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EVENT #06: ENEMY OF THE PEOPLE MISSION LOG


With wind at their backs, the Corsairs fully expect the Imperial resistance. Knowing that they’ve made even the Emperor himself take notice has been heartening, they are well-prepared to go to war. And war finds them soon, with Imperial Strike Forces dispatched to scatter their resistance. With Flotsam under heavy attack, the great fleet has split, hiding in coves around the Eternal Ocean.

As the Corsairs fend off the Imperial Attack, they also look forward to the future. Keeping up their information warfare against the Empire is, of course, vital, as is finding new space to settle refugees and new recruits for the cause. February may prove to be a deadly month for the Corsairs, but if they play their hand well it can be a month of great strides.

These missions are occurring over the course of the month, there are no limitations on the characters who can take part, the size of the logs, or how many logs a character participates in.

MISSIONS

Imperial Warfare: Flights of airships and armors have been dispatched to sink as many Corsair ships as possible. The Corsairs have already split their fleet, but are hoping to catch these roving attack squadrons and quickly overwhelm them, protecting their fleet and, if possible, capturing airships and armors for their own forces.
Conflict: Strike forces will typically consist of two airships holding 4 armors each. These ships can be boarded and disabled, or fought directly depending on the preference of the combatant.
Role: Combatant
Requirements: To participate in this mission, your thread header should read IMPERIAL WARFARE
Extra: You may specify the type of combat as well, such as BOARDING for more on-foot or ARMOR or SHIP for battles in mechs or from the decks of ships.

Investigate Targets: The Larendt labor camps have a lot of low-class and servant labor. With their presence in the Eternal Ocean and their involvement in some of the more menial but sometimes necessary manufacturing, gaining a foothold in these camps could be a huge boon for the Corsairs.
Conflict: These camps are heavily guarded, and while the inhabitants are extremely oppressed, inspiring them to revolt en masse will be a tough sell. Infiltrators will need to sneak in with either stealth or guile and determine who in the camps can be trusted and start into a major subversion effort to bring them to the Corsair side.
Role: Infiltrator, Supplier or Negotiator optional
Requirements: To participate in this mission, your thread header should read INVESTIGATE TARGETS
Extra: You may specify the approach for your infiltration, such as STEALTH or DISGUISE

INFORMATION WARFARE: The Corsairs must keep up the pressure by creating a counternarrative to fight the Emperor’s messaging. This can be done a number of ways, such as hacking radio networks to broadcast messages, distributing subversive literature, or giving flash speeches.
Conflict: Guards are on high alert and will heavily crack down on people seen pushing banned messages or materials. Chances are high they will try to arrest or even kill on sight.
Role: Negotiator, Infiltrator or Combatant optional
Requirements: To participate in this mission, your thread header should read INFORMATION WARFARE
Extra: You may specify the approach for your infiltration, such as HACKING or PAMPHLET DISTRIBUTION

Scout Settlements: The Corsairs need to establish a new settlement in order to house the growing number of refugees. An old ruined city has been identified as a potential site, an underground dwelling with some concealed farmland could easily be built in the area which has remained relatively untouched since the continent fell. Suppliers need to go in and set up a basecamp to begin construction.
Conflict: The ruins themselves will require a great dea of effort to get in order, with repairs to the infrastructure concealed within the ruins. The aqueducts still appear to be mostly capable of function and could be a great boon to the Corsairs if they can find a way to make them work. The ruins themselves have become quite dangerous in the intervening time, there are subterranean monsters such as bullettes and ankhegs that have taken up residence and can be quite dangerous when confronted. Additionally, it seems some Imperial deserters and n’er do wells have taken to using the place as a getaway after making it to Elysium, they will need to be dealt with, or perhaps even recruited if that can be managed.
Role: Supplier, Combatant or Negotiator optional
Requirements: To participate in this mission, your thread header should read SCOUT SETTLEMENT
Extra: You may specify the approach for your infiltration, such as REBUILDING INFRASTRUCTURE or CONVINCING DESERTERS

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Date: 2025-02-22 08:10 am (UTC)
heaven_rooted: (neutral)
From: [personal profile] heaven_rooted
Tau makes his observations while he takes a breather, eyes once again drifting towards the open path towards the woods.

He knows the actual location of the part of the woods they murmur about, much deeper, where the unwelcome find themselves turned around and somehow back where they started, and the unlucky find themselves running for their life or overtaken by the blight that plagued those forbidden grounds. His fingers tighten over his arms, and he closes his eyes as he forcibly pulls his thoughts away from there, looking back to the cleared space around him, studying the structures.

Not yet. The woods and the curse seem to stave off intrusion for now. He has work to do. Taking a deep breath, he drops down lightly from the branches, moving swiftly towards the buildings. A hand slips into a belt pouch, extracting a few seeds, and when he's by the armory and then the barracks he eases them, already starting to sprout, into a few cracks before moving off again. They won't cause any instantaneous damage, but with some time they'd weave their way into whatever cracks between the masonry they could.

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