ImmacuNES II B- Emperor of the Fading Heavens

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Emmerich was an old man who lived in a strip of land around Cappricidia named the Elysian Fields, where the graveyard was also located. Elysian Field, once a quiet neighbourhood, wasnow being encroached by the evergrowing city of Cappricidia, making it an unholy mixture of liveliness of the city and deadly silence of the grave.

Emmerich was an old man who had too much time in his hand now. He liked nothing more than an idle chatter with the people who made an annual pilgrimage to the grave. He was, however, not seen as annoying. There was something in his face that was instantly likeable, something that made it impossible for anyone to be annoyed by him, everyone except Sonny that was. Emmerich was also a man who had great patience for everyone. He never grew angry, even against Sonny.

When Sonny passed by him at one cold summer afternoon in her leave from work, she found him in a deep conversation with a local factory owner, discussing business. Emmerich claimed that, because of the sudden warmth, businesses always boomed around July. The factory owner nodded his head solemnly and said that this was indeed, true.

Emmerich claimed that it was, however, always hard around February and August. The factory owner nodded and said that this was also, indeed true.

Emmerich sighed and wished that, for once, that his facility would be booked for three months in advance. Sonny chose to be annoyed at that exact moment and asked Emmerich whether or not he still operated that funeral home in the middle of the graveyard.

Emmerich flashed his signature smile and said that he still had the pleasure of operating the funeral home, assisting the dead's final journey to the Pancreator's kingdom somewhere in outer space. Then he asked Sonny if she had any ideas on how to make more people use his facility.

Sonny replied that she very much wanted to know the answer to that herself.

Factory owner, emerging from his own thought, wondered out loud that, since a funeral home was a branch of the Church, a person operating it did not need to worry about finances.

Emmerich let out a deep sigh and said that he was still using expensive tithes from the Church, and that it always made him feel guilty whenever he let those funds go to waste without work. Did not the Omega gospel proclaim the beauty in thrift? In addition, serfs and the nobles were paying for it anyways, wouldn't it be better for everyone if people used the facility more often?

Sonny told him, quite blatantly, that that was a stupid idea.

Emmerich chuckled and said that she may be right. Sonny threw her arms up and began to walk away. Emmerich blessed her with words of Saint Succell as she left.
 
ImmacuNES II B- Emperor of the Fading Heavens on Hold

Hello everyone,

I am very sad to say that i am currently can't seem to be very motivated to moderate this game. Please don't think i have lost interest, i certainly am still interested in moderating this NES and i've have and continue to have a great time sculpting this world along with you the players. Having said that, i have no problems with the stats or the dice or even creating the plot-line of a story, its simply a problem for me to somehow enjoy writing it out. And if i don't enjoy something thats supposed to be an enjoyable hobby, something's wrong. Which leads to lack of motivation.


So, because of that, and because i want to play more NESes (not moderate them) and fish more (its fishing season again!) and because i want to enjoy this game and not think of it as homework,

I'm putting this NES on hold.



PLEASE DO NOT REVEAL YOUR IN-GAME SECRETS
. I forsee us launching again late summer or early autumn.
 
Figured something like that was happning. :p

It's OK, Immac. this is fun, and I'll certainly be here when we start up again.
 
sadcakes all around...
 
Sad to see it being frozen. Glad that it's not dead :)
 
That's a shame, although I think I saw it coming.

On the bright side, my exams have been postponed so I'm now effectively on summer break. I'll be putting the finishing touches to my new NES and hopefully starting it within a week or so.
 
Arrggghhhhh!!!! Damn cryocopters!
 
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This works for me.. I can remain in this NES, when this restarts I will by then have a laptop and will be able to participate more often. :D
 



Symbiots on Errovus Secondus

Some had suggested that the in-flight damages incurred by the Hyppean frog-class yacht landing on Hubbard and the subsequent infection of Windigo II and Molyvet were linked, that the fuel tanks of the yacht had been infected by symbiots when refueling at the Imperial fleet orbital spaceport over Stigmata. Such a suggestion would imply a ‘time-delay’ trap by symbiots, an attempt by them to have humanity disseminate their plague on their behalf. Those who made that suggested may have had their suspicions confirmed, unfortunately, when the Moon’s Silver fleet of stealthy crickets, arriving over Errovus Secondus in twenty-three o’ four to support the Church’s quarantine, eventually revealed their parasitic passengers. Perhaps due to some difference in the strength of the ley-lines between Hubbard and Errovus Secondus, perhaps due to their remaining in atmosphere for longer, perhaps for some reason unfathomed, the symbiot passengers hiding in the fuel tanks of the Moon’s Cricket did not immediately respond to their arrival at Errovus Secondus. Indeed the order from Dante Labis to examine the fuel holds of ships throughout the Imperial fleet arrived, relayed by scepter, before these ships entered Errovus Secondus atmosphere.

Unfortunately the order was to use metamagics to detect the symbiots in the fuel tanks. On Assimov or another planet with strong ley-lines, this might have worked if the thamaturgist was skilled enough but on E2 where maggicks have been so depleted, maggicks were not available outside atmosphere and so fuel was actively pumped to a secondary container and lowered via spaceport into range of Errovus Secondus’s weak ley-lines. It is then that the symbiots within, for indeed there were symbiots hiding within the fuel, exploded into activity and breaking from the reinforced fuel tank they hid within, were strewn across the atmosphere of Errovus Secondus, dark tendrils of fuel-covered worms wriggling and screeching as they fell through the atmosphere.

The Imperium was well prepared for such an eventuality however, and even as the contained exploded, the Flying Knives had gone into action, the stingers delivering explosive fire to the worms in mid-atmosphere. Unfortunately Scarabedaie are not trained to fight such creatures and are not armed with flame-based weapons and so though deployed, did little to prevent the worms falling through the sky. Though much of the symbiot tendrils were destroyed by the ‘Knives’, many escaped and continued their descent. When all seemed lost and the tendrils were falling gently to the surface, only thousands of feet above the fiefdoms of Illbourne and Orthodoxy, Sir Gustav Pleasuv, a minor noble of the Querry house who had risen amongst the ranks of the Imperium, and captain of the regency ‘Hopeful Dawn’ White-Sky class cruiser ordered his ship to open fire upon the surface of the planet.

A fateful day, over 200 missiles raced through the celestium, racing the tendrils for the unknowing serfs of the Church and Illbourne house. When the symbiot tendrils were hundreds of feet above the innocents below, they were kilometers away, their rockets propelling them at speeds Pleasuv hoped would be sufficient to save hundreds of thousands of lives. Under his hand he held the button that would order the explosion of the missiles. He only hoped that the explosion would be atmospheric, that he would not have to destroy the people below to save the planet from this newest threat. But alas, it was not to be. Today the Pancreator did not smile upon the people of this accursed world. While the missiles were still thousands of feet away, the first of the tendrils reached the earth, some destroyed from the fall but many immediately snaking their way to find victims to parasitize.

Peasuv saw, and he took action, an action some might curse him for but which many celebrated him for as well. He waited until his missiles were hundreds of feet over the drop zone and he pushed the button …and there was fire.

A massive swathe of land, land that had been painstakingly won from rebel warlords, land that serfs had sweated and bled over to turn into greenhouses and rail-lines, lands outfitted with pipes and cable for water power, small businesses, nobles’ estates, churches, graveyards, so many graveyards and all the people who lived within were turned to ash, the pavement and concrete set alight, only the ceramasteel girders of massive buildings rising from the resulting flaming inferno.

Afterwards Church thaumaturgs hazarded to scour the area and using their metamagics found only a few badly burnt symbiot spores which quickly succumbed to the flames of Grimsons and Penitants.

Though Errovus Secondus was scared, it would live one more day.

In the aftermath, the Moon’s Sliver fuel has since been destroyed, replaced with a purer form. These ships have since been recalled to the Symbiot front, their crew eager for revenge.


Fleet Fuel on Stigmata

At the stigmata orbital spaceport, Dante Labis was involved directly in the cleansing action of Imperium fuel. Here again the thamaturgs were ordered to use their maggicks to discover the presence of Symbiots but, unlike E2, skilled thaumaturgist of the Brothers Battle were able to detect the symbiot presence while still in high orbit.

Why these did not ‘activate’ like those over Hubbard or E2 remains a mystery. Nevertheless, Labis did not wish to take chances and so all fuel was filtered and any tendrils found were quickly reduced by flame and explosives. And yet none acted to protect themselves. When the filtering was complete, this time the thamaturgs found no evidence of infestation. Though it takes nearly two months, the ships are cleaned, some requiring partial disassembly and reassembly. And yet the symbiots seem willing to allow the fleet to do cleanse themselves without taking action. Indeed, they are strangely quiet.

For the most part…

(Houses producing and exporting oil get bonus income already included in their stats for the turn to represent the huge demand for new fuel to replace the massive reserves destroyed by the fleet this turn)


Mercy of the Hyppean Command

A mutiny amongst the Imperial Garrison serfs and lower ranking officers was only nearly averted this year. In twenty-three-o’-four, Dante Labis of house Koriate had ordered the Imperial Garrison unarmored infantry across the irradiated sands of Stigmata to fight in the thick symbiot-infested jungle. Not only was the action responsible for thousands of countless deaths due to symbiot attack, the entire twenty-three thousand infantry quickly succumbed to radiation sickness upon return to the Imperial Garrison base. This was enough to infuriate those who felt their lives were being needlessly wasted by the incompetence of their superiors. Indeed the entire stigmata garrison command was seriously considering ignoring the orders of the Imperial political positions and assuming their own commanders. But this crisis was averted when the popular Garrik Harnoth was given temporary command. He sent Tenith Erona to Stigmata and she in turn immediately began, amongst other projects, the evacuation of the poisoned and ill from the front lines back to Hubbard where, after it was assured that no symbiots had parasitized the ship or its crew, they landed at Windigo II, and again at Whiteknife. On Hubbard, Garrik ensured they received the best in Imperial medical care including, in addition to iodine cleanses and blood/spinal fluid exchanges, vegetable juices and the best in blood-letting leaches. For the duration of twenty-three o’ five, while many of these soldiers continue to succumb to their illness, a not insignificant minority begin to recover. Perhaps these veteran soldiers could be used as trainers or strategist though their wounds and burns preclude them from active duty for the rest of their natural lives.


Burning Hive Raum

With the Imperial fleet now clean of infected fuel, Dante Labis orders the ’Mercy of Man’[/u] into position over Hive Raum so as to begin orbital bombardment of this symbiot infestation. Perhaps the Raum hive was still recovering from the slaughter they delivered to the unarmored imperial fleet in the previous year or perhaps they were pre-occupied with regenerating their numbers but the arrival of the Mercy caused no great stir amongst the southern symbiot hive.

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And so the Mercy was able to take up position above Hive Raum, their optics revealing the great thickness of layered jungle forestation below, and via thermal imaging the dense body of symbiot life-forms deep within this. The monitor class battle-ship, ‘Suns’ Hope’, and the white-sky cruiser, ‘Kraken Beak’ began systematic bombardment of the hive. And still there was no real response. Thermal imaging revealed a systematic cooling of the hive before the bombardment began and warming of many long thick tendrils crossing the jungles as well as a mass exodus of symbiot life-forms from the hive but the creatures were apparently unable to counter the attack upon their nest and so many were caught completely helpless and undefended when the first atomic missiles exploded in the high canopy. Only once Hive Raum had received several strikes with both atomic and conventional warheads did the Symbiots respond whatsoever. The Admiral class carrier was the first to detect the incoming symbiots, strange ship-sized bee-like creatures ascending from Hive Caym. These were relatively few in number and two were destroyed by the action of the valant and rabid-class destroyers before they were able to approach too closely. When they finally did their rear abdomen opened to reveal a honey-comb structure full of creatures very similar to the ‘razor-wasps’ of previous attacks. These attempted to grapple, and using long metallic scythes emerging from their fore-legs, cut into the Imperial fleet ships. The Fleet responded by launching their stinger-class fighters who’s greater mobility and speed as well as their long-range weapons quickly reduced these wasps while themselves only losing 2 fighters.

Later, Hive Raum destroyed, its surrounding jungles reduced to sand and glass, the victorious Imperial fleet would celebrate their unexpectedly easy victory and yet wonder at the relative absence of major resistance.

Only much later in the year did their sensors report the launch of major Symbiot life-forms over Hive Ambdicius on the far side of the planet. Each structure seemed to float in low geo-synchronous orbit, almost exactly opposite to the fallen gate and the Imperial orbital spaceport. Sensors could not uncover too much information but they did report major electromagnetic activity between the surface of the planet and the floating space-forms.


Rebuilding Errovus Secondus

The constant threat of freeman warlords at the borders of the various noble, imperial and church factions on Errovus Secondus has ensured that those who face this threat will do what they can to overcome them and expand their fiefdoms. In the majority of cases these operations entail militarily overcoming what little defenses local warlords can muster and annexing their lands. Most of the freemen who inhabit these lands, often little more than ghosts amongst the ruins are only too happy for the ‘sponsorship’ of a major noble house for it no doubt means the development of infrastructure including food and clean water.

In the north, the Imperial Garrison is eager to claim lands though in doing so they overstretch their infrastructure considerably. Thankfully the temporary Imperial Garrison commander has ordered the repair and modernization of the Garrison fiefdom and the new lands are incorporated easily enough.

Juno Xicier does much the same on the eastern continent, claiming much of the land they had lost during the chaos of the plague. There is no major enemy positions here and losses are limited to a single unit of armor who are ambushed by a mob bearing Molotov cocktails and ancient plastic explosives. Unfortunately without proper infrastructure development, the land is a net economic drag on the Xicier house on Errovus Secondus.

Also on the eastern continent Heifel Aries orders her forces not only to expand but to rebuild areas reclaimed, tearing down crumbling apartment blocks and where possible, planting urban gardens, building small workshops and even minor factories. Investments in infrastructure development and rebuilding pay off quickly with the new workforce eager for a stable wage and the reassurances that brings.

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Large tracts of Errovus Secondus remain desolate wastelands

The Hyppean and Sanctious’Als have come to an agreement. Lands that were traditionally Hyppean but awarded to the Sanctious’Als by the people themselves and church were returned to the Hyppean who, in turn, also expanded their lands towards the Eekin in the west. Those freemen who did put up some resistance, and there were few warlords who tried, were quickly overcome by the Hyppean shield-bearers amongst whom all major losses were limited to the more primitively armed divisions.

Other factions choose instead to develop their infrastructure or trade capacity without claiming new lands. The Thana and Texier both go about quietly recovering their physical infrastructure and replacing the talent they lost in the plague. The Naprous also develop their lands, consolidating the gains they have made in recent years with much more conservative attempts to expand both their domestic industry and merchant navy. Naprous ships are now a common site in the harbors or shores of many of the noble houses of Errovus Secondus where they not only sell their own wares but also claim a dominant position in the carry trade. Their only competition are the Tsedeq who re-establish their relationship with the guild merchants once loyal to Kareem Kelter. Offered new positions and generous signing bonuses these sailors not only bring their merchant navy to the Tsedeq but advanced Terrier-class destroyers and Sea-Wasp Helicopter carriers. And though their merchants are common along the southern coast of the central continent, their command of the naval trade is limited in comparison to the Naprous. Despite these limitations, most treasurers and accountants have begun to report that food production on Errovus Secondus is finally beginning to match the demand with many noble houses investing in farming and agriculture on both small and large scales. The only problem they see is the distribution of food throughout the fiefdoms. Those fiefdoms who suffer the most starvation and hunger are those who have the least-well developed roads, harbors, and rails (or the biggest populations).

The Klorin, consolidating themselves in the face of the interdict placed upon them by the Universal Church have arranged to trade many of their fiefdoms and holdings with both the guilds and with the Killgore faction. One of these is the Klorin fiefdom on Errovus Secondus.

In June the Coachmen, having made a deal with the Klorin, arrive to pick up the remnants of the Klorin army and deliver them to Incellia but while the more disciplined elite units board the ship (outfitted with expensive life-support systems), many of the lower ranking soldiers simply refuse to give up their lives and families on Errovus Secondus. They disband and return to civilian life, disgruntled and disillusioned with the what they consider the abandonment of their former masters and their sale to the goat-loving, stinking mountain people of House Killgore. Meanwhile the Killgore secure their eastern fiefdom with fresh infantry recruits while their armored Marauder drop infantry move northwards via dropship and secure the formerly Klorin lands. There is little resistance to this move. Those that do resist are killed without ceremony and the others quickly learn to accept their new militant lords.

The Querry are also interested in expanding their fiefs in the northern reaches of the eastern continent. Their main force, consisting of their Hydra Guard are preceded by the commandoes of the Daimon Force, who quickly provide reports of well-organized paramilitary militia forces pledging allegiance to unknown warlords. These are in possession of track-mounted missile launch platforms, and modern rifles, presumably taken from the armories of the Authority who previously governed these territories. Lord Guy orders a cautious approach, sending in their infantry first but once Hydra fighters and armor begin to make their appearance guided battle-field range ballistic missiles soon appear as blips on the Hydra guard horizon radar, their launch undetected. The armor and fighters of the Hydra guard are relatively primitive and have no means of countering the guidance systems of the incoming missiles in a few short minutes. While the warlords’ missiles are effective against the fighters and armor of the Hydra guard, the Querry Infantry are able to disperse enough that they are relatively ineffective against them. And so Lord Guy orders a general careful advance, calling back his remaining armor and fighters. It is at this point the that the warlords reveal their Reapers and these stop the Hydra infantry cold. There is no choice for the Querry to withdraw and this they do, Lord Guy’s experience and expertise turning a chaotic rout into an orderly withdrawal. He even manages to secure a Terrier-class destroyer from the docks during his withdrawal and thereby saves some face in the face of an otherwise complete loss.

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A Querry armor unit lies abandoned after being struck by a battlefield guided missile

The Texier expand their territory militarily in the northern continent, encountering relatively little resistance and turn their attention to the southwestern Authority fiefdom where Dascha had made her last stand. Guis Texier orders his forcs forward, mindful of Church claims but when Texier transports arrive in April they find little Church forces in the north-west. It is an irradiated wasteland and no one seems willing to shed blood over it. When they arrive, claiming that they ‘Don’t want good farmland to fall to waste’, they see they are too late. There is no farmland here any longer. The Texier expand to a rather large area, hoping that some land they claim might be farmable and during this operation they hear reports of continued guerilla resistance and encounter Church forces operating search and destroy missions throughout the area but otherwise the Texier mission is quiet.


Symbiots on Hubbard

The presence of Symbiots on Hubbard has brought a panic unknonwn to this words since the previous symbiot infection. Indeed, as a result of the infestation all trade between and within the Imperial fiefdoms and that of the Garrison in particular has ground to a near absolute halt. It is impossible to gather resources or taxes and as a result, fighting the menace has become harder than it otherwise would be.

Garrik Harnoth, acting Imperial Garrison Commander is on site however and he begins a comprehensive project to fight the infestation and prevent the fall of this planet to he Symbiots. A greater responsibility has never been placed upon his wide and capable shoulders. The first thing he orders is the collection of all industrial and mining explosives from throughout the fiefdom that he can gather and the mobilization of local Imperium forces. Those forces and explosives are used to burn everything around Molyvet and Windigo II that can burn. Steppe grasses, stunted Hubbard forests, everything is burned until all that remains is ash and blackened stone. Within the cities the people hide in their homes, afraid of the symbiots and of the toxic fumes overcoming the cities. More than a few elderly or young succumb to the smoke and cinders but the population generally supports the maneuver, much more afraid of the symbiots than a bit of thick smoke.

The second stage invoves evacuating those individuals capable of travel to mine shafts and tunnels in the hills surrounding the city and stocking them with food and water. This complete, the fire perimiter is extended considerably and parts of both cities are soon reduced to ash as well as the fires escape control and sweep through avenues and backyard gardens.

To prevent the symbiot infestation from reaching beyond the ashen landscape by infected flying creatures or other possible symbiot organisms, infantry and civilian volunteers are provided with potent poisons and these are disseminated over a wide area, shriveling steppe grass and killing sheep by the thousands, even claiming the lives of several dozen volunteers and infantrymen. But the perimeter grow more and more secure.

Many civilians evacuating to the mine shafts reveal signs of infestation, acting erratically and unable to comprehend speech, seeking to flee or attack others. These are quickly disposed of by flame-wielding grimsons, though an occasional refuge is deemed unsalvageable and doomed to a fiery end.

Molyvet is then burned, systematically, block by block then Grimsons head into the city, the sewers and twisting alleyways especially and turn their flame-guns upon all life, rats, weeds, insect and those few who have not already been burned and in this way the people though not the city of Molyvet are saved.

For Windigo II, there is the spaceport amongst several important fiefdoms to consider and while the forces of the Garrison attempt to clear the city and spare the spaceport, it is the spaceport that is most heavily infested, its complex service tunnels, fuel and communications pipelines all serving to hide miniature nests of increasingly complex symbiot lifeforms.

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The sewers of Windigo II prove a bastion of Symbiot infection

Many of these fight back and many a grimson or infantrymen falls before he can turn the purifying flames upon their attacking but ultimately a complex plan involving baiting and patience is victorious and Windigo II and its surroundings are declared clear. Ultimately however the price is high, much of the city lies in fire and many a man, woman or child has been claimed by the symbiots or as a casualty of the purge.

No one will ever return to Molyvet, the area is considered cursed; the point is reinforced when orbital bombardment delivers massive conventional missile fire leaving the even the stones aflame. Only the bravest or the desperate will return to Windigo; the damage is just too great to ignore with much of the city lying in ruins due to Garrison artillery fire or bombs. The spaceport itself is heavily damaged and will require rebuilding as well.

Though Hubbard is saved, the effort is not without cost. Ultimately however the will and determination of Garrik of House Hyppean is not cursed but celebrated. The planet is saved; the people know the wickedness of the Symbiots and though many have lost family and almost all have lost their homes and treasures, they are understanding of the methods used.


Prospectors Purchase Klorinheim, Firefight Errupts Aboard Mammon of Tsedeq

Brother Cabil heaves a sigh of relief when he hears that Klorinheim has been traded to the Prospectors. The guild, in turn, is eager to invest the funds they have recently acquired due to their operations on the Clarke’s moon, into mining operations on Hubbard where, with their expertise and the men of Klorinheim, they hope to quickly turn a profit.

To help evacuate Brother Cabil and the elite nobility and soldiery of Klorinheim, the Klorin cut a deal with the Tsedeq who send the Mammon, once again, to the assistance of the desperate men and women of this unlucky fiefdom. While at Hubbard they also land at the Bossheim fief, careful to avoid infestation though the symbiots have not expanded beyond Molyvet or Windigo II.

Brother Cabil and his elite soldiery board the ship and the Mammon returns to atmosphere. As it approaches the jump-gate however, something horrible happens within the ship. Throughout the known worlds all are suddenly aware that a scepter-bound has passed. Brother Cabil has died.

Later the crew reveal that a firefight erupted when Klorinheim citizens boarded the ship clandestinely and were found by Klorin commandoes. A gunfight ensued and a bullet caused the explosion of a heating unit; the entire hold was instantly depressurized and all died suddenly. The Mammon made the jump to Arrakis, what it will do with its hold of corpses remains to be seen.

Meanwhile the Prospectors have sent the Muster under Tong Yang Grigor’s personal command to Hubbard to secure the fiefdom.


Cathedrals and Blood- The Scramble for Clarke

While Ichabod of House Query Sterling clan begins the development of a new grand cathedral amongst the Query fiefdoms, Alex of the Black clan focuses on more military matters- the invasion of the formerly Klorin fief. In the past year the Klorin nobles of Clarke have thrown off the rule of the central house in response to their interdict by the Church. This has left them susceptible to hostile take-over. Black makes contact with several potentially friendly nobles and arranges a friendly port of call for the Kraken Patrol and Talus Guard. Upon arrival they quickly learn that they are not the only ones with plans to annex the formerly Klorin fiefom. The Tsedeq are already there.

And indeed so too is Tsedeq money. The minor houses have been busy importing and purchasing weapons with foreign funds and they’ve use these to arm several battalions of infantry. Of course, the nobles receiving this funds are loyal to the powers providing those funds and so when the Tsedeq arrive, they have friendly, armed nobles ready to receive them.

A scramble ensues with the Tsedeq and Querry nobles each eager to gain the support of the various minor noble clans. The result is a slice of the southern coast, including many estates near Coatbirdge but not the city itself pledging allegiance to the Querry and a larger slice of the north, including the urban estates of Inverness itself pledging allegiance to the Tsedeq. Despite the division of the island between independent rebels and these two major houses, there has been limited violence as of yet, with most of the contest limited to political influence-peddling and backroom diplomacy.
 

Killgore Adopt Klorin Fiefdom on Arrakis

While the Sanctious’Als are celebrating the opening of their theurgic academy and the Vanari are resettling their prisoners of war as new feudal vassals, the Hyppean are seeing unprecedented economic growth and income. For years this major house has relied upon dirt tracks and caravanserai to distribute the grain and trade goods; it is the only system easily amendable to the snaking, often dried out river beds and parched dessert. Now, a major series of railways crisscross the fiefdoms, connecting production to markets like never before. To understand the significance of this to this massive sprawling fiefdom consider that for every 50 miles of travel, any unit of grain’s costs are effectively increased one-fold. All that is changing now and already there is a push amongst the population to urbanize and develop new industries and specialized commerce.

Amongst the Xicier, there is also a push for economic development as the house opens several new textile factories using much more modern production mechanisms. While this leaves many of the more conservative serfs fearful for their souls when they see the massive banks of machinery, many brave souls find a safe, efficient work environment.

For the Killgore, things are not as quiet; indeed they send several battalions of soldiers through Xicier territory and to the Klorin fiefdom. These fertile lands are very different from the high shepherding lands of the traditional Killgore fiefdoms. Arriving they find much of the local population very unenthusiastic regarding their ‘sale’ to the Killgore and while the Killgore infantry quickly secure the capital of Lanark, much of the outlying towns and villages declare their independence, refusing to recognize the ‘barbarian bandits of Killgore’. Many of the rebel families unite under one banner, calling themselves the ‘House of the Dessert Scythe’ and purchasing what weapons and military advisors they can.

The annexation of these lands promises to be a rough affair, already some minor skirmishes have broken out between the Desert Scythe and the Killgore, though losses have been limited to a few poorly armed batallions.


Klorin complete Cathedral of St. Bhall on Incellia

With great fanfare the Klorin house completes the Cathedral of St. Bhall. Though not as grandiose as the Holy Gate cathedral dedicated to St. Sabel, its completion comes at a good time. The people have come together to work as one and finish the cathedral ahead of schedule and under-budget. The idea for many is that the construction of the cathedral is a penitence for sins of the house and most are eager to save their souls.

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The Cathedral of St. Bhall is an airy affair with the sun’s rays passing through flame-etched stain glass windows

With the completion of the cathedral in late November, the Inquisitional Synod of the Universal Church of the Celestial Light declares the interdict lifted. Immediately there is a flood of Klorin serfs for the churches and abbeys of the fiefdom as they seek the solace and security of the church liturgy and ritual.

Amongst the Incellian lands of the Killgore, the lifting of the interdict is also much appreciated because due to the negotiations of House Killgore and Klorin, their lands have passed into the hands of the major house Klorin. For many this event hardly registers. Lambs still need watching, sheep need sheering and politics might as well be as distant as Errovus Secondus itself. For those few minor noble houses eching out a living in the highlands of the fiefdom who are directly affected, their new master are effeminate wimps who can’t wipe their own arses let alone defend themselves. There is talk of rebellion and when the Klorin fail to assert their claims to these lands with any military, talk blossoms into action. The islands declare themselves the independent “House of Winter Peaks”.

Elsewhere on Incellia, the Thana-Koriate railway continues development, bringing trade between these people and between the Thana and the Known worlds via the planetary spaceport at Cappricidia to new heights.

The Remillard also invest in their infrastructure and focus on road building while Remi sets out with loyal frost rangers to study and capture local wildlife beyond the regular territorial boundries of their land. Exploring new territory they not only discover new species they have not yet seen before including massive reptilian creatures with eight legs and a propensity for breathing some sort of super-heated steam when threatened, they discover the existence strange alien ruins in the frozen ice of the high arctic.


Quin Push into Jungles of Assimov

While tales continue to arrive of the expanding Church fiefdoms in the northen islands, the Quin Monks of Vader push further and further into the southern jungles. The monks begin reaching the territory of the Xyall and finally find both the source of the cocoons and a Xyall hive. The cacoons belong to a sort of floating balloon-type Assimovian insect that seems to filter-feed on the dense jungle atmosphere and its many aerial pollens and pheromones. These are actively farmed by the Xyall in plantations of sorts in the high canopy.

When the Monks of Vader find these they come under heavy attack and despite their heavy weapons, marks and aerial support, they suffer heavy losses due to the ferocity of the Xyall attacks and the terrain they fight in which despite the Ranger’s relative comfort and training, ultimately is the home-ground of the Xyalls themselves.

Finally the xyall are beaten back, with considerable assistance from the air-force, which also suffer loses incidentally due to the thickness of the vegetation they must maneuver through to deliver their payloads. The Xyall live, much like termites, in giant concrete-like towers. But unlike termites, those of the Xyall strentch for hundreds if not thousands of feet into the air, often rising above the Jungle canopy. Within hundreds of the creatures live and breed and feed. The raiders finds hundreds of eggs, hundreds of thousands of firebirds worth of unspun cocoon fiber, and even the remains of a queen, a giant version of the other Xyalls but unable to move due the massive expansion of her abdomen.

Elsewhere on Assimov, it is said that the Imperial Eye has made contact with the Evvis though what they speak of or how they proceed diplomatically, remains unknown.


Lost Naprous Scepter Comes to Life

As many had expected the scepter lost by the Naprous to pirates does indeed lie in the hands of an Evvis pirate captain. Using the scepter his elf introduces herself as ‘Captain Velace of the Void Zephyr’. Little is known of her or her relationship to the planetary Evvis of Assimov as of yet.

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Captain Velace of the Void Zephyr will be able to vote in the next Imperial elections.
 
In Other News

  • Bossheim found Gabellan Institute of Natural Studies on Hubbard
  • Akbar'Al preaches obedience to church and the central houses.
  • Koriate develop magical research facility at Wei on Incellia.
  • Thana begin development of new Scientific Institute
  • Lady Eirenprone expands staff of Tleilaxu Clinic with ex-rangers, Hospital academics and retired monks.


Rewards

  • Your story rewards are included in your stats


New Trade Routes:

No new trade routes.
Note that the Charioteers have built a new freighter and are eager to develop contracts. Currently they are focused on working with the Regency as part of the Imperial Regents campaign promises.



New Designs:

Sea-Wasp Helicopter Carrier
Cost: 7 MF for 1 ship
Tech Requirements: 4 P/E, 4 C/B, 5 CS
Developed In: 2301
Developed By: Authority
Usable By: none
Heavy Weapons: 3
Light Weapons: 2
Armor: 3
Speed: 5
Sensors: 2

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The Sea-wasp is an amphibious attack support vehicle. It can carry up to four helicopter or VTOL aircraft squadrons, up to 2000 infantry, and up to two armor brigades. The Sea-Wasp can also carry 1 brigade of air-cushion landing craft, and 2 brigades Kelter-Class amphibious assault vehicles. It also has remaining tonnage to carry whatever equipment might be necessary. Within the ship, an internal monorail is used to shift cargo from the cargo holds to the well deck.

The Sea-wasp have an internal hospital with 600 beds and 8 operating rooms.

They are armed with 8 self-guided missile surface-to-surface launch systems, 6 homing infrared anti-air missile barrage systems, four heavy chain guns and fifty smaller machine guns. They also possess a full armament of torpedo decoys, chaff buoys, missile decoys and an advanced electronic warfare suite. For search and rescue or merely for protecting against incoming air or submarines, they possess air, surface and depth radar/sonar.

Tsedeq can design for half cost.

Pop-pit Air-Cushion Landing Craft
Cost: 2 MF for 1 brigade
Tech Requirements: 4 P/E, 3 C/B, 4 CS
Developed In: 2301
Developed By: Authority
Usable By: none
Heavy Weapons: 0
Light Weapons: 1
Armor: 0
Speed: 1 (land, relatively smooth surfaces only), 2 (water)
Unit Size: 30 ships

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Meant to get soldiers and vehicles from ship to shore or beach to beach, the Pop-pit are each capable of carrying up to 50 soldiers or 1 heavy armored vehicle (a reaper?). They are armed with two medium-sized machine guns but remain relatively unarmored, relying instead on their mother-ship or soldiery to protect them.

Though more hampered by rough seas than the Kelter-class, the Pop-pit is able to breach a much wider range of beaches and swampland.

Tsedeq can design for half cost.


Kelter-Class Amphibious Assault Vehicle
Cost: 2 MF for 1 Brigade
Tech Requirements: 4 P/E, 4 C/B, 4 CS
Developed In: 2300
Developed By: Authority
Usable By: none
Heavy Weapons: 0
Light Weapons: 2
Armor: 2
Speed: 2 (land) 2 (water)
Unit Size: 50 units

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A fully tracked amphibious landing vehicle, the Kelter can each deliver up to 40 soldiers from ship to shore or beach to beach. Though not as versatile as the Pop-it, they have the advantage of being armored and being relatively resistant to most small arms fire. They are ideal for assisting soldiers in establishing a beachhead wherever needed. They are also armed with two rotary machine guns

Tsedeq can design for half cost.


Obese Sparrow-class Transport Helicopter
Cost: 3MF for 1 twelve gunship squadron
Tech Requirements: 5 P/E, 3 C/B, 4 CS
Developed In: 2301
Developed By: Muster
Usable By: Muster
Light Weapons: 1
Heavy Weapons: 0
Armor: 1
Atmospheric Mobility: 1
Sensors: 1
Range: 670km

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These are transport helicopters designed for all-weather, day or night assault transport of combat troops and movement of supplies and equipment. In addition to its two door-mounted machine guns and light ceramasteal armor, its massive engines can lift up to 16,000 kg of weight and has room for 35 troops.

Tsedeq can design for half cost.


Vanari Desert Raptor- Infantry Fighting Vehicles
Cost: 3 MF for 1 Brigade
Tech Requirements: 4 P/E, 4 C/B, 4 CS
Developed In: 2305
Developed By: Vanari
Usable By: Vanari
Heavy Weapons: 2
Light Weapons: 2
Armor: 5
Speed: 5
Sensors: 1
Unit Size: 80 units

Ceramasteel armor, 40mm auto-cannon, 7.62mm machine guns, and capacity for 6 ‘Screaming Prophet’ anti-tank missile, these vehicles can each transport up to 25 infantrymen and almost, but not quite, keep pace with the Vanari “Aries” class tanks.


Imperial Garrison Screaming Hog
Cost: 4 MF for 1 squadron
Tech Requirements: 6 P/E, 5 C/B, 6 CS
Developed In: 2305
Developed By: Society of Engineers
Usable By: Society of Engineers, Imperial Garrison
Light Weapons: 6
Heavy Weapons: 2
Armor: 2
Atmospheric Mobility: 4
Stealth: 0
Sensors: 1
Range: 2600km

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A multi-role strike-fighter designed for use against the Symbiots, the Hog favors lighter ceramasteel armor and armaments over speed, though it effectively outmaneuver and out-flies any existing atmospheric-only aircraft available to the Imperium. Its weapons systems are designed to destroy a wide number of more lightly armored targets using fragmentary and incendiary weapons at long or short range. Due to its modular design and excellent engineering it is a very reliable vehicle costing relatively few firebirds to produce.

The Hog relies almost purely upon its heavy armament of highly-miniaturized missiles and has only two 30mm cannons capable of firing 45,000 high-explosive fragmentary or incendiary rounds per minute. The Hog’s entire cannon ammunition can therefore be emptied in less 40 seconds. Its primary armament are its one-hundred and four state-of-the art miniature missiles. These are each approximately 30cm long and 2cm wide, laser-guided after target lock or capable of infrared and ‘profile-hunt’ self-guidance, and capable of delivering a fragmentary or thermobaric warhead at beyond visual-horizon ranges.

For ground strikes, the Hogs are armed with 12 medium sized missiles each capable of delivering 144 cluster fragmentary or thermobaric bomblets.


Maps

Will take a bit.



Stats


Hopefully done tonight.


 
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