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Mumble mumble, etc. etc.  Don't panic, there's still plenty of time to evacuate!
'''Anict Annex'''<br>


Kolgierr
Anict was one of many peripheral Belkar realms conquered during Desslok's expansionist campaigns. The conquest decimated the region's nascent economy and the colonial administration installed afterwards was never particularly able to repair the damage. For a decade Anict leeched funds from the Empire to sustain its tenuous stability, and most forms of public order went down with Desslok and the cessation of Belkar support. Opportunistic forces within the region had exploited the Empire's poor control of the periphery to enrich themselves, often through simple embezzlement and fraud. By the fall of the Empire the most successful of these had risen to social and entrepreneurial prominence with a sizable fraction of the region's wealth firmly in their control. Possessing keen foresight, apathy and abyssal cynicism, most of Anict's elite conveniently allowed the chaos of the General War to devastate the region's economy fully a second time before stepping in to salvage the wreckage at a premium.<br>
At one time, some might say a previous life, Kolgeirr was a Svartalfr- one of the dark elves of Midgard. Like most of his kind his life was demarked by a long tenure of dutiful service to the lords of Midgard and the nanoindustrial megaplex. A difference lay though in some hidden defect of the psyche that the years slowly worked to the point where the veneer of loyalty fractured and he sought to leave, although not to simply disappear.  This Svartalfr was not content with the thought of a simple life, nor quiet retirement. Seeking power, glory and riches beyond his ken, he hatched a conspiracy within Midgard itself to steal one of the Aesir's warships as it lay half-built in dock and seek fame amid the stars.  


Skilled artisans, especially those beyond suspicion, had little trouble integrating the keys to their aspirations within the ship itself.  Once triggered, all painstakingly laid plans came to fruition and the theft proceeded masterfully.  Discovery came too late to stop the gleaming hull from powering out of its fabricator cocoon, but too early for a clean escape.  Rightfully outraged, the Aesir relentlessly persued and chased the ship and its captain all across the stars.  The flight to freedom was memorable for its dogged persuit and a few flashes of tactical brilliance, but epic only in failure. Near its end the chase eventually crossed into Jotunheim, fate bringing the giants across the path of the fleeing Kolgierr and his persuers. It had been a reasonable gamble with the Jotun all too wary of the intrusion, and the Aesir none too eager to spark a war to end all wars for the sake of stopping one rogue. But perhaps contrary to all reasonable expectations, the Jotun actually took the Aesir at their word concerning the renegade ship and agreed in not only allowing the Aesir to pass, but to help them end their traitor as well. Trapped by his failed gambit, the errant Svartalfr made his stand amid the rings of the jovian Vigrimmr and decided to meet his end fighting, Aesir closing in behind and Jotun coming in from above. It was a futile effort, given the odds, but a much welcomed gesture for the warrior Aesir who were eager to see some fight after the chase and perhaps solemnly glad that even a traitor of Midgard wouldn't go out quietly.
In the decades since the General War, Anict has risen from the ashes to become a center of industry, exploiting bountiful resources, extremely favorable laws and low labor costs to become a haven for export manufacturing in all sectors. An explosion of construction has transformed its run-down cities into modern islands of light and clean lines. It has garnered a reputation for hard, knife-edged business. But anyone who stays there long enough begins to hear something groaning beneath the polished exterior, coming from somewhere carefully placed out of sight. Great care is taken to shepherd away inquisitive visitors, though most don't have to look any further than their business associates to know what's really there. They present a perfect face, a smile and executive attire. Beneath is avarice, corruption and utter moral vacuousness.<br>


But that Svartalfr plunged his ship into the rings, and fought both Aesir and Jotun while threading through the hazey disc like a needing through cloth.  It was baffling how the traitor ship didn't break under the sheer weight of the crossfire.  But it was downright amazing when it breached through the fluffy ring tops in a gyser of ice time and time again, positioned to take advantage of some intangible weakness, delivered a telling blow to some ship, and disappeared again.  It couldn't have and surely didn't last long, as the sheer firepower levied on the rogue warship ensured that it was battered every time it showed itself.  At the end, the potential that this was some gambit for escape drew the persuers close, and into the fog and too close to hide.  And that Svartalfr lunged into the middle of them, using the hulls of his enemies to shield himself from their fellows, ducking and weaving like a practiced knife fighter in a melee.  It only lasted minutes, but when the rogue was finally ruined and the ship completely dead, the Aesir marvelled at the carnage he wrought for being so badly outmatched.  Two ships destroyed completely, and two more too badly damaged to return. 


That was how the Aesir left Kolgeirr of Midgard, tumbling slowly into the giant world's pull.  He naturally deserved to die for his crimes, and all those with him, but none had expected him to fall gloriously and some grumbled at the thought of the dark elf's wasted potential.  Drifting in space wasn't how Kolgierr ended, though.  The Jotun had suffered relatively lightly for their trouble and marvelled at the chaos this one frail flesh-thing had caused for their ancestral enemies, and perhaps appreciating more forcing the Aesir to bend their pride to catch him.  Surely something could be saved. 
Total: 250 Points<br>


Of the ship there weren't enough intact pieces to reforge a whole, although making one vessel out of the remains of five was an easy matter.  But they could not save its captain, or at least repair his broken flesh.  Instead they bound his mind into a machine so that the spirit would live on, even if in the shell of a drone, and set him loose again.  Although one of the Asgard took notice, and furious at the notion that such a traitor would escape death, shackled the soul with a curse that would see him suffer in life.  Although it's also suspected that Loki, both mischevious and amused, craftily meddled with his fellow's curse, just so he could see that granted freedom and spurred to continue along the same path, what exactly such a soul would do.
Race: (Various)<br>


Race: <br>
Zones: (110)<br>
Forgeborn (Maximum Magery of 2, +3 Physical, +2 Education, +1 Wits, +1 Charisma, +2 Physical (Toughness) +1 Education (Ancestral/Encyclopedic Memories). <br>
Kolgierr was saved, although in the body of a drone the Jotun usually use to interact with their lessers.<br>


Calling:<br>
Archipelago - 20<br>
Warrior (+1 Finesse and +1 Physical)<br>
Metropolis - 8<br>
Strategoi gain an additional +1 Charisma (Command) and +2 Education (Military History)<br>


Blessings:<br>
Colonies:<br>
Trickster (+1 Wits and +1 Education (Security))<br>
Knowledge (+1 Education and +1 Education (any specialty))<br>
It's both fortunate and dangerous that one of the trickster gods is interested in anything.<br>


Stats: (38 CP)<br>
Cluster (3) - 30<br>
Magery: 0<br>
Finesse: 3 +1  =  (6 CP)<br>
Additional: +2 (Melee)  (3 CP)<br>
Physical: 3 +3 +1  = 7 (6 CP)<br>
Additional: +2 (Tough)<br>


Education: 2 +2 +1 = 5 (3 CP)<br>
Mine (5) - 20<br>
Additional: +1 (Ancestral/Encyclopedic Memories)<br>
+2 (Military History)<br>
+1 (Engineering)<br>
Wits: 4 +1 +1 = 6 (10 CP)<br>
Charisma: 4 +1 = 5 (10 CP)<br>
Additional: +1 (Command)<br>


Legend: 3 (12 CP)<br>
Barracks (5) - 20<br>
Tactical Legend<br>


Metropolis (3) - 12<br>


Merits/Flaws:<br>
Traits: (80)<br>
Immortal (15): Weakness: Harm to his ship.<br>
Geasa (Cannot Be Alone, Must Command The Ship) (-10)<br>
Related: Immortality, Escort<br>
Hated by Fate (-5)<br>
Cursed to never be free of trouble, yet fated never to die so long as he commands a ship, it seems this soul's fate has been wrought for someone's potentially cruel amusement.<br>


Fiefdom:<br>
Colonial Overlord<br>
Since before the General War, Anict has been a factious place lacking any unifying central vision. Its people in general hold few loyalties and their mercenary outlook makes internal politcs absolutely mercurial.<br>


Metropolis (15 CP): The Aesir warship that was stolen from Midgard is gone, but Kolgeirr commands a battleship none the less.<br>
We Have Reserves<br>
Beneath the gleaming veneer of Anict's glass cities and slick marketing lies a body writhing with corruption, greed and apathy. Everything produced there is a small and depressing metaphor- with limited warranty.<br>


Escort (10 CP): A few of Kolgeirr's co-conspirators survived, but his exploits have drawn in a number of adventurous sorts.<br>
Flags of Convenience<br>
<br>
Nobody even knows how exports from Anict wind up on virtually every world of Iscandar, let alone how they manage to get through customs. But the paperwork is all there and it is ''flawless''.<br>
 
Ubiquitous Contacts<br>
Representatives of the conglomerates have a prophetic sense for unmet neets. There will always be One Near You, ready to deliver whatever you need wherever you need it. It's ominous and more than a little unsettling, really.<br>
 
 
Military: 900 IP (60)<br>

Latest revision as of 21:13, 9 April 2013

Anict Annex

Anict was one of many peripheral Belkar realms conquered during Desslok's expansionist campaigns. The conquest decimated the region's nascent economy and the colonial administration installed afterwards was never particularly able to repair the damage. For a decade Anict leeched funds from the Empire to sustain its tenuous stability, and most forms of public order went down with Desslok and the cessation of Belkar support. Opportunistic forces within the region had exploited the Empire's poor control of the periphery to enrich themselves, often through simple embezzlement and fraud. By the fall of the Empire the most successful of these had risen to social and entrepreneurial prominence with a sizable fraction of the region's wealth firmly in their control. Possessing keen foresight, apathy and abyssal cynicism, most of Anict's elite conveniently allowed the chaos of the General War to devastate the region's economy fully a second time before stepping in to salvage the wreckage at a premium.

In the decades since the General War, Anict has risen from the ashes to become a center of industry, exploiting bountiful resources, extremely favorable laws and low labor costs to become a haven for export manufacturing in all sectors. An explosion of construction has transformed its run-down cities into modern islands of light and clean lines. It has garnered a reputation for hard, knife-edged business. But anyone who stays there long enough begins to hear something groaning beneath the polished exterior, coming from somewhere carefully placed out of sight. Great care is taken to shepherd away inquisitive visitors, though most don't have to look any further than their business associates to know what's really there. They present a perfect face, a smile and executive attire. Beneath is avarice, corruption and utter moral vacuousness.


Total: 250 Points

Race: (Various)

Zones: (110)

Archipelago - 20
Metropolis - 8

Colonies:

Cluster (3) - 30

Mine (5) - 20

Barracks (5) - 20

Metropolis (3) - 12

Traits: (80)

Colonial Overlord
Since before the General War, Anict has been a factious place lacking any unifying central vision. Its people in general hold few loyalties and their mercenary outlook makes internal politcs absolutely mercurial.

We Have Reserves
Beneath the gleaming veneer of Anict's glass cities and slick marketing lies a body writhing with corruption, greed and apathy. Everything produced there is a small and depressing metaphor- with limited warranty.

Flags of Convenience
Nobody even knows how exports from Anict wind up on virtually every world of Iscandar, let alone how they manage to get through customs. But the paperwork is all there and it is flawless.

Ubiquitous Contacts
Representatives of the conglomerates have a prophetic sense for unmet neets. There will always be One Near You, ready to deliver whatever you need wherever you need it. It's ominous and more than a little unsettling, really.


Military: 900 IP (60)