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Minescratcher452

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Posted (edited)

Round 8: Begin!

Years 2055-2057 of the 99,803rd Era of the Imperial Calendar

 

Round 8 will close on Sunday, May 19th.

 

Announcements!

If a country controls regions across the Great Gulf and loses access to technology allowing them to cross, they may still take actions in those regions without the technology, but not in any other regions.

 

Conditional treasure expenditure, for example “spend 1 treasure on X roll if it is opposed”, is not permitted. Treasure spent on a roll must be locked in before the roll is made, and will be ignored otherwise.

 

The following regions have not received writeups. They progress towards unrest.

Region 75 (SCM): The Government faction in Region 75 becomes open.

 

The Media faction in Lyla (Region 106) returns 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.

 

 

The House of Fire is quick to exploit the newly invented Thaumonuclear Reactor Cores to launch one of the first expeditions into the unknown beyond the Great Gulf. Arriving successfully in orbit of Wakinyan, the explorers select the gas giant’s largest moon as their first survey target, thoroughly charting roughly a quarter of its surface. Among the many oddities they report: faults suggesting former tectonic activity; a substantial magnetic field, manifesting as beautiful aurorae in the moon’s tenuous atmosphere; and the ruins of what appear to be an ancient, long-abandoned colony site, which would be the perfect starting point for a new colony on the moon.

HOF sends an expedition to Region 116, spending 1 treasure and discovering an uninhabited colonizable region!

 

Predictably, the Llort are also among the first movers in Wakinyan efforts, focusing instead on the planet’s minor moonlets. Telescope observations from Mekhala could not have prepared them for the swarm of satellites in orbit around the gas giant, and though they chart dozens of rocks, amassing data on orbital and rotational periods, geological properties, radiation exposure, and more, they estimate only about half of the planet’s moons have been thoroughly charted - with no signs of life detected, though, like on the largest moon, scraps of evidence for former habitation are found.

LSP sends a diplomatic mission to Region 125, spending 1 treasure, and discovering an uninhabited colonizable region!

 

Growth!

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

 

CUS constructs an Arcology, Ouvriead, in Ouvriead (Region 111), with a bonus to Exploration

 

The WTU constructs an Arcology, Southslope Fields, in Region 63 on behalf of SEV (bonus: +1 to Encourage Settlement)

 

SNK presses a Confederation claim on Region 107! SNK gains 1 ground unit!

 

WTP presses a Confederation claim on Region 21! WTP gains 1 ground unit!

 

ISH presses a Confederation claim on Nadiratna (Region 68)! ISH gains 1 ground unit!

 

AVP colonizes Region 72, spending 1 treasure. The new colony gains a desired import of Weapons, Armor, and Munitions and a minority of The Way of Returning

 

HOF prospects Region 80, creating 2 TPs of Superconductors (Conductors and Circuitry) and an open mercantile support

ARK prospects Region 100, creating 2 TPs of  Regolith Concrete (Construction Materials) and an open mercantile support

WTP prospects Region 102, spending 1 treasure and creating 1 TP of Moon Opals (Precious Minerals) and an open mercantile support

BCC prospects Region 103, creating 1 TP of Quadrilithium (Exotic Matter) and an open mercantile support

CBC prospects the Irisite Archipelago (112), spending 1 treasure and creating 2 TPs of Avvan Warrior Monks (Soldiers/Specialists) and an open mercantile support. The desired import of the Irisite Archipelago changes to Luxury Goods

BAF prospects Themis (Region 113), spending 1 treasure and creating 2 TPs of Activated Dark Matter (Exotic Matter/Fuel and Power) and an open mercantile support

 

ARK encourages settlement of Region 100, creating government and media supports

BAF encourages settlement of Themis (Region 113), creating government and media supports

BCC encourages settlement of Region 103, creating government and media supports

CAS encourages settlement of Region 92, creating government and media supports

HOF encourages settlement of Region 80, creating government and media supports

CBC fails to encourage settlement in the Irisite Archipelago (112), spending 1 treasure

 

Statecraft!

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

 

RAT consolidates their holdings as a Merchant Prince! 

 

CBC creates a Cultural Identity, Shielding the Lion's Share (2d8 to Resist Thefts)!

 

DIC creates an Embassy with CAS

MSQ creates an Embassy with CBC

LSP creates an Embassy with MSQ

ARK creates an Embassy with GCC

 

TEA establishes a marriage claim on the Khylosen Cluster (89), dispatching Zara Tareta to marry into a Blood Clan!

 

CAS fails to establish a confederation claim on Region 85, spending 1 treasure

 

TEA hosts the First Pan-Tekhum Mageball Competition!

- TEA trades Shrewd Business to ILU in exchange for Minor Precognition

- TEA trades Pseudogravity Engineering, Badalian Megadirigibles, and Shrewd Business to CAS in exchange for Android Industrialization

- TEA trades Shrewd Business to the WTU

- ILU vassalizes to TEA!

- SEV donates 5 Treasure to EMP for Extraordinary Research Grant Approvals

- SEV gifts Shrewd Business and Thaumonuclear Reactor Cores to WTU

- SEV gifts Hyperlight Transceivers to CAS, HOB, and MSQ

- SEV trades Hyperlight Transceivers to BCC in exchange for E.O.N.S. Projectors

- SEV trades Hyperlight Transceivers to GCC in exchange for Tesseractic Storage 

- SEV trades Hyperlight Transceivers and Pseudogravity Engineering to ILU in exchange for Minor Precognition

- SEV trades Hyperlight Transceivers to LSP in exchange for Smart Space Colonizer Suits

- SEV trades Hyperlight Transceivers to MIR in exchange for Antigravitational Rail

- SEV trades Hyperlight Transceivers to SCM in exchange for Soom-Pattern Rayguns

- ILU trades Minor Precognition to HOB in exchange for Thaumonuclear Reactor Cores

- ILU gifts Dust Hardening and Minor Precognition to WTP

- CAS gifts 1 Treasure, Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Thaumonuclear Reaction Cores, Android Industrialization, and Cyclone Phased Laser Arrays to MRP in exchange for Pseudogravity Engineering

- CAS trades Android Industrialization to GCC in exchange for Tesseractic Storage

- CAS trades Android Industrialization to MIR in exchange for Anti-Gravitational Rail

- CAS trades Android Industrialization to LSP in exchange for Smart Space Colonizer Suits

- CAS trades Android Industrialization to SCM in exchange for Soom-Pattern Rayguns

- CAS trades Android Industrialization to BCC in exchange for  EONS Projector

- MSQ gifts 1 treasure to COV

- MSQ gifts 1 treasure to SCM

- MSQ donates 1 treasure to EMP for Extraordinary Research Grant Approvals

- LSP donates Smart Space Colonizer Suits and 1 treasure to EMP for Extraordinary Research Grant Approvals

- GCC donates 4 treasure to EMP for Extraordinary Research Grant Approvals

- GCC gifts Tesseractic Storage and psuedogravity engineering to MSQ

- GCC gifts Tesseractic Storage to TWI

- GCC trades Tesseractic Storage to HOB in exchange for Thaumonuclear Reactor Cores

- HOB donates 5 treasure and Thaumonuclear Reactor Cores to EMP for Extraordinary Research Grant Approvals

- SCM donates 1 treasure to EMP for Extraordinary Research Grant Approvals

- SCM gifts Soom-Pattern Rayguns to MSQ

- SCM trades Soom-Pattern Rayguns to BCC in exchange for EONS Projectors

- MIR gifts Anti-Gravitational-Rail to MSQ

-TWI donates 1 treasure to EMP for Extraordinary Research Grant Approvals

 

ARK hosts The Meligogue Conclave

- ARK gifts Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Badalian Megadirigibles, Nuclear Fusion, Pseudogravity Engineering, Shrewd Business, Vacuum Adaptation, and Xenolinguistic Cataloguing to COE

- ARK gifts Vacuum Adaptation, and Thaumonuclear Reactor Cores, and Region 100 to ALF

- ARK donates 3 treasure to EMP for Extraordinary Research Grant Approvals

- ARK gifts Thaumonuclear Reactor Cores, Shrewd Business, Vacuum Adaptation, Wet Navy Ships, Badalian Megadirigibles, Pseudogravity Engineering to ISH

- ARK gifts Shrewd Business and Thaumonuclear Reactor Cores to GCC

- ISH trades Shield Generators to GCC in exchange for Tesseractic Storage

 

RAT sends Shrewd Business, Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Xenolinguistic Cataloguing, Badalian Megadirigibles to COV via Trade Route

RAT sends 1 Treasure to ARK via Trade Route

RAT sends 1 Treasure to WTP via Trade Route

 

LSP sends Smart Space Colonizer Suits to WTP via Trade Route

 

GCC sends Tesseractic Storage to WTP via Embassy

 

ALF sways the Media in Region 35

ALF sways the Media in Region 51

AVP impresses the Government in Region 59

CAS sways the Merchants in the Amiant Cluster (Region 86)

COV sways the Government in Region 93

CUS sways the Merchants in Region 28, previously owned by WTU

EMP impresses the Government in Region 111 on behalf of CUS

HOF sways the Government in Bīt Ereshkigal (Region 22)

LSP sways the Government in Et Cetera HQ (Region 91)

MIR impresses the Merchants in 75, using Curative Enzymes, spending 1 treasure

SCM sways the Government in Mraza (Region 55)

SCM sways the Government in Region 106

SNK sways the Government in Region 64

MIR fails to sway the Merchants in Region 56, spending 1 treasure

 

Trade!

Buyouts, trade routes, and other economic shenanigans

 

CBC and RAT form a Trade Route!

 

MSQ and RAT form a Trade Route!

 

BIR buys out TP 1 in Region 101 for Helium-3

BIR buys out TP 2 in Grigialfheim (51) for Ryban Fish

CAS buys out TP 3 in The Khylosen Cluster (89) for Unrefined Metallic Ores

FBC buys out TP 3 in Moonsoul Mountains (44) for Unblemished Wreckage

FBC buys out TP 1 in Cannor (31) for Nitrates

GCC buys out TP 1 in Zimbir (81) for Lawyers

GLO buys out TP 3 in Region 59 for Union Crews from ARK, spending 1 treasure

GLO buys out TP1 in Region 27 for Tiny Turtles, spending 1 treasure

RAT buys out TP 2 in Wikus Plains (39) for Heroic Adventurers

RAT buys out TP 2 in Region 106 for Cornelian Mercenaries

RAT buys out TP 2 in Region 101 for Helium-3

RAT buys out TP 1 in Region 104 for Solar Panels

RRE buys out TP 2 in The Iron-Clan Halls (95) for Laser Rifles, spending 1 treasure

RRE buys out TP 2 in North Way Cluster (2) for Cybernetics and Prosthetics, spending 1 treasure

RRE buys out TP 1 in Region 59 for Union Crews

RRE buys out TP 2 in Ebon Cove (49) for Glit Limestone

RRE buys out TP 1 in The Solarian Plains (43) for Positronic Brains

TWI buys out TP 2 in Et Cetera HQ (91) for Gold, spending 1 treasure

TWI buys out TP 1 in Region 61 for Tripedal Mecha

UHS buys out TP 1 in The Khylosen Cluster (89) for Unrefined Metallic Ores, spending 1 treasure

WIC buys out TP 2 in Region 5 for Charnan Cherries, spending 1 treasure

WIC buys out TP 1 in Region 48 for Polymetallic Nodules, spending 1 treasure

WIC buys out TP 2 in Region 38 for Joint Stock Companies

WIC buys out TP 2 in Region 27 for Tiny Turtles

TEA fails to buy out TP 1 in Region 31 for Nitrates, spending 1 treasure

 

Treasure Gained

ALF gains 1 passive treasure

AVP gains 1 passive treasure

BAF gains 2 passive treasure

BIR gains 2 passive treasure

BRB gains 1 passive treasure

CAS gains 2 passive treasure

COV hoards 1 treasure

CUS gains 1 passive treasure

DIC gains 1 passive treasure

ELD 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 and 1 treasure from Perks of Status

LSP gains 1 passive treasure and 1 treasure from Perks of Status

MIR gains 2 passive treasure

MSQ gains 2 passive treasure

RAT gains 3 passive treasure

RRE gains 2 passive treasure
SCM gains 1 passive treasure

SEV gains 2 passive treasure

TEA gains 1 treasure from Perks of Status

TWI gains 2 passive treasure

UHS gains 2 passive treasure

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

WTP gains 1 treasure from Perks of Status

 

Faith!

Conversions, organization, and other such matters of faith

 

BRB introduces a Plurality of Soul’s Fascination in Region 7, displacing Paragonism to Minority level

BRB introduces a Majority of Soul’s Fascination in Neo Guleum (12)

BRB introduces a Minority of Soul’s Fascination in The Space-Kelp Cluster (87)

COE introduces a Minority of Coedd in Gloria (37)

COE introduces a Minority of Coedd in Region 48

COE introduces a Minority of Coedd in Lassal (24)

COE introduces a Majority of Coedd in The Reserve (25)

CUS and HOB replace the Minority of Coedd with Imperial Cult in Caipe Ushere (29)

HOB introduces a Plurality of Imperial Cult in Dur-Shalkhir (76), displacing The Communion of Black Sky to Minority level

HOB introduces a Minority of Imperial Cult in Mek-01 (77)

HOB introduces a Plurality of Imperial Cult in The Parrot's Perch (84), displacing Slingid the Parrot to Minority level

ILU introduces a Majority of Soul’s Fascination in Anjahar (11)

ILU introduces a Minority of Soul’s Fascination in Taumaru (19)

MRP introduces a Plurality of Bardolatry in Region 83

TWI introduces a Minority of Death’s Wheel in The Orochon Shieldplains (63)

TWI introduces a Minority of Death’s Wheel in Region 61

UHS expands Forever Self to Plurality in Suaka Beruntung (Region 15), displacing Megachlorians to Minority level

UHS introduces a minority of Forever Self in Region 4

 

Wonder!

Miracles and inventions, ancient relics, and spectacular undertakings

 

BRB miracle: merge Fascination and Soul’s Expression!

- 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 merge.

- SEV, BCC decline the merge; the next conversion from either Fascination or Soul's Expression in their regions 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.

- ARK declines the size increase; Soul’s Fascination remains at a minority.

- 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

 

SEV creates a Space Habitat, Arbor (Region 134), in the orbit of Veehra! It gains a Desired Import of Chemical Reagents and a minority of Requiem for the Loop

 

SEV invents Hyperlight Transceivers! 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. Requires: Exotic Matter. Effect: Once per round, reduce the distance penalty on any non-battle action by 1.

 

BIR invents a technology, currently unfinished!

 

LSP invents Smart Space Colonizer Suits! Spacesuits designed with a deeper integration of assistive 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. Requires: 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, 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.

 

GCC invents Tesseractic Storage! Inspired by Queen Constance's purple beehive dress, Glim'Bosk figured out how to bend objects into 4D superstructures with Lepkashramov. This technique causes the mass and carrying capacity of an object to scale to a higher exponential degree than implied by volume. Requires: Magical materials, pseudogravity engineering. Effect: -1 to distance penalties for Economy actions.

 

After almost a decade of work, the Wicklund Salvagers restore the Space Elevator in Region 39! The “beanstalk” structure stretches from a secure tether at the surface to the long-unused port facilities on the underside of Firmament, providing cheap access to low orbit in bulk volume to the Salvagers. Regions 39 and 109 are now considered to be adjacent.

 

ISH extends the Peludian rail network to the Highlands of Ishtahnos (Region 65)

MIR extends the rail network to the Great Western Waste (Region 62)

 

Might!

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

 

The House of Fire invents Thaumonuclear Warheads! At the center of the thaumofission explosion, the catastrophic release of magical energy coupled with solar temperatures results in the first instance of Constancy Flux seen since the War of Eternal Bombardments. At the center of the explosion, the scientific constants of gravity, nuclear force, and electromagnetism enter a state of chaotic flux, randomizing and re-randomizing a thousand times in the instant of ignition. As thermal and kinetic energy transfer along the media of atoms, Constancy Flux flows back along the stream of invisible particles binding the universe together. While the decay rate is extraordinary, even the lightest touch of Constancy Flux results in unexpected and lethal mutations in both physical and thaumoperceptual reality. Requires: Arcane Amplification, Nuclear Fusion, Fissile Material resource. Slot: Ship-to-Ship Weapons. Effect: +1 to Space and Combined Front battles

 

The High Kingdom of Ishtahnos invents Shield Generators! Using special Energised Chrysoberyl matrices a resonant field can be produced that, although is in opposition to the initial field, has the same effect and can be projected over a greater distance. This does draw a significant amount of power and requires at least an entire additional fusion reactor, optimised for power rather than particle creation, keeping the matrices charged. Through a series of conduits this resonant field can be directed from around the reactor far away to a series of directional emitters at the periphery of whatever was desired to be shielded. Experimental designs using Haematite, Crystal Weave and even standard high grade electronics were proven to also be viable with only some redesign needed. Requires: Nuclear Fusion, Conductors and Circuitry resource. Slot: Armour and Shields. Effect: +1 to Space and Combined Front battles. 

 

The Soom-Clan Marauders invent Soom-Pattern Rayguns! The Soom-Pattern balances a tunable solidstate laser emitter with a high energy yield with a low-energy rangefinding laser in a beamsplitter connected to a complex optical matrix. The rangefinder is calculating optimal range bands at any time the safety is disabled, and when fired the high-yield emitter is tuned automatically to the best frequency determined by the rangefinder. Generally, the tuning is set to a frequency that allows the laser to oscillate "through" atmospheric obstructions such as dust, smoke, or even some types of light armor, dramatically reducing undesirable bloom and beam ablation and rendering this type of weaponry far more effective in-atmosphere than previous models. Requires: Conductors and Circuitry resource OR Laser Rifles. Slot: Man-Portable Weapons. Effect: +1 to ground and Combined Front battles.

 

The Black Cloud Coalition invents the E.O.N.S. Projector! Making use of an admixture of technomancy and electrokinesis, the EONS Projector, true to its name, uses an electromagnetic runic amplifier system to project a networking field over a massive area, up to and including orbital battlefields with large enough deployment systems. This field forcibly networks together local computer systems, advanced electronics, and even certain arcane interfaces, creating a medium through which to conduct otherwise impossible assaults on otherwise inaccessible systems, engage in unorthodox methods of reconnaissance, and intercept enemy communications. Requires: Arcane Amplification, Algorithmic Imagination, Computers resource. Slot: Electronic Warfare & Countermeasures. Effect: +1 to Tactical Maneuvering Rolls

 

The White Pawns perfect the Tactical Doctrine of Complimentary Ideas! Any WTP commander can now use Complimentary Ideas, and WTP gains +1 to Tactical Maneuvering rolls to activate it.

 

SEV recruits a General, Irin Sakar (score: 9)! She can use the Tactical Doctrine UNFINISHED

 

COV recruits an Admiral, Admiral Roobee (score: 8)! They can use the Tactical Doctrine Rock-Solid Command: +2 to battle roll

 

DIC recruits a General, Kent Cumbria (score: 10)! They can use the Tactical Doctrine Undermine their Defenses: negates casualties from landing against an opposed Government Support

 

The Fiorid Principality of Verdalfheim invades Region 38

Becoming a regular sight in the space above Sansar, Hinrik del Fiori leads a small group of elven spacecraft into geosynchronous orbit - the particulars having been worked out long in advance, to begin orbital support for the ground war.  Exactly as unopposed as he was expecting.

On the ground, Arni del Fiori (Mil 9) leads the remnants of the previous disastrous attack on region 37, supported by fresh reinforcements - four units in total - in an elemental scream of rage disguised as a battle.  They are met by the cybernetically enhanced master warlord Colonel Beldhan (Mil 10) and what is left of his army.  Outnumbered, but experienced in anti-elven tactics and fighting to defend their home.

 

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

 

Colonel Beldhan - frequently refusing promotion as his rank has become part of his myth - has fought the elves before, famously, but this attack is different and almost catches him off guard. Arni del Fiori has all but abandoned tactics in favor of a single minded attempt to wipe out the Colonel and his followers, and the relentless savagery might have overwhelmed a less formidable commander.  Not the Colonel though - initially unprepared for this new approach his forces retreat under heavy fire, ground and orbit, and regroup.  Soon enough though the single-minded determination of the elves can be turned against them.  While “destroying all the enemy” is a valid strategic aim, doing so is made easier through the use of, for example, delaying attacks and tactical withdrawals.  del Diorir makes little use of these, pushing forces into the fight and only counting enemy casualties not his own.  Colonel Beldhan leads elven troops into trap after trap and each one shakes the troops - though not Arni’s - morale.  But soldiers need morale as much as ammunition and eventually after a few cataclysmic engagements, even Arni is forced to retreat.

 

The native population celebrate.  Beldhan!  They chant, perhaps sharp eared elves in the retreating forces can hear it  Elfbane!  Beldhan!  Elfbane!  In Colonel Beldhan’s command bunker, though, the mood is a little less exultant.  That initial elven attack cost them dear and without reinforcements it is only a matter of time before the butcher’s bill overwhelms them.

 

Native Victory!  ALF lose 1 Unit!  Natives lose 1 Unit!  Natives retain control of region 38!

The Eucrus Alliance invades Region 83

One of the Mekhalan asteroids sees an invasion by the Eucrus Alliance as Archon Tangata Roa (Mil 8) leads a mixed force of two spacecraft and three ground units.  Beside him on the bridge of his command vessel is the partly mellified body of Taio Wakari, observing this one last battle before his final transition.

 

The forces deployed to repel this invasion are commanded by Maestro Extraordinati (Mil 1).  Bardolatry has started to become a major part of the belief of this region and the Maestro is chosen to lead their forces based on his “outstanding”, “a masterpiece”,  “inspiring” performance as a semi-mythical general in a recent performance.  “How different can acting as a general and actually being a general be?” reason his three units.

 

Archon Tangata Roa [TEA] (Mil 8) succeeds in using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, -10% enemy casualties)

 

Really quite different, it turns out.  Almost totally dissimilar.  Maestro Extraordinati wins the “who gives the most impressive pre-battle speech” competition effortlessly but after that, after posturing and fine words are finished, he is hopelessly, hilariously inept. On reflection, after the event, he seems to have viewed the battle as a narrative.  In his worldview, a small unit - hopelessly outgunned but with interesting interpersonal relations - cannot lose.  In actuality, they were cut down before the love triangles could be resolved.  As Eucrus medics cared for the wounded, a young man with a mysterious birthmark falls when his father’s sword breaks due to inadequate maintenance.  Elsewhere a hopelessly overengineered plan - involving a ragtag group of misfits with no reason to trust one another but thrown together by circumstance - fails a few metres short of the first hurdle.  It’s not entirely one sided, technically, but what successes the Maestro’s forces have are due to standard tactics and greater facility with Mekhala’s conditions rather than one in a million chances coming through.  The battle lasts less than a week and ends with the Maestro’s surrender.

The Dwarven Industrial Coalition invades Region 96

 

Elsewhere in Mekhala, the Dwarven Industrial Coalition attempts to forcefully bring Region 96 into the coalition.  Dr Horace Thorne (Mil 10) leads a combined force of five units to action this.

TEA Victory!  TEA lose 1 Ground Unit!  Natives lose 1 Unit!  TEA gains region 83!

Aetherian Xollum (Mil 4) was not the first choice to lead the defenders’ two units, but he was the last.  Xollum is one of a group of five shamen who, with their powers combined, can summon a powerful spirit, an animist personification of the asteroids.  Sadly the DIC’s very first shot hit the summoning chamber, killing four of them and leaving Xollum wounded and the ritual unfinished.  Xollum was the least prestigious of the five - many people wondering what sort of power “Aether” was anyway - but he was still the most prestigious person left alive and so takes command of the forces.

 

Dr. Horace Thorne [DIC] (Mil 10) succeeds in using Engineered Onslaught (+1 to battle, +10% enemy casualties)

 

What sort of power is aether anyway?  Well, inter alia, it’s the power of electricity and was wielded with incredible skill.  Dwarven troops find their ships failing, various weapons malfunctioning and arcing electrical sparks skipping through their ranks.  Quite possibly this would have been too much for many assaults.  But Thorne was an engineer as much as was a general and rapidly sets up field workshops to repurpose and jury rig equipment to remove these vulnerabilities.  Had Lithos Gergim been alive then the rocky passages could have been manipulated to crush the dwarves, but he wasn’t.  Killis Aeris could have sucked the oxygen from dwarven lungs…any of the other four could have turned this battle.  But there was only the Aetherian left and Dr Thorne’s emergency engineering carried the day.

 

DIC Victory!  DIC lose 1 Space Unit!  Natives lose 1 Unit!  DIC gains region 96!

Units Raised

ALF raises 1 ground unit

AVP raises 1 ground unit

CBC raises 1 ground unit

COV raises 1 ground unit

ELD raises 1 ground unit and 1 space unit

GLO raises 2 space units

MIR raises 1 space unit

SNK raises 1 space unit

TEA raises 1 ground unit and 1 space unit

 

Schemes!

Coercion, betrayals, and spycraft

 

BRB spends 2 treasure on a secret action

FBC spends 1 treasure on a secret action

 

GLO creates an Espionage Agency!

 

ELD steals Thaumonuclear Reactors from ARK

 

UHS steals treasure from UNC, spending 1 treasure and stealing 2 treasure

 

ELD coerces TP 2 for Narcotics in Coedd (Region 33)

 

Terror!

Violence, upheaval, murder, and destruction

 

One thing unites every strata of the social and physical hierarchy of Taumaru: water. Lack of crucial chemical reagents needed to sterilize the water supply has led to outages, rationing, and minor outbreaks of contagious disease in the highly populated aerostat. The cabinet of ministers, dissatisfied with the Eucrus Alliance’s attempt to curtail their power, have spread rampant rumors among the population that the water troubles are due to new policies authored by the Alliance’s newly installed Chancellor. The Merchants in Taumaru (19) become Unruly due to lack of Chemical Reagents.

 

The Mountain King of the Iron-Clan Halls covets the few functional computers jealously guarded by rival governments under the Champion and the High Priest of War. Unless the Dwarven Industrial Coalition provides the necessary infrastructure to keep the King’s faction operational, their enforced peace over the factitious region will shatter. Already, the Mountain King has begun to ramp up laser rifle production and military recruitment for imminent war. The Merchants in the Iron-Clan Halls (95) become Unruly due to lack of Computers.

 

Core Seer Usun from the House of Brimstone is kidnapped by agents of the Iron Masquerade while attending the Mageball event! Furthermore, Society Consul Hanyeo of the Llort Society Protectorate, Witch Ghaile from the Shattered Coven, and Console-Elect Giovanni from the Illumined Utopian are all seen leaving with the Masquerade delegation of, apparently, their own volition….

 

Organizations!

The Imperial Court

With the turning over of a new leaf, COE rises to -2 EMP rep.

 

With the changing of the Society Consul, LSP falls to EMP rep 3.

 

The Illumined Utopians seek assistance in the Wyrmlands. ILU spends 1 Favor, EMP will attempt to Impress Government Support in the Wyrmlands (45) this round.

 

Queen Constance’s campaign efforts fail to impress the Senate.

SCM raises rep to 1.

 

Imperial College of Sciences acknowledges the following donations…

ARK has donated 3 treasure

BAF has donated 2 Treasure

GCC has donated 4 Treasure

HOB has donated 5 Treasure and their Thaumonuclear Reactor Core technology

LSP has donated 1 Treasure and their Smart Space Colonizer Suits technology

MSQ has donated 1 treasure

SCM has donated 1 treasure

SEV has donated 5 Treasure

TWI has donated 1 treasure

An anonymous donor has donated 2 Treasure

30 Treasure has been donated so far.

 

The Armada recognizes the dueling prowess of the following submissions…

BAF

BIR

BRB

CBC

 

The Armada appreciates the efforts of the following Elect toward the compilation of the Coronal Catalogue…

BAF (2 Actions)

SNK (2 Actions)

TEA (2 Actions)

 

TEA spends 1 favor to raise 2 units.

 

UHS gains 1 EMP rep from Tenfold in Blood, rising to EMP rank 1.

 

Pan-Tekhum Worker’s and Trader’s Union

The Eucrus Alliance and the Castaways of the Loop teach Union representatives tricks for better negotiation. TEA and SEV grant Shrewd Business to WTU, gaining 1 WTU Favor each.

 

SEV additionally grants Thaumonuclear Reactor Cores to WTU for an additional favor.

 

C.A.S.S.I.O.P.E. calls on the Union. CAS exchanges 3 Favor and 1 rep with WTU for an attempted buyout of TP 85.2 and an Arcology in the Amiant Cluster (86).

 

GCC raises rep to 1.

 

SEV gifts TP 62.2 (Todd) to the Worker's and Trader's Union via Organize!, gaining 1 treasure and 1 favor.

 

RAT loses 1 WTU rep for changing leadership while at rank 3.

 

The Basu-Rahman Group

As the Basu-Rahman Group regains its footing, their friends in the Parrot’s Perch ask for assistance in return. GCC spends 1 BRG Favor. BRG will attempt to Convert the Coedd Minority in Parrot’s Perch (84) to the Imperial Cult.

 

UHS submits Dirty Secrets to BRG, trading 1 Renown for 1 BRG favor.

 

UHS asks BRG to create an experimental artifact via Research and Development to bolster their economy for 2 BRG favors and 1 BRG rep, falling to rank 2. Artifact details to come with Org actions this round.

 

BCC, ELD, and WIC benefit from Seek Aid from Thanks to Viewers Like You. 

 

GCC loses 1 BRG rep from changing Prime Ministers while at rank 3.

 

Renown

SCM gains 1 REN from a Grand Army for having the best ground army (5 ground units + 10 General)!

 

GLO gains 1 REN from a Grand Army for having the best space navy (5 space units + 9 Admiral)!

 

Biron proves as unique as it is potent for those that can afford and master it. BIR gains 1 REN for Status and Extravagance.

 

A complicated series of badges and ranks demonstrates the skill of Bafatis Psions. BAF gains 1 REN for Status and Extravagance.

 

A surprise discovery in the Ishtahn labs sees powerful new shielding technology on Veehra. ISH gains 2 REN for Wonders of the 99,803rd Era.

 

An arms race kicks off on the dusty red planet, as the Soom-Clan Marauders develop powerful new rayguns that function despite the less-than-ideal atmosphere of their home! SCM gains 2 REN for Wonders of the 99,803rd Era.

 

The mystical subterfuge of the Glorious Purifiers brings a level of infamy to the Moonsoul Mountains, for those who know to look. GLO gains 2 REN for Eyes in the Skies.

 

RAT gains 2 Renown from Higher Powers for becoming the first Merchant Prince.

 

SEV gains 2 Renown from Eyes in the Sky for launching a Space Habitat.

 

SEV gains 2 Renown from Wonders of the 99,803rd Era for inventing Hyperlight Transceivers.

 

UHS loses 1 Renown from Dirty Secrets.

 

MSQ gains 1 Renown from Ties That Bind for reaching 3 Embassies.

 

BCC gains 2 Renown from Wonders of the 99,803rd Era for inventing E.O.N.S. Projector.

 

CUS loses 1 Renown for changing rulers while at rank 3.

 

LSP loses 1 Renown for changing rulers while at rank 3.

 

LSP gains 2 Renown from Wonders of the 99,803rd Era for inventing Space Colonizer Suits.

 

REN 4 is overcrowded! GLO and BCC remain at REN 4. SCM, SEV, ELD, and TEA drop to REN 3. ISH and LSP drop to REN 2.

 

REN 3 is overcrowded! SCM, SEV, ELD, and TEA are safe. BAF and RAT drop to REN 2.

 

REN 2 is overcrowded! ISH, LSP, BAF, and RAT are safe. SNK, CUS, WTP, and BIR remain at REN 2. MSQ, BRB, and GCC drop to REN 1.

 

Other…

Perhaps owing to the overhead of their recent expansionism, the government of U.N.N.C.L.E. finds itself slowing down at a distressing rate. Factionalism skyrockets as the Chief Executive Directors feud, and for three years, not a single 6 Year Plan reaches the threshold of 50% of the vote. The board cannot resolve the conflicts, and the search for a Paragon seemingly now falls to the individual, no longer coordinated by those of greater Prowess…. U.N.N.C.L.E. ceases to be a player country. Region 3 becomes an unowned region with 3 units. Region 4 becomes an unowned region with 3 units. All TPs and Supports owned by UNC become Open.

 

In the wake of this chaos, Cinder Skye of Kinella steps forward to claim the title of Paragon! The Yinassi woman claims to be the living fulfillment of the prophecy of the “Great Blossom”, a prophet who will bring life to the most distant worlds in the solar system and forge a “new empire” beyond the Great Gap. Having apparently visited the Control Center and passed every test of Will put forth by the Kinfolk, she demands to be instated as the rightful Paragon, the pinnacle of existence! While most in U.N.N.C.L.E. deny her status on grounds of species or claims that she in fact failed the tests, her claim stands up to public scrutiny, and Chairman Alchire may have the chance to press it. BIR gains a strong Divine Right claim to Control Center (Region 3)!

 

The Ol' Tavisham Academy may be one of Sansar's oldest magical institutions, but it does not seem to have risen to the level of a state for long. Perhaps the Emperor’s intent was always for the fast-expanding, tinkering Rathakaz to join the Elect instead, but their coup against the mages’ authority and its explosive ending set both groups back at least a hundred years. Though given a brief taste of the stars, it seems that now is a low point for the Ebon Cove, even as its neighbors continue to ascend. TAV ceases to be a player country. Region 49 becomes an unowned region with 3 units. All TPs and Supports owned by TAV become Open.

 

The Dwarven investigation of the force-field generator in Region 92 bears little immediately actionable fruit, but does reveal the basics of the shield system. The core of the projector is located at the exact center of mass of the asteroid, hooked up to a massive network of fusion generators and high-capacity batteries that must have been powering the shield. It appears to function in a similar way to the Ishtahn shields recently invented on Veehra, but at a greater scale; however, lack of access to either Ishtahn shield prototypes or to the full ancient shield system hinders further research, especially as the power array has been thoroughly burned out by the bombardment and the shields can only be reactivated by external power patches. In terms of more archaeological concerns, the investigation also turns up little; effectively the only information available is that the inhabitants were humanoid and human-sized, by inference from the artifacts left behind.

 

With the aid of the Bard, the Merely Players commence an investigation of the “madness plagues” reported to have spread from the shielded asteroid in Region 92. Following up on reports from the past few years, they find few commonalities between individual cases of insanity, but a few patterns do eventually emerge - remarkably, by spacio-graphic region. CASSIOPE organics tend towards exaggerated, extreme distortions of belief, such as paranoia or mania; dwarves, by contrast, usually turn inward, withdrawing to a hallucinatory internal experience. With no magical or supernatural cause readily in sight, and trends indicating the possibility that they are a rejection of local social values, in keeping with the hysteria hypothesis, the Players conclude, “It is a tale told by an idiot, full of sound and fury, signifying nothing.”

 

However, the outbreaks continue to spread, and as madness sweeps the Amiant Cluster, Mel-Tori, and the Iron-Clan Halls, a different explanation appears. The shield, some affected individuals claim, entrapped a being so far beyond our own reality that to acknowledge it is to invite "insanity" - or, perhaps, true sanity. The outbreaks are not simple coincidence or some absurd mass hysteria; they are the outreach of a confused and abandoned god, searching for its flock. However, no particular hard evidence for this interpretation seems forthcoming, especially in the face of the Players’ investigation.

 

An enterprising Solarian engineer presents their first attempt at an experimental police android to the Eilif Dhaoine, designed for undercover operations while remaining indistinguishable from a human. The fact that every single observer was immediately able to identify it as a robot, ruining its disguise, is surely only a minor setback, easily fixable - assuming, of course, another round of investment…?

 

Olive Marie the 215.7th of the White Pawns travels to their new-acquired colony on Aridyin, accompanied by agents of the Imperial Plenipotentiary, to investigate the Monolith discovered there during its repossession. Originally chosen for her skills in xenolinguistics, she suddenly finds herself feeling superfluous when the Monolith is discovered, during her shuttle to the moon, to be completely smooth to the sub-atomic level. However, she arrives and dutifully carries out her inspection anyway - which may have been all that was needed. Resonating with her presence, or perhaps with her intent to activate it, the Monolith emits a piercing psychic“scream” that deafens observers at the site and a burst of FTL particles aimed along its long axis. The signal’s ultimate destination is certainly not any of the eight known planets of Tekhum: how far beyond the known solar system it will travel and who it will eventually reach is unclear and, perhaps, unknowable.

 

Flashes of light in the Sansar night sky, the unmistakable signs of bombardment, herald an attack on the Firmament! News reaches the Wicklund Salvagers first in a burst of communications from Region 109, followed shortly after by refugees fleeing down the space elevator: a small, ragtag fleet of ships, Khylokian and New Kildoran in design, have begun an all-out assault on the orbital ring. Their leader, sighted multiple times as their mostly mercenary ground forces engage the Junk King’s defenses, seems to be none other than the former Bironian Archknight Yanji Argon, wielding the Sword of Revolutions! No public statement seems forthcoming from the long-lost leader, but he looks to have hardly aged since his escape from the civil war some fifteen standard years ago. It seems Junk King Gref’s concerns about Red-Blade United Profit-Archeology have dramatically been proven more correct than anyone could have expected, as Yanji’s troops use the advantage of surprise to fan out throughout the ring segment, quickly occupying RBUPA salvage camps and processing sites as forward bases from which to scour the region for… something.

Archknight Yanji Argon? (Score 10) and a force of 2 space units and 4 ground units invade Region 109, spending 1 treasure! Yanji will attempt the Tactical Doctrine Archaeology by Force: +3 to Tactical Maneuvering. On a battle or Tactical Maneuvering victory, retrieve an archaeological artifact from the region, if one exists to be acquired.

Edited by JBarca (see edit history)
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The Llort Society Protectorate

Round 8, Standard Years 2055-2057 of the 99,803rd Era of the Imperial Calendar

image.png.b7ccb57a2568a7742dd621894d9c7dbd.png

Capital: Al-Miraiya (region 88)

 

Society Consul Tiyansi

(llort, they/them)

Diplomacy: 8

Military: 2

Economy: 5

Faith: 5

Intrigue: 4

(Expected gains from this round to next round: +2 Dip.)

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

 

Actions:

1. [Diplomacy] - Press Claim on region 91, Etcetera HQ [16, Success!]

  • +8 Diplomacy, +1 Renown 1

2. [Diplomacy] - Sway Mercantile Support in region 61 [17, Success!]

  • +8 Diplomacy, -1 distance penalty, -1 Dust Deserts, TN 12 because LSP has the DI ( Fuel and Power)

3. [Diplomacy] - Establish Confederation Claim on region 94 [8, Failure]

  • +8 Diplomacy, +1 Renown 1, -4 dynastic, +1 Treasure

4. [Diplomacy] - Diplomatic Mission to explore region 123 [13, Success!]

  • +8 Diplomacy, -3 distance penalty, +1 from EMP Rep 1, 2d8 from CI

5. [Economy] - Colonize region 125 [15, Success!]

  • +5 Economy, -3 distance penalty, +1 Smart Space Colonizer Suits, +1 Treasure

 

Non-Actions:

  • [Opportunity] Status and Extravagance - [fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures]

    • Gain 1 Renown, maybe?

  • 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: Domination of the High Lord, a literary work of high quality, flowery language and allegedly thinly veiled pastiches of former Grey Eminence Hanyeo and the Emperor.

Donate a philosophical work to the Arkhive and the Imperial Court: The Sexual Politics of Politics, a dialogue between two renowned authors, digging into social power dynamics in various forms and how they relate to one another and what can be learned from one form and applied to another. At least one chapter is devoted to "Dungeon Masters" and the relation to "players" and the power dynamics therein and the occasional struggles that can come with this power imbalance.

Donate a historical work to the Arkhive and the Imperial Court: For Unlawful Historical Knowledge, a detailed research project by a number of groups of social scientists, delving into the evolution of relations between rulers and the ruled, in both dynastic and democratic and other forms of government. Special attention is paid to inter-species relationships, power dynamics and crimes resulting from friction because of those.

Llort Society member Koleyen Ubel (human, she/her), who brings these works to the Arkhive, joins the Arkhive. Their noteworthy accomplishments include writing 40 romance novels a year for 10 years.

  • Trade Routes: Send WTP some techs (Pseudogravity Engineering, Thaumonuclear Reactor Cores, Android Industrialization, Hyperlight Transceivers)

  • Senator duties: Society Consul Tiyansi ventures into the depths of the Imperial Senate...

 

News and Rumours:

  •  

 

Mechanics notes

Stored in my country thread over here.

 

Edited by EmBark (see edit history)
Name
roll
13
2d6+5-3+1+1 4,5
Press Claim region 91
16
2d6+8+1 3,4
Heir Dip
4
1d4 4
Heir Mil
3
1d4 3
Heir Econ
1
1d4 1
Heir Faith
3
1d4 3
Heir Intr
4
1d4 4
Colonize region 125
15
2d6+5-3+1+1 6,5
Sway Mercantile support 61
17
2d6+8-1-1 5,6
Establish Claim on region 94
8
2d6+8-4+1+1 1,1
Diplomatic Mission to region 123
13
2d8+8-3+1 3,4
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The Radiant Republic of Erisdor

Round 8

 

Regions: Erisdor (32), Cannor (31), Eskor (30), Atmor (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 Diplomacy

  1. Consolidate Holdings [Economy 10]:

    • Sub-action: Gain +1 Renown from Higher Powers

  2. Impress Merchants [Economy] : Region 33 (Coedd, Sansar) (DI:Industrial Machinery) (R:Unblemished Wreckage) (TN12) (+10) - Success (14)

  3. Encourage Settlement [Diplomacy]: Region 101 (Aridiyn) (+1 Treasure Spent) (TN12) (+5) - Success (12)

  4. Attend Event [Diplomacy]: An Aridyin Affair (Fly Us To The Moon)

    • Sub-action: Black Cluster Coalition (BCC) : Give Powered Exosuits and get Dust Hardening, Android Industrialization, Hyperlight Transceivers, Tesseractic storage, EONS projectors, Soom Pattern Rayguns.

    • Sub-action: Dwarven Industrial Coalition (DIC): Give Powered Exosuits and get Cyclone Phased Laser Arrays.

    • Sub-action: The White Pawns (TWP): Give Powered Exosuits and 3 Treasure.

  5. Military Technology [Military 10]:

    • Sub-Action: Gain +1 Renown from Wonders of the 99,803rd Era

    • Powered Exosuits [Requirement: Conductors and Circuitry, Nuclear Fusion]: These combine bleeding edge high density batteries with industrial exo-frames, to create highly mobile infantry-scale armoured fighting suits capable of operating in all the highly diverse environments of Sansar and even beyond, with only some minor modifications. The versatile and sophisticated batteries utilised in these fearsome machines can be easily recharged by any armoured fighting vehicle equipped with a fusion reactor, greatly reducing the logistical strain required to field them en masse on the battlefield. 

      Slot: Infantry Equipment

      Effect: +1 to Ground Battles and Combined Front Battles. 

 

Nonactions

  • Resist any unsupported conversion attempts.

  • Vote for the The Bell Tolls [Imperial Decree]. Let all the rulers and despots of Tekhum experience the true face of cruel and petty tyranny for a brief moment. Mayhaps, they shall think twice before groveling before the Emperor afterwards.

  • Military Technology: Equip Powered Exosuits (Infantry Equipment), Soom pattern Rayguns (Man-portable weapons), Cyclone Phased Laser Arrays (Ship to Ship Weapons) and Eons Projectors (Electronic Warfare and Counter measures)

News and Rumours

  • Sovereign Protector Cathal Oirbsiu has made a tearful public address declaring his intentions to retire and not contest the next elections, citing his venerable and advanced age. No one doubts the old politician could have won another term if he so desired, his pragmatic policies having proven both popular and wildly successful. The Republic's star shines brighter than ever before after all, her trade fleets and enterprises operating freely in all inhabited orbits of Tekhum, with even the fearsome pirates of the Black Cloud Coalition offering their hand in friendship instead of an iron fist. The Grand Army of the Republic strides proudly, undefeated under his stewardship, having vanquished and bested every foe on the field of battle, from the ancient regimes of Erebuus to even the mighty Fiorid Principality. Those who still criticize his policies do so obliquely, the curses directed at the Pan-Tekhum Worker's and Trader's Union or his advisors who counselled a cautious stance to the monarchist and feudal powers among the elects. Yet, his eventual retirement is sure to open the way to those ambitious or foolhardy who may wish to steer the Republic in a different direction...

  • While political dissidents and exiles from nations and kingdoms all across Tekhum could always find warm welcome in the Radiant Republic, this has largely remained an unofficial policy until now. The recent imperial persecution aimed at the Cult of Coedd has brought the issue to the forefront, into the realm of public discourse. There is a common refrain among many; should an entire landmass be invaded and relentlessly pillaged by bloodthirsty armies of savage warlords and god-kings of Veehra for the action of a few? How could there be justice in such a foul act! Radical Republicans have exploited the occasion to push forth an old ambitious bill, establishing new programs to help resettle refugees and welcome dissidents fleeing censorship, massacres or worse from any conflict or regime, while providing a fast track to citizenship for all who may wish to live under the aegis of the republic. Though not part of the ruling coalition, the passionate speeches, timing and deft political maneuvering by the Radical Republicans, might very well allow for the bill to pass both houses...

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, +2 Favours (Expected Change: None)
Basu-Rahman Group: Rep 0, 0 Favours (Expected Change: None)
International Renown: Renown 1 (Expected Change: +2)

Organisation Bases
None

Embassies
None

Cultural Identities

Great Works
None

 

Military

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

Government Support: 32, 31, 30, 26

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

Admirals
None

Perfected Tactical Doctrines
None

Fortresses
None

Technologies
 

Active Military Technology

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

 

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

 

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

 

 

Economy

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

Trade Posts
Effective Total TPs: 15
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)

9. Region 95, TP2 (Laser Rifles) (1)

10. Region 2, TP2 (Cybernetics and Prosthetics) (1)

11. Region 59, TP1 (Union Crews) (1)

12. Region 49, TP2 (Glit Limestone) (1)

13. Region 43, TP1, (Positronic Brains) (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
Impress Merchants [Economy] : Region 33 (Coedd, Sansar) (DI:Industrial Machinery) (RU:Unblemished Wreckage) (TN12) (+10)
14
2d6+10 3,1
Non-Dynastic Heir
14
7d4 1,3,4,1,2,1,2
Encourage Settlement [Diplomacy]: Region 101 (Aridiyn) (+1 Treasure Spent) (TN12) (+5)
12
2d6+5 6,1
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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 8
Military 10
Economy 8
Faith 2
Intrigue 3

Expected Stat Increases: +2 Diplomacy

 

Actions:

  • [Diplomacy] Sway the Government Support of Region 80 (Spending 1 Treasure, +1 EMP) - 18
  • [Diplomacy] Establish a Marriage Claim on Region 78 (+1 REN) - 16
    Bereft of suitable matches among the next generation of the Elect, Akiya IV, the youngest son of Esarhaddon III, has long languished without a family to call his own. Seeking to remedy this ignoble situation and aware of the reticence of the Imperial Suzerain to trust in the good intentions of an expansionist member of the Elect, Esarhaddon III commands the Ducal Diplomatic Service tor each out to the Suzerain socially. Aware of the fellow Mekhalan's expansive family, Esarhaddon III is hopeful that among the imperial loyalists there rests a flower worthy of his bloodline. After many months of negotiation, these hopes prove well-founded, and Dur-Shalkhir welcomes a new daughter to the House of Fire.
  • [Diplomacy] Raise Reputation with the Imperial Court - 17
  • [Diplomacy] Attend the Journey into the Wilds

    Sub-Actions

    • Trade Thaumonuclear Reactor Cores technology and Thaumonuclear Warheads technology to the Eucrus Alliance in return for the Minor Precognition technology and Augmented Shocktroopers technology.
    • Trade Thaumonuclear Reactor Cores technology and Thaumonuclear Warheads technology to the Combined Commonwealth of Glix in return for the Psuedogravity Engineering, Badalian Dirigibles, Shield Generators, and Tesseractic Storage technologies.
    • Alongside trade in the knowledge to develop Thaumonuclear Weapons comes a promise, given by both Alliance and Commonwealth, to prevent the proliferation of the deadly weapons.
    • Accept the Shrewd Business technology from the Arkhive.
  • [Economy] Buy Out TP 1 of Roleplaying Games in Bīt Ereshkigal (Region 22) (+2 Support, -1 Distance) - 16

Non-Actions:

  • Support all conversions by the Imperial Cult
  • Support Caipe Ushere's buyout of TP 3 in Dur-Shalkhir (region 76)
  • While the Ducal Diplomatic Corps engages in diplomacy with the Imperial Suzerain of Region 78, dueling experts from among the Void Knights travel to contribute to the Coronal Catalogue of Duelists

    The True Art

    verdadera-destreza-gutierrz-art.jpg

    While the brute combat of the Games or the demands of battle have led to the proliferation of many combat styles in Dur-Shalkhir, only one weapon and style of fighting is viewed as befitting the noblest of lineages within the House of Fire. The charged edge of the monorapier, capable of cutting through most materials with sufficient effort, demands the highest respect and the highest precision in its use. Trained on uncharged dummy blades, adherents of the True Art live within a gradually diminishing zone of action, honing their perceptions and reactions to exert full control over the area within reach of the monorapier's tip. Economy and fluidity of motion are paramount if one is to master the True Art, with the smallest of adjustments capable of transmuting a parry into a disemboweling thrust.

    Coupled with mastery of the orbit of the blade is a focus on disorienting footwork. Unlike many lesser forms which embrace the forward attack, the True Art (in many cases informed by the low gravity environments in which it might see use) stresses off-line footwork to slip around an opponent's guard. The pursuit of the favorable angle of attack is complicated and made more beautiful in true zero-G encounters, where practitioners will form deadly orbits around one another, seeking gaps in an opponent's blade-awareness through which to score a telling thrust or cut.

     

  • The House of Fire casts a vote in the Imperial Senate

     

News and Rumors:

  • The absence of any defense mounted in Coedd is met with suspicion on Dur-Shalkhir. While acquiescence to Imperial justice was, on its face, the best possible outcome, the political motions beyond Dewlad are seen as cause for concern by many within the governing apparatus of the House. The Arkhive's ascension to leadership over the wider Coedd cult might have been welcomed, had it not be announced alongside a drastic expansion of Coedd's doctrinal power. The sole bright spot in the sordid affair is the clear unwillingness of the Eilif Dhaoine to embrace the slanderous content of the Basu-Rahman Group's latest misguided advertisement. It will be long remembered across Tekhum that the people of the Reserve submitted to the virtue of Imperial justice.

Record Keeping

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

Current Treasure: 2/5

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, Thaumonuclear Warheads

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: Thaumonuclear Warheads
  • 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
Raise EMP Reputation
17
2d6+8 3,6
Sway Government Support of Region 80 (Spending 1 Treasure)
17
2d8+9 3,5
Establish Marriage Claim on Region 78
16
2d6+9 3,4
Buy Out TP 1 in Region 22
17
2d6+10 1,6
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Coedd

All is Coedd

Diplomacy: 5, Military: 1, Economy: 4, Faith: 6, Intrigue: 6

 

Actions

1) Faith - Conversion in Region 38 (Minority->Plurality)(Success)[Cult]

Dice roll doesn't include additional +2 for media support - actioned by GLO as part of their BRG rep. That takes the roll up to 13

A voice recording by Siobhan of Clagarth

Once again, cultists spread through Beldhanland (as some there have taken to calling it). Their primary objective of repairing the war damage is achieved and the warshocked population eagerly flock to their meetings and services - encouraged by blanket advertising on the local BRG networks praising Coedd-run areas as beacons of safety and food, abandonding the twenty rings of power in increasing numbers

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

Spend one treasure (included in roll)

A voice recording by Siobhan of Clagarth

With no explicit instructions to stop, cult members contonue the laborious work of tracking down the nomadic inhabitants of this frozen area and converting them to a cult focused around a type of life barely found in this area. I don't understand Coedd well enough to know what is being done here...

 

3) Diplomacy - Sway Media in region 27 (Open)(Failure) [Cult]

A voice recording by Siobhan of Clagarth

Acting on their own initiative, members of the cult under a stand up comedian - of all leaders - make a play for increased influence over the local media networks in region 27. While, perhaps, there was an assumption that the comedian's lifetime around the media would be helpful in understanding and manipulating the local networks (and maybe this wasn't totally unfounded - the attempt wasn't a disaster by any stretch) any advantage his presence gave them wasn't enough.

 

4) Diplomacy - Sway Government in 34 (Open+Adjacent)(Success)[Cult]

A voice recording by Siobhan of Clagarth

Being so close to Coedd for so long, it was all but inevitable that some of the natives have moved over to the savage lands to Coedd's south. Over the years they have brought Coedd's government style, though little else, to the lands and their former alleigances ensure a friendly government in this area.

5) Intrigue - Investigate the Mysterious Crater (Roll=16)[Both]

Spend one treasure (included in roll)

A voice recording by Siobhan of Clagarth

Another of Coedd's vanishingly rare instructions to the cult results in a moistship being dispatched armed with the reports of last time the crater was investigated. Though the sea plants growing nearby aren't Coedd, there is enough understanding of their biology to attempt another direction of research - what effects, if any, has the mutation had on the local flora? What, if anything, can thus be deduced about tis cause?

6) Intrigue- Secret

Round and round the assassin goes, where she stops, nobody knows...

 

Expected Stat Increases Next Turn:
+1 Faith, +1 Dip, +1 Intrigue

 

Other mechanical notes:

None
 

Non-actions

  • Gain a contact in the ArkHive (Intelligence Agency)
  • Support HOF buyout of TP1 in region 22 Coedd took the trding post several years ago and no one was sure why at the time. But apparently whatever purpose it was to serve has been served as attempts are made to expediate the buyout by the House of Fire
  • No response is received from Coedd for the Open Voting Experiment and given Coedd's traditional failure to make comments on anything coupled with the current state of relations it's probable that limited if any effort is made by Imperial Election Officials to obtain one.
  • While it's generally accepted that Coedd is aware its a faith head, it's certainly never shown any interest in being, per se, and the bulk of the administration is performed in the Arkhive anyway. As such, while Coedd makes no comment, as per usual, it's sole pattern to date has been "agree with anything the Arkhive suggests" and human cultists see no reason it would break this pattern and Support the Arkhive's asusmption of faith head. OOC - Not clear from the rules whether or not I can also waive the resist. If I can, do so. If not I can't possibly make the roll so it fails and I haven't bothered rolling it.
  • Create dynastic heir (rolls below) Pending the abandonment of the region, Coedd creates a back up avatar. Perhaps given more time a more perfect back up could have been created, perhaps not, but it is certain that less of Coedd's awesome consciousness flows into this one than has previously been evidenced.
  • The invasion of Coedd brings chaos to the region, despite the civil government's attempts to prevent it. Authority figures have been briefed at length and documents of surrender drafted and signed by the government prior to the first moistships being sighted - though there is a widespread belief that the lack of interest in a peaceful resolution thus far shown by the Caipe and her allies will be continued and no opportunity for surrender given. They have been ordered to cooperate with the occupiers and try their hardest to smooth the transition and while the smiles are fake they are at least present. The populace at large never received these orders given the chaotic nature of government on the island. Many melt away into the forests where they, presumably, are lost to the various threats living within. A small flotilla of one or two man moistships take part in a disorganised evacuation, the vast majority of which are picked up by the Ishtahn hospital ship and offered food, water and dry clothing before being transported upright to the lands of the Elif Dhoine. A few others either miss or skirt the Ishtahn to land in Radient Republic lands, a tiny handful brave space and religious displeasure to make their way to Aridyin.

    Those that remain are sullen and uncooperative. At least two small groups of young men are arrested for stockpiling weapons and its incredibly unlikely that all of these potential revolutionaries have been found.

    One of, if not the, primary targets of the invasion is nowhere to be found though. Each group thinks that Siobhan of Clagarth is with another and while it will take some several years to conduct a full census it does seem highly like she has gone "off-grid" somewhere in Tekhum. Precisely where remains to be seen.
  • Coedd’s avatar on Kinella moves to live amongst the Yinasse while the arkhivists and cultists living with it take up residence in the human occupied regions nearby. The early years of the Coedd presence on Kinella are ones of mutual exploration and tentative relation building. If Coedd had initial hopes that it was to reconnect with some long lost fragment of itself, separated for millenia, those are dashed. In a place as wide and varied as Tekhum, sentient plantlife may well have been an inevitability and Coedd isn’t the only being capable of creating it. Their biology does give them common cause, though, and slowly solid relations are established between the Avatar - usually called Co’ess by the Yinasse due to the sounds their language finds easy to pronounce - and the Yinasse. While any two Sansar plants are more similar genetically than the Yinasse and Sansar natives, there is still substantial overlap between the two and Coedd’s skill at botanical In Vivo Modification slowly begins to be accepted by the natives. Conversations will need to be held soon about what, if any, role Coedd can play in the health and wellbeing of the Yinasse. Elsewhere, the arkhivists attached to the delegation enthusiastically join in construction of the new Hive, adding their labour as well as details on Pseudo-Gravity Engineering which their hosts seem to lack.

 

 

Submission to the Arkhive

None this round - everyone too busy

 

Org Submissions:

Coronal Catalogue of Duelists

(This may not count, but I wanted to contribute!)

There’s no tradition of “martial arts” per se on the island of Coedd and the low fug of narcotics permeating most areas mean people tend to a “make love, not war” attitude.  Not to say there aren’t fights at kicking out time on a Friday night or similar, but Coedd lacks the long established tradition of duelling and martial splendour that many other places hold.

However, there is one tradition that Imperial Cataloguers may find interesting, the tradition of the “Wood War”, held on the eve of the Spring Equinox each year.  Part ritual battle, part show of civic pride, part pissed up brawl, young men from each village assemble in one of the few clearings on the island carrying locally grown wood, the traditional piece is a rough cylinder no longer than three feet, no larger than two inches in diameter. This was originally a chance for villages to show off their developments in making stronger, better, etc timber.  Now, though, its a group of young men drinking heavily and loudly proclaiming their village to be the best while carrying solid pieces of wood, followed by the all but inevitable (weapons per se are banned, but explaining to someone that well actually a large piece of wood isn’t a weapon, technically, is made difficult by their concussion).

This is generally in good sport, one of those boisterous pastoral traditions that is responsible for more broken bones than broken friendships and is slowly being phased out by encroaching civilization.  Whether it survives Caipe Ushere’s invasion remains to be seen.

Status and Extravagance

Within the rough-and-tumble, leader-is-the-person-who-shouts-loudest civil government of Coedd there are no real signifiers of high rank due to having no high ranks.  But wealth always finds a way to show itself and those individuals with money enough to afford one use a blackwood pipe when sat around smoking.  Blackwood only fgrows deep in the rainforest on the mainland and expeditions to find a suitable piece can take months in dangerous terrain - obtaining a piece is a clear sign that one can afford to send trained scouts and foresters out to find such a piece.

 

Spies

 

Units: 1
Treasure: 2

Edited by Kythia (see edit history)
Name
38 Conversion
11
2d6+6+1 2,2
48 conversion
15
2d6+6+1 2,6
Mysterious crater investigation
16
2d6+6+1+1 4,4
34 Government Sway
16
2d6+5 5,6
Dynastic heir (DMEFI)
11
5d4 4,2,1,1,3
27 Media Sway
11
2d6+5 5,1
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The United Houses of Senkar (UHS)
Located in: Regions 16 and 13 (Badal)
Faith: The Forever Self
Turn 8

spacer.png

Lord Ziven Alegre, Speaker of the Houses
Diplomacy: 5
Military: 5
Economy: 10
Faith: 7
Intrigue: 5

 

Actions:

1. Faith: Convert region 13 - expand the Forever Self to Plurality

 

2. Faith: Convert region 4 - expand the Forever Self to Plurality

 

3. Faith: Convert region 15 - expand the Forever Self to Majority (Using rep 2 bonus from BRG to support myself (+2))

 

4. Faith: Convert region 36 - expand the Forever Self to Minority (Distance penalty (-1), using Senkar Forum for bonus (+1))

- The feverish efforts of the faith to make certain its foundations are solid in the system take up majority of Senkarites' attention during this tumultous time.

 

5. Economy: Extraordinary Research Grants Approval - Donate 5 treasure

- Seeing it as their last chance to see promising avenues of research blossom, the multitude of rich and powerful aboard Senkar go on to pour massive investments into fat research grants to perhaps push yet another promising project over the finish line.

 

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

 

A) Open Voting Experiment - Vote for Grand Tribute

- While none of the potential sanctions from the Imperial Court seems particularly pleasant, the High Court of Senkar decided to support the proposal they are at least able to do something about as a trading power.

 

Leader stats for next round:

Diplomacy: 5
Military: 5
Economy: 10
Faith: 7+2
Intrigue: 5

Edited by GrimRanger (see edit history)
Name
Convert region 13 - expand the Forever Self to Plurality
11
2d8+7 1,3
Convert region 4 - expand the Forever Self to Plurality
20
2d8+7 5,8
Convert region 15 - expand the Forever Self to Majority (Using rep 2 bonus from BRG to support myself (+2))
16
2d8+9 2,5
Convert region 36 - expand the Forever Self to Minority (Distance penalty (-1), using Senkar Forum for bonus (+1))
20
2d8+7 6,7
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Castaways of the Loop

Loopflag.png.130f0373688f6d358a4df80e2c39fe2e.png

Capital: The Great Western Waste (Region 62)
The Group of Twenty-Three
D6 | M3 | E4 | F2 | I5
Expected gains: +1 Diplomacy, +1 Economy

Round Eight

Actions

  • [Diplomacy] Encourage Settlement in Arbor (region 134; spending 1 treasure, TN 12, result 18Diplomacy 6, +1 from spending treasure, +1 from an arcology (Southslope Fields), success)
    The Group of Twenty-Three considers resettlement initiatives to encourage people to relocate to Arbor... initiatives which turn out to be superfluous. The Castaways need no incentive to flock to the newly-christened space station. Some of the Loop-born see it as Dometown reborn, a tiny, isolated paradise of green in a bubble; others are just happy to live somewhere that's not choked with dust, or eager to get out from the shadow of the Loop, or simply excited about living in space. Whatever their motives, there are more people who want to live in Arbor than the station can actually support at the moment.
  • [Diplomacy] Sway Media in the Orochon Shieldplains (region 63; TN 12, result 15Diplomacy 6, success)
    Long isolated isolated from the rest of Veehra by distance, rough terrain, and failing electronics, the Orochon Shieldplains are slowly reconnecting with the rest of Tekhum, as the Castaways bring the technology they need to re-establish regular communication with the outside world. Television and InterPlaNet connections aren't found in every household, but they're merely luxuries now, rather than precious relics of a bygone era.
  • [Economy] Buyout TP 14.1 (Yinasse Flowers) (spending 1 treasure; TN 12, result 12Economy 4, +1 from spending treasure, +1 from an arcology (Union Central, accessed via WTU Rep), +1 from Anti-Gravitational Railway technology; -2 distance penalty, reduced by 1 by Hyperlight Transceivers, reduced by another 1 by Tesseractic Storage, for a total penalty of 0, success)
    Even as administrators work to settle the six arms of Arbor, the Sadies in charge of its fledgling agronomics department begin the task of seeding the great garden. To create a biosphere from scratch is no easy task; they will require an extensive mix of nutrients and minerals to substitute for soil, not to mention seeds and cultivars capable of flourishing in a high-radiation microgravity environment. The far-off aerostat city of Kinella is an obvious source of inspiration and material - though the starting conditions are different, they too have made a green paradise in a world wholly inimical to plant life...
  • [Economy] Prospect in Region 60 (TN 12, result 8Economy 4, failure)
    Attempts to chart the region of desert known as the Empty Sea yield little of use, perhaps in part because many of the inhabitants remain preoccupied with the ancient machinery beneath the surface - much of which remains impenetrable...
  • [Intrigue] Secret Action (spending 1 treasure)
    Sometimes, a detective has to work in the shadows...
     

Non-Actions

  • Resist and hinder all unsupported buyouts
  • Resist and hinder all unsupported conversions
  • Support BRB's conversion to Soul's Fascination in Region 62
  • Vote for Military Readiness Injunction
  • Call in a favor with WTU to raise Reputation by 1
  • Call in a favor with WTU to buy out TP 80.2 (Superconductors) on the Castaways' behalf
  • Contribute to the Coronal Catalogue of Duelists

    Dueling (or the lack thereof) among the Loop-born

    The Loop-born lack a formal dueling tradition; not only do they hail from a culture where bloodshed was highly atypical, the culture that has grown up since the advent of the Loop strongly discourages violence amongst themselves. Scores should be settled by a discussion among the community, not by one person at the point of a blade. That said, the urge to conflict is as old as humanity itself, and not even the Loop-born's peculiar society can suppress it entirely.

    Wrestling has a small but intensely dedicated fanbase; originally imported from the desert clans, it quickly struck a chord with Geralds and others who enjoy recreational conflict. Since these matches rarely result in serious injury or death, it's generally considered unremarkable - more like a sport than real violence. Regrettably, this perception makes it a poor outlet for angry Castaways who want to see a rival bleed.

    A small number of domiciles in Anyport permit dueling as a way to resolve disputes (or, more realistically, a way to let people vent their frustrations with each other physically). These duels are almost always unarmed, and typically resemble bar brawls more than the ritualized events seen in other nations... including both parties being drunk, much of the time. There is no formal school of fighting associated with this; it's considered more than a little antisocial to spend time training to beat up your peers. There are, of course, exceptions: notable examples include the infamous drunkard Gerald 24931, who was sentenced to exile in the deep desert after the second time he inadvertently killed someone in a brawl, and the eccentric Tina 36897, notorious for her exhaustive study of every one of the Seventeen's psychological and physical weak points.

     

News and Rumors

  • The emergence of Yanji Argon at the head of a fleet of stolen Khylokian and Kildoran ships renders Todd 49186 almost unbearably smug, as several of his pet theories are proven correct at the same time. He and Rhonda 49199 journey to Sansar, hoping to interview Eydis dei Fiori about her experiences as a captive. Unfortunately, they are rebuffed by Fiorid officials before getting anywhere near the chancellor, the elves apparently wholly uninterested in sharing anything they learned of the mystery organization.
  •  

 

Additional Notes

Treasure: 3/5
Spent this round: 3
Passive Treasure Income: 2/round

Military Units: 5/10

  • 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 3

 

Edited by The Snark (see edit history)
Name
Encourage Settlement in 134
18
2d6+8 6,4
Buyout 14.1
12
2d6+7 2,3
Sway Media 63
15
2d6+6 4,5
Prospect Region 60
8
2d6+4 1,3
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Eilif Dhaoine
Round 8

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 8 Economy 5 Faith 5 Intrigue 9


Actions

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

  1. Raise Space Unit [Military] - GM rolled
    As time goes on, it feels increasingly likely to Eilif Dhaoine strategists that offworld battles will become vital to the future of the Dhaoine. While previous naval forces had followed a common structure - a fleet of small, heavily-armed Glungagan-class ships relying on a single large Armathan-class vessel for command and support - the latest fleet built in the Reserves' island shipyyard instead tends towards a smaller force of uniformly large ships, designated as Bugha-class, built to ensure that the troops have adequate space spread across the fleet (as opposed to the old model leading to most being crowded aboard the Armathan with other squads being carried by a glungagan each) and equipped with proper transport launches, while not skimping too much on firepower.
  2. Raise Ground Unit [Military] - Unrolled
  3. Raise Ground Unit [Military] - Unrolled
  4. Raise Ground Unit [Military] - Unrolled
    With the Senate's raid on Coedd, the loosely anti-Empire stance of the Eilif Dhaoine government becomes rather more appealing to many Coeddites, and the military takes advantage of that and recruits heavily. The Coeddite majority in the Reserve yields enough manpower to form a lannan division all by themselves, while another is pulled together from faithful elsewhere within the country (primarily Lassal and the Flowering Lands, of course), and finally the Volunteers are pulled together from all over Sansar, a mixed bunch with a strong Coeddite bias but not necessarily faithful - plenty of those from here and there across the planet are willing to offer their services to the Eilif Dhaoine military for good pay and an in-route to a comfortable position in the country when the fighting's over, and the Volunteers offer that opportunity.
  5. Coerce TP 2 of 113 [Intrigue] - 20, Success
    While the technology behind travel to the Outer System is now in the hands of the Dhaoine, the issue remains of fueling the engines that are slowly being rolled out across their fleets. Hearing that one of the various space stations built by Elect countries in recent years is working on intriguing new energy sources gets the attention of the group of Knights of the Dhaoine tasked with solving the issue, and they soon pay Themis a visit with hopes of "convincing" the workers there to cut them in on what's being produced here.
  6. Secret Action [Intrigue] - GM Rolled
    These were uncertain times, the kind that often required working under the radar sometimes.

     

Nonactions

  • Accept MSQ's Embassy.
    While the exact motivation behind it seems unclear, a word from Clagath ensures that the Eilif Dhaoine government accepts the overtures of friendship from their counterparts in the Iron Masquerade.
  • Support the Arkhive Æternal's attempt to become Religious Head of Coedd.
    While the Coeddite Dhaoine didn't quite agree with all of Queen Constance's points, but the need for the change was recognised and accepted. In some ways, the distinctions in doctrine she makes suits the existing beliefs of the Dhaoine quite well.
  • Contribute to the Coronal Catalogue of Duelists.

    The Fèill-chluich

    When the unification of the Reserve has been discussed in the past, circumstances have meant that special attention had been placed on the Caornag-iomnach, the vigilant hives - cities that refused all overtures and which needed to be sieged and conquered to be brought into the growing unified state. However, these cities were not the majority, and the wars with them only feature in the tail end of the unification period. Some smaller city-states went along with the process voluntarily, seeing a better future as a part of something larger, while the majority instead opted to take part in the Fèill-chluich.

    The Fèill-chluich was originally established by the first few city-states to merge into the roots of Eilif Dhaoine, a solution to a simple problem - the Reserve was still rather untamed in those days, and most cities' lannan forces were kept quite busy by the bàscail, and few wanted to pull their troops out to wage war on another city on a large scale. The Fèill-chluich provided an alternative, a duelist tournament writ large that allowed the cities to establish a pecking order and settle disputes with a smaller amount of men. It was a vast undertaking, each city-state contributing at least two dozen fighters, with a complex scoring system allowing for single bouts to determine minor conflicts while overall score was slowly used to determine the standing of individual cities in the coalition and, of course, who would end up on top.

    That final question was answered by Clagath of Deargabh, one of the people who had originally proposed the Fèill-chluich and a man who had spent a large amount of time, resources, and promises of future power surrounding himself with the best warriors, lannan and sealga, that one could recruit in the Reserve. With that backing, he secured a large amount of personal power and concessions from other cities in the tournament, and the one that spearheaded his victories was Eighbris. A former sealga turned one of Clagath's three most favoured champions (the other two being Giomad of Fairnead, who focused on preparing for and later carrying out the wars against the Caornag-iomnach, and Cagairmòr, who handled more clandestine matters for Clagath), Giomad took a dominant position in the Fèill-chluich, his showboating and cocky attitude making him a figurehead for Clagath's fighters to rally around - some make the point that Eighbris wasn't actually the most successful of Clagath's duelists, and that is true, but those people can't deny that he wasn't the most famous of them.

    The Fèill-chluich is long gone now, though - after unification was over, the government saw little need to continue to shift up the status quo, and this was cemented by Clagath forming the Knights of the Dhaoine and securing his position as ruler of Eilif Dhaoine. Still, Eighbris would continue to be the Dhaoine's premier duelist, fighting in various more casual tournaments within the country and a few notable offworld bouts - the Bironian Bash and Hayeli's Bloodsports prime among them - until his abduction and mysterious reappearance as Iron Monarch.

  • Contribute to Status and Extravagance.

    Decorative Chitincraft

     

    "Decorative chitincraft" is the term given to chitincraft that is not considered wargear - items that aren't mass-produced lannan equipment or personalised sealga trophies. It has always been the remit of the wealthy and prestigious - while there's a split in the attitudes of prominent sealga and lannan on whether one should wear decorative chitincraft in events or instead just take pride in having the best wargear, the rest of Dhaoine high society is firmly in the camp that decorative chitincraft should be acquired and displayed as much as possible. This kind of work is rarely the dominant part of a chitincraft artisan's work, although more and more are finding themselves making more for the wealthy than for warriors, but it is rare for an artisan to never do this kind of work - it's a consistent way of making money, after all, where lannan projects are only small-scale replacements or the infrequent mass arming of a new division, and sealga projects are as unpredictable as sealga themselves, and decorative chitincraft also has the advantage of being where an artisan can really let the art of what they are doing show, rather than needing to make uniform (but still beautiful, as the artisans see it) lannan gear or something that is more about the wearer than maker for sealga.

    The sgiath-loinn are one of the most popular expressions of this, coats embedded with many small pieces of elytra and chitin from iridescent bàscail species that shimmer and shine in the light and have been the typical outfit for anyone attending high society events - more recently, a variant of the sgiath-loinn (that hasn't quite established a consistent name for itself) has become increasingly popular, as shown by Scorcha of Deargabh some years ago in the Mekh Gala, which changes the design to look much more like a traditional dress rather than a coat (although the long sleeves typically remain). Besides the sgiath-loinn, there are also no small amount of more niche outfits made by chitincraft artisans to suit their own whims, the desires of particular clients, or to try to take advantage of passing trends.

    Not all decorative chitincraft is worn, of course, and art pieces incorporating bàscail chitin to a greater or lesser extent are common in the homes and workplaces of wealthy or otherwise high-status Dhaoine. It's rare for these pieces to directly mimic a bàscail - besides, of course, the occasional sealga wanting trophies that they can't wear or carry - and instead typically focus on humanity rather than the monstrous, as the work even existing is itself is a testament to humanity's ability to triumph over the bàscail and use their chitin as they wish. Naturally, trends come and go, but on the whole the focus in these art pieces is the artisan's own vision and message, the way they place the chitin and use supporting materials showing something about themselves, the way they see the conflict between Dhaoine and bàscail, and the world around them.

  • Vote in Open Voting Experiment
    While relations between Eilif Dhaoine and the Imperial Court were strained, an offer to have an influence on the latter's course was never going to be turned down.

News and Rumours

  • The band of Knights of the Dhaoine that had been travelling Tekhum for many years until resting in the Reserve erupt into excitement at the appearance of Yanji (or a successor using his appearance and identity, perhaps) in Firmament. Now that the cat was out of the bag, they explain their activities to the Eilif Dhaoine government, and from there the news radiates out to those the Dhaoine respect and, eventually and inevitably, the rest of Tekhum. After his appearance and disappearance at Kinella, the group of knights had been on his trail, following instructions left by Eighbris before...that whole situation, and with assistance from the Basu-Rahman Group. They'd tracked his group to Veehra, with evidence suggesting that his people were behind the raid on New Kildora, and they'd noticed Kildoran and Khylokian ships hanging around Sansar. That was why they'd returned to Sansar, anticipating them acting somewhere in or around Sansar. Connecting them to RBUPA didn't happen in time, though.
  • With the aformentioned information in mind, the Eilif Dhaoine government reaches out the STAR Rats (as the other Elect country with a presence on Firmament), the Wicklund Scavengers (as the ones controlling the space elevator to the region, who potentially had an interest in controlling the region, and as a group with an affinity for salvage and scavenging) and of course the Bironian Bulwark (for obvious reasons) to see if they have any input in how this matter should be handled or any insights on what it might be that they're looking for here. After a brief delay, it's decided that a similar message should be sent to Kildora, given that they are the victims of one of the renegade knights' operations. In the end, none of those contacted by the Eilif Dhaoine government respond in a substantial way, so the Dhaoine take the stance of standing by and seeing what happens, particularly with the Senatorial announcement against Coedd being a substantial distraction. The news that the White Pawns will be acting against Yanji draws some interest, though, and a fair amount of the Dhaoine pay close attention to BRG reports on the unfolding conflict.
  • While the situation between Eilif Dhaoine and the Imperial Court escalate, Clagath nonetheless takes the time to respond to a few letters that have come his way from other Elect countries in recent years, ones that had been left aside for too long while internal matters were dealt with.  
  • The reaction among the general population of Eilif Dhaoine (many of whom are one or both of sympathetic to the government's loosely anti-Empire stance or followers of Coedd) to the Senate's declaration and the following attack on Coedd's heartland of Dewlad is outrage. Particularly among the military, there are calls to respond with force, to either protect Coedd from the coming storm or to attempt to decapitate one of the powers responsible - either the Senators backing the motion, the one leading it all or the Veehran opportunists and raiders acting as the Senate's loyal dogs. Clagath doesn't show support for either side of the debate for some time, but as it becomes clearer that Coedd itself is not resisting the attack he spends a few days in Coedd's rove in the Reserve before leaving and voicing his support for the cooler heads in the Eilif Dhaoine government. In the end, the Eilif Dhaoine military doesn't mobilise against the invasion force and public retaliation does not manifest. If anyone asks the Dhaoine Coeddites, they do make one thing clear though - while the strike on Dewlad was accepted and something the faith could move on from, that did not mean that further action wouldn't see retaliation. The Dhaoine were not bound by the Arkhive's tenets of nonviolence, after all, and despite Constance's prophecy Coedd-Sansar can't be expected to do all the work.
  • The Light of Benevolence's appearance is rather unexpected, given the previous declarations the Kingdom of High Ishtahnos had made on the matter of Coedd. The Knights of the Dhaoine, previously the loudest voices in the country deriding the Ishtahn, collectively shrugged and admitted that it was nice to see that they didn't completely ignore their principles when it was convenient, while the general population and the Eilif Dhaoine government focuses on the matter of taking in the refugees, ensuring that they are healthy and stable after their ordeal in Dewlad - after all, the majority of the invaders were Veehran warlords leaping at the opportunity to cause carnage and loot with the Empire's blessing - and resettle them wherever they wish within Eilif Dhaoine's territory. Naturally, any requests relating to the matter of fugitives won't get anywhere. None of the refugees that came to Eilif Dhaoine were the ones the House of Fire wants, and they're sticking to that line.
  • While the Eilif Dhoaine government keeps its vote secret, it isn't long before the general public is aware of the details of what they're voting on - or at least, the little that the government itself knows about the deal laid out by the Senate. The mysterious entry named "The Bell Tolls", and the promise that random rulers of Elect countries will be killed, is quickly sensationalised and talked up by the media, and sends the public into no small amount of concern - sure, by definition it won't affect them directly, but...the Empire is stating that random killings, for no apparent good reason other than their whims, is an acceptable action to take, and that every country should just accept this - indeed, that they can't stop it even if they wanted to. Naturally, the government leaps on this opportunity to bolster its message that the Empire should not - could not - be trusted, as should that decree manifest, those that have shown nothing but loyalty to Ophon will be just as vulnerable to the capricious slaughter than anyone else.
  • The missive sent to the Emperor by the Bironian is met with approval among many high-ranking officials in Eilif Dhaoine, including Clagath himself, but no action is taken to add his signature to the list supporting the missive. The Bulwark are instead sent a short apology and an explanation that, with the current political climate, the Dhoaine - or indeed any Coeddite country - being part of such a request would be...unproductive.

Statistics
Unit Count: 3 Ground, 2 Space
Treasure: 1

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+2 Economy 1+1 Faith 3+1 Intrigue 4+2

Diplomacy

Reputation/Favours
Imperial Court: Rep -1, 0 Favours
- 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, -1 Favours
- Disliked: -1 to Impress Merchants, +1 to resist WTU Buyouts
Basu-Rahman Group: Rep 2, -2 Favours
- 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 3
- 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

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: 10

Trade Posts
Effective Total TPs: 5
Treasure Rate: 1

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
33.2 Narcotics 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
Thaumonuclear Reactors Traversal Can enter outer system regions Nuclear Fusion, R:Fuel 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
piecemeal additions throughout the day (see edit history)
Name
Coerce TP 2 of 113 (2d8 CI; Intrigue 9 - 1 Distance)
20
2d8+8 6,6
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Actions:

 

[Dip] - Sway Government in 083, TN 12 due to ownership, success
-1 Distance Penalty (capped due to region ownership), BRG and EMP cancel out respective bonus/penalties.

 

[Dip] - Sway Government in 089, TN 12 due to ownership of adjacent region, success
Dip 10 - 3 Distance Penalty

While Admiral Zara was hoping to make contact with the Cluster's nascent Bloodlord, Peter seems to have wisely gone to ground with the near-collapse of the bloodthirsty raiding state. Thus, Zara had been forced to choose one of the Red Captains as her future betrothed. To bring unity back to the Khylokians, one must prove themselves superior to the others. While it is not a traditional dowry by any sense of the word, Zara helps to engineer Barun khy-Oged's rise--organizing hit and run missions against the other Waves and hitting supply lines to curtail trade to the other asteroids. The key to Khylokian Diplomacy was doing so by sword-point, and it would take force to keep this tenuous ball of blood and chaos from collapsing permanently.

[Dip] - Attend the Kaiju Safari hosted by GLO

  • [HOF] Trade Augmented Shocktroopers and Minor Precognition for Thaumonuclear Reactor Cores and Thaumonuclear Warheads
  • [ARK] Accept Vacuum Adaptation as a gift from the ArkHive
  • [GCC] Trade Augmented Shocktroopers and Shrewd Business for Hyperlight Transceivers and Tesseractic Storage

 

[Mil] - Create MilTech: Augmented Shocktroopers

Prerequisites: In Vivo Modification, Medicine and Drugs

Slot: Engineered Organisms

Effects: +2 to Ground Front battles, +10% own casualties

Tech Fluff

After years of research and experimentation, a breakthrough has been realized by Anjahar’s “Combat Research in Applied Biogenesis” Division. 

 

Through extensive trialing, the kanmarra have developed a discrete process of bio-modification that targets the subject’s nervous system, increasing the efficiency of adrenaline during fight or flight states. This process can be replicated through careful effort in other species, by adapting the process to their specific biology—or by the careful use of cybernetics and/or grafts to replicate similar effects.

 

In order to facilitate this process, subjects of these genemods are given increased muscle mass, strengthened heart muscles, and develop increased situational awareness and reflexes through the development of new neural pathways in the brain. This results in subjects that are far stronger than average members of their species, with a high pain tolerance and increased aggression. 

 

On the other hand, the sudden lack of self-preservation inherent to this aggressive state means that casualties are more likely—and prolonged combat scenarios can result in the body shutting down via hypovolemic or neurogenic shock when the heart finally does give out. 

 

Soldiers who agree to undergo these modifications are given a full disclosure of all potential risks and benefits before undergoing the procedure, as there is no way to easily reverse the process.

Equip Tech as non-action. Gain 1 Renown from Wonders of the 99,803 Era.
 

[Eco] - Buyout Electronic Edibles from 6.1 with Support, TN 12, success
Eco 3 + 1 (Faith Bonus) + 2 (Support) = +6

The Great Gulf calls, yearning to be crossed. But first, before exploring the yawning void, there is the matter of securing the Alliance's own supply lines. Alliance merchants meet with the Flock's own agents, expressing interest in Shoku Baotsi to solve their fuel crisis. Perhaps the House of Fire's thamonuclear engines would suffice in converting this gaseous material into a proper propellant.
 

[Eco] - Buyout Tripedal Mecha in 61.1 with Support, TN 12, success
Eco 3 + 1 (Faith Bonus) + 2 (Support) - 2 (Distance) = +4

Mired in righteous dissent, the ministers of Taumaru have begun to reach out off-world to solve some of their needs. Of particular interest were the mechanized units in possession of the Twilight League. If they have learned one thing from the reign of Valix and his mother, religion is a useful tool. A backroom deal is made to open their halls to the prophets of Death's Wheel in exchange for the rights to purchase some of these platforms--first, for industrial needs--and if failing that, well... future modifications could be made.

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


Archon Tangata Roa
Dip 10 | Mil 10 | Econ 3 | Faith 2 | Int 2

Archon Tuahine Roa - Next Round Stats

Dip 4 (+1) | Mil 6 | Econ 2 | Faith 4 | Int 3

 

Non-actions:

Ruler Turnover: Tuahine Roa will take over as Archon on Round 9.

  1. Marriage Claim in 089 converted to Strong Claim
  2. BRG Reputation rises to -2.
  3. EMP Reputation falls by 1 (circumvented by Rep 3 favor action and rep loss)
  4. A new dynastic heir is announced

Economics and Conversions

  1. Support only the following conversions in regions with a TEA-owned Media Support:
  • Imperial Cult to Minority status (11 and 19)
  • Death’s Wheel to Minority status (19 only)
  • Any Soul’s Fascination conversions that would not destroy a minority. (11 and 19)
  1. [HOB] Request that HOB's Merchants block any buyouts against Region 11's TPs. Resist Buyouts independently against 11.1 as TP's owner.

Organizations:

  1. [EMP] Coronal Catalogue of Duelists

    Show this

    Biomantic magics are not uncommon during these duels

  2. [EMP] Imperial Grant - Raise a Fortress in Anjahar (011)! Incur two favor debt, lose one Reputation.
  3. [EMP] Cast a Vote.

Other:

  1. [ARK] The pilgrimage to Mekhala brings with it the dawn of a golden age. Viewing his duty as fulfilled, Taio Wakari is prepared to embark on a new journey entirely. The longstanding civilian ambassador has chosen to immigrate to the Arkhive--to live amongst the academics there, and have his experiences stored within the vaunted repository of Tekhum's history. Owing to his frailty, the Voice of the Compact does not anticipate a long reprieve before he joins his ancestors--but seems at peace with spending his final years in a place of learning.

     

 

Resource Tracking

Stat Changes:
Treasure: 
Organizations:
Faith: N/A
Tech Changes: N/A

 

 

 

 

Name
New Dynastic Heir
11
5d4 2,3,1,3,2
Sway 083's Government
17
2d8+9 5,3
Sway 089's Government
20
2d8+10-3+1-1 8,5
Buyout of 6.1 w/ Support
13
2d6+3+1+2 1,6
Buyout 61.1 w/ Support
13
2d6+3+1+2-2 6,3
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purifier shrine flag edit.png

 

Glorious Purifiers
Ruler: Titania
Diplomacy: 8
Military: 8
Economy: 5
Faith: 2
Intrigue: 10
Stat Growths

+1 Dip, +1 Eco

Ground Units: 3 Space Units: 5

Ground units defend whatever tps necessary to resist sacks.

 

Treasure Paperwork
Spending 1 Treasure on actions, Gaining 1 Treasure from income. Gaining 1 treasure from the Maharaj's Dream. Gaining 1 Treasure from the EMP thing.
Expected Net Change 2 > 4




Actions

 

Dip: Sway Government Support of Region 37. Roll = 13 (8 Dip + 5 Dice) [Success]
Without the High Arbiter of Helios, Gloria is having a rough time with all the excess refugees coming in. Thankfully, it's right next to the most glorious capital on the planet, one which is more than willing to allocate Zelfs to establish a governance.
Dip: Sway Government Support of Region 49. Roll = 12 (8 Dip + 3 Dice + 1 Seek Aid BRG) [Success]
Establishing governance isn't just for the close at hand, slowly creeping around to the entirety of Up Chonkia is a boon. It may be needed, with increasing amounts of troops and explosions flying around the atmosphere with each passing decade.
Eco 5: Form Trade Route with RAT.
Star RATS very, very op. Should get in on that asap.
Eco: Buyout TP 2 of Ensorcelled Ink in Region 47, spending 1 Treasure. Roll = 9 (5 Eco + 3 Dice + 1 Treasure) [Failure]

With the collapse of the academy comes the economic freedom of the Ink. Years ago the Purifiers eyed this resource, seeing it as something unique, but were ultimately not able to get a foothold before the other polity bought it up. Now, this may hopefully change.
Unfortunately, the old holders prefer the money of the fallen to the money of the Purifiers, a problem they may need to rectify in the future.

Int Secret


Org Stuff Here: @JBarca

Do not resist the attempt for ILU to acquire the government support in the Wyrmlands (Region 45).
Use the BRG Rep 2-3 bonus to support Coedd converting to Coedd within Region 38.
Submit to Status and Extravagance for +1 Renown (The hope I can hold onto as high a REN rank as possible).

Request Seek Aid from BRG on the Sway to Government Support in Region 49 through Thanks To Viewers Like You.

Titania, within her discussions with Information, among other things, discusses the potential for plotting out the future itself. An industrious task, but within the universe all things are, or at least can be seen as, deterministic. As long as one survives on, one can keep predicting models to an optimal result.
Request Artifact (-1 BRG Rep, -2 BRG Favors)


Non-Actions


Host the Journey Into The Wild event as a non-action (Courtesy of REN 4).

Subaction: Accept Region 8 from ARK at my event (Journey Into The Wildlands). Accept the technologies Shrewd Business, Vacuum Adaptation, and Thaumonuclear Reactor Cores.

Accept EONS Projector, Tesseractic Storage from GCC.

Equip the EONS Projector to the [ Electronic Warfare and Countermeasures] Military Slot.

Authorize GCC to install a minority of Imperial Cult into Fort Helios [Region 8] during Round 9. Agree not to try to convert that minority down to nothing unless the Imperial Cult at some point past the start of Round 8 (this round) to convert down in size the state religion of GLO anywhere.


Oppose all unauthorized Buyouts, Conversions, et all.
Have all government supports fire upon unauthorized entrant combatants 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).
Support ARK taking the head of the Coedd faith.

 


Ugh, I never realized how much to wade through some of this could be... you get me, Titania.
... Titania?


woah... Holly, do you recognize this? Do you know what's at stake? Do you comprehend what is soon to be in our grasp?

... it ain't that impressive, madam Talandaresque.



Titania takes some tours this turn to visit her friends abroad at the Reserve frrom the Eilif Dhaoine, forging further relations. A regular ongoing series which has been periodically underway, but she makes more of a deal of it now. Among other things, there's Cold Springs over in the reserve. Like hot springs, with a scorching warm atmosphere all around, but cool. The Talandaresque takes a liking to them, though there is much else done, and sees what can be done about such compartments back home.

 

Their knights questing and making friends amongst the elite Purifiers has led them to the heart of the Moonsoul Mountains. Traffic increases. Monsters get slammed down. Cascade in particular makes good friends and good deals (of cards). Ms. Heliotrope makes a healthy showing scoping out the friendly duels for a live broadcast, and the treks around the newly expanded undergrounds after get crafted into a rivals-team-up dynamic to slay a feral rampaging beast. Brann gets to show off the corpse of said beast to many people during their event displaying the status of the Glorious Puifies as a Jewel Of Tekhum.


Status and Extravagance

The culture of the Purifiers is far, far different from most others. There are ornaments of status, necklaces of souls one wears to flaunt for fun, the building and access to the newly formed hot springs for steam bathing in a deliberately scenic environment, the access to special beasts and the unique power of Kaiju. There are categories of age, of magical might, of technique. However, none of these are used to describe one Purifier as better than another. Uniquely skilled with spheres of influence, but their culture is tailor crafted to regard each other as peers with respect.

Wouldn't want the Moonsoul Mountains to go mad, after all.

However, this does not mean that those of glorious birth know no pride, vanity, or ferocity, quite the opposite. Such things are regarded as for outsiders (not to be mistaken with Outsiders), ways to clash with the Kaiju, diplomatic dances with other polities, fun mannerisms to pick up. These tendencies have only ramped up as the Purifiers encounter more complicated enemies, allies, and environments than the interplanet and their wild homes have cultured them for. They are expected to regard each other as equals, and to regard others as... differently abled. It's an open secret that the Purifiers recognize their innate power over most other entities and often each other, but their culture dictates that openly wielding such for no good purpose looks bad on the tribe. Competing internally with each other for play is heavily encouraged. Competing internally with each other for real is a lowkey sign of loss.

The major principle of unity extends to some degree to Zelfs under their care, but the expected loyalty to the identity of the Purifier image is lessened in obligations both from Zelf>Purifier and Purifier>Zelf. Zelfs are considered honorary Purifiers for most cultural purposes and so are treated with respect. Specifically the kind of respect a younger, wounded, or innately crippled Purifier would receive, in that providing for their lack of capacity is a heavy expectation.

These cultural norms do not hold to things not of their own family and creation. They play nice, adopt trappings which internally are joked about as cool aesthetics and novelties, make deals and amass wealth. But ultimately the one 'status symbol' that really matters is the presence of a thing from Outside woven into ones core, and being born into the Declaration.


heliotropebroadcast.png.f2b8b41b0b5ea41ecab7e0b92927e349.png

soulgoe.png.55e1f15721d549b1bf5d9ee418a8bc8c.png


 

The Llort Society Protectorate have been especially interested in our trip to Wakinyan, and we've collaborated and given them a fair bit of sneak peeks at the inside scopes. We got a good bit of advice from them too, and the months we spent there were pretty awesome, all things considered. I don't think I'll be heading there personally again until travel becomes easier, though. Events back home are way, way too pressing. Plus, while you all have admired me from a distance, I can't leave all my people of varying soulstars hanging!

Now where did we put Serenity's new cat...

 


 


HeliosHospital.png.067e6ef4832c05725bb51cfa44266a3d.png

Helios Hospice


(Please hold. We will be with you shortly.)

The refugee service is still underway, albeit with clerical services reduced. Given recent events both in an upscale of incoming work in volume and difficulty, and a decrease in assets to deploy to fix such issues, much of their services will be diminished. Official visits to battlefields are cancelled, but may be brought in upon request.


The downscaling is met with an influx of friends inside of other countries, especially ones meant to visit. The Radiant Republic in particular sends over workers to help things get back on schedule, especially given the probable need to take in refugees from the battles at Coedd. Ailbhe Lathurna, a Radiant theologist and historian, helps coordinate their efforts, and they make up a good station within the settlement.


 


 

Edited by Rocket Relm (see edit history)
Name
Secret Duck
5
2d6 4,1
Secret Goose
7
2d6 5,2
Dip: Sway Government Support of Region 37.
13
2d6+8 2,3
Dip: Sway Government Support of Region 49.
11
2d6+8 2,1
Eco: Buyout TP 2 of Ensorcelled Ink in Region 47, spending 1 Treasure.
9
2d6+1+5 2,1
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The Bironian Bulwark

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Actions
  1. [Diplomacy] Constrict a HIVE in Kinella (R14) [1/5]

     
  2. [Diplomacy] Sway Government in Control Center (3)
    Cinder Skye has proven herself a Paragon, and in the midst of the collapse of the Control Centre and its constituent territories this pulls a lot of weight. Many who have lost faith in the government turn to this new leader from nowhere and wonder if it's true. Could a non-human from outside their training programs really be capable of manipulating the galaxy itself? Obvious evidence points to no, but the potential and the desire for hope in times like these make even the most learned desperate for something to believe in.
     
  3. [Economy 5] Trade Route with RAT: Dahlia Shipping Network

     
  4. [Faith] Construct a HIVE in Kinella (R14) [2/5]

     
  5. [Faith] Declare state religion: Soul's Fascination
    The only major faith in the Bironian Crosspaths has been Fascination for years. Gods and the other great leaders of history are viewed as agents of fate, and only through Chairman Alchire's stubborn refusal to conflict state and faith was the motion to adopt it formally into the ruling philosophies of government. Under the rule of Cinder Skye, the Bulwark suddenly welcomes all of these rich philosophies and culture that come with Soul's Fascination - the syncretic adaptation of two of Badal's most populous faiths. In this faith, the Bulwark comes to believe that this is how great people come to guide fate for many others - great souls of inner peace and potential may do this, and through honing oneself through adapting and overcoming life's challenges they may control their own fate, as well as those around you. Only very few are called to command the fates of others, and it becomes commonplace to believe that the Emperor is the ultimate authority and arbiter of fate in Ophon. Those elected to lead the Bulwark, of course, have some potential in this as well. Cinder Skye questioning the Emperor is watched with bated breath, to determine if she was worthy of calling his attention and challenging this avatar of fate and power himself...
     
  6. [REDO - No action Type] Invent Technology: Novacore Drive Mk2
    Tier 2 Economic Technology
    Requirements: Tesseractic Storage Technology (T1 - Magic Items Resource), Nuclear Fusion Technology (T0), Arcane Amplification Technology (T0), Noble Metals Resource

    Effect: Allows travel beyond the Great Gulf into the outer system. Huma (Orbit 8) is considered the point of arrival instead of Wakinyan.

    Summary: With the discovery of the great gulf's outer worlds and Tesseractic storage, the Hazemancers of Novacore Foundaries discover a fascinating application for their art that allows the creation of a portal that curves space into convenient entrance and exit points. Focusing the portal to be vast enough to fit a ship is a delicate art, but one that a reactor dubbed the Novacore Drive Mk2 is able to accomplish. While the magical feats accomplished by the drive would tear most materials apart, the Noble Metal frame prevents the drive or the portal from becoming unstable and tearing the ship apart. The portals seem to have a fixed length to their distance, roughly stretching from Badal to Huma (30AU). Due to this extreme length, curving space using the drive to move shorter distances is a dangerous and computationally expensive procedure. In the worst case when the original Mk1 drive was to be used as a teleporter, many of the ships in test were 'shredded' by the portal on exit - appearing as decimated chunks far off from their intended destination. Contact with the physical realm is impossible while in the realm that Hazemanders have dubbed slipspace, and all slipspace jumps take just over two weeks to prevent future shredding. Though this makes traversal to the outer system relatively fast and easy for some, the extreme cost associated with acquiring the material to operate these drives prevents them from becoming commonplace.
     
Fluff, Non-Actions, and Character Building
  • Support the conversion of the Bironian Crossroads (R17) and Kinella (R14) to Soul's Fascination
     
  • TRADE ROUTES:
    The Neon Transitway:
    Supply BCC with Fuel for their DI in Suaka Beruntung (R15)
    Receive Tesseractic Storage and Hyperlight Transceivers from BCC

    Dahlia Shipping Network:
    Receive X and Y from RAT for the purpose of powering and inventing technology.
     
  • Imperial Senate: Vote for the Empire to enact no decree.
    Additionally, request the official faith of the Emperor.

    In the Bulwark, the Edict choices are given a particularly bad spin by the media, and prompts a panic among the Yinasse people. It warrents a response, as given by Chairwoman Cinder Skye. Fear of the empire's ultimate power can manifest in many forms, and sometimes defensiveness is the shape it takes.

    A missive addressed to the Imperial Embassy of Kinella, homeland of the Yinasse and province of the Bironian Bulwark:

    To the Emperor and his resplendent representatives through which order and justice is maintained,

    One month ago the office of the Bironian Bulwark received an invitation to vote on the next imperial decree. At this news I was overjoyed, for we have long been loyal and devoted servants of the Emperor. Not only have we complied with all decrees and participated in all possible requests (Rep 2, 2 favors owed to BIR), but our liege lord Jié Měifēng of the Black Cloud Coalition has also been nominated for the seats of the Imperial Senate as one of your most stalwart allies.

    However, this was no invitation to join the Senate; it is a choice between three punishments to be broadly applied to the Elect for crimes yet undetermined. We acknowledge that there are members of the Elect who have proven unworthy of the Emperor's trust, but without clear motive we cannot correct our mistakes in the future. Should none be given, we fear that this could stir anti-imperial sentiment and undermine trust in our protector. The Bironian Bulwark, for one, will be voting for none of these requests until these concerns are addressed or a pardon is given to those the Emperor recognizes as giving more to the Empire than she requests.

    As a separate matter; the Yinasse of Kinella, people such as myself, have found common ground with the Goddess Coedd for her shared nature and impressive power. I personally view her as a being of enormous magical potential, one of few who share my origin as a sentient being of plant matter who should be reasoned with before being condemned. I clarify here that I do not take her as my Goddess, nor do any in the Bironian government. From Yinasse civilians who have had contact with her through her avatars, I have come to believe that she is merely unfamiliar in human mannerisms and could potentially be educated if she recognizes the glory of the Emperor and the danger she could be in if she refuses. Further, Coedd could be a key factor in spreading new life to the worlds across the Great Gap, as her powers are truly unique among those seen in the talents of the Elect. Even my own powers as High Druid of the Ak'Richi Yinasse cannot compare to her ability to create life. We urge you to remember Edict 213512-C from the year 677 of the 96,455th Era and exclude the Yinasse living in the garden of Kinella from any punishment leveraged against Coedd's faithful, as the Emperor promised all plant-life protections from external meddling in our home and aerostat.

    This talk of condemning faith in Coedd has raised the question from those in the Bulwark - to what code does the Emperor live his life? Does he take a divine to pray to, regard any virtue, person, or object in particular as sacred, or is the Emperor above such matters as a pilot of fate? This will help us determine our own doctrines and policy going forward.

    Signed by Chairwoman Cinder Skye of the Bironian Crosspaths and Kinella in the Year 2055 of the 99,803rd Era.

    Supporting Signatures: Zhen Lithium, Kingpin Alchire of the Neon Syndicate, Captain Almari of the Iridium Order, Archknight Rofl'Biron ...
    [OOC: DM me to add your character to the supporting signatures section]

     

Pure Fluff (Internal Politics Update)

A House of Clipped Wings
Mei-lyn Lithium (or just Mei to those she considers friends) is the niece of the fallen Archknight Shi Lithium and sister of the current house head, lending her a strong claim to their house. Collaborating closely with her brother Zhen Lithium since the fall of their mother, they have managed to keep the house together even as it fades from immediate relevance with the civil war, their mother's prestige, and the Archknight title. Assigned to represent their house when doing diplomacy with the Black Cloud Coalition, she would have come to meet her future partners. Mei is very proficient in dueling and military matters, but would have over her relationship with her polycule begun to relax and appreciate the world instead of constantly striving to follow in her aunt's footsteps. She'd enjoy trying those other things that Jié Huīshēng makes her practice, but only really dabbles to spend time with her loved ones as a leisure activity. Perhaps one day she might overthrow the Glix (Rofl'biron) that stole her family's 'rightful' place as Archknight, but she currently lacks the skill and influence to do so. 

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

Chairwoman Cinder SkyeYinasse are plantfolk from Kinella (R14) that have evolved to use plant matter instead of the flesh of most creatures. They otherwise resemble and are compatible with human life, though they have different needs and cannot conceive mammalian children.

Cinder Skye is one such Yinasse, a druid of great magical talent. She can be identified by her long mane of orange leaves for hair marked with red and yellow blossoms that appear interwoven, and she often appears in a robes of Shadowsilk with Noble Metal accents to mark her status.

She is leader of the Oasis Initiative, a recent political movement that wishes to put the Bulwark at the forefront of outer system exploration and colonization. To win her election, she used this as well as the stirrings of Soul's Expression to suggest that this would help Biron discover their destiny as explorers and adventurers.

Cinder Skye is a name taken by the character to better adapt to the local human culture and the members of the Empire. Her true name is High Druid X'tivi-locorra of the Ak'Richi Yinasse.

Though she has left her faith to private matters, she seems to have participated Paragonism rituals, invoked Coedd in her concerns to the Empire, and had Soul's Fascination adopted as the official faith of the Bironian Bulwark - rather confusing to those trying to track her loyalties.

(She/Her)
Diplomacy: 4
Military: 2
Economy: 5
Faith: 4
Intrigue: 2
Unit Cap: 3/8
Treasure: 3

Ground Units: 1
Space Units: 2

Regions:
The Bironian Crosspaths R17
Kinella R14

Edited by Zayuz (see edit history)
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The Cloudburst Confederation

Agbada (Region 52), Ipatida (Region 53), Alaari (Region 56), & the Irisite Archipelago (Region 112)

Agbada.png.6b69708016685162d40639bd727b2467.png

Leader: Holy Presbyter Igba Dye
DIP 6 | MIL 2 | ECO 6 | FAI 3 | INT 2
Expected gains: +2 DIP

 

Actions:

1. [Diplomacy] Encourage Settlement in the Irisite Archipelago (112). Success! (14)

2. [Diplomacy] Sway Government in Alaari (56). Success! (16)

3. [Diplomacy] Sway Government in Ipatida (53). Failure... (9)

4. [Diplomacy] Raise Reputation with Imperial Court. Failure... (9)

5. [Economy] Buyout TP 1 in the Irisite Archipelago (112) for Avvan Warrior Monks. Failure... (11)

Non-Actions:
  • Send Popmaize Cluster Grenades to MSQ via Embassy. Accept Antigravitational Rail, Tesseractic Storage, Soom-Pattern Ray Guns, and Hyperlight Transceivers from MSQ.
  • Accept Heroic Adventurers from RAT via Trade Route to fulfill the DI of Ipatida (53), spending 1 RAT point to lock it.
  • Accept Badalian Megadirigibles, Pseudogravity Engineering, Vacuum Adaptation, Shrewd Business, and Thaumonuclear Reaction Cores from RAT via Trade Route.
  • Vote for Grand Tribute as next round's decree.
  • Submit stuff to the Arkhive.
  • Resist all unauthorized actions.
Vital Information:
  • Treasure: 0
  • Ground Units: 4
  • Space Units: 1
News & Rumors:
  • Given the news of the updated and improved security system of the Agbadan coffers, a surprisingly large number of Marges from Accounting move to the city of Castle Kiniun and the Irisite Archipelago, where the Confederation's assets are stored. These Marges see the job opportunities as a great resume builder for an eventual return to the Great Western Waste and are put to good use keeping track of everything that enters and leaves the vaults. Plus, living in a region with actual grass and a moderate climate certainly doesn't hurt their mood.
Arkhive Submissions:

Theological Work: Excerpt from Holy Presbyter Igba Dye's "On Spaceflight"

It has long been understood that fully exposing oneself to the watchful eyes of Avva, the sun god at the universe's center, is wholly unacceptable. Indeed, aboard a vessel in the dark, shadowless void of space, He can easily observe each and every sin. Sinning, of course, is natural. Bottling up rage, anger, and raw emotion is unhealthy for the soul, and thus it is encouraged to be released during the night when He cannot see. Avva does not wish nor deserve to witness the less savory actions that may occur. Remember: out of sight, out of mind.

This doctrine, deeply woven into the fabric of our beliefs, serves not only to protect our souls from eternal scrutiny but also shields Avva from the burdens of our imperfections. The night provides a veil under which we may unburden ourselves, safe in the knowledge that our actions remain unseen by divine eyes. Yet, this separation between day and sin, light and shadow, becomes blurred as we venture into the cosmos where the sun's light is ever-present, and our actions are ceaselessly illuminated. This unending exposure challenges the very foundation of our rituals and beliefs, compelling us to reconsider how we might reconcile our earthly customs with the realities of the universe.

However, during my tenure as interim ruler of the Confederation, I have come to question the sustainability of this practice if we wish to spread the holy word of our god. It has come to my attention that our beliefs are not confined to Veehra alone, but that small groups of dedicated yet misguided followers exist in other orbits. Clinging to long-held superstitions is untenable when distant Avvans need us to illuminate the true light of the sun. Although I anticipate some controversy, I plan to announce the introduction of windowed ships soon, so that our longstanding traditions can coexist with modern evangelism. Blessed be.

Cultural Work: Sweet Summer Corn

The following poem has reached millions following its publication on online forums by a seven year old Eriali girl known by the name Csarina. It has gone viral, especially among young computer cafe users who enjoy nonsense chat rooms. It has also been violently ripped apart by critics, who believe her use of the word corn is a disgrace to the majesty of sun-kissed maize.

Oh sweet and delicious summer corn,
you are the reason I was born.
You are so crunchy and yellow.
You make me such a happy fellow.

Oh sweet and delicious summer corn,
without you I would ever mourn.
My life with be incomplete
without any corn to eat

Oh sweet and delicious summer corn,
my love for you brings me much scorn,
but I need not the love of the mob
because all I truly need is the cob.

(Out of character credit: Czard, former Empire player, lost but not forgotten)

Historical Work: Kiniun Family Tree

Only for the past few generations has the lineage of the most divine House Kiniun been carefully tracked, but even then, many connections are still missing...

image.png.b8d49f0279a9242be231f7f8f1350f48.png

An Arriving Arkhivist: Videography

With the increases security provided by some of the Confederation's most noble houses and visiting Marges for intense accounting and archival, a member of the Arkhive is invited to view the declassified libraries in search of anything they may be missing back home. Unfortunately, these coffers are not organized in the traditional decimal systems, but rather appear to be organized depending on the size of the documents. The largest encyclopedias and atlases are piled in the back, while small pamphlets and single pages are stored in folders just behind the librarians. 777.77, a notable Arkhivist librarian interested in niche videography, struggles to find all of the works that would interest them in spite of their alleged historical luck, causing them to remain in the archives of the Archipelago for years.

Bonus: The Articles Must Flow

Fifty issues of Playstar magazine are sent in a care package. These issues, never before released outside of the Confederation, contain a variety of carnivorous Animals dressed up in herbivorous costumes, including the royalty of all the Agbadan houses.

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)
House Efono First Division (1 unit)

Space Units:
Names TBD

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

Edited by MadMapManPK (see edit history)
Name
Encourage Settlement
14
2d6+6 2,6
Sway Government 56
16
2d6+6 4,6
Sway Government 53
9
2d6+6 1,2
Buyout 112.1
11
2d6+6 1,4
Raise Reputation EMP 0 -> 1
9
2d6+6 1,2
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Arvaxine Populate (AVP) - Round 8

Leader: Edrajek, President

Stats:
DIP 2
MIL 10
ECO 5
FAI 3
INT 6

 

Bookkeeping:

Regions Controlled: 3 (54, 59, 72) for now...

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

DIs: Laborers (filled), LuxGoods (unfilled), Weaponry (unfilled)

Fortresses: 1 (R54, "The Cage")

Regions with Belief in The Way of Returning: R54 (Majority), R72 (Minority)

Ground Units: 4

Space Units: 3

Treasure: 5

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

 

Actions:

ECO - Impress Merchants (Open), Region 53 (Ipatida) - (2D6+5) [UNVIABLE]

Impress53

ECO - Impress Merchants (Open), Region 64 (Hanwa) - 1 Treasure Spent (2D6+6) [UNVIABLE]

Impress64

"The WTU has made legitimate business difficult. In order to get even the most basic things done, we must dominate the local market. And so we shall. Those poor bastards in [AVP ADMINISTRATIVE REGION 3] are begging us for more weaponry and munitions for reasons that remain conveniently vague at this time. And because of these discriminatory practices, we can't give them that. This isn't our fault."

MIL - Raise Unit - Space

"More support means more resources for construction of ships. Those freaks in [AVP ADMINISTRATIVE REGION 2] are practically itching to serve us."

DIP - Encourage Settlement - Region 72 - 1 Treasure Spent - (2D6+3)

Encourage

"There are too many people in [AVP ADMINISTRATIVE REGION 2], and most of them probably hate it there. The least we can do is strongly encourage them to move to [AVP ADMINISTRATIVE REGION 3]. We can't say for sure if it's nicer. But at least it's a change in scenery. They are both deserts. But they are both unique deserts. And that ought to mean something."

FAI - Convert Region 59 to Way of Returning (Minority to Plurality) - (2d6+3)

Conversion

"Some people claim the Way of Returning is a 'miserable, fatalistic death cult', but we disagree; It's a joyous, fatalistic life philosophy."

Edited by DnD_fan (see edit history)
Name
Impress53
12
2d6+5 3,4
Impress64
12
2d6+6 2,4
Encourage
11
2d6+3 5,3
Conversion
13
2d6+3 6,4
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Combined Commonwealth of Glix (GCC)

image.png.e2070a266aedf6067a7f7efb3b78acab.png

Prime Minister Dmitr'Hesk, The Parrot's Voice, Head of the Outer Duma

Region 84, Parrot's Perch

Game years 22-24

14 years since the year of Jubilee

Resources 

 

Embassies= White Pawns, Arkhive

Trade Routes= Glorious Purifiers

Wealth: 0->(0 spent) 1

Income= 1/round

 

cultural specialization: buyouts

 

Space Units: 2

Mega-Dreadnought 7 Macaw

Basillica of War: The Anvil

 

Ground Units: 3

Carrier Groups: Wrath, Exoddus, Soulstorm

 

Reputation:

BRG 2

EMP 0

PTW 1

 

Favors:

BRG 0

EMP 1

PTW 0

 

Diplomacy 4
Mil 2
Eco 5
Faith 5
Int 2 

1. Diplomacy- Attend the Event in the Moonsoul Mountains

We must maintain our alliances in these troubled times...

Sub Action- Gift Tesseractic Storage and E.O.N.S projectors to GLO

A fellow ethnostate beset by encroaching expansionist human powers, The Purifiers have long been allies of The Glix, the New Technomancers feel that a gift now will help bring the two peoples closer.

 

Sub-Action- Trade Shield Projectors, Tesseractic Storage, Badalian Mega-Dirigibles, and Psuedogravity Engineering to HoF for Thaumonuclear Cores and Thaumonuclear Weapons.

 

An important regional power, the House of Fire makes a better friend than enemy. After some false starts, the Glix convince themselves the Exiles are too powerful to be tarred with the over-used label of "slaver" by the mad Veehrans, so their requests to have the shield tech traded from the werewolves might be honored. In exchange, the House of Fire promises them the power of the stars themselves!

 

Sub-action- Trade Tesseractic Storage and Hyperlight Tranceivers to TEA for Augmented Shocktroops and Shrewd Business.

The BROTHER program, though meeting limited success, was shelved long ago as impractical and ethically dubious. The New Technomancers say "Better Living Through Chemistry!"

 

2. Diplomacy- Increase Reputation with the Empire.

The Empire has cast grim pronouncements we are likely to offend them by failing. So we will apologize in advance.


3. Economy 5 Invest, creating TP 15.3

We require conventional information technology in large quantities to fuel our new weapons technologies.



4. Faith - Declare Imperial Cult the state religion.

Ceremonial Deism has long been the de facto religion of The Combine, and the ethno-religious figure of Slingid has been re-cast as any number of other deities. These facts mean the secular "Faith" of The Imperial Cult can be adopted as the rule of the law without conflicting with either Glic tradition or Combine freedom of conscience laws.

Dmitr'Hesk's political movement, New Technomancy, pushes this change as they get a rare super-majority in the Outer Duma and a plurality among the Inner Duma. This Party teaches the values of increasing material well-being by aggressive research and investment expenditures.

5.Faith- seek aid on my reputation increase.

The Reverends of Slingid, now Priests of The Emperor, pray to consecrate their new offices, self-appointed as they may be.

Non-actions:

Accept Smart Space Suits from The White Pawns via Cultural Exchange

The New Technomancers feel it wise it take advantage of the credit earned by previous administrations.

 

Gift Tesseractic Storage to the Arkhive via Cultural Exchange

 

ARKHIVE: History: 59/61 Moiety

The Moiety

That 59-Glix yet live in Badal, in numbers far surpassing the 61-Glix was surprising, but nit shocking.  The ascendant political party long maintained that Badal was where the Glix refugees were towed after limping to Tekhum from another star.   

The divergence between the two swarms was known as an obscure bit of lore in the oldest apocryphal stories, but some claimed to remember it and though possibly lying, the idea that the sister swarm was at least vaguely known can't be easily gainsaid. 

No definitive recording of a saga about the 59 swarm reliably dated to before the current Jubil
lee can be authenticated.

ARKHIVE: Philosophy:  Semantics

Glix and Semantics 

As has been established, The Glix have much awe and fascination with words, guarding their purity and limiting their use by custom.

Thus the issue of abolitionism is of great concern to them.  They are appalled at the concept of Chattel Slavery, and fully endorse it's violent suppression. 

The thing is, to the best of the Glic Understanding, the only situation extant in Tekhum approaching it is the Fiorid treatment of prisoners of war.  

The social situation to Elven civilians, based on reports they have every reason to accept, might as easily be translated as "kibbutz" or "communism" as "enslavement." By way of contrast, the practice of legal indenture, though probably not ideal, is simply the state acting as bond for contract violations instead of treating them as torts. Though the Glix think the distinction between Tort and Crime has value, the inherent social conditions requiring such a distinction seem insufficient to the hostility and meddling some might encourage.

To this end when the Ishtahn traded their tech under the proviso it not be sold to slavers, this led to moderate alarm.  The Werewolves have a very loose definition of  "slaver."  While the Fiorids qualify by any useful definition, the Basu Rahman Group don't, have never sold, held, or materially aided in the trafficking of slaves.  But, since they would have were the Fiorids actually guilty of the specific crimes their are accused of rather than different, arguably lesser, degrees of slave-taking, surely the Glix are bound not to give the tech to them by intent.

For that matter, the Combine became aware of an extant hive of 59-Glix developing in parallel to their own 61-Glix.  The 59s are now vassals of the Black Cloud Coalition.   If they are still under a Regnal system, what material difference is between a Worker and a Slave?  Conversely, under the Teivosk system, eggs are property.  If one considers an egg a person, which is a whole other ethical issue, then the 61-Glix are slavers, even if, perversely, they are none of them free.

The entire issue seems murky, and the Glix don't like it.  They resolved it was probably a trick, and they should just not trade the tech at all.
 

ARKHIVE: Culture:  Bonsai

On the art of Bonsai

Glic habitats rarely have much greenery or greenspace, pulling to an industrial chic discussed elsewhere.  With the exception of farmers and the rare parkland such as the Blue Zone on Parrot's Perch, most Glix never see live plants.

Those they see are usually Bonsai, trees carefully cultivated to appear older and more weathered than their pampered existence might suggest.  Many Bonsai are said to be made of cuttings taken from the Reserve, on Sansar, and all evidence implies this is correct. 

The tropical origin of the cuttings is essential, as deciduous hibernation cycles are absent on Glic stations and considered abberant.  Citrus and conifers are the norm, Citron and Norfolk Pine being the most common strains, though a prize of the custodians of the Inner Duma is a Brazil Nut.

The bonsai of The Combine is said to exemplify their idea of essential minimalism.

ARKHIVE Notes: The Combine sends a loyalist envoy from the New Technomancy movement, to represent the Combine apart from the exiled Irridentists.

Imperial Vote

With Grim determination, the New Technomancer vote "The Bell Tolls," this being the outcome least likely to upset the Empire.

 

Expected growth: +1Dip, +1 Faith

New Ruler: No

New stats:

Diplomacy 5

Mil 2

Eco 5

Faith 6

Int 2 

Edited by Featherscale (see edit history)
Name
Seek aid
15
2d6+5 4,6
Increase Reputation
14
2d6+5 6,3
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The Dwarven Industrial Coalition

Chief Executive Martin Cooley
Diplomacy: 6
Military: 6
Economy: 3+2
Faith: 2
Intrigue: 5

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

Actions

[ECO] Buyout Region 94 TP 1 for Space Baobabs

[ECO] Buyout Region 94 TP 2 for Space Baobabs

Due to their recent conquests, the dwarves require a large amount of flora, but their attempted purchases go far beyond what's necessary merely to supply their empire.

 

[ECO] Buyout Region 85 TP 2 for Vibrating Crystals

As Dwarven industry continues to grow, the need for high-quality materials becomes apparent.

 

[ECO] Buyout Zimbir (81) TP 2 for Lawyers

The future plans of the Industrial Coalition require legal counsel; envoys are sent to hire out the best lawyers money can buy.

 

[DIP] Attend the pirate event

Subactions

Trade Cyclone Phased Laser Arrays to the Radiant Republic of Erisdor in exchange for Powered Exosuits

Trade Cyclone Phased Laser Arrays to the White Pawns in exchange for Tesseractic Storage

Trade Cyclone Phased Laser Arrays to the Black Cloud Coaltion in exchange for Hyperlight Tranceivers

 

 

 

Embassies

C.A.S.S.I.O.P.E.:

 

Trade Routes

Non-actions

Vote for The Bell Tolls

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 + 4 [region] + 3 [govt support] = 11

Ground Units: 4

Space Units: 3

Total: 8

Generals:

Kent Cumbria: Mil 10. Undermine the Defenses: Ignore casualties from flak when landing in a region with a hostile government support.

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
Buyout 94.1
12
2d8+3 4,5
Buyout 94.2
13
2d8+3 2,8
Buyout 85.2
14
2d8+3 5,6
Buyout 81.2
11
2d8+3 7,1
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