Bookbinder's Guild to EBSA (ESP-D 5)
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Of course. The Guild is always looking for new clients, and renewing the relationship we once had with the Bureaucracy would be beneficial to us both. What did you have in mind?
Lodstrom High Society Club to EBSA (ESP-D 5)
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Of course! We are always willing to welcome our friends from House Lythene to our little get-togethers. We are meeting for drinks in the back rooms of the Emerald Swan this Saturday, at eighth bell. We will tell the doorman to let Ms. Lythene in. I'm sure she will be full of entertaining Oldtown stories.
Orn Totre: EBSA [Private]
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Your messenger is jumped by half a dozen masked figures an hour into his journey, blindfolded and thrown into the back of a wagon, which spends another hour driving in seemingly random directions. When the blindfold is taken off he is in a dark room, tied to a chair facing a mirror with a little grille in the middle of it, behind which dim shapes are moving. The dirt floor is covered in little splatters of dried blood.
The voice that comes from the grille can only be described as oily. "Good evening," it says. "What can we do for the Executive Bureaucracy today, hmm?"
Wrecken Family to EBSA (ESP-D 4)
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We will meet with your representative, but not if you are also dealing with the Hearthfeathers.
Hearthfeather Family to EBSA (ESP-D 4)
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You petty bureaucrats, always thinking you'll be the ones to mediate our little wars. Let me tell you what will end this war, young man: ten dead Wreckens for every one of my sons they have killed. In case you're not too good at math, that would be all of the Wreckens.
Count Eric Bassa to Lord Henry Wallen (ESP-D 4)
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Henry,
Good to hear from you again, old boy! So long as you don't mind sharing the guest stage with a delightful young lady from House Lythene, we're going to be meeting in the back of the Emerald Swan at eighth bell on Saturday. I doubt I'd even have to tell the doorman to let you in. If you'd prefer a more private meeting with the club, well, that can be arranged too.
I should warn you that some members of our little group do tend to see a bit too much of your father in you for their comfort. Step carefully, old boy.
Delightfully Yours,
Eric
The Exchange [Private]
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Felix Urd
The merchants are interested, as this is much the same deal as they have with the Ansigaris, but the guards themselves make it clear in no uncertain terms that they will take steps if they think their power is being taken away.
Jess Furs
The Ambassadorial Guard are proud, still standing watch in front of abandoned embassies. From all appearances, they control the Row in its entirety. Of the knight, you find only rumors. You will need a more concentrated search to discover anything more (OOC: Will require EoT action of some kind).
Yellow Court to Librarian of the Elements (ESP-D 4)
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Did mine ears hear that right? Mayhaps you have mistaken us for another Court, one comprised of cravens. We reject your laughable offer wholesale, and cordially invite you to come die on the Black Streets. You will not find the Yellow Court as easy to cow as your pitiable Daimot charlatans, of that I assure you.
Crimson Court to Librarian of the Elements (ESP-D 4)
Blacksbrace Gang to Librarian of the Elements (ESP-D 3)
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Yes. Gods in a ****ing ditch, anything to get that mother****ing wizard outta here.
Thelonius [Private]
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Add in another [+] WEL. You could easily get the building up for half of that, but equipping it is just as expensive.
Illarym Trade Ministry to Wardens (ESP-D 5)
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I see. That is, in fact, one thing that we do not require in the South, and as such I do not believe it should be overly difficult to supply you. We have some null-bombs that should do the trick--I will request the Ministry of Mystic Unity to provide me with a description of the equipment that I will attach to this letter.
We will, of course, expect you to offset some of the costs associated with getting these supplies to you. Say, [++++ WEL].
-Minister Moth
Attached: Letter from Minister of Mystic Unity Debbleis Borthe
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As you are no doubt aware, the perpetual issue with antimagic enchantments is that they eventually turn inward and evaporate, since they are themselves of magical origin. Most of the research and experimentation in this line as been with extending the length of the antimagic field using various ways of "tricking" the spell into treating itself as something other than what it is.
Null-bombs do not do this. They instead take advantage of the fact that they are going to turn on themselves and use that warping of energies to put out more power than any other magic-cancelling spell that we know of. This unfortunately destroys the bomb, among other things, but as the result is an effective magic-disruption device that can be deployed by a properly-trained infantryman, the negative side effects were deemed acceptable.
Bear in mind that the disruption only lasts for a split second. Some enchantments will be destroyed entirely in that time, and most mages will be sent reeling, but individuals of particularly strong willpower may weather the storm and remain dangerous. Also, please for the love of any god you hold dear, remember that the bomb will do the same to your own magical equipment.
OOC: Gain one-shot Tech: Null-Magic Bombs. Can be deployed to negate up to [+++++] Magic, though it will prevent you from using your own Magic in that same action.
Gatekeeper's Guard to Wardens (ESP-D 5)
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Assistance in pushing out the Milanus Protective Association would be welcome, though we would rather keep our independence from your organization afterwards. I'm sure we can come to some sort of mutually-beneficial agreement on that subject.
Guild Watch Association to Wardens (ESP-D 5)
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Like hell you're taking over Guild's Hand. This here is our turf. All you Imperial dogs can just go barking on home.
The Street Men to the Ram Revolution (ESP-D 4)
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We ain't too interested in all your politickal speachifyin'. While yer offer is a kindly one, I reckon it's a bit too much to pay--we ain't interested in fightin', just in keepin' the streets clear, ya know? We'll deal with the damn Knifehands ourselves, never you fear.
Factories South: UAL (ESP-D 2)
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Rocco was one. They were three, which gave them a bit of confidence.
"Well, lads, look what we got here?" said the one with the ugly hat. "Eu-Ay-El boy, come down to where th' real men work for a chat, is dat right?"
Their smiles could not be considered anything near friendly.
To HerbieRAI (Private)
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Magic Items: Absolutely.
Orn Totre: The people are eager to get out from under the control of the secret police, but the Mouth of Neposh quickly finds himself pursued by masked men bearing a recognizable heart-and-spear badge.
Any further meaningful action should wait for EoT.
Gear's Chosen to Technists Guild (ESP-D 4)
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Though the Holy Writ of Mechanical Purity has deemed some of your designs heretical, we thank you for your kind words, and look forward to one day having the opportunity to purge your laboratories of clockwork falsehoods.
The Foundary to Technists Guild (ESP-D 4)
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No one is adverse to recieving funding, though some of the enchanters express worry about your entirely-mechanical contraptions, arguing that enhancing them with magic would make them work more efficiently and that you are fools for not having done so.
Swordsware to House Laurier (ESP-D 4)
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Aye, we'll work with you lot--ye seem like fine folks. From across the mountains, if ye don't mind me asking? We get good steel from over that way. Damn sight better than the trash they send us from the Protectorate, anyhow. Say nothing else about Merdallanese, even if ye say not a damn thing more, say they know their steel.
If ye want to have yer boys patrol our streets, yer welcome to it, though they'd best not cause trouble or they'll get their arms set on my forge, ye hear? And if ye happen to get yer hands on any of that Kingdom steel, send it my way. That'd be much appreciated.
OOC: You can gain control simply enough by being friendly and ensuring that your soldiers don't bother the locals. You can also earn their thanks and favor by getting them better steel, which would give you a greater degree of control over the neighborhood (stats and whatnot).
TsukikoJ [PM]
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The feuding merchants as a whole have a collective ESP-D value that is the average of their individual ones. If you have a plan that involves the entire neighborhood, I'll use one value, if you have a plan that involves just one subfaction I'll use another.
Economic warfare works much the same as it does in 2126, if only because I can't off the top of my head think of a better system. As for whether ESP or ECO would be better in the Pond, I'd say either, depending on whether or not you wanted people to know about it.
To Ragnar [Private]
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You've got a Magic score of 2, which isn't particularly high--I used 4 as the "Medium" level in this game, which would be about where you'd get mages who actually knew what they were doing. You can create very low-key permanent effects and some nifty trickery, but blasting the enemy to ashes is probably beyond you. A spell that scatters fliers over an area, though, or that created cunningly animated fliers, or little things like that; that is well within your grasp.
As for the annexation, make your case to the Society Club, then put it in your EoT, and then I'll roll some dice.