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Author Topic: Fading Empire (SG)  (Read 6398 times)

escaped lurker

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Re: Fading Empire (SG)
« Reply #30 on: November 10, 2017, 04:08:32 pm »

+1 to what Weirdsound said

To which I have little to add, safe maybe accepting someone else besides Adam himself. Like, maybe a younger sibling of his, or thereabouts.

We should also start preparations to to leave the station at some near, future point in time - I doubt we will be able to exert much influence over the vast distance between the station and our homeworld.
Maybe hiring a care-taker, or leaving our business in capable hands of someone in the guild that we trust? Maybe our predecessor? There's gotta be someone who can take over for us, without too much risk or cost involved.


Well, that's true. Let's sit it out for a while longer.
« Last Edit: November 10, 2017, 04:19:53 pm by escaped lurker »
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Weirdsound

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Re: Fading Empire (SG)
« Reply #31 on: November 10, 2017, 04:13:01 pm »

+1 to what Weirdsound said

To which I have little to add, safe maybe accepting someone else besides Adam himself. Like, maybe a younger sibling of his, or thereabouts.

We should also start preparations to to leave the station at some near, future point in time - I doubt we will be able to exert much influence over the vast distance between the station and our homeworld.
Maybe hiring a care-taker, or leaving our business in capable hands of someone in the guild that we trust? Maybe our predecessor? There's gotta be someone who can take over for us, without too much risk or cost involved.

At the station, we hold the family funds. I'm pretty sure as long as we are there, we hold power of the purse over most of our family. Unless we are actively bidding for the family seat, its best we stay out of harms way, and pull strings from a distance.
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Mlamlah

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Re: Fading Empire (SG)
« Reply #32 on: November 11, 2017, 02:07:58 pm »

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None of the family you are in contact with have anything approaching cybernetic expertise, and probably couldn't even begin to guess as to the capabilities of his enhancements without seeing them in action. All that they know is that the changes are... unsettling, and quite extensive, leaving little of his body untouched. After discussing the matter with CR-177, he tells you that there is intense demand for cybernetics and gene enhancements on the front lines against the threat from the Void, and that he himself developed some of his expertise serving there. He confesses that while the services of a cybernetics of his calibre is a rare commodity in most places throughout the imperium, they are rather commonplace in that theatre, and therefore that he probably couldn't match the level of quality which would have been accessible to an officer like Eugen. He tells you that if he's sent to Halia, he will try to find out more about your uncle's upgrades, and relay to you that information. He himself confesses a measure of curiosity on the matter.

In the meantime, you have some time before you'll be able to send CR-177 aboard the next transport, time you intend to put to use. Firstly, you decide it's best to hedge your bets. You compose encrypted messages with the Family key, to both Eugen and Adam. For the former, you impart your condolences for his son, and promise to do what you can to help find him if he'll send you any information he possesses on the matter. For the latter, you firmly tell him that if he wishes to secure aid, that he must
 either visit you personally or send a respectable and highly trustworthy intermediator to discuss the matter, given the delicate situation. Finally, you prepare a Combine-Encrypted message to a sister station, seeking information on the mercenary company Silas signed on with. You havn't spoken to your brother in years, but hopefully he holds enough loyalty to family that you might be able to make use of him. Unfortunately, his company isn't guild affiliated, so getting in touch could take some time.

...

The next week and a half is busy, but fruitful. You speak with many of the favored within your retinue, offering to allow them to avail themselves of the services of your new cyberneticist. The thought unnerves nearly all of them, though to varying degrees. The sight of those with cybernetic enhancements has been common enough during their many years aboard the station, but most of those were replacements for lost body parts. You would be well within your rights to order them, but you do not push the matter. By the end of the week, three of your men volunteer, though you would need to send them with CR-177 to Halia if you intend for them to undergo such surgeries. The commander of your personal gaurd, Captain Elthis, says that he would be willing as well, but that he probably ought to remain at your side. The cyberneticist is gleeful at the possibility of working on your men, and draws a list of common enhancements that he thinks might be useful for bodyguards. The easiest is replacement limbs of course, which are far more durable and stronger than the human alternative they would be giving up. Such limbs can also be made modular, or have weapons and tools built into them, from blades to lasers to dartguns. There are less obvious alternatives however, for a cyberneticist as skilled as him. He could also install replacement muscles which wouldn't be visible as anything more than scars from the surgery, yet would be much stronger than the norm. He can also replace most bones with metal alloys to significantly increase the durability of a person, explaining that vertebrae and ribs are most effective, though he can do most any bones. His specialty is organs however, including eyes which can see other spectrums of light, heat, and "electromagnetic fields", though he mentions that replacement lungs can improve stamina, at risk. Finally, he could also improve someone's hearing through installations in their inner ear. There are risks to all of these procedures however, and he can't guarantee one hundred percent safety in any.

You spend time in talks with many of the Station Heads of the various guilds, both officially recognised and not. You frame those discussions as a matter of investment with future potential returns, the same as you might with many of your business ventures. The difference, is that the potential business venture is seating yourself as Patriarch. Most of those guilds which express interest, have conditions. The Shipping Guild doesn't just deal in freight, many of their ships are armed, and can be used the same as any armed vessel. They would be willing to lend a few ships for the purposes of orbital bombardment and troop transport. The ships in question would not be enough to take on the strength of your entire House's personal fleet, but could confer an advantage against opponents with little ability to field ships of their own. The catch, is that they require a promise that upon becoming Patriarch, you would allow them to construct an autonomous Combine Station in orbit, and lend your House's hospitality in aiding that construction. The Banking Guild, meanwhile, expresses interest in investing in the venture if you can demonstrate that you stand a chance of winning, at standard interest rates. The Mercenaries Guild may be willing to scrape together two legions of conscripted forces supplemented by a company of Regulars, in addition to whatever other companies you might be able to pay for outright, though the catch is that they require an advance of one tenth the standard price, something which is much higher than your personal funds and credit allow, unless you decided to use your family accounts, or acquire a large loan. The Guild of Whispers offers you the services of a small team of their highly elite spies and assassins, in return for the guarantee of access for one of their "courtiers" to enter your court. Finally, the Technologist guild may be willing to hire out access to a company of military engineers, but the catch is that in return you would have to give them an island, either natural or artificial, which is large enough to support a factory facility and living space for members of the guild. Once you became Patriarch that is.  You imagine that the guilds would probably grant similar deals to another candidate that you chose to back as well, as long as their position seems strong enough.

The negotiations and haggling with the various Guild officials and intermediaries has you almost entirely occupied, and though you're sure that with enough time you might be able to wrangle up further potential deals with the guilds, eventually a week and a half passes, and the transport headed for Halia is due to leave. CR-177 and his assistants have long packed up their things, and are ready to board immediately. You however, have decided to stay aboard the station. You may be able to wrangle up further resources for you and your family in the following weeks or months, and your position is strongest as long as you have a stranglehold on the House's Combine accounts. Most of your family's wealth is tied up in physical assets and currency, but they depend on you for any deals with the combine, which leaves anyone you wish to be cut off from the faction with more goods and services on offer than any other.
There is the question, in the meantime, of whether you wish to send your three volunteers with the cyberneticist to be enhanced, and which enhancements you may wish them to undergo. If you wish, you may also capitalise on any of the ground-work you've laid with the guilds to seal an early deal, or plan any counter-offers that may come to mind. Otherwise, it's just a matter of sending your hirelings off, and waiting for replies from both home and abroad.
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Weirdsound

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Re: Fading Empire (SG)
« Reply #33 on: November 11, 2017, 05:11:18 pm »

I don't have many ideas beyond letting time advance, and answering a few questions related to the guild offers. We might be able to give some of them what they want without getting involved in the fight for the House Seat. Do send the three volunteers along though, and warn CR-177 to frame his investigation into our uncle as personal interest rather than business on our behalf.

-Ask the shipping guild what they would be willing to pay us if we could convince the current Matriarch to allow their station to be built without seizing power for ourselves. If we save her, she will likely owe us a favor...

-In a similar vein, ask the Technologist guild what that island is worth to them. Also consider if either Eugen, Adam, or either of their likely allies own islands we could take should we wind up defeating them - could be a minor factor in deciding whose side we take.

-Is the Matriarch's current spymaster affiliated with The Guild of Whispers? If not, we may help address some of Eugen's concerns by calling in our favor and asking for him to be disposed of in place of a guild agent. What would that be worth to them?


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escaped lurker

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Re: Fading Empire (SG)
« Reply #34 on: November 11, 2017, 07:10:44 pm »

I'd be highly hestiant to actually replace the current spymaster - men or women with such high access to sensitive information, aren't to be taken lightly. But ascertaining the current situation, is still fine.

Else, Weirdsound's idea sounds fine. +1
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VoidSlayer

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Re: Fading Empire (SG)
« Reply #35 on: November 11, 2017, 07:57:10 pm »

But, if the agreement is to let them do all these things once we are patriarch, keeping the matron around but putting ourselves in position to be named the official heir means we can delay having to pay up.  At the same time since we have these agreements they can't afford to push the issue and piss us off.  If we keep delaying due to saying the matron wants to negotiate she might even help us negotiate better deals after the dust settles.

Use our influence to secure contracts we might never have to pay up on, the true business way.  Or do pay up on them, we can decide all that later after we secure our place.

Mlamlah

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Re: Fading Empire (SG)
« Reply #36 on: November 12, 2017, 02:31:36 am »

-Is the Matriarch's current spymaster affiliated with The Guild of Whispers? If not, we may help address some of Eugen's concerns by calling in our favor and asking for him to be disposed of in place of a guild agent. What would that be worth to them?[/b]

The Guild of Whispers keeps who is or is not one of their agents highly secret. In fact, you've never met anyone whose professed to be a member, rather instead meeting with their personal brokers and intermediaries to discuss business. As far as you are aware, spymasters are more likely to contract with the Guild than themselves be Whispers.

Use our influence to secure contracts we might never have to pay up on, the true business way. 

You can expect contracts with the combine to account for various possibilities, including years of outstanding debts eventually turning over into renegement of contracts. Even if you did manage to weasel out of contracted debts, or to trick Combine officials into accepting terms you never expect to see fulfilled, you would have to expect to burn a lot of the goodwill you've built up after years of working side by side with the Guild Combine. In the short term, you could perhaps exercise great power to secure a position for yourself. In the long-term, pushing the buttons of your allies too far could lead to censure from the guilds.
« Last Edit: November 12, 2017, 07:51:35 am by Mlamlah »
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Paxiecrunchle

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Re: Fading Empire (SG)
« Reply #37 on: November 12, 2017, 07:28:28 am »

Oooor maybe we don't try  to become patriarch, or at least not directly and focus our energy on helping one of our more stable relations do so, which one seems most stable[meaboth mentally, and in therms of eing relativley easy to predict.] ???

Mlamlah

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Re: Fading Empire (SG)
« Reply #38 on: November 13, 2017, 04:20:22 am »

Andrew, Scion of House Ravenblood. Representative to the Guild Combine.
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I had intended to update tonight, but i'm feeling really tired. Here have something resembling a real character sheet in the meantime. I also intend to provide a summary of Halia, its culture, and it's economy. Maybe i'll update in a few hours, but it depends on wether i pass out or not.
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Mlamlah

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Re: Fading Empire (SG)
« Reply #39 on: November 15, 2017, 08:04:14 pm »

Andrew, Scion of House Ravenblood. Representative to the Guild Combine.
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You send the Cyberneticist off with a few of your men, leaving exactly what kind of enhancements they'll be given to be determined amongst themselves. It is with these men who you also task with making sure your messages are delivered safely and secretly. You trust the task to them. Most of your personal retinue have been with you for years, and while their loyalty to you isn't fanatical, for the most part you get on well with eachother. It's been a comfort to have some of your own people so close, to together complain about the recycled air and processed food which is essentially inherent to life on a station like this one. Most are Islanders like yourself, but there are some who come from the Town-Ships, large, lumbering boats carried on the ocean currents, upon which live permanant settlements. Ethnically and culturally, Town-Ship Halians are different than Islanders, but those differences pale in comparison to the differences between the dozens -probably hundreds- of far different cultures you've encountered with your retinue on your travels.
Once CR-177 and your men are away aboard the freight vessel you've booked passage for them on, you retire to your quarters in order to think. For the near future, you will be remaining on the station, at the very least until you receive replies from Halia, and it's worth considering what you ought to be doing until then. In fact, it's very possible you'll be remaining aboard the station for quite some time should you choose to stay in the long term. Technically, the name of the place is a series of serial numbers, but it's known by many of the coarse inhabitants of the station as "Vulture's Perch", for the history of its opportunistic founding at the site of millions of dead settlers. At this point the station is hundreds of years old, but its origins and name have never faded from the consciousness of the many generations of inhabitants in the meantime. The stable population of the station is about a hundred thousand souls, all in all, with many more constantly filtering in and out. It serves as the nexus of trade for just over a half dozen major worlds, Halia included, which provides it with considerable influence and a position of strength. It has been mostly administered by a single "merchant house" named Adraxte, which is not recognised by the Imperium as being a truly noble line, despite similar power and influence. The current ruling Adraxte is a high ranking member of the shipping guild, though to your knowledge he has not abused that position to favour his own guild over the others in the combine. You've met with and even had dinner with him several times, but even with your liberal mindset, you admit that find him unnerving. In ancient times the Adraxte family experimented heavily with gene modification, and the results are as marked as some of the most extreme examples of divergent evolution in the human race.

You turn your mind away from scandalous musing however, and to the concerns of yourself and your own house. While you are here, you have duties to perform in representing the interests of your family and planet, and you see no reason to begin neglecting them now. Largely, you've handled the minutia of making sure that the major imports and exports of your planet continue smoothly. Your family does have a small extra-planetary fleet, but its mostly there for defence, and so they rely on the Shipping Guild to handle a great deal of the logistics of their trade with both other houses and the combine itself. Your planet's most major imports include construction materials including refined metals, lumber, and concrete, as well as large quantities of sand, which it uses to inch out more land space. Your family is also in the middle of a multi-generational effort to construct their very first ever Jump-Drive Battleship, an attempt to bring your planet's longstanding naval traditions to the stars in a credible way. It is a monumental effort of resources however, initially undertaken by people long dead, and work on the vessel has slowed considerably. Nonetheless, securing the materials and expertise needed for the project have nearly entirely fallen to you, so you consider the continued resources for the project another major import, despite the fact that few of your family even pay it much thought any longer. Meanwhile, Halia's major exports include vast quantities of Salt harvested from its oceans, preserved foods, oil which is still used as fuel on many planets, and even entire naval vessels constructed by Halians, who are known abroad mostly for the singular trait of their naval tradition. If you are being honest, that reputation is probably somewhat overstated abroad, but you have certainly used it to secure better prices for those vessels.
That hasn't been your only work on the station however. For one, you've managed your family's investments, which are actually somewhat meagre, with very little allowance allocated to you for that end. The Matriarch Ravenblood seems to have little interest in accumulating a credit income with the combine, but you have done the best in what you've been given, mostly investing in small businesses aboard the station itself. It is that very talent which has enabled you to build up your own savings, using your personal allowance in order to build a little more wealth for yourself. You're proud of what you've been able to accomplish with so little, though recent events have given you an inkling that if you want to make a difference in the current state of affairs through the use of funds alone, you will need a great deal more.

...

You schedule a few followup meetings with the officials you've been negotiating with. First is the station's Shipping Guild head, Tarla Numerica. She's not directly affiliated with Administrator Adraxte, and if rumour is to be believed the two occasionally even butt heads, despite being members of the same guild. She's at least a great deal more human, though much less cheerful, preferring to get right down to business. That may in part be due to the fact that she prefers to handle things on her own rather than delegate where possible, something which leaves her perpetually busy. Well used to her preference for cutting right to the heart of heart of things, you ask her what she might be willing to give your house for allowing the station to be built within your system. It takes her only a moment to consult the notes she'd seemingly prepared for this meeting before giving you her response. She would, as an example, be willing to arrange for your family's flagship to be constructed with much greater speed and quality than your current engineers are capable of. She even gives you her guarantee that if you accepted it would be completed within the decade, something which convinces you to believe that it would be constructed a great deal sooner than that. A less grandiose, but perhaps more practically minded offer, is that the shipping guild could extend a contract which offers significantly better rates on all contracted work with the guild for a period of fifty years. As your family already avails themselves of a considerable amount of that sort of work with the guild, you could hope to see your expenditures lowered quite considerably. Both are rather good deals, though it's hard to say what consequences for your planet there might be for constructing an interplanetary trade metropolis just above it, though you've no doubt there would be long term ramifications, good or bad.

Your next negotiation is with your preferred intermediary with the Technologist Guild. He has less authority to negotiate on their behalf, so these talks take several times longer as he seeks clarification from his own superiors, but eventually he comes to you with the Technologist Guild's own additional offers. Rather than physical resources, they offer you some of their most valuable commodities: technological understanding. In exchange for a sufficiently large island, they would be willing to offer to teach your House's engineers any one of several powerful technologies, including: The construction of high quality nanocomposites, the development of submersion tanks for the rapid repair of physical injuries, artificial plasma containment, or basic cybernetics. These are all of course, rather safe things to offer you, though the latter was likely included in that list due to your own recent contracting of one of their own cybernetics. If you wanted anything more illicit, you suppose you would have to ask them, and you can't be sure that your family would support anything too far gone.
As far as suitable islands goes, Erik possesses none, though he is line to inherit a small handful of smaller islands, which may or may not be sufficient for the purposes of the technologist guild. In turn, Eugen is one of the more powerful vassals to the Matriarch, and has a few small vassals of his own, and therefore almost certainly has suitable locations for building factories. The topic of allies however, is one which your knowledge is a little shakier on. You know that Erik is attracting church support, and therefore will possibly earn the favor of pious lords, and possibly even popular support from puritan segments of the populace, but it's hard to say how far that might go, or wether it will amount to anything at all. Erik is a bit of a dark horse in this situation, an entirely unexpected contender for the House Seat, and it's hard to say which way that will turn. Eugen meanwhile, has been alienating many of his historical allies, if your father's summary of the situation is to be believed, though they may stick by him out of loyalty nonetheless. Or, if things are bad enough, they may turn against him. You suppose you'll have to wait for word to gain any further insight on the matter.

In the meantime however, it may be a good idea to begin thinking about the good of Halia and House Ravenblood as a whole. You have little excuse to avoid being productive while you wait the weeks or months it will take you to gain information on the matter. You could simply continue the traditional routine of ensuring the steady flow of import and export, or you could attempt to do something more bold than that, if you have any ideas on the matter.
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Weirdsound

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Re: Fading Empire (SG)
« Reply #40 on: November 15, 2017, 11:28:59 pm »

If the Matriarch dies, the outcome will be too chaotic to predict, so lets move forward assuming that our guy does his job and that she will be owing us a favor.

Get with the Shipping Guild, and work on a formal pitch we can present to the Matriarch so that she might approve the station/battleship deal. See if we can get them to include guaranteed positions for our family on some of their ships (shouldn't be hard as we have a reputation as naval masterminds), or even the new station itself as part of the bargain. Perhaps secure the promise of a brokers fee for ourself as well if we can make the deal happen.

Perhaps do the same with the tech guild, but I'm not sure what technology we would want in return.
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escaped lurker

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Re: Fading Empire (SG)
« Reply #41 on: November 18, 2017, 08:30:39 am »

If the Matriarch dies, the outcome will be too chaotic to predict, so lets move forward assuming that our guy does his job and that she will be owing us a favor.

Get with the Shipping Guild, and work on a formal pitch we can present to the Matriarch so that she might approve the station/battleship deal. See if we can get them to include guaranteed positions for our family on some of their ships (shouldn't be hard as we have a reputation as naval masterminds), or even the new station itself as part of the bargain. Perhaps secure the promise of a brokers fee for ourself as well if we can make the deal happen.

Perhaps do the same with the tech guild, but I'm not sure what technology we would want in return.

The technological advancements on offer, are dandy - but safe for the nanocomposite option, none seem all that important / beneficial to our people at large in the long run. I mean, healing tanks are dandy, no question, and plasma containment - for all I know - might also have some industrial use of sorts. But better nanocomposites, are the only option which kinda "promises" higher industry yields. Or so I'd think.
If anything, maybe we could do our homework on that topic in our downtime / ask for something that we know, will help or advance the industry of our planet.

Getting a pitch to sell to the matriarch, about the station, sounds fine. Not sure why she would agree to something this important right at this precarious time, but pitching her a deal couldn't really hurt. Though it might cost us a good deal of our - hopefully - soon-to-be-gained influence with her.

So all in all, a +1 from me.
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Paxiecrunchle

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Re: Fading Empire (SG)
« Reply #42 on: November 18, 2017, 12:33:20 pm »

''you've met with and even had dinner with him several times, but even with your liberal mindset, you admit that find him unnerving. In ancient times the Adraxte family experimented heavily with gene modification, and the results are as marked as some of the most extreme examples of divergent evolution in the human race.
''
What does he actually look like though ???

Like one of these sorts of fellows who are very clearly human-derived but highly divergent; http://sivatherium.narod.ru/library/Ramjet/06_en.htm Or perhaps more like this http://steven-universe.wikia.com/wiki/File:Alexandrite_New_Regen_by_Lenhi.png where an overall humonoid form is present but other details sucha s skin color, hair color, number, shape and formation of eyes, mouths and number of limbs varies.


Anyway, I am nuetral about most concerns in this chapterbut I stongly support trying to invest in the building of a trading hub.

Mlamlah

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Re: Fading Empire (SG)
« Reply #43 on: November 19, 2017, 01:09:49 pm »

''you've met with and even had dinner with him several times, but even with your liberal mindset, you admit that find him unnerving. In ancient times the Adraxte family experimented heavily with gene modification, and the results are as marked as some of the most extreme examples of divergent evolution in the human race.
''
What does he actually look like though ???

Like one of these sorts of fellows who are very clearly human-derived but highly divergent; http://sivatherium.narod.ru/library/Ramjet/06_en.htm Or perhaps more like this http://steven-universe.wikia.com/wiki/File:Alexandrite_New_Regen_by_Lenhi.png where an overall humonoid form is present but other details sucha s skin color, hair color, number, shape and formation of eyes, mouths and number of limbs varies.

Very significant divergence, on a level that can only be deliberately cultivated over thousands of years. Things like "unnatural" skin/eye/hair colors are fairly common throughout the Imperium, but occassionally you have families/planetary ethnicities that look fairly inhuman by our standards. In the case of the Adraxte family, their bone structure has been changed to support an extra set of arms, which also makes them much taller than your average human.

I'll try to pump out a weighty update soon.
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Mlamlah

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Re: Fading Empire (SG)
« Reply #44 on: November 22, 2017, 04:10:08 am »

Andrew, Scion of House Ravenblood. Representative to the Guild Combine.
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Already your mind is on the potential benefits of establishing an interplanetary trade hub in your home system. It will certainly give you greater access to the goods and services of the combine, at least when it is completed, not to mention a hand on the pulse of interstellar trade in the area. There are some drawbacks that come with such a thing as well however. It would in effect, lower House Ravenblood's autonomy over the traffic in its home system, which would be left unable to stringently police traffic without incurring the ire of the shipping guild. In addition, the Imperium tightly controls the volume of jump drive traffic allowed to enter or exit a given system at any point in time. Though Halia has never suffered problems from that bottleneck in the past, that might change were the Combine given free access to the system. Fortunately for the time being your House only possesses one planet, which makes it unlikely that there will be a great need to move troops and materials away from it in the near future.
There is also the matter of the battleship, a would-be flagship for House Ravenblood which has been under construction for generations. As time has gone on, and enthusiasm for the project has waned, construction has slowed considerably. In theory, it will be by far the mightiest vessel in the Ravenblood fleet, which consists only of escort-craft, system defence ships, and cargo vessels. A true battleship could make your house relevant in interstellar warfare, where before Ravenblood has only been able to back much larger houses in their own conflicts for the purpose of gaining their favor.
It is upon these points which you begin to build a case in your mind, to be presented to the Matriarch some time in the future. Until then, you have work to do in sweetening the deal for your family.

Once again you meet with Tarla Numerica, the overworked head of the shipping guild on the station. She is as efficient as ever in finalising details, and before you know it, she's worked out a contract which could be presented to your Matriarch at your convenience. The details are more or less as such:
-The Combine will be allowed to construct a trade station within the Halia system. They will not at any point mine materials within the boundaries of the Star's gravitational influence without the express permission of House Ravenblood, even to aid in the construction. In turn, House Ravenblood must ensure that there is no interference in the station's construction, and comply with reasonable requests for assistance, the specifics of "reasonable request" being detailed in the contract to your satisfaction.
-The Shipping Guild will not station warships within the system, except in the instance that there is credible evidence a Void Predator Incursion is about to occur, or House Ravenblood has granted permission.
-The Shipping Guild will finish construction of House Ravenblood's Battleship within a period not exceeding ten years. Failure to comply with this clause will lead to severe financial compensation, to be paid in Imperial Tender rather than Combine Credit.
-House Ravenblood will be granted permanent supervisory appointments aboard the station, to be filled at their discretion.
-Once completed, the Station itself will legally be considered separate from the Halian system, and therefore outside House Ravenblood territory. Anything docked with the station will be considered part of the station for purposes of this clause.
-You will be offered a "finders fee" if the contract is signed by all parties. It's a relatively modest sum as far as deals between interplanetary political bodies go, but a rather handsome one in proportion to the size of your own pocketbook.

Mostly it's fairly standard, and about what you might expect. As of yet, no one is under any obligations, but now that you have a solid iteration of the proposal, it gives you something to present to the Matriarch at your convenience. You do however, have to wait the minimum of weeks until the next ship from Halia arrives at the station, which means you're left sitting on the contract until you at the very least receive word from home. So, in the meantime you continue to do your job aboard the station, making sure that your family's assets abroad don't vanish up into smoke unexpectedly.

...

During those weeks you encounter some opportunities, some more personal, and others more relevant to the interests of your house in particular. One night, your friend Captain Elthis pays you a visit. Like you he's an Islander, and you grew up alongside him. Unlike your noble pedigree however, he belongs to the aristocracy of your Father's island, and therefore received a maritime education where you received a more scholarly one. He was groomed from birth to become a military officer, like many of his station. Rather than serve aboard a ship on the sea however, he was placed in charge of your retinue, and has been with you ever since you were assigned as the family representative with the Combine. He's stout and loyal, though he hates recycle air as much as anyone in your retinue, and is probably the loudest about it. He's also vain, trying his best to cut a dashing figure at every opportunity, and in that regard life aboard the station has done him a few favours, given its robust markets and access to fashions across the imperium. Elthis has noticed your interest as of late in the materials of war, and though he does not know the details, he asks you if it may be a good idea to re-outfit your retinue. Currently, your three-hundred guards are outfitted to protect you against assassins, thugs, and serf mobs. Armed with swords, pistols, and girded in light stab-resistant fabrics, they have been quite effective in guarding you from assassins, thugs, and the occassional serf mob, but if you plan on marching to battle at any point, he explains that it might be a good idea to outfit some or all of them for war. High quality armor and weapons for three hundred bodyguards don't come cheap however, and if you provided them with cheaper gear it may reflect badly upon you. You currently don't plan on leaving the station to go into battle, but it's worth considering.

During a block of your spare time, a broker you're familiar with arranges an appointment to meet with you. Apparently he's been hired out by a group of settlers who until recently, were long thought dead. A hundred or so years ago, a minor house located a planet suitable for terraforming, and it just so happened that they possessed the technology necessary to begin some of the first stages of that process. The first wave of settlers that they sent were mostly intended to supervise that terraforming process, and to build the infrastructure necessary to support subsequent waves as the planet became more habitable. The second wave never came, as that minor house fell into financial ruin, and was absorbed by the house they themselves were vassalized to. It had been expected that the first, failed expedition of a hundred thousand souls would simply starve to death without the support of their house, but apparently they have survived. You suppose that technically makes them independant now, which means they have far fewer legal protections than a House or Guild might. The broker gives you a list of the things that they require at bare minimum, and also what they are able to provide in return. After running some quick calculations, you determine that things are very foul indeed for the colonists. They've barely clung to life for the past century, but year by year their population has decreased, with only indomitable ingenuity keeping them alive at all. They require water, more diverse food, and replacement parts for machinery that was only supposed to run for a few decades. A cynical part of you notes that you could easily take advantage of their desperation, with food and water being incredibly easy for your planet to produce. They can't afford what they need at fair prices, but you could provide it for them nonetheless at outrageous interest, potentially even creating dependency on Halia as their debt accrues and prevents them from buying from other sources. On the other side of the coin, you could also ingratiate them towards the Ravenblood family by being generous, which might lead to future returns if the colonists achieve any kind of future success on their little world, possibly even absorption of the colonists and their planet into Ravenblood holdings. Alternatively, you could simply engage in piracy, hiring mercenaries to go raid the defenceless colonists, or even attempting to call on members of your family to go conquer the partly terraformed planet. Whatever you plan however, you ought to do it quickly. The broker has brought this to you first as a personal favor, and this kind of opportunity will surely be pounced on by someone else on the station if you don't act on it first. The broker of course, politely asks for a finders fee. You expect he'll be spreading word around the station of this opportunity should you not provide it.

Finally, you hear word that a prominent member of the Archaios family is seeking a political husband for his daughter in another house. The Archaios have traditionally been a rival of the much smaller Ravenblood family, with larger territory and better political connections. Both border eachother, and the Archaios have occassionally tried to take Halia for themselves in centuries past. The Ravenbloods have traditionally avoided that fate by playing the Archaios off of the equally large Navarric House, which is proud, militaristic, and unwilling to allow the Archaios the advantage of Halia's position. Most minor houses would protect themselves from being crushed between two powers by swearing fealty to one or the other, but Ravenblood has remained proudly independent.
It's to some surprise that you discover that the Archaios are considering you or one of your family members as a potential match for the girl. Helpfully, they've even sent you details on her and her pedigree. Her name is Junia, and she's three years your junior, though with some measure of accomplishment to her name already. She studied under Imperium diplomats to Xeno races, and therefore likely has an uncommon level of knowledge about them, treacherous as they might be. You're even provided a digital portrait, in which she looks slightly annoyed at something. She's pretty, in an understated sort of way.

You have some things to consider. Though you could also of course, simply ignore these concerns in favor of waiting the weeks it will require before you might receive word from home.
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