[h1][center][b][u]The World as We Know It[/u][/b][/center][/h1] [center][[b]Turn 5[/b] -- January, 1900 to March, 1900][/center] [center][b]Discord Chat[/b]: https://discord.gg/f6n4B8[/center] [hider=Great Power Privilege] 1. [b][color=green]Osladian Empire[/color][/b] - None 2. [b][color=skyblue]Kalpian Republic[/color][/b] - - Increased [b]Stability[/b] by 1. ([i]August, 1899[/i]) 3. [b][color=beige]Empire of Tara[/color][/b] - None 4. [b][color=purple]Tyro-Redanian Empire[/color][/b] - Increased [b]Die Roll[/b] of [b]Action[/b] by 1 ([i]October, 1899[/i]) 5. [b][color=lavender]Empire of Violette[/color][/b] - Increased [b]Stability[/b] by 1. ([i]October, 1899[/i])[/hider] [hider=Rules to Know] - 1. For your [b]Political Clout[/b] actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. [b]Declaring War[/b] without an [b]Event[/b] or [b]Cassus belli[/b] incurs -2 Stability.] - 5. All [b]Actions/Events[/b] are open to interpretation by the GM.[/hider] [hider=Game Mechanics] I. [b]Clout[/b] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Clout[/b]. 3. Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may receive an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.) II. [b]Great Power Status[/b] [list][*]There are [b]5 Great Powers[/b] in [b]The World as We Know It[/b]. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure]. [b][u]Great Powers[/u][/b] 1. [b][color=beige]Empire of Tara[/color][/b] = [Army = 52 Points] + [11 Pre-Dreadnoughts = 275 Points] + [Zero Debt] + [30,890,000 Population = 30 Points] + [5 Colonies = 100 Points] + [85 Infrastructure] = [b]542 Prestige[/b]. 2. [b][color=green]Osladian Empire[/color][/b] = [Army = 58 Points] + [2 Pre-Dreadnoughts = 50 Points] + [Zero Debt] + [71,000,000 Population = 71 Points] + [0 Colonies] + [69 Infrastructure] = [b]248 Prestige[/b]. 3. [b][color=purple]Tyro-Redanian Empire[/color][/b] = [Army = 38 Points] + [0 Pre-Dreadnoughts = 0 Points] + [Zero Debt] + [91,000,000 Population = 91 Points] + [0 Colonies] + [42 Infrastructure] = [b]360 Points[/b]* (*+189 for [b]Wolfram Prestige[/b]. -1/Month). 4. [b][color=skyblue]Kalpian Republic[/color][/b] = [Army = 75 Points] + [0 Pre-Dreadnoughts = 0 Points] + [-17 for -$17,400,000] + [64,600,000 Population = 64 Points] + [0 Colonies] + [52 Infrastructure] = [b]174 Points[/b] [hr] 6. [b][color=lightgreen]Imperium of Hiron[/color][/b] = [Army = 13 Points] + [4 Pre-Dreadnoughts = 100 Points] + [Zero Debt] + [54,600,000 Population = 54 Points] + [0 Colonies] + [77 Infrastructure] = [b]144 Points[/b]* (*[b]Non-Continental[/b] -100) [*][b]Great Power Privileges[/b]: Once per Year, a Great Power may use one of the following: - May call a [b]Conference[/b] for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an [b]Innovation[/b] or [b]Major Success[/b]). - Increase/Decrease Relations by 1 with a non-Great Power nation. - [b]Mobilize[/b] or [b]Demobilize[/b] without the use [b]1 Clout[/b].[/list] III. [b]Designing Weapons of War[/b] [list][*]During the game, a nation may require new weapons of war. They may do this by using [b]1 Clout[/b] to [b]Request a Design Competition[/b]. [Only 1 Clout can be used]. [*][b][u]Request a Design Competition[/u][/b] [Only 1 Clout can be used]. * Please use the [b]Following Form[/b]: - [b]Type of Weapon[/b]: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - [b]Companies Involved[/b]: [Name of Company] [Skill of Category], [etc, etc] - [b]Design Requests[/b]: [What general specifications are hoped to gain with this design] [*][b]Design Process[/b]: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's [b]Skill[/b] and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the [b]Design[/b] of a Company who developed a [b]Weapon[/b] initially higher than their Skill, they will gain +1 Skill.[/list] IV. [b]Building a Fleet[/b] [list][*][b]Design a Ship[/b] (Use the following form below) [Requires 1 Clout] [hider=Minelayer Designs] - [b]Name of Minelayer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - [b]Hull & Fittings[/b]: [-125 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-35 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - [b]Speed[/b]: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - [b]Engine Focus[/b]: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - [b]Mines[/b]: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - [b]Accommodations[/b]: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Destroyer Designs] - [b]Name of Destroyer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - [b]Hull & Fittings[/b]: [-175 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-105 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - [b]Colonial Service[/b]: [No.] [Yes. -35 Tons.] - [b]Speed[/b]: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - [b]Engine Focus[/b]: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - [b]Mines[/b]: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - [b]Accommodations[/b]: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] [b]Torpedoes[/b] - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Submarine Designs][/hider] [hider=Light Cruiser Designs][/hider] [hider=Armored Cruiser Designs][/hider] [hider=Pre-Dreadnought Designs][/hider] [/list] V. [b]Mobilization[/b] [list][*]There are three stages: [b]Demobilized[/b], [b]Partial Mobilization[/b] and [b]Full Mobilization[/b]. [*][b]1 Political Clout[/b] in [b]Army[/b] must be used to move from [[b]Demobilized[/b]] to either of the two forms of Mobilization as well going from [b]Mobilized[/b] to [b]Demobilized[/b]. [*][b]Demobilized[/b] is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists. [*][b]Partial Mobilization[/b] calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists. [*][b]Full Mobilization[/b] calls up your Reservists, turning them into Active Duty soldiers.[/list] VI. [b]Civilian Industry[/b] [list][*]Each Civilian Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Imperial & Royal Railways[/i] [1] ([i]Railways[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Civilian industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private Industries[/b] generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the [b]Global Economy Roll[/b]. [*][b]National Industries[/b] generate work when ordered to. [*][b]Civilian Categories[/b]: [Shipping] [Heavy Industry] [Rail][/list] VII. [b]Armaments Industry[/b] [list][*]Each Armaments Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Guntherson & Co[/i] [1] ([i]Small Arms[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Armaments industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [color=0054a6][b]Creating a Private Company[/b][/color]: Every turn, roll 1d100 then subtract [b]Global Economy Roll[/b] and 1 for every [b][color=red]-$500,000[/color][/b] debt you have. Once you accumulate 400 points, you may spend [b]1 Clout[/b] to generate a [b]Private Company[/b] based on demand or spend [b]2 Clout[/b] to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. On a roll of 18-20, a [b]Private[/b] company will add an additional Category to its repertoire. [*][b]Nationalized[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [b][color=red]Creating a National Company[/color][/b]: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.] [*][b]Armaments Categories[/b]: [Small Arms] [Field Guns] [Machine guns*] * Requires that [b]Technology[/b] or an [b]Export License[/b].[/list][/hider] [hider=Waging War] [list][*][b]I.[/b] Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale. [*][b]II.[/b] Waging war will occur in the following timeline. [list][*]I. [b]Create Armies & Fleets based on Theaters[/b]. [list][*][b]Create Armies[/b]: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater. [*][b]Available Theaters[/b]: A theater of war where soldiers can actively be deployed to fight. [*][b]Potential Theaters[/b]: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.[/list] [*][b]II. Assign Commanders[/b]: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet. [*][b]Theater Objectives[/b]: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill. [*][b]IV. Military Points[/b]: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Turn you gain 4 Military Points. [b]Each Month, your nation will have 2 Issues/Crises/Decisions[/b]. [*][b]V. Military Points Timeliness[/b]: If a month is completed before your IC response is posted, the event is simply skipped. [list][*]Opening [i]Potential Theaters[/i] [*]Addressing [i]Commander Issues[/i] [*]Addressing [i]Military Crises[/i][/list][/list][/list] [code][b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed][/code][/hider] [center][img]http://i.imgur.com/F4wrRnI.png[/img] [i]The Continent, February, 1900[/i] [b][u]Global Economy Roll[/u][/b] 3 (-1 to [b][color=skyblue]Kapian Market Deregulation Act[/color][/b])[/center] [h2][u][b]February 15th-22nd[/b][/u][/h2] [b][u]February 15th[/u][/b] Half way through the month, nearly 20,000 Osladians lie dead. The city of Kreogen is a mess of wrecked stone, concrete and ash. With orders to halt the offensive if casualties surpass 24,000, General Gregory Yakovich of Voskreyra Army Group North needed to decide whether to make the final push, or to halt and sit on the gains his army had made. The [i]February Offensive[/i] had ground to a halt just outside of Kreogen, where the Zellonians entrenched positions had become especially problematic. In the South, 16,500 men--none of them Zellonians--had started a deliberate offensive of their own. Additionally, General Yakovich received orders from several of his field commanders that many of the men were near the breaking point. Kreogen was less than two and a half kilometers away. [hider=Casualties] - [b]Osladian Empire[/b]: 18,760. - [b]Zellonian Empire[/b]: 9,400.[/hider] [hider=Imperial Osladian Army Decisions (20 Military Points) | February, 1900 | Requires IC RESPONSE] [u][b]I. The February Offensive[/b][/u]: The February Offensive is nearing the saturation point. Osladian soldiers cascade across the open Zellonian fields, taking fire and dying in the frozen stone just to gain feet and inches at a time. The Zellonians are on their heels. Less than half of their soldiers can even return fire. Reports indicate that our men are exhausted. Ammunition is low, and rations as well. The Kreogen Pocket has nearly formed, but what good is taking it if we cannot hold it? And just today, reports of an offensive in the South: The Memoitals, and volunteers from Radena have begun their attack. [list][*][b]We Must Take Kreogen[/b]: Kreogen is the key. If we take it, we rob them of a vital supply depot. Our men can rest in warm beds, not foxholes. If we complete the Kreogen Pocket, the war may be over before summer. ([i]11 Military Points[/i]) [*][b]Redirect Men to Halt the Southern Offensive[/b]: The dreaded Memoitals--after months of sitting on their heels have been called to action. Some of the greatest soldiers in the Northern Lands, the Memoitals are bolstered by the Radenan Volunteer Corps. These men have nothing to lose and the thinly spread 4th Oslograd Rifles are hard pressed to hold. ([i]9 Military Points[/i]) [*][b]Give the Men a Rest[/b]: We have scoured enough ground and shed enough blood. We must weather the offensive in the South and let the enemy break upon us like waves on the rocks. When they have exhausted themselves, we will renew our offensive in the Spring and end this war. ([i]6 Military Points[/i]).[/list][/hider] [b][u]February 16th[/u][/b] [list][*]The [b][color=darkblue]Tsardom of Radena[/color][/b] successfully purchases fuel and ammunition from foreign markets for it's beleaguered navy. Shells and coal are sent to the Northern Coasts so that it's navy, mostly defunct and ramshackle, can at least be functional. - [[b]Event[/b]: [b][color=darkblue]Tsardom of Radena[/color][/b] receives [u]+12% Navy Supply & Logistics[/u].][/list] [b][u]February 17th-20th[/u][/b] [list][*]In the south, the 10,000 Radenans and 6,500 men of the I Memoital Corp begin their offensive. Less than actual training of these soldiers and more the fact that each one of them has a rifle and is properly trained, the Osladians are slightly off put. The Radenans and Memoitals work autonomously, but their goals are the same. They race through the Kreogen forest, emerging from the belt line of trees and laying down heavy covering fire while advancing at break neck speed. A trio of M1899 Prager machine guns set up and manned by Osladians slows the advance, cutting men down like stalks of wheat. One Osladian gunner, so distraught by the carnage is pulled from his machine gun nest (a neat burrow of dirt with the gun nestled along the husk of a felled tree) and replaced by one of his comrades. By the morning of the 18th, the thinly defended Southern Line was on the verge of breaking. Memoital and Radenan soldiers lie dead en masse, but the cost to the Osladians--many of whom had been transferred North for the [b]February Offensive[/b]-- was equally as costly. [*]A platoon of Osladians along a neat lip of earth were caught unawares by an entire regiment of Radenans. They took no prisoners, slaughtering the half dozing Osladians in their very foxholes. "They're breaking through," a man shouted over and over. But it was on the road they saw the pristine uniforms of the Kalpians, their rifles clean of soot and dust. With a hole nearly a hundred yards across empty of man or machine gun, the Kalpians fell into line at their place at the front. This was not a purely defensive maneuver. Where the Kalpians won, they pushed. Where they lost, they relented, regrouped and attacked again. The Kalpian Republican Army here was at it's apex. While the Radenans were a rag tag bunch of improvisational soldiers at home in the cold and the Memoitals well trained but inexplicably outgunned and outnumbered, the average Kalpian performed heroically. Small maneuvers at the squad level left Radenans bewildered. Shootouts in the Krepina Forest left the Memoitals reeling, and falling back just after dusk. [center][img]http://spiritualpilgrim.net/03_The-World-since-1900/02_World-War-One/pictures/new-American-troops.jpg[/img] [i]Kalpian Republican Army, 23rd Infantry Division. Photo taken in Xerotith, February 12th, 1900[/i][/center] The Kalpian 23rd did not relinquish in the cold black of the night. While the Memoital's regrouped and the Radenans sang songs and ate, the Kalpian 1st and 2nd Brigade advanced in a sinister pinnacle movement. Muzzle flashes snapped to life. Kalpian soldiers moved in unison, paused, threw a grenade into a dugout and moved on. By the morning, 1,100 Memoitals had surrendered. 650 Radenans were dead. 24 Kalpians had died, 2 by friendly fire. [hider=Casualties] - [b]I Memoital Corps[/b]: 3,100. 1,100 Captured. - [b]Radenan Volunteer Corps[/b]: 4,750. - [b]Kalpian Republic[/b]: 1,275.[/hider] [center][img]https://cdn.discordapp.com/attachments/332627799875518464/333037017170444289/Zello-Osladian_War_1900_3.png[/img] [i]The Kalpian 23rd Arrives at the Front, 1900[/i][/center][/list] [b][u]February 21st[/u][/b] [list][*]Back in the [b][color=skyblue]Kalpian Republic[/color][/b], fearful that civil liberties may be increasing dissidence, strike two important civil rights acts from the parliament. This angers the Garmans as well as Parsians, the latter of whom rise up in Tarist in a day long riot, broken up only by the Department of Military Police. - [[b]Event[/b]: [b][color=skyblue]Kalpian Republic[/color][/b] loses [u]-1 Relations with Garmans[/u] and [u]-2 Relations Parsians[/u].][/list] [b][u]February 22nd[/u][/b] [list][*]The Dragon Emperor in the [b][color=lightgreen]Imperium of Hiron[/color][/b] delivers a speech to a crowd of 5,500 in Senryu, Hiron. "[i]"My people, I come before you today to decry the foolhardy actions of the Veletian Empire! When before, I thought they would bring true justice to the Governor of Veletian Settumu, Droulez, they merely stripped him of his rank and assigned him to a civilian position! This is not true justice! This man oversaw the peddling our women, of Kikitomi women, and despite the Imperium's issues with the Kingdom of Meung, Meungese women, against their will! None of his subordinates received True Justice either! All of these men should've hung for their crimes against the Hironese People! This is an affront to all of us in Settumu, and I shall not stand for it! They think themselves to be so mighty that the persecution and denigration of our women is not a crime that requires the death penalty!? Well, today, I send word to the Veletian Empire: Allow Droulez and his accomplices to be tried and judged under Hironese law, or face severe repercussions! I give you my word as the Dragon Emperor, that will we have these sons of bitches brought to heel! To the Imperium![/i]" - [[b]Event[/b]: [b][color=lightgreen]Imperium of Hiron[/color][/b] and [b][color=lavender]Empire of Violette[/color][/b] suffer [u]-1 Relations[/u]. The [b][color=lightgreen]Imperium of Hiron[/color][/b] receives [u]+1 Stability[/u].][/list]