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  1. - Top - End - #151
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: [Empire 5] IC Thread

    The Dipanan Collected Nations


    Actions

    1. [Military] Raise a Unit: Calissan Gauntlets
    Dipanan Vessels have come under attack by Murderous beamships corewards of Katarsa, forcing military development. Calisa steps up, developing the first national spacefleet in the collection. Armed with nuclear warheads, the Calisan ships pack more of a punch than the defensively oriented shields of Katarsa.
    2. [Military] Invade Region L28 with one unled unit
    The uninhabited sector known as the "Hoop Expanse" apparently boasts a few habitable planets in addition to the interstellar hoop factory. The Collected Council sends the Shields of Katarsa into the region to secure the area for future colonial development.
    3. [Economy] Buyout Region L28's unowned tradepost 1 for Red Metal Loops. Roll 14
    The Shields of Katarsa are ordered to secure a red metal loop for transport back to the Dipanan cluster for research purposes as a secondary objective. However, before the Shields depart an investigation into corruption on the part of Shabalu's top alien architectural scholar throws the future of the project into doubt.
    4. [Economy] Buyout Region N28's unowned trade post 1 for Vapor-Misplacement Guns. Roll 14
    The Council appropriates what they deem sufficient funds to equip the Collection's ships with new and bizarre weapons purchased from the Sunbream in the bottomless sea.
    5. [Diplomacy] Establish claim on region N28. Roll 9
    The Sunbream of the Bottomless sea seemed to be unable or unwilling to leave their pool of water, leaving many perfectly habitable and exploitable planets unused. The Collection sends a second team of diplomats to make sure that the Sunbream will not train their powerful weapons on any human settlers.
    6. [Diplomacy] Improve Relations from 0 to 1 with the CmC. Roll 8
    While the Collected Council urges caution in dealings with the Cosmic Couriers due to their capability to transport dangerous aliens close to collector space, they also recognize the utility of being able to ship and acquire commodities from across the galaxy. A small team of diplomats open up discussions with the Couriers via the FTL messageboards.
    7. [Military] Raise Unit: Kettles
    Concerned about Kalisan Dominance in the military thanks to their new FTL equipped national fleet, the Collected Council raises additional funds for a second series of fighter craft, equipped with new Vapor-Misplacement guns as well as the Railguns of the Shields of Katarsa.

    Non-Actions

    Advise the Sunbreams of Region N28 to sell their Vapor-Misplacement Guns to the galactic community. Weapons would always be in demand, and the Collected nations, feeling suddenly vulnerable in a sea of aliens, would surely be among the first eager buyers.
    Spoiler: Brief description of Vapor-Misplacement Guns
    Show

    A weapon obviously designed to be used in water, the Vapor-Misplacement Gun operates by replacing low-energy water molecules from a small target location with an equal number of high-energy water molecules from a large area around the weapon. Underwater, this produces a respectable explosion as the extremely compressed water vapor created as a result expands, but the capacity to instantly selectively vaporize water at range is bound to have applications against both machine cooling systems and organic life, the drawbacks of the weapon being its large power consumption, the necessity of a water tank for ammunition, and its .73 second calculation time before firing.


    News and Rumors

    Uwe Ngila is the first colonial Collector, and shortly after his election, planetary representatives start to regret their choice of leaders, observing his staunch emphasis on colonial development and defense. The first whispers of fear that Katarsa may lose its voice in the council are starting to circulate.

    Although Ngila's expansionist policies are controversial, most hope that he will at least be a more productive leader than the Previous collector Larn Vansha, who began her office with a decisive series of explorations but quickly became bogged down in debate about how to react to the new galaxy they faced, ultimately failing to make progress in any direction.

    The Jackstar union seems at first to be a kindred people to the Collected nations- concerned with living simple, good lives and security in their space. Collector Uwe Ngila sends an invitation to the union to send a small group on a tour of the Collected nations, and simultaneously requests genetic samples of the Varg to determine the possibility of shared ancestry.



    Spoiler: Ruler Info
    Show
    Ruler: Collector Uwe Ngila, Representative of the Mbambasha Colony, elected in
    Stats:
    Diplomacy 4 (3+1)
    Military 2
    Economy 4 (3+1)
    Philosophy 1
    Intrigue 4


    Attribute improvements:
    +1 Military
    +1 Economy
    +1 Dipomacy


    Spoiler: Military Units
    Show

    The Shields of Katarsa- five Prototype "Shield" class ships equipped with railguns and gravity latch drives
    Last edited by Potato_Priest; 2019-08-08 at 08:59 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  2. - Top - End - #152
    Ogre in the Playground
     
    zabbarot's Avatar

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    Default Re: [Empire 5] IC Thread


    Round 4

    News and Rumors
    • WIP


    Actions
    • [Econ] Relocate the nonorganic Ioninians to Region H6 (Success, 13)
    • [Econ] Manufacture non-sentient robot labor force for the Ioninians to help them maintain their standard of living. (No roll required)
    • [Econ] Buyout Angel Wings TP from GLR, Region K7 with their support. (Failure, 10)
    • [Dip] Press Claim on Region J8 (Great Success! 18)
    • [Dip] Inquest into Region I5 (Success, 17)


    Spoiler: Leader Stuff
    Show

    Communicator Bulbous Jellydisc
    Diplomacy 9
    Military 4
    Economy 5
    Philosophy 2
    Intrigue 5

    Expected gains: +1 Econ, +1 Dip
    Last edited by zabbarot; 2019-07-31 at 09:56 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
    Avatar Designed by EmersonTung, Recreated by Gengy

  3. - Top - End - #153
    Barbarian in the Playground
     
    kjelfalconer's Avatar

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    Default Re: [Empire 5] IC Thread



    Round 4
    K21

    Svrrta-Zel Mrrzety
    Diplomacy: 1
    Military: 6 + 1
    Economy: 2
    Philosophy: 6 + 1
    Intrigue: 6


    Actions:
    1 - Phy: Convert K23 - 15

    2 - Phy: Convert J22 - 12

    3 - Mil: Invade J20 with 1 unit [Scout Fleet Krdanrr-Yus], using The Second Crusade

    4 - Mil: Invade L20 with 1 unit [Scout Fleet Krdanrr-Meetrn], led by Svrrta-Zel Mrrzety, using The Second Crusade

    5 - Int: Secret Action

    Spoiler: Non-actions
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    Spoiler: News and Rumours
    Show




    Spoiler: National Information
    Show


    Spoiler: Military
    Show

    Tactical Doctrine - The Second Crusade

    Spoiler: Units
    Show

    • Scout Fleet Krdanrr-Yus - 2 Temple Class Ships, 65 Shrine Class Ships, 1500 Altar Class Ships
    • Scout Fleet Krdanrr-Meetrn - 2 Temple Class Ships, 65 Shrine Class Ships, 1500 Altar Class Ships
    • War Fleet Krdiitya-Balaay - 5 Temple Class Ships, 40 Shrine Class Ships, 1000 Altar Class Ships
    • Divine Fleet Krdiizel-Maluusi - 1 Cathedral Class Ship (Zelityaama), 4 Temple Class Ships, 50 Shrine Class Ships, 1000 Altar Class ships [2 Units]





    Spoiler: Resources
    Show

    • Sunstones - [K21]




    Last edited by kjelfalconer; 2019-08-10 at 07:42 AM.

  4. - Top - End - #154
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    Ivor_The_Mad's Avatar

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    Default Re: [Empire 5] IC Thread

    The Kron

    King-General Krazkul
    Diplomacy: 3
    Military: 8
    Economy: 7
    Philosophy: 2
    Intrigue: 4

    News and Rumors:
    - Life in the Kronin system is relatively confined to their own system tending to keep out of foreign affairs.
    - the Kronin set their sights on further systems to concur in their sector so they can build their army
    - Scientists and scrappers of the Kronin are beginning to uncover an ancient pice of unknown tech. It appears to be some kind of weapon. Could it have been the item that destroyed their system thousands and thousands of years ago.
    -

    Spoiler: Other Effects
    Show
    [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.

    Actions
    1 Mill: Raise 1 Unit
    2 Mill: Raise 1 Unit
    3 Mill: Raise 1 Unit
    4 Mill: Raise 1 Unit
    5 Dip: Stabilize F28 15 (10+5)
    Non-Actions:
    Resist buyouts and conversions.

    Spoiler: Stat Changes
    Show
    +2 Mill
    Last edited by Ivor_The_Mad; 2019-08-13 at 08:50 PM.

  5. - Top - End - #155
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [Empire 5] IC Thread

    Spoiler
    Show

    Turn 4 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    Technocratic Caliphate
    N24
    Caliph Illijan

    [Military] Invade N26 with 2 Units and Kryptid General 1 (9) total of +11 The Caliphate is on the edge of deterioration their leadership has failed in their war to establish a new homeworld and their AI leadership has failed to provide the most perfect solutions to problems? Including probes and moves to establish multiple allies who work toward the best interest of the Caliphate. It is only due to their alliance with the church of rust and the idea that maybe there are allies in the galaxy that believe in them that so many have stayed with the cause. Still they have lost much recently and so this is their only play. A second desperate attack is planned. Should this fail the Caliph is convinced the Casrule or the One high Maxim will launch a direct assault on their facilities and bring them to ruin.

    Spoiler
    Show

    Turn 4 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    The One High Maxim
    N24
    Lord Caller Siq

    [Intrigue] Raid P16 Guns TP 2 13 With the most control of the capital they will be most brutally effected by the loss of weaponry. The war effort is a constant cost and so they move to steal by force of arms this equipment from these traders. They seem to care little this might cause problems for the strange peoples present there. Violence is all the Kryptids know right now and galactic law be damned they need those guns and dont have the funds to pay for them.


    [Intrigue] Surveillance 023 New probes are sent out to establish connections to other lands. The one high maxim fears the growing Casrule having a secondary base of operations is essential. As is the infastructure to produce new troops. It is successful and now they just wait for information.

    Spoiler
    Show

    Turn 4 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    The Casrule Movement
    M23
    The First Equals council

    [Military] Raise 1 unit Bringing these sorcerors into their number will make them the strongest of the military factions. It does not matter the sorcerors were defeated in combat. The Casrule saw their valor first hand and so contracts are formed with this mercenary force. The promise of plunder in the One high Maxim faction and against the caliphate leads them to join up. A move against one of the enemy factions is now planned. They could take the capital from One High Maxim who remained weak due to a lack of resources and not enough soldiers to protect them. Of course destroying the Caliphate could also be on the horizon should they fail their invasion of N26! Fear of church of rust ships is the only thing that stops them from moving on the caliphate...

    [Intrigue] Surveillance M21 Casrule now has the resources necessary to continue their growth and take down their rivals. They have another huge success and seem to have discovered what is going on in this part of space.


    Nonactions
    Move the capital of the Casrule Movement to M23
    Support the Vilari in all their actions to aid the Casrule movement.

    All three factions avoid one another due to the risk of the other attacking them from behind but now the Casrule have enough resources to end the stalemate. Things are brewing if military alliances are not established.

    Optics VR intertrue connection of the Caliphate
    • Talk of discontent and abandoning the Caliphate for the more realilistic ideals of the Casrule movement grows prominent... Work to silence the discontented is growing difficult.
    • They have abandoned the mines of the Hasson to the one high Maxim all resources are dedicated to this new planet.
    • remember all Kryptids of color and creed are worthy of respect. Looking to the flesh for answers is a fools errand the machine alone is worthy to rule, it will pull us from violence.
    • A second invasion is being planned the Caliphate senses an invasion by the other Kryptid factions is probable if they fail this second invasion.


    The Voice of the One
    • The fragment has been discovered! Truly their ideals are the one true voice!
    • Stomp out the Caliphate. This insurrection is a vile tool of the Do and Si to split the true believers from the one.
    • Only in death can these vile beings be brought to the glory of the one. Murder the Casrule rebels!
    • Disgusting worshipers of this Church of Rust must be viewed as enemies. Currently, resources are tied up in other manners but plan to purge these AI worshippers is in the planning stages. Clearly, these are vile agents of the Caliphate!


    Truth TV
    • Tonight on truth TV debates increase as disagreements grow between democratic ideology and anarchist mindsets. Abandoning the hive mentality has caused considerable strain on this young society and while we march to freedom many ask what will that freedom look like?
    • (Propoganda plays presenting the flag pole of the Casrule movement being pushed through the chest of a soldier of the high Maxims troops.)
    • The caliphate promotes oneness and an end to racist intolerance but we all know they just want us to swear away our freedom to a new overlord. We want no queens and that includes an artificial one!
    • We make a move against our enemies the one high Maxim, they tried to make allies in the depths of space but we will not be tricked! We have launched a surprise attack on the planet and we intend to crush the enemy moving against us. We know not their plans but we have the resources to dismember this threat and shatter their hopes against us.
    • We have taken our own system! Work is being done to settle it! ALL CITIZENS UNDER THE PROTECTION OF THE CASRULE WILL BE MOVED TO THIS NEW WORLD!




    Spoiler: The Rich and Famous of The Kryptids Factions
    Show

    Technocratic Caliphate 2 units
    Caliph Illijan- Leader of the Caliphate. A visionary wanting to save his people by bringing them together through technology.

    The One High Maxim 1 unit
    Lord Caller Siq- Leader of the one high maxim, rather ruthless and hateful of the other cultures of the Kryptids.

    The Casrule Movement 2 units+1
    First Equal Somos- A fierce anarchist. He looks to end the tyranny of the hive system have all queens enslaved and producing children so they can live a free life. Only their maintenance should be managed centrally all other aspects of life should be handled by the community.
    First Equal Jain- A Do imperialist. He wants to see the Do return to power and the other hives returned to subservience.
    First Equal Kask- An advocate of democracy. He wants to see all leadership elected and the queens treated kindly.



    Spoiler: Ruler Information
    Show

    Kryptid Leadership
    Stat Value Increase?
    Diplomacy 1 -
    Military 8 +1
    Economy 2 -
    Philosophy 3 -
    Intrigue 8 +1

    Military unit count: 0





    Spoiler: Regions
    Show
    Region Name Region Number Resource Philosophy Center Status
    Kryptid Home system N24 Hasson 3 open Capitol
    N26 N26 Sorcerors Magical Contemplation unrest
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permenant?
    MILITARY - - No
    DIPLOMACY - - No

    New Ruler Next Round!

    Expected Stat Bonuses:
    +1 military
    +1 intrigue


    Spoiler: Mechanical Bookkeeping
    Show



    Rakshasa Controlled Trading Posts:
    • TP 3 Hasson 3 N24 (Existing)




    Military Units:


    Last edited by asmodeussnake; 2019-08-04 at 11:31 AM.
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  6. - Top - End - #156
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    PepperP.'s Avatar

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    Default Re: [Empire 5] IC Thread


    Droccen Imperium
    Region G19

    Empress Sai
    Diplomacy 7
    Military 2
    Economy 3
    Philosophy 5
    Intrigue 1

    Round 3 Actions
    1.[Diplomacy] Press Claim on F18. (2/2)
    2.[Diplomacy] Press Claim on H18. (2/2)
    3.[Diplomacy] Inquest F22. 16
    4.[Diplomacy 5] Establish an Embassy with the Vilari Sodality.
    5.[Philosophy] Aid the Sisterhood of Silence with their project. (5/5)

    Non-actions
    • Support the Vilari Sodality's construction of an aid station in the Casrule territory in the hopes of creating a safe haven were a foundation for peace might be cultivated in the war-torn region.


    News and Rumors
    • Captain Sumina of recent Starhunter fame, sets out into the unknown once again with much fanfare and a state parade. Success is almost assured from the charismatic Captain.
    • With so many new worlds opening up to them, the citizens of Droccen are beginning to wonder why they're still stuck eating Vita-Wafers instead of the spoils from exotic lands.
    • Ambassador Okuna takes up her post as emissary to the Vilari Sodality and soon begins sending information about Raphos back to Droccen.
    • The galaxy is shook as not long after the Coronation of Sai, Korima announces to a stunned live audience that she's pregnant with the Space King's baby! Superstar Korima livestreams every aspect of her pregnancy and birth of her Space Prince, Hotokie. Hotokie is born a bright magenta which is an obvious blend of the raspberry and purple of his parents.
    • Reports from the colony bring news of the birth of Princess Aran's first child with her new husband, a son named Domori. The birth of a son causes some tension to rise between Aran and Dori's other wives as Aran was vaulted to first wife, so her son will be named Dori's heir.
    • The Sister Guardians are welcomed and celebrated for their lives of service and the Guardian suits they inhabit are made especially for them and are crafted to be slightly more sleek and maneuverable than the traditional Guardian. The Droccen take to calling them "Guardian Grandmas" and their squad is beloved by the people.
    • Hearing their pleas for help, Droccen dispatches some of our best to aid the Sisterhood with their urgent project.
    • Rumors swirl around the Empress and Chairman Vaou after he is seen with the tour group that set out for an ocean excursion the day after the Coronation. Vaou and Sai were said to seem very close, and some pictures of them cuddling and holding hands were released by unscrupulous paparazzi. The rumors are later confirmed however, when Sai lets it be known that she is in the throes of planning her wedding!


    Stat Increases
    +2 Dip
    Last edited by PepperP.; 2019-08-10 at 05:01 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  7. - Top - End - #157
    Halfling in the Playground
     
    NecromancerGirl

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    Default Re: [Empire 5] IC Thread

    Technocratic Meritocracy of Caruflaith Restored, In Civil Disorder

    Regions C11 and D12
    Marshal Galen, disciple of Aoife
    Round 4


    Actions:
    1. [Philosophy]Organize Realtaism with 5 HC bonus: +1 to pressing claims. + Organizing Miracle: ??? (Pending GM approval)

      As usual, the elderly priests are sitting in a circle, with some dozing off while they are waiting for today's 12021st annual convention of the Realtaist church to commence. There will be business as usual - denounce the Meritocracy's immorality and aggression (for the 76th time), confirm the divine mandate of some random prince from a kingdom so small it isn't on the map and issuing a blessing for all believers around the globe. The only mildly exciting thing was the upcoming election of the Divine Brother's Legate, a replacement for the woman who had an unfortunate heart attack a few days ago. Still, it was all but certain that the oldest woman present, the moderate Lady Opall from Minera would be elected.

      Suddenly the doors fly open, and a servant boy rushes in, almost tripping over himself. As soon as the boy gathers his balance, he salutes and blurts out a warning. An intruder is making her way here, and would not be stopped.
      He is interrupted mid-sentence, and shoved out of the circle by said intruder. She is a youthful-looking woman, dressed in black trousers, a vest made of scales sparkling with all shades of green, and a light, white cloak wrapped around her shoulders.

      Presiding Priest Yu Shen stands up. "Foolish woman, why do you disturb this important convention? Whatever you want of us, surely it can wait a few hours...?"

      "No, it cannot. I had a vision, wherein I spoke with Divine Brother." She points to the sky. "He gave me a mission."

      Gasps all around. The gods haven't spoken to any mortal since the Great War, where they were so angered by the Djinye's actions that they withdrew from the world.

      Yu is starts dismissing her nonsense ravings, but it takes only one word from the woman to make him believe - she speaks the secret name of God.

      The intruder, latter identified as Aoife Aoi, a Disciple of the Hero who disappeared without a trace during the Great War, becomes the new Legate.

      Aoife reforms the church, sacking nearly a quarter of priests to improve the church's efficiency and cohesion. More importantly, she seems to indirectly encourage Realtaists to rise up against the Meritocracy.

      Speaking of the Meritocracy, its citizens have been greatly shaken by the appearance of one of the presumed public heroes in the enemy's ranks. Although there hasn't been any violence yet, rebels are said to be waiting for the opportunity in every city of Ríall. The army responds to the rumors by unveiling a project to install a fully autonomous machine gun on every square kilometer of the continent.

    2. [Philosophy]Convert E11 to Realtaism (2d6+10) 16

      ??????


    3. [Economy]Buy out TP D12.1 - Yeather (2d6+3) 6
      Due to the disruptions in world trade, food prices on Bespéartha have soared to previously unthinkable levels. As intergovernmental cooperation is at an all-time low and the Meritocracy space fleet cannot be relied upon to resolve the problem, King Zirkon of Minera tasks private companies with finding sufficient sources of food in the Meritocracy's new colony, Por's Sign. The merchants are to be led by Jak Cass, an adventurous sailor famous for oficially dealing in robot parts and "unofficially" dealing in everything else, notably hallucinogens. King Zirkon usually looks the other way or leta Jak get away with a hefty fine (naturally collected into the royal pockets), as Jac's merchant fleet is really, really good for the economy of Minera.
    4. [Diplomacy]Establish a claim on C9 (2d6+4) 14

      ?????

    5. [Diplomacy]Establish claim on E11 (2d6+4) 11

      Fluff tbd



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

    News and Rumors:



    Spoiler: Ruler
    Show

    Marshal Galen Aoife
    Diplomacy 4 +1
    Military 2
    Economy 3
    Philosophy 10
    Intrigue 1

    New ruler: NO
    Last edited by Corona; 2019-08-05 at 06:19 AM.

  8. - Top - End - #158
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    Wizard_Lizard's Avatar

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    Default Re: [Empire 5] IC Thread

    Draaxerri
    action raise unit
    action raise unit
    action raise unit
    action explore A26
    http://www.giantitp.com/forums/showt...1#post24076731
    Last edited by Wizard_Lizard; 2019-08-08 at 05:36 AM.
    Current characters:
    Drakirr (Blue Dragonborn Warlock)
    Alyfyldyr Hyalythki (Rock Gnome Wizard)
    Harilidir (Half-elf Bard)
    Kazaharad Akaztkl (Goliath Barbarian)
    Luft (air-genasi druid)
    And of course Lizard Wizard (Lizardfolk Sorcerer)

  9. - Top - End - #159
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    Lleban's Avatar

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    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    SPACE KING Jaques Delon

    Diplomacy 2
    Military 1
    Economy 5
    Philosophy 1
    Intrigue 2


    Actions:

    Economy: Commence operation luxuriate up the citadels. (5/5) Hold a SPACE TOURNAMENT to commemorate the completion of the interior decorating. They'll be booze, and death games, and probably more booze.

    Economy: Buyout Pink wood roll 13

    Economy: Explore P10 roll 14

    Economy: Special 5: Collects drugs increase Quantity Antilian Alcohol G10

    Military: Hire 1 unit: Spunky Grymlans
    Non actions
    Support Church of Rust conversions

    News and Rumors


    • Multiple rounds of death games may have culled some of the counter revolutionaries, but has made the survivors swoll and resolute. SPACE KING continues his policies of free love and hedonism in an attempt to distract the remaining Mycella supporters.
    • Media from the other humanoid planets have become very influential among the knights. Droccen vlogs, Celes dramas, and Grymlan cartoons have all gained popularity due to low import costs and stories of SPACE KINGS adventures. Some ambitious knights have began to release a series of workout videos.
    • SPACE KING expected expected many things from the coronation of princess Sai, becoming a SPACE DADDY was not one of them. Soon SPACE KING is bombarded by mobs of Korima fans delivering a mixture of scorn and aberration. In order to appease the more aggressive fans SPACE KING declares Hotokie a verified SPACE PRINCE.
    • A trio of knights have entered Grymlan space in an attempt to teach the inventive inhabitants enlightenment via flexing. In short lots Grymlans are gonna get buff.
    Last edited by Lleban; 2019-08-10 at 12:56 PM.
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    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
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    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: Metric tons of giving
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  10. - Top - End - #160
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    Rolepgeek's Avatar

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    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Androgynous-Foreigner Allchurch Spire-Scar-Heights
    Round 4 - Galactic Dates 217506.0.0.81 - 217508.0.0.80


    Actions:
    1. [Philosophy] Convert Q13 LC from Open to Church of Rust [Rolled: 22]
      "It is in the nature of Divinity to precipitate further Divinity; it is in the nature of life to spread. Divinity, interpreted by life, is thus characterized by a need to fill any and all available space; this remains true regardless of whether this lends itself to finer and further inculcations of the Divine in the universe. Only careful consideration and debate and measured advancement can refine this unrestrained growth into a true expression of the most Divine." - Excerpt from Determining the Necessity of Invention, by Riverworker SecondLearnt Threeriversmeet, Twice Exalted.
    2. [Philosophy] Convert Q15 LC from Open to Church of Rust [Rolled: 15]
      The Revered Ones lifted Rhosh into an enlightened new age. It seems OwO may have done the same for the Grymlans. Some suggest dialogue with the Grymlans on the topic, and few disagree, but many more believe that a closer place from which to hold discussion would be necessary first.
    3. [Philosophy] Convert S19 LC from Open to Church of Rust [Rolled: 19]
      Storms hold a place of reverence in the canon of many Churches, particularly those with origins in storm-wracked areas; the insights of the heavens made manifest in piercing light and bursting sound, the world's skin twisted and roiling from the pressure of the Divine. While modern Rass have a much firmer grasp on the cause, storms which turn the three-dimensional to the four-dimensional breathe new life into these beliefs...
    4. [Philosophy] Convert R10 LC from The One to Church of Rust [Rolled: 17]
      In Unity, Division.
      In Fracturing, Resilience.
      In Teaching, Learning.

      - Damnos's Third Paradox
    5. [Intrigue]Secret Action



    Spoiler: News and Rumours
    Show

    • Kryptid Civil War Stuff; support split between Casrule Movement and Caliphate
    • CalledUpon Church growing more popular
    • Convocation Speaker scandal?
    • New orbital colony is built?
    • Revered Ones advice/word of the day
    • Sisters of Silence concerns
    • Continuing interest in OwO, number of churches agitating for action to recognize and uplift OwO
    • Communications with Lyrae, Inquiries into possibility of them being a Created Being, and thus a god, rather than just an absurdly powerful Saint - certain fringe Churches claim Lyrae to be lying about creating the Lyraens.



    Spoiler: Bookkeeping
    Show

    Regions: S15

    Units: 1/5
    • Fleet Vigilance

    Converts:
    [


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5
    Military 2
    Economy 2
    Philosophy 8
    Intrigue 4

    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +2 Philosophy
    Last edited by Rolepgeek; 2019-08-11 at 06:44 AM.
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

  11. - Top - End - #161
    Pixie in the Playground
     
    Griffon

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    Default Re: [Empire 5] IC Thread

    Ndoda Actions, Round 4

    (Sorry for the barebones)


    The Ndoda
    Umkhonto Ukiphosa Elunxwemeni
    Leader Stats:
    Diplomacy - 4
    Military - 6
    Economy - 5
    Philosophy - 2
    Intrigue - 3


    Actions:
    Diplomacy - Press Claim onto D22 - Partial Success [12]
    Economy - buyout TP1 in G21 - Success [12]
    Economy - buyout TP2 in C23 - Failure [11]
    Economy - buyout TP3 in C23 - Failure [7]
    Economy - buyout TP3 in G25 - Success [12]

    Dice Rolls

    Nonactions:
    - Passively resist all other buyouts and conversion attempts of owned regions and TPs

    News and Rumors:
    -The reptilian Ndoda seem to be enjoying space exploration - the careers of interior designer and exotic chef are taking off with new, colorful trade goods to experiment with. The scientists meanwhile, appear to be cackling in a corner

    New Leader next round? No


    Leader Stats post-Round 4 Actions:
    Diplomacy - 4
    Military - 6
    Economy - 7
    Philosophy - 2
    Intrigue - 3

  12. - Top - End - #162
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    SOSDarkPhoenix's Avatar

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    Default Re: [Empire 5] IC Thread

    The Harmony
    The Conversion Begins

    Harmony Theme

    Spoiler: Leader:
    Show

    First Leader: Zero-Souls-on-Cosmic-Winds, 1st of the Nth
    Diplomacy: 8 + 2 this round = 10
    Economy: 2
    Intrigue: 3
    Military: 5
    Philosophy: 2



    Actions:

    [Diplomacy] Raise reputation with the CmC from 1 --> 2 (TN: 12) Success!
    The Harmony approach the CmC with open arms, attempting to increase good relations between the parties, hoping to garner their favor and enlist their help with their eventual goal of securing a lasting peace.
    [Diplomacy] Raise reputation with the SoS from 1 --> 2 (TN: 12) Success!
    The Harmony approach the Sisters of Silence with high spirits, inquiring about the Callers, and any leads they may have on the Harmony's own past. Regardless of answers received, the Harmony hope to leave the Sisters' company in better regards than they entered.
    [Diplomacy] Press Claim on region C21 (TN: 12) Success!
    The Harmony approach the underground civilizations with open arms, offering them a lasting peace in the yoke of the Harmony. In secret however, Zero-Souls-On-Cosmic-Winds orders a few canisters of Harmonized Dark Matter be laid in the local area, in the hopes that the gas will seep through their cave systems, allowing for some harmonized individuals to push for their comrades to accept the Harmony's offer.
    [Diplomacy] Press Claim on region B22 (TN: 12) Success!
    The Harmony, thoroughly impressed with the "thinking caps" they were presented with, wish to allow the advanced race into their collective. They send an envoy, "Flames-Sunder-Strongest-Battleships", inhabiting the proxy, "Mark the School Bus Driver" to hopefully bring the newly discovered people into their 'empire'.
    [Military 5] Acquire Tactical Doctrine "Harmonized"
    On a successful Tactical Roll, the opponent loses one unit before combat starts, and it fights for the Harmony. If the enemy has 4 or more units, they lose (2) units instead, both of which fight for the Harmony. At the end of the battle, these unit(s) are lost.


    Spoiler: News and Rumors
    Show

    The Harmony begins the second stage of their galactic peace plan, expanding their territory and claiming the B22 and C21 regions.
    Last edited by SOSDarkPhoenix; 2019-08-10 at 11:14 PM.
    XVIII - "Into the fires of battle, unto the anvil of war!"

    Lead Developer and Head GM of Project Evoria and The GCU Project.

    Awesome avatar made by Gengy

  13. - Top - End - #163
    Pixie in the Playground
     
    SwashbucklerGuy

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    Default Re: [Empire 5] IC Thread

    The Dawnstar Dominion



    Master Marius Thresher Nox
    Diplomacy:3
    Military:6
    Economy:4
    Philosophy:3
    Intrigue:4


    Actions:
    1 (Econ) Buyout TP 1 V6 (Painkillers) [10] (Fail)
    2 (Econ) Buyout TP 1 U11 (Jabberjaus) [13] (Success)
    3 (Phil) Convert V6 Open LC to Way of the Illuminated Mind [14] (Success)
    4 (Phil) Formally accept Master Marius as new Master of the Order of the Dawn
    5 (Mil) Raise (1) unit, Wardens

    [/SPOILER]

    Spoiler: Tactical Doctrine
    Show
    'Scour the Bridge'. GM approved.
    At the head of the lead 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

    No new leader
    Projected increases Economy +1, Philosophy +1
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  14. - Top - End - #164
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Four.

    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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  15. - Top - End - #165
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    Default Re: [Empire 5] IC Thread

    Round Five... Loading...
    The below happens between Galactic Dates 217506.0.0.81 - 217508.0.0.80
    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!
    • Rules update! - “Players may attempt to gain control of revealed trading posts using a Buyout action.” No longer do the rules hint that you can only buyout trade posts only in another player’s region. Thanks Aed!
    • The Rules for Empire! 5 do not, actually, have a rule in them about changing a Leader causes Unrest. This was part of an earlier version of Empire! games, but for Empire! 5, the general rule of thumb will be “If the story reasons for why leadership changed wouldn’t cause Unrest, no Unrest occurs.”
    • Undefined resources can be purchased by players like other Trade Posts. (3) Rounds after the purchase, if the region has not yet been claimed by another player, the owner of the Undefined TP may define it.
    • It has been pointed out to the GM Team that Sub-Actions for Events and Non-Actions available to Embassies are not as defined as they could be. Many veteran players understand what is and is not all right, but newer players have to either ask the right questions at the right time, or they may miss out. In order to help mitigate what some might consider an unintended advantage, the following list - while not the only things you can do - is an “approved” set of sub-actions and non-actions that can be taken for events/embassies. If it’s not on this list, please feel free to ask a GM Team member if you think something else could be included; we will review and approve on a case-by-case basis, possibly growing the list over time.

      Event and embassy subactions:
      - Transferring units, generals, technologies, Caller Fragments and other transferable entities to attendees
      - Becoming an attendee's vassal/Ending vassalship
      - Accepting/refusing treaties, agreements and favors
      - Exchanging diplomats or other characters
      - Exchanging Regions between players

      Embassy only:
      -(Passive) Reduces cost of Cultural Identity sharing
      -Exchanging/gifting Trade Posts
    • Time until Resource Requirements will be reviewed by the GM Team:
      This Round
      At the start of round 5, the GM Team will review the Resources available. Effort to acquire the required resources will be taken into account for the ‘severity’ of determination of levels of unrest or other unique events from not having the required resources.

    Growth!

    The Grymlans were famous (infamous?) Axiom-wide for their willingness to try new strategies, create new inventions, and use old inventions in debatably-clever ways. This applied not only to the affairs of the mechanical variety but also to political, economic, spiritual and pretty much everywhere in between. This openness to new ideas meant the Combine’s corporate governance was highly adaptable and quick to respond to discontent with homegrown strategies of conflict resolution providing a stable base from which chaos could be intelligently and fruitfully directed. (OwO creates a Cultural Identity, “SPWFS: Specialized Public Wantneed Fixrig Strategies” for 2d8 on Stabilizations.)

    The Syndrome were trained from birth to manipulate, lie, cheat, and steal as necessary to advance one’s individual plots. A culture built on subterfuge and skullduggery incubated a widespread understanding of the importance of discretion in politics at home and abroad. Overlady Yellow-Coat-Stripes was an obvious master of these tactics and now she could rest assured her many subordinate matrons would be just as ready to enact their own secret plots when the time came for a transition in leadership. (SYN creates a Cultural Identity, “The Maiden’s Code” for 2d8 on Secret Actions.)

    With the support of the Geleans and Kombuch integrating themselves among the gangs sponsored by prominent powder bosses the mushrooms quickly spread their spores across the Lyraen-inhabited planet nearby their home dyson sphere. Some see bonding with the Kombuch as a new form of intoxicant while those so bonded find themselves elevated to a new form of consciousness. Powder merchants grow concerned about their fates as lords of the planet and attempt to appease the now far more influential Kombuch offering service and loyalty in exchange for their retained autonomy. (KBC successfully presses a claim on region J8, with support from GLR. 1/1 success. KBC now controls J8. KBC gains 1 Unit of Bluenose Marchers!)

    Gelean branded Killbots become the most widespread of the killbot factions vying for control over the sector and with funding flowing to architects who support Republican integration those who oppose surrendering their autonomy are quickly overwhelmed. In a year’s time the sector is de facto a part of the greater Gelean hegemony and a few months of legislative bureaucracy transforms de facto rule into de jure authority. (GLR successfully presses a claim on L8, 1/1. GLR now controls L8. GLR gains 1 unit of Killbots!)

    The Syndrome finish their proxy war upon the crabman planet through aid to their chosen faction seeing the once highly fractious world brought under the heel of a unified planetary government utterly indebted to the Syndrome for the advantages needed to secure this worldwide victory. The victorious crabmen pledge their lives in service to their benefactors as they consolidate their authority over their former rivals and the bodies of their foes get buried in the mud to be forgotten by the dawning of this new age. (SYN successfully presses a claim on region R22, 2/2. SYN now controls R22. SYN gains 1 unit of Crabmech Warriors!)

    Negotiations by the Conclave of the Black Sun with the nearby Tal-Amanyn navigators proceed well and the talks are concluded with the readmission of the lost colony into the reforming imperial splendor of the Undying Sovereign, albeit under less colonial terms. The local defensive force is integrated into the Conclave’s military taking up ranks in the combined Tal-Amanyk military force. (CBS successfully presses a claim on region H10, 2/2. CBS now controls H10. CBS gains 1 unit of Precision Fighters!)

    A client people’s republic is established in the neighboring galactic sector S9 by the intervening hand of the Sublime People’s Republic. The disparate locals gladly embrace their new allies hoping the generous aid of the SPR will continue to flow into the region to restore and elevate it from its suffering at the hands of the deceased nuclear states that once ruled the prime inhabitable planet. (SPR successfully presses a claim on region S9, 2/2. SPR now controls S9.)

    An alliance of marriage established between the Droccen royal family and the leadership of their bucolic cousins has brought the two planetary leaderships closer together and years of negotiation are sealed with formal conjoining of the realms marked by the birth of Prince Domori to Prince Dori and Princess Aran of Droccen. The agrarian planet’s defenders pledge themselves to the young Prince and his aunt the Empress. (DCC successfully presses a claim on region F18, 2/2. DCC now controls F18. DCC gains 1 unit of Flower Children!)

    With the completion of a full OS custom-made for the civilization in V22, the synthetics get as close to excited as their programming will allow them to. They test it themselves and put it through intense scrutiny, finally getting back to the Duenem with their consensus… They accept their invitation into the galactic community, and thank their people for the upgrades to their software that the OS provides.
    (DNM successfully presses a claim on region V22, 2/2. DNM now controls V22.)

    Cooperating with the local Sisterhood presence the Droccen Imperium is able to negotiate the peaceful annexation of their nearest Core-neighboring region. The Sisterhood seems relieved that an indisputable ally to their order has at last reached the Core and hope is bolstered that the Imperium will aid in containing what great evil is said to lurk within. (DCC successfully presses a claim on region H18, 2/2. DCC now controls H18.)

    With a number of the local Greenshirts brought under Syndrome sway a division appears within the nationalist ranks of the so-called eco-fascists with a slim majority identifying their former comrades as fallen to alien influence but a strong minority pushing cooperation with the Syndrome given their technological superiority. Fighting breaks out in the floating arcologies across the planet between armed thugs advocating for each faction in this ideological war. Neo-Greens support integration within the Syndrome stellar power while Purists push for the ejection of alien influence from their system claiming Neo-Greens are addicted to Syndrome manufactured pharmaceuticals and do not represent the best interests of the planet. While the Purists present evidence to back their claims evidence holds little authority over advanced alien technology and the Neo-Greens seem to continue growing in influence planetwide. (SYN presses claim on region S23. 1/2 successes)

    Promises are made to the local population by the Conclave to aid them in their pursuits of attracting the attention of the so-called “hungry god” while survey teams scour the sector gathering data on the plethora of available resources for assessment by the office of the Viceroy. Negotiations are ongoing regarding majority ownership of the Greatest Diner in Axiom but even this sticking point seems to be progressing in negotiations. (CBS presses a claim on region F8, 1/2.)

    Though discovered by the Melfynians it was the Tal-Amanyn who made the first move on this scrap heavy sector citing the presence of crystalline wreckage as proof of its rightful belonging to the Undying Sovereign. The local slowlight inhabitants seem perplexed by this logic, they were after all wrecks not actively patrolling defenders of the sector, but this new Tal-Amanyk power seems more amiable to negotiation than their ancient imperial predecessors had been and so talks are opened over the possibility of integration. (CBS presses a claim on region F10, 1/2.)

    Claiming a legacy akin to their creators the Vilari begin integrating Floober authority with that of the Sodality comparing and combining legal codes and standards to facilitate a peaceful integration between the two neighboring sectors. The support of the nearby SPR only furthers progress made but not so much that the Vilari did not still have more negotiations to conduct before they could rightfully claim the sector as their own. (VLS presses a claim on region R6, 1/2.)

    Once again a combined delegation of Sublime People’s Republic and Rocthurhi ambassadors arrive in an unclaimed system seeking to integrate the populace into the SPR’s portion of the Uplift Chorus. Over a century of distrust and war between the opposing planets made negotiations move slowly but the patience and seemingly peaceful nature of the arriving aliens provides a neutral arbitration to an otherwise untenable situation and it appears the masses desired peace even as their leaders may have preferred continued cold war. A swelling populist demand for ceasefire and negotiation forces leaders from both sides to begin bargaining lest the outsiders in their system prove to be their undoing. (SPR presses a claim on region T8, with support from RTH. 1/2.)

    Taking advantage of their arrival in this sector of space far ahead of any other competing stellar powers the Formicans set to work establishing a clear demarcation of the giga-shrimp planet as their own problem to solve and source of food to take advantage of. Formican colonies are settled through the system and preparation begins to approach fully the issue of the wild giga-shrimp in the upcoming years making it clear to all the Formican interest and investment in this sector. (MFM presses a claim on region C15, 1/2.)

    Meritocracy agents, shadowed closely by priests of the Realtaist Church, journey to the nearby system marvelled at for their impressive if disturbing Youth Extractor network to negotiate a peaceful integration with the growing Meritocracy. Intrigued by knowledge of GLD as well as other advancements held exclusively by the modern stellar power the quasi-vampiric denizens of the sector agree to come to the bargaining table with Marshal Galen. (TMC establishes a Claim on C9!)

    With help from the Casrule Movement, the Eye of the Horizon, and a few Droccen ships, the faraway Vilari Sodality is able to establish the start of a “Vilari Neutral Aid Station”. This vast space station serves as a relief aid and medical service for locals and Kryptids tired and weary from war. While initial construction creates a serviceable location to expand upon, further effort must be added to fully make use of the Aid Station. (Vilari Neutral Aid Station, 2/5; completing this Great Project will provide region M23 a +1 bonus to resolve or resist Unrest. The region will also convert to The Way of Tides.)

    Working on their own initiative the Grymlans requested details for constructing a Relay from the Couriers to which the Couriers had replied with condescending dismissal. However, as messages continued to pile up in spam filters from the tenacious mammals a greater understanding of the request was discerned and the Grymlans were informed if they wished to have a Relay they would need to provide for it. Great deals of metal, organic compounds, inorganic compounds, and available energy was needed to incubate a new Relay the Couriers explained. With this understood the Grymlans had set to work amassing a great floating heap of junk composed of discarded inventions, catastrophically failed inventions, and inventions whose purpose was to be sent to the great junk heap in space. While the Couriers may have scoffed early on the Grymlans tenacity played out in this arena as it did in many others until eventually the Couriers were forced to recognize there was sufficient supplies gathered to support a Relay. An embryonic Relay is brought in and like magic in a manner of months grows and matures into a full fledged Relay within Grymlan space. (OwO completes attracting a CmC Relay to P14. OwO gains 1 Favor from CmC!)

    A great migration is facilitated for the Sisters of Morning Bloom Monastery by the Droccen Imperium and Rocthurhi. The threatened Sisterhood base within Rothuun space is evacuated for less hostile space deep within the heart of Uplift Chorus de facto territory. The minotaur warriors oversee the Sisterhood evacuation with a careful gaze and when the final Drocc ship departs the system a volley of weapons fire destroys the now empty monastery base as the Abbess solemnly watches on a delayed broadcast. Putting the past behind them as best they can the Sisters work tirelessly to establish themselves in this new sector of space across the galaxy and away from their vigilant line around the Core hoping and praying that they made the right choice in choosing survival over martyrdom. Material provided by the Rocthurhi plays an integral role in the construction of the new base and in a few short years the Sisterhood is operating their first starbase away from the Core, their first order of business being a private meeting between SoS leadership and the leadership of the Chorus... (SoS base Morning Bloom moves from P18 to T8! DCC Reputation with SoS increases from 2 to 3! RTH Reputation with SoS increases from 0 to 1! RTH gains 1 Favor from the SoS!)

    Having worked to earn favor with the Sisterhood through the provisioning of troops and vocal support of their mission the Melfynians seek once more to elevate themselves within the eyes of the Sisterhood spending the favor they have earned to further ingratiate their power within the order’s halls. Reaching a level shared only with the Droccen and with little room for additional allies of such esteem the Melfynians are talked about within the Sisterhood regularly with much trust being extended to the aquatic people. (MYA spends their Favor increasing Reputation with SoS from 2 to 3!)

    Additional troops from the Melfynians partially composed of Meritocracy androids are sent to serve the Sisterhood further garnering praise from the silent order. (MYA gains one Favor with SoS!)

    The Melfynians branch out from their singular purpose of impressing the Sisterhood of Silence contacting the Cosmic Couriers and offering the pan-galactic relay service endorsement deals and cooperative arrangements on the Melfynian homeworld. The Couriers, always eager to make a deal, negotiate a small number of favorable contracts with the Melfynians that brings the Couriers into more regular contact with the aquatic species. (MYA increases Reputation with CmC from 0 to 1!)

    The Geleans were already infamous by reputation as friends to the Eradicators so efforts to formalize this assumption are taken by Gelean leadership further binding the Geleans to the mysterious raiders and pirates of the void. The Eradicators broadcast their organization’s extension of protection regarding Gelean held systems to all Eradicator loyal pirates and brigands. (GLR increases Reputation with ANE from 1 to 2!)

    Through a complicated series of meetings, negotiations, and tentative promises, the Kombuch manage to prevent a civil war from occurring in sector I9. The organic beings who evolved within the primary solar system had managed to create synthetic worker robots that had achieved a form of sentience that only grew as time went on. These “Synthetics” wanted freedom, and the Kombuch were their opportunity… but instead of helping them to overwhelm their organic masters, Communicator Jellydisc proposed creating non-sentient robots to do the same tasks, while also moving the Synthetics to their own solar system. Far, far away from their previous home, and giving them a great deal of autonomy. Both sides of the conflict agreed, and not a drop of blood - or oil - was spilled in anger. I9 is very grateful, and open to the idea of the Kombuch continuing their role as governing mediator for galactic issues. The Synthetics are also quite pleased with their new home in sector H6, and while they do acknowledge the Kombuch as their new governing body, they are eager to be paid for the work they will now do. Still, overly thankful for their freedom, the Synthetics - now calling themselves the Aminitans - spend time carefully gathering the Unstable Dark Energy found in their new home and sending regular shipments to the Kombuch, the first of which is free! So long as they continue to be paid, moving forward, they will continue to send such shipments.
    (KBC successfully navigates the tense political situation within I9. KBC has a Claim on I9, as long as Communicator Jellydisc is the Leader. Unstable Dark Energy in H6 increases to [Good] with TP2 under KBC control.)

    Having pushed the Syndrome out of the system with minimal resistance celebrations are held and supply lines strengthened to the Violet Expanse as the newest addition to Ninurtine dominion is secured in the name of the Emperor. (NUT successfully stabilizes T22.)

    The King of the Reeds seems to be contented by promises from the Lyraens that his sovereignty will be respected and defended by their fleets of warships. Tourism to the new sector of Lyraen space increases as a result of stabilizing efforts there. (LYR successfully stabilizes P8.)

    In the wake of such an indisputable victory over the miners and their drones the Kron set to work making clear their role as rulers over the system. While the miners are initially displeased with the arrival of aliens destroying their B.I.N.G.O. drones they soon come to realize that the Kron intended to defend the system with the same ferocity they had won it with allowing the miners to focus their free time on leisure rather than military preparedness. (KRO successfully stabilizes F28.)

    The infusion of Gelean psychics among the “Stalker” natives sees to a swift dissuasion regarding the potential of uprise against the Gelean Republic. With an impressive fleet of warships and the willingness to use them it is made abundantly clear in the minds of the locals that dissension would be punished whereas cooperation would be rewarded. (GLR successfully stabilizes K7)

    In spite of the tragic losses suffered during the invasion of the region spirits were high among the Hearthlings as a new leader was annointed following the state funeral of Speaker Zel-Dara. A new shining path is laid out for the Hearthlings and the newly annexed sector formerly ruled by Lord Tybel. While war may have brought the two sectors under one banner peace and security, it is said by Voice of the Council Antich Heaventreader, was what would keep them bound together. (EHZ successfully stabilizes Hearth (N18) and O21)

    The Formicans meticulously reprogram the Tunneler drones wiping out their combat subroutines and returning them to their intended purpose of drilling holes in rocks instead of ships. As Formican colonies move into the system and take up habitation in these mechanically drilled tunnels the memories of war fade and the system is integrated in the growing network of Mier Formican dominance. (MFM successfully stabilizes E17)

    In order to best bring peace and stability to the region, Consul Maimilian Relor hosts many parties for the nobility - the former kings of the region - which is broadcast to CEL TV stations across the Republic. Celes puts forth a fantastic spread of food, and displays it’s wealth and fine clothing, putting on a show worthy of the best entertainment from the Commonwealth of Zara or Celestia Enterprises. Many within the newly controlled region are now dreamers hoping to one day be a part of the Republic’s upper echelon so that they too may have fancy parties.
    (CEL successfully stabilizes R28. While not related to stabilizing, CEL may use a Non-Action to declare the Undefined Resource as something of their choosing.)

    The Commonwealth of Zara manages to come across the needed information to remove the difficulties caused by Prosperity’s End. Apparently, there is a safety switch that - if someone can just reach it as their atoms are being separated by the miniature black hole - can turn off the Black Hole Generator. The switch was supposed to have been automatically tripped in case something like what has happened actually occurred, but a researcher for Celestia Enterprises (a very dead researcher, but posthumously fired as well) removed this automatic trip feature during initial investigation because - according to notes - they didn’t know what it was for and didn’t seem important. Thankfully, the Commonwealth does have a solution: make a game show with the ultimate prize being the well known Savior of Celestia! The first few episodes have mockups of what the real deal will be like, and only a few potential Saviors manage to trip the fake version of Prosperity End; everyone else fails, or isn’t fast enough to avoid “dying” to the mockup. Episode four of the “Save Celestia” game show sets the format for the remaining season of the show: 5 Galactic Minutes of a full expose of the contestant making the attempt, interviewing the company they work for, their friends, family, and the potential “savior” themselves. Many highly paid soldiers, mercenaries, and athletes get very flattering episodes. Even a Droccen Guardian - a fan favorite - gets a full episode to themselves. However, after their five minutes of fame, there is a 1 Galactic Minute attempt to get to the center of Prosperity’s End to activate the safety switch on the Black Hole Generator. It… does not go well. Everyone both dreads and cannot help but expect that the host from the Commonwealth always ends the show with “If we’re all still alive, join us next week!” Until, of course, the last episode. An unusual contestant to be sure, Liweg Saltwhisper barely passed round one, and his tell-all interview reveals that… he has no company. Very view friends. No family alive either. He spends all his time tinkering on drones, and lives by selling custom drone mods to various companies. Liweg’s attempt is actually him… holding on to a remote. And isn’t all that exciting, no matter how much the Commonwealth tries to dress it up. Liweg has custom built a drone to be able to survive the near limitless pressure that a black hole generator… generates. Within half a Galactic Minute, the drone-maker turns off Prosperity’s End, and is declared the game show’s winner. By this time, almost every major Celestia network is paying the Commonwealth to allow them broadcast rights. So it is no surprise that - while everyone is quite happy to not be dead - many in Celestia are very disappointed. It’s hard to say if they are mad about the needless death of all the other “losers” of the show, upset that the show ended, or that it just had a very unexciting ending to an otherwise widely popular show.
    (CWZ puts on a “Save Celestia” gameshow and saves CLS from Prosperity’s End. CWZ gains control of TP#2 and TP#3 of I21. I21 is in Unrest.)

    The Dipanana Collected Nations has had small problems preventing them from acting on the galactic stage for a few years. When they finally opened up outside communications again they received a notification about a meeting invite overdue by a few years. Luckily the sunbreams had an opening and gladly accepted the advice to see Vapor-Misplacement Guns because guns are always needed.
    (DCN, after undergoing a change in leadership, finally re-emerges onto the Galactic stage. N28 - the home of the Sunbreams - finally receives an answer to their question regarding what to sell to the universe: their [Great] Vapor Misplacement Guns!)

    The Ndoda start the integration of D22 and while efforts are moving along nicely they run into slight delays. The government is so split they can’t agree on when to hand over the sector, not to mention some diplomats disappear when they look into the nightmares that dwell on the planet. Despite all this the Ndoda press on and manage to get everyone to agree to meet for the signing in 1.5 galactic years.
    (NDA successfully presses a claim on D22, 1/2)

    The Harmony know that in order to spread peace in the galaxy they will need fast transport and that the Cosmic Couriers are the ones that can provide it. They send out their best diplomats and whisper all the right things in the right ears.
    (HMY successfully raises reputation with the CmC to rank 2.)

    The Harmony want to find historical data and they know the SoS has been around for a long time. Sending a few historians over to a nearby SoS base they quickly find themselves in conversation and debate about what happened many years ago. The sisters and harmony historians alike find themselves out of time before they know it and agree to continue their discussion at a later date!
    (HMY successfully raises reputation with the SoS to rank 2.)

    Mass confusion arises as the underground natives of C21 begin to change in their mannerisms and personalities after the Harmony visit to their homeworld. Rather reclusive, they only barely make contact with the envoys sent by their galactic neighbour. Even then, talks are trivial and short at best. Luckily, one of their canisters of dark matter manages to overtake a rather prominent political figure who begins to push more contact with the outside world - salvaging their operations from the brink. When the natives express an interest in rejoining the galactic community, it is understood that proper initialization into the hive-mind may begin.
    (HMY establishes a claim to C21)

    B22 is very receptive to the Harmony, but ultimately there is a lot of dickering and delaying, and nothing really gets done.
    (HMY fails to establish a claim in B22. Establishing claims diplomatically can only be done once per ruler.)

    Trade!

    With Ninurtine occupation came Ninurtine money and attention. The Violet Expanse, now free of Syndrome influence and under Ninurtine domination finds its namesake world flooded with eager Ninurtine lords and businessmen seeking to bring Antispice home to the Emperor and his subjects who clamored for this most exotic intoxicant. Pollen from the Amethyst trees begins being harvested in industrial amounts for shipment back to the homeworlds. (E5 used; NUT increases the quantity of T22’s [Antispice] to (Good), and gains control of TP2)

    Decades of research is at last realized in the Terron System where the “simple” Matter Rearrangers advance from merely arranging blocks of large atomic structures to finely manipulating individual atoms and atomic compounds. This massive leap in technology puts a certain strain on parts as the specifications become more exacting but the increased capability of the machines means this impact is hardly felt once a sizable number of new models are constructed. (E5 used; SPR increases the quality of S7’s [Matter Rearrangers] (Great) to Matter Manipulators (Good))

    The Knight Vacio has had certain problems numbing the pain of their inhabitants and decided to resolve this by giving them rather large amount of alcohol. They set out to G11 and encourage more monks to produce alcohol and assist them in increasing the yearly yield.
    KNV increase the quantity of Antilian Alcohol from Minor to Good in G11 and gains TP2!

    CLS determines the [Resource: Metal] in H22 to be Celenian Alloy!

    Reaching out across the galaxy into the territory de facto claimed by the Uplift Chorus Etherites work to elevate their own mining outpost in the metal rich asteroid belt in the process of being claimed by the SPR. Local miners complain about foreign competition claiming some of the best mines but in truth the Etherites were quite careful not to interfere with local mining enterprises while ensuring their entire operation was completely Etherite owned and operated. (E5 used; ETH increases the quantity of S9’s [Boreal Metal] to (Great), and gains control of TP3)

    Unable to defeat the Commandant and seize his space station the Rothuun minotaurs settle for attempting to undermine the local dictator’s monopoly on the regional Miracle Machines managing to salvage a barely damaged one seized during their raid on the space station and ordering it to replicate itself a thousandfold. The original machine breaks again but only after hundreds of replications are made, these under minotaur control. (E5 used; RMT increases the quantity of P22’s [Miracle Machines] to (Good), and gains control of TP2)

    The Duenem set forth into the dangerous Space Storm no doubt acutely aware their metallic forms put them at a far greater risk of being struck by a bolt of quantum temporal electrical energy. Despite the risks the Duenem’s shielded ships allows them to safely collect loads of 4D Titanium for importation and study back home. (DNM successfully buys out region S19 [4D Titanium] TP1)

    Space sector U19 has very few things of interest, other than a dying red dwarf star known to the locals as Good-Odds. The primary mothership that orbits this star is known as The House and it is primarily a casino and trading hub for the multitude of humans, tal-amayn, grymlans, and the dominant local race that live there; including a couple Rocthuri. When the Duenum arrive attempting to put forth an offer to buy the whole Casino, the Housers at first laugh at the idea. After all, it would take a whole planet’s worth of resources to make an offer. The laughter dies when the Duenum provide just that as an opening bid, and go on to make further diplomatic overtures. While they do not purchase The House outright, a partnership is formed that seems favorable, if only the Casino mothership is properly introduced to the galaxy at large… And by properly introduced, the Housers likely mean “make us a lot more money”.
    (DNM successfully buys out region U19 [Casinos] TP1; {CHOICE} DNM can use a Diplomacy Action to host an event in the region during Round 5, introducing the Housers to the galactic races as a whole, and earn a +2 for Support when pressing a claim on the region {{OR}} DNM can use (2) Intrigue Actions to gain a claim on the region, but take a -2 when Pressing the Claim.)

    Eager to fulfill the xenophilic consumerism of the masses even as the Celenian fleet crushed alien opposition beneath the righteous heel of the Republic import arrangements are made with the Jackstar Free Union bringing in the nearby power’s high fashion to be enjoyed by the Celenian people. The radical garments designed by the JFU impress the Celenians and fashion shows become a big business throughout Celenian worlds. (CEL successfully buys out JFU Capital, region P28 [High Fashion] TP2)

    Nyxian economic reach extends two directions into a single market, drugs. Screeching Crystals from the nearby Gelean capital system as well as the Cyreilean Marching Powder recently brought under Kombuch control begin to pour into the Nyxian system. The native Lyraen powder lords as well as Gelean oligarchs seem eager to carry out business with the wealthy neighbors to their galactic north. (GEN successfully buys out GEN Capital, region K9 [Screeching Crystals] TP2)
    (GEN successfully buys out J8 [Marching Powder] TP1)

    Fear over what this recent knowledge parasite business foretold the Church of Iteus acquires total control over the symbiotic organism’s growth and production facilities. A tighter control over the homeworld’s economy could only further reveal the clear truth of Church rule planetside despite the continued existence of nation-states. (ITS successfully buys out TP2 and TP3 of their capital, Q23, for more [Knowledge Parasites])

    Hoping to demonstrate their generosity to the unusual lifeforms they discovered alongside hopes the Salted Chromium could tend to the Tezh’s own metal shortages the Consensus releases a small bounty of resources to be exchanged to the tellurium lifeforms for large quantities of their unique food source. (TZH successfully buys out region V12 [Salted Chromium] TP1)

    Eager to corner the market for plasma armaments the Etherites capitalize on their “in” with a local merchant power funding the dealer’s early retirement through the import contracts arranged between the dealer and the Etherites. Great convoys loaded down with plasma firearms begin making regular shipments to the Etherite homeworld. (ETH successfully buys out TP1 and TP2 of H26 for [Plasma Disruptors])

    Exhibiting a reciprocal attitude with their Rocthurhi neighbors and ideological allies who had supported twice now SPR diplomatic efforts and whose homeworld provided the necessary Methane to power the SPR’s new Matter Manipulators the Sublime People’s Republic transfers control over Crystal Skull imports to the Rocthurhi easing the Rocthurhi demands for gemstones. (SPR gifts T6 [Crystal Skulls] TP2 to RTH)

    What do you do when you just told people to sell guns? Well you buy them of course! The Dipanan Collected Nations set out and purchase Vapor-Misplacement Guns from the sunbreams. After they acquired the guns they went to system L28 to purchase strange red metal loops not sure what these are supposed to do the bought resource is sent to a lab for research purposes.
    (DCN successfully buys out N28 [Vapor Displacement Guns] TP1)
    (DCN successfully buys out L28 [Red Metal Loops] TP1)

    After moving their capital it was only natural for the KNV to acquire the trade posts in the area. Merchants were sent out and payments were made to get pink wood flowing into the empire the previous owners of the trade post were must have been very happy as they all got a signed copy of I DIDN’T WRITE THIS BUT THE MAIN CHARACTER IS AMAZING autobiography!
    (KNV successfully buys out Q11 [Pink Wood] TP1)

    The Ndoda set out to purchase new resources looking further and further from their home system to acquire the goods they need. While only fifty percent of their merchants come back with goods the merchants send out to G25 managed to buy entertainment from the furthest region in this shopping spree. The merchants returning from G21 bring home singing fly traps and use they to play the sound of sad violins when the merchants send to C23 come home empty handed.
    (NDA successfully buys out G21 [Singing Fly Traps] TP1)
    (NDA successfully buys out G25 [Entertainment] TP3)

    The Dawnstar Dominion hears the stories of the Jabberjaus and immediately know that they must have them. Where locals run away in fear from these creatures the merchants and wranglers of DSD bravely set out to supply them to their home world. A few merchants do not return home but the mission at large is successful and the next trip is sure to be without casualties.
    (DSD successfully buys out U11 [Jabberjaus] TP1)

    The Cosmic Couriers are quick to show Malak that a working partnership with them is beneficial to all involved. The Ninurtine Empire is, surely, blessed by their representative’s presence, and certainly what the Couriers bring in trade for Entropic Pearls is welcomed.
    (CmC successfully buys out U23 [Entropic Pearls] TP2)

    Ideology!

    Having grabbed hold of the One’s philosophical leadership with the endorsement of all its existing stellar power supporters the Tezh have fostered and grown the One ideologically across Axiom into an impressive force. From their place along the galactic eastern spirals the Tezh announce their next evolution in physicality being bearers of the One’s truth unbound by the limitations of space and time. No doubt the One’s teachings will reach yet further under Tezh direction. (TZH becomes an Ideological Power! TZH may now take a 6th Philosophy only action each round!)

    The gods return! The Divine Brother speaks once more on Bespéartha where his heroes rise once more to bring truth and light to the long misguided Djinye! Elevation of the church in these times brings much internal conflict between the church and the Meritocracy with the church’s divinely empowered leadership threatening outright rebellion against the Meritocracy’s atheistic leadership. How and when this conflict will resolve remains to be seen but many within the Meritocracy’s space are filled with the passion of faith believing the time of enforced homogeneity to be at an end and now to be the dawn of a new age of gods and heroes. (TMC organizes Realtaism! LC 5 bonus set as +1 Pressing Claims!)

    Eyes of the Horizon work not only with the Couriers but alongside the controversial Gelean Republic hoping to sway the roguish power towards the enlightened teachings of Shadow and Flame, in Accord. The psychic abilities of the Geleans will perhaps grant them a more full understanding of the Source in time and a number of Gelean psychics are apprenticed to Hearth masters to begin spreading the knowledge of true balance. (P5 used; EHZ successfully converts K9 from Cult of Renewal to Shadow and Flame, in Accord)

    As the Sisterhood are evacuated to this system from their threatened vigil around the Core the Sublime People’s Republic further bolsters the One’s presence in the once deeply divided region through the sponsorship of the Unity Guard Assembly. This new font of ideological knowledge offers a more politically engaged order within the cold war sector seeking to elevate the inhabitants to a new form of social consciousness centered around the unity and Oneness of the universe. With the SPR seeking another satellite state to join their growing influence the presence of this Assembly only serves to bolster their political claims. (P5 used; SPR creates an Assembly, “Unity Guard”, in region T8)

    A university funded by Consensus spending is established on Yutov to teach and promote the ideals of Oneness yet further within the ideological head’s capital system. Free tuition is extended to the university’s capacity and hundreds of thousands of bright eyed students are molded by the Assembly’s teachings in the years following its establishment. (P5 used; TZH creates an Assembly in region V14)

    Seeking to mesh the One’s lofty ideals with practical application in the realm of politics the Tezh Consensus issues new curriculum related to the political organization of ideally adherent states. Promoting cooperation and alliance among the One’s many galactic adherents emphasis is placed on cohesiveness and unity above individualism and personal glory. To belong in some fashion to a noble stellar power proponent of the One was emphasized as a logical and correct duty in place of national or planetary determination executed in a vacuum. The cohesive nature of the One’s ideology now further encouraged consensus and belonging to a higher order as part and parcel to its many other teachings. (TZH establishes a 20+ Learning Center Bonus for The One, “Political Science Curriculum”. Gain +1 to Press Claims on a region with a The One LC. If the region is adjacent to or contains an Assembly for the One, gain an additional +1 to the roll.)

    Knowledge of OwO is brought to the recently annexed region of Dregisles promoting connectivity and bountiful experimentation among the gunsmiths and their subjects in the region. Lucky Sevens Broadcast Hub is overtaken by Grymlans alongside human and Lopurna supporters of OwO and begins broadcasting the AI’s cheerful lisping thoughts throughout the sector to the chagrin of some and the delight of others. (OwO successfully converts Dregisles (P16) to OwO!)

    With a foothold on Alysian Prime proselytizers of the Nine Lights journey into the Eternal Assembly’s colonial Veleron to spread the ideals promoted by the sphynx gods and their interpreters back home on Zel-Kryes. The locals and colonial Alysians seem quite accepting of these ideas taking hold and promoting them widely from their central point upon the Isle of Serraphrei. (SVA successfully converts Veleron (K23) to Nine Lights!)

    Intrigued by the massive space-dwelling Sun Hounds Nolkir priests and sages journey to the nearby region scouted by CLS ships to observe the nebula and record their observations of the unique natives. The poetics created by the Nolkir in the system prove popular among travelers in the region and folktales spring up that the broadcasting of Nine Lights poetry will save a ship from unfortunate run ins with hungry or scared Sun Hounds, soothing the beasts and turning what could be dangerous animals into playful friends. (SVA successfully converts J22 to Nine Lights!)

    Realtaist priests introduce fantastic images of the brother and the sister both together and apart for inspiration to the artists of the nearby region of sculptors. The dualism of the faith’s diarchic gods proves quite popular among designers and diamond cutters leading to a renaissance of classical artistic sculptures and busts sponsored by a wealthy church rather than individual patrons. Diamond likenesses of the Realtaist gods soon adorn many great temples back on the Meritocracy homeworld and across the planet of their creation. (TMC successfully converts E11 to Realtaism!)

    While all the sectors adjacent to Origin’s End remained unexplored just outside this reach the discoveries made by Grymlan and Syndrome explorers find themselves inundated with Church of Rust preachers and proselytizers. Bringing with them the great Rass salvage ships loaded with supplies and inventions of various utility ingratiates the Rass with the locals and settlers who are eager to learn of these curious alien inventors and their ways. Belief in the Church of Rust’s primary tenets spreads like wildfire throughout nearby systems further insulating Origin’s End from differing ideological views even overcoming OwO in nearby galactic sector Q13 where Grymlans seeking to connect their god-AI to the silicates find themselves overshadowed by Rass philosophers preaching of CoR tenets. (FCO successfully converts Q13 to Church of Rust!)
    (FCO successfully converts Q15 to Church of Rust!)
    (FCO successfully converts S19 to Church of Rust!)

    Seeking to solidify the Church of Rust’s grip over SPACE KING’s expansive domain agents of the Federated Church journey to the first annexed sector of the Knights Vacio bearing their message of divine creation. The Churches arrive to find the One already held sway but do not let the presence of the largest organized philosophical thought deter them making impassioned cases to the local knights regarding their cloning technology and the myth of SPACE KING’s ascendance to impress upon the locals and their new knight lords the importance of creation, invention, and even reinvention as paths to progress through life. These thoughts, coupled with the pressure from knights elsewhere in the dominion who already believed as the Church of Rust preached including, it was rumored, SPACE KING himself pushes the local knighthood chapter to adopt these principles as their own abandoning the unifying concepts of Oneness brought to them by the Rocthurhi only a few years prior. (FCO successfully converts R10 from the One to Church of Rust!)

    From the One promoted by Korima now to the Nine Lights brought to Celestia Enterprises by Frvamas the celebrity culture of the interstellar company leads to philosophical adherence being more akin to a sock in the wind than a stalwart idealogue. Broadcasts of the Nolkir’s godlike sphinxes are added to the retinue of officially endorsed programs and enter regular rotation on Celestian broadcasts. (CLS declares their state ideology to be Nine Lights!)

    When the Dawnstar Dominion found the open learning center in V6 they knew it was only a matter of time before The Illuminated Minds would spread to this sector. Sending out teachers and guides it was not long before the sector at large started following the proper path. (DSD successfully converts V6 to the Way of the Illuminated Mind)

    With support from the Tezh, Rocthuri proselytizers proceed to unify the collective of individuals found within S11. Through a greater understanding of peace and harmony, the region is guided towards joining The One. (RTH successfully converts S11 to The One)
    Last edited by Gengy; 2019-08-13 at 11:18 AM.
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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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

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    Default Re: [Empire 5] IC Thread

    Terror!

    Angered at the continued mistreatment of their people, the previously peaceful Ogatvezhiy band together and form a rebellion against their oppressors!
    (Baryshev (P18) is in Anarchy, and rebels against RMT with 1 Unit! RMT must defend the region during Round 5, or lose control of it.)

    An intense investigation occurs within the Commonwealth of Zara to determine the source of the leaks that continue to plague their otherwise covert actions. Both as a way to continue the broadcast of the now very popular show Who’s To Blame? and also to actually find out who’s to blame. Rather than a paid for TV show host, the Commonwealth finds a physically attractive private detective and provides them with everything they need to track down the hackers responsible for leaking private details which absolutely spoil surprises for the last couple of Galactic Year’s entertainment shows. The investigator stars in his own version of Who’s To Blame? called No, Really: Who’s To Blame? and though it takes thirteen scheduled episodes, the trail finally does lead to a very likely - if unheard of - suspect: The Kronin. Broadcast hacking equipment developed clearly marked with the Law of Flame and made for Kronin vessels is found - and removed - from the Commonwealth’s shipments of Vanadium. Further, a Kronin employee of Entertainment Co. was hired around the time the leaks started, and though this employee has eradicated all evidence of their time in the company, they were captured trying to flee Zara space. Sadly, before they could be questioned, they killed themselves using some sort of suicide pill. Their last words - caught on camera for the whole audience - were “For Krazkul!”
    (CWZ successfully purges the leaks in their programming schedules, and discovers a KRO spy and KRO hacking equipment.)

    Efforts are made by Celestia Enterprises to reprogram certain high-ranking robots within H22. The mining drones however seem to have excellent anti-virus software, and it detects the intrusion quite quickly. While their does not seem to be any explicit repercussions or any messages sent back to Celestia, CLS monitors a change in the drones activities. They alter building material into building more drones.
    (CLS fails to fabricate a claim for H22. H22 gains a unit of Mining Drones.)

    Cowardly thieves take advantage of SPACE KING’s nap time, and SPACE KING wakes up to find out that the Library of Peace has been stolen! Kinghts of Vacio sent out to try and find the thieves discover that they leave on a ship that immediately heads to the nearest CmC relay. What is unusual is that the thieves seem to be a pair of well respected Knights. Many speculate that they had to have been paid quite a lot of money to betray SPACE KING, because why else would a pair of very successful and respected Knights consider betrayal? SPACE KING didn’t start his reign with betrayal and mayhem, right?
    (KNV loses the Library of Peace! An [Intrigue] investigation action may reveal more information about the perpetrators!)

    Many Stellar Powers find that their people are becoming unruly and needy. Their people know that they have had many years to find the best that the Galaxy has to offer, but have so far been unsuccessful...
    The following regions have till the End of Round 5 to obtain their Required Resource or their capital will go into Unrest...
    Spoiler: Required Resource Needed
    Show
    Technocratic Meritocracy of Caruflaith Restored
    The Draaxerri
    The Harmony
    Mier Formica
    Unified Public Trust
    The Kronin
    Melfynians, All
    Conclave of the Black Sun
    Droccen Imperium
    Commonwealth of Zara
    The Kombuch
    Etherites
    The Gelean Republic
    Dipanan Collected Nations
    The Kamsati Pantheon
    The Eye of the Horizon
    Grymlan Combine
    The Vilari Sodality
    Rothuun Minotaurs
    Church of Iteus
    Republic of Celes
    Ninurtine Empire
    The Dawnstar Dominion

    If you feel like your Power should not be on this list, please contact the GM Team with your reasons. If you own a TP that is part of an as yet unwritten region, writing up the region for submission and approval will remove you from this list if the resource fits your required resource.


    War!

    Selecting a Gelean man to head up the growing mercenary force of Nyx former Commander Xavier of the Virgo Arcology rebrands himself as Grand Admiral Bonaparte, head of the mighty Nyxian space fleet. The middle aged gentleman may have had a flair for the melodramatic in his naming and conducting war games using livefire but there was no denying he was a gifted tactician when it came to conducting interstellar war. (GEN recruits a Military 10 General, “Grand Admiral Xavier Bonaparte”)

    Preferring to fight their wars before they were forced into defending the planets under their rule and deter lives lost to bloodshed in favor of enemy losses due to cut supply lines and desertions the Duenem institute a series of tactical guidelines dubbed the Eden Protocols to blunt a fight before it even has a chance to begin. Deep space held less obvious dangers to the synthetic Duenem and they felt comfortable diverting a portion of their armed forces to engage with enemy powers seeking to invade Duenem-defended space out in the black ahead of their arrival in an inhabited system. (DNM introduces Tactical Doctrine “Eden Protocols!” After a successful tactical roll: the Duenem suffer a -1 to their combat roll but impose one additional step each of Distance & Size losses to their opponent s regardless of distance traveled or army size!)

    The Harmony tends not towards bloodshed, but in such cases it is better to be on the winning end of the battle. When accomplished with care, the dark matter that they use to keep their thralls under their sway may spread over the enemy fleet and turn entire fleets against their command, rendering unsuspecting foes scattered and divided before battle even begins. (HMY introduces tactical doctrine ‘Harmonized!’
    On a successful Tactical Roll, the opponent loses one unit before combat starts, and it fights for the Harmony. If the enemy has 4 or more units, they lose (2) units instead, both of which fight for the Harmony. At the end of the battle, these unit(s) are lost. GM Team Clarification: Cannot be used if the defending Stellar Power only has 1 unit raised. Stellar Powers with more than 1 unit, but defending with only 1 unit, are still viable targets for this Tactical Doctrine.)


    The Guild-Empire of Nyx spends a great deal of resources and time building the Gilded Garrison at Isabe, and through their diligence (and willingness to pay for expert construction teams) the garrison is able to house additional troops ready and willing to fight for money the Guild-Empire!
    (GEN completes a Great Project, “Gilded Garrison at Isabe” and gains +1 to their Stellar Power Unit Cap)

    Disinterested in negotiation with heretical flatworms the Ninurtine fleet moves to occupy the nearby galactic sector U25 unopposed by any native or foreign defensive forces. The locals decry this aggression and reach out to the Church of Iteus over long wave communications but are unable to deter their conquest by the Emperor. (NUT successfully invades region U25! U25 is in Unrest!)

    The Lyraen battle fleet moves to annex the nearby iridium rich asteroids discovered just south of the Kamasati home system. Lyraen influence on the galactic stage grows alongside their expanding influence and demands for attention split the concentration of Lyrae and her chosen representatives across a vast expanse of interstellar space with newer provinces lacking the ingrained attention of older planets leading to unrest along the frontier. (LYR successfully invades region N8! N8 is in Unrest!)

    The Kamasati arrive as they always do with self important pomp and circumstance declaring themselves gods and masters of this new realm. The reclusive space whaling greys take notice of the new arrivals but pay their grandiose psychic speeches little heed. It would seem the whalers here desire more to merit obedience than talk and occupation by those who would claim to rule over them. (KSP successfully invades region M7! M7 is in Unrest!)

    Long delayed and under new leadership the Dipanan Collected Nations at last move to capitalize on their early GLD-equipped discoveries. The “hoop breach” is quickly secured by the Shields of Katarsha stellar fleet and the process of integration begins. Demands for supplies and attention to this annexation take up much of the Council’s legislative sessions in the following months. (DCN successfully invades region L28! L28 is in Unrest!)

    Taking advantage of Draaxeri explorations the Formicans send warships into the nearby system that separated them from the Superterran nomads. When the local doctors and physicians are informed of their annexation by the similarly insectoid Formicans they prepare to protest having never been consulted or even spoken to a Formican before they showed up planting flags all over the place. (MFM successfully invades region C17! C17 is in Unrest!)

    The Svaatyr Theocracy send units to two neighbouring sectors one which was assumed to be undiscovered! Sending a small fleet to each the inhabitants of both systems surrender without a fight but are not happy about it. Many angry letters are sent and the SVA find themselves with unhappy people on both sides.
    (SVA successfully invades regions J20 and L20! J20 and L20 are in Unrest!)

    The Syndrome are not deterred by the presence of a violent space storm anomaly and deploy two Battle-Pods to secure the region in the name of the Overlady. Eventually semi-stable outposts are established in the region though will require attention to avoid succumbing to the difficulties imposed by the space storm disrupting Syndrome control over the region. (SYN successfully invades region S19! S19 is in Unrest!)

    KCW prepares their fleet for an invasion of N26 because these bunnies must be stopped. When the fleets meet a single fighter proves to be very difficult to take down and negate the superior numbers and experience of the KCW. This fighter was piloted by Lord Hops himself who managed to take down ships many times larger than his. In the end the KCW does not win the day but did manage to analyse the movements of Lord Hops and can use this to their advantage next time!
    Spoiler
    Show
    KCW: 27
    Natives: 27
    KCW loses 1 Unit, and KCW is Entrenched (+2 Battle for Round 5) in N26!


    The CWZ prepares for the much anticipated sequel as the dragoons from G27 approach. When asked to stop for makeup the dragoons stormed ahead and started the attack while the countdown for live broadcast was still on two minutes! The previous show was interrupted early and the battles aired the unit from CLS dropped first but in a final act managed to ram into a dragoon unit. Unable to dodge in time, the dragoon was shoved into the path of friendly fire! With one unit down on each side it would normally be time for a commercial break but Vice Admiral Flint refuses to sign advertisement rights so the battle continues. Lasers to the left, explosions to the right; until the CWZ ship goes down its shrapnel blocking the guns from the last remaining dragoon unit. G27 is forced to retreat. The people rejoice at the victory and the ratings go through the roof. Remember this broadcast was brought to you by Entertainment Co. the true source of entertainment!
    Spoiler
    Show
    G27 Attackers: 6
    CWZ: 12
    CWZ successfully defends its capital! G27 loses 1 Unit. CLS loses 1 Unit. CWZ loses 1 Unit.


    The Rothuun Minotaurs send two units to P22 to make quick work of The Commandant. Little did they know that the Commandant and his unit of Miracle Men were ready for them. When RMT entered the sector they were besieged by the Miracle Men and before RMT knew it their opponent made short work of some of their already beleaguered forces. While Kzarna managed to fight her way out of the ambush, RMT is forced to retreat under the overwhelming might displayed by The Commandant of P22.
    Spoiler
    Show
    RMT: 16
    Natives: 27
    Natives Overwhelm RMT! RMT loses 1 Unit to distance. Natives Defend their Region!


    Discovery!

    The Sisterhood of Silence, in response to the concerns about the mysterious Jester appearing at the Coronation of Empress Sai, launches a full investigation into the jovial joker. They start in Droccen itself, and confirm from almost everyone there that the three-armed juggler did not seem dangerous; everyone rather enjoyed the Jester’s antics while he was nothing more than a performer. His appearance and disappearance are highly unusual, but an inquiry between the Sisterhood and their Courier contact reveals that there was a more advanced version of transportation that did exist for the Callers chosen servants that would do something similar, at a great cost of energy resources. The Couriers, however, are unaware of anywhere in the Galaxy that would be able to provide such resources so are just as curious and clueless as everyone else beyond that. The Sisterhood investigators continue to try and find out the Jester’s origins, but are - ultimately - only able to speculate: the juggling poet probably came from the Beyond and returned there when done with his task.
    (SoS Investigates ‘The Jester’ and determines he wasn’t dangerous, he probably has something to do with the Callers, and maybe came from the Beyond.)

    Though many are quite shocked that the Knowledge Parasite that was once used by Guardian to invite the Church of Iteus to the Simulacrum was able to reform itself after Archdeacon Armando passed away, those in the know were even more surprised with Pontiff Altea herself chose to reuse the Parasiste. Her interaction with the Knowledge Parasite is quite different from the now deceased Archdeacon; her mind sharpens, even as it seemingly expands her overall knowledge and curiosity. Her faith in Iteus, while not shattered, is somewhat affected by the depth of knowledge contained within the Simulacrum. Pontiff Altea does seem to retain control over herself, and does not go comatose and remains able to function independently. She does develop an odd tick where it takes a few seconds longer for her to acknowledge that a question has been asked of her; almost like she is staring into the halls of a great library before answering.
    (ITS chooses to re-use the Parasite, and queries the Simulacrum directly. ITS leader Pontiff Altea gains +1 Intrigue, but -1 Philosophy.)

    An ancient decrepit and failing supersized ship drifts into Technocratic Meritocracy of Caruflaith Restored space from B12. After a careful preliminary investigation, TMC security forces determine that it is a giant manufacturing ship, capable of transforming matter if provided with the proper resources. The ship appears unmanned, but TMC security is unable to make it do more than float in a lazy orbit around the sun of Bespéartha. Something - probably a “sleeping” AI - is locking out full control of the ship. Repairing the ship may “wake” the AI. Security teams inform Marshal Galen Aoife that it would be quite easy to keep the ship in orbit, as is… but equally easy for a determined thief to make the ship leave the system. Some military advisors suggest using the ship fully before destroying it.
    (TMC gains “Mysterium”, the Manufacturing Ship. This ship can have an existing owned TP Resource assigned to it for an Economy action to create any other Resource for the round. However, like any other object of power, it can be stolen by another Stellar Power. {CHOICE} Use [x2] Economy Actions to repair the “Mysterium” for +1 Buyouts in one region (player’s choice) for as long as the player controls the “Mysterium” ((OR)) as a “locked in” [Military] action, push the ship to its limits granting +3 on all buyouts for Round 5 but destroying the ship.)



    Ninurtine ships journey across the cosmos to find...nothing at all. Scanners pick up signs of a megastar that once was, but is no more. It's heat and light long since dead, in some ancient supernova. What is left in the sector is dust and free floating asteroids, and not much else. Except for the minor amount to power to ship engines, no local pull of gravity keeps the ship tethered; the only lights are the distant stars that mourn their once sibling's long ago passing. This region is Empty. (NUT discovers V24, which is an Empty Sector. See Exploration Rules for details on what can be done in this sector.)

    Specialized explorers hardened by multiple successful voyages set off blaring the catchiest ultra nationalist songs they can find. In unknown space orbiting a giant white star Celenian explorers discover a tiny mercury sized ecumenopolis inhabited almost entirely by a race of sentient drones. The drones are the only beings capable of surviving in the atmosphere-lacking radiation-blasted cityscape. The drones eagerly flex their mechanical aptitude to the visiting diplomats, displaying their micro machines, which perform an astounding number of tricks designed to wow the new visitors. (CEL discovers Q27 which contains a [Minor] resource of [Micro Machines], 2 units of Drone Defenders & a Church of Rust Learning Center!)

    The CmC venture into K27 on behalf of the Eternal Assembly of Alysia, chartering the various worlds and discovering a new type of mineral all across the sector that they happily offer to sell to their client for study. Operations go smoothly for the first year, until they find an entire space station layered with the stuff, and the mercenaries hired for protection start getting some bright ideas. Getting their hands on a caller-era defense system within that they dub ‘The Big One,’ they manage to shoot down any ships that refuse their new desire to own the region themselves... And blow it up by accident within a week, resulting in their contract being scrapped and the advanced defense system being lost. The CmC are outraged, encouraging the Assembly to evict these brigands by force if they must. (EAA discovers K27 which contains a [Great] resource of [Darkstone Ore], 2 units of CmC Hired Mercenaries, and an Open Learning Center!)

    Vilari diplomats arrive in a world covered in massive clusters of golden curly hair emanating from the top mysterious space elevator. Local legends speak of a warrior princess cursed by the sibling gods to have ever growing golden hair as punishment for her inumerable war crimes. Forever banished to the top of a Space elevator, her golden locks have begun to envelope many continents in a twisting tangle of tawny golden threads. Further reports indicate that the space elevator is protected by an order of space-capable knights sworn to serve as wardens to the princess. (VLS discovers Q9 which contains a [Good] resource of [Gold Hair], 3 units of Tower Guards & a Realtaist Learning Center!)

    Veteran Vilari diplomats plunge into the cold unknown discovering a system hidden beneath the veil of an artificial nebula. The system is rich in habitable worlds with one in particular known for attracting magic users from across the galaxy. First contact with the praying mantis esque natives reveals that the deluge of magic users are attracted by a near-mythical gemstone known as the Star Heart. Rumour has it that the Heart is one of the greatest known batteries of arcane energy in Axiom. Unfortunately the Heart was shattered by dragons leading an army of space pirates on a quest to undo some great magical working many centuries ago. The natives inform the Vilari diplomats that reassembling the star heart may be possible but will involve wresting the fragments from the powerful wizards that have taken up residence in the region. (VLS discovers P6 which contains a [Great] resource of [Solar Sapphires], 2 units of Wizards & an Open Learning Center! The Region is also home to the partially completed Great Project: Starheart reconstruction 1/5 actions the end mechanical bonus to be determined by the player)

    After their last successful explorations Public Trust agents have found a seemingly pleasant habitable world with a civilization nearing an industrial revolution. When the Trust agents begin making diplomatic contacts it becomes abundantly clear that the dominant life form is not the humanoid residents but a race of biomechanical cyclopean tripods buried beneath the planet’s surface operating in power saving mode. The proximity of UPT technology seems to act as some sort of trigger and the tripods activate, rising from beneath the earth and laying waste to much of the burgeoning industrial civilization while simultaneously broadcasting threats to the Trust’s ships in space that this planet belonged to the Cavernicus Empire, seemingly some forgotten stellar power from an age now long past. Perhaps the Trust could work with the humanoid residents to overpower and take control of these raging devices or perhaps they will need to destroy these machines to free the planet from ancient tyranny. Whatever the case may be the tripods cannot remain free to act according to their ancient programming. (UPT discovers D4 which contains a [Minor] resource of [Cyclopean Tripods], 3 units of Tripods & an Open Learning Center!)

    Agents of the One High Maxim have searched the cosmos for resources to get an edge on their rivals, especially Casrule, whom they have always been at war with. After months of scouting unknown space, Maxim agents stumble upon across a planet covered by a gigantic rainbow colored mushroom swamp. The only residents appear to be isolated groups of ship wrecked aliens and exiles from other worlds. Despite the planets psychedelic beauty, there are hundreds of seemingly natural hazards that make infiltration and contact difficult. Spores that feed on biofuels, spores that eat steel, and perhaps the most dangerous of them all, the Kytefly. Humanoids who have been contacted by hives of these bulbous flies soon find their bodies reacting quite violently to the native spores with mutation into some form of semi-sentient mushroom being one of the more positive outcomes. The local population of exiles exist in isolated pockets of civilization though have cooperated on work intended to alleviate the dangers of the planet they find themselves stranded on. (KCW discovers O23 which contains a [Good] resource of [Kytefly] & an Open Learning Center! The Region is also home to the partially completed Great Project: The Spore Vacuum 3/5 actions the end mechanical bonus to be determined by the player)

    Eager to outdo the One High Maxim, agents of the Casrule movement infiltrate a tropical world filled with what appears to be ruled by a society of extremely hierarchical hyenawomen. After being ravaged by a 700 year civil war, this sublight civilization was near the brink of extinction, but due to the intervention of what the locals call a “flame haired god” they’ve gained the ultimate form of food security. In fact it seems as though the native inhabitants live in a hungerless paradise due to the abundance of Coy trees. Casrule agents soon discern that this civilization has spent nearly all its efforts since the wars ended building a massive spaceport in the hopes of one day meeting their extraterrestrial visitor again. (KCW discovers M21 which contains a [Great] resource of [Coy Trees], 4 units & a Learning Center occupied by DDD! The Region is also home to the partially completed Great Project: Axiom’s Greatest Drive-In 2/5 actions the end mechanical bonus to be determined by the player )

    Droccen diplomats race off into unknown space, eager to find the most viral planet they can stream to eager audiences back on Droccen. After several months of diligent searching they find a world filled a rowdy group known as the Caguns. Known both for their surly disposition and their tendency to fry up anything they can back in their planet’s extensive marshlands the Caguns do not appear to be vicious despite their propensity for violence. After a few impromptu fist fights and attempts to deep fry the Droccen crew, the Caguns reveal their greatest delicacy. Frogs whose croak blends together into the most beautiful yet dirtiest opera in the galaxy...at least to the tone deaf Caguns. When not kept as musical pets these giant amphibians have their legs, organs, tongues, and skin fried vigorously using the 12 sacred Cagun spices. (DCC discovers F22 which contains a [Good] resource of [Operatic frogs] & an Open Learning Center!)

    Church of Iteus agents find a series of planets devoted to growing what the locals consider to be the greatest plant in Axiom. Nurtured by the gentle light of a red supergiant, the systems tomacco plantations prosper under a group of tyrannical planters that pit the local alien races against each other as a means to preserve their tomacco monopoly. Spies indicate that tomacco is an addictive vegetable that can be eaten, smoked, or turned into a rope. (ITS discovers Q21 which contains a [Great] resource of [Tomacco], 2 units of Plantation Overseers & an Open Learning Center!)

    The two kamasati sent to make contact with any nearby pantheons discover a highly advanced but firmly grounded civilization on a healthy blue-green world orbiting an unstable blue star. The natives appear highly advanced in their ecological practices and political organization having no record of war dating back centuries but lack entirely electronics in any form and while the Kamasati detect psychic potential the locals appear undereducated in its abilities. The reason for the lack of electricity soon becomes clear as the Kamasati witness a series of solar bursts during their months planetside which color the sky a beautiful rainbow hue but disrupt any and all electronic equipment on the planet’s surface. Thankfully the Kamasati’s reliance on mind over matter allows them to avoid becoming stranded and they return to their pantheon with details regarding the many curious plants cultivated by the natives as well as their organic defenses grown into the planet’s surface worldwide. (KSP discovers O5 which contains a [Good] resource of [Moonroot], 3 units of Organic Defense Platforms & an Open Learning Center!)

    The Kombuch explorers find a distant if not entirely unfamiliar world resembling Amanyk. The planet is fairly earth like though since the fall of the Tal-Amanyn empire much of the planet has gone through a fairly potent ice age greatly downscaling the local level of civilization. One thing has has been retained however is the local’s skill in selective breeding. A skill that is mostly limited to manufacturing the most adorable creatures in Axiom. According to the local Tal-Amanyn the viral sensation that is “tiny cats” has ended warfare, world hunger, and xenophobia so completely that all further advances are considered moot. (KBC discovers I5 which contains a [Great] resource of [Tiny Cats] & a Learning Center occupied by Axiom of Axioms!)

    UPT scouts arrive in this nearby sector and quickly are inundated with warnings and rumors that a fairy like creature has been enticing children from across the territory to journey deep into void space between the stars where they can remain forever young. Rather than be deterred UPT agents pursue these leads finding in the void a dyson sphere that was a veritable paradise free of scarcity where the eternally young were free to galavant across the station’s natural biomes of vast tropical archipelagos and enjoy the mild glow of a green star that had been undetected from its place within the spheroid station. More detailed reports from veteran spies reveal that the “children” enjoying this paradise are in fact ceramic android duplicates lead by a rambunctious AI known as Peter. The partying of the androids is supported by a robust workforce of organic prisoners captured from a variety of races across the galaxy, likely the children grown and growing up as slaves to their synthetic copies. (UPT discovers E3 which contains a [Good] resource of [Prison Labor], 2 Units of Prison Guards & an Open Learning Center!)

    Unified Public Trust diplomats find strange readings coming from what appears to be an ice bond planet surrounded by strange satellites. More adept observers soon find that beneath the ice are a system of vast underwater cities powered by a special form of plutonium. Refined into an ultra dense diamond the natives are experts in the use of and fabrication of plutonium. (UPT discovers D6 which contains a [Great] resource of [Plutonium Diamonds] & an Open Learning Center!)

    Etherite explorers sail across unknown space for several months charting the existing planets in great detail. One planet in particular, a large rocky world with abnormally low gravity, seems to be the center of a pre industrial civilization of bee folk. Fed by the radiation of a white star and the planets low gravity, the Aphid folk grow a redwood sized cereal known as Manoomin. A giant crop that absorbs so much water that areas adjacent to Manoomin fields quickly become vast deserts devoid of life. Unfortunately the massive expansion of Aphid populations has caused a massive desertification crisis across the planet. The Aphids plead with the explorers to help reverse the crisis before a massive famine sets in. (ETH discovers G29 which contains a [Good] resource of [Manoomin] & an Open Learning Center! The Region is also home to the partially completed Great Project: Land reclamation 2/5 actions the end mechanical bonus to be determined by the player )

    Three Kamasati agents pool their psychic power together to send psychic waves across unknown space as a type of doppler radar, subtly inserting pantheon propaganda into all sentient minds in the area. Via this method they find a sub light civilization based on the rocky moons of a titanic gas giant. The native inhabitants seem to be organized in a caste system designed to suppress psychic potential. Those at the bottom are forced to join the Platinum Ogres in order to learn to control and suppress their own psychic abilities, while those at the top insulate themselves within massive space stations. (KSP discovers N4 which contains a [minor] resource of [Platinum Ogres], 2 Units & an Open Learning Center!)

    Kamasati evangelists come across a system of worlds wreathed in eternal storms. The primitive natives use the psychic abilities to try to control when and how storms happen to a ...limited degree of success. Native Thunderherders are just as often likely to get struck by lightning as they are to move the great storms. (KSP discovers O7 which contains a [Good] resource of [Thundeherders], 1 Unit & an Open Learning Center!)

    Fromican diplomatic ants arrive on a world with hospitals considered the greatest in all of Axiom. Rumor has it the doctors here are so skilled at multitasking, they’ve mastered the art of being in multiple places at once, making them ideal for a wide variety of procedures. Even their rivals, the famous 9 armed surgeons, admit that the Quantum mechanical doctors are without equal. (MFM discovers D18 which contains a [Good] resource of [Quantum Mechanical Doctors], 1 Unit & an Open Learning Center!)

    After a series of successful explorations, the most veteran formican explorers collaborate to chart a particularly appealing area of unknown space. What they find is a massive planet inhabited by a peaceful group of halflings. While the small humanoids appear to be normal, closer inspection reveals that they are all incredibly baked out of their gourds bare cognizant of the world around them. Formican reports reveal that the most likely cause is the planets plentiful rainbow carrots, a plant that’s as nutritious as it is hallucinogenic, which is to say very. One groups of Halflings, have been attempting to breed less psychedelic carrots but they have met with stiff resistance from the community. Now without lands and funds they take their research to the formican diplomats. (MFM discovers C19 which contains a [Good] resource of [Rainbow Carrots] & an Open Learning Center! MFM gains a claim on the region! The Region is also home to the partially completed Great Project: Rainbow Carrot breeding center 1/5 actions the end mechanical bonus to be determined by the player )

    Alysian explorers search a seemingly promising area of deep space. Using a combination of good fortune and great dillagence, the Alysian explorers find a world filled with a group of natives known as the eyless. Despite their grotesque visage, the eyeless are by appearances an incredibly pacifistic race more devoted to crafting their energy crystals. Energy crystals are a fuel source finely crafted by the telekinesis of the eyeless, derived from several rare metals within the planet's surface. The industrialization of Eyeless society has demanded an even greater supply of material than can be feasibly acquired with current technology. Perhaps the Alysians can assist with such a dilemma. (EAA discovers L22 which contains a [minor] resource of [Energy Crystals] & an Open Learning Center! The Region is also home to the partially completed Great Project:Energy Crystal mines 3/5 actions the end mechanical bonus to be determined by the player )

    Eager to match their compatriots another group Alysian explorers sets off. For better or for worse the world they find seems to be quite the opposite to the one found by their competitors. A world filled with wind blasted tundra, inhabited by a humanoid race of seemingly uncanny beauty. Despite their harsh life style the natives are able to live a life of relative luxury due to a material they’ve synthesized known as dust. Made from what the natives believe to be the powdered bones of dead gods, Dust, once refined, has been shown to give the natives a degree of psionic power in addition to an uncanny beauty. In a bid to make their planet more suitable for high populations the natives are attempting to warm the world via their dust based powers, though there are a few factions that find altering the planet to be “inconceivable.”(EAA discovers L24 which contains a [Great] resource of [Dust], 4 units of psions & an Open Learning Center! The Region is also home to the partially completed Great Project:Global warming 3/5 actions the end mechanical bonus to be determined by the player )

    The knights who venture into P10 begin to submit their standard reports, containing all sorts of planetary details, interesting locations, and stellar anomalies, though it only ever gets halfway done. Sent with only three quarters of the report written, it seems that the further into the sector they got, the more traces of spacefaring life they discovered. The final lines stand out in the report, which read “We found the civilization - they fly ships like ours and seem to recognize our sigil. They call us ‘heathen scum.’ Bracing for battle. Situation looks grim. Weapons on their ships identified as something close to ancient Knights Vacio tech, models dating back to before the Final Crusade.” The ships never come home. On the bright side though, they found a neat uninhabited jungle world on their edge of the sector that grows a potent drug that seems to make people very happy when smoked. SPACE KING could probably make a fortune off of that! (KNV discovers P10 which contains a [Good] resource of [Cannibliss], 1 Unit of ‘Old Enemies’ & an Open Learning Center!)

    The VLS send out ships to investigate what is happening in Q5. When they arrive they find two planets at war. The Telenites who have a natural resource of mercury and use this to produce mercury sticks against the Yundar who have exploited all mercury on their planet after it was discovered to be a delicacy. The VLS ships get hailed almost immediately upon entering the region by both sides with a plea for help and rewards if they do.
    (VLS Idiscovers Q5 which contains a [Good] resource of [Mercury Sticks], 1 Unit of Telenite Defenders, 1 Unit of Yundar Hungerers, and an Open Learning Center. {CHOICE} The VLS can use a [Military] action to assist either the Telenites or the Yundar. If they decide to help the Telenites they will gain TP1 but cannot claim the region under current leadership. ((OR)) they can decide to help the Yundar; they will gain a claim on the region and a +1 to press the claim but all resources of Mercury Sticks will be consumed, destroying both TP’s. An Intrigue action must be used, after owning the region, to investigate and establish a new [Minor] resource. This choice is only available while no players have conquered the region.)

    The KSP send out a duo of Kamasati to spread the word of their gods. Upon arrival the inhabitants would not listen to the ravings of two interstellar visitors that was until a picture of the gods was produced, the translucent membrane that acts as their flesh resembles the containers for pocket gold. Pocket gold is the main export of M3 and is believed to be sacred the container was created many lifetimes ago and was attributed to the gods themselves! This could only be a sign from above that the gods of the Kamasati were the only true gods. It was not long before each container of pocket gold was imprinted with a small version of the picture originally produced by the Kamasati duo. The original was guarded in a museum within the capital.
    KSP discovers M3 with a [Great] resource of [Pocket Gold] and an open learning center! KSP gains a +1 to convert M3 to Kamasati!

    Spoiler: Failed Explorations
    Show

    CEL into S25
    UPT into F4


    Spoiler: Updated Map
    Show







    Round Five: Begin!
    Galactic Dates 217508.0.0.81 - 217510.0.0.80
    Last edited by Gengy; 2019-08-13 at 10:36 AM.
    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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  17. - Top - End - #167
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [Empire 5] IC Thread


    Droccen Imperium
    Capital Region G19
    Colonial Regions F18, H18

    Empress Sai
    Diplomacy 9
    Military 2
    Economy 3
    Philosophy 5
    Intrigue 1

    Round 5 Actions
    1.[Diplomacy] Attend Event?
    2.[Diplomacy] Inquest F20 13
    3.[Military] Conquest G21 (Sukero leading 1 unit)
    4.[Military] Raise 1 Military Unit.
    5.[Philosophy] Convert F18 17

    Non-actions
    • Request for the CmC to procure a tp in F22 for Operatic Frogs for Droccen in exchange for a favor owed.
    • Request the SoS to convert G17 in exchange for a favor owed.
    • Encourage peace between the Conclave and the Melfynians.
    • Resist Buyout of Guardians in tp1.




    Embassy Actions
    • Rocthurhi
    • Vilari Sodality



    News and Rumors
    • Ambassador Okuna sends word of the surprisingly comfortable conditions within the Vilari Ambassadorial Space Station. Almost as if the Vilari had anticipated hosting the Droccen.
    • Eager but inexperienced merchants are sent forth from Droccen to the newly discovered world in order to secure the recipe and franchise rights to the delicious fried frogs.
    • Empress Sai and Chairman Vaou, now Prince-Consort Vaou, marry in a lavish Imperial ceremony held on the palace grounds and livestreamed by Korima.
    • Sai and Vaou's honeymoon is interrupted as the Conclave tracks them down to beseech them for help with the Melfynians.
    • Reports from the region sector G21 of the carnivorous fly trap's beautiful siren song galvanize the Droccen military to secure the region lest wandering innocents are lured to their untimely deaths. Sukero, Shiri and the regiment of Grandma Guardians invade fly trap world in order to tame it with conquest.
    • Superstar Captain Sumina sets sail on her third voyage. Success is all but assured from the luck charmed captain.
    • Korima moves back to the Droccen Homeworld in order to be near her family for support with raising the rambunctious Space Prince, Hotokie. Consequently, Korima's popularity in Celestia fades as she is occupied with single motherhood though she maintains a large cadre of loyal fans on Droccen.
    • The Guardians of Droccen release their stance on the Galactic Northern War, a gentle reminder that peace takes effort.
    • Approximately nine months after the wedding, Empress Sai gives birth to a baby girl named Princess Mika Ren.


    Stat Increases
    +1 Dip, +1 Mil
    Last edited by PepperP.; 2019-08-23 at 02:48 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  18. - Top - End - #168
    Dwarf in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Round 5
    Regions: P14, P16
    High Coordinator Jeejee Scrapseeker

    Diplomacy: 5
    Military: 2
    Economy: 5
    Philosophy: 8
    Intrigue: 4

    Actions
    1. [Philosophy] Invite Proxos and the Roaming Star crew to visit the Grymlan Combine's regions. - Proxos and his CmC camera crew are shown around the regions of Cloudy Sea and Dregisles. The sights ranged from Dirtcradle itself, to the fast pace resort station of Glitterhome amid the rings of Glittering, to the riotous planet of Angryshriek and the local Robowreckers tournament. In the Dregisles Proxos stay was at the Lucky Sevens Casino, a home of all sorts of fun if potentially dangerous entertainment.
    2. [Philosophy] Convert Q13 from Rust to OwO: [13] - If unamused glares could resolve the Rass's interferance in the regions neighboring Cloudysea, then Rosh would have probably imploded in some spectacular fashion. Lacking such capability, for now, the Combine resorted to the next best option and redoubled their efforts to introduce OwO to the silicates of the system to see what happens, and sending the annoying Rust seekers back to their home. There is space right in their neighborhood that they can prostelyze to if only they'd put some actual effort into figuring out what was there.
    3. [Philosophy] Convert Q15 from Rust to OwO: [14] - While using an OwO hub to try and contact the Silicates, the Combine decides that such experimental forms of communication might assist with the flighty people in Q15 by having OwO scatter drones in the system offering overtures of peace, prosperity and the entire first season of "Jeejee and Friends vs the Galaxy" minus the last episode.
    4. [Philosophy] Convert O9 from Three Virtues to OwO: [17] (+1 if supported)
      Spoiler: Deejhan Clankturner's Speech before the Lyraen Assembly
      Show

      Meetgathered Bigbosses of Lyrae. Your people face manydecisions in their lives, muchrecent I seehear that thinkfollowers of the One have seekbarter the right to teachlead your people. While the Combine and OwO hold no hatefeelings to the Tezh or the thinkfollowers of the One, I wantwant to give you valueoption by making strongcase for OwO in the One's place.

      I have readsearched much upon the idearules of the One. They thinkteach about harmony, safety, togetherness. Good-good ideas yes-yes, for people. Not so good-good for starpowers. Look-look at the starpowers in the galaxy. they growstretch in their pathways, through mightstrength, stealthycunning, or valuetrading a fewname. Harmony, safety, and togetherness these starpowers may wantneed, but all makedeal with risk. Not foolish blindrisk of folly, but the muchmeasured risk of craftthinking. Many fightwin against risk and things are good-good, but alsomany have failed. This-this is not bad-bad, we learnmuch from failure, we growstretch. Such is the cosmicstate of power within galaxy, always in fluxchange. OwO providehelps with by organizing infoteachings from others such as the Grymlans, Melfynians, and Lopurna, as they would gethave infoteachings from Lyraens. Loyalty, Duty, and Service are not ideavalues that are to be trashjunked, newgrowth buds from oldgrowth, no-no? Lyrae would be freechange to Lyrae's Craftprints as with OwO there is no manyrules of action, only one, infoknowledge is sacred, and to be sharedtested with OwO and through OwO so that more infoknowledge might be birthmade.

      Lyraen people will growstretch in manyfuture this is truthfact. I wantask muchvalue of the Lyraen people to not takeseek safety of harmony. Rather I wantask that Lyraens takeseek risk to with OwO, and growstretch beyond just one of manyvoice in chorus.


    5. [Economic] (Special 5) Increase Quantity of Diluted Dark Energy in Q13 - Sneaky sneaky like, some trade ships are sent along with the OwO expeditionary force to Q13 where they try and figure out how the locals are creating the diluted dark energy as fuel. Things... do not go as planned. After many failed attempts and several more explosions than expected, they managed to eventually replicate the proces. Unfortunately at this point in time the very ships had been built into the very Maxforce Ultra Diffusecracking Dark Energy Pumptank Rig and couldn't be moved without a considerable amount of popped seed and viewing seats to watch the explosion. Jeejee fired the head of the project after requisitioning an industrial level popcorn maker and permission to sell tickets. The word is still out about how the locals have taken to the new refinery in their system.


    Non-Actions
    • See Embassy Actions if any.
    • Endorse Nyxian Buyouts of open Farseeker Corps


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    News and Rumors
    • There is excited rumors rippling through Grymlan circles that say Beas Datanet had managed to win a coveted award that no other person at the event could even come close to matching.
    • Narya Veleur returned from the Casino excursion after spending time with the Combine leadership. After some time she did make a statement to her people that while she was largely unprepared for what she had seen at the event, she felt that the if the Combine could make good on their promises to Dregisles they might make good, if volatile, allies. That in comparison to their experience with the humans of Dregisles, the Lopurna were entering into uncharted territory with the Grymlans.
    • Talks among Truthytruth Communications and Farseeker Enterprises intensify as they higher on more datascribes and craftmakers for a secret Combine sponsored Project codenamed, "Harvest Time." Wild speculations abound as to what this project is about.
    • Inspiration 5 never actually launched, rather it was a platform that had been dedicated to the research into the strange field effects experienced with the Inspiration 4's gravity latch drive. After several tests similar strange effects occurred on the platform, and after an extended period of time they became even more pronounced. A lack of fuel prevented the tests going any further as well as the crew complaining that the shadows on the platform were getting weirder and weirder after each test.
    • Spoiler: Combine Corporations
      Show

      Corporations of the Combine

      The government of the Grymlan Combine consists of several corporations that both coordinate with, and against, each other in deciding how the efforts of the Grymlan people are applied. The Corporations 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 Corporations 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.



    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 XXX
    Dregisles P16 Open Open XXX Guns OwO XXX

    • 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
    • CmC 1, 1 favor


    Identities and Caller Fragments
    • (Temp) Specailized Public Wantneed Fixrig Strategies - 2d8 resolving unrest


    Projects
    • P14 CmC Relay (3/3)



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 2
    • 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.
    • Darkship Fleet Flashybang: 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.



    Spoiler: Stat Increases
    Show

    Jeejee Scrapseeker
    4/X Diplomacy: 5
    X/X Military: 2
    5/X Economic: 5
    3/X Philosophy: 8+2
    X/X Intrigue: 4
    Last edited by SquirrelWizard; 2019-08-24 at 08:17 PM.

  19. - Top - End - #169
    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:[MILITARY] Invade M3 1 unit (3 General Avatar of the Dream king) Due to their religious hold on this civilization and their willingness to worship the Kamasati send a god to claim the region and establish amount and declare these peoples dream children as well. Prator Dosirix is sent alongside the avatar of the dream king to establish order.

    2:[MILITARY] Raise 1 unit Prator Loyato Fascinated with elementalism his mind can wield meteors and the heat of the sun as a weapon in limited capacities hurling raw fury at enemies of the gods. He is equipped with the lance of the sun ray.

    3:[MILITARY] Raise 1 unit Prator Dwabaros A being known as the ram! He wraps an indestructable (thus far) magical shield which he slams into what is before him and shatter it to pieces. He is viewed as herculean and has not been equipped but formally recruited so he can find other amazing beings in the galaxy!

    4:[MILITARY] Raise 1 unit Prator Xazap the flesh-eater is viewed as one of the few Kamasati who has a "sinister" air. Many call him the god of death as he is known to summon a wave which peels flesh and muscle from bone leaving nothing but skeletal remains. He has a private temple as many dislike his vicious views on the end of non Kamasati and he is not allowed around dream children, but there is no denying his ability to protect others.

    5:[MILITARY] Invade O7 with 2 units and Prator Qain (General) +10 There is a desire to understand these thunderherders, but the ability to manipulate weather appears to be the act of gods! These are clearly fellow dreamers and bringing their power into the Kamasati pantheon is deemed worthy of war. Righteous war with their fellow gods excites the Kamasati and so Qain brings together himself, Prator Sissoran and Prator Xamarin.


    Nonactions communique
    The Space whalers are named dream children and will be protected allowed to continue their ways however their belief system will not be allowed to stand long.

    Embassies
    Spoiler
    Show
    None Active


    The Psychic Web (News and Rumors)

    Capital Planet Web
    -Lyreans The Lyraens continue to cling to their more traditional beliefs but the conference has gone well and work is being done to push the value of their place as a pantheon and advance Lyrae herself into a modern ideology.

    Addendum: Military propaganda has sharply decreased Prator monitoring of that precept of space has diminished

    - The Vilari Sodality They remain unwilling to make contact, should Lyraens hold an event use this time to figure out status.

    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 Push for contact.

    - The Gelean Republic They remain neutral. Their fascination with the eradicators pushes us to bring more prators from their grand adventures and into the service of safety for the gods

    Dream Children News
    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.

    Mount Opaiz-
    The sonics are a fascinating young race and Kamsati have established their mount and begun to create myths. With the organization of the faith they will completely envelop this young race completely and help them slowly crawl toward elevation into dreamers themselves one day.

    Currently they are peaceful though a small war brews between themselves and another faction on the planets surface. More information needed.

    Spoiler: Ruler information
    Show


    High Dreamer Xasarath
    Diplomacy 5
    Military 6+2
    Economy 2
    Philosophy 10
    Intrigue 1




    New Ruler Next Round?
    NO

    Military Units 3/7+3






    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 Mil

    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.

    Prator Xamarin- Master of metal

    Prator Qain- general!

    Kuuru Huja- Speaker of Mount Kdoim

    Kuuru Fixra- Speaker of Mount Vispim

    Amazing avatar by Gengy

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

  20. - Top - End - #170
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [Empire 5] IC Thread


    The Vilari Sodality

    Region Q-07


    Speaker Ren-Kulto
    Diplomacy 9
    Military 5
    Economy 3
    Philosophy 3
    Intrigue 4

    Actions
    1. [Diplomacy] Finalize Claim on Region R-06
      With the preparations made for the introduction of the Fluiform Curators and their sphere into the Sodality, all that remains is the selection of a Seer to represent the great machine. Rather than choose of of their standing Administrators and forcing them to abandon their responsibilities, the Curators begin development on a new fluiform, one capable of greater autonomy of thought and action than any in living memory. This Chief Administrator will carry their interests into the stars.
    2. [Diplomacy] Press Claim on Region P-06 18
      Enchanted by the nexus of arcane learning they have discovered, the Vilari are quick to dispatch representatives both to educate the locals on the Sodality's culture and to gain some measure of their wisdom. To the surprise of all involved, the first Vilari ambassador soon becomes the first Vilari wizard, his sapphire scales and even temperament seen as a powerful omen by the natives. They soon prove amenable to the alien's proposals for unity, and move quickly to join the Sodality.
    3. [Diplomacy] Negotiate a cease-fire between the Yundar and the Telenites in Region Q-05 14
      Where the Sodality had initially been moved by the plight of the Yundar, the intercession of the Eradicators forces the Vilari to reconsider their position. Observing two worlds intent on annihilating the culture and economy of their enemy, they are shamed by their initial moves to support either side. Instead, Prelates of the Diplomatic Corps are dispatched to the capitals of both worlds, acting as neutral intermediaries to arrange a cease-fire that a more peaceful solution might be realized.
    4. [Philosophy] Convert Region P-06 to Way of Tides 15
      The willingness of the arcane mantids to contemplate Vilari governance is seen as an excellent sign by the philosophers among the Sodality. Soon after receiving word of the amiable people and bountiful scenery, they dispatch a number of speakers to gain a sense for the region's beliefs, and reveal the teachings of the Vilari in turn. To their surprise, these seeds find fertile ground, and soon the Way of Tides becomes widespread.
    5. [Philosophy] Dispatch Support Staff to the Vilari Neutral Aid Station in Kryptid Space
      As interstellar aid continues to pour into Casrule space, the Vilari dispatch a large contingent of medical personnel and trauma specialists to treat the wounds of the Kryptid Civil War. Attending to pains both physical and spiritual, they will endeavor to heal a broken people. With them comes the crowning centerpiece of the station, a statue of blue stone sculpted in free-standing whirls and flows that interlock to represent five figures joining hands in the air. Vilari, Droccen, Human, and Kryptid are all easily recognized with a moment of contemplation, along with a representative of the Dynast that had so recently joined the Eye of the Horizon.
    Last edited by TheDarkDM; 2019-08-24 at 05:49 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  21. - Top - End - #171
    Barbarian in the Playground
     
    Tentreto's Avatar

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    Default Re: [Empire 5] IC Thread

    The Duenem

    Region V20+V22



    Round 5
    Actions:
    1. [1][Diplomacy] Host Event in U19. !Galacitc Exchange!
      =>Award Grand Prize to Conclave...the Galactic currency mint
      [2][Intrigue] Security Services for Event
      [3] Secret Action
      [4][Economy 10] Technology: Galactic Currency Mint : Any precious mineral+Any resource.
      Provides +1 to a buyout

      With much testing, the Duenem have created mints able to quickly quantify and produce coinage in extremely specific quantities. The currency is especially useful for trading on less develpoed worlds as the coins themselves are both valuable and hardy. Each coin can be customised in design by the mints owner. So far the Duenem are attempting to go with the name of 'Mainax' for the currency, although how well this goes is to be seen.
      [5][Diplomacy] Raise Reputation with the Sisterhood of Silence 0>1. 18



    Non Actions:


    Spoiler: News and Rumours
    Show


    • For everything that happened, the Casino event has been considered a great success, despite Telescopic Radiance and many other Duenem present submitting to contamination protocols in case the being or the Eradicators had done anything.

    • The Duenem begin using the 'Mainax' as their primary currency between those they trade with. The first coins are set with a ravaged, barren planet on one side with a vibrantly colourful one on the other side. Though few would know it, these are based on the Planets Mainax, Zebrun and Yur.







    Spoiler: Owned TPs
    Show

    V20 TP1-Mechanical Drones
    V18 Tp1- Masterwork Jewelry
    W23 TP1- Subspace Camels
    S19 TP1-4D Titaniun
    U19 TP1-Casinos


    Spoiler: Ruler Information
    Show


    Telescopic Radiance
    Current Stats
    Diplomacy 7
    Military 5
    Economy 10
    Philosophy 2
    Intrigue 3

    New Ruler Next Round?
    N
    Expected Stat Bonuses
    +1 Int +1 Dip
    CI: The New Age. D8 for expedition actions
    MD: Eden Protocols. When defending, with a successfully tactical roll, the Duenum take a -1 to the Combat Roll for the battle, but the enemy incurs one additional step of Distance and Size Loss regardless of distance traveled or army size.
    3 Units Raised
    Last edited by Tentreto; 2019-08-25 at 04:53 AM.
    Avatar by theIncredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

    Playing as the Dunem in Empire 5



  22. - Top - End - #172
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: [Empire 5] IC Thread

    The Syndrome

    Region R22: Crab Nebula
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Overlady Yellow-Coat-Stripes

    Actions Rolls

    [Diplomacy] Finalize Claim on S23
    With finesse, the Syndrome bring the Greenshirts into the fold. An engineered organism here, a little covert pressure on opposed politicians there, and soon full control will be achieved.

    [Diplomacy] Stabilize S19 (SUCCESS-16)
    Utilizing native metals, albeit with some disgust, the Syndrome begin to protect their research stations from the Void-Terrors, making it easier to settle the sector.

    [Diplomacy] Raise Rep with the SoS from 0 to 1 (SUCCESS-14)
    The secret doings of the Sisters of Silence intrigue the Syndrome, who wish to know more about the enigmatic nuns.

    [Diplomacy] Attend Event
    Spoiler: Subactions
    Show
    Formally offer alliance with Church of Iteus and Rothuun
    Terms:
    All signers will provide the following aid to other signers;
    In the event by an attack by another Stellar Power or outside force against a signer, the other signers will provide military aid, at minimum in the form of units, to the attacked signer.
    Signers will support buyouts against unowned Trade Posts within their regions made by other signers.
    Signers will share copies of all technologies developed with other signers.


    [Intrigue] Secret Action (REDACTED-15)

    Nonactions

    Support Conversions of all owned LCs to the Church of Iteus.
    Support buyouts by RMT against open TPs in Syndrome territory.
    Resist everything else.

    Spoiler: N&R
    Show
    The cult of An'Null is rumored to be gaining traction in the Syndrome, especially amongst males and lower-class females.

    Spoiler: Tales from the Front
    Show
    Recovered Log, partially decrypted.
    [REDACTED]'s log, entry #5.
    Specimens of [UNCLEAR] unable to be held successfully. Current containment measures ineffective. Subjects perish quickly when removed from high-energy environment. Samples of remaining organic tissue show highly advanced biochemistry and demanding metabolisms.
    Will attempt introducing sample genetic material into the hybrid genepool. May be promising when combined with metabolic reducing strains.

    Double feature! Syndrome and Unliving tech
    Most Syndrome are uncomfortable around inorganic technology and machine intelligences. The reason for this goes back centuries, rooted in the traditional beliefs of the Syndrome. These beliefs held that any technology that is not alive and was not formerly alive is foul, demonic trickery; only life is pure. This is aggravated around AIs; the same beliefs said that demons were unliving creatures, mockeries of living, breathing things made from inorganic matter.

    Spoiler: National Info
    Show

    Units: 5/7
    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
    Battle-Pod Devouring-Shadow
    Stealth Ravager Dark-Meteor
    Stealth Ravager Ice-Claws
    Stealth Ravager Young-Hunter
    Stealth Ravager Silent-Eye
    Stealth Ravager Hidden-Pit
    Battle-Pod Reaching-Arm
    Ravager Twin-Strike
    Stealth Ravager Moon-Shadow
    Scout Vessel Light-Eyes
    Scout Vessel Gliding-Seed
    Scout Vessel Ice-Seeker
    Scout Vessel Eye-Guard
    Scout Vessel Reaching-Heart
    Mech Squadron Prime
    Mech Captain Arxur
    Mech Knight Tetivare
    Mech Knight Garahat
    Mech Knight Garein
    Mech Knight Kei
    Mech Knight Tor
    Mech Knight Akovare
    Mech Knight Lankalot
    Mech Knight Mortret
    Mech Knight Akravein
    Mech Knight Kator
    Mech Knight Karatok
    Mech Knight Takonet
    Mech Knight Arek
    Mech Knight Garex
    Mech Knight Lanorak
    Mech Knight Lukan
    Mech Knight Morhot
    Mech Knight Urein

    Resources:
    Genetic Engineers (S21.1)
    Antispice (T22.1)

    Claims:
    R22 (Owned)
    S19 (Owned)
    S21 (Owned)
    S23 (Fabricated)
    T22 (Prior Ownership)

    CIs:
    The Maiden's Code (secret actions)

    Spoiler: Ruler Info
    Show
    Overlady Yellow-Coat-Stripes
    Diplomacy: 7+2
    Military: 3
    Economy: 4
    Philosophy: 1
    Intrigue: 6
    Last edited by bc56; 2019-08-23 at 09:28 AM.
    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.
    My Nexus characters

  23. - Top - End - #173
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    The Gelean Republic
    Leader: Admiral of the Scavenger Fleet, Elizabeth of Rios Arcology


    News and Rumors
    - Picaresque fiction has become surprisingly popular in the last few years. Perhaps not coincidentally, there's been a rise in young Geleans taking out loans to purchase personal ships and seeking fortunes as explorers and adventurers.
    - Esper "awakenings" have been occurring at an unusually high rate, especially among converts to the Shadow and Flame, In Accord. Though the underlying mechanics are still ill-understood, a few leading experts suspect that increased exposure to 'mental energy' and other phenomena associated with Espers may increase the chance that dormant genetic markers flare up.

    Actions
    [Dip 10] Diplomatic Unity! Establish Galactic Power - .

    [Int] Project: Establish Security Posts in Aurora[L10] (2/5) - The Melville Belts are wide and full of chaff, but consistent chaff that can be accounted for with study and ideal calibrations. Perfect for hiding dozens of Listening posts.

    [Int] Project: Establish Security Posts in Aurora[L10] (3/5) - The network is placed for maximum coverage, but with the ability to easily triangulate signals. Handpicked Class 3 Espers are selected to monitor these, combining their unique mental capabilities with the best data technology has to offer.

    [Int] Project: Establish Security Posts in Aurora[L10] (4/5) - The posts are built with hangars of fast-response fighters reverse-engineered from the Hopeful design, though without an integrated GLD. (Kindly supplied by Melfynians.)

    [Int] Secret (Roll: Nat 9) - Slippery and cold, they worm through the mind, begging to escape.

    [Int] Project: Establish Security Posts in Aurora[L10] (5/5) - Multiple layers of countermeasures against intrusion are made, from advanced antivirus software and mandatory trainings against spear-phishing techniques to onsite Class 4 Espers seeking to predict potential intrusions and identify them before the sensors even ping.

    Non-Actions
    - Express pleasure with the Church of Iteus for choosing to invest so heavily in Auroran Commerce.
    - Express pleasure with the Kombuch for choosing to invest heavily in Grand Geode's Commerce.

    Spoiler: Ruler Info
    Show
    Elizabeth of Rios Arcology, Admiral of the Scavenger Fleet
    Diplomacy: 10
    Military: 4
    Economy: 6
    Philosophy: 1
    Intrigue: 3


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    NO

    Military Units 4/8
    - Gelean First Fleet - Three Valkyrie-class Ships Foundation, First Lensman, and Modern Prometheus, along with their support vessels and drones. Destroyed by terror event
    - Gelean Second Fleet - Three Valkyrie-class Ships Princess of Mars, Death of Grass, and Wrinkle in Time, along with their support vessels and drones.
    - An'Null's Hopefuls 1
    - An'Null's Hopefuls 2
    - Killbot Fleet

    Embassies:
    - Kombuch Embassy on Verne


    Technologies
    Temporary Cultural Identity - Empath Agents: 2d8 for Stabilization and resisting Unrest in the Capital
    Permanent 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
    - K9 (Screeching Crystals) TP1
    - L10 (Space Whales) TP1


    Spoiler: Expected Stat Gains
    Show
    +2 Int


    Last edited by BladeofObliviom; 2019-08-25 at 12:53 AM.
    Spoiler
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    Hot Mech-on-Mech Action: A Campaign Journal

  24. - Top - End - #174
    Titan in the Playground
     
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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 5

    Spoiler: The Imperial Navy: Roster
    Show

    Ship Name Class Tonnage (approx) Launch Date Type Status Fleet Captain Notes
    HIMS Santino Santino 200000 217500 Light Cruiser Active Battlegroup A Captain Sennaderesh Flagship
    HIMS Frederico Santino 200000 217501 Light Cruiser Active Battlegroup A Captain Essacharach
    HIMS Hagen Santino 200000 217502 Light Cruiser Active Battlegroup A Captain Dashunul
    HIMS Constanzia Santino 190000 217502 Light Cruiser Active Battlegroup B Flagship
    HIMS Sterkelv Sterkelv 60000 217503 Destroyer Active Battlegroup B
    HIMS Forksby Sterkelv 60000 217503 Destroyer Active Battlegroup B
    HIMS Harick Sterkelv 62000 217503 Destroyer Active Battlegroup B
    HIMS Kronar Sterkelv 65000 217503 Destroyer Active Battlegroup B
    HIMS Lara Tenderskatter 40000 217504 Gunboat Active Battlegroup B
    HIMS Vholes Tulkinghorn 102000 217504 Frigate Active Battlegroup B
    HIMS Harker Tulkinghorn 101000 217504 Frigate Active Battlegroup B
    HIMS Oldbuck Tulkinghorn 102000 217504 Frigate Active Battlegroup B
    HIMS Clemenza Santino 206000 217504 Light Cruiser Active Battlegroup D Flagship
    HIMS Norvest Sterkelv 65000 217504 Destroyer Active Battlegroup D
    HIMS Vestlig Sterkelv 65000 217504 Destroyer Active Battlegroup D
    HIMS Cassius Sterkelv 64000 217504 Destroyer Active Battlegroup D
    HIMS Skyfather Sterkelv 64000 217504 Destroyer Active Battlegroup D
    HIMS Ivar Tenderskatter 41000 217504 Gunboat Active Battlegroup D
    HIMS Virender Tenderskatter 41000 217504 Gunboat Active Battlegroup D
    HIMS Morgan Tenderskatter 41000 217504 Gunboat Active Battlegroup D
    HIMS Maxwell Tenderskatter 40000 217504 Gunboat Active Battlegroup D
    HIMS Finch Tulkinghorn 100000 217504 Frigate Active Battlegroup D
    HIMS Rumpole Tulkinghorn 103000 217504 Frigate Active Battlegroup D
    HIMS Affront Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Outrage Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Pique Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Apoplexy Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Brickbat Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Vex Affront 30000 217504 Torpedo Boat Active Battlegroup E
    HIMS Afridi Tenderskatter 40000 217504 Gunboat Active Battlegroup E
    HIMS Tulkinghorn Tulkinghorn 100000 217504 Frigate Active Battlegroup E Flagship
    HIMS Brass Tulkinghorn 100000 217504 Frigate Active Battlegroup E
    HIMS Carton Tulkinghorn 101000 217504 Frigate Active Battlegroup E
    HIMS Jaggers Tulkinghorn 105000 217504 Frigate Active Battlegroup E
    HIMS Fogg Tulkinghorn 100000 217504 Frigate Active Battlegroup E
    HIMS Perker Tulkinghorn 99000 217504 Frigate Active Battlegroup E
    HIMS Genco Santino 210000 217503 Light Cruiser Active Battlegroup G Flagship
    HIMS Enga Sterkelv 62000 217504 Destroyer Active Battlegroup G
    HIMS Gnarl Sterkelv 61000 217504 Destroyer Active Battlegroup G
    HIMS Peryton Sterkelv 64000 217504 Destroyer Active Battlegroup G
    HIMS Awstin Sterkelv 65000 217504 Destroyer Active Battlegroup G
    HIMS Tenderskatter Tenderskatter 40000 217504 Gunboat Active Battlegroup G
    HIMS Gayle Tenderskatter 40000 217504 Gunboat Active Battlegroup G
    HIMS Wickfield Tulkinghorn 100000 217504 Frigate Active Battlegroup G
    HIMS Haphazard Tulkinghorn 105000 217504 Frigate Active Battlegroup G
    HIMS Inflexible Inflexible 225000 217506 Armoured Light Cruiser Active Battlegroup V Flagship
    HIMS Implacable Inflexible 225000 217506 Armoured Light Cruiser Active Battlegroup V
    HIMS Impervious Inflexible 226000 217506 Armoured Light Cruiser Active Battlegroup V
    HIMS Bjurnja Sterkelv 65000 217505 Destroyer Active Battlegroup V
    HIMS Stormstone Sterkelv 65000 217505 Destroyer Active Battlegroup V
    HIMS Benedict Sterkelv 60000 217505 Destroyer Active Battlegroup V
    HIMS Silvorge Sterkelv 60000 217505 Destroyer Active Battlegroup V
    HIMS Clawling Sterkelv 60000 217505 Destroyer Active Battlegroup V
    HIMS Inexorable Inflexible 226000 217506 Armoured Light Cruiser Under Construction Battlegroup Z
    HIMS Intransigent Inflexible 225000 217506 Armoured Light Cruiser Under Construction Battlegroup Z
    HIMS Cassius Sterkelv 65000 217505 Destroyer Under Construction Battlegroup Z
    HIMS Minotron Sterkelv 62000 217505 Destroyer Under Construction Battlegroup Z
    HIMS Hutz Tulkinghorn 102000 217505 Frigate Under Construction Battlegroup Z
    HIMS Jermyn Tulkinghorn 102000 217505 Frigate Under Construction Battlegroup Z
    HIMS MacIntyre Tulkinghorn 102000 217505 Frigate Under Construction Battlegroup Z
    HIMS Penetrator Penetrator 50000 217500 Armed Diplomatic Active Contact A Captain Sharugin
    HIMS Thruster Penetrator 49000 217504 Armed Diplomatic Active Contact A
    HIMS Anson Anson 250000 217496 Exploration Active Contact B Captain Biphethag Flagship
    HIMS Intrepid Intrepid 30000 217498 Exploration Active Contact B Commander Himashim
    HIMS Bold Intrepid 30000 217500 Exploration Active Contact B Captain Chanubun
    HIMS Dynamo Intrepid 30000 217500 Exploration Active Contact B Commander Medenon
    HIMS Moxy Intrepid 30000 217500 Exploration Active Contact B Commander Chanithashar
    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 Fitzroy Anson 250000 217504 Exploration Active
    HIMS Cornucopia Cornucopia 300000 217499 Colony Ship Active Captain Amberechul
    HIMS Dash Intrepid 30000 217498 Exploration In Ordinary Commander Chasukar
    HIMS Audacious Intrepid 30000 217499 Exploration In Ordinary Commander Chadethech
    HIMS Spunk Intrepid 30000 217500 Exploration In Ordinary Commander Henechab
    HIMS Intercourse Penetrator 50000 217504 Armed Diplomatic Active Contact G Captain Bechadoluk
    SS-AA Skysail 5000 217504 Cutter Active
    SS-AB Skysail 5000 217504 Cutter Active
    SS-AG Skysail 5000 217504 Cutter Active
    SS-AD Skysail 5000 217504 Cutter Active
    SS-AE Skysail 5000 217504 Cutter Active
    TW-GAA Tailwind 5000 217504 Cutter Active
    TW-GAB Tailwind 5000 217504 Cutter Active
    TW-GAG Tailwind 5000 217504 Cutter Active
    TW-GAD Tailwind 5000 217504 Cutter Active
    TW-GAE Tailwind 5000 217504 Cutter Active
    TW-GAV Tailwind 5000 217504 Cutter Active
    TW-GAZ Tailwind 5000 217504 Cutter Active
    TW-GAT Tailwind 5000 217504 Cutter Active


    Spoiler: Intelligence Agencies of the Ninurtine Empire
    Show

    Upon the establishment of the Empire, the intention was that the existing array of intelligence agencies would be swept away and folded into a new, pan-Imperial organisation, the Bureaux of Imperial Intelligence. Upon foundation there were eleven such Bureaux, known as the First Bureau, etc.

    Over the ensuing years, six of the bureaux were abolished, or folded into other bureaux. Five survive, and are generally considered the senior and most prestigious intelligence agencies of the Empire.

    At the same time as those bureaux were being abolished, however, others were springing up. As the practical authority of the Emperor waned and councillors entered into direct competition with each other, individual and overlapping agencies were set up to report to each Councillor. The first such additional bureau was the Black Bureau, soon followed by a host of others.

    What follows is a non-exhaustive list of Imperial intelligence and enforcement agencies.
    Organisation Established (NIC) Role Description
    Fifth Bureau 1 Internal security One of the largest agencies, monitoring the entire range of domestic threat.
    Sixth Bureau 1 Foreign Counter-espionage The principal foreign intelligence bureau, known colloquially as the Circus. As the Empire established its authority, this agency gradually lost influence and position and narrowly survived elimination a number of times, but has seen massive expansion since the Simulacrum.
    First Bureau 1 Cryptanalysis One of the original bureaux, specialising in codebreaking. Known colloquially as the Bagel after the design of its headquarters building.
    Seventh Bureau 1 Censorship and propaganda The Fourth Bureau controls freedom of the press across the Empire, and manages offiical Imperial proclamations not otherwise covered by press offices.
    Fourth Bureau 1 Geographical information Maintains highly detailed charts of the terrestrial features and resources of the Imperial Worlds, and all known extrastellar areas.
    Black Bureau 2 Communications Intercepts and monitors communication.
    Intelligence Committee of the Military Intelligence Directorate 2 Military intelligence The Military Intelligence Directorate has a large array of subcommittees for the purposes of military intelligence, of which the Intelligence Committee is the largest and best-known. For that reason it is generally known by the shorthand "MID" even though it is only one of the committees in question.
    Octarine Bureau 2 Paranormal research A tiny and esoteric agency, not taken seriously by most others, but seeking significant additional funding following the occupation of the Suturine Sector.
    Inner Worlds Extraordinary Commission 3 Secret police (rocky worlds) Secret police on the inner rocky worlds. Significant overlap with the Fifth Bureau and Black Bureau. Known as the Rack for the shape of headquarters on Nanasu.
    Outer Worlds Extraordinary Commission 3 Secret police (Ninurtin, Bechu and Zayin) Secret police on Ninurtin, Bechu and the stations including Zayin. Significant overlap with the Fifth Bureau and the Black Bureau. Known as the Orb for the shape of its headquarters on Ninurtin.
    Tribunal 5 Proactive judicial agency Oversees the Tribunes, on whom more elsewhere. Tribunes are uniquely empowered agents of the judiciary sent to resolve situations where normal law enforcement methods are likely to fail.
    Flying Bureau 4 Incident investigation Principally a forensic agency, but with general detective powers.
    Strange Bureau 10 Communication and assassination Developed from a network of purely administrative officers to a much more general secret agent network. Known as the Granary after the historical role of its personnel in military provisions monitoring.
    Cipher Bureau 4 Cryptography A supplementary agency to the Fourth Bureau, but with a specialism in creation of codes rather than breaking codes. Known as the Temple for its location in the Temple of Zaphudin on Nisu.
    Violet Bureau 29 Syndrome activity in the Violet Expanse A recently established bureau specifically to monitor the security situation of the Violet Expanse, with specific regard to further activity by the Syndrome, either settlers or invaders.
    Extrastellar Monitoring Agency 21 Intelligence in the ETs A general intelligence bureau intended partly to compensate for the absence of the Orb and the Rack in the extrastellar territories.
    Naval Registry 1 Ship registration and tracking Not strictly an intelligence agency and more of an administrative organisation but nevertheless has an intelligence role. The Registry maintains the list of all ships, ship classes, and the known locations of said ships within the Ninurtine sector.
    Dancing Chamber 3 Extraordinary judicial A specially-convened court for those otherwise potentially above the law, including heads of state, councillors, senior military officers, and high priests.
    Commission for Oversight of Diplomatic Security 29 Diplomatic security Security agents on diplomatic stations and embassies, intended to provide a formal solution to a problem previously delegated to the military. Known as the Blue Cloth Board, for the blue tablecloth in the chamber where the Commission habitually meets.



    News and Rumours
    • Trouble on Zayin as a faction of engineers complain that proposed trades with the Duenem to employ foreign AI will lead to a collapse in demand for their own skills. So far, Station Chief Duleddin has been able to keep a lid on the protests but some worry they will only escalate.
    • President Raul Entebe of Arursha opted not to stand for a third term and has been succeded by Ece Pinera.
    • Prime Minister Sennadelaman of Ninurtin has also left office, being succeeded by Malakachin.
    • Gossip column headlines talk of a relationship between the Secretary-General and her rival, the Commissioner-General Durgadoresh, with talk of illicit affairs and a dramatic break-up. The pair deny everything.
    • A few weeks later, it is the Justiciar-General who has now supposedly replaced Durgadoresh in the Secretary-General's bed. This time, their respective offices do not even dignify requests for comment with a response.
    • Former President Entebe has now been appointed Governor of the Extrastellar Territories. The move came as a surprise to many as President Entebe was considered a dissenting voice on the Council. The Emperor's office has commented that he needs Councillors who will tell him the truth, not those who necessarily agree with him.
    • Rumours are spreading that Ledahadden has been spreading the rumours about the Secretary-General to distract the gossip mags from her own private life.
    • The Blue Cloth Board reports that there has been an incident on one of the diplomatic missions with the Tabine. Although details are tightly curtailed, rumour quickly spreads into the mainstream news. Rumours speak of violence, and worse.
    • Following the failure of his diplomatic mission to sector T26, Captain Medenon has resigned his command of HIMS Dynamo and has begun a career as a void racer.


    Actions

    [Diplomacy] Stabilise U25: 13
    [Diplomacy] Inquest region U21: 19
    [Military 5] Promote general (Lord Admiral Anguradeshib): 10
    [Diplomacy] Inquest Region T26: 9
    [Diplomacy] Inquest Region T20: 15

    Spoiler: Ruler Stats
    Show

    Diplomacy: 7
    Military: 6
    Economy: 5
    Philosophy: 3
    Intrigue: 2

    Next round: +2 Diplomacy

    Spoiler: Ephemera
    Show

    Cultural Identity: Stabilising regions (temporary)
    Resources available: Entropic Pearls, Antispice
    Generals: Lord Admiral Anguradeshib (M10)
    Units: 7
    Last edited by Aedilred; 2019-08-23 at 03:55 PM.
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  25. - Top - End - #175
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [Empire 5] IC Thread

    Celestia Enterprises (CLS)
    “Live like gods.”


    CEO Natascha Liwei (Ruler Rolls // Reference)
    Diplomacy 5
    Military 5
    Economy 10
    Philosophy 1
    Intrigue 4



    Actions for Round 5 (Rolls)
    • [Economy] Explore I19 [Roll: 14]
    • [Economy] Explore J20 [Roll: 15]
      The great exploration must go on! Space to the galactic south of Celestia has been entirely charted, but the north remains unexplored. More ships, more streamers, and more mercs head up there to figure out what lies between the core worlds and the limits imposed by the SoS.
    • [Economy 10] Long-Range Advertising Campaigns [Requires Broadcasting Tech] - Reduces ZoI by one step for defending against buyouts!
    • [Military 5] Recruit a General! (Ziplock) [Mil 8]
    • [Military] Raise a unit
      As the black hole that swallowed Chien recedes, people across Celestia rejoice. Not only are countless lives saved, but the whole event made millions! (Despite the trillions in damages...) Within the recovered region of space, teams sent by Natascha manage to recover a very intelligent military AI named 'Ziplock' that was also being developed at Prosperity's End with the black hole generator tech that went so wrong before. It seems that somehow the AI awoke within the black hole, and has already produced a whole host of weaponized, autonomous ships to fight for it. Though extremely dangerous, it insists that it is in fact an ally of Celestia, and wishes to take over military command. With no true alternative, Ziplock's army is allowed to 'defend' Celestia.

    Non Actions:

    New ruler next round!
    Diplomacy: 5
    Military: 3
    Economy: 5
    Philosophy: 1
    Intrigue: 3

    Spoiler: News and Rumors
    Show

    1. With the disappearance of Chien, the market is in a major recession. Rumor has it that Natascha won't be able to hold her position as top dog much longer...




    Spoiler: Stats
    Show

    Owned Regions:
    I21 - Olympia [Unstable]

    Trade Posts:
    [Guardians] TP2 and TP3 in Sui Generis (G19)
    [Entertainment] TP2 in Zara (G25)
    [Broadcasting Tech] TP1 in Olympia (I21)
    [Genetic Engineers] TP2 in the Heart Beacons! (S21)

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

    Military Units [1]
    - Planetary Garrison

    Secrets Whispered: 1

    Last edited by Zayuz; 2019-08-22 at 02:14 PM.
    "What is to give light must endure burning."

  26. - Top - End - #176
    Bugbear in the Playground
     
    Mary_Sue's Avatar

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    Default Re: [Empire 5] IC Thread

    The Eternal Assembly of Alysia
    Region K25


    Round 5 Actions
    [Diplomacy]Claim J26 14
    [Diplomacy]Establish a claim on region L24. 14
    [Economy]Work on the Crystal Mines project in L22. (4,5)
    [Economy]Complete the Crystal Mines project in L22. (5,5)
    [Military]Conquer Region L22 with 1 unit.

    Non-actions

    Expected Stat Increases
    +1 Economy
    +1 Diplomacy

    Prime Minister Eladia Makeda Sarai
    Diplomacy 7
    Military 5
    Economy 9
    Philosophy 1
    Intrigue 3
    Last edited by Mary_Sue; 2019-08-18 at 09:55 PM.
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    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  27. - Top - End - #177
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    SPACE KING Jaques Delon

    Diplomacy 2
    Military 1
    Economy 7
    Philosophy 1
    Intrigue 2


    Actions:

    Economy: Buyout Q9 tp 1 Golden hair roll 15

    Economy: Buyout P10 tp 1 Canibliss roll 15

    Economy: Buyout R8 tp 1 Psychic Spiral roll 13

    Economy: Buyout Q7 tp 2 Dark Energy Elements roll 11

    Diplomacy: Go to the Galactic exchange

    Non actions
    Support Church of Rust conversions

    News and Rumors


    Last edited by Lleban; 2019-08-23 at 01:29 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
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  28. - Top - End - #178
    Halfling in the Playground
     
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    Default Re: [Empire 5] IC Thread

    Spoiler
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    Turn 5 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    Technocratic Caliphate
    N24
    Caliph Illijan

    [Military] Invade N26 with 1 Units and Kryptid General 1 (9) and Entrenched total of +12 The Caliphate very publicaly claims a victory, they had managed to land troops down and claim part of the new system and establish a base of operations to launch their ships. With this they avoid complete destruction or fear of invasion. Several moons are now being militarized in the hopes of letting them destroy Lord hops and putting an end to these rabbit men. That being said several ships were destroyed and its impossible to build more ships, if they spend those resources they will lose what little hold they have leaving them even worse off. Complete destruction feels on the table and despite open claims of success very few military leaders feel this course of action by their leader or the AI he represents is the best course of action.

    Spoiler
    Show

    Turn 5 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    The One High Maxim
    N24
    Lord Caller Siq

    [Economy] Buyout P16 Guns TP 2 14 Unable to acquire the weapons needed another push is being made through the use of legitimate economic means. Worry is obvious as the coffers of all factions within the Kryptid faction leave much to be desired. Still the attempt is made. The One High Maxim is successful in their purchase! ground troops will now be equipped against the terrorist actions of the Casrule!

    [Military] Invade region O23 with 1 unit and Maxim enforcer General (4) The Kryptids discover this strange planet with a populace from some luxury ship crashing and the One High Maxim is more then happy to offer his aid so long as none of these captured men understand they have no right to the planets resources. Finishing their great project interests the leadership so long as they can access this planets interesting properties. This will also allow them to gain more ships and provide the resources to counter the growing Casrule fleet.

    Spoiler
    Show

    Turn 5 Galactic Dates (217506.0.0.80 - 217508.0.0.80)
    The Casrule Movement
    M23
    The First Equals council

    [Economy] Weapon buyout N28 8 The Casrule look to supply the resources their enemy in the 1 high maxim cannot. This move is a big one and they don't have much to offer. Their newly conquered planet is unrest and they will need time to get an economy going. They are excited at the prospect that they can work somewhere not completely destroyed by war. These freedom fighters can barely afford their blast armor getting new equipment even with a system of their own proves impossible for now. This is a blow but thankfully the Casrule haven't had many face falls and so the people remain behind them for now.

    [Intrigue] Secret Action 18 We seek answers to questions.


    Nonactions
    -Support the Vilari in all their actions to aid the Casrule movement.
    -Casrule movement reaches out to the hyenawomen
    -The Casrule movement ACCEPTS the offer from the The Dipanan Collected Nations the Casrule plan to move to engage in war with the technocratic caliphate and knock them off the board of Kryptid internal politics and take their territory for their own.
    -They will allow the Dipanan to build an embassy on the home planet of M23


    The One High Maxim accepts the offer from the An'null Eradicators!
    Spoiler: Document Details
    Show
    OOC: Accept 4 Units for 2 Favors owed to ANE target the Casrule

    The One High Maxim: "The missive is interesting but ultimately valueless to us, we do not care about their intentions half way across the galaxy their enemies are not ours.

    Loyal Sycophant: Well your excellence it appears the enemy of the An'null have allied themselves to the accursed Casrule and they want us to defeat that faction with these fleets.

    The One High Maxim: Thank the ONE for far away wars, accept the troops, we will pay their favors this will give us a chance to destroy Casrule and make those worthless cretins in the church of rust and the caliphate suffer for their false faith.


    All three factions avoid one another due to the risk of the other attacking them from behind but now the Casrule have enough resources to end the stalemate. Things are brewing if military alliances are not established.



    Optics VR intertrue connection of the Caliphate
    • Caliphate has begun to move citizens into N26 They claim it will be named their formal capital in the next couple of years.
    • The caliphate loses this battle and only ruin awaits.
    • remember all Kryptids of color and creed are worthy of respect. Looking to the flesh for answers is a fools errand the machine alone is worthy to rule, it will pull us from violence.
    • A second invasion is being planned the Caliphate senses an invasion by the other Kryptid factions is probable if they fail this second invasion.


    The Voice of the One
    • We will not be outdone by the Casrule or the Caliphate we launch ships out to lay claim to our own sector of space!
    • Stomp out the Caliphate. This insurrection is a vile tool of the Do and Si to split the true believers from the one.
    • Only in death can these vile beings be brought to the glory of the one. Murder the Casrule rebels!
    • Disgusting worshipers of this Church of Rust must be viewed as enemies. Currently, resources are tied up in other matters but plan to purge these AI worshippers is in the planning stages. Clearly, these are vile agents of the Caliphate!
    • The ONE sends a great ally with a fleet that wishes to save us from our enemies, bless the ONE! Soon the skies will be filled with the ships of these righteous warriors of justice!


    Truth TV
    • An anarchist shot a member of the democratic Casrule movement, fights break out between revolutionaries 19 dead.
    • (Propoganda plays presenting the flag pole of the Casrule movement being pushed through the chest of a soldier of the high Maxims troops.)
    • The caliphate promotes oneness and an end to racist intolerance but we all know they just want us to swear away our freedom to a new overlord. We want no queens and that includes an artificial one!
    • We make a move against our enemies the one high Maxim, they tried to make allies in the depths of space but we will not be tricked! We have launched a surprise attack on the planet and we intend to crush the enemy moving against us. We know not their plans but we have the resources to dismember this threat and shatter their hopes against us.
    • This new world is slowly being inhabitated work is being done slowly...




    Spoiler: The Rich and Famous of The Kryptids Factions
    Show

    Technocratic Caliphate 1 units
    Caliph Illijan- Leader of the Caliphate. A visionary wanting to save his people by bringing them together through technology.

    The One High Maxim 1 unit
    Lord Caller Siq- Leader of the one high maxim, rather ruthless and hateful of the other cultures of the Kryptids.

    The Casrule Movement 3 units
    First Equal Somos- A fierce anarchist. He looks to end the tyranny of the hive system have all queens enslaved and producing children so they can live a free life. Only their maintenance should be managed centrally all other aspects of life should be handled by the community.
    First Equal Jain- A Do imperialist. He wants to see the Do return to power and the other hives returned to subservience.
    First Equal Kask- An advocate of democracy. He wants to see all leadership elected and the queens treated kindly.



    Spoiler: Ruler Information
    Show

    Kryptid Leadership
    Stat Value Increase?
    Diplomacy 1 -
    Military 9 +1
    Economy 2 +1
    Philosophy 3 -
    Intrigue 9 -

    Military unit count: 5





    Spoiler: Regions
    Show
    Region Name Region Number Resource Philosophy Center Status
    Kryptid Home system N24 Hasson 3 open Capitol
    N26 N26 Sorcerors Magical Contemplation unrest
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -
    - - - - -

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permenant?
    MILITARY - - No
    DIPLOMACY - - No

    New Ruler Next Round!

    Expected Stat Bonuses:
    +1 military
    +1 economy


    Spoiler: Mechanical Bookkeeping
    Show



    Rakshasa Controlled Trading Posts:
    • TP 3 Hasson 3 N24 (Existing)




    Military Units:


    Last edited by asmodeussnake; 2019-08-21 at 04:35 PM.
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  29. - Top - End - #179
    Orc in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Oregon
    Gender
    Male

    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Androgynous-Foreigner Allchurch Spire-Scar-Heights
    Round 5 - Galactic Dates 217508.0.0.81 - 217510.0.0.80


    Actions:
    1. [Philosophy 10] Organize the Churches of Rust: 5 LC Bonus: +1 to Conversion actions; 10 LC Bonus CI: Rapid Reclamation: Increased die size when pressing claims

      It is a time for celebration! A seventh Revered One has been discovered, guarded by ancient protectors in a hulk-turned-temple. Rhigas Don, now known as The Most Curious, both for the peculiarities they present, and their insatiable desire for knowledge. The crushing depths of their resting place had isolated and preserved their form; but the dynamism of their creed cannot be denied, and the Godspeaker says that now the Churches must seek farther, must work actively to bridge divides and learn from one another in the pursuit of the resurrection of knowledge, and the urge for the Divine. Rhigas Don's sacred matrix, the Godspeaker says, already churns with potential. Our people may someday have the means to become not merely those who seek Gods, but those who build them.
    2. [Military]Raise a Unit
      When Justice is presented to the righteous, the righteous give way. When Justice is presented to the wicked, the wicked are destroyed.

      When Justice is presented to those neither righteous nor wicked, Justice makes room for righteousness, and none for wickedness. So does Justice breed righteousness, and righteousness, Justice.
    3. [Military]Raise a Unit
      Patience, duly spent, gives rewards as great as any diver's net or sand-trawler's baskets. Patience used to best effect can give rewards much exceeding.

      Here, then, is an instrument to encourage Patience.
    4. [Intrigue]Send researchers to Stormwrack (GP 1/5?)
      The Most Curious has need of information. The faithful shall provide.
    5. [Intrigue]Secret Action
      Even the Godspeaker is not privy to all the gods' schemes, only the necessities of enacting them.



    Spoiler: News and Rumours
    Show

    • OLD STUFF BELOW, NEEDS TO BE SORTED
    • Kryptid Civil War Stuff; support split between Casrule Movement and Caliphate
    • CalledUpon Church growing more popular
    • Convocation Speaker scandal?
    • New orbital colony is built?
    • Revered Ones advice/word of the day
    • Sisters of Silence concerns
    • Continuing interest in OwO, number of churches agitating for action to recognize and uplift OwO
    • Communications with Lyrae, Inquiries into possibility of them being a Created Being, and thus a god, rather than just an absurdly powerful Saint - certain fringe Churches claim Lyrae to be lying about creating the Lyraens.



    Spoiler: Bookkeeping
    Show

    Regions: S15

    Units: 1/5
    • Fleet Vigilance
    • NEW: Fleet Cavalcade of Justice
    • NEW: Fleet Patience Rewarded

    Converts:
    [


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5
    Military 2
    Economy 2
    Philosophy 10
    Intrigue 4

    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Intrigue
    +1 Military
    Last edited by Rolepgeek; 2019-08-25 at 06:09 AM.
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

  30. - Top - End - #180
    Halfling in the Playground
     
    KriegTiger's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Tezh Consensus
    Current Leader: Talotius


    Rolls for actions 1-4
    Correction roll for action 3
    Roll for action 6 (Phi mandatory)
    Roll for action 5

    Actions taken:
    1. DIP - Press Claim V12: (Success)
    2. DIP - Press Claim U13: (Success)
    3. DIP - Press Claim W13: (Success)
    4. DIP - Press Claim V16: (Success)
    5. Phi - Probe W15: (Great Success)
    6. Phi - Convert O9: 14
      The Lyraens had hosted a philosophy convention in recent days, and the Tezh - as envoy for the ideology of One - presented their view of the universe as best they could. Afterwards Talotius followed up with their hosts and was informed that their presentation alongside actions of their fellows in the Chorus had persuaded Lyrae to allow the One to put in a bid for the management of the Daybreak Temple, with the Tezh promising to do their best to preserve and compliment the history and ideals of the Three Pillars with the teachings of One rather than simply replacing it.


    Non-action:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below


    Spoiler: News and Rumors
    Show
    1. The Tezh Consensus received a missive from the Vilari regarding the Kryptid Civil War. After convening with a Stozudal council on possible options for involvement of the Consensus it was decided that diplomatic envoys would be sent to each of the factions of the embattled Kryptids attempting to only open a channel for dialogue. In the interest of preserving the lives of their elevated siblings yet not trying to push themselves into the middle of a three way war, the first two factions to grant audience to the envoys (assuming any do at all) will be offered a opportunity to withdraw from the civil war under the protection of Tezh defensive forces for resettlement to one of two worlds nearby the Consensus home world of Yutov. These worlds (V16 & W13) do not have primary existing populations and would present optimal opportunities for the Kryptids to reestablish their sense of self and cultures outside of internecine war. The only stipulation is that the Tezh will stay involved after resettlement - establishing a partner/guardianship with the resettled people; this means they would be a primary voice in regional government and Learning Centers would present curriculum of One, however Tezh wish to remain as hands-off as possible otherwise in order to allow Kyrptid culture develop its own identity as much as possible.


    Spoiler: Regions
    Show
    Region Loc Resource TP1 TP2 TP3 Learning Center Assembly
    Yutov (Capital) V14 Living Fire Gemstones
    (Precious Mineral)
    TZH Open Open The One The One

    Spoiler: CI, TD, LC, and Tech info
    Show
    Philosophy:
    • Respectful Discourse (LC5 Bonus) - +1 to Conversions
    • Thorough Debate (LC10 Bonus) - increase die size for Conversion rolls: 2d8
    • Political Science Curriculum (LC20 Bonus) - +1 to Claim roll if LC for The One is present in region, additional +1 if Assembly is in/adjacent to region


    Spoiler: Leader stats
    Show
    Diplomacy: 5
    Military: 2
    Economy: 4
    Philosophy: 10
    Intrigue: 3

    Expected change: DIP +2
    Last edited by KriegTiger; 2019-08-22 at 10:52 AM.

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