Bloodlust
Posted: Sat Nov 07, 2009 4:54 am
Gaerlandia
The Lord Marshal sat reviewing reports from sector 37; another petition to be given full status as a colony. What had started as a minor outpost now has a few sizable communities. It was time to recognize them, but that is largely irrelevant to him. The discovery of another alien relic, this time in the ruins of an armory, confirmed evidence that they were a large interstellar empire brought down quickly by some new weapon or technology. Sadly, not much usable information has been gained. Scientists say that they can understand and reproduce the alien anti-gravity technology, but too late to be incorporated into the next generation planetary assault forces being developed.
Thankfully, Gearlandia unified with the news of the aliens several years ago. The military and likeminded patriots unified the home world and its colonies. Whatever the old alien race developed must be found and secured. Reports show that we are not alone in being able to use the ancient jump lanes. There seem to be at least three other forces within the network. Gaerlandia must rise above them and take control of the alien’s dominion.
Gaerlandia-Military Meritocracy (negative religious)
Efficient Slavers – (2)
Combat Respect – (-1)
Superiority Complex – (-1)
Rival Houses – (-1)
Superior Military Instruction – (1)
Master Tacticians – Command – (1)
Master Tacticians – Maneuver – (1)
Edgarrian Confederacy
The Provost called the council back to order. Once again they had devolved to arguing amongst themselves. Confederate explorers have moved deeper into the jump networks. Contact is inevitable. What to do with the other factions? Can they be trusted? Are they even worth talking to?
No. The alien ruins point to a most terrible power. We must have it. It must be studied and a defense must be created. The clans can agree on this, but how to deal with the other contenders? They will have to be studied as well.
Edgarrian Confederacy (Scientific)
Subterranean – (2)
Effective Industry – (1)
Mercantile – (1)
Bureaucratic Diplomacy – (-2)
Superiority Complex - (-1)
Contemplative – (1)
The Alliance of the White Kingdoms
The crowd roars in fanatic approval as the Prince ends his speech and withdraws from the balcony. His announcement that minor houses would be allowed to purchase heavier ordinance was very popular. A combination of his charismatic embrace of the minor houses and knightly chapters along with the discovery of the ancient alien race has cemented his role as the head of the alliance.
Still, he has only done what was in the Kingdom’s best interest. Other powers have been discovered, though several stars away. Scientists have been monitoring them and as far as we can tell they are godless heathens, militaristic, corrupt and aggressive. Such faithless peoples cannot be allowed to hold control of the region or the alien’s power. It is just a shame we have not be blessed with better star systems. The path of god’s chosen was never meant to be easy though.
The Alliance of the White Kingdoms (Religious Aristocracy)
Fanatical – (2)
Spiritual – (1)
Veteran Armies – (2)
Open Society – (-2)
Trade Barriers – (-1)
Jessionian Trade Federation
News of the departure of the civilian transport fleets runs across the screen above the floor of the senate. The Chancellor was pleased with his people’s progress. They were always explorers but the discovery of alien technology added fuel to the fire. There was also potential of trade with the neighboring empires. However, the government has been rather quiet on what they suspect the other powers to be like.
The people have at least started to support the building of defense ships. Guns have been added to explorer and supply vessels. In a few month construction will start on the first large defense ships and new larger supply ships which can be refitted as military assault vessels if need be. Hopefully peace can be maintained but with what terrible power that has been recorded in the destroyed alien ruins… it is unlikely.
Jessionian Trade Federation (Trade Republic)
Effective Industry – (1)
Mercantile x 3 – (3)
Logistical Experts – (1)
Open Society – (-2)
Rival Houses (-1)
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Bloodlust is a solo campaign report, in which four powers face off over the remains of an alien empire. The map was generated using a simple ‘pizza slice’ technique with a hex map and a total of 105 systems.
---
Opening moves before the introductions:
Turn 1 & 2
All factions launch newly build scout fleets into the unknown. The trade federation finds alien ruins in system 7 and an anomaly in system 14 but cannot capitalize on either due to restricted jump lanes.
Turn 3
Gaerlandia finds alien ruins in system 37; a colony fleet is redirected to that system. Another colony fleet colonizes system 36 (Hailania).
The Confederacy colonizes system 66 (Valrur).
The Trade Federation colonizes system 13 (Bern).
Turn 4
Gaerlandia colonizes system 37 (Hlak).
The Confederacy completes heavy ground micro tech.
Turn 5
The Confederacy colonizes system 69 (Balvarin).
The White Kingdoms complete heavy and armored ground tech micros. Supply depot landed in system 90 (Inla).
The Trade Federation invests in large amount of civilian transports (3 inter construction). Research is more than halfway done on new auxiliary ships.
Turn 6
Gaerlandia completes ground macro tech 1, along with armored, irregular, and light. Prototypes planned for turn 7.
The Confederacy lands a supply depot in system 65 (Ralginan), construction starts on one in system 69 (Balvarin).
The White Kingdoms complete ground macro tech 1 and colonize system 96 (Zaphadim).
The Trade Federation lands a supply depot in system 10 (Wakia) and colonizes system 9 (Elsvil).
The Lord Marshal sat reviewing reports from sector 37; another petition to be given full status as a colony. What had started as a minor outpost now has a few sizable communities. It was time to recognize them, but that is largely irrelevant to him. The discovery of another alien relic, this time in the ruins of an armory, confirmed evidence that they were a large interstellar empire brought down quickly by some new weapon or technology. Sadly, not much usable information has been gained. Scientists say that they can understand and reproduce the alien anti-gravity technology, but too late to be incorporated into the next generation planetary assault forces being developed.
Thankfully, Gearlandia unified with the news of the aliens several years ago. The military and likeminded patriots unified the home world and its colonies. Whatever the old alien race developed must be found and secured. Reports show that we are not alone in being able to use the ancient jump lanes. There seem to be at least three other forces within the network. Gaerlandia must rise above them and take control of the alien’s dominion.
Gaerlandia-Military Meritocracy (negative religious)
Efficient Slavers – (2)
Combat Respect – (-1)
Superiority Complex – (-1)
Rival Houses – (-1)
Superior Military Instruction – (1)
Master Tacticians – Command – (1)
Master Tacticians – Maneuver – (1)
Edgarrian Confederacy
The Provost called the council back to order. Once again they had devolved to arguing amongst themselves. Confederate explorers have moved deeper into the jump networks. Contact is inevitable. What to do with the other factions? Can they be trusted? Are they even worth talking to?
No. The alien ruins point to a most terrible power. We must have it. It must be studied and a defense must be created. The clans can agree on this, but how to deal with the other contenders? They will have to be studied as well.
Edgarrian Confederacy (Scientific)
Subterranean – (2)
Effective Industry – (1)
Mercantile – (1)
Bureaucratic Diplomacy – (-2)
Superiority Complex - (-1)
Contemplative – (1)
The Alliance of the White Kingdoms
The crowd roars in fanatic approval as the Prince ends his speech and withdraws from the balcony. His announcement that minor houses would be allowed to purchase heavier ordinance was very popular. A combination of his charismatic embrace of the minor houses and knightly chapters along with the discovery of the ancient alien race has cemented his role as the head of the alliance.
Still, he has only done what was in the Kingdom’s best interest. Other powers have been discovered, though several stars away. Scientists have been monitoring them and as far as we can tell they are godless heathens, militaristic, corrupt and aggressive. Such faithless peoples cannot be allowed to hold control of the region or the alien’s power. It is just a shame we have not be blessed with better star systems. The path of god’s chosen was never meant to be easy though.
The Alliance of the White Kingdoms (Religious Aristocracy)
Fanatical – (2)
Spiritual – (1)
Veteran Armies – (2)
Open Society – (-2)
Trade Barriers – (-1)
Jessionian Trade Federation
News of the departure of the civilian transport fleets runs across the screen above the floor of the senate. The Chancellor was pleased with his people’s progress. They were always explorers but the discovery of alien technology added fuel to the fire. There was also potential of trade with the neighboring empires. However, the government has been rather quiet on what they suspect the other powers to be like.
The people have at least started to support the building of defense ships. Guns have been added to explorer and supply vessels. In a few month construction will start on the first large defense ships and new larger supply ships which can be refitted as military assault vessels if need be. Hopefully peace can be maintained but with what terrible power that has been recorded in the destroyed alien ruins… it is unlikely.
Jessionian Trade Federation (Trade Republic)
Effective Industry – (1)
Mercantile x 3 – (3)
Logistical Experts – (1)
Open Society – (-2)
Rival Houses (-1)
---
Bloodlust is a solo campaign report, in which four powers face off over the remains of an alien empire. The map was generated using a simple ‘pizza slice’ technique with a hex map and a total of 105 systems.
---
Opening moves before the introductions:
Turn 1 & 2
All factions launch newly build scout fleets into the unknown. The trade federation finds alien ruins in system 7 and an anomaly in system 14 but cannot capitalize on either due to restricted jump lanes.
Turn 3
Gaerlandia finds alien ruins in system 37; a colony fleet is redirected to that system. Another colony fleet colonizes system 36 (Hailania).
The Confederacy colonizes system 66 (Valrur).
The Trade Federation colonizes system 13 (Bern).
Turn 4
Gaerlandia colonizes system 37 (Hlak).
The Confederacy completes heavy ground micro tech.
Turn 5
The Confederacy colonizes system 69 (Balvarin).
The White Kingdoms complete heavy and armored ground tech micros. Supply depot landed in system 90 (Inla).
The Trade Federation invests in large amount of civilian transports (3 inter construction). Research is more than halfway done on new auxiliary ships.
Turn 6
Gaerlandia completes ground macro tech 1, along with armored, irregular, and light. Prototypes planned for turn 7.
The Confederacy lands a supply depot in system 65 (Ralginan), construction starts on one in system 69 (Balvarin).
The White Kingdoms complete ground macro tech 1 and colonize system 96 (Zaphadim).
The Trade Federation lands a supply depot in system 10 (Wakia) and colonizes system 9 (Elsvil).