Year 1422, April[ I was swamped last week with offline duties, should
n't happen again. With any luck, I can
get my shit together and post semi-regularly. ]
[ Note: please link me to the post containing your official sheet (copy +paste from whatever turn I put it on); you are responsible for keeping it up to date. I will put links to sheets in the first post. Players who have yet to do anything may jump in at any time; or not. There is no rush to join.
PS: You may look at any spoilers or quotes. Keep in mind, however, that unless it is addressed to you, taking advantage of the information enclosed is considered metagaming. If you’re interested in what others are doing, keep your interest OOC. ]
NewsThe Eastern Provinces have started to stabilize following the chaos of the past two years. Though many are still leaderless or warstricken, for the most part the local populations have their own regional leaders. A nation in the north has united under a charismatic preacher of the Faith; he has been making pledges to unite the East in a new Empire of the People. This has frightened neighboring provinces and cities, and it seems that hostilities may break out any month now. The Regional Capital, Risyrr, has fallen into line under Lord Protector Chaorr Sayinae, a militaristic leader who's a patron of science and industry. And in the Culprin Mountains, various primitive tribes have begun to form a political entity, endangering more civilized folk in the entire region. With any luck, they'll soon be driven back into their mountain halls, with any dreams of pillaging the Provinces scattered to the wind. Best not to count on it, though.
NationsUnder your guidance, the provincial military has united and stabilized Risyrr. The local capital, it may be an enticing target for those interested in political dominance of the Eastern Provinces; it may be prudent to keep an eye on your neighbors.
You establish an industrial research institute, though this is little more than a formality. In reality, the scattered scientists in the province continue their isolated research, uninterested in tying themselves to the military-industrial complex which many view you as. A prominent scientist takes up the reigns of the institute, though there is still much work to be done; encouraging scientists to work for the organization, constructing a large university or laboratory for them to work at, and priming education toward experimental research.
The weapons research bill finds the same problems as the institute’s establishment; there are simply not not enough willing scientists to work for you. In any case, a National Science Award fund is offered to any who make significant progress in the field of military weapons and armaments.
Sending diplomats to your immediate neighbors, you discover a slight bit of detail about the regional governments. To the north is the self-proclaimed Empire of the People, a multiple-province nation united under a charismatic preacher. He appears to desire complete unification under his banner. To the west, in the Turanthi Highlands, lies the mountain stronghold of Drugard from which King Leovin reigns. The only reply you received was a raid on one of your outlying hamlets. Finally, to the south, you received word from the Durvil Republic. The diplomat returned with some token gifts and offer of non-aggression.
Despite the high state control, you manage to encourage the private sector. The economy grows ever so slightly, though some powerful companies are already making complaints about the ruthless government intervention and regulation in their affairs. This doesn’t stop them from making a large profit margin, though.
OrganizationsThe NIPB, formally the EIO (Eastern Investigative Organization) has done much to stabilize the region. Headquartered in the province of Gord, they were tasked with sniffing out regional plots and potential uprisings, and to inform the Empire of any dissent or traitorous governors. With the collapse of the system, the EIO quickly reorganized under your leadership, forming the NIPB and quelling unrest within the province. Several assassinated warlords later, a person of interest finally acquired enough power to claim ownership of the province and form a national government - this was a few months back. Since then, he’s expanded into the Durbik Basin and been hailed as a hero of the people. With someone to back, contact was made just under a month ago, and he’s promised to fund and support the NIPB.
The government informs you that they’ve had problems with banditry and Old Faith insurgents who have been stirring up trouble in Durbik. Raiders from Drugard have set up camps all over the south-west, and are conducting regular attacks on caravans and villages; it’s made supply routes a complete nightmare. There’s also rumours that the Big Three (a nickname for the three largest corporations in the nation, who control the markets of Grain, Steel, and Textiles) may be planning something; these claims are thus far unsubstantiated, however.
Whilst training operatives, you send some of your lieutenants to figure out if any of the recruits have some real mettle. One such figure, nicknamed Blackheart (real names are often discarded among operators), has displayed an amazing talent for persuasion. He actually managed to convince his drill sergeant that they were under attack by insurgents, and to hand out weapons to all the recruits! Not only this, but he appears to be a complete psychopath - despite his persuasive ability, he’s been caught in multiple lies, which he says pathologically. He also expressed no remorse when, in the previously mentioned situation, one of his fellow recruits was accidently shot and maimed. The Lieutenant who discovered him reported his findings to you.
At long last the dust has begun to settle on the region’s civil unrest, but the end result is not exactly to your liking...a prominent preacher of one of the many New Faiths has established governance over the province, and promised to unify the region under the banner of the people. This could prove problematic for your religious ambitions…
In response to these times of turmoil, you’ve greatly organized your followers and secured a portion of the market in preparation for the dangerous future ahead.
CharactersYou arrive at the cafe, and sit down with Mr. Jones. He seems to be very enthusiastic about his work, always jabbering on about one branch of science or another. He seems to grow strangely tight-lipped when you start pressuring him about what he’s working on currently, though…
You search for a long time for any work with which you could use your strength, but employers seem rather...ahem, hesitant to employee you. The military too turned down your application; something about causing dissent among the ranks. After weeks of searching fruitlessly for anyone who might give you a shot, you get wrapped up in some sort of organization...they begin training you as an operative.
NOTE: In the future, you will be able to perform multiple actions per turn, with a response after each action. This turn was an exception.
Organization SheetsCenter of Influence: 39
Assets:
Employees - Forty-six hundred Administrators, four Operative units (four hundred), fifty Elite Operatives (half-unit) and Leaders.
Buildings - N.I.F.B. Headquarters.
Templates:
Administrator: No Equipment. Basic training; slightly selective (req: Education). Decent pay, few benefits - pay/benefits dependant on position. COST: (10M, 2W per 1000). UPKEEP: (1M, 1W per 1000).
Operative Template: Rifled Musket, Rapier, Dagger, High-Quality Steel Breastplate. Best quality training possible, incredibly selective. Fantastic pay, great benefits. COST: (1M, 1.5P, 3W per 100). UPKEEP: (0.1M, 0.4W per 100).
(NOTE: change any of these before the next turn as necessary. Delete this after reading it)
Wealth: 13 (-1.4W/turn: Balance).
Income: +5/turn: State Funding.
Upkeep: -6.4W/turn. -0M/turn [Manpower upkeep is entwined naturally with the market].
Organizational Hierarchy:
Chief Director - Makes the final decisions, oversees the whole agency. Position elected by the State. (Edith F. Cromartie)
Vice-Director - Second-in line, advises the Chief Director, can be allowed to oversee major operations with permission of the Chief Director. Can temporarily overtake the Chief Director's position in a time of emergency if the Chief Director is incapacitated. (Bismark Connolly)
Lieutenant - 3 individuals who are the head of their respective departments, Intelligence, Counter-Espionage/Counter-Terrorism, and Anti-Crime. Answer directly to the Chief Director's office.
Squadron Leader - The head coordinator and captain of the different Operative Teams sent out into the field. Depending on the operation, they may be leading anywhere from 3 to 12 different operatives.
Operatives - The bread and butter of the agency. Among their operative duties, they are rotated out on guard duty.
Administration - Includes clerical positions, internal affairs and public relations.
Agenda: The N.I.P.B. is dedicated to the stability of it's State and the protection of its people by discovering, analyzing, and neutralizing domestic threats.
Associated Organizations:
The State - Runs and funds the N.I.P.B. The Chief Director answers to the Head(s) of State.
Police - The standard police organization of the State. While the N.I.P.B. handles large threats, the regular police tackle everyday problems, crime, and sustain public order.
Foreign Affairs Agency - The international equivalent to the N.I.P.B.
Center of Influence: 39
Assets:
Followers: 2,000 Followers, Assorted Loyalty. Not true employees (no template).
Buildings: Mansion (cult center).
Funds: 8 Wealth (+1.5W/turn).
Other: 2.000 Market Shares (0.95[base econ]*2[shares]*0.80[Tax]] = 1.5W [round to nearest tenth]), Province 39, Small Corporate Chain. Ancient Texts.
IMPORTANT CHARACTERS [ for now I’ll keep them in mind, but won’t write up stats for them yet. Feel free to roleplay with them or add additional detail. ]
Minister of Arms
Minister of Ceremonies Sherra Mari
Confessor Gabrius
(leading characters in the organization, what they might be good at).
AGENDA: The Followers of St. Alonis were originally an offshoot branch of the Church of Halpernia
OTHER (any additional information that would help me make your sheet; if you give me limited information, the organization might not be to your liking).