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    1. Skylar 11 yrs ago

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Faction Name: The Red Haven Coalition
Faction Type: Martian colony faction

Prime Location: Mars

Leadership:
Prime Minister Adrian Conway: The elected leader of the Red Haven parliament, and leader of the Red Haven Coalition as a whole. Under the last 20 years of his repeated elected administrations the RHC has undergone a industrial drive comparable to the Soviet-era five-year plans. While hardly a popular or charming leader, even his political enemies don’t question his achievements in turning the dream of a coalition of independent habitats into a serious rising industrial power on Mars, and though people grumble at discomfort they support his work. However the recent political tides of the solar system and discoveries at home for exotic starship materials may be the ultimate test of his administration and whether Red Haven can remain independent of Earth and the Megacorporations.

Magistrate Melanie Winters: Chief administrator of Ferrum, and de facto chief economist of the Red Haven Parliament.

Magistrate Norton Meierson: Governor of Oasis Station.

High Consul Mariette Valar: Head of the Sisters of Mars techno-religious order, and holder of a de facto seat of on the RHC parliament as speaker for the minor guilds. Formerly a corporate biotechnician, she quickly rose in the ranks of the Sisterhood as a beginning curing mining habitats from an outbreak of rustlung caused by underground toxins, selflessly saving thousands of lives before proceeding to expose the corporate prospectors that illegally broke open the seams to the toxins they unleashed and condemned them to agony for the rest of their lives. While her days of traveling and spreading of the word of Mars are over, she finds comfort in providing more personal consultation to the Red Haven Parliament, whom she is finding to be in continuous need of shepherding.

Tactics/Wander: A powerful asset unknown to the faction’s leadership is the pairing of a Martian spaceport mechanic and high-spec AI named Tactics. It is unknown how James Wander and Tactics came together, having woken up in an alleyway with the AI embedded in a series of unique cerebrospinal implants and a cybernetic replacement for Wander’s right eye, Or why Tactics is a high-level military AI yet possesses no restraints or loyalty programming or hint of who made it to begin with. With no choice but to work together, Tactics/Wander have formed the Dirty Deeds company as a brigade of the RHC defense pact that protects and acts on behalf of the RHC colonies. While capable of superhuman feats, neither of them can make much use of them lest they catch unwanted attention. Such as AI scientists that would be interested in finding out how a high-grade AI can fit in a human brain, regardless of what the human host would think in the matter.

Assets:



Military Forces
The RHC does not have a proper standing army, due to most of its manpower being devoted to day to day survival and industry. Militia forces are kept and maintained on an as-needed basis, with some colonies able to afford a semi-standing rotating militia garrison while others must rely upon it’s citizen-soldiers to mobilize when needed. Quality and training of it’s defenders is highly variable as a result, but one common standard is the usage and deployment of Picton’s for heavy mechanized defense.



Major Colonies:
Red Haven
The capital of the RHC, center of both the Bifrost spaceport and the majority of the high-tech infrastructure of the RHC including it’s only biotech hospital and university of technical studies. The Union Hall functions as the political capital of the RHC, while it’s limited industries form the basis of it’s darker R&D elements.

It is also the home of the techno-religious faith of the Sisters of Mars, disciples of agriculture, medicine, and war alike. While their archaic practices are odd, particularly their core duality of mercy and malice, none dispute their skill in their fields and the red-cloaked sisters are often welcome where they travel. Somewhat helped by their private militia of well-maintained Pictons they often use in their wandering.

Oasis Station
Formerly the Oasis project under the now-dissolved Mayfare corporation, Oasis station exists at the center of several “Former” terraforming stations that enable green plantlife and rainfall on a patch of Mars, although most of them have scavenged to more practically environmentally control sealed agriculture domes. The colony is thus a center of agriculture and food production for the RHC, as well as one of the most populous. It is the center of the Populist party, and a sizable Sisters of Mars chapter also exists to support the growing population.

Ferrum Station
A industrial colony built around a series of geo-industrial plants, utilizing energy and heat from geothermal vents to fuel large industrial complexes and Industrial-scale 3D printers fueled by rich mines in it’s area. Living conditions are harsh and austere, yet tens of thousands living in the worker barracks and boom towns call Ferrum home out of pride and belief they are giving a better future to their offspring. It is the center of the Industrialist party, with a significant secondary representation of the Militarists.

Due to it’s importance, the Ferrum militia is one of the largest and best equipped among the RHC militias, highly stocked in mechs and artillery ontop of standing garrison troops.

Dogsville
Mining site DDB-928 “Dogsville” was a corporate mining town, where the miners were left stranded as their various patron companies pulled out after repeated disasters and setbacks in the region and seemingly easier money elsewhere. Abandoned, the beginnings of the Red Haven movement were founded here as the miners strove to dig in and endure, inspiring other backwater colonies and mining sites to step up as well. Miners picked up their tools, not for corporate profit but for themselves. A simple act sparked a greater revolution, and turned a mining habitat into a boom town alongside several other sites that became full-fledged outposts unto themselves.

Recently the actual causes of the initial disasters were found: Dogsville and other mining sites are sitting ontop of dangerous exotic materials such as hyperium, hexaferrium, and quadrite. Yet while dangerous, they are vital components for cutting-edge technology and advanced starships just beginning to be developed, and every survey and prospecting probe deployed only hints at even greater reserves beneath the surface than before ontop of great industrial resources. The worker’s paradise is now at threat because of it’s own success as the corporations come sniffing again.

The Dogsville militias are highly irregular, but they possess extremely large numbers of mechs and explosives, along with the technical skill to make creative use of both.

-Special projects. Include any working prototypes and where they are located and whether or not anyone knows about it. (probably not)

The Bifrost Starport and Orbital Elevator Complex
An ambitious project by the now-defunct Aesir Corporation to build a spaceport of unprecedented scale along with a six-strand industrial ultrabulk-scale space elevator platform in low orbit to facilitate immense industrial growth and exploitation of the Martian region. The Corporation went bankrupt as clean hyperfusion their designs depended upon failed to become practical, and the spaceport likewise was left unfinished and only able to handle a bare minimum of domestic traffic. One of the first projects of the Coalition was to pool resources and manpower in a hail mary effort to bring trade back to the region. After ten years of brutal labor, risky loans, and five battles to keep pirates and marauders away from the elevator, they miraculously succeeded in restoring two of the six planned strands and establishing regular heavy lift trade, making it a center of economic activity in a backwater region of Mars.

Just recently however in light of the Jupiter Referendum, the starport has taken new importance as Elysium is descending into internal turmoil and corporate number-crunchers realize the orbital elevator is located on the perfect spot and combination of resources to build a large-scale shipyard independent of the UTA yards on Luna. The RHC have also just come to the same conclusion.

Project: ROUND TABLE

With mechs forming the core of the Red Haven Militias, the RHC have begun a crash R&D program to develop home-grown upgrades and new models to secure their independence. Efforts to rig railguns and laser cannons onto mechs, enhance current designs, and improve support systems have also been folded into the Round Table.

Reportedly a squadron of next-gen mechs are reaching field prototype phase along with new equipment for Pictons and civilian mechs in the fields of optical stealth, battlefield drones, armoring, and weapons. But without major gains in high-tech industry to manufacture them, they may end up solely as a secret special forces group. If the rumors are true that they are ready that is.

Projects/Active Missions:

The Fourth Industrialization Plan: The Red Haven Coalition has declared and is executing a fourth wave of industrialization activity, specifically in getting their commercial industries in line with their heavy industry to give their citizens a better standard of living after decades of hard labor, but recent political threats may force these new factories to be turned to other purposes.

Project Prometheus: With the discovery of starship resources under their feet and the realization their starport is a viable site to become a fully-fledged shipyard, the RHC is initiating a crash program to develop domestic fusion reactor manufacturing and import shipbuilding experience to build shipyards as a homegrown industry instead of as a corporate subsidiary. Progress has been slow, suspected to be UTA and Skyguard interference in recruitment of personnel and importing of industrial parts.

Jupiter Referendum Signatory?: No, not applicable

Mission/Orthodoxy/Principles:
Independence at any cost from the corporation's, Earth, and any other outside power. The Red Haven Coalition will not accept subordinate status to any foreign power, and will defend it’s position by force if necessary.

The word of corporations and the United Earth Authority holds no weight. If outsiders want to deal, they MUST back up with hard action, resources, and payment or not even bother trying.

Corporations may be permitted limited operations within the RHC, if they prove they are not unjustly exploitative, however they are not granted unlimited resource or land rights and must operate under licence that may be revoked. Workers Unions are NOT optional.

It is not enough to survive, the people the RHC deserve the right to live and develop as a culture. Improvements in standards of living and domestic culture are a priority of the current Populist majority, although recent events are forcing them to share power with militarist factions in the RHC who prioritize national defense.
<Snipped quote by Legion02>

Is everyone OK with this? I feel like this fundamentally changes the nature of the RP I originally intended-a politically charged/military and trade rp. I think the QAI are absolutely interesting and would take the spotlight of the RP-that said, I think we need to know what the QAI intend (that is if everyone who already has a sheet up is OK with the QAI joining?)


I can work with them. And their desire to get into space rather plays into my current plots surrounding my space elevator. Afterall, wouldn't robots prefer to use efficient pre-existing options to boost their space program?

<Snipped quote by Skylar>

Love the Sisters of Mars. Do they travel to other settlements/cities? Are they interested in converts or are they more 'amish-like' ?

<Snipped quote by Skylar>

I'm going to have SKYguard seize Bright-Spot Station at the start. After they dig through the records (might take a while) they are going to notice a missing prototype project called TACTICS. I'm thinking a smuggler got scared or wasted and ditched the A.I. somewhere in transit around Mars.


The Sisters of Mars are quite the missionary types, preferring to demonstrate their faith to the God Mars through action and practice than simple secluded prayer. While they are interested in converting others, they are not keen in forcing others to convert, believing in intellectual integrity as well as the duality of being merciful and merciless. Although preaching from a platform of a Picton mech whilst dispensing food and aid to the needy or high-explosive munitions into dens of sinners is still one hell of a conversion platform that gets them plenty of converts regardless. Only women are permitted to rise in the formal priesthood ranks however, under justification that men are less able at balancing mercy and malice.

As for Tactics, that sounds like a good lead, but I got something else in mind for how Tactics and Wander actually got merged to begin with. Afterall, he's got some beyond cutting-edge tech jacked into his spine and brain. Albiet with a little brute-forcing and replacement of an eye for the extra storage space needed.
WIP NS

Faction Name: The Red Haven Coalition
Faction Type: Martian colony faction

Prime Location: Mars

Leadership:
Prime Minister Adrian Conway: The elected leader of the Red Haven parliament, and leader of the Red Haven Coalition as a whole. Under the last 20 years of his repeated elected administrations the RHC has undergone a industrial drive comparable to the Soviet-era five-year plans. While hardly a popular or charming leader, even his political enemies don’t question his achievements in turning the dream of a coalition of independent habitats into a serious rising industrial power on Mars, and though people grumble at discomfort they support his work. However the recent political tides of the solar system and discoveries at home for exotic starship materials may be the ultimate test of his administration and whether Red Haven can remain independent of Earth and the Megacorporations.

Magistrate Melanie Winters: Chief administrator of Ferrum, and de facto chief economist of the Red Haven Parliament.

Magistrate Norton Meierson: Governor of Oasis Station.

High Consul Mariette Valar: Head of the Sisters of Mars techno-religious order, and holder of a de facto seat of on the RHC parliament as speaker for the minor guilds. Formerly a corporate biotechnician, she quickly rose in the ranks of the Sisterhood as a beginning curing mining habitats from an outbreak of rustlung caused by underground toxins, selflessly saving thousands of lives before proceeding to expose the corporate prospectors that illegally broke open the seams to the toxins they unleashed and condemned them to agony for the rest of their lives. While her days of traveling and spreading of the word of Mars are over, she finds comfort in providing more personal consultation to the Red Haven Parliament, whom she is finding to be in continuous need of shepherding.

Tactics/Wander: A powerful asset unknown to the faction’s leadership is the pairing of a Martian spaceport mechanic and high-spec AI named Tactics. It is unknown how James Wander and Tactics came together, having woken up in an alleyway with the AI embedded in a series of unique cerebrospinal implants and a cybernetic replacement for Wander’s right eye, Or why Tactics is a high-level military AI yet possesses no restraints or loyalty programming or hint of who made it to begin with. With no choice but to work together, Tactics/Wander have formed the Dirty Deeds company as a brigade of the RHC defense pact that protects and acts on behalf of the RHC colonies. While capable of superhuman feats, neither of them can make much use of them lest they catch unwanted attention. Such as AI scientists that would be interested in finding out how a high-grade AI can fit in a human brain, regardless of what the human host would think in the matter.

Assets:



Military Forces
The RHC does not have a proper standing army, due to most of its manpower being devoted to day to day survival and industry. Militia forces are kept and maintained on an as-needed basis, with some colonies able to afford a semi-standing rotating militia garrison while others must rely upon it’s citizen-soldiers to mobilize when needed. Quality and training of it’s defenders is highly variable as a result, but one common standard is the usage and deployment of Picton’s for heavy mechanized defense.



-stations, bases, facilities.

Red Haven
The capital of the RHC, center of both the Bifrost spaceport and the majority of the high-tech infrastructure of the RHC including it’s only biotech hospital and university of technical studies. The Union Hall functions as the political capital of the RHC, while it’s limited industries form the basis of it’s darker R&D elements.

It is also the home of the techno-religious faith of the Sisters of Mars, disciples of agriculture, medicine, and war alike. While their archaic practices are odd, particularly their core duality of mercy and malice, none dispute their skill in their fields and the red-cloaked sisters are often welcome where they travel. Somewhat helped by their private militia of well-maintained Pictons they often use in their wandering.

Oasis Station
Formerly the Oasis project under the now-dissolved Mayfare corporation, Oasis station exists at the center of several “Former” terraforming stations that enable green plantlife and rainfall on a patch of Mars, although most of them have scavenged to more practically environmentally control sealed agriculture domes. The colony is thus a center of agriculture and food production for the RHC, as well as one of the most populous. It is the center of the Populist party, and a sizable Sisters of Mars chapter also exists to support the growing population.

Ferrum Station
A industrial colony built around a series of geo-industrial plants, utilizing energy and heat from geothermal vents to fuel large industrial complexes and Industrial-scale 3D printers fueled by rich mines in it’s area. Living conditions are harsh and austere, yet tens of thousands living in the worker barracks and boom towns call Ferrum home out of pride and belief they are giving a better future to their offspring. It is the center of the Industrialist party, with a significant secondary representation of the Militarists.

Due to it’s importance, the Ferrum militia is one of the largest and best equipped among the RHC militias, highly stocked in mechs and artillery ontop of standing garrison troops.

Dogsville
Mining site DDB-928 “Dogsville” was a corporate mining town, where the miners were left stranded as their various patron companies pulled out after repeated disasters and setbacks. Abandoned, the beginnings of the Red Haven movement were founded here as the miners strove to dig in and endure, inspiring other backwater colonies and mining sites to step up as well. Miners picked up their tools, not for corporate profit but for themselves. A simple act sparked a greater revolution, and turned a mining habitat into a boom town. alongside several other sites that became full-fledged outposts unto themselves.

Recently the actual causes of the initial disasters were found: Dogsville and other mining sites are sitting ontop of dangerous exotic materials such as hyperium, hexaferrium, and quadrite. Yet while dangerous, they are vital components for cutting-edge technology and starships just beginning to be developed, and every survey and prospecting probe deployed only hints at even greater reserves beneath the surface than before. The worker’s paradise is now at threat because of it’s own success.

-Special projects. Include any working prototypes and where they are located and whether or not anyone knows about it. (probably not)

The Bifrost Starport and Orbital Elevator Complex
An ambitious project by the now-defunct Aesir Corporation to build a spaceport of unprecedented scale along with a six-strand industrial ultrabulk-scale space elevator platform in low orbit to facilitate immense industrial growth and exploitation of the Martian region. The Corporation went bankrupt as clean hyperfusion their designs depended upon failed to become practical, and the spaceport likewise was left unfinished and only able to handle a bare minimum of domestic traffic. One of the first projects of the Coalition was to pool resources and manpower in a hail mary effort to bring trade back to the region. After ten years of brutal labor, risky loans, and five battles to keep pirates and marauders away from the elevator, they miraculously succeeded in restoring two of the six planned strands and establishing regular heavy lift trade, making it a center of economic activity in a backwater region of Mars.

Just recently however in light of the Jupiter Referendum, the starport has taken new importance as Elysium is descending into internal turmoil and corporate number-crunchers realize the orbital elevator is located on the perfect spot and combination of resources to build a large-scale shipyard independent of the UTA yards on Luna. The RHC have also just come to the same conclusion.

Project: ROUND TABLE

With mechs forming the core of the Red Haven Militias, the RHC have begun a crash R&D program to develop home-grown upgrades and new models to secure their independence. Efforts to rig railguns and laser cannons onto mechs, enhance current designs, and improve support systems have also been folded into the Round Table.

Reportedly a squadron of next-gen mechs are reaching field prototype phase along with new equipment for Pictons in the fields of optical stealth, battlefield drones, armoring, and weapons. But without major gains in high-tech industry to manufacture them, they may end up solely as a secret special forces group. If the rumors are true that they are ready that is.

Projects/Active Missions:

The Fourth Industrialization Plan: The Red Haven Coalition has declared and is executing a fourth wave of industrialization activity, specifically in getting their commercial industries in line with their heavy industry to give their citizens a better standard of living after decades of hard labor, but recent political threats may force these new factories to be turned to other purposes.

Project Prometheus: With the discovery of starship resources under their feet and the realization their starport is a viable site to become a fully-fledged shipyard, the RHC is initiating a crash program to develop domestic fusion reactor manufacturing and import shipbuilding experience to build shipyards as a homegrown industry instead of as a corporate subsidiary. Progress has been slow, suspected to be UTA and Skyguard interference in recruitment of personnel and importing of industrial parts.

Jupiter Referendum Signatory?: No, not applicable

Mission/Orthodoxy/Principles:
Independence at any cost from the corporation's, Earth, and any other outside power. The Red Haven Coalition will not accept subordinate status to any foreign power, and will defend it’s position by force if necessary.

The word of corporations and the United Earth Authority holds no weight. If outsiders want to deal, they MUST back up with hard action, resources, and payment or not even bother trying.

Corporations may be permitted limited operations within the RHC, if they prove they are not unjustly exploitative, however they are not granted unlimited resource or land rights and must operate under licence that may be revoked. Workers Unions are NOT optional.

It is not enough to survive, the people the RHC deserve the right to live and develop as a culture. Improvements in standards of living and domestic culture are a priority of the current Populist majority, although recent events are forcing them to share power with militarist factions in the RHC who prioritize national defense.
Developing plans for a Martian colony faction that is bootstrapping its own self-development and independence from corporations and Earth organization after being effectively abandoned by it's founding sponsors after initial disaster and bankruptcy.

Unfortunately, the discovery of exotic resources just as the coalition state is finally beginning to become self-sustaining and industrialized may throw a spanner in the works of many powers. On one hand, sizable quantities of rare and valuable resources for advanced starship manufacturing and beyond cutting-edge technology have been found right on Mars! On the other, theres a lot of colonist squatters that have broken off from any corporate affiliation standing ontop of them and wanting to have no part of the designs of the interplanetary powers or the corporations.

Basically a collection of former underdog and backwater habitats, now suddenly neither weak nor unremarkable, and now struggling to deal with suddenly greatly escalated political problems from inside and out.

Sound good?
Pity, I just sent my CS. Oh well, next round.
Interested in playing the Snathi. Do not be tricked by their appearance of cuteness, for they are the inheritors of the Dread Lord's Legacy!
Interested in setting up a frontier separatist faction. A coalition of pioneers, alien exiles, separatists, rouges, and homesteaders trying to survive the collapse of the empire.

And unfortunately they are sitting ontop of a lot of exotic materials and valuable trade routes. Wealthy, but a target for many.

One factor I'd like to propose for my sector: the Coalition has succeeded in taking or destroying major logistics strongpoints, and the neighboring systems do not have major military infrastructure to support capital ships or large fleets. This means battle on the frontier is about skirmishes, raids, more age-of-sail lone cruiser operations than of grand battlefleets duking it out. The stakes are high, because if those logistics bases are taken then one could roll in the battleships and dreadnoughts.

I think it would make for better character interaction and conflict.
Empire of Anvegad

Mureneheldt Front
Prince Ozo's Artillery
Artillery Position Bravo

"AND MAY TEN THOUSAND RABID DOGS TEAR THE DISEASED ASSHOLE WHO FUCKING DESIGNED THESE GUNS!" Finished cursing the artillerist as he gave a final resounding kick against the gun assembly of the wrecked heavy howitzer that had unceremoniously suffered a shell cook-off just an hour ago. The blood stains of the crew that had lost life and limb manning the gun were still evident as the sole intact survivor of the gun crew began a new line of curses in front of the pair of officers that were conducting an inspection of the artillery position.

"As you can see sir the new artillerypieces are less than satisfactory." Translated the lieutenant standing by Major Mannheim. "We're barely a month into this campaign and we're down half a Grand Battery from shell cook-offs, recoil compensatory malfunctions, rangefinder breakages, and poorly manufactured shells. Captain Lente ordered another seven pulled off the line for intensive inspection.

"Any clues why?" Inquired the major, idly listening to the latest string of profanity out of the artillerist. Quite an impressive vocabulary really. "By the nature of the string of events and the lack of enemy artillery, I presume its on our side of things."

"As far as we can tell, all the bad parts came from the Clovis Armory. No telling for certain if that is the case in all incidences, but-"

"But its a start. I'll put a investigation order in." The major sighed. The artillery corps always had a history of dealing with unreliable guns dating back to the age of smooth-bore muzzle loaders. The modern industrial age was supposed to put an end to that, yet here they were again. "At least all the heirloom pieces are still functional."

"The way the men worship their assigned guns? They discipline eachother for not taking cannon maintenance seriously, sir. If there are any future problems, it won't be because our gunners are slacking off."

"Good to hear, because we're pushing forward." The major said, turning to light a cigarette and think on how this was going to affect the battlegroup's next moves. "We're marching on the capital and we're going to need every gun piece we got if they decide to put up a fight even after all the prisoners we took."

"Aye sir. What ammo order should I tell the men to bring? Are we expecting trench or urban fighting?"

"Light field guns are covering the trenches. Siege pieces are to carry incendiaries and high-explosive, leave the shrapnel, as much as possible. If the Mundies don't heed our three offers to surrender, Prince Ozo's artillery is to start hammering them until they start begging. The formal briefing will be tomorrow morning, but in light of these damn malfunctions I figured some advance notice was in order."

"Yes sir. Thank you sir." The lieutenant visibly hesitated for a moment before deciding to speak his mind. "You think it will come to that, sir? Shelling civilians?"

"I hope to hell not. The fact that these Mundies surrendered instead of fighting to the death means they arn't die-hards, and we honestly don't have anything personal against these people. But we don't make empty threats either, understood lieutenant?"

"Yes sir. I understand completely sir."

"Good. Now do something about that man. I think he's going to run out of air at that rate of profanity. Pity to lose such a strong-armed gunner because of some industrialist's incompetence. Now, onto the matter of these ranging issues we're having-"

* * * * * * * *

House of Sovereigns
Army Communications Center

"Promises of conquest unfulfilled? I honestly can't believe we still have reporters still writing this garbage." Chairman Volkov grumbled as he perused a copy of a newspaper that had been struck down by the military press censors. Something of a guilty hobby of his, but also an exercise in understanding how the more dissident elements of society were thinking. A Chairman in his position had to keep an open perspective of things afterall, and it made a good way to kill time before he spoke to the Operations commanders about some updates to the political objectives (namely discussing measures on how to repurpose Murenheldt and Luckland assets they had scouted out thus far) and context to their operations once the lines were cleared. "I know the public isn't aware of the exact nature of our military deployments, but expecting conquest the exact minute of declaration of war? When did this start?"

"Probably when Volvakov keeps stalling on getting his damn army on the move to Luckland." Grumbled General Kislev as he paced the room filled with telephone and switchboard operators. "Damnation, the invasion was supposed to kick off a week ago. We were mobilized months ago. How the hell is he held up now? Alert me the minute you get a signal through!"

"It may actually be to our benefit he's held up." Commented Volkov, flipping to the page of comic sections that had been banned for various reasons. At least the quality of slanderous artists was rising, even if their messages were certainly blocked for good reason. "It would give Luckland more time to concentrate it's forces. Enable us to....what was the military phrase? Defeat in completion?"

"Er, something close mister Chairman. It would be useful in ensuring there arn't troops left behind to have to mop up in garrison and pacification actions, but there is such a thing as giving the enemy too much time to prepare."

"Of course. Of course." Volkov flipped through a few more pages, frowned at a particularly bad slide and briefly mused on the political pros and cons of starting to execute bad reporters again, and looked up once more at the large board depicting military movements. So far so good on the Murenheldt front, and Deltora was too busy with Survaek to bother raising trouble with Harkevich and the border legions. Everything was going almost too good besides the stalling of the Luckland invasion.

He honestly wasn't sure how to feel at that. Hesistancy cost them the colonies in Faresia, yet the costs of over-ambition were well shown in many previous wars. But for now, aggression would rule.

"Chairman, General. The lines are open. General Volvakov and Paragnosky are on lines two and seven."

"Very well. Put them both through." The Chairman tossed the banned newspaper to one of his guards for immediate burning as he sat down at the phone table. Back to work, back to conquering nations.
Interested. Will prep an CS for a noble or priest character in a bit.

Half tempted to reboot my previous noblewoman character seeing as the last game pettered out before I should properly play her. But the potential of a new setting is so temping....
Interested. I'll have to shuffle through my nation concepts a bit, but I'm interested in the prospects of a global war through grunts eye perspectives.
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