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Minescratcher452

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The Shattered Coven

Region 77

High Witch Brynn

Round 7

Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2)
 

Actions

1. Diplomacy - Press Claim over Region 93?

2.

3.

4.

5.

Non-Actions

1.

Bookkeeping

Leader Stats: Diplomacy (9), Military (5), Economy (6), Faith (3), Intrigue (2)

Capital: Region 77

Faith: Mekhalan Unitarianism

Embassies:

  1. House of Fire

Trade Routes:

  1. RAT

Trading Posts: 1

  1. Region 77, Cinnakite
  2. Region 93, Animals

Military Units:

Space: 4/6

Ground: 1/6

Organizational Overview:

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

Technologies: 2

  • Pseudogravity Engineering
  • Vacuum Adaptation

Treasure: 0

 

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

 

Glorious Purifiers
Ruler: Titania
Diplomacy: 8
Military: 7
Economy: 4
Faith: 2
Intrigue: 10
Stat Growths

+1 Mil, +1 Eco

Ground Units: 3 Space Units: 3

Ground units defend whatever tps necessary to resist sacks.

 

Treasure Paperwork
Spending 1 Treasure on actions, Gaining 1 Treasure from income.
Expected Net Change 3
> 3




Actions

Eco: Buyout TP 3 of Union Crews in region 59 (Owned by ARK, with ARK supporting the Buyout), spending 1 treasure.

(Success, Roll = 12 [4 Eco, 6 Dice, +1 Treasure, +2 ARK Support, -1 Distance]
Eco: Buyout TP 1 of Tiny Turtles in region 27, spending 1 treasure.
(Success, Roll = 13 [4 Eco, 8 Dice, +1 Treasure]
Mil: Raise Space Unit
Mil: Raise Space Uni
t

Int 10: Espionage Agency (Claim +1 Renown for Eyes In The Skies) (Claim +1 Renown for being one of the first 5 countries to make an Espionage Agency)

 

Espionage Agency

The sorcerers of the Glorious Purifiers are said to be capable of making friends with anything. In common parlance, this is referent merely to good diplomacy and an upbeat activity, making rowdy pirates coming to break your skull in into drinking buddies. In their case, it involves making friends with humans, with elves. With hamsters, with foreign aliens. With demons, with angels. With unthinking plants, with the very walls themselves.


Titania is especially adept at the latest of these categories, and especially within her own domain she can be said to become an entity connected to the very core of Sansar. Yet her literal magnetism is far from the only application. There is a whole library of magical conversation available and ready to be employed, and even regular Zelfs are beginning to learn how to adeptly wield such techniques. Zelfs and their fragments of memories also provide additional context.

Everything compiles. Everything is written. Everything is known, deep within the halls of power, within the lands of the Purifiers.


Int Secret




Non-Actions


Oppose all unauthorized Buyouts, Conversions, et all.
Have all government supports fire upon unauthorized entrants to suffer them 1d3-1 Unit Losses.
Authorize all conversions to Coedd the religion.
Authorize all actions taken by Glorious Purifiers [GLO] (obviously).
Accept all gifts (treasure, regions, techs, etc).


 

@JBarca Submit the space armada for A Grand Army, collecting +1 Renown
5 Space Units (as of turn end), plus Admiral Aka Cascade 9(-6=3), for a total of 8 Points for the Navy


To Johnathon Royston Rageclaw, First Minister of Ishtahnos

We have done an inspection of the operations of Helios Hospice and are willing to comply reasonably with ensuring the safety and sanctity of Veehran peoples, dead and alive. The country of the Glorious Purifiers is willing to extract from Helios and return all dead bodies to the country of Ishtahnos. This is at present is a single body, derived from somebody who received terminal injuries beyond the capacities of clerics to restore. Our government will do another sweep to confirm the lack of other Veehran remains.

The official navy is willing to handle transports of civilians for this matter. All living Veehrans choosing to return will be brought back to their country of choice and deposited safely to reintegrate into the civilian population. Once returned to their orbit Glorious Purifiers abdicates all responsibility for said Veehran natives.

Signed, Talandaresque Titania, of the Glorious Purifiers

(I presume the proper address for John is the one you used in your initial letter.)

 

To Johnathon Royston Rageclaw, First Minister of Ishtahnos

There will be an open process for everyone and an informed decision of long term residence. Our primary duty is to those in our care, citizens or otherwise. We hope this will converge with and not conflict with those coming to oversee the process. We also hope that culturally some bonds can be established, a state of perpetual war and hatred serves only a scant few.

Additionally, the High Arbiter of Helios is willing to come participate in your trial. She has declared she will independently judge whether and how much of any verdict of said trial she will adhere to, but she and the other parties accused will see to the lawyers regardless. A lot depends on both the specific accusation or accusations, and on what types of penalties you might try to apply. It is good that you do not make this a challenge and attempt at murder, even presuming you could somehow carry out the task it would be a political nightmare.

Best of wishes to all within Tekhum and beyond its shores.

Signed, Talandaresque Titania, of the Glorious Purifiers


The Magma Shroud is finished, an artifice that changes the face of the Moonsoul Mountains for good, and many would say for the better. The wildlands become both greener and more full of gray steel, as huge stadium size buildings are constructed within the lower grounds of the region. Zelfs have a great place to stay, and the carbon based structure seems alive. One can go down a floor into the depths and tunnels, see veins of magma coursing through the underbelly of the region coming up straight from the core, pumping energy throughout and filling a deep orange hue of magic and mundane energy. Special florescent lighting is given to all of the wildlife within these regions, and many serve as combinations of greenhouses and living quarters. A plethora of plantlife is imported and cultured from around Sansar, and the art of creating combinations of Charmed Textiles and differently colored plants to create vibrant works of art one can scarcely imagine elsewhere. At night, the plants provide lighting where needed too, leaving some rooms to glow a magnificent blue or a luminous violet.


The giant gears turning fence the Kaiju, and the Kaiju in turn help out the land. Becoming more incorporated into the region and lending their efforts, being fed by strange produce created by the large 'plants', with the singular giant tower in the middle billowing smoke having cranes on top to deliver it and feed the beasts from a safe distance. They also surround and help the freshly constructed Basu Holdings, making keeping tabs trivial in the base that is also connected into the wider web. Every structure in the Moonsoul Mountains having its own life, spare those original shrines which retain their disconnected and mystically warded nature which seem almost to reside outside mundane reality.


The Glorious Purifiers recognize the statements of the Ishtahnos, both in regards to the religion many of them cohabitate with and the health services being operated out of their domain. None are directly related to the High Talandaresque herself, and she does not directly respond in turn. Titania does, however, show off an elegant, precise and finely trimmed hairstyle. Uniquely crafted and done by a Werewolf Barber, fit to and expert in serving royalty. She has no beard, but the layering and slight tinges of steel color tips on her jet black hair hold a glory on their own, and the elegance of Ishtahnos haircutting cannot be denied. Identity of said barber is withheld for obvious reasons.


In official metrics and in a wide open trial, the Magister Assurance Declaration is irrevocably broken, and not in a way that can be solved through conflict or negotiation. Yet, it has only been broken by outsiders, and of the two readily available options she has to reconcile this matter, the ruler in title of the Glorious Purifiers declares that the magister declaration does not encompass those not directly tied in. The speech to her people declares that they can be better than those not within the Moonsoul Mountains, that the Declaration still holds purpose between Purifiers.


heliotropebroadcast.png.f2b8b41b0b5ea41ecab7e0b92927e349.png

soulgoe.png.55e1f15721d549b1bf5d9ee418a8bc8c.png


Wakinyan Tourism


Holly Hakurei Heliotrope signing on to let you all know that the first Kaiju Migration trip to go around the entire reaches of Wakinyan is launching soon! We're going to be reaching our light to the edges of the Heliosphere in a far more literal way this time! Any that wish to come board up soon, I personally will be headed out to see this new gas giant for myself. Maybe I'll even go skinny dipping in there, and no not that way you perverts.
Some premium content isn't suitable for live broadcasts and must be denied in public check out my patreon for more details.
I want to be the very first Sansaran to go on a deep exploration and tour of the new gas giant. Before all us colonizers start planting our flags in it. Before constant exposure makes us go numb to and normalizes this majestic wild cat into a domesticated household feline.

Significant portions of the trip will be livestreamed from multiple angles, although mind the natural delay both in the information getting back to the rest of Tekhum and in giving editors some time to cut up the mass of data into highlight reels. Artistic integrity is hard!

A select few crew will be allowed to come, but will be mostly restricted to Moonmen and other individuals who can survive both a long trek and hostile environments. This trip is absolutely unsafe for normal individuals, and we will have an intensive screening process. This trip is special, and is intended to have a casualty rate of zero!

Also, I'll be going over to Badal for a tour across the system to pick out fashion, so make sure to suggest things to buy. I'll be forcing myself to get at least one nekomimi outfit, so you've got a good shot there.
 


There is a considerable document posted in regards to the Warrens, an inside scoop, their nature and tour. Details on this coming up, but it includes coming in for a live interview of some members of government, and several looks at people who are eager to speak and say hi. The general conclusion is that while some people from the Jy'mar seemed to not notice the obvious slavery engaged in from the Fiorid Principality, they do not seem from current evidence to participate in any such practices themselves.

A lot of their culture is both based on their need to strive, and their want to strive. At worst living conditions are mildly unsafe. There's also some cultural treatments too, the way Jy'mar prefer their meat cooked, looks through the tunnels, fun questions mixed in with the serious ones.


HeliosHospital.png.067e6ef4832c05725bb51cfa44266a3d.png

Helios Hospice


The Helios Hospice begins its biggest project yet, the salvation of the refugees and wounded from within the Basu Rebellion. With a good chunk of assistance from the Purifiers, they set up to begin their steady work delving in and extracting bodies en masse from the battlefield. As per their standards and oath of non interference they openly signal their intent not to actively participate in the battle on either side.

It would be kindly said that they serve a similar role as the Red Cross owned and operated by IRL.

It would be less kindly said that they are vultures, circling the war zone for carcasses to suck dry.


Things do not go as planned. Their operations very quickly shift to something both smaller scale and far more stealthy, as they learn that flashing the badge gets them shot at rather than directed towards the ill-fated. Thankfully no Moonmen were injured or killed in the skirmishes that abounded, at least as far as Heliotrope Enterprises is willing to report. This change in operation largely relegates their living ships to staying a fair distance away from battle and bombardment, prioritizing safety over confrontation. Only a few daring reporters go in deep, and universally it seems on foot and wing.

Regardless of interpretation of their motives there are a lot of living gathered aboard the kaiju migration back to the Moonsoul Mountains and their newly acquired territory of Glorialfheim. As the populace of Mraza are overwhelmingly pro-brg, or at least were before the mass purges of ideology, so too are those that get saved.

This is for most a temporary home while healing processes are underway, and there are several programs for where to take these citizens in the long term. Many of which decide to settle in to the newest conquered region, atop the old BRG base, which has been crafted and rebuilt into mass housing. Many of which get shuffled out to the few connections for other societies that are willing to take in and help long term care for people, most notably the United Houses Of Senkar with whom ties with for these operations had been forged in decades past. Badal in general has seemed favorable to taking in those without a proper home to return to after war, and overtures to those such as the Eucrus Alliance.

A good portion want to go back to Veehra, to their homelands, to their families and atmosphere and planet. The Glorious Purifiers will technically allow this but strongly recommend waiting for the dust to settle on this war. It is unlikely that the Marauders and their ilk will be favorable to BRG sympathizers. Also, due to the hostility across some of Veehra and outright unlawful nature in other parts of the orbit, they can only go so far as to drop some people off at controlled waystations and let them do the rest of the travels on their own.


The holdings of Helios Hospice welcome the observers coming in to make offers for the final destinations for refugees, be they from the Mraza wars or any others. We are also willing to be the long term home for any and all people that need it and choose to stay with us. (Residency offers may change based on availability of housing.) Already we have several landing pads and narrative discussions with those incoming to make good friends. We will provide the utmost care and health assurances to any and all visitors as long as they pay respect to bylaws and residents, and look forwards to giving everyone a bright future. Be the change you want to see in the world!

 

Whatever crimes you may accuse me of, leave the young workers out of this. Any supposed misdoings are done by time the refugees hit our shores. They really do want to bring some light into the world, you see.


 

Edited by Rocket Relm (see edit history)
Name
Buyout TP 3 of Union Crews in region 59 (Owned by ARK, with ARK supporting the Buyout), spending 1 treasure
13
2d6+7 1,5
Buyout TP 1 of Tiny Turtles in region 27, spending 1 treasure.
13
2d6+5 4,4
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The Bironian Bulwark

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Actions
  1. [Economy 10] Invent a Technology (Unapproved)
    Name: Novacore Drive
    Requirements: Noble Metals Resource, Nuclear Fusion Technology, Arcane Amplification Technology
    Effect: Allows travel beyond the Great Gulf into the outer system. Huma (Orbit 8) is considered the point of arrival instead of Wakinyan.
    Summary: A Noble Metal cage around a (Biron based) super-condensed magical fluid creates a sliver through space that, after charging up to a size that can fit the ship, shoots it out at about 1% of light speed once it moves through. Lacking any braking technology, this makes the most distant worlds across the great gap available instead of the closest. It is not an effective weapon due to the sheet cost of creating the portal, limiting travel to the select few who trade in noble metals.

    Context: The Bulwark had entered a period of ultimate excitement with the ability to reach the outer system becoming possible. As public opinion shifts hard in the direction of exploration and off-world industry, Novacore Foundries, the most impressive Noble Metal factory in the Crosspaths, makes attempts to find a faster way to reach the outer system with their new wealth from the recent economic boom. 

    The Novacore Drive concentrates the most advanced forms of Bironian Hazemancy in a Noble Metal reactor, forming a level of pressure that destroys even the strongest mundane equipment before forming a sliver in the fabric of space that can grow to form a sort of portal that shoots ships in their entirety across the system. Problematically, these ships that suddenly shoot out at roughly 1% of light speed move too fast. Even the closer planets in the great gap are dangerous destinations with the Novacore drive, as they very often fail to stop before slamming into their destinations or falling apart due to strain of braking. Only the outermost world of Huma is considered a ‘safe’ destination, as the vast distances of the solar system’s edges compensate for these faults.

  2. [Economy] Buy R101 Helium-3 TP1!
    With the discovery of a new world across the great gap and the subsequent rush to explore it and its many moons, fuel has become the most in-demand resource in the solar system. Even though the Bironian Bulwark lacks the tech to use it - or any technology at all, being one of few powers not to have adopted a single innovation since the pronunciation of the elect - they know that the Black Cloud Coalition region of R15 requires it for proper function, and this makes the needs of their liege matter more than the threat of foreign competition.
     
  3. [Economy] Impress Merchants in R13!
    Using the Vibrating Crystals of R85, the Bironian Bulwark sways the Merchants of the newly prospected colony producing so much of the Shadowsilk they've become obsessed with. The agreement is mutually beneficial, stabilizing the needs of the land while drastically increasing the financial pull the Bulwark is receiving in turn. A win for free trade! Next, the Bulwark sets their sights upon the new planet across the great gap, if only they had the means to get there...
     
  4. [Economy] Purchase Grigialfheim (R51) Ryban Fish TP2

     
  5. [Intrigue] Secret
     
Fluff, Non-Actions, and Character Building
  • Support the conversion of the Bironian Crossroads (R17) and Kinella (R14) to Soul's Fascination
     
  • Support the conversion of Kinella (R14) to Coedd
     
  • Permit the conversion from Fascination to Soul's Fascination in the Bironian Crossroads (R17)
     
  • New ruler next round, rolled in rolls section.
    Name: Cinder Skye (she/her)
    D:4 M:2 E:5 F:4 I:2
     
  • Coronal Catalogue of Duelists: Bironian Single Combat
    As suggested at the Bironian Bash and Pirate Party, duels are the archetypical way for Bironian succession to proceed. The importance of the leader of the Bulwark to be a character of legendary martial skill has, through all time, been paramount to the culture of the Aerostat. In recent history this is no longer the case, creating quite some friction, but the traditions remain strong.

    Two people face off in a one on one combat, bringing with them any equipment or preparation they desire. Stimulants, potions, or concoctions, are expected, as it is desired that the competition fights as they would on the battlefield where their life is on the line. However, all actual fighting is limited to martial weapons. Those conjured by spells are allowed on technicality, but each must occupy a hand and primary be used from the grip of the fighter. Duels are until submission, knockout, or death, the stakes for which are decided by the fighters in advance. If, in a non-lethal duel, a participant should be killed, this brings great dishonor to the victor. Their victory stands, but the chivalric values that motivate the contest are considered violated. There are many historical examples of Archknights being refused their position after killing their opponent, their council citing a lack of control or regard for others as a critical flaw in a leader of men.
     
  • International Renown: Status and Extravagance
    Among Bironian people, there is a unique ability to inhale concoctions made of Biron and other chemicals that do any number of things to the body. Some are used as combat enhancers, some for highs, and others for any number of purposes. Each lasts in the body for 4-8 weeks, and due to how close to impossible they are to manufacture they happen to be very expensive. Due to this limited availability and cultural significance, bespoke and artisan gas samples are the highest luxury and status symbol a Bironian can possess. Each concoction turns their typically near-translucent bodies opaque and full of color. Those mixtures that provide multiple colors or gradients suggest that a Bironian has one of the most capable Hazemancers in in their sphere of influence - better yet if they can be made to also include other beneficial properties beyond aesthetics. Since the death of the legendary duelist Shi Lithium, no other Bironian has been able to craft a mixture that combines the two - it seems her trade secrets died with her.

     

Pure Fluff (Most relevant to Kythia, Aerin, Role, Imperial Fanatics, and Explorers of the Great Gap)

The Iron Masquerade claims Admiral Kazi
When Admiral Kazi went missing during the apex of the civil war, most presumed he was dead. He vanished into nothing well before the climactic battle between Yanji and Meifeng, backing the Neon Syndicate. Kazi had a reputation as a brave, often extreme, man of military background. A reputation once known for a career faithfully serving the Archknight and working in the Empire's name on Mercenary contracts across Badal quickly soured as he declared the Emperor unfit for rule due to naming pirates a member of the elect. In his final days as commander of the Order of Sodium, he was supposedly increasingly insane and willing to strike his own people for vengeance against his foes. He was not missed, but many of the former elite would still have preferred he win to the dissolution of their power. Seeing him appear in the clutches of the Iron Masquerade raises Bironian attention to the city of Narsai like never before. What did this mean? How did this happen? A delegate from the noble houses travels to the city for answers, taking with him his priest of Soul's Expression and some cocktails that allow Bironian people to enhance themselves through breathing Biron based chemical magic; that they might remind Kazi of home.

"My Lord, where have you been? Yanji is exiled, and the realm remains in the clutches of our foes - weaker and more decadent than ever. We could rebuild the Argon alliance and take back the place of the noble knight as leaders of our realm, we need only to find our lost prince and make the rallying call..."


Bulwark Politics - Election Upcoming
The incorporation of Kinella into the fabric of the Bironian Bulwark's government would have with the prior system been very difficult. But with the cooperation of the Satrapies, Kinella will now remain the most fortified location on Badal... The people of Kinella demand that the Chairman drastically increase his military presence if they wish for his respect, but he refuses - the economy must come first. With a strong financial seat, he reasons, the new army when it is founded will be better equipped and trained than any of their forbearers. This receives some scoffs. With the election around the corner, despite how much wealth the Chairman has brought to the Bulwark, it seems he may be unseated.
 

Yinasse - Living Plants, and the Oasis Initiative
Not all interaction with Kinella is so negative. The Yinassi people - beings of plant material that take the shape of humans - seem to be more interested in collaborating with this new government than their old imperial 'rulers.' Some take their opportunity to move from Kinella to the Bironian Crosspaths where the wealth from trade is accumulating, and begin to take the desolate cities of steel and sand and shape them into grand gardens with real trees and natural beauty. Chairman Alchire adores these efforts to make the Crosspaths more inviting, and becomes close with one of the Yinassi during this time. Her name is Cinder Skye, a Yinassi woman with a long mane of orange leaves for hair marked with red and yellow blossoms. She comes to be something between Chairman Alchire's political protégé and his lover, and founds a new movement among the political groups to make their first priority bringing their civilization across the Great Gap. It is known as the 'Oasis Initiative,' and with the buzz at the discovery of the first planet out there and the synergies with Soul's Expression's desire to find what fate lies out there, it becomes very popular very quickly.

Political Parties in the Bironian Bulwark (Bold is in power)
Neon Syndicate (Econ/Intrigue focus, motivated by coin)
Oasis Initiative (Faith/Dip focus, motivated by prophecy)
Archknight Rofl'Biron (Mil/? focus, motivated by honour)
Iridium Order (Mil/Faith focus, motivated by glory)
House Lithium (Mil/Dip focus, motivated by legacy)
Argon Alliance (Int/Faith focus, motivated by Yanji)
 

image.png.9840e50558f8fb0a5725dc11eefd8dd1.png

Chairman AlchireHe wore a clean set of armor, whose interlocking black and white plates, whose texture resembled hardened glass, were highlighted by hints of neon pink beneath. No doubt this was skin, which was apparent enough that he was clearly the same size and shape as a human, though the sawed off horns protruding from his head and that hue of pink suggested that was not the case. Long black hair falls from the back of his helm, which otherwise covered the face.
(He/Him)
Diplomacy: 4
Military: 2
Economy: 10
Faith: 2
Intrigue: 5
Unit Cap: 3/8
Treasure: 1

Ground Units: 1
Space Units: 2

Regions:
The Bironian Crosspaths R17
Kinella R14

Edited by Zayuz (see edit history)
Name
The Heir to the Bulwark
3,2,1,4,1
repeat(1d4,5) 3,2,1,4,1
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The United Houses of Senkar (UHS)
Located in: Regions 16 and 13 (Badal)
Faith: The Forever Self
Turn 7

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Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 5
Military: 5
Economy: 10
Faith: 6
Intrigue: 4

 

Actions:

1. Economy: 

 

2. Intrigue: 

 

3. Intrigue: 

 

4. Economy: 

 

5. Economy: 

 

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

 

A) Support SEV buyout of TP2 in Region 16

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

 

Leader stats for next round:

Diplomacy:
Military:
Economy:
Faith:
Intrigue:

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

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Chalise Merole Ebonne d'Laforét
Diplomacy 10 Military 4 Economy 6 Faith 3 Intrigue 3

Turn 7

News and Rumors

Despite her abdication of Caipe Ushere's senate seat, it is not lost in the news and gossip that the queen still boards an Imperial shuttle bound off-world for a time that makes it's way to the Imperial Embassy on Veehra.

Actions:

1) [Diplomacy] Diplomatic Mission - Explore Region 123 (TN 12; Roll: 11 - Failure)
Initial work to integrate Thaumonuclear Reactor Core technology into existing exploration vessels is promising, but some last minute tests show some minor flaws before final departure, and the project is delayed.

2) [Diplomacy] Sway Mercantile Faction - Utattou, Region 28 using Todd for Desired Import (62 TP3) (Contested WTU; Roll: 19)

3) [Economy] Special 5 - Industrial Investment: Ouvriead (Region 111)

4) [Faith] Convert Utattou (Region 28) to Imperial Cult - Introduce Minority (TN 12; Roll: 10 - Failure)

5) [Faith] Convert Caipe Ushere (Region 29) to Imperial Cult - Introduce Minority replacing Coedd (TN 12; Roll: 12 - Success)
Following the attack on the Imperial Embassy, favourability to Coedd loses popularity. Proponents of the Imperial Cult beliefs, having gained traction among the leadership, launch a campaign in Caipe Ushere and Utattou in coordination with various local media channels.

Non-actions:

Assist conversions in Utattou and Caipe Ushere via media support.
Ruler Turn-over: Queen Chalise Ebonne announces her imminent retirement, making preparations to pass the throne to her daughter, Monite.



Passive Effects:

Leaders and Prominent Figures

Leader: Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase:  Diplomacy +1 (max 10), Faith +1
New Leader next turn: Yes

Admirals: 
Generals: 

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

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

Relations of State

Embassies:
Trade Routes:
Claims:
Marriage - weak (76), Confederacy (28), Integration (29)
Reputation: EMP (2); WTU (1); BRG (0); REN (3)
Favours:

Resources

Units: 5
> Ground - 1st and 4th Dragoon Mobile Infantry Brigades, Utattou Rangers
> Space - 1st and 2nd Light Destroyer Wings
Treasure: 1
Artifacts:
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere (29)
Arcologies: 
Fortresses: 
Space Habitats: Ouvriead (111)
Government Support: 29(C), 28
Effective Trading Posts: 7 (1 income)
> Recon Corvettes - 111 Merchant Support (no TPs)
> Fell Iron - 32 TP2
> Solar Panels - 104 TP3
> Todd - 62 TP3
> Wine - 29 TP1, TP2, Merchant Support
Primary Religion: Imperial Cult (Size: 9) - +1 Investigations
> Media Support - 28, 29
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing, Pseudogravity Engineering, Shrewd Business, Thaumonuclear Reactor Cores
Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> 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 -

Edited by Frostwander (see edit history)
Name
Diplomatic Mission Region 123, EMP1, DP -3
11
2d6+8 1,2
Sway Mercantile Region 28, REN2
19
2d6+11 4,4
Convert Region 28, Support
10
2d6+5 4,1
Convert Region 29, Support
12
2d6+5 2,5
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Eilif Dhaoine
Round 7

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

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

Actions

End of Turn Ruler Increases: +1 Military, +2 Intrigue

  1. Raise Ground Unit [Military] - Unrolled
  2. Raise Space Unit [Military] - Unrolled
    While the Eilif Dhaoine government keeps most of its attention close to home, restructuring itself and preparing to weather any incoming storm, the military sees an opportunity to take stock and bolster its numbers. New glungagan, led by a second Armathan-class vessel, bolster the Dhaoine's space force, while the efforts of the Eilif Dhaoine government to place itself as the new head of the Flowering Land's feudal system pays off in the form of levies raised by local leaders for their new liege lord.
  3. Steal Thaumonuclear Reactors from ARK [Intrigue] - 14, Potential Success (depending on ARK resist roll)
  4. Coerce TP3 of 76 (Uranium in Dur-Shalkhir) [Intrigue] - 8, Failure
    With the discovery of Wakinyan, the reactors invented in Mekhala had been elevated from an interesting technical achievement to a potential useful edge in the times to come. With that in mind, some Knights of the Dhaoine on Sansar try to help themselves to the relevant documents stored in the Arkhive, while those much further afield get to work on trying to secure a supply of fuel for the things, taking advantage of the dissolution of the Khylokian state to try to "arrange" a steady supply of uranium from Mekhala. The former endeavour seems to go quite well, but the latter...is rather less successful.
  5. Coerce TP2 of 33 (Narcotics in Coedd) [Intrigue] - 17, Success
    Efforts to control a slice of the drug trade around the continent of Coedd (while followers of Coedd are happy to just say "Coedd" in response to anything, the Eilif Dhaoine government prefers a little more specificity in these things) start to pay off after years of effort, although it's unclear how helpful or harmful the recent crackdown by the White Pawns was in the end
  6. Secret Action [Intrigue] - GM rolled
    While the Knights of the Dhaoine that had been busy offworld were back home for a while, there were always other knights and independent sealga out and about across Tekhum, and it wasn't hard to imagine that at least a few of them had special duties given to them by the government back home.

Nonactions

  • Use Thanks to Viewers Like You for a Seek Aid on the Coercion of TP3 of 76.

News and Rumours

  • When the advertisement the Basu-Rahman Group has titled "Taking a Stand" is broadcast throughout Tekhum, the Eilif Dhaoine government is quick to stand by the broadcast's message, and by extension the Basu-Rahman Group. After all, for over a decade now the Imperial Court has been actively encouraging those in the Elect who crave their approval to attack those that stand apart from the Court, and at the same time have been coercing those they targeted to once again accept their protection racket in exchange for humiliation and gold. Throughout all of that, the Dhaoine have proven strong enough to both dissuade opportunist raiders and stay resolute in the face of the Court's coercion. As far as Eilif Dhaoine sees it, no word of that advertisement was a lie, and the final message of the broadcast is repeated by official representatives of the Dhaoine - if any of the Elect wish to stand with the Dhaoine, outside of the gilded cage of Imperial rule, then Clagath is always willing to accept new allies.
  • The Knights of the Dhaoine that had been offworld for years now, first seen on Badal and more recently on Veehra, finally make their return to Sansar. They stay unusually close-lipped about their mission, particularly by sealga standards, but it seems like they are taking some time to rest and recover back home.
  • Coedd's cult showing an increased interest in the Reserve and Lassal is broadly ignored by the Eilif Dhaoine government, sticking to their policy of leaving matters of faith to the people. If they wish to continue to support the plant-deity of Sansar, then that's fine by the government - an increasing amount of officials are declaring their involvement with the faith, in any case, even if the beliefs are finding it harder to make headway among the Knights of the Dhaoine.
  • The various proclamations and mandates announced by the Kingdom of High Ishtahnos are broadly ignored on official channels by the Eilif Dhaoine government, but the Knights of the Dhaoine are pleased to find a new target for mockery. On matters of faith, the Knights joke amongst themselves (and to anyone who cares to ask them about it) that the Ishtahn have a funny idea about what freedom of expression actually means, given their willingness to on one hand declare themselves as the sole guardian and protector of the poor unwashed masses who believe what they want, but at the same time blatantly show a willingness to cleverly brand any beliefs that they dislike as not being a faith but instead a political organisation, and as such as open to persecution as anyone else the Ishtahn dislike. They also enjoy pointing at the way that, when faced with one of the neighbours already showing intolerance towards beliefs other than worship of their god-king, the Ishtahn have instantly crumbled and decided that some parts of Veehra can do a little bit of expelling those they dislike as a treat and reward for making some pretty impressive floating islands. The situation with the Helios Hospice also attracts a little derision, what with the contrast between declaring themselves the protectors of the little guy but also complaining and calling for retribution whenever someone bypasses their cordons to help the common people. Apparently the need for Veehran powers to control each and every person and organisation operating on Veehra is greater than any kind of principles held by the Ishtahn - a stance the Knights entirely understand, nobody ever accused them of being principled people, but the showboating and perceived hypocrisy is still a good target to take some verbal shots at when the opportunity presents itself.
  • Eighbris's reappearance as the Iron Monarch ruling over Narsai is...confusing and concerning. He was abducted, not recruited or anything like that, and typically abductees aren't immediately given the top spot in the country. Add on top of that the way that Eighbris doesn't seem to be running things in the way that his friends believe he would if given the reins to a country and a military force with similar numbers to the Dhaoine's own forces, and scattered unsupported but concerning rumours about that place...and yes, concerning is the word. For now, the Knights of the Dhaoine wait and see, and send a few messages to Narsai hoping for an explanation from the man himself.
  • Confirmation that there are planets and moons beyond the Great Gulf that could (with modern technology and magical techniques, of course) support life sends waves of excitement among the Dhaoine, and have many within the Eilif Dhaoine government seriously considering their next moves. While they are not part of the alliance that seems to be dedicating itself to claiming Wakinyan and any other celestial bodies, the advantages of holding territory that far from Ophon are tempting in the current political climate...
  • While Eilif Dhaoine armed forces had ended up staying out of it, the various conflicts that erupted within Sansar's orbit in the past few years were carefully watched by the Dhaoine. The complex situation in and around Gloria was of particular interest - the presence of the House of Fire on Sansar was something that many of the Dhaoine felt unsure about, and while the Glorious Purifiers had been left to handle their grievances without Dhaoine support many of the Dhaoine were more or less sympathetic to their claims. With those two facts in mind, the outcome is broadly seen as the way things should have gone.
  • The land grabs on Aridyin are watched with only a little interest - the elves had made their intent to control the entire moon clear in the Aonach, and Clagath's stance was to leave them to it, so the situation had little bearing on the agenda of the Eilif Dhaoine government, while the relative lack of resistance meant that the conflict drew little casual interest from the common Dhaoine or the country's knights. News of the monolith found by the White Pawns on Aridyin does spark some interest, proving a popular topic for idle speculation and wild theories for a couple of years, but again the stance of the Eilif Dhaoine government appears to be to simply leave Aridyin matters to those who have proven to be rather more invested in the topic.
  • Reports from Eilif Dhaoine representatives in Eigh Mothaid that the Junk-Clans (who so far are the only force to have repelled an attack by Giomad's forces) are unifying, and that the new faction has an unknown backer cause some degree of concern. Representatives stationed on Firmament are dispatched to Craobhan Mòra to feel out the Durat stance on the situation - the native inhabitants of that part of Firmament may be a source of unease for the Reserve-born representatives, but luckily it's the Durats that have taken control of the region that they need to deal with. While they're there, they make sure to pass on the gratitude of the Eilif Dhaoine government for handling matters with the White Pawns.
  • Caillte, a Knight of the Dhaoine of middling significance (somewhat notable for being one of the more dedicated advocates of Coedd within the Knights, but otherwise fairly unremarkable according to her peers) has...well, some have said "gone missing" but others, such as the majority of the other knights, disagree. They more or less know where she's gone - one of the less settled and still wild and still bàscail-infested islands of the Reserve - but they just...haven't heard from her for a fair few months now. Some may say that's cause for concern, but the knights seem relaxed about the whole affair. Sealga are known to wander, and most of the knights were once sealga, so they figure she'll resurface sooner or later. The possibility that something got her isn't as widely talked about, but it's also not seen as a big worry - if it happened, it happened, sooner or later proof will come to light and they'll drink to her but until then there's no point dwelling on it.
  • The implosion of the Khylokian regime is...something that was inevitable according to many, a net good for Tekhum according to many more, and a fact that all in all means little to the interests of the Dhaoine. Nonetheless, several knights express the sentiment that it's somewhat sad to see. They can't quite pin down why that's the case, but it is nonetheless.

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

Country Information

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

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

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Establish and Press Claim actions, +1 to resist actions from EMP Rep 3/4 countries
Pan-Tekhum Worker's & Trader's Union: Rep -1, 0 Favours (Expected Change: None)
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours (Expected Change: None)
- Welcome: +1 to Investigations, +2 in regions with BRG Media support/BRG bases
- Friendly: +1 to Raise Rep with EMP or WTU, 1/round use a BRG Media support as if it were yours
International Renown: Renown 4
- Respected: +1 to Establish and Press Claim actions
- Admired: +1 to resist Impress and Sway actions
- Emulated: TPs and Embassies count as the other, can use vassal CIs one extra time per round
- Jewel of Tekhum: Host events as a nonaction, stats below 4 count as 4

Organisation Bases
None

Embassies
The Eucrus Alliance

Cultural Identities
Voracious Acquisition (Coerce)

Great Works
None

 

Military

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

Government Support: 24, 25, 43, 108

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Military Technologies

Technology Type Effect Prereqs Met?
         

 

Active Military Techs

 

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

 

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

 

Electronic Warfare and Countermeasures
Special Forces
Logistics and Morale

 

Economy

Treasure Cap: 5

Trade Posts
Effective Total TPs: 4
Treasure Rate: 0

Trade Post Resource Use Support Rate
25.1 Chitincraft Wargear None Owned 2
29.3 Wine 24/25 DI Unowned 1
22.2 Roleplaying Games 42 DI Unowned 1

Mercantile Support: 25

Arcologies
None

Trade Routes
None

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

 

Faith

Media Support:

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

Artefacts
None

Holy Orders
None

Miracles
None

 

Intrigue

Espionage Agency: No

 

Claims

24 - Unification
25 - Integration, Unificaton
43 - Confederation, Unification
108 - Unification

Total Passive Effects

 

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

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

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

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

 

 

Edited by volthawk
rolls, action fluff, massive pile of news and rumours (see edit history)
Name
Coerce TP2 of 33 (2d8 CI; Int 7)
17
2d8+7 4,6
Coerce TP3 of 76 (2d8 CI; Int 7 - 2 Distance + BRG Seek Aid)
8
2d8+5 1,2
Steal Thaumonuclear Reactors from ARK (Int 7)
14
2d6+7 3,4
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The Bafatis Dynasty (BAF)

Round 7

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 in Veehra
Duke Cinra Bafatis
Diplomacy: 10
Military: 5
Economy: 9
Faith:2
Intrigue: 2

Actions:

1: [Diplomacy] encourage colonisation in Themis (TN12) 13, success

2: [Economy] prospect colony in Themis (resource: Activated Dark Matter) (TN12, use 1 treasure) 18, success

3: [Economy] Donate treasure to EMP for Extraordinary Research Grants Approval: 2 treasure

4: [Military] build Coronal Catalogue of Duelists

5: [Military] build Coronal Catalogue of Duelists

Non-Actions:

-contest all buyouts or takeovers unless otherwise specified

-add fluff piece for Coronal Catalogue of Duelists (see below in spoiler)

-add fluff piece for Status and Extravagance (see below in spoiler, gain 1 renown)

 

Bookkeeping

Military

Units (cap 6): 4 Land, 2 Space

 

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

Economic

Treasure: 4/5

Trade Posts Owned:

66 TP1: Spellbooks

69 TP3: Hematite

93 TP1: Well-Fed Animals
71 TP1: Industrial Machines

71 TP2: Industrial Machines

84 TP1: Lepkashramov Ikons

107 TP1: Sheet Polymer

Technology

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

Pseudogravity Engineering

new stats

stat increase: economy +1, military +1
Diplomacy: 10
Military: 6
Economy: 10
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

Now that the space station Themis was build, it had to be developed. Labs had to be build and after the labs came the factories that would build those things developed in the lab.

As the Bafatis are thinkers and always in favour of developing the mind, they decide to donate both money and resources to the Imperial efforts to develop techs

 

diplomacy:

More people are encouraged to go live on Themis. With the production lines coming online one after the other, more jobs were offered on the base and people were recruited to fill them. Their families also moved up and a whole economy started developing on the base.

 

Military:

Some Bafatis military resources are being send to the Imperial embassy to instruct them in the Bafatis way of dueling. The Duke, himself a good duelist in both mundane methods, has consented to give a demonstration with his army Chief of Staff.

 

Org actions:

Coronal Catalogue of Duelists

dueling in the Bafatis Dynasty is allowed in certain circumstances and with non-lethal methods only but have no value in the judicial system.  Both duelists also need to bring one witness to the duel.  The most common method is using stunguns.  The duelists stand either back to back and walk a pre-arranged number of paces (checked by the witnesses) and then turn around to fire as quickly as possible.  Another method is to stand a certain number of paces away from each other and then fire at a certain command (often a hankerchief dropped on the floor is used, although methods vary across the Dynasty).  This method is quick and quite safe.

An older method used wooden sticks and wicker shields.  The idea was to score touches on the opponent (often three, but it might vary).  While this method is still used, especially in the north of the Dynasty, it's now done with a special vest and 'stick' so that touches are recorded by a computer which makes the system a lot more fair and brings down the amount of discussion on what as a touch and what was not.  The old wooden sticks and wicker shields are sometimes used for training and in historical displays.

The Psions, if they duel, use their mind and have a whole system of their own.  The most common method is to use their mind to make the opponent do something, for instance stretch a leg or an arm, and the opponent has to prevent this.  This is quite difficult as you have to block at the same time as you have to attack, requiring multiple disciplines.  It has to be said the psions not often duel and if they do, it's mostly apprentices and journeymen.  Masters almost only do this for display purposes, to demonstrate the techniques to students or during an exhibition.

Status and Extravagance

As Psions are a very important part of Bafatis society, they have a distinct set of badges, to be worn on all clothes.  These badges have as their basis a cross with in each quadrant then space to place a symbol of a discipline this psion is an expert in.  Not all symbols are well known by the common people as some fields can be quite small and the chance of meeting someone with that symbol is quite low.  But the more common symbols are known throughout the Dynasty.  The symbols are always silver, except for the supreme grandmaster in that area, who wears a gold symbol.  

The colour of the cross and the quadrants also shows expertise and rank.  For instance a beginning apprentice will have green quadrants and a black cross, without any symbols.  As soon as they become journeymen in their first discipline, they get the silver symbol of the discipline and the background behind that symbol becomes blue.  After journeyman there are 3 mastery levels and then grandmaster, each with a different colour in the quadrant.  The cross changes colour as soon as a journeyman gets his first mastery and again when they become grandmaster in a discipline or master 2 in two disciplines.  There are only four quadrants because mastering more than four disciplines is almost impossible, given the time required to master a discipline.

To gain a new colour, or a new symbol, the psion has to pass tests set by masters (or grandmasters) at least two levels higher than the desired level (except for grandmasters, but then the supreme grandmaster always sits in on the test).

Edited by farothel (see edit history)
Name
1: [Diplomacy] encourage colonisation in Themis
13
2d6+10 1,2
2: [Economy] prospect colony in Themis
18
2d6+10 5,3
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Round 7 - Years 2052-2054
Illumined Utopian - [link] - Region(s) 01, 10, 45

  • Diplomacy - Attend the First Pan-Tekhum Mageball Competition!
    • Sub-Action: Vassalize to the Eucrus Alliance!
    • Sub-Action: Trade Minor Precognition for Shrewd Business with the Eucrus Alliance!
    • Sub-Action: Trade Minor Precognition for Thaumonuclear Reactor Cores with the House of Brimstone!
    • Sub-Action: Accept Hyperlight Transceivers and Pseudogravity Engineering from the Castaways of the Loop for the Assurance that the Illumined Utopian will not perform 'hostile' actions that use Hyperlight Transceivers on Veehra for 12 years (until end of round 11)
    • Sub-Action: Console-Elect Giovanni is fascinated by the culture of the Iron Masquerade after meeting with them and discussing politics with their representatives. He agrees a cultural exchange is in order and decides to join them to the City of Narsai!
    • Sub-Action: Provide The White Pawns with Dust Hardening and Minor Precognition to pay off mercenary debts! (Gain 2.3 credit total)
  • Diplomacy - Encourage Settlement (01)! (2d6+4)
  • Faith - Convert Anjahar (11) to Soul's Fascination Majority w Support (2d6+7-1+2)
  • Faith - Convert Taumaru (19) to Soul's Fascination Minority w Support (2d6+7-1+2)
  • Faith - Seek Aid on Encourage Settlement (01) (2d6+7)

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Chonkia.png.1f191a419d19a8484a92d5e0daef54a0.png

Console
Antonius Drusus
(He/Him)
Dip: 4 || Mil: 5 S5
Eco: 3 || Fai: 7 S5
Int: 3
Unit Cap: 4 / 9
Treasure: 0 || Income: +0

Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10 (2d6+7)
  • Non-Action: Resist all Conversion Attempts beyond Minority on Region 1 and Region 45 (2d6+7)
  • Non-Action: Resist all hostile actions against owned trade-posts. (10-TP1 & 11-TP2)
  • Non-Action: The Reflective Gardens Embassy is being reopened for business with the de-escalation of hostilities.
  • Non-Action: Accept the Merger of Soul's Expression and Fascination to Soul's Fascination! (Region 01, 10)
  • Non-Action: Accept Faith Size Increases From Soul's Fascination Merger (Region 1 > Nothing happens encourage failed)
  • Non-Action: Adopt Soul's Fascination as the new state faith.
  • Non-Action: Go into Favor Debt to Request that EMP Impress the Government of the Wyrmlands (45)!
  • Non-Action:

Arkhive Æternal Submissions (+6)

The Life of a Jy'mar - Day One

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

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

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

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

The Life of a Jy'mar - Day Two

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

The Life of a Jy'mar - Day Three

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

The Life of a Jy'mar - Day ???

Life of a Jy'mar Day ???, by Cluatis Masiziou
I have lost track of time in this wider world as I strive to survive the waystations of Badal. Nothing would have prepared me for this, I thought my time on the Captain's aero-ship was fraught with danger, compared to the areas of the waystations it is nothing. Let me roll back, I believe I left off when I was going to search the waystation for passage to Senkar. That was my aim that day - but no Captains were willing to take me on - I had nothing of value to them or anything worth trading. The credits I had to my name could have been checked but they were not even willing to try. So I instead set to finding a place to stay until I could obtain passage. The Waystations of badal are a dismal affair, barely enough space to berth passengers as they wait days or weeks for the next aero-ship to cross and pick them up, no measures to reduce or remove the population of pests that build up from the toxic skies of Badal apart from some barely routine cleaning and inspections. If it doesn't break structural integrity then it doesn't concern the independent owners of the waystations. Its been perhaps weeks since I was dropped here. I've lost track of time fighting a war of attrition against the pests of this waystation. Now that I have finally carved a fortress in an old cupboard space unused by the inhabitants of this station I can now reflect on my situation. I hope this missive finds you - Please send it along to the Protectorate and inform them of this plight facing travelling Jy'mar so they can warn others.

 

  • (+1) Culture's Literature
  • (+1) Historical Work
  • (+1) Philosophy & Others
  • (+1) Join the Arkhive or librarian joins
  • (+2) The Cata-Honeycombs ongoing hive contribution!

Realm Tracking

Economic:

No Trade Routes

Treasure: 0

Income: +0

Trade Posts: 

  • 10-TP1 (Exotic Heavy Metals) - DI for 1 and 45
  • 11-TP2 (Synthetic Meats) - DI for 10

Debts:

  • Owe the White Pawns 2 'Treasure Units'
  • Cannot use Hyperlight Transceivers on hostile actions on Veehra until the end of Round 11

Diplomatic:

Embassies:

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

Regions:

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

Faction Supports:

  • Region 8 - Government

Arkhive Æternal Status: 10 (4+6)

Faith:

Official: Soul's Fascination <TBD>

  • Size 5: +1 to buyouts
  • Size 10: +1 to conversions
  • Size 20: 2d8 resist conversions

Organized Size 14

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

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

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

Unit Cap 4/9

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

Time Sensitive

  • EMP Coronal Catalogue of Duelists [1 / 3]
    • End of Round 8
  • WTU Supply and Demand - Ore TP (?)
    • End of Round 8
  •  

Next Round:

  • Console: Dip 4+1 / Mil 5 / Eco 3 / Fai 7+1 / Int 3
  • Heir: Console-Elect Giovanni [5 Dip, 2 Mil, 2 Eco, 5 Fai, 2 Int]
  •  
  •  

 

 

 

Edited by SerakHawk
Tech trades (see edit history)
Name
Seek Aid on Encourage Settlement (01)
10
2d6+7 2,1
Encourage Settlement (01)
10
2d6+4 5,1
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Flag

flag(2).png.9f0d98ba5a6dc90bfd10b4fcc2c329ed.png

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

Round 7

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

Faith: Hospitality Protocols (Unorganized)

Ruler: Custodial Unit 2323

Diplomacy 10 Military 5 Economy 10 Faith 3 Intrigue 2

Actions

Expected Stat Increases at End of Round: Nil

  1. Diplomacy - Establish Confederation Claim in 85, use Treasure, Renown 1 (2d6+12 vs 18)
  2. Diplomacy - Encourage Settlement in 92 (2d6+10 vs 12)
  3. Diplomacy - Sway Mercantile Faction in the Amiant Cluster, 86 (2d6+10 vs 12)
  4. Diplomacy - Attend Mageball
  5. Economy - Buyout Unrefined Ores in the Khylosen Cluster, 89.3 (2d6+10 vs 12)

Event sub-actions

  • Officially join the EAT since I forgor last round
  • Share Android Industrialization with the Eucrus Alliance (TEA) in exchange for Pseudogravity Engineering, Badalian Megadirigibles, and Shrewd Business
  • Receive Hyperlight Transceivers technology from the Castaways of the Loop (SEV)
  • Share 1 Treasure, all techs with the Merely Players (Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Thaumonuclear Reaction Cores, Android Industrialization, Cyclone Phased Laser Arrays)

Non-actions

  • Resist all unsupported buyouts, conversions, and sways
  • Accept Embassy from the Dwarven Industrial Coalition (DIC) in the CASSIOPE habitat
  • Welcome Dwarven investigators into the new colony to investigate the Ancient Forcefield Generator
  • Welcome Players into the CASSIOPE habitat and the new colony to conduct their investigation
  • Market Connections - Request WTU Buyout of Vibrating Crystals, 85.2
  • Interplanetary Guildhall - Request WTU construction of an Arcology in the Amiant Cluster, 86 - (Pleura Garment District, bonus to Establish Claim)
    • CASSIOPE requests assistance from the Union with construction of the city-complex of Pleura in the uppermost levels of the tunnels of Amiant, including facilities for visitors, a hall for the Union, workshops (primarily dedicated to Haute Couture production), and digital interface infrastructure custom-designed to be accessible to the locals' unique arachnoid forms, allowing the Fibrils to join the rest of Tekhum on the InterPlaNet. The Garment District in particular will enable impressive new productive capabilities, with a specialty in outfitting diplomats in the finest finery, allowing them to make the best possible first impressions.
  • Support Minority Introduction by BRB in the Space-Kelp Cluster

News and Rumors

  •  

Audit

Treasure

Round

Round Start

Round End

1

Nil (2: SK*)

+3 WTU Loan (0->3)

2

Nil (4: 2SK*)

-1 EMP Taxes, -1 Transfer to LSP, -1 Actions (3->0)

3

+1 Passive (6: 2SK*, HC, CW)

+3 Hoarding (1->4)

4

+1 Passive (6: 2SK*, HC, CW)

-3 WTU Loan, -2 Actions (5->0)

5

+1 Passive (9: 2SK*, HC*, CW, CK, CM),

+1 Ally of the Union

-2 Actions (2->0)

6

+1 Passive (8: 2SK*, HC, CW, CK, CM),

+1 Ally of the Union

-1 Transfer to SEV, -1 Actions (2->0)

7

+1 Passive (9: 2SK*, HC, CW, CK, CB, VS),

+1 Ally of the Union,

+1 from TPWA Proposal

 

-1 Transfer to MRP, -1 Actions (3->1)

8

   
Edited by xanxosttheslaad (see edit history)
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The Dwarven Industrial Coalition

Chief Executive Martin Cooley
Diplomacy: 5+1
Military: 5+1
Economy: 3
Faith: 2
Intrigue: 5

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

Actions

[MIL] Invade Region 96

Using 3 Space Units and 2 Ground Units led by Dr. Horace Thorne (Mil 10) using the tactical doctrine Engineered Onslaught.

 

[MIL 5] Raise a General: Kent Cumbria

Tactical Doctrine: To Be Approved

 

[DIP] Sway Media Support in Mel-Tori (90)

The Dwarves begin reaching out to their new constituents in Mel-Tori, offering promises of a better life in exchange for the Meltorians' labor on a still-secret project.

 

[DIP 5] Create an Embassy with C.A.S.S.I.O.P.E.

After cooperating on the recovery of the ancient fortress, the Dwarves are reaching out for possible further collaboration. Competition for diplomatic positions in the new embassy is tight, as there are plenty of applicants who want to live on a resort world where they can spend most of their time honing their craftsdwarfship.

 

[INT] Investigate the Shielded Fortress

Ever since the Dwarves unsealed the shielded fortress, its mystery has captured minds. Who built it? Why was it abandoned? Most importantly, how can the Dwarves build a forcefield that will last a similarly long time? Talented archaeologists and reverse engineers go over the ancient structure with fine-toothed combs looking for

 

 

Embassies

Trade Routes

Non-actions

 

News and Rumors

The words "Giant Leap Initiative" have found their way onto conspiracy boards within Dwarven space. No one is quite sure what it refers to, but theories abound on secret shipbuilding projects, planned attacks on other polities (especially the Khylokians), and stockpiling of fuel, weaponry, and biologicals.

Bookkeeping

Characters

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

Reputation

BRG 1:

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

REN 2:

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

Military

Units:

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

Ground Units: 4

Space Units: 4

Total: 8

Generals:

Admirals:

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

Military Technologies:

Cyclone Phased Laser Arrays (equipped)

Economy

Treasure:

1/5

+1 per round

Trade Posts:

(S) indicates merchant support

Crystal Weave: 88.3

Ice: 97.1 (S)

Laser Rifles: 95.1

Meltorian Ale: 90.3

Space Amoebae: 96.1

Civilian Technologies:

Aclaustrophobic Psychiatry

Algorithmic Imagination

Android Industrialization

Arcane Amplification

Badalian Megadirigibles

Fusion Power

In Vivo Modification

Pseudogravity Engineering

Shrewd Business

Thaumonuclear Reactor Cores

Vacuum Adaptation

Wet Navy Ships

Xenolinguistic Cataloguing

Misc.

CI: Industrial Advantage: 2d8 on Buyouts

 

Edited by bc_56 (see edit history)
Name
General Kent Cumbria
10
1d4+6 4
Sway Media in Mel-Tori (90)
11
2d6+5 5,1
Investigate Shielded Fortress
12
2d6+5 3,4
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 The Iron Masquerade

Capital: The City of Narsai (Region 69)
Round 7

News and Rumors
  • TBD. Eighbris responds to ELD's messages.
Actions
  1. [Economy 5] - Establish a Trade Route with the STAR RATS.
    Sub-action: Refer CBC. Designate CBC as our own referrer. Receive bonus 0.5 RAT points for altering our Coerce target. (+2.5 RAT points gained total)
    Fluff.
  2. [Diplomacy 5] - Establish an Embassy with the Cloudburst Confederation.
    Fluff.
  3. [Diplomacy] - Attend the mageball event.
    - Accept Console-Elect Giovanni from ILU.
    - Accept character from LSP.
    - Accept character from COV.
    - Accept Hyperlight Transceivers from SEV.
    - Accept Tesseractic Storage and Pseudogravity Engineering from GCC.
    - Accept Thaumonuclear Reactor Cores from HOB. (If Zab is amenable.)
    - Contribute 2 treasure to EMP's Extraordinary Research Grants Approval.
    Fluff.
  4. [Intrigue] - TBD. Coerce? Investigate?
    Sub-action: Thanks to Viewers Like You for a potential +1 to the roll from BRG's Seek Aid
    Fluff.
  5. [Intrigue] - Secret.
    Fluff.
Non-Actions
  • Change hosts rulers non-dynastically to Iron Monarch Barun khysee-Guyu (he/him).
    Non-dynastic succession: +1 to any two attributes, Growths: +1 Diplomacy, +1 Intrigue.
    3 + 1 + 1 Diplomacy, 3 Military, 3 Economy, 3 Faith, 4 + 1 + 1 Intrigue
    Fluff.
  • Resist and hinder all conversions in Narsai (Region 69).
  • Hinder all buyouts in Narsai (Region 69), Agbada (Region 52), and Nadiratna (Region 68).
  • Resist all buyouts of Iron Masquerade Trading Posts.

Reminders for myself

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

Thanks to Viewers Like You: Until the end of Round 8, and no more than once per round, Elect with at least BRG rep 1 may benefit from a Seek Aid attempt made by BRG on behalf of one of their actions. Actions benefiting from this Offer cannot involve opposed rolls against other Elect unless the opposed Elect is at BRG rep -1 or lower.

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

"Quote."

Iron Monarch Eighbris
(he/him)

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

Ground units: 2
Space units: 1
Treasure: 3 + 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
19
7d4 3,3,2,1,3,4,3
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Round 7
The Biarbu Society
[The Shadow of the Flock]
Region(s): 6

Actions:

  1. [Intrigue] Secret Action [-2 Treasure]
    The Shadow of the Flock wanes then grows again.
  2. [Faith] Convert R7 to (Plurality) Soul's Fascination (16) [+1 Size Bonus]
    Fate's path suffices the soul.
  3. [Faith] Convert R12 to (Majority) Soul's Fascination (18) [+1 Size Bonus]
    Neo Guleum and it's Fascination with money can please the soul.
  4. [Faith] Convert R87 to (Minority) to Soul's Fascination (17) [+1 Size Bonus]
    The eyes of the Patriarch gaze upon the Space-Kelp Cluster. No one knows why. Perhaps the Face of the Flock wants a vacation spot? Regardless of the truth, some Biarbu are sent out to the area for a more permanent stay.
  5. [Faith 10] Miracle - Soul's Fascination (semi-approved)
    Sometimes, the greatest changes that happen out in the worlds come from within. Sometimes, what comes from within, can help us to see the changing of faiths. The Face of the Flock meets with leadership from Soul's Expression, and finds much in common. Soul's Expression and Fascination formally merge their two faiths!

    The Merging of Faiths

    • All NPC regions with either Fascination or Soul's Expression become Soul's Fascination
    • All Owned Regions with either Fascination or Soul's Expression become Soul's Fascination, if the region owner non-actions acceptance of the merger
    • As part of the above non-action, a player may Adopt the new Faith if they were previously following Soul's Expression or Fascination
    • If the region owner doesn't non-action acceptance, then the next Conversion from either Fascination or Soul's Expression will upgrade to a Soul's Fascination.
    • Regions that have both Fascination and Soul's Expression in them when the merge to Soul's Fascination occurs move up a step [Minor to Plurality, Plurality to Major, or even Major to Sole though the latter requires there are no other faiths in the region].  For NPC regions, this happens automatically.  For owned regions, this increase in step requires an additional non-action acceptance.  A player may non-action the merge to Soul's Fascination without accepting the increased Size, but may not non-action the increase Size step without first accepting the merge.
    • As a non-action of the Miracle, the Size 5 bonus is +1 Buyouts
    • As a non-action of the Miracle, the Size 10 bonus is +1 Conversions
    • As a non-action of the Miracle, the Size 20 bonus is 2d8 Resist Conversions

    Soul-Of-Ophon.png.da46800d76db56ad795f1ebac044712a.png

    Soul of Ophon

Flag-Biarbu-LONG2.png.14ed55256513e70a07c7f006a1e076bf.png

“The Hurdle of Fate is Steep.” ― Jungyeong Cheok
"It's Still Just a Hurdle no matter how high it is. If push comes to shove, I can bust it down." ― Dokja, the Ugliest King

Omniscient Reader, by singNsong

 

Non-Actions:

  • Support conversion of any owned regions to Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • Accept the merger of Soul's Expression and Fascination to Soul's Fascination, adopting the new faith.

 


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

 

image.png.699e00841deb616f6742ef995d50ca02.png

Biarbu Interplanetary Recreational Broadcasting

With Simulation Shows like:

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

 

Make sure you subscribe for your very own Simulation Access!

 

 

Get with the Program!

 


 

News and Rumors

 

  • The loss of the Kylokians is felt throughout all of Shiwa Yun. It is talked about for an entire two weeks. Keeping Up with the Kylokians continues to be a popular show on BIRB, but the ratings continue to drop as fewer and fewer raids happen. It is a dramatic loss for everyone. And then the two weeks end, and the news of Wakinyan existing breaks. Soon, only die hard fans are trying to find out more about the Kylokians. Almost every Biarbu wants to know more about Wakinyan. The show Wakinyan Ascending takes over the former time slot, to rave reviews.
  • The message received from Coedd comes as a bit of a surprise to the Face of the Flock, whom has been named 'Acting Patriarch' of Soul's Fascination; simply awaiting a formal coronation of sorts to achieve final recognition. With the Coedd stating that the Nine-Year Agreement was breached, the Biarbu leadership is quite befuddled, as they do not feel any breach occurred. Using diplomatic channels to convey this, a meeting is set up with a neutral moderator - a friendly face from the Arkhive - and it is quickly determined that this is a linguistic issue. The nuances of the word 'proselytize' have ever so slight different meanings between the Coedd and the Biarbu, due in part to linguistic drift and cultural differences. The matter is written off - at least by the Face of the Flock - as a hilarious joke of communication, and by mutual comprehension, the agreement is resumed.

Ruler Information

 

The Shadow of the Flock, Ben Ying D M E F I  
Current 2 2 5 10 10  
Starting Stat 2 2 3 4 4  
End of Round 1 0 0 2 0 0  
End of Round 2 0 0 0 0 2  
End of Round 3 0 0 0 1 1  
End of Round 4 0 0 0 0 2  
End of Round 5 0 0 0 2 0  
End of Round 6 0 0 0 2 0  
End of Round 7 0 0 0 0 0  

 

New Ruler Next Round

The Shadow Reborn, Ben Ying

"Heir" stats

Diplomacy

Military

Economy

Faith

Intrigue

 

Expected Stat Bonuses: +2 Faith

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 4

 

Techs:

  • Algorithmic Imagination
  • Badalian Megadirigibles
  • In Vivo Modification
  • Arcane Amplification
  • Aclaustrophobic Psychiatry
  • Fusion Reactors
  • Xenolinguistic Cataloguing
  • Vacuum Adaption
  • Wet Navy Ships
  • Pseudogravity Engineering

 

Commander(s):

  • None Yet

 

Units:

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

 

Edited by Gengy (see edit history)
Name
Diplomacy
4
1d4 4
Military
1
1d4 1
Economy
4
1d4+1 3
Faith
6
1d4+2 4
Intrigue
5
1d4+2 3
Convert R7 to (Plurality) Soul's Fascination
16
2d6+11 3,2
Convert R12 to (Majority) Soul's Fascination
18
2d6+11 3,4
Convert R87 to (Minority) to Soul's Fascination, with support
17
2d6+9 6,2
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Arvaxine Populate (AVP) - Round 7

Leader: Edrajek, President

Stats:
DIP 2
MIL 8
ECO 5
FAI 2
INT 6

 

Bookkeeping:

Regions Controlled: 2 (54, 59) for now...

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

DIs: Laborers (filled), LuxGoods (unfilled)

Fortresses: 1 (R54, "The Cage")

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

Ground Units: 3

Space Units: 3

Treasure: 3

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

 

Actions:

ECO - Colonize R72 - TN 12 - 2d6+5 (+1 Treasure, Sought Aid (failed), Dust Hardening)

Colonize

We are trying again. Not sure what happened the first time, we'll send a team to find out.

FAI - Conversion R59 to Way of Returning - TN 12 - 2d6+2

Convert

FAI - SeekAid Colonize R72 - TN 10 - 2d6+2

SeekAid

MIL - Raise Unit - Ground

MIL - Impress Local Govt. - R59 - TN 14 - 2d6+9

Impress

"It would be a waste of resources to establish a police state in that region. We'll just show them what we are capable of, and entrust the local government to make the correct choice for their people. I'd say a mountain is an adequate target. After all, what's the point of having a military if you can't flex your artillery finger every once and a while?"

Non-Actions:

TBA

Edited by DnD_fan (see edit history)
Name
Convert
6
2d6+2 1,3
SeekAid
8
2d6+2 5,1
Impress
14
2d6+9 2,3
Colonize
17
2d6+6 5,6
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The Llort Society Protectorate

Round 7, Standard Years 2052-2054 of the 99,803rd Era of the Imperial Calendar

image.png.b7ccb57a2568a7742dd621894d9c7dbd.png

Capital: Al-Miraiya (region 88)

 

Society Consul Hanyeo

(llort, they/them)

Diplomacy: 10

Military: 4

Economy: 10

Faith: 6

Intrigue: 4

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

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


 

Actions:

  1. [Diplomacy 10 Special] -

    •  

  2. [Economy 10 Special] - Invent Technology

Smart Space Colonizer Suits (Tier 1)
  • Requirements: Vacuum Adaptation technology, any Conductors and Circuitry category resource, any Fabrics and Textile Products category resource (may be the same resource)
  • Effect: This tech takes effect during and after exploring a region in another orbit or a zero-G region in the same orbit as your capital, if the region doesn't have any significant sophont population. A successful roll against TN 12 reveals the full details of the region and you reveal any sites of archeological interest or similar unique features in the region that might otherwise be hidden. You get a +1 bonus to the Colonize action taken in the region in the following round. On a great success (TN 18), you may attempt to colonize the region as a non-action on the following round.

Spacesuits are made of fabrics and other products to function as a suit for survival. Attached to these suits you have various devices that can help the cosmonaut by scanning stuff, communication with other cosmonauts, etc.

The way these new suits are made is with a deeper integration of those devices into the suit and by extension into the cosmonaut themselves directly. They become one with the suit and one with their tools, effectively. This allows those tools to function as an extension of them. It lets them fine-tune their scanning to locate archaeological sites and good sites for colonization efforts. It allows them to survive longer stretches in space to make that colonization happen. It allows them to spend more time on the exploring and colonizing by eschewing all the countless seconds spent on menial tasks that are now automated by them becoming one with their suit.

This is all aided by the rather fantastical nature of the resources typically employed to make the suits and integrate them for their users (although the processing techniques can be adapted to resources that are different, so it's not limited to just Crystal Weave), and it cannot be applied to just anyone, they need to have some adaptation to living in space already for their bodies to not reject the process.

"Just as the Emperor and Ophon are one, so a llort flightmaster and their suit are one."

  1. [???] -

    •  

  2. [???] -

    •  

  3. [???] -

    •  

 

Non-Actions:

  • [Co-Host] an Event! The Eucrus Alliance graciously hosts the Llort Society Protectorate and co-organizes efforts for a new sporting event on Badal: the First Pan-Tekhum Mageball Competition!

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

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

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

  • Donations to the Arkhive (through our Embassy)

Donations to the Arkhive and Imperial Court

Donate a cultural work to the Arkhive and the Imperial Court:

Donate a historical work to the Arkhive and the Imperial Court:

Donate a philosophical work to the Arkhive and the Imperial Court:

Llort Society member _____ (llort/human, he/him), who brings these works to the Arkhive, joins the Arkhive. Their noteworthy accomplishments include _____

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

 

News and Rumours:

  •  

 

Mechanics notes

Stored in my country thread over here.

 

Charter to E.A.T.

Currently in the process of accepting two more members.

 

Processing details...

 

(Bureaucracy is hell, y'know?)

 

 

 

Edited by EmBark (see edit history)
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White Pawns
Round 7, Regions 23 and 102
His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Diplomacy: 8
Military: 10
Economy: 2
Faith: 2
Intrigue: 6

Kan-flag.png

(Rolls at bottom of post)

Actions:
  1. [Military 10] Perfect Tactical Doctrine: Complementary Ideas
  2. [Intrigue] ...
  3. [Intrigue] Investigate 102 thingy...
  4. [Diplomacy] Attend the First Pan-Tekhum Mageball Competition
    • sign the Exploration Alliance of Tekhum (E.A.T.) Charter This appears to be a path towards a more harmonious Tekhum. The Council of Captains of White Pawns sign, but they have one proposed alteration to make to the charter, that if an EAT member should conduct themselves in a hostile manner towards another, e.g. converting without permission, and no non-military means should be available to remedy the situation, the offending member should not be protected by the Non-aggression clause.
    • Accept Dust Hardening, Minor Precognition from ILU They gain 2.3 MWG for this.
  5. [Diplomacy] Press confederation claim on region 21 2d6 + 8 Dip + 1 Renown (TN 12)

Non-Actions:
In the Imperial Senate, vote for option 2, believing the other option to be harmful to the stability of the Empire.
Accept resource from RAT through trade route...
heir...

News and Rumors:
  • Mercenary services continue to be offered
     

Details

Current Credit:

 

Nation Credit in MWG [change this round]
RAT 2.8 (to be reexamined taking into account the continued supply of a vital resource)
ARK 3
TEA -2.5
COE 0 (debt collected upon by sack last round)
GCC 3
ILU -2 [+2.3]
LSP 3
RRE -3.9 (5.4 from units hired last round, 1.5 taken off that for region 102 transfer)

 

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: 8 +1
Military: 10
Economy: 2
Faith: 2
Intrigue: 6 +1

Used specials: M5 D5 M10

New ruler next round? No

Country info

[Change this round]
Units Ground/Space: 4/3, [+0/+0]

Treasure: 1, [+1 from EMP action] (added one from sack last round)

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 ....
Put Shrewd business, CI, org bonuses here
Sacks: CI Expert Foraging (2d8)

 

 
Edited by CoronaBorealis (see edit history)
Name
Press confederation claim on region 21
18
2d6+9 3,6
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