Expedition to the Hollow World

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It was an accident to begin with, really. One ship, blown off course. One ship that would change...
Intro Post

Happerry

Bat out of Hell
Location
Kanto
It was an accident to begin with, really. One ship, blown off course. One ship that would change the world.

It all stated when, one day in 1676, Captain Brewer's vessel was blown off course when making a turn around the cape at Isla Hornos and passed into a graveyard of ships among floating mountains of icy crystal. Through skillful navigation and the fortunes of the bold, he steered his ship through a wall of mist, finding a rough harbor and an entrance into a deep cave, spewing a stream of warm mist into the frigid air. And beyond this hidden cave he found an assortment of wondrous caverns, a hidden world where the air itself glowed in the sky, as if the Aurora Borealis had retreated beneath the earth.

In those magnificent caverns he found glowing crystals and unknown alloys that could cause things to occur that defied all of the laws of nature. Lightning without clouds, buildings lifted off the ground, instantaneous transportation of objects or even people, all and more were found as properties of the few artifacts that were retrieved from this new underground world and its shadowy sea.

Soon, the world found that it wanted, no, needed, more then these few scattered relics, sold to the highest bidder. Governments and men of influence alike, secret societies and classified agencies, they all demanded but one things. 'More'.

And so new ships set sail, and expeditions made their way into this hidden, and deadly, world. There they would find wonders beyond the human imagination, and horrors beyond their darkest dreams. In this Sunless World, the line between life and death is the snap of a dragon's maw. But for those that survive...

Those that survive may yet find themselves a fortune beyond their wildest dreams.

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Of course, launching an expedition across the the ocean, to the new world, and down to the ice cap is no easy matter. Nor is it cheap. While you might be independently wealthy, launching such an expedition with only your own resources... Well, such a thing could ruin one far richer then yourself. You may have put the majority of your fortune behind this, an amount equal to a whole ten treasure points. (Treasure Points are an unofficial rating of how valuable artifacts and other valuables from the Sunless World are... In this quest, you can think of them as money.)

For this reason, many expeditionary leaders have sought out funding from those with lots and lots of spare resources and the great desire for artifacts of their own. In other words, the great nations. But which nation has agreed to finance your expedition?

[ ] French
French engineers have heard some very interesting stories of large scale energy weapons to be found in the Sunless World. They are willing to forwards you an additional fifteen Treasure Points, but in return you need to bring back a Large Scale Energy Weapon of some sort for them to take apart and try to understand.

[ ] England
The King of England has heard of the most strange and marvelous automatons that you can find in the Sunless World. He's willing to give you ten Treasure Points, but in return he wants you to bring him back an Ancient Automaton for the Royal Society to examine.

[ ] Russia
The Tsar of all Russia has seen pictures of the giant monsters that live in the Sunless World, and he wants one of his own. If you're willing to bring back a Giant Live Predator for his menagerie, he'll give you fifteen Treasure Points to help fund your expedition.

[ ] German
Certain German individuals are highly interested in the reports of 'magic' items coming from the Sunless World. In exchange for their five Treasure Points, they want you to bring them back either an Ethertech Item of any sort, or a Magic User, if such an individual exists.

[ ] Spain
The noble country of Spain is having some, shall we say, financial difficulties lately. They are willing to give you ten Treasure Points for their expedition, but in return they want 20% of whatever you find, preferably in Relics.
 
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Index
Index
Expedition 1 : Week 1, Week 2 A, Week 2 B, Week 3, Week 4, Week 5

Important Information
Currently, the Expedition has access to only a single Medium Ship to transport themselves to the Sunless World and then back to modern society. Each Medium Ship has twenty cargo points worth of space to transport both treasure and hirelings. Unless noted otherwise, a hireling takes up one point of cargo space. Up to five treasure points can be stored in each cargo point, but relics can often take up more cargo space then their strict treasure point value.

Expeditions only have a limited amount of time to access the Sunless World, for it is only in the summer that the passages melt enough that one can make safe passage. As such, an expedition has only four months worth of time to explore and find treasure before it is forced to leave. Each month is considered to consist of four weeks, and each week is its own turn. Unless combat happens or such, during which a far faster time scale is used.

Of course, if an expeditions strikes it big and runs out of cargo space beforehand, they can always leave earlier then that, and likewise if they loose enough people that it would be pointless to continue this years expedition.

Expeditionary Stats and Hirelings
In outfitting your expedition, the first thing you did was to buy a pack horse of course. Named Browny, after her coat, this old mare is a veteran of the campaign trail, and unlikely to panic at the sound of combat. (Pack Horse x1)

The second thing you did was to hire both a Cartographer, to chart your finds, and a Field Surgeon to keep everyone alive. Both came highly recommended from their previous jobs in the British Army. (Cartographer x1, Field Surgeon x1)

After that, you went looking for experts in the traps and dangers of the sort of ruined area that Captain Brewer claimed the best treasures were within. And soon you found a pair of brothers hailing from Egypt, with a pressing need to get out of the country before their own government caught up with them on a minor matter of tomb raiding. (Tomb Raiders x1)

It was on your trip to Egypt where you found those brothers that you came upon the next member of the expedition. Or, more accurately, he came upon you. A scholar who had long labored to understand the mysteries of the pyramids, he was greatly interested in examining the reported ruins in the Sunless World and comparing the inscriptions on the walls their with the ones he was more familiar with in Egypt. (Scholar of Mysteries x1)

Less pleasing to you was his ongoing campaign to get you to agree to take his sister with him, for she had long turned her mind to the wonders of the natural world, and would dearly like to see the part of it that was sunless. Eventually she convinced you, however, by way of a demonstration of the elixirs she had learned to brew. And in the end, you did convince her to buy you a new sword after she melted your old one. Of course, officially she's only on paper as an assistant to the Surgeon. (Natural Philosopher x1)

With all needed and desired specialists now hired, it came to be time to find the 'muscle', as lower class individuals would put it. It was quite simple to hire two teams of hardened barside toughs for the trip, numbering ten in all, even if you somehow forgot to mention to them that their real job involved the word 'expendable.' It was less easy to convince your backers to give you a work crew of convicts, but eventually they agreed. (Thugs x2, Convict Work-Crew x1)

(Two thugs eaten by Giant Mantrap Plants in week two. Eight remain.)

After that you merely acquired the services of a band of Musketeers and Men-At-Arms to serve as the main protective and combative part of the expedition. (Musketeers x1, Man-At-Arms x1)

-[x]Pack Horse. (One Treasure Point)
-[x]Cartographer. (One Treasure Point)
-[x]Tomb Raiders. (Two Treasure Points)
-[x]Field Surgeon. (Two Treasure Points)
-[x]Natural Philosopher [2 Treasure Points]
-[x]Scholar of Mysteries. (Three Treasure Points)
-[x]Man-At-Arms. (Three Treasure Points)
-[x]Musketeers. (Three Treasure Points)
-[x]Convict Work-Crew. (One Treasure Point)
-[x]2x Thugs. (One Treasure Point)

Active Goals
The King of England has heard of the most strange and marvelous automatons that you can find in the Sunless World. He's willing to give you ten Treasure Points, but in return he wants you to bring him back an Ancient Automaton for the Royal Society to examine.

Completed Goals
Inventory
Treasure Points : 6
Relics : Small Glowing Crystal x2 (2 Treasure Points Per Crystal, Size 1)
 
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Forces for Hire
Forces for Hire
Low lives, criminals, and the just plain greedy. While easily distracted by the shine of gold or the temptations of a native, they are willing to work cheap in return for the treasures you have promised to find. To a man, they are all easily diverted by treasury and booty.

Convict Work-Crew. (One Treasure Point)
A team of four or five criminals, promised their freedom for services rendered. That is, if they survive the expedition. While they are unskilled in combat, they do carry excavation tools that they can use in melee, and they are able to rapidly pry half buried treasures from the ground or ruined structures.

Thugs. (One Treasure Point)
Several low lives promised loot and glory, Thugs carry heavy clubs to fight with, but have little training beyond what one can find in a back alleyway, and often have even less experience. Their one and only virtue is extreme cheapness.

Brigands. (Two Treasure Points)
Experienced criminals armed with short blades and ropes, Brigands are skilled at navigating through ruins, due to their long experience at traveling across rooftops where they really aren't wanted. They aren't the best hands in a fair fight, but they can certainly climb up a wall as fast as you can make the order.

Outlaws. (Two Treasure Points)
Hardened criminals offered a pardon in exchange for service, Outlaws are armed with short blades, but are also skilled with bows. While such low tech projectile weapons are less deadly then most black powder devices, they are also far quieter, and are less likely to run out of ammo. As well, Outlaws are skilled at woodslore from their long careers on the wrong side of the law.

Pirate Cutpurses. (Two Treasure Points)
Pirate warriors armed with short swords and daggers, Cutpurses are deadly melee combatants. They are skilled with the blade, and have no hesitation in ending someone's, or something's, life should that life be between them and treasure.

Pirate Hostage-Takers. (Two Treasure Points)
These despicable pirates specialized in taking hostages to ransom back for lots of loot. They are armed with both short blades and throwing nets, and are skilled at taking targets alive, instead of taking them dead.

Pirate Raiders. (Three Treasure Points)
Hardened fighters armed with a short sword and a pistol, Pirate Raiders are deadly warriors skilled in melee combat as well as their pistol. If you should choose a crew of desperadoes, raiders will make up the heart of the expedition without a doubt.

Pirate Boarders. (Three Treasure Points)
Half crazed experts and masters of the press of close combat, Pirate Boarders are not only skilled with their cutlasses, but also carry hand bombs to destroy closely packed enemy formations. They are masters of the close quarters inclosed fights often seen within the ancient ruins, and aren't afraid to throw their hand bombs dangerously close to where they happen to be at the moment.

Pirate Veterans. (Three Treasure Points)
Elite pirates, veterans of the hard school of pass or die inherent in long term pirate life, Pirate Veterans have learned well that the best place to kill an enemy is from far away. As such, besides the daggers they carry, they are also armed with old fashioned blunderbusses.

Pirate Sappers. (Four Treasure Points) (Size Two)
Rare outlaws with a, limited, mastery of black powder, Pirate Sappers demand a high price for their skills. But while they are deadly with the pistols and daggers they carry, their true value lies in their black powder kegs, with which they can blow nice large holes into walls or other large features of the landscape.

Freelance Assassin. (Four Treasure Points)
Some people have made a life out of ending the lives of others. Such a freelance assassin would not be cheap to hire, but they would be deadly with both their sword and poisoned daggers (Fit for throwing or melee), as well as carrying ropes to help clamber over obstacles. Indeed, such men could be known as trap experts, for they have much experience in preventing the traps of others keep them from their jobs.

Experienced warriors from the often warring mainland, Soldiers are hardened and not as easily distracted by the gleam of gold as hired thugs and greedy pirates. Their expertise with black powder may be an expedition's greatest weapon in the sunless world below the ice, and few horrors are likely to make them break and run.

Scouts. (Two Treasure Points)
Trained scouts carrying short blades and pistols, these reconnaissance experts are skilled in the woods and rough terrain of the Sunless World, being apt at most known forms of woodslore. However, unlike their more heavily armed and armored brethren, they are not at their best in a stand up fight, and should keep a wary distance between themselves and foes.

Man-At-Arms. (Three Treasure Points)
While melee warfare has been on its way out for generations, Men-At-Arms still practise their ancient trade in the less advanced corners of the world. With heavy armor and a poleaxe, they can make for a useful resource for an expedition. And one not hindered by the risk of running out of ammo like most other forces are.

Musketeers. (Three Treasure Points)
These are the standard soldiers of many armies, armed with a powerful musket and given a dagger for self defense. While limited by their ammunition supply, Musketeers are a powerful asset versus the beasts and monsters of the underground. Like most other soldiers, they are armored with a breastplate.

Grenadiers. (Four Treasure Points)
Elite soldiers trained for the press of close combat, Grenadiers are armed with a breastplate, and armed with sword, pistol, and grenade. They are powerful shock troops, but by necessity must get up and personal with an enemy to be at maximum effectiveness. And for some monsters, that is the worst place of all to be.

Marksman. (Four Treasure Points)
Highly accurate soldiers armed with rifled muskets, Marksmen are close to helpless in a melee and have a very slow rate of fire, but they are a deadly threat towards any enemy asset that enters line of sight.

Mounted Lancers. (Four Treasure Points) (Size Three)
Cavalrymen are hard to transport by ship, taking up space for both themselves and their horses, but they can provide a combination of power and mobility that can not be found elsewhere. At least, unless you have some exceedingly rare and well repaired ancient automatons working for you. Lancers carry both swords and short lances, as well as being armored with breastplates and horse barding.

Dragoons. (Five Treasure Points) (Size Three)
A more modern form of Cavalry, Dragoons have breastplates and swords like mounted lancers, but instead of having lances they carry cavalry pistols for use from horseback, combining high speed and the power of gunpowder into a deadly union.

Combat Engineers. (Five Treasure Points) (Size Two)
Far more professional then Pirate Sappers, Combat Engineers also have far better training in placing the shaped charges they carry. While only armed with pistols and daggers, a Combat Engineer can blow a wall almost as fast as their commander can order it, and unlike Sappers they are just as skilled at putting the wall back up when something from the outside is attacking.

Cannon Team. (Five Treasure Points) (Size Four)
While an expensive and sizable luxury for an expedition, a light horse drawn cannon has more firepower then anything yet sighted in the Sunless World, and can be the last thing standing between an expedition and the gullet of some horrible monster. If it wasn't for how hard they were to transport and how rapidly they can run through ammunition, it is likely that every expedition would demand one.

While untrained in combat, Experts and Scholars are the beating heart of an expedition. Without a Field Surgeon, how could an expedition survive combat? Without a Scholar or Archaeologist, how could it navigate ruins to find the treasure? Without an Inspired Inventor, how could an expedition reclaim ancient automaton? And without a Cartographer, how would an expedition be able to make a return trip for what it couldn't carry away the first time?

Undergraduates. (One Treasure Point)
Desperate students in dire need for either additional funding or extra credit, Undergrads make up the important ranks of those knowledgeable enough to give the experts vital support, but not skilled enough to demand a high price for their help. Untrained for combat and only armed with a walking stick, they should never be on the front lines.

Cartographer. (One Treasure Point)
Cartographers are unskilled in combat and can not read ancient writings or defuse traps. Their one and only value is in making maps, and if an Expedition intends to return to a former find, they'd have better brought a Cartographer with them to make a map so they can find their way back. In combat, they are reduced to using their walking sticks to try to ward enemies away from them.

Tomb Raiders. (Two Treasure Points)
These individuals are veterans of the harsh egyptian desert, and more importantly the deadly tombs of ancient egyptian rulers. While they are unskilled in combat, merely carrying daggers to defend themselves with, they are known to be trap masters from their experience in dealing with the deadly booby traps of pharaohs past. As well, they carry good stout ropes for dealing with walls and other obstacles.

Field Surgeon. (Two Treasure Points)
These rare individuals combine medical skills beyond that of first aid with the willingness to visit the deadly lands of the Sunless World. While only armed with their medical tools, a Field Surgeon is a vital support for any expedition, saving the lives of many who would otherwise have died.

Natural Philosopher. (Two Treasure Points)
Skilled scholars who have turned their minds towards the mysteries of the physical world, Natural Philosopher are untrained for combat, but if threatened can strike down enemies with Aqua Regia grenades or their walking sticks. They possess vital expertise for unlocking the alchemical and material secrets of the ruin builders.

Naturalist. (Two Treasure Points)
These skilled individuals are scholars of both plant and animal life. They are attracted to the Sunless World due to reports of live specimens of many species thought lost to extinction for Eons, and can provide valuable advice and assistance for dealing with or collecting said specimens when you run into them. They are not skilled in combat, however, and should avoid the sharp teeth of that which they study.

Archaeologist. (Two Treasure Points)
Learned professors of ancient times and ways, Archaeologists have the vital ability to actually read and understand the writings and relics found on an expedition. These valuable items, hidden within the ruined remains of the ancient cities and structures found within the Sunless World, are the main objective of any expedition. They often carry whips to defend themselves with, and carry ropes to traverse dangerous areas.

Big Game Hunter. (Three Treasure Points)
A Big Game Hunter is always interested in a bigger, more deadly, and more brag-worthy prey, and so some have been convinced to enter the Sunless World in hunt of the biggest and deadliest monsters known to mankind. They carry powerful large bore rifled muskets, and are skilled slayers of all kinds of beasts.

Scholar of Mysteries. (Three Treasure Points)
Those often reviled scholars who dive into forbidden thinkings and teachings, Scholars of the Mysteries are rare but valuable individuals who best understand what the modern world knows of the ancient secrets. While often seen as strange and eerie, and equally often scorned by their fellow scholars, their services can be vital to a successful expedition.

Inspired Inventor. (Three Treasure Points)
Some folks spend long hours studying, seeking to divine and understand the secrets of the ancient and of modern science. Others have inspiration burn through their brains and start leaking out their eyes. Inspired Inventors can be either type, but they are all attracted to the Sunless World in response to the reports of the strange and advanced relics found within. While they often carry a pistol for self defense, they have no true training in combat.

While bulky to transport and offering little direct aid, supply and transport assets can be the determinator between a minor failure and a major success.

Pack Horse. (One Treasure Point)
A Pack Horse is exactly what it sounds like. It is a horse, that carries stuff in its packs. All Expeditions should have a pack horse, both to carry supplies, and to carry away loot.

Transport Wagon. (Three Treasure Points) (Size Three)
A large wagon drawn by two horses, a Transport Wagon both carries supplies, allowing for longer expeditions, and carries scavenged treasure, allowing for more time before an Expedition simply can't haul anything else around. As well, transport wagons allow for the carrying off of relics and items too large to be scavenged by hand.
 
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:/ Votes still not open yet..?

...I'll delete this later if you want me to, but since it looks like you're not online any more...

[x] Russia

@TheOtherSandman
 
Just editing in information and such before I linked it back to the idea thread.

Figured people would want to actually see what they could hire before they voted on how much money they needed... (As a hint, the more money the backers are offering you, the harder the goal is.)
 
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[X] England

England probably leads to robot minions, which would be invaluable for expeditions.
 
The Tsar of all Russia has seen pictures of the giant monsters that live in the Sunless World, and he wants one of his own. If you're willing to bring back a Giant Live Predator for his menagerie, he'll give you fifteen Treasure Points to help fund your expedition.

This is primarily why I'm not voting Russia. If it was Soviet Lenin Russia, I would gladly support it, but Its TSARIST Russia, and Tsarist Russia is second worst Russia. Plus, bringing back a live monster sounds like a difficult task.
 
[x] German

Because surely providing magic items in exchange for German aid in an expedition to a new world can't go wrong. :V
 
[x] German

Because surely providing magic items in exchange for German aid in an expedition to a new world can't go wrong. :V

Its pre-WW1, so yeah, it probably won't, due to the butterfly effect. PreWW1 Germans were pretty indistinguisable, morals wise, from the rest of Europe. It was the post war depression and unfair conditions of the Treaty of Versailles that led to the Nazi Party, both things that will probably be butterflyied away.
 
Its pre-WW1, so yeah, it probably won't, due to the butterfly effect. PreWW1 Germans were pretty indistinguisable, morals wise, from the rest of Europe. It was the post war depression and unfair conditions of the Treaty of Versailles that led to the Nazi Party, both things that will probably be butterflyied away.
Indeed! Just think about how any upcoming war will include a likely ban of expeditions and unauthorized hollow world tech for the losers instead! There's whole new areas of inequality and restrictions to explore.
 
Realized I'd forgotten to add a few things I was working on to the lists when they really should be on the list because the Tsar's mission means you are actually thinking, in character, about how to capture some stuff. So added the Pirate Hostage-Takers, Naturalists, and Big Game Hunters to the hireling list.

For the time period, I'm not really sure why the game I stole the basic idea of the setting of chose that date (or why the second edition advanced the timeline to 1692.), but it was a time period I'd never done much before, and some casual googling said it looked interesting, so I figured why not? It looked to be a time where melee weapons were still used along with guns, cavalry still existed, and all sorts of fun things could happen.

Though we aren't going to have much focus on the old world, really. You're concerned with the Sunless World primarily, after all. (Specially when you start making long term outposts in the place.)
 
[X] England
An island nation wants giant robots? Sound just fine to me!
 
[X] England

Capturing a giant predator sounds really hard so I'll vote for the other runner up. Though I'd probably favor France otherwise since that gives more points.

That gives us 20 points, I'm thinking:

Pack Horse. (One Treasure Point)
We want a horse to cart our loot around.

Cartographer. (One Treasure Point)
Tomb Raiders. (Two Treasure Points)
Field Surgeon. (Two Treasure Points)
These seem really valuable for their cost. We want the cartographer since without one we're not allowed to revisit previous locations. Tomb raider and field surgeon to cut down our casualties.

That leaves 14 points to split amongst the other stuff. I lean towards a few units of high quality troops in this scenario because every unit we recruit costs space on the ship, plus the units get stronger over time. So I'm figuring:

Naturalist. (Two Treasure Points)
Scholar of Mysteries. (Three Treasure Points)
These should let us get an alchemist and a mage later as they level up which would be really nice, archeologist overlaps some with the tomb raider so I don't see it as as strong a choice as the naturalist. The scholar of mysteries vs inventor is tough choice, but we're planning to sell technology stuff to England as our quest so we'll have more magic stuff available to study rather than turn in.

Then for troops:
Man-At-Arms. (Three Treasure Points)
Musketeers. (Three Treasure Points)
Pirate Boarders. (Three Treasure Points)
The thought here being that I don't want to go with a pirate crew because the risk of them turning on us is higher, so I at least want the disciplined soldiers to outnumber them. The Man-at-arms and musketeers mix is because having some melee to hold the monsters back is good and in case we run out of ammo. Pirate boarders was a tough choice over a second band of musketeers, but I couldn't quite afford grenadiers and I wanted to have at least some explosives. Though I might see if I can shake lose a point somewhere else to upgrade them to grenadiers for them being soldiers which will be more disciplined and the handguns giving them more firepower.
 
As a free piece of advice, the Natural Philosopher is the one to choose if you want to go play with alchemy. Naturalists study living things.

As a clarification, without a Cartographer it's not that you can never find old sites again, but that you have to make exploration rolls to do so. (Which is bad when you can't find it, but hey, maybe you find something else shiny!)

Lastly, if you're planning on going for the ancient golems, you really want an Inspired Inventor over a Scholar, because the Inventors are the ones who can figure out how to turn said robots /on/ safely, instead of having to drag their inert hulks around and hope they don't spontaneously activate and go berserk. Scholars do deal in magic though, so if you don't mind dragging around the inactive robot by hand, well, they are handy when a witch queen shows up to kill you for looting her people's ancient temples. Or something such.

(And do note that sponsership isn't 'forever and we get all your stuff', you'll have other options as the game goes on and countries post bounties and start desiring different stuff. No reason that, if you succeed in this mission, you can't get yourself sponsored by another nation next mission.)

Lastly lastly, I'd advise taking more troops. Small and elite is good, but you need to be able to absorb some damage.
 
I've never watched Full Metal Alchemist, so it's pretty unlikely I'll be drawing anything from it. Think more 'potions and salves' in general. A Philosopher's Stone would be a epic tier relic you'd probably have to spend more then one expedition locating and then taking.
 
A proposed alternate 20 point set, given GM advice.

Pack Horse. (One Treasure Point)
Because carting everything around by hand is silly.

Cartographer. (One Treasure Point)
Tomb Raiders. (Two Treasure Points)
Field Surgeon. (Two Treasure Points)
It's a solid support group.

Natural Philosopher [2 Treasure Points]
Inspired Inventor [3 Treasure Points]

This gets us an alchemist in the future with a bit of luck and lets us operate the killbots we (hopefully) find with minimal fuss and bother. If we happen to put our own together or we buy them from the English, then we can have a killbot army of our own for later, which should simplify our logistics dramatically.

Then for troops:
Man-At-Arms. (Three Treasure Points)
Musketeers. (Three Treasure Points)
Pirate Boarders. (Three Treasure Points)
Because it looks like a decent military grouping.
 
[X] German.

Because Magic.

Also, Hora:
(And do note that sponsership isn't 'forever and we get all your stuff', you'll have other options as the game goes on and countries post bounties and start desiring different stuff. No reason that, if you succeed in this mission, you can't get yourself sponsored by another nation next mission.)

Lastly lastly, I'd advise taking more troops. Small and elite is good, but you need to be able to absorb some damage.
Probably means that minion/troop casualties are to be expected.
 
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