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  1. - Top - End - #31
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: [Empire 5] IC Thread


    The Jackstar Free Union

    Actions:
    1: [Military] Raise 1 Unit
    JFU 1st Expeditionary Fleet, Heavymetal Thunder

    2: [Military] Raise 1 Unit
    JFU 2nd Expeditionary Fleet, Knife Trick

    3: [Military] Raise 1 Unit
    JFU 3th Expeditionary Fleet, Midnight Parade

    4: [Military] Raise 1 Unit
    JFU 4th Expeditionary Fleet, Laughing Dragon

    5: [Diplomacy] Publicly announce the fully ratified [Jackstar Free Union/Republic of Celes] Silk River Purchase
    Spoiler: The Silk River Purchase
    Show
    The following is a [bill of sale] confirmed by signature and testimony between the chief governing powers of [The Jackstar Free Union], as legal representatives of [Celestial Empire of Ohm], and [The Republic of Celes].

    Items…
    The [Republic of Celes] and the [Jackstar Free Union] are hereby obligated to defend the following territory in conjunction with each other’s forces, any action recognized by either of the above mentioned parties as an unauthorized trespass against this territory’s space, resources, or people will be met with force.
    Additionally, the [Republic of Celes] is hereby obligated to maintain the civil infrastructure and administration of the designated territory, as well as maintain core military institutions within the designated territory, including but not limited to recruitment and training.
    The [Jackstar Free Union] is hereby obligated to maintain the resource extraction and trade infrastructure of the territory, as well as oversight of the spiritual and philosophical development and wellbeing of its inhabitants through their institutions of learning.
    -Sector Q27 (The Silkbridge Constellation)

    The [Jackstar Free Union] is hereby obligated to defend the following territory in conjunction with the forces of the [Republic of Celes], any action recognized by the [Republic of Celes] as an unauthorized trespass against these territory’s space, resources, or people will be met with force.
    -Sectors Q25, R24, R26 (The Celenian Home Constellation), R28, R30, R32, R34

    The [Republic of Celes] is hereby obligated to defend the following territory in conjunction with the forces of the [Jackstar Free Union], any action recognized by the [Jackstar Free Union] as an unauthorized trespass against these territory’s space, resources, or people will be met with force.
    -Sectors P26, Sector P28 (The Carabas Constellation), Q29, Q31, Q33


    News and Rumors
    [WIP]
    • Those lost in due to the recent act of piracy will be avenged. Their employers and next of kin are to be richly compensated for their loss.
    • Condemn the pirates, speed up defensive fleet FTL refit.
    • Announce counter-attack to commence as soon as the fleet is void worthy.
    • Attend Gifts of the Simulacrum event.



    Spoiler: Ruler Information
    Show

    Grand Admiral Coldcase Tienlung
    Diplomacy: 1
    Military: 4
    Economy: 3
    Philosophy: 2
    Intrigue: 4

    Expected stat increases: +2 Military
    Last edited by DoomHat; 2019-06-16 at 10:16 PM.
    ...with a vengeance!

  2. - Top - End - #32
    Pixie in the Playground
     
    WhiteWizardGirl

    Join Date
    Jun 2019

    Default Re: [Empire 5] IC Thread

    Dipanan Collected Nations
    Region M27
    Collector Larn Vansha
    Diplomacy: 5 (4+1)
    Military: 3
    Economy: 4
    Philosophy: 1
    Intrigue: 3 (2+1)

    Actions
    Rolls
    1. Miltary: Raise Unit-The Shields of Katarsa
    2. Economy: Expedition to N28 Success
    3. Economy: Expedition to L28 Success
    4. Diplomacy: Inquest to L26 Failure
    5. Diplomacy: Inquest to M25 Success



    Fluff
    Returning from the device, Collector Vansha is rushed to the capital of Podelela for consultations with the rest of the council. After several days of closed-door discussions, the council releases a public statement revealing everything that occurred at the Simulacrum. Reactions range from panic to celebration.

    As a precaution against any hostile parties, the DCN's first military fleet is established. A flotilla of five warships, dubbed the Shields of Katarsa, is commissioned to help defend the system against external threats. To ensure neutrality, the ships' crews are determined via a quota system, based on the population of the nations. Most find no shortage of willing recruits in the wake of the new revelations about the galaxy, though some nations opt for random conscription.

    As the Collected Council struggles to adapt to their new world, the council decides they need to learn more about the vast galaxy before them. Explorers are sent forth in almost every direction. Expert diplomats are sent in the directions of the Alysians and the Kryptids, in the interest of avoiding conflict with those relatively mysterious societies. The commanders sent towards Jackstar and the Courier Relay had originally been slated to lead new colonies. It is hoped that their leadership skills and administrative ability will prepare them to interact with those groups.

    Unfortunately, a catastrophic Latch Drive failure dooms the expedition sent towards Alysian space, imploding the ship when the drive was activated.
    Spoiler: News and Information
    Show

    Nothing to report


    Spoiler: Leader Stuff
    Show

    Collector Larn Vansha
    Diplomacy: 5
    Military: 3
    Economy: 4
    Philosophy: 1
    Intrigue: 3

    Expected Stat Changes: +1 Diplomacy, +1 Economy
    Last edited by Makvala; 2019-06-16 at 10:24 PM.

  3. - Top - End - #33
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Androgynous-Foreigner Allchurch Spire-Scar-Heights
    Round 1 - Galactic Dates 217500.0.0.80 - 217502.0.0.80


    Actions:
    1. [Diplomacy] Explore T14 via Inquest
      With the advent of the discovery of both concurrently living aliens and a means of hyperlight-speed travel, the Gravity Latch Drive, the Federated Churches are nearly thrown into uproar. Both the Convocation and the Congregations of the various Churches are beset by requests for approval and funding for new development projects. Fortunately, with the aid of Godseeker Androgynous-Foreigner, the Revered Ones are able to keep the chaos from boiling over, and direct the influx of energy in Rhoshan society towards productive endeavors.

      Principal among these is the reconstruction and fitting of recently salvaged hulls with GLDs. Largely constructed from pieces salvaged from other vessels, it quickly becomes evident that jury-rigging will not be sufficient to supply the whole of the demand for these newly Revealed artifacts, and Theologians of The Most Diligent immediately begin making plans for large-scale production.

      The nature of this problem was revealed by the dramatic failure of the first vessel to be refit with a salvaged Gravity Latch Drive, the exploratory vessel Visions Of Light Overflowing, whose GLD ripped itself in half upon activation, inflicting tremendous damage to the ship and necessitating a delay of any planned explorations while the cause was investigated. The tragic loss of nearly three dozen Rass celebrants, acolytes, and crew weighs heavily on the conscience of those technicians and engineers that reconstructed the device.
    2. [Diplomacy] Explore R16 via Inquest
      This failure can only delay the drive to explore and discover that burns more brightly than ever in the hearts and minds of the Church's members for so long, however. A second expedition is planned, utilising a series of pre-existing voidships that are retro-fitted with smaller Gravity Latch Drives, with emergency personnel kept on standby. Of the six ships intended to be launched, one is prevented by severe structural stress discovered during the retro-fitting process and must be overhauled; two more end up trapped in committee as rival Churches fail to come to a consensus on the nature of their redesign and new captains, the fourth is delayed by a series of maintenance failures and smaller setbacks, the fifth sees its GLD fail (though thankfully nonviolently) upon activation, and the sixth returns several days after departure, once it becomes clear that their sister vessel would not be able to catch up.
    3. [Philosophy] Convert U17 (Sanctum) Learning Center from Open to Church Of Rust
      The Churches learn quickly from their mistakes, and Hoping to establish closer ties and exchange theologic theory with their neighbors, a massive project is undertaken to recover and launch the Shadow Of Doubt, a submerged wreck with what is believed to be the first fully intact and functional GLD discovered so far. Utilizing both private interests and ecclesiastical contractors, the project is, fortunately, quite successful; the Shadow of Doubt turns out to be almost entirely intact, requiring a minimum of retrofitting, including a Gravity Latch Drive with only superficial damage.

      A dry-works is built beneath the vessel and buoyancy modules attached, lifting it to the surface of the water to be worked on further; later that year, once the majority of the work is completed and the hull is secure, the dry-works are sunk again to allow shifting the vessel into an upright position. Over the course of several months, the dry-works are converted into a launch pad, reinforced by attachment to the seabed and a nearby wreckreef, and the Shadow of Doubt departs Rhosh's atmosphere, engines straining against the planet's gravity for nearly seven minutes before escaping. Despite the longer journey, it is hoped that any maintenance problems that may be encountered mid-journey will be dealt with at the end, and any lacking supplies either provided for in exchange for the knowledge, trade goods, and skilled labor brought with the ship, with heads for the system of Sanctum soon after liftoff.
    4. [Philosophy] Convert R12 (Knights Vacio) Learning Center from Chivalric Codes to Church of Rust
      A similar project, though one directed at a trio of smaller ships completely lacking any Gravity Latch Drives, runs into problems when it is discovered that their engines will not have enough power to reach orbit from the surface of Rhosh. This is a common occurrence, and plans are made to launch from the top of the Spire. The All Hallowed Lay is successfully launched, but the second, Rescinded Condemnation, tumbles down the length of the Spire when one of the pulley systems breaks, ripping away most of the equipment constructed to raise the vehicles. The time needed to repair the resulting damage to both the ship and the Spire's attachments results in All Hallowed Lay being forced to depart without either of their companions.
    5. [Military] Raise Unit
      Despite the air of excitement and spirit of revelation that grips much of the populace, Zkiel, The Most Vigilant, has stressed from first discovery of the importance of preparedness, and urges the creation of a military force capable of defending the Federated Churches from external threats. The Convocation does not exactly ignore the god's request, but for a significant period, they do find other things to prioritize. It is only when Godspeaker Androgynous-Foreigner makes Zkiel's prophecies abundantly clear, and it becomes apparent that both Arkeesaya The Most Diligent, and Mshrs The Most Patient have come to agree about the importance of constructing a defensive force, that projects relating to GLD-equipped military vessels formally begin.

      The simultaneous launch of all fifteen members of Fleet Vigilance - four combat-oriented ships with eleven support vessels - is lauded as a sign of the burgeoning success of the GLD production facilities, and a terrible blow to pirates everywhere.


    Spoiler: News and Rumours
    Show




    Spoiler: Bookkeeping
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    Regions: S15
    WIP


    Spoiler: Ruler Information
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    Current Stats (in the following order)
    Diplomacy 4
    Military 2
    Economy 2
    Philosophy 4
    Intrigue 3

    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Diplomacy
    +1 Philosophy
    Last edited by Rolepgeek; 2019-06-28 at 02:49 PM.
    Sincerely,
    Role P. Geek

  4. - Top - End - #34
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
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    Rural Victoria, Australia
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    Default Re: [Empire 5] IC Thread

    The Dawnstar Dominion



    Master Aurelius Marten Vox
    Diplomacy:2
    Military:5
    Economy:1
    Philosophy:4
    Intrigue:1


    Actions:
    1 (Mil) Raise a unit
    2 (Mil) Raise a unit
    3 (Mil) Raise a unit

    Faced with the knowledge of scores of potential threats aware of our presence and hostile to our interests, Master Aurelius authorises the fitting of GLD technology, newly acquired from highly advanced aliens, to the craft of Ravager Squadron of the Felhounds, First Flight of the Expeditionary Corps, and the Master's Force of the Dawnguard Brigade, preparing for his personal expeditions to explore neighbouring systems.

    4 (Mil) Institute tactical doctrine 'Scour the Bridge'
    5 (Dip) Attend event Gift of the Simulacrum


    Spoiler: The Master's Address, Aurelius Marten Vox, 4291 A.F.
    Show


    "Officers. Ranks of the Wings. Citizens. And in light of our recent discoveries, any others that might be listening in.

    Today marks the beginning of a new era for our 'Dominion. This morning I, and four Officers of the Dawn, stepped through a portal created by alien technology, and were met by representatives from 39 civilisations, all inhabiting in our stellar vicinity. We can communicate with these beings. Their intentions are mostly a mystery to us, but we will make no attempt to conceal ours. I will not allow my citizens to come to harm. I will defend your safety and uphold my duty to you all as Master of the Order of the Dawn, and I will expect no yes of you all. The time for us to remain content with what we have is over. Others, I am sure, will not. We must take our place on this new stage. We must stand united.

    We will protect any who deal peacefully with us. If you negotiate with the Dawnstar Dominion, and take no hostile action against us, we will stand ready to defend the safety of your citizens if threatened by aggression. We will protect those who prove their worth as we would our own people. It is my duty, and the duty of every citizen of this 'Dominion. If you stand with us in condemning those that would endanger the safety of citizens, whatever people they may be.

    Starfleet has begun the task of equipping our ships with the ability to travel faster than we have ever believed possible. To accomplish this, I have created the Aurelian Order of Engineers and Technicians, to draw together the disparate support staff currently maintained by each wing of Starfleet into one body, with the Aurelian Corps their operational arm. Join with me in congratulating the first Officer of our newest Wing, Khorus Valar Nerius.

    This is a new step forward for us all. But we will stand strong, as one, never to falter. Let no citizen be disheartened this day. The future awaits. Let us meet it with honour. I will do my duty. May you never forget your own."




    Spoiler: Tactical Doctrine
    Show
    'Scour the Bridge'. GM approved.
    At the head of his infamous Ravager Squadron of Felhounds, Master Aurelius leads daring strafing runs targeting the bridge of the opposing flagship, in a bid to cripple their command structure (chance of leader loss for enemies increased by 4)


    Spoiler: Leader Stuff
    Show
    New Leader: No.
    Projected increases Mil +2
    Last edited by Ausar; 2019-06-29 at 01:08 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  5. - Top - End - #35
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Dax Shu'Triffalen

    Actions:
    1. [Diplomacy] Inquest into region I-25 : 5 - Failure
    2. [Diplomacy] Inquest into region H-28 : 13 - Success
    3. [Economy] Expedition to region J-28 : 9 - Failure
    4. [Economy] Expedition to region I-29 : 13 - Success
    5. [Military] Building of Ugly Chickens, one unit- The beginnings of the Void Engineers
    Spoiler: Ugly Chicken
    Show



    Non-Action:
    Ok'd trade station building from Celestia
    Spoiler: rolls
    Show
    rolls on post 100 of rolling thread

    Spoiler: News and Rumors
    Show

    Excitement permeates the University, the hub of learning on Triskellius, for while those that study and specialize in Etheric and Mimetic dimensions have always know that there was other intelligent life in the universe diplomacy at this level and the new technology granted pushes things to a new level. The push for new resources kindles the fire of many young adept and potential master that maybe they'll be able to find all of the resources they need now with reliable mass transport at speeds unimaginable.

    Spoiler: Ruler Information
    Show

    Current Stats (in the following order)
    Diplomacy 2
    Economics 5
    Military 4
    Intrigue 2
    Philosophy 2

    New Ruler Next Round?
    N
    Expected Stat Bonuses
    Diplomacy +1
    Economy +1
    Last edited by Electriccat; 2019-06-28 at 11:41 AM. Reason: Adding types

  6. - Top - End - #36
    Bugbear in the Playground
     
    Lleban's Avatar

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    Jul 2015
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    The Astral Plane!!!
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    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    Grand Master Mycella

    Diplomacy (4)
    Military 4
    Economy 4
    Philosophy 2
    Intrigue (4)



    Actions:

    Intrigue:[Secret]
    Intrigue: Surveil R11 roll 15
    Intrigue: Surveil Q10 roll 11
    Intrigue: Surveil P11 roll 11
    Military: Hire 1 unit of Space Knights: The battleship Clarent is staffed, refined and ready to work. The Clarent is a thing rectangular ship that looks vaguely in the shape of a blade. Armed with the best GDL the knights are capable of assembling, the Clarent could decimate a fleet for sub light ships. Space knights themselves are armed with rectangular helmets containing red vizers, and covered near head to toe in a black armor of poly carbonate steel used to deflect kinetic and radiation based weapons.

    News and Rumors


    • Deemed ritually unclean by Grand Master Mycella the royal guardsmen, Gawain, Henry and Cid are banished, forced to roam the stars in search of a heroic quest to fulfill to regain their honor.
    • It seems that a major consequence of the Simulacrum is the arrival of dozens of aliens. First it started with spam emails spread by the church of rust, followed not long after by space pamphlets about THE ONE. It was only a matter of time before missionaries of both faiths flock to Chateu des creux for eager converts.
    Last edited by Lleban; 2019-06-27 at 04:33 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  7. - Top - End - #37
    Bugbear in the Playground
     
    Lizardfolk

    Join Date
    Apr 2019
    Location
    Somewhere over th rainbow

    Default Re: [Empire 5] IC Thread

    Race:Draaxerri
    Leaders:Selephine Spyte and Weezil Spyndel
    Small riots are breaking out among the smaller Supraterran shuttles, as Civitaax and Magistraax extremists each blame the other for the poisoning of their homeworld.
    Actions: Raise a unit
    2. Raise unit
    3. Raise unit
    4 Raise unit
    5. raise unit.
    Last edited by Wizard_Lizard; 2019-06-30 at 08:19 AM.
    Professional Ancient Relic
    Beware, Monologues
    Ambassador from Gen Z
    NBITP

    Quote Originally Posted by Waterdeep Merch View Post
    Use your smite bite to fight the plight right. Fill the site with light and give fright to wights as a knight of the night, teeth white; mission forthright, evil in flight. Despite the blight within, you perform the rite, ignore any contrite slight, fangs alight, soul bright.

    That sight is dynamite.

  8. - Top - End - #38
    Pixie in the Playground
     
    DionysisReborn's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    The Rocthurhi


    ACTIONS
    Dice Rolling Thread: Post 119
    1: [Economy] Expedition to T12: 13 - Success
    2: [Diplomacy] Inquest to U11: 10 - Failure
    3: [Diplomacy] Inquest to S9: 14 - Success
    4: [Philosophy] Probe T8: 15 - Success
    5: [Philosophy] Convert R12 (The Knights Vacio): 10



    NON-ACTIONS
    Support Tezh as Head of The One

    Spoiler: News and Rumors
    Show

    WIP


    Spoiler: Leader
    Show

    Faugloglys
    Diplomacy: 3
    Military: 2
    Economy: 5
    Philosophy: 4
    Intrigue: 3

    New Leader:
    No
    Expected Gain:
    +1 Dip
    +1 Phy
    Last edited by DionysisReborn; 2019-06-28 at 08:49 AM.

  9. - Top - End - #39
    Bugbear in the Playground
    Join Date
    Oct 2015
    Location
    Ocean Side
    Gender
    Female

    Default Re: [Empire 5] IC Thread

    Alysia
    Region K25

    Prime Minister Eladia Makeda Sarai
    Diplomacy 5
    Military 3
    Economy 5
    Philosophy 1
    Intrigue 3


    [Economy]Send an Expedition to J26. 7
    [Economy]Send an Expedition to K23. 14
    [Diplomacy]Increase Reputation with the Cosmic Couriers from 0 to 1 13
    [Military]Raise 1 unit of Starship Troopers.
    [Military]Raise 1 unit of Starship Troopers.

    News & Rumours

    Expected Stat Increases
    +1 Economy
    +1 Military
    Last edited by Mary_Sue; 2019-06-22 at 11:41 PM.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  10. - Top - End - #40
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Aug 2011
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    Default Re: [Empire 5] IC Thread

    Melfynus
    Rundhrul of the Ofgryl Cluster

    Actions:
    1. [Dip] Inquest E15 [Fail]
    2. [Dip] Inquest F16 [Fail]
    3. [Dip] Inquest G15 [Fail]
    4. [Dip] Inquest F12 [Fail]
    5. [Int] Secret [Redacted]


    Spoiler: News and Rumours
    Show

    • Rundhrul upon returning from the Simulacrum publically declares the Melfynians, all, ought to adopt a "look inwards" policy. No other detail has been disclosed so far except that the leading Harkans along with the cooperation of the Rastars will be working together to decide on its implementation. Popular speculation amongst the populace is that the new policy is some sort of spiritual mumbo jumbo their leader has become enamoured with.
    • Make Melfynus Great Again! - In other words, Rundhrul PR team is still effective in what they do.
    • Borch, one of the returnees from the Simulacrum has also decided to actively push for military reform; something which has never been a priority for the natives of Melfynus except for security. Anxiety amongst the Harkans is on the rise as to what threats the big new galaxy has to offer to force the heroic Harkan to take such action.
    • As though in opposition to Borch, Kimdt has taken to formulating procedures in relationships, both on and off Melfynus, in regards to alien life. In reply, Borch makes the statement that Melfynians would be better off walling off Melfynus or they will be paying for it.
    • Experts remain confused with the randomness of Meyls on the hub. Has he gone crazy after returning from the Simulacrum?



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order)
    Diplomacy 3
    Military 3
    Economy 1
    Philosophy 5
    Intrigue 4

    New Ruler Next Round?
    None

    Expected Stat Bonuses
    Diplomacy +1
    Last edited by omnitricks; 2019-06-29 at 03:34 PM.

  11. - Top - End - #41
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: [Empire 5] IC Thread

    The Harmony
    The Conversion Begins

    Harmony Theme

    Actions:

    1 [Military:] Raise a unit
    1st Harmonic Defense Fleet
    2 [Military:] Raise a unit
    2nd Harmonic Defense Fleet
    3 [Military:] Raise a unit
    3rd Harmonic Defense Fleet
    4 [Military:] Raise a unit
    4th Harmonic Defense Fleet
    5 [Military:] Raise a unit
    5th Harmonic Defense Fleet

    Spoiler: News and Rumors
    Show

    Rumors buzz through the Perinye system of an adorable, fluffy new member of the Harmony.. and our rising stocks.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  12. - Top - End - #42
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round One.

    All edits to actions posts made after this point will be considered invalid.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  13. - Top - End - #43
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Round Two... Loading...
    The below happens between Galactic Dates 217500.0.0.80 - 217502.0.0.80

    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.

    Good luck!
    Rules Alerts and Changes!
    • Great Projects, with an end goal of obtaining a regional bonus, are typically five actions long. However, the longer the Great Project (ie, the more actions it takes) the more likely you will be able to convince the Head GM to allow you to have the regional bonus you want. And to clarify: Great Project Bonuses only effect a single region, and must be approved by the Head GM before the bonus applies. Military-based Great Projects to make a “bigger ship” will never provide a regional bonus but a big enough ship - in combination with a future Military technology - may provide additional combat bonuses, if that is the route you wish to take. Speak with the Head GM for approvals.
    • Time before the GM Team reviews if a Stellar Power has met their Required Resource:
      Start of Round 5 - You have 3 more rounds.

      You will get a warning during Round 5. If you still do not have your Required Resource by the Start of Round 6, in-game difficulties will begin to occur. Difficulties may or may not include seeing your Stellar Power in the Terror! section of the round opener.
    • It has been pointed out to the GM Team that having a ‘stat’ named “Philosophy” and also using “Philosophy” as the descriptor of ‘one’s way of thinking’ is confusing. To improve this, the GM Team is encouraging players to continue to use “Philosophy” for the STAT, but Ideology for a term to describe the unified thoughts of your region(s). The Rules posts are being updated to reflect this terminology change. As an example, a player who Organizes an Ideology - or rolls to claim leadership - is referred to as the Head of an Ideology, and this is a Philosophy action.
    • Speaking of Heads of Ideology, when claiming a vacant title of an Ideological Head - ie, no player has leadership of that Ideology - the TN is 12. If you do not roll at least a 12, even when there is an existing Head, you will not trigger a contested roll. This represents the fact that changing billions if not trillions of minds is down right difficult. However… when a contested roll for a new Head of Ideology does occur, the highest roll wins. If there is an existing player for the Head of the Ideology, then their opposed roll is a non-action. In exchange, if the challenging player succeeds at claiming the title of Head, they may change an Organized Ideology Bonus tier, of their choice, as a non-action. This “free” change represent their new direction as the new Head of the Ideology. However, it only occurs if there was a previously existing Ideological Head. Sorry KriegT, you’ll have to spend [Philosophy] actions to start giving The One players bonuses!
    • Surveillance Exploration info, obtained by non-secret actions, will be revealed to other players an additional round after the roll occurs. For instance, Surveillance actions taken during Round 1 will show in this Round 2 opener that a region has been explored, but no details are provided to the rest of the player base… but Round 3, the general details will ‘leak’. This will not include the carefully crafted written information from the GM Team, but will discuss the region’s resources, unit count, and Ideology. In essence, taking a non-secret Surveillance action will give you a one-turn advantage over your fellow players. This decision is based on the mechanical limitation of the GM Team to need to remember what has and hasn’t been revealed, and doing it as originally written in the rules (No information to others until someone does some other kind of Exploration on the region) creates more work for the GM Team, not less. A one turn hold on the base level details, however, is easily doable.
    • Discussion regarding balance of the M10 special ability Permanent Tactical Doctrine has resulted in the GM Team deciding that it is a little underpowered. To correct this, it’s getting a slight boost: each Permanent Tactical Doctrine a player has also provides a +2 to the Tactical Roll, even if you are not using a Permanent Tactical Doctrine during that combat. Mechanically, this represents that you have a greater mastery of tactics and your opponent(s) can’t always tell which one you are using.
    • As a reminder for Resources found during exploration actions…

      Defined [Resources] are those that already have a name, but the exact description of what those are will be up to the player that claims the region. Until the region is claimed, the defined [Resource] has some general assumptions, but the original owner of the region can alter those assumptions slightly during the Region Approval process. (For newer players, when you acquire a new region, if it is the first time someone has claimed the region, you will then be asked to do a Region Writeup like you did when submitting your Capital Region.)

      Regions with an [Undefined] Resource need to be acquired before the resource is defined. The first player to do so gets to say what is in the region, during the Region Approval process. [Undefined] Resources are uncommon, but powerful! They are good for filling tech or capital requirements! Higher exploration rolls make this more common. Once the [Undefined] Resource is defined, it cannot change without an E5 Special Action. Downside? Undefined Resources TPs cannot be bought until the region is acquired.

      Then there are [Resource Categories]. These are defined by the player who explores the region first. Fine a region with [Resource Category: Hard Metal]? You get to be the one to tell the GM Team what kind of Hard Metal is found in that region! If it’s a different category, you’ll give the appropriate suggestion for the related category. Usually, these categories will come from our Suggested Resource Category list found in the rules; sometimes, however, it will be something outside of those categories. Keep exploring, and the higher you roll, the more likely these will occur!

    Growth!

    Having bonded over their mutual adherence to the One at the Simulacrum the leadership of the Sublime People’s Republic sends diplomats to open formal relations with the Sisterhood of Silence and while the two entities had nearly as many differences as they did commonalities it seemed what they shared was more meaningful and the two grow closer as a result. (SPR increases Reputation with SoS from 0 to 1!)

    Eager to take advantage of the nearby Cosmic Courier Relay the Eternal Assembly of Alyssia sends agents to ingratiate the Stellar Power with the nearby organization. The two authorities grow closer in spite of, or perhaps because of, their mutual snobbery towards the general galactic population. (EAA increases Reputation with CmC from 0 to 1!)

    Wishing to earn a favorable reputation among the diffuse CmC to aid in reaching out across the galaxy on presumed missions of peace and trade the Unified Public Trust sends goods and funding to the Couriers earning them the beginning of a favorable reputation. (UPT increases Reputation with CmC from 0 to 1!)

    The Duenem know that being able to reach new systems means one thing: more stuff to convert to make more Duenem! In order to increase production they invest in new type of exploration ship. While they are more expensive to create, these new ships have a much higher success rate than previous models. (DNM gains the Cultural Identity: The New Age. Increased Die Size for Expedition Explorations!)

    During the meeting organised by Guardian the Celestia Enterprises pay close attention to their far off borders. Realising that trade can be had all across the galaxy, they invest in far reaching marketing campaigns and catchy slogans. It is not long before the further reaches of the Galaxy know the CLS brand. (CLS gains the Cultural Identity: Surplus Brand Recognition. Increased Die Size for Buyouts and Resisting Buyouts in regions found in the Hard/Improbable ZoI with a third Trade Post!)

    The Unified Public Trust knows that not everyone would be open to the symbiotic relationship they offer. In preparation for diplomatic relations with new cultures each diplomat needs to go through “sensitivity training”. This training consists of things like conversational topics and who would make the best targets to control mentally aid until proper support networks were in place. (UPT gains the Cultural Identity: Parasitic Puppeteers. Increased Die Size for Pressing Claims)

    The Ninturine Empire, having already started the process over the course of many years prior to the Gifts of the Simulacrum, successfully manages to complete it’s colonization of the local star system of Twr. The Gravity Latch Drive advances the colonization phase to an incredible degree, and soon, the Malakids are living comfortably on not just their home solar system, but also other planets in their home sector of U23.

    Trade!

    Celestia Enterprises wastes no time after making contact with their galactic neighbors to expand their trade network throughout their local sector of the galaxy. While their efforts among the Etherites to barter for their arcane Novendallin crystals and Nolir to acquire their energy crystals colloquially known as Sunstones amount to nothing in spite of local governmental support they fare far better among the Drocc and Jesska. On the Droccen imperial homeworld a deal is struck between the cash flush and wildly commnet-popular CLS and the Library of the Eternal Shard to acquire Guardians sworn to aid in defending CLS executives as well as important sites valued for their utility to CLS’s second successful purchase of entertainment contracts from the Jesska. The Commonwealth of Zara was unrivalled in their production of compelling dramas, comedies, and romances which when coupled with the CLS’s unrivalled broadcasting technology promised a valuable partnership whose product would likely be enjoyed throughout the regional area of space and possibly even beyond. (CLS buys out Sui Generis (G19) Guardians TP 2! CLS buys out Zara (G25) Entertainment TP 2!)

    Ideology!

    Emerging onto the galactic stage thanks to the connectivity provided by the GLD and OMS systems bequeathed by Guardian to the newly Maturated species followers of the ancient ideology of the One meet for the first time and discover their beliefs while unified and consistent lacks a coherent direction from any organized entity. The Sisterhood of Silence had helped the belief endure and spread but claimed no right to lead the philosophical development and so it falls to the followers to decide among themselves an appropriate thought leader for their shared beliefs. In a universally supported decision it is the Tezh Consensus, beings whose very nature was that of galactic harmony and union made of many parts, who emerge victorious to head this new phase of the One’s existence. It will take time and dedication to coordinate this ideology across its many galactic adherents the Consensus seems ready and willing to take on this heavy burden though only time will tell how long they maintain the universal trust of their peers. (TZH successfully becomes the new Head of Ideology for The One! TZH may now use Philosophy actions to create Organized Size Bonuses (5), (10), and others as more regions with The One are revealed/converted! TZH may make one non-action Philosophy roll to convert a Close LC; this roll can still be opposed, if targeting another player’s region.)

    As the most popular philosophy, all known followers of the One now look to the Tezh Consensus for support and aid when it comes to Ideological matters. (Players with the Stellar Power Ideology of The One may now use the Philosophy stat of TZH’s current ruler once per round, until it is no longer the current largest Organized Ideology)

    In celebration of finding out that there are more followers of the One, the Droccen collectively gather and create an Assembly attributed to the One Ideology. Serving as not only a place to celebrate peace and unity, but also a safe haven for the lost and in need, the Sisters of the Shard are quickly well thought of by all in sector G19. (DCC establish an Assembly for The One in G19)

    Rass philosophers composed of tinkerers and inventors curious about the mysterious and ill understood technology of the Sanctified use the newly acquired Gravity Latch Drives to travel lightyears in a matter of months that they may study and learn from the near-magical works of the ancient Sanctified. Modern Sanctified find these curious learners from across the stars intriguing and their veneration for the ancestors of Sanctum and their work draws in many wishing to learn more of this so-called ‘Church of Rust.’ Leaders of the Rass expedition prove so popular among the Sanctified’s leadership that they receive an invitation to lecture at the Prismatic Archive where they prove quite popular among leading thinkers of the region. Having long lacked the cohesive ideology presented by the Rass the ideas of the Federated Churches seem to be taking root among the citizens of Sanctum. (Sanctum (U17) is converted from Open to Church of Rust!)

    Laying in ideologically disputed territory the Knights Vacio find themselves selected as pawns in the struggle for dominance between the Federated Churches of Origin’s End, aka the Church of Rust, and the encompassing ideology of the One practiced by the nearby Rocthurhi. For their part the Knights seem disinterested at best in the competition maintaining their adherence to the Codes of Chivalry which had for so long guided their development and growth. Still, while neither the burgeoning Rust Churches nor the long surviving One are able to penetrate Knight held territory the conflict highlights a potential point of conflict that could grow in the coming years.

    Though a valiant effort was made, the Church of Iteus fails to convert the Rothuun Minotaurs home sector (Q19) to Iteus. Likely due to murders. Sometimes, the unlucky only receive mutilation. Not to the followers of Iteus, but certainly to any Rothuun who listen and agree that maybe - just maybe - the Cult of Blood isn’t all that great. Still, it does get some of the Minotaurs thinking… Especially with the recent death of Urthuun Thrikar Fleshgorger. A few Minotaurs begin to consider the merits of the Order of Shadow and Flame, but they are not nearly numerous enough to sway the majority away from the bloodlust that has gripped the solar system for eons.

    While there is a slightly less blood, the Church of Iteus finds fewer willing converts in the Kryptids; and it’s still only slightly less blood. Their Civil War continues to rage, and attempting to cement a civil unity in one group only makes the other two more certain that the Church of Iteus is heretical. Still, the Deacon sent to make the attempt is only encouraged more, as he feels that things would settle if only “The Kryptids just come to Iteus”.

    Ndoda priests and scholars discuss the significance of the Caller AI, Guardian, being shaped like an Egg. After months of discourse and disagreement, it is decided - among the Ndoda at least - that the Callers must have also been born from eggs. Also, more religious discussions of this nature should take place, if only to continue having other Ndoda bring the priests and scholars food.

    Terror!

    Survey Failures

    The Svaatyr Theocracy attempts to send a fast and quiet ship to review and explore the nearby space sector of L20. The good news is, the ship survives the expedition, and is usable again. The not so good news? The crew is missing, the logs have been wiped, and the only new information the Svaatyrs have is a single line, translated by the Orator Message System, to read: “The Secrets Will Be Kept”.

    Surveillance Drones from the Technocratic Caliphate go missing in sector M25, and the Caliph is said to drink himself to sleep for a week; a Galactic Year later, the Caliph is again drinking himself to sleep, as a message from the governing body calling themselves the Antlyon Collaborate warns the entire Kryptid race that further attempts to attack them will result in war.

    Through a series of events that the Knights Vacio are still not entirely clear on, Survey Scout Squire Jacques Delon becomes the new King of Space Sector Q11. Sadly, he refutes any previous kinship to the Knights, refuses to provide details on his new region of sovereignty, and tells the Knights Vacio that they must accept his rulership of both Q11 and Hallow (R12). In order to accept, they must deliver Grand Master Mycella’s head to the new King. Further review of how Grand Master Mycella ever slighted Survey Scout Squire Jacques Delon reveals the Squire once assisted a protection detail for then Viceroy Mycella, and was forced to get the now leader of the Knights Vacio’s food and drinks, but was punished (most say correctly) for shirking on those duties. Many in Hallow feel this former Squire is a madman, and look forward to teaching him the true meaning of the Chivalric Codes. (CHOICE: {2} Diplomacy Actions to accept King Jacques Delon as the new ruler of the Knights Vacio, instantly receiving Q11 as a region, but causing Unrest in R12 as it will no longer be the capital of the KNV. Grand Master Mycella dies, and no stat bonuses are receives for the new ruler King Delon. Decline the invitation to surrender to the new King, and even with a successful exploration, Q11 cannot be Diplomatically Claimed while King Delon lives.)

    The Knights Vacio’s scouting expedition into P11 end in unexpected results. A mechanical malfunction of the not yet fully understood Gravity Latch Drives occurs, forcing all ship engines to fail. They were able to land - barely - but the last report from the survey team indicates that they are now stranded on a habitable planet, the third from a local star. Their OMS device appears to also be failing, but they will continue to try and send reports of the suburbia they are forced to hide in.

    War!

    The Eye of the Horizon knows that the safest way to explore was to have a military force do it for you. Many hours are dedicated to find a balance between exploration in combat. Some of the Shadow and Flame, in Accord followers find that they have the capability of bending light to such a degree that they can hide the wounded, when executed perfectly this can mean the difference between life and death.(EHZ gains a Tactical Doctrine, Bending Light Style. During a Recon-prompted Battle, a successful Tactical roll will reduce combat losses by 2, down to zero!)

    The Sublime People's Republic understand the desertion of a comrade is more damning to the soul and the unity of the One than honorable death. Leadership inspires the righteous soldiers of the Red Fleet to remain steadfast, and it is no surprise when not only are there very low turnover rates, but also quite a number of previous Red Fleet members want to continue on. A massive wave of support for the Red Fleet becomes official doctrine, and many look to Chairman Vaou with renewed hope in their eyes. (SPR gains a Tactical Doctrine, Mass Wave. A successful Tactical roll increases the die size of the size loss rolls to 1d3!)

    The Dawnstar Dominion knows that people are only as organised as the ones leading them. Because of course if they were not there to guide the miners surely the mines would go silent. They apply this logic to the battlefield and train each starfleet officer to spot leaders of opposing forces. Simulations are generated and each officer has to go through the Axiom Maru in order to prove they can spot those in command of the engaged army. (DSD gains a Tactical Doctrine, Scour the Bridge. A successful Tactical roll increases the chance of opponent(s) leader losses by 4.)

    Discovery!

    Offworld and outside the dense asteroid belt that on occasion lit the night sky of Veekrn Fatyi Nolkir explorers on GLD equipped ships conduct an exhaustive survey of their locally designated sector of space K21. While partially a scientific expedition to expand the knowledge of the Nolkir outside what they had come to know through stellar observation the expedition had a further mission seeking out any signs of Caller presence within the region. Months go by as the cataloguing continues when suddenly scanners aboard one of the scout ships detects an unusual reading on a rogue dwarf planet and detours to investigate. Under nearly a kilometer of ice an unusual device apparently still functioning despite its obvious age is uncovered. A ring emanating soft pulses of light is extracted from the icy planetoid and study of it reveals an inscription that studies from the Simulacrum linguistics database reveal translates to “Peaceful Outreach” in the ancient Caller language. The valuable find is sent back to Veekrn Fatyi for further study. (SVA recovers Caller Fragment Peaceful Outreach! Effect: Once/round +1 to Stabilization OR Reduce ZoI penalties by half once/round!)

    A rousing hunt for the Lost Imperial Treasure Fleet of Amanyk sees members of the Most Esteemed College of Cosmic History acquire ample data to promote all of the head researchers doctoral theses from theoretical to world-renowned papers. Although the trip itself was relatively short with the assistance of the newly adapted GLD the hunt through nearby star systems tracking the last known location of the Treasure Fleet and accounting for thrust-drift, celestial interference, and gravimetric effects proves quite mentally challenging and materially rewarding. After a little under two galactic years the treasure hunters pinpoint the most likely endpoint for the lost fleet within a dense asteroid field just outside modern Amanyk held space. A thorough scanning of this field reveals fragments matching the materials used in the lost fleet’s construction as well as a few chunks of ships still relatively intact. There are unfortunately but expectedly no survivors but a number of precious relics are recovered chief among them an ancient rod made of material not native to Amanyk nor its former imperial territories which historical records from the imperial libraries say is known as “Disproven Theory” a name it apparently gave itself while under the initial guardianship of a former Amanyk colony world before being routed to the imperial capital only to be lost. Recovered at last the researchers are eager to return home to receive their well-earned accolades and study the bounty recovered from their hunt. (CBS recovers Caller Fragment Disproven Theory! Effect: Once/round +1 to Resist Conversions!)

    The Galactic Survey Corps of the Commonwealth of Zara properly documents a number of nearby star systems in G25, providing their people with more details of what is within the Commonwealth’s galactic borders.

    Exploration Results:
    Rothuun explorers journeying northwest of the Taurina system face far better prospects than their peers. Of the systems in this uncharted sector they find the most suitable for habitation is a binary system containing a blue and yellow star. Preliminary reports indicate that the fourth planet of this system, a large cold earth like world, is populated by a race of well dressed bearlike creatures. Upon first contact the “bearmen” offer a briefcase filled with a locally valued trade good, Hyper Honey, to the Minotaur explorers in the hopes of establishing good relations. Additionally, the Minotaurs find what seems to be a long isolated orbital base for the Sisterhood of Silence in the sector preaching the message of the One. The local chapter seems a little concerned about the explorer's proclaiming that the Rothuun follow the Cult of Blood. (RMT discovers P18 which contains a [Good] resource of Hyper Honey, a Learning Center following the One, and an SoS Base! RMT has +1 to Buyouts in P18 for one Round!)

    Peaceful explorers from the Duenem sent in the roughly known direction of the Ninurtine Empire discover a system whose densely planet-packed expanse was verdant with life though none more complex than animals who lacked the obvious capacity for reason which might distinguish them as sentient. However, much to the Duenem’s delight it appeared thinking machine relics of an ancient space faring culture remained in some state of oversight over the region’s affairs. While lacking the obvious individuality and bodies of the Duenem these large machine caretakers appear amenable to Duenem overtures of peaceful cooperation and offer to showcase some of their advanced scientific achievements in the realm of biochemistry and genetics. (DNM discovers V22 which contains a [Great] resource of Biotumblers & an Open Learning Center! DNM has +1 to Establish a Claim on V22 for one Round!)

    Duenem roam far and wide in their corner of the galaxy and to the galactic north of their home system they arrive in a region of space never before seen by Duen photoreceptors. Scientists aboard the expedition are eager to begin cataloguing stellar phenomena but it was more materially minded sorts that had been placed in charge of this mission. Rather than spend precious time making records of a pulsar system’s rhythm the Duenem fleet instead seeks out any potentially intelligent peoples and discover a planet in one of the region’s yellow star systems occupied by a race of hairy bipeds whose shock at being contacted by aliens is overcome within weeks by the planetary leaderships’ eagerness to make some sort of trade with these advanced lifeforms. Rich in beautiful and unique gemstones the planet’s gem cutters and jewelers appear to be capable of mathematically near-perfect to perfect creations of unrivalled splendor using tools the Duenem might consider primitive if not for their results. (DNM discovers V18 which contains a [Minor] resource of Masterwork Jewelry & an Open Learning Center! DNM has +1 to Buyouts in V18 for one Round!)

    While the strategy adopted by the Duenem of seeking economic gain had paid off once without concerns to the southeast of the Niuan Region Duenem explorers discover a less openly friendly world in their quest for those to do trade with although business does still seem possible. A race calling themselves the Flockin chose not to go through the Doorlights, but still seems advanced enough with Slowlight Engines to defend their region, and the revered Sun Speakers that can be found here. (DNM discovers W21 which contains a [Good] resource of Sun Speakers, a Sun Cult Learning Center, and 2 Units of Flockin Defenders! DNM has +1 to Buyouts in W21 for one Round!)

    Four Ninurtine imperial Intrepid Class starships are sent out as an expeditionary fleet following advisement of the Cosmic Couriers of a nearby Relay. Unfortunately for the Couriers the fleet is unable to detect any Relay broadcasts in the region they map but fortunately for the Empire an economically compelling discovery is made. While limited to a single planet in the system an abundance of a chemically complex strange violet dust coats a large world and preliminary study suggests the compound to be both edible and full of uniquely flavorful possibly psychoactive compounds. (NUT discovers T22 which contains a [Minor] resource of Antispice & an Open Learning Center! NUT has +1 to Buyouts in T22 for one Round!)

    The Kombuch extend a friendly fungal spore out into the galaxy aboard their newly commissioned Fanta class starships only to find a region plagued with all manner of disruptive nebulas and ion storms raging to their galactic west. It is determined there was a relatively low likelihood of life, much less intelligent life, existing in this sector to the Kombuch’s great disappointment but research conducted by the exploring fleet suggests the myriad of spatial anomalies related to a single overarching cause, Unstable Dark Energy. While understanding of this strange power was still in its preliminary stages the Kombuch were confident that it could, with sufficient precaution, be harnessed to fuel otherwise power-draining systems both planetary and shipboard. Additionally with no clear competitors nearby it would be a simple means for the Kombuch to capitalize on their early arrival in the system and work to claim it for themselves. (KBC discovers H6 which contains a [Minor] resource of Unstable Dark Energy & an Open Learning Center! KBC has +1 to Establish a Claim on H6 for one Round!)

    Meritocracy vessels heavily manned by androids but containing Djinye ambassadors set out to their home sector’s galactic southeast seeking to make friendly contact with whatever they find. Months turn into years as the Meritocracy vessels carefully scan each star system in the neighboring sector of the galaxy discovering a handful of planets occupied by species in varying stages of tribal and proto-national development. On one such planet the peaceful explorers discover a strange resource locally known as “Yeather” which acts as the primary basis for large scale trade on this seemingly rich planet. Further study of this resource’s unique properties and ascribed value occupy the remainder of the inquest fleet’s duration abroad along with speculation as to an appropriate venue for Meritocratic introduction to this most intriguing race of sentients. (TMC discovers D12 which contains a [Minor] resource of Yeather & an Open Learning Center! TMC has +1 to Establish a Claim on D12 for one Round!)

    The Grymlans were quickly gaining infamy among their fellow galactic denizens for their unflinching curiosity and eagerness to experiment with new technologies regardless of proper precautions or establishing safety protocols. It seemed their innate penchant for discovery had not gone unnoticed by the Sisterhood whose invitation to the Grymlans to chart the systems outside of Monastery Emergent Twilight are eagerly answered by the curious mammalian race. Exciting new planets, moons, stars, and asteroids occasionally distract the Grymlan probes for months at a time but despite their haphazard approach to charting the system it is quickly mapped out through the piecing together of a multitude of expeditionary reports. A star system hosting five planetoids of verdant life is identified as the most unique feature to the region and the variety of tasty sweet and sour fruits grown and harvested in abundance upon their surfaces are marked as a potentially valuable import for the Combine. For their part the orbital Sisterhood Monastery seems amiable to Grymlan business in the region and even Combine administration so long as the Sisterhood is permitted to continue their proselytizing among the intelligent populations of the sector themselves already familiar with the existence of alien life but seemingly largely satisfied to remain on their bountiful homeworlds. (OwO discovers P12 which contains a [Good] resource of Giorle Fruit, an SoS Base, & a Learning Center following the One!)

    In addition to their discoveries north of Cloudysea the Grymlan probes sent south to seek understanding of their neighboring systems discover a region of space mostly devoid of organic life. Instead the expanse appears to have been long ago transformed into a production site whose automated factories continued to function, at least in some capacity. Squatting spacefarers, some of them Grymlans who claim to be descendants of one of the Combine’s many early expeditions into space before the acquisition of the GLD, appear to inhabit some of the more functional factories. Those lacking in onboard maintenance crews are more severely degraded though perhaps could be restored with sufficient funds. The factories themselves seem almost universal in their product and while variations existed in style their clear objective was the production of firearms. Somewhat simple weapons by comparison to what some might call the “overdesigned” weapons of the Combine the assembly lines and material gathering drones output a significant armament on a yearly basis. Surely the Grymlans could find some utility for these weapons, and if not the Grymlans others would surely seek to control this automated armory. (OwO discovers P16 which contains a [Good] resource of Guns & an Open Learning Center!)

    The Gelean Republic sends out explorers with large quantities of minerals and precious items to trade, in the hopes of establishing good relationships with its galactic neighbors. Heading southeast of their home sector, the Geleans come across a distress signal from what seems to be a series of large asteroids circling a massive blue colored star. While there is no atmosphere here, there are a multitude of beings whom seem to thrive in the asteroid field, and seem to be raising what the Geleans dub ‘Space Whales.’ However, it is a major facility on one of the largest asteroids that is the source of the distress signal, and it’s using codes similar to other Sisterhood of Silence bases. There are multiple fleets of small fighter ships attacking the people on the asteroids - and the SoS base - that seem to be some form of space pirate. They invite the Geleans to help them destroy the Sisterhood base, and then together, they can petition to join An’Null’s Eradicators! (GLR discovers L10 which contains a [Good] resource of Space Whales, an SoS Base, a Learning Center following the One, and two units of An’Null’s Hopefuls! GLR has +1 to Buyouts in L10 for one round. CHOICE: GLR can come to the aid of the SoS in distress, and attempt to Conquer the region without suffering Unrest [OR] GLR can assist An’Null’s Hopefuls, and Conquer the region without a fight, gaining +2 units, but destroying the SoS Base and suffering a significant loss of reputation with SoS. Raise Reputation actions with ANE will receive a +1 for two rounds, if this option is chosen.)

    Another expedition to the Gelean Republic’s northeast results in another encounter with even less amiable hostiles. A race of mechanically skilled beings have created a veritable flotilla’s worth of what they caution are “Kill Bots”, and are sending slowlight ships out to the rest of the territory, claiming it as their own. They are willing to sell some of these Kill Bots to others, but seem intent on using the profits for their own war efforts. (GLR discovers L8 which contains a [Great] resource of Kill Bots, an Open Learning Center, and one Unit of Kill Bots! GLR has +1 to Buyouts in L8 for one Round!)

    The Republic of Celes sends what can only be described as its best and brightest patriots straight into the great beyond. Most of the system scans report basic atomic compounds and a few smatterings of planets with early forms of life. What they find that brings the fleet itself in closer is a planet covered in dense black jungles orbiting a red giant. The inhabitants of this world are extremely stocky with lanky arms and thick bony skeletons.They appear to be intelligent and their primary industry appears to be the mining and working of a mysterious metal that while very durable, is noted for its incredible flexibility. (CLS discovers Q25 which contains a [Good] resource of Ordivician Alloy & an Open Learning Center! CLS has +1 to Buyouts in Q25 for one Round!)

    The well trained diplomats and spies of UPT utilize GLD masterfully arriving in a new system in record time from Yeon. Unfortunately the system they find wasn’t filled with stunning republics and shining cities, but instead consisted primarily of 3 desert worlds orbiting a blue star. Each planet is filled to the brim with catacombs and pyramids geometrically arranged into hieroglyphs stretching hundreds of miles in size. Preliminary excavations by UPT explorers show that these tombs are filled with hundreds of species of mummified aliens. As the diplomats scour the tomb worlds seeking an explanation for this sight of so many dead they unknowingly spring a trap as one of the planets Geo-Glyphs glows an iridescent purple before unleashing a hoard of hostile mummies! A handful of survivors escape the planet now swarming with animated corpses barely managing to send a signal back to Symbraum space detailing their haunting discovery. (UPT discovers E5 which contains a [Great] resource of Alien Mummies, an Open Learning Center, and two units! UPT has +1 to Establish Claim in E5 for one Round!)

    A second batch of Symbraum diplomats discover an equally strange but wholly different phenomena on a planet charted in another nearby system. The planet itself was vibrant with life but its dominant species was not an animal but in fact some form of plant though not matching any known species in the Xaldarian Expanse or Yeon. Dubbed Lycantropes by the diplomats, the carnivorous plants of this planet not only consumed living prey they would transform into their various meals whenever one of the planets three moons were full granting them ambulatory ability which seemed to account for their planet wide spread. It's unclear how these plants communicate, and even more unclear which of these planet’s lifeforms are Lycantropes in disguise. (UPT discovers F6 which contains a [Minor] resource of Lycantropes & an Open Learning Center! UPT has +1 to Establish Claim in F6 for one Round!)

    The Dipanan Collected Nations work together to build and supply an expedition into the region of space to their southeast, and find the space… oddly empty. Every star they come across is (comparatively) young for a solar body, and there are few notable objects. The Dipanans are about to write the area off as empty, except they do one final deep scan and locate something they hadn’t found before: An entire solar system inside a massive body of water. There is no star in the center, and it’s not clear what gravitic force is holding things together. They quickly make contact with one of the light sources inside the space ocean; a being that identifies their race as a Sunbream. The Sunbreams are highly protective of their waters and the surrounding space sector having, it seems, spent eons taking things from other nearby stars to add to their ocean or break down into materials. Yet, they are very interested in the possibilities of trading with the rest of the galaxy, if only they could figure out what to trade. (DCN discovers N28 which contains an Open Learning Center, Two Sunbream Swarmer Units, and a CHOICE; the Sunbreams that live here are uncertain what is considered “trade goods” for a galactic scale. As a Non-Action, DCN may select that the region has either Undefined (Minor) and receives +1 to Buyouts in N28 next round [OR] DCN may advise the Sunbreams to provide the universe with their unique [Resource Category: WEAPONRY] (Great) but not gain +1 to the Buyout roll next round.)

    The Kron seek to expand their rigid understanding of the galaxy beyond the confines of their home system and an expedition of the King-General’s most trusted soldiers and observers are sent to a nearby sector to ascertain its worth as a Kron target for economic or military acquisition. While much of the outer rim of this sector was devoid of significant stars or planetoids further within the interior nestled in a nebula of gasses lay an artificial planetoid clearly constructed by intelligent design. The artificial sphere appears to be populated by an alien race of contemplative monks, or perhaps they were better described as engineers, who focused their efforts on the creation of unique propulsion drives guided not by some form of kinetic energy as conventionally understood but by the power of the mind itself. The Kron are fascinated by these monastic keepers of such knowledge but for their part the inhabitants of this strange station appear largely disinterested in the Kron outside their possible capability to exchange valuable materials for custom crafted Thought Engines. These monks claim Thought Engines to be capable of feats conventional engines could never accomplish without more fuel than would be conceivable to bring along on interstellar flights. (KRO discovers D28 which contains a [Minor] resource of Thought Engines & a Learning Center occupied by Pure Thought! KRO has +1 to Buyouts in D28 for one Round!)

    Armed with a hefty dose of veteran officers, the Conclave vessel Viridian Sunset sets sail into the great beyond. What they find is a chain of isolated communities of mixed heritage aliens living in what appear to be former prison colonies on a series of icy outer ring planets in a nearby sector. The current residents certainly don’t appear to be prisoners however as the inhabitants of these seemingly former penal colonies are led by an order of monks who call themselves the Brewers and operate out of monasteries across the skystations that float in the toxic air above the surface of these frozen gas giants. The Brewers present a sampling of their finest booze to the crew of the Viridian Sunset which nearly causes an interstellar incident owing to the low tolerance levels of the Tal-Amanyn but the explorers manage to not cause too much of a mess and the Brewers seem eager to do business with the greater Conclave. (CBS discovers G11 which contains a [Minor] resource of Antillian Alcohol & a Learning Center occupied by The Brewers! CBS has +1 to Buyouts in G11 for one Round!)

    The expedition lead by the Boundless Horizon finds a system containing a former Amanyk colonial world. The residents of this world have long since diverged from their ancestors and appreciate their independence but appear amiable to reintegration provided certain concessions were made. Having spent their time apart from the old Tal-Amanyk empire studying the sciences the astronomers of this planet are top notch sublight navigators and stellar cartographers whose skills outstrip those of Amanyk’s most prestigious pilots. (CBS discovers H10 which contains a [Great] resource of Navigators, a Learning Center occupied by the Axiom of Axioms, and 1 unit of Precision Fightercraft! CBS has +1 to Establish Claim in H10 for one Round!)
    Last edited by Gengy; 2019-07-01 at 07:53 PM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  14. - Top - End - #44
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    Default Re: [Empire 5] IC Thread

    Discovery! (pt.2)

    Exploration Results: (cont)
    A small fleet, or perhaps “colony” was more accurate, of ships made of and inhabited by intelligent ants journeys north from the Formica system. While charting a distant system in this sector they stumble across a bright green ocean world. While the planet appears to have no sentient life, its seas are covered by thick mats of Fluorescent Algae that glow bright blue when exposed to infrared light and emit peculiar radiation signatures whose effects are still being studied. (MFM discovers D14 which contains a [Great] resource of Fluorescent Algae & an Open learning center! MFM has +1 to Establish Claim in D14 for one Round!)

    A Sanctum expedition across the stars comes across something miraculous, a long abandoned Sanctum outpost! Currently the droids that occupy this world wander around much like ghosts, mindlessly repeating the functions of the memories they have stored inside. The droids that occupy this outpost are filled with the accumulated skills of multiple professionals from the old empire that can be transferred to a neural implant using basic wi-fi. While some of these skills are no longer relevant in an age of GLD, they may prove to be incredibly valuable to Sanctum’s current leadership. However, the explorers note that while the MTDs offer a potentially valuable supply of labor and knowledge the amount of lost Sanctum technology believed to be buried in the ruins of this colonial outpost could offer alternative resources for utilization by the Sanctum. (SNM discovers V16 which contains a [Great] resource of Memory Transfer Droids OR [Good] Undefined (Chosen via Non-Action by SNM in R2) & an Open Learning Center! SNM has +1 to Buyouts in V16 for one Round!)

    The Commonwealth of Zara has found a solar system containing four Terran like planets within a white star’s habitable zone. The rulers here, known only as the Spice Masters, grow Quasar Peppers in vast plantations across the planet surface. Despite a fairly contentious first contact, where a crew member of the Red Gzot spontaneously combusts upon improperly consuming a bright iridescent purple pepper the exchange of less volatile peppers for study by the expedition and agreement to consider opening trade negotiations smooths over any lasting hostility. (CWZ discovers F24 which contains a [Good] resource of Quasar Peppers & an Open Learning Center! CWZ has +1 to Buyouts in F24 for one Round!)

    The Commonwealth of Zara does not stop at one expedition and a second one manages to successfully scout another sector of space. A small number of sentient lifeforms are detected on a lone desert planet circling a star and scans reveal mini black holes dotted around the system. These blackholes do not appear to match any previously observed phenomena with some even existing stably on the planet itself. However, before the Commonwealth can conduct further analysis their expeditionary fleet is forced to retreat by the arrival of hostile ships proclaiming the system to be off limits by order of ‘the Jarm’ due to ongoing volatile experiments. (CWZ discovers H24 which contains a [Great] resource of Black Hole Generators, an Open Learning Center, & one unit of Drone Fighters! CWZ has +1 to buyouts in H24 for one Round!)

    The Tezh Consensus discovers a system in a nearby sector teeming with life, although none of it sentient. Analyzing eight planets around a particularly vibrant yellow star does still provide interesting research material. One verdant world in particular seems to have a rather peculiar ecosystem. Massive fields of grain cover the planet’s surface and are seasonally ripped from the ground by powerful gusts of wind which transport the grain to copper rich partially flooded cave networks. These networks have the perfect conditions to distill the grains and feed springs of naturally occurring whiskey that trickle out all over the planet’s surface. As the networks have varying lengths the springs are each aged differently. Tezh scientists contemplate whether this distilling process could possibly occur naturally or whether they have discovered some ancient terraforming project still carrying out its intended purpose of producing quality grain alcohol. (TZH discovers W13 which contains a [Great] resource of Daytime Whiskey & an Open Learning Center!)

    Diplomats aboard a Dipanan international expeditionary fleet arrive to their home sector’s galactic north to discover a region torn asunder. Where once there were no doubt planets many of this sector’s outer solar systems have been reduced to rings of asteroids and shattered moons slowly orbiting dim and dying stars. Navigation of this cosmic rubble proves incredibly difficult but the pilots manage to pull the fleet through with minimal damage and surveys taken during these maneuvers reveal massive deposits of a hard metal alloy described as having a golden ‘glow’ exposed among the disparate asteroids. Making note of this peculiar metal the fleet presses on seeking life or some explanation of the reduced systems’ cause of destruction. Unfortunately for the fleet they discover a possible explanation when one of their exploratory vessels is annihilated by a destructive plasma beam emitted by a strange ovoid ship which hails them only to unleash a stream of maddened gibberish across the comms. The remaining fleet pulls back, retreating into the asteroid belt and losing their mad pursuer but it seems clear force or incredibly careful negotiation will be necessary to secure this region’s bounty. (DCN discovers M25 which contains a [Good] resource of Luminous Bronze, an Open Learning Center, & two Units, Antlyon Maddened Beamships! DCN has +1 to Establish Claim in M25 for one Round!)

    Another Dipanan international fleet sent southwest fares better than their northern counterparts. Although a grand adventure for those aboard absorbing sights never before seen by a Dipanan in living memory the expedition could almost be described as “routine.” Arrival in the sector through the aid of Gravity Latch Drives goes smoothly and in a year’s time the majority of systems within the sector have been mapped with no intelligent life detected. Of note however are an abundance of what appear to be intelligently designed “loops” of a red metal floating freely through the local star systems as well as an abandoned orbital factory floating around a red giant whose purpose appears to have once been producing these large nearly 1,000 KM diameter rings. Currently their purpose remains unknown and the factory will need focused attention to bring it back online but if these were being produced it was surely for a purpose. (DCN discovers L28 which contains a [Minor] resource of Red Metal Loops & an Open Learning Center! DCN has +1 to Buyouts in L28 for one Round!)

    Probes from the Tezh have found a system populated by four seemingly barren worlds orbiting a blackhole. Closer inspection reveals the worlds to be far more alive than thought possible. The aliens on these worlds are not carbon based but are Tellurium based life forms made up almost entirely of metalloid materials. In addition to this the bodies of these aliens are incredibly morphic, shifting into a wide variety of forms. First contact with these unusual creatures goes well, as the natives offer a delicacy - Salted Chromium - to the exploration probe. The "food", though it could not serve as such for most organic lifeforms, exhibited unique properties under rigorous examination leading some to speculate it could have use as a construction material for those who did not have organs made of metal. And the salt could be harvested for carbon based consumption. (TZH discovers V12 which contains a [Minor] resource of Salted Chromium & an Open Learning Center!)

    Going where no Etherite has gone before, explorers from Triskellius arrive in a far away sector of space in one piece. The main habitable system is populated by a red dwarf with several small planets in its habitable zone. While none of these planets are home to individually intelligent creatures they are all populated by large insectoid lifeforms that create vast networks of planet-spanning silicon webs. The webs seem to facilitate a network of electro communication between the trillions of giant insects that reside here and some Etherite explorers suggest these spider like aliens collectively operate through some manner of hive mind or planetary consensus orchestrated by their worldwide web. (ETH discovers H28 which contains a [Good] resource of Silicon Nanowires, an Open Learning Center, and is defended by two units of Crystal Spiders! ETH has +1 to Establish Claim in H28 for one Round!)

    Preliminary reports from explorers have revealed an ocean planet populated by tentacled merfolk orbiting a white dwarf star. Highly territorial and incredibly dogmatic the merfolk of this system are locked in a planet wide religious wars over whether Mandrake shells are clothing or food. Mandrake Poison, derived from these golden conch shells are a key ingredient in a wide variety of hallucinogenic drugs produced on world. Some wonder if there is a link between Mandrake Poison and religious dogmatism, however those whom propagate such a link are decried by the majority as being shell-fish. (ETH discovers I29 which contains a [Great] resource of Mandrake Poison, a Learning Center occupied by Shell Worship, and is guarded by three units of Merfolk Warriors! ETH has +1 to Buyouts in I29 for one Round!)

    Diplomats from the Droccen star ship Tenacity arrive in an unknown sector and proceed to conduct deep scans of the local systems. While most fail to register any obvious signs of intelligent life one planet around a white dwarf star is emitting signals not dissimilar to the Droccen’s own communications network. Seeking a closer look the diplomat’s ship arrives on an advanced Terran world awash with cities formed out of natural landscapes and integrated with the environment such that they are nearly unobservable from orbit. The inhabitants, despite appearing somewhat similar to the arriving Droccen, have long ago diverged from their imperial cousins, most notably in their embrace of nature. Upon first contact the natives present the diplomats and their Guardian companions with Numenorean Actors skilled in all forms of physical communication from linguistics to dance to musical performance. Despite their open and friendly attitudes the natives do not appear to be entirely defenseless as among their natural splendor exists biomechanical defenses that seem well maintained by their chosen attendants. (DCC discovers F18 which contains a [Good] resource of Numenorean Actors, an Open Learning Center, and is guarded by 1 unit of Flower Children! DCC has +1 to Establish Claim in F18 for one Round!)

    Alysian starships equipped with copious trade goods made from their home system’s alloys set out coreward seeking to map and make contact with unknown systems between their own and that of the Nolkir. The only habitable planet of note detected in the sector plays host to two species who might conventionally be considered sentient by galactic standards though neither had yet demonstrated a capacity or desire to leave their planet. Living in floating sky cities an insectoid race of flying entities not wholly dissimilar to the Kryptids appear to have developed an impressive grasp on technology and demonstrate a familiarity with the existence of alien life from communications with now declined stellar powers in the past. The other race were mammalian and humanoid in shape living on the ground below preferring simple lives and low technological interference. The bugmen of the sky cities explain they have offered the ground dwellers technological assistance in the past but been rebuffed each time although the ground dwellers do trade a rare plant collected by their people to the sky cities for certain low tech manufactured amenities. This trade in turn powers the creation of ‘Flux Flax’ a unique technological marvel which plays a central role in much of the sky cities’ technology. (EAA discovers K23 which contains a [Good] resource of Flux Flax & an Open Learning Center!)

    Rocthurhi probes sent into a neighboring system transmit their findings back to their home system to the dismay of the many observing scientists and philosophers. Rocthurhi probes arrive to find a sector of space at war with itself locked in a state of brutal conflict between two sentient space faring races whose hyperfocus on their internal conflict and distrust over the origin of Guardian’s message had prevented their construction of a Simulacrum Doorway stranding them on the edge of FTL. The two factions, one which associated strongly with the symbol of their home system’s star and the other who rejected such symbolism as backwards and primitive, have decimated each other’s colonies and driven one another back to their orbitally defended homeworlds with an uneasy cold war threatening every system in this sector. A wartime economy on both planets has warranted prioritization of utility above all else and both factions produce goods whose functions are multipurpose and diverse, chief among them Thneedz. While their war has kept the two forces at one another’s throats it was just as likely their abundance in planetary defenses could be used against colonizing forces just as easily. (RTH discovers T8 which contains a [Great] resource of Thneedz, an Open Learning Center, and is guarded by 2 units of Sneetch & GeiselTM Planetary Defense Systems!)

    An expedition of Rocthurhi merchants depart to a nearby sector in search of new trade opportunities to expand their stellar power’s wealth. Scans from the sector reveal a series of inhabited space stations playing host to a flotilla of slowlight vessels who operate on unfamiliar engine principals than those known to the Rocthurhi. Using some manner of sonic propulsion the engines and the fueling depots hosted by the stations are of great interest to the arriving explorers and the locals offer to exchange these machines for Rocthurhi trade goods. Reports of this discovery that reach the galactic net draw the attention of some within the Jackstar Union who believe these mysterious “Audio Amplifuelers” to be some convergent evolution of Aether Navigation. (RTH discovers T12 which contains a [Good] resource of Audio Amplifuelers & an Open Learning Center! RTH has +1 to Buyouts in T12 for one Round!)

    Rocthurhi ships sent to scout the sector between their own and the Sublime People’s Republic discover a sector whose most habitable planet scans as highly irradiated. More in depth scans reveal a world formerly prosperous with intelligent life to have only a decade prior destroyed itself through nuclear war. A few survivors are registered and contacted by the Rocthurhi diplomats who are seen as possible saviors by some and the finishing hand of annihilation by others. With little other options forward however a majority of survivors seem eager to cooperate with these alien visitors and discuss the possibility for Rocthurhi space travelers granting the survivors the means to permanent access to a nearby asteroid belt who’s occasional rogue asteroid had provided a uniquely valuable metal in ages past. The mining of this metal might offer a chance to trade and rebuild from their devastation, a recovery that could be aided by the Rocthurhi. (RTH discovers S9 which contains a [Good] resource of Boreal Metal & an Open Learning Center! RTH has +1 to Establish a Claim in S9 for one Round!)

    The Gelean Republic accepts the offer from The Couriers to explore a neighboring system and The Couriers quickly route ships towards it and begin their inquest. When they arrive they find a stellar black hole with most of the system's planets already claimed by it. The Couriers were about to conclude their inquest and write off all the planets to their inevitable destruction when they discovered that one had managed to create a stable orbit around the black hole. What was even more surprising was that this planet was home to a sentient but primitive form of life on its surface as well as a species of large predatory bird that ruled the skies. This birds life cycle was highly interesting as once per orbit when the planet was closest to the black hole the adults flew straight up high enough to exit the planets gravity and enter space. Once enough thrust was generated the wings of this bird fell away as the main body soared on toward the black hole. The wings would slowly descend to the planet where the locals would collect them and sell them as gifts from the gods.This information was relayed to The Gelean Republic. (CmC (for GLR) discovers K7 which contains a [Good] resource of Angel Wings & an Open Learning Center! GLR has +1 to Establish a Claim in K7 for one Round and One Favor Owed to the CmC!)

    Surveys:
    (NDA successfully surveys D20)
    (SNM successfully surveys T18)
    (SNM successfully surveys R22)
    (KCW successfully surveys M23)
    (ITS successfully surveys P22)
    (ITS successfully surveys P24)
    (KNV successfully surveys R10)

    Spoiler: Failed Explorations
    Show
    KBC into I5
    NUT into T24
    TMC into C9
    TMC into C13e
    TMC into D10
    RMT into Q17
    NDA into D22
    CBS into G7
    CBS into F10
    MFM into D18
    SYN into T20
    KRO into D26
    LYR into N8
    LYR into O11
    TZH into W15
    TZH into U13
    VLS into P8
    VLS into R6
    VLS into R8
    DCN into L26
    FCO into T14
    FCO into R16
    ETH into J28
    DCC into G21
    KSP into N4
    KSP into O7
    RTH into U11
    EAA into J26
    ETH into I25
    MYA into E15
    MYA into F16
    MYA into G15
    MYA into F12


    Spoiler: Updated Map
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    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  15. - Top - End - #45
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    Default Re: [Empire 5] IC Thread

    NPC Actions, Round 2

    Organizations!
    Expiration Dates close at the end of the round specified in their description:

    Sisterhood of Silence
    Spoiler
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    [Diplomacy] Address the Rothuun Minotaurs - The Rothuun Minotaurs who have expressed a desire to breach the Sisterhood’s vigil are encouraged to instead focus their efforts on less destructive pursuits. The newly Core-adjacent minotaurs are offered a Sisterhood crafted prototype weapon designed to Rothuun specifications should they send their marines and other fighters to take up with the Sisterhood rather than fight against them. Sister Gertwin’s testimony regarding the Minotaurs has many concerned the violent race will reject this offer and preparations are made to send proselytizers to Taurina I if no resolution is attained. (Request: RMT send 3 Units and not explore the Core sectors for three rounds. Reward: Gain Prototype to adjust requested Military rolls. Expiration Date: Round 4)

    [Faith] Offer Sisterhood probing services to the Droccen - Monastery Dawn Embrace alerted to the Droccen Imperium by Sister Gertwin of Emergent Twilight’s report from the Simulacrum sends a message to the nearby Stellar Power offering to conduct an exploratory probing of the sector around their base in exchange for recompense for costs from the Imperium. The “Greys” were renowned for the probing capabilities and it was assumed their success in this endeavor was guaranteed. While there was little reason the Droccen could not themselves conduct a similar exploration it would perhaps be beneficial to allow the Sisterhood to take up the obligation now as the galaxy was still freshly revealed in exchange for a favor owed later once galactic matters were more firmly settled. (Request: Allow the SoS to Probe H18 on behalf of DCC. Reward: Exploration of H18, +1 Favor owed to SoS. Expiration Date: Round 3)

    [Diplomacy] Alleviate the Grymlans of obligation and offer a new opportunity - The Rothuun arrival in the sector containing Monastery Morning Bloom far ahead of any potential Grymlan expedition cuts short the offer made to the Combine regarding their exploratory efforts. However, the Grymlans did scout the sector outside Emergent Twilight and for this are recognized formally as rising allies to the Sisterhood, though not to the extent of the original deal. Still, as dangerously curious as the Grymlans seemed to be it was deemed high priority within the Sisterhood to give them something else to do before their interest spilled into the Core. To this end the Combine is tasked by the Sisterhood to peacefully acquire P12 containing Monastery Emergent Twilight, home of Sister Gertwin. So long as military force is not used to bring the region under Combine administration the SoS will be pleased. (Reward: OwO Reputation increased to 1, Request closed! Request:Peacefully acquire Region P12. Reward: +1 Favor. Expiration Date: Round 5)

    Cosmic Couriers
    Spoiler
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    [Economy] Buyout Region M25 Luminous Bronze TP 2 - While the Maddened Beamship would need to be defeated before the Couriers felt entirely confident in their investment the discovery of a valuable metallic compound with properties beyond that of base metals within roaming distance of a Relay prompts Courier activity to claim a portion of this prize. The Dipanan Collected Nations are thanked for their efforts to further open the galaxy to free trade though this thanks does not seem to come with any tangible benefits to the DPN.

    [Economy] Offer Courier exploratory services to the Harmony or Ndoda - A Relay is known to lay between the Ndoda and Harmony Stellar Powers from transmissions received by Courier HQ but what remains unclear is its exact state and the conditions it finds itself in. Seeking to alleviate this mystery the Couriers dispatch orders to the Relay to conduct explorations but limited resources mean limited capabilities and the Relay is forced to broadcast an offer to the nearby Powers seeking their sponsorship in exchange for turning over all relevant data and promise to recoup the costs of the expedition. (Request: Allow the CmC to Expedition D22 on behalf of HMY and/or NDA. Reward: +1 to Buyouts in D22 the following round, +1 Favor owed to CmC. Expiration Date: Round 3)

    [Diplomacy] Request the Kryptids, Eye of the Horizon, Rothuun Minotaurs, or Church of Iteus assist with Relay expansion efforts - As the Courier network begins to reawaken gaps in its coverage become more and more apparent to the Couriers. While there was hope the discovery of additional silent relays would bolster their reach it was clear certain sectors of the galaxy were sorely lacking in Courier presence. To amend this issue a series of sites are selected as possible locations for the rearing of a new Relay, chief among them sector O21 near the southern border of the Galactic Core. Lacking the ability to fund an expedition of their own so far from their existing Relays the Couriers send out a call to all nearby Powers offering favorable treatment and deeds owed to the Power which aided the CmC in expanding their reach. Only the Stellar Power who first occupied the region would receive these benefits. (Request: KCW, EHZ, RMT, or ITS explore and claim O21. Reward: +1 Reputation +1 Favor. Expiration Date: Round 6)

    An’Null’s Eradicators
    Spoiler
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    [Military] Recruit 1 Unit of Eradicators- Yauloan colonists from the Dipanan Collected Nations on a journey to document the curiosities of the recently explored “Sunbream Sector” never reach their destination. Instead months after their proposed arrival date a cryptic transmission is received by forward scouts of the DPN monitoring activity in the sector as they awaited further orders from the Council. The transmission claims the explorers from Yauloan found a more interesting phenomena to study than that of the Sunbreams and their aquatic sphere, death itself in its raw cosmic glory. The transmission ends with a prayer to An’null leaving little doubt who took these valiant explorers off their path.

    [Military] Recruit 1 Unit of Eradicators - The Vilari expedition sent to scout further out into the galactic spiral near their homesystem like the other expeditions fails to return but unlike the others does not fail to report back. However, rather than reporting their discoveries to the Sodality as was their duty the fleet transmits a screed of jumbled data that nearly causes a server shutdown in trying to untangle the message within. At last the communique is extracted to the shock and horror of those Vilari monitoring communications. "All life is suffering. To have the capacity to share in another's suffering is to multiply suffering many times over. Annihilation shall free us all.” The macabre message is quickly identified as in-line with known Eradicator beliefs and the Sodality concludes their fleet and its crews must now be in the hands of this dangerous enemy.

    [Intrigue] Secret




    Round Two: Begin!
    Galactic Dates 217502.0.0.81 - 217504.0.0.80
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  16. - Top - End - #46
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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 2

    Spoiler: The Imperial Navy: Roster
    Show

    Ship Name Class Tonnage (approx) Launch Date Type Status Fleet Captain Notes
    TW-HV Tailwind 5000 217490 Cutter Active Contact B
    TW-AGD Tailwind 5000 217490 Cutter Active Contact B
    TW-AGE Tailwind 5000 217490 Cutter Active Contact B
    TW-AGV Tailwind 5000 217490 Cutter Active Contact B
    HIMS Anson Anson 250000 217496 Exploration Active Contact B Flagship
    HIMS Intrepid Intrepid 30000 217498 Exploration Active Contact B
    HIMS Dash Intrepid 30000 217498 Exploration In Ordinary
    HIMS Cornucopia Cornucopia 300000 217499 Colony Ship Active
    HIMS Audacious Intrepid 30000 217499 Exploration In Ordinary
    HIMS Santino Santino 200000 217500 Light Cruiser Active Battlegroup A Flagship
    HIMS Bold Intrepid 30000 217500 Exploration Active Contact B
    HIMS Dynamo Intrepid 30000 217500 Exploration Active Contact B Commander Medenon
    HIMS Moxy Intrepid 30000 217500 Exploration Active Contact B
    HIMS Spunk Intrepid 30000 217500 Exploration In Ordinary
    HIMS Penetrator Penetrator 50000 217500 Armed Diplomatic Active Contact A Captain Sharugin
    HIMS Frederico Santino 200000 217501 Light Cruiser Active Battlegroup A
    HIMS Hagen Santino 200000 217502 Light Cruiser Active Battlegroup A Captain Dashunul
    HIMS Constanzia Santino 190000 217502 Light Cruiser Under Construction Battlegroup B Flagship
    HIMS Sterkelv Sterkelv 60000 217503 Destroyer Under Construction Battlegroup B
    HIMS Forksby Sterkelv 60000 217503 Destroyer Under Construction Battlegroup B
    HIMS Harick Sterkelv 62000 217503 Destroyer Under Construction Battlegroup B
    HIMS Kronar Sterkelv 65000 217503 Destroyer Under Construction Battlegroup B
    HIMS Genco Santino 210000 217503 Light Cruiser Under Construction Battlegroup G Flagship
    HIMS Lara Tenderskatter 40000 217504 Gunboat Under Construction Battlegroup B
    HIMS Vholes Tulkinghorn 102000 217504 Frigate Under Construction Battlegroup B
    HIMS Harker Tulkinghorn 101000 217504 Frigate Under Construction Battlegroup B
    HIMS Oldbuck Tulkinghorn 102000 217504 Frigate Under Construction Battlegroup B
    HIMS Thruster Penetrator 49000 217504 Armed Diplomatic Under Construction
    HIMS Clemenza Santino 206000 217504 Light Cruiser Under Construction Battlegroup D Flagship
    HIMS Norvest Sterkelv 65000 217504 Destroyer Under Construction Battlegroup D
    HIMS Vestlig Sterkelv 65000 217504 Destroyer Under Construction Battlegroup D
    HIMS Cassius Sterkelv 64000 217504 Destroyer Under Construction Battlegroup D
    HIMS Skyfather Sterkelv 64000 217504 Destroyer Under Construction Battlegroup D
    HIMS Ivar Tenderskatter 41000 217504 Gunboat Under Construction Battlegroup D
    HIMS Virender Tenderskatter 41000 217504 Gunboat Under Construction Battlegroup D
    HIMS Morgan Tenderskatter 41000 217504 Gunboat Under Construction Battlegroup D
    HIMS Maxwell Tenderskatter 40000 217504 Gunboat Under Construction Battlegroup D
    HIMS Finch Tulkinghorn 100000 217504 Frigate Under Construction Battlegroup D
    HIMS Rumpole Tulkinghorn 103000 217504 Frigate Under Construction Battlegroup D
    HIMS Affront Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Outrage Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Pique Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Apoplexy Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Brickbat Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Vex Affront 30000 217504 Torpedo Boat Under Construction Battlegroup E
    HIMS Afridi Tenderskatter 40000 217504 Gunboat Under Construction Battlegroup E
    HIMS Tulkinghorn Tulkinghorn 100000 217504 Frigate Under Construction Battlegroup E Flagship
    HIMS Brass Tulkinghorn 100000 217504 Frigate Under Construction Battlegroup E
    HIMS Carton Tulkinghorn 101000 217504 Frigate Under Construction Battlegroup E
    HIMS Jaggers Tulkinghorn 105000 217504 Frigate Under Construction Battlegroup E
    HIMS Fogg Tulkinghorn 100000 217504 Frigate Under Construction Battlegroup E
    HIMS Perker Tulkinghorn 99000 217504 Frigate Under Construction Battlegroup E
    HIMS Enga Sterkelv 62000 217504 Destroyer Under Construction Battlegroup G
    HIMS Gnarl Sterkelv 61000 217504 Destroyer Under Construction Battlegroup G
    HIMS Peryton Sterkelv 64000 217504 Destroyer Under Construction Battlegroup G
    HIMS Awstin Sterkelv 65000 217504 Destroyer Under Construction Battlegroup G
    HIMS Tenderskatter Tenderskatter 40000 217504 Gunboat Under Construction Battlegroup G
    HIMS Gayle Tenderskatter 40000 217504 Gunboat Under Construction Battlegroup G
    HIMS Wickfield Tulkinghorn 100000 217504 Frigate Under Construction Battlegroup G
    HIMS Haphazard Tulkinghorn 105000 217504 Frigate Under Construction Battlegroup G
    HIMS Fitzroy Anson 250000 217504 Exploration Under Construction
    SS-AA Skysail 5000 217504 Cutter Under Construction
    SS-AB Skysail 5000 217504 Cutter Under Construction
    SS-AG Skysail 5000 217504 Cutter Under Construction
    SS-AD Skysail 5000 217504 Cutter Under Construction
    SS-AE Skysail 5000 217504 Cutter Under Construction
    TW-GAA Tailwind 5000 217504 Cutter Under Construction
    TW-GAB Tailwind 5000 217504 Cutter Under Construction
    TW-GAG Tailwind 5000 217504 Cutter Under Construction
    TW-GAD Tailwind 5000 217504 Cutter Under Construction
    TW-GAE Tailwind 5000 217504 Cutter Under Construction
    TW-GAV Tailwind 5000 217504 Cutter Under Construction
    TW-GAZ Tailwind 5000 217504 Cutter Under Construction
    TW-GAT Tailwind 5000 217504 Cutter Under Construction
    HIMS Bjurnja Sterkelv 65000 Destroyer On Order
    HIMS Stormstone Sterkelv 65000 Destroyer On Order
    HIMS Benedict Sterkelv 60000 Destroyer On Order
    HIMS Silvorge Sterkelv 60000 Destroyer On Order
    HIMS Clawling Sterkelv 60000 Destroyer On Order


    News and Rumours

    • The Emperor has announced his engagement to Ambassador Daregense, to the surprise of many outside the inner Imperial circle. Rumour emerges that they became lovers shortly before the journey to the Simulacrum.
    • The colony ship HMIS Cornucopia has arrived in Twr, and established the settlement of Ganzag.
    • The HMIS Anson and its escorts continue exploring to the galactic south-west in the hope of discovering the suggested Cosmic Courier Relay. Though initial reports sent back are not encouraging, the captain insists he will keep searching. The Intrepid-class HIMS Bold, HIMS Moxy and the HIMS Dynamo, the last of them helmed by the newly promoted Commander Medenon, are dispatched to assist.
    • Captain Sharugin has taken then HIMS Penetrator to Duenem to see these intelligent mechanoids in their native habitat.
    • Commander Dashunul has been promoted to Captain and placed in command of the HIMS Hagen.
    • The fourth and fifth Santino-class ships are launched, the HIMS Constanzia and the HIMS Genco.
    • Recognising the inherent limitations of the large light cruisers, work has also begun on a number of smaller, fully armed, vessels. The new Sterkelv class are heavily armed destroyers, intended as asymmetric specialists with the intention of engaging much larger or more numerous opponents if necessary.
    • Following the unprovoked aggression of the Syndrome in moving on region T22, the Imperial Navy has withdrawn to the outskirts of the Malak system. Rather than squander the existing naval forces in an uncertain encounter in distant space, the Council has decreed the priority must be defence of the Malakid homeworlds.
    • To protect Malak, resources have been diverted to construction of new classes of warship to reinforce the navy sooner rather than later. Nine further Sterkelv-class ships have been ordered, together with the new Tulkinghorn-class frigates, intended to bridge the gap between the Sterkelv and the larger Santino. In addition, smaller gunboats and torpedo boats join the navy's roster, with the new Affront and Tulkinghorn classes.


    Actions

    [Military] Build the HIMS Constanzia, a Santino-class light cruiser, three Tulkinghorn-class frigates, four Sterkelv-class destroyers, and one Tenderskatter gunboat (1 unit).
    [Military] Build the HIMS Clemenza, a Santino-class light cruiser, two Tulkinghorn frigates, four Sterkelv destroyers and four Tenderskatter gunboats (1 unit).
    [Military] Build six Tulkinghorn frigates, one Tenderskatter gunboat, and six Affront torpedo boats (1 unit)
    [Military] Build the light cruiser HIMS Genco, two Tulkinghorn frigates, four Sterkelv destroyers, and two Tenderskatter gunboats (1 unit).
    [Economy] Explore south-west (T24) - 10

    Spoiler: Ruler Stats
    Show

    Philosophy: 3
    Economy: 5
    Philosophy: 3
    Philosophy: 3
    Economy: 5
    Reputation: 0

    Diplomacy 5
    Intrigue 2
    Military 2

    Next round: +1 Diplomacy, +1 Military
    Last edited by Aedilred; 2019-07-04 at 03:39 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
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    (by Strawberries)
    (by Rain Dragon)

  17. - Top - End - #47
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
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    Default Re: [Empire 5] IC Thread

    The Duenem

    Region V20



    Round 2
    Actions:
    1. [1][Diplomacy] Establish claim on V22 (+1 from inquest) 17
      The Duenem see similar ideas and thoughts in the robots here, and offer to begin supplying Duen bodies so they could eventually integrate with the Duenem as whole
      [2][Economy] Buyout W21 Tp1 for Sun Speakers 10
      While the Duenem have little respect for a people who refused to go through the doorlight for no discernable reason, it is certainly useful to see what they can offer as a trading partner.
      [3][Economy] Expedition to W19 14
      With such success in this new age, more Duenem volunteer to be tasked with exploring the space around Niuan.
      [4][Economy] Buyout V18 Tp1 for Masterwork Jewelry 15
      Perfectly cut precious stones? Such skill is to be envied, and helping boost their economy to produce more of these crafts. It certainly helps that the leadership were already interested in trade.
      [5][Economy] Expedition to W23 15


    link


    Non Actions:
    Support Church of Rust Conversions

    Spoiler: News and Rumours
    Show


    • Envoys from both the Grymlan Combine and The Federated Churches both express interest at spreading some of their ideas to the Duenem. While OwO has some support, a large minority of Duenem feel many of the ideas are already a part of their society, while OwO itself is a liability. The Church of Rust on the other hand has overwhelming support to have their ideas heard, as they seem to view the Duenem as Gods. While no Duen is all-powerful, it is an interesting concept in thought, as the Duenem intend to cultivate life for what might be millions of years in Niuan. The Church is given special permission to visit the Crib, under the very strict instruction not to disturb a single living thing there.
    • With such success at exploration, exploration leader Trainer Surveyor has begun drawing parallels between each different civilisation they have found. While nothing is yet concrete, all species nearby seem carbon based and like shiny objects. Currently this is still in the 'draft' phase of evaluation.
    • The Perfectly Cut Stones of V18 has vindicated the many Duenem who have believed in the wonder of biological life. Tests have already begun into how this has been managed. One small test with a laser unexpectedly magnifies the strength of the laser exponentially, breaking down a wall. A wall that was two metres of steel thick.







    Spoiler: Ruler Information
    Show


    Telescopic Radiance
    Current Stats
    Diplomacy 6
    Military 4
    Economy 6
    Philosophy 2
    Intrigue 3

    New Ruler Next Round?
    N
    Expected Stat Bonuses
    +2 Eco
    CI: The New Age. D8 for expedition actions
    Last edited by Tentreto; 2019-07-11 at 03:45 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



  18. - Top - End - #48
    Bugbear in the Playground
     
    Lizardfolk

    Join Date
    Apr 2019
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    Somewhere over th rainbow

    Default Re: [Empire 5] IC Thread

    [Military] Raise a Unit
    [Military] Raise a Unit
    [Military] Raise a Unit
    [Military] Raise a Unit
    [Economy] Expedition into C17 http://www.giantitp.com/forums/showt...4#post24005304
    Professional Ancient Relic
    Beware, Monologues
    Ambassador from Gen Z
    NBITP

    Quote Originally Posted by Waterdeep Merch View Post
    Use your smite bite to fight the plight right. Fill the site with light and give fright to wights as a knight of the night, teeth white; mission forthright, evil in flight. Despite the blight within, you perform the rite, ignore any contrite slight, fangs alight, soul bright.

    That sight is dynamite.

  19. - Top - End - #49
    Orc in the Playground
     
    kaio999's Avatar

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    Default Re: [Empire 5] IC Thread


    The Kamasati Pantheon
    The Next generation of Dreamers

    High Dreamer Xasarath


    Actions

    1:[PHILOSOPHY] Probe to space sector N/04 FAILURE Engine issues with the new god vessal force them to turn around causing failure. The beings considered relying on their psychic abilities to continue the trek but they were low level shamans and did not believe they were capable. The web forgives them but the loss is felt.

    2:[PHILOSOPHY] Probe to space sector O/07 FAILURE They go into the recesses of space and never return. A grand adventure indeed.

    3:[PHILOSOPHY] Probe to space sector M/05 SUCCESS The arrival of gods to this new realm of space is a great victory! The message goes out into the minds of others and exploration begins through psychic probing of all life. The advent of truth has begun!

    4:[PHILOSOPHY] Probe to space sector M/07 SUCCESS The arrival of gods to this new realm of space is a great victory! The message goes out into the minds of others and exploration begins through psychic probing of all life. The advent of truth has begun!

    5:[DIPLOMACY 5] Create Cultural Identity: Will of the pantheons The awe-inspiring presence of the gods can overwhelm any doubts in the minds of local inhabitants. Dreamers cannot help but be awe inspired by the ideal that they in fact are gods capable of dreaming into existence races beginning their evolution so that they themselves can one day inhabit and become gods themselves in the galaxy. Dream children when faced with their creators can do not but be overwhelmed. Demons fear that which have the connection of the mind and would not be converted anyway. They would be annhilated. 2d8 to conversions.



    Nonactions communique
    An expedition to the territory of their fellow dreamers the Unified Public Trust has begun. They are sent a message. We will come. (At faith 9 conversion will begin.) The idea of traveling that far is something that excites the gods and so work begins on a fleet that can make it that distance. To convert their ideology to this unfied prose. The idea of transforming them from dreamers into a unified pantheon of their own is awe inspiring. They know the truth and that truth will be spread half way across the galaxy!

    The Lyreans have declared they may invoke violence should the Kamasati step to invoke truth and provide them their will as dreamers. They are a pantheon of their own with their own beliefs and this is acknowledged. Rival gods must always exist or the galaxy will become stagnant but neither will the Kamasati allow themselves to be threatened in any capacity and since they have evoked an alliance with another pantheon The Vilari Sodality. We have done the same joining in a defensive alliance with the Knights Vacio.

    Embassies
    Spoiler
    Show
    None Active


    The Psychic Web (News and Rumors)

    Capital Planet Web
    -Lyreans worship their sun. Such ideology is unacceptable, they are gods they should not be worshiping celestial bodies of space that can be manipulated and even used to power tools. Diplomatic overtures are planned to dissuade them from such ignorance. We must begin spreading the psychic truth as soon as possible. Perhaps Lyrae is a particularly powerful dreamer however and she is using this to forge worship? More evidence needed. We need to connect our minds with her. Perhaps she is one of the adventurers we sent out eons ago? WE MUST KNOW.

    Addendum: View us as threats do we try to ease tensions? Is their faith a threat to solidarity? Time will tell.

    - The Vilari Sodality They were seen contacting multiple Stellar powers. We did not reach out to communicate, neither did they. We know they are close and are within our zone of influence. Diplomatic overtures planned. Conversion imminent? Figure out their ideology. Is it compatible? Or is it backwards? Are they capable? They seemed kind from what little was sensed in their outer most thoughts but could it be nefarious? All considerations planned; we are gods. We must know them, connect our minds.

    Addendum: We are not sure if this race means us harm or is simply being evoked as a weapon by rival pantheon the Lyreans.

    - The Guild-Empire of Nyx No contact. Their name insinuates secular interests. Conversion and diplomatic overtures imminent. What is the will of the gods we must all look to see the truth. What are the thoughts of the high dreamer?

    - The Gelean Republic they are part of a rather large pantheon they call humans. Many of this race were seen they are not unified however and have a variety of vested interests. Interest piqued what purpose was the callers design in spreading this species through the galaxy? Are they old or young? Are they dreamers or dream children? Are these the demons we must fear? Are they capable of mental connection? They must be visited and mentally contacted. We must know this race that dots the callers galaxy that now belongs to all of us.

    Dream Children News
    - The Dream children are too young they do not understand what they have heard. Some view it as a sign of us. Another sign we are on the right track.

    Mount Vispim- We watch the Dream children of Moigan from on high. The first large villages are starting to appear across the surface of the planet. We count 102 locations with more than 500 residents. We are proud of our children and we keep our whispers to a minimal for now as they are incapable of understanding yet.

    Addendum:
    No major change. They have built a temple of uncut rock where they place nourishment they sorely need for themselves. We inform them they must consume it themselves in our whispers and think of us while they do so. It will forge a connection. We really just didn't want them wasting food. Starvation remains a problem.

    Mount Kdoim- We weep for the Xawaq. They have experianced many wars in the past but this is the largest and we hear them dying in our minds. It is painful to know that they are too young and misinterpret the will of our words. When we speak to them in their minds it makes them believe they are even more righteous and that they must be right. Currently 3 nations are embroiled in constant conflict... We know we must not interfere but it hurts us so to hear their minds scream. They did nothing with the whispers coming from our dreamers. Such is the way. We will continue to watch.

    The war continues. The war might soon end one race has adapted a new technology proving effective... They fire large arrows via an item they call a ballista. It is carving through their own kind and creating fear.

    Spoiler: Ruler information
    Show


    High Dreamer Xasarath
    Diplomacy 5
    Military 5
    Economy 2
    Philosophy 5+2
    Intrigue 1




    New Ruler Next Round?
    NO

    Military Units 2/5






    Technologies
    Temporary Cultural Identity - Will of the pantheons 2d8 for conversions
    Permenant Cultural Identity - EMPTY

    Military Specialization- EMPTY

    - Personnel Armament
    - Ranged Weaponry
    - Armor and Shields
    - Engines
    - Warmachines and Live Weaponry
    - Logistics
    - Medicine, Mad Science, and Blessings
    - Reconnaissance and Divination
    - Stealth, Sabotage, and Traps
    - Fortifications, Sappers, and Planetary Siege Weaponry

    Trading posts




    Expected Stat Bonuses
    +2 faith

    In Memorium




    Spoiler: People of Interest
    Show


    High Dreamer Xasarath- Current Leader of the Kamasati.

    Xix Qizareen- Dream bound to High Dreamer Xasarath.

    Prator Sissoran- New protector of the gods.

    Prator Dosirix- Ancient protector of the gods.

    Kuuru Huja- Speaker of Mount Kdoim

    Kuuru Fixra- Speaker of Mount Vispim

    Last edited by kaio999; 2019-06-30 at 05:48 PM.
    Amazing avatar by Gengy

    Empire 4- Vampiric Republic turned Vampiric Oligarchy
    Empire 5- Psychic Daddy

  20. - Top - End - #50
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [Empire 5] IC Thread

    Technocratic Meritocracy of Caruflaith Restored

    Region C11
    Marshal Galen, disciple of Aoife
    Round 2


    Actions:
    1. [Philosophy]Probe C9 (2d6+6) 14
      Explorations are conducted to the north, to seek out the pirates that abducted a Meritocracy fleet a few years ago. Not necessarily to punish them, but to bring them under Meritocracy control, if possible. After all, they have demonstrated great military and espionage capabilities. This talent must be properly developed.
    2. [Philosophy]Probe D10 (2d6+6) 12
      Under Marshal Galen, Realtaism is no longer banned in the Meritocracy, and select religious missions are allowed. Galen has recognized the usefulness of the ideology, which had evolved to help emperors rule the land, in bringing already inhabited solar systems under the Meritocracy's control. It helps that the ideology is undergoing a little renaissance on Bespéartha, with Realtaism no longer the only the domain of the rich and poweful, but increasingly playing an important role in the life of the poor.
    3. [Philosophy]Probe C13 (2d6+6) 12
      The monarchies of Anteguo and Án Tybaltic are not staying behind the times. The colonization of surrounding solar systems could serve as a means to break the accursed political and military stalemate on Bespéartha and finally drive out those smug revolutionaries, after all! Measures are taken to reduce the dependence of the league of kingdoms on the Meritocracy for spaceflight, including the development of original spaceships. To ensure that any future colonies will take the morally righteous side in the civil war, hundreds of Realtaist priests are sent with the exploring fleets.
    4. [Philosophy ]Convert D12 to Realtaism (2d6+6) 17
      Selin, the last of the Eutarche priest dynasty that has served the emperors of Caruflaith for millenia, comes out of self-imposed exile in the mountains of Anteguo upon hearing of the new discoveries. He pays off a few officials with a few pieces of ancient jewelry, and sneaks onto the invading fleet's supply convoy with a few associates.
      ...
      He waits for the natives to come closer, and starts writing on the ground. Patiently, he indicates the meaning of every glyph with gestures, and sounds out its reading, until, a few weeks later, some of the creatures understand basic Airian.
      He has all the time in the world. He's already waited some seventy years to avenge the deaths of his kin at the hands of the "Hero" and his followers, after all.
    5. [Military]Attack D12 with 1 unit and Marshal Galen (Mil 2)
      While the ambassadors were excited to initiate trade talks with the primitive species found in D12, they suddenly found out that the Army had ordered infantry to land on all inhabited planets, set up bases, and investigate the properties of Yeather, perfectly exemplifying the lack of coordination between the government branches. However, it is possible that the natives may not know what is going on. They have been convinced to hand over some yeather, but they are mostly keeping their distance from the bases, occassionally performing shamanic rituals of unknown purpose around them.



    Nonactions:
    Resist all foreign buyouts, conversions etc., unless converting to state faith or explicitly permitted.

    News and Rumors:
    • "Good Second Evening* to you, citizens and welcome again to the official holovision news programme, "Liberty News One"! I, Antalya Shen, will be your host today!" *bland and annoying but catchy jingle plays*

      "We're all still awed by the recent discovery of the aliens, I assume. Although scientists have made little progress in examining their peculiar biologies, our politicians have been more successful. They were reportedly able to convince the alien races that the Meritocracy will cooperate with them.

      It is my unfortunate duty to announce the passing of our Marshal Orrin. He suffered fatal wounds in a holobike accident or a road near Mar, and died on the spot. Any allegations that he was shot are untrue, according to several government officials. This hoax is being spread by counterrevolutionaries, so if you received this information, your source may be untrustworthy or even dangerous. Take care!

      Tune in tomorrow to find out if androids really intend to rebel against Djinye, how the economy is doing, and watch the conclusion of the historical drama serial: 'Romance of the Three Thrones'."


      *Due to the two suns' different positions in the sky, on most days on Bespéartha, there are two evenings - the first transitioning to a long twilight-ish phase with only one sun in the sky and the second to full darkness.

    • Conversation with Melfynians, All: "Certainly, if you find a fixed border meaningless or detrimental, I am not against letting it develop naturally. It was more of an attempt, if awkward, to suggest a basic peace treaty and exchange of ambassadors between our species. We do not wish to impose on the Melfynians, but we would be happy to be their allies.

      There may be a great evil in the core, as you say, but I am sure that every opponent can eventually be overcome. If you attempt to uncover the secrets of the Core, you will have our support."



    Spoiler: Ruler
    Show

    Marshal Galen Aoife
    Diplomacy 4
    Military 2
    Economy 3
    Philosophy 6 +2
    Intrigue 1

    New ruler: NO
    Last edited by Corona; 2019-07-10 at 11:07 PM.

  21. - Top - End - #51
    Halfling in the Playground
     
    KriegTiger's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Tezh Consensus
    Current Leader: Talotius


    Spoiler: Action roll links
    Show



    Actions taken:
    1. Diplomacy - Inquest - W15 - [11 - Fail]
    2. Diplomacy - Inquest - U13 - [13 - Success]
    3. Military - Raise unit
    4. Philosophy - Set Bonus for The One: +1 to Conversion action rolls
    5. Philosophy - Set Bonus for The One: +1 die size (to 2d8) for Conversion action rolls


    Non-action:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • Convert LC roll @V12 resulting from becoming Head of The One [15 - Success]
    • Support to Rochthurhi TP buyout attempt



    Spoiler: News and Rumors
    Show
    • A diplomatic vessel has been dispatched to the Droccen Imperium homeworld. The political envoy and their medical specialist attache are delighted to spend time with Empress Candrimay before her passing. The medical team does their utmost to ensure that her remaining days are well spent and of high quality. When she passes, the medical team returns home to Yutov after sharing everything they learned from/with the Droccen back to their gracious hosts.
    • The Rocthurhi, Sublime People's Republic, and Tezh have formed a mutually supportive alliance titled 'The Uplift Chorus'. As the charter members of the alliance the three promise to work together, shoring up the the others so that together they are capable of approaching the newly expanded view of the world as a balanced whole. As a whole they invite membership from their galactic fellows in The One and the Chorus so that all may be uplifted together.
    • The Uplift Chorus attended a summit with the Dawnstar Dominion for private discussions. All parties reportedly left the summit in good spirits and there was mention of reconvening at a future date.
    • The Tezh have never really been much for combat but the newly expanded view of Axiom and its inhabitants it has become clear that not all of their 'siblings' wish to exist in harmony. To that end the Tezh have taken their ever practical/scientific approach to war and designed tech that suits them while raising their first military unit ever.



    Spoiler: Military fluff
    Show
    Tezh naval/space frames are, at first glance, a lackluster affair; a spindly looking 'ship' which seems far too delicate to actually engage in combat. The funny thing about Tezh however is that they need no life support, are not limited by anything but the structural integrity of their frames, and have an unparalleled understanding of energy. As such their first warship design is likely fairly different than most beginners.

    They can accelerate and maneuver in what would likely be considered body liquefying fashion for most races. Long range weaponry is linear accelerators that propel bowling ball sized masses to relativistic speeds, short range weaponry is energy projectors that decouple the quantum fields that make matter what it is; matter evaporates in a huge flash as its energy is released.

    Newly developed ground combat frames are similar; spindly and extremely agile, but ridiculously durable. Long range weaponry is also linear accelerators of aerodynamically stable masses, just at slow enough speeds to not disintegrate upon firing. Close range weaponry are vastly scaled down versions of the quantum field disrupter, a bit like a shotgun flamethrower in range and area of effect. Hand-to-hand combat weaponry is a quantum disrupter field projected a millimeter around the final/terminating digit of a limb, allowing the combat frame to strike directly with limbs that slice through any material encountered - a sizzling field of evaporating atmosphere present any time the fields are active before striking.

    Both naval and ground combat units utilize similar 'hard field' projectors defensively, able to harness quantum fluctuations to mimic the matter/matter resistance phenomenon (how two pieces of matter cannot pass through each other) in open space to resist whatever weaponry gets aimed their way. This field is absolutely impervious, however the projector itself can get overtaxed if hit with enough force/energy and will need to be ejected from the combat frame before it explodes (an action which in itself becomes an offensive maneuver). Naval combat frames often have multiple projectors for redundant defense in intense encounters. Ground combat frames usually have just one, only strategic assets qualify as important enough for more.


    Spoiler: Leader stats
    Show
    Diplomacy: 4
    Military: 2
    Economy: 4
    Philosophy: 7
    Intrigue: 3

    Expected change: Dip +1, Phi +1
    Last edited by KriegTiger; 2019-10-07 at 10:01 PM.

  22. - Top - End - #52
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Constantly Roaming
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    Default Re: [Empire 5] IC Thread

    Celestia Enterprises (CLS)
    “Live like gods.”


    CEO Natascha Liwei (Ruler Rolls // Reference)
    Diplomacy 5
    Economy 7
    Military 4
    Philosophy 1
    Intrigue 3



    Actions for Round 2 (Rolls)
    • [Economy] Buyout [Genetic Engineers] TP2 from OPEN in the Heart Beacons! (S21) [Success!]
      (Permission yes)
      Celestia Enterprises has a long history of biological modification, with most of their elite synthesizing themselves already with animal qualities such as wings, horns, tails, ears, senses, and all manners of other things. Hearing of the talented engineers in such arts from the Heart Beacons, the very difficult journey of hiring their expertise becomes a top priority. Celestia Enterprises may thankfully rely on its reputation across the stars to help coax some of the experts into coming back their way, with the Syndrome's permission, of course. They come off richer and Celestia comes off with popular and pleasing upgrades for their population. It's a win-win for everyone. Some even say that they've seen Celestia Corp mercs starting to breathe fire against criminals...
    • [Economy] Buyout [Guardians] TP3 from OPEN in Sui Generis! (G19) [Success!]
      (Permission yes)
      Guardians are a hit. Wholesome, trendy robots who can kick ass and hug you when you're sad. As demand increases, supply does too. Before long they're as common as dogs and cats across communities, accompanied of course by several knockoff versions that that are more affordable and generally less impressive. It seems like most of the population has had their demands met after the inital wave of popularity, which is only replaced by the need to keep them in good condition with replacement parts, upgrades, and other things. Several dozen attempts are made to modify them into bounty hunters or murderous automatons by reckless criminals, but they're just too hard to crack - which pleases Natascha to no end. Instead of getting to murder people, they're likely being lectured on the morality of such actions by their companions instead.
    • [Economy] Buyout [Black Hole Generators] TP3 from OPEN! (H24) [Critical Failure!]
      (Permission impossible, region not owned)
      Black Hole Generators - the most exciting find in space (besides Korima, of course) thus far. The possibilities are huge. Endless shopping bags, black hole cannons, true item and data protection sealed away into a ball of darkness. Of course, the risks are also huge... And experimental technology on this scale has a knack for going very wrong, very quickly. Which is exactly what happens. Research facility 'PROSPER' found in the midst of the region's core, wealthy planets, one day erupts into a black hole that swallows two systems before stabilizing. Countless lives are lost, the technology obliterated, and millions of credits worth of supplies are rendered a complete waste. Immediate effort goes into stabilizing the other systems near to it so that they do not succumb to its destructive embrace, which seems impossible at first... And is confirmed as such later. When learning that the Commonwealth of Zara is conducting their own experiments on such technology, their media is flooded with pleads to look into a way to 'turn off' a generated black hole before it's too late for the rest of the worlds across Olympia.
    • [Economy] Buyout [Hasson 3] TP2 from OPEN! (N24) [Fail!]
      (Permission unknown, assumed decline)
      One way to support their Kryptid allies in their civil war is to dominate the market. In most societies brute force wealth is typically enough to sway most merchants, but the competitive nature of their war has Celestia Corp being declined across the board for their open association with the technocracy. Weather they've asked the wrong people, or the common-folk there simply feel as though such a faraway power has no place in deciding their future is hard to say, but at the end any successful attempts to bring their exotic fuel home are sabotaged and the operation is retracted before losses become too dire. Natascha offers the Caliphate a simple message of warning that their current plan will need to be adjusted before Celestia approaches economically for a second time.
    • [Military] Raise a unit!
      To make good on Celestia Corp's threat to the nearby nations, a few of the local mercenary ships are bought out and permitted to hover along the edges of nearby systems and harass anyone without proper authentication. Fearsome!

    Non Actions:
    OFFICIALLY WARN LOCAL POWERS that while Celestia Corp makes no preemptive claims to the sectors adjacent to their space, that they have 'officially purchased the rights' to explore them, after which they hope to share the bounties with several cooperative local powers. Exploring any adjacent region to the CLS capital in I21 will result in an immediate declaration of war!
    Decline to support Zara's buyout of Guardians from Sui Generis TP2. They are far too important a cultural icon, currently.


    Spoiler: News and Rumors (Read action text for black hole generators)
    Show

    1. Celestia's populace has been converted to the ways of 'The One' via the clever marketing from Droccen celebrities and increasing reverence for their sacred philosophies. A deal is struck between Natascha and rising star Korima that makes her a 'shareholder' in Celestia Enterprises to promote their image to their nearby stars. ...Of course, being an exclusive member of Celestia's elite comes with privileges - some such as a massive mansion home on Zier, ownership of 'Mittens' Natascha's cat for the purposes of 'Brand recognition,' and enough money to allow her to live in style for the foreseeable future. She's on contract to keep this support for 'the One' going, which seems to be writing itself into the deific contract more and more each day.
    2. A criminal organization known as the 'Muunct' claim responsibility for sabotaging the Black Hole Generator experiments, requesting a ransom fit for a galactic empress to disable it. Not only do people not believe it, but they're criticized for partnering with the shady An'Null faction that whispers have risen about. Not much is known about these folk yet, except that they're bad news for everyday life.




    Spoiler: Stats
    Show

    Owned Regions:
    I21 - Olympia [Stable]

    Trade Posts:
    [Guardians] TP2 in Sui Generis (G19)
    [Entertainment] TP2 in Zara (G25)
    [Broadcasting Tech] TP1 in Olympia (I21)

    Cultural Identities:
    Surplus Brand Recognition (Increase die size on faraway [hard/improbable]) economic [buyout offense/defense] actions in regions with [great] resource quantities!)

    Last edited by Zayuz; 2019-07-10 at 09:05 AM.
    "What is to give light must endure burning."

  23. - Top - End - #53
    Orc in the Playground
     
    Kobold

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    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Round 2
    Regions: P14
    High Coordinator Jeejee Scrapseeker

    Diplomacy: 4
    Military: 1
    Economy: 4
    Philosophy: 5
    Intrigue: 4

    Actions
    1. [Military] Invade P16 with 1 Unit with Jeejee Scrapseeker at the helm. (2d10+2): The discovery of these automated factories are a boon to the Combine but their condition is deplorable, and products questionable. Though the locals might not like it, Jeejee orders Darkship Fleet Shinystar to occupy the area and begin maintenance and salvaging operations.
    2. [Diplomacy] Increase Relations with CmC: [15]: Jeejee meets up with the CmC discussing trade and the potential completion of the Relay in the Cloudysea region. Talks go well, and relations between the CmC and the Combine improve.
    3. [Diplomacy] With assistance of OwO, the Grymlans negotiate the back and forth of analyzing of the relay schematics and acquiring the space and resources to begin construction (CmC Base 2/3)
    4. [Military] Raise Unit: Building off their experience with Darkship Fleet Shiny Star, Grymlans start construction on Darkship Fleet Flashybang. Unlike previous Darkship philosophy, the fleet does away with the large construction carrier in favor for more three robust Bigzap cruisers along with a smaller fighter Zappycraft carrier and three smaller Fleetfeet corvette ships. While lacking the comfort amenities and most of the production capabilities of Darkship Shinystar, they make up with a considerable increase of mobility and overall speed.
    5. [Intrigue] SECRET [15]


    Non-Actions
    • See Embassy Actions if any.
    • Deejhan Clankturner is sent to Lyrae along with some further assistants to serve as a cultural liason.
    • Thanks to ongoing discussions between the Lyrean Worlds and Grymlan Combine, the Grymlans have entered into a defensive pact with the Lyraens.


    Resistances
    • Resist nonsupported buyouts/raids/conversions


    Embassys and Diplomatic Representatives
    • Deejhan Clankturner: Cultural Envoy to Lyrae.
    • Defensive Pacts: Lyrae.


    News and Rumors
    • Spoiler: Combine Corperations
      Show

      Corperations of the Combine

      The government of the Grymlan Combine consists of several corperations that both coordinate with, and against, each other in deciding how the efforts of the Grymlan people are applied. The Corperations are patrons and financial backers to research, production, and distribution groups typically within a certain field of Grymlan life and their internal structure represents the same general structure of the Combine at large.

      As such, Leadership among the Grymlans is based on election, with canidates chosen both on their stance with the indivdual corperation and the needs of the Grymlan people as a whole. Unsurprisingly, corruption is not uncommon among Grymlans leaders. Corruption is expected by the general populace as long as it has reasonable limits. Leaders are expected to have their own personal projects they're working on as long as they meet the needs of the Grymlan people. Given the inquisitive nature of Grymlans as a whole, an the high profile nature of the leadership, Grymlan politicians tend to have Cat and Mouse games between themselves that the populace tends to keep abreast of as a form of entertainment. Should such a leader be deemed insufficent, whether by incompetence, corruption, or changing needs of the people, they can be voted out of their position by the Corperations under them (though the state in which they are voted out might dictate the terms of their severance).

      Some Corporations of the Combine.
      • Foodstuff Solutions: Headed by Abrigal Dirtpaw, Foodstuff Solutions represents many agricultural interests in the Combine. Their farms provide food to feed the Grymlan people as well as providing other materials to the other Corporations. Their labs work to improve existing crops while at the same time they are always on the look out for new potential products to grow and experiment with.
      • Max Zappyzap Projections: Lead by Dhaka Sparkthrower, Max Zappyzap Projections is the closest thing the Grymlans have to a security Corporation. In prior years they were an arms manufacturer who designed energy casters for Grymlan ships to protect them against space debris. They also did research into high energy release weapons that largely went unused (I mean of course you gotta set one off just to make sure it works, we didn't need that asteroid anyways) but did result in research with Arclight Power that provided the primary fission reactors that provide power to the Grymlan's cities and ships. Nowadays they serve as one of the military minded corporations expanding the Grymlan's knowledge of tactics and equipment as they are exposed to new races.
      • Arclight Power: Lead by Dayton Voltzap, Arclight Power serves the Grymlan's ever-growing need for power. They are the formost researchers in high energy fields and often looking for new elements or ways to use them alongside Max Zappyzap Projections.
      • Fluffyshine Grooming: Headed by Celise Dyedye, Fluffyshine Grooming provides cosmetics and grooming supplies to the Grymlans. Proper grooming, especially of their tails, is considered a necessity by the Grymlan populace. In addition Grymlans enjoy expressing themselves in a wide array of colors both in clothing and hair dye. Fluffyshine Grooming is the leader in what is new and chic by melding technology with fashion.
      • Farseeker Enterprise: Lead by Trevan Longhaul, Farseeker Enterprise focuses not only on exploratory sensors and shipping, but they also serve the Grymlan Combine with transporting goods between population centers. While they were not the designers of the Darkship concept, they have been diligently improving it, focusing on the ships abilities to operate on long haul deployments and improving on thruster designs.
      • Infrastructure Craftmakers: Lead by Bruk Dynacraft, Infrastructure Craftmakers maintains the infrastructure of Grymlan life whether it be the heat resistant domes of Wratheye or the various space stations orbiting the Cloudysea expanse. They support endeavors to build faster, cheaper, and more adaptable among hostile environments.
      • Truthytruth Communications: Lead by Leelee Sweettounge, Truthytruth Communications deals with data and communications between the Grymlan people and works alongside OwO, and they also host many news and entertainment channels.
      • Feelgood Incorperated: Lead by Vera Tailsnug, Feelgood Incorperated serves the healthcare needs of the Grymlans. The work to constantly push the boundaries of medicine and scientific enhancement.
      • Fringe Science Go!: Headed by Wexel Weirdlight, Fringe Sceince Go! explores theoretical scientific fields such as magic and psionics. With the introduction of aliens with these abilities they have seen a resurgance as of late.

    • Inspiration 2's GLD was designed to test the use of harmonics upon the GLD, along with several other fluids and gasses that have distortive effects on space and matter. Unlike the Inspiration 1, the Inspirations GLD spooled up successfully and the ship... vanished without a trace. The Inspiration 2 would not be heard from for two years before reappearing in Grymlan space, barely functioning and with only a handful of surviving crewmembers. After debrief the survivors told a tale of them being catapulted into a planet's gravity well and suffered drive failure. While the ship had the parts to repair it, they decided to land on the planet while doing repairs. To their surprise the planet had several medieval cultures scattered about one of the main continents of many wild shapes and sizes, one of which seemed to bear similar qualities as the Grymlans who observed them. Inspiration 2, landed in a swampy land near the eastern coast, hoping the terrain would dissuade any curious locals.

      To their wonder, they found one of the local fauna, a type of crustaceans, both delicious and cute and had brought several onto the ship for research purposes. Their time on the planet was relatively uneventful, but wouldn't remain that way. After restoring the GLD, they left the planet but shortly thereafter many of the crew began to suffer from a strange illness that was traced back to the crabs and some spilled chemicals with mutagenic properties. With just enough juice to attempt a trip back to Cloudysea, and the prospect of having to fight vicious half-Grymlan half-Crab monstrosities, the crew elected to find their way home as fast as possible. Sadly, this was easier said than done, and many would die on the long trek home.

      Despite the tragedy, the Combine leadership see the Inspiration 2 as a success, with their only complaints being GLD's systems being so far stressed to be properly analyzed which made the loss of life and the crabs all for naught.
    • Vector Forces Inc. and Infrastructure Craftmakers Inc have been tasked to collaborate on a special project codenamed: GiftBasket. The many grymlan craftmakers have been seen working on the large hull of what looks like a missile with oversized thrusters OwO emblazoned upon the head, and the tell-tale markings of a gravity latch drive much bigger than would be thought for a ship of its size. though construction is aired nightly on Grymlan reality tv, the ultimate goal of the endeavor has been kept secret sparking a frenzied discussion among Grymlans on the net.
    • OwO techies have been sent to several local regions about potential expansions of OwO's net.


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/LCs
    Show
    Trade Posts

    Regional TPs and LCs
    Region Name Region # TP 1 TP 2 TP 3 Produces LC 1 LC 2 (Assembly) Special Other
    CloudySea P14 OwO Open Open Grymlan Farseeker Corps OwO XX

    • Owned TPs: 1
    • Grymlan Farseeker Corps (P14, 1)



    Spoiler: Tech and Projects
    Show
    Tech, Identity and Projects
    Technologies
    • General

      Military
      <Personnel Armament>
      <Ranged Weaponry>
      <Armor and Shields>
      <Engines>
      <Warmachines and Live Weaponry>
      <Logistics>
      <Medicine, Mad Science, and Blessings>
      <Reconnaissance and Divination>
      <Stealth, Sabotage, and Traps>
      <Fortifications, Sappers, and Planetary Siege Weaponry>


    Organization Relations
    • SoS 1


    Identities and Caller Fragments


    Projects
    • P14 CmC Relay (1/3) +1



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 1
    • Darkship Fleet Shinystar is retrofitted with the new GLD systems allowing for FTL travel. The fleet consists of one massive Crafthome-class carrier armed with heavy energy casters and capable of fielding multiple wings of Zippyzap fighter craft. It is escorted by two smaller Rockblaster-class corvettes armed with energy casters and extended range point defense weaponry.



    Spoiler: Stat Increases
    Show

    Jeejee Scrapseeker
    X/X Diplomacy: 4+1
    X/X Military: 1+1
    X/X Economic: 4
    O/X Philosophy: 5
    X/X Intrigue: 4
    Last edited by SquirrelWizard; 2019-07-12 at 02:32 PM.

  24. - Top - End - #54
    Troll in the Playground
     
    Nefarion Xid's Avatar

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    Default Re: [Empire 5] IC Thread

    Republic of Celes (CEL)
    Under the leadership of Consul Maximilian Relor
    Round 2

    News and Rumors
    • Political dissent softens from a roar to a whisper as the Harbinger of Dawn strikes rebel strongholds on rebellious colony worlds. Despite long having space-faring warships, the prototype cruiser is unassailable and, thanks to its GL Drive, far too fast to elude. The system is essentially pacified overnight.
    • Admiral Octavius Marus takes command of the Harbinger as Admiral Khatri again retires.
    • Aishwarya Khatri has been promoted to Wing Commander of the Harbinger's fighter wing, passing up the longer serving Captain Harvey Locke for the position. Her talent as a pilot and leader is undeniable, shattering rumors of nepotism.
    • Ambassador Bartholomew Leighton faces numerous allegations of sexual harassment and misappropriation of funds. Consul Relor has nominated him for Foreign Minister.
    • After studying human cultures and languages across the galaxy, David Stradford publishes his Diaspora Theory, estimating that humans first arrived in the galaxy approximately 6500 years prior, based on an assumed rate of linguistic drift. The professor goes on to suppose that the Droccen are still just human, but evolved raspberry colored skin as a defense mechanism against a uniquely abundant form of radiation on their homeworld. Fundamental Aeonists furiously reject the theory, while the government calls his findings "sensationalist drivel".
    • Constantine Relor, the eldest son of the Consul and CEO of Relor Industries, has propositioned Princess Sai of the Droccen Imperium for marriage. As a wedding present, he offers two 1 megatonne Rook-Class Frigates (2 units). The 22 year old man is described as "conventionally attractive when viewed at most angles" and "not entirely unpleasant at parties".
    • The Church of Iteus has been formally cautioned about surveilling R24. Further trespassing in R24, R26, or Q25 will be considered an act of overt hostility by both the Republic of Celes and the Jackstar Free Union. Should the Church of Iteus share accurate stellar charts of the region with the Republic, their transgression will be absolved.
    • Should The Church of Iteus share the results of their exploration, they will be offered a formal demarcation treaty. ITS will declare Q25 and R24 are the de facto territory of CEL and renounce all claims to those regions in perpetuity. In return, CEL will support the conversion of one (1) empty learning center in either Q25 or R24. CEL will also support the buyout of one (1) trading post within its territory that offers the a Food resource. ITS further agrees to forsake religious conversions in all other territory occupied by CEL. Trading post buyouts may be determined on a case-by-case basis. Any and all interference in respective capital regions is strictly prohibited and considered cause for nullification of the treaty. Diplomacy action and ratification of the treaty pending on Turn 3. As long as the conditions of the demarcation treaty are upheld, ITS and CEL will be considered to have a Nonaggression Pact.


    Actions

    [Military] Conquest of Q25 with Harbinger of Dawn + Fighter Wing (4 Units)
    [Diplomacy] Inquest of R24 (10, Failed)
    [Diplomacy] Inquest of S25 (11, Failed)
    [Economy] Expedition to S27 (10, Success)
    [Economy] Expedition to R28 (13, Success)

    Non-Actions

    Support Jackstar Free Union buyout of any one Trading Post with Alloys

    Spoiler: Ruler Stats
    Show
    Ruler: Consul Maximilian Relor
    Diplomacy 3
    Military 6
    Economy 4
    Philosophy 1
    Intrigue 1

    Next round: +1 Diplomacy, +1 Economy

    Capital Region: R26
    Resources: Celenian Alloys (1)
    Technologies: None
    Military Force: RCS Harbinger of Dawn (Cruiser, 3 Units), Attack Wing Dawn (9x Fighter Squadrons, 1 Unit)

    Spoiler: Diplomacy at a Glance
    Show

    • Pursuant to their defensive treaty, the Republic will defend the Jackstar Free Union's capital region of P28.
    • Religious or philosophic intrusion in the Republic of Celes capital region of R26 will be met with brutal military reprisal. No exceptions.
    • Unsanctioned acquisition of resources within the Capital will be considered a hostile action. Sternly worded letters to follow.
    • The Republic immediately claims the following regions as its de facto territory: Q25, Q27, R24, R28, S25, S27. The presence of military units in those regions will be met with military reprisal.
    • The Republic recognizes the regions of P26 and Q29 as the de facto territory of the Jackstar Union.
    • The Republic recognizes the regions of P22 as the de facto territory of the Church of Iteus.



    Last edited by Nefarion Xid; 2019-07-13 at 06:16 PM.

  25. - Top - End - #55
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    Default Re: [Empire 5] IC Thread

    The Kron

    King-General Krazkul
    Diplomacy: 3
    Military: 6
    Economy: 5
    Philosophy: 2
    Intrigue: 4

    News and Rumors:
    -The Kron Have developed a new strategy to reduce battle loss that involves newly developed MDSS (Mobile Deployable Shield Ships) A ship that doubles as a bunker and lending cover or safe infirmaries during battle.
    -King-General Krazkul also announces that the Kron are going to selectively lend out troops as mercenaries to nations willing to either aid the Iron in future or pay in another way. (We accept cool weapons as payment)
    -Attempt to create trade relations with the Ndoda
    -Lieutenant Kriv, the person in charge of trade and the like completely forgot he was assigned to organize the buyout of 2 different trade posts. The King-General, very displeased got him reassigned and appointed a new head of trade



    Actions
    1 Econ: Expedition into E25 (7+5) 12
    2 Mil 5 Make a doctrine, [The Law of Flame's Mercy]
    When attacking a region with a WAR action for the first time in five rounds, with a successful tactical roll, the Konin have a -2 to their Combat Loss roll.
    3 Econ Attempt to buyout One of the Ndoda's trade posts 10 (5+5)
    4 Econ Attempt to get monks to give me stuff in return for stuff. (buyout) 9 (4+5)
    5 Mill send the FireBird expedition (5 units) to F28 to scout possible threats to the KRO 15 (9+6)

    Non-Actions:
    Support Ndoda buyout
    Spoiler: Stat Changes
    Show
    +1 mill +1 Econ
    Last edited by Ivor_The_Mad; 2019-07-06 at 06:20 PM.

  26. - Top - End - #56
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

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    Jan 2019

    Default Re: [Empire 5] IC Thread

    Rothuun Minotaurs
    (Round 2: AR 2145- AR 2147)
    Urthuun Kzarna Harpooner




    Actions
    [Military] Create a Unit: Under the leadership of the new Urthuun, a third, modernized unit is produced to aid in potential wars to come. This new unit, the Hammerhead Armada, is comprised of 20 medium-sized warships and their crews, and is led mostly by Ikhuun. This is not taken well by the Phakhuun Marines, who complain about “mongrels and half-breeds” filling the ranks of the elite Rothuun military.
    [Military (Special 5)] Create a Tactical Doctrine: Extermination Tactics (On a successful Tactical Roll, reduce the amount needed to Overwhelm the opponent from 10 to 5)
    [Diplomacy] Send an Inquest to Q21 (6): The Rothuun continue to explore the systems near Taurina I. A fleet of “diplomatic” vessels is dispatched to the sector south of the Rothuun home region, with express orders to “persuade” any inhabitants to join the Minotaur nation.
    [Military]Invade P18 with one unit led by Kzarna Harpooner: The new planet discovered by the Rothuun is considered a perfect avenue for expansion, especially after it is discovered that the bear-men living there have no standing military. The Phakhuun Marines are sent to establish the region under full Rothuun hegemony, and to crush any dissent that may be found.
    [Diplomacy]Decrease Rep with the SoS from 0 to -1 (13): The willingness of the Sisterhood to make a deal with the Rothuun is not ignored. However, the paltry terms of their appeasement are not attractive, and are in fact insulting. The idea that the Rothuun would give up their own soldiers to defend a cause that they themselves do not believe in? A reply is sent to the Sisterhood of Silence. It consists of a severed head and a single lead bullet. The Rothuun have officially declared war.


    Nonactions:
    Resist conversions
    Resist buyouts
    Refuse the Sisterhood’s terms, and prepare all available units to attack them if necessary.

    Spoiler: News and Rumors
    Show

    Mostly all of Taurina I is now consolidated under the control of Kzarna Harpooner. The exception is the icy planet of Thurtuun, where her rival Aneb Two-Gun has amassed support and is now resisting her rule. As a major side effect, thousands of Ikhuun are appointed to major positions within society, while the Phakhuun elite that previously held those positions are ousted or even become the targets of purge. Many of the Rothuun are understandably unhappy with this result, and so the system becomes ever more restive. The Urthuun’s aides have reported that there are plans to go to war soon.


    Spoiler: Saved Actions
    Show
    E5x1
    M5x1


    Spoiler: Technologies
    Show

    None so far

    Spoiler: Bookeeping and Ruler Info
    Show
    Resources/Troops:
    Units: 2 +1

    Resources Controlled: Takhaun (Q19.1)

    Urthuun Kzarna Harpooner

    Diplomacy: 2
    Military: 5 +1
    Economy: 5 +1
    Philosophy: 2
    Intrigue: 1
    Last edited by Gaius Hermicus; 2019-07-13 at 09:09 PM.

  27. - Top - End - #57
    Barbarian in the Playground
     
    Reggiejam's Avatar

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    Default Re: [Empire 5] IC Thread

    UNIFIED PUBLIC TRUST
    Region E7
    Round 2
    Director of Symbiosis Zal M’ell
    Diplomacy: 7
    Military: 1
    Economy: 4
    Philosophy: 3
    Intrigue: 4

    1 [INTRIGUE] Secret

    Not all that occurs within UPT is known to those who seek to listen in.

    2 [INTRIGUE] Survey D6 Failure

    Members of SED and FRD organize a small fleet of GLD ships loaded down with sensors and monitoring equipment to sally forth seeking a greater understanding of the sector northwest of the Symbraum's home systems. Unfortunately for the survey team it appears the number and variety of sensors brought along cause a multitude of false and erroneous readings between them leading the survey ships in circular non-progressive loops through, oftentimes just outside, the nearby system. Data transmitted back home is continually updated and reexamined to reveal incorrect readings and poor accuracy to the great frustration of the control room back on Jahew. The leaders of the expedition are sure to face severe disciplinary action for their failure to appropriately plan for this mission and this knowledge only leads to the survey team's extended absence which causes some concern that their presence alongside an unknown border could rile up hostiles whom the Symbraum had no chance to study or anticipate for.

    3 [DIPLOMACY] Establish claim on E5 Success

    The discovery of the "Sarcophagi Worlds" as they've come to be known in the upper echelons of UPT has excited a great curiosity among the Symbraum. What were so many different forms of alien life doing entombed together? How were they animated to attack the explorers? Was there a leader or were they as some autonomous drones activated by powerful arcane energies left as a trap for unwitting explorers? Answers to these questions are sought by a second expedition of diplomats and spies sent back to the strange worlds of the undead. Many surviving veteran Symbraum from the first expedition, a number of whom boasted new hosts due to fatal damage inflicted upon their previous hosts by the mummy attack, return on this new mission seeking resolution to their ambush years prior. While the majority of the time is spent in orbit above the three desert planets observing the arcane Geo-Glyphs with deep scans intended to map and possibly translate their meaning a few small teams take shuttles down to the surface of the undisturbed pair of dead worlds to far more carefully make observations of the tombs. It would still take some time to completely answer all the questions raised by these mysterious worlds but after over a year of study the assigned team leaders make their reports back to UPT control.

    They believe the mummies themselves are mostly "dead" insomuch as they lack blood, brains, or even the semblance of life known to be granted by certain advanced technology but their ambulatory nature was controllable from existing central chambers within the network of tombs. These chambers were well guarded by traps both arcane and mundane but far from impossible to breach especially with the advanced technology possessed by the Symbraum. It was still unclear what exactly so many types of aliens were doing buried together but the primary claim made by the reports is that UPT should be capable of gaining control over the existing mummified forces and while likely many would need to be deactivated rather than brought under direct control with enough time and resources devoted to the task it was entirely plausible the Sarcophagi Worlds could be peacefully integrated into UPT controlled space.


    4 [DIPLOMACY] Inquest Sector D8 Success

    A new expedition of diplomats and spies is organized and deployed along similar lines to those used for the previous two UPT inquests. While still new to the exploration of space using GLD it appears the Symbraum were quickly gaining a masterful understanding of techniques in approaching unknown sectors and the unknown species which might lay within. Ships of peace depart to the galactic southwest from the UPT capital seeking out new life and new civilizations with whom the Symbraum may in time bond with and become as one.

    5 [MILITARY] Conquer F6 with 1 Unit under PD Officer Jed K'bix (Mil 0.5)

    Reports of the lycantrope plants of nearby sector F6 is publicly responded to with great alarm although privately it is said members of ARD, RED, and even TD have expressed intense interest in acquiring these unusual plant specimens for further study. The capacity to take on the form of a consumed creature was...familiar to say the least and as such important to bring under UPT's slowly widening web of influence. Officially the reason given for the deployment of UPT's previously secret defensive fleet to the sector is the quarantining of a dangerous lifeform from spreading though given the lack of stellar capability of the lycantrope plants such an excuse appeared riddled with holes. Nevertheless this official reasoning is stuck by firmly by all UPT official organs of the state and fanfare is had over UPT's benevolent gesture of goodwill towards the galaxy in protecting Axiom from the threat poised by these shapeshifting undetectable alien lifeforms.

    ROLLS

    NON-ACTIONS
    • Endorse conversion of E7 from Pure Thought to Kamasati


    [1/5 UNITS]
    Emergency Defense Force 1

    [GENERALS]

    [RUMORS]
    • While certain members of Transcendence Division have questioned the Director's ready acceptance of Kamasati philosophy a number of TD officials take time to utilize the Simulacrum themselves to conduct talks with Kamasati representatives. Those who do so return expressing similar views to the Director's of the so-called Pantheon's impressive psionic capabilities and their belief that perhaps with guidance the Symbraum too could come to demonstrate the same levels of psionic power. While negotiations were still ongoing between the Pantheon and UPT regarding a timeline of integration it appeared that lacking any new psionically connected developments among the adherents of Pure Thought or another ideology the cultural exchange would be gone through with in the coming years and as such preparations are made for the welcoming of Kamasati teachers on Jahew, Polisto, and even Xaldar.
    Last edited by Reggiejam; 2019-07-02 at 09:12 AM.
    Thanks Gengy for the avatar!

  28. - Top - End - #58
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    Tychris1's Avatar

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    Jul 2010
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    Default Re: [Empire 5] IC Thread


    The Eye of the Horizon
    Voice of the Council Zel-Dera


    Actions:

    [MILITARY]: Raise 1 Unit.

    Time spent with the Rothuun has sparked a kindred light in many followers of the Flame, prompted by news of a people willing to embrace the Source, and wield the blade in balance with it....

    [MILITARY]: Raise 1 Unit

    With the death of Dax Venhal, Ex-Chieftan of the Tunnel Cobras his son Dirk steps forth to join the Cult of Shadow and Flame, In Accord and brings with him many other pipe runners to the fray. Embittered and lashing out at the world they stoke their hearts in Flame and cry out for change.

    [PHILOSOPHY]: Probe N20 (Failure)

    While adherents of Flame hammer their swords and rip free the guns of old from decrepit locker rooms Masters of Shadow and most of the Red Sun Riders head to preach the word of truth, balance, and martial insight to the world at large

    [PHILOSOPHY]: Probe O21 (Success!)

    Intrigued by the display of world convergence, Voice Zel-Dara urges her fellow Watchers to take seriously the offer of the Couriers

    [SECRET ACTION]

    Rolllllllls

    Spoiler: Ruler Stat Bonuses and tracking
    Show

    Diplomacy 2
    Military 7
    Economy 1
    Philosophy 4
    Intrigue 3

    Expected Bonuses: +1 Military, +1 Philosophy



    Spoiler: News and Rumors
    Show

    The Red Sun Riders, a tribe of Watchers who live in the outskirt ruins of the Gaping Breach have long since grown weary of their constantly red lit emergency sector and precarious territories history of getting jettisoned out into space. These combined factors have lead them to be some of the first Watchers to leave Hearth's greater surrounding area in recorded history.

    A group o dissident Master's amongst the council grow agitated at the Sisters of Silence continued ranting and raving, tensions grow especially thick as some Shadow Masters imply that Dax Venhal's death was not just from natural causes, and the Sisters are behind something far more sinister. The Voice of the Council has made no public statement on their future dealings.

    Seeing so many humans throughout the galaxy and no other Hearthlings fills some of the natives of Hearth with sadness and simultaneously a strange sense of cultural pride. Masters of Shadow and Flame theorize that The Source bends time and space through its filter of the naked eyes perception and with so many humans staring upon it it is only right then that they would have hteir essence and spirits scattered throughout the void. More than one Hearthling begins an intensive and extensive ritual of observing and ruminating on The Source.
    Last edited by Tychris1; 2019-06-30 at 12:40 PM.
    “I’m a Terrorist not an idiot.” - Me
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  29. - Top - End - #59
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Default Re: [Empire 5] IC Thread

    Region G25
    Commonwealth of Zara
    Cool subtitle tbd

    Leader: Governor Mizusk Iskanem
    Round 2 (21753 - 217505 GD, 2 FC)


    Actions:

    1. [Economy] Buyout TP 1 for Black Hole Generators in H24: 14
    Less overtly-armed ships are sent out to negotiate with the "Jarm," hoping to discover the source of the bizarre black holes, and perhaps negotiate.

    2. [Economy] Buyout TP 2 3 for Guardians in G19: 11
    Commonwealth traders attempt to make good on the Simulacrum deal, but Celestian zeal outbids them at every turn.

    3. [Economy] Buyout Celestia Broadcasting Tech: 7
    Commonwealth ships studying the unexpected black hole begin returning to Zara with Celestian tech. With demand sharply increasing, several Families negotiate for more and greater shipments, but fail to gain any traction.

    4. [Intrigue] Surveillance of G27: 11
    Surveillance ships can be hard to hide, and anyone who cared to look at G27 would notice them - mostly because something had clearly gone wrong.

    5. [Intrigue] Secret: 7 + ?

    Nonactions:
    1. Support Droccen Imperium buyout of Entertainment (?)


    Spoiler: News and Rumors
    Show
    • The Commonwealth makes an official statement to the effect that the research station mishap was a great tragedy for all involved and that they will be glad to help "turn it off" just as soon as they understand how to do so themselves. Commonwealth research on the black hole generators seems to be progressing somewhat more successfully, especially with the PROSPER black hole to study.
      .
    • If you hate the idea of life as a factory laborer, sign up for ECorps today!
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    • MONETARY REWARD! REQUESTING VOLUNTEERS for a critical research experiment. Must have experience operating Alien Technology. Non-Disclosure Agreement required. Contact information on slips below.
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    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 4
    Military: 4
    Economy: 6
    Philosophy: 2
    Intrigue: 6

    New Ruler Next Round? No

    Expected Stat Bonuses: +1 Econ, +1 Intrigue


    Spoiler: Other notes
    Show

    Military units: 1
    • Zara* SDS



    Resources controlled:
    • G25: Entertainment


    Techs:


    Caller Fragments:


    Religion bonuses:


    Organization bonuses:


    Saved actions:
    Last edited by Minescratcher; 2019-07-12 at 04:36 PM.

  30. - Top - End - #60
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: [Empire 5] IC Thread

    The Syndrome

    Region S21: Heart-Beacons
    Overlady Yellow-Coat-Stripes

    Actions Rolls More Rolls

    [Military] Conquer Sector T22
    Using 2 units, led by Overlady Yellow-Coat-Stripes (M2)
    A neighboring region has been explored, and the Syndrome are eager to expand the reach of their stellar empire. The two newly grown carrier groups sail in, escorting several colony ships. The group is surprised that the Ninurtine Empire did not follow up their exploration with an attempt to colonize.

    [Economy] Buyout T22 TP 1 for Antispice (13-SUCCESS)
    The Syndrome would not be so aggressive in their expansion if not for the valuable Antispice found there. They do not mind its hallucinogenic properties, since they intend to primarily feed it to livestock.

    [Economy] Send an Expedition to S23 (13-SUCCESS)
    Not dissuaded by their previous failure, the Syndrome once again attempt to explore neighboring areas for new specimens to collect and experiment on.

    [Intrigue] Secret Action (12-REDACTED)
    "That which is in darkness cannot be harmed."
    Syndrome proverb

    [Intrigue] Surveil S19 (9-FAIL)
    A Bioship covertly enters the area to study its terrain and inhabitants.

    Nonactions
    Support all conversions
    Support CLS buyout of S21.2
    Resist everything else

    Spoiler: N&R
    Show
    The Syndrome are confused that the Ninurtine Empire did not attempt to colonize T22. Opportunism is a vital part of Syndrome culture, and they can't comprehend someone who would miss an opportunity like this.

    The newly discovered Sector R22 sparks interest from the Syndrome. A few of the crablike humanoids who dwell there are brought back to Heart-Life-Nest as guests. They seem to be warriors of some sort by their behavior. Scouts also return with exotic wetland plants and fungi to be spliced into Syndrome projects.

    Spoiler: Tales from the Front
    Show
    Syndrome Ship Classification.
    Although all Bioships have the same basic design, some subspecies have different equipment and are optimized for different forms of combat.
    Symbiote Carrier:
    Approximate Tonnage: 40000
    Weapons Systems: Symbiote Fighters, Acid Cannons
    The largest Bioships are used as carriers for swarms of aggressive, symbiotic fighter craft. These fighters attack vessels which come too close to the carrier, and collect resources from nearby.
    Ravager:
    Approximate Tonnage: 30000
    Weapons Systems: Acid Cannons, Xenofungal Torpedoes, Penetrator Harpoon
    Ravagers are swift attack vessels, ideal for picking off weakened enemy craft. They open with a barrage of torpedoes, using their harpoon to bring a crippled vessel into range of their acid cannons.
    Scout Ship:
    Approximate Tonnage: 10000
    Weapons Systems: Acid Cannons
    The scout ship is the smallest Bioship used in military service. It is quick and maneuverable, but not very armored, and its weapons are rather weak.
    Stealth Ravager:
    Approximate Tonnage: 20000
    Weapons Systems: Acid Cannons, Xenofungal Torpedoes, Xenofungal Mines
    A rare breed of ship, the Stealth Ravager is similar to a Ravager, but smaller. Growths on its outer shell absorb many wavelengths of light, making it difficult to detect using radar or similar methods. Often armed with mines rather than a harpoon, the Stealth Ravager is well suited to subtle, covert operations.

    Spoiler: National Info
    Show

    Units: 2
    Battle-Pod Rapant-Growth
    Symbiote Carrier Carcass-Mold
    Symbiote Carrier Creeping-Vine
    Scout Vessel Fertile-Seed
    Scout Vessel Hungry-Maw
    Battle-Pod Heart-Guard
    Symbiote Carrier Thorn-Coral
    Ravager Rending-Claw
    Ravager Necrotic-Sting

    Resources:
    Genetic Engineers (S21.1)

    Spoiler: Ruler Info
    Show
    Overlady Yellow-Coat-Stripes
    Diplomacy: 4
    Military: 2
    Economy: 3+1
    Philosophy: 1
    Intrigue: 5+1
    Last edited by bc56; 2019-07-19 at 05:27 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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