Liberation of Thright

The Colonies of ThriceThright is a planet environmentally similar to Mirth that has recently declared independence from the controlling nations of Mirth. The metropolitan nations dispute this independence, however, and talk of war is becoming more prevalent if negotiations can’t be made. This is somewhat ironic since the goal of colonizing the planet was one of partnership building. Three culturally diverse nations on Mirth were brought together to create a high-performing utopia on a new planet.

Known as the Thright Accord, the three nations, including the strict intelligence-focused country of South Genessa, the passionate defense-focused nation of Armcall, and the adaptable nature-focused country of Lungey, have resorted to infighting as a result of the rebellion. Meanwhile, the colony has renamed itself “Liberance,” and, despite the tumultuous start, has blended cultures in light of the rebellion to form a new, integrated culture of impassioned, adaptable truth seekers.

There are seven colonies on Thright (Calidomo, Chruxtown, Deden, New Selthine, Scimitar, Seasaes, and Thv), which were originally only separated due to the layout of the land masses. They operate independently of each other but subscribe to an international set of laws governed by the Global Liberance Enforcers (GLE). While they have been furiously united because of the rebellion, cracks are starting to form in their bonds as trade agreements with Mirth nations start to form. Particularly tense are the relations between the north central colony of Seasaes and the southwest colony of New Selthine, as the latter has formed a trade agreement with the disputed colony controller, Lungey.

Adventure Hooks

Peace Over Everything: In light of the rebellion, the International Center for Astral Projection has created a newly formed interplanetary diplomacy team—your team. Your mission is to negotiate a peaceful resolution between these two parties at all costs. What you may quickly discover, however, is that it isn’t just two parties. There are three parties on the one side and seven on the other. This may take some careful string pulling and diligent tightrope balancing. A little reconnaissance about the kinds of ways to butter up each diplomat won’t hurt your cause either. Can your team manage to discover the demands from the parties, get intel on workarounds for the parties, and find a resolution?

Midnight Maniacs: Something or someone is killing residents in the upper class residential district of the Thv colony. Local police caught the murderer, a merchant of high reputation, in the act, but it seems that the murders have still continued and are becoming more frequent. As a team of Liberance International Investigators (LII), you have been tasked with helping local law enforcement find the culprits. Was the merchant framed? Are these copycat murders? Colonists are frightened and rumors claim everything from a cult of Destructionists, to a person-possessing poltergeist, to Thright Accord assassins. Can you find who or what is responsible before anyone else gets killed? Will the culprits come for you next?

Assessing an Armory: With the threat of war looming, the GLE has tasked your team with assessing the colonies’ capabilities to protect against an assault from the Thright Accord. You’ll need to work with the colonies to assess the amounts of armies, weapons, and other fortifications as well as implement an international military registration system. This task is made difficult by the growing mistrust among colonies of any international authority. Your unofficial objective will be to convince them of the pros of the GLE. The GLE will assess your progress in one week. Can you gather 100% of the data without resorting to espionage? Can you convince each colony to register their militaries? How highly will the GLE rate your performance?

Widening the Cracks: As a covert team of the Thright Accord, your mission is to infiltrate the population of the Seasaes colony by way of deception and use propaganda, rumors, and/or staged protests to further ruin relations with the New Selthine colony, even going as far as inciting riots. You have one week to escalate tensions. The more mayhem your efforts cause, the better position the Thright Accord has in negotiating control over the colonies in an effort to avoid war. Even so, be warned. If the public catches wind of your ruse, then not only has the mission failed but so has the path towards peace.