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Minescratcher452

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Alternative doctrine, take 2. The initial version, posted in IC, is not bad, but I want one that better encapsulates what I'm doing and allows me to honor treaties, even if they don't mechanically exist in E8.

 

 

My current thought is "+4 to battles while attacking if the target is attacking also and you or a player in your coalition is being attacked, +10% casualties"

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Artifact proposal. A signet ring bearing the crest of the House of Brimstone worn by a leader.

Brimstone Seal of Authority
+1 to Sway/Impress factions in regions where you have Merchant support.

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Arcology Approval Pending...

  

On 2/11/2024 at 10:21 PM, Gengy said:

[Economy 5] Construct Arcology in Region 6 {+1 to Build Spy Network}
Hway is the Beak of Shiwa Yun, and it is hidden from all but the most resilient. Acting primarily as a deterrent to invading forces, the Face of the Flock gave rather unusual orders to build the Nest further into a larger arcology. With the help of the additional food and fuel that the Arcology provides, careful, skilled, agents can be trained and sent to far off places, to create more contacts and perhaps bribe a few new friends. Exotic spices can be all the rage to the right person.

 

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On 2/14/2024 at 6:53 PM, Featherscale said:

Alternative doctrine, take 2. The initial version, posted in IC, is not bad, but I want one that better encapsulates what I'm doing and allows me to honor treaties, even if they don't mechanically exist in E8.

 

 

My current thought is "+4 to battles while attacking if the target is attacking also and you or a player in your coalition is being attacked, +10% casualties"

This is starting to feel like it's sliding out of the design space for a TD. "Mutually assured destruction when you attack my people" makes a bit more sense than "troops led by this person are really good mercenaries, but only when counterattacking on behalf of an invaded country".

 

On 2/14/2024 at 7:03 PM, BladeofOblivion said:

TacDoc Proposal: Rust, Dust, and Guts

On Successful Maneuvering in a Ground Battle, +4 to Battle and +20% own casualties.

I know this is a straight rip from E6 and that the math balances out but I would prefer it to be +3, +10%. +4 is a big swing to receive unconditionally.

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Size bonus proposal - +1 to ground battles on Sansar. I'm not entiely sure where the line is for size bonuses - that feels more powerful than Ty's but less than Mappy's If it needs shifting downwards: +1 to offensive ground battles on Sansar is a direct downgrade of Mappy's so should pass the test?

 

Edited by Kythia (see edit history)
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Arcology: Black Foundry (+1 to ground battles), Region: 32 (Fel Iron)

Forged from blackest iron near impervious to heat and built around a dormant volcanic mountain near the coast, a significant portion of the foundry lies underground, descending deep into the earth to reach the red hot magma that helps power its arcane and sophisticated machinery. Automated mining equipment working all year long, dig out metals to feed the factories and furnaces in the upper portions of the towering structure, devoted toward continuous development and manufacturing of a stupendous amount of advanced munitions, aircrafts and armor, nearly single handedly enough to provide for the needs of the entire republican military while the smaller spires standing in the shadow of the colossal tower are home to experimental laboratories and research facilities, filled with those seeking to push the limits of sciences to ever greater heights.

Seeking approval

Edited by DKArthas (see edit history)
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I noticed that the Admiral I rolled and made last turn is missing, and I'd gone with the safer +20% casualties tac doc that was already approved by another player to save gm time and effort. But since I'm mentioning it here anyway to mention it didn't get added to the tables, I figure I should at least ask the opinion of taking a -1 to Battle, +20% enemy casualties, -3 Enemy Leader Loss rolls tac doc.

Also, according to this, I have received a treasure, and it should be marked on the tables and recorded. I'm making note of this now, incase multiple turns down the line it causes knockback issues.

Screenshot 2024-02-28 at 5.59.12 PM.jpg

Edited by Rocket Relm
adding in another question (see edit history)
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@Minescratcher452

Tacdoc for approval:

They are everywhere: Using space transports and dropships, supported by ground attack fighters and orbital bombardment, the Bafatis drop units all over the place, seeking to disrupt enemy supply lines and confusing the enemy about the main point of attack.  while this works quite well, those smaller groups can be destroyed more easily by concentrated attacks.

+3 battle, +10% own casualties, -10% enemy casualties.

 

Arcology bonus for approval:

+1 to colonize region. Heavy machinery allows for quick production of the equipment needed to establish a colony.

Edited by farothel (see edit history)
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Region Write-up for Approval: North Left Chonkia (The Wyrmlands)

NorthLeftChonkia.png.20909e9dfee6eafb0e29b9470192a3a6.png

Region: 45 (Sansar)
Region Name: North Left Chonkia (The Wyrmlands)
Owner: Illumined Utopian

North Left Chonkia - Geography, Fauna & Flora

North Left Chonkia consists of two separated artic tundras with some fairly temperate plains and hills connecting the two. The eastern end of North Left Chonkia shares the waterways with the Arkhive with seasonal ice shelves and freezes creating a ground connection between the regions. In spite of the western tundra a cluster of active and dormant Volcanos make up what is collocally known as the Wyrmlands, for here be Dragons. Well, wyrms - well, large lizards capable of limited flight who bask on the heat given off by the magma formations and the active lava flows. These 'wyrms' flock around the volcanos and seem to have been receptive to the inhabitants of North Left Chonkia, many of whom live in unity with the lizards, some even bonding and training the creatures. Like their rumoured cousins the wyrms seek out shiny treasures and hoard things they find as they dive through the lava floes.

The Wyrmhold is the largest of the Volcano Cities of North Left Chonkia, carved directly into the largest volcano the city rises from the glaciers and fjords at the foot of the Wyrmseer's Mount all the way to the caldera of the volcano. Spires of obsidian twist with sculptures of ice to form perches and wyrm perch prevention measures for the different tiers of the City.

In the lowlands between the tundra regions wildlife blooms as creatures seasonally flock and migrate through the lands scavenging the plant life of what many say are part of the planet spanning entity known as Coedd. Here farming settlements and livestock habitats are maintained and monitored for the benefit of the Wyrmhold and the other Volcano cities.

The Inhabitants

The myths of the people living in North Left Chonkia revolve around the varieties of Wyrm that inhabit the volcanos and the Dragons that slumber in the earth. Many of the people appear to have the touch of the dragons growing scales in patches instead of skin and eyes slitted like the wyrms they care for. Whether it is the magic of the Dragon Eyes they live in proximity of or some longer genetic connection to Dragons of old the people do not know. The Major religion, Kribukyo, centres on the veneration of old ancestral dragons and involves the chanting and prayers spoken in the dead dragon tongue.

Wyrment of Wyrmhold

The Wyrment of Wyrmhold governed the Wyrmlands and the lowlands in the Wyrmseer's name when he was ruler of North Left Chonkia. A panel of hold leaders from each volcano city are represented in the Wyrment giving voice to the needs and wants of all the volcanos. With the invasion of the Jy'mar a good portion of the old leaders of the Wyrment fell in battle as they led the forces of their volcanos against the Illumined Utopian. With the Wyrmseers surrender the Wyrment was prepared to dissolve, but the Illumined Utopian mandated that they remain in control of their own holdings but answer to Utopian instead of the Wyrmseer.

The Wyrmseer remains secluded in this abode, taking applicants for future telling as he did before, but now without the pressures of controlling the government.

North Left Chonkia Resource

Dragon Eyes {Magical Items}
Aspiring wyrm trainers managed to train the hoarding wyrms to travel through the lava floes in search of a rare magical gem found in the Wyrmlands. Dragon Eyes. The believers of myths say these magical gemstones are truely the eyes of ancient dragons laid to rest in the Wyrmlands and that obtaining them and selling them is blastphamy against the old faiths. The more monetary driven wyrmhandlers are happy for the windfall whenever a wyrm brings up a Dragon Eye. The Magical properties of Dragon Eyes are endless, capable of storing large quantities of various different types of magic they are sought after by mages, cultivators and seers alike. Rumors abound that the Wyrmseer uses an unprecedented quality Dragon Eye that is almost a foot in diameter, this is hard to confirm as the elusive seer does not leave his abode.

Desired Import: (Precious Minerals)
The Inhabitants of North Left Chonkia like the lizards that are common in the wyrmlands have the touch of avarice. Precious minerals, gold and silver and other gems are highly demanded to bolster their wyrm's hoards or for the peoples own hoards.

Edited by SerakHawk
Wyrm (see edit history)
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RE submission above instead of editing it in in case Mine you've already started looking at it I noticed at I could opt to have a second resource tag added to the produced pending approval:

Dragon Eyes {Magical Items & Exotic Matter}
Aspiring wyrm trainers managed to train the hoarding wyrms to travel through the lava floes in search of a rare magical gem found in the Wyrmlands. Dragon Eyes, a usually spherical gemstone with magical properties. Dragon Eyes are mostly transparent with each having a unique inner pattern that swirls to the center of the gem. The believers of myths say these magical gemstones are truly the eyes of ancient dragons laid to rest in the Wyrmlands and that obtaining them and selling them is blastphamy against the old faiths. The more monetary driven wyrmhandlers are happy for the windfall whenever a wyrm brings up a Dragon Eye. The Magical properties of Dragon Eyes are endless, capable of storing large quantities of various different types of magic they are sought after by mages, cultivators and seers alike. Rumors abound that the Wyrmseer uses an unprecedented quality Dragon Eye that is almost a foot in diameter, this is hard to confirm as the elusive seer does not leave his abode. With the arrival of Jy'mar metallurgists to the volcanos further study of the Dragon Eyes continues as the Jy'mar experiment with the resource. An oddity is found that when the Dragon Eyes are expose to the extreme cold and vacuum of space the Dragon Eyes become moldable, able to maintain the gem's transparencies, magical quality and unique swirls while deforming to any wanted shape. This discovery sparks a new industry in the Wyrmlands and further increases demands on the Dragon Eyes.

Edited by SerakHawk
Rare Metals >> Exotic matter (see edit history)
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Cannor

Region: 31

Geography

The verdant peninsula is covered with rolling, forested hills and beautiful lakes with a warm, fertile coastline, seasonally occupied by massive flocks of migratory birds coming in from the northern continent of Zabava. The temperate climate allows a large variety of animals to flourish in the area. Among them are a species of fearsome bipedal mammals, with spiked coats and razor sharp teeths. Pelts of such creatures are highly sought after and are a sign of prestige among the local elites.

Below the surface lies a different story, the remains of an ancient network of massive tunnels, carverns and passageways criss-cross nearly the entire peninsula, home to an exceptionally large species of blood sucking bats and an even stranger ecosystem, that turns into a nightmare in the lowest levels. The depths of the underground system remain largely unexplored, with only the upper floors having been fully mapped out. Some claim it extends even beyond Cannor.

 

Show this

 

 

People

People

The proximity to Erisdor allowed many escaped slaves and refugees to flee to these shores over the centuries, but nonetheless the inhabitants remain primarily human. In the interior, settlements are usually found near entrances to the labyrinth, populated by hardy and independent folks, who brave the dangerous passageways to gather the rich waste left behind by nocturnal creatures and bring it back to the surface, from where it is carried on trucks to the numerous well populated towns on the coasts for processing into fertilisers and explosives, which in turn are exported to the many farms, orchards, and mines across the continent. Trade plays an integral role in the continued prosperity of the entire region, with the local economy well integrated into the continental trade network. 

Many of the bloodfiends and ghostly creatures found in deeper levels can be highly resistant to fire and bullets however, often regenerating themselves into even more maddened forms, with only the disciplines of the First Path able to consistently force them into near permanent dormancy through rituals of bindings, anchored by artefacts of fel iron. Those who lead expeditions into the less explored portions are thus highly respected and honoured among the local communities, often wielding enchanted glaives and spears capable of harming the supernatural. 

Buildings and homes are often made of specially treated timber, decorated with talismans and glyphs to ward away evil spirits during the darkest hours of the night. That does not mean the people who live here are cowardly however. Indeed, they are well known for their courage and preservance.

 

Government

Government

The region consisted of a loose confederation of towns and small city states, each often ruled over by councils of petty nobles, who in turn met in great gatherings to elect a new ruler from among themselves when the last one died. The authority of the monarch varied wildly, with some having led great wars against neighbouring countries or even having tamed large swaths of the underground in the past while others having been relegated to issuing decrees ignored by everyone beyond the walls of Alenath, the traditional capital of the region.

Each of these settlements (and guilds within them) largely maintained their own militias for self defence, allowing the confederation to maintain a fairly large force, though one plagued by lack of standardisation and greatly varying in quality. Majority of the time these forces were involved in small skirmishes and border disputes with each other or nearby states, when they are were dealing with problems of the underground. 

The recent occupation of Cannor has seen the confederation unceremoniously dissolved and the territory put under a military governorship. Elections have been promised to the general public, with the expectations that they will take place in the next few years but for now the Radiant Republic remains content with consolidating its control over the levers of power in the region; recruiting influential collaborators, arresting or sidelining those stridently opposed to the new order and offering benefits and bribes to many left disenfranchised by the old leadership.

Resources

Resources

Export: Nitrates[Chemical Reagents]. Utilised by local and foreign industries for production of fertilisers and gunpowder and more, they are always in high demand across the continent of Erebus. 

Import: Magical items. Talismans and weapons that allow the locals to defend themselves against supernatural threats are much sought after. Without them life would doubtlessly be far harsher. 

Religion

Religion

Firm believers in self-reliance and usually sceptical of the divine, the local folks do not overly care to rely on higher powers for salvation. Nevertheless, certain philosophical traditions are practised by elements of the population, often focused on gaining greater mastery of the self and furthering their understanding of the world. Those who choose to devote themselves to ascending past mortal frailties are collectively known as Pathfinders. 

Minorities

The First Path. The wise men and women who dwell deep in the woods and wilds, are said to live their life in ascetic contemplation and meditation, slowly untethering themselves from the needs and desires of their mortal body, becoming something otherworldly and more. 

The Second Path. They focus on mastery of their body, and are renowned as skilful warriors and explorers. Often, it is them who lead the expeditions into the deep caverns, their senses sharpened to such heights that they can feel even minor perturbations in air and pressure. Stories speak of them also practising some strange form of alchemy to strengthen their body and mind. 

The Third Path. They choose to emulate the dark spirits and creatures of the deep; feasting and supping on mortal flesh and souls to empower themselves, stealing the memories, experiences and strength of others to add to their own. They are hunted and the practice has long been outlawed. Yet, tales and rumours of their existence stubbornly persist.

History

History

The oldest legends and archaeological evidence suggests that the entire peninsula once contained a massive interconnected network of underground railways, manufacturing centres and bunker-complexes. Many of the civilians hiding underground to survive the bombardment were likely buried alive by the terrible weapons unleashed during those apocalyptic days. What happened next to turn the place into its current state is a mystery

In the centuries to come, the survivors would eventually rebuild and repopulate the peninsula. New fishing villages and cities would rise but peace would not last forever. The first great challenge from outside would come at the hand of the victorious fomorians, chasing the remnants of the human tribes trying to flee across the bay into Cannor. The incursion would end in a dismal failure, with the Fomor King drowning along with much of the expedition but it would be the beginning of a series of conflicts that would culminate in the people of the region banding together to resist the slave raids and interminable futile attempts at conquest that never really succeeded in going past occupations of a few outlaying islands. 

The fall of the old kingdom of Erisdor would be the cause of much celebration but that would not put an end to ancient rivalries. Conflicts over fishing grounds and maritime disputes would still abound, only conclusively ending when the Radiant Republic gained an insurmountable edge in the form of starships. 

 

 

Seeking approval.

Edited by DKArthas (see edit history)
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Region 51: Grigialfheim

Geography

image.png.7f4b3c487f8c7f6c1dbafc597d7733a7.png

Overview: The Southeastern Quagmire
Grigialfheim is a Verdalf exonym for the elven lands to their southeast, spanning such a wide range of latitudes that it was unthinkable for the local population to conceptualize the region as a single unitary entity. Its land border with Verdalfheim is geographically fluid, simply marked as the arbitrary extremity of historic Fiorid rule, though its eastern land border is formed by the much more impressive Aquilatindas. The range jutting southwards from the main course of the peaks is often described as the Tail, owing to the mountains’ overall bird-like shape, though the full-fledged mountain range tapers off approximately halfway down the length of the border. The remaining stretch, a long-contested ground, is anchored by a river valley which creates enough terrain to form a geographically anchored border. Rather than being a boundary, this river is the domain of the historically mixed city-state of Rattoheim, whose frontier with the unified Durat state was secured along the western ridge of the valley instead of the river itself.

The main body of the region shares much of its climate with Verdalfheim, producing a great rainforest which dominates the landscape. Grigialfheim, however, is a far more unkempt land, with broad swathes of terrain completely submerged in stagnant festering water. The rivers which spill out onto its western coast are slow and easily prone to backwash, the salinity of the seawater rendering much of the coast inhospitable for agriculture. This, however, does not make the interior of the region any more hospitable. While the northern land that straddles the base of the Aquilatindas is sound (though choked by ancient roots), the southern flatlands are home to the Velenomyri, a vast stretch of marshy jungle whose waters are outright toxic to all but the hardiest of insects. This poison swamp is shunned by all, and has served as the main factor driving the population towards the coast to live off the sea.

In spite of the hardships imposed by Grigialfheim’s dank terrain, a handful of major population centers have still risen to the foreground amidst a horde of minor fishing villages. Most historically relevant to the development of the Fiorid state is Altosteinn, the hilltop citadel which once exerted significant authority over the region’s north. The dominant narrative of Prince Larus dei Fiori’s unification of Verdalfheim has him simply decide to settle down once his conquests are complete, but the occasional comprehensive history will concede to the reality of the situation: as conquerors are wont to do, he aspired for an even greater reach, striking eastwards in the hopes of subjugating what would eventually come to be regarded as Grigialfheim. He was stopped dead in his tracks by the Lady of Altosteinn, who crushed his armies so thoroughly that it sent him home and motivated the mechanized revolution which defined the eventually-triumphant Verdalf army led by Chancellor Eydis. Its political prominence has since been lost, but the long-memoried Verdalfr still took special care to occupy the fortress as the opening move of their terrestrial campaign.

Southwards along the coast lies Velafloa, the commercial hub of the Grigialfr. Though originally an unorganized conglomeration of traders drawn to the area’s bay, deeper naval trading ties with the people of southern Chonkia resulted in the establishment of a permanent city organized in the concentrically-circular fashion of its imported Verdalf architects. A similarly Verdalf-influenced site was constructed further south: a Citadel at the foot of the region’s Firmament Elevator. None can truly say why one of the great ring’s anchors was built here of all regions, but its position atop one of the highest hills of southern Grigialfheim ensures that the tower can be seen from virtually any other point in the region. As such, it became the focal point for numerous religions, drawing in a populace permanent enough to warrant the construction of a permanent site around its base, the Citadel of Cosmonal. Unlike the white stone of Verdalfheim’s architecture, the buildings of Grigialfheim utilize a local grey stone which is prone to the gathering of moss, giving its sites an ancient appearance in spite of their cosmopolitan roots.

Pescarygg
The vertical strip of land projecting southwards into the sea is known as the Pescarygg, a rocky crest which is almost completely uninhabited by the Grigialfr or Durats. Is crab- and gull-infested crags were donated in ancient times to the enigmatic Rybans, an aquatic folk who spurn contact with the surface world and pledge fealty to a great kingdom beneath the waves. Many Grigialfr, unaware of this ancient accord, have attempted to settle the island over the years, and every effort has ended in failure. Only one site, a lighthouse at the southern tip of the island, has been left unmolested, its mysterious Keeper responsible for saving a great many ships from running aground on the local shoals.

People

Grigialfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Grigialfr, or “Grey Elves,” are the dominant elven ethnic group of the region that they lend their name to (deja vu? yes, the rest is different though). Their skin is rather ashy on average, with hair colors ranging from black to white. Many bear residual scars from childhood exposure to the region’s many endemic diseases, transmitted by mosquitoes and other pests that thrive in stagnant waters.

In spite of this troublesome environment, the region’s inhabitable stretches are still heavily populated by a great number of hardy folk who are more than happy to support those who are less fortunate than them. As this ethos would imply, Grigialf society is dominated by an assortment of communes which have been unable to produce a unifying figure. Historic attempts to achieve a higher level of organization are usually limited to a local region due to the difficulties of exerting authority over the entire jungle, a flaw which became glaringly obvious when the duty of defending Grigialfheim against Chancellor Eydis’ onslaught was foisted upon an unprepared elder, the respected First Fisherman of Velafloa, out of a misplaced reverence for seniority. Indeed, this is one of the few hierarchies the Grigialfr subscribe to throughout the entire region, as those who survive the epidemics the longest are sure to have accumulated the best knowledge. As such, the defense against the Fiorids was only truly effective in the guerrilla stage, though it was too little too late.

The garb and textiles of the Grigialfr are relatively mundane, the perilous conditions of their jungle requiring a more utilitarian approach which resulted in the regrettable displacement of traditional woven-leaf attire sometime in the seventh century. Instead they seek to do what they can to protect from toxic waters and the predation of insects, treading the fine line between covering as many vulnerable areas as possible and avoiding the pitfalls of overdressing in a hot and humid jungle. Overalls are the most common piece of attire, useful for work both on land and at sea, whether made of domestic materials or imported rubber from Verdalfheim. Leisure activities commonly emphasize physicality, leading to the proliferation of many informal sports.

Southern Durats
Forming a narrow majority in the city of Rattoheim and holding a minority presence throughout much of the region’s south, a sizable Durat population has lived within the bounds of Grigialfheim for over a thousand years. The primary point of schism with Burtzlund goes back to the construction of the Great Cathedral and its Megapod, viewed as an unnatural abomination for the artificiality of its consciousness based on two mutually exclusive fears: if its overall will remained unchanged then it would be a subjugator of Durat minds rather than a partnership, and if its overall will bent to the whims of its inductees it could too easily fall to malice. It is ultimately up for debate whether or not these fears were justified, but this initial schism prompted the most voluminous exodus of Durat Pods into Grigialfheim and would serve as the foundation for future waves of arrivals as sectarian relations normalized. Today Durat engineering crews serve crucial roles on ship crews or as village electricians, a welcome presence among the Grigialf majority.

Resources

Summary:
Resource: Ryban Fish (Meats and Animal Products)
Desired Import: Medicine and Drugs

Fluff:
It would take months to tally up the total number of fishing villages along the coastline of Grigialfheim, then several more years to tally the fishing vessels. From massive mechanized trawlers to personal canoes, every family has some amount of investment in the fishing business, with voyages stretching as far south as the shores of Dewlad. These bountiful reserves form the backbone of the region’s diet, while still maintaining enough of a reserve to export them in vast quantities. This stage is where the ‘Ryban’ label comes into play, as marketers attempt to tap into the mysterious nature of the oceanic Rybans to heighten the allure of their products by association. This is technically incorrect, as the fishfolk have nothing to do with these catches beyond (probably) eating from the same source, but the occasional accusations of fraud by sufficiently informed parties are met with a rhetorical retreat to it being a simple geographic descriptor; the ocean between Chonkia and Dewlad, after all, is called the Ryban, though packaging for these products is always conspicuously stamped with the cartoonish image of a limbed fish standing upright and wielding a spear.

Abundant food, however, is not enough to defend against disease. The mosquitos and parasites of the Velenomyri are constantly venturing outwards from their domain, spreading all manner of vile toxins among the populace. Hospitals, not temples, are the key fixture of villages in this blighted land, and what few medicinal herbs can be extracted from the cleaner portions of the jungle are consumed rapidly. There is no risk of an emergent humanitarian crisis in Grigialfheim, as it has been in the midst of one for as long as anyone can remember. Some external source of medicine- anything at all, even painkillers- would go a long way towards fixing the land.

Faith

Kinites - Majority
The prophet Kinus is an obscure figure dated to some point after the War of Eternal Bombardments who made a name for themself by meditating at the foot of the space elevator for years on end, supposedly without food or water (though certain preserved dialogues featuring them and their preexisting disciples imply that Kinus had a support network which would have kept them supplied). The elevator, rendered physically inert by the War, was compelled by their sheer force of will to assume a new role as the Thought Elevator, delivering new ideas of a higher plane into Kinus’ voracious mind. Once all was known, they rose and spoke the truth: “Suffering and abundance are both native to the world, let not one distract from the other.” This aphorism, for whatever reason, has become the mantra of the Kinites, an itinerant order descended from Kinus’ original disciples performing minor miracles of healing and feeding the needy along their meandering path. Thus the Kinites themselves have become the true objects of adoration and reverence, while the story of Kinus themself only holds weight as a contextualizing story. Still, the most popular shrine at Cosmonal is a statue to Kinus at the site where they meditated, just a couple yards outside the Space Elevator's once-functional doors.

Edited by moossabi (see edit history)
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On 2/28/2024 at 7:15 AM, Rocket Relm said:

I noticed that the Admiral I rolled and made last turn is missing, and I'd gone with the safer +20% casualties tac doc that was already approved by another player to save gm time and effort. But since I'm mentioning it here anyway to mention it didn't get added to the tables, I figure I should at least ask the opinion of taking a -1 to Battle, +20% enemy casualties, -3 Enemy Leader Loss rolls tac doc.

Your Admiral was approved last round. It's my bad it was missed from the opener, but I won't be retroactively changing it.

 

On 2/28/2024 at 12:04 PM, farothel said:

@Minescratcher452

Tacdoc for approval:

They are everywhere: Using space transports and dropships, supported by ground attack fighters and orbital bombardment, the Bafatis drop units all over the place, seeking to disrupt enemy supply lines and confusing the enemy about the main point of attack.  while this works quite well, those smaller groups can be destroyed more easily by concentrated attacks.

+3 battle, +10% own casualties, -10% enemy casualties.

I really like the fluff-mechanical harmony here, but I would be remiss if I didn't note that this tacdoc is a worse version of Rust, Dust, and Guts. If you wanted to drop the enemy casualty reduction, it would still be approvable.

 

On 2/28/2024 at 9:04 PM, SerakHawk said:

Region Write-up for Approval: North Left Chonkia (The Wyrmlands)

NorthLeftChonkia.png.20909e9dfee6eafb0e29b9470192a3a6.png

Region: 45 (Sansar)
Region Name: North Left Chonkia (The Wyrmlands)
Owner: Illumined Utopian

North Left Chonkia - Geography, Fauna & Flora

North Left Chonkia consists of two separated artic tundras with some fairly temperate plains and hills connecting the two. The eastern end of North Left Chonkia shares the waterways with the Arkhive with seasonal ice shelves and freezes creating a ground connection between the regions. In spite of the western tundra a cluster of active and dormant Volcanos make up what is collocally known as the Wyrmlands, for here be Dragons. Well, wyrms - well, large lizards capable of limited flight who bask on the heat given off by the magma formations and the active lava flows. These 'wyrms' flock around the volcanos and seem to have been receptive to the inhabitants of North Left Chonkia, many of whom live in unity with the lizards, some even bonding and training the creatures. Like their rumoured cousins the wyrms seek out shiny treasures and hoard things they find as they dive through the lava floes.

The Wyrmhold is the largest of the Volcano Cities of North Left Chonkia, carved directly into the largest volcano the city rises from the glaciers and fjords at the foot of the Wyrmseer's Mount all the way to the caldera of the volcano. Spires of obsidian twist with sculptures of ice to form perches and wyrm perch prevention measures for the different tiers of the City.

In the lowlands between the tundra regions wildlife blooms as creatures seasonally flock and migrate through the lands scavenging the plant life of what many say are part of the planet spanning entity known as Coedd. Here farming settlements and livestock habitats are maintained and monitored for the benefit of the Wyrmhold and the other Volcano cities.

The Inhabitants

The myths of the people living in North Left Chonkia revolve around the varieties of Wyrm that inhabit the volcanos and the Dragons that slumber in the earth. Many of the people appear to have the touch of the dragons growing scales in patches instead of skin and eyes slitted like the wyrms they care for. Whether it is the magic of the Dragon Eyes they live in proximity of or some longer genetic connection to Dragons of old the people do not know. The Major religion, Kribukyo, centres on the veneration of old ancestral dragons and involves the chanting and prayers spoken in the dead dragon tongue.

Wyrment of Wyrmhold

The Wyrment of Wyrmhold governed the Wyrmlands and the lowlands in the Wyrmseer's name when he was ruler of North Left Chonkia. A panel of hold leaders from each volcano city are represented in the Wyrment giving voice to the needs and wants of all the volcanos. With the invasion of the Jy'mar a good portion of the old leaders of the Wyrment fell in battle as they led the forces of their volcanos against the Illumined Utopian. With the Wyrmseers surrender the Wyrment was prepared to dissolve, but the Illumined Utopian mandated that they remain in control of their own holdings but answer to Utopian instead of the Wyrmseer.

The Wyrmseer remains secluded in this abode, taking applicants for future telling as he did before, but now without the pressures of controlling the government.

North Left Chonkia Resource

Dragon Eyes {Magical Items}
Aspiring wyrm trainers managed to train the hoarding wyrms to travel through the lava floes in search of a rare magical gem found in the Wyrmlands. Dragon Eyes. The believers of myths say these magical gemstones are truely the eyes of ancient dragons laid to rest in the Wyrmlands and that obtaining them and selling them is blastphamy against the old faiths. The more monetary driven wyrmhandlers are happy for the windfall whenever a wyrm brings up a Dragon Eye. The Magical properties of Dragon Eyes are endless, capable of storing large quantities of various different types of magic they are sought after by mages, cultivators and seers alike. Rumors abound that the Wyrmseer uses an unprecedented quality Dragon Eye that is almost a foot in diameter, this is hard to confirm as the elusive seer does not leave his abode.

Desired Import: (Precious Minerals)
The Inhabitants of North Left Chonkia like the lizards that are common in the wyrmlands have the touch of avarice. Precious minerals, gold and silver and other gems are highly demanded to bolster their wyrm's hoards or for the peoples own hoards.

Most of this looks good... but:

  • The name "North Left Chonkia" A) makes me sad and more importantly B) is an insufficiently precise geographical identifier to act as a region name. Please replace it.
  • I need more details on the religion and would like to see more details on the culture than I've gotten here.
  • I don't think the description given in the second post justifies an Exotic Matter category, as that category is for things like antimatter and dilithium crystals, but the justification seems more like it would be a Construction Material (if produced in extreme bulk quantities) or a Luxury Good (if the unique malleability is used for aesthetic purposes like jewlery).

 

On 3/1/2024 at 10:57 AM, DKArthas said:

 

Cannor

Region: 31

Geography

The verdant peninsula is covered with rolling, forested hills and beautiful lakes with a warm, fertile coastline, seasonally occupied by massive flocks of migratory birds coming in from the northern continent of Zabava. The temperate climate allows a large variety of animals to flourish in the area. Among them are a species of fearsome bipedal mammals, with spiked coats and razor sharp teeths. Pelts of such creatures are highly sought after and are a sign of prestige among the local elites.

Below the surface lies a different story, the remains of an ancient network of massive tunnels, carverns and passageways criss-cross nearly the entire peninsula, home to an exceptionally large species of blood sucking bats and an even stranger ecosystem, that turns into a nightmare in the lowest levels. The depths of the underground system remain largely unexplored, with only the upper floors having been fully mapped out. Some claim it extends even beyond Cannor.

 

People

People

The proximity to Erisdor allowed many escaped slaves and refugees to flee to these shores over the centuries, but nonetheless the inhabitants remain primarily human. In the interior, settlements are usually found near entrances to the labyrinth, populated by hardy and independent folks, who brave the dangerous passageways to gather the rich waste left behind by nocturnal creatures and bring it back to the surface, from where it is carried on trucks to the numerous well populated towns on the coasts for processing into fertilisers and explosives, which in turn are exported to the many farms, orchards, and mines across the continent. Trade plays an integral role in the continued prosperity of the entire region, with the local economy well integrated into the continental trade network. 

Many of the bloodfiends and ghostly creatures found in deeper levels can be highly resistant to fire and bullets however, often regenerating themselves into even more maddened forms, with only the disciplines of the First Path able to consistently force them into near permanent dormancy through rituals of bindings, anchored by artefacts of fel iron. Those who lead expeditions into the less explored portions are thus highly respected and honoured among the local communities, often wielding enchanted glaives and spears capable of harming the supernatural. 

Buildings and homes are often made of specially treated timber, decorated with talismans and glyphs to ward away evil spirits during the darkest hours of the night. That does not mean the people who live here are cowardly however. Indeed, they are well known for their courage and preservance.

 

Government

Government

The region consisted of a loose confederation of towns and small city states, each often ruled over by councils of petty nobles, who in turn met in great gatherings to elect a new ruler from among themselves when the last one died. The authority of the monarch varied wildly, with some having led great wars against neighbouring countries or even having tamed large swaths of the underground in the past while others having been relegated to issuing decrees ignored by everyone beyond the walls of Alenath, the traditional capital of the region.

Each of these settlements (and guilds within them) largely maintained their own militias for self defence, allowing the confederation to maintain a fairly large force, though one plagued by lack of standardisation and greatly varying in quality. Majority of the time these forces were involved in small skirmishes and border disputes with each other or nearby states, when they are were dealing with problems of the underground. 

The recent occupation of Cannor has seen the confederation unceremoniously dissolved and the territory put under a military governorship. Elections have been promised to the general public, with the expectations that they will take place in the next few years but for now the Radiant Republic remains content with consolidating its control over the levers of power in the region; recruiting influential collaborators, arresting or sidelining those stridently opposed to the new order and offering benefits and bribes to many left disenfranchised by the old leadership.

Resources

Resources

Export: Nitrates[Chemical Reagents]. Utilised by local and foreign industries for production of fertilisers and gunpowder and more, they are always in high demand across the continent of Erebus. 

Import: Magical items. Talismans and weapons that allow the locals to defend themselves against supernatural threats are much sought after. Without them life would doubtlessly be far harsher. 

Religion

Religion

Firm believers in self-reliance and usually sceptical of the divine, the local folks do not overly care to rely on higher powers for salvation. Nevertheless, certain philosophical traditions are practised by elements of the population, often focused on gaining greater mastery of the self and furthering their understanding of the world. Those who choose to devote themselves to ascending past mortal frailties are collectively known as Pathfinders. 

Minorities

The First Path. The wise men and women who dwell deep in the woods and wilds, are said to live their life in ascetic contemplation and meditation, slowly untethering themselves from the needs and desires of their mortal body, becoming something otherworldly and more. 

The Second Path. They focus on mastery of their body, and are renowned as skilful warriors and explorers. Often, it is them who lead the expeditions into the deep caverns, their senses sharpened to such heights that they can feel even minor perturbations in air and pressure. Stories speak of them also practising some strange form of alchemy to strengthen their body and mind. 

The Third Path. They choose to emulate the dark spirits and creatures of the deep; feasting and supping on mortal flesh and souls to empower themselves, stealing the memories, experiences and strength of others to add to their own. They are hunted and the practice has long been outlawed. Yet, tales and rumours of their existence stubbornly persist.

History

History

The oldest legends and archaeological evidence suggests that the entire peninsula once contained a massive interconnected network of underground railways, manufacturing centres and bunker-complexes. Many of the civilians hiding underground to survive the bombardment were likely buried alive by the terrible weapons unleashed during those apocalyptic days. What happened next to turn the place into its current state is a mystery

In the centuries to come, the survivors would eventually rebuild and repopulate the peninsula. New fishing villages and cities would rise but peace would not last forever. The first great challenge from outside would come at the hand of the victorious fomorians, chasing the remnants of the human tribes trying to flee across the bay into Cannor. The incursion would end in a dismal failure, with the Fomor King drowning along with much of the expedition but it would be the beginning of a series of conflicts that would culminate in the people of the region banding together to resist the slave raids and interminable futile attempts at conquest that never really succeeded in going past occupations of a few outlaying islands. 

The fall of the old kingdom of Erisdor would be the cause of much celebration but that would not put an end to ancient rivalries. Conflicts over fishing grounds and maritime disputes would still abound, only conclusively ending when the Radiant Republic gained an insurmountable edge in the form of starships. 

 

 

Seeking approval.

Looks good, approved. One question: what's the word to refer to a person from Cannor?

 

3 hours ago, moossabi said:

Region 51: Grigialfheim

Geography

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Overview: The Southeastern Quagmire
Grigialfheim is a Verdalf exonym for the elven lands to their southeast, spanning such a wide range of latitudes that it was unthinkable for the local population to conceptualize the region as a single unitary entity. Its land border with Verdalfheim is geographically fluid, simply marked as the arbitrary extremity of historic Fiorid rule, though its eastern land border is formed by the much more impressive Aquilatindas. The range jutting southwards from the main course of the peaks is often described as the Tail, owing to the mountains’ overall bird-like shape, though the full-fledged mountain range tapers off approximately halfway down the length of the border. The remaining stretch, a long-contested ground, is anchored by a river valley which creates enough terrain to form a geographically anchored border. Rather than being a boundary, this river is the domain of the historically mixed city-state of Rattoheim, whose frontier with the unified Durat state was secured along the western ridge of the valley instead of the river itself.

The main body of the region shares much of its climate with Verdalfheim, producing a great rainforest which dominates the landscape. Grigialfheim, however, is a far more unkempt land, with broad swathes of terrain completely submerged in stagnant festering water. The rivers which spill out onto its western coast are slow and easily prone to backwash, the salinity of the seawater rendering much of the coast inhospitable for agriculture. This, however, does not make the interior of the region any more hospitable. While the northern land that straddles the base of the Aquilatindas is sound (though choked by ancient roots), the southern flatlands are home to the Velenomyri, a vast stretch of marshy jungle whose waters are outright toxic to all but the hardiest of insects. This poison swamp is shunned by all, and has served as the main factor driving the population towards the coast to live off the sea.

In spite of the hardships imposed by Grigialfheim’s dank terrain, a handful of major population centers have still risen to the foreground amidst a horde of minor fishing villages. Most historically relevant to the development of the Fiorid state is Altosteinn, the hilltop citadel which once exerted significant authority over the region’s north. The dominant narrative of Prince Larus dei Fiori’s unification of Verdalfheim has him simply decide to settle down once his conquests are complete, but the occasional comprehensive history will concede to the reality of the situation: as conquerors are wont to do, he aspired for an even greater reach, striking eastwards in the hopes of subjugating what would eventually come to be regarded as Grigialfheim. He was stopped dead in his tracks by the Lady of Altosteinn, who crushed his armies so thoroughly that it sent him home and motivated the mechanized revolution which defined the eventually-triumphant Verdalf army led by Chancellor Eydis. Its political prominence has since been lost, but the long-memoried Verdalfr still took special care to occupy the fortress as the opening move of their terrestrial campaign.

Southwards along the coast lies Velafloa, the commercial hub of the Grigialfr. Though originally an unorganized conglomeration of traders drawn to the area’s bay, deeper naval trading ties with the people of southern Chonkia resulted in the establishment of a permanent city organized in the concentrically-circular fashion of its imported Verdalf architects. A similarly Verdalf-influenced site was constructed further south: a Citadel at the foot of the region’s Firmament Elevator. None can truly say why one of the great ring’s anchors was built here of all regions, but its position atop one of the highest hills of southern Grigialfheim ensures that the tower can be seen from virtually any other point in the region. As such, it became the focal point for numerous religions, drawing in a populace permanent enough to warrant the construction of a permanent site around its base, the Citadel of Cosmonal. Unlike the white stone of Verdalfheim’s architecture, the buildings of Grigialfheim utilize a local grey stone which is prone to the gathering of moss, giving its sites an ancient appearance in spite of their cosmopolitan roots.

Pescarygg
The vertical strip of land projecting southwards into the sea is known as the Pescarygg, a rocky crest which is almost completely uninhabited by the Grigialfr or Durats. Is crab- and gull-infested crags were donated in ancient times to the enigmatic Rybans, an aquatic folk who spurn contact with the surface world and pledge fealty to a great kingdom beneath the waves. Many Grigialfr, unaware of this ancient accord, have attempted to settle the island over the years, and every effort has ended in failure. Only one site, a lighthouse at the southern tip of the island, has been left unmolested, its mysterious Keeper responsible for saving a great many ships from running aground on the local shoals.

People

Grigialfr
Elvenkind has always held a significant presence on Sansar, though divided into numerous different ethnic groups. Compared to the average human, the average elf possesses more angular features and pointed ears; beyond this, the physical difference is minimal. Stereotypes about their long lifespans hold some degree of truth, for the average elf can stave off the ravages of aging for longer, but the end result is usually just an extra century of life. The Grigialfr, or “Grey Elves,” are the dominant elven ethnic group of the region that they lend their name to (deja vu? yes, the rest is different though). Their skin is rather ashy on average, with hair colors ranging from black to white. Many bear residual scars from childhood exposure to the region’s many endemic diseases, transmitted by mosquitoes and other pests that thrive in stagnant waters.

In spite of this troublesome environment, the region’s inhabitable stretches are still heavily populated by a great number of hardy folk who are more than happy to support those who are less fortunate than them. As this ethos would imply, Grigialf society is dominated by an assortment of communes which have been unable to produce a unifying figure. Historic attempts to achieve a higher level of organization are usually limited to a local region due to the difficulties of exerting authority over the entire jungle, a flaw which became glaringly obvious when the duty of defending Grigialfheim against Chancellor Eydis’ onslaught was foisted upon an unprepared elder, the respected First Fisherman of Velafloa, out of a misplaced reverence for seniority. Indeed, this is one of the few hierarchies the Grigialfr subscribe to throughout the entire region, as those who survive the epidemics the longest are sure to have accumulated the best knowledge. As such, the defense against the Fiorids was only truly effective in the guerrilla stage, though it was too little too late.

The garb and textiles of the Grigialfr are relatively mundane, the perilous conditions of their jungle requiring a more utilitarian approach which resulted in the regrettable displacement of traditional woven-leaf attire sometime in the seventh century. Instead they seek to do what they can to protect from toxic waters and the predation of insects, treading the fine line between covering as many vulnerable areas as possible and avoiding the pitfalls of overdressing in a hot and humid jungle. Overalls are the most common piece of attire, useful for work both on land and at sea, whether made of domestic materials or imported rubber from Verdalfheim. Leisure activities commonly emphasize physicality, leading to the proliferation of many informal sports.

Southern Durats
Forming a narrow majority in the city of Rattoheim and holding a minority presence throughout much of the region’s south, a sizable Durat population has lived within the bounds of Grigialfheim for over a thousand years. The primary point of schism with Burtzlund goes back to the construction of the Great Cathedral and its Megapod, viewed as an unnatural abomination for the artificiality of its consciousness based on two mutually exclusive fears: if its overall will remained unchanged then it would be a subjugator of Durat minds rather than a partnership, and if its overall will bent to the whims of its inductees it could too easily fall to malice. It is ultimately up for debate whether or not these fears were justified, but this initial schism prompted the most voluminous exodus of Durat Pods into Grigialfheim and would serve as the foundation for future waves of arrivals as sectarian relations normalized. Today Durat engineering crews serve crucial roles on ship crews or as village electricians, a welcome presence among the Grigialf majority.

Resources

Summary:
Resource: Ryban Fish (Meats and Animal Products)
Desired Import: Medicine and Drugs

Fluff:
It would take months to tally up the total number of fishing villages along the coastline of Grigialfheim, then several more years to tally the fishing vessels. From massive mechanized trawlers to personal canoes, every family has some amount of investment in the fishing business, with voyages stretching as far south as the shores of Dewlad. These bountiful reserves form the backbone of the region’s diet, while still maintaining enough of a reserve to export them in vast quantities. This stage is where the ‘Ryban’ label comes into play, as marketers attempt to tap into the mysterious nature of the oceanic Rybans to heighten the allure of their products by association. This is technically incorrect, as the fishfolk have nothing to do with these catches beyond (probably) eating from the same source, but the occasional accusations of fraud by sufficiently informed parties are met with a rhetorical retreat to it being a simple geographic descriptor; the ocean between Chonkia and Dewlad, after all, is called the Ryban, though packaging for these products is always conspicuously stamped with the cartoonish image of a limbed fish standing upright and wielding a spear.

Abundant food, however, is not enough to defend against disease. The mosquitos and parasites of the Velenomyri are constantly venturing outwards from their domain, spreading all manner of vile toxins among the populace. Hospitals, not temples, are the key fixture of villages in this blighted land, and what few medicinal herbs can be extracted from the cleaner portions of the jungle are consumed rapidly. There is no risk of an emergent humanitarian crisis in Grigialfheim, as it has been in the midst of one for as long as anyone can remember. Some external source of medicine- anything at all, even painkillers- would go a long way towards fixing the land.

Faith

Kinites - Majority
The prophet Kinus is an obscure figure dated to some point after the War of Eternal Bombardments who made a name for themself by meditating at the foot of the space elevator for years on end, supposedly without food or water (though certain preserved dialogues featuring them and their preexisting disciples imply that Kinus had a support network which would have kept them supplied). The elevator, rendered physically inert by the War, was compelled by their sheer force of will to assume a new role as the Thought Elevator, delivering new ideas of a higher plane into Kinus’ voracious mind. Once all was known, they rose and spoke the truth: “Suffering and abundance are both native to the world, let not one distract from the other.” This aphorism, for whatever reason, has become the mantra of the Kinites, an itinerant order descended from Kinus’ original disciples performing minor miracles of healing and feeding the needy along their meandering path. Thus the Kinites themselves have become the true objects of adoration and reverence, while the story of Kinus themself only holds weight as a contextualizing story. Still, the most popular shrine at Cosmonal is a statue to Kinus at the site where they meditated, just a couple yards outside the Space Elevator's once-functional doors.

Excellent work, approved.

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