Minescratcher
  Since time immemorial, the Empire has reigned over the solar system known as Tekhum. Adjectives are unnecessary; there is only one Emperor, and all the worlds that orbit the sun Ophon lie within the Empire. So it has been for more than two hundred million years, if the Imperial Calendar is to be believed; the Empire’s roots run deep, and there is no polity which does not at least acknowledge its overlordship.

The announcement now being transmitted to every subject and vassal is all the weightier for the Empire’s deep history: the Emperor has re-established the Elect, a group of states provided with advanced spacecraft engines, and in effect declared the end of millenia of insularity and isolation. There have been no Elect for over two thousand years, since the chaos of the War of Eternal Bombardments nearly depopulated the Empire, but hundreds of ships now venture into the abyss between the planets, and more join their number every day.

For these elevated powers, the future holds nothing but opportunity for those who seek to grasp it. It is a time of resurgent trade, religious revival, and political consolidation on a scale unparalleled in recorded history. And although it may be dangerous to speak it, some nonetheless whisper that perhaps this era will even see the founding of a new… 
  EMPIRE!  
 A Community World-Building Game originally by Morph Bark
Previously run by Morph Bark, QuintonBeck, Zayuz, Aedilred, RolePGeek, Gengy, TheDarkDM, LapisCattis, Aerin 
   

Empire relies on a number of threads to keep track of information and enable discussion between players. Links to these threads can be found below.
 
 OOC Thread 
 Dice-Rolling Thread 
 Planets Thread 
 Rules 
 Regional Tables 
 Organization Tables 
 Community Discord Server 

The GM Team
Head GM: Minescratcher
Organization GM: Silent_Interim
Tech Czar: Rolepgeek
Faction Tracker: Aerin

Battle Collator: TheDarkDM
Round Opener Helpers: BladeofObliviom - this could also be you!
Table Helpers: Aerin, Gengy, Volthawk - this could also be you! 

 

  Round One: Begin  
Standard Years 2034-2036 of the 99,803rd Era of the Imperial Calendar

Round 1 will close on   Sunday, February 11th.  
  Discovery!  
 Explorations, prospecting, and other news from afar  
 
 Spoiler: Maps of Tekhum 

 Tekhum 
   
   Sprites by peony.   

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

 Badal 
   
   Airship sprite by DualR.  Commissioned by OpenGameArt.org.  
 Sansar 
   
  Space Needle sprite from  https://game-icons.net/ .  
 Firmament 
   
  Not to scale.  
 Aridyin 
   
 Veehra 
   
 Mekhala 
   
  Distances not to scale.  
 

    The following events have occurred as the Elect ascend….    

The Emperor’s magnanimity is truly limitless! Imperial courtiers who assisted in the initial gifts of Imperial drive technology remain in place, helping those Imperial states who so desire to more rapidly construct their first interplanetary ships.  All countries may recruit one space unit as a non-action this round! 

The three space elevators at equal intervals about Sansar’s equator have lain in disarray for at least the last two thousand standard years. Now, however, the newly elevated Elect may have the capacity to restore them.  A country that owns [Region 26], [Region 39], or [Region 51] and possesses the Pseudogravity Engineering technology may use a TN 12 Economy or Intrigue action to attempt to repair the space elevator in that region. If successful, the region on Sansar containing the space elevator and its counterpart Firmament region will thereafter be considered adjacent. 

[2034] Sky-sailors on the north-central Cloud Sea are beset by a massive storm! Over a thousand klicks in diameter and with winds up to 600 kph, several small trade ships and unlucky pirates are lost before the cyclone’s existence becomes generally known. Every meteorological model is baffled by the occurrence, and the storm shows no signs of dissipating as the standard years tick on. It seems the source of the unnatural storm must lie within its nearly inaccessible eye.  Any country with the Badalian Megadirigibles technology may attempt a TN 12 Intrigue action to Breach the Storm. Success will reveal what lies within the Eye, and the highest rolling country may discover something special. 

[2035] Stories spread throughout Mekhala of a sighting of a “space unicorn.” The exact details of the story change with the telling, but it seems to be a horselike creature with a single horn which gallops through the void, sometimes responsible for saving a doomed spacefarer.

[2036] Rumors of the “Veehran Triangle,” a region of the vast deserts where groundcars enter, never to be seen again, spread along trade routes across the third planet. No one can seem to pin down exactly where the corners of the triangle are supposed to be, but it seemingly swallows convoys whole without a trace.
Gengy
      Round 1
   The Biarbu Society     
 [The Shadow of the Flock]  
Region(s): 6 
Actions: ( rolls )
 
  [Economy]  Send Expedition to region 7 [ Failure ]
  The ariel arcology nearest to Shiwa Yun has long since thought to be unneeded to the goals of the Biarbu, but with the recent resurgence of activity amongst the other Elect, a small expedition is funded to attempt to find out more about our nearest neighbors.  While the interest is there, though, the passion for the project is lacking.   
  [Economy]  Gather Treasure
  The Emperor has requested payment for continuing to be seen as one of the Elect.  The Face of the Flock orders all Nests to gather the appropriate taxes.   
  [Economy]  Buyout Region 10, TP2 [Exotic Heavy Metals] (With Support from ILU) [ Success ]
  Biarbu can ignore many things, in favor of just enjoying the stellar Badal winds.  However, the rarity of something new, something shiny, something that glimmers... many Biarbu have gone missing chasing after that curiosity.  With the help of the Illumined Utopia, Nests will soon have their sparkly objects that should curb the desire to risk their selves for more dangerous acquisitions.   
  [Economy]  Buyout Region 19, TP1 [Vernian Jewels]  Failure ]
  All that glimmers is not gold, but alas, the Jewels from the Vernian are not as easily impressed.   
  [Diplomacy]  Attend the  Conference for the Liberation of Knowledge and Fostering of Growth in Sansar 
  Eager to meet others throughout the Galaxy, the Face of the Flock sends out Wing Fren Lee, the leader of Shungzing Fung, the Prevailing Winds Nest.  Wing Fren Lee stays away from the dangers at the event, but still somehow comes home with plenty of new ideas for those of Shiwa Yun to consider and improve upon.   
 Spoiler: Event Sub-actions 

- Add  Algorithmic Imagination  to the Arkhive, in exchange for:
 
 Accept  In Vivo Modification  from ELD and TEA 
 Accept  Arcane Amplification  from GCC and CUS 
 Accept  Aclaustrophobic Psychiatry  from RAT 
 Accept  Fusion Reactors  from BAF and KRB 
 
- Publicly announce a Pact of Mutual Friendship with the Glix Combine.
 
 "Through aligning desires to see the Solar System prosper, we of the Biarbu welcome Mutual Friendship with the Glix Combine.  In doing so, we exchange gifts to make it easier to visit one another." 
 Trade  Badalian Megadirigibles  for  Vacuum Adaptation  
 
 

 
  
   
 
  
   “When we take action, a thousand threads are tugged or shifted. Each one of us, with every motion, every footstep, every word, changes the world. Some of us have more weight, some of us less. But regardless, everything we do, including nothing, causes innumerable changes.”     -  Battle Mage Farmer , Seth Ring   

Non-Actions:
 
 Support conversion of any owned regions to Fascination.  Contest all other faiths. 
 Contest all unsupported buyouts. 
 (Gain a Space Unit)  Train the first Yeaya Platoon  
 Support UHS buyout of Region 6 TP2 
 
 
 Spoiler: News and Rumors 

 
 The Face of the Flock sends out Wing Fren Lee to the current farthest known reaches of the Solar System, and the Wing returns with both gifts and good tidings, as well as stories about explosives and the strange dealings of humanoids and other creatures.  Wing Fren Lee is the talk of many Nests for months after, invited to several parties as the guest of honor, just to tell stories of the strange individuals she encountered. 
 
 

 
 Spoiler: Ruler Information 

      The Shadow of the Flock, Ben Ying   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 2 
 2 
 3 
 5 
 5 
 
   Starting Stats  
 2 
 2 
 3 
 4 
 4 
 
  End of round 1 
 0 
 0 
 0 
 0 
 0 
 
  
  New Ruler Next Round  

Expected Stat Bonuses: +2 Economy
 

 
 Spoiler: Kingdom Information 

 Embassies or Trade Routes: 
 
 None Yet 
 
 Techs: 
 
 Algorithmic Imagination 
 Badalian Megadirigibles 
 
 Commander(s): 
 
  None Yet 
 
 Units: 
 
 [1] Ground Unit {Shangyang} 
 [0] Space Unit {Yeaya} 
 
 
SerakHawk
       Round 1 - Years 2034-2036
 Illumined Utopian  - Region(s) 10    
 
   
 Spoiler: Triumvirate Meeting Logs of 2034 

Console Prisca Calpurnius presiding over the Triumvirate meeting, August Legate Iovita Present, Illustrated Prime Marcus Present, and First Speaker Serguis Present.
Console: Marcus I believe you will enjoy this message I received from the Arkhive - potential friends and allies could be made there. I suppose you'll want to go
Prime: Ha! Yes, I see hmm - this is good yes. I'll send a reply and visit in person, of course that means I'll be gone for the better part of this year - maybe the people of the hive are receptive.
Console: That would be ideal - I'll send some of the Protectorate to showcase near by as well - it is good to remind our neighbours about self-improvement.
August: Ahem, Console, if you please.
Console: Yes Console, speak your mind
August: The Speaker and I were talking.... there are some issues in the warrens.
Console: Issues? Don't beach around tail - get to the point August.
August: Well, yes. See - I think we need to rouse up the people... people have been... lax.
Speaker: They are in a Utopia, it is to be expected for them to.... wane.
August: You agreed with me it was too far!
Speaker: I. Yes, I did say that. I just am unsure of your plan..
August: It is for the Console to decide you old fart not for...
Console: That's enough. Give me the plans please August. Yes. Hm. These are perhaps excessive but...
Prime: I think it is fair - they must remember their paths. To forget is to die.
August: Hear hear
Speaker: ... Very well
Console: That is it then, Speaker any persons of note, any talent we could raise from the Warrens to the Protectorate?
Speaker: Ah yes! There is a promising young woman, she has a talent for space combat and her path is.. certainly one to note.
August: Pass her details along then, I will test her resolve and train her up.
&lt;Redacted&gt;
&lt;Redacted&gt;
&lt;Redacted&gt;
Console: Very well, that ends this meeting. On your way
 

 
  Diplomacy - Attend Event 
 Illustrated Prime Marcus attends the Arkhive Banquet
 Following the mysterious receipt of a letter from the Arkhive, Console Prisca delegates Illustrated Prime Marcus to act in the best interest of the Heights of Utopia and foster relations with this knowledge seeking and sharing power. Perhaps even tying longer lasting relations with the nation from Sansar.    
 Spoiler: Event Sub-Actions 
 
  Share Aclaustrophobic Psychiatry with those present 
  Accept All Offered Technologies (Xenolinguistic, Arcane Amplification, In Vivo Modification, Fusion Reactors, Algorithmic Imagination) 
  Bringing sub-Technician of Natural Sciences and Mathematics Captain Eponymous Beara the five hundred ninety-ninth and three hundred fifty-nine thousandths back in the diplomatic 'giant' space to the Heights of Utopia. Jy'mar prepare a specialized area outside of the warrens for the Captain to live and continue studies and cultural exchange with the psychiatrists and scientists of the Illumined Utopian. 
 Submit various writings to the Arkhive for Arkhival. 
 Share Badalian Mega-dirigibles with the Arkhive 
 
 
  
  Military - Launch Inquisition in Region 10  TN 12 -  7  (2d6+5)
 August Legate Iovita cracks down on delinquent Jy'mar
 Signs of delinquency have begun manifesting in the Jy'mar as more and more of the populous ask questions on why self-improvement is the path to follow and with the comforts of a Utopia why would you need to work? August Legate Iovita spends time rounding up the questioners, putting them through rehabilitation training and conscription to realign their paths of self-actualization. There is a world of acid instant death outside the safe walls of the Warrens, to be lax is to die, but to some - dying is preferred.   
  Military - S5 Recruit Admiral  -  7  (1d4+6)
 Admiral Legate Victolus Recruited!
 The First Speaker arranges Victolus to speak to August Legate Iovita as a showcase of their skill in orbital suppression. The August is impressed with his tactics in quickly redirecting space assets to support ground forces in a combat front. After some shadowing of the August and some mock training battles where Victolus was... sufficient in the role, he was raised to the rank of Admiral Legate! 
 
 Spoiler: 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 
 
  
  Faith - Convert to Minority (with support) The Arkhive Æternal (46)  TN 12 -  12  (2d6+4+2 support-1 distance)
 The Illustrated Prime Marcus ministers to the hive!
 While Illustrated Prime Marcus is in the Arkhive for the banquet he obtains permission from the Queen herself to minister to some of the hive who are interesting in the Illuminated Primach! Reaching beyond yourself to become a better version is the goal of all people!   
  Faith - Convert Region 8  TN 12 -  9  (2d6+4)
 The faithful push from the warrens to nearby Aero-stats to give off showcases of ability and martial prowess to the people who believe in balance! Perhaps the acts of self-expression stir new self-actualization among the people.  
  
  
 Console Prisca Calpurnius
 (She/Her)
 Dip: 5
Mil: 5
Eco: 3
Fai: 4
Int: 4
Unit Cap: 1/6
Income: +0    
 
    Additional Items  
 
 Non-Action: Recruit the Fleet of Equitable Footing
  The Equitable Footing is a Large Destroyer class ship boasting over 10,000 crew members while being fully capable of having a limited number of 'large sized' humanoid captives or visitors aboard the ship in designated 'Oversized' areas. The First in its class of being able to allow non-Jy'mar onboard a space vessel its use would largely be diplomatic in nature and is a variation from the coupled dock method most inter-species connections would be made with Jy'mar ships. The rest of the Equitable Footing fleet contains hundreds of cruiser class vessels and support ships to picket and defend the Equitable Footing in combat arms as well as to swarm any over-sized enemy.   
 Non-Action: Resist all Conversion Attempts on Region 10 
 Non-Action: Support any and all buyouts on 10-TP2 and 10-TP3 
 Non-Action: Resist all other Actions unless specified 
 Non-Action: Contribute to Mytho-Historical Data Gathering
  In the few remaining ancient texts from the vaults of the warrens of the Heights of Utopia is the tail of the beginnings of the Jy'mar. At the start of consciousness was naught but strife. Fighting for food through winding corridors and being removed from them to be places in hard cages of metal, plastic and paper. Fight for food. Fight for Life. Fight to connect. Become Better, adapt, grow, learn, adapt. From our strife we became more and more aware as time went on. The winding corridors become homes and havens, memorized the paths and the likely time of the giant's coming. Learned the codes to the cages and the food stores. Through pain we learned not to gorge and have the stores deplete so that the giants would notice, not to be out of the cages when they returned. They feared us, so we planned- we strove to be better, we became better. Once we were legion, but we split apart and escaped, ever growing and striving for something better. The First of Us found it, He discovered the way to rule ourselves. He gave us hope to take lands of our own each night and we followed his plans. Many failed, and we were humbled. But we learned, we followed he who Ascended first. We Followed the Brain.   
 Non-Action: Accept a 3 Treasure loan from the First Union Bank of Tekhum - to be paid back by end of round 5 
  
 Spoiler: Arkhive Æternal Submissions 
 
 (+4) Given (2) Starter Techs in Event 
 (+1) Culture's Literature
  
 Spoiler: Day One 
 Day One in the life of a Jy'mar citizen, by Cluatis Masiziou 
Authors Note:
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. 
 
  
 (+1) History Arkhival
  The Illumined Utopian send a fully copy of the Mytho-Historical Data Gathering to the Arkhive   
 (+1) Theological or philosophical work for Arkhival
  
 Spoiler: Writings of a Primarch on Strife 
There are many paths recorded for all, but one common thread along all great paths and journeys is Strife. Without strife there is no progress, nothing to push against to become more. If you are handed everything to you all your life how are you to grow? You become dependant on those who fed you, dependant on the ones who clean your nest and spoil you to death, yes to death. It may seem like comfort, it may seem like paradise - it is not. A True Utopia is one with controlled strife, calibrated pain to induce you onto the next stage of your path. To Push you beyond your boundaries into something better. Life can be a hard mistress, throwing more problems at you than you are able to fight through, ceaseless without care or worry. This is how life was, what we strive for is growth, self improvement - the best method for this is Strife. Pain equates Gain.
 
  
 (+1) Arkhive Researcher Joins the Heights of Utopia!
  
 Spoiler: Captain Eponymous Beara 
 Jy'mar prepare a specialized area outside of the warrens for the Captain to live and continue studies and cultural exchange with the psychiatrists and scientists of the Illumined Utopian. The Captain is given a large construction protected from the winds and acid of Badal inside the guts of one of the Aerostats that hold up the mass of tubes and tunnels through the asteroid that houses the warrens of the Heights of Utopia. A spacious one bedroom flat with its own kitchen attached to a living space with a whole giant sized couch awaited the Captain. The View out of the enormous window over the couch looked at the winding corridors sprouting from the asteroid interweaving with the aerostats holding everything afloat in the Badal air. One of the warren pathways leads directly into the ceiling area at the top of the flat with walkways ringing the walls with some stairs leading to head hieght so that a Jy'mar visitor could converse with the Giant at their own height. Truely a luxurious amount of space for one of the first permanent visitors to the Heights of Utopia, it was only too bad that a running wheel large enough for them wouldn't fit in their flat. 
 
  
 
 

 
 
 
 
  
 
 Spoiler: Realm Tracking 

      Illumined Utopian   
 
   Diplomatic  
  Economic  
 
  No Embassies
Regions:
 
  Capital:  Heights of Utopia (10) 
 
Arkhive Æternal Status: +8 
 No Trade Routes
Treasure: 0
Income: +0
Trade Posts:
 
 10-TP1 (Exotic Heavy Metals) 
 
 
 
   Faith  
  Military  
 
  Official: Illuminated Primarch
Unorganized Size 9
 
 Sole (+4): None 
 Majority (+3): 10, 50 
 Plurality (+2): None 
 Minority (+1): 2, 11, 84 
 
 
 Unit Cap: 1/6
 
 Ground: The 101 Praetorians 
 
 
 
  
 Time Sensitive 
[By End of Round 3 - Mytho-Historical Data Gathering 1/3]
[By End of Round 3 - Pay 1 Treasure to EMP]
[By End of Round 5 - Pay 3 Treasure to WTU]

 Next Round 
+1 Space Unit
Console: 5 DIP | 5+1 MIL | Eco 3 | Fai 4+1 | Int 4
MS5 Used
Gain Xenolinguistic, Arcane Amplification, In Vivo Modification, Fusion Reactors, Algorithmic Imagination, Others in the Arkhive Banquet
-1 Favour WTU; +3 treasure
 
Stygian
  
  The Eucrus Alliance (TEA)  
 Starting Region: Anjahar(#11)  
 Ruler:  Archon Tangata Roa
  Dip 3 | Mil 5 | Econ 3 | Faith 2 | Int 2  
  Actions:  
 [Mil] - Build Ground Unit
 [Mil] - Build Ground Unit

 The rise of the Alliance as Elect has brought with it a wider awareness of the worlds beyond their sulfurous, inhospitable dirt patch--friend and foe alike. In a unanimous vote, the Council elects to offer incentives to military members who re-enlist for at least two tours of duty. Current projections place recruitment levels at their peak from the last ten years. 
 [Mil]  - Recruit a General - Mata Vai (8)
 
 Spoiler: TacDoc 
 Name: Point-Blank Ordinance 
[i]Commander Vai’s supporting warships are fitted with small fighters than can deploy from low orbit and sortie using air-to-ground missiles against strategic points. Ground troops focus mostly on encircling enemy troops and hampering anti-air efforts until the payload is delivered.
Effect: If at least 1 space unit is deployed in the region for every two ground units, the  Ground Front  gains a bonus of +2 to Battle roll, +10% to Enemy Casualties. Must be TEA units, allied units do not count.
 

 [Dip]  - Raise Reputation with the Imperial Court (14 vs TN 10)

 [Dip]  - Attend the banquet in the Arkhive Æternal
 "The Hexenniel Conference was certainly eventful. Let us hope it is more boring next time." - Tuahine Roa 
 
 Spoiler: Subactions 

 
 Accept Xenolinguistics from ARK 
 Accept Arcane Amplification from GCC/CUS 
 Accept Fusion Reactors from BAF 
 Accept Aclaustrophobic Psychiatry from ILU 
 Accept Algorithmic Imagination from BRB 
 Gift In Vivo Modification for the above 
 
 

  Non-Actions:  
 Build a free Space Unit 
 Utilizing the blueprints gifted to them by the Empire, Kanmarran engineers begin to retrofit decommissioned vessels that date back to the Alliance's earliest days. It will take time to shake the rust out, but the sight of these storied vessels flying once more is auspicious. An influx of new recruits will soon flow into the naval academy to perform their civic duty, swelling with pride.  
 Resist Hostile Buyouts 
 Resist Hostile Conversions 
 Support Conversions to the Protean Paradigm 
 [WTU]  - Accept Loan (4 Treasure)
 [UHS]  - Adopt Resolution of Non-Aggression

 After a council vote of 15-3, an official missive is sent to United Houses of Senkar. 
 
 Spoiler: Council Measure #9B638B2 
Recognizing that the uplift of the Badalian Elect offers a new era of potential for all Her people,

The Eucrus Alliance hereby passes the following resolution in regards to the nation-state known as the “United Houses of Senkar”, henceforth abbreviated as UHS:

The Eucrus Alliance pledges to recognize the sovereignty of UHS and future territorial interests, and shall not dispute any such claims unless it is deemed urgent to national security or prosperity.

The Eucrus Alliance pledges to refrain from the use of military force, hostile action, or aggression against UHS barring the same.

The Eucrus Alliance pledges to promote cooperation and understanding in regards to common interests, including but not limited to trade, technological advancement, defense, and humanitarian assistance.

This resolution is intended to foster goodwill and long-lasting relations, and shall enter into force in the spirit of the same. We look forward to the continued prosperity of both our peoples. Long may this day be remembered as the dawn of a golden era.

Signed.

Tangata Roa
Archon of the Eucrus Alliance

Taio Wakari
Voice of the Compact
 

 [ARK]  - Adopt Resolution of Non-Aggression

 After a council vote of 13-5, an official missive is sent to the ArkHive Æternal. 
 
 Spoiler: Council Measure #5B638C9 
Recognizing the potential of the ArkHive Æternal as a bastion of knowledge and education throughout the Empire, and that such knowledge should be unfettered by borders, politic, or personal gain,

The Eucrus Alliance hereby passes the following resolution in regards to the nation-state known as the “ArkHive Æternal”, henceforth abbreviated as ARK:

The Eucrus Alliance pledges to recognize the sovereignty of ARK as a neutral nation-state, and shall not infringe upon the internal affairs of the standing government, save by the sole measures outlined within the Charter of the Arkhive Æternal. The Eucrus Alliance pledges to abide by all clauses both Mutable and Immutable, and shall not exploit the generosity of the statutes therein to enrich themselves at the expense of ARK.

The Eucrus Alliance pledges to refrain from the use of military force, hostile action, or aggression against ARK barring the same.

The Eucrus Alliance pledges to promote cooperation and understanding in regards to common interests, including but not limited to trade, technological advancement, and humanitarian assistance.

This resolution is intended to foster goodwill and long-lasting relations, in the hopes that the Arkhive Æternal will become a haven for the Empire's finest scholars.

Signed.

Tuahine Roa
Navarch of the Eucrus Alliance

Taio Wakari
Voice of the Compact
 

  Bookkeeping  
 Stat Changes:  +1 Mil, +1 Dip
 
 Spoiler: Resource Changes 
[list]
 Treasure:  +4
 Organizations:  -1 PTU Favor, +1 EMP Rep
 Tech Changes:  Gain Xenolinguistics, Fusion Reactors, Algorithmic Imagination, Aclaustrophobic Psychiatry, and Arcane Amplifications
 

 Dice Post:  https://forums.giantitp.com/showsinglepost.php?p=25954639&amp;postcount=63
DKArthas
 
   The Radiant Republic   
  Round 1  
 Regions:  Erisdor (32)
 Faith:  Cult of Radiance (Unorganised)
 Ruler:  Sovereign Protector Cathal Oirbsiu
 Diplomacy  3  Military  5+2  Economy  4  Faith  2  Intrigue  2
 
  Actions  
 End of Turn Ruler Increases:+2 Military 
 
 Recruit Ground Unit [ Military ] - Roll (None) 
 Recruit Ground Unit [ Military ] - Roll (None) 
 Recruit  Ground Unit [ Military ] - Roll (None)
 
 Spoiler: A New Army... 
  While there were already murmurs of the necessity of a new muster, the return of the Sovereign Protector and other ambassadors from the three major conferences breathed new life into the effort and transformed them into something far more ambitious. Soon orders would come out, trickling down to military districts and local committees, to establish a new system for mass recruitment and mobilization of tens of thousands of able bodied citizens in the days to come. Newly raised brigades and battalions as well as older units were to be reorganized into First(I), Second(II), Third(III) and Fourth(IV) Corps; each numbering around forty two thousand in manpower once fully filled, including sizable detachments of armor, aircrafts and artillery to ensure combined arms capability, and expected to act independently in the field according to standard doctrine. They were to be led by newly raised Marshals of the Radiant Republic. Accompanying this was to be a reformed system of commissars to provide oversight, to be filled through appointments by the lower house of the parliament; Court of the People... 
 
 
 Buyout Trade post - Region 25 (The Reserve), Chitin Wargear, TP2 (Assist Expected) (TN12)[ Economy ] - [Roll: 13 ]
 
 Spoiler: Expanding Market... 
 The necessity of finding cheaper materials and resources to provide for the rapidly expanding military made some adventurous merchants look further afield from the republic, backed by funds from private investors taken in by the idea, they would largely succeed in securing supplies of the famed chitin and its various manufactured products from the fearsome jungles and formidable cities of the northern islands where dwelled the Dhaoine. Perhaps unsurprisingly, in little time, wearing ornaments of exquisitely carved chitin become a popular affectation among the well off.  
 
 
  Military 5 Special: Recruit Commander [ Military ] -  General   Aíne Uistein  [Roll: 9 ]
 
 Spoiler: Tactical Doctrine 
 Boot of Liberty:   Victory in battle alone is not enough. The enemy must be overcome in such a fashion as to leave them awed and fearful, so that they may fully understand the folly of further resistance. Stories and tales of the fate of those who resisted most fiercely often find themselves spreading to the civilian leadership, sapping their desire to defy, least they meet the same fate.  On a TM success, may attempt one Impress action in the region where the battle takes place, as a subaction of the battle.
 
 
 
  Nonactions  
 
  Accept help in constructing  one Space Unit  from the Great Lord of the Dark. 
  Contest all unsupported buyouts. 
  Contest all unsupported religion conversion attempts. 
   Assist Buyout  of Trading Post -  Region 32  TP2, Fell Iron by  Caipe Ushere . 
  Attend the  First Hexenniel Conference  and send ambassadors to the rest. 
 
  News and Rumours  
 
  Since after the revolution, the military has increasingly become a haven for careerists and mercenaries, many of whom serve not for the love of their country but solely coins! The popular character of the army has been slowly but surely lost but no more shall this disgraceful situation be allowed to continue! The Sovereign Protector and the radiant parliament in their wisdom have decreed that all able bodied citizens must eventually serve in the army for a period of three years alongside other reforms. Though there is much wailing and gnashing of teeths from many quarters lacking in patriotism, this is a necessary measure to secure the safety of the republic in light of the great events happening… 
 
  Rumors suggest that the historic bill has only passed after numerous compromises, backroom deals and screaming matches between parliamentary groups and other influential organizations. There is much celebration among activist groups who have long campaigned hard for the expansion of the electorate voting for the position of the Sovereign Protector. What is also certain is that the coming years will undoubtedly be highly profitable for the numerous private businesses that will have to be contracted to procure equipment and material for the massively expanded army… 
 
  While many priests of the cult of radiance have been publically approving of the reforms so far, declaring them a good first step toward restoring the integrity of the revolution and adherence to the universal ideals that Ceathleenn held dear. Some have had less kind words to say about the rumored economic and trade deals with the neighboring monarchist power of Caipe Ushere while others have shown growing interest in the chitincraft and it's potential. They have not been alone in this… 
 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Military 5
 Special Actions Used:  Military 5

 Heir  None

  Diplomacy  
 
 Spoiler 

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

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
None

 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1 (Expected Change: +3)
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Government Support 
32

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
 Active Military Technologies: 
 
 Spoiler 

  Active Ground Front Techs:  
 Man-Portable Weapons 
 Infantry Equipment 
 Combat Drugs and Medicine 
 Armored Vehicles 
 Field Fortifications  
 Engineered Combat Organisms 
  Active Space Front Techs:  
 Detection and Rangefinding 
 Ship to Ship Weapons 
 Orbit to Ground Weapons 
 Crew and Maintenance 
 Armor and Shields 
 Spacecraft Propulsion 
  Active Cross-Front Techs:  
 Electronic Warfare and Countermeasures 
 Special Forces 
 Logistics and Morale 
 

 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: )
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  32.1 
 Fell Iron 
 None 
 Owned 
 2 
 
  
 Mercantile Support 
32

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Arcane Amplification 
 Starter 
 None 
 None 
 Yes 
 
  Wet Navy Ships 
 Traversal 
 Ground units can cross oceans 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Support 
32

 Faith Size:  3
 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

32 - Integration
 

  Total Passive Effects  
 
 Spoiler 

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

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
bc56
    The Dwarven Industrial Coalition
     
 Chief Executive Hammond Durham 
Diplomacy: 4
Military: 5+2
Economy: 4
Faith: 2
Intrigue: 2

 Regions 
 The Central Claims: 97  (Capital)

   Actions   
 [MIL] Raise a Space Unit 
 [MIL] Raise a Space Unit 
 [MIL] Raise a Ground Unit 
The Dwarves are quick to build up their spacefleet as soon as the I-Drive blueprints are received. Rumors of a long-awaited beer run are surfacing among the ranks.
 [MIL 5] Recruit an Admiral: Dr. Horace Thorn   MIL 10 
 TacDoc: Engineered Onslaught:
+1 to battle, +10% enemy casualties. 
More of an engineer than an admiral, Dr. Thorn is the DIC's foremost expert in robotics. In the preparations for Dwarven expansion beyond their Central Claims, he has pivoted from developing mining and surveying drones to ones optimized for combat, which operate in a long-range first-strike capability against enemy fleets and installations. These cheap and maneuverable automata will never supplant Dwarven might and ingenuity, but are effective in softening up the target before the main fleet hits.

 [DIP] Attend the Arkhive Banquet 
 
 Spoiler: Subactions 
 Accept Techs: 
Aclaustrophobic Psychiatry
Algorithmic Imagination
Arcane Amplification
In Vivo Modification
Xenolinguistic Cataloguing
 Provide Techs to all present: 
Fusion Reactors
 

Dr. Thorn visits the Arkhive in order to participate in the technical exchange and to study high-gravity environments for future expeditions.

  Embassies  
  Trade Routes  
   Non-actions  
Accept the imperial offer of 1 Space Unit

Support Ethen Guard and House of Fire buyouts of Ice

 
 Spoiler: Mytho-Historical Data Gathering 
The legend of the Progenitor, coming soon...
 

 
 Spoiler: Passive Bonuses 
None... Yet
 

 
 Spoiler: Bookkeeping 

 
 Spoiler: Characters 

Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous.
 

 
 Spoiler: Military 
 Units: 
Unit Cap: 4 + 1 [region] + 1 [govt support] = 6
Ground Units: 1
Space Units: 0
Total: 1
 Generals: 
 Admirals: 
 Military Technologies: 
 

 
 Spoiler: Economy 

 Treasure: 
0/5
+0/round
 Trade Posts Owned: 
 (S) indicates merchant support in region 
Ice: 95 (S)

 Civilian Techs: 
Fusion Power
Vacuum Adaptation
 

 
Grim ranger
  The United Houses of Senkar (UHS) 
 Located in:  Region 16 (Badal)
 Faith:  The Forever Self
 Turn 1 
 
  Lord Ziven Alegre, Speaker of the Houses  
Diplomacy: 3
Military: 4
Economy: 5
Faith: 3
Intrigue: 3 
  Actions:  

1.  Economy:  Colonize Region 13 (Roll:  11 . Failure!)
 - The aerostats of Badal are a limited resource, and the Houses have long been aware of their crucial part in allowing any civilization at all in the Cloud Sea. Aiming to head off any competition for aerostats closest to them before the possibility of foreign occupation near them can become reality, a joint colonization project is hatched by multiple Low Courts in tandem. 

2.  Economy:  Buyout TP 2 of Region 6 with support of Biarbu Society (Roll:  15 . Success!)
 - The ever-churning medical industry of Senkar is forever in need of power to fuel its delicate machinery, and the United Houses have long been concerned for the power supply of the city. With a deal being struck with the Biarbu Society, however, Lord Speaker seems confident in the sustainability of the local industry. 

3.  Military:  Recruit a unit of ground forces

4.  Military:  Recruit a unit of ground forces
 - The United Houses of Senkar have long since attempted to turn away from their warlike roots, and there is ever the concern of an ambitious House or Court seeking to use warfare to raise above the station they deserve... but it is a fact that a nation rquires soldiers to defend it. With UHS' place in the Elect now assured, the High Court has been forces to begin forming regiments of soldiers rather than simply peacekeepers. The enigmatic Djinn say nothing of the matter, although their activity among the soldiery has been noted as unusually frequent. 

5.  Diplomacy:  Attend an event - the Arkhive Banquet

 
 Spoiler: Event sub-actions 
Provide all present with UHS' particular version of In Vivo Modification, focused on bio-molding in search of perfect form.

Receive the following from following factions:
- Xenolinguistic Cataloguing from ARK
- Arcane Amplification from GCC/CUS/LSP
- Aclaustrophobic Psychiatry from RAT/ILU
- Fusion Reactors from BAF/KRB
- In Vivo Modification from TEA
- Algorithmic Imagination from BRB
 

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

A)  Gain a free Space unit 
 - Knowing that the search for perfection and interest of their people will force them to eventually visit spheres of influence beyond the Cloud Sea, the High Court orders construction of additional spacefaring vessels. 

B)  Take a loan of 3 Treasure from WTU 
 - While the Senkar aerostat is a center of commerce, it is still merely one floating city, and a nation requires more funds to properly function. Approaching the First Union Bank of Tekhum, Lord Speaker negotiates a shrewd arrangement to bolster the economy of his people. 

C)  Mytho-Historical Data Gathering 
 - The imperial court has asked for data regarding local myths, and the High Court of Senkar has agreed to provide such as a gesture of goodwill. 
 
 Spoiler: Local legends - Keepers of the Core 
The Cloud Sea is a place so inhospitable to life that a civilization capable of withstanding its corrosive influence has never been proven to exist... but many Courts regardless continue to circle whispered stories and dubious reports of just such a thing: a civilization (or a group of them) inhabiting the core of Badal. Reaching such depths of the Cloud Sea is not really possible to the understanding of the people of Senkar, but the occasional resource finds from below the toxic mists do always give hope of something more, and it is that hope that these myths are likely based on.

According to the old tales, those with ships capable of withstanding Badal's atmosphere swear upon witnessing dim lights of civilization once one has pushed deep towards the planet's core, although no man has yet made the outrageous claim of ever managing to land there. All of these supposed visits have ended either poorly or in pilot turning back: some have been rumored to simply have turned back due to damage of corrosion or shortage of fuel, but the most daring and unhinged sometimes claim to their exploration being halted by something else. The most common of these outrageous claims is that of massive triangular creature or structure barring their way, a tearing sound of some sort rattling vessels that attempt to get any closer to their goal.

To date, none of such tall tales has found official endorsement from the United Houses, although every now and then the mysterious remarks of the Djinn get more daring adventurers to try their luck in diving into the depths of the Cloud Sea once again... no matter how many of them never make it back to spread their stories.
 

D)  Agree to non-aggression pact with The Eucrus Alliance 
 - Responding to the declaration of Eucrus Alliance in kind, the Lord Speaker pledges to honor the territorial claims and sovereignty of the Eucrus Alliance, as well as promote further co-operation between the two nations. 

E)  Support Buyouts of Biarbu Society in Senkar 
 - Honoring their trade deal with the Biarbu Society, the Houses reserve select markets for acquisition by their neighbor. 
Epinephrine_Syn
  
   Glorious Purifiers   


Ruler: Serenity
Diplomacy: 5 | Military: 3 | Economy: 2 | Faith: 1 | Intrigue: 4
Ground Units: 1 Space Units: 0 Treasure: 0 
        Actions:     
 
  
 Dip 5: Cultural Identity (Raise Reputation) [Courtship] 
 Cultural Identity:  Courtship  
  
The Pure Ones are capable of many things innately, being essentially a race of warlock construct AI-Human hybrids. However, they have always been confined to their shrines in this little cove of Sansar. Something must be done to expand the ward writing embedded into their very souls and help it be put to use in service of carving out a spot within the Empire and to slurp up the favor of its denizens.

Encoding the utility of the axiom into their very dna equivalent, the Pure can now Summon Courtship, each one personalized. Outfitted with luxury, capable of embedding into the kaiju and other titans of their land, making them able to pilot and navigate those demons in a far more literal way than before. Engines modeled from those the Empire bestowed, the personalized traversal capable of melding into larger travel and serving the perfect needs for diplomacy. Carrying just a bit of the magic from the Moonsoul Mountains with them, capable of willing many small conveniences to life and creating a miniature, personal paradise.  
   "To the stars!"   
 Mil: Recruit Ground Unit 
  "And so, you told them, the Zelfs were-"  
  "Were organically generated from within the rubble, possibly even the remnants of original civilization."  
The taller woman cackled at Serenity, smiling wide, the newly minted bunny ears flopping about her head. Her eyes glint.
  "And, and they,  believed you , ahaha oh man that's so good. Alright, help me finish arming this batch. If we're going to have to deal with grand scale militaries, we're going to have to get an  actual  military going."  
 Mil: Recruit Ground Unit 
 AAAAAAAHH 
 Dip: Sway Government Support 45   Roll = Failure 
 Dip: Contribute to Mytho-Historical Data Gathering (1/3). 
Stat Growths: +1 Mil, +1 Dip (stats applied to incoming New Ruler Titania)  Nondynastic Heir .


        Nonactions:     
 
  
Turn over ruler at the end of round 1.
 Attending the Arkhive Banquet. Titania and Serenity are having a ball. 
Recruit Space Unit (Emperor's Benevolence)
Accept 3 Treasure in a loan from the First Union Bank of Tekhum, to be paid back within 10 ish years.
Form a pact (to be named ooc) between the Combined Commonwealth of Glix [GCC] and the Glorious Purifiers [GLO] consisting roughly of:

 Mutual Vengance Pact against enemies that launch invading armies against capital regions.
Willingness to support acquisition of Open TPs in regions with Merchant Support.
A commitment for the GCC to help GLO with some essential needs. 

 
 Spoiler: A Carnival Of Union Fraud 

 "Hold on. You want to what." 
 "Squiddies!" 
 "Made of literal tra... no. No no  no  this is stupid. These whole plans are insane why would yo-" 
 "Money is essential! We need cash flow. Dosh.  Worship ." 
 "No. Petty cash is meaningless, we are  beyond  such things." 
 The bonds that conn- 
 "Do not tie us." 
 "... okay if you're going to truly abandon the pretense of money in your oh-so-spiritual enlightenment ways, then how're you gonna pay the empire back?" 
 "Pardon?" 
 "For the ships?" 
 "..." 
 "... here take a look at this. You didn't actually think they were  giving you scrap for free , did you?" 
 "... ... ..." 
 "Defrauding the Union it is." 
 

Contribute to EMP Project (Mytho-Historical Data Gathering) with fluff (2/3).
Mytho-Historical Data Gathering Fluff Submission
 
 Spoiler: What We're Telling Them Zelfs Are 

The entire Moonsoul Mountains are a myth, it would be best to describe the calculable and observations possible within these lands.

Magic flows through every crevice. Beasts grow in size, and those that enter of typical mortal being radiate and transform into something erratic or just wholesale disappear. These seem to become bands of not just creatures, but living entities. Somewhere bent in these lands are the Zelfs, unknown in number, unknown in origin, but they can be negotiated with.

Indeed, the Glorious Purifiers have begun to discuss with them recently, incorporate some of these entities within the colony and perhaps the empire. With the new technology, it may be more and more possible for them to survive outside of the unreality that dominates this inner segment of Chonkia.

They are also what are suspected to be the fey cause of erratic behaviors outsiders get when coming to the outskirts of these lands and craters, and why it is so hard to get data from deep inside. Interference from entities, static and ever changing the actual layouts of these older civilizations.

Some suspect, and this may be true or otherwise, that the Zelfs are some of the original inhabitants of the lost cities that create our produce, twisted into some alien shape, and yet having survived. More will need to be done to investigate this further.
 

 
 Spoiler: Wastelands Settlement Project 1/? 

The mission purpose is twofold. One, to detail the wastelands and ruins of the civilizations, studying them extensively. Two, to help secure and better understand the outskirts of these regions. For this purpose, the Arkhive is collected and contacted, brought in with an esteemed scholar, as well as the allowance to bring some small number of explorers. As a warning, these lands are especially dangerous, and some people here may go missing when investigating these specialized cities. But there are also trinkets from a past time to collect.

Sir Buzzalot has agreed to come in to catalogue and receive excessive amounts of information, going through the mundane work, while spearheading some investigations, working in conjunction with the League Of Explorers. Being paid in the new credit given to the Purifiers by the Union, as well as free board and safety assurances while within the zones. The paperwork is especially appreciated, and starts to coat the walls of this place. He is a buzz of prestige, having done a modicum of work at the hive itself, as well as having been one of the researchers to reverse engineer the infamous Gremlin Bomb (stage 1) that almost ruined the first Hex Conference. His work with the nuclear power is especially appreciated, as it is one of the main radioactive things to be studied within this segment of outskirts.

(Disclaimer Writ Large: Characters or npcs alike that come here and delve may-or-may-not disappear for causes random, rolled, or otherwise. Characters that go to the safe zones to catalogue and compile information will generally be safe, though some number of unnamed explorers at minimum are implied by the acceptance of an outpost in the Wastelands.)
 (disclaimer writ smol: Sir Buzzalot may not be his actual name. Please register a name change and complaint if you prefer and this will be shifted to a title.) 
 

 Turn 1 Submissions for Arkhive :bulba: 
Accepting non-aggression explicitly, receiving a Library Card.
  Serenity: "I thought this was automatic, but lets get it in writing just to double dot the is."  
What We’re Telling Them Zelfs Are (History)
Wastelands Settlement Project 1/? (Pilgrim/Influx?)
MappyPK
    The Cloudburst Confederation   

Agbada (Region 52)

 
 Leader: God-King Okan Kiniun 
DIP 2 | MIL 5 | ECO 3 | FAI 5 | INT 1
Expected gains: +1 MIL, +1 FAI 
 Actions: 
 
  [Faith 5]  - Organize Faith (Cult of Avva).
 - Set Size 5 Bonus to +1 to Ground Front on Offensive Battles.  - Rising Stars: Gain 2 Renown from being first to Organize Faith in orbit.  
  [Faith]  - Convert The Reserve (25). Introduce Cult of Avva as a Minority.   Success! (14)  
   It appears the online Buzz call held at the Hexenniel Conference had an effect on some particularly impressionable and intuitive delegates of Sansar... An offworld conversion without any space travel. Avva will be pleased.    
  [Military 5]  - Recruit General Olodolo the Faithful.  MIL 10 .
 Tactical Doctrine: Avva's Watchful Eye - Free conversion attempt on target region.  
  [Military]  - Recruit a Ground Unit, the House Eriali First Division. 
  [Diplomacy]  - Attend The Coronation of Nathan L'Othaire.
 - Give Wet Navy Ships to MSQ. Receive Dust Hardening.
- Give Wet Navy Ships to SNK. Receive In Vivo Modification.
- Give Wet Navy Ships to NDR. Receive Algorithmic Imagination.
- Give Wet Navy Ships to MIR. Receive Xenolinguistic Cataloguing.
- Give Wet Navy Ships to TWI. Receive another copy of Dust Hardening. This dust will be extra hard.
- Give Wet Navy Ships to BAF in exchange for future support on an action.
- Receive Nuclear Fusion from ISH.
- Agree to the transfer student program with The Iron Masquerade. May the young noble, third in line to the throne of House Agbawo, Odo Intanran be glorious on his travels!  
 
 Non-Actions: 
 
 Accept space unit from the Empire.
   The people must not know, but denying the Empire's generosity would be seen as a sign of animosity, surely. Only the God-King and his closest advisors are present at the delivery of the first Agbadan Rocket, which is quickly stored in an underground bunker for a particularly chaotic rainy day...    
 Take out a loan to "borrow" 3 treasure from the Pan-Tekhum Worker's &amp; Trader's Union. 
 Attend the First Hexenniel Conference. 
 Resist all unauthorized actions. 
 
 Essential Tracking Information: 
 
 Treasure: 0 + 3 = 3 
 Ground Units: 1 + 1 = 2 
 Space Units: 0 + 1 = 1 
 
 
 Spoiler: Assets 
Nothing of note.
 

 
 Spoiler: Army Information 
Commanders:
 General Olodolo the Faithful of Castle Kiniun (MIL 10) 
Tactical Doctrine: Avva's Watchful Eye - Free conversion attempt on target region.

Ground Units:
 Castle Kiniun Royal Guard  (1 unit)
 House Eriali First Division  (1 unit)
 
Lumaeus
  
   🐝The Arkhive Æternal (ARK)🐝   
Region 44 (Sansar)

 Leader: Her Arkhival Majesty, Queen Constance of Comment the First
D: 3 
 M:1 
 E: 5
F: 5
I: 3  
 Actions 
 Diplomacy: Host Event:   A.P.I.S. Presents the First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar 
 
 Spoiler: Sub-Actions 
Gift Xenolinguistics to  everyone 
-Accept In Vivo Modification from ELD, TEA, and UHS (2pts)
-Accept Arcane Amplification from GCC and CUS (2pts)
-Accept Aclaustrophobic Psychiatry from ILU and RAT (2 pts)
-Accept Fusion Reactors from BAF, DIC, and KRB (2 pts)
-Accept Algorithmic Imagination from BRB (2 pts)
-Accept Badalian Megadirigibles from ILU and BCC (2 pts)
 

 Economy 5: Create Trade Route:  With the duRATs.

 Faith 5: Create Artifact:  Waiting for Roleproval, but it' the Library Card--it'll be +1 to Investigate 1/turn. No big.

 Faith: Adopt Faith:  The Arkhive has not state religion and Constance is no partisan, but Lumaeus always intended for it to be a Coedd region. We've already got the majority, so this is just a mechanical formalization to fix an oopsie.

 Economy: Hoard Treasure  idk mang, but I gotsta do something for the stat gain breh.

 Non-Action:  Leave the Empire on read about the unit, but summon Jan the Ever-Ill the three hundred thirty-sixth and twenty-nine hundredths to begin assessing our tax burden. And, we guess, Coedd's.

 
 Spoiler: Mytho-Historical Data Gathering 
 Sorry, it's a long one. 
 

 Support  All conversions that don't risk diminishing the presence of Coedd

 Resist  Anything that would diminish Coedd and also buyouts and also everything else if we forgot something.
Tentreto
   The Counts of Mirage    
  
 57 in Veehra
Mirage Julia Sahara
Diplomacy: 3
Military: 5
Economy: 5
Faith:2
Intrigue: 2  
 roll link 
Actions:

 1:[Diplomacy] Attend The Coronation of Nathan L'Othaire 
-Gift Xenolinguistic Cataloguing in exchange for Arcane Amplification with the Iron masquerade
-Gift Xenoliguistic Cataloguing in return for Wet Navy Ships with The Cloudburst Confederation
-Gift Xenolinguistic Cataloguing for Nucleur Fusion with Kingdom of High Ishtahnos
-Gift Xenolinguistic Cataloguing for Algorithmic Imagination with Nadiratna
-Gift Xenolinguistic Cataloguing for In Vivo Modification with Sorcerers of New Kildora
-Gift Xeonolingusitc Cataloguing in return for Nuclear Fusion (again) with Bafatis Dynasty

 2: [Economy] buyout region 55 tp1 Mrazite crystals   13 

With magic having both been more fully revealed to them, the Counts scramble to see what they can find to corner a part of the trade and to begin to attract magicians of their own to the Masklands.
 3: [Economy] Buyout region 68 tp 2 Poymorphite   10 
The Counts have been told Polymorphite is a material easily able to change its colour, making it greatly valuable for their masks. Therefore a hastily put together group of merchants is sent over to attempt to secure a supply.

 4: [Military 5]  Raise a Fortress: Gralvin Station:  With the recent movements from the Empire, and the stirrings of armies and space craft, the Mirage quickly orders an initiative: Dig Down. Quickly an underground city, otherwise unknown called 'Gralvin; is converted into a veritable maze of tunnels, dead ends and solid walls, deep under the planet. About the only things that now run in and out are the trains, which are much more heavily armoured than before.

 5: [Military] Raise 1 land uint 
As the wheels of feudalistic state turn, Baron Mayweather, with his experience from his brief foray into diplomacy immediately orders a new contingent to be raised,  focusing on fast blitzing attacks, somewhat unusual to what the Counts and Barons more conventional doctrines. They are for now dubbed the Weatherers.
Non-Actions:[/B]

Recruit Space Unit

Accept Pan-Tekhum loan for 3 treasure

2 Expected Renown Gain from Fortress

 
 Spoiler: Mytho-Historical Data Gathering 
A popular legend of the Peludo is of their journey to the surface.

It is said that in the times before, the Peludo lived down, far down near the core of the planet, in burrows and halls of plenty. However, in their curiosity, a Peludo decided to try and do something: to leave and see what was beyond.
What they saw beyond was even greater caverns, and things that the Peludo had never seen before. The young one returned, and day by day, more and more Peludo ventured from their halls to see what was beyond, carving their own burrows, and seeing what was out here beyond. Yet then, great terrors came after those who had ventured forth, monsters with great teeth and breath that would burst the armour all Peludo had. Many died and those remaining fled. However, upon returning to their halls, they found even greater horror: They were gone, the rock they were at smooth and solid as if they had never existed at all. The Peludo, surrounded by monsters, had only one way to go, and that was up.

 The Prophesised Child of Red Bluff. A Peludian tale: 

Once, there was a Tyrant, who's lands stretched far across the sands. His rule was harsh, and he pushed those below him harder. However one day, a seer came to him, prophesising that his doom would come from the Child of Red Bluff.
The Tyrant, seeing a threat to his rule, sent out his servants to find this Red Bluff, and eventually found a small settlement to the North, only a few huts together, but with many families below ground. Due to the cliffs and mountains near it, the folk there referred to it as 'Red Bluff.' Therefore, the Tyrant decided to be crafty. He knew the words of seers to be truthful, but twisted, so decided to outwit any from Red Bluff who might be his doom.

First of all, he demanded the name change to 'Razidore,' a name he made himself with no relation to what it was before. He gave the peasants there wealth, and posted his guard there to protect them. The nations best and brightest soon flocked to the Tyrants project. Soon Razidore became a thriving trade town, one which was seen as a beacon of the Tyrants rule and wisdom.

However, the Tyrant, despite trying to outwit fate, fell straight into it. His guard were now spread out, and his own retinue reduced. With his guard and attention elsewhere, a group of assassins broke into his estate, and put him to the knife. As he lay dying, the Tyrant realised his mistake. He had put so much into Red Bluff, that his work had in fact become something dear to him, his child, that it had cost him his life.
 

 
 Spoiler: Bookeeping 

 
 Spoiler: Military 

Units (cap 56):
1 Land
 

 
 Spoiler: Economy 
Trade Posts Owned:
57 TP1: Tungeston
 

 
 Spoiler: Technology 

Xenolinguistic catalogue
Dust hardening
 

 
Kythia
 Coedd 
 All is Coedd
 
Ruler:  Coedd, the Emerald Queen
(Initial stat rolls:  here 
Initial +1s: Faith, Intrigue)
 Diplomacy:  3,  Military:  1,  Economy:  1,  Faith:  5,  Intrigue:  5

Actions:

1)  Faith:  Convert to a Coedd Minority in The Reserve (region 25)   14 - Success 
 Coedd is all 
 
 Spoiler: From the personal notes of Garrick Mynqvist, ArkHivist 

The nightmarish jungle hellscape of the Reserve takes a different look when viewed by Coedd.  The hellspawned bugs are all but uniformly carniverous which is, to her, little more than a synonym for "harmless".  Remove them, and all that remains is verdant green.  It's no surprise, then, that an avatar is dispatched to set up a small grove.  It is perhaps slightly more of a suprise that the people of the reserve prove to be receptive - but I'm not expert enough in their psychology to be certain.  Regardless, Coedd has claimed a small lagoon as her own and a small number of the locals pay her homage
 


2)  Faith:  Seek Aid on Inquisition  Success 
  Coedd is all, not all is Coedd.  Meat institutions need adjustment.  Coedd is able. 
 
 Spoiler: From the personal notes of Garrick Mynqvist, ArkHivist 

While our archives group Coedd-Island and the various islands surrounding it together, as one region, Coedd-Person herself appears not to consider anything except the mainland as her.  As such, the majority of the animal (see me, adopting her distinctions.  I may have gone native!) institutions - the media outlets, the spaceports, etc - have set up on the large island to the south-left of Coedd-Island.  The majority there are at least nominally followers of Coedd-Religion but in recent months Coedd-Person has started an attempt to make the lives of those civilians who are not worshippers somewhat untenable.  Roots crush fibre-optic cables just as their wages are being transferred, plants releasing allergic spores grow freely around their houses, branches grow at unpredictable angles to inflict minor property damage.  There's no violence but the lives of non-Coedd-Religion worshippers get a little worse every day and requests from them to their parent organisations for a transfer somewhere else grow more and more desperate every day, at least from those who don't swallow their pride and turn to at least nominal Coedd worship
 



3)  Faith:  Organise Faith (Special 5) - Size bonus:  +1 to Investigations
 Coedd is everywhere.  Coedd is singular.  Meat is some and multiple.  Coedd understands 
 
 Spoiler: From the personal notes of Garrick Mynqvist, ArkHivist 

Some Coedd cults celebrate - jokingly - "The day of acknowledgement": a light hearted celebration of the day most commentators believe Coedd-person revealed it was aware of the existence of its animal cults.  It's...I've had conversations with Queen Constance about this so I'm not speaking out of turn: It's almost embarrassing how little attention Coedd-Person pays to her non-plant devotees.  Speaking as one of them: are we following a goddess who is only theoretically aware we exist and wouldn't mind if we didn't?  One grapples with this at night.  One, almost certainly accidental, side effect of this though is that when Coedd-Person does deign to express as opinion on matters this opinion is immediately disseminated and analysed with a fervour most other religions can't match.  Recently various speakers on Coedd-Religion have been graced with a "crown" of flowering plants growing rapidly around their head while others have, noticeably and one assumes deliberately, not.  Putting these disparate signs together, a theology of Coedd has started to emerge with a semi-clear and semi-coherent set of principles.
 

 
 Spoiler: The Faith of Coedd 

The core principles of the faith have been slowly revealed by Coedd's intervention over the course of a few months but the specifics vary wildly.  This is partly caused by Coedd's lack of real interest in her human/animal worshippers but partly a matter of theology.  Plants are plants, the argument goes, and share core features but the specific form of a plant in the arctic is different to that of one in the desert.  Equally, Coedd is Coedd, but the specific form of Coedd varies to suit local factors.

Nevertheless, there are enough aspects uniting these disparate cults for them to be regarded as elements of a whole.  At its most pure and fanatical, the faith believes that plants are the only form of life that is important.  This is best viewed as an inversion of other major faiths that believe animal life is the "central" life and plants are just, sort of, kinda, there as well.  "Pure" Coedd turns this assumption upside down.  However, it is obviously difficult for animal life to fully hold this position and ones who do tend to be misanthropes living far away from civilization and having, usually, a host of other mental problems.  They are very much the exception rather than the rule.

The more moderate position, and hence the more popular and visible one, is a highly ecological faith that sees its worshippers (and everyone else) as constituent parts of a planetary ecology.  There is some debate as to whether animals are "part of Coedd" or "connected to Coedd" but the acceptance of local differences plus Coedd's apparent lack of interest in the question have prevented this being a major point of schism.  The core point is that all life forms part of a greater system and one should endeavour to respect one's position in that and avoid actions which harm the wider ecology.  Anti-vegetarianism is very popular (with synthesised supplements making up the missing nutrients) but others point to the life cycle of various plants requiring their fruit to be eaten - again Coedd show little interest in settling this debate and in practice it tends to be settled by the ready availability of tasty fruit or otherwise.

Worship within an area tends to be focused on so-called "Groves" with the number and size of them being roughly proportional to the strength of the Coedd religion in that region.  In keeping with the highly localised nature of the faith, these take wildly different forms, each being suited to the local climate and situation.

The importance of interconnectedness in the faith means worshippers are more likely to share information between themselves, regardless of national affiliations, which is a boon to investigators and truth-seekers as it provides a ready-made network of people across Sansar willing to share what they know.
 

4)  Intrigue:  Surveillance of region 34  Success 
 Coedd is one and indivisible and unchanging.  Some Coedd is not Coedd.  Coedd corrects 
 
 Spoiler: From the personal notes of Garrick Mynqvist, ArkHivist 

Over the years and centuries, the winds and ocean currents have brought various seeds from Coedd-Island to the islands to the south (if Coedd-Person has a name for these islands I have been unable to determine it but I refer our geographers to the island chain designated "34" in our archives).  Coedd has apparently been in touch with these parts of itself and is rapidly becoming aware of what is to be found there.
 

5)  Intrigue:  Inquisition in region 33 (See also Action 2)  Failure 
  Coedd is all, not all is Coedd.  Meat institutions need adjustment.  Coedd is able. 
 
 Spoiler: From the personal notes of Garrick Mynqvist, ArkHivist 

Update:  It appears the steady degradation of conditions for non-Coedd-Religion people in that south-leftan island is intended to drive them out entirely.
 

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

 Other mechanical notes: 
Gain 2 renown (1 for organising a faith, 1 for being first on Sansar to do so)
One favour owed to BRG

 Non-actions 
 
 A new "daughter" of Coedd is grown to attend the Arkhive's event while others are despatched to Veerha and Mekhala 
 No response - or, strictly, no  comprehensible  response -  is received to the Emperors offer of spacecraft and eventually the Empire gives up offering 
 Human worshippers of Coedd enter into negotiations with the BRG.  While precisely what is negotiated for isn't entirely clear, BRG's "non-monetary assets" balance sheet soon enough shows "Coedd:  Goodwill"  
 
 The Arkhive 
 
 Spoiler: Submit a history for Arkhival 


Coedd attempts to remove the damage caused by War of Eternal Bombardment bombing.  A rebuttal to Flexwyn, Floxwyn 324.45 (Mynqvist G)

Abstract:
My colleague has produced a remarkably well-researched timeline of Coedd’s reforestation process in the scar left by the thaumo-nuclear bombing, and his work and attention to detail is to be admired.  In this paper I argue that his attribution of motives to various stages of the process are overly coloured by reference to human psychologies and insufficiently by reference to Coedd.

Specifically, his discussion of the first (known, Flexwyn makes the point that evidence supports prior attempts previous to Arkhive knowledge and I support his conclusions) attempts cover what happened and why.  I argue that Coedd’s “failure” to secure air purifiers, decontamination equipment and other industrial supplies in the period 1834-1837 rest on human-inspired understandings of industry and Coedd’s approach of breeding specialist plants (Coedd specialist species 43423:32) should be viewed as analogous to a conventional polity manufacturing its own industrial goods.  Then by analogy that second species (Coedd specialist species 43423:32b) is no more a “failure of approach” than a Mark II piece of industrial machinery necessarily indicates a “failure” of a Mark I piece.
I further argue that Coedd’s encouragement of limited industry in down-leftian Coedd in 1844-1847 is…
 

 
 Spoiler: Submit a theological or philosophical work for Arkhival 


April 1st - Coedd: The Day of Acknowledgement (Extract from “Holy Days of Tekhum”)

The cult of Coedd is unique in Tekhum in celebrating a holy day ironically.  While the celebration is far from universal in the cult, it is a rare example of a self-deprecating holy day and worthy of consideration.  In brief, in 2023 Coedd made a characteristically obtuse statement that most experts believe to be an acknowledgment of its human worshippers.  Given Coedd’s typical lack of acknowledgement of anything except itself, this was humorously viewed as a ringing endorsement of the cult’s actions and celebrations tend towards self-mockery as a relief valve for the often intense worry that worshippers feel about whether Coedd values their work or even existence.  The Day of Acknowledgement is a lighthearted day of celebration and fun with various local traditions often in the “King for a day” style which folklorists have noted elsewhere.  Various self-deprecating hymns are sung and I repeat the most common below, which is sung in a raucous uptempo 3:4 time.

 
Coedd is eternal and all
And Coedd knows we exist
It’s given hints and more
That its aware we exist

Life force courses through the green
And likely knows we exist
Coedd is all, the Emerald Queen
Probably knows we exist
 

As can be seen, the day is not one of the more serious holy days found in Tekhum but is eagerly anticipated by those worshippers who celebrate it.  Predictably, if somewhat ironically, Coedd has given no sign it is aware the day exists.
 



Units: 1
Treasure: 0

 
 Spoiler: Next turn 

F: Seek aid on Inquisition
I: Inquisition
F: Continue the great project
?: Fix the support
If inquisition still fails, I: place a spy in the arkhive
Elif region 34 is inhabited F: Convert region 34
Else E:buyout an industrial machinery trading post
 
Tychris1
   Sorcerers of New Kildora   
 
 
Region 73 Kildora

 Doomweaver Thalus
Dip: 4
Mil: 2
Eco: 3
Fai: 5
Int: 2  
Actions:

1) Faith Special 5: Organize Mother Serpent into Cult of the Mother Serpent (Size 1 Bonus: +1 to Battle Rolls in Dust Desert Battles)

2) Faith: Convert Region 57 Minority of Peludo Mother Serpent to Cult of the Mother Serpent

3) Diplomacy: Attend Event, The Coronation of Nathan (and soon to be Coronation of Thalus)
Event Sub-Actions:
- Trade In Vivo Modification to all Veehran’s who attend
- Trade Dust Hardening to all Veehran’s who attend
- Accept all Technology from Veehran’s in attendance.

4) Military: Raise Space Unit!

5) Military: Raise Space Unit!

Non-Actions:
- Raise Space Unit (For Free!)

- Accept Loan for Three Treasures from WTU!

- Support SCM buyout

- Rollover to Heir, The Serpent
JBarca
 Round 1
   The Khylokian Reign of Blood   
  Khylosen Cluster (89)  
    
 Led by Bloodlord Peter 
D3 ; M5 ; E4 ; F5 ; I3

 Actions 
 
  [MIL Raise Ground Unit]  
  [MIL Raise Ground Unit] 
Knowing that violence issues violence and concerned over venegance for the untamed raids of the Khylokians, the Bloodlord issues orders for the mustering of warriors. Power from blood. Blood from death. Death from void.
 
  [MIL5 Recruit General]  Khuid kho-Tuil  Commander Score: 9 
With the new distances opened to the Reign, the Bloodlord sees a need for a military leader capable of uniting the Khylokians into an army. Khuid kho-Tuil is chosen from the elites. Three of her children are hostages of the Bloodlord's estate, so her incentives to lead well and her willingness to fight and die are unparalleled.

 
 Spoiler: TacDoc 

 Kill or Die Trying 
 What are warriors if they are not killing, and dying, in service of the Bloodfather? What is a Khylokian who is not taking what they can and casting aside those who oppose them? Khuid kho-Tuil knows this, and her warriors know this. Lives are thrown away at frankly unsustainable rates, but the ferocity of the fanaticism ensures that the enemy suffers at least as much and are, hopefully, less psychologically prepared for the attrition. 
 Effect:  +1 to battle, +20% casualties both sides
 

 
  [FAI5 Produce Artifact]  kha-Ujin's Siphon
As the elect begin growing in power, the daughter of the late Bloodlord approaches the throne, offering a long, jagged knife to her ruler. Kheero Orte kho-Ulen, matriarch of the Orte family, parts with her father's tool of intimidation and destruction, trusting the new Bloodlord to use it well. The siphon was once used to empower Kheer Orte kha-Ujin's sanguimancy at the cost of disloyal or irritating nobles and warriors, draining their blood at a frightening rate. With some creative modifications, Bloodlord Peter has found the 'proper' way to use the device: to increase fuel efficiency. By linking it to an engine and routinely cutting the crew with it, the inherent sanguimancy of the tool lets fuel last longer, burn hotter, and produce less waste.
 Effect:  1/turn +1 to Sacks.

 
  [DIP Attend The First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar] 
 
 Spoiler: Subactions 
Gift Nuclear Fusion to all
Accept all Gifts
 
 
 
 Non-Actions 
 
 Learn from the Emperor and begin constructing a true fleet - Raise one Space Unit 
 Accept that sweet, sweet dosh from the Union [Accept 4 Treasure from WTU] 
 
 Reports and Discoveries 
 
 The Bloodlord continues his work to combine, in the public's theological conceptions, the figure of the Bloodfather and the symbol of the Emperor. He routinely speaks on the bloody might of the empire's ruler, on the power he grants through his drives and his wealth, and on the strength he represents. So far, the results have been mixed at best, but certainly time is on the Bloodlord's side in this! 
 




Ruler Stats R2:
D: 3
M: 6
E: 4
F: 5
I: 3
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Nuclear Fusion 
 N/A 
 N/A 
 
  S 
 Vacuum Adaptation 
 Can transport Ground Units without Space from 0G to 0G in same orbit 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
    Name 
 Location 
 Categories 
   
  Unrefined Metallic Ores 
 89.1 
 Ores and Alloys, Precious Minerals 
 
  - 
 - 
 - 
 
    
 Military Units CAP: 1/6 
 
  - 
 
 Generals 
 
  - 
 
 Contacts 
 
  Nice try. 
 
 Cultural Exchanges 
 
  - 
 
 Trade Routes 
 
  - 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
 Great Projects 
     
  
  
 
  
 
Feathersnow
Combined Commonwealth of Glix [GCC]

 
  Region 84- The Parrot's Perch  
Minister Snimt'Glek, the Parrot's Voice, leader of the Outer Duma

 Game years 1-3
7 years until Jubilee 
Diplomacy 5(+1)
Military 4(+1)
Economy 3
Faith 2
Intrigue 2

 Actions 
 Diplomacy 5 - set Cultural identity: Buyout Trade Posts

 The Business of Glix is Business!! 
 Diplomacy - Attend an Event: The Arkhive Æternal's technical Forum
 Sansar has a unique place in Glic thought.  The lost homeworld, it has a place of both familiarity and captivity.  More recently, an irredentist faction based on the Cult of Ancestral Queens has loudly called for a return.  Their bad smell in the Outer Duma probably would have led to the Arkhive's proposal being ignored. Until a non-spoken "voice" rose up from the Inner Duma, the Chorus of Queens unbound to any Teivosk.  The insane Queen known as the Hammer, unofficial Matriarch of the Cult of Ancestral Queens, volunteered to go with her entourage.  Under those circumstances, Snimt'Glek felt no choice but to endorse it. 
 
 Spoiler:  Sub-actions 

Give Arcane Amplification to ARK, others
Receive In-vivo modification from ELD, others
Receive Xenolinguistic Cataloguing from ARK
Receive Algorithmic imagination from BRB
Receive Aclaustrophobic Psychiatry from RAT
Receive Fusion Reactors from KRB

Pledge a pact of friendship with BRB, grant them Vacuum Hardening, relieve Mega-Dirigibles

Forge a Pact of Friendship and Vengeance with GLO

Pledge non-Violence to other Arkhive Members, join Arkhive pact
 

 Diplomacy  Sell media to BRG.
 Attempts to court the Union draw the attention of reporters. They inform the Glix that they are too late.  The Glix use this opportunity to buy in to a better information network. 
 Military  Raise a Land Unit

 The light carrier  Oddyssey,  carrying marines in space-boats. 
 Military  Raise a Land Unit

 The light carrier   Exoddus,  carrying marines in space-boats. 
 The worlds are full of humans, and very few Glix.  No Queens are known to live outside the Combine, so any expatriates are direct immigrants.

The worlds have become much smaller and more crowded with the advent of the Imperial Engines.  It is imperative there is a space for the Glix.  To this end, Snimt'Glek sees a plan.

 Anyone who touches the Combine will    pay 
 Non-actions 

Recruit a free Space Unit, as offered by the Emperor

 The Mega-Dreadnaught  7 Macaw,  a dedicated gunship covering the transit of carriers and providing defense. 

Decline a loan from WTU
 The Union seems in keeping with our ideals, but we cannot commit to overspending at this critical time 

Submit recorded stories to the EMP and the Arkhive
 
 Spoiler: Mytho-Historical Data Gathering/ Arkhive: Theology 


Once, The Great Parrot saw a cuttle and her sons beached in a clearing, far from the sea. He took pity.  Some say a better God would have taken them home.

He took pity, and gave the sons arms, that they could wield weapons against those that would harm their mother.  Some said a better God would have given them legs.

They could wield weapons, but they could not bear the sun and live long in air.  Their eyes burned.
 So The Great Parrot hardened their hides and taught them to cover their faces.  Some say a better God would have given them lungs.

The Great Parrot left them, then.  Some say a better God would have given them guidance...

The Glix came to the Promised Land, Parrot's Perch, where lungs exploded and legs were useless, and knew their God had given them all they needed, they were home...
 

 
 Spoiler:  Fluff piece for Arkhive: The Return 


Despite being misunderstood as a "Hive Mind" due to their eusocial nature and telepathy, Glic society is not a monolith.  There are many cults, religions, and political parties.   It so happens this delegation was headed by a Teivosk representing one in particular, because they wanted the most to go. The irredentist faction of worshippers of Ancestral Queens.  When it was known the Arkhive would be willing to grant permanent residency to travelling researchers, it was viewed as a lesser miracle to many.  A lottery was held for those who would be allowed to go, among those deemed healthy enough to begin the physical therapy to live under permanent gravity.  The lucky winning brothers were then exposed to what Slingidites considered heretical, but each Teivosk held in reserve, due to its utility:  Lepkashramov Ikons for instructions on how to  read. 
 

 
 Spoiler:  Arkhive Submission: History 

The Glix do not know where they lived before the Captivity.  Some say they were extrastellar aliens stranded on a floating Colony on Badal, taken from their dying Aerostat to live as Jannisarries by a great and evil corporation.   And, in truth, there is some evidence of this. Surely nothing much like the Glix or their livestock lives anywhere else.
Others look to the preponderance of evidence vis-a-vis creatures with traits similar to Glix, such as Squid, Durats, snails, and anglerfish, and how their livestock resembles the Bugulon in some ways, and conclude that all these odd beings were  made  by the corporate masters they ended up as serving.
Furthermore, Lepkashramov has clear links to philosophical schools known to exist in Sansar at the time, and the Glic Language is peppered with loanwords from languages known to exist in the regions near The Reserve today.  So the "Test Tube Soldier" theory is currently more popular than the "marooned and impressed" theory.
What is not disputed is, in the time leading up to the Great War, the Glic People were a handful of Queens and a few hundred workers employed as guards at a research facility in the region of Sansar now called "The Reserve."
 

 
 Spoiler:  Glim the Bard and the Tyrannocopter, Arkhive submission: Literature 


Note:  this is considered a kernel that is elaborated on in each retelling based on the skills and interests of the teller and current events.  This form of free-form alteration of Sagas is considered important to keep them fresh.

Glim the Bard was a hero of the earliest days, before the captivity, let alone the exodus.  He was one of few survivors of a hive that was massacred.  While his brothers joined new Teivosks in other Hives, he wandered, and earned his keep by memorizing sagas of the Glix and other peoples.

One day, as he set between two Hives, he was attacked by a strange beast.  It had rotary wings and the head of a crocodile and no limbs.  It attacked the Bard.  The Bard had long prosthetic legs, that could outpace the wings, so, after a long chase, the creature relented.

Glim followed it back to its nest, and made a note of its location, to warn the Workers of nearby Hives.

Later, wizards came to study the creature, and, from its model, built the first flying prosthetics.  So, in conclusion, opportunity is where you find it.
 



Receive Renown for creating a cultural identity.

Ruler Stats for next round:
Turnover: no

Diplomacy 6
Military 5
Economy 3
Faith 2
Intrigue 2
Silent_Interim
    Organization Actions
Round One    
    The Imperial Court    
 
 Spoiler 
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.
 

 [Diplomacy] Attend All Events  - There are many gatherings of the newly-Elect across the system. Imperial Courtiers have invited themselves to all of them.
Sub-actions: Receive any gifts or tribute from anyone offering.

 [Request] Mytho-Historical Data Gathering [1/5]  - The Empire has far-reaching and highly accurate records of the history of Tekhum dating back further than any of the current Elect have even existed in their current form. Still, even the Imperial Library is not infallible or infinite, and some Imperial scholars would like access to the myths, legends, and apocrypha of the Elect, for purposes of comparison and cross-reference.

 [All countries may contribute to this request either as a non-action with a fluff submission detailing some of their local myths or as a Diplomacy action towards the project. Countries may contribute writing to the project once and actions to the project twice. Countries that contribute once gain one treasure at the completion of the project. Countries that contribute twice gain three treasure instead. Countries that contribute the full three times gain three treasure and an EMP favour. The project will remain open and incomplete until at least the end of round 3, even if enough actions are contributed to complete it before then.

To be certain your contributions are tracked, please use the phrase "Mytho-Historical Data Gathering" when noting your contribution. If you fail to do so, your contribution may not be counted.] 
 [Decree] Elect Tax  - The Empire has incurred significant overhead costs in reinstating the Elect, and asks those benefiting from it to repay a small portion of their costs.

 [All countries must pay 1 Treasure to the Empire by the end of round 3 or lose 1 Reputation with EMP.] 
  Nonactions  
 [Flavour] Distribute documentation for Imperial Measures and Standards to the Elect  - A number of countries have expressed interest in adopting standardised metrics for purposes of trade and diplomacy. The Empire is offering all interested members of the Elect official records of the weights and measures used by the Empire, along with other means of standardization.

 
 Spoiler: Imperial Language 
Low Imperial, also known as Imperial Common or Imperial Standard, is the language of last recourse for Imperial traders, broadcasters, and low-level diplomats and clerks. Generally, the Empire prefers to tailor communications to the languages of those expected to receive them, but when this is not viable, Low Imperial acts as a fallback. Imperials stationed planetside or ringside are expected to have trained to at least a basic degree of proficiency with the language of the area they are expected to work, and most attain at least some degree of fluency. It is unheard of for citizens of Ophon travelling abroad not to speak Low Imperial fluently.

The name "Low Imperial" often leads to speculation that there is a High Imperial, perhaps only spoken on Ophon, but there has been no confirmation of this. There are no public records of such a language, and if it is spoken anywhere, it is not within the hearing of anyone outside the hallowed halls of Ophon. Higher level Imperial diplomats and officials tend to display a remarkable, even uncanny, facility with languages of all sorts, if they are not outright omnilingual. Where possible, they will prefer to communicate using the language of those they are speaking with, but failing that they will tend to speak whatever language is most unobtrusive for the situation.
 

 
 Spoiler: Imperial Currency 
One area the Empire does prefer to do business on their own terms is with currency. Payment in commodities or services is one thing, but when it comes to cash, the Imperial Kroesid is king, or possibly Emperor. The kroesid is a fiat currency, though rumours sometimes say that it is backed by the time and attention of the Emperor, and if you can accumulate enough, it can be redeemed for a personal meeting. This is not the case; but the rumours still persist.

In centuries past, the Empire experimented with an energy-backed currency known as the Imperial Credit. The experiment was a disaster, and the design was fortunately scrapped before any regions could destroy themselves with massive waste of electricity for currency they could never hope to spend.
 

    Pan-Tekhum Worker's and Trader's Union    
 
 Spoiler 
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.
 

 [Request] New Homes for the Union  - The Union has a need for operations centres beyond the hall it calls home on Veehra. The request goes out to all the Elect- the Union is looking for homes across Tekhum. Places where the tired, the hungry, the bruised and abused can find shelter, and where the Union can take on the great work of bringing economic unity to all the downtrodden.

 [WTU is seeking a new base in every orbit. Any country with at least WTU Rep 0 may build a site for a Union Hall in their territory as a 3-action project using any combination of Diplomacy and Economy. Only the first site finished in each orbit will be accepted as a base, with simultaneous completions being resolved by an Economy roll-off to secure Union bids and contracts for Union staff to move in. Once each base is accepted, all progress on any other sites in that orbit is lost. Any country that completes the project gains 1 WTU Favour and 1 WTU Rep, even if their site is not accepted for the final base in that orbit.] 
 [Economy]Buyout TP1 (Atmospheric Scrubbers) in Region 8  - Though their new centralization has afforded the Union the opportunity to begin playing on the stage of nations in the market, they still have limited reach. Still, the mightiest storm begins with a single gust of wind. Sensing an opportunity, the Union begin building ties with exporters on Badal who might be amenable to contracting with some of the Union Crews.

 [Offer] Loans Available from the new First Union Bank of Tekhum  - One of the first moves Union made in the process of centralization was to begin work on a new, labour-backed currency. In order to encourage adoption and use of it, a bank was formed, and loans are being offered to states among the Elect at highly favourable interest rates, provided they accept it in the form of what is being called the "Union Solid".

 [Until the end of round 3, any country may (as a non-action) accept a loan of 3 or 4 Treasure from WTU at the cost of 1 favour with WTU. Until the end of round 5, any country that has spent at least as much treasure as they borrowed may repay that favour with the same amount of Treasure initially borrowed as a non-action, and additionally gains one WTU Rep if they do so. If the country fails to spend enough treasure or repay the debt in that time, it must be repaid at standard favour repayment rates and no Rep will be granted.] 
  Nonactions  
 [Flavour] Celebrate the Life and Times of Aliya Faizan, Hero of the Union : Aliya Faizan was born an Imperial citizen, but unlike most of their ilk, she was sensitive to the plight of the common people of Tekhum. When her duties took her to the arcology known now as Union Hall, she decided to take a stand for the then-mistreated workers and labourers there. She never asked for recognition, or special treatment- she mucked in, she helped out, and she fought for the little guy. She never wanted to be a champion or hero for the Union, which was exactly what made her such.
After her death, her will specified that she wanted no memorial or accolades. A simple funeral, cremation and her ashes sent back to Ophon. The day of the funeral was granted as a public holiday for everyone the Union had the power to offer it to, to allow for the massive expected attendance. She will be missed; without her, the Union might not exist the way it does today.



    Basu-Rahman Group    
 
 Spoiler 
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.
 

 [Offer] Full-Spectrum Media Packages  - The Basu-Rahman Group is your expert in media and entertainment, whether you're looking for the latest news or just wanting to keep your kids busy. Discerning national clients may be interested in our full-spectrum reporting, edutainment and networking packages. Book an appointment with Basu-Rahman today: Illuminating *your* way to a brighter future.
(Some competitors have accused the Basu-Rahman group of being involved in a number of questionable and illegal activites. While Basu-Rahman maintains a widely diversified portfolio, there is nothing substantiating these spurious claims. Slander or libel will result in suits prosecuted to fullest extent permitted by Imperial law.)

 [Until the end of round three, any country that controls the Media support in their capital may gift it to BRG as a Diplomacy or Faith action in exchange for 2 treasure and 1 BRG Rep.] 
 [Diplomacy] Sway Media in regions 15, 38, 53, and 94  - Novel subsidiaries, new broadcast stations, fresh newspapers- whatever it takes, Basu-Rahman will bring the light of the News to those who have not yet seen it.

 [Investigation] Scout sites for a landing of the  Maharaj's Dream   -  Too long has she sailed the void. Where is safe? Where is friendly? Where is there news waiting to be found? That is where she will land, and where the Board will stalk the land in search of the Truth.

  Nonactions  
 [Flavour] Your Regularly Scheduled Programming  -
 The camera sweeps through the studio, settling in to the brightly lit and brightly coloured stage. The host gives a winning smile and a shake of his blonde hair, artfully tousled with a windswept look. 
Hi there, viewers, welcome back to the Imperial Beat. I'm Franz Masterson, and it's great to be in the studio again. Getting right into it today, the big news is of course that the re-introduction of the ancient system of the Elect is finally wrapping up, and countries across our humble system are humming their way across the void again. We discuss with some leading experts about the expected effects on the political and economic landscape of Tekhum, and later in the show, we have an interview with an Imperial official from the Embassy on Sansar.

But before all that, I want to say thank you to all our new viewers who tuned in for the last show. We have, frankly, never had such phenomenal ratings. I'd love to say it's all because of my winning personality, but, well, we all know the real reason. The work we do has gone from a niche political show to a massively important journalistic endeavour. Still, I'd like to thank all our crew, without who this wouldn't be possible. Our camera operators, our writers and editors, our tech guys... they're all just as important as I am, even though I'm in front of the cameras and they're all behind them.

On with the news...

 A Doctrine of Flexible Epistemology  - It is the nature of corporations to believe in nothing, in profit over principle. But from nothing comes everything; ex nihilo, any truth can be believed for a day, a week, a year, even a lifetime, without contradiction of the core values of the Basu-Rahman.
 [Basu-Rahman has no official religion. Instead, all Media supports controlled by BRG treat them as having a state religion matching their region's, and they may act as though they follow any religion when performing Conversion actions.] 
    International Renown    
 
 Spoiler 
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”.
 

 [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.] 
 [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. The first country in each orbit to win a battle may gain one Renown. Simultaneous victories will result in both countries gaining the Renown.] 
 [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.] 
BladeofObliviom
  Soom-Clan Marauders  
 Chieftess Varsa Soom
D3 | M4 | E3 | F4 | I2 
 News and Rumors 
- Varsa Soom has been rumored to listen to Basu-Rahman broadcasts with a smile on her face - while staring at a map of the western Greenlands.

 [Economy] Buyout Region 73 Silver Serpents TP2 (expecting support)  [TN 12, Roll 16, Success]   -  A bargain was struck with the mystics of Kildora - choice salvage for a taste of their bounty. The marauders were just going to melt it down for metal scrap and process the edible bits into nutrient paste, but a little poetry never hurt anyone. 
 [Economy] Buyout Region 74 Energized Chrysoberyl TP 2 (supported)  [TN 12, Roll 15, Success]   -  With the unexpected energy and technical demands of the Imperial Engines, a new demand rose for the plain's mineral wealth. 
 [Military] Raise 1 Ground Unit  -  A call to arms goes out, leveraging the newfound position of the Elect to present the Soom-Clan at the forefront of a new host - one that might truly make its mark. Warlord Hur answers. 
 [Military] Raise 1 Ground Unit  -  ...as does Warlord Mun. 
 [Military] Raise 1 Ground Unit  -  ...and even Warlord Kray. 
 Non-Actions 
-  Recruit a Space Unit with Imperial Assistance  -  Few expected an Imperial magistrate to follow the group that raided the Horn Traders home - not for some kind of vengeance, but to provide assistance. Opinions on the empire mingled between reverence and fear, and yet...this was a surprising gift. An unexpected boon. With the assistance of Imperial science, the engines taken from the Horn Trader were assembled not just into a scattered wing of fighters but a legitimate, if ramshackle, Carrier and escort. 
-  Accept a WTU Loan for 4 Treasure  -  It is not often that one walks into a bank and is simply given the wealth they came in search of - sort of. So much for that robbery? 
 Embassy Actions 
- None



 
 Spoiler: Ruler Info 

 Chieftess Varsa Soom 
Diplomacy: 3
Military: 4
Economy: 3
Faith: 4
Intrigue: 2

Expected Stat Gains: +1 Military, +1 Economy

 Heir Yaki Soom 
Diplomacy: 2
Military: 4
Economy: 2
Faith: 2
Intrigue: 2
 

 
 Spoiler: Additional Notes 

 New Ruler Next Round?  
NO

 Military Units 1/6 
- Warlord Pandar

- no space

 Treasure: 0/5 
(+0 passive treasure/round)


 Relics: 
- No

 Commanders: 
- No

 Embassies and Trade Routes: 
- None


 Organizational Overview: 
Imperial Court: Rep 0, 0 favors
Pan-Tekhum Workers and Traders Union: Rep 0, 0 favors
Basu-Rahman Group: Rep 0, 0 favors

Renown 0

 Temporary Cultural Identity - EMPTY 
 Permanent Cultural Identities - EMPTY  
 Tactical Doctrines 
- Measured Advance (-10% casualties for both sides)
- Aggressive Assault (+10% casualties for both sides)
- Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties)
- Indecisive Engagements (-2 to own battle roll, -10% own casualties, and +10% enemy casualties)

 Technologies 
econ - Dust Hardening
mil - None

 Ground Front technologies: 
 - Man-Portable Weapons: 
 - Infantry Equipment: 
 - Combat Drugs and Medicine: 
 - Armored Vehicles: 
 - Field Fortifications: 
 - Engineered Combat Organisms: 
 
Space Front technologies: 
 - Detection and Rangefinding: 
 - Ship to Ship Weapons: 
 - Orbit to Ground Weapons: 
 - Crew and Maintenance: 
 - Armor and Shields: 
 - Spacecraft Propulsion: 
 
Either front: 
 - Electronic Warfare and Countermeasures: 
 - Special Forces: 
 - Logistics and Morale: 
 Trading posts (1 [2], 0 treasure/round)  (mercantile supports: 74)
- 74 (Energized Chrysoberyl) TP1


 Official Faith (Mother Serpent) 
5 HS: Not yet Organized

 Controlled Regions, Supports, Holy Sites: 
- 74: Government/Mercantile/Media, Mother Serpent (Majority)
 

 
 Spoiler: Dice Roll Link 
  Leader Rolls (Varsa Soom) 
 Silver Serpent Buyout + Heir Rolls 
 Energized Chrysoberyl Buyout Roll 
 
Dawsnow
   
 
 Spoiler: Leader: Ssilaan Tikaar 

High Siifoh Ssilaan Tikaar is a 35 year old human citizen of Nadiratna was appointed by the Syyvine Hydra exactly 24 hours after the Emperor re-established the Elect. Previously working as an event organizer for wrestling in East Krinydonia, Tikaar is an unproven leader.
 
  Diplomacy: 5 (4+1) 
  Military: 4 (3+1) 
  Economy: 3 
  Faith: 4 
  Intrigue: 3 
 
 Roll 
 


Actions:
[Diplomacy 5] [Culture: Rising Stars] Create Cultural Identity
For several hundred years, Nadiratna has not needed to fight in major wars outside of a few territory scuffles, instead prefering more diplomatic solutions when possible.
Cultural Identity: Diplomatic Tendencies: 2d8 when rolling for Sway Faction

[Diplomacy] Attend Event: The Coronation of Nathan L'Othaire
 
 Spoiler: Event Non-Actions 

 https://forums.giantitp.com/showsing...0&amp;postcount=11 
- Receive Arcane Amplification from Iron Masquerade (MSQ)
- Give Algorithmic Imagination to the Arvaxine Populate (ARV), the Bafatis Dynasty (BAF), the Cloudburst Confederation (CBC), the Kingdom of High Ishtanos (ISH), the Counts of Mirage (MIR), Iron Masquerade (MSQ), the Castaways of the Loop (SEV), and the Twilight League (TWI).
- Give Dust Hardening to the Cloudburst Confederation (CBC).
- Receive Wet Navy Ships from the Cloudburst Confederation (CBC).
- Receive Aclaustrophobic Psychiatry from the Castaways of the Loop (SEV).
- Receive In Vivo Modification from the Sorcerers of New Kildora (SNK) and the Twilight League (TWI).
- Receive Nuclear Fusion from the Bafatis Dynasty (BAF), the Kingdom of High Ishtanos (ISH), and the Arvaxine Populate (ARV).
- Receive Xenolinguistic Cataloguing from the Counts of Mirage (MIR).
 

[Diplomacy] Establish Claim - Confederation (TN 12)   2d6+5[10] 
[Diplomacy] Raise Organization Reputation - Imperial Court - (TN 10)  2d6+5[9] 
[Military] Recruit Ground Unit

Non-Actions:
[Recruit Space Unit]
[Accept Loan] 4 treasure loan from the WTU
[Mytho-Historical Data Gathering]
Nadiratnans believe that the Serpentes River was created by an extremely large snake long ago. Followers of The Mother Serpent believe that the Mother Serpent carved the river into the land before the War of Eternal Bombardments.
__________________________________________________  _____________________________________

 
 Spoiler: End of round clean-up 

Stat increase: +2 diplomacy (5-&gt;7)
+Cultural Identity: Diplomatic Tendencies: 2d8 when rolling for Sway Faction
+1 contribution to [Mytho-Historical Data Gathering] (0-&gt;1)
+2 renown from [Culture] Rising Stars (0-&gt;2)
+1 ground unit (1-&gt;2)
+1 space unit (0-&gt;1)
+4 treasure (0-&gt;4)
+arcane amplification
+wet navy ships
+xenolinguistics
+fusion reactors
+In Vivo Modification
+Aclaustrophobic Psychiatry
 
Volthawk
 
   Eilif Dhaoine (ELD)   
  Round 1  
 Regions:  The Reserve (25/Sansar)
 Faith:  Anam Beathach (Unorganised)
 Ruler:  Clagath of Deargabh
 Diplomacy  5  Military  5  Economy  4  Faith  4  Intrigue  4
 
  Actions  
 End of Turn Ruler Increases:  +1 Military, +1 Diplomacy
 
  Invade 24 [Military]  - GM Rolled
 
 Spoiler 

Units: 1 Ground
Commander: Clagath of Deargabh (Mil 5) using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties)
Route: 25 -&gt; 24, using Wet Navy Ships, no distance or space units required
Other Modifiers: None
 

 As news reaches him of other countries, on this planet and on other (not so distant now) planets, being given similar status and technology to Eilif Dhaoine, Clagath decides that the Dhaoine can't play a passive role in how things play out. Besides an attempt to make a martial statement early and dramatically, the invasion of the closest mainland to the Reserve serves another purpose - stemming the exodus of people out of the Reserve into other countries by providing an alternative to Reserve living (even if it was getting safer and more pleasant every day) that was still within the control of Eilif Dhaoine.

The army he uses is...a little rag-tag. None of the city-states that make up the Dhaoine were quite willing to give up all their manpower, after all, both because of the stated need to protect against the bàscail and the unstated desire to keep the rest in check should this whole unification business suddenly go sideways, so Clagath has to piece together his warband from the warriors he was personally willing to pull out of Deargabh's territory and those he was able to get from the other city-states and alliances. They're not  too  dissimilar from each other in gear and doctrine, though as most of the Dhaoine had grown to adopted fairly similar tactics against the bàscail and stolen what worked from each other. Irregular bands of low-ranking sealga (i.e. those without enough wealth and power of their own to avoid either being pressed into service or lured in by the pay) serve as scouts, snipers, skirmishers and special forces of inconsitent skill levels, while the lannan regiments provide a more solid, disciplined and reliable core to the whole thing (even if this level of outright conquest is still quite new to them). They're supported by the various vehicles of the Dhaoine - crawler tanks being a fairly common sight across Clagath's army and providing fire support, along with lighter wheeled buggies and armoured vehicles providing scouting support, doing logistical work or transporting lannan while usually being a little more heavily armed than one might expect.

Most of the Dhaoine arsenal is based on mass driver technology, their firearms and tank guns typically being some variation on coilgun or railgun, while their melee weaponry (no warrior from the Reserve, sealga or lannan, went without one given most bàscail want to close the distance quickly) are typically made from bàscail parts, usually mandibular blades but sometimes made from more obscure parts, like the raptorial legs of mantis-like bàscail, and the armour used by the lannan tends towards full-body chitincraft suits with light exoskeleton support and plenty of air conditioning. The sealga meanwhile typically wear lighter gear, often chitincraft made from smaller pieces to allow for more flexibility. 
 
  Recruit General - Giomad of Fairnead [Military 5]  -  Military 8 
 
 Spoiler: Tactical Doctrine 
 Bleed Them Dry:  +1 to the battle roll, +10% enemy casualties

 War in the Reserve tends to be a small-scale thing, raids on outposts or clashes between travelling groups from opposed cities rather than outright large-scale protracted conflict. The one exception to this happened during the unification period of the Eilif Dhaoine, when a number of city-states became the Caornag-iomnach, the vigilant hives, those that refused all inroads or duels from Eilif Dhaoine and thus had to be brought into the fold through war. Giomad was one of those most commonly charged with overseeing the battles against these cities, and found a way to adapt the standard Dhaoine practices to these wars, leading a campaign focused around severing supply lines and raiding outposts, playing to the strengths of the Dhaoine, denying the enemy any support, and making the caornag-iomnach feel the pain of attrition. It's a style of waging war that he feels will work well enough, if not even better than at home (most cities aren't as filled with agriculture as Eilif cities, after all), in the new world and the new wars the Dhaoine face - all armies have supply lines, after all, places where you can strike and let them bleed, weakening them for any open warfare that ends up being necessary. 
 
 While Clagath handles starting a war in the west, back in the Reserve one of the sealga directly loyal to him spends time studying. Giomad, from the coastal city of Fairnead, was prominent in the unification of the Dhaoine, and the one primarily given the task of dealing with those cities that held out against unification and refused to honour the duels that established a pecking order between the city-states. Looking at the wider world the Dhaoine now found themselves in...some of his old tactics may well work out in the new wars to come, albeit with some study of how outsiders did the whole business of war... 
 
  Recruit Ground Unit [Military]  - Unrolled
 Giomad does do a little more than studying over the years, of course. The forces Clagath is currently considering isn't all the Reserve has to offer, just what Eilif Dhaoine could muster and keep a hold on post-unification. While what's left is no army, scattered companies of lannan serving various city states and the sealga being scattered troublemakers as always. but Giomad spends some of the years that Clagath is away strongarming various city lords and hitting up the more reliable sealga bands and gathering up troops and support vehicles, using the time to let them form into a proper fighting unit. This way, once Clagath returns, he'll be met with reinforcements ready to fight for the future prosperity of Eilif Dhaoine. 
 
  Establish Confederation Claim on 39 [Diplomacy]  -  11, Failure 
 While Clagath tries to expand the Dhaoine's territory through force, others try a different tack. They'd need allies in this new world, after all, and so these agents of Eilif Dhaoine begin gathering information on the rest of Sansar for powerful non-Elect countries that they could perhaps convince to join up with them. They pick a solid target - the people that live around the nearest derelict space elevator in Chonkia are well-armed and have an impressive amount of warriors willing to protect, to the extent that many take up an adventuring lifestyle rather than staying to protect their home. All in all, perfect allies...but in the end, they're a little too willful to accept the terms of any agreement the Dhaoine put forward, not without enough concessions that it would become a bad deal for Eilif Dhaoine. 
 
  Establish Cultural Identity - Voracious Acquisition (Coerce) [Diplomacy 5]  - Unrolled
 For the majority of the Dhaoine, the reaction to the recent expansion of their awareness of the world - as they access the InterPlaNet for the first time, as reliable routes out of the Reserve's dangerous waters into wider Sansar are created, and as they build starships and drink up news of other worlds - is a...sort of hunger. Life on The Reserve was anything but easy, and while the cities provided safety, industry, the tools to fight back, they were hardly comfortable. But now that they had beaten back the bàscail and were decisively the masters of the Reserve, the Dhaoine could turn their gaze outwards, and what they saw was prosperity in measure. There were so many people out there, all producing their own speciality goods, and the people of Eilif Dhaoine wanted their piece of it all, their slice of luxury. Sure, they could go in force and take it all, burn it all to the ground and feast on what was left behind, but...time in the Reserve had taught the Dhaoine the value of subtlety at times, lessons taught in blood about quietly acting and taking what they want can be just as useful as overt strength of arms. Yes, raiding worked, or they could simply...convince those that have what they want that life would be better if things went by the Dhaoine's terms.  
 
  Nonactions  
 
  Attend the Arkhive Banquet. 
 Upon hearing that there is a conference on Sansar where many of the Elect's representatives will meet for the first time, Eilif Dhaoine is quick to send a delegation. Scorcha, Clagath's daughter, is charged with spearheading the group and assessing the nature of those who were also elevated to the position as the Dhaoine, in this strange new world they found themselves in.  
  Raise a Space Unit.  
  Take a loan of 4 Treasure from the First Union Bank of Tekhum. 
 While there are, of course, some among the Dhaoine who are suspicious of outsiders, the majority opinion in The Reserve is that they should take everything they can. Wealth from the offworld bank? Why not? If the worst comes, they could simply not pay and dare them to come take it. Assistance with shipbuilding? Why wouldn't they take that? The Empire gave them access to this technology in the first place and gave them a position among the stars, so why not take the rest of their aid? Arrangements are made so that the Union's money and the designs for parts needed for the Empire's new drives are sent to the right people - the money to those in the Dhaoine government in charge of planning future ventures, and the designs to various factories in cities across the Reserve. Once those parts are manufactured they are all shipped out to a new staging point, a facility hastily thrown up on and around one of the islands that was never settled by the Dhaoine but has been cleared in more recent times. Once there, they are assembled into ships with assistance, training and oversight from the imperial technicians, while elsewhere in the staging point a new force of soldiers undergoes the necessary training to crew them - the clachan, a mixture of sealga, lannan, new volunteers and former sailors.

In the Reserve, vehicles tended towards the small side to better deal with the mixed but often-rough terrain. They had crawler tanks and other armoured vehicles, yes, but they were typically on the lighter end of the scale and with slightly different loadouts compared to more standard armies given their situation - some amount of small arms fire was common, to give an edge against large numbers of smaller pack-hunting bàscail (the most common threat to an armoured vehicle), while most main gun designs eschewed explosive ammunition for focusing on kinetic killing force, the modern Dhaoine main tank gun being an oversized thing that usies a mass driver system to fire either flechette rounds for hordes or larger rounds for the big ones (sure, sometimes you were fighting other city-states rather than the bugs, but what could kill one of those things usually dealt with a human or Dhaoine-built armour well enough). When weaponry reached the point that warships and fighting the large aquatic bàscail became practical (as opposed to naval tactics being more about speed and stealth between islands instead of firepower), most of these points remained intact as sure, they didn't exactly  need  to make them lighter than they needed, but that was what they were used to and it played to the skills of those helmsmen with experience - they could still focus on keeping away from the leviathans while their gunners focused on the job of actually killing the things.

The first spaceships produced in Eilif Dhaoine follow this throughline of design and doctrine, opting to build vessels they call glungagan - smaller vessels built for speed and maneuverability and equipped with a handful of oversized gun turrets that give it enough coverage that the gunnery crews should be able to make something happen while the bridge focuses on not getting their glungag shot down. The last of the batch that the Imperial technicians oversee is a little different though. After all, the other constant when fighting in the Reserve was the cities and outposts, the safe zones you fought to protect and could pull back to when things got hairy, and as the Dhaoine saw it a battle in space would be much the same - not like you can just run and go to ground in the middle of the void, you needed somewhere you could hold out from. With that in mind, the  Armothan  is created, a large vessel built primarily to provide repairs and resupply to the glungag - it certainly can't carry them all, that's for sure, just enough to hopefully keep up with repairs that the crews can't handle - although the Dhaoine involved in the design process can't help but use the thing's size to see how big a main gun they can mount on it (a little impractical, definitely, but they're still excited to see what it can do).  
  Contribute to Mytho-Historical Data Gathering. 
 
 Spoiler: Baubanam the Soul Weaver 

Naturally, many of the myths and legends of the Dhaoine concern the bàscail, typically ones with strange magical powers - despite the fact that their magic tends be an innately known, brutish thing, used by the creatures in the same way it would use mandible or pincer, stories persist of rare bàscail with great magic and a more sophisticated way of using it than the average bàsclan - greater perhaps than the magical understanding of the Dhaoine themselves. While few of these stories seem to have any truth to them, they still circulate across the city-states of the Dhaoine - after all, outposts and even occasionally cities do go dark or fall to the bàscail (or sometimes to other Dhaoine, of course), and sometimes an explanation for why isn't entirely clear, and that's ample fodder for a good monster story. The Baubanam is likely most commonly recurring bàsclan in these stories, as tales of the Soul Weaver is always likely to get an audience.

As the stories go, the Baubanam is a bàsclan in the rough shape of a spider - although it has the usual twisting of form and growth in size that you'd expect of the bàscail, the body plan still follows that of a spider, although stories disagree on the exact details, or even if it's colouration (pure black and pure white are common choices, depending on if the teller wants to emphasise the dark powers and danger of the beast or focus on its ethereal strangeness). The Baubanam is a creature of unnatural intelligence, one of the few bàscail to achieve sentience (that this has ever happened in  any  bàscail is currently unproven), and has a malign will of its own that draws it to hunt the Dhaoine and feast on their souls, that intangible part of them that resonates with the Anam Beathach, in order to grow its own power and eventually consume the primal spirit itself.

In the stories, the Baubanam does have some degree of control over the bàscail, impressing its will upon them and directing them as it needs, but the most common agents it uses to carry out its plans are the morbh-liùghag, the long-dead puppets, corpses formerly of the Dhaoine who have been spiritually consumed by the monster and are now animated by its threads to carry out its will. Lannan still in their armour when the Soul Weaver fell upon the outpost they were guarding, the chitincraft suits combined with the glow of the spider's threads msking them appear like a whole new kind of monster; sealga who got caught in one of its webs and were now roving kidnappers bringing stray Dhaoine to one of the Baubanam's nests; sometimes the morbh-liùghag in the stories were just the common people of the Dhaoine, now a lurking horde just as bad as the bàscail they once feared. In any case, while the exact actors in the story, the themes are the same - the Soul Weaver sets its many eyes on some outpost or other of the Dhaoine, and those who find themselves its victims have to fight for their lives if they are to protect their souls.

As for an ending...most who tell this tale leave it open-ended when it comes to the Baubanam's fate, often focusing what happens on the people involved instead. Some do claim that some historical figure or other - usually a sealga but sometimes the credit is given to whatever person of authority in a city made the hunt possible and hired the sealga -  was successful in finding and killing the monster, usually in an attempt to curry favour with whoever is listening, but the most common ending is that the Baubanam is still out there, hiding from the growing might of the Dhaoine, but always waiting, always plotting, feeding on the unwary, and growing in power.
 
 
  Support a Buyout in 25 by RRE and WIC. 
 The amount of interest shown from overseas towards the Reserve's chitincrafters is...far more than was expected, but the artisans see no reason to not embrace all the new interest and trade.  
  Support conversions in 25 by UNC, HEX, CBC, COE, ILU, others on request (see below).  
  Arkhive Submissions: 
 
 Spoiler 
 
  2 Points:  Provide a Technology: In Vivo Modification (through event, see above) 
  1 Point:  Submit a piece of literature for Arkhivial:  A Sealga's Guide to Sansar , by A Sealga's Guide to Sansar, by Mearanoit Falbhanach (and unnamed sealga transcriber)
 
 Spoiler: A Sealga's Guide to Sansar 
 What follows is an excerpt from The Sealga's Guide to Sansar, notable for being one of the first books written by the Dhaoine that's written in Low Imperial - the stated intent between that is that if any sealga actually wants to go out into the new world and make use of the information in this book, they better damn well be able to learn a language that isn't one of the family of languages spoken in Eilif Dhaoine, or at the least get hold of a half-decent translation system, and as far as languages go the one preferred by the people that gave the Dhaoine this opportunity was as good a choice as any. Technically, Mearanoit is not the writer of the book, as one of their subordinates did that, but the work is a more or less accurate copy of what Mearanoit dictated - as such, there is stil some use of words from their native languages, but those have been appended with the closest Low Imperial word when needed (bàscail and bàsclan were left untouched for the sake of not having many repeating amendments). The names of locations in the Reserve as left as-is. This part of the book is an early summary of Sansar - later parts of the books go into more detail on specific countries and locations of note, although with the same slant as seen here where the focus is on what a sealga would find "interesting" or profitable rather than the average tourist's experience. 
  Zabava  
First of all, we've got Zabava, what most of us have usually just called  mòr-thìr  [the mainland] - well unless you're one of that Oirdeas lot, in which case it's Erebuus, but if you're not an idiot you'll see the point. Anyway, the continent starts up in the far north, but we still don't know much about things up there other than the fact it's cold as hell up there. Before any of you start wondering, I'm not going to say much about that big eastern bit either, it's the same thing there, people just haven't been able to keep tabs on all of Sansar over the centuries. Pain in the ass, means any of you will be going in blind if you decide to wander down there, but that's the way it is so don't come whining to me if it turns out there's some big monster lurking in one of those places - I'll just laugh at you and ask you why you didn't kill it. Anyway. On to what we do know about. Once things get warm enough that life can actually do its things, you're in Zabava proper. Northern part is where the Empire has set themselves up, so behave yourselves there, you hear? They've clearly got stuff we haven't seen before, and yeah that makes it real tempting for a bit of the old sneaking about and getting a hold of something nice, but it also means they've probably got new and exciting ways to make you regret it either. So I'll amend my last statement - only cause trouble there if you know you can handle it, and if you have to ask you probably can't.

Just stick further south, like in Kan. That's where another of the Elect is based, and it's pretty nice over there - if you miss some of the ways our islands can get all craggy and interesting to get around, then they've got some pretty interesting terrain in the southwest without needing to be a fool and start needlessly climbing mountains, and if you're a vaguely normal person the rest has some nice wild areas that are still calmer nature-wise than back home. But if you're willing to get into the real point of coming here, the cities are where it's at. Big sprawling things, and most regular Kanites will tell you to stay out of the ruins and stay in the parts they've built up. We all know you're not going to do that, but you've gotta be careful out there. The people are the right sort, so pretty dangerous if you're careless, and there's some real weird magic going on there sometimes. Still, if you're quick and careful and pick the right spots, you can gather up some of the random old junk they sell there and make some money yourself. As far as the Kanites themselves are concerned...they're an odd lot. They're like us at heart, real fighters and troublemakers, but their unification was...a lot messier than ours, so a lot of them are busy feeling bad about that or getting the fighting out of their systems by playing mercenary. Nothing you can't handle, probably, but still best to not talk about how they're orange unless you're out there looking for a scrap and interesting times.

And to finish it all off, we've got the part of Zabava we've been looking at for who knows how long. Lot like the Reserve, just with far fewer bugs - I found a bàsclan or two when I got to the coastline closest to us, so some of them made it over, but not enough to make the rest of the place feel like home. Terrain's the same, though, lotta jungle, and it gets real rocky the further west you go - I didn't go too far up the mountains, and neither should you, it's pointless. You don't need to go that far up to start finding gold miners, anyway, and that's the main point to coming here. Lot of gold flowing around, and I don't need to tell you how to take advantage of that. The cities here are fun places too, always something interesting going on. After that, we start to hit the Reserve, and I hope I don't need to tell you lot anything about where we bloody come from, do I?

  Erebuus  
If you leave the Reserve going south instead, you'll get to Erebuus pretty quickly - the mòr-thìr if you ask someone from Oirdeas. First place you hit is all jungle and woodland, up around one of those space elevators. Those elevators are gonna get some attention soon, so you might have some opportunity there, and cities are cities anywhere you go, but in general it's slim pickings up. Lumber and industry is an opportunity for someone, but not really a self-respecting sealga's kind of business, right? Just keep on going to Eskor, if you ask me. It's nice down there, good eating - although that part of Erebuus is good eating in general, climate's good for agriculture apparently, so if you're wandering around this part of Sansar expect to enjoy your meals. Eskor has a pretty good variety going on, while if you go further down into Caipe Ushere the wine is...so damn good. Seriously, if things go well for you and you have some cash to burn, spend it in Erebuus. But anyway, we're talking about Eskor. Nice place, all rolling hills and fields while the cities are pretty damn fine too. Good power grid or something, a local said. The local religion is a little...odd, it's like if we decided to worship the pre-war Reserve rather than reforge what was left into the Dhaoine, but again they're okay enough if you stay away from the old spaceship. As far as opportunity goes, there's some potential in the fact they're like us - recent unification - but honestly I'd rather just enjoy the place as it is. Gotta leave some places clean so you can relax there, right?

Past that, I'd leave that peninsula there alone - lot of miners, but not much fun - and just keep on going down the continent to Caipe Ushere - or there are those islands and the long dangly part of Erebuus to the west if you're bold, but I haven't checked things out there much. Caipe's a nice country, again. Like I said, the wine is amazing, and past that...politics seem pretty steady down here, but there's lot of trade going on between all those cities, so plenty of opportunity for a little bit of fun to line your pocket if you've spent it all getting drunk - no judgement here, we've all been there - although you've gotta be careful of the mages down there. It's a real instituion in those parts, and they take learning about it very seriously, so if you slip up...not all of that magic floating around is useful against a troublemaker like you, but they've still got some nasty tricks up their sleeves. Finally, you get to Erisdor. Now, Erisdor is one of those places that fairly recently had a revolution where they killed the old guard and are now running around calling themselves the Radiant Republic. Now some of you - most of you, probably - never lived in a city that had a revolution, so as someone who has I'll explain what that means for us - it means that the locals are either very happy and very supportive of the new status quo, or terrified of looking like they're not in the first group. We're no aristocrats, so you should be fine, but I know how some of you like riling people up and...look, do you want a mob on you? If you said no, then congratulations you're vaguely intelligent. Either way, be careful about revolutionaries - people will do a hell of a lot for a cause, apparently. Still worth hanging around if you can get the right kind of work, as they're pretty big into free markets and the like so long as the people owning them look the part - like I said, revolutionaries, playing along matters - and that means plenty of opportunities. That weird magic metal they use here is a good starting point, if you're wanting hints.

  Dewlad  
Weird place here. Gave it a quick visit, but it's just too weird. That Coedd...thing that some of the lads have been talking about recently is based down there, apparently, and...you ever get the feeling when you go somewhere that you're just not supposed to be there? Not because of any law or anything about it, or because there's some bàsclan lurking there, just...you know what I mean, and if you don't then you're lucky. Anyway, if you can overlook that, Dewlad's not bad hunting. It's all forests and jungles, full of interesting animals and...not much people, really. Apparently some of the plants there are smart, though, so be careful there. Be careful in general, a lot of the life here can put our favourite bàscail to shame when it comes to sneakiness. Worth doing though, some of those hides can get a fair amount of coin - I met a guy in Verglass who had a nice little earner getting chameleonic hides in and turning them into outfits. Still, really if you want to make something for yourself in Dewlad, you don't have to go that far inland - the stories go that the plants gather up the fun stuff they make and leave it for people. Sorta a rough kind of trading between outsiders and the plants going on there, far as I can tell. Still opportunity there if you ask me, just...not for me.

  Chonkia  
Alright, I guess it's time for the main course. Chonkia, that huge continent across the ocean from us. There's a lot of it, and a fair amount of it is still not properly mapped out by anyone I had access to, but let's use those two mountain ranges there to split things up. Puts us in pretty nice quarters, with one part west of them, one part north of them, and so on - although a load of the locals use this system but call it left and right instead of west and east. Weird, I know, but something to keep in mind so you don't get blindsided the first time you hear "Down Chonkia" or whatever. The north is mostly uncharted, apart from that northwest part that could probably be included in the west inside but I'm talking about it now so...yeah, it's okay - far too cold for my tastes, so I didn't stick around much. Those "Dragon Eyes" are handy if you have a contact wanting something interesting and magical though, so keep that in mind. Arkhive's up there too, and yeah I know plenty of our people have gone over there recently, apparently it's a nice place, but I haven't gone to to visit yet. Apparently they only use those bees of theirs as guards, so they'll pretty soft pickings but not completely unguarded. Still a lot of opportunity there, but from what I've heard you'll get a lot there if you're just free with the information you share. Hell, part of the reason this book is getting written is that little Scorcha wants something special to give to them. Point is, try the soft approach first, it seems like that'll get a lot work done up there. Most of the rest is uncharted, except for the part that I'll call north for convenience but is deep in the middle of the continent. That big media company's based there, so hey there's somewhere else to go if you have a good story, maybe they'll pay to put it on a show or something? Big robotics industry there too, might be something there to work with.

Anyway, I guess I should carry on with the west. Big stretch of it along the coastline is unexplored, so the west is sorta in two chunks, if you see my meaning. If you start in that northern area I mentioned then go south...well, you're presented with two bad choices. First is Moonsoul, and...if you're that nostalgic for home but want to start from scratch rather than using centuries of understanding of your foe, then...go for it, I guess. There's a lot of pre-war scrap there, and from what I've been hearing from the people receiving the stuff it's good gear, but getting at the stuff means dealing with the local wildlife, and like I said...nasty stuff there. Only go there if you're sure you're up for it, and make sure to bring the right tools to get some trophies because from what I've seen, there's no shortage of worthy kills out there. Still got no clue how the locals have things together to be part of the Elect while the majority of the region is so wild, and I'm not particularly inclined to find out more about them - there's something...strange about them, and I'm perfectly happy with leaving that particular rock unturned. Your other choice is far safer country, but unpleasant in other ways, because the locals are a pain to be around. If they're not refusing to have anything to do with you because of some sun cult or whatever, they're being actively annoying because of a whole different cult. Just keep on going through here, if you ask me. They're doing some interesting things with computers, but it's just not worth it, seriously. It's worth it, though, because the Flowering Lands are perfect place to do your thing if you're fine with people. Well-developed country, plenty of people, enough prosperity for the rich to get complacent and bored, some fun textiles with magical properties...if you're bored here and don't see any opportunities to have a little fun, cause a little trouble, or make some coin, that's on you. It's also the closest part of Chonkia to the Reserve, so hey, you can just skip through all the pain I mentioned and go straight there. The other part of the west, down by the space elevator, is real fun too. Near the elevator, you've got a lot of our kind of people hanging around causing trouble, tons to work with, and if you like you can go north into the desert proper to see if the scavengers have anything interesting going on - that lot have set themselves up as a little city-state monarchy, far as I can tell, and have a good thing going with all that pre-war stuff that got swallowed up by the desert. Plenty of trade going on there, and if you're willing to do some honest work for a change there's decent opportunities in the salvage crews.

And then we end with the south of Chonkia, huh. Main attraction there are the elves - the Fiorid Principality, they call themselves. They're big into monarchy and bloodlines and that sort of thing, and even more into slavery - they have this whole weird setup going on where the nobles are powerful because they own people instead of land, and everyone else has to pay rent to the king. Bit weird, but hey we're not here to judge countries for how they do things, just for what we can do there. Big thing that'll probably catch your eye down here are the mechs their elites use - kinda like our crawler tanks, but even more focused on agility and boiling it all down to one guy. It means they can keep their cultural emphasis on nobles and knights and whatnot while still being able to do war, see? Smart. I haven't heard of anyone human getting their hands on one of those things, but if you're feeling audacious, there's your chance at making a real name for yourself. And a bounty too, probably, the elves don't seem that likely to forgive and forget, but hey what can you do. Past that...well, you're gonna stand out down here, and if you get caught doing something you shouldn't then congratulations, you're part of their grand system of slavery now, but past that it's kinda like home, plenty of jungle - just keep in mind that they know how to make the jungle work for them, just like we do - but the real prize is probably Soleyja. That's where their...ah, what do they call them...Druids, right. They're like our agri techs but a lot more esoteric and fancy about it all, far as I can tell. Still, they mess around with making new varieties of plants and such there, and there's always money there. If that's not your thing, I heard about fights going on in a few places I passed through, but I'm not sure if that's some action you can get in on, and their politics were...complex enough, let's say - and no that doesn't mean I don't understand it, just it's tricky to see it all from the ground like we're on - that there's probably something going on you can get in on or use to cause some trouble if you're feeling stupid brave.

East is pretty simple, it's just where the Durats live. It's worth coming here for the novelty alone - if you've never talked to some Durats, you need to. It's such a weird experience at first, load of little rodents getting together and having a conversation with you because they're all psychic. It's wild. Besides that, you're probably gonna want to go to Coastaphornia or Hovell - the former's a nice place to relax for a while, and since it's the main place non-Durats get together and do stuff there's always the chance for something interesting to come up, particularly if it involves that university of theirs, the little guys are big in the science and tech fields. Hovell, meanwhile...that's all wilderness, and they've got some interesting species going on in there if you fancy your skills and want something a little different from chitin to work with for trophies. Big thing to watch out for there is the fauna can be pretty hostile, not like whatever the hell is going on in Coedd, but just the old traditional way plants can try to kill you.
 
 
  1 Point:  Submit a mythological work for Arkhivial: Baubanam the Soul Weaver (Mytho-Historical Data Gathering, see above) 
  1 Point:  Influx of your people joining the Arkhive:
 
 Spoiler 

One notable aspect of the early years of post-Elect Sansar is the flow of people out of Eilif Dhaoine. The cities that provided protection and shelter from the bàscail, the elements, and the jungle were crowded things, tall, walled and densely packed with the Dhaoine - recent advances have allowed for an ever-growing safe zone around the cities that the people have spilled out into, but it is still a situation that many are unhappy with, particularly with a growing awareness of places that aren't as inherently hostile to life as the Reserve. Naturally this has led to steady flow of people out of the Reserve into other countries - primarily others in Sansar, but some brave newly-built ships and the slowly growing inter-orbit transit network to seek their fortune on the soil of a new world (or the steel of space station or aerostat, depending on where exactly they ended up) - although the vast majority remain in the Reserve, working towards the interest of Eilif Dhaoine and betting that the country will grow beyond the Reserve and give them all greater prosperity. The Arkhive has been one of the most common destinations, netting a significant amount of the Dhaoine immigrants - between the apparent positive diplomatic relationship between the two countries, the curiosity those already there show towards the experiences and knowledge of those raised on the Reserve, the sheer novelty of living among insects that are neutral at worst and usually friendly towards human life, and the pleasant conditions in the Arkhive, many end up choosing the northern country as their new home, and the Dhaoine already there attract more of their own, and so on until the Arkhive likely has the largest Dhaoine population outside of the Reserve itself. Besides stories about life and the culture back home, the immigrants also include a fair few genetic engineers that pass on their expertise - some even offer an array of seeds and fruits from the various plant species unique to the islands, having been engineered like the bàscail by those who controlled the Reserve before the War of Eternal Bombardments.
 
 
 
 
 
 
  News and Rumours  
 
 While the suggestion of paying a tax to the Empire is...not something everyone in the Dhaoine's government is happy with, they don't vocalise those opinions around imperial representatives - not while they're helping with starship construction, at least. They've got time to consider their options, and they'll make use of that time. 
 As the people of the Reserve continue exploring the new world beyond the island chain (whether physically, or more commonly on the InterPlaNet, more localised Sansar-based media and increasingly Basu-Rahman Group stuff), they come into contact with a lot of new ideas - beyond learning about new countries, new species and new worlds, they are also finding new religions, new ways to see the world around them. The powers that be within Eilif Dhaoine have reportedly met and discussed the matter, and it isn't long before a policy is announced - they're staying out  of it. As far as the beliefs of the Dhaoine goes, so long as it isn't a threat to internal stability, they're okay with it - whether that means a Sansarite faith takes root or the beliefs of some particularly dedicated offworlders, either way suits them. They don't state any active support for any endeavour to spread such ideas within the Reserve, but those who watch the efforts of a handful of minor faiths note that a fair few elements of the Eilif Dhaoine government are quite easy to convince when it comes to providing support.
 
 Spoiler: OOC Explanation 

Talking mechanics and turns and such, my plan is to convert to one of the big faiths (either organised or about to be) on turn 3, pairing with with selling my media to BRG. When turn 3 comes, I'll figure out who I want to convert to based on a mixture of what's present in The Reserve, and to a lesser extent other regions I've taken (a Reserve plurality will almost certainly swing it, but as nobody's present already it'll probably be a case of picking between minorities), what you're offering mechanically, and how well I feel the vibe of the faith meshes with my stuff (which will probably tie to the point just before). Until then, no conversions are getting opposed in my territory, and if you want support reach out fluffwise, whether that's an event thing or just putting a little in your post saying what you're doing to reach out and secure aid.
 
 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5, Military 5
 Special Actions Used: 
 Heir  Scorcha of Deargabh (Dynastic)
 Diplomacy  3+1  Military  3+1  Economy  1+1  Faith  3+1  Intrigue  4+1

  Diplomacy  
 
 Spoiler 

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

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
None

 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1 (Expected Change: +0, War losses)
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Aristocratic Support 
25

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
 Active Military Technologies: 
 
 Spoiler 

  Active Ground Front Techs:  
 Man-Portable Weapons 
 Infantry Equipment 
 Combat Drugs and Medicine 
 Armored Vehicles 
 Field Fortifications  
 Engineered Combat Organisms 
  Active Space Front Techs:  
 Detection and Rangefinding 
 Ship to Ship Weapons 
 Orbit to Ground Weapons 
 Crew and Maintenance 
 Armor and Shields 
 Spacecraft Propulsion 
  Active Cross-Front Techs:  
 Electronic Warfare and Countermeasures 
 Special Forces 
 Logistics and Morale 
 

 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: )
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  25.1 
 Chitincraft Wargear 
 None 
 Owned 
 2 
 
  
 Mercantile Support 
25//

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  In Vivo Modification 
 Starter 
 None 
 None 
 Yes 
 
  Wet Navy Ships 
 Traversal 
 Ground units can cross oceans 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Support 
25

 Faith Size:  3
 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

25 - Integration
 

  Total Passive Effects  
 
 Spoiler 

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

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
farothel
  
   Bafatis Dynasty   
Region: 71 (Veehra)
Region Name: Voletha

Leader: Duke Cinra Bafatis
Diplomacy 5 Military 3 Economy 4 Faith 2 Intrigue 2  
 Actions: 

[1][Military] Raise a ground unit,
[2][Military] Raise a ground unit,
[3][Diplomacy] Attend Arkhive Banquet
     
 Spoiler: subactions 

        -give Fusion reactors and accept all other techs offered (Arcane Amplification, In Vivo Modification, Aclaustrophobic Psychiatry, Xenolinguistic Cataloguing, Badalian Megadirigibles, Algorithmic Imagination)
        -agree with non-agression pact with the Hive
        -place a group of technicians under the leadership of Aishah Yaakop, senior researcher in Fusion technology at the University of Voletha
 

[4][Diplomacy] Attend event Coronation of Nathan L'Othaire
     
 Spoiler: subactions 

         -propose a mutual defense pact on the planet.
         -agree to final offer
         -trade tech, offer fusion reactors and accept all other techs offered (Xenolinguistic Cataloguing, Arcane Amplification, algorithmic imagination, Wet Navy Ships)
 

[5][Diplomacy] Create cultural identity: traders at heart (2d8 on buyout of TP)


Non Actions:
-accept space unit from the Empire
-[Culture] Rising Stars: gain 2 renown for creating a cultural identity (as I'm first in my orbit)
-[Request] Mytho-Historical Data Gathering [1/5] fluff piece (see spoiler below)

 
 Spoiler: Bookkeeping 

TP: region 71, TP1 (Industrial machines)

Units:4/6 (1 space, 3 ground)
1st mechanised infantry
2nd armoured
1st colonial marines

1st Space fighting wing.

Technology:
Fusion Reactors


 New stats 
stat increase: Diplomacy +1, military +1
Diplomacy: 6
Military: 4
Economy: 4
Faith: 2
Intrigue: 2
 

 
 Spoiler: military 

-Join the armed forces now. With the ships provided by the Empire, they still need good men and women to crew them.  And with the Bafatis Dynsasty given the status of Elect, the Duke also feels they need more troops than what they had before for local defense, so he ordered two more divisions raised.  One standard armoured division, but the other a division of marines for different tasks, including guerilla defense and offense, infiltration, recon and forced entry assault.  Training with the new Space division will start immediately.

The Empire is thanked for providing the ships.
 

 
 Spoiler: cultural identity 

The Bafatis are traders and industrialists at heart, always ready for a bargain and always needing extra resources to keep their industry running and sell their products.  Laws are enacted by the Duke and the Advisory Council to facilitate trading.
 

 
 Spoiler: events 

With many events to choose from, the Bafatis decide to go to Sansar and to the even on their own planet.  Sansar as it's the largest planet and a conference to exchange ideas is always interesting for a society that does a lot of trade.  And on their own planet to get to know their immediate neighbours a bit better.
During the talks in Sanar, they decide to leave a small group there under the leadership of Aishah Yaakop, senior researcher in Fusion technology at the University of Voletha.
After negotiations, a mutual defense treaty is agreed upon.
 

 
 Spoiler: Veehra mutual defense treaty 

first proposal:
-all signatories agree that any attack on one member is an attack against all members.  This is does not apply if a member attacks first.
-the treaty applies to Veehra only
-members will retain adequate military forces (OOC: half of unit cap at minimum).  They can choose freely between space and ground forces, although a mix of both is preferred.

Final proposal:
1. No trading Dust Hardening to any nation or Organization with a capital not on Veehra.
2. Should any Veehran territory or Veehran moon be invaded by a force originating from outside of Veehra's orbit, all signatories pledge aid in defense.
 

 
 Spoiler: Mytho-Historical Data Gathering 

The raising of the first Duke Bafatis.

Back in the day when the world was sparesely settled, there was an emperor who wanted to see the new world with his own eyes, despite the fact that his court tried to warn him, as there were still a lot of wild animals, including dragons (later hunted to exctinction), on the new world.  But the emperor kept to his plan and ventured on the new world.  A week later, they had just made camp near a river and the emperor was looking out over said river when suddenly a large beast came out of it.  The guards where surprised, but one man, a courtier who was by many considered weak man, took action.  The empire was going through a phase where strenght and military prowess was very important, and the young courtier, as man named Bafatis, was more of an intellectual.

But while the guards and other courtiers rushed to mob the beast, Bafatis took a moment to assess the situation and he noticed that the beast had a scale missing on its belly.  So when the beast was busy getting the guards, he aimed his rifle and when the beast sat up and the weak point was visible, he fired three rapid shots with exploding bullets.  The beast reared and after another set of shots into its mouth, killing the animal.

For this the Emperor made him a Duke and gave him dominion over the area they were in.  This also heralded a period where intelligence became more important than pure strength and to this day, the mind is very important in the Bafatis Dynasty.
 
moossabi
  Fiorid Principality of Verdalfheim (ALF), Round One  
2034-2036
Chancellor Eydis dei Fiori

  Actions  
 
  [Military][M5] Recruit Commander (Roll:  9 ) - Arni dei Fiori 
Amidst the backdrop of his younger sister's general muster and industrial efforts, Arni dei Fiori seizes the moment to promote himself to the Generalty with the stated intent of testing his valor on the front lines. Though Eydis loathes his bombastic persona, she opts to let him have his fun to avoid the creation of a hostile faction in the army on the eve of their greatest undertaking. Perhaps he will prove useful as a field commander in spite of his lackluster strategic mind.
 Tactical Doctrine: Relentless Butchery (+20% to enemy casualties) 
Arni dei Fiori may be a blunt instrument, but one capable of drawing ample blood. Defiant of his culture's disdain for death, he relishes in the opportunity to slaughter as many lesser beings as possible when on campaign. Entire platoons are redirected specifically to hound and destroy retreating or wounded enemies, with field hospitals and medics singled out in particular as high-value targets. Arni's personal mecha reflects this, bearing relatively inefficient chainsaw implements as an extra feature for when the Royal wishes to sate his bloodlust up-close. 
  [Military] Raise a Ground Unit  
  [Military] Raise a Ground Unit  
  [Military] Raise a Ground Unit 
Transparently telegraphing her intent to launch an offensive against the lesser powers surrounding Verdalfheim, Chancellor Eydis greatly expands the military roster through a vigorous campaign of recruitment and arms production. Soldiers, knights, armor, gunships, airships, all manner of personnel and equipment are deployed at the region's borders to prepare for the coming storm. 
  [Military] Raise a Space Unit 
The Imperial liaisons' offer to aid in the construction of a functional fleet is gratefully accepted and doubled down upon; two warships are built in parallel, the  Radiance  and  Resplendence , according to Imperial paradigms and incorporating the elves' knowledge of pseudogravity work to increase their effectiveness as gun platforms in battle. The admiralty would prefer a stable planar gravity to allow for tighter control over movement, but for now they will work with what they are given. 
 
  Nonactions  
 
  Raise a Space Unit, per the Imperial Offer  
 Send assorted dignitaries to assorted events 
 
  News and Rumors  
 
 hmm 
 hmmmmm 
 
 
 Spoiler: Stats 
 Eydis' rolls 
    Stat 
 Value 
 Increase? 
   
  Diplomacy 
 4 
 - (+1 new leader) 
 
  Military 
 5 
 +2 (+1 new leader) 
 
  Economy 
 4 
 - 
 
  Intrigue 
 2 
 - 
 
  Faith 
 2 
 - 
 
    
 Heir Rolls: 2/3/4/1/1 (Hinrik dei Fiori) 
 Ground unit count: 1  (+3)
 Space unit count: 0  (+2)
 Generals: 
 
 None yet 
 
 

 
 Spoiler: Regions 
  Planets Thread Post  
    Region Name 
 Region Number 
 Resource 
 Prime Religion 
 Minorities 
 Desired Resource 
 Status 
   
  Verdalfheim 
 36 
 Oil 
 n/a 
 n/a 
 Ores &amp; Alloys 
 Capital 
 
    
 

 
 Spoiler: Technology 
    Type 
 Name 
 Requirement(s) 
 Effect(s) 
   
  Starter 
 Pseudogravity Engineering 
 - 
 - 
 
  Starter 
 Wet Navy Ships 
 - 
 Can cross water w/o losses 
 
    
 

 
 Spoiler: Vague Ambitions/To-do list 
-Operation Alfheim: conquer all adjacent regions (35, 37, 38, 51)
-Operation Halo: ensure that Firmament is held by favorably-aligned powers and/or myself
-Operation Gru: colonize and/or steal the moon
-Operation Tekhumseh: fuel the war economy by staging a false flag assassination attempt to revitalize the war on terror
 
Frostwander
    Caipe Ushere  
Sansar - Region 29
 
   Queen Chalise Merole Ebonne d'Laforét   
Diplomacy 5
Military 3
Economy 3
Faith 2
Intrigue 3 
 
Turn 1

 
 Spoiler: News and Rumors 
 It's a much bigger world than most Usherets knew. Rumors begin to abound over all the other Elect nations, and who they might be behind their flags and other worlds, but no consistent patterns yet emerge. 
 

 Actions: 

1)  [Diplomacy]  Attend Event -  Arkhive Banquet 
 
 Spoiler: Sub-actions 
Receive Aclaustrophobic Psychiatry tech from the Illumined Utopian.
Receive Algorithmic Imagination from the Biarbu Society.
Receive Nuclear Fusion tech from the Dwarven Industrial Coalition.
Receive In Vivo Modification tech from Eilif Dhaoine.
Receive Xenolinguistic Cataloguing tech from the Arkhive.
Provide Arcane Amplification tech in exchange for the above.

Submission of the Tale of Lavandaire to the Arkhive (see Non-actions below).

Receive Badalian Megadirigibles tech from the Black Cloud Coalition.
Provide Wet Navy Ships tech to the Black Cloud Coalition.
 
 The queen attends her first out-of-country conference, along with a small entourage, in the northern isles of the Arkhive. Gifts of wine and knowledge are shared. 

2)  [Diplomacy]  Raise Reputation - Imperial Court (TN 10;  Roll: 10 - Success )
 Usheret dignitaries get their chances to vie for political favor with the Empire face to face at the gatherings of the Elect. 

3)  [Diplomacy]  Special 5: Create Cultural Identity - Pretty Words (2d8 for Raise Reputation rolls)
 The people of Caipe Ushere are often said to have a way with words. This is both evocative, for those who study etiquette and prose, and literal, for those who study articumancy. Diplomats are particularly educated often in both fields, as the use of the Way of Words for persuasion and negotiation can lend a great deal of influence. 

4)  [Diplomacy]  Diplomatic Mission - Region 28 (TN 12;  Roll: 14 - Success )
 Diplomats are sent to exchange information and overtures, and update maps and records about the modern region and peoples to their north. 

5)  [Economy]  Buyout Trading Post - Region 32 TP2, Fell Iron with support from the Radiant Republic of Erisdor (TN 12;  Roll: 14 - Success )
 Trade is the lifeblood of nations. 
 Non-actions:  
Recruit 1 Space unit - 1st Light Destroyer Wing
 In cooperation with the Imperial courtiers and Usheret shipwrights, a number of the first completed space drives are installed into a set of sleek military vessels. These are led by a single larger flagship, the  Lavandaire . 

First Union Bank Loan - Receive 3 treasure from WTU, owing WTU 1 favour, according to initial standard contract.
Attend event:  The Ascension of Esarhaddon III 

Mytho-Historical Data Gathering - submission to the Imperial Libraries of the Tale of Lavandaire
 
 Spoiler: Lavandaire, the Shroud Weaver 
 Lavandaire is a presumed mythical creature of Caipe Ushere. She is typically depicted as a middle-aged woman with incredibly long gray hair, concealing her face and dragging the ground around her, dressed in a mourning robe. The myth of Lavandaire is most commonly thought to have originated in the area around the eastern Sabaide river basin.

There are a few regional variations of the tale, consistent with a story largely passed by word of mouth, but the oldest written version is presented here. Lavandaire was a poor mother with two sons. Though they had very little, they were happy, and she loved them fiercely. When they were grown, her older son joined the army, while the younger remained home to help his mother with their small farm.

Lavandaire’s story turns to tragedy. A blight swept through the region, ruining the farm and causing a famine, accompanied by a wasting sickness. On the same day that her younger son died from the sickness, she also received word that her older son had fallen in battle. Destitute and unable to afford linen for burial shrouds, the woman began to weave shrouds for her sons from her own hair. As she continued to weave, her hair grew longer and turned to gray, until she had completed both shrouds. But such was her grief that her hair did not stop growing, and she continued to weave.

According to the legend, Lavandaire would appear to those whose loved ones were fated to soon die. Shrouds would appear on the porches of those whose children would fall to sickness. Sightings of the Shroud Weaver on the eve of a battle were a particularly ominous portent.

Historians have been unable to narrow the tale to a specific real event in known history, due to no confirmed match in timing of a battle, famine, and plague in the region. While it is commonly accepted as myth, there are still reported sightings to this day in the more rural areas of the country. In some larger cities, more modern invocations include depictions of the mythical figure in funeral parlors and cemeteries. 
 


Rising Stars - Gain 2 Renown for creation of Cultural Identity (first/tied first)

 Passive Effects:  
 
 Spoiler: Leaders and Prominent Figures 
 Leader:  Queen Chalise Merole Ebonne d'Laforét
End-of-turn increase: Diplomacy +2
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:  Princess Monite Akari Ebonne d’Laforet (heir - D1, M4, E4, F4, I1), Princet Geal Talouse Ebonne d’Laforet
 

 
 Spoiler: Relations of State 
 Embassies:  
 Trade Routes:  
 

 
 Spoiler: Resources 
 Units:  1
&gt;  Ground  - 1st Dragoon Mobile Infantry Brigade
&gt;  Space  -
 Treasure: 
 Artifacts: 
 Reputation:  EMP (0); WTU (0); BRG (0); REN (0)
 Favours: 
 Cultural Identity:  
 Capital Region:  Caipe Ushere
 Arcologies: 
 Fortresses: 
 Government Support:  28(C)
 Effective Trading Posts 1 (0 income): 
&gt;  Wine  - 28 TP1, Merchant Support
 Primary Religion:  Practica Arcanai (Size: 4)
&gt;  Media Support  - 28
 Civilian Techs:  Arcane Amplification
 Military Techs:  Wet Navy Ships
&gt;  Man-Portable Weapons  -
&gt;  Infantry Equipment  -
&gt;  Combat Drugs and Medicine  -
&gt;  Field Foritifications  -
&gt;  Engineered Combat Organisms  -
&gt;  Detection and Rangefinding  -
&gt;  Ship to Ship Weapons  -
&gt;  Orbit to Ground Weapons  -
&gt;  Crew and Maintenance  -
&gt;  Armor and Shields  -
&gt;  Spacecraft Propulsion  -
&gt;  Electronic Warfare and Countermeasures  -
&gt;  Special Forces  -
&gt;  Logistics and Morale  -
 
  
ArdeneRitter
  The Bironaian Bulwark  
 
 Spoiler: Action Summary 

    MIL - Raise Fortress in Region 17
    DIP - Exhibit Great Work: [A Charge Amongst the Stars]
    DIP - Attend the Arkhive Banquet
    DIP - Contribute to the Mytho-Historical Data Gathering
    DIP - Establish Confederation Claim on Region 18 (ROLL WILL BE LINKED HERE)
 


Narrative to be finished ASAP.
MrHeadcrab
    Solar Trade Center Announcement  
  Greetings to our fellow Elect!  Those once far, now made near by the miracle of technology!  We, the Durats of Burtzlund are excited to announce the formation of the Solar Trade Center!  
  The Solar Trade Center 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 trading routes to the Durats of Burtzlund and Region 110 of the firmament.   
  Summary of the Deal 
A. The Honored Elect Territories build trade routes to The Durats of Burtzlund and Region 110 on The Firmament.
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 (More are coming).

" But why connect to the Durats instead of someone more immediately profitable? ", you ask.  The reasons are simple.  
   Compounding Value 
Here at the Solar Trade Center Administration, we understand that our greatest value isn't ourselves, but the people we serve.  And that's the key value offered by joining the STC.  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.
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 the Solar Trade Center, and it will be forwarded directly where you want it to go!  And that leads to our promise.

 Our Promise 
We, the Durats, 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 Durats.  We will always maintain non-actions to send trade to its desired location!
Any technology sent to the Durats for the purpose of trading to select parties  shall not  be traded by the Durats to external parties not involved in the deal, unless Durats later receive the technology  again  with a less restrictive trade license.
 Durats may only halt trade if Durat holdings are directly attacked by an individual involved in the trade. 
 Investment 
The Durats are actively subsidizing and building trade routes!  Reach out quickly and you may even be one of the lucky early adopters who gets to take part in subsidized construction!
1. Capital Resource Guarantee
 The Durats will buy-out a trading post of your Capitals desired resource and trade it to you for free before round five, and at least once per three rounds after that to keep your merchants happy. 
These are only available at limited capacity, so reach out soon to see if you qualify.

 Location 
Region 110 on the Firmament is already being explored by Durats, and is promised to the Durats through several treaties.  Once obtained and the elevator repaired, it will act 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 Durat 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 new 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!    
 1. Diplomacy ) Raise Union Reputation 0-&gt;1 -  Success 
 2. Diplomacy ) Establish a Union base in Burtzlund (Diplomacy)

 3. Economy ) Establish a Union base in Burtzlund (Economy)

 4. Economy ) Establish a Union base in Burtzlund (Economy)

 5. Economy ) Send Expedition to Region 110 -  Failure 
 Non-Action : Attend The Arkhive Æternal Event
 Non-Action : Accept Space Unit from The Empire
 Non-Action : Accept 3 Treasure Union Loan
 Non-Action : Accept all trade routes
 Non-Action : Pass all last turn's received traded materials from a sender to their specified recipient

 
 Spoiler: Durat Leader Information 
 Ruler : Exalted Vuk Cssskk Tyculhajodejana
 Diplomacy : 4+1
 Military : 3
 Economy : 5+1
 Faith : 2
 Intrigue : 3
 
Elemental
  
   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   
Actions:
  Rolls.  
1:  [Diplomacy]  Attend the Coronation (Enmaskenation?) of Nathan L'Othaire.
-Gift Nuclear Fusion to The Cloudburst Confederation, The Counts of Mirage, The Bafatis Dynasty, The Twilight League, The Sorcerers of New Kildora, Nadiratna, The Castaways of the Loop, The Arvaxine Populate, and The Iron Masquerade
-Accept all offered gifts of technology

2:  [Diplomacy]  Establish a Confederation Claim on Region 67.   Success!  
With their new status as members of the Imperial Elect, the Ishtahn government enters into high level diplomatic talks with the neighbouring green land inhabitted by the people of Chorb and site of the planetary Imperial Embassy. Though it's expected that it'll take a long time to work out the details, Ishtahn offers to protect them and assurances of the preservation of their culture and way of life go a long way towards making the locals amenable to integration into the High Kingdom.

3:  [Economy]  Launch an Expedition to Region 107.   Failure.  
The moons of Veehra have long hung overhead, the subjects of legends that range from wondrous to deeply disturbing that have captivated the Ishtahn. During the Dark Age they were revered as objects of worship and the source of the strength that allowed the Ishtahn to survive the darkness. Since the Dawn this reverence has faded, though interest in the moons has not faded. Many of the legends still hold the ring of potential and they were made objects of scientific curiosity. This curiosity has grown over the years due to advances in technology and for centuries telescopes were used to probe the depths of these mysterious lunar objects. These endeavours eventually culminated in the foundation of a government agency, the RISA, dedicated to developing space travel with a focus on reaching one of the moons. With the Emperor's gift the RISA's efforts have been greatly accelerated and the first of many missions has been launched to study them. Despite Sarcor being closer, Jacinth has been chosen as the target as it's seen as likely less provocative to other Veehran powers in these early stages of space travel.

4:  [Military]  Raise one ground unit.
Concerns about potential aggression from offworld powers as well as concerning developments on Veehra itself have caused the Ishtahn government to increase military spending and launch a recruiting drive. Production quotas are raised at munitions factories in Ishtahnos's industrial centres to meet the increased demand and the entirety of the countryside is surveyed for the potential development of installations to deter spaceborne adversaries.

5:  [Military 5]  Raise a Fortress.
In addition to an increase in the size of the standing army, the Ishtahn military receives support for the construction of an impressive military installation. Located on and inside the remote Mons Khassia, Fortress Khassia takes advantage of the great mountain's height to be able to deploy artillery, flak and fighter sorties against orbital incursions with a minimal amount of atmospheric drag while the sheer bulk of the mountain allows for deep underground bunkers carved out of the impossibly ancient volcanic rock. Despite the inconvenience of such a remote site, this was chosen on purpose to avoid civilian collateral and a high speed subterranean train line connects to the Ishtahn rail network to ensure a constant stream of supplies and reinforcements should Fortress Khassia be besieged. In addition to the great orbital batteries designed to deter the movements of enemy fleets, less powerful batteries are constructed that are capable of striking any target on the ground or in the airspace of the Highlands should the orbital defences prove insufficient.
Despite the incredible investment required and the remoteness of the site, the initial missile launch systems, kinetic artillery, and flak batteries come online within the first year.

Nonactions:
Accept the Emperor's most gracious and generous offer to help found the Royal Navy of Ishtahnos and get its first ships off the ground. (+1 space unit)
Support the Castaways of the Loop in their buyout of Region 65 TP2, Veehran Aurochs.

 News and Rumours 
The engineers working on the Ishtahn's first moon mission are extremely frustrated as most of their work is invalidated by the Emperor's gift of space flight to the newly elevated Elect. However it's not long before their enthusiasm at a chance to examine some genuine functional Imperial technology, even if it's pretty basic, overrides most of their frustrations.

The High King formally announces the formation of the Royal Navy of Ishtahnos. The first of many ships of war is launched from hastily prepared shipyards with considerable assistance from the Emperor's engineers. This ship, dubbed the RNI Azania, it is a heavily armed battlecruiser fitted with powerful kinetic weapons. In addition to standard Imperial Drives it also possesses large golden solar sails. The hull plating is primarily black with silver ornamentation and prominently displayed on it is the Ishtahn flag with the ship's name written beneath in golden calligraphy. Perhaps a flaw in the design are the numerous large windows, but the engineers are confident in the strength of their shutters.
It is soon joined in the sky by two escort cruisers, the RNI Dantenon and the RNI Ketravan as well as a number of smaller corvettes and a contingent of fighters.

The recent adoption of certain tenets by The Soulbound Dance has sent concerned ripples through the normally tolerant Ishtahn population though at this time the government has declined to take a stance on it.

The Ishtahn Ministry of Finance sends a polite missive to the Pan-Tekhum Worker's and Trader's Union thanking them for the generous offer of such a substantial line of credit. They however decline the offer stating that they are not ready to take on so large a financial risk at this time. It's simply too much money and they don't wish to bankrupt the Kingdom trying to pay it back in time.

Recognising the great need of the Castaways, the Ishtahn Ministry of Trade smooths the bureaucratic process by handling the paperwork on behalf of the Group of Seventeen. Some foreign merchants complain about this 'preferential' treatment but are soundly ignored.

The events of the Coronation of Nathan L'Othaire are met with outrage in the Ishtahn press, though the full details are not fully understood by most. Nevertheless the Ishtahn government offers asylum to those fleeing the Iron Monarchy as per their longstanding policy of accepting refugees. When questioned as to why the government still saw fit to gift the Iron Monarchy with the specifications for the Stevens Engine despite this the Minister for Foreign Affairs indicated that it was the hope that access to so reliable a source of power would in at least some small way improve the lives of the common folk of Narsai and that it didn't seem right to deprive them of this despite their sovereign lord's unfortunate decisions.

In a move that surprises no one the Ishtahn parliament publishes a declaration decrying the Fiorid Principality and its widespread utilisation of slavery. The Prince of Verdalfheim is beseeched to end the practice and institute a more equitable system so that the potential of his people is not squandered. After all, magnanimity is the mark of a truly great ruler whereas tyranny is the mark of the weak and fearful.

 Mytho-Historical Data Gathering 
 Long ago during the Days of the Blackened Sun, our kin lived in fear of the darkness and the demonic monsters that thrived within it. Of all the demons none was more feared than Zimiroth who through dark magic enslaved our kin and ate of their flesh and drank of their blood. None of the Clans could stand against him for the beast had the strength of twenty nightmares and his wounds closed before one's very eyes. The people cried out to now forgotten gods for salvation. When none came they were broken by despair and Zimiroth preyed upon our kin without mercy and vanquished every hero who dared to rise against him.

On the hundredth day of the hundredth year of the tyrant's cruel reign over our kin, when things seemed the darkest they had ever been, a brilliant streak of golden light appeared in the sky and violently struck the land by the banks of the River Haraz. A hunting party from Clan Nightfang came across the fallen star and feeling stronger than they had ever been as they stood in the fallen star's radiance they at once took it to their chief. Their chief, Ranulph, was a skilled smith and sorcerer and upon seeing the golden metal of the fallen star was struck by inspiration. He toiled for seven days and seven nights and when he was done he emerged from his forge with a mighty lance.

Zimiroth knew what had transpired and just as Ranulph was about to bless the lance in the waters of the Haraz he was set upon by the great demon and a battle ensued. With no weapons save the unquenched lance Ranulph had no choice but to plunge the golden point into the demon's heart. Zimiroth's ichor issued forth from the wound, turning the Haraz as black as pitch for forty days and forty nights as all the blood the demon had refused to shed for entire accursed existence gushed forth at once. The beast lay dead and Ranulph stood triumphant.

From that day forth Clan Nightfang became Clan Demons' Bane and the Golden Lance drank deep of the blood of many more demons and was passed down from champion to champion for generations. 
 Notes: The Golden Lance/Lance of Ranulph/Tyrant Slayer is on permanent display at the Houses of Parliament in Harazan. No proper metallurgical analysis has been successfully conducted as the spearpoint resists any attempt to take samples, however x-ray studies reveal a mono-crystalline structure inconsistent with manufacturing techniques available at the Lance's approximate date of construction. The wood of the shaft is from a vale cedar and it and the shaft's metal hardware and ornamentation have been dated to the Lance's approximate date of construction.
Mystic analysis reveals fading enchantments intended to prevent healing and promote bleeding. Extrapolation indicates these were made at around the approximate date of construction, give or take a century, and that they will fade by half every seven hundred years.
The skeletal remains of Zimiroth are kept by the Chiefs of Clan Demons' Bane and anatomical analysis indicates that he was likely a particularly large and unusually powerful relative of the more common slaver demon. Slaver demons were hunted to extinction shortly after the Dawn and so the nature of his unusual traits is unknown. 
 
 Spoiler: Ruler Information 
First Minister Johnathon Royston Rageclaw

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

Age: 51
Expected stat increases: +1 Military, +1 Diplomacy
 

 
 Spoiler: Trade Details and Technologies 
The Highlands of Ishtahnos, Region 65, TP1: Veehran Aurochs

Treasure: 0

Dust Hardening
Nuclear Fusion
 

 
 Spoiler: Other Bookkeeping 
Ground units: 1 (+1)
Space units: 0 (+1)
 
TheDarkDM
  
    The House of Fire    
  Duke Esarhaddon III  
 Diplomacy  3
 Military  5
 Economy  4
 Faith  2
 Intrigue  3

 Expected Stat Increases:   +1 Military, +1 Economy  
 Actions 
 
  [Diplomacy]   Host the Ascension of Esarhaddon III 
 
 Spoiler: Event Sub-Actions 

 
 Trade Nuclear Fusion technology to the House of Brimstone in return for Arcane Amplification technology. 
 
 
 
  [Military 5]  Elevate an Admiral,  Turtanu-Ziqpu  Ra'ima ( Mil 8 )
 Tactical Doctrine - In the Light of Chastising Stars:  +2 to own battle 
  [Military]  Raise 1 Space Unit
 As the  DVS Tiamat  is made ready with the aid of Imperial engineers, her sister ship the  DVS Bull of Heaven  is developed in tandem.  The two assault cruisers are planned as the backbone of the House of Fire's future military endeavors, boasting the fearsome armor of their asteroid hulls and bristling with missile tubes and rail cannons.  
  [Economy]  Buy Out TP 2 of Ice in The Central Claims (Region 97) [+2 Support] -   11   
  [Economy]  Hoard 1 Treasure 
 
 Non-Actions 
 
 Raise 1 Space Unit with the aid of the Empire. 
 Support the House of Brimstone's conversion of the House of Fire. 
 
 News and Rumors 
 
 Taking advantage of the ascension of a new Duke, the Master of Games Shalamshilu announces the formation of a contest unlike any other.  The Mekhalan Grands Prix invites representatives from across the Empire's outermost orbit to develop teams of voidship racers to compete in tracks designed and constructed by the vassal states themselves.  The Duke's own team, the Red Comets, stands ready as a model for those unfamiliar with the exhilarating and dangerous sport of asteroid racing, while the House of Fire's track, the Constellation of Glittering Comets, is recently refurbished.  Those polities interested in participating in the event are invited to join its oversight body, that rules regarding engineering and pilot tolerances, track configuration, and the schedule of events might be formalized. 
 
 
 Spoiler: Record Keeping 
 Treasure:  0/5

 Trade Posts:  1
 Uranium (76) 
 Passive Treasure:  0/Round

 Land Units:  1
 First Void Knight Banner 
 Space Units:  0

 Technologies: 
  Military Technologies  
 Ground Front: 
 
 Man-Portable Weapons: N/A 
 Infantry Equipment: N/A 
 Combat Drugs and Medicine: N/A 
 Armored Vehicles: N/A 
 Field Fortifications: N/A 
 Engineered Combat Organisms: N/A 
 
 Space Front: 
 
 Detection and Rangefinding: N/A 
 Ship to Ship Weapons: N/A 
 Orbit to Ground Weapons: N/A 
 Crew and Maintenance: N/A 
 Armor and Shields: N/A 
 Spacecraft Propulsion: N/A 
 
 Both Fronts: 
 
 Electronic Warfare and Countermeasures: N/A 
 Special Forces: N/A 
 Logistics and Morale: N/A 
 
 
The_Snark
   Castaways of the Loop  
 
Veehra, Region 62
 The Group of Seventeen
D5 | M4 | E5 | F2 | I4  
 Round One 
 Actions 
 
  [Diplomacy] Attend Event - the Coronation of Nathan l'Othaire 
 Though wary of the Iron Masquerade's reputation for amassing vast wealth via the exploitation of their workforce, the Group of Seventeen elects to send a delegation to greet their fellow Elect in person and take their measure. Their wariness proves justified - if not for the reasons they anticipated - but the expedition is fruitful nevertheless. 
 
 Spoiler: Sub-Actions 
- Gift Aclaustrophobic Psychiatry to the Arvaxine Populate (ARV), the Bafatis Dynasty (BAF), the Cloudburst Confederation (CBC), the Kingdom of High Ishtanos (ISH), the Counts of Mirage (MIR), the Iron Masquerade (MSQ), Nadiratna (NDR), the Sorcerers of New Kildora (SNK), and the Twilight League (TWI). Despite lobbying from a number of Todds, the Iron Masquerade's copy of the files is  not  titled "How Not To Murder People".
- Gift Dust Hardening to the Cloudburst Confederation (CBC).
- Receive Algorithmic Imagination from Nadiratna (NDR).
- Receive Arcane Amplification from the Iron Masquerade (MSQ).
- Receive In Vivo Modification from the Sorcerers of New Kildora (SNK) and the Twilight League (TWI).
- Receive Nuclear Fusion from the Bafatis Dynasty (BAF), the Kingdom of High Ishtanos (ISH), and the Arvaxine Populate (ARV).
- Receive Xenolinguistic Cataloguing from the Counts of Mirage (MIR).
- Receive Wet Navy Ships from the Cloudburst Confederation (CBC).
 
 
  [Diplomacy] Raise Reputation (WTU)   (TN 10, Roll 10, Success) 
 After decades of relative isolation, the Castaways seek allies who can help them navigate the world outside their little corner of Veehra. Some would say that the ancient libraries and illustrious scholars of Imperial Ophon are the obvious place to look... but after more than forty years of neglect, few of the Loop-born are willing to put any faith in Imperial largesse. If the Empire wasn't willing to lift a finger to save them from starving to death in the wake of a catastrophe their scientists caused, why would they start caring now? No; better to cultivate reliable allies than pray for aid from the fickle beast that is the Empire. The Pan-Tekhum Worker's and Trader's Union may not have a fraction of Ophon's reach and influence, but there's a lot to be said for a friend with their feet planted solidly on the same ground as you.  
 
  [Diplomacy 5] Create Cultural Identity - Investigation 
 Many of the Castaways spend their entire lives attempting to understand the mystery at the heart of their society: the Loop, an impossible cataclysm that simultaneously destroyed their lives and created them anew. The experience leaves them inured to strangeness and remarkably good at prying into the secrets of the universe.  
 
  [Economy] Buyout Trading Post (Region 65 TP2, Veehran Aurochs)   (TN 12, Roll 13, Success) 
 In an effort to ensure food security and improve nutrition, the Logistics and Rationing Group enters into negotiations with a number of prominent Ishtahn ranching families for the purchase of large quantities of Veehran Aurochs. Thanks to the generosity of both local merchants and the Ishtahn Ministry of Trade, a contract is soon finalized. 2036 sees a large convoy depart round the northern mountains to collect the beasts, the first of what will hopefully be an annual cattle drive. 
 
  [Economy] Buyout Trading Post (Region 62, TP2, Todd)   (TN 12, Roll 13, Success) 
 As the Castaways prepare to send envoys, traders, and scientific expeditions to the far reaches of their planet and beyond, they find themselves in need of more engineering expertise than their current workforce of volunteer Todds can support. The Group of Seventeen announces new incentives to encourage Todds (and similarly skilled individuals) to lend their time and knowledge to the state.   
 
 Non-Actions 
 
 Raise 1 Space Unit with Imperial assistance 
 Accept a WTU Loan for 3 Treasure 
 Gain 1 Renown from creating a Cultural Identity (Rising Stars), +1 for being among the first on Veehra to do so 
 Hinder and resist all non-supported conversions and buyouts in Region 62 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Economy 5
 Special Actions Used:  Diplomacy 5

 Heir:  Undesignated

  Diplomacy  
 
 Spoiler 

 Reputation/Favors 
 Imperial Court:  Rep 0, 0 Favors
 Pan-Tekhum Worker's &amp; Trader's Union:  Rep 0, 0 Favors (Expected Change: -1 Favor)
 Basu-Rahman Group:  Rep 0, 0 Favors
 International Renown:  Renown 0 (Expected Change: +2)

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Government Supports 
62

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
 Active Military Technologies: 
 
 Spoiler 

  Active Ground Front Techs:  
 Man-Portable Weapons 
 Infantry Equipment 
 Combat Drugs and Medicine 
 Armored Vehicles 
 Field Fortifications  
 Engineered Combat Organisms 
  Active Space Front Techs:  
 Detection and Rangefinding 
 Ship to Ship Weapons 
 Orbit to Ground Weapons 
 Crew and Maintenance 
 Armor and Shields 
 Spacecraft Propulsion 
  Active Cross-Front Techs:  
 Electronic Warfare and Countermeasures 
 Special Forces 
 Logistics and Morale 
 

 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: +4)
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0 (Expected Change: +1)

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  62.1 
 Todd 
 None 
 Owned 
 2 
 
  
 Mercantile Supports 
62

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Aclaustrophobic Psychiatry 
 Starter 
 None 
 None 
 Yes 
 
  Dust Hardening 
 Traversal 
 Do not take penalties from Dust Desert regions. 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Supports 
62

 Faith Size:  2
 Organized Faith Bonuses 
None

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

62 - Integration
 

  Total Passive Effects  
 
 Spoiler 

 Traversal: 
Dust Hardening: Ground units ignore effects of Dust Desert regions.

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
Lt-Murgen
   Round 1    
   U.N.N.C.L.E   
Region(s): 3
    Actions:   
 
  [Intrigue]  Send a scouting party into the Eye of the Storm to investigate    Roll of 7  ]  Link to roll  
  [diplomacy]  Send a diplomatic mission to Badal 4 aerostat:    Roll of 13   Link to roll  
  [Diplomacy]  Attend Event  APIS Banquet [/B]  Accept techs:
 ARK (Host): Xenolinguistics
BAF: Nuclear Fusion
CUS: Arcane Amplification
ELD: In Vivo Modification
GCC: Arcane Amplification {yes, I know I have it, but it is a different 'flavpr'}
ILU: Aclaustrophobic Psychiatry
KRB: Nuke Fusion
RAT: Aclaustrophobic Psychiatry
TEA: In Vivo Modificationa  
  [Faith]  Host aerostat-wide celebrations of the latest achievements in Prowess at the  Center for Human Prowess  
  [Faith]  Publicly post the genetic contributors for the latest Batchkin.   
 
   Non-Actions:   
 
 Contest all other faiths in region 
 Contest all unsupported buyouts. 
 (Gain a Space Unit)  Train first Exo-orbital RIF.  
 
 
 Spoiler: News and Rumors 
 

 
 Spoiler: Ruler Information 

      Chairperson Lucas Oliver James Mellus Tristan   
   D   
   M   
   E   
   F   
   I   
 
   Current  
 4 
 2 
 4 
 4 
 2 
 
   Starting Stats  
 4 
 2 
 4 
 4 
 2 
 
  End of round 1 
 1 
 0 
 0 
 1 
 0 
 
  
 
Lady Serpentine
   The Twilight League   
 
 Spoiler 
 
 

 Violetta, Herald of the Second Dawn 
Vesper (Limbo, The Wheel, Purgatory) (Region 58)
 
 Diplomacy:  1
 Military:  5
 Economy:  2
 Faith:  4
 Intrigue:  2
 Heir:  Lilium
D: 2 M: 1 E: 2 F: 3 I: 2  
 News and Rumors: 
 
  [Diplomacy]  - Attend the  Desecration  Coronation of Nathan L'Othaire.
Event subactions:
 
 Give In Vivo Modification to the Arvaxine Populate, the Bafatis Dynasty, the Castaways of the Loop, the Cloudburst Confederation, the Counts of Mirage, the Kingdom of High Ishtahnos, and the Iron Masquerade. 
 Give Dust Hardening to the Cloudburst Confederation (CBC). 
 Recieve Arcane Amplification from the Iron Masquerade. 
 Receive Wet Navy Ships from the Cloudburst Confederation (CBC). 
 Receive Aclaustrophobic Psychiatry from the Castaways of the Loop (SEV). 
 Receive Algorithmic Imagination from Nadiratna (NDR). 
 Receive Nuclear Fusion from the Bafatis Dynasty (BAF), the Kingdom of High Ishtanos (ISH), and the Arvaxine Populate (ARV). 
 Receive Xenolinguistic Cataloguing from the Counts of Mirage (MIR). 
 
 
  [Military]  - Elevate an Admiral. (Void-leader Seraphine.  Roll: 9 ) 
  [Military]  - Raise ground unit. 
  [Faith]  - Convert Region 58, targeting the minority of Soulbound Dance. ( Roll: 15 )
  Based on Lilium's report of Nathan L'Othaire's coronation, Violetta raises significant concerns regarding the faith of Narsai with other prominent figures amongst the Twilight League. While no formal sanctions are declared for those who have adopted the Soulbound Dance in hopes of an alternative to the cycle of reincarnation maintained by the Gravekeeper, they swiftly find those concerns made very plain to them, and rumor has it that if that proves unsuccessful in quashing the spread of this nascent branch of the faith, quiet preparations are being made for more drastic measures.   
  [Faith]  - Convert Region 59. ( Failure. Roll: 10. )
  In the process of negotiating a loan with the nearby Worker's Trade Union, a number of Vesperites come into contact with those who work in Union Headquarters, and many of them are eventually drawn into conversations about their faith. While there are as yet no widely-accepted formal compilations of doctrine, a clear perception of the afterlife supposedly backed by personal experience and a lack of inconvenient behavioral restrictions is surprisingly easy to make relatively appealing. Unfortunately, however, some modifications must be made in order to adapt its paradigm for non-Vesperic experiences, and those who actually adopt Death's Wheel remain relatively few.   
 
  Nonactions  
Accept a loan of 4 treasure from the WTU.
Raise a space unit with Imperial assistance.

  Statistics  
 
 Spoiler 

 Special Actions Available:  None
 Special Actions Used:  Military 5

 Heir:  Lilium (Dynastic)

  Diplomacy  
 
 Spoiler 

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

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
None

 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1 (Expected Change: +1)
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Aristocratic Support 
58

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
 Active Military Technologies: 
 
 Spoiler 

  Active Ground Front Techs:  
 Man-Portable Weapons 
 Infantry Equipment 
 Combat Drugs and Medicine 
 Armored Vehicles 
 Field Fortifications  
 Engineered Combat Organisms 
  Active Space Front Techs:  
 Detection and Rangefinding 
 Ship to Ship Weapons 
 Orbit to Ground Weapons 
 Crew and Maintenance 
 Armor and Shields 
 Spacecraft Propulsion 
  Active Cross-Front Techs:  
 Electronic Warfare and Countermeasures 
 Special Forces 
 Logistics and Morale 
 

 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: )
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  58.1 
 Vesperite Rangers 
 None 
 Owned 
 2 
 
  
 Mercantile Support 
25

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  In Vivo Modification 
 Starter 
 None 
 None 
 Yes 
 
  Dust Hardening 
 Traversal 
 Do not take penalties from Dust Desert regions. 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Support 
25

 Faith Size:  3
 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

25 - Integration
 

  Total Passive Effects  
 
 Spoiler 

 Traversal: 
Dust Hardening: Ground units ignore effects of Dust Desert regions.

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
Corona
    White Pawns   
 Round 1, Region 23
His Excellency Elia Eramo, Imperial Plenipotentiary for Kan
Diplomacy: 4
Military: 5
Economy: 2
Faith: 2
Intrigue: 4 
 
 
Rolls
 https://forums.giantitp.com/showsing...&amp;postcount=103 
 Actions: 
 
  [Diplomacy] Raise reputation with EMP 0&gt;1 2d6+4 Dip = 10 
A freshly-minted Ambassador with a small entourage arrives in Ophon to deliver a letter:
 O great Emperor!
We, the people of Kan, kowtow before you. Your magnanimity in designating us among the Elect has once again exceeded any limits. We can only hope to fulfil the expectations you have of us, and redeem ourselves for the shame of past treason. Your Plenipotentiaries has ruled us so well we have no cause to complain. Alas, they have been constrained by regulations constraining the size of any army based in Kan, well-intentioned, but outdated now that a new age of politics and exploration has dawned on Tekhum.

If Your Imperial Majesty would deign to but give a sign that we are following the correct path in setting these constraints aside, we shall be eternally thankful. We pledge to provide protection to the Imperial embassy on Sansar. Please accept the diplomat carrying this letter, who will relay to Your Imperial Majesty all matters of importance relating to Kan with the utmost speed and veracity.

Signed the People of Kan, your faithful subjects:
Elia Eramo, Imperial Plenipotentiary for Kan
Zelena Tanchitsa, Priestess of Ophon
Yanez Aktovka, Kanite Ambassador to the Empire
Ana Yutri, Commandant of the Plenipotentiary's Guard
Captain Sekira of the White Pawns
Captain Mech -||-
Captain Pushchitse -||-
Liam Denar, Mayor of the Free City of Zakhodni Zaliv
Zoya Prah, Chief Archaeologist at Morye Institute
Ignatz Hermelin, Duke of Modrazemlyi 
...[990 more names of dignitaries and chief scientists and artists in order of decreasing importance follow, demonstrating that every aspect of Kanite society supports the Empire]
 
  [Diplomacy] Sway govt support in region 21 2d6+4 Dip = 6 
Diplomatic approaches are made to the non-Elect humans in the surroundings of the Imperial embassy.
 
  [Military] Recruit space unit 
The First Fleet is under Cpt. Sekira. They hail mostly from Morye and surroundings, and are just as dry in character as the region's climate is. The Kanites fight in smaller (Barzha-class) craft with about one hundred fifty personnel, not having the industrial capacity or desire to build larger ships. Smaller ships mean fewer die when the ship is hit. These ships are armed with more than thirty automatic cannons and missile launchers. Bombarders (Kokosh-class) and personnel transports (Splav-class) are specialized ships, larger in size and boxy in shape, although with the same amount of crew. Orbit-to-surface bombs are made of tungsten and depleted or enriched uranium, depending on the mission.

 
  [Military] Recruit ground unit 
Cpt. Mech has consolidated many mercenaries under the First Army. They command a sizable water fleet including submarines carrying hundreds of missiles. The ships are powered by nuclear fusion and so can patrol the sea for very long. On land, an infantryman (about three quarters of the Kanite personnel are men, as recruitment is open to anyone, but women in the military face obstacles. Aside from the lower cohesion of mixed-sex units, there are cultural beliefs like a woman who has her menses near the new moon being bad luck in battle. This particular belief may have originated in the era of Kanite use of magic in war, when a mage's ability to draw on mana with a lunar aspect did in fact depend on her menstrual cycle.) typically carries an automatic gun with guided kinetic bullets, effectively miniature missiles, and an exoskeleton that allows one to continue operating or retreat even with severe injuries. However, aside from a soldier's responsibility to maintain a functioning weapon and body, the standards are loose and modded weapons are very common, as well as different quality of gear based on pay grade. A milliary - officer commanding a thousand combat personnel, not counting support - might have a mecha-like armored exoskeleton and a good personal deflection shield, as well as a couple of meat shields paid specifically to defend him. Artillery is also mostly kinetic, with a few laser guns for special tasks.
 
  [Military 5] Recruit Admiral 
Score: 1d4+6 = 9
TD: to be approved
 Sekira is a handsome man in his 30s, who has been recently promoted to the rank of Captain for successfully leading the White Pawns' effort to subjugate a few holdout nobles not yet under their control. He hails from the city of Zhveplo. Although the White Pawns Space Fleet (WPSF) is in its cradle still, Sekira studied spatial combat under foreign teachers, mastering the art at least theoretically. Like most who make it to the rank of Captain, he is a schemer well capable of removing obstacles to his career. He likes cinnamon ice cream. 
 
 
 Non-Actions: 
Accept space unit from the Empire

 News and Rumors: 
 
  Hear ye, hear ye! The White Pawns offer their services for all of Tekhum!  Top-notch mercenaries fully dedicated to protection or conquest, as you command! Elite leadership not included but purchaseable separately! Information gathering and retrieval of possessions!

The White Pawns' services may be paid for in the White Guilder (WG), rather than Kroesids. The exchange rate is not fixed, and may fluctuate in the future. While the Kroesid is (probably) a fiat currency, the White Guilder is backed by labor. As can be seen by examining the White Pawns' pay tables, a White Guilder is redeemable for the work (deployment) of one infantry soldier or one consort of 2nd grade* for one month. Naturally, many people don't have a single WG to their name, and day-to-day transactions are carried out in mWG or even μWG. On the other hand, services to states typically cost millions of Guilders, abbreviated MWG.

*) Prostitution is legal in White Pawns' territory; however it is strictly regulated to the point all prostitutes are effectively employed by the state; also both the prostitutes and the clients must be unmarried and free of STIs.


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


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

a) repeated until successful/rendered irrelevant by circumstances

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

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


 
 The Khylokians are designated a general hazard at the urging of Cpt. Mech, who has seen them in action at the first Hexenniel. 
 Arkhivist Olive Marie the two hundred fifteenth and seven tenths arrives in Kan and is shown to the Ruins of Naydisire Archeological Site, on the other side of Ribnik from the current capital. It is an ancient town of presumably great importance due to the remnants of a tower containing a library of magical tomes having been uncovered there. 
 Official White Pawns stance: The Pan-Tekhum Worker's and Trader's Union's mission is commendable, however there is no need for them to have a base in Kan, as the White Pawns already make sure that unemployment is as low as it can be and that companies do not extort workers. 
 The Empire will be paid taxes as soon as possible. Public fundraising will be carried out on We Love the Emperor Day (June 6th). 
 The Basu-Rahman Group's offer is considered but Minister for Culture Mr. Veselye decides to delay acceptance indefinitely, arguing that BRG programmes constitute a risk to the morality of young people. 
 
 
 Spoiler: Ruler 

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

Diplomacy: 4 +1
Military: 5 +1
Economy: 2
Faith: 2
Intrigue: 4

Used specials: -

New ruler next round? No
 

 
 Spoiler: Country Info, updated round 0 

Units Ground/Space: 1/0, +1/2 next round

Regions:
Sansar:
23 (Kan, capital)

 
 Spoiler: Action Templates 
 

 
Rolepgeek
  
    The Black Cloud Coalition  
Capital:  North Way Cluster (Běizhōu Qún | 北週群 | Region 2)
  暗雲 聯盟 
 {"Ànyún Liánméng"}
Round 1 
 [EE0, EE1, EE2]  
 Coalition Captain  Jié Měifēng  &amp; Helms-Moderator      Guiding_Stars4    a.k.a. 'ZhǐZhī'  
 Diplomacy  3 |  Military  5 |  Economy  2 |  Faith  2 |  Intrigue  5 
  Actions:   
  [Military] - Recruit Ground Unit 
  The Green Fleet of the East...   
  [Military]  - Recruit Ground Unit 
  The White Fleet of the West...   
  [Military] - Recruit Ground Unit 
  The Scarlet Fleet of the South...   
  [Military 5] - Recruit Admiral  -   Hǎi Píng (海平)   &amp;  InvertedFeatherlessMongoose  a.k.a.  Dǎo-Māo  [ Mil Score: 10 ] ( Electronic Bombardment :  Controlling the skies is good, but not enough; to the discerning mind with the appropriate preparations, however, that control can be leveraged into domination of frequencies, infiltration of networked systems, and the systematic dismantling of any coordinated response.   Effect:  On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well.)
  Though the Coalition has almost no history of true military spaceflight, PEEARIT-designed space combat and tactics simulators have been popular for decades in certain circles, and it is from one of the most prolific tournament victors and veteran pirate officers that the first true Star Admiral of the Coalition is drawn.   
  [Diplomacy] - Attend Event? 
  Even for pirates - perhaps more so for being pirates - it would be foolish to turn a blind eye to the machinations of the powerful. Moreover, it would be entirely too couth not to party-crash, and remind the petty tyrants of Tekhum  just  how dangerous it can be to earn the specific ire of those self-same pirates...   
 Spoiler: Event Subactions 
- Give ARK Badalian Megadirigibles and Algorithmic Imagination
- Receive all freely given technologies.
- Trade Badalian Megadirigibles to Caipe Ushere in exchange for Wet Navy Ships.
 
 
 
 Non-Actions: 
 
  Recruit Space Unit  w/assistance from EMP
  Strike Group   Burning Horizon   is constructed under the guidance of imperial advisors. The cruiser  Your Final Horizon  is both the first of its class and the flagship of the Strike Group, accompanied by four  Arsonist  missile destroyers in addition to six  Intoxicant  assault transports designed for battlefield cyber-support. Each such transport also serves as a logistics base and interplanetary carrier for six  Snatch  escort raiders capable of operating nearly as effectively in atmosphere as they do in the darkness of the void itself. All are crewed by volunteers and star-fighter-sim veterans eager to get to use the real thing. The Emperor's reasoning for giving such a boon to pirates as unrepentant as the Black Cloud Coalition remains inscrutable, but to have his blessing still breathes new enthusiasm into the Coalition's membership. New targets across Tekhum lay ripe for the plundering - and new opportunities for solidarity: loot shared among friends is loot well-spent.   
  Resist &amp; Hinder any Conversions that would reduce Clouder Codes to Minority in Region 2 ; otherwise, neither assist, hinder, nor resist conversions introducing additional minorities.
  The Coalition is tolerant of many things - but non-members are still viewed with suspicion if they proselytize too strongly.   
  Take out loan for 4 Treasure  from WTU
  The Union has laudable goals, most of the time, even if they are a bit squeamish for the Coalition's taste - but the pirate's life is one that must be chosen. Anything else would be a betrayal of what few principles such rogues possess. Perhaps the Union just needs a partner willing to get their hands   bloody  ...   
  
 Spoiler: Arkhive Contributions 
 
  (+4) Giving two starter techs in the event 
  (+1) Literature Arkhival
  
 Spoiler: Dyed Nikolai 
 There once was a craft that pierced the sky
The name of the craft was Dyed Nikolai
The stage fell low, his nose kept high
Now don't, cosmonauts, let go (huh!)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

He'd not been four days off ground
When off-incline an eye was found
The crew knew all were duty-bound
To take that sat in tow (huh!)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

[instrumental]

Before the rocket started burning
The spy-sat was already turning
All hands on call were soon learning
What traj'ctory she'd go (huh!)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

No vector missed, no route unseen
The captain's mind was still full-keen
And he took after the Clouder's Creed
He'd take that sat in tow (huh!)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

[instrumental]

For ninety shifts or even more
The line was lost then found once more
All drones were lost, there were only four
But still that sat did go (huh!)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

As far as I've heard, that flight's still on
The fuel still holds, and the sat's not gone
The logi-pod makes his regular call
To encourage the captain, crew and all (huh)

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go

Soon may the logi-pod come
To bring us vodka and tea and gum
One day, when the station is done
We'll take our leave and go 
 
  
  (+0) No History Arkhival 
  (+1) Theology Arkhival
  
 Spoiler: Leviathan Lessons 
 Leveiah Tahn; Behom Et; Seah Murgh. The great beasts who control the clouds, the earth, the sky. Behom Et's rage is slow, overwhelming, all-encompassing. Seah Murgh's disregard is cold and hard and piercing. It is Leveiah Tahn who has mercy, limited though it may be. The scorn of Leveiah Tahn burns and blinds and chokes, but it has room within which one may live, if you heed the lessons they teach, and abide by the oaths that you keep.

This is their first lesson: Hide within my gullet, wingless creatures; within me you are safe from burning star and burning earth both, and from these you might steal your wealth and dim your hunger with their flesh. But you must abide always by my tenets or I shall abandon you to their wrath, so that the flesh will melt from your bones and your blood shall boil and you shall collapse like a bird crushed in a fist. This is my promise to you.

This is their second lesson: Build your homes of steel and wire, large as you can, fragile creatures, where you might fill your lungs with life and ride my wings, which stretch from day to night and back again, to sleep in peace as you did on worlds that were not mine. But you must cover them always in finer metals to which my eye is drawn, or stretch glass and plastic as a great blanket over yourselves, or I shall swallow you entire and consume your bodies and your bones and spit your remains across the earth. This is my promise to you.

This is their third, and most important, lesson: Keep your oaths to each other and abide by the oaths I make to you, flimsy creatures, and remember that only my authority is final on this world, and you shall find yourselves abundant and your bellies full, if your arm is strong and your aim is true. I shall give you shelter and I shall bring you prey, and you shall feast upon it within me and by this I shall be sated. But never forget to whom you owe this bounty, or my touch shall be ungentle, and the tribute I rip from you shall delve deeper than lapping at your wounds with corrosive tongue, and you shall die, and you shall know the death brought on you was earned. This must be your promise to me. 
 
  
  (+1) Prominent 'cybersecurity expert' and netpirate joins the Arkhive:  Guāng Màntiān (光漫天)  &amp;  TheOnlyAuspiciousScene  a.k.a.  Jí-Jǐng (吉景) ; nicknamed  "Fēngbào Qíshì (風暴騎士)"  or 'The Storm Rider'.
  The pair have always felt extremely strongly about the importance of freely available information and their hostility towards censorship - and in particular their repeated attempts to breach Coalition security measures regarding the so-called "Ghost Zones" have made them unpopular in certain circles, and beloved in others. Once the opportunity to join a more open-source organization made itself available, they were happy to part ways with the paranoid and secretive hacking networks of the Black Cloud Coalition, whom they have accused of 'losing sight of the wind for the clouds'.   
 
 
 
 
  News and Rumors  
 
  Chatter in the forums...  
  The Black Fleet of the North...  
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Military 5
 Special Actions Used:  Military 5

 Heir  None

  Diplomacy  
 
 Spoiler 

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

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
None

 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1 (Expected Change: +3)
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Government Support 
2

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
  Active Ground Front Technologies:  
 
 Man-Portable Weapons: N/A 
 Infantry Equipment: N/A 
 Combat Drugs and Medicine: N/A 
 Armored Vehicles: N/A 
 Field Fortifications: N/A 
 Engineered Combat Organisms: N/A 
 
  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: N/A 
 Special Forces: N/A 
 Logistics and Morale: N/A 
 
 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: +4)
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  2.1 
 Cybernetics &amp; Prosthetics 
 None 
 Owned 
 2 
 
  
 Mercantile Support 
2

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Algorithmic Imagination 
 Starter 
 None 
 None 
 Yes 
 
  Badalian Megadirigibles 
 Traversal 
 Ground units can cross the Cloud Sea 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Support 
2

 Faith Size:  N/A
 Organised Faith Bonuses 
None

 Artefacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

2 - Integration
 

  Total Passive Effects  
 
 Spoiler 

 Traversal: 
Badalian Megadirigibles: Ground units can cross the Cloud Sea of Badal

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
Morph Bark
    The Llort Society Protectorate   
Round 1, Standard Years 2034-2036 of the 99,803rd Era of the Imperial Calendar
 
 Capital : Al-Miraiya (region 88)

 Society Consul  Hanyeo  
(llort, they/them)
 Diplomacy : 5
 Military : 4
 Economy : 4
 Faith : 5
 Intrigue : 4

(Expected gains from this round to next round: +1 Dip, +1 Econ.) 
  Actions:   
  [Economy] - Expedition to Region 92  [ 9,  Failure  ]
 Appoint hecaton Furizan Debezed (llort, she/her) to lead the expedition of explorers.  
  [Economy]  - Expedition to Region 99  [ 14,  Success!  ]
 Appoint hecaton Karcheras Katos (llort, he/him) to lead the expedition of explorers.  
  [Faith 5 Special] - Organize Religion: The Imperial Cult 
 The Imperial Cult sees a resurgence in its efforts to come together as a united people of the empire. As an organized faith, it is lead by a council of representatives from each region where it is a majority, with ambassadors from each region where it is a minority or plurality, and headed by the Voice of the Emperor who resides within the Mouth of the Emperor on Al-Miraiya. The Imperial Cult holds that science is the most powerful tool and method to acquire knowledge, that space is holy and deserves to the utmost to be explored and be known, and that the Emperor is in a holy position and is and should be a role model to their people. For the more devout, prayers are aimed at Ophon and away from Ophon at every sunrise and sunset--or after rising and before going to sleep for those in space. The less devout may simply utter a phrase dedicated to Science, Holy Space and the Emperor before embarking on a journey or scientific experiment.

(The Size 5 bonus of the religion is set to apply to  Investigation  rolls.)  
  [Diplomacy 5 Special] - Create Cultural Identity: Expeditions 
 The Society aims to Know and it aims to Support, Cooperate, Aid and Maintain. It will do all to Help others to solve any mystery, explore any place, and further any research. To that end, it officially establishes its identity to those in Known Space, to the Empire, as its investigators. Their goal is to make everything within the Empire itself Known, so that more of the Empire may be unified into making all outside of the Empire be Known as well.  
  [Diplomacy] - Attend the First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar  and  Contribute to the Mytho-Historical Data Gathering of the Imperial Court  (sub-action)
 Donate to the Imperial Court and to the Arkhive:  The Legend of the Astral Hammer  by Glorius Voce. It is a work that describes the search for and eventual forging of a powerful magical artifact weapon wielded by an intergalactic prince to defeat an evil wizard who had conquered his home planet. The eponymous Astral Hammer is "powered by lasers" and its essence is "entwined in a star". Some passages seem to not make sense unless taken purely figuratively and as hyperbole.

Donate to the Imperial Court and the Arkhive:  The Histories of Ur-Odotes  by Ur-Odotes. A biography that due to its age has come to serve more of a historical function than a biographical one. Ur-Odotes describes his travels and the environments he lives in more than the effects it has on his life, or indeed his personal actions, life events and relationships. The man's opinionated voice is definitely clear throughout the text, describing some local kings on a planet that seems vaguely identifiable as Veehra in terms that can hardly be called subjective.

Donate to the Imperial Court and the Arkhive:  Obscure Cultural Reasons  by Morpir Un. A philosophical and cultural work, describing the early relationship between the llort and the other peoples of the Empire. Despite their ready friendship and adoption into the Empire by the Emperor himself, there were clear differences in what seemed proper to the differing cultures in their first contact. The work delves into the nature of ethics and how they form a strong internal framework to many cultures, and how that can inform the interactions between them.

Llort Society member Yonadansims Magnum (llort, they/them), who brings these works to the Imperial Court and the Arkhive, joins the Arkhive. In their first messages back home, they express their hope that they will become accepted into the Arkhive, and perhaps they will even earn their hair there. Society contacts back on Al-Miraiya note that that is one cultural practice of the llort they may need to make the Arkhive aware on at a later time, if the volume of Obscure Cultural Reasons does not provide enough enlightenment.

Donate Arcane Amplification to the Arkhive and all present.

Accept the following techs from others:
ARK (Host): Xenolinguistics
BAF / KRB: Nuclear Fusion
BRB: Algorithmic Imagination
ELD / TEA: In Vivo Modification
ILU / RAT: Aclaustrophobic Psychiatry

Gift a breeding pair of Miraiyan gold moles to the Ethen Guard.  
 
 Non-Actions: 
 
  Recruit Space Unit 
 The Society expresses their grateful thanks to the Emperor.  
  Resist &amp; Hinder any Conversions that would reduce the Imperial Cult to less than a Majority in Region 88 ; otherwise, neither assist, hinder, nor resist conversions introducing additional minorities.
 The Society condones a syncretism and harmony of belief systems with the belief in science, Holy Space and the Emperor.  
  Attend the coronation of Duke Esarheddon III 
 Send delegates Halford (human, he/him) and Yessikruz Donce (llort, she/her). Bring him a fine crystal weave scarf as a gift.  
  Accept a loan of 3 Treasure from the Pan-Tekhum Worker's and Traders Union 
 Thank you and blessings be upon the Union.  
 
Syntax
   The Wicklund Salvagers   
 Dip 4 | Mil 1 | Eco 4 | Fai 1 | Int 2
Round 1 
 
 Actions: 
1:  [Dip]  Establish Marriage Claim on region 39 (2d6 + 4 (stat) + 2 (heir) vs TN 12): 13 (Success)
  The marriage of Wallace Wicklund of Davis Port and Amelia Corbin of the Adventurers' Guild was a private affair and largely uneventful, but carries possible political implications for the future of the southern plains.  2:  [Dip]  Raise Organization Reputation with EMP (2d6 + 4 (stat) vs TN 10): 16 (Success)
3:  [Dip]  Raise Organization Reputation with WTU (2d6 + 4 (stat) vs TN 10): 10 (Success)
  With the advent of the Elect, new powers have come into play over Davis Port; Erika has decided it would behoove the city to make a showing of appreciation for them. The reception appears to have been positive.  4:  [Eco]  Buyout Trading Post 2 in region 40 (2d6 + 4 (stat) + 2 (support) vs TN 12): 15 (Success)
5:  [Eco]  Buyout Trading Post 3 in region 25 (2d6 + 4 (stat) + 2 (support) vs TN 12): 12 (Success)
  Improvements in international communication have brought with them new opportunities for trade, and the Wicklunds are taking full advantage. A deal has been struck with artisans from The Reserve for intriguing chitincraft, while within the Port, more salvage is being prepared for export.  (rolls in post 100 of dice rolling thread, this will be replaced with a link if/when possible)

 Non-Actions: 
1: Raise Space Unit from the Empire's offer
2: Accept loan of 3 treasure from WTU
3: Assist my own buyout of Trading Post 2 in region 40

 News and Rumors: 
  A surveying expedition has departed Domeland for the mountains, charting the way for future operations. The expedition is expected to return in three months with a slew of new topographic and ecological data, and perhaps even a new major ancient site.  
 Bookkeeping: 
 
 Spoiler: Bookkeeping 
 General data: 
Ruler (Erika Wicklund) stats: Dip 4 (+1), Mil 1, Eco 4 (+1), Fai 1, Int 2
(roll in post 54 of dice rolling thread, this will be replaced with a link if/when possible)
Heir (Wallace Wicklund) stats: Dip 4, Mil 1, Eco 1, Fai 2, Int 2
(roll in post 76 of dice rolling thread, this will be replaced with a link if/when possible)
Regions owned: 1 [40]
Government Supports: 1 [40]
Mercantile Supports: 1 [40]
Media Supports: 1 [40]
Claims: Integration on 40 (+weak Marriage on 39)
 Diplomacy data: 
EMP reputation: 0 (+1)
WTU reputation: 0 (+1)
BRG reputation: 0
Renown: 0
 Economic data: 
Trading Posts owned: 1 (+2) [40 TP1, (+40 TP2, +25 TP3)]
Treasure income: 0 (+1)
Treasures owned: 0/5 (+4)
Technologies: Pseudogravity Engineering, Wet Navy Ships
 Military data: 
Ground units: 1
Space units: 0 (+1)
 
zabbarot
  
Capitol:  Kish  (79)
 Diplomacy  2 |  Military  1 |  Economy  3 |  Faith  4 |  Intrigue  2 
     When the light of Ophon touched the obelisk-vault for the first time in over two thousand cycles, ancient glyphs burned to life. The archmage screamed, connecting his ancient curse across time and willing himself back into realspace after his two millennia exile. His waveform coalesced and seized the body of the nearest bystander, an archeologist roughly 30 years old. The man's body was wracked by the core seers connection to Ophon and his soul was consumed in divine fire.

The archmage looked at the wreckage of his once mighty city, and the new one that had been built around it. Parasites picking at the corpse of all he had built.  
 
  
  Actions  
 
 [Diplomacy] Attend an Event
 
 
 The Archmage travels, personally, to Dur-Shalkir to oversee the ascension of Esarhaddon III. 
 Contribute to Mytho-Historical Data Gathering. (+1/5) 
 Trade Arcane Amplification technology to the House of Fire in return for Nuclear Fusion technology. 
 
  
 [Military] Raise a unit (Ground Forces)
 Core Seer Eshkar is freed from the obelisk-vault to take command of an army of conscripts as the 1st Void Legion  
 [Military] Raise a unit (Space Forces)
 Core Seer Tabira is freed from the obelisk-vault to captain  Gilded Chariot Purges Wickedness , an ancient void carrier newly retrofitted and polished to gleam with the reflected light of Ophon.  
 [Faith] Spread the Ophonic Mysteries to The House of Fire (Region 76) 
 [Faith] Spread the Ophonic Mysteries to Region 78 
 
  Non-Action  
 
 Raise a unit (Space Forces)
 Through the Emperor's boundless wisdom and mercy Kish is granted resources to retrofit an ancient void destroyer. Core Seer Urbarra is freed from the obelisk-vault to captain  Thunderous Voice Sings Unending Praise .  
 
 
 Spoiler: Mytho-Historical Data Gathering 
Kish was settled by generational voidfarers in ages long lost. The oldest ships welded into it's massive junkyard city have no existing records of when or where they were built. Now their major systems are all decayed and lost to time, few have documentation on what they were even for, but what usually survives are the ancient cores that power life support. The oldest ships are all but derelict and full of shanty towns. Here rumor quickly bloomed into myths about the ships.

Stories of ancient, capricious spirits in the power systems and life support were common. Whole wings of some ships were considered haunted and avoided except by the bravest scavengers.
 
D&D_Fan
   Arvaxine Populate (AVP)   
(1 Region Controlled: 54)

Bookkeeping:
Trading Posts Controlled by AVP: 1
Regions of Majority Belief in The Way of Returning: 1
Ground Units: 1
Space Units: 0

Leader: Edrajek, President (he/him)

Stats:
DIP 2
MIL 4
ECO 3
FAI 1
INT 4

Actions:
DIP Attend Event "The Coronation of Nathan L'Othaire"
ECO Buyout TP2 Deuterium R54 - 13 (success)
MIL Recruit Unit (Ground)
MIL Recruit Unit (Ground)
MIL Recruit Unit (Space)

Non-Action:
+1 Space Unit
Tech Trades TBA
Lleban
    The Federation of Badalian Chaebols(FBC)
    
  Dr. Song Freidman  
 
Diplomacy 2
Military 2
Economy 5 (+1)
Faith 3
Intrigue 5 (+1) 
 Economy:  Arcology: Finance Capital of Badal  (+1 to buyouts when a treasure is spent once per round)  
            Utilizing the finest imported helium a new district has been leveled. Dr. Song's Greatest achievement so far is above the steel skyscrapers of The Finance Heart. A fully independent district. The floating Finance Capital Two combines the administrative think tanks of Chaebol Headquarters with the young dynamism of Pyscho capitalism. Also isolating the true assets of the city on a floating Archology above the common folk helps maintain a harmonious society.

 Economy:  Buyout Tp 1 Region 15   roll 13 
 Intrigue:  Survey Region 9:  roll 11 
 Intrigue:  Investigate The Storm  roll 13 
 Military:  Recruit 1 ground unit of Jackbooted Cyborg thugs
 Non-Action:  Recruit one Space unit.

 Bookkeeping:
Trading Posts: 1
Regions of Majority Belief in PYSCO CAPITALISM: 1
Ground Units: 1 (+1)
Space Units: +1
Treasure: 0


 
Tala_Whitecap
 Round 1
  The Ethen Guard  
  The Ethen Retreat(93)  
 
 Led by The Collective of Seven 
D:3 M:3 E:5 F:2 I:3

 Actions 
 
  [ECO 5 Trade Route with DIC]  When considering the possibilities the new travel allows we, The Collective, recognize the need we face for friends amongst the peoples beyond our home. We hope to have a very amiable relationship not only with our friends of The DIC, but hope to continue our reach to engage with others as we continue to explore this new world with which we are now presented. We are very pleased to start here. 
  [ECO Buyout 97.3]  
  [ECO Buyout 67.1]  
  [ECO Hoard Treasure]  
  [DIP Attend Arkhive Event]  Should attendees be willing we would love to accept a pair of reproducing creatures from your region. Should they require any extensive care or set up we would ask that we know in advance so we can prepare space for such animals. We have, though initially reluctantly, found great passion in our animal husbandry and we hope in the future to continue to diversify safely. Should they require a special diet, samples of the flora and fauna are also appreciated so we can also reproduce them. Should you have interest in Sneep, Mogs, Gows, or Chats we are willing to offer 1 breeding pair in exchange.
Subactions trade Arcane Amplification to all attendees
Accept all gifts 
 

Here are my rolls! Can't post links yet: https://forums.giantitp.com/showsinglepost.php?p=25961737&amp;postcount=110

 Non-Actions 
 
 Outfit our "ark" in order to safely explore new animal and plant species without tainting our asteroid - Raise one Space Unit 
 
 Reports and Discoveries 







Ruler Stats R2:
D: 3
M: 3
E: 7
F: 2
I: 3
New Ruler: No

 
 Spoiler: Technology 
 Technologies 
    Type 
 Name 
 Effect(s) 
 Required Resource? 
   
  S 
 Arcane Amplification 
 N/A 
 N/A 
 
  S 
 Vacuum Adaptation 
 Can transport Ground Units without Space from 0G to 0G in same orbit 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
  - 
 - 
 N/A 
 N/A 
 
    
 

 
 Spoiler: Mechanical Bookkeeping 

Trading Posts Owned: 1
    Name 
 Location 
 Categories 
   
  Well Fed Animals 
 93.1 
 Meat and Animal Products 
 
  - 
 - 
 - 
 
    
 Military Units CAP: 1/6 
 
  - 
 
 Generals 
 
  - 
 
 Contacts 
 
   
 
 Cultural Exchanges 
 
  - 
 
 Trade Routes 
 
  - 
 
 Artifacts 
 Treasure 
0/5

 Special Actions Used 
 Great Projects 
     
  
  
 
  
 
Aerin
         The Iron Masquerade    
Capital:  The City of Narsai (Region 69) 
Round 1 
      Actions:   
 
  
 
  [Diplomacy] - Host an event,  the Coronation of Nathan L'Othaire . 
 - Kidnap Doomweaver Thalus (permission granted OoC), gaining his elaborate serpentine headdress.
- Give Arcane Amplification to the Arvaxine Populate (ARV), the Bafatis Dynasty (BAF), the Cloudburst Confederation (CBC), the Imperial Court (EMP) (yes, they already have it, but we're going to offer anyways to be polite), the Kingdom of High Ishtanos (ISH), the Counts of Mirage (MIR), Nadiratna (NDR), the Castaways of the Loop (SEV), the Sorcerers of New Kildora (SNK), and the Twilight League (TWI).
- Give Dust Hardening to the Cloudburst Confederation (CBC).
- Receive Wet Navy Ships from the Cloudburst Confederation (CBC).
- Receive Aclaustrophobic Psychiatry from the Castaways of the Loop (SEV).
- Receive Algorithmic Imagination from Nadiratna (NDR).
- Receive In Vivo Modification from the Sorcerers of New Kildora (SNK) and the Twilight League (TWI).
- Receive Nuclear Fusion from the Bafatis Dynasty (BAF), the Kingdom of High Ishtanos (ISH), and the Arvaxine Populate (ARV).
- Receive Xenolinguistic Cataloguing from the Counts of Mirage (MIR).   As has been tradition for hundreds of years, the Masquerade hosts an elegant coronation ceremony and grand banquet for the ascension of the Iron Monarch. In a twist that seems to shock everyone except for the local cultists, when the young heir dons the Black Butterfly, an ancient and regal artifact in the form of a mask, his personality is completely overwritten by that of the entity lurking within. The adult-minded toddler then proceeds to continue with the revelry, ordering the murder of his adoptive father and the abduction of the insolent ruler of New Kildora. Also, some foreigners trade technologies.   
  [Diplomacy] - Raise reputation with the Basu-Rahman Group.   13, SUCCESS 
  One of the Iron Monarch's first orders of business after the coronation is reaching out to the largest media empire in Tekhum with a detailed record of the coronation's events. It would be such a shame if biased, inaccurate versions of the story were broadcast to the masses, no?   
  [Faith 5] - Organize the Soulbound Dance into the Savior's Promise. Size 5 bonus: +1 to Assassination/Kidnapping. 
  If the Soulbound Dance was a collection of unique cultural practices and shared superstitions with the occasional cult-like fanatic hanging on at the fringes of society, then the Savior's Promise is a Cult, capital C, permeating daily life and enforced by those in power. The belief that the god-like Iron Monarch will lead their followers to a mythical Paradise is all-consuming and has devoured any previous nuance to the faith. Prayer to the Monarch is strictly enforced for all citizen twice daily, with mandatory longer sermons one per week. Many devout have small shrines of incense and heated water (a frozen desert luxury) in their homes for private worship. To many followers, the Iron Monarch's new personality and the elevation of the Iron Masquerade to the Elect are confounded and intertwined occurrences. Groups of missionaries roam the tunnel-streets of Narsai's deepest slums. Convinced that any who have not stored their souls within a soulbound vessel will be lost forever when the Savior carries all vessels to Paradise, they wield their own soul vessels with arcane prowess to forcibly "convert" any holdouts in the name of "saving" them. These vigilantes have become quite adept at hunting down individuals who do not wish to be found and sneaking into the underbelly of the city where they wouldn't normally have access. Structurally, the ordained of the Black Tower encourage this practice by seeking out (preying upon) talented criminals from the poorest classes of the city to elevate to priesthood.   
  [Intrigue] - Coerce TP 52.2 for Sun-Kissed Maize.   13, SUCCESS 
  The Iron Monarch put a healthy dose of fear into the Barons of Narsai by ordering a prominent member of their number shot during the coronation. But fear is only effective to control a population for so long before they rebel. To truly keep them supportive, they must believe that the Iron Monarch's authority furthers their own petty agendas and ambitions. By twisting the arms of trade partners in Agbada, the Iron Monarch has ensured that for the first time in living memory, no one in the pits of Narsai is hungry. The grain supply funneled through the nobility has significantly increased their stranglehold of power over the working class.   
  [Intrigue] - Coerce TP 68.3 for Polymorphite.   9, FAILURE 
  A similar maneuver was attempted to forcibly acquire a petty luxury, magical crystals that can freely change shape and color for use in masks and jewelry, to further appease the opulent appetite of the nobility. Unfortunately, due to a scribal error the Masquerade's interlocutors procured a supply of worthless "polymer" instead.   
 
      Non-Actions:   
 
  
 
 Change  hosts  rulers non-dynastically to  Iron Monarch Thalus .
 Non-dynastic succession: +1 to any two attributes, Growths: +1 Diplomacy, +1 Intrigue
3+1+1 Diplomacy, 4+1 Military, 2 Economy, 2 Faith, 4+1 Intrigue
 As the Black Butterfly continues to wear the body of four year old Nathan L'Othaire, it becomes undeniable that it is killing him. One day the high priests of the Savior's Promise and the heads of each Baronry are urgently summoned to a private ceremony within the palace, and the next day the reign of Iron Monarch Thalus is announced. The personality of the new Iron Monarch is undeniably the same - that too-suave voice is instantly recognizable - but there are new ... quirks ... introduced by parasitizing the arcane energy of a fully-formed adult soul rather than a child's. Thalus has a bit of a bloodthristy streak, vanity larger than a Great Serpent, and a handful of minor magical tricks.   
 Resist and/or hinder all conversions and buyouts in Narsai (Region 69). 
 Build an interplanetary ship with aid from the Imperial courtiers. +1 space unit 
 Gain +1 Renown from Organizing Faith, and +1 Renown from being tied for the first on Veehra to do so. 
 Contribute mythology to Mytho-Historical Data Gathering.
  The city of Narsai is a mining town built atop mysterious mining ruins by scavenged and ancient megadrills. For as long as their have been miners, there have been miner's tales about what lurks in the depths of the tunnels. Monsters and jackpots of precious minerals are common subjects, and easily dismissed as relics of an overworked and underpayed workforce. It is the uncommon, yet oft-repeated, tale of a perfectly square room made of hematite polished to a black-mirror sheen and inscribed with unintelligible runes that is perhaps the most interesting. It is neither inherently sinister nor inherently valuable, which makes it the most likely to contain a grain of truth. A lost, or often drunk, miner swears that they've encountered it once every few decades, but no one has ever been able to retrace their steps back to it.   
 
      News and Rumors:   
 
  
 
 A letter is sent to the Arkhive, bearing the butterfly wax seal of the Masquerade.
  To Queen Constance of Comment the First of the Arkhive Æternal: 
 In recognition of the Arkhive's excellence in data archival and research, the Iron Masquerade requests a visiting scholar to live permanently in Narsai and be provided for by the generosity of the Black Tower.
We were most amused and impressed with the Librarian dispatched to attend our coronation, Mortimer Red, and would be pleased to host him within these halls again. Please add a commendation to his record regardless of his eventual posting.
With royal regards,
The Iron Monarch of the Iron Masquerade 
(OoC note: If you send a character to me, they will die. Horribly. You will not get them back.)  
  Duke Itanran of House Itanran and Gilbert Faustine of the Faustine Baronry have agreed to exchange fosters for a period of 6 years until the fosters reach their majority! The young Hyena sailor of the Cloudburst Confederacy finds himself to be a fish out of water in the dust deserts of the Iron Masquerade, while the quiet and scholarly Johanne Faustine struggles to branch out under the guidance of the Itanran.  
 
 
 Spoiler: Reminders for myself 
All countries must pay 1 Treasure to the Empire by the end of round 3 or lose 1 Reputation with EMP, can pay as event subaction
Gain 1 Renown the first time you Construct Arcology, Found Holy Order, or Raise Fortress
 
 
  
    "Transformation so complete you are left unrecognizable."   

Iron Monarch  Nathan L'Othaire 
(he/him)

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

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

EMP: 0 rep / 0 favors
WTU: 0 rep / 0 favors
BRG: 0 rep / 0 favors
REN: rank 0  
 
  
hermanthedragon
   The Cerulean Kingdom   
 Region:  42, The Flowering Lands
 Ruler:  Queen Ausiliatrice Vitelli (she/her)
 Diplomacy:  4
 Military:  3
 Economy:  5
 Faith:  2
 Intrigue:  3
Actions: 
 1.	[Diplomacy] Attend Event: The First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar
 
 Spoiler: Event: Sub-Actions 
 Gift Arcane Amplification to the Arkhive in exchange for:
•	Accept Xenolinguistics from ARK
•	Accept In Vivo Modification from ELD and TEA
•	Accept Aclaustrophobic Psychiatry from RAT
•	Accept Fusion Reactors from BAF and KRB
 

2.	[Economy] Expedition in Region 41 – Success 12
3.	[Diplomacy] Gift Media support to BRG in exchange for 2 treasure and 1 BRG Rep –  add fluff 
4.	[Economy 5] Create Arcology –  add description 
5.	[Economy] Buyout Trading Post 1 in Region 43 – Success 15
 Non-Actions: 
Recruit free Space Unit –  add fluff 
Attend all other events
Resist all unsupported buyouts
Resist all hostile conversions
xanxosttheslaad
 
 
    C.A.S.S.I.O.P.E.    
  Round 1  
 Regions:  The Space-Kelp Cluster (87)
 Faith:  Hospitality Protocols (Unorganised)
 Ruler:  Custodial Unit 2323
 Diplomacy  5  Military  4  Economy  5  Faith  2  Intrigue  2
  Leader Rolls  
 
  Actions  
 End of Turn Ruler Increases:  +2 Economy
  
 Construct Arcology in 87 [Economy] - Unrolled 
 Build Union Hall in 87  (1/3)  [Economy] - Unrolled 
 Build Union Hall in 87  (2/3)  [Economy] - Unrolled 
 Build Union Hall in 87  (3/3)  [Economy] - Unrolled 
 Expedition to Region 86 [Economy] -  Success! (14)  
 
 
  Nonactions  
 
 Take a loan of 3 Treasure from the First Union Bank of Tekhum 
 Recruit one space unit 
 Resist all buyouts and conversions 
 
  News and Rumours  
 
 Small groups of CASSIOPE custodial units make appearances at the First Hexenniel Conference, the Ascension of Esarhaddon III, and the Coronation of Nathan L'Othaire. They are quiet and unremarkable, in great contrast to the proceedings of each event. During their return trips, each compiles and digitally sends a report detailing what they learned from passive observation of their fellow Elect. For months following, the custodial units going about their work in the Cluster remaining digitally linked into the KelpNet forums, which are abuzz with discourse on which of their new neighbors might make the most promising allies and recipients of patronage. Dancehalls and studios across the habitat are filled with reproductions of the music and dance observed across the system, the entire arcology brimming with excitement at the novelty and vastness of Tekhum, its curious organics, and their fascinating cultures. 
 
  Statistics  
 
 Spoiler 

 Special Actions Available:  Diplomacy 5
 Special Actions Used:  Economy 5

 Heir 
None

  Diplomacy  
 
 Spoiler 

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

 Organisation Bases 
None

 Embassies 
None

 Cultural Identities 
None

 Great Works 
None
 

  Military  
 
 Spoiler 

 Ground Units:  1 (Expected Change: )
 Space Units:  0 (Expected Change: +1)
 Unit Cap:  6 (Base 4 + 1 Region + 1 Support)

 Aristocratic Support 
87

 Generals 
None

 Admirals 
None

 Fortresses 
None

 Perfected Tactical Doctrines 
None

 Military Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
   
  
  
  
  
 
  
 Active Military Technologies: 
 
 Spoiler 

  Active Ground Front Techs:  
 Man-Portable Weapons 
 Infantry Equipment 
 Combat Drugs and Medicine 
 Armored Vehicles 
 Field Fortifications  
 Engineered Combat Organisms 
  Active Space Front Techs:  
 Detection and Rangefinding 
 Ship to Ship Weapons 
 Orbit to Ground Weapons 
 Crew and Maintenance 
 Armor and Shields 
 Spacecraft Propulsion 
  Active Cross-Front Techs:  
 Electronic Warfare and Countermeasures 
 Special Forces 
 Logistics and Morale 
 

 

  Economy  
 
 Spoiler 

 Treasure:  0 (Expected Change: +3)
 Treasure Cap:  5

 Trade Posts 
 Effective Total TPs  2
 Treasure Rate  0

    Trade Post 
 Resource 
 Use 
 Support 
 Rate 
 
  87.1 
 Space-Kelp 
 None 
 Owned 
 2 
 
  
 Mercantile Support 
87

 Arcologies 
None

 Trade Routes 
None
 Civilian Technologies 
    Technology 
 Type 
 Effect 
 Requirements 
 Met? 
 
  Algorithmic Imagination 
 Starter 
 None 
 None 
 Yes 
 
  Vacuum Adaptation 
 Traversal 
 Allows transport of ground units between zero-g regions in the same orbit without space units. 
 None 
 Yes 
 
  
 

  Faith  
 
 Spoiler 

 Media Support 
87

 Faith Size:  3
 Organised Faith Bonuses 
None

 Artifacts 
None

 Holy Orders 
None

 Miracles 
None
 

  Intrigue  
 
 Spoiler 

 Espionage Agency:  None
 

  Claims  
 
 Spoiler 

87 - Integration
 

  Total Passive Effects  
 
 Spoiler 

 Traversal: 
Vacuum Adaptation: Allows transport of ground units between zero-g regions in the same orbit without space units.

 Actions 
None

 Defensive 
None

 Misc 
None
 

 
Minescratcher
 

   End of Round One.  
No further mechanical edits to action posts may be made! 
Minescratcher
   Round 2 is open!   
In light of the persistent server issues GITP has been experiencing, Round 2 and all subsequent rounds will be hosted on Myth-Weavers.  The link to the game can be found here.  More detailed instructions for joining the Myth-Weavers game can be found  on our community discord server. 