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X=====][ Kingdom of Orsinium ][=====X 4E 491 - Will do later - Overview: Population - 106,400 Orcs (base & +1200 for reforms & +800 for farms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 8AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 5AP in Grand Arena (Orsinium City) 10AP in Economy Army: Manpower: 11,620 / 37,240 ---- 7800 Light Infantry 3300 Heavy Infantry 500 Light Cavalry 10 Destruction Mages 10 Alteration Mages Actions: AP Total: 12 Base: +6 Trade: +3 Economy: +1 Provinces: +1 Events: +1 (for 3 turns) 10AP - New settlement constructed in the last remaining province of the Orsinium/Wrothgarian region. 1AP - Anti-Vampire activities. 1AP - Clearing of the dark cave in Fargranash Mine. 0AP - Another annual Arena Championship is held in Orsinium. 0AP - Falinesti, Haven and NPC bosmer informed of the snakemen in the old wood orc strongholds.
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X=====][ Kingdom of Orsinium ][=====X 4E 390 Agrum and his troops return home triumphantly! Many are the trophies that they bring back from the battle, and many are the dunmer skulls that adorn the great gates of the capital. The dead are remembered in song and feast, and the living show off their scars with pride. With the return of the army, and the proof of Orsinium's strength shown to the world, the kingdom turns to interior matters. Let the Nords and Dunmer grind themselves into pulp. The royal focus is now on building the nation. Construction begins on a Grand Arena in Orsinium City. In the days of the old empires, many of the champions of the famed Imperial Arena were orcs, and that tradition is set to continue. Stone is quarried and workers are put to work - even troops are drafted in to aid in the construction. Although the new Orsinium is the strongest orcish voice in Wrothgarian, and has good ties with the strongholds of Skyrim and other areas, contact with other more notable Orsimer population centres has been limited since the great Flu. Envoys are dispatched to the more far flung parts of Tamriel to ascertain their status. The areas in particular to establish contact with are the clan of Betnikh island, off the coast of Daggerfall, the clans of the Dragontail mountains between Hammerfell and Skyrim, and the Wood Orcs of Valenwood. Despite the recent lull in vampire activity, the culprit coven was not identified. Anti-vampire activities resume, now that the troops are home from Skyrim. Shadow-Wife Kulra, along with the newly married Mage-Wife Hazmakh, are assigned the joint task of investigating the insidious attacks. Kulra focuses her efforts on surveiling the previous centres of the thrall attacks, as well as colating reports from outlying regions and places that seem like good targets for the vampires. Hazmakh, though rather young and still barely out of her apprentice robes, tells of the connection between Vampires and Molag Bal, the Daedric prince of schemes, brutality and rape. She takes a similar surveiling approach to Kulra. As probably the largest and most ostentatious shrine to Malacath on Nirn, the Temple of Ire has become not just a magnet for pious orcs but also more "hobbyist" pilgrims - daedra worshippers, scholars, conjurationist mages, the odd apocalyptic cultist etc. Some of these are questioned for links to Molag Bal shrines or worshippers. True, not all vampires are pious adherents to the Prince of Schemes, but investigating the dreadful world of Molag Bal worshippers is sure to lead to some sort of lead. Even if not... it's nice for the Kingdom to be aware of the more hostile daedra worshippers in High Rock. Overview: Population - 97,400 Orcs (base & +1200 for reforms & +800 for farms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 8AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 11,620 / 34,090 ---- 7800 Light Infantry 3300 Heavy Infantry 500 Light Cavalry 10 Destruction Mages 10 Alteration Mages Actions: AP Total: 11 Base: +6 Trade: +3 Economy: +1 Provinces: +1 0AP - Anti-Vampire investigations. 0AP - Envoys to Betnikh, Dragontail and Valenwood orcs. 1AP - A survey is conducted of all interesting ruins, dungeons or other oddities in the Wrothgarian mountains. 5AP - More work is put into the mine at Fargranash. 5AP - Grand Arena. 0AP - Royal bam bam with the wives, with the exception of Kulra and Hazmakh - bam bam is withheld till they catch some vampires!
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X=====][ Kingdom of Orsinium ][=====X 4E 389 --- Forthcoming --- Overview: Population - 89,200 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 12,410 / 31,220 ---- 8000 Light Infantry 3400 Heavy Infantry 1000 Light Cavalry 10 Destruction Mages Actions: AP Total: 11 Base: +6 Trade: +3 Economy: +1 Provinces: +1 0AP - The Orcish force participates in the battle against the Dunmer alongside the Nords. (MOD) 0AP - Agrum chooses his new wives after returning home... should he do so, that is. (MOD, after battle) 4AP - 10 alterationist mages are recruited. 3AP - Prospecting and initial excavation begins at the new town of Fargranash, looking to establish the beginnings of a mine. 4AP - Work begins in expanding lowland farms and improving their yields, using techniques observed from other regions. Additionally, hunting and livestock herds are bolstered.
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X=====][ Kingdom of Orsinium ][=====X 4E 388 --- Forthcoming --- Overview: Population - 81,000 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 4AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 11,210 / 28,350 ---- 7500 Light Infantry 2700 Heavy Infantry 1000 Light Cavalry 10 Destruction Mages Actions: AP Total: 10 Base: +6 Trade: +3 Economy: +1 0AP - Army contingent moves out of High Rock to reinforce Solitude's forces heading to Dawnstar. 4000 light infantry, 2000 heavy infantry, 500 light cavalry and 10 destruction mages. The factions in the path of the army are informed of their intent. Led by Agrum. 0AP - Anti-Vamp activities. 3AP - 700 heavy infantry recruited. (base 500 + orc bonus 200) 1AP - 500 light infantry recruited. 1AP - Temple refurbishment continues. 5AP - Construction of new settlement completed. 0AP - A number of Agrum's wives heroically died in pregnancy and childbirth. To strengthen the political relations of Orsinium, Agrum sends messengers out to influential clans to see if there are any new marriages that can be made.
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X=====][ Kingdom of Orsinium ][=====X 4E 387 For now, the expedition to Skyrim is held off and a thorough investigation is started into the source of the thrall attacks. Clan chiefs are put on notice to assist the investigation and the Army of Orsinium begins cleansing actions against any raided towns harbouring thralls. The mages of the court are put to work in investigating the aftermath of such skirmishes - if there is a vampire, its needs to be taken down swiftly. If forces need to be sent into Breton lands to quell the threat, then so be it. A vampire coven cannot be allowed to take root ANYWHERE in Tamriel. Agrum declares that the Temple of Ire, a shrine to Malacath dating from the previous phase of occupation in the Second Era and now mostly ruined, is to be refurbished. How better to show the dedication of the people of Orsinium to a strong Orcish people than rebuilding one of the largest temples to Malacath there has ever been? After the area is secured by the armed forces, settlers from Orsinium are sent into the region south-east of the capital to build a new town, further expanding the reach of Orsinium in Wrothgarian. Resources are needed elsewhere, so the work will not be finished this year, but the settlers manage to establish a camp and begin construction of a new fortified stronghold-city. With the Orcish horde staying put for the time being to deal with the domestic threat, Agrum is faced with a lot of time on his hands. He turns his mind to more, ahem, "dynastic" matters. Despite having a dozen wives (at last count), he has yet to have any children. Plenty of things are to blame for this, mostly being on campaign, or the wives themselves being far too busy with their assigned duties - after all, Orcish noblewomen are NOT simpering Breton wenches who sit in palaces sipping tea. They work for a living! That being said, Agrum makes sure everyone has a little time off for "rebuilding the proud orcish race", as some of the more tactless pieces of Orsinium propaganda call it. The thought of possibly living with multiple pregnant orcish women is somewhat terrifying to the young King, but needs must. Overview: Population - 73,800 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 10AP in Economy Army: Manpower: 11,210 / 25,830 ---- 7500 Light Infantry 2700 Heavy Infantry 1000 Light Cavalry 10 Mages Actions: AP Total: 10 Base: +6 Trade: +3 Economy: +1 1AP - Anti-Vamp activities. 4AP - Temple refurbishment. 5AP - Settling south-east of Orsinium City. 0AP - BAM BAM with the wives.
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X=====][ Kingdom of Orsinium ][=====X 4E 385 Agrum took counsel with his inner circle, a mix of warleaders, provincial chieftains and the more capable minds from his own family. Aside from more mundane matters, the issue of the dunmer invasion of Skyrim was of significant concern. Kulra, Agrum's Shadow-Wife, was particularly concerned. As with Orcish hierarchical tradition, each wife of a chieftain's expansive marital circle was given an epithet best suiting her abilities and renown. Prior to joining Agrum's early campaign to claim Orsinium, and before marrying him, Kulra had enjoyed a somewhat chequered past as a hired knife and eavesdropper in the duchies of the Iliac Bay, earning her the role of spymaster liaison between clandestine sources and the royal household. "Talk is that King Cyllo has brought up tens of thousands of conscripts and marched them into Winterhold, crushing everything in their path. They show no signs of stopping." Borog gro-Razog, once a noted gladiator and now a commander in Orsinium's army, scoffed loudly. "The Flu must have hit the nords hard if they're struggling to stop some ill-fed bunch of dunmer rabble." He turned to Agrum. "What concern of this is ours, my king? There's an entire province between us and Morrowind. The arrogant fools will grind themselves down on nordic blood, and if they ever think to cross into Wrothgarian they'll face the might of Orsinium! The 'skill' of dunmer conscript peasants aside, they'll have spread themselves too thin to be anywhere near a threat. Besides, Skyrim would be ripe for conquest at the end of such a campaign, whoever wins out." Agrum spoke up. "You'd have me consider conquering the world before we've even united our own people? Such was the path of many other kings of Orsinium before me. Their folly only brought doom to our lands." He stood, tracing a path from Winterhold eastward on the painted-hide map on the table before them. "You speak the truth Borog, in that Morrowind poses no great threat to us here. But you lack vision. If the nords win, as well they might given time, little will have changed for us. But imagine if the saviours of Skyrim were the proud warriors of Orsinium. A nation making its mark for the first time in the world - not as petty raiders or fractured clans, but as an army marching forth to face the dishonourable horde of Cyllo Dres. Not only would the Nords be in our debt, but Tamriel, and all the clans of Wrothgarian and Dragontail, would know our strength. They would know that Orsinium is a true force in the world, and not a passing moment in history." The council concluded and events were put into motion. Kulra and Borog would go to Skyrim on a diplomatic mission, together with Word-Wife Hagril, a diplomat and sister-wife to Kulra. They go ostensibly to pave the way diplomatically for potential Orcish intervention in the war, but also to scout out the disposition of the nordic forces - to see if they are in any way capable of fending off such a large dark elf invasion, even with Orsinium's help. Overview: Population - 65,600 Orcs (base & +300 for 1 turns & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 5AP in Economy Army: Manpower: 10,010 / 22,960 ---- 7000 Light Infantry 2000 Heavy Infantry 1000 Light Cavalry 10 Mages Actions: AP Total: 9 Base: +6 Trade: +3 0AP - Diplomatic mission to Skyrim. Starting with meeting the Forsworn in Markarth, then up to Solitude. Emphasis is put on gauging the Dunmer Invasion and the responses of Skyrim's factions to it. 1AP - 500 light infantry recruited. 3AP - 700 heavy infantry recruited into the regular army. ((base 500 & +200 due to racial bonus)). 5AP - Finishing lvl 1 economy upgrade.
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Asgard Republic Autonomous Client of the Redon Imperium 2154 Leader - Chancellor Veera Stavanger Population - 752,478 Humans 263 Kalronians 12,600 Redons 53 Human-Redons (1,000 Redon Garrison) --- Total - 765,394 --------- DETAILS: STORY: ((Will do later)) SPACE FORCES: MILITARY REDACTED --- ARCV Thor Heyerdahl - Science Vessel (Assault Ship-size) GROUND FORCES: 15,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 32 Base: 4 Naval Upkeep: -4 Colonised Sectors: +2 Population: +4 Resources: +7 Trade: +1 (reduced from +3 due to events) Industry: +12 Agriculture: +6AP [Totals include AP spent this turn and previously] 0AP - Permission is sought from the Redons for the Thor Heyerdahl to travel through their territory in order to explore the galactic core. If granted, the science ship would depart and head off to explore the unknown. 10AP - Asgard Station's shipyard is upgraded to Level 4. 10AP - Significant effort is put into analysing and perhaps reverse engineering the advanced technology in the hospital in Os'laran. Mindful of possible primordial diseases and weird projects lingering, quarantine procedures are followed. 0AP - The Saryn are given a courtesy heads-up on the discovery of the hospital in Os'laran. 12AP - Research funding for the Distantium ion lances is substantially increased.
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X=====][ Kingdom of Orsinium ][=====X 4E 385 In a somewhat controversial turn of events, King Agrum decrees that in Orsinium's new settlements and the majority of the capital, the conjugal laws of the Strongholds will (largely) not apply. In a traditional stronghold only the chieftain is permitted to marry and father children, leading many cuckolded young male Orcs to leave the strongholds for a life on the road. Many young Orcish women are . There are notable exceptions to the new law. Firstly, the traditional strongholds will not be affected, only new settlements founded by the King as proper metropolitan centers. Those who wish their communities to follow the old ways are more than welcome to. Secondly, the ruling chieftain of a city is permitted to run his household according to the old laws. Thirdly, in Orsinium City, nobles are permitted to run their families according to this. The King does not intend these laws to destroy the ancestral ways, but in the name of social harmony in the new clan-diverse and populous cities Agrum will not abide quarrels over who is sleeping with who. Another proclamation accompanies this. Whereas before Orcs who did not like the stronghold way of life had to leave Orcish society altogether, now they are welcome to stay in the new capital and contribute to the good of the Kingdom or join the professional army. More mundane matters concern the bulk of Agrum's time. Orcs are renowned metalworkers, so it is only fair that Orsinium produces the finest weapons and armour in all of Tamriel! Accordingly, a ready source of metal needs to be found. True, small veins and claims are operated by the various clans and Orsinium is already importing ore from other areas, including the acclaimed Cidna mine in Markarth, but to outfit a professional army on a reliable basis requires something more expansive, and much closer to Orsinium's heartland. Scouts and locals are sent out looking for appropriate mines, with the help of scrying from the newly recruited mages. Continuing with the investment in turning Orsinium's lands into something more resembling a functional kingdom, the King invests in the country's economy. Secure routes through the mountains are established, patrolled by loyal soldiers of Orsinium and more local clan warriors, complete with rest stations and - in places - the construction of bridges and secure paved roads to prevent the all too common occurence of falling off a metre-wide track into a mile-wide ravine... Overview: Population - 57,100 Orcs (base & +300 for 2 turns) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. Army: Manpower: 9010 / 19,985 ---- 7000 Light Infantry 2000 Heavy Infantry 10 Mages Actions: AP Total: 9 Base: +6 Trade: +3 0AP - Searching settled provinces for resources, especially mines or any significant ruins. 0AP - Social reforms. 4AP - 1000 light cavalry riders are recruited. These will prove useful for policing and swift responses in tricky terrain of the Wrothgarian mountains. 5AP - Investment is put into encouraging the economy in Orsinium and its owned and friendly territories, including infrastructure projects.
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X=====][ Kingdom of Orsinium ][=====X 4E 384 King Agrum accepts the idea of a broad Orcish defensive alliance against foreign aggression, but boldly sticks to the line that the new Orsinium is the centre of the Orcish world. He is king, and all others are by right his vassals. But for now he accepts that he must prove his worth not by spilling the blood of his own kin, but by working to build a nation worthy of joining. He swears to uphold the sovereignty of the so far independent Orcish clans against threats from the lowland powers, but will not sign treaties of non-aggression. Instead he offers the time honoured traditional practice of intermarriage. History would record the following words. "Orsinium is a nation beyond the confines of the stronghold, but it is the stronghold that anchors our society, our families. Let us avoid strife by sharing blood. Give unto me your finest maiden daughters and sisters to wife, that you may all become my fathers and brothers and war amongst us will be as bitter to our hearts as a venomed dagger." For now, there was parity among the lords of the clans, sealed by intermarriage into Agrum's line. But all knew that Agrum would not be content until the strongholds were united under one flag - one way or the other. No non-aggression pacts have been signed, but against the world, the Orcs for now are united in purpose. Overview: Population - 49,800 Orcs (base & +300 for 3 turns & +1500 for this turn) Provinces - 3 Trade - Duchy of Wayrest, Duchy of Camlorn 4AP in Farms 5AP in Orsinium City fortifications. Army: Manpower: 9000 / 17,430 ---- 7000 Light Infantry 2000 Heavy Infantry Actions: AP Total: 8 0AP - Agrum goes on a pilgrimage to an ancient shrine to Malacath to ask for the daedric patron's guidance, sacrificing troll fat and a daedra heart. 0AP - Once again, another trade partner is sought. 4AP - Funds and resources are diverted to Gastemarch and its new loyal administration, for the rebuilding of their shattered town. 4AP - A council of the finest orcish mages in Tamriel are convened to advise the great king in matters of the arcane, and to provide handy support in times of war. ((AKA, recruiting 10 mages ? ))
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X=====][ Kingdom of Orsinium ][=====X 4E 383 Atop the ruin of his enemies did Agrum gro-Kharog, self declared King of Orsinium, stride to a pinnacle amidst the carnage. It was from here that a rival chieftain had declared his claim illegitimate, the goal of a united Orsimer people a heretical lie. Now, King Agrum threw that Chieftain's body from the rock upon which he stood into the rubble below. "BROTHERS AND SISTERS! Murak gro-Yarz is no more, slain by my hand. He issued a challenge to my rule as KING and that challenge was honourably met. Malacath's Code has been satisfied. The lands of the Clan of Gastemarch are now mine by right, as is his clan's loyalty. But this was not a tribal feud of old. I will not scatter his people to the winds. We are Orsimer together, and fighting amongst ourselves is folly! Let it be known that the sons of Murak will hold this city in my name, according to their own tradition - they shall fight for its lordship and decide amongst themselves. Orsinium rules Wrothgarian, but it will not rule over a nation of slaves! Go now, brothers and sisters, to the feast! Victor and conquered will eat and drink together, and celebrate the great kingdom that is to come!" Such was to be the archetype of King Agrum's conquests. Those who did not pledge themselves were laid low and then risen again in service. Right of rule was demonstrated in blood to those who opposed a united Orc homeland, but mercy was shown to the defeated. They would march forward together, and build a lasting nation. Agrum returns to Orsinium, the rebuilt capital of his kingdom, with Nurab, daughter of the defeated chieftain, in tow as a new wife - joining his growing family. He returned to his Keep, in the heart of the fortress city to the cheers of his vassals, wives and children. From his throne he attended to matters of state. Three holds, including Orsinium proper, were now united under Agrum, but the long campaign against his enemies had taken its toll on national food supplies. Furthermore, there remained the issue of the Bretons. Inevitably, word of such a large new Orcish army had leaked out and gripped the hearts of Nifelheim in fear. As amusing as that was, it presented an issue. Bretony was far from a pressing concern, but long had Orsinium of old been subject to pre-emptive strikes by the arrogant Breton kings. This issue would need addressing, but not now. For now, Wrothgarian's future must be secured. Overview: Population - 41,000 Orcs Provinces - 3 Army: 8000 Light Infantry 4000 Heavy Infantry Trade: Duchy of Wayrest Duchy of Camlorn Actions: AP Total: 10 0AP - The remaining clans who have not declared for Orsinium are invited to a gathering at the fortress-city. Hopefully, the largesse displayed and the number of loyal followers and sworn stronghold chiefs will sway even more banners to King Agrum's cause. 0AP - Diplomats are sent out to search for an additional trading partner. 1AP - The new victory is widely publicised in Wrothgarian and spread by word of mouth - carefully - to strongholds throughout Tamriel. All now know the strength of King Agrum. Join the new Orsinium! 0AP - The vassal levies raised in the war are sent home, with war booty and the thanks of their King. 5AP - Orsinium City is fortified more heavily and expanded to hold more residents. 4AP - Investment is put into hunting and agriculture to replenish the stocks of the new kingdom. Though the mountain peaks are not ideal for farmland, cultivation of the newly secured lowlands and expansion of animal herds are encouraged.
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Asgard Republic Autonomous Client of the Redon Imperium 2153 Leader - Chancellor Veera Stavanger Population - 703,250 Humans 250 Kalronians 12,000 Redons 50 Human-Redons (1,000 Redon Garrison) --- Total - 715,550 --------- DETAILS: STORY: ----- SPACE FORCES: REDACTED GROUND FORCES: 15,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 27 Base: 4 Naval Upkeep: -4 Colonised Sectors: +2 Population: +4 Resources: +6 Trade: +1 (reduced from +3 due to events) Industry: +12 Agriculture: +2AP [Totals include AP spent this turn and previously] 0AP - According with the colonial expansion below, the following TC's are pressed ^ ^ 1AP - Exhaustive surveys are conducted by civilian and military vessels of all currently owned and new TCs for resources and anomalies. 0AP - Over the last year, a planet known as Freyja has been colonised in the sector immediately "south" of Asgard. Although the area has been known to be Itoron-rich, it's only now that government funded efforts have dispatched a colony ship. A somewhat alarming message from the chief science officer describes "a tropical jungle world with some very gentle, terrifying looking plant eating monstrosities of cats". 0AP - Investment from the Redons is used to kickstart itoron mining and refining on Freyja, as well as putting into place the necessary infrastructure to get it into space. Hopefully the terrifying vegan cats won't mind the odd Itoron mine and space elevator here or there. ((An excuse for the 9AP over the limit for industry I incurred last turn. 150/2 is max for 2 CS. Now I have another CS, so the 9AP over the limit goes here.)). 0AP - Asgard opens an embassy on the capital of the Saryn State. Tourism is also permitted between the two nations. 10AP - Massive investment is put into agricultural projects, on all worlds. 5AP - The government, in conjunction with several universities, finances construction of an assault ship-sized civilian vessel for research and exploration purposes. The ARCV Thor Heyerdahl will be equipped with the latest sensor technology, cutting edge laboratories for physics and biological research, as well as dropships for away missions. Equipped with a light armament, the vessel is intended for long-range exploration and study of the universe's secrets. 6AP - Excavations at Os'laran continue! Defensive concerns have sapped government grants for careful excavation of the ancient and technologically advanced Saryn ruins, but for better or worse Asgard now has the resources to spare. 5AP - Research into the Distantium ion lances continues. Hopes are that the weapons will be able to quickly strip enemy shields, or even better, disable them completely from a distance. 0AP - Restrictions on the movement and activities of the Kalronians left over from the Incident are lifted, in thanks for good behaviour, help with military training, and the simple fact that they're no longer at war. The armed guards remain, but more as a policing force to prevent reprisal attacks from an angry human populace at large. The Kalronians are permitted to leave their internment compound - now converted into more of a town, with human residents who moved there for jobs relating to the upkeep of the prisoners making up a good amount of the population - and integrate into wider society. As of yet, however, the Kalronians are not permitted to leave the Republic.
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Asgard Republic 2152 Leader - Chancellor Veera Stavanger Population - 652,750 Humans 200 Kalronians --------- DETAILS: STORY: In a landslide election following the resignation of Chancellor Henrik Steiner, the "Survival" Party (not strictly a party due to constitutional blocks against polarised party politics) gains a significant political standing in the high politics of the Republic. Focused on militarisation and defense in the face of foreign aggression, it enters into a coalition with many of the more traditional power blocs in the Republic - forming a unity government with prominent survivalist Major Veera Stavanger as Chancellor. Stavanger, a member of the anti-Kalronian military resistance in hiding during the occupation, is a comfortable middle ground between those angry over the navy's retreat during the invasion and those who recognise that any further division will spell doom for their worlds. SPACE FORCES: REDACTED GROUND FORCES: 10,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 13 Base: 4 Tiles: +1 Population: +4 Trade: +3 (-2 from Events) Industry: +4 [Totals include AP spent this turn and previously] 0AP - In a somewhat controversial move, the tens of thousands of Kalronian dead are interred in a specially built mausoleum on Vanaheim, dealt with according to what can be gleaned from records of Kalronian funerary tradition and questioning the Kalronian survivors. Many question whether the brutal invaders deserve to be memorialised in such a fashion, prompting Chancellor Stavanger to make a speech on the issue in which she reiterates the Republic's commitment to courteous and respectful treatment of Kalronian survivors and that respect for the dead is an almost universal paradigm. The Kalronian survivors remain housed in a former Kalronian base on Vanaheim, located a relatively short distance from the new mausoleum. 2AP - As many soldiers as possible are recruited and armed with whatever Kalronian armour and weaponry has not already been allocated to the standing armed forces. 5AP - 5 more corvettes are placed into production. 2AP - Long neglected research into "Distantium" ion cannon technology is given new funding. Asgard needs an edge over numerically and technologically superior enemies. A weapon that can swiftly disable targets will help even the odds. [7AP] 4AP - A colony ship is commissioned, the first in many years, and dispatched to the long surveyed Itoron-rich sector to the south of Asgard to settle the most habitable world there. The Republic may be in peril, but its colonial momentum needed to be regained. New resources, and the possible treasures of unexplored worlds, were needed to protect the Asgarder dream.
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Frigate ARN Tissø in orbit of Asgard, circa 2151. Asgard Republic 2151 Leader - Chancellor Henrik Steiner Population - 600,250 Humans --------- DETAILS: STORY: ((to be added)) SPACE FORCES: 2 x Light Cruiser 3 x Destroyer 2 x Frigate 2 x Corvette 100 x Asgard Fighters 100 x Saqr 2 Heavy Fighters --- 3250 x Crew/Pilots 550 x Shipboard Marines (Ranger suits & Ares II rifles) GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 5000 x Hunter Bot mk.1 50 x Tank Bot mk.1 --- 5000 x Ares II Laser Rifles --------- ACTIONS - AP Pool: 15 Base: 4 Tiles: +1 Population: +4 Trade: +3 Industry: +4 [Totals include AP spent this turn and previously] 0AP - With the Kalronian Incident, subsequent rebellions and the return of the Free Asgard Forces, Asgard is once again a sovereign nation. The worlds of Asgard, Muspel and Vanaheim have been reclaimed. All FAF personnel, materiel and ships are relocated to Asgard territory. 0AP - All ground troops demobilised prior to the invasion are re-enlisted. 0AP - Chancellor Henrik Steiner, who survived the war, remains as nominal head of the Republic as law and order is reasserted. Chatter indicates that he intends to resign within the next year, however. 0AP - Recrimanatory discourse against the navy's "abandonment" of the homeworlds during the Kalronian Crisis is avoided by the central government. Still, the public's desire for increased defense expenditure is at odds with it's animosity toward the "treasonous" military who warped away from the homeworlds days before the Kalronians even arrived. Despite the logical "fight another day argument", emotions will run high for the forseeable future. 0AP - The approximately 200 Kalronian survivors within Asgard territory, out of 57000, of the genocidal "incident" are interned within a camp on the temperate planet Vanaheim - ironically, the compound they are housed in was a former Kalronian military base. The hostages are treated fairly, althought subject to light interrogation and medical testing to rule out any potential repeat of the horrors of the "incident". 0AP - Although, by the melancholy hand of fate, unneeded in the long run, the support of the Band of the Broken colonial militia forces is rewarded. They are offered full citizenship within the resurgent Republic, offering integration into existing settlements or the creation of new communes and townships to suit the needs of the CM immigrants within the bounds of the law. 0AP - All prior trade agreements are resumed. 0AP - The Kalronian-built infrastructure projects are fully utilised by the resurgent Republic. Public grumbling mentions how the racist invaders did more for national production capability than decades of normal rule, but this is predominantly tongue-in-cheek commentary. Any suggestion that the alien invasion that resulted in tens of thousands of deaths and imprisonments was somehow beneficial are sternly treated by both public opinion and the government. 2AP - Protocol 12 intelligence operatives, in conjunction with civilian scientists, embark on an extensive campaign to catalogue and reverse engineer ANY AND ALL Kalronian technology (weapons, armour, vehicles, ships, computers etc.) left behind in Asgard territory after the Incident. Whatever can be immediately added to the Republic's arsenal is done, and what requires further research is logged... 4AP - 4 corvettes are put into production at the newly liberated Asgard shipyard. They replaces the losses in the Han campaign against the Ar'gakari. 5AP - The Asgard system dedicated trade station is FINALLY completed. Snide comments that a real nation would have finished it far sooner are awkwardly ignored by the central government. Further trade agreements to expand production and general prosperity will be pursued in the next year. 4AP - Protocol 12 activities. (Mod needed).
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Free Asgard Forces 2150 Leader - Admiral Stefan Kolberg Pop - 8900 Occupied Worlds Details: STORY: 4 hours were given by the Kalronians. An impossible ultimatum. Asgard could not defend its world against such impossible odds. It's defenders could not fathom the burden of choice - to flee, or to stay and die. And so the decision was made for them. Protocol 12 of the Asgard constitution allowed for any decision outside of conventional morals and the democratic ideal to be taken in times of great existential crisis. During the Skadi Nielsen administration this Protocol was given champions, in the form of an organisation designed as the shadow arm of Asgard. Those who acted on the Protocol's behalf risked damnation of their souls and condemnation in the eyes of the public, should their heinous but necessary actions be discovered. It was easy to be a saint in paradise. But for paradise to exist, compromise must be made with the realities of a cruel and uncaring universe that dealt not in idealism but in the harsh calculus of how far you were willing to go to ensure survival. And so it was that on the day the ultimatum was delivered by the Kalronians that Protocol 12 went into full effect. Those aware of the Protocol's existence were informed of the grave reality of the situation and what was needed to ensure the best possible outcome for the situation. A last stand in honour may have been the romantic thing to do, but the honourable dead would still be dead. No. Survival was imperative. 2 hours prior to the deadline's expiry, orders were received by Asgard Republican Navy. All ships and station-berthed strikecraft were to form up into ready positions and receive any cargos and crews attempting to dock. The requests unnerved Admiral Stefan Kolberg, but he obeyed them, as they had the seal of the Chancellor, Henrik Steiner. After the first transfer was complete a delegation from military intelligence, under Colonel Hedeager came aboard. And so began a legal mutiny. Hedeager came aboard the bridge of the ARN Sleipnir and demanded the Admiral prepare the warp engines for activation and a course be laid in for the Republic's eastern border. At Kolberg's protest, the hologram of Chancellor Steiner informed the admiral of the grim truth of their new mission - Asgard could not defend itself at home, and nor could it afford to lose its navy, which could potential tip the balance of any future liberation conflict. The navy, Asgard's defenders, were to abandon their posts and flee for the territory of the Kingdom of Armathwaite. Such a decision was unconscionable to Kolberg, yet the decision was taken out of his hands as the taser buzzed against his ribs. 1 hour and 40 minutes later, with no warning or explanation to those outside the circle of trust of Protocol 12, the ARN jumped out of Asgard territory. Panic ensued, and recriminations. Steiner locked himself in his office as he transmitted the following message to the Kalronians: "The Asgard Republic surrenders unconditionally to the Kalronian Ystor Rule." --- It was to be known as the "Cincinnatus Contingency", named for the hallowed hero of the Roman Republic who, in his retirement, was granted ultimate power over Rome and her armies in order to lead his people to victory against an aggressive neighbour and, with Rome at his mercy, returned to his fields. The Contingency called for a warrior, whose idealism would not allow him to become a warlord. A leader who would supercede the checks and balances of peace time to allow the Republic to survive in the face of an existential threat. Whether Stefan Kolberg could be what his nation needed him to be remained to be seen. But the forces who had manouvered him onto this track of destiny did not leave things to chance. Whether he liked it or not, Kolberg was now the Cincinnatus of the Asgard Republic, and men like Hedeager were there to make sure his destiny was carried out to the letter. Kolberg would hate his role, as much as he hated those who had forced him onto this path. With Protocol 12 agents riddling all sections of the surviving fleet he could not oppose his mandate. What's more, he understood its necessity, the cold logic of it. What must be done. But it was the inhumanity of it, that stuck its claws in his soul. For he had seen the true price of Asgard's freedom in the face of Markus Hedeager, and for the first time doubted whether he had the stomach for it. Those thoughts, however could be kept at bay - by the bottle, or by the pill. --- The military fleet was joined by the scattered survivors of the Kalronian invasion and blockade. Recriminations were flung about, but ultimately pointless. For months the migrant fleet travelled, alone in the dark, from system to system and border to border, searching for a safe path to those who had offered refuge. Outside. They found sojourn in a border port of the Grand Alliance, their keep paid for by the generosity and compassion of a Da'nor noble. The Lithruan Coalition had long been friends of Asgard, and so a request was made - a pilgrimage to the cradle of mankind. Earth. In orbit of their ancient homeworld's shattered spires and scorched seas, a promise was made by the new Cincinnatus; just as these pilgrims had now returned to Earth, so to would they all return home to the Asgarder homeworlds. They set course for their new home for the forseeable future - Armathwaite. It was on that world that the Free Asgard Forces would make their headquarters. An organisation dedicated to the liberation and reclamation of those oppressed by the Kalronians, and those dedicated to the idea of a world where fear did not rule the hearts of the righteous. SPACE FORCES: 2 x Light Cruiser 3 x Destroyer 2 x Frigate 6 x Corvette 100 x Asgard Fighters 100 x Saqr 2 Heavy Fighters --- 3450 x Crew/Pilots 550 x Shipboard Marines ------- ACTIONS - AP Pool: 4 Base: 4 [Totals include AP spent this turn and previously] 0AP - Asgarder refugees, including their entire military fleet and a number of civilian vessels (all in all totalling 8900 people) are granted asylum on Armathwaite. At the decree of King Edward, a sizable compound on their homeworld and much of the surrounding land is given over as sovereign territory of the Republic, for the duration of the crisis. The civilians are settled and the military ships refitted in orbit. Armathwaite will be the base of operations for the newly minted Free Asgard Forces. 2AP - Having brought a copy of their technical and scientific archives with them, and using facilities kindly provided by Armathwaite, Free Asgard begins to remedy its obvious manpower shortage with mass production of robots. Hunter Bot Mk I's are produced en-masse, armed with Ares II laser rifles! 2AP - Efforts are devoted to a mass propaganda campaign across all friendly human and alien nations. "GALAXY IN PERIL! KALRONIANS SWEEP EAST! WILL YOU ANSWER THE CALL? FREEDOM FOR ASGARD IS FREEDOM FROM FEAR!". The campaign is designed to bring in volunteers, charitable aid and private sponsorship, both human and alien, to aid in the coming struggle against the Kalronian oppressors. Images of the Corruptor War are evoked in some of them, appealing to veterans of the campaign to rid the galaxy of their horror - a new evil rises in the west! Volunteer fighters and civilians are directed to the Asgard Enclave on Armathwaite for training, work assignments or donations. Much of the funds and resources are also devoted to hiring mercenaries."ASGARD TODAY... [INSERT PLANET HERE] TOMORROW! DRIVE THEM BACK!"
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Asgard Republic 2149 Leader - Chancellor Henrik Steiner Population - 540,500 Humans --------- hi --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector [UNDER CONSTRUCTION](on hold 5ap) Space Station - Vanaheim EXPLOITED RESOURCE ASSETS: Asteroid Itoron Mines - Asgard Sector Itoron Mine - Muspel (Asgard Sector) Xylorite Mine - Vanaheim SPACE FORCES: 2 x Light Cruiser 3 x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 3350 x Crew/Pilots 550 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 1000 x Hunter Bots 50 x Tank Bots --- 3000 x Ares II Laser Rifles 3000 x Itoron "Ranger" Jump-Suits TECH: ------ RESEARCHED: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- ONGOING: Sensor Improvements (on hold, 6ap saved) "Distantium" Research (on hold, 5ap saved) Ship Lasers (on hold, 4ap saved) Os'laran excavatations (on hold, 4ap saved) PROTOCOL 12 (on hold, 2ap saved) DEVELOPMENT: Industry: 9/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 [Totals include AP spent this turn and previously] 0AP - The most capable soldiers in Asgard's standing army are drafted into the newly minted Army Ranger Division. Like their marine counterparts in the Asgard Republic Space Navy, Rangers are equipped with the newly renamed "Ranger" jumpsuits - allowing protection superior to that provided by normal itoron mesh combat armour, and vastly enhanced reflexive mobility via jumpjets, including limited flight. Also like their marine counterparts, they are equipped with Ares II laser rifles. 2000 standing army soldiers are entered into the program. (This is simply a logistical reshuffling of the army structure, so no need for AP expenditure). 1AP - An additional 5000 soldiers are sought to join the Army, in both a standing and reserve capacity. They receive training superior to the standard being rolled out in the militia program (see below). As rank-and-file soldiers, they have the standard armament of itoron-mesh body armour and ballistic rifles with itoron ammunition. 1AP - The Protocol 5, also known as the "Militia Act" takes effect across the entire republic. Part of the founding constitution of the Republic, it was developed in the earliest years of settlement to deal with any potential hostile elements - seeing as Asgard is primarily devoid of the giant angry alien beasts envisaged by the somewhat paranoid author of the protocol, it has been largely neglected in recent decades. Most settlements have a lightly armed police force with minimal lethal armaments and mostly non-lethal old-earth stun weaponry, many of the more remote settlements have a more heavily armed militia to deal with anything from organised crime to hostile megafauna. Given the current security situation, local police forces are now equipped with military grade conventional ballistic rifles with itoron ammunition, locked in armouries for use in case of alien invasion. Following the old Swiss model of civil defense, the training program also sees the average citizen over the age of 16 receive basic firearms training and knowledge of where the local armouries are. They are all capable of using the firearms being stockpiled in their settlements should the need arise. 1AP - Construction continues on Asgard's surface-to-space weapons bunkers. Particular effort is put into proofing them (as well as could be expected) against orbital bombardment. 1AP - 100 fighters are put into production. 2AP - 100 cutting edge Eadni Saqr 2 heavy fighters are purchased from the LSAA. 2AP - A frigate is put into production. 2AP - Utilising designs available through the Coalition and using Maltese expertise, a quantum anchor station is constructed in the Asgard system for rapid military deployment.
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Asgard Republic 2148 Leader - Chancellor Henrik Steiner Population - 500,000 Humans --------- Will do this later, I will do it this time honestly. --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector [UNDER CONSTRUCTION] Space Station - Vanaheim EXPLOITED RESOURCE ASSETS: Asteroid Itoron Mines - Asgard Sector Itoron Mine - Muspel (Asgard Sector) Xylorite Mine - Vanaheim SPACE FORCES: 1 x Light Cruiser 3 x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 2350 x Crew/Pilots 150 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 1000 x Hunter Bots 50 x Tank Bots --- 1000 x Ares II Laser Rifles 3000 x Itoron Jump-Suits TECH: ------ RESEARCHED: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- ONGOING: Sensor Improvements (on hold, 6ap saved) "Distantium" Research (on hold, 5ap saved) Ship Lasers Os'laran excavatations (on hold, 4ap saved) PROTOCOL 12 (on hold, 2ap saved) DEVELOPMENT: Industry: 9/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 [Totals include AP spent this turn and previously] 0AP - Per a rather specific contract on technology sharing for the duration of the current conflict, Asgard retrofits Hephaestus designed ship to ship laser cannons on its fleet. The weaponry is modular, allowing for easy removal at the end of the agreed upon crisis period. The ships retain the majority of their original arsenal (itoron shell railguns and xylorite missiles). 1AP - Capitalising on technical and logistics support offered by the Imperial Provinces, Asgard begins to construct surface-to-space defensive batteries on Asgard. Imperial engineers and military scientists assist their Asgarder counterparts from design conceptualisation through to construction and testing. 6AP - Asgard puts its second Light Cruiser into production. 1AP - An additional 1000 Ares II laser rifles are put into production. 1AP - Construction continues on the Asgard system's new trade station. [5AP total] 1AP - Research into ship-to-ship laser weaponry continues, despite the deal with Hephaestus. [4AP total]
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Asgard Republic 2147 Leader - Chancellor Henrik Steiner Population - 361,500 Humans --------- Y'all have no patience. --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector [UNDER CONSTRUCTION] Space Station - Vanaheim EXPLOITED RESOURCE ASSETS: Asteroid Itoron Mines - Asgard Sector Itoron Mine - Muspel (Asgard Sector) Xylorite Mine - Vanaheim SPACE FORCES: 3x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 1350 x Crew/Pilots 150 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots --- 1000 x Ares II Laser Rifles 3000 x Itoron Jump-Suits TECH: ------ RESEARCHED: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- ONGOING: Sensor Improvements (on hold, 6ap saved) "Distantium" Research (on hold, 5ap saved) Ship Lasers Os'laran excavatations (on hold, 4ap saved) DEVELOPMENT: Industry: 9/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 [Totals include AP spent this turn and previously] 6AP - In response to strange alien vessels attacking around the galaxy, Asgard puts its first Light Cruiser into production. 1AP - An additional 500 hunter bots are put into production on Vanaheim to bolster the militia there. 1AP - PROTOCOL 12 continues. [Requesting Encounter/Mod Interaction to Discuss] 1AP - Construction continues on the Asgard system's new trade station. [4AP total] 1AP - Research into ship-to-ship laser weaponry continues. [3AP total]
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Any sort of map available for Atlas yet?
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Might actually make a character again
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Asgard Republic 2145 Leader - Chancellor Henrik Steiner Population - 382,750 Humans --------- Y'all have no patience. --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector [UNDER CONSTRUCTION] Space Station - Vanaheim EXPLOITED RESOURCE ASSETS: Asteroid Itoron Mines - Asgard Sector Itoron Mine - Muspel (Asgard Sector) Xylorite Mine - Vanaheim SPACE FORCES: 3x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 1350 x Crew/Pilots 150 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots --- 1000 x Ares II Laser Rifles 3000 x Itoron Jump-Suits TECH: ------ RESEARCHED: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- ONGOING: Sensor Improvements "Distantium" Research Ship Lasers DEVELOPMENT: Industry: 9/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 [Totals include AP spent this turn and previously] 1AP - Another round of funding is put into the Asgard Refugee Settlement Program! New settlement sites are prepped on Vanaheim for future arrivals and those wishing to leave other settlements for new frontier towns. Ethnic Xie-Asgarders are used for particular effect in propagandising the new, self-sufficient and free lifestyle offered to new arrivals into the Asgard Republic. 1AP - PROTOCOL 12. [Requesting Encounter/Mod Interaction to Discuss] 3AP - Asgard sends its third consignment of reconstruction aid to Utopie. 1AP - The Os'laran excavations continue! [4AP total] 1AP - Sensor improvements continue. [6AP total] 1AP - Work continues on "Distantium". [5AP total] 1AP - Construction continues on the Asgard system's new trade station. [4AP total] 1AP - Research into ship-to-ship laser weaponry continues. [3AP total]
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Asgard Republic 2144 Leader - Chancellor Henrik Steiner Population - 361,500 Humans --------- ((WILL UPDATE TOMORROW)) --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector [UNDER CONSTRUCTION] Space Station - Vanaheim EXPLOITED RESOURCE ASSETS: Asteroid Itoron Mines - Asgard Sector Itoron Mine - Muspel (Asgard Sector) Xylorite Mine - Vanaheim SPACE FORCES: 3x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 1350 x Crew/Pilots 150 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots --- 1000 x Ares II Laser Rifles 1000 x Itoron Jump-Suits TECH: ------ RESEARCHED: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- ONGOING: Sensor Improvements "Distantium" Research DEVELOPMENT: Industry: 9/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 [Totals include AP spent this turn and previously] 0AP - The frigate ARN Norge is dispatched to the nearest awakened Saryn Guardians' sector, to the galactic east of Asgarder space. Its weapons are powered down but shields remain online. Norge has been equipped with state of the art sensor technology, scanning all activity in the sector. Should they be challenged by Saryn Guardian vessels the ship would continue scans (especially of the firstborn-tech ship) but cease travel further into the Saryn sector. It would transmit a message of a wish for diplomatic dialogue, indicating that a diplomatic and scientific team is aboard the Norge. 0AP - Sensor arrays in Asgard space are fixed on the newly awakened nearby Saryn Guardian sectors. While the technological benefits of observation at such extreme range are doubtful, Asgard is VERY interested in what exactly the ancient robots are doing... and if they're heading this way. 3AP - Asgard sends its second consignment of reconstruction aid to Utopie. 1AP - Following the recent discovery of Valhalla's true name, Os'laran, interest in the Saryn ruins has been revived in the public consciousness. Accordingly, additional research funding is approved, along with grants from public crowdfunding bodies. The excavations continue! [3AP total] 2AP - 2000 additional jump suits are place into production. 1AP - Sensor improvements continue. [5AP total] 1AP - Work continues on "Distantium". [4AP total] 1AP - Construction continues on the Asgard system's new trade station. [3AP total] 1AP - Research into ship-to-ship laser weaponry continues. [2AP total]
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Asgard Republic 2143 Leader - Chancellor Henrik Steiner Population - 342,000 Humans --------- ((WILL UPDATE TOMORROW)) --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Trade Station - Asgard Sector (1/10AP) Space Station - Vanaheim SPACE FORCES: 3x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 1350 x Crew/Pilots 150 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots --- 1000 x Ares II Laser Rifles 1000 x Itoron Jump-Suits TECH: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- Sensor Improvements (2AP INVESTED, ONGOING) "Distantium" Research (2AP INVESTED, ONGOING) DEVELOPMENT: Industry: 5/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Provinces Andorra Solar Ascendancy --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 3AP - As per the terms of the Armistice, Asgard sends its first consignment of reconstruction aid to Utopie. The consignment includes aid workers, medical supplies, food and construction resources. 2AP - Following the push for a more peaceful expenditure of government funds, new research grants and updated resources are devoted to the ongoing excavations of the unexplored sections of the Firstborn city in which the Asgard government is based. 2AP - Sensor improvements continue, with annual funding and resources doubled. Both the scientific and defense communities have now taken a significant interest in new sensor technology - with a rather limited amount of effort, Asgard sensor technology is now significantly more advanced than it was even two years ago. While long-range detection and basic analysis is possible at literally astronomical distances now, there is always room for improvement. While early-warning continues to be the priority of the technology, research focuses shift to the quality of the data received by sensors - for instance, the ability to detect cloaking technology, or to conduct scans that could penetrate a planetary surface to detect hidden features more reliably. 0AP - A probe, equipped with the latest sensor technology, is dispatched to scan the sector west of the capital sector. 1AP - The military's research department restarts work on the old THC project known as "Distantium". Significant groundwork and pooling of knowledge had already begun by the time of the THC's collapse, and Asgard still has access to the shared research logs of the allied teams working on the promising weaponry. Although this network of resources and research has been cut off, perhaps Asgard can revive the technology in some way... ((2AP was invested by each THC member at the time of collapse)) 1AP - Construction continues on the Asgard system's dedicated trade station, albeit at a slower pace due to the sudden loss of THC resources. 1AP - Beginning research into adapting Ares II small arms laser technology into a viable ship-mounted weapon.
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Asgard Republic 2142 Leader - Chancellor Skadi Nielssen Population - 328,750 Humans THC MEMBER STATE --------- --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Space Station - Vanaheim SPACE FORCES: 2 x Destroyer 2 x Frigate 6 x Corvette 100 x Strike Craft --- 1100 x Crew/Pilots 100 x Shipboard Marines GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots TECH: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) Military "Jump-Suits" ----- Sensor Improvements (IN PROGRESS) Disruptor Research (ON HOLD) DEVELOPMENT: Industry: 5/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Solarin Federation Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Republic of Mankind Andorra --------- ACTIONS - AP Pool: 10 Base: 4 Tiles: +1 Population: +2 Trade: +3 0AP - Given the chaos in the galaxy, Asgard begins an initiative to encourage immigration from the more wartorn areas of the galaxy. With so many disposessed by the tides of war ingulfing many planets and leaving them in ruins, as well as the oppression faced by many, Asgard announces its Refugee Settlement Program. Vanaheim is a large planet with a small pioneer population and enough land and potential food for millions of people. Building on Asgard's tradition of self-sufficient enclaves (and a successful pilot scheme run with the 5000 Xie immigrants who arrived the previous year), positions are offered to refugees and immigrants, human and alien, in Asgarder-run enclaves or the opportunity for whole communities to uproot and settle on the verdant world of Vanaheim. As long as they follow are friendly and follow the broadstrokes of Asgarder law in regard to civil liberties, Asgarder law allows enclaves and communes broad autonomy in governance and local practice - ideal for peoples left without homes to rebuild what they lost on a new planet. 0AP - Probes are dispatched to the sector south of Vanaheim. They are on the look out for strategic resources, habitable worlds and interesting anomalies - knowledge of firstborn energy signatures from decades of study of their own firstborn ruins will be used to locate similiar technology, if present. Probes are also dispatched to the sector south of Asgard, with the same mission. 1AP - Following schematics obtained from the THC, Asgard's military factories begin work on the production of Ares II laser rifles. While there's much to be said for simply shooting your target with bullets till it falls apart, laser rifles have minimal recoil, no bullet drop and significantly more punching power - not to mention their ability to damage shielding. Analysts aim for the production of 1000 Ares II rifles before year's end. Asgard's special forces divisions begin training with prototypes immediately. 1AP - With the testing and prototyping phase of Jump-Suit development complete, the new armour is placed into production. As many as can be produced this year are ordered, with the intent of equipping them on special forces and marines as an initial trial run before more extensive roll-outs to the standing armed forces and exploratory crews. 1AP - Efforts are taken to turn the simple xylorite mining operations on Vanaheim into a full on industrial scale mining and refining complex. If xylorite is the fuel of the future, Asgard will need a lot more of it. ((Xylorite Mine built on Vanaheim)). 1AP - Sensor improvements continue. While scans to determine weaknesses are a consideration, early warning of approaching vessels is a priority. The ability to detect vessels at warp prior to entering the system or even the sector is a must in any early warning system, especially when more often than not reinforcements will be necessary for victory. 1AP - The groundwork designs and scaffold of a dedicated Trade Station are put into place at a point in the Asgard System convenient for travel to Asgard and Muspel, as well as being close to the system's more common warp in points from southern nations. 2AP - Resources are invested in the THC endeavour known as Project Distantiam. 3AP - A new destroyer is put into production.
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Asgard Republic 2141 Leader - Chancellor Skadi Nielssen Population - 305,000 Humans THC MEMBER STATE --------- As news out of the Hades Bombing becomes more and more clear, there comes the tragic news that one of the four deceased Asgard diplomatic corps officers assigned to the negotiations as observers was Lars Nielssen - the 26 year old son of Chancellor Skadi Nielssen. The Chancellor releases a brief statement on the issue and declines all interviews, missing several key sessions of the upper house. News of an impending resignation abounds. In the heart of the capital, secret orders are signed. Protocols dating from the founding of the colony are put into place. Some would say that Asgard's principles died that day. Others that such an act was necessary, inevitable. War requires the compromise of ethics and practicality. But for this war, the old war, the undeclared war that never began and will never end the line between right and wrong was quietly paved over. The road from idealism to grim reality was opened. --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Space Station - Vanaheim SPACE FORCES: 1 x Destroyer 2 x Frigate 4 x Corvette 100 x Strike Craft GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots TECH: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation, Construction and Munitions Xylorite Exploitation Tri-Phased Shields (Solarin Federation) Artificial Gravity (Thulean Republic) Ares II Lasers (Human Technocracy) Xylorite Power (Human Technocracy) ----- Military "Jump-Suits" (IN PROGRESS) Sensor Improvements (IN PROGRESS) Disruptor Research (ON HOLD) DEVELOPMENT: Industry: 5/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Solarin Federation Lithruan Coalition (4 nations) Trade Federation Han Dominion Imperial Republic of Mankind Andorra --------- ACTIONS - AP Pool: 9 Base: 4 Tiles: +1 Population: +1 Trade: +3 0AP - Asgard joins the THC, acquiring numerous new technologies including: Tri-phased Shields Xylorite Reactors Artificial Gravity Ares II Lasers As a result of this, research into these areas is suspended and the resources expended re-allocated to THC wide projects and more pressing Asgard interests. 0AP - Work begins on integrating these new technologies into Asgard's military and civilian sectors. All ships begin refit operations. 0AP - Trade established with the IRM and Andorra. 0AP - Probes are dispatched to survey the sector NORTH of Asgard's home sector. As is the case with all Asgarder probes, they are designed to self-destruct with Kalronian or Karass contacts are detected. 0AP - Using general intelligence gathered about local alien powers, the ARN stages a virtual reality wargames exercise to determine the strengths and weaknesses of Asgard's defences in the event of a hostile incursion. [[ENCOUNTER REQUESTED]] 0AP - Following the breakdown in relations between the THC and the USA, Asgard suspends its trade agreement with the USA until such time as stability is restored to the region. Some see this as a transparent ploy to please their THC allies. Economists, however, point to the fact that interstellar trade is already being bogged down by red tape from the sheer number of official trade partners. To facilitate trade from the now friendly THC nations, a new trade post will be required. 1AP - Research into the jumpsuits continues. Final designs to make thruster firing more uniform are implemented. Good results are shown on test courses, demonstrating greatly increased battlefield mobility. The final designs also include an Itoron-steel mesh-weave into the key body armour sections. Hopefully these additions will not delay the testing phase too harshly. 1AP - Work into improving Asgard sensor capabilities begins. Knowing that good intelligence can tip the tide in favour of an inferior side in a conflict, the idea of early warning of approaching hostile forces becomes of great interest. If the Kalronians, for instance, turned their ire toward Asgard, knowing they were coming and sending off the distress call to the Ganvius as soon as possible could mean the difference between stalemate or slaughter. 2AP - 2 corvettes are placed into production. They will utilise the newly available technologies. 3AP - A destroyer is placed into production. It will utilise the newly available technologies. 2AP - Resources are invested in the THC endeavour known as Project Shaaria.
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Asgard Republic 2140 Leader - Chancellor Skadi Nielssen Population - 283,000 Humans --------- --------- COLONIES: Asgard (Asgard Sector) Muspel (Asgard Sector) Vanaheim (Vanaheim Sector) SPACE ASSETS: Shipyard L3 - Asgard Space Station - Vanaheim SPACE FORCES: 1 x Destroyer 1 x Frigate 4 x Corvette 100 x Strike Craft GROUND FORCES: 10,000 x Regular Infantry (Standing and Reserves) 500 x Hunter Bots 50 x Tank Bots TECH: Starting Techs Warp Drive Quantum Comms Military Bots (Solarin Federation) Itoron Exploitation Basic Deflector Shields (Hephaestus) DEVELOPMENT: Industry: 5/25AP Agriculture: 0/25AP Business: 0/25AP TRADE: Solarin Federation Lithruan Coalition (4 nations) GTFO/GTC/Trade Federation Han Dominion United States of Arcturus --------- ACTIONS - AP Pool: 7 Base: 4 Tiles: +1 Trade: +2 1AP - Having being made aware of the nature of Xylorite and its potential uses through general involvement in galactic commerce, Asgard seeks to adapt foreign techniques of extraction, refinement and usage on the Xylorite deposits found on Vanaheim. State investment is increased in Vanaheim's embryonic mining sector to assist this. 1AP - Research into the jumpsuits continues. 1AP - Research into improving shield technology begins. The basic deflectors gifted to Asgard by Hephaestus have certainly decreased the damage caused by micro-meteoroid impacts and atmospheric entry on Asgarder vessels, but intelligence from the wider galaxy (and general knowledge) have shown that these designs are woefully inferior to most shield designs used by almost all other powers. 2AP - Research also begins on improvements to Asgarder weapon technology. Most Asgarder military vessels are equipped with basic missile technology, with the use of nuclear weaponry only authorised in times of declared war and not part of an ARN ship's standard armament. Research grants now favour work into more practical and competitive solutions to the challenge of an enemy incursion into Asgarder territory. Disruptor technology is given approval for additional funding. 2AP - A frigate enters production at Asgard Station.
