poor.  But they were union men ‘til the day they died and die they were willing to do.  The counterattack to the cordon was brutal in its effectiveness what with many of them being skilled in the use of industrial explosives and many others willing to drive heavy trucks or similar heavy machinery directly at Arvaxine troops.  

 

 

Arvaxine casualties, basically negligible up to that point, started to rack up and President Edrajek was forced to call in reserves he had left unused.  Eventually, despite the workers’ best efforts, Edrajek was able to shut down two of the three power stations supplying this area and, at a stroke, remove the industrial machinery Molluk’s troops (such as they were) were reliant on.  It was a tougher and longer fight than the Arvaxine Populate had hoped for, but they got the result they wanted.

 

 

AVP Victory!  Natives Lose 2 Units!  AVP Lose 1 Unit! AVP gain control of Region 59!

 

 

Units Raised

ALF raises 2 ground units and 1 space unit

AVP raises 1 ground unit

BCC raises 1 space unit

CBC raises 1 ground unit

DIC raises 1 ground unit

HOF raises 1 space unit

MIR raises 1 ground unit

SCM raises 1 ground unit

SNK raises 2 ground units and 1 space unit

TEA raises 1 ground unit and 2 space units

 

Schemes!

Coercion, betrayals, and spycraft

 

Coedd creates the Coedd Intelligence Agency, targeting the Arkhive Æternal

 

COE steals 1 treasure from TEA!

 

ELD coerces TP 2 in Region 22 for Roleplaying Games

MSQ coerces TP 3 in Region 63 for Veehran Wheat, spending 1 treasure

 

GLO spends 1 treasure on a secret action

 

Rumors leak that the Biarbu Society has apparently begun experimenting with advanced implants after the fashion of Chaebolian innovations! BRB gains Block Chain!

 

Terror!

Violence, upheaval, murder, and destruction

 

COE destroys the EMP base in Region 21! COE loses 3 Rep with EMP, dropping to -3! 

 

WTP sacks TP 1 for Narcotics in Coedd (33). Coedd does not defend. WTP gains 1 treasure

 

Without external sources of power, the extensive automation, power-hungry manufacturing systems, data servers, and stabilizer systems of Suaka Beruntung begin to break down. Not only does this threaten the local manufacturing industry of integrated circuits, but the megadirgible itself begins to wobble, causing small localized earthquakes that further damage delicate production processes. The Merchants in Suaka Beruntung (Region 15) become Unruly! If they remain Unruly, they may eventually rebel!

 

The native cultural cuisines of the peoples of Ishtahnos are in danger of being lost forever. Parents report that the newest generation refuses to learn bland, boring old recipes in favor of dishes that actually have a taste from foreign lands. Without an infusion of spices to enrich ancient traditions, little can be done. The Merchants in the Highlands of Ishtahnos (Region 65) become Unruly! If they remain Unruly, they may eventually rebel!

 

Broadcasts from CASSIOPE space and the Dwarven Industrial Coalition contain news on a startling new phenomenon described in most external reports, distrubingly vaguely, as “madness plagues”. Apparently originating among organics in CASSIOPE’s colonies in Region 92, localized outbreaks of madness spread to other CASSIOPE organics in the Space-Kelp Cluster and among dwarves in the Central Claims. Manifesting generally as a sudden loss of contact with reality for a day to a week, with the exact nature of the temporary insanity varying from affected person to person, the condition affects entire townships at a time. Many are quick to dismiss the “plague” as a simple case of stellar mass hysteria, a reasonably well-studied phenomenon on much smaller scales, but others point with concern to the force field formerly surrounding the region’s primary asteroid, recently breached by the Dwarven Industrial Coalition….

 

Organizations!

The Imperial Court

Outright Treason! Terrorists associated with the entity Coedd have destroyed an Imperial Embassy on Sansar! COE falls to EMP -3! COE is now an Enemy of the State!

 

CUS spends 1 EMP favor to request an Imperial Mandate in Ouvriead (111). EMP will attempt to Impress Government.

 

Queen Chalise Ebonne abandons her post in the Senate! CUS falls to EMP rep 2

 

TEA spends 1 EMP favor to request the Imperial Armada

 

Imperial College of Sciences acknowledges the following donations…

HOF has donated 1 Treasure

CUS has donated 1 Treasure

COV has donated 1 Treasure

FBC has donated 1 Treasure

BIR has donated 2 Treasure

 

The Armada recognizes the dueling prowess of the following submissions…

LSP

GLO

ILU

UHS

 

ARK rises to EMP rep 2

WTP rises to EMP rep 3

UNC rises to EMP rep 1

 

Pan-Tekhum Worker’s and Trader’s Union

The Radiant Republic sees the Union's brighter vision for the future. RRE gains 2 Treasure and 1 WTU rep for Project Sunrise, rising to WTU 2! The mercantile support in Erisdor is now owned by WTU.

 

The Soom-Clan Marauders charge into the brilliant future. SCM gains 1 Treasure for Project Sunrise.

 

The Union begrudgingly rewards the forward-thinking Masquerade for their efforts. MSQ gains 1 Treasure for Project Sunrise.

 

TWI gains 1 treasure for Project Sunrise

 

SEV indebts themselves 2 Favors to WTU and loses 1 WTU Rep, dropping to Rep 2, to request an Interplanetary Guildhall from the Pan-Tekhum Worker's & Trader's Union (WTU) in [Region 63] providing a bonus to Encourage Settlement. Construction will begin next round

 

The Union begins work comparing plans for replacing Veehra’s most controversial economic system. The following Elect have submitted proposals and gain one treasure each...

BAF

CAS

CBC

COE

GLO

ISH

LSP

MIR

SEV

RRE

WIC

 

ARK rises to WTU rep 1

 

The Basu-Rahman Group

Coedd reminds the Eucrus Alliance that violence against the Basu-Rahman Group carries consequences. COE repays 1 BRG favor debt.

 

The Houses of Senkar demonstrate that there are some in the empire that still recognize good business and value honest reporting. The Brass Beacon, a Basu-Rahman Group subsidiary, is established under the aegis of the United Houses. UHS gains 2 BRG rep and 1 BRG favor. UHS Rises to BRG rep 4, but loses the rolloff to GLO, who spends 1 treasure on the rolloff. UHS remains at BRG Rep 3.

 

The careful nature of the Glix appeals to the bruised power of the Basu-Rahman Group, and they are pleased to set up a new franchise in the Parrot's Perch. Welcome the Mekhalan Star, the empire's farthest-reaching source of news! GCC gains 2 BRG rep and 1 BRG favor. GCC rises to BRG rep 3!

 

The trust placed in the Purifiers continues to pay dividends for the Group. The strange locale is hardly a concern when so many of the Elect are hunting reporters. New competition for the Heliotrope Broadcast takes shape, and the Moonsoul Dispatch is given the Basu-Rahman blessing. GLO gains 2 BRG favors.

 

ELD spends 1 BRG favor on a secret boon.

 

TWI gives BRG 5 treasure to repay 1 favor debt.

 

Renown

 

Coedd is all - including, apparently, a hive of scum and villainy. COE loses 1 REN.

 

Coedd is known throughout the empire. COE gains 2 REN for Higher Powers.

 

The agents of Coedd spread faster than the vines they represent. COE gains 2 REN from Eyes in the Skies. COE rises to REN 2

 

The Eucrus Alliance demonstrates to all their might! TEA gains 2 REN from Higher Powers. TEA rises to REN 4.

 

Eilif Dhaoine's rapid, edge-of-a-knife expansion has impressed many across the empire! ELD gains 2 REN from Higher Powers. ELD rises to REN 4.

 

The Labyrinthic Path Fortress demonstrates the Jy'mar will to perservere! ILU gains 1 REN from Built to Last. ILU rises to REN 2

 

The Book of Wonders astounds and amazes the empire with its artistry and detail! ISH gains 3 REN for Exhibiting a Great Work and from Rising Stars. ISH rises to REN 4.

 

UHS gains 1 REN from Status and Extravagance

 

SCM gains 1 REN from Built to Last

 

WTP gains 1 REN from Rising Stars

 

REN 4 is overcrowded! TEA and ELD remain at REN 4. ISH, LSP, and BCC drop to REN 3.

 

REN 3 is overcrowded! ISH, LSP, and BCC are safe. CUS remains at REN 3. BAF, BRB, SCM, and UHS drop to REN 2.

 

REN 2 is overcrowded! BAF, BRB, SCM, and UHS are safe. GCC, SEV, SNK, and WTP remain at REN 2. COE, DIC, ILU, and MSQ drop to REN 1.

 

Other…

The assault on the Basu-Rahman Group, despite its success, proved to be the downfall of Bloodlord Peter. The aimlessness of the attack, when coupled with the spreading thin of Khylokian resources, saw the heads of the major clans secede in rapid succession. First, the Barun broke away with the lion's share of the Reign's smaller clans supporting khy-Oged. The Omnuuds soon followed, taking with them the most well-equipped and -armed of the Reign's deep-space vessels.

 

The Khuid were reticent at first, swearing to fight alongside Peter to the death. News soon broke, though, of dramatic upheaval. The Bloodlord himself was killed by his own guard, loyal Baruns all, and a daring rescue mission into the heart of Peter's estate saw Khuid kho-tuil's children freed. She instantly formed her own insular queendom on the edge of Khylokian space.

 

Each clan quickly formed its own petty Reign. Alliances formed and were rent asunder to drift into the void. The strength of the Khylokian warriors was spent against each other, and the structures put into place by Khylish himself, so many centuries ago, were dismantled in fire and blood. Khylosen is now little more than a war-torn stretch of vacuum, a shifting battlefield of raids and small wars. The philosophy of the Khylokians has come full circle. The death their might brought to countless others has returned upon their own heads. Where others might see irony, the Khylokian leaders see only the reality of their paradigm. Power from blood. Blood from death. Death from void. KRB collapses! The Khylosen Cluster (Region 89) becomes an unowned region with 5 units of defenders. Trade Posts, Supports, and other resources owned by KRB become Open. kha-Ujin’s Siphon vanishes, its current owner unknown.

 

Following up on previous research, Dr. Song Freidman commissions further investigation of the nanotechnology of the Artificial Wings. Additional funding is allocated to study their self-healing properties, which circumstantial evidence suggests are capable of resisting the dangers of the deep Badalian atmosphere. The Wings’ resilience to Badal’s acid clouds is explained by the “sacrifice” of an outer shell of nanoparticles which neutralize the acid and, after reacting, form a skin of corrosion-resistant compound that blocks further acid damage. If damaged, the particles quickly reshuffle to replace the skin. Intense temperatures and pressures are somewhat harder to reliably study, but the scientists reasonably hypothesize that the nanoparticles are able to coordinate a rapid rearrangement of their relative internal positions, optimizing atomic-level space-packing to best distribute external stresses throughout the Wings, shed excess heat energy, and repair larger areas of damage.

 

A number of Region 109’s salvage bands and Junk-Clans have recently consolidated into a single corporate entity, Red-Blade United Profit-Archeology. RBUPA’s combined salvaging operations result in an immediate boost to efficiency, but Junk King Gref confides in some less-than-tight-lipped advisors, sharing his concerns over the untraceable foreign capital backing them.

 

As troops from the Radiant Republic and their White Pawns auxiliaries blitz through the undefended Fiorid colony in Region 102, standard reconnaissance uncovers something bizarre. A massive magnetic anomaly is detected, buried beneath the surface of a crater near Aridyin’s south pole, and though originally thought to be some kind of Fiorid trap, the EOD team sent to sweep the site has excavated a huge featureless slab of some pitch-black material - so far totally inert. Its creators and purpose are as yet unknown, though speculation is rampant, and it is currently being held in a shielded prefab warehouse near the crater. A country that possesses the Xenolinguistic Cataloguing technology may use an unrolled Diplomacy or Intrigue action to attempt to activate the monolith. To do so publicly requires the non-action permission of Region 102’s owner. The consequences that will result from this are unknown.

Edited by Minescratcher452 (see edit history)
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STAR RATS
image.png.bdfa53327c6829347bf2c1cc3385d229.png
Solar Trade Administrative Regions of Durats

BREAKING NEWS

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

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

What can I spend it on?

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

Terms and Conditions Apply
 

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

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

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

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

Terms and Conditions

Terms and Conditions

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

Strongly Suggest a TP

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

On Lock a TPs resource

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

On Economy Management

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

On RATSTRIKE

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

 


StarTC

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

Additional Information

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

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


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

Current Partners

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

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

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

Investment

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

Location

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

Additional Perks

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

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


STAR RAT Rumors

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

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

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



STAR RATS Actions
Non-Action) Assign Heir +1s to Economy and Military, and switch rulers to Bok Gvcboz Tihimfrejunklscare
Fluff incoming

1. Economy) Consolidate Holdings
Fluff TBD

2. Economy) Buyout TP 39.2 - Heroic Adventurers

3. Economy) Buyout TP 106.2 - Cornelian Mercenaries

4. Economy) Buyout TP 101.2 - Helium-3, Spending 1 Treasure using the Arcology bonus from the WTU base in region 59.

5. Economy) Buyout TP 104.1 - Solar Panels, Spending 1 Treasure.
 

STAR RATS Non-Actions
Non-Action) Hinder anyone from performing STAR TP buyouts.
Non-Action) Accept any trade routes, including (for ease of GM tracking):
  - The Cloudburst Confederation
  - The Iron Masquerade
Non-Action) Begrudgingly permit the conversion to Soul's Fascination in Burtzlund.
Non-Action) Attend Hex4

StarTC Non-Actions
Non-Action) Send Techs to The Shattered Coven
 - Shrewd Business, Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles
Non-Action) Send 1 Treasure to the Arkhive to assist in Extraordinary Research Grants
Non-Action) Send 1 Treasure to The White Pawns for 1 MWG
Non-Action) Pay off 3 MWG worth of ELD debt.
Non-Action) Send Stage Trees from TP 110.1 to the Arkhive via Trade Route to satisfy Compost Desired Import
Non-Action) Send Robots from TP 37.2 to The White Pawns via Trade Route as Robot Desired Import
Non-Action) Accept any traded treasure, artifacts, and technologies
Non-Action) Trade any treasure, artifacts, and technologies from last turn to intended recipients.

List of items received last turn, sent this turn.

None currently


Leader Information

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

Heir: Bok Gvcboz Tihimfrejunklscare
Diplomacy: 3
Military: 4+1
Economy: 4+1+2
Faith: 3
Intrigue: 3


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

Other Information

 

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

 

Treasure at Round Start Treasure Spent Expected Treasure Gain
+1 - Carryover from last round 1 Sent to Arkhive  
+2 - 10 Treasure TPs 1 Sent to WTP  
+1 -  Ally of the Union 1 Spent on 104.1 Buyout  
  1 Spent on 101.2 Buyout  
     

 

Other Durat Information
Land Units: 2
Space Units: 4
Total TPs: 15 + 4
Treasure TPs: 17 + 4

 

Edited by FriendlyHeadcrab (see edit history)
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spacer.png

Actions:
 

[Mil] - Invade Region 083 with 2 Space Units and 4 Ground Units

Two thousand years since the Bombardments. Twenty-odd years since becoming recognized and uplifted by Ophon. With that privilege came drive, and an aim to represent something so much bigger than the clan founders could have dreamed of. The Alliance is larger than it has ever been, and the promise of stability and security is drawing ever more souls beneath Anjahar's banner. Though there have been hiccups along the way, it seems only appropriate for the kanmarra to return to their roots.

The two newest ships in the fleet are loaded for bear, with civilian ships instructed to stage at a safe distance and await news of a safe harbor for landing. Among those present on the command bridge is the Voice of the Compact himself. Though Taio Wakari has yet to fully recover from his illness, the Voice insists on being present for what is akin to a pilgrimage for those versed in the history of the kanmarra.

 

Combined Front: 5 Units led by Archon Tangata Roa (Mil 8), utilizing Overwhelming Tempo.

Mil 8 + 6 Units = +14 (+16 with TM)

-3 to TM (Distance)

Fluff Note: Taio Wakari will accompany this battle as a minor character/observer. I would like to roll a separate leader loss to see if he survives, with a self-imposed -3 (plus any normal penalties from the battle) on this check due to frailty. Should he perish, his preserved body will be sent to the ArkHive to finish the process of mellification undertaken prior to the journey.
 

[Mil] - Submit a record to the Coronal Catalogue of Duelists
 

[Mil] - Submit a record to the Coronal Catalogue of Duelists
 

[Eco] - Buyout Nitrates in 31.1, failure
Eco 4 (Renown) + 1 Faith Bonus + 1 Treasure - 1 Distance Penalty = +5 modifier

 

[Dip] - Establish Marriage Claim with the Khylosen Cluster in 089, success
Dip 10 + 1 (Renown) - 3 (Distance Penalty) = +8

With the journey to Mekhala growing ever closer, the Alliance turns its eyes toward the instability of the Khylokian state. Where once they might have celebrated, now there is wariness. The 'leal Khylokian allies' mentioned by the House of Fire were a stone's throw away from their intended territory, after all. Without some unifying force to keep the raider state intact, it did not seem an exaggeration to say that the Mekhalan project would come under threat.

A solution presents itself from the Taumaran Admiral, Zara Tareta. The kanmarran officer has always had a reputation for pragmatism and a seeming love for the artistry of warfare. Zara offers a simple solution--why could the Alliance not be that force? The motion is brought before the council--a marriage to bind the two nations, and steer the fate of Khylosen as they had so many others. The move is not without controversy. To court Khylosen and welcome them into the Alliance would mean accepting ways once thought abhorrent. Could their violence truly be molded into something constructive?

Dissent begins to brew amidst the council while Archon Tangata prepares for his journey to Mekhala.

[Mil] - Raise one Ground Unit


 

[Free Action - Renown] Co-Host the First Pan-Tekhum Mageball Competition alongside the Llort Society Protectorate!

  • Accept Minor Precognition from ILU in exchange for Shrewd Business
  • Accept Android Industrialization from CAS in exchange for Pseudogravity Engineering, Badalian Megadirigibles, and Shrewd Business.
  • Trade Shrewd Business to WTU in exchange for favor repayment.
  • Accept the Illumined Utopian as a vassal (+1 Unit Cap, +3 region count)

 

image.png.36f3e5a80228dcffe69c72f4b0a2965f.png

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


Archon Tangata Roa
Dip 10 | Mil 8 (+2) | Econ 3 | Faith 2 | Int 2

Navarch Tuahine Roa

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

Non-actions:
  • Support only the following conversions in 11 and 19: Soul's Expression and Fascination (to any degree), Imperial Cult (Minority status).
  • Accept the merge of Fascination and Soul’s Expression into Soul’s Fascination in all applicable regions. Accept any size increases in regions that have both Fascination and Soul’s Expression where applicable.
     
  • Adopt Soul’s Fascination as the state faith of the Eucrus Alliance.
     
  • [HOB] Request that HOB's Merchants block any hostile buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner.
  • [HOF] Waive resist roll against HOF's Sway Government in Region 22.
News and Rumors:
  • The rise of interplanetary wars, bloody coups, and promises of enacted violence and occupation across Tekhum are of increasing concern to Anjahar's military council. With only two holdouts amidst top leadership, Anjahar puts out feelers to the Elect for a gathering of polities--to discuss matters of war, acceptable escalation, and accountability for crimes against fellow sentients.

    It is made clear that such a meeting is, by and large, a way for Elect to hold one another responsible for their actions--and not something designed with oversight from the Imperial Court.
     
  • With tensions cooling down between the North Way Cluster and their largest neighbors, the Eucrus Alliance extends an offer of cohabitation and cooperation to the Black Cloud Coalition. Regardless of any other conflicts or military action, the Eucrus Alliance wishes to hold the orbital ring as sacrosanct between both parties--so as to avoid damaging critical infrastructure or losing the potential to study one of the most intact pieces of Pre-War infrastructure that has ever been discovered in Badal.

    The Alliance further offers a worker exchange program--to allow engineers from both nations to study and work together in deciphering the ancient technology.
     

Resource Tracking

Stat Changes: Mil +2
Treasure: 1 -> 0
Organizations: Forgive 1 WTU favor in exchange for Shrewd Business
Faith: Adopt Soul's Fascination as the new state faith per BRB's Miracle! Accept all conversions and size bonus updates to reflect the new faith.
Tech Changes: Gain Android Industrialization, Minor Precognition

 

Name
Buyout 31.1
8
2d6+4+1+1-1 2,1
Establish Marriage Claim in 089
19
2d6+10+1-3 6,5
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Coedd

All is Coedd

New Ruler Next Turn

  Diplomacy Military Economy Faith Intrigue
Original roll 4 1 4 2 4
This turn stat increase 1     2  
Old ruler stat bonus       2 2
Total 5 1 4 6 6

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

 

Actions

1) Faith - Conversion in Region 37 (Absent->Minority) (Success) [Cult]

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

A voice recording by Siobhan of Clagarth

The wars on Sansar never seem to end and the cult is kept busy in central Chonkia repairing the damage from the latest battles. Even as they finish word reaches them of another attempt by the elves on region 38 and as soon as the work here is done they will head there.

2) Faith - Conversion in Region 48 (Absent->Minority) (Success)[Coedd]

A voice recording by Siobhan of Clagarth

Confusion in the cult as Coedd gives one of its vanishingly rare directions. A presence is to be set up in the frozen north, an area almost devoid of plant life and, it had been thought, of little interest to Coedd. But, of course, they go.

 

3) Diplomacy - Attend the Hexennial Conference (Unrolled) [Coedd]

Subactions

- Gain Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Badalian Megadirigibles, Nuclear Fusion, Pseudogravity Engineering, Shrewd Business, Vacuum Adaptation, and Xenolinguistic Cataloguing from the Arkhive

 

A voice recording by Siobhan of Clagarth

Coedd's current lead avatar is reaching the end of its natural lifespan. Honestly, I'm suprised it is bothering to create a new one and go through the process of transferring such a large subset of its consciousness, but it appears to be. Had I sat down and thought about it, I probably could have guessed that it would be unsenitmental about its body but I was probably a bit biased by human prejudices here. Regardless, there appears to be a long term arrangement in place in which its avatar's bodies are added to compost heaps in the arkhive and so it makes this last journey to the hexennial to die.

 

4) Diplomacy - Establish a presence in Kinella (Unrolled) [Coedd]

A voice recording by Siobhan of Clagarth

Coedd is intrigued by the discovery of sentient plantlife on Badal (as, for the record, are the majority of the cult!) Speculation abounds - is this a long-seperated fragment of Coedd which has changed over the centuries and millenia to lose its unity? If so, the ramifications are...mind-boggling. Or is it, as is more than likely, simply that given a large enough sample size sentient plant life was an inevitability?

 

Either way, Coedd sends a remarkably well formed avatar along with a number of cultists to take up residence amongst the acid clouds of Badal to understand the situation better. Thanks to their allies in the ArkHive they have an understanding of the dirigibles themselves and of ways of communicating with new life if they turn out to not be Coedd which is, hopefully, all they will need.

5) Faith - Convert Region 24 (Absent->Minority)(Success) [Cult]

 

A voice recording by Siobhan of Clagarth

Coedd worship has been widespread in the lands of the Elif Dhaoine for several years now and its no great surprise that they have taken it upon themselves to spread the word both through sending small missionary groups to Doine lands which do not already have a presence...

6) Faith - Convert Region 25 (Plurality->Majority) (Success)[Cult]

 

A voice recording by Siobhan of Clagarth

...and through growing their numbers in lands that do.

Expected Stat Increases Next Turn:
+2 Faith, +1 Dip maybe something else

 

Other mechanical notes:

+1 Emp Rep (Ruler turnover while at minimum)

 


Non-actions

  • Gain a contact in the ArkHive (Intelligence Agency)
  • A message to the Biarbu is delivered through normal diplomatic channels:
    We are disappointed to note the Bairbu's nigh immediate reneging on our agreement. From the point of view of Coedd, this agreement is now suspended. Should the Face of the Flock have an interest in renegotiation, we are prepared to hold these discussions.
  • Coedd is denounced by the Ishtahn  Word filters in several years after the event due to the lack of any links between the cult of Coedd and the Ishtahn - there's no particularly reliable means of Coedd hearing about the ban and so the news makes its slow way to Sansar in word of mouth and idle chatter. Those same lack of links mean that the majority of the recipients greet the news with a shrug - they've never heard of Ishtahnos, don't know where it is and don't really see how a ban affects them. Out of the minority who hear the news and have also heard of the Ishtahn, the majority reaction is amusement and Coedd friendly media outlets amuse themsleves and their viewers with lists of other things that nobody wanted to do in the first place that the High King of Ishtahnos has banned. Finally, of the exceptionally small number who (a) hear the news (b) see any relevance in it to them and (c) don't respond with outright mockery a three messages filter back (eventually, given the problems with communication and motivation) from three different branches of the cult. Response one: Yeah, no worries. Response two: OK. Finally, response three, from Siobhan of Clagarth is an invite to various IShtahn scolars, religious figures, theologians (non by name - Coedd doesn't know individuals in Ishtahnos) to visit representatives of Coedd either on the island or at the arkhive as Every single point raised is factually incorrect and this might be a useful learning experience.

Arkhive

Submission to the Arkhive

The govenment of Coedd, notes by Siobhan of Clagarth

For ease of terms, the humans (and a smattering of other races) of Coedd live in a theocracy.  However, there are substantial differences in practice to the likes of the lands of the Cloudburst Coalition.  There, their leader is itself a god and rule is held by it and the clergy.  Coedd, on the other hand, shows no interest in day to day governance of its lands and lacks any sort of formal clergy.  So the neologism “credocracy” might be more suitable - a government of believers.  The civil authorities attempt to rule the land in accordance with what they believe to be Coedd’s wishes (ignoring the fact that Coedd all but certainly has no wishes whatsoever on how human governments are organised - it is, for the record, intensely difficult to fully realise that Coedd doesn’t care what its followers do)

The “credocrats” of Coedd have one huge advantage in that over 99% of the inhabitants are similarly believers.  So a variety of laws that one might expect - interfering with plantlife for example - aren’t present because they’re simply not needed.  Noone was going to anyway.  But this laissez faire approach to lawmaking has spread to other areas and I feel quite confident in saying that the meat inhabitants of Coedd have fewer laws regulating their behaviour than any other region on Sansar - the entire corpus fits on three sheets of paper and are written in an informal tone (Quote: “Don’t kill people unless you really have to for some reason.  If they start a fight and you’re defending yourself or something”) quite unlike the weighty legalism of most law codes.

Each town has its own idiosyncratic structure for the ruling body but over time most are gravitating to follow Hob’s Art’s system as it is by a couple of orders of magnitude the largest settlement on Coedd.  Here, the ruling council is made up of anyone who feels like showing up when the council meets - a system that works alright with small population numbers but is starting to show strain in scaling as the population grows.  Decisions are made on an ad hoc basis with no concept of precedence or consistency and are confirmed by a rough voice-vote with actual counting only performed if an immediate sense of the room can’t be agreed upon.

There are, predictably, no taxes in the island which means civic maintenance is in an exceptionally poor state, doubly so since any overgrown bushes, roots, etc that cause problems are just left to do so.  There is a vague agreement that plant life can be cleared from spaceports but this is a laborious process involving digging them up and replanting them elsewhere.

Spies

 

 

Units: 1
Treasure: 1

Edited by Kythia (see edit history)
Name
37 Conversion
18
2d6+10 3,5
48 Conversion
18
2d6+10 5,3
24 Conversion
17
2d6+10 5,2
25 Conversion
20
2d6+10 5,5
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The Cloudburst Confederation

Agbada (Region 52), Region 153, Alaari (Region 56), & the Irisite Archipelago (Region 112)

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: Holy Presbyter Igba Dye
DIP 5 | MIL 2 | ECO 5 | FAI 3 | INT 2
Expected gains: +1 DIP, +1 ECO
 
Actions:

1. [Economy - Special 5] Send Trade Route to STAR RATS. Referred by the Iron Masquerade.

Rumors come from the City of Narsai that offworld traders have been generous to the Elect as of late. The Holy Presbyter reaches out via letter, informing the Rats that space will be held for them in the markets, both day and night, in the city of Castle Kiniun, should they wish to bring exotic goods from faraway lands and receive some corn in return.

2. [Economy] Prospect the Irisite Archipelago (112) for Avvan Warrior Monks (Soldiers/Specialists). Spend 1 treasure. Success! (12)

The earliest settlers of the floating Archipelago in the Veehran skies are the highly religious who made the trip as the first of many to make a religious pilgrimage. Tending to the temple requires an extensive skill set: in addition to the maintenance of the grounds and knowledge of the necessary rituals and rights, an ancient form of martial arts using quarterstaves and fire magic is prevalent among the Cult's clergy, in order to protect holy sites from intruders. For a sizeable donation to the Church, some of these monks could be persuaded to serve as mercenaries.

3. [Diplomacy - Special 5] Create Cultural Identity - Resist Theft. Shielding the Lion's Share.

For too long have the coffers of Agbada been the laughing stock of Tekhum. This cannot stand any longer. An unrivaled level of security is placed upon royal treasuries, vaults, and even jails. Leopards of House Amotekun are employed for their keen sense of vision, even during the night, Elephants from the lands of Aagiga stand guard imposingly, and the Caracals of Karakal sit upon towers, listening closely for intruders.

4. [Diplomacy] Encourage Settlement in the Irisite Archipelago (112). Spend 1 treasure. Failure... (10)

Prince Ilaro Kiniun recovers significantly from the incident in the chambers of the castle, but weeps, knowing his father put his all into uncovering the secrets of the Sun God. After many a meeting with the Holy Presbyter Igba Dye, a pious but highly practical and logical Vervet of House Vervobo, their councils approve of an extended interim rule. In the meantime, the rightful God-King makes way for the Archipelago, determined to establish a population of clergymen and priestesses who can administer these holiest of lands. Unfortunately, his feebleness and remaining illness result in a lack of energy and enthusiasm, and many remain wary of boarding the ships necessary to reach the Temple...

5. [Military] Raise Ground Unit.

House Efono, a group of wild and unruly Buffalo, are called upon for their service, known to be among the strongest of warriors.

Non-Actions:
  • Accept Embassy from the Iron Masquerade.
  • Suggest STAR RATS buys out a TP of Heroic Adventurers.
  • Contribute to the Coronal Catalogue of Duelists.
  • Resist all unauthorized actions.
Vital Information:
  • Treasure: 2 - 2 = 0 (or -1 and remove the treasure spent on Action 4 [it was rolled multiple days after Action 2] depending on the audit? not sure what's happening)
  • Ground Units: 3 + 1 = 4
  • Space Units: 1
News & Rumors:
  • The Twilight League has suffered long enough for lacking resources and prime vacation spots within the Confederation. Assuming no further hostilities are declared, the Vesperites are once again permitted to enter Agbada, assuming they've gotten the proper paperwork, of which there is much.
  • The Declaration by the Kingdom of High Ishtahnos is quickly disregarded by the Confederation's royalty and diplomats. It is not some far-off land's right to impose subjective moral obligations upon all the people of Veehra. The Holy Presbyter, though currently busy with other internal affairs and therefore unlikely to call further inquisitions in the near future, warns the other states of Veehra via public decree: Ishtahnos is not to be trusted, for they believe they are superior to the rest of us, demanding we follow their will and restrictions. Resting upon their high horse, they seek to restrict the freedom of Veehran's Elect and do what they please, and this declaration is merely a pretense for justifying aggressive violence among the Elect, who are admittedly equals. Veehra is for Veehra, not for the Ishtahn alone. Indeed, if Avva wills proselytizing, proselytizing he shall receive, for his light is the only moral compass the Confederation needs.
Coronal Catalogue of Duelists

In all of Agbadan history, no duelist has been as impactful as Olodolo the Faithful, General of the Royal Army. Prior to his official appointment, the Confederation had little success in its territorial ambitions. And though many of his grand strategies may be top secret, his own methods can be readily observed. Following the integration of Ipatida, he took it upon himself to challenge the Grandmaster, leader of the Vultures of Dustbound Chivalry, to a one-on-one duel. No grenades, no trenches, no backup. Blunt edge to blunt edge combat. Should the Grandmaster emerge victorious this time, he would be granted a position among the Royal Army.

What the Grandmaster did not have on his side is the power of Arcane Amplification. Indeed, Olodolo's unwavering piousness allows him to harness an intense heat into the metal of his blade, making it slice through traditional armor far more smoothly than any traditional weapon. Though many would consider the use of magic cheating, Veehran combat is not pretty nor fair. Combined with a mighty lion's roar for a daring show of intimidation and delicately sharpened claws as the ultimate get-off-me tool, his foe stood no chance.

Army Information

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

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

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

Space Units:
Names TBD

Technologies & Bonuses:
Cult of Avva (+1 to ground front of offensive battles)
Popmaize Cluster Grenades (+1 to ground front battles, requires Sun-Kissed Maize)

 

Edited by MadMapManPK (see edit history)
Name
Prospect
12
2d6+5+1 2,4
Encourage Settlement
10
2d6+5+1 3,1
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Sorcerers of New Kildora

 

image.png.b76aa4069f85ef23daedb869a94bdccf.png

Leader: Doomweaver Serpent

Diplomacy: 9

Military: 8

Economy: 1

Faith: 8

Intrigue: 3

 

Actions:

 

1. Diplomacy Sway Government Support Region 64

2. Diplomacy Press Claim on Region 107

3. Military Raise 1 Space Unit

4. Military Contribute Dueling

5. Military Contribute Dueling

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

 

Name
Press Claim 107
13
2d6+10 1,2
Sway Government Support 64
17
2d6+10 1,6
Dynastic Heir D M E F I
14
5d4 1,4,4,1,4
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The House of Fire

Dur-Shalkhir (Region 76)
(Region 80)
Zimbir, The High Court of Mekhala (Region 81)
Bīt Ereshkigal, The Hexacrypt Wilds (Region 22)

Duke Esarhaddon III

Diplomacy 7
Military 10
Economy 7
Faith 2
Intrigue 3

Expected Stat Increases: +1 Diplomacy, +1 Economy

 

Actions:

  • [Military 10] Invent Thaumonuclear Warheads [Ship-to-Ship Weapons]
    Requirements: Arcane Amplification, Nuclear Fusion; Fissile Material resource
    Effect: +1 Battles
    Insert fluff here.
  • [Diplomacy] Sway the Government Support of Bīt Ereshkigal (Region 22) - 19
  • [Diplomacy] Encourage Settlement of Region 80 - 19
  • [Economy] Prospect Colony in Region 80 - 14
  • [Economy] Explore Region 116, spending 1 Treasure - 12

Non-Actions:

  • Support all conversions by the Imperial Cult
  •  

News and Rumors:

  • ...

Record Keeping

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

Current Treasure: 1/5

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

Passive Treasure Income: 1/Round

Land Units: 1

First Void Knight Banner

Space Units: 4

DVS Tiamat
DVS Bull of Heaven

DVS Pazuzu [Damaged]
DVS Lamassu

DVS Bašmu

Technologies:

Tier 0:
Arcane Amplification, Aclaustrophobic Psychiatry, Algorithmic Imagination, In Vivo Modification, Nuclear Fusion, Vacuum Adaptation, Xenolinguistic Cataloguing

Tier 1:
Thaumonuclear Reactors

Military Technologies

Ground Front:

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

Space Front:

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

Both Fronts:

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

 

Edited by TheDarkDM (see edit history)
Name
Sway Government in Bīt Ereshkigal (-1 Distance)
19
2d8+6 5,8
Encourage Settlement Region 80
19
2d6+7 6,6
Prospect Colony Region 80
14
2d6+7 2,5
Explore Region 116 (-3 Distance, +1 Treasure)
12
2d6+5 1,6
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Castaways of the Loop

Loopflag.png.130f0373688f6d358a4df80e2c39fe2e.png

Capital: The Great Western Waste (Region 62)
The Group of Seventeen
D10 | M6 | E10 | F2 | I4

Round Seven

Actions

  • [Diplomacy 10] Create Orbital Habitat
  • [Diplomacy] Attend the First Pan-Tekhum Mageball Competition
    Sub-actions:
    • Donate 5 treasure to EMP for Extraordinary Research Grant Approvals
    • Gift Shrewd Business to WTU to repay favors
    • Gift Hyperlight Transceivers to CAS, HOF, and MSQ
    • Trade Hyperlight Transceivers to GCC in exchange for Tesseractic Storage
    • Trade Hyperlight Transceivers and Pseudogravity Engineering to ILU in exchange for Minor Precognition
    • Trade Hyperlight Transceivers to LSP in exchange for Smart Space Colonizer Suits
    • Trade Hyperlight Transceivers to MIR in exchange for Antigravitational Rail
  • [Military 5] Recruit Commander
  • [Economy 10] Invent Technology - Hyperlight Transceivers
    Prerequisites: any Exotic Matter resource
    Effect: once per round, reduce the distance penalty on any non-battle action by 1
    Harnessing the unique properties of matter from the Loop, Castaway scientists have devised a way to induce a stable state of quantum entanglement between two similar objects, causing them to mirror certain physical properties regardless of distance. The effect is fragile, deteriorating rapidly under gross physical strain or when applied to anything larger than a millimeter in size... but only a tiny circuit is needed to convey information. The ability to project simple binary code instantaneously across vast distances allows real-time communication from one end of Tekhum to the other, provided there is a linked transceiver at both locations.

    The Stevens ansible is cumbersome in many ways: it's extremely delicate, each transceiver links only to a single twin, and most importantly, the critical entangled circuit at its heart must be made of material taken from the Loop, making them difficult to manufacture in bulk. Leading Todds believe that Loop-made matter is not strictly necessary to the process, but they have yet to figure out how to stabilize the entangled state without this crutch - some hypothesize that Themis station's research into dark matter or the fission sorcery of Kish may prove fruitful in this regard...
  • [Economy?]

Non-Actions

  • Designate a new non-dynastic heir, the Group of Twenty-Three (Dip 4, Mil 3, Econ 3, Fai 2, Int 4), and turn over next round
  • Resist and hinder all unsupported buyouts
  • Resist and hinder all unsupported conversions
  • Decline the merge from Fascination to Soul's Fascination
    The Biarbu practice of observation and interpretation of Fate has gained some traction among the traditionally secular Loop-born in the last few years. Soul's Expression has not, however, and most greet the news that the two faiths have merged with bemusement; one Todd is regrettably quoted in the media as saying he "doesn't see the point in all this woo-woo hamster self-help book stuff".

News and Rumors

  •  

 

Additional Notes

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

Renown 2

 

Edited by The Snark (see edit history)
Name
Heir stats (non-dynastic)
18
7d4 1,2,3,1,4,4,3
Commander
9
1d4+6 3
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The Radiant Republic of Erisdor

Round 7

 

Regions: Erisdor (32), Cannor (31), Eskor (30), Region 26, Region 101

Religion: Cult of Radiance (Unorganized)

Leader: Sovereign Protector Cathal Oirbsiu

Diplomacy 4 Military 10 Economy 10 Faith 2 Intrigue 2


 

Actions

End of Turn Ruler Increases:

  1. Buyout Trading Post [Economy]: Region 95 (Mekhala), TP2, (Laser Rifles) (Weapons, Armor, and Munitions) (DP2) (TN12) (1 Treasure spent) (+1 Union Central Arcology) (+10) 

  2. Buyout Trading Post [Economy]: Region 2 (North Way Cluster, Badal), TP2, (Cybernetics and Prosthetics) (Computers/Medicine and Drugs) (DP1) (TN12) (1 Treasure spent) (+10) 

  3. Buyout Trading Post [Economy]: Region 59 (Veehra), TP1, (Union Crews) (Labourers/Specialists) (DP1) (TN12) (+9) 

  4. Buyout Trading Post [Economy]: Region 49 (Ebon Cove, Sansar), TP2, (Glit Limestone) (Construction Material) (TN12) (+10) 

  5. Buyout Trading Post [Economy]: Region 43 (The Solarian Plains, Sansar), TP1, (Positronic Brains) (Computers) (TN12) (+10) 

 

Nonactions

  •  

News and Rumours

  •  

Statistics
Unit Count: 4 Ground, 2 Space
Treasure: 5

 

Country Information

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

Heir: None

Diplomacy

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

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

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

Government Support: 32, 31, 30, 26

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Technologies
 

Active Military Technology

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

 

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

 

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

 

 

Economy

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

Trade Posts
Effective Total TPs: 10
Treasure Rate: 2

Trade Posts

 

1. Region 32, TP1, TP3, Black Foundry (Fell Iron) (3)

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

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

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

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

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

7. Region 41, TP1 (Uniforms) (1)

8. Region 12, TP3 (Loans) (1)

Merchant Support:

Technologies

1. Aclaustrophobic Psychiatry

2. Algorithmic Imagination

3. Arcane Amplification

4. In Vivo Modification

5. Nuclear Fusion

6. Xenolinguistic Cataloguing,

7. Badalian Megadirigibles

8. Wet Ship Navy

Arcologies

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

 

Trade Routes

None

Faith

Media Support: 32

Artifacts

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

32 - Integration

 

Edited by DKArthas (see edit history)
Name
Buyout Trading Post [Economy]: Region 43 (The Solarian Plains, Sansar), TP1, (Positronic Brains) (Computers) (TN12) (+10)
19
2d6+10 3,6
Buyout Trading Post [Economy]: Region 49 (Ebon Cove, Sansar), TP2, (Glit Limestone) (Construction Material) (TN12) (+10)
20
2d6+10 6,4
Buyout Trading Post [Economy]: Region 95 (Mekhala), TP2, (Laser Rifles) (Weapons, Armor, and Munitions) (DP2) (TN12) (1 Treasure spent) (+1 Union Central Arcology)(+10)
22
2d6+10 6,6
Buyout Trading Post [Economy]: Region 2 (North Way Cluster, Badal), TP2, (Cybernetics and Prosthetics) (Computers/Medicine and Drugs) (DP1) (TN12) (1 Treasure spent) (+10)
17
2d6+10 4,3
Buyout Trading Post [Economy]: Region 59 (Veehra), TP1, (Union Crews) (Labourers/Specialists) (DP1) (TN12) (+9)
18
2d6+9 5,4
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