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Minescratcher452

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

CaipeUshereFlag.png.4650a178e3bc189339ccaa4d77300e7e.png
Queen Monite Akari Ebonne d’Laforét, Lady of Fire
Diplomacy 4 Military 5 Economy 5 Faith 5 Intrigue 1

Turn 8

News and Rumors

Following the ascension to the throne of Monite Ebonne, the dowager steps clear of the spotlight to let her daughter reign. This does not, however, prevent sensationalists, rumor mills, and paparazzi from attempting to chase down any remnants of relevance they can before moving on. While the general public shifts their attention, there is still a large enough subsection of the populace who thrive on any royal gossip.

It is noted that Chalise - tabloids are swift enough to drop respectful titles except where needed to boost headlines - spends a great deal of time in privacy at the d'Laforét estates, as well as visiting Bīt Ereshkigal. She is on occasion seen in company with High Lord Nasir at private functions. A few articles posit that she is having an affair with the Imperial representative, to receive so much of his attention; though these gain little traction compared to those of her dalliances with the pirate Captain Jié Měifēng. Especially when, late in 2057, the royal cruiser makes an extended trip to the North Way Cluster of Badal.

Actions:

1) [Military] Special 5 - Recruit General: Chief Navarch Ekatrin Raikier (Command Score: 9)
Ekatrin Raiker has served as Chief Navarch of Caipe Ushere for almost three decades, following a rapid rise through the ranks based on dedicated service and tactical excellence. While she has been instrumental in organizing both ground and space forces of her nation, she specializes in precision coordination of surface units.

Tactical Doctrine Surgical Precision: +3 to Battle Roll, -10% to opponent's casualties

"War, even when necessary, is often a bloodthirsty spectacle and a detestable waste of life. Precision is the difference between a butcher and a surgeon." With Surgical Precision, an efficient general strikes exactly as hard as needed, targeting key points of an enemy's defense. Enemy troops need not be killed if they can be subdued. Battles need not be won by attrition when they can be won by superior positioning and control.

2) [Military] Paid in Sap - Attack Region 33
Queen Monite Ebonne, Lady of Fire leads a coalition of forces from Caipe Ushere, New Kildora, and the Counts of Mirage to enforce the Declaration of the Imperial Senate on the island of Coedd.

Attack Details

Target: Region 33 - Coedd
Ground units: 11 - 2 (1st Mobile Dragoon Infantry, 1st Ranger Brigade), plus 7 allied units from New Kildora and 2 from the Counts of Mirage
Ground commander: Monite Ebonne (Mil 5) - TacDoc: Measured Advance
Space units: 7 - 2 (1st and 2nd Light Destroyer Wings), plus 4 allied units from New Kildora and 1 from the Counts of Mirage
Space commander: Valus Vile (Mil 7) - TacDoc: Blissful Ignorance
Military Technologies: N/A
Other bonuses: N/A
No Hostile Territory or Distance Penalties

3) [Economy] Special 5 - Industrial Investment: Region 80
Usheret industry leaders funnel funding and employment assistance into an investment for the future: Superconductors.

4) [Economy] Buyout Trading Post - Uranium, Region 76 TP3 with support from the House of Fire (TN 12; Roll: 20 - Success)

5) [Intrigue] Secret Action

Non-actions:
Spend 1 Treasure on Buyout action (1 total).
Support conversion by House of Brimstone in Caipe Ushere (Region 29).
Gain 1 Renown for Blood, Ash, and Plasma Residue if victorious in battle on Coedd.
Sign the E.A.T. charter. While Queen Monite is unable at present to travel to al-Miraiya in person, Eminent Ambassador Puala Lomchat and Magister Sage Ange Jénou journey to meet there with the leadership of the Exploration Alliance of Tekhum, and officially sign on behald of Caipe Ushere with her blessing.

The presence of The Light of Benevolence near the conflict on Dewlad is recognized as a humanitarian effort to minimize damages to the people of Coedd, and permitted to operate as intended. Military forces are instructed to treat its personnel as foreign civilian non-combatants, and not to interfere with their efforts. A communications unit is assigned to monitor the operations of the massive vessel and its shuttles to coordinate them around active hotspots, though without the expected defense forces it becomes primarily a channel for confirming movements of retreating civilian groups. Efforts are already being made to minimize displacement, though it is understood there are many who fear far more destruction that is brought, and these are likely more relieved fleeing into the arms of a third party than trusting those taking control.

Coronal Catalogue of Duelists - Submitted to the Imperial Embassy and the Arkhive

Lady Charyti d'Partout answers the request by the Imperial Armada to share the experience of duelists among the Elect. She shows up unannounced in the PEREGRINE at the Imperial Embassy in Anso-Chor. In one of her typically flamboyant outfits and equipped with an Usheret-style rapier and main-gauche, she provides several hours of instruction in the basics of Usheret fencing and dueling etiquette. She has come prepared and provides practice blades and protective masks for any who volunteer to assist, or wish to experience a few bouts.

"Anything is a target. Most people focus on defending their vitals, the torso and head, and expect an attacker to similarly focus their thrusts. Why 'waste' energy swinging a blow that will not win the fight? Because in a duel, especially a duel of close equals, the slightest edge widens a gap in your favor. A cut on a reaching hand or lunging foot weakens the opponent, wearing them down for a press, and is less exposure for yourself."

Charyti demonstrates, showing several ways of drawing attacks to counter. Feint disengage attack. Attack parry riposte. Slow thrust into quick cut. And her favorite, of course, baiting until an opponent has become so used to watching for the change in your angle of attack that they fail to deflect a single decisive thrust.

While her discussion is light on the historical evolution of the practice ("After all, anyone could find that in a library,") she does provide recordings of several notable duels and uses them to offer analysis. This includes one of her own, where Lady d'Partout was challenged by a gentleman of Verglass at the accusation that she had seduced his wife. The duel begins with both combatants testing their opponent's defenses before it turns into several rapid but bloodless exchanges. Those who have been paying attention in the instructional segment notice that Charyti is toying with her opponent, laughing as she gradually goads him out of a balanced stance into more aggressive attacks, before finally countering an over-extension to run him through the lower torso. "He did eventually recover; his health, if not his pride or marriage."


Passive Effects:

Leaders and Prominent Figures

Leader: Queen Monite Akari Ebonne d’Laforét, Lady of Fire
End-of-turn increase: Military +1, Economy +1 
New Leader next turn: No

Admirals: 
Generals: 

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

Other: Princet Geal Talouse Ebonne d’Laforét; Chalise Merole Ebonne d'Laforét, Dowager; Princess Atalia Fiamette Ebonne d'Shalkhir; Princess Oroile Tashmahat-sharrat Ebonne d'Shalkhir; Princess Ceirose Iaba Ebonne d'Verglass

Relations of State

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

Resources

Units: 5
> Ground - 1st and 4th Dragoon Mobile Infantry Brigades, 1st Ranger Brigade
> Space - 1st and 2nd Light Destroyer Wings
Treasure: 2
Artifacts: Rod of the Speaker
Cultural Identity: Pretty Words (2d8 Raise Reputation)
Capital Region: Caipe Ushere (29)
Arcologies: Ouvriead (ExS) - Exploration +1
Fortresses: 
Space Habitats: Ouvriead (111)
Government Support: 29(C), 28, 111
Effective Trading Posts: 9 (1 income)
> Bamboo - 28 Merchant Support (No TPs)
> Fell Iron - 32 TP2
> Recon Corvettes - Arc, 111 Merchant Support
> Solar Panels - 104 TP3
> Todd - 62 TP3
> Wine - 29 TP1, TP2, Merchant Support
Primary Religion: Imperial Cult (Size: 9) - +1 Investigations
> Media Support - 28, 29
Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing, Pseudogravity Engineering, Shrewd Business, Thaumonuclear Reactor Cores
Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships
> Man-Portable Weapons
> Infantry Equipment
> Combat Drugs and Medicine
> Field Fortifications
> Engineered Combat Organisms
> Detection and Rangefinding
> Ship to Ship Weapons
> Orbit to Ground Weapons
> Crew and Maintenance
> Armor and Shields
> Spacecraft Propulsion
> Electronic Warfare and Countermeasures
> Special Forces
> Logistics and Morale -

Edited by Frostwander (see edit history)
Name
General Ekatrin Raikier
9
1d4+6 3
Buyout 76 TP3, Support, Treasure + Arcology 59 (WTU1)
20
2d6+9 6,5
Would you like to know more?
11
2d6+1 5,5
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 The Iron Masquerade

Capital: The City of Narsai (Region 69)
Round 8

News and Rumors
  • TBD.
Actions
  1. [Diplomacy 5] - Establish an Embassy with Eilif Dhaoine.
  2. [Military] - Raise a ground unit.
  3. [Military] - Raise a ground unit.
  4. [Intrigue] - Lay a trap for the space unicorn. Roll: 15 (maybe 16)
    2d6 + 5 Intrigue - 1 distance penalty
    Sub-action: Thanks to Viewers Like You for a potential +1 from BRG Seek Aid
  5. [Intrigue] - Secret, spending a treasure.
Non-Actions
  • Change hosts rulers non-dynastically to Iron Monarch Giovanni (he/him).
    Non-dynastic succession: +1 to any two attributes, Growths: +1 Military, +1 Intrigue.
    4 + 1 Diplomacy, 1 + 1 Military, 2 Economy, 3 Faith, 3 + 1 + 1 Intrigue
  • Resist and hinder all conversions in Narsai (Region 69).
  • Hinder all buyouts in Narsai (Region 69), Agbada (Region 52), and Nadiratna (Region 68).
  • Resist all buyouts of Iron Masquerade Trading Posts.
  • Resist any theft attempts using Shielding the Lion's Share (CI shared from CBC via Embassy).
  • Give Antigravitational Rail, Tesseractic Storage, Soom-Pattern Ray Guns, and Hyperlight Transceivers to the Cloudburst Confederation via Embassy.
  • Receive Popmaize Cluster Grenades from the Cloudburst Confederation via Embassy.
  • Give Tesseractic Storage, Hyperlight Transceivers, and 1 treasure to the STAR RATS via Trade Route.
  • Receive Vacuum Adaptation and Shrewd Business from the STAR RATS via Trade Route.
  • Coronal Catalogue of Duelists

    When the Imperial Embassy in Anso-Chor put out a call for guest lecturers and demonstrations of prowess from the Elect, they perhaps expected the Iron Masquerade to send a Baron trained in the fine art of sabre fencing. After all, fencing matches were considered to be an honorable and refined way for the Barons to settle internal disputes for centuries under the reign of the L'Othaire monarchy, especially under the rule of especially strong-handed monarchs who curtailed the usual petty avenues for the aristocracy to snipe at each other.

    Instead, the Iron Monarch penned a beautiful personal invitation to view the demonstration to High Lord Karim-12 and dispatched his most trusted kidnapper, the Second Promise Verity Seydoux.

    Verity, upon arriving at the Imperial Embassy and failing to locate the presence of Badal's regional High Lord in the very Veehran Anso-Chor locale, does not bother to conceal her bored expression. She launches into a fluid series of dexterous maneuvers with her twin daggers, one of which contains her soul, in a transparent effort to get the demonstration over with as soon as possible.

    Jacques Vacquier, Third Promise, attends alongside Verity, although he carries no visible weapons and does not aid in the demonstration. The recently-elevated priest of the Black Tower follows his companion's dart-like dueling with a lecture on the arcane aid that Verity's soul vessel provides to her combat abilities. It is a highly technical speech that is completely useless to any who do not intend to stick their own soul into a bladed weapon.

    Afterwards, he hands out pamphlets proclaiming the wonders of the Savior's Promise while Verity leaves the auditorium without a word.

    OoC: If any Imperial Courtiers would like to experiment with some soul magic, let me know.

  • Status and Extravagance: +1 Renown

    Before the construction of the Apiforme Dome and the Skyscrapers of Narsai by the benevolent and wise Savior, the most revered status symbol in all of the Iron Masquerade was having the wealth to maintain and constantly rebuild a residence above the ground level of the city. Constant dust storms bit away at even stone, let alone the more expensive inlaid porcelain and imported lumber that the nobility used to further flaunt their riches. Barons used to need to hire soulbound adepts to stand at the ready near pavillions and villas ready to expend their soul's energy to repeatedly cast dust hardening rituals to keep their master's lodgings free of the pervasive grit and grime.

    Now, status lies in proximity to the Savior himself, both physically and socially. Influence enough to win a moment of his attention is worth more than the month's wages of a skyscraper full of hematite carvers and refiners. How this status is displayed is a bit more tricky than the old-fashioned method of computing the square acreage each noble owns on the surface. Some subtle cues to look at: seating arrangements at balls and teatimes, symbolic brooch pins, and deployment of calling cards.

    And, of course, one cannot forget the masks of the Iron Masquerade aristocracy. It seems that each season, the nobles devise new fashion trends more frivolous, expensive, and exuberant than the last. Recently, the trend has been to incorporate fur or feathers from endangered species into one's mask. To raise awareness of their plight, of course.

  • Secretly vote for a decree.

Reminders for myself

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

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

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

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

Ties That Bind: The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown

"Quote."

Iron Monarch Kheer Barun khysee-Guyu
(he/him)

Diplomacy: 5
Military: 3
Economy: 4
Faith: 3
Intrigue: 5

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

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

Edited by aerin13 (see edit history)
Name
Change rulers non-dynastically
15
7d4 4,3,1,2,3,1,1
Lay a trap for the space unicorn
15
2d6+4 5,6
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The Federation of Badalian Chaebols(FBC)
 

Dr. Song Freidman

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

 

 

Economy: Impress Merchants R19
Diplomacy: Give GLO 2 treasure
Intrigue: SECRET
Diplomacy:  Curry favors with the Imperial Court

Intrigue: Coerce Trading post Tp1 R33.  The masses need their Opiates. Imperial sanctions against Coedd have encouraged tons of petite businessmen to strike their fortunes dealing in the local narcotics trade. Local businessmen are helpless against the capital of even the most meager FBC merchants. Intimidation and lavish buyouts soon devolve into sabotaging local competitors and setting up plantations filled with....interns. Many of these drugs are cultivated to appear as elaborate bonsai trees, serving as set pieces for the rich and powerful. In the hands of the working man homegrown narcotics serve as affordable access to pain relief and distraction from the different streets of Neo Guelem.

Nonactions

Support Radiant Republic of Erisdor (RRE) buyouts

Vote: The Grand Tribute

News And Rumors

 

 

Bookkeeping:
Trading Posts: 11(+0)

PySChO CAPITALISM: 1
Ground Units: 2
Space Units: 1
Treasure: 5 (+2)

Artifacts: (1 Gear Dragon wings)

Edited by Lleban (see edit history)
Name
Impress Merchants R19
19
2d6+10 3,6
Curry favors with the Imperial Court spend treasure
14
2d6+3 5,6
Coerce Trading post Tp1 R33. Add treasure -1 distamce
19
2d6+10 3,6
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Fiorid Principality of Verdalfheim (ALF), Round Eight
2055-2057
image.png.dc0cbefb8fb826b76e0d41eb17171021.png
Chancellor Eydis dei Fiori
Dip: 8 | Mil: 10 | Eco: 7 | Fai: 2 | Int: 2

Stat Gains: +2 Dip

Actions

  1. [Military][SPECIAL M10] Research Military Technology*: Rapid Resupply Logistics
    -Requirement: Fuel & Power
    -Effect: +2 to Tactical Maneuvering roll in ground battles
    -Slot: Logistics and Morale
    *SUBACTION: Gain 1 Renown
    as per Wonders of the 99,803rd Era [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown]
    After Waging several campaigns in which the enemy has been able to govern the field of battle, Fiorid tacticians have taken steps to radically reform the supply lines of their mechanized armies. By employing supplemental aerial tanker hovercrafts that emphasize speed on par with elven mechs (or comparable armored divisions), breaks are cut down and greater mobility is afforded to divisions in the field. Whether used to make rapid advances into enemy territory or pivotal reactions, such a distribution system is bound to bring about favorable battle conditions with greater regularity.
  2. [Diplomacy] Sway Government Faction of Region 100 (TN 12 (owned region); Roll: 21; SUCCESS)
    Though the elven colonists contributed to Lunauga are already verifiably loyal to the Fiorid regime, special care must be taken to properly integrate the Glix hierarchy into the fold. Ideologically speaking, their Queens are already not dissimilar from Verdalf Nobles, and their nebulous psychic sway over the rest of the population marks them as the key to integrating the whole. As such, it is a simple enough matter to integrate their Queens into the Nobility, promising the same rights and privileges to labor contracts under the Fiorid Crown with minimal concessions on their part. In fact, the most substantial shift is one of bureaucratic classification of the Queens as Lords and Ladies (per their preference) in internal documentation, as the population's internal cultural titling continues unabated. Queens are free to designate their attendants as Slaves or Citizens as they wish, though the former is an inherently more attractive option in order to accrue prestige on par with the elven Nobility.
  3. [Diplomacy] Sway Media Faction of Region 100 (TN 12 (open support); Roll: 23; SUCCESS)
    For obvious reasons, the communications network of Lunauga must be kept under strict supervision (lest the neighboring degenerate 'states' get any funny ideas). Leveraging their prior campaign to rope in the terrestrial cultural and news outlets within the Principality's lands, the offshoot groups and independent startups on Aridyin are contacted and convinced to integrate their holdings into the broader funding network of the Fiorid Crown. There are only a handful of limitations, largely oriented around crushing foreign misinformation campaigns, but with the Crown handling their paychecks the newscasters don't necessarily mind.
  4. [Diplomacy] Sway Government Faction of Region 38 (TN 12 (open support + adjacent region); Roll: 15; SUCCESS)
    Fed up with the machinations of Colonel Beldhan, Chancellor Eydis manages to muzzle Arni for long enough to make contact with the elites to Verdalfheim's west and deliver them a more sensible perspective. Beldhan's popularity has been unnerving for some time, and with the increasing pressures of warfare against a larger opponent it becomes more and more likely that he will stage a coup to concentrate the reigns of power with himself. Obviously the good Colonel is not present to deliver his side of the story, but the stock-market-obsessed leadership of the western deserts have had their doubts that hiring him was a smart business decision for some time. Ultimately, the cost-benefit analysis falls on the side of preparing to backstab Beldhan, with the Fiorid Chancellor promising stable positions among the Principality's Nobility should conquest prove successful. Hopefully ext year's campaign will prove to be more... favorable.
  5. [Diplomacy] Raise Reputation from 0 to 1 with EMP (TN 10; Roll: 15; SUCCESS)
    In spite of past disagreements with the Court, efforts are undertaken to make amends and convince them of the fact that the missed tax season has been more than made up for through other means. Rumors abound that this is a cynical move to get ahead of any unmeetable demands in the future, but the personal overtures of Hinrik dei Fiori seem sincere enough.

Nonactions

  • Open Voting Experiment: Submit a vote for Military Readiness Injunction
    Of all the options, this is the most sane for the Court to concern itself with.
  • Trade Route with RAT:
    -n/a
  • Grant support to Conclave contestants in accordance with their verdicts (Media supports owned in regions 35, 36, and 51):
    -Support one conversion each from BAF, CUS, and UHS
    -Support attempts to introduce minorities in all owned regions from COE and ARK

    -Support all conversions from HOB and LSP

News & Rumors

  • Oskar dei Fiori is back in Verdalfheim for a little while and had a chat with Eydis. Obviously nothing of import occurred and the duo went their separate ways with little more than their typical mutual annoyance.

    Office Talk

    "I leave for a few years, and look what happens..." Shaking his head as he absentmindedly fingered through some of the books against the wall, Oskar dei Fiori's scaled lips pursed in a mocking scorn. "Total failure on every conceivable front... I wonder what our dear father would have to say about the Chancellor in the face of these developments."

    With a pristine posture that defied the burden of her gnarled flesh, the gritted teeth of Eydis dei Fiori betray her vicious scorn. "You knew what would happen all along. You set up the pieces for this calamity and slipped away the second the time came for the delivery of blame-"

    "-not true." Oskar raised a finger in mock objection. "The Badalian detritus has named their ill-gotten real estate after yours truly, at least for the time being."

    The Chancellor scoffed. "A fate worse than death, truly."

    "On the contrary." Drawing a book from the shelf, the serpentine princeling adjusts his glasses as he thumbs his way to the proper page. "They have confirmed beyond doubt that they will not forget how they came to usurp their slice of dust. This shall be remembered for years to come as the foundational myth for civilization on Aridyin, and I shall have a foothold in the mind of every resident."

    Eydis' crimson eyes nearly roll out of their sockets. "A stellar backpedal from that idiotic declaration, truly."

    Oskar's twisted smile grows even deeper beneath his spectacled eyes, skimming through the contents of the text in his hand. "There was only one lie in my statement, and it was a deliberate one. Though I will concede to previously bearing a preference for total political dominion, the fervor with which the worms have ushered their own lambs to the altar has been a pleasant surprise."

    Off-put by her brother's cryptic language, the Chancellor's indignance began to shift towards a perplexed curiosity. "...What?"

    Finding the proper place in the book, Oskar let off a brief smirk before tossing the text in Eydis' direction. Startled, she sprung from her seat to catch it, only to find that the book never arrives. Instead it hovered in midair, pages open to the proper place, as Oskar's slit pupils flashed with glee.

    Eydis is speechless for a solid five seconds, before regaining her composure and snatching the tome from the air. "...You actually did it."

    "Was there ever any doubt?"

    "The adoptions-"

    "Hekla is gone and Hinrik is ignorant. None remain to object, unless you suddenly care about a few dozen irrelevant orphans." As much as Eydis felt an instinctual call to draw her sword in the face of this threat to her person, Oskar was right. She couldn't care.

    Grimacing, she glanced down at the page he had wanted to share with her. "Astrology... Lunar Cycles... Alignment..." She shook her head as she closed the text, unwilling to play her brother's game. "What, are psionics not enough? Are you trying to become an fortune teller?"

    For once the younger sibling's smile broke, disappointed in the Chancellor's unwillingness to share in his plan. "Sister, there is no such thing as 'enough' in this universe." With a sigh, he finally strode to the door and took his leave, no doubt bound once more for some far-off corner of Tekhum.

    Eydis spared the highlighted book a single glance, offhandedly scratching at the itching skin upon her forearm, before taking it up and gingerly restoring it to its proper place. Taking a step back, she surveyed the collection once more, the legacy of Prince Isak's glory days. Everything had already been dusted, yet the Chancellor moved to retrieve a cleaning rag from her pocket all the same.

  • The recent campaign to consolidate media holdings has called into question what Fiorid media control entails in the first place. Though state-run networks hold the largest share of sponsorship and viewers, smaller 'independent' operations can be formed and enjoy the Crown's patronage in exchange for following its guidelines. The major networks are assigned to the management of different Nobles and have different scopes. TT, Tekhum Today, focuses on system-wide news and reprints stories from respected foreign sources like Snake News and, on favorable days, the Basu-Rahman Group (with credit, of course). ANN, Alfheim News Network (recently rebranded from VNN), focuses on domestic news and Sansarite politics with a sharply anti-democratic slant. Other large channels focus on news related to science and culture, but aren't relevant enough to note by name. Smaller citizen-run startups handle more local and niche affairs, with a special focus on romanticizing the royal family. Paparazzi overreach is an occasional occurrence and is met with stern sanctions from their government sponsors, but at the end of the day this cult of personality serves the interests of the state so their nominal independence is maintained. The demands of Fiorid censorship are largely concerned with more pressing matters of national security - namely scorning enemies of the state and barring all criticism of the Emperor (though the meaning of this latter point has become more vague as opinion turns against the machinations of the Court).
  • Left in a state of legal limbo following the nonsensical scuffle on Aridyin, the elven colonists of the western and southern hemispheres have finally decided to cut their losses and move to Lunauga. As trained astronaut crews of miniscule size, they have nothing to gain from remaining in territories under foreign occupation, and due to having been vetted for loyalty ahead of time they wouldn't want to stay even if they could. Perhaps a handful of sellouts or fifth columnists take advantage of enticing offers, but their former comrades would hold them in the highest contempt regardless of their motives. Loyalty is a virtue, and any who forsake it deserve any fate which befalls them.
  • Missing for some time in the wake of the collapse of the Khylokian state, the two Noble scions sent to serve as their wards have finally resurfaced in Dur-Shalkhir. They speak of a decade-long Odyssey across Mekhala under the tutelage of a Sanguimancer-pirate, during which they experienced countless bizarre adventures while contriving ways to pay their way back to Sansar. Instead, upon learning of Hekla dei Fiori's current residency with the House of Fire, the duo deserted their tutor to pledge themselves to the noblewoman's service. Their mastery of Sanguimancy makes them especially potent bodyguards, though they have little need to demonstrate them beyond showing off at banquets.
  • As the inquiries of Detective Todd (as he is known in local tabloids) turn towards the Principality's Chancellor, low-level receptionists initially take a cautiously courteous approach, deferring to their superiors and generally stalling for time. Meanwhile, Eydis is approached about the issue in person...

    Backstage Remembrance

    Sten chose his words carefully as he answered. "...They want to know what occurred during your... absence." The slave feared nothing from his patrons, yet having spent his entire life with them he had developed an acute sympathy for their lower moments. What he observed unfold before him, if not the lowest, made him shudder at the thought of what was.

    The fisher-folk held her for roughly a week in the swamp before being attacked by unknown forces. Near starving (as the fisher-folk didn’t understand her vampirism), Eydis attacked their attackers, but was knocked unconscious and presumably captured at that point.

    The Chancellor sat upon the edge of her bed, the horns of her gnarled limbs deforming her pristine nightgown, bare arms clutched tightly in each hand as the meets the rug beneath her feet with a thousand-yard stare.

    She is unsure of what year it currently is upon arrival, and has only hazy memories of being strapped to a table in a sterile, white room for what must have been a significant duration of her captivity. When her memories resume fully, she was being kept in a (perhaps surprisingly) decently furnished cell on the outside of Firmament, with a single heavily locked door and a reinforced window overlooking Sansar.

    Her fingernails clung deeply to her flesh, the keratinous mesh above biting into her clenching palms like a rabid dog.

    The captors were able to determine her reliance on blood (she doesn’t know how), and fed her via a ceiling chute that semi-regularly deposited recently decapitated human corpses in the room. “Leftovers” were removed via a second chute, with a highly visible set of spinning blades and grinders just beyond the opening to discourage escape attempts.

    She felt a soft trickle down one arm, then the next. It wasn't warm, but she knew it should have been...

    She never saw the faces of any of the captors, as they were at least masked or in a spacesuit or exosuit whenever she saw them, but they seemed to be all at least humanoid. They did not visit her cell often and talked very little when they did, usually only to answer questions about the ransom negotiations or provide light reading material or other ways for her to occupy her time that wouldn’t help her escape.

    If she was normal...

    When the ransom exchange took place, the cell was gassed to knock her out and she re-awoke already strapped into the shuttle.

    A few months later, she listened to that infernal recording. "Easier to get blood that way, too, now that some of us need it."

    Something snaps her back into focus. A tingling sensation in the pits of her crimson eyes, or perhaps her hands could clench no further, black ichor oozing through her rigid fingers. "...How dare they," she mumbles to herself.

    "My Lady?" Sten inquires, concerned.

    "Get rid of them." Her usual sharpness of tone resumes its rightful place as her firm gaze meets that of her servant. "They are to receive nothing."

    Sten nodded in understanding, swiftly retreating from the bedchamber as Eydis collapsed into a private fit of tears.

    Almost instantaneously, every receptionist and official in Verdalfheim turns on the Detective, stonewalling him and his partner at every turn and insisting that they leave the country as soon as possible. Fiorid security being what it is, any number of back doors could remain open to him, but the most direct path to the information he seeks is firmly barred.

Bookkeeping

Government & Military

Eydis' base ruler rolls located here

Heir: Hinrik dei Fiori (Base Rolls: 2/3/4/1/1, +1mil/+1eco from Round2 actions = new core statline of 2/4/5/1/1)

Expended Specials:
Eydis: D5, M5, M10
Hinrik: E5

CI: Absolutist Integration, 2d8 to Sway actions

Mechanical International Ties:

  • Trade Route with RAT

General(s):

  • General-Royal Arni dei Fiori (Mil 9 Commander); +20% to enemy unit losses
  • Hinrik dei Fiori (Heir), average between heir and ruler mil = 7

Ground Unit Count: 4 (+1/-1 from last round)

Space Unit Count: 3

Unit cap: 7/11

Treasure Count: 2 (+1 passive)
TP count for passive generation: 7 (+0)

Controlled Regions

Link to Lands Thread

Region Name Region # Resource Prime Religion Minorities Desired Import Status Gov Med Merc
Lillalfheim 35 Dejan Mustard (2) Thunderbolt Ascension (Plur) - Industrial Machinery Province ALF ALF -
Verdalfheim 36 Oil (3) Imperial Cult (Plur) - Ores & Alloys Capital ALF ALF ALF
Grigialfheim 51 Ryban Fish (3) Kinites (Maj) - Medicines & Drugs Province ALF ALF -
da mun 100 Regolith Concrete (2) - Slingid Spacecraft Province - - -

Owned Techs & TP Tracking

Type Name Requirement(s) Effect(s) From When?
Starter Aclaustrophobic Psychiatry - - R4, ARK
Starter Algorithmic Imagination - - R4, ARK
Starter Arcane Amplification - - R4, ARK
Starter In-Vivo Modification - - R4, ARK
Starter Nuclear Fusion - - R4, ARK
Starter Pseudogravity Engineering - - Start
Starter Xenolinguistic Cataloguing - - R4, ARK
Starter Badalian Megadirgibles - Permits ground unit transport across the Cloud Sea of Badal. R4, ARK
Starter Wet Navy Ships - Permits ground unit transport across oceans. Start
Starter Vacuum Adaptation - Allows transport of ground units between zero-g regions in the same orbit without space units. R7, ARK
Eco T1 Shrewd Business -Honeyed Words
-Fabric & Textiles
+1 to Buyouts you Assist and +1 to Impress Merchants

R6, RAT

Eco T1 Thaumonuclear Reactor Cores -Arcane Amplification
-Nuclear Fusion
-Fuel & Power
Allows travel beyond the Great Gulf into the outer system. Only 1 copy of the required resource is necessary to take multiple actions past the Gulf in a single round. R7, ARK
  • R34 TP1: Curative Enzymes (Medicines and Drugs)
  • R36 TP1&2: Oil (Fuel and Power)
  • R37 TP1: Assembly Line Robots (Industrial Machinery)
  • R69 TP2: Hematite (Ores and Alloys + Conductors and Circuitry)
Edited by moossabi (see edit history)
Name
Sway Gov R100
21
2d8+8 8,5
Sway Media R100
23
2d8+8 7,8
Sway Gov R38
15
2d8+8 3,4
Raise EMP Rep 0->1
15
2d6+8 2,5
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STAR RATS
image.png.bdfa53327c6829347bf2c1cc3385d229.png
Solar Trade Administrative Regions of Durats

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

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

What can I spend it on?

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

Terms and Conditions Apply
 

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

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

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

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

Terms and Conditions

Terms and Conditions

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

Strongly Suggest a TP

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

On Lock a TPs resource

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

On Economy Management

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

On RATSTRIKE

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

 


StarTC

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

Additional Information

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

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


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

Current Partners

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

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

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

Investment

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

Location

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

Additional Perks

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

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


STAR RAT Rumors

 



STAR RATS Actions
Non-Action) Roll new heir - Chruc Vkxcok Wyngarjukluhamnon
As with all Exalted pods, the new heir is formed from seven delegates taken from the influential sectors of Burtzlund.  One from a distinguished Professor Pod from The University, one from the High Priest Pod of The Great Cathedral, one from a Corporation Head Pod from the Industrial Merchants, one from an influential general in the military, one from the President Pod of Burtzlund Administration, one from the Policy and Precedent Department Head Pod, and one from a celerity Durat Pod elected by popular vote.

Non-Action) Deploy Honeyed Words (Using 46.2 Honeyed Words, and 99.1 Embroidered Fabrics)

1. Economy) Impress Region 46 Merchants, The Arkhive Æternal (Using Spacer's Cabbage, TP 108.1) (Supported) [15 - Success] (Forgot to add Econ to roll)

2. Economy) Impress Region 99 Merchants, Outerock (Using Cornelian Mercenaries, TP 106.2) [18 - Success]

3. Economy) Impress Region 15 Merchants, Suaka Beruntung (Using Solar Panels, TP 104.1) (Spending 2 Treasure) [20 - Success]

4. Economy) Create Trade Route to The Black Cloud Coalition

5. Economy) Buyout TP 79.2 for Brahmaguptite [14 - Success]

6. Economy) Expedition to Region 124, spending 1 treasure. [11 - Fail]
 - Activate Thaumonuclear Reactor Cores using Helium-3 from 101.2.

 

STAR RATS Non-Actions
Non-Action) Open Voting Experiment: The STAR RATS vote for The Bell Tolls.
It's dangerous out here, but the STAR RATS accept the risk for the benefit of Progress!

Non-Action) Hinder anyone from performing STAR TP buyouts.
Non-Action) Accept any trade routes, including (for ease of GM tracking):
  - The Bironian Bulwark
 - The Glorious Purifiers?

Non-Action) Recruit The White Pawns to deal with Archknight Yanji Argon's attack on the Firmament and take his prize!
  - This territory is not so easily tormented!
  - Non-Action) Send The White Pawns MWG to pay for their services
  - Non-Action) Send 1 Treasure the White Pawns over Trade Route (To reimburse treasure spent by WTP)

 Non-Action) Wealth and Extravagance. Maybe also "Submit a philosophical work for Arkhival"

Durat Upper Classes and XQI

Culturally, Durats are quite materialistic, and this shows in the projection of Status. Historically, Durats would show off their wealth by technology. Having access to the latest and most capable technologies, usually on one's person was a clear indicator of position in society. Entire brands of technology were created by the elite to show off.

However, in recent years, things have changed. Technology is still impressive to the Durats, yes, but now there is something so much more desirable... XQI.
XQI is expensive for the common Durat, and it isn't easily acquirable. This makes it the perfect representation of wealth and connections. Durats wear crystalized XQI on their bodies, it's notable sparkling exterior created into jewelry. Along with, Durats have devices to process this crystialized XQI for consumption.

And it's not just having the resource, it's who you can use it with. XQI allows pods to connect more than ever before, and with more people. Who you've wised to using telepathy, who's minds you've touched, who you're able to invite to wise with you. This is how the elite mingle, and distinguish themselves. It's all XQI, they want it. They need it.

 

It might be becoming a problem.... nah....

Non-Action) Coronal Catalogue of Duelists and Durat History for Arkhival

Durat War Tactics

There was once a day when Durats were considered easy prey. Hunted and killed by canine and feline. They Durats were clever, but clever doesn't mean much when there are titans at your doorstep. It wasn't until after the bombs fell that Durats had their time in the sun, they took firearms, and made a name for themselves.

In this time, a certain style of Durat warfare became common. A class of elite agents formed. These are generally known by the name of "poppers".

A popper is a Durat of an elite pod, each individual Durat specifically chosen. These pods form, practice, and work together religiously to gain the a perfect sense of movement and awareness of the other's senses through wising. Additionally, each wields a plasma caster that they can use with extreme accuracy. That means each popper pod can fire 5 to 9 casters at a time, each with deadly effect, with all the information of the other Durats.

These pods have mastered a certain style, a style first discovered with Durats made their first breakthrough from hole to home. A style that has served them well.

Each Durat of the pod rushes behind cover, and crouches down, preparing.

They line of their plasma casters and lay in wait. Then, one will "pop" up to shoot, then another. Using their shared vision, and quick movement, the Durats dash from cover to cover, peppering their opponent for different locations as each pod member relocates and lets loose a volley, before ducking and moving.

This fast movement from small targets with deceptively dangerous weapons has been known to demolish technologies and peoples hundredfold the Durats size.

It's no wonder that the phrase "pop goes the Durat" is uttered with such respect.

 

 

StarTC Non-Actions
Non-Action) Send Shrewd Business and Vacuum Adaptation technologies to The Iron Masquerade.
Non-Action) Send Pseudogravity Engineering, Badalian Megadirigibles, Vacuum Adaptation, Shrewd Business, and Thermonuclear Reaction Cores to The Cloudburst Confederation
Non-Action) Send Pseudogravity Engineering, Vacuum Adaptation, and Thermonuclear Reaction Cores to The White Pawns
Non-Action) Send Stage Trees from TP 110.1 to the Arkhive via Trade Route to satisfy Compost Desired Import
Non-Action) Send Robots from TP 37.2 to The White Pawns via Trade Route as Robot Desired Import
Non-Action) Send Heroic Adventurers from TP 39.2 to The Cloudburst Confederation via Trade Route as Region 55 Soldiers Desired Import.
Non-Action) Accept any traded treasure, artifacts, and technologies.
 - Including accepting Tesseractic Storage, Hyperlight Transceivers, and one treasure from The Iron Masquerade.
 - Including accepting Tesseractic Storage, Smart Space Colonizer Suits and Minor Precognition from The White Pawns.
Non-Action) Trade any treasure, artifacts, and technologies from last turn to intended recipients.

List of items received last turn, sent this turn.

None currently


Leader Information

Leader: Exalted Bok Gvcboz Tihimfrejunklscare
Diplomacy: 3
Military: 5
Economy: 7 + 3
Faith: 3
Intrigue: 3

Heir: Chruc Vkxcok Wyngarjukluhamnon
Diplomacy: 5
Military: 2
Economy: 3
Faith: 1
Intrigue: 2


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

Other Information

 

Durat Org Status Reputation Favor
Trader's Union +2 0
Imperial Court 0 0
Basu-Rahman Group 0 0

 

Treasure at Round Start Treasure Spent Expected Treasure Gain
+1 - Carryover from last round 2 - Impress Region 15 Merchants 1 - From The Iron Masquerade
+3 - Income 1 - Explore Region 124  
  1 - Sent to WTP to reimburse treasure spent on warfare  
     
     

 

Other Durat Information
Land Units: 2
Space Units: 4
Total TPs: 19 + 2
Treasure TPs: 21 + 2 + 3 + 2 + 2

 

Edited by FriendlyHeadcrab (see edit history)
Name
Roll new heir!
13
7d4 1,2,2,4,1,2,1
Impress Region 46 Merchants (Supported) (Honeyed Words)
8
2d6+2+1 3,2
Region 99 Merchants, Outerock
18
2d6+7-1+1 5,6
Impress Region 15 Merchants, Suaka Beruntung (Using Solar Panels, TP 104.1) (Spending 2 Treasure)
20
2d6+7+1+2-1 5,6
Buyout TP 79.2 for Brahmaguptite
14
2d8+7+1-1 1,6
Expedition to Region 124, spending 1 treasure.
11
2d6+7+1-3 5,1
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BlackCloudCoalitionBannerMedium.png.df57d44bce6ace928f9686bf4a782cf0.png

The Black Cloud Coalition
Capital:
North Way Cluster (Běizhōu Qún | 北週群 | Region 2)
Suaka Beruntung (Region 15)
(Region 103)

Kaituku Nui (Region 104)

暗雲 聯盟
{"Ànyún Liánméng"}
Round 8

[EE21, EE22, EE23]


Coalition Captain Jié Měifēng & Helms-Moderator Guiding_Stars4 a.k.a. 'ZhǐZhī'
Diplomacy 9+1 | Military 10 | Economy 2 4 | Faith 2 4 | Intrigue 8+1

 

Actions:

  1. [Diplomacy] - Sway Government Support in Region 15
    With the situation soon to be resolved regarding power shortages in Suaka Beruntung, the Coalition's administration finally seems to get around to installing proper councils and rebuilding the local administrative intelligence networks to integrate the Kerudung with the Black Cloud - like lightning in a storm. Or at least, that's how it's said weather works on Sansar.
  2. [Diplomacy] - Sway Government Support in Region 104
    Kaituku Nui's aristocratic roots run deep, and tearing them out wholesale would run the risk of a destructive revolt against democratic principles. Better to make an offer to push them to pursue other forms of power and influence while organizing local government units along existing boundaries. Targeted outreach and assistance programs for underprivileged areas should earn significant loyalty from the locals, and many of the lesser Queens are likely to see their newfound autonomy as an improvement, as long as they still command the love of their subjects. If ever they did.
  3. [Diplomacy] - Sway Government Support in Region 103
    A new administrative system must be constructed from the ground up on the Aridyin colony - the nickname ever since it's capture among many of the North Way colonists who volunteered to populate and excavate Sansar's moon had been Oskar's Folly, but this seemed likely to get replaced at some point - good for a laugh, certainly, but why let some inbred blueblood leave even that much of a mark on the place? All the same, local support is good to have too, and rumor has it that some of the original, elven colonists, first to land on the moon and some of the more open to new experiences of their cultural peers, might even be voted to head one of the local Parlor Councils. Big if true.
  4. [Intrigue] - Steal Sword of Revolutions from Yanji Argon spending 1 Treasure w/Arcology bonus & CI
    A chance like this is seized by the bold, the sly, and the foolish alike. Perhaps the former Archknight will finally meet his end on the end of that forever-stolen blade. For that to happen, it must first find it's way into the hands of a certain pirate captain, who spares no expense on the individuals selected to carry out the operation.
  5. [Intrigue] - Secret Action
    Even the most flagrant of criminals know it is sometimes better to act with discretion. In the dark, in the lightless pitch beneath the clouds of Badal's night side, unseen airships glide silently away from their berths, payloads unknown, destinations concealed, and crews well-trained...


Non-Actions:

  • Vote for a Decree to be handed down from the Imperial Senate...secretly.

  • Host An Aridyin Affair as a Jewel of Tekhum

    • Invitations are sent across Tekhum. Scarce few are left out, and none of the Elect. Whether they come to celebrate, to schmooze, or to spy, many optimists in the Coalition hope that the sight of a wedding held for the proper reasons could stir a new perspective in some among the Elect.

    • Accept Powered Exosuits from the Radiant Republuc of Erisdor; send Dust Hardening, Android Industrialization, Hyperlight Transceivers, Tesseractic Storage, E.O.N.S. Projectors, & Soom Pattern Rayguns. Equip Powered Exosuits in Infantry Equipment slot.

    • Accept Cyclonic Phased Laser Arrays from the Dwarves Industrial Coalition, in exchange for Hyperlight Transceivers. Equip Cyclonic Phased Laser Arrays in Ship to Ship Weapons slot.

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

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

  • Accept a Trade Route from the STAR RATS; agree to establish the STAR RATS as the first Black Cloud Bounty Board Distributor.
  • Gift Tesseractic Storage & Hyperlight Transceivers to the Bironian Bulwark via Trade Route; Receive Novacore Drive Mk 2
  • Send the Illuminated Utopian, via Embassy, Soom-Pattern Rayguns & E.O.N.S. Projectors, in exchange for Minor Precognition & Thaumonuclear Reactor Cores.
  • Status & Extravagance submission (+1 Renown)

    The Demands of Pirate Leadership

    In the Black Cloud Coalition, all members are, in theory, equal, but Parlor Council members and Captains (especially Forecaptains) are still more subject to the public eye than most. Anarchic and democratic traditions make public appearances especially crucial for such figures; it's key to not only be conferring and engaging with the public regularly and in good faith, but to be doing so visibly, as well as responding to petitions and pushing for redress of grievances when necessary.

    On a presentation level, there's a tension between the obvious popularity of flamboyancy and an ideological demand for pragmatic humility. In practice, style and flair tend to take the day among captains, while stoicism, work ethic, and attentiveness keep Parlor Councils elected. 

    Captains are expected to be generous, decisive, and showy - raider ship crews are treated almost like sports teams by Coalition media outlets, with their Captains taking the role of either coach or star player. How much loot one is able and willing to donate to the Coalition is a common competition point for Captains trying to win prestige, as are risky or daring raids and heists. There is, however, honor among thieves - stealing from other Coalition members, Coalition-affiliated aerostats, or polities which have accepted Coalition Protection Offers receives extraordinarily stiff penalties through both official and unofficial channels. As might be expected from a polity as much criminal syndicate as democracy, violators will occasionally find their punishments rather gruesome and permanent.

  • Coronal Catalogue of Duelists submission

    Duan Li, Cyberduelist

    Though the nature of cybernetics and martial education creates a great deal of uncertainty in the truly most capable, it is widely agreed that Duan Li, First Mate to Captain Jié Měifēng, is both the most widely recognized and the most consistently well-ranked in internal Coalition dueling tournaments.

    Formerly a Devil Dancer on Měifēng's boarding parties, Duan Li remains a master vibroswordsman and quickdraw expert, though he's come to prefer saber techniques. FirstComesThunder, his PEEARIT is not only a master of cybernetic control via the extensive thought relay systems installed, using the pair's cybernetic augmentations and the tricks they contain to maximum effect, but more than cabable of using nearby cameras and sensors (including but not limited to a copy of Duan Li's own visual feed) to analyze opponent fighting styles and relay key information to their host during a fight.

    Like all Devil Dancers, they also possess the rare ability to neurosynchronize - a term for the skill some PEEARIT host combinations possess, wherein neural impulses in the brain are accelerated through the PEEARIT's own pseudo-synapse wires for brief periods (at the risk of serious strain or injury to both involved). FirstComesThunder is also capable of taking direct control of Duan Li's cybernetic augmentations, with their own distinctive fighting style and a preference for twin vibroknives; when the cyberduelist has his extra pair of arms attached (a rarity, much to his rivals relief), the combination has often proved overwhelming to individual opponents, and capable of evenly matching large groups. A series of safety limiters on the maximum output force and speed of their advanced cybernetics reduces the risk of self-injury and damage to these expensive systems, but can be overriden when necessary - in combination with well-timed bursts of neurosynchronicity, Duan Li is capable of extreme speed attacks when pushed into a corner, or to end a fight before it's even begun.

  • ArkHive submissions?
    • Hai Ping & Dao Mao strategy guides for SpaceWar! - now adapted to serve as basic military primers for Voider officers and personnel. Ship Classifications & Roles by Fleet Paradigm...
    • The extended history of The Wise Woman's Rapier on Badal
    • Scorbic The Hound's Very Belated Report:
      • Scorbic the Hound's accommodations these last years were not very different to those of any other member of the Coalition - in fact it was some time before the ArkHivist found a method suitable to catalogue and document his findings, let alone organize and return them to the ArkHive proper. It appears that the Hound has, however, finally made 'an in' with regards to penetrating the often tightly-knit communities of the North Way Cluster, perhaps as a result of the maturation of his own PEEARIT, Bees_A_Crowd, installed perhaps a year after first arriving on Badal. Now he is busied endlessly by the tireless task of archival - the Black Cloud is immense and as abuzz with activity as any Hive, only less organized and significantly more distributed. Prioritization and triage has become second-nature with regards to the absolutely necessity of picking and choosing what is worth maintaining records of and what is sufficiently handled by a sentence worth of summary. Still, in the massive database sent back to the ArkHive, he laments that even his best efforts cannot keep up with the sheer pace of the Coalition, and requests additional ArkHivists be dispatched to help manage the calamitous stream of rumor, gossip, and creativity among the pirates, who seem to source information from all across Tekhum through underhanded means.
  • The Black Cloud Bounty Board (BCBB) is open for business!
    • Do you have someone you'd like dead, maimed, or merely irrevocably ruined? An Elect destabilized, or a trade network threatened? Do you want your involvement to be as indirect as possible? Do you want someone more competent than a petty crook to do your dirty work for you? Well don't you worry, your search is over!
    • Bounty Board Mechanics

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

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

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

      Current Black Cloud Bounty Distributors: None (yet).


News and Rumors

  • Chatter in the forums regarding the annexation of Dewlad seems to regard Coedd's apparent fate as simultaneously warranted and concerning - there is little love lost among the pirates for the inhuman and uncaring sapience of Sansar's wild places, and many see fit to cheer on the taming of Sansar's own 'Violet Zone'. Others, though, see the forces arrayed in a more concerning light - how much force can these Imperial Cultists bring to bear when sufficiently roused? What will rouse them to anger? They have the backing of the thrall-keepers of Kildora, and Caipe Ushere seems happy enough to work with the sorcerers. Can they still be trusted, if they are willing to work with those who would create enslaved populations of their own design? Most in the Coalition hold up the Emperor as the 'exception which proves the rule' regarding aristocratic and hereditary dominance - the perfect tyrant, both benevolent in his neglect and terrifying in his wrath. Will the House of Fire embark on other crusades for lesser offenses, emboldened by their successes here? Can aristocrats already exiled once by the Emperor for their excesses in atrocity during a war known only for atrocity be trusted to display restraint?
  • When Dowager Queen Chalise comes to visit the North Way Cluster, among other Coalition member territories, she visits as a guest of the Coalition Captain herself; a fortunate fact for a foreign royal, as opinions remain divided within the Coalition's rank and file as to the level of hospitality versus hostility she should be afforded. Still, her relationship with the Little Queen, her own kindness and grace, and the sheer quality of life that the citizens of Caipe Ushere seem to be afforded, does much to buoy against the worst impulses of Coalition anti-monarchists. Proof, perhaps, that royal traditions can be swayed to more democratic ends, and a symbol of hope for reformist factions in the everpresent debates undergirding the Black Cloud Coalition's political atmosphere.
  • Some in the Coalition's intelligence community speak in quiet tones and digital murmurs about the lack of a true populist faction among the Bironian Bulwark, now an obvious protectorate within the Black Cloud Coalition's sphere of influence. Or perhaps, rather, a suitable populist faction; the political education of local councils has clearly been undersupported, and so they've turned to spiritual sources of guidance. Private committees begin to discuss potential approaches to remedy this matter and ensure the Coalition's responsibilities are not left to others to fulfill.

Statistics

Special Actions Available: Intrigue 5
Special Actions Used: Diplomacy 5, Military 5, Military 10

Heir None

Diplomacy

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

Organization Bases
Union Hall (2)

Embassies
The Illumined Utopian

Cultural Identities
Property Wrongs (Increased die size for Thefts)

Great Works
None

Military

Ground Units: 5 (Expected Change: +0)

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

Space Units: 3 (Expected Change: +0)

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

Unit Cap: 9 (Base 4 + 4 Regions + 1 Support)

Government Support
2
 
Generals
None

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

Fortresses
None

Perfected Tactical Doctrines
None

Military Technologies

Soom-Pattern Rayguns -
E.O.N.S. Projectors -
 


Active Ground Front Technologies:

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


Active Space Front Technologies:

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


Active Multi-Front Technologies:

  • Electronic Warfare and Countermeasures: E.O.N.S. Projectors
  • Special Forces: N/A
  • Logistics and Morale: N/A

 

Economy

Treasure: 3
Treasure Cap: 5

Trade Posts
Effective Total TPs 3
Treasure Rate 0

Trade Post Resource Use Support Rate
2.1 Cybernetics & Prosthetics DI, E.O.N.S. Projectors Open 1
2.A Cybernetics & Prosthetics DI Open 1
50.3 Superconductors & Microcircuits DI, Soom-Pattern Rayguns,
Android Industrialization
RAT 1


Mercantile Support
None

Arcologies
North Way Cluster (2) - Interplanetary Guildhall - Bonus to Thefts

Trade Routes
Bironian Bulwark (BIR)


Civilian Technologies  

Technology Type Effect Requirements Met?
Aclaustrophobic Psychiatry Starter None None Yes
Algorithmic Imagination Starter None None Yes
Arcane Amplification Starter None None Yes
In Vivo Modification Starter None None Yes
Nuclear Fusion Starter None None Yes
Xenolinguistic Cataloguing Starter None None Yes
Badalian Megadirigibles Traversal Ground units can cross the Cloud Sea None Yes
Wet Navy Ships Traversal Ground units can cross oceans None Yes
Dust Hardening Traversal Dust Deserts cause no penalties None Yes
Hyperlight Transceivers Tier 1

-1 to distance penalty for non-battle action 1/round

Exotic Matter No
Android Industrialization Tier 1 Project-based Trade Post expansion Algorithmic Imagination,
Industrial Machinery OR
Conductors & Circuitry
Yes
Tesseractic Storage Tier 1 -1 to distance penalty for Economy actions Pseudogravity Engineering
Magical Items
No

 

Faith

Media Support
None

Faith Size: N/A
Organized Faith Bonuses
None

Artifacts
None

Holy Orders
None

Miracles
None

Intrigue

Espionage Agency: None

Claims

2 - Integration

Total Passive Effects

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

Actions
+1 to ground & combined front battles
+1 to Tactical Maneuvering rolls
Organization Rep bonuses

Defensive
None

Misc
None

 

Edited by Rolepgeek (see edit history)
Name
Sway Gov't in 15 (TN 12)
16
2d6+9+1 1,5
Sway Gov't in 104 (TN 12)
14
2d6+9+1 2,2
Sway Gov't in 103 (TN 12)
19
2d6+9+1-1 5,5
Steal the Sword of Revolutions w/Arcology Bonus & CI
23
2d8+8+2-1 7,7
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The Bafatis Dynasty (BAF)

Round 8

image.jpeg.c32df8b13de5202bb089870f083febaf.jpeg
 71 (Voletha), 113 (Themis)
Duke Cinra Bafatis
Diplomacy: 10
Military: 6
Economy: 10
Faith:2
Intrigue: 2

Actions:

1: [Diplomacy] Sway merchants in region 113 (Themis) (TN12, I have the DI) 19, succes

2: [Diplomacy] Sway aristocracy in region 113 (Themis) (TN12, I own the region) 15, success

3: [Economy] buyout TP113.1 (activated DarkMatter) (TN12) 18, success

4: [Military] Raise Space Unit

5: [Military] Raise Ground Unit

Non-Actions:

-contest all buyouts or takeovers unless otherwise specified

-EMP decree vote: 3. Military Readiness Injunction

 

Bookkeeping

Military

Units (cap 8): 5 Land, 3 Space

1st mechanised infantry division
3rd mechanised infantry division
2nd armoured division
1st Colonial Marines Division
2nd Colonial Marines Division (New)
1st Space Battle Group
2nd Space Battle Group
3rd Space Battle Group (New)

Economic

Treasure: 5/5

Trade Posts Owned:

66 TP1: Spellbooks

69 TP3: Hematite

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

71 TP2: Industrial Machines

84 TP1: Lepkashramov Ikons

107 TP1: Sheet Polymer

Technology

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

Pseudogravity Engineering

new stats

stat increase: military +1
Diplomacy: 10
Military: 7
Economy: 10
Faith: 2
Intrigue: 2

 

Fluff:

Economy:

The first factories of Activated DarkMatter are completed and production has started. With more DarkMatter available, research into practical applications is switched into high gear.

 

diplomacy:

A functioning government is set up on Themis as the first elections for the local representatives are held and a governor is appointed. Also the representatives to go to the Ducal council are appointed.

The space station is also integrated into the Bafatis trade network, with representatives of the various trade guilds taking office there.

 

Military:

Big news, a new ship has left the Bafatis' spaceyards. The new ship, called the BSS Jahir Bafatis, after the current Duke's grandfather, is a 2500m long fortress ship and the new flagship of the Bafatis Space Force. It sports the latest heavy guns and can carry fighters and ground troups. Together with it's escort ships this will be the new 1st Space Battle Group, while the ships that are the current 1st SBG will be transferred to a newly formed Group.

There will also be a second Colonial Marine division, to be housed on the Themis space station.

 

Org actions:

Edited by farothel (see edit history)
Name
[Diplomacy] Sway merchants in region 113
19
2d6+10 3,6
[Diplomacy] Sway aristocracy in region 113
15
2d6+10 2,3
[Economy] buyout TP113.1
18
2d8+10 6,2
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The Counts of Mirage

image.png.03b43f6e6aa532e6909a4fe5863bedd2.png
 57 in Veehra
Mirage Septimius Varoo
Diplomacy: 3
Military: 6
Economy: 8
Faith: 1
Intrigue: 2

Actions:

1:[Military ] Assist attack on Coedd (33) with 1 space unit, 2 ground units (Ground units sent to 29, then boating across)

With a swelling of Miliatrist sentiment among the Counts, and seeing the Emperors demand, Mirage Varoo decides sending an expeditionary force to this strange land would be a wise decision, allowing both the fleet and soldiers of the Counts to gain some battle experieince. Therefore under Caipe Ushere, a force is sent.


2: [Military] Coronal Catalogue of Duelists

Knight Pembroke, tasked with reorganising the Counts various personal militias and fighting forces, quickly seizes the opportunity to move various tails in the same direction. He sends an emissary to each Count, Baron, Earl and other noble, requesting their lineages' greatest deed. Soon, he is inundated with many a tale, the best of which he forwards to the Emperor. The worst ones, he begins to whip into shape.

3: [Military ] Coronal Catalogue of Duelists

 

4: [Military] Recruit 1 Ground Unit

With the expected losses forthcoming in the war on Coedd, Baron Mayweather moves to train their replacements

5: [Economy] Lay tracks 74

Now, a full circuit of Veehra has been laid solely by the Counts!

 



Non-Actions:

Resist all Buyouts

Decree- vote for Military Readiness Injunction

Coronal Catalogue of Duelists

An Account sent in by Count Sahara

The Counts, despite their bluster, tend to have few stories of great duels, or last stands. However many a tale is told of how a Peludo would manipulate a foolish braggart into the position they wanted. One such tale involves a human and a Peludo fighting over a seam of gold. The human was by far the greater warrior, so challenged to Peludo to a duel over ownership. The Peludo, agreed, under the condition that they chose the field of battle. The human agreed, stating to fight with nor armour or weapons. And thus it was agreed.

However, on arriving at the agreed location, the human discovered what it was- a giant ants nest. The Peludo's thick hide protected it from bites and stings, whereas the human had no such protection, as they had stipulated themselves. The match lasted only a few minutes before the human was sent itching from the ring, and the Peludo was victorious.

Addendum sent in by Marque Anthony

And then, the human declared the duel a sham and dishonourable, and organised a raid to seize the seam from the Peludo. Which My family still hold to this day.

Bookkeeping

 

Trains

Train Lines in:

52 (Built by CBC)

53 (built by MSQ)

54

55

56

57

58

59

62

65 (Built by ISH)

68

69 (Built by MSQ)

Military

Units (cap 6): 4 Land, 2 Space
 

Gralvin Station: Fortress in 57

 

General: Knight Pembroke 9

Economic

Treasure: 4/5

Trade Posts Owned:

 

34 TP2: Curative Enzymes


57 TP1: Tungeston

57 TP2: Tungeston

55 TP1: Mzarite Crystals

68 TP2 Polymorphite

70 TP1 Corvee labour

53 TP1 Sorcerous Swords

61 TP2 Tripedal Mecha

64 TP1 Davisonian Paints

 

Merchants owned:

57, 59, 75

 

Technology

 

Xenolinguistic catalogue
Dust hardening

Wet Navy Ships

Nuclear Fusion

Arcane Amplification

Algorithmic Imagination

In Vivo Modification

Aclaustrophobic Psychiatry

 

Anti-Gravitational Rail

Hyperlight transceivers

Android Industrialisation

 

Edited by Tentreto (see edit history)
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Faction Tracking

Round 8

Rebellion danger

Rules

"At the start of each round, the GM will roll 2d3 for each region with a Unruly faction; if the result is less than or equal to the number of rounds that any faction in the region has been Unruly, an army will rise in rebellion against the current owner of the region."

The following regions are in danger of outright rebellion unless their unruly faction is swayed or impressed:

  • Region 15 (BCC) - unruly for 2 rounds
  • Region 19 (TEA) - unruly for 1 round
  • Region 61 (TWI) - unruly for 2 rounds (beware the -4 penalty to sway or impress due to lack of writeup)
  • Region 65 (ISH) - unruly for 2 rounds
  • Region 95 (DIC) - unruly for 1 round

Region writeups

Rules

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

The following regions will begin to become rebellious at the end of round 8 if not written up:

  • Region 14 (BIR, writeup not approved - needs edits/additions)
  • Region 59 (AVP)
  • Region 75 (SCM)

The following regions will begin to become rebellious at the end of round 9 if not written up:

  • Region 21 (WTP)
  • Region 80 (HOF)
  • Region 83 (TEA)
  • Region 96 (DIC)
  • Region 100 (ALF)
  • Region 103 (BCC)
  • Region 107 (SNK)

Region posts in the planets of Tekhum forum

The following approved writeups need to be posted in the Planets of Tekhum forum, or else begin to suffer unrest at the end of round 8:

  • Region 55 (Mraza, SCM)
  • Region 110 (Craobhan Mòra, RAT)

Media faction unrest

Rules

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

The following Media factions will become open at the end of round 8 if no action is taken:

  • Region 75 (SCM)

Mercantile faction unrest

Rules and explanation

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

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

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

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

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

Round 8: 

  • Region 18 (WTU, Ores and Alloys)

Round 9:

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

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

Round 8:

  • Region 22 (TEA, Planetary Vehicles)
  • Region 33 (COE, Industrial Machinery)
  • Region 61 (TWI, Fuel and Power)
  • Region 81 (HOF, Art and Cultural Products)

Round 9:

  • Region 43 (ELD, Fruits and Vegetables)
  • Region 64 (SNK, Construction Materials)
  • Region 70 (SNK, Industrial Machinery)
  • Region 105 (TEA, Fuel and Power)
  • Region 108 (ELD, Laborers)

Round 10:

  • Region 53 (CBC, Soldiers)
  • Region 55 (SCM, Information and Data)

Round 11:

  • Region 8 (ARK, Laborers)
  • Region 21 (WTP, Construction Materials)
  • Region 83 (TEA, Beverages)
  • Region 96 (DIC, Flora)
  • Region 100 (ALF, Spacecraft)
  • Region 102 (WTP, Computers)
  • Region 103 (BCC, Fruits and Vegetables)
  • Region 107 (SNK, Meats and Animal Products)
  • Region 112 (CBC, Luxury Goods)

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

Edited by aerin13 (see edit history)
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Organization Actions

Round Eight

General

[Logistics] Going forward, when a player posts or edits organization-related actions after the War Deadline in a round, please let the Org GM know, either through a ping here or on Discord. This is in no way a restriction on when actions can be taken or edited, nor is it a change in deadlines. Organization-related actions will simply be compiled around the War Deadline, and anything that shows up afterwards may get missed. The purpose here is only to help smooth the opener process and limit the number of corrections that need to be made to the opener after the fact.

The Imperial Court

 

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

 

[Indict] Paid in Sap - The Imperial Senate is displeased that so few Elect took the initiative in delivering the Emperor’s justice to Coedd. Perhaps an incentive will encourage more active loyalty?

[Until the end of Round 9, any Elect at EMP Rep 0 or above that owns a region on Sansar may take a hostile action targeting COE and earn the right to build a new Imperial Embassy in one of their regions. If multiple such Elect take appropriate actions, the winner will be chosen via a DIP roll-off, with each Elect gaining a bonus to the roll equal to their EMP Rep. WTP's hostile action is grandfathered in - they will qualify for the chance at the Embassy.]

 

[Favor] Imperial Mandate - The Empire is more than willing to support its loyal vassals by wielding its weight and influence on their behalf.

[EMP attempts to Impress the Government of the Wyrmlands (45) on behalf of ILU.]

 

[Decree] Open Voting Experiment - Perhaps the voices of all Elect will push the Empire toward greater heights than strict adherence to Senatorial preference? There is only one way to find out.

 

[All Elect may vote on next round’s Decree from the following list. Voting does not take an Action, but should be clearly indicated in your actions post. You do not have to make your vote public knowledge. You may only vote for one Decree. The Decree with the most votes will be enacted next round.]

Decrees

1. Grand Tribute - The Empire requires additional resources, and it is only fair for the wealth of its subjects to contribute to its coffers. Any Elect with 5 or more Trading Posts (not including Arcologies) must gift one Trading Post to EMP within the next two rounds or lose 1 Reputation with EMP; buying out or coercing the TP within two rounds of giving it will also result in -1 Reputation with EMP.

2. The Bell Tolls - Ask not for whom. All rulers must make a ruler loss roll at the end of the current round, even if not involved in a battle (though they suffer no additional penalty to the roll).

3. Military Readiness Injunction - Be not too eager for war; it may find you. Any Elect using at least 3/4 of its unit cap loses 1 EMP Rep. (Round down.)

 

 

 

Non-actions

[Revelation] Queen Chalise is revealed, through the use of the item in question, to possess the Rod of the Speaker. 

[The Rod of the Speaker is not supernatural, but it otherwise functions like an Artifact. So long as the owner is at EMP rep 0 or above, they are privy to and may vote upon Imperial Decrees as though they were at EMP rep 3.]

[Reminder] This is the last round to engage with the Coronal Catalogue of Duelists and Extraordinary Research Grants Approval.

 

[Pronouncement] The Imperial Court recognizes the leal earnestness that underpins the desire expressed by several of the Elect for personal time and attention from the Emperor himself, and it appreciates the notion. However, the Emperor is pulled in a thousand thousand directions by a myriad of causes, supplicants, and duties. He is simply unable to devote time and energy to every letter or petition that comes his way. If the Elect have need of Imperial influence, they are encouraged to utilize the proper channels and speak to their local embassies. 

 

[Declaration] A message is delivered to the Elect of Tekhum, prepared by the Senatorial Elect and distributed by the agents of the Imperial Senate.

Quote

A Declaration of the Imperial Senate

It is recognized that due to the benevolence of the Emperor and his Court, the Elect of Tekhum have enjoyed many decades of prosperity. This cultural and economic renaissance has touched the lives of all Imperial citizens, but where most loyal citizens have accepted the Emperor’s grace with loving gratitude, there exist some deviants who would spurn progress and embrace barbarism. This misguided and vulgar splinter group has struck with untempered violence at the pillars supporting our endless Empire, and justice demands an answer. Accordingly, by vote of the Imperial Senate, the cult sworn to the service of the Coedd entity is placed under Imperial sanction. The citizens of Tekhum are instructed to shun them, to spurn their influence, and to apprehend their leaders that they might be delivered to Imperial justice. Justicars among the Elect have been appointed to seize the island whence this cancer has spread, that the cult might be reformed in its entirety and a new caretaker government installed for the benefit of Coedd’s citizens.

So Decreed, in the Year 2055 of the 99,803rd Era

 

 

 

Ongoing

Ongoing Decrees

Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 30/10]

 

[Decree] Perks of Status - While seats in the Imperial Senate exist so that all voices can be heard and all peoples given guidance toward a better future, it would be foolish to act as if the Senators are not working harder than anyone at their thankless toil. When the Empire is healthy, though, there are certain perquisites afforded these selfless public servants.

[Senators will gain +1 Passive Treasure income at the beginning of rounds 8-12]

Requests and Opportunities

[Request] Coronal Catalogue of Duelists [7/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures.

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

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


Pan-Tekhum Worker's and Trader's Union

 

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

[Reform] The People Want Action [3/10] - With time spent cataloging, analyzing, considering, planning, and preparing, the Union feels ready to embark on a multi-stage plan to revitalize Umgilas.

Many of the propositions delivered to the Union had merits, and all seemed to offer a solution to the problem. Some, though, were outside an appropriate timescale, while others created new problems. In the end, a hybrid of a number of plans is adopted.

First, the groundwork must be laid. The local government needs appeasing and the tools need acquiring. Fortunately, the Union is willing to foot the bill.

[RRE, SEV, and ISH gain one WTU Favor each.

As an Economy action, Elect may give use of TPs of the following categories to WTU in exchange for 1 Treasure each: Fuel and Power, Planetary Vehicles, Construction Materials, and Specialists. TPs given in this way will be unavailable for use by the Elect until the completion of this project, but will be returned when it finishes. For each category where at least one TP is given, the project will move one action toward completion.

WTU will attempt to gain control of the Mercantile Support next round. If WTU gains control of the support, SNK will be given 1 Treasure.]

 

[Offer] It’s Time to T-t-t-t-t-t-trade! - The Elect have proven less than willing to trade in goodwill and appreciation, so perhaps something more tangible is in order?

[Until the end of Round 10, any Trade Posts granted to WTU for any reason will count toward It’s Time to T-t-t-t-t-t-trade. Any Elect that grants at least 2 TPs will earn the right to establish a Trade Route with WTU. Any Elect that grants at least 4 TPs will earn the right to establish a Trade Route with WTU or to spend 2 Favors and lose 1 WTU rep to have WTU establish the Trade Route. Any Elect that grants at least 7 TPs will earn a Trade Route with WTU, established by WTU without additional cost.]

 

[Favor] Everybody Dresses in Clothes So Fine - The automatons of C.A.S.S.I.O.P.E. call on the Union, and the Union again rises to the call. An equal exchange of goods and services can only benefit those who work.

[WTU builds an Arcology in the Amiant Cluster [Region 86] (Pleura Garment District, bonus to Establish Claim). WTU attempts to Buyout Vibrating Crystals, TP 85.2]

 

Non-actions

Resist all unauthorized buyouts

[Reminder] This is the last round to engage with Supply and Demand

Ongoing

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

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

 

[Demand] Supply and Demand - While the guildmasters and other experts prepare presentations to pitch the proposals for the reform of a corvee labor economy, the Union works to provide for its people as appropriate for an oversight committee. Debts are called in, and dues are expected.

[By the end of Round 8, WTU must be given two Trade Posts of Ores and Alloys. These two TPs must be on different Orbits. If this demand is not met, all Elect that owe at least one Favor to WTU will lose one WTU rep and have one Favor repaid. TPs given to WTU to meet this demand do count for a Favor repayment as per It Must Flow.]

 


Basu-Rahman Group

 

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

[Favor] What’s Good for the Spacegoose… - The Basu-Rahman Group is pleased to support its allies in matters mystical and cultural. In Parrot’s Perch, adspace during botanical info-feeds is filled with promises of glory and the importance of exploratory sciences. On Badal, a small screen is gifted to the United Houses. Where the invisible hand guides markets, the Invisible Eye predicts them. This windscreen throws out hundreds of calculations a second, each revealing the changes in market trends likely to occur within the next hour (or less). A savvy businessperson could make a killing with this device.

[BRG attempts to Convert the Coedd Minority in Parrot’s Perch (84) to the Imperial Cult. BRG gifts UHS the Invisible Eye. The Invisible Eye grants a +1 to a Buyout once per round.]

 

[Meeting] Landfall - A twinkle above the Moonsoul Mountains at midnight in deep winter soon evolves into a sparkle, then a flash. Those who care to cast their gaze into the night sky see the sheen of metal, then blackness - not even the stars are visible behind the behemoth that slowly lowers itself to the ground. When it lands with a whisper that shakes the earth and shatters rock, even the lowliest Sansarite knows what this is - the Maharaj’s Dream. It is at once sleek and beautiful, engorged and uneven. Near every surface is covered in lenses, dishes, sensors, microphones, or broadcasting devices.

 

Within minutes, employees of the Basu-Rahman Group swarm out and a small town forms. Fuel, food, and maintenance services are purchased en masse, and even the hegemony of the Heliotrope Broadcast is threatened by the sheer mass of information pouring from the vessel.

 

[As long as the Maharaj's Dream is undamaged, BRG has effective control of the Media Support in its region as local news is overwhelmed by the titan of information. The region owner gains 1 Treasure per round from increased traffic flowing through the region, and gets a +1 to all Conversion and Investigation actions in regions where BRG owns the Media Support as long as they have at least 1 BRG Rep thanks to increased access to both coverage and information.]

[Intrigue] Secret -

The Basu-Rahman have agents across Tekhum...

Nonactions

[Reminder] This is the last round to engage with Thanks to Viewers Like You and Keep Your Enemies Close

[Flavor] Your Regularly Scheduled Programming -

[All newsfeeds are filled with the most milquetoast coverage imaginable on local politics, events, and celebrities. There is nothing offensive, only mindless distraction.]

Ongoing

[Offer] Thanks to Viewers Like You - The Basu-Rahman Group appreciates the support of their friends and allies during the tragedies of the preceding decade. In order to set down roots in their new homes and repay some of what they owe in thanks, messages are poured into the ears of the populace encouraging mass engagement in important projects.

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

[Reconciliation] Keep Your Enemies Close - The Board much prefers engaging positively with its audience, and places far more value on strong friends than weakened enemies. Those that sought war can enjoy peace, especially with sponsorship.

[Until the end of Round 8, any Elect at BRG -2 or lower is welcome to gain one BRG rep total by engaging in one of the standard Favor Repayment options. Elect at BRG rep 2 or above can, so long as the beneficiary consents, choose to take a listed Favor repayment action on behalf of an Elect at -2 or lower to grant them 1 BRG rep. Elect that remain at -2 BRG rep or lower at the conclusion of this action will find themselves the target of [Retribution].

Taking advantage of Keep Your Enemies Close replaces the normal Favor gain with Rep gain.]

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

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


International Renown

 

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

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

 

[Winnowing] The Elusive Spotlight - There is only so much spotlight available. Those who want a share must constantly seize it.

[Until the end of round 10, while at REN +3 or +4, Elect lose 1 REN each round if they do not gain any REN that round.]

[Reminder] This is the last round to engage with Status and Extravagance and Divided

 

Ongoing

 

 

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

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

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

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

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

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

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

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

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

Bonus Still Available

Badal - Exhibit Great Work
Sansar - Exhibit Great Work
Veehra - None
Mekhala - Exhibit Great Work


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

Still Available

Badal: None

Sansar: Found Holy Order, Raise Fortress

Veehra: None

Mekhala: Found Holy Order

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

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

Still Available

All

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

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

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

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

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

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


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

[Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1.]

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

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


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

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


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

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

 

Rulings and Answers

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

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

 

 

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

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

 

 

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

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

 

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

Yes.

 

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

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

 

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

 

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

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

 

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

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

 

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

No.

 

When can Organize! donations be made for WTU?

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

 

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

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

 

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

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

 

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

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

 

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

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

 

Can Orgs (namely the BRG), be requested to perform secret actions. And can this be requested discretely?

You can secretly request an action. But the results are going to be public in the next opener as usual. You can request that they take a Secret Action, but as that's beyond the scope of the Favor's normal value, they may refuse to do so.

 

Can I take the same favor action multiple times in the same round, going into multiple favor debt?

No. You can, however, take different Favor actions in the same turn.

 

Techs to fulfil Share Expertise or Update CODICIL Programme need to be directly, explicitly related to the topic. General techs that apply broadly to all rolls aren't going to work.

 
 
 
 

 

Edited by JBarca (see edit history)
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[Watch This Space. An Investigation from the Controversial Prime Marcus incoming]


Round 8 - Years 2055-2057
Illumined Utopian - [link] - Region(s) 01, 10, 45

  • Diplomacy - Encourage Settlement (01)! (2d6+10) - 16!
    The Jy'mar settlement is bolstered with Durat pods migrating to the source of the XQI which could allow them to expand their wising pool beyond the Durat race for the first time in known history. The Illumined Utopian makes room specifically for their Durat cousins among the Jy'mar settlements between the various tubeworks producing the odd substance.
    • Using Liege's Diplomacy Score (10) for the roll
  • Faith - Convert Craobhan Mora (110) to Minority! (2d6+7) - 12!
    Jy'mar faithful see the Star Rat controlled section of firmament and are determined to intermingle and share the paths and tenants of Soul's Fascination in the section of the Sansar Orbital!
    • Net +7: Faith 8, +1 from size bonus, -1 from distance, -1 from BRG rep
  • Faith - Convert Wyrmlands (45) to Minority! (2d6+7) - 15!
    With all the threats of conflict over the region the Jy'mar warrens in the Wyrmlands construction was significantly delayed, with the new agreements made and the possibility for an ongoing peace Jy'mar settlers flock to the region in mass bringing their religion with them.
    • Net +7: Faith 8, +1 from size bonus, -1 from distance, -1 from BRG rep
  • Faith - Convert Taumaru (19) to Plurality with Support! (2d6+10) - 21!
    The Illumined Utopian's new position as the Eurcrus Alliance's vassal prompts the faithful to spread their faith even more to ensure their liege is on the path they should be on and that the people are aligned.
    • Net +10: Faith 8, +1 from size bonus, +2 from support, -1 from BRG rep
  • Faith - Convert Uhra (18) to Plurality! (2d6+8) - 17!
    • Net +8: Faith 8, +1 from size bonus, -1 from BRG rep

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FountSmall.png.f09d319c44b35f0781eb0e754a732157.pngChonkia.png.1f191a419d19a8484a92d5e0daef54a0.png

Console
Antonius Drusus
(He/Him)
Dip: 5 || Mil: 5 S5
Eco: 3 || Fai: 8 S5
Int: 3
Unit Cap: 4 / 9
Treasure: 0 || Income: +0

Additional Items

  • Non-Action: Resist all Conversion Attempts on Region 10 (2d8+8)
  • Non-Action: Resist all Conversion Attempts beyond Minority on Region 1 and Region 45 (2d8+8)
  • Non-Action: Resist all hostile actions against owned trade-posts. (10-TP1 & 11-TP2)
  • Non-Action: The Reflective Gardens Embassy has returned to full swing and cultural trade between the Black Cloud Coalition and the Illumined Utopian continues!
    • Provide Minor Precognition and Thaumonuclear Reactor Cores to BCC
    • Receive Soom-Pattern Rayguns and E.O.N.S Projector from BCC
  • Non-Action: Petition the BRG for additional time to provide restitution, with the recent religious reform, the death of Console Prisca, Console Antonius Drusus requests a 1 round extension for the Illumined Utopian to provide the BRG with some from of restitution for the destruction of the Sansar Media Base.
  • Non-Action: As per Illumined Utopian and Glorified Purifiers agreed Non-Aggression Pact and Mutual Defence Agreement of 2054 the Treaty laid out is understood to be carried out by the Glorified Purifiers in respects to the specifics of clause 3.4. The Illumined Utopian will fulfil its obligations as it relates to the agreement and continued guarantee of the freedom of the Glorified Purifiers and their holdings.

Arkhive Æternal Submissions (Patron)

The Life of a Jy'mar - Day One

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

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

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

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

The Life of a Jy'mar - Day Two

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

The Life of a Jy'mar - Day Three

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

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

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

 

  • (+0) Culture's Literature
  • (+0) Historical Work
  • (+0) Philosophy & Others
  • (+0) Join the Arkhive or librarian joins
  • (+2) The Cata-Honeycombs ongoing hive contribution!

Realm Tracking

Economic:

No Trade Routes

Treasure: 0

Income: +0

Trade Posts: 

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

Debts:

  • Cannot use Hyperlight Transceivers on hostile actions on Veehra until the end of Round 11

Diplomatic:

Embassies:

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

Regions:

  • Capital (Badal): Heights of Utopia (10), ILU Gov, Open Merc, ILU Media
    • Fortress: The Labyrinthic Path
    • Holy Order: Paragon's Primes
    • GP5 ArkHive: Cata-Honeycombs
  • Badal: Found of Transcendence (01), [Open Gov, Open Merc, Open Media]
  • Sansar: Wyrmlands (45), GLO Gov, Open Merc, Open Media

Faction Supports:

  • Region 8 - Government

Arkhive Æternal Status: Patron

Faith:

Official: Soul's Fascination

  • Head: BRB
  • Size 5: +1 to buyouts
  • Size 10: +1 to conversions
  • Size 20: 2d8 resist conversions
  • Size 40: <>

Organized Size 28

  • Sole (+4): 06
  • Majority (+3): 01, 10, 12, 17, 50
  • Plurality (+2): 07, 11
  • Minority (+1): 18, 19, 46, 87
  • Holy Orders (+1): 10

Military:

Admiral Legate Victolus (7)

Rapid Redeployment

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

Unit Cap 4/9

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

Time Sensitive

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

Next Round:

  • Console: Dip 5 / Mil 5 / Eco 3 / Fai 8+2 / Int 3
  • Heir: Console-Elect Giovanni [5 Dip, 2 Mil, 2 Eco, 5 Fai, 2 Int]
    • Currently visiting the The Iron Masquerade
  • Convert 18, 19, 45 and 110 up one step.
  • Encourage the settlement of 01, making it a fully established region

 

 

 

Edited by SerakHawk
Rolls (see edit history)
Name
Encourage Settlement (01)
16
2d6+10 5,1
Convert 19
21
2d6+10 5,6
Convert 18
17
2d6+8 5,4
Convert 110
12
2d6+7 1,4
Convert 45
15
2d6+7 2,6
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The Kingdom of High Ishtahnos
By the Light of the Sun, His Royal Highness, John IV, High King of Ishtahnos
First Minister Johnathon Royston Rageclaw
First Minister Elizabeth Tennyson Redheart
2022-2024 IR, 2055-2057 IC

 

Actions:

1: [Diplomacy 10] Create Space Habitat, Zaragond.
Eyes in the Sky +1 Renown

For decades Ishtahn astronomers have been tracking the asteroid Zaragond. At twelve kilometres across and having a very similar orbit to Veehra its initial discovery caused quite the panic and several very concerned letters to be sent to the Imperial Embassy in Anso-Chor. Fortunately as more observations were made it was realised that though the chance of collision was still high, it would not be for at least nine hundred years by which time some manner of technology would surely be devised to deflect it.
Fast forward through the decades to the current day and the technology does indeed exist, a couple hundred years ahead of the most realistic estimates. Neither deflection nor destruction end up being the decision made regarding it. In a somewhat daring operation the Royal Navy of Ishtahnos is dispatched to deal with the asteroid, not with missiles or cutting lasers, but instead with a couple hundred kilometres of extremely thick cables and a lot of 'gentle nudging'. It takes the better part of a year, but when the operation is complete and the hull plating of the RNI Khassia is thoroughly scratched, Zaragond has been placed into a stable position at the L1 Lagrange point between Veehra and the Sun.
With this firm foundation in place work can begin on a great monument to progress placed high in the sky.
 
2: [Diplomacy] Sway Merchant Support in Ishtahnos, Region 65. Failure.
Efforts to calm the populace over the spice shortages seem to be going well. At first. The crowds before Parliament accept the explanations given to them. Spices are indeed a luxurious item and the government has indeed put in great effort to acquire sufficient access. If everyone just does their part and works around the rationing there'll be enough to get by until those greedy Mekhalan spicers finally relent. After all, a little blandness isn't too hard to cope with, just save the spices up for special occasions like we've been doing for generations.
But then the vanilla ration gets hacked down by an axe at the end of the month due to 'supply chain issues'. Where before it took two months to save enough for a child's birthday cake, it now takes eight and the angry grocers, restauranteurs and merchants are joined by mums and dads as they once more march on Parliament to demand better.
 
3: [Faith] Use one treasure to launch The Light of Benevolence and dispatch it to Sansar.
With war brewing against the treasonous Cult of Coedd, the Kingdom of High Ishtahnos takes the extraordinary step of extending aid to those fleeing the righteous crusade against the would be goddess's sycophants. To this end they pour vast resources into bringing a long term project to completion. There is time for a proper ceremony to commemorate the occasion, just a short blessing by the Bishop of Dantenon as the holds are loaded with a year's worth of food and medicine, before the Light of Benevolence fires up its atmospheric engines and departs the shipyards for Sansar. Doctor Luke Radford Shadow Dream, an experienced psychiatric therapist and hospital administrator is made captain.

The Light of Benevolence was initially commissioned by the partially state-owned Dantenon Shipping Company as a super-freighter, or Void Jammer, intended for transporting truly massive quantities of bulk goods such as grain or ore across Tekhum, but with more important work to handle the Kingdom purchased the unfinished ship and began fitting it as a hospital and refugee transport ship.
It is over five times the size of an Ishtahn battlecruiser and dwarfs all but the largest naval vessels and can carry, if necessary, over eighty thousand souls crammed within its holds. It is outfitted with state of the art medical facilities staffed by doctors, healers and nurses from across Veehra. Powerful redundant life support systems keep the interior stable at standard Veehran conditions and should be able to operate efficiently even if half the hull is missing. Power and propulsion are provided by dual thaumonuclear reactor cores with solar sails to provide additional thrust. The hull is armour plated to withstand meteor strikes and weapons fire from unscrupulous individuals, lined with radiation shielding thicker than is standard and outfitted with emitters powered by a state of the art shield generator. Its hangars house a veritable armada of smaller atmospheric crafts to serve search and rescue and ambulance roles as needed.
Most Ishtahn ships, military or civilian, have glossy black hull plating with silver accents, but for The Light of Benevolence, the designers have flipped the script and plated the ship in brilliant white with liberal gold ornamentation. Symbols of medicine, healing and safe haven from across Tekhum have been inscribed along the length of the hull in vivid red.

Upon arrival at Sansar the Light of Benevolence takes up a position in very low orbit off the northwestern coast of Dewlad, close but still well outside the zone of combat. Small search and rescue craft scour the seas for fleeing civilians and bring them to the Light of Benevolence should they need or desire assistance. Once they are sufficiently recovered they are conveyed to the territory of Eilif Dhaoine for resettlement. Though the House of Fire has provided a list of wanted individuals and requested they be detained, Captain Radford takes note of the lack of secure holding facilities and decides not to push the issue should any such individuals decline. Unless they get violent at which point he's not opposed to tranquilising them and putting them in a psychiatric ward.


4: [Economy 5] Construct Arcology in Anso-Chor, Region 67.
Built to Last +1 Renown

After many years of negotiations, the Kingdom of High Ishtahnos secures a controlling stake in the Great Foundries in exchange for recognising the ancient privileges of the Forgemaster Houses. Despite the wealth and power of their city and the kingdom surrounding it they have long been looked down upon by the other aristocratic elites of Anso-Chor with even the Forgeking considered no higher than a duke, or even a count, of the League of Hurun. This will change as the Ishtahn elevate the Forgeking to be first among equals of the Kings of Anso-Chor due to the importance of the Great Foundries.
Tanevi-Nur, the City of Forges

The largest city of Anso-Chor and one of the largest cities on all Veehra, Tanevi-Nur is a vast and ancient metropolis built around the even more ancient Corbomite foundries at its heart. The wealth of the foundries has filled the city with grand public buildings, temples, palaces and towering monuments that fill the Old City nestled against the upwind side of the Great Foundries. The booming population of more recent centuries has caused the city to expand in all directions and great manufactories and towering tenements buildings spread in all directions. The buildings, even the homes of the poor, have facades of black stone, richly carved with statuary and ornamented with Corbomite detailing and windows of stained glass.

Even these modern buildings that soar dozens of stories into the sky cannot compete with the Great Foundries. A monolithic structure of steel and black brick, its smokestacks and spires soar nearly to the edge of space and it's sublevels extend an unknown depth into Veehra's crust. There are three such foundries, each one the size of a city, and they were built in an age now long since forgotten. The city was clearly built to copy it, though their sheer scale could not be matched even with modern construction techniques.

Dozens of massive, if smaller, manufactories take the Corbomite cast by the Great Foundries and use it in all manner of products. Even those manufactories that don't work on the Corbomite itself use Corbomite in their machinery. The goods produced though are themselves quite mundane, except for those produced by the Guild of Pyrotechnicians. Though they only take up one manufactory, their incredibly dangerous work produces the most spectacular product. Corbomite fireworks are only slightly more dangerous than regular fireworks once produced and when ignited fill the sky with a blazing rainbow of colour that can turn night into day.

The Arcology bonus is to Impress actions.


5: [Economy] Attempt to buyout TP1 in Region 78 for Void Spice. Failure. Of course...
Once again negotiations to purchase Mekhalan spices fall through and it is rumoured that Lauren Sanders Nighthowl, Minister of Foreign Affairs had to punch the First Minister in the face to stop him from declaring war on the spicers. Both men deny the rumours as ridiculous, but they don't admit that a cabinet meeting to discuss the issue almost came to blows over the topic. It is only out of respect for the First Minster's achievements in office that the cabinet doesn't publicly call for his resignation.

Nonactions: Resist all unauthorised conversions, buyouts, sways, etc. etc.
Vote for the Grand Tribute decree.
Exchange one WTU favour for one WTU reputation

Change rulers to Elizabeth Tennyson Redheart

Diplomacy: 3
Military: 5
Economy: 4
Faith: 5
Intrigue: 1

 

News and Rumours

2022 IR - Prince Lucas returns from the desert in triumph, completing the Rite of Liberation. He ascends the steps of the Golden Cathedral in Sarcorov and raises high to the gathered crowds the antlered, three eyed skull of an Anathema Demon. Despite completing the Rites of Kingship in only six years, his success is tarnished somewhat by the circumstances and the final rite cost the not so young prince dearly. He refuses to uncover his face to the crowds at Sarcorov or even in private to his parents until they return home to Harazan. The traditional banquet is delayed due to claims of ill health on the part of Lucas.

Though the details are not released to the public yet, it is known that a number of doctors are called to attend the palace followed by a procession of sorcerers, first Ishtahn, then a master of the flesh visiting from Kildora. Finally the Thotron is called to the palace and for three days and three nights no one enters or leaves. At high noon on the fourth day the High King and Prince Lucas emerge from the palace gates to address the concerned crowd outside.

There are murmurs in the crowd at the sight of the prince wearing an eyepatch with much of his face covered, but he seems well and after assuring the crowd King John IV declares that his son, Lucas Silverfang, is fated to be the next High King of Ishtahnos. The crowd erupts into cheering and ten days of festivities are announced across the entire Kingdom.

Behind closed doors, however, Lucas's condition is not good. An Anathema Demon is no easy foe to subdue, even compared to other demons, and though a skilled warrior it is no secret that Lucas was nowhere near the equal of his late brother Lauren. The demon's accursed claws rend flesh and leave behind never healing wounds that defy even the Ishtahn ability to regenerate, usually resulting in a slow, painful death. In its death throes the demon that Lucas hunted down ravaged his right arm, the right half of his chest and his the right side of his face, including his eye, with its claws. That he made it back to Sarcorov to complete the Rite is borderline miraculous.

Doctors worked around the clock for days to keep the Prince's condition from worsening as Ishtahn sorcerers tried and failed to expunge the curse. A Kildoran sorceress was then offered king's ransom to save the prince's life and though she worked hard and earned every penny, she could do no more than mend Lucas's flesh faster than the curse could reassert itself, anything more would risk warping him beyond recognition and now was not the time for creating experimental snake-wolf hybrids.

As a final hope the Thotron is called for, though he has dwelled in Ishtahnos for many years, the Ishtahn have been reticent to call upon his magic. Golems are hard to read and the circumstances of his move were not exactly entirely of the Thotron's choosing. They needn't have worried though and as soon as the Thotron sees the ailing prince, kept alive by a team of doctors and a sorcerous master of flesh, he gets right to work. He orders the palace gates closed to prevent distractions as he works his magic.

Lucas is taken to quiet courtyard and placed in a deep slumber in full sunlight. He is tended to by the Thotron day and night and at dawn, noon and dusk the Thotron commands the demon's curse to halt. At dusk on the third day the work is complete and Lucas awakens healed, mostly. Though his body has been restored to health, his eye remains lost and he bears heavy scarring in which a dormant seed of the curse remains.

 

2024 IR - With mounting protests against the government due to the spice crisis, people begin to look at the other failings of First Minister Royston's premiership. The slow integration of Anso-Chor, the excessive military build up, the pointless war against Vesper, delays in rail infrastructure, that thing with the noodle factory... With no other choice Johnathon Royston Rageclaw resigns from office triggering an immediate election. The current governing coalition dissolves without Mr. Royston's leadership and a newly formed coalition led by Dr. Elizabeth Tennyson Redheart, Second Delegate of the Northern District of Ketravan, takes seventy-nine seats in the House of Delegates and secures the needed majority to form government and is appointed First Minister by the High King. She promises to focus on the issues that really matter to the people. Spices.

 

With the growth of the Cult of the Mother Serpent throughout Ishtahnos more and more solar serpent iconography is coming to be used alongside or in place of traditional non-serpentine solar iconography at religious festivals, even on the attire of presiding priests and bishops.

 

With the improving security of the coffers of Agbada, a number of wealthy individuals from across Ishtahnos and its confederate partners make polite inquiries about storing portions of their wealth there for "added flexibility" on matters of interplanetary business. The Ministry of Finance quickly takes note of this and assigns additional auditors. A job advertisement is posted in local Castaways media for any Marges interested in working abroad who for some reason hate warm weather, fresh seafood and sunny beaches.

 

The war on Sansar against the Cult of Coedd is supported by the Kingdom of High Ishtahnos, but they do not feel the need to send armed troops and ships of war themselves. The forces that leapt to the forefront are excessive already and rather than add to the chaos and mayhem the Ishtahn choose to remain in reserve and keep their strength for when the time comes to fight their true Sansarite enemy.

 

The failure of the Bafatis Dynasty to properly defend their holdings from unlawful criminal activity on the part of Eilif Dhaoine is not looked upon favourably by the Ishtahn. Duke Cinra's seeming unwillingness to seek restitution for this act causes whispers, quickly quashed though they are, among the newly formed Ishtahn government that the Dynasty controlling territory so close to Ishtahnos is perhaps a risk. Meanwhile the Knights of Dhaoine are condemned as petty thugs.

 

Upon hearing the decrees to be votes upon the Ishtahn parliament makes the only sensible decision, Grand Tribute. A short open letter is quickly penned and dispatched to High Lady Petra in the King's own hand.

To Their Illustrious Excellency, High Lady Petra, Servant of His Grace the Emperor,

These decrees laid before myself and the Parliament of the High Kingdom of Ishtahnos have caused us great concern and no amount of distress. As ever I am a loyal servant of His Grace, the Emperor, and have served wherever necessary and my people have done likewise, but two of these decrees hang above us like the accursed Knife of Cevendroth. Though we will of course acquiesce to his commands and trust in His Grace's wisdom, we must be permitted to know why.

Regarding the second offered decree: What is meant by this? Is this the threat of death to the Elect, even those who are loyal? Does our service in life not satisfy our oaths of loyalty to His Grace? If so then we must protest, though we would lay our lives down in defence of the Emperor, to do so at a whim is we feel an insult. If it is a call to service as some have suggested despite the ominous terminology in use then we must ask what this service is before we can know if we are capable of fulfilling it.

Regarding the third offered decree: Why does the Emperor seek to punish us for readying ourselves to serve him? Why does His Grace seek to limit our capacity to provide ships and warriors to fight his enemies and preserve peace and order across Tekhum?

If we are mistaken and these decrees were proffered by the Senate in its own capacity then please convey to His Grace, the Emperor, our sincerest apologies. However if that is the case, then we must request the Senate be censured for their action here. We appreciate the attempt at transparency, this is but the slightest hint of translucence and we do not appreciate being toyed with via vague threats.

May the light of the Sun guide you,
John IV, High King of Ishtahnos.

 

The nightmares sent to Bīt Ereshkigal prove very popular with the court of Duke Esarhaddon III, so much so that the Ishtahn riding instructors employed at the Duke's stable are unable to accommodate them all in between serving the ducal family. Seeing the potential, riding schools in Ishtahnos begin targeting the House of Fire in advertisements, offering relaxing holidays in comfortable rustic surrounds where the wealth elites of Dur Shalkhir and Zimbir can learn to ride and hunt where the initial embarrassing stages of riding won't be viewed by one's social rivals.

 

A group of Ishtahn smugglers establish a base on Aridyin. Their initial plan is to sneak down to Sansar, raid mustard shipments and sell them on the black market for ludicrous illegal profits back home, but their hideout is found relatively quickly by actual pirates of the Black Cloud Coalition. Rather than arresting them, the bemused pirates invite them back to Xīngǎng for drinks and low stakes dice games. Over the course of the evening and several bottles of brandy and rum the smugglers and pirates bond over their mutual hatred of the slavers. The Ishtahn smugglers end up making the surprise decision to join forces with the pirates against Fiorid shipping and shockingly they don't seem to regret it once their hangovers wear off.

 

Ishtahn built trade ships are becoming more prevalent across Tekhum as the growth of interplanetary commerce drives demand and keeps the partly built shipyards of Dantenon working around the clock. Void Clippers and Void Sloops are a common sight at most ports with those facilities large enough to handle them receiving the occasional Void Jammer. Much of this demand for tonnage originates from large firms based in the Radiant Republic and to meet their specific cargo needs Void Clippers with in built electromagnetic shielding, suitable for protecting particularly delicate electronics, are made available as a standard order.

 

Coronal Catalogue of Duellists

Duelling has a long tradition among the Ishtahn and was used centuries ago as a means of settling disputes and deciding leadership in hunting and warfare. Those days are long past, but duelling for sport remains ever popular with even the smallest towns keeping a clear space ready for a friendly duel. Most Ishtahn have some familiarity with the practice as it is taught in most secondary schools as as a cultural art and as part of physical education.

The weapons in use are typically sharp and meant to draw blood, blunt weapons such as maces and hammers are typically banned. One handed swords are the most common, but daggers and knives, katars and spears are also regularly seen. Greatswords are rarely seen as they're seen as a bit excessive for a duel. Formal contests require both participants to wield the same style of weapon, but more informal bouts often dispense with such rules. Duels can be conducted in either human or lupine form and the enhanced agility of the latter permits the effective usage of dual wielding styles.

An Ishtahn duel is to the first spilling of blood into the dust and once the duel begins it ends only once this happens or a participant surrenders, not even disarming or "disarming" is considered cause to pause the proceedings, though how one would lose an arm without bleeding everywhere is a mystery. There are few rules once things begin and tactics some would consider dirty, like throwing dust into your opponent's eyes, or undignified, like punching your opponent in the face, are accepted tools and combatants are trained to fight until the bitter end. Use of claws, however, is generally frowned upon, strikes to the eyes are forbidden and killing an opponent is considered murder through incompetence.

The actual fighting tends to involve a beginning stage of patient circling before one or both participants will charge or leap at the other as soon as they perceive a weakness in the other. The ensuing fight tends to be very fast paced, but last far longer than expected as wounds that would spill sufficient blood in most people close in moments for the Ishtahn with their fur or clothing soaking up what manages to get out. No mere cut will do the deed and so both combatants are eventually forced to take risks to get around or overwhelm the defences of the other even if it leaves them open.

Status and Extravagance

While dress tends to be very traditional among the Ishtahn, their traditional attire does not abound in symbols of status. The weather conditions of Ishtahnos do not lend themselves well to wearing fine clothing while out and about. Various officials do, however, wear signifiers of their status.

The King wears a heavy golden chain from which a bejewelled sun pendant hangs. Each monarch is buried with theirs and a new one is made for their successor. Officers of State from pre-parliamentary times wear less elaborate sun pendants that are passed from each individual to his or her successor. The Sun is symbolic of power, mercy and benevolence and has long been used to symbolise the office of the High King.

The Speaker of the House of Delegates wears a platinum chain from which hangs a crescent moon of the same material. The origin of this symbol is unknown, but is commonly considered to represent impartiality in this context, though some say a moon was chosen deliberately to contrast the Sun.

The lord mayors of Ishtahn cities wear chains with pendants of many different designs that are derived from local traditions. For example, the lord mayor of Harazan wears a violet rose pendant, a reference to one of many possible etymologies of the name Harazan.

Judges wear chains with a sun and dual moon pendant similar to that depicted on the Royal Banner of Ishtahnos. This symbol is also worn as a badge by police officers, sheriffs and other law enforcement officers. This is the official emblem of the Kingdom of High Ishtahnos and represents that their power is derived from the Kingdom and its laws and not the High King.

 

Another noteworthy point is the importance of colour. Most of the time Ishtahn wear whatever colour they so choose, on important traditional occasions and while duelling many wear sashes either around the waist or across the chest in a clan pattern or colour, sometimes even extending it to cloaks, scarves, neckerchiefs and bandanas. Though there is no rule against it, it's considered a bit odd to wear a sash in the colours and pattern of another clan. These colours are listed below. Of note is that while soldiers of the Ishtahn military normally wear black uniforms with gold highlights, elite troops such as boarding marines wear white or silver highlights, a reference to Clan Silverfang of which the King is the Chief.

Ishtahn Clan Colours

Clan Redwind - Red and grey
Clan Shadowclaw - Black and white
Clan Silverfang - White and silver
Clan Dusthide - Pale violet
Clan Riverrun - Dark blue
Clan Iron Moon - Black, white and grey
Clan Singing Wolf - Green and yellow
Clan Windsong - Red, blue and rust
Clan High Mountain - Pale blue
Clan Demons' Bane - Red and gold
Clan Wastewander - Rust and orange
Clan Desert Rain - Rust and blue
Clan Rageclaw - Red and white
Clan Burning Lion - Red and gold
Clan Shadow Dream - Dark grey and violet
Clan Nighthowl - Black and yellow
Clan Wildheart - Light green
Clan Redheart - Blood red
Clan Howling Moon - White and gold
Clan Darksand - Purple, red and black
Clan Dreadfang - Emerald green, grey and dark blue
Clan Blue Sky - Sky blue and gold
Clan Falling Sun - Red and purple
Clan Black Serpent - Black and green
Clan Golden Claw - Yellow and gold
Clan Blacksun - Deep purple and white
Clan Frostrider - Ice blue and grey
Clan Stormhowl - Dark grey

 

Ruler Information

First Minister Johnathon Royston Rageclaw

Diplomacy: 10
Military: 10
Economy: 5
Faith: 3
Intrigue: 2

Age: 75


First Minister Elizabeth Tennyson Redheart

Diplomacy: 3
Military: 5
Economy: 4
Faith: 5
Intrigue: 1

Age: 48

Expected stat increases: +1 Diplomacy, +1 Economy

Trade Details and Technologies

The Highlands of Ishtahnos, Region 65, TP1: Veehran Aurochs
The Planum Khassia, Region 74, TP3: Energised Chrysoberyl
Arcology in Anso-Chor, Region 67: Corbomite

Treasure: 1 - 1

Dust Hardening
Nuclear Fusion
Xenolinguistic Cataloguing
Arcane Amplification
Algorithmic Imagination
In Vivo Modification
Aclaustrophobic Psychology
Vacuum Adaptation
Wet Navy Ships
Badalian Megadirigibles
Pseudogravity Engineering
Thaumonuclear Reactor Cores - Powered
Shrewd Business - Unpowered
Tesseractic Storage - Unpowered (needs Magical Items)

Shield Generators - Powered

Other Bookkeeping

Grounds units: 6
Space units: 3
Max units: 10

On hold projects: Military Shipyards [2/5]

Edited by Elemental
Status and Extravagance (see edit history)
Name
Please like me merchants... No, I will not give you a tax break in exchange for your support, get over yourselves. I'd rather you rebel than try and get out of your taxes so I can destroy you and lock you up for treason.
16
2d6+10 5,1
New ruler stats
16
5d4 4,4,3,1,4
New ruler stats, forgot two dice
2
2d4 1,1
Trying to buy spices...
9
2d6+5-1 2,3
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The Wicklund Salvagers
Dip 10 | Mil 1 | Eco 9 | Fai 2 | Int 2
Round 8


Actions:
1: [Eco] Donate 5 treasure to EMP for Extraordinary Research Grants Approval.
2: [Eco] Buyout Trading Post 2 in region 26 (Shadewood, 2d6 + 9 (stat) vs TN 12): 17 (Success)
3: [Eco] Buyout Trading Post 2 in region 82 (Flavored Algae Product, 2d6 + 7 [9 (stat) - 2 (distance)] vs TN 12): 12 (Success)
4: [Dip] Sway Government in region 109 (2d8 + 10 (stat) vs TN 12): 17 (Success)
5: [Dip 10] Consolidate Permanent Cultural Identity on Making Connections, gaining 1 Renown.
In lieu of military action on Firmament, Wallace Wicklund made a public speech about how his predecessor Erika would have encouraged a diplomatic outreach. Connections with the government of the region were made, which supposedly should ease diplomacy with whoever ends up controlling the region. While the public encourages Erika's ideals, Wallace's repeated refusal to get involved in military matters has led to him gaining a reputation as a coward. Meanwhile, trade continues to prosper, and some of the profits from that trade have been sent to the Empire to encourage research.
Non-Actions:
1: Open Voting Experiment: Vote for Military Readiness Injunction.
News and Rumors:
 

Bookkeeping:

Bookkeeping

General data:
Ruler (Wallace Wicklund) stats: Dip 10, Mil 1, Eco 9 (+1), Fai 2, Int 2
Heir (Nemo Wicklund) stats: Dip 1, Mil 2, Eco 3, Fai 2, Int 2
Specials available: Dip 5, Eco 5, [+Eco 10]
Regions owned: 2 [39, 40]
Government Supports: 2 (+1) [39, 40 (+109)]
Mercantile Supports: 3 [39, 40, 109]
Media Supports: 3 [39, 40, 109]
Claims: Integration on 40, strong Marriage and Integration on 39
Cultural Identity: Sway Faction
Diplomacy data:
EMP reputation: 1
EMP favors: 1
WTU reputation: 3
BRG reputation: 1
Renown: 1 (+1)
Economic data:
Trading Posts owned: 13 (+2) [5 TP2, 21 TP2, 25 TP3, 27 TP2, 28 TP2, 28 TP3, 39 TP1, 40 TP1, 40 TP2, 48 TP1, 52 TP3 (+26 TP2, 82 TP2)]
Arcologies owned: 1 [40, Investigation]
Treasure income: 4 [3 from TPs + 1 from WTU 3]
Treasures owned: 5 (-5, +4)
Technologies: all nonregional starter techs (Aclaustrophopic Psychiatry, Algorithmic Imagination, Arcane Amplification, In Vivo Modification, Nuclear Fusion, Pseudogravity Engineering, Xenolinguistic Cataloguing), Badalian Megadirigibles, Wet Navy Ships
Military data:
Ground units: 2
Space units: 1
Edited by Syntax Error
Action fluff (see edit history)
Name
Buyout TP2 in region 26
17
2d6+9 6,2
Buyout TP2 in region 82
12
2d6+7 1,4
Sway Faction (Government) in region 109
17
2d8+10 5,2
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Round 8
The Biarbu Society
[The Shadow Reborn]
Region(s): 6

Actions:

  1. [Intrigue] Secret Action
    The Shadow Reborn moves cautiously.
  2. [Faith] Convert R7 to (Majority) Soul's Fascination (15) [+1 Size Bonus]
    Those whom are neighbors can listen easier.
  3. [Faith] Convert R62 to (Minority) Soul's Fascination, specifically leaving the original Fascination faith alone at the request of the Castaways (18) [+1 Size Bonus]
    Those of the Castaways are willing to hear, but hold fast to the knowledge of their past fates.
  4. [Faith] Convert R94 to (Minority) Soul's Fascination (16) [+1 Size Bonus]
    [Use BRG support to reduce distance to -1, Use a Treasure]
  5. Though the Biarbu cannot reach far away Wakinyan, there are some places that they can reach.
  6. [Faith 5] Holy Order Soul's Fascination - Region 6 - The Vaulted Heart
    Built within the Shiwa Yun Casino, the Vaulted Heart holds many secrets... most of which are publicly available. The Face of the Flock, and Acting Patriarch, Pung Neow, likens it to both guarding the heart and baring the soul. You can protect what is important, while still being open about your intentions. New guardians are hired to aid in protecting the Vaulted Heart, and each and every one of them is a Prime trained in combat; yet they are more then happy to answer any questions that guests of the Casino might have, so long as the guests do not try to enter into the Vault itself.
     
Flag-Biarbu-LONG2.png.14ed55256513e70a07c7f006a1e076bf.png

“[...]I do so love how probability tickles when it's shifting." [The Mountain Sovereign] held up a finger, glaring at Rane. "Not like an earthquake, mind you. Just little shifts. They're pleasant."

Eskau, J.L. Mullins (Mageling Series)

 

Non-Actions:

  • Support conversion of any owned regions to Soul's Fascination.  Contest all other faiths.
  • Contest all unsupported buyouts.
  • Support buyout of Region 6 TP1 from TEA

 


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

 

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Biarbu Interplanetary Recreational Broadcasting

With Simulation Shows like:

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

 

Make sure you subscribe for your very own Simulation Access!

 

 

Get with the Program!

 


 

News and Rumors

 

  • Silly rumors seem to suggest that if the Shadow of the Flock were a real being, they would have just gone through rebirth. This would likely mean three years at least where the Shadow was but a chick, and would either be taught by their former subordinates or follow written instructions from their former self. But that's just silly. After all, Zheannow aren't real.
  • Near the end of Year 2057, the Face of the Flock, and the Acting Patriarch of Soul's Fascination, Pung Neow, passes away due to health complications. There is a great deal of sadness within Gungsheen, but the rebirth process for the newly reborn Pung Neow leads to even more gossip. The chick that is reborn appears to be skinny beyond compare, to an unhealthy degree. Almost as though the former Pung Neow ate enough for two lifetimes.
  • The new Face of the Flock is determined to be the former City Lord of Shungzing Fung: Shu Howwa. Shu Howwa is a pristine diplomat, and precisely what is needed to lead the Biarbu Society within this era of the Elect. However, Shu Howwa rejects the idea that the Face of the Flock should also be the Patriarch of the faith; while a practitioner of Soul's Fascination themselves, Shu Howwa knows how to lead cities not souls. As such, many of the Primes within Shiwa Yun begin to take on the duties of the former Acting Patriarch, and it is expected that a more permanent Patriarch will be coronated within the coming year.
  • The skinny chick that is Pung Neow begins education into the ways of Soul's Fascination, and seems very taken by the ideas within. Rumors seem to hint that the newly reborn Biarbu hopes to reclaim their title as Patriarch in the coming years, but that seems unlikely...

Ruler Information

 

The Shadow Reborn, Ben Ying D M E F I  
Current 4 1 4 8 5  
Starting Stat 4 1 4 6 5  
End of Round 7 0 0 0 2 0  
End of Round 8 0 0 0 0 0  

 

New Ruler Next Round

 

Expected Stat Bonuses: +2 Faith

Kingdom Information

Embassies or Trade Routes:

  • None Yet

 

Treasure: 3

 

Techs:

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

 

Commander(s):

  • None Yet

 

Units:

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

 

Edited by Gengy (see edit history)
Name
Convert R7 to (Majority) Soul's Fascination
15
2d6+9 3,3
Convert R62 to (Minority) Soul's Fascination, with support
18
2d6+9 4,5
Convert R94 to (Minority) Soul's Fascination, with 1 Treasure and BRG support
16
2d6+9 4,3
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The Most Sacred House of Brimstone

Capital: Kish (79)

Zabir, the Archmage of Kish

Diplomacy 2 | Military 2 | Economy 10 | Faith 9 | Intrigue 2

Soon

 

Actions
  • [Faith] Convert Caipe Ushere with support. Create a plurality of Imperial Cult in Region 29.

    • -2 Distance +2 Support

  • [Faith] Convert Bit Ereshkigal. Create a minority of Imperial Cult in Region 22. Remove Coedd minority.

    • -2 Distance +1 Hyperlight Tranceivers

  • [Economy] Impress Merchants in [R107] with Flavored Algae Product!

    • -1 Distance +1 Tesseractic Storage

  • [Economy] Buyout TP 3 of Sheet Polymer in [R107]

    • -1 Distance + 1 Tesseractic Storage

  • [Economy] Expidition to [R131] on Wakinyan!

    • -3 Distance +1 Tesseractic Storage

Non-Actions
  • Support conversions to the Imperial Cult, resist all others.

 

Edited by zabbarot (see edit history)
Name
Impress Merchants in 107 (+tesseractic storage)
14
2d6+10 1,3
Convert Minority of Imperial cult in Region 29
15
2d6+9 5,1
Convert Minority of Imperial Cult in region 22
14
2d6+8 2,4
Expidition to Region 131
15
2d6+8 5,2
Buyout TP 107.3
16
2d6+10 1,5
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