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Thread: Empire 7: Into the Depths IC Thread

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    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Turn 11
    Spoiler: News and Rumors
    Show
    Madrina Alverna has fallen suddenly ill. During a public appearance at an adoption ceremony, she is overheard complaining of fatigue, and begins drifting in an faint. Her ward Duarto quickly makes their excuses and returns her to the family home. Over the next several days she remains bed-ridden. Only immediate family and doctors are allowed to visit, and well-wishers (or curious opportunists) from other families are turned away with sparse placations or strong words. None of the priesthood are permitted, either; whether this is due to some distrust, or merely Uschi's stubborn atheistic views, is a subject of speculation.

    With one exception: the madrina, whenever coherent, continues to ask for Veruha Mascerena. When the color-changing lionfish arrives, all but Duarto and Veruha are asked to leave, and the three spend many hours in closed conference. Even after, Veruha remains by her side while doctors continue their analysis and treatments. No-one in the family questions this, though outside rumors abound. Duarto returns to update the family, and the public, and takes on Uschi's responsibilities. He refuses, however, to take up the title of Padrino while she still lingers.


    Actions:

    1) [Diplomacy] Press Confederation Claim - Region 103 (Roll: 18 - Success)
    Pending

    2) [Diplomacy] Create Cultural Identity: Practical Curiousity - Investigations -> 2d8
    The sereians of the Costa are a curious people, in a practical way. "What is it?" is an important question; no less important the following "How is it useful?"

    3) [Diplomacy] Sway Merchants - Region 65, using Cobalt Dye to satisfy desired import (Roll: 16 Contested by STC: 13 - Success)
    4) [Economy] Buyout Trading Post - Region 63 TP1: Sheerspun Fabric (Roll: 7 - Failure)
    With the way south opened, and new cultures and goods on the horizon, Costa merchants begin their outreach to get a piece of the action.

    5) [Faith] Organize Religion - Brilhinte
    Organization: One Doctrine - The Brilhinte Church
    Religious Head: Earlee Perna, Arete Priestess, Priestess of Jurxo
    Holy Site (5) Bonus: +1 Seek Aid - The effects of the Divine's intervention with the Gharials has been one of the largest drivers of faith lately, and the tenant of Virtue professes attaining excellence in any pursuit.

    With the renewed blossom of believers over the last decade, and the successful recovery of rediscovered temples, the ranking clergy of Brilhinte see an opportunity to fill the void of faith left by the Costa's secular pursuits. After much discussion and argument, vague ideas turn to planning, letters become meetings. The consolidation of disparate opinions resolves over several years into a formal meeting of all seven priestesses and priests. Already those with the greatest sway on the religious creeds of the sereians, this group forms the Conclave of the Seven Divines to align their followers into a single doctrine. Additionally, rules are agreed upon and placed that will determine how the future of the faith my expand and evolve.

    The Conclave of the Seven Divines will meet once every three years to discuss the course of the faith and any updates to doctrines and operations. Any changes from the original articles of faith may be brought with the support of two members, and will require a majority of five votes in favor to confirm. The conclave establishes the position of Arete Priest, who will serve both to represent them publicly as a unified spokesperson, and with the ability to prevent a deadlock of debate: if a vote cannot reach conclusion after three revisions, the Arete Priest may certify a decision with only four backing votes, counting their own.

    At the conclusion of the first conclave, it comes as a surprise to many that the first declared head of the church will be Arete Priestess Earlee Perna. The youngest member of the priesthood, the conclave votes her into the position with only two dissenting votes: her own vote (in favor of the Priestess of Raquela), and the Priest of the Deep's (in favor of themself).


    6) [Intrigue] Secret Action

    Non-actions:
    What secrets hold the Deep?
    Prize of the Depths - Spend 2 favors and 1 reputation with the Abyssal Stewards to acquire an ancient artifact.
    Exchange Filtration Grafts and Razor Current Netting technologies to the Kar-Nath Hegemony. Receive Electrodialytic Staurozoa and Mitochondrial Regulation techs in exchange. (Cultural Exchange)
    Economy (Roll: 21) - Relocate the Adventuring Scholars out of the path of the Trawlers, via Merchant Support in region 103.
    The Peixoto Costa sends several members to attend Oliver's Ball. (Roll: 18)
    Spend 2 treasure on secret action.

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 10; Military 5; Economy 10; Faith 5; Intrigue 8)
    End-of-turn increase: Diplomacy +1
    New Leader next turn: Yes - Duarto Alverna - dynastic inheritance (Diplomacy 6; Military 5; Economy 4; Faith 3; Intrigue 6)

    Generals: Illdo Loura (Military 8)
    Spies: Veruha Mascerena (Intrigue 7)

    Other: Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Earlee Perna, Arete Priestess of the Brilhinte church; Paidre Peixoto; Duarto Alverna; Conseco Loura

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar; The Cyphiri Union, The Kar-Nath Hegemony

    Spoiler: Resources
    Show
    Units: Sereia Militia x2
    Treasure: 4
    Reputation: ABS (3); CCA (0); DNA (0); PRS (2)
    Favors: ABS (2)
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Aristocrat Support: 134(C), 103, 130
    Effective Trading Posts 29 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 11
    Primary Religion: Brilhinte (5 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Clergy Support - 134
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Filtration Grafts, Bitter Tourism
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-09-02 at 01:07 PM.
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