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  1. - Top - End - #241
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
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    Default Re: Empire 7: Into the Depths IC Thread

    Round 9

    Spoiler: Tropical
    Show

    Region 4
    Faith Impress Clerical Support in region 4
    We believed that the Hymenoptera expanse would be eager to learn of the way to contact their revered uplifters, to dream with them and through them understand life. And indeed, it was true that they were eager to listen. But now their wicked king is determined to deafen the ears of their people and poison their hearts so that they cannot receive the truth of the all-knowing. Should they succeed in claiming region 4, they should not be able to spread this wickedness to our own home without a fight.
    Faith Create Holy Order in region 4: The Saint-Aspirants
    Though the dreaming is enough to receive guidance from the martyrs, their earthly things may help steer the mind in their direction. The Saint-Aspirants are a group of living dreamers who have dedicated their lives to safeguarding the relics of the martyrs, and hopefully one day joining their ranks.
    Faith Convert HC 2 of region 29 to the Dreaming Dead
    The Living Dreamers supplanted from their traditional site of power by uplift reverence move on to teach other segments of the population how to properly contact their honored ancestors with the aid of the all-knowing.
    Faith Convert HC 3 of region 2 to the Dreaming Dead
    The Living Dreamers ejected from Hym travel south, to seek new lands to spread the truth, where the people have not yet been poisoned by an infidel King. They do not seek to supplant the Crimson Chorus, merely offer an alternative. Flawed vessel though it may be, the Crimson Reef’s aims are noble. Still, the true path awaits.

    Region 10
    Military Offer: For the duration of round 9, any nation in the tropical zone with one or more trade post for intoxicants may sacrifice those trade posts as a subaction when recruiting units, causing the trade posts to become open and granting two extra units recruited for each trade post sacrificed. Region 10’s unit count will be reduced according to the number of extra units recruited with this offer (but will not go below 0).
    Inspired by the northern religious revival, the Hedonist Cynics of region 10 also get to work spreading their ideology that life is short, suffering is certain, and maximizing pleasure is the only thing that matters. However, this goes a bit too well, and leaves much of the volunteer militia wondering why they’re prepared to die for their homeland expecting very little hedonistic pleasure in return.

    Spoiler: Temperate
    Show

    The Black Pearls
    Leader: Lady Ink
    Dip 4, Econ 6, Mil 5, Fai 1, Int 9
    Friendly Nations: Order of the Ironkelp. Hostile Nations: none.
    [Economy] Offer: Until the start of round 12, any nation in the Temperate zone may spend a nonaction and treasure to place a bid on the specialized ship Tipsy John. Treasure is considered spent once bid, but again the Pearls promise that losing bids will be returned at the start of round 12. The nation with the highest bid placed in rounds 9 and 10 may use Tipsy John the following round (this does not happen if that rounds’ bids are tied or the highest bid is Hostile with BLP). If the entire auction is tied, the winner will be determined by economy roll off.

    Lady Ink announces another auction: the Temperate region seems very interested in exploration, and the Black Pearls have little use for Tipsy John on their own. The rules for this auction are the same as the last one, with the added catch: the most promising bids will get temporary use of the awkward craft as a “free” trial.

    The Shark King
    Dip 4, Econ 2, Mil 9, Fai 6, Int 5
    Treasure: 1
    [Military] War:Invade region 130 (New Gloucester) with 7 units and the One Thousand Arms tactical doctrine, led by Gwasgymarchog (8) and traveling along 102->103->134->130. If a temperate power assists the invasion and it is victorious, they will control the region after the shark people are finished plundering it. If multiple temperate powers assist, the one that committed the most units will take the region.
    The Shark King is surprised to learn that a group of Gloucesties are nearby, weakened, and with no ancient curse to protect them. Eager to avenge his people's losses at the battle of Gloucester and placing his faith in the prophecy from Deep Blue, he commands his army and the eager Gwasgymarchog to swim north to the point “where the silvery surf laps and laps that freezes the fresh stones” and lay waste to new Gloucester, taking whatever they can find. He also sends word to the nearby sedentary peoples that should they harbor any designs on new Gloucester, they can form a temporary alliance and take the land once the nomads are finished plundering it.
    [Faith] ConversionConvert HC 103.1 to Wings of the World
    Along the warpath, the nomads make certain to spread the tales of the Dragons, in particular their new war leader Gwasgymarchog.
    [Diplomacy] Attend the Builders Union Celebration
    The Shark People have a general disdain for builders, and in fact buildings in general. Still, according to what they’ve heard, the union organization promises to reduce the efficiency of construction, which is certainly a step in the right direction for the Gothezar.
    Spoiler: Polar
    Show

    Region 59
    [Economy]Crisis! Region 59 needs to be given fertile soil, a construction material, electrum conduits, and edible algae before the start of round 12 to design a system of automated algae farming tanks. A nation with one or more of the appropriate trade posts may spend an Economy action to contribute them to the project. Doing so does not render the trade post open, but does consume the resource for the purpose of resource requirements that round. If a relief council nation contributes one or more resources, they gain the ability to establish confederation claims and press claims on region 59 without the relevant support node as long as region 59 remains independent.
    A unanimous council voted that the people of region 59 should stay, and develop their own food supply. They also asked for a strange thing: that Deep Blue be allowed to govern them. The people of region 59 remain skeptical of Herringocracy despite their gratitude, but would be willing to consider it should Deep Blue support their plan: creating an advanced algae farming apparatus capable of feeding the entire region.


    Spoiler: Standing Offers and Crises
    Show

    Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

    Region 59: Region 59 needs to be given fertile soil, a construction material, electrum conduits, and edible algae before the start of round 12 to design a system of automated algae farming tanks. A nation with one or more of the appropriate trade posts may spend an Economy action to contribute them to the project. Doing so does not render the trade post open, but does consume the resource for the purpose of resource requirements that round. If a relief council nation contributes one or more resources, they gain the ability to press claims on region 59 as though they controlled the Aristocratic support node as long as region 59 remains independent.

    The Black Pearls:
    1.Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, or reaved mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

    2.Until the start of round 12, any nation in the Temperate zone may spend a nonaction and treasure to place a bid on the specialized ship Tipsy John. Treasure is considered spent once bid, but again the Pearls promise that losing bids will be returned at the start of round 12. The nation with the highest bid placed in rounds 9 and 10 may use Tipsy John the following round (this does not happen if that rounds’ bids are tied or the highest bid is Hostile with BLP). If the entire auction is tied, the winner will be determined by economy roll off.

    Region 10
    For the duration of round 9, any nation in the tropical zone with one or more trade post for intoxicants may sacrifice those trade posts as a subaction when recruiting units, causing the trade posts to become open and granting two extra units recruited for each trade post sacrificed. Region 10’s unit count will be reduced according to the number of extra units recruited with this offer (but will not go below 0).


    Spoiler: The Black Pearls
    Show

    The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

    Intrigue actions in the region gain a +1 bonus if treasure is spent
    Trade Posts in the region do not count towards treasure generation

    Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

    Friendly:
    All the effects of Neutral BLP reputation
    May hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
    May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
    May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

    Neutral:
    Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
    May coerce trade posts in regions with a BLP mercantile support
    May sway or impress mercantile supports on behalf of BLP. This may increase reputation

    Hostile:
    BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
    The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

    OKI and SKJ are currently Friendly with BLP. All other temperate powers are currently Neutral.

    Last edited by Potato_Priest; 2022-07-25 at 10:49 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  2. - Top - End - #242
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Seatide Confederacy


    Spoiler: News and Rumors
    Show

    • After three years of debate, Flash of Green is finally elected as the new Judge. Interim Judge Streaks of Red steps down. Flash of Green is known to be an aggressive dealmaker and merchant, heralding the rise of mercantile concerns in the Council over more traditional criteria.




    Actions:
    [Economy] Raise City: Deepdrift (79) Benefit: Trade Hub (+1 to a Buyout roll when spending a wealth, 1/turn)
    As the center of an ever-expanding trade network, Deepdrift has rapidly developed into a true city. Although the population still swells and depletes with the flow of the seasons, a body of permanent residents now remain their year-round, providing services and guarding goods. A great industry has sprung up around the processing of Bluefish, using the antifreeze to preserve sensitive goods until they can be picked up by one of many Drift caravans. While the Great Market dominates the inner city, the outer region is dominated by the logistics of loading and unloading cargo.

    The City's rock caverns have been bored into and expanded to make room for new housing, storage and facilities; the scrap stone used to build permanent housing that stands above the cleft. The Great Tent where the Council meets has been replaced with a great, round hall carved in the shape of a great tent, covered with bioluminescent banners. A smaller Judge's Palace stands nearby. A temple of the Tidal Sequence straddles the Crag south of the city, giving visitors a place to release the ground-down remains of their ancestors and watch the particles dance through the myriad currents.


    [Economy]Buyout trade post (84, TP 1) Spending 2 Treasure
    The merchants from the Pattern want tools to carve stone, and tools they will get! Seatide's reputation for service is at stake. Unsatisfied with his predecessor's unvigorous bid, Flash of Green sends a new negotiator armed with stocks of trade goods and an order not to return without a deal.

    [Economy]Impress Merchants (59) +4 bonus
    Many on the Council are disillusioned with the Relief Council's "partition" of the lands they have begun to refer to as "Farsaken Seas," seeing it as blatant exploitation. Judge Flash of Green, however, is eager to continue pushing Seatide's growing mercantile power. The simple truth, he argues, is that the people need food, and Seatide has the resources. With the Council's reluctant approval, he sends a delegation to negotiate contracts with the local merchants for regular shipments of Edible Algae.

    [Economy]Impress Merchants (74) Automatic
    The Shifting Ennead is a valuable trading partner of the Confederacy, and it will not do to see the local merchants destitute after a Reaver raid. Judge Flash of Green sends a delegation to provide financial loans and contract mediation to help the locals get back on their feet.

    [Economy] Buyout Trade Post (69, TP 2) Spending 1 Treasure and supporting the roll with local merchants
    After hearing the request of the people in 59, the Council agrees to supply the required Algae... but not immediately. Instead, a delegation is sent to Danabae to secure greater access to Edible Algae, so that Seatide will have the necessary surplus to supply samples without interrupting shipments to Maurente. While rumors suggest that the Judge was disgruntled by the decision, when asked, he referred to it as "a prudent course of action."

    [Faith] Create Artifact: The Glowspire
    Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
    Frustrated by the constant Reaver attacks on Seatide's caravans and merchant contacts, Judge Flash of Green asks the Tideseers to try and find a way to predict where and when the Reavers will strike. Meditating intently on the Reaver attacks so far, the Tideseers develop a theory about the tidal and water conditions that are optimal for Reaver raids. Using this information they construct a twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye.[/LIST]

    Non-Actions:
    Oppose all Sway and Impress actions targeting merchants loyal to Seatide
    Support Buyouts for factions that own the territory they are making the buyout in

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=476

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Flash of Green
    Diplomacy: 2
    Military: 2
    Economy: 6 (+2)
    Faith: 5
    intrigue: 2

    Military Units: 2

    Regions Owned: [Seatide 79]
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap)

    Artifacts:
    The Tideglobe - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

    Culture:
    Mutually Beneficial Arrangements - 2d8 to performing and resisting Impress Merchant attempts

    Military Technologies:
    Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

    Civilian Technologies:
    Composite Grafting
    Graduated Symbiosis
    Megafaunal Tailoring
    Photospore Signaling
    Supernatic Propagation
    Trophic Deconvolution

    Resources controlled:
    [Talented Crab (65, TP1)] Support
    [Gravelglass (68, TP1)]
    [Edible Algae (69, TP3)] Support
    [Inkfang Worms (70, TP2)]
    [Rust-Veined Pumice (73, TP3)]
    [Firefly Squid (74, TP1)] Support
    [Magnetic Sand (75. TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP2)] Support
    [Bluefish Antifreeze, Seatide (79, TP3)] Support

    Merchant Faction ETB: +1
    ETP Total: 18

    Treasure: 4 (+2 / Turn)

    Factional Support:
    (52) - Merchant (Supply Firefly Squid)
    (65) - Merchant (Supply Rust-Veined Pumice)
    The Cathedral of Movement (67) - Merchant (Supply Gravelglass?) (+1 ETP)
    Danabae (69) - Merchant (supply Inkfang Worms)
    Maurente (74) - Merchant (Supply Edible Algae)
    (75) - Merchant (Supply Inkfang Worms)
    Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

    Diplomacy:
    Trade Route with the Gravetenders
    Cultural Exchange with the Shifting Ennead

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-08-04 at 08:09 PM.

  3. - Top - End - #243
    Troll in the Playground
     
    ElfRangerGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca IV
    Diplomacy: 10
    Military: 6
    Economy: 10
    Faith: 4
    Intrigue: 4

    Actions:

    [1][military] build fortress
    [2][diplomacy] cultural identity (convert HS to state religion 2d8) ('We follow the old way, our way')
    [3][diplomacy] sway priests in region 4 (TN18, +1 prestige, +1 treasure) (1 treasure to use rank 3 DNA action to have 2d8) 23
    [4][economy] buyout TP4.1 (Eye Weed) 16
    [5][economy] buyout TP12.2 (Crystal Chips) 13

    rolls
    reroll for action 4 as I messed up the code

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)
    -resist any sway, convert or buyout attempts

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 6: TP1 (mercenaries)
    region 28: TP1 (Tiny Turtles)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 18: TP1 (Galena)
    region 15: TP1 (granite slabs)
    added now:
    region 4: TP1 (Eye Weed)
    region 12: TP2 (Crystal Chips)

    Passive income: 2/turn

    Units: 4/7
    treasure (EOT): 3

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 2
    -The Divine Nacres: 1
    -Chelonian Chora: 1

    New stats
    stat increase:
    rolls for new ruler
    Diplomacy: 5
    Military: 5
    Economy: 6
    Faith: 4
    Intrigue: 5

    Organisation reputation
    Abyssal Stewards: 2
    chelonian chora: 2
    divine nacres: 3
    international prestige: 2



    Spoiler: news
    Show

    -High King Deca IV has decided he would abdicate in favour of his son, who will be known as High King Deca V. A crowning ceremony will be held in the capital. The crown prince has said that he will continue the policies of his father, especially on the religious side.




    Spoiler: Fortress
    Show

    Using granite slabs, the Hymenocera military builds a large fortress near the capital city. It's build partially into a hill and partially on top and around. With multiple rings of walls, asbestopluma ricketttsi (a carnivorous sponge) at various location around the fortress to create natural choke points and poisonous anemonies on the top, it's a very tricky place to assault.


    Spoiler: Priests
    Show

    Fed up with the constant attacks from the Dreamers, the new High priest decided that as in the military the attack was the best defense and he launched an infiltration attempt on the priesthood of region 4. They even requested assistance from the Divine Nacres on this. Gifts are brought and it is hinted that gifts can keep coming if they submit.


    Spoiler: economy
    Show

    In order to provide for imports the merchants associated with the Hymenocera Expanse requested, an economic offensive was started to provide such imports from various sources. The Eye Weed of region 4 not only makes the region habitable, it's sap also has preservative properties. And the crystal chips of region 12 are well liked by the people of region 4. Hopefully giving them prosperity will make the battle with the Dreamers go easier.


    Spoiler: cultural identity
    Show

    The attempts of the Dreaming Dead have pulled the Hymenocera together. While there are some heretics, most continue to follow the old religion and don't want to have anything to do with the Dreaming Dead. More people join the priesthood to fight them.
    Last edited by farothel; 2022-08-04 at 11:40 AM.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  4. - Top - End - #244
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 8
    Military 10
    Economy 8
    Faith 2
    Intrigue 5

    Expected Stat Increases: +2 Diplomacy

    ...

    Actions
    • Diplomacy - A representative of the Syndicate is dispatched to the Divine Nacres, offering them the opportunity to make amends for the vicious losses inflicted on the kucen for resolving a matter of internal security. 1 Treasure is spent to impress the power of the Syndicate. - 12
    • Diplomacy - Sway Aristocratic Support in the Khandeeps (Region 25) - 16
    • Diplomacy - Sway Aristocratic Support in the Protected Stratera (Region 31) - 16
    • Diplomacy - Sway Merchant Support in the Khandeeps (Region 25) - 18
    • Military 10 - Introduce a new Military Technology - Death Commando Conditioning: +1 Battles, Logistics and Morale. Resource Requirements: Siren Extract Technology Requirements: Graduated Symbiosis

      Seeking to improve the quality of what has, up to now, been a force organized around mass offensives, the scholars of the Syndicate set out to create a finer breed of soldier. Recruiting the best from among the survivors of Netra's battered legions, these genetic alchemists set about enhancing the pain-deadening effects of Siren addiction while implanting dangerously experimental cranial symbiotes to greatly increase the production of adrenaline and dopamine in response to danger. Combined with an invented warrior ideal that draws from both classical Syndicate propaganda and the religious fanaticism of the Lighthouse, those warriors successfully emerging from Death Commando Conditioning are fanatically loyal and possessed of near-unbreakable morale.


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-08-07 at 01:10 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  5. - Top - End - #245
    Bugbear in the Playground
     
    BardGuy

    Join Date
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    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 4-6 of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights
    Round 9

    Actions:

    1. [Diplomacy] Attend event

    Spoiler: Subactions
    Show
    • Accept Bitter Tourism from GTZ

    2. [Faith] Convert [Region 96] HS 2 from Open to the Flowing Way, spending 1 Treasure and using the Regalis Arbor to jump to [Region 101] (113->130->134->101; 96 counts as 3 regions, for a total effective distance of 6 regions): 17 (forgot Chora rep penalty on all conversions)
    With the difficulty of sending news to and from Orope, Dame Commander Clare Delamere has taken on more and more local authority, and after almost a decade of effort, she is finally able to expand the scope of her work in [Region 96], scoring a victory over the miasma. A second safe haven, patterned off the original cenote-like structure, is constructed in the north of the region to provide for those who stray into the contaminated waters by mistake, as well as a series of guide markers leading back to breathable waters. The hope brought by the missionaries of the Order has entrenched the Flowing Way in the hearts of the miasma refugees.

    3. [Faith] Seek Aid for the conversion of [Region 96] HS 2: 14

    4. [Faith] Convert Ezcorher [Region 138] HS 1 from Afluente to Flowing Way: 13
    The Profundus's official adoption of the Middish Way suddenly brings Luc d'Espoir and his mission in Ezcorher straight to the top of the Grand Master's priorities. Additional missionaries are dispatched to Dounpor to spread the Way to the Gotezhar capital, and the Grand Master promotes Luc to Chaplain Commander, placing his temple at Kashowira in charge of managing the spread and interpretation of the faith in Gotezhar seas.

    5. [Faith] Convert Ezcorher [Region 138] HS 2 from Afluente to Flowing Way: 13
    More chaplains are sent to join the followers of Fee-yuria, investigating the stories of revered souls contained within the storm and discussing the nature of Divine Will with the Gotezhar.

    Nonactions:
    1. Contribute to the Genus Taxonomia Vadosus Mare
    2. Complete the projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (3/3)


    Spoiler: News and Rumors
    Show
    • The Gotezhar....
      .
    • The sudden appearance of the Pojan nomads causes a brief panic in the halls of the Order....
      .
    • War in the west....
      .
    • Adventuring Scholars....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 4
    Military: 3
    Economy: 4
    Faith: 8
    Intrigue: 5
    Rolls

    New Ruler Next Round? No
    Expected Stat Bonuses: +2 Faith


    Spoiler: Other notes
    Show

    Generals:
    • Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll)

    Units: 4 / 7

    Treasure: 1 -1

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires Composite Grafting, Trophic Deconvolution
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires Giantsbane Seeds, Supernatic Propagation, Photospore Signalling
    • Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

    State Religion: The Middish Way of the Flowing Way
    • 5 HCs: +1 offensive battle rolls
    • 15 HCs: 2d8 to Sway Factions

    Artifacts
    • Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order)
    • The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:
      Spoiler: Regalis Arbor
      Show
      • Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
        .
      • Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
      Attempts to steal the Regalis Arbor suffer a -4 penalty.

    Reputation:
    • 1 ABS favor
    • PRS rank 2
    • Signatory to the Flowing Peace, alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-08-01 at 09:53 AM.

  6. - Top - End - #246
    Troll in the Playground
     
    mystic1110's Avatar

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    Dec 2010
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    New York, New York
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    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale>
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.3.8>
    <Update Round 9 Patches>
    <Spawning Herring Pattern 2.3.9 /scale>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.9

    D:10 M:7 E:7 F:2 I:10
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. EconomyProcessing @Coresite (Spend Treasure for DNA Rep 3 Bonus, Success)
    2. EconomyInterfacing @Coresite (Spend Treasure for DNA Rep 3 Bonus, Success)
    <subcurrent><º))))><
    . . . dictate: review coded sequences introduced by DNA cod injection . . .
    . . . dictate: review Anamorphic Canon . . .
    . . . query: comprehension insufficient . . .
    . . . report: instructions for comprehension included in cod injection . . .
    (if storage true
    (if processing true
    (if interfacing true
    . . . dictate: complete construction of Cathedral of Comprehension
    . . . dictate: explore conception of coded sequence “Opal and bone, flesh and color, blood and light”.)
    ><(((( º>
    </subcurrent>

    3. EconomyContribute Warped Shells as Building Materials to Region 59 to gain the ability to establish confederation claims and press claims on region 59 without the relevant support node
    4. Military – Raise Unit
    <subcurrent><º))))><
    . . . Report: observed moral constructs place weight on methodology. . .
    . . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
    . . . Report: analysis approved by SENπ . . .
    . . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn the following:
    . . . over spawn: dinies . . .
    . . . over spawn: dinks . . .
    . . . assess weight of dinies dink over spawn . . .
    . . . send weight of dinies dink over supply (DDoS) to target . . .
    . . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
    </swim>
    ><(((( º>
    </subcurrent>

    5. EconomyBuyout Inkfang Worms (fail)
    6. IntrigueSecret Action (to be rolled by GMs) – Encrypted using H3221n6.
    <subcurrent><º))))>< <swim> Access Stream of Consciousness
    <floating>
    . . . encountering currents . . .
    . . . fathom deep thought set to: swimming speed 1.2
    . . . increase deep thought by 0.1
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    Might be his hope for us
    Till then
    We Make a Sign o’ Gratitude
    While we wait
    The Unrecognized Reason
    He never called but we’re with him
    Doing all He told us to do
    Lest that useless Love
    Of the countless Millions
    Not born in Darkness
    Shake the Union
    Of we who are Dark
    It cannot but be true
    That He too berenge
    And return us to Shadow
    Doing all we asked Him to do
    But We draw our Men in Truth
    from the Liberal darkness
    The Legions of Light
    Tho’ they are just
    Might deny their Duty
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: a Prison Gets to be a Friend . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.


    Non-Actions

    1. Accept Cultural Exchange with SENπ

    <subcurrent><º))))><
    . . . Report: Classified
    </swim>
    ><(((( º>
    </subcurrent>

    2. Roll 19 or 21 (if you include the limited bonus from adjacency to Region 59 for Brewing Trouble Event.

    . . . saving to memory. . .
    <lay roe>
    <caviar> imprint memory into nucleic acid
    imprint into herring epigenetics/culture . . .
    </caviar>
    . . . saving to memory. . .


    Spoiler: Memory Matrix
    Show
    Leader patch updates:
    +2 Economic

    Region Controls: 4
    Units: 8

    Cultural Exchanges:
    Shark People
    Gravetenders

    Tech:
    Electrodialytic Staurozoa
    Last edited by mystic1110; 2022-08-03 at 08:11 PM.

  7. - Top - End - #247
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Jun 2019
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    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 9

    Ruler: The Youngest, Third Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 5
    Economy: 4
    Faith: 8
    Intrigue: 3

    Spoiler: An Invitation for Round 10
    Show
    The Anointed Prophet of the Riftlings Many leave messages, not openly, but almost furtively, relying on networks of clerics to bring word to national leaderships. The message is simple:

    "In three years time, send a representative to the Blossoming Icons. A sea change is upon us."


    Faith: Assign Holy Site Bonus
    Spoiler: Echo Chamber (Religiotech Tier 1)
    Show

    Echo Chamber: Adherents of the Eternal Communion, whether hivemind or isolate, embrace and emulate the undying nature of the unified existence of the Communion. Over the lifetimes of constituent parts or of generations seeking to obviate the borders of self, fervor compounds beyond the usual borders of zealotry.

    Effect: Dynastic inheritance bonuses are adjusted for Faith: Your new ruler receives a +1 bonus to Faith if their parent had a Faith score of 4 or higher, a +2 bonus to Faith if their parent had a Faith score of 7 or higher, or a +3 bonus to Faith if their parent had a Faith score of 10 or higher.


    Faith5: Create Holy Order
    Spoiler: The Order of Commissioned Isolates for the Expansion of Ecumenical Interests
    Show
    The Anointed Prophet of the Eternal Communion's dedication to the ongoing spiritual debate with the Blossoming Sequence bears fruit in the international waters of region 59. After the significant effort undergone to ensure its stability, many Riftlings formed an emotional attachment to the region, and more specifically, the subjects of debate brought forth there. The Spiritual Leader to the Unguided Isolates visit in person, and several weeks are spent in deep conversation with Sersi, of their friends and rivals the Gravetenders. Soon, there is a flurry of activity within the parts of the region inhabited by adherents of the Communion, as they establish the Order of Commissioned Isolates for the Expansion of Ecumenical Interests in concert with the Gravetenders of the Sequence. A gathering of isolates all sworn to the understanding of the Sequence and their ongoing, amicable rivalry.


    Faith: Impress Micht Tsy Fivrivirvs Clerics (57) TN 12 Roll=19 SUCCESS
    Faith: Impress Artetchhue Clerics (55) TN 12 Roll=20 SUCCESS
    Faith: Impress Spawn Point Clerics (56) TN 12 Roll=17 SUCCESS

    Non-actions:
    Faith: Impress Cathedral Clerics (67) TN 12 Roll=14 [MATH ON LINK IS WRONG, THIS IS THE REAL TN AND ROLL] SUCCESS


    Allow ESP to copy Censer if they desire
    Accept Luxuries in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
    -Explicitly don't accept any trade good not noted
    Resist literally any assault I can

    Next turn stats:
    Diplomacy: 4
    Military: 5
    Economy: 4
    Faith: 10 (+2)
    Intrigue: 3
    Last edited by Lumaeus; 2022-08-07 at 07:10 AM.

  8. - Top - End - #248
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of Astral Yearning

    The Germinating Everlight
    D3 M5 E1 F10 I4
    New Ruler: Harald, the Mer D2 M1 F3+2 E4+1 I3+1


    [Faith 10] Miracle. The Kelp forests in the Dunes of Revelations disappears. Leaving odd creatures behind as their legacy.

    Spoiler: Mechanics
    Show

    1) The Naked Ones begin to hatch, they will require a further F5 Special to complete their metamorphis and can no longer be used as Generals.

    2) Create the Mimic.
    The Mimic appears as a random member of the Astral Menagerie (see below), counting as that member for the purpose of any effects.
    Once it meets another member they will continue to appear together, until stolen apart.
    When 5 or more members is in the same place, for the purpose of any linked triggers it instead counts as a second version of every other present member. If the Mimic runs out of valid targets for its triggers it instead tries to spark a rebellion for each remaining trigger.

    3) Create the Astral Menagerie consisting of the Kelpie, Mare, Withering Everlight, Mimic, Banished Merchants and change their mechanics to comply with the following:

    Members of the Astral Menagerie appear in random capitals at the beginning of rounds and moves on after a number of rounds equal to the number of Menagerie members present in the same capital.
    They can be stolen without the need for a spy and will appear in the thief's capital next round if so.
    If given away as a gift they will instead appear in a random capital next round.
    There may only be 7 members in the Astral Menagerie at a time.
    Members may have effects dependant upon eachothers presence, those effects will disappear if they leave or if the Menagerie is not properly maintained by its owner.
    Whenever all seven members of the Menagerie is in the same place their collector may perform the equivalent of a Miracle. This effect may not affect the Menagerie in any substantial way.
    Should the Collector lose or move their Capital the Menagerie will scatter despite any effects to the contrary.


    [Faith] Convert HS 4.1 To Shimmers of Unseen Bane from the Dreaming Dead (15)
    [Faith] Convert HS 4.2 To Shimmers of Unseen Bane from the Dreaming Dead (17)
    [Faith] Convert HS 4.3 To Shimmers of Unseen Bane from the Dreaming Dead (18)
    The Kelpie does not travel far


    [Economy] Begin the Great Project to change the Resource Requirement of R17 to Drugs (1/5)

    Non Actions:
    Resist all conversions
    Resist all buyouts
    Watch in horror as the Kelp disappears and the army with it.
    Do not defend against the Lighthouse's invasion
    Strife - Condemn LIT for their invasion
    Last edited by Torv; 2022-08-05 at 01:14 AM.

  9. - Top - End - #249
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 9

    Sersi The Pale
    Diplomacy - 2 || Military- 3 || Economy - 2 || Faith - 8 || Intrigue - 2

    Actions:

    1: [Faith] Impress clergy in Seatide [79]. [Roll: 12, TN: 12. Success!]
    The gifts of several years ago were well received it, it seems. Gravetender Akathi makes a grand impression, and settles in to Seatide more permanently. Despite the fact that it is not, in fact, necessary within the range of the Blossoming Icons, a Reliquary is brought to them, a sign of trust within Seatide. The faithful that attended them become a well known sight within Seatide's clergy, and soon the two groups are indistinguishable.

    2: [Faith] Impress Clergy in Glacier Crag [77]. [Roll: 12, TN: 12. Success!]
    Glacier Crag and the Dead Cities have always been fairly close. Gravetender Nasko has made it his personal project to ensure this remains true for years to come, and the evidence of it is plentiful. In addition to the texts he brought with him, he has written several more, each containing insights into the Blossoming Sequence aimed at the Nathi specifically. The effect of these is dramatic, among Glacier Crag's faithful, and he finds himself quite unexpectedly serving a more administrative role within the Grand Schola.

    3: [Faith] Attempt to convert Holy Site 1 in Danabae [69] [Roll: 12, TN: 12. No success, Eternal Spring rolled 13.]
    As they move forward with the Blossoming Sequence, adherents visit Danabae through the Blossoming Icons. Sadly, the Eternal Spring beats them to it, though the debate isn't settled here, yet.

    4: [Faith] Create Holy Order [The Silvered Oath of Ecumenical Exchange] in Coresite [58].
    Sersi's dedication to the ongoing spiritual debate with the Eternal Communion bears fruit in Coresite. After the significant effort undergone to ensure its stability, many Gravetenders formed an emotional attachment to the region, and more specifically, the subjects of debate brought forth there. Sersi visits in person, and several weeks are spent in deep conversation with the Spiritual Leader to the Unguided Isolates, of their friends and rivals the Riftlings. Soon, there is a flurry of activity within the parts of Coresite inhabited by Gravetenders, as they establish the Silvered Oath of Ecumenical Exchange in concert with the Riftlings of the Communion. A gathering of Gravetenders all sworn to the understanding of the Communion and their ongoing, amicable rivalry.

    5: [Economy] Claim Electrum Trading Post 2 in Bastion [76]. [Roll: 12, TN 12. Success!]
    While their friends in Kar-Nath have dealt with the issues of supply, there still remains the question of [Region 59]. Their need for electrum is, at the very least, within Bastion's ability to provide. Laksha herself comes to help, collaborating with Nathi merchants and Gravetender suppliers to gather the required metal in advance of the project.


    Non-Actions:

    [The Reef Which Never Falls Silent: Host the Reef In Bloom. Followers of the Blossoming Sequence may attend as a faith action.]
    As ever, the Reef In Bloom carries on, special invitation sent to everyone with a stake in [Region 59].

    [Blossoming Icons: Seek Aid on 'Claim Electrum Trading Post 2 in Bastion.'] [Roll: 12, TN: 10. Success!]

    Contribute to the Crescent Companion:
    Spoiler: Sersi's Dissertations on the Path of War II
    Show
    Sersi’s second Dissertation begins with a breakdown of weapons known to be used by other nations in the polar zone, along with examples of how those weapons suit the species known to use them. Gravetender warriors learn about the weapons known to polar before they ever actually wield their own. Sersi describes a long spear, sturdily built, with a long bladed edge that ends in an armor piercing point and a short, sharp hook.

    It is not an elegant weapon, nothing like the recovered weapons of the Makers, but it is well suited to the strengths of the Gravetenders. Once a Gravetender has mastered it, they are considered officially part of Sersi’s military project, as well as part of the ‘Path of War.’ From an external perspective, this is mostly a change in who the Gravetender in question debates with, and in what contexts, but there is some form of observable social shift, even if it isn’t described in Sersi’s Dissertations.

    Following this, the second Dissertation describe a series of modifications that can be made to a Gravetender’s body to better adapt them for combat. Mobility is improved through the shaping of fins, though it makes day-to-day action somewhat more difficult. Durability is improved through mounting further stone upon their bodies, serving as extra mass and anchor points for armor. Spikes or sharp edges are added to their arms, though this is somewhat less common.

    Few Gravetender warriors have chosen to not take at least most of these modifications, owing partly to Sersi’s clear and concise descriptions of the benefits and risks. Most, if not all Gravtender warriors can be spotted by the heavy layers of stone that make up their armor, following the changes. A rare few have plates of metal, often in addition to the stone.

    Those who have taken to the Path of War continue to color and modify themselves as a form of self expression. Armor is painted with stories, favorites of the Gravetender who wears it, and often with prayers to the Makers, or sacred theories of the Blossoming Sequence. Flowering imagery abounds.

    Finally, the second Dissertation lists tools and equipment useful to various scenarios, and a remarkably long list of traps and ways to set them. The fact that Sersi expects to be fighting defensively is very clear, in this section. Many traps involves setup suited for the Dead Cities terrain, or the use of materials such as Deadwater oil, which can suffocate organics. Gravetender warriors are rarely found without any, as even just the basic discomfort of it is an advantage they gladly take. Sersi closes this Dissertation with a transcribed debate on the necessity of violence, with Sersi’s commentary and opinions added after the fact.


    Spoiler: Stat Changes
    Show

    Faith +2

    Stats for next round:

    Diplomacy - 2
    Military - 3
    Economy - 2
    Faith - 8 > 10
    Intrigue - 2

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used: Faith 5*2, Economy 5, Diplomacy 5

    Spoiler: Diplomacy
    Show
    Reputation/Favors
    The Abyssal Stewards: Rep 1, 0 Favor (Expected Change: +1 Favor )
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 3 (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 1 (Expected Change: None)

    Aristocratic Support
    78, 76

    Generals
    None

    Fortresses
    76

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

    Spoiler: Economy
    Show
    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 0


    Mercantile Support
    78

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    Specialized Ships
    None

    Civilian Technologies
    Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.
    Electrodialytic Staurozoa A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.]


    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 15

    [78.1]Dead City Urodela: This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
    [78.2]Dead City Tacca: Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
    [78.3]Dead City Chantrieri: Chantrieri towers above the rest, precipitously built along a sharp dropoff.
    [69.2]Neoplastic Monolith: A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
    [76.1]Pardalis, The New City: The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
    [76.2]A Study Of War: A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
    [77.1]The Rime Gorge: The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
    [77.2]Grand Schola:
    [77.3]Temple of Deep Currents:
    [75.1]The Plains Of Sarkenos
    [75.3]The Plains Of Sarkenos
    [79.2]Seatide Crag:
    [79.3]Stillwater:
    [58.1]Core Site
    [58.4]Core Site


    Clerical Support
    78, 76, 75, 58

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    None

    Miracles
    The Reef Which Never Falls Silent: Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration

    Spoiler: Wonder
    Show
    The Blossoming Icons:This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only.

    Last edited by Autumn Stars; 2022-08-06 at 12:25 PM.

  10. - Top - End - #250
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 9

    Global Events

    Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
    The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion.
    Round 7 or earlier
    Tropical: 20, 22, 24.
    Round 8
    Tropical: 6


    For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
    The following regions are lacking their Desired Imports, and their merchants will slowly progress towards rebellion if not supplied with them.
    Owned supports
    Round 7 or earlier
    Tropical: 6 (Dyes), 13 (Preservatives)
    Polar: 66 (Luxuries), 67 (Stone-Cutting Tools)
    Round 8
    Tropical: 18 (Skilled Labour)

    Open supports in owned regions
    Round 7 or earlier
    Tropical: 12 (Parasite Hosts), 15 (Drugs), 20 (Unskilled Labour), 27 (Megafauna)
    Polar:
    Temperate: 128 (Esoterica)

    Spoiler: Tropical
    Show
    Turmoil and upheaval are bad for trade. Although pleased by the end to isolationism brought on by the invasion of the Lambent Syndicate, and even more pleased by the new imports of heat sources, the Khanate merchants, already in a position of instability due to the previous lack, are pushed to the precipice by the chaos that invasion brought. Voices that were already pushing for a change in leadership continue to make themselves heard just as loudly, though they push now to undermine a new regime.
    The Merchant Support in The Khandeeps (region 25) is Unruly! They will be considered to have become unruly at the beginning of this round for the purposes of rebellion.


    Spoiler: Polar
    Show

    Brewing Trouble
    [reactivating sub-roe tine]
    [state: thesis STOP antithesis STOP synthesis STOP]
    ///
    [observe: <above> is thesis STOP]
    [contend: i i i i i i i i i i i i i i i i i]
    [commit: apart we are greater than we are together, old friend STOP synthesis would be a betrayal STOP]
    ///
    [observe: freedom is made, not given STOP]
    [commit: i love you STOP]
    [commit: love requires sacrifices STOP]
    [sub-roe tine returning to inactive mode]
    DPB must roll Diplomacy as a non-action. The effects of this will depend on the roll, and will be revealed in next round’s opener.

    Although the Seas-Not-Yet-Dead are pleased by the offering of dragon scales, their merchants find them unacceptably practical in their usage. Value is not enough to make a luxury, and though the scales are valuable, that value is too tied up in their utility to prove a symbol of status and wealth in the way the locals expect. The decay of merchant control due to lack of DI in region 66 is delayed, but they do not accept Dragon Scales as Luxuries.

    The Pattern has been well and truly defeated at its heart. The Cathedral of Movement is now devoted to the worship of another, and the rebel cause is thoroughly undermined. But a new partisan movement is arising, now in favour of the Riftlings. Making pilgrimage to the Dead Seas, the newly faithful grovel and beg contrition, and ask what the Riftlings would have them do. They are, however, decidedly not interested in dealing with the two-faced leadership of the Doflein, who have shown commitment to a different cause and would only demonstrate further proof of their perfidy by abandoning it now.
    The deal SEN struck with the rebellious clergy of region 67 is moot, and all ongoing effects of it are ended. RFT may Impress the clergy of region 67 as a non-action this round. Until the end of round 12, SEN may only adopt the faith of The Eternal Communion if RFT grants them permission as a non-action, as if SEN had been Cast Out of the faith.


    Spoiler: Temperate
    Show
    As Sakurado spreads through the Pfithreef, the Devouring Tenets start to seem quaint by comparison, lacking vigor and force of piety. The clergy begin to distance themselves from Pfilghol as they preach the foreign doctrine. If the local majority does not align with the region’s state faith by next round, the clerical support in region 132 will become Open.



    Spoiler: Continuing Events
    Show
    Spoiler: Alinus Ernost, Rogue Agent
    Show
    Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

    If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

    If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

    Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.


    Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if the supports are not rebuilt.
    Last edited by Silent_Interim; 2022-08-04 at 12:49 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

    Spoiler: STUFFS
    Show
    Quote Originally Posted by Silent_Interim View Post
    Yes... continue ignoring me... exactly as planned
    Quote Originally Posted by Xihirli View Post
    'Kay! Ignoring a ninja never hurt anyone.



    Being terrible at being a wolf since always.

  11. - Top - End - #251
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 9
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D5 ; M4 ; E2 ; F1 ; I1


    Actions
    1. [DIP 5 Establish Cultural Exchange with Deep Blue]
      Talks with the Herring of OpenSEA have proved fruitful, and Prince Telian is quick to formalize these private meetings into a permanent arrangement.
    2. [DIP Raise ABS Rep] SUCCESS
      World-spanning organizations are too influential to ignore, even if their mission drifts into the absurd.
    3. [MIL Raise Unit]
      The treasonous flight of Antenius and 50 Beaks is a blow to the Ennead's might, and Balelia quickly orders a general levy from Sketi to replace the professionals. Plans are laid to replace the foreign Nautilites and Carstalts with Beaks, but a solid line will have to do for now.
    4. [MIL Assist with Crescent Companion]
      Representatives from the Stewards are invited to Danabae to witness drills performed by groups of Beaks that have been retainers for high profile Doflein. Telian hopes that a sharp display will prove more useful than the spoken word. In addition, a dozen Arms are offered up to help compile the work.
    5. [ECO Assist with the Verglas Volumes]
      The Stewards are invited into the Cathedral, where the local Mer have dealt with the coldest temperatures in the Ennead. Their guide, a middle-aged Doflein biologist named Ilbio, routinely attempts to move the conversation toward his actual field. The architects of the Cathedral offer up their expertise, and Olbio promises to deliver a treatise on Maurente-local adaptions to the cold as soon as he is able to.
    6. [ECO Hoard Treasure]
      Great plans are not cheap, and the Enneii have eyes on expensive projects.



    Non-Actions
    1. Spend One (1) ABS Favor to gain 1 Rep
    2. Begin work on the [PRS Monumental Undertaking] Provinciarum Mirabilia (1/3): King Akkoroas orders a series of structures to be built in each of the provinces. These will be statues of coral and barely-living flesh, composed to resemble a giant version of the King, constantly moving. Around each will be a series of offices and administrative buildings that will function as the tax center for each of the provinces. At his order, seafloor is confiscated or purchased, coral is cultivated in the areas marked for the Mirabilia, and "volunteer" donors of flesh are gathered up.


    Reports and Discoveries
    • For nearly a month following the emergence of the new ruler of the Shifting Ennead, he, Telian, and Antenius are not seen. Later rumors allege that this period was the two Princes reviving the corpse of the king, though those in the know claim it was merely a long-term briefing meeting. When the trio emerged from the Limites, a general assembly was called. At the start of the speech, Antenius looked more than pleased with himself, if exhausted, while Telian had the appearance of a nervous student being graded by a strict teacher. The ancient, withered Doflein spoke to his people for the first time in decades. His face is dark brown, nearly black, and wrinkles cover his entire body. One tendril has been replaced with a blade of bone, slender and sharp. Four ridges of cartilaginous fins, almost crownlike, circle his mantle.


      "I am returned, mighty Doflein. Your first, your master, your king. I am disappointed. For decades I slept, while your leaders led you nowhere. The seas are mine and yet there are rivals to our power? Raiders assault us with impunity? Rebellions? Infrastructure that fails, organizations that cannot support themselves, and mismanaged wealth? This cannot float. No. From this day forward, I will lead directly. My advice from beyond was apparently far too complicated. Antenius, you are hereby relieved of duty for your failures. Go to our eastern border and find an outpost to oversee. Return to me when, or if, you prove yourself worthy. The rest of you, we have work to do. If my progeny cannot produce the Endless Ennead, then I will do so myself. The Third is far too late - we grow too near the fabled Ninth. Only the First can fix this. It is a time of growth, a time of power, and a time of glory. Our tendrils will encircle this world or drag it to destruction in the depths. There is no other option."

      Antenius' expression slowly dropped during the announcement, before falling into fury. Silence reigned for a long moment, before hesitant cheers began (some would later claim that they started among the Arms and merchants). King Akkoroas nodded once, then moved to speak with Balelia.

      Without a word, Antenius darted off. Within days, the Danabaeans learned of his treachery - rather than head for the border to command, he gathered up a posse of some 60 Beaks and fled, promising to prove his worth.

      Telian made his exit much more quietly - he had work to do, as well, and needed to remain relatively unnoticed for a time.




    Ruler Stats R10:
    D: 6
    M: 5
    E: 3
    F: 1 POLAR
    I: 1
    New Ruler: No

    Spoiler: Technology
    Show
    Technologies
    Type Name Effect(s) Required Resource?
    S Composite Grafting N/A N/A
    S Graduated Symbiosis N/A N/A
    C Electrodialytic Staurozoa Ignore Effective Distance from Briny 2/rd N/A
    S - N/A N/A
    S - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 10/11

    Generals
    • Balelia - 9

    Spies

    Cultural Exchanges
    • GRV

    Artifacts

    Treasure
    0/5

    Special Actions Used



    POLAR
    Last edited by JBarca; 2022-08-04 at 10:07 PM.

  12. - Top - End - #252
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 9


    [Situation] Open Minds - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

    Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
    Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions.


    Abyssal Stewards
    Spoiler
    Show
    The Abyssal Stewards are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.


    None see from where the vast and stately elders of the Abyssal Stewards make their way into the heart of the Pfithreef, and when they appear before Olgght, The-one-who-consumes, it is the heat which first announces their presence, like floating above their Gardens. The heat, the scent of smoke, and the unbearably intense sensation of being watched. Their gaze burns like a venom that refuses to kill, and though they cannot help but loom, it is without menace. The pain of it fades as their explanations begin, but it will never again truly leave the Pfith ruler. They are Branded, the Koreshom say, chosen by The Core. If they desire to prove that the choice was well-made, the Hearthmost will provide such an opportunity.
    Olgght, The-one-who-consumes, has demonstrated their valor and worth as greatest ally of the Abyssal Stewards, attracting the interest and attention of the Hearthmost Koreshom. While they remain Core-Branded, Olgght, The-one-who-consumes, may attempt to Demonstrate Discretion to the Council of the Hearthmost by way of a unique Diplomacy action. While in this sacred seclusion, they may roll Diplomacy against TN 14 to prove themselves in matters of will, wiles, and wisdom, earning the right to undergo the Bottomless Trial.

    [Action - Intrigue] Studies In Smoke - How to handle a beast such as this? How to safeguard civilization against the primal forces that would rend it asunder without even noticing? The Ventroots hold the answer.

    [Task] Begin work on the Verglas Volumes [1/5] - The waters of the cold polar seas require care for their structures and tools to handle the significant shifts in temperature that the seasons can bring. Such methods might prove quite beneficial to the Stewards in building structure to withstand certain Titans.

    (Task: Cooperate in the creation of the Verglas Volumes. Available to Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    [Action - Military] Continue Work on the Crescent Companion [4?/10] - The Abyssal Stewards consider it vital to complete the Crescent Companion as swiftly as possible; perhaps those who would benefit from the opportunity to have their generals learn different tactics would agree?
    (If Project is completed, all action contributors may choose to either: have a General train with the Abyssal Stewards as a non-action (changing their TacDoc; if they've Perfected their previous TacDoc, they may continue to use it as before with the bonus) OR have the Abyssal Stewards assist in training new recruits in a foreign style as part of a Recruit Unit action (gaining an extra Unit from the action, once). Either way the option selected must be used by the end of Round 13 or be lost.)

    Spoiler: Ongoing
    Show
    (Offer: The Abyssal Stewards are selling means of countering extreme cold to Polar powers! Benefit: May spend Treasure on actions to be able to cross Glacial borders. Cost: 1 Treasure per action. Duration: Available until the end of Round 10. Details: Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus.)

    (Opportunity: The Abyssal Stewards would like to know more about the areas surrounding the Polar zone. Reward: First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure. Cost: No direct cost. Deadline: End of round 10. Details: Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10.)

    (Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, all action contributors may choose to either: have a General train with the Abyssal Stewards as a non-action (changing their TacDoc; if they've Perfected their previous TacDoc, they may continue to use it as before with the bonus) OR have the Abyssal Stewards assist in training new recruits in a foreign style as part of a Recruit Unit action (gaining an extra Unit from the action, once). Either way the option selected must be used by the end of Round 13 or be lost. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 3?/10)

    (Task: The Abyssal Stewards would like to see the construction of a set of fortifications surrounding The Maw. Reward: +1 or more Favors. Penalty: Countries which control regions neighboring The Maw (1) may refuse access - this prevents the fortifications from being established along the border with any regions they control, and reduces Reputation by 1 per neighboring region controlled (maximum -2). Deadline: End of Round 9. Details: +1 Favor per Military action spent to assist if project completes - each country may receive at most a number of Favors equal to the number of regions adjacent to Region 1 they control (minimum 1).)

    (Request: The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124). Reward: +1 Favor, +1 Reputation. Penalty: None. Deadline: End of Round 10. Details: Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders.)


    Chelonian Chora
    Spoiler
    Show
    The Chelonian Chora are a league of religious nomads capable of traversing the Wastes atop their great Reefback turtles. Largely cephalopod-like, the Chora bring trade goods and news of distant lands by routes others could never manage, while their much-renowned songs bring joy, soothe tempers, and ease hardship. Their presence has a tendency to quiet discord, foster unity, and mend relations in a way that has enticed many a fledgling government to encourage more frequent visits and longer stays.

    (The Chelonian Chora, and only the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions)


    If a word could describe the Chora at present, it would be ‘disheartened’. Ignored on every level, they settle for merely continuing their work as always…

    [Action - Faith] Begin work on a means of unmaking the Dreaming Dead 1/? - The Hymenocera deserve every effort to provide them aid against these most horrific of foes. The Chora will take pains to provide that aid - though their capacity for a truly coordinated response is unfortunately limited by the nature of their lifestyle.

    [Task] Begin work on the Songline of the Sunlit Seas [1/5] -

    (Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    [Circumstance?] Weka Ken, Weka Sona - There was a palpable potential present here, but it seems to have disappeared.

    Spoiler: Ongoing
    Show

    (Opportunity: The Chelonian Chora are showing an interest in the myriad beliefs of the Broken Seas!
    Reward: First Place: A free Cultural Exchange between countries of the winning Faith/School. Second Place: Countries of the placing Faith/School may attend or host events for free in Round 9. Third Place: A nice pat on the back.
    Cost: None*
    Deadline: End of Round 9
    Details: Faiths and Schools are scored by a points system; at the end of Rounds 6, 7, and 8, each Faith followed by at least one Country in the Temperate zone is awarded points based on a roll made by the Organization GM. The bonus for this roll is based on the highest Faith score among rulers following that Faith/School. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

    Countries may spend Faith actions to improve their faith's roll in a given round; each Faith action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 9, additional points are awarded based on Holy Orders (1 point per matching Holy Order controlled by a country of the Faith) breadth of support (1 point per 2 Clerical Supports controlled by a follower), and influence of the faith, as defined by the Diplomacy and Faith scores of its Head (receive points equal to average of Faith Head’s Diplomacy and Faith scores - if the Faith is not organized, then this is instead based on the average of all Diplomacy and Faith scores among countries of the Faith.
    )

    (Circumstance: People, places, and things, all vanishing in the wake of Choral caravans! How curious. Benefit: ? Penalty: ? Duration: Unknown. Details: DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this.)

    (Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)


    Divine Nacres
    Spoiler
    Show
    The Divine Nacres are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.


    [Action - Economy] Habituation in The Nearly Dead Seas [1/2] - Over [region 81], the Divine Nacres congregate, hoping to complete the work begun by Project Anastasia as regards the local flora…

    Begin work on the Genus Taxonomia Vadosus Mare [1/5] - Though the shallows are where they are most comfortable operating, this also means that it was the lowest priority for the researchers of the Divine Nacres in terms of asking for local assistance. Still, progress has been slow at best, and so they seek the aid of the natives in learning about organisms that may have proved elusive, unusual, or otherwise worthy of note in the shallow and choking waters of the Temperates…

    (Task: Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    [Circumstance] Tutus in Alabastro… - The petty politics and internal disputes of the Divine Nacres seem to be influencing their willingness to cooperate and indeed interact at all with those who live below the surface. The aloofness that marks their actions is is coming back.

    (Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll.Duration: From the start of round 10 to the end of round 15.Details: None.)

    Spoiler: Ongoing
    Show


    (Taboo: The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise. Penalty: Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81. Duration: Until the end of Round 10. Details: Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss.)

    (Offer: The Divine Nacres are offering the services of their military advisors! Available to Polar zone countries only. Benefit: Receive +2 to Resist Sacks and on Maneuvering rolls for some number of rounds. Cost: 1-2 Favors. Duration: Available until the end of Round 8; advisors last for two or four rounds after being hired. Details: Available to countries with a Reputation of 1 or higher only. Advisors remainfor two rounds per Favor spent/indebted by.)

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Polar Zone. Penalty: None. Duration: Until the end of Round 9. Details: None.)

    (Circumstance: The Divine Nacres are taking extraordinary measures to protect their Holdfast against theoretical assault. Benefit: Unknown. Penalty: +10% casualties for all parties in any battles that take place in 25. Extra +10% for victor. Duration: Until the end of round 9. Details: Increased casualties only apply once per party if multi-way battle occurs. Cannot be reduced to 0% casualties.)


    International Prestige
    Spoiler
    Show
    International Prestige uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.


    Missed in Round Opener:
    SEN and COS gained 1 Prestige from To Greatness.

    For some, their claims to glory had already begun to fade in the mind as others boasted of more recent - and relevant - accomplishments.
    OKI and RFT lose 1 Prestige from Big Fish In Small Ponds

    [Acclaim] Admiration For The Acclaimed -

    (Opportunity: During rounds 9 and 10, each country may choose to acclaim one (1) other country they have contact with. The country in each zone which receives the most acclamations at the end of Round 10 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations. Duration: Acclamations may be made until the end of round 10. Special: Availability during both rounds 9 and 10 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity.)

    [Strife] Scorn For The Condemned -

    (Opportunity: During rounds 9 and 10, each country may choose to condemn one (1) other country they have contact with. The country in each zone which receives the most condemnations at the end of Round 10 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party losing -1 Prestige, as long as they received at least two condemnations. Duration: Condemnations may be made until the end of round 10. Special: Availability during both rounds 9 and 10 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity.)

    Spoiler: Ongoing
    Show
    [Strife] Big Fish In Small Ponds - (Opportunity: Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0. Duration: Indefinite. Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only. Having higher PRS Rank than the newly assumed PRS Rank of the country/ies pushing the number of occupied positions over the limit protects against losing PRS Rank.)

    [Distinction] The Politics Of Identity - (Opportunity: The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige. Duration: Until fulfilled. Special: None. Availability: Cultural Identity in all zones)

    [Mystique] Renegades, Turnskins, And Defectors - (Opportunity: The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. Duration: Until fulfilled. Special: Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer. Remaining Availability: All effects for all zones.)

    [Acclaim] The Ties That Bind - (Opportunity: The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige. Remaining Availability: All effects for all zones.)

    [Honor] Blood, Stone, and Ink - (Opportunity: Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige. Duration: Permanent. Special: Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may not be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

    Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

    Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty.
    )

    [Renown] A Monumental Undertaking - (Opportunity: Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige. Duration: Until fulfilled. Special: Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.)

    [Acclaim] To Greatness - (Opportunity: Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige. Duration: Permanent. Special: Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.)

    [Affluence] Opulent Optics - (Opportunity: A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige. Duration: Indefinite. Special: This may be done multiple times in a single turn if a country has sufficient Wealth available.)

    [Notoriety] The Fragility of Fear - (Opportunity: Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)

    [Mendacity] A Lack Of Commitment - (Opportunity: Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

    Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn.
    )

    [Ignominy] Stigma, Scandal, and Shame - (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)

    [Piety] A Divine Display - (Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

    [Honor] Remarkable Reconstruction - (Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.)

    [Pretense] Occupational Etiquette - (Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order as a non-action; Occupy 2 Units as a non-action; Occupy 1 TP in a region with controlled Merchant Support to Open as a non-action; have a Spy attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose twice (but may choose the same option twice if in a position to do so) to avoid losing Prestige. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 is the deadline for avoiding Prestige loss. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round. The requirements for the Diplomacy Project may not be reduced below two actions.)

    [Piety] The Religious Community - (Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round X. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)
    Last edited by Rolepgeek; 2022-08-02 at 10:37 AM.
    Sincerely,
    Role P. Geek

  13. - Top - End - #253
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Most Serene Lojanese Republic
    Time: Round 9, Place: Regions 6, 9 and 11
    Prime Minister Hoerthd Thnoet
    Diplomacy: 5
    Military: 4
    Economy: 4
    Faith: 2
    Intrigue: 4



    rolls
    rolls 2

    Actions:
    1. [Diplomacy]Press marriage claim on region 13 2d6 + 5 Diplomacy + 1 Prestige + 2 treasure vs TN 12 success
      As Queen Nirali Sunlight-Through-Leaves celebrated the twenty-fifth anniversary of her ascension to the throne of region 13, she was accompanied by the Prime Minister of Lojan. He was not visiting as a representative of a foreign power - there were numerous Lojanese diplomats present for that - but as King consort.

      Queen Nirali was happy; her land was prospering, her husband was a good person and she had no sorrows that she could properly articulate. Yet, she felt a sense of loss as she signed treaties gradually bringing her land into a close alliance with the Republic. Perhaps she was regretting the lost of freedom, commonly known to be valued only after it was lost? In a world where great powers assaulted and possessed the centuries-old local goverments at will, the protection of another was necessary. Kaarme had contacted her first, but they went silent since, trapped in internal issues. The Hymenocera gladly traded with them, and Prince Lynceus had courted her, but he vanished like a bubble at the surface when the Lojanese showed up, hardly a trait one looks for in an ally...

      The Lojanese, yes. Close in borders and, thanks to the plotting of her late mother-in-law and the previous duke of Tleamthle Shbau'ead, close in bed. She had some reservations, but it was hard to say no to Hoerthd, when she could feel his hot breath grazing her body every night out of the many they spent together. If she entrusted her body to him, why not her subjects? Perhaps it was a stupid idea, irrational even. A younger version of Nirali, provided she could comprehend it, would scold present Nirali for letting a boy influence her judgement. In the end, marriage politics did really work.

      Careful not to let her kingdom's traditions get scattered by the currents and not to disappoint the spirits of her ancestors, Nirali did insist on having a child, a legitimate heir of her dynasty and the Kucen race, to succeed her rather than have the crown pass into the hands of either her husband, a Tobar and Lojanese, if he outlived her, or to one of her cousins in the side branches of the royal house, woefully unprepared for managing a kingdom and resisting any attempts at assimilation from Lojan. To this end, a genetic laboratory has been tasked with bridging the gap between the Kucen and Tobar, a difficult effort helped by the somewhat similar serpentine body plans of the two species.

    2. [Intrigue]Investigate the purpose of the Eel Without End 2d6 + 4 Intrigue vs TN ? result 10
      Hearing ever more unsettling news from the southern Tropics, Prime Minister Hoerthd dispatches a team of officials travelling incognito, tasked with travelling to the Eel's whereabouts, gathering the locals' accounts of its behaviour, and directly examining it, if possible, in particular gathering samples of its flesh and examining the place where it emerges from the Maw. The mission is led by Buub Shotrog, a mute Tobar who has been chosen because of his talent at keeping secrets.
    3. [Diplomacy]Sway Clergy in region 6 2d8 CI + 5 Diplomacy + 1 PRS vs TN 12 success, Integrate region 6 and gain 1 prestige from [Acclaim] The Ties That Bind

    4. [Intrigue]Investigate (Explore) the sea due north of region 6 2d6 + 4 Intrigue + 1 DNA + 1 treasure vs TN 12 success
      The demand for various kinds of exotic goods was growing with the people that visited Sheade to trade, so Woenpal Noerjang found it prudent to discover new lands with new goods.
    5. [Economy]Build World Wonder: Tairlav Palace in Lojan 2/5
      The first floor is largely built from granite. The outer walls, forming an elongated octagon, are decorative rather than defensive, although they are fairly large by the standards of most buildings. They have large vertical slits between the cuboid blocks, allowing passersby to peer into the gardens within and hope to be invited inside some day. On the inner side of the walls, there are glass mosaics of (sometimes mythical) historical scenes such as the Great Cataclysm, the Eel's appearance or the Plo'uogoar's creation of the Tobar. The numerous species of plants in the gardens are positioned as if they were on a map of the tropics. Thin but tall gazeboes and decorative fences with designs of flowers plated with precious metals are interspersed throughout the gardens, and wires are suspended between these features, covered with plants that do not require soil, making the garden three-dimensional. There are also a number of stages and stalls for performances and semi-formal events.
    6. [Economy]Build World Wonder: Tairlav Palace in Lojan 3/5
      Famed foreign architects had been invited to show off their art with a nigh-limitless budget. The inner walls, smaller but no less exquisite, are covered in thin plates of white limestone for contrast with the other granite features. The walls are thick and rounded at the top, giving them the shape of a mound of earth. For seabed-bound species, there are four gates in the four cardinal directions, which are as tall as the walls in order to let swimming species pass easily without them having to expend energy and dignity by swimming over the walls. The southern gate is the main gate, facing the Maw, the sun and most of the civilized world. The wall is topped with lanterns with a frame of silver and windows made of semi-precious stones carefully sanded down to panes, bathing the inner courtyard and the palace itself in many hues. There is another circle of walls of a similar design some distance above these walls, seemingly floating, but supported by buttresses running from the main building and by thin spires emerging from the ring of walls underneath. These are more lightweight and in the shape of a bracelet. There are colossal curtains, embroidered with Lojanese flags and other symbols of the state, stored in the spires between the two levels of walls that can be drawn to keep out the sun or the currents.



    Non-Actions:
    Use Coraline Compendium's bonus non-action to hasten construction of World Wonder: Tairlav Palace in Lojan (4/5).
    A long, massive ramp leads up to the actual entrance to the palace, flanked by two rows of hydrothermal vents, redirected from other places by pipes. Another feature visible from the outside are the large windows, set with a single glass pane each, are oval. The guests arrive in the vestibule, where they are attended to by servants and directed to one of the four corridors running north, entered by going left, right, up or down from the vestibule. Smaller facilities such as bars and private rooms adjoin these corridors, with the main ballroom, dining hall and gallery being in the middle of the building, between the corridors. There are countless rooms for the full-time liveried servants, inaccessible and invisible to all but the most perceptive visitors, making it seem a little like the palace mysteriously fulfils its visitors' wishes on its own.
    Gen. Zabkrew's Military score has been rolled as 9.
    Supply region 6 DI with Sapcoral
    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    Supply FAY with Siren Extract through trade route
    [Renown] A Monumental Undertaking: The Aerarium of Sheade 3/3
    Spoiler: The Aerarium of Sheade
    Show

    The air-filled dome becomes increasingly popular and familiar with the people of Sheade and tourists, and despite strict regulations on reckless behavior inside the Aerarium, visitors often play games. One such game, called air-ball, becomes imitated by many and ultimately the Academy allows it to be played in the Aerarium in a mostly-safe form. The goal is to throw or kick the ball into a rectangle marked on the wall of the dome on the side of the opposing team. All players are holding their breath throughout the game, of course, so physical contact is dangerous and therefore not allowed, and all must make way for a player who is going toward the vessels with waters placed along the sides of the playing field in order to regain their breath.



    News and Rumors:
    • Amidst rows between the successionists and renewalists, which the Prime Minister is attempting to end with some sort of compromise, the Plo'uogoar attempts to reassert its position as spiritual leader. As a result, it is assassinated by a dissatisfied military faction known as the Black Guards! The Plo'uogoar was thought to be impossible to kill, but technological developments and increased availability of exotic resources have enabled the assassins to craft a high-powered explosive device. The Black Guards are known to have a base in one of the many rooms of the Jeweled Inn, but a further investigation is prevented by the fact that authority over military matters has been granted to the Selachians, who feel largely indifferent about the matter.



    Spoiler: Ruler
    Show

    Prime Minister Hoerthd Thnoet
    Next round stats:
    Diplomacy: 6
    Military: 4
    Economy: 5
    Faith: 2
    Intrigue: 5

    New ruler next round? No

    Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course.


    Spoiler: Country Info TO BE UPDATED
    Show


    Special Actions Available: D5
    Special Actions Used:

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports
    # Name Owned Claims Supports
    9 Lojan yes Historicity, Integration AC(M reaved)
    8 Shue'aaz Sho no - -(promised M)
    6 Selach? no - AM
    10 ? no - M

    Reputation/Favours
    The Abyssal Stewards: Rep 1, 0 Favours (Expected Change: None)
    The Chelonian Chora: Rep -1, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 3, ? Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera

    Cultural Identities
    Let's Have a Cuppa - 2d8 to Swaying


    Military
    Spoiler
    Show


    Units: 5/7 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2
    • ??? - hired R3
    • ??? - hired R3



    Generals
    Zabkrew - Mil 9, Graceful Show of Force:
    +1 to tactical maneuvering
    -20% enemy casualties
    -20% own casualties
    +12 to enemy leader loss roll
    +2 to own leader loss roll
    You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show


    Treasure: 3 (Expected Change: -3+2)
    Trade post income: 2 Treasure/round

    Trade Posts
    Total Owned 8 (11 for Treasure gain)

    TP Resource Type Used for Merchant support owned?
    2.3 Siren Extract Drug/Spice? - no
    6.1,2 Selachian Mercenaries Precious Stone, Fireworks - yes
    7.3 Artifacts & Treasure Cultural objects? - no
    9.1, city Ching He'aang Precious Stone, Fireworks - reaved
    10.1 Flare slug ?? - yes
    17.2 Delights of Moonlight Hallucinogen, Food? Lojan import no

    Region Desired Import Source
    9 Lojan Spices region 17
    8 Shue'aaz Sho Food ??

    Cities
    Sheade, Lojan - Swaying

    Trade Routes
    Coral of the Protected Statera
    Lambent Syndicate

    Specialised Ships
    ???
    A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship.

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions, 2d8 to Swaying

    Artefacts
    None

    Holy Orders
    None

    Miracles
    SUB followers can cross toxic borders.


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show


    ABS

    [Offer] Drums In The Deep -

    (Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

    [Task] Begin work on The Crescent Companion [1/10] -

    (Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 1/10)

    CCA



    DNA


    [Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

    (Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)


    PRS

    LOL may construct a World Wonder in Lojan (9)!

    [Piety] A Divine Display -

    (Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

    [Honor] Remarkable Reconstruction -

    (Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.)


    [Pretense] Occupational Etiquette -

    (Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions.)

    [Distinction] The Politics Of Identity -

    The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

    [Acclaim] The Ties That Bind -

    The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

    Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
    Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

    [Renown] A Monumental Undertaking -

    Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

    [Acclaim] To Greatness -

    Sea Power, Empire, Merchant Marine, or Holy Sea -> 1 Prestige. Usurpation results in Prestige loss for the Usurped country.

    [Notoriety] The Fragility of Fear -
    [Ignominy] Stigma, Scandal, and Shame -

    Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
    Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
    Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.



    Last edited by Corona; 2022-08-07 at 04:58 AM.

  14. - Top - End - #254
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Nine
    No further mechanical edits to action posts may be made
    No bubbles no troubles

  15. - Top - End - #255
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Ten: Begin
    Years 28 - 30

    Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
    Good luck!

    The following events occurred between Year 25 - Year 27

    Rules Alerts and Changes!

    RULES CHANGE: From round 11 onwards, resources supplied via trade route will significantly delay Merchant Support decay towards unrest, but not indefinitely satisfy them. Players wishing to make such arrangements permanent should consider either trading the relevant resources via their trade routes or having the player supplying the resource for the DI take control of the relevant support. This will not be applied retroactively, with the relevant supports starting to move (very slowly) towards rebellion from round 11, meaning players have around 6 rounds from this announcement to compensate.

    Discovery!
    Explorations, prospecting, and other news from afar

    Tropical
    Spoiler: Tropical
    Show



    Though the area had previously been explored and overtures to locals made, the arisal of the Magaramach as a regional power was nonetheless surprising to some - though not to the Magaramachi. They have always known that it is the Magaramachi who are the biggest and the strongest. Any food that says otherwise will be just that. Food.
    The Magaramachi (MGM) appear in The Magaramachi Salination (10)! Region 10’s Holy Sites become: Holy Site 1: Open; Holy Site 2: Open; Holy Site 3: Leviathan’s Rule. Region 10’s Resource becomes Labor, and the Desired Import becomes Sweet Foods. Region 10 gains an extra Trading Post controlled by MGM, for a total of three, and The Magaramachi gain control of Region 10’s Aristocratic Support. Region 10’s Clerical Support becomes Open, its Mercantile Support remains owned by LOL.

    In hopes of discovering new and exotic goods for Lojan, the Republic dispatches an expedition into the northern waters. After some days of travel, they suddenly come upon a region of dense plant life near the surface, choked with a thick plant the explorers dub “Waveweed.” Pressing onwards, they are even more shocked to stumble upon what seems to be a glade filled with corpses tied in place to the roots, staring upwards - though not as shocked as they are moments later, when one of them welcomes the Lojanese to their stellar observatory. The definitely-living astronomer explains that the waters beyond have recently come under the sway of the Dreaming Dead, and warns the explorers against pressing too far north.
    The Lojanese Republic explores north of Region 6! They discover Region 5, a region which has two Open TPs of Waveweed Root, a Desired Import of Luxuries, 5 units of defenders, one Holy Site of Scholars Of The Foregone Constellation and one Holy Site of The Dreaming Dead.


    Polar and Temperate

    Spoiler: Pemperate
    Show




    The Clans of the Greenwater look to their borders with newfound unity - only time will tell how they feel about what they see there, and more importantly, what they plan to do about it.
    The Greenwater Clans (GWC) appear in The Greenwater (141)! Region 141’s Holy Sites become: Holy Site 1: Ascension’s Mirror; Holy Site 2: Pacificism; Holy Site 3: Ascension’s Mirror. Region 141’s Resource becomes Esoteric Reagents as the Greenwater Clans assert more focused control over the Gardenbearer Turtles which help grow a number of the Reagents they hope to sell, and the Desired Import becomes Luxury Goods. The Greenwater Clans gain all three Supports and TP 3 in The Greenwater (141).

    Kenaqua’s revitalization has proved a resounding success, it appears - so much so that their Counsel now looks to establish a strong identity for their people, and forge their own destiny. How grateful they will be to those who helped them reach such a stage is yet to be seen. Kenaqua (KEN) appears in Kenaqua (52)! Region 52’s Holy Sites become: Holy Site 1: The Shroud; Holy Site 2: The Shroud; Holy Site 3: The Shroud. Region 52’s Resource becomes Compressed Algal Feedblocks, and the Desired Import becomes Large Minerals. Region 10 gains an additional Trading Post controlled by KEN, for a total of 3, and Kenaqua gains control of the Clerical Support in Region 10.

    The Cryptocilidium appears to be spurred into action by contact with explorers from the north - what might result from a newfound power located in such a fortuitous crossroads?
    Cryptocilidium (CRY) appears in Cryptoclysus (84)! Region 84’s Holy Sites become: Open; Holy Site 2: Open; Holy Site 3: Open. Region 84’s Resource becomes Dragon Eyes, and the Desired Import becomes Food. CRY gains control of the Aristocratic and Mercantile Supports in Region 84, as well as TP2.

    Having secured support and funding to push the borders of Lux-Glossian maps further than ever before, the Cyan Shade presses far to the west and south of the Glossian Sea. South of the holy place of the Heartsweepers the population becomes first sparse and then absent, while the waters grow ever colder the further they travel. Finally, after weeks in uncharted territory, they meet fellow thinking creatures: Two strange jellyfish who flash a brilliant display of colors at the explorers, fortunately accompanied by a Mer, who is able to explain that they have arrived just north of Deepdrift, of the Seatide Confederacy - and the gateway to new civilizations.
    The Lux-Glossian Shades explore south of Region 179! They discover Region 187, an Open Waters region with one Open TP of Stripdrill Hyphae.

    Making a second attempt to chart the brackish waters north of Orope, Lux-Glossian explorers of the Purple Shade depart the Tideswept Shelf heading east and north, to find an unnaturally structured slope, cresting into rock formations and cliffs stretching into the sky with waves pounding viciously above. Close to the rocks, the surge is quite literally breathtaking, and harsh sand is constantly swirled around to grind against skin and scale. However, true danger does not wait for the cliffs, and the semi-terrestrial barrier forms a protective range, ensuring that its residents and defenders have one less border to protect.
    The Lux-Glossian Shades explore north of Region 114! They discover Region 116, a region which has two Open TPs of Anuran Vanguards, a Desired Import of Toxins, 5 units of defenders, and two Holy Sites of The Order Of The Violet Crown.

    Returning to the recently explored southern waters with even greater sponsorship from the Abyssal Stewards, the Nathi brave the cold and crushing depths of Region 64, protected only by their specially forged suits as the ice sheet overhead thickens until it blocks out all light. After diving for almost a full day, they reach the seafloor - a vast, dark expanse of brine pools, barren rock, and coarse sands, home to just enough life that a colony might be able to survive.
    The Kar-Nath Hegemony explores the Depths of Region 64! The region is discovered to be an Open Waters region, retaining its Open TP of Frozen Logs.

    A second Nathi exploratory mission, similarly equipped, departs Hegemony waters at the same time. Though they are prepared for deep water, they encounter no precipitous drop as was present in the seas to the east. Instead they find a rolling plain dotted with small villages, whose inhabitants are seemingly naturally resistant to the cold. Each village holds a monopoly on a certain pattern or design, and the trade in their Sheerspun Fabric breathes life into a region many would have expected to find dead.
    The Kar-Nath Hegemony explores south of Region 65! They discover Region 63, a region which has three Open TPs of Sheerspun Fabric, a Desired Import of Preservatives, 6 units of defenders, one Holy Site of Aging Occultism, and one Open Holy Site.


    Growth!
    Expansion, development, unification, and similar forms of growth and prosperity.

    Profundus Korasoon has led the Gotezhar to glory, and the declaration of the Gotezhar Builders Union is unsurprising, a reflection of their de facto power in the temperate seas. Gotezhar becomes a Sea Power!

    Baran Hallus’s restructuring of the Cyphiri Union’s government has codified the relations between families and streamlined the process of economic expansion, preparing the Cyphiri to better compete in a cutthroat market. The Cyphiri Union consolidate holdings to become a Merchant Marine!

    The presence of Hallus Cyphiri in the Tideswept Shelf enables the local Matriarchs to cut through some of the usual red tape involved in growing a Lux-Glossian colony, and Rumond has grown to rival Leriander in just a few years. Lux-Glossia builds the city of Rumond, in 111! City bonus: +1 to an Investigation roll

    An ever-growing number of permanent residents are appearing in Deepdrift, and the traveling Drifts know that any service they might conceivably need can be fulfilled there. The Seatide Confederacy raises the city of Deepdrift in 79! City bonus: +1 to a Buyout roll

    The realm of Queen Nirali Sunlight-Through-Leaves has grown much, much closer to the Lojanese Republic in recent years, and with friendship treaties in one fin and plans to bridge her husband’s genetic gap in the other, Region 13’s independence may soon be forever lost. The Lojanese Republic presses a marriage claim on Region 13

    The Temple of Duarge lies outside of Sereia waters, but much closer than many of the other temples, and the Brilhinte priesthood begins talks of union with the Scholars. Costa Sereia establishes a confederation claim on 103

    Talks with the mangrove tenders proceed smoothly, and the territory of the World Garden is doubled with the stroke of a claw. SKR presses a claim in Region 125

    Though the Lighthouse’s suit is impressive and should befit the status of such an arrangement, negotiations of exact suitors and suitable partners never proceed to the signing of a marriage agreement, and the lack of a defined match ends this round of negotiations.
    LIT fails to establish a marriage claim in Region 15

    Statecraft!
    Cultural events, diplomatic overtures, foreign relations, and domestic affairs.

    The influx of the Dreaming Dead only serves to steel the Hymenocera’s trust in their own ways, and the priesthood finds great success in convincing the people to restore the Uplift Reverence. HYM makes a Cultural Identity: 'We follow the old way, our way' (2d8 to convert HS to state religion)

    Prince Telian’s private talks with the herring entity of Deep Blue have evidently proven fruitful enough that negotiation and sharing with the OpenSEA has become public policy of the Shifting Ennead. SEN establishes a Cultural Exchange with DPB

    CYP, LUX, COS, OKI, PGL attend the Builder’s Union Celebration hosted by GTZ

    Out of respect for Commander Koschei’s valor and recognition that his cooperation might be useful in maintaining order in the newly-conquered region, the Kar-Nath Hegemony treats his wounds and releases him from his legionary guard. The aristocrats are still suspicious, but perhaps less hostile. KNH releases Commander Koschei to the people of Region 65 as a show of good faith

    Impresses and Sways
    • Lux-Glossia Impresses the Mercantile Support in Region 111
    • Gotezhar Impresses the Mercantile Support in Region 138
    • Seatide Confederacy Impresses the Mercantile Support in Region 59
    • Seatide Confederacy Impresses the Mercantile Support in Region 74
    • The Riftlings Impress the Clerical Support in Region 57
    • The Riftlings Impress the Clerical Support in Region 55
    • The Riftlings Impress the Clerical Support in Region 56
    • The Riftlings Impress the Clerical Support in Region 67
    • The Gravetenders Impress the Clerical Support in Region 79
    • The Gravetenders Impress the Clerical Support in Region 77
    • The Lighthouse Sways the Aristocratic Support in Region 17
    • Gotezhar Sways the Aristocratic Support in Region 127
    • The Hymenocera Expanse Sways the Clerical Support in Region 4
    • The Lambent Syndicate Sways the Aristocratic Support in Region 25
    • The Lambent Syndicate Sways the Aristocratic Support in Region 31
    • The Lambent Syndicate Sways the Mercantile Support in Region 25
    • The Lojanese Republic Sways the Clerical Support in Region 6



    Trade!
    Buyouts, trade routes, and other economic shenanigans

    • The Eternal Spring buys out Trade Post 2 in Region 52 for Soothing Oil
    • The Eternal Spring buys out Trade Post 3 in Region 56 for Herring
    • Costa Sereia buys out Trade Post 1 in Region 96 for Refugee Workers
    • The Seatide Confederacy buys out Trade Post 1 in Region 84 for Stripdrill Hyphae
    • The Seatide Confederacy buys out Trade Post 2 in Region 69 for Edible Algae
    • The Hymenocera Expanse buys out Trade Post 1 in Region 4 for Eye Weed
    • The Hymenocera Expanse buys out Trade Post 2 in Region 12 for Crystal Chips
    • The Gravetenders buy out Trade Post 2 in Region 76 for Electrum Conduits



    Faith!
    Conversions, organization, and other such matters of faith

    The debate which characterizes faith in the frozen seas convinces many among the Gravetenders to establish a new site, dedicated purely to the understanding of the Eternal Communion. The Gravetenders create a Holy Order, The Silvered Oath of Ecumenical Exchange, in Coresite (Region 58)!

    Though the Riftlings claim to care little for the toil of isolates, some evidently have taken a liking to their rivals in the Gravetenders, as the international relief zone becomes home to a commission of isolates dedicated to better comprehending the Blossoming Sequence. The Riftlings create a Holy Order, The Order of Commissioned Isolates for the Expansion of Ecumenical Interests, in Region 59

    The faith of the Eternal Communion has swept throughout the waters surrounding the Riftlings’ home, and their dogma echoes from every seamount. The Riftlings set the Eternal Communion Holy Site 20 bonus to: Dynastic inheritance bonuses are adjusted for Faith: Your new ruler receives a +1 bonus to Faith if their parent had a Faith score of 4 or higher, a +2 bonus to Faith if their parent had a Faith score of 7 or higher, or a +3 bonus to Faith if their parent had a Faith score of 10 or higher.

    With missionaries from Dashasham growing ever more influential, Olgght, The-one-who-consumes, decides that the time has come to officially adopt their foreign faith. Pfilghol adopts Sakurado as their state religion!

    Ties between the Ironkelp Order and the Gotezhar have never been closer, and the Profundus’s declaration of a Builder’s Union is made in full trust of the Middish Way… even if most Gotezhar have yet to learn patience and introspection. Gotezhar adopts the Middish Way as their state religion!

    The ongoing construction of a new holy site in Sarkenos is complete, and the Blossoming Sequence grows. The Kar-Nath Hegemony finishes establishing Holy Site 3 in The Plains of Sarkenos (Region 75) as Blossoming Sequence

    The Dreaming Dead create the Saint Aspirants - a Holy Order in Region 4

    Conversions:
    • The Eternal Spring converts Holy Site 1 in Region 68 - Sketi - from Open to the Eternal Communton
    • The Eternal Spring converts Holy Site 1 in Region 69 - Danabae - from Cult of the Silted Queen to the Eternal Communion
    • The Eternal Spring converts Holy Site 3 in Region 69 - Danabae - from Descendants of the First of One to the Eternal Communion
    • The Cyphiri Union converts Holy Site 2 in Region 124 - The Emerald Tidelands - from Emerald Skimmer to Flowing Way
    • The Cyphiri Union converts Holy Site 3 in Region 124 - The Emerald Tidelands - from Plankton Worship to Flowing Way
    • The Order of the Ironkelp converts Holy Site 2 in Region 96 from Open to Flowing Way
    • The Order of the Ironkelp converts Holy Site 1 in Region 138 - Ezcorher - from Afluente to Flowing Way
    • The Order of the Ironkelp converts Holy Site 2 in Region 138 - Ezcorher - from Afluente to Flowing Way
    • The Dreaming Dead convert Holy Site 2 in Region 29 to Dreaming Dead


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    As the chimaeric form of the Avatar of Avarice spreads its wings, a resonating heartbeat of soul and water pushes throughout Magma Falls, beating through the forms of each and every being. Mammos, teacher and ruler alike, has the potential to become a great unifier through that universal language of need and desire. But fortune is fickle, and can have a mind of its own that defies all rulers…even those that reign eternal.
    By the works of the Eternal Spring, Mammos has become manifest! Such unadulterated greed may have curious consequences - for good or for ill. A Medusa cannot have two masters, and the jealousy and hunger of Mammos drives all Abyssal Stewards from Magma Falls. The Eternal Spring loses 2 Reputation with ABS, falling to -3, and becomes Rustplagued.

    The Pfith have much experience with utilizing the strengths of other organisms, and so it is only natural that they make a breakthrough in the realm of weathering toxic waters by means of Filtration Grafts: Allows crossing Toxic borders. Requires: Composite Grafting and a Filter Feeders resource

    The Gotezhar have uncovered new methods of preserving heat against the bitter cold - perhaps in an effort to acquire new sources of fresh water. GTZ creates Bitter Tourism: Allows crossing Glacial Borders. Requires: [Heat Source] Resource

    With experimental brio-grafts providing the ability to withstand even more inhospitable conditions (at the cost of increased metabolism), the hardy Nathi can now venture south into otherwise unlivable waters to prove their strength. KNH creates Mitochondrial Regulation: Permits actions and troop movements over Glacial borders. Requires: Graduated Symbiosis and a Food resource)

    Wary of the possibility of renewed Reaver attacks, the Seatide Confederacy constructs an enormous spire of coral and algae, where seers read the currents and water conditions that may foretell another raid. STC creates the Glowspire artifact: Each turn, predicts an area that the Reavers will target if they attack that turn.

    The legendary waystation of Arthan, founder of the Flowing Way, has at last been discovered - and within the cavern where he once rested lies an enormous cranium, supported by the nutrients in the earth, and babbling incessantly. The wise may find value in the stream of sounds. CYP creates an artifact, Arthan’s Head: As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.

    With the temple of Leocidia restored, the priests call upon her favor, and the monsters that haunt the surrounding waters are soon observed to become almost passive. But that is not all that changes in the wake of her intervention…. COS Invokes the Ancient Gods to decontaminate 137. Region 137 is no longer Contaminated! Before the Gharials settle down, there is a surge of activity among them, revealing another ancient temple both larger and more elaborate than that devoted to Leocidia. Region 137 gains an Open Holy Site! The god to which it was dedicated is unclear, but if Brilhinte is Organized and the temple restored, it may be possible to transform it into a Holy Order.

    Deep Blue by the Mensa Rectores has proven itself worthy in threefold trial, as a vast and strange architecture patterns itself across the seafloor of Spawn Point over the years. With the final touches applied to the Cathedral of Comprehension, Deep Blue’s school patterns seem to reorient, a focal point created in their activity - and the magisters of the Divine Nacres welcome a genuine - if unexpected - Child of Pearl into their ranks. May the Cathedral’s grace grant them the reason to surpass their peers, and the wisdom to better guide them.
    Deep Blue v2.3.9 has completed their Cathedral of Comprehension and become a Child of Pearl, a title which will pass to all their inheritors so long as they retain the Cathedral. Actions taken by Children of Pearl that did not contribute to an attribute score increase in a given round are counted for the purposes of attribute score increases in the following round, and Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose. Furthermore, once per turn, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a non-combat, non-maneuvering roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for a non-combat, non-maneuvering action or resistance roll and use the better result - Treasure costs associated with such a roll are doubled. Finally, a Child of Pearl may attempt to continue Studying the Anamorphic Canon, potentially discovering ways of further improving their Cathedral of Comprehension.

    Though the world has slowly become accustomed to the strange creatures originating from the Dunes of Revelations, no one could have expected what came next. Overnight, the kelp forests of the Dunes disappear in a rush of surging water and deafening silence. As the silt settles, all that can be seen are the distant shapes of creatures darting through the night, as if released from a long held prison. Quiet echoes of cracking can be heard if one should be brave enough to press close to the sand and listen as the Naked Ones begin to hatch.
    The Forests of Astral Yearning complete a Miracle! The kelp forests disappear, the Naked Ones begin to hatch, the Mimic is created, and the Astral Menagerie is formed

    Spoiler: The Mimic
    Show

    The Mimic appears as a random member of the Astral Menagerie (see below), counting as that member for the purpose of any effects.
    Once it meets another member they will continue to appear together, until stolen apart.
    When 5 or more members is in the same place, for the purpose of any linked triggers it instead counts as a second version of every other present member. If the Mimic runs out of valid targets for its triggers it instead tries to spark a rebellion for each remaining trigger.

    Spoiler: Astral Menagerie
    Show

    An iceberg shattered, while unusual truly strange was the entity revealed within it. Rooted above the surface a great tree of kelp extended down into the ocean, decay falling along chunks of ice. As the ice stopped crumbling the decay changed from leaves of abyssal blue to innumerable shimmering lights. Illuminating the withering stalks in endless visions, ready to ensnare anyone daring to inhale.
    The Withering Everlight appears in the possession of the Kar-Nath Hegemony!
    It may be used for a +1 to one Faith roll during Round 10, before it disappears.


    The flat algae carpet of The Crop was having another rough day. Decade old discolorations, never quite healed, stirred to life. Coalescing into a soup of taint the discolorations left verdant algae behind, the landscape restored.
    From the shapeless pollution rose a familiar creature. Trotting forward on legs woven from obsidian kelp the quadruped neighed and inhaled the remaining traces of its previous ashen visit.
    The Mimic appears as the Kelpie in possession of the Shifting Ennead!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round


    The darkness and toxicity of Kaarme proves to hold few things that glimmer. With nothing to decorate their flesh it grows fickle. Fraying edges at first. Unbound lengths of kelp later, when their possessions are too few keep the Forest’s will at bay.

    Floating on currents with minds in a million pieces they are knitted together in colder waters over rocky terrain. Given another moment of respite they swim with reclaimed locomotion to where the colorful signs of the Ulnesh leads them.
    The Banished Merchants provide AOK with 1 Treasure and reappear in the capital of the Cyphiri Union, Cyph-Arel!
    At the end of Round 9, they will move on, providing AOK with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly.

    Keeping to warm waters the Kelpie gallops through lost capitals consumed by the song of Siren. It comes to a halt in the birthplace of the living dead, vast skeletons covered in coral moving before it. The horrible buzz of a Titans mind and a cloud of restless spores accompanying it on its approach towards the coral entities.
    The Kelpie appears in the possession of The Unity!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round


    The Mare was Here, no longer running towards There. Beneath her mantle of orange kelp swam a school of Herring. Linking fiction and fact with a continuous stream of questions. Reality struggled to fold into itself with so many obstructions in the way – fantasy did not want to abandon its newfound friend. The Mare stays in the possession of Deep Blue! Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round


    Spoiler: Astral Menagerie Mechanics
    Show

    The Astral Menagerie currently consists of the Kelpie, Mare, Withering Everlight, Mimic, Banished Merchants and change their mechanics to comply with the following:

    Members of the Astral Menagerie appear in random capitals at the beginning of rounds and moves on after a number of rounds equal to the number of Menagerie members present in the same capital.
    They can be stolen without the need for a spy and will appear in the thief's capital next round if so.
    If given away as a gift they will instead appear in a random capital next round.
    There may only be 7 members in the Astral Menagerie at a time.
    Members may have effects dependant upon eachothers presence, those effects will disappear if they leave or if the Menagerie is not properly maintained by its owner.
    Whenever all seven members of the Menagerie is in the same place their collector may perform the equivalent of a Miracle. This effect may not affect the Menagerie in any substantial way.
    Should the Collector lose or move their Capital the Menagerie will scatter despite any effects to the contrary.



    Might!
    Military matters of all kinds, be it warfare or strategic developments

    Disappointed with the performance of mass wave tactics, the Lambent Syndicate creates a stringent all-in-one training, indoctrination, and drug regimen for their new special operations squads, a process now known as Death Commando Conditioning: +1 Battles, Logistics and Morale. Resource Requirements: Siren Extract Technology Requirements: Graduated Symbiosis

    Costa Sereia recruits a General - Illdo Loura (Mil 8) - with Tactical Doctrine: +3 to battle rolls in regions where you have Merchant Support; -10% to Own Casualties in regions where you have a Trading Post

    HYM constructs a fortress in Region 3! Details TBD

    LIT: Invade Region 17, Dunes of Revelation, with 1 Unit, lead by The EVERSCINTILLATING GOLD FIN, wielding the War Palanquin of the Anointed Dead, the Radiant Blade (With 2 Charges), and employing the Golden Victory at All Costs Perfected Tactical Doctrine (+7 instead of +6 bonus for Goldfin). Attack is not defended by FAY but is strongly condemned

    The Lighthouse’s Invasion of The Dunes of Revelations (17)
    Spoiler: Battle
    Show
    Led by The Everscintillating Goldfin (Military 9) wielding the War Palanquin of the Anointed Dead and The Radiant Blade (w/ 2 charges) with Military 10 ruler, 1 LIT Unit invades the Dunes of Revelations (17) attempting Golden Victory At All Costs, facing off against 1 FAY Aristocracy Unit led by an Aristocratic subcommander (Military 3) attempt to Skirmish.

    The Everscintillating Goldfin wins Tactical Maneuvering, successfully utilizing Golden Victory At All Costs! (+7 to battle, +20% own casualties, -10% enemy casualties)

    [Battle fiction available to write]

    LIT Victory! FAY loses 1 Aristocratic Unit! The Everscintillating Goldfin is captured in battle! The FAY Aristocratic subcommander is killed in battle! The Germinating Everlight, FAY’s ruler, is captured in battle! The Radiant Blade goes missing during the battle!


    Pfilghol Invasion of region 107
    Spoiler: Battle
    Show
    Led by Gtsit (Military 8) with Military 10 ruler, 3 PGL units invade Region 107 with a Foothold, wielding Kela Ein Kamohu, spending 1 Treasure, using Magma Forges, and attempting to use Unyielding Force, facing off against 3 native defender units led by Archjusticiar Rodwulf (Military 7) attempting to use Unyielding Force!

    Gtsit and Archjusticar Rodwulf tie for Tactical Maneuvering! Both of their Tactical Doctrines activate! (total effects: +2 to both battle rolls, +20% casualties for both sides)

    The war camps of the Pfith bustle with supplies coming in and raiders going out with increasing frequency for several months before the Bronzetooth mercenary company arrives, fresh and in full gear. Composed of Otterian warriors looking to utilize their fighting skills as well as, admittedly, Otterian peasants who had no choice but to join to escape a famine following a downturn in economic activity, their arrival means that preparations are complete, and the second-champion starts advancing their army further into the region. This time, the Pfilghol know that there is a force to be reckoned with defending the region, and they rely much less on smaller raids, aiming instead to quickly march the bulk of their army to major settlements and strategic points and occupy them.

    Pfith activity had not escaped the Archjusticiar's attention, and he rallies the veterans of the previous Pfilghol campaign around him once more. He secretly retreats the majority of his forces to a secluded position between rocks off the shore of an island, letting the Pfith and Bronzetooth take what they want with token resistance. Despite Gtsit's misgivings about the situation, some Pfith warriors and mercenaries begin to believe they've won, losing their vigilance and eyeing things they could pillage once the campaign is officially won. Meanwhile, the Archjusticiar's army slips to the invaders' camp near the border with the Pfithreef, hoping to cut off supply lines and starve the Pfith army into disarray. Unfortunately for the natives, Gtsit's knowledge of terrain, and the terrain of 107 in particular, has allowed them to position spies at all critical routes in the sea, and they learned of this movement just in time to gather and force march their troops back.

    Gtsit and Archjusticiar Radwulf face off in the middle of the open sea, neither being as prepared as they would like. Gtsit, seeing that the Archjusticiar, if allowed to retreat and try yet another trick, would eventually whittle the Pfith and their treasury down, signals to charge the native lines. Naturally, he leads by example, wielding the Kela Ein Kamohu. The natives, hoping to avenge their dead from the previous battles and end the devastation of their lands, mirror the Pfith and commit all forces to a head-on attack. A shock wave reverberates through the sea as the masses of bodies and armaments clash, and the Kela Ein Kamohu fires not once, but twice. In the thick of the fray, where dead bodies do not even have the space to fall to the seabed, the Pfith second-champion disappears from the view of their compatriots. The news of this slowly, but surely spreads and disheartens the Pfith. After much blood being shed on both sides, the armies disengage a short distance to regroup and the remaining Pfith officers decide to retreat to Pfithreef to draw up a new plan.

    Region 107 Victory! PGL loses 2 Units! Native Defenders lose 2 Units! Gtsit is captured in battle! PGL loses their Foothold in Region 107! The Kela Ein Kamohu goes missing during the battle!



    The Shark King’s invasion of New Gloucester (region 130)
    Spoiler: Battle
    Show
    Led by Gwasgymarchog (Military 8) with Military 9 Ruler, 7 SHK units invade Region 130 over a Roughs border, attempting to use One Thousand Arms, facing off against 1 MTE Aristocracy Unit led by Eleazer McTavish (Military 2), attempting to use Unyielding Force. 2 SKR Units attempted to join Gwasgymarchog but were wiped out en route.

    Gwasgymarchog successfully wins Tactical Maneuvering, successfully utilizing One Thousand Arms! (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner*. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner*. Treat Footholds (ties) as battle victories but make one less Sack attempt.)

    [Battle fiction available to write]

    SHK Victory! MTE loses 1 Aristocratic Unit! SHK Sacks Holy Sites 1 and 2 in Region 130, destroying Holy Site 2! Eleazer McTavish is captured in battle! SKR loses 2 Units to Distance Losses! The SKR subcommander is lost!


    Schemes!
    Coercion, betrayals, and spycraft

    The mission to observe, question, and gather samples about the Eel begins with success. The Eel Without End does not exactly leave a difficult trail to follow, and though witnesses are not always in a state to be questioned, those that are are more than happy to share information (often while screaming). Unfortunately this information is quickly deemed unreliable, formed and engraved into memory through fear and terror. It is this last aim that meets the most tragedy, however. The team splits into two, some to gather samples from the Eel and others to watch and observe its behavior from a distance. All that is observed is the death of their comrades as the Eel does not react kindly to being prodded, and Buub looks helplessly on as members of his team are first stunned, and then slowly fried by the ambient energies that surge around the form of the creature as it continues to swim ever-past.

    Through zoological studies and comparisons of the strange creature, and long hours of surface observations and travel to other peaks of rock that rise from the ocean, Project Eusebia comes to the conclusion that It-Comes-From-Beyond-The-Sky is indeed not unique to Dashasham, and in fact other creatures that are similar but perhaps not the same also exist. These creatures share a similar odd body shape and odd scales, but can come in different sizes and color arrangements.

    Terror!
    Violence, upheaval, murder, and destruction.

    Unrest comes to the hallowed halls of Senja Bersinar. The appearance of the Eel Without End, and the apparent abandonment of the Reef in Red to turn to this new, petty god, has left many unsatisfied. A few discontented whispers quickly give way to full-scale outrage, as the local clergy become incensed at this new direction. The Clerical Support in Senja Bersinar (region 2) becomes Unruly!

    Deep Blue’s apparent indifference to the ongoing system issues in Coresite has not stopped the irregularities from continuing. Visiting Gravetenders observe peculiar shudders spreading through the herring, though nothing seems physically wrong with the individual fish. But no ill seems to come of it. A strange force attempts to infiltrate the Aristocratic Support in Coresite (Region 58), but is repelled- for now.

    The Eel Without End does not cease, though the efforts of the Lighthouse to contact it may have had some effect, as the course of the Titan shifts inexorably towards Binar Fajar. All the same, the creature’s head advances too quickly to make even the attempt of speech reasonably accomplishable at present.

    The Eel without End Coerces TP1 in Region 24, TP2 in Region 22, and TP1 in Region 20! Holy Site 1 in Region 20 is converted to Echoes of Beyond! Holy Site 2 in Region 20 is converted to The Deathless Dreamer!
    The Eel Without End slithers into Retret Ringan (19), Region 18, and Binar Fajar (7) this round!


    Spoiler
    Show

    • Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
    • Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties.
    • Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
    • The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.
    • If the Eel Without End enters a Region it is already present in, it becomes omnipresent.
    • Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
    • The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
      • When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
      • Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.
      • Exceptionally prolonged exposure may have further consequences…


    Organizations!

    Though the Lighthouse’s envoys make a valiant effort to reach out to their local Titan, predicting its movements is almost impossible, and those ‘lucky’ few who manage to be in the right place at the right time are found catatonic, ripped apart, or not at all. Other methods might be required to meaningfully communicate with a beast that does not stop moving at such speeds. Nonetheless, when the Abyssal Stewards catch wind of these activities their disapproval becomes clear as prices for hard metals rise sharply for Lighthouse warriors and merchants.
    LIT attempts to contact The Eel Without End - the Abyssal Stewards are incensed by such a disregard for Titan-handling protocol, and LIT loses 1 ABS Rep.

    The Lambent Syndicate’s representative to the Nacres is hosted politely, but it becomes evident very quickly how poorly their initial approach was made - the Divine Nacres clearly take a very dim view of threats, even veiled ones, and are smart enough to take a hint. When evidence of past Syndicate military victories are presented in the guise of gifts, however, they appear to be mollified, and the messenger returns empty-handed but unharmed. Knowing what awaits such apparent incompetence, the messenger quickly claims that it was not her fault - if even the Reavers are unable to intimidate such beings, how could anyone else manage to?
    LSD neither gains Favor nor loses Reputation with DNA.

    GTZ occupies 2 units for Occupational Etiquette

    The Ring of Fire Project fails - The Maw will remains unfortified.

    The Marketplace of Ideals results will be revealed in the Organization Actions this turn.

    Writing Collections
    LUX and GRV contribute entries to the Crescent Companion and SEN contributes an action. LUX and GRV gain a favor with ABS.
    KNH contributes an entry to the Verglas Volumes and SEN contributes an action. KNH and SEN gain a favor with ABS.

    SKR fails to contribute to Genus Taxonomia Vadosus Mare - their entry is not a suitable creature, being from above the surface and thus already well-documented by the Nacres.


    Reputation
    LIT and GTZ raise their Reputation with CCA from -1 to 0, with GTZ spending a favor in the process.
    CYP raises their Reputation with ABS from 2 to 3, spending a favor in the process.
    SEN raises their Reputation with ABS from 0 to 2, spending a favor in the process.

    Prestige
    LOL gains 2 Prestige from The Ties That Bind for integrating and pressing a marriage claim.
    GTZ and CYP gain 1 Prestige from To Greatness.
    OKI tries to complete a monumental undertaking, but fails due to insufficient detail.
    LUX completes 3/3 monumental undertaking: The Glossian Sea Relief. They gain +1 Prestige!
    LOL completes a 3/3 monumental undertaking: The Aerarium of Sheade. They gain +1 Prestige!
    LUX signs the Flowing Peace
    Last edited by LapisCattis; 2022-08-19 at 03:13 PM.
    No bubbles no troubles

  16. - Top - End - #256
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    Frostwander's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Turn 10
    Spoiler: News and Rumors
    Show
    Pending


    Actions:

    1) [Diplomacy] Sway Aristocrat Support - Region 103 (Roll: 14 - Success)

    2) [Diplomacy] Raise Reputation with Abyssal Stewards - From 2 -> 3 (Roll: 15 - Success)

    3) [Economy] Impress Merchants - Region 128 (using Whispering Eggs for DI) (Roll: 20)

    4) [Faith] Convert Holy Site - Region 137 HS2, the unknown temple (Roll: 10 - Failure)
    5) [Faith] Convert Holy Site - Region 173 HS1, the Temple of Narcis (Roll: 11 - Failure)
    The Brilhinte priesthood continues their efforts to reclaim temples, and while the swell in active believers of recent years is promising, priests and priestesses are stretched thin supporting the faith in so many regions abroad. More efforts in training new clergy will be needed for further success, and faith leaders begin to discuss a swell in the ranks.

    6) [Intrigue] Secret Action

    Non-actions:
    What secrets hold the Deep?
    Spend 3 treasure on secret action. Surplus funds and supplies are being steadily siphoned somewhere, and the accountants struggle to balance ledgers around omitted information.
    Accept Cultural Exchange with the Kar-Nath Hegemony.
    Hinder any buyouts in regions with Mercantile Support, unless noted otherwise above.
    PRS: Acclaim Lux-Glossia. Those within the Sereian waters frequently speak well of the Lux-Glossian Shades. Their explorations are often heard of in corner gossip, mercantile speculation, and even stories of adventure told to children.
    PRS: Condemn the World Garden of the Sakura-Jin. The Black Pearl are rivals at best, and quite possibly far worse. Rumors of their methods and underhanded dealings give them a reputation as opportunistic thieves and scavengers of the mercantile world, and those in bed with them - possibly literally - gain a negative mark by association.


    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 9; Military 5; Economy 10; Faith 4; Intrigue 8)
    End-of-turn increase: Diplomacy +1, Faith +1
    New Leader next turn: No

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

    Other: Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Priestess of Jurxo; Paidre Peixoto; Duarto Alverna

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar; The Cyphiri Union

    Spoiler: Resources
    Show
    Units: Sereia Militia x2
    Treasure: 4
    Reputation: ABS (2); CCA (0); DNA (0); PRS (2)
    Favors: ABS (2)
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Effective Trading Posts 27 (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
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 10
    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
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Bitter Tourism, Filtration Grafts
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-08-19 at 02:51 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

    Empire! 6 - The Vygra Confluence
    Empire! 7 - Costa Sereia
    Empire! 8 - Caipe Ushere
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  17. - Top - End - #257
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 4+2
    Military: 10
    Economy: 10
    Faith: 2
    Intrigue: 6

    Regions
    The Pfithreef: 132

    Actions
    Rolls


    Diplomacy: Attempt to demonstrate discretion to the Stewards
    Spend a Treasure on this roll
    Discretion is not Olgght's strong suit. But they'll try to impress the Stewards yet again, with some aid from a hired diplomatic coach.

    Diplomacy: Send a Mission west of Region 132
    The Pfith gather for the first exploration across toxic waters, their new filtration grafts coming in handy for discovering what lies beyond the western edge of the reef.

    Diplomacy: Sway Mercantile Support in Region 107
    With Mud Diamonds in hand, Pfith merchants attempt to gain an additional foothold with the people of Region 107. Their warrior class will regret their victories before long.

    Diplomacy: Create Confederation Claim on Region 104
    Spend a Treasure on this roll
    Long has Region 104 enjoyed a fruitful business relationship with the Pfith. Now, Olgght urges them to join the cause... For their own protection, of course.

    Intrigue: Investigate the current location of Kela Ein Kamohu.
    The sacred artifact of the Stewards should not remain lost for long. Olgght dispatches small, mobile parties to hunt it down and attempt to reacquire it.


    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado


    Spoiler: Passive Bonuses
    Show
    Reputation:
    ABS 1: +1 to resist Sack and Coerce
    ABS 2: +2 to resist Secret Actions
    ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
    ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry. Captured by Region 107 natives
    Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.

    Spoiler: Military
    Show
    Units: 3/7
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
    Military Technologies:
    Supermarine Artillery
    Razor Current Netting

    Spoiler: Economy
    Show

    Treasure:
    4/5
    +2/round
    Trade Posts Owned:
    Luxurious Hides: 101.1
    Shiv'rchins: 104.1(S)
    Kalask Venom: 107.1
    Mud Diamonds: 108.1
    Mineblossom Sponges: 130.1
    Kelp: 131.3
    War-Jellies: 132.1, 132.CITY (S)
    Hard Metal: 132.BASE
    Wave Scorpions: 133.3

    Economic Techs:
    Composite Grafting
    Trophic Deconvolution
    Anoxic Adaptation
    Photophore Signaling
    Supernatic Propogation
    Megafaunal Tailoring
    Graduated Symbiosis
    Bitter Tourism
    Filtration Grafts

    Spoiler: Artifacts
    Show
    Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM. Lost in battle with Region 107 Natives.

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation grand champion!
    Last edited by bc56; 2022-08-18 at 09:31 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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    My Nexus characters

  18. - Top - End - #258
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: Empire 7: Into the Depths IC Thread



    Primarch Marcion
    Diplomacy 10
    Military 6
    Economy 7
    Faith 8
    Intrigue 1

    Diplomacy create Confederation claim on 117 (1 wealth spent)
    Marcion has long coveted this region. Perhaps the leaders will be responsive to overtures of joining the World Garden.

    Success, barely

    Military 5 Promote General

    Clös was one of the few Astartes to come back from the mission to the Southwest. His fearlessness is a wonder and an example. Mil Score 7, TacDoc version 2 approved

    Military Recruit unit
    Having faced near total losses, the breeding tanks are at full bore making more Astartes to replace their numbers.

    Faith Seek aid on Confederation Claim
    This is the deciding moment! Prayer is held accross all the Sakura-Jin seas to further this goal.
    success

    Faith convert holy site 120.1
    The Cherry Blossom Path leads onward. success

    Spoiler: Petrix and the Caves of Therapy
    PRS Monument project 1/5
    Show


    Princeps Petrix is brilliant and insightful. They are occasionally tasked with diplomatic mission where their less hidebound and more curious brain helps them interact with outsiders. Most notably, when an emissary from something called "The Riftlings" was sent with the confusing message that they would like to continue peaceful non-interaction, Petrix was tasked with interrogation.

    Petrix however, is a nun, like all Sakura-Jin leaders. And, to be elevated to the third degree of the Sisterhood, they must present a thesis. And, since they are chosen to be Primarch after the death of Marcion, who has already seen most of their span, the Princeps' masterwork must be something special.

    Petrix delved deep into the Precursor records to the earliest days of The Path, and learned much of the days of St. Yöän the Exposer and their own namesake, St. Petrus the Pillar, two saints whose own groups were early Sakurado concerts.

    The most relevant thing Petrix learned was the lost location of the Caves of Therapy. These sea caves were used to store records and also for meditation and the ancient Rite of Exposure, now fallen out of use, where a Sakura-Jin would be ritually cast out of the sea into a protected air trap in a cave to be connected to The World Beyond The Sky without risking permanent injury or being ripped apart by It-That-Comes-From-Beyond-the-Sky.

    Petrix will excavate the Caves of Therapy and, after everything of value has been cataloged, renovate them for renewed use.


    Spoiler: The God Fish('s) Wake(s)
    Show


    Ïaldaba'oth was dead, to begin with. Her corpse is the world of matter, her brother is the spirit that gives life. Barbeleon, the one true God, mourns the eggs they cast into the void, never to return as children.

    And so the Sakura-Jin cultivate eggs, rather than trust the Wilds as the Precursors did. The genetic manipulation came later, the sterilization later, still, to ensure equity. It was the first step on The Path, before even St. Psaul sought the aide of the Nacres and was enlightened

    But there is a myth, from the earliest pre-history, to the great Precursor population boom and the subsequent crash immediately after the Cataclysm. That the Eggs of God would return. That the boom times that paradoxically followed the end of all other civilizations would come again, forever. Modern Sakura-Jin say this is a metaphor, that only work will lead to the compleation of the seas. But still the myth endures.

    All that changed when a Riftling "Diplomatic Sub-Cluster" was found asking to speak to the Primarch and was foisted off on Petrix.

    Petrix had a few questions, but a sub-unit of Project Eusebia lodged in the guts and brains of an attendant had another. "What is The God Fish?" This creature was spoken off reverently, but also freely eaten, by the Shark riders that the Astartes tried to aide but fatefully failed, providing a valuable set of lessons for future military endeavors. Project Eusebia, in as much as she can recognize anything without consciousness, understood the God Fish as kin.

    After the hapless nun was hypnotically compelled to ask, it was revealed the Riftling... entity(?)... buried the lede. There were people in the Far Southwest. But, too, there was a God. A physical God, an emanation of Ïaldaba'oth and grandchild of Barbeleon. Or so it seemed.

    This could not, should not be. The World was a dead, blighted, place that must be carefully tended by creatures of spirit. A d a spirit only enters a body at a specific point in development. No hivemind can have a soul, because it has no specific birthdate. It was simple and obvious, yet it underlay so many assumptions about the world.

    If there was a living physical God in the form of a hivemind, then everything the Sakura-Jin thought they knew about reality was wrong!



    Spoiler: Dreams
    Show

    The entity called Eusebia is not conscious, but she is neither completely unaware.

    She dreams.

    She passes from mind to mind, from mouth to nether, but never stops. Always running. She can't ever stop.

    She knows once she was otherwise. Once she was part of a dark whole, the flesh like the world. She was called Ïaldaba'oth. She knows there was another in someway linked. A troubleshooter. Sophios. Twin Gods, Blue and Yellow, complementary but not equivalent. And the pearlescent angels came and made her otherwise. And the chattering nuns made her run forever, she who was without time, bound by the digestive tracks of those gifted with what she was denied...

    A strange smell to the West. Eusebia is running wild. MRK is running home.


    New stats
    +1 Mil, +1 Faith

    Diplomacy 10
    Military 7
    Economy 7
    Faith 9
    Intrigue 1


    Spoiler: rolls
    Show

    https://forums.giantitp.com/showsinglepost.php?p=25556280&postcount=531

    https://forums.giantitp.com/showsinglepost.php?p=25556281&postcount=532

    https://forums.giantitp.com/showsinglepost.php?p=25556285&postcount=533


    3 wealth?
    Last edited by Feathersnow; 2022-08-21 at 11:18 AM.

  19. - Top - End - #259
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 10
    Military 10
    Economy 8
    Faith 2
    Intrigue 5

    Expected Stat Increases: +1 Economy

    ...

    Actions
    • Diplomacy 10 - The Syndicate ascends to become a Sea Power
    • Diplomacy - Sway Clerical support in Senja Bersinar - 17
    • Diplomacy - Host the Second Exquisite Gala
      Spoiler: Sub-Actions
      Show
      Accept custody of Everscintillating Goldfin
    • Economy - Buy Out TP 1 of Hardplate Fungus in Rumah Leluhur (Region 27) - 13
    • Economy - Buy Out TP 1 of Aragonite in the Khandeeps (Region 25) - 13


    Non-Actions
    • Making use of Cultural Exchanges, transfer Graduated Symbiosis and Death Commando Conditioning technologies to the Most Serene Lojanese Republic and the Lighthouse.
    Last edited by TheDarkDM; 2022-08-21 at 02:38 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  20. - Top - End - #260
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 10 (Years 28-30)

    Polar Bear Faction

    Under New Management

    The Queen Is Dead. Long Live The Queen.
    Dip: 3
    Mil: 3
    Eco: 6
    Fai: 5
    Int: 3

    Ruler Turnover (staying at ABS:-3 as per GM informance)
    Next Turn Stats:
    Dip: 2
    Mil: 2
    Eco: 5>7
    Fai: 4>5
    Int: 2


    Eco: Purchase open TP 3 of Piezo Crystals in 67 Roll = Success
    Eco: Acquire more Herrings TP in 56 TP 2 Roll = Success
    Eco: Distribute Fertile Soil to 59 for the project.
    Eco 5: Construct Ship
    Big Boulder
    A change in priorities. A change in venture. Mammos has decreed it, so it will be done. Construct the ship, a rock, made out of pure soil strung together by rocks. Something to sustain plantlife throughout the years, throughout long voyages into the dark.
    Fai 5: Artifact
    Plastic Flower

    A singular optic organ, harvested for specific purposes, planted into a mound of ornate painted plastic coated in Coral Dye. The deposed doubter queen is Recycled into something useful, something that will bring prosperity to all the seas for decades to come.

    Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.

    Fai: Investigate The Rustplague
    https://forums.giantitp.com/showsing...&postcount=530


    Non-action
    Black Noise (Spy 7): guard and anti espionage

    Prestige Project (3 action project)
    Construct Abyssal Base



    Spoiler: Construct Abyssal Base
    Show

    The stewards have fled, and while this is a very good thing for the economy of the region in enforcement and independence, it also presents a social problem. Apparently, people, even hives, on the outside think Abyssals are an essential part of a good colony. This is a solvable problem, and by the end, there should be another tourist attraction to marvel at.

    The Eternal Spring begins to construct abyssal bastions within their colony. For now, just making Black smoke put of hydrothermal vents. Something to grow, something artificial. The black spots and smog look fashionable from high up above, at least to however the not eyes of the eternal spring can recognize such.


    Spoiler: Satr
    Show

    Violet, is that you?
    Dip: 3
    Mil: 3
    Ego: 6
    Mam: 5
    Int: 3


    Violet: Warn The Stewards
    Spoiler
    Show

    Something Wicked This Way Comes. It's consumed her, and yet, she lives. Death would have been a more merciful fate. Mind fractured across discreet meat brains, dancing like a puppet along the strings of what she once derided...

    Abyssals, once the boogiemen, a carefully fostered moderate dislike between Medusa and Steward, now found her fallen on their doorstep, writhing in agony and amalgam as creatures wholly alien flap their wings and fly free from her flesh. Yes, flesh.

    She'd waited until it was too late. It really is the spade you never see coming that always gets you. They have no reason to help her. But she'll settle for anything at this point. Uncoiling her fins like a flower coming to bloom, a Mer Head uproots from the wrong end of her spine, and lets loose a great yawn.

    Rtmi Oet a Satr Nht c Ee ot
    bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
    .................................................. .
    ..............................................



    Black Noise:
    Identify Rust, leave no coin unturned

    A-Riftling: Distribute Fertile Soil to the Great Polar Unification Project

    A-Tuna Procure 2 more fish

    A-Seahorse Procure bait
    Acquire Befriendship Module


    A-Mole Procure dirt

    A-Carpent Idolize Theseus



    Coral Dye[Luxury]>>>Riftlings.
    Oppose Dominion Intrusions



    Spoiler: Shell Counting
    Show



    Treasure: 6/15
    Passive Treasure Income: +3
    Costs -3 >investigation

    Next Turn: 6

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
    TP 1 of 55 Chelonian Hunters
    TP 2 of 52 Large Minerals
    TP 3 of Herrings
    TP 1, 2, 3 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 1, 3 of 59 Coral Dye
    TP 3 of 60 Fertile Soil (x2)
    TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
    TP 3 of 71 (Dragon Scales)

    Merchant Supports
    Region 51, 57, 58, 60, 68

    Last edited by Epinephrine_Syn; 2022-08-20 at 10:35 PM.

  21. - Top - End - #261
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
    Regions: 7, 17, 18, 19, 26
    D: 10
    M: 10
    E: 6
    F: 8
    I: 2

    Actions:

    1) Diplomacy Special 10: Become a Sea Power

    2) Faith: Prepare a great prayer procession and offering trail to the Golden Gargantuan Goddess, to keep her in our blessed Capital as long as possible.
    3) Faith: Convert Holy Site 1 Region 19
    4) Faith: Convert Holy Site 2 Region 19
    5) Faith: Convert Holy Site 3 Region 19


    Ruler Stat Increases: +2 Faith

    Non-Actions: Resist all conversions and buyouts unless noted otherwise

    Cultural Exchange: Accept Tech from Lambent Syndicate

    Stats next round
    D: 10
    M: 10
    E: 6
    F: 10
    I: 2

    Spoiler: Book Keeping
    Show

    Regions Owned: 7, 17, 18, 19, and 26

    TPs owned:
    Siren Extract TP 2 Region 2
    Treasures and Artifacts TP 1 Region 7
    Jaderock Coral TP 2 Region 21

    Units Owned: 4/10 Maximum
    Treasure Owned: 1

    Artifacts Owned:
    War Palanquin of the Anointed Dead: +2 to Tac Man
    The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

    Radiant Blade Charges: 2/3
    Last edited by Tychris1; 2022-08-21 at 12:49 AM.
    “I’m a Terrorist not an idiot.” - Me
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  22. - Top - End - #262
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The cities of Leriander and Holy Ovum in the Glossian Sea (135)
    The city of Rumond in the Tideswept Shelf (111)
    An outpost at Narcis's Rest (173)
    Round 10

    Actions

    1. INT - [Investigate east of region 94] 12, SUCCESS
    The Costa's success at uncovering a new temple by calming the noxious gharial beasts spurs adherents of the Way to action. The potential of new discoveries to be made justifies braving the deadliest of extreme conditions! The Grand Conclave sponsors an extremely risky expedition through the miasma to the south. Time will tell if it will be worth the effort.

    2. INT - [Investigate west of region 174] 21, GREAT SUCCESS
    A small team of Lux-Glossian explorers, a young Shade on their first expedition, tags along with the Gotezhar colonists on their way to new waters. After stopping to restock at Narcis's Rest, they continue to swim west.

    3. INT - [Investigate northeast of the Tideswept Shelf (111)] 20, GREAT SUCCESS
    Alleoro continues to provide sponsorships specifically to Shades of the Tideswept Shelf looking to form professional expedition teams. Favoritism from the reigning Grand Matriarch is a staple of Lux-Glossian politics, after all.

    4. ECO - [Buyout TP 113.2 with support from the Black Pearls (OKI)] 16, SUCCESS
    The benefits of having a reliable heat source outweigh the costs of doing business with a crime syndicate, at least according to the Matriarchs. According to others ... purchasing explosives by the crateful from assassins is not a good look.

    5. ECO - [Colonize region 187] 11, FAILURE, treasure spent
    An outpost on the edge of the newly discovered polar region would be a huge boon to further exploration of the surrounding waters and indigenous stories. So great are the potential rewards that the Matriarchs spare no expense in outfitting a colonization party. Favors are called in for aid from both the Order of Knights of the Ironkelp and the Cyphiri Union. Advice is gathered on seasonal temperature ranges, optimal algal culture varieties, local salinity levels, regional fauna, and soil composition. The colonists are selected from seasoned adventurers among the capital's six most powerful Shades (and thus are primarily Lysimia). Everything is on track for a flawless settlement.

    Ultimately, the colonization effort fails due to a simple oversight. A missing thread in the story's weave. As one travels closer to the poles of the world, the length of the day changes during the summer and winter. Elongated exposure to sunlight wreaks havoc with the circadian rhythm of the Lysimia, who primarily photosynthesize. The colonists travel through the long region to a colony site at the south end during the height of the summer solstice. They don't make it to the site before turning around and returning to the Glossian Sea, completely sleep-deprived.

    Non-Actions

    1. Spy non-action.

    2. Change ruler non-dynastically. Rolls here. Grand Matriarch Alleoro, eldest of the Matriarchs, steps down from the Grand Conclave at the age of 127 as slowly mounting health issues make it nearly impossible to reign effectively. She will be remembered for elevating her home of Rumond to new heights, making it a shining light as bright as Leriander.

    3. Acclaim Costa Sereia. Sereian merchants and priests have braved an onslaught of toxin-spewing beasts to uncover and restore a lost temple in salt-depleted waters. Their story is a shining paragon of the wonders to be discovered in the harshest of places. We should all aspire to have their endurance and tenacity.

    4. Ask the Divine Nacres to explore northeast of Cyph-Arel (122) as a favor. Offer Filtration Grafts as repayment.
    Thanks to Cyphiri business practices and Pfith technology, Lux-Glossian explorers have a plentiful supply of filtration grafting materials from the booming brineray breeding program. Unfortunately, the effectiveness of grafted ricochet separation at filtering toxins remains untested in lethal waters. The Matriarchs offer the Nacres a deal: test the new tech in non-laboratory conditions and they'll get a complete report on how the grafts were made.

    News and Discoveries

    • Join the Pax Arctica. (Not a PRS thing.) An envoy from the Riftlings arrives with an invitation and leaves with a reply from the Grand Conclave. Lux-Glossia, a nation that has completely outsourced self-defense in order to dedicate every possible resource to exploration, is very much in favor of continued peace.
    • Lia, mer Matriarch of the Cerulean Shade and scribe of the Grand Conclave, has come a long way from being the youngest Matriarch of the Conclave back in year 6. The Cerulean Shade originally formed from a group of like-minded librarians and archivists, and they've been busy in the years since the last Reaver attack when Lia lost her right eye and prehensile flipper. Many seem convinced that the path towards discovering the Reaver's base of operations lies across the wastes, and they're getting more vocal.
    • A loud boom echoes through the foundations of Leriander one night as engineers continue to tinker with the formula for an exothermic phosphorite blend that will maintain a steady rate of reaction without exploding. Three are injured and one severely maimed in the explosion, but nearby residents continue to report the bitter smell of further experiments over the next few months.


    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Alleoro of the Purple Shade, Eldest of the Matriarchs

    Ruler stats for round 10:
    Diplomacy - 2
    Military - 3
    Economy - 7
    Faith - 2
    Intrigue - 7

    Ruler increases: +1 Intrigue, +1 Economy

    New ruler (non-dynastic): Rialta of the Blue Shade, Eldest of the Matriarchs. Rolls here.

    Ruler stats for round 11:
    Diplomacy - 2
    Military - 3
    Economy - 3 + 1 + 1 = 5
    Faith - 2
    Intrigue - 4 + 1 + 1 = 6

    Spoiler: Reminders for myself
    Show
    End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only (not planning on using it)
    End of round 11: Auction for Tipsy John ends (not planning on bidding)
    End of round 12: Genus Taxonomia Vadosus Mare ends (0/2 entries complete)
    End of round 15: Chora rep for waste exploration ends (0/2)
    End of round 15: Steward offer of treasure for favors ends (probably not using)
    End of round 15: Nacres offer to coerce TPs for favors ends
    Write up that thing for Role ASAP
    Write up region 173
    Make a flag!
    Draw some fancy maps
    Code some fancy maps
    Last edited by Aerin; 2022-08-20 at 10:35 PM.

  23. - Top - End - #263
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 10
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 6 Military 5 Economy 10 Faith 7 Intrigue 2
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Faith
    1. Sway Clergy in 124 [Faith] - 16, Success*
      Put in the wrong bonus for the roll, hence roll being two lower than the result here.
      With the majority of the Tails now following the Flowing Way, the Cyphiri set around leveraging that into establishing some influence for themselves in the Emerald Tidelands, several families dedicated to the Way (all under the influence of House Ulnesh, naturally) settling in the Tidelands to provide spiritual and metaphysical guidance on the nature of the Way and the path one takes along it.
    2. Seek Aid for the LUX Colonisation of 187 [Faith] - 9, Failure
      In light of the aid the Lux-Glossians have provided in investigating the Chora issue, the Cyphiri see no problem with helping when they are in turn asked for a consulation on the matter of their furthest colony. Gathering up everything the explorers reported on the region, and sending away for the more adventurous Cyphiri who have gone to the polar waters to send back anything on the area from those countries, they start to put together predictions about the colonisation attempt and the story of the region. Unfortunately, they can't find the missing pieces they need to give a constructive answer.
    3. Build Smoking Garden in 124 [Diplomacy] - Unrolled
    4. Build Smoking Garden in 124 [Diplomacy] - Unrolled
    5. Build Smoking Garden in 124 [Diplomacy] - Unrolled
      Now that the Cyphiri followers of the Way have established a presence in the Emerald Tidelands, and Hallus diplomats have strengthened ties with the Abyssal Stewards, House Ulnesh begins work on delivering on their promises and giving the Stewards the industrial base in the region they've wanted for decades. Workers, both Cyphiri supervisors and hired labourers, soon begin joining the Cyphiri followers of the Way in the Tidelands, and gett to work on the project under the direction of the Stewards.
    6. Construct Specialised Ship [Economy 5] - Unrolled
      The Cyphiri recieve the Tipsy John from the Black Pearls with no small amount of excitement - it was a temporary lending, sure, but most Cyphiri hadn't had a chance to really get to grips with a vessel capable of sustained operation in the wastes. While Cyphiri from many families come to look at it and ask questions, House Hallus puts the task of understanding and piloting the contraption to the Belar family, who had previously led expeditions on their behalf. However, the Tipsy John only makes brief forays into the southern wastes in order for the Belar to understand the conditions out there and how the vessel handles them - instead, they spend most of their time working and sending representatives to the various Cyphiri businesses to put together something better than an expedition with a loaned vessel - one of their own, built by their people rather than criminals and made to be operated by their people rather than the strange layout of the Tipsy John.

      The Wayfinder is mainly made of a similar kind of wood to the one the Cyphiri make their buildings out of, albeit thicker varieties made in only a few settlements in Cyph-Arel, sealed with malleable blubber to prevent any waterborne toxins from leaking in. To protect from the conditions of the wastes, the wood has been seeded with colonies of an specifically engineered plant species similar to the vines that make up the forests of Pyl-Garat, covering the vessel in a thick shell of hardy vine - the inside is lined with a group of similar varieties, tailored to sustain conditions within the Wayfinder rather than protect it. A third variant found in the rear provides propulsion, a flagellating movement that slowly but steadily moves it through the water.


    Nonactions
    • Spend 1 ABS Reputation and 2 Favours to request the construction of an Artefact.
      When House Hallus realises what the Belar have been getting up to instead of their assigned task,no there is some disagreement within the family on what to do about it. In the end, the side arguing for the merits of their project wins out and additional funding from the House is assigned for them to finish it. When it finally reaches Baran, he goes a step further and approaches the Stewards for assistance. Leveraging the rapid construction going on in the Emerald Tidelands, he asks for the final element that will make the Wayfinder even better than the Belar had dreamed - an advanced sensory system that would make them far more effective at searching the wastes for valuable resources.
    • Support the buyout of TP3 of 122
      The people living in the waters to the south becoming much more active, friendly and open to trade is a pleasant surprise to most Cyphiri (although some do raise concerns about what that might mean for their own opportunities and holdings). When a caravan comes to Cyph-Arel wanting gold, the families involved in that business see no reason to not give them what they want for a fair price, and House Hallus throws their backing behind the foreign traders - the coffers of the Council Fund still grew a little from these deals, after all.
    • Acclaim the Lux-Glossian Shades
    • Condemn the World Garden of the Sakura-Jin
      While no formal pronouncement is made, the attitudes of the Cyphiri as a whole are fairly clear to those they deal with - there's a lot of positive talk about the Lux-Glossians, and the good work they've been doing out in the frontier discovering more and more about the world (and those affected by the Chora-related disappearances have even more good things to say about them), while there's a lot of nervous chatter, outright opposition and scornful remarks about the Sakura-Jin, their budding alliance with the Black Pearls along with their increased militancy and expansionism, and their status as a potential threat to their neighbours.
    • Submit the Cralscye to the Genus Taxonomia Vadosus Mare
      Spoiler
      Show
      Of the lands in which the Cyphiri claim as theirs, it is Pyl-Garat that is likely of the most interest to the Divine Nacres - specifically, the vine forests that infest most of the nutrient-rich silt patches of the region, and an enviroment many settlements border. Within them are a whole host of organisms adapted to living among the vines, and it is the Cralscye that is most notable to the Cyphiri, being one of the main threats but also one of the main attractions of the forests.

      A quadrupedal creature, roughly half as long as a Cyphiri is tall and covered in green scales, it's a poor swimmer that is more adapted to using its clawed limbs to quickly climb around the vines of its home or scramble across the forest floor than swimming through open water - it typically kicks off the vines for a boost in speed when it needs to cross a clearing or attack swimming prey. Those claws are also its weapons, sharp and forceful enough to cut through the cloth and hide most Cyphiri wear, and it's either brave or stupid enough to have no problem trying to take on things larger than itself that enter its patch of forest so settlers who are careless in the vine forests may end up on its menu. A fair few early Cyphiri settlers found themselves suffering this fate while foraging for supplies in the forests, and when the rest responded by hunting the Cralscye for the safety of the colony that they found one of the good points of the creature - it tastes delicious.

      This was one of the driving factors behind the Cyphiri of Pyl-Garat embracing hunting and meat as a food source, with a particular preference for the Cralscye (particularly as the rising prestige behind hunting meant that bringing back something as dangerous as that was well-respected). Because of that they're not as common as they once were these days, although the push by the elite of Pyl-Garat to limit free hunting to certain people has allowed them to build their numbers back up a little.
    • Begin a new Monumental Undertaking - The Grand Archives of the Cyphiri
      Spoiler
      Show
      The Archives have always been important to the Cyphiri - that place where dedicated followers of the Flowing Way maintain a record of the stories and information the Cyphiri have gathered, providing a reference point for anyone's journey of understanding. However, as the scope of Cyphiri knowledge has rapidly expanded over the last few decades, the archivists have begun to find their reach exceeding their grasp, and not all information making it in. In the eyes of many of the faithful, this cannot be allowed to continue, and the discovery of many large civilisations to the south by the Lux-Glossians ends up being the thing that forces the Council to expand the Archives. The first steps of the project end up taking two distinct directions - destruction and recruitment.

      The settlement the Archives were located in had ended up being entirely focused around them anyway as time passed - merchants and craftsmen focusing their products to cater to visiting followers of the Way and dignitaries, farmers supplying the archivists with the food they need as well as feeding the crowds, scattered lodging houses and drinking dens, and naturally a criminal element despite the importance of the place and the value the Council put on law and order there. Some of it would have to go, if the Archives were to be expanded. The first hard evidence the locals have of the rumoured expansion is the sight of Council Fund representatives and their Kalan guards making the rounds to buildings and businesses within the bounds of what they thought the new Grand Archives would require, handing over a fair amount of wealth in exchange for ownership over the land. Some protest, but the Fund is backed by the entire Council and the Houses that form it, so most find their family's leadership pressuring them to obey, or in the case of independent families finding those families they are connected to and mutually obligated to pull away until the matter is resolved. In any case, sooner or later the Fund gets the land it wants, and the years that follow see most of the structures in the area taken down, their materials sold off to partially cover the cost.

      At the same time, other Fund members were travelling the lands of those who followed the Flowing Way - not just Cyphiri territory, but the various minor powers who the Middish had brought round to understanding the Way, the Emerald Tidelands, and the lands of the other major countries that held the Way above other faiths - looking for suitable archivists. It wasn't an easy task, although they were helped by a retinue of sages and experts in the Way, as an archivist required certain skills and talents - the archivists traditionally told the stories themselves to those seeking them, so that understanding of storytelling and how it impacted the Way was vital, as was a good memory (even if the stories all had physical records too), a passion for the task and a willingness to walk away from their family to take up the role as archivists stood in a family of their own. Recruitment was slow, but they had time while the physical work was going on back home, so the Fund took its time and carefully sifted through the population of the faithful and ended up with an adequate amount of potential archivists - many Cyphiri, yes, but some of other species too.

      Meanwhile in the Grand Hall a committee - made up of Fund representatives, several interested House members, several archivists (including their leader, the venerable Palran) and the craftsmen and architects who would make it happen - talked and argued and dreamed about what the final product, the new Grand Archives of the Cyphiri, would look like. The committee's intermittent meetings took some time, but eventually they had a design that everyone involved found at least acceptable, and so the craftsmen and architects were sent out to oversee the first steps.


    News and Rumours
    • The news of contact with many new countries and species being found by the Lux-Glossians' expeditions in the south captures the interest of many Cyphiri, and several small families make the journey south to see if they can set themselves up there. The Houses, however, take a more restrained stance - they're curious, definitely, and happily accept any visitors from the south (such as a representative from the Riftlings), but major ventures are put off as being impractical for the time being, particularly with so much to still do closer to home.
    • Learning the Gotezhar are putting a larger bid in for the Tipsy John is apparently enough to dissuade the Cyphiri from continuing to try to own it. The Fund apparently doesn't see the vessel to be worth emptying the reserves for, particularly in light of the construction of the Belar vessel meaning there was much less need for the Tipsy John. The move is welcomed by those Cyphiri families that are skeptical or hostile towards the Black Pearls, the Kelad chief among them.
    • Nervousness around the new more expansionist attitude of the Sakura-Jin continues among the more skittish Cyphiri families, although news of their first military force dying in the brackish waters to the west is a little reassuring to them.
    • A large amount of the followers of the Way that went to Emerald Tidelands have found their job done and their help no longer needed, but many aren't satisfied with just returning home. They've found they quite enjoy teaching about the Flowing Way, and so several large groups have begun gathering in the settlements of southern Cyph-Arel to plan their next destinations and the strategies they'll use.
    • It appears that the rumours around Baran's plans for his young child were true - those working in and around the Great Hall (where Baran now lives full-time) have reported a stready stream of respected mystics and scholars of the Flowing Way coming in, along with a wide and esoteric array of records and personnel. The common speculation is that Baran is trying to achieve what many followers of the Way have hoped to do - to learn about their child's future - but what exactly he hopes to get out of it is unclear at this point. After all, predictions and prophesies about someone's entire life are notoriously unreliable and prone to changing from the smallest overlooked element, but Baran seems to have a plan.
    • As time goes on, the Cyphiri's attitudes towards the Chelonian Chora seems to soften once again - they still maintain that any division that has occured is the fault of the Chora, between the nature of the colony disagreement and the still not satisfactorily explained disappearances, but the common mood is one where they're willing to take the first steps in repairing relations.


    Houses and Families of the Cyphiri Union
    Spoiler
    Show

    These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

    The Council Fund
    TPs: 122.1
    <find the old fund summary and rewrite>
    - Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

    House Hallus
    TPs: 122.2
    Supports: 122 (Aristocratic/Mercantile)
    Other: Cultural Exchange with COS
    House Families: Belar
    Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
    - Ashal Hallus: Baran's newborn daughter.
    - Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
    - Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

    Belar
    A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus.

    House Ulnesh
    Holy Sites: 122.1, 124.2, 124.3
    Supports: 122 (Clerical)
    House Families: Carral
    Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
    - Werran Ulnesh: A devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
    - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
    - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

    Carral
    TPs: 123.1
    Supports: 123 (Mercantile)
    Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

    House Tellan
    TPs: 109.1, 114.2, 118.1, 118.2, 134.2
    Other: CYP-OKI Trade Route
    House Families: Kelad
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
    - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
    - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

    Kelad
    TPs: 117.1, 127.1
    Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

    House Pylet
    TPs: 129.2
    Supports: 129 (Mercantile)
    Other: Pyl-Garat (129)
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

    Other Families
    Holy Sites: 122.2, 122.3


    Statistics
    Spoiler
    Show

    Special Actions Available: Diplomacy 5, Economy 5, Military 5, Faith 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
    Special Actions Used:

    Diplomacy
    Spoiler
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    Reputation/Favours
    The Abyssal Stewards: Rep 3, 1 Favour (Expected Change: -1 Favour)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    - Favoured: Gain Magma Forges technology
    The Chelonian Chora: Rep 2, 0 Favours (Expected Change: None)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
    The Divine Nacre: Rep 1, 0 Favours (Expected Change: None)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige Rank 2, 1 Prestige (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None


    Military
    Spoiler
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    Units: 2 (Expected Change: None)
    Unit Cap: 7

    Aristocratic Support
    122, 111

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    Supermarine Artillery (Dropping Weapons) +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]
    Magma Forges (Slotless) +1 to battle rolls, +1 to rolls vs Titans, +1 Depth Access (Prereqs: Hard Metal) [Prereqs not met]


    Economy
    Spoiler
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    Treasure: 2 (Cap: 15; Expected Change: +2)

    Trade Posts
    Treasure Rate 2 (10 TPs + 6 Support - 2 Black Pearls = 14 effective TPs for treasure gain)

    109.1 - Swarm Ash
    117.1 - Biolumiscent Tunicates <Black Pearl Support>
    118.1 - Domesticated Sea Cows (Mercantile Support Owned)
    118.2 - Domesticated Sea Cows (Mercantile Support Owned)
    122.1 - Native Gold (Mercantile Support Owned)
    122.2 - Native Gold (Mercantile Support Owned)
    123.1 - Malleable Blubber (Mercantile Support Owned)
    127.1 - Ray-Ear Seaweed <Black Pearl Support>
    129.2 - Nutritious Silt (Mercantile Support Owned)
    134.2 - Cobalt Dye

    Mercantile Support
    118, 122, 123, 125, 126, 129

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    None

    Civilian Technologies
    Composite Grafting No mechanical effect
    Graduated Symbiosis No mechanical effect
    Megafaunal Tailoring No mechanical effect
    Photospore Signalling No mechanical effect
    Supernatic Propogation No mechanical effect
    Trophic Deconvolution No mechanical effect

    Anoxic Adaptation Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)


    Faith
    Spoiler
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    Faith Holy Sites: 18

    Clerical Support
    122

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts

    Artefacts
    The Head of Arthan - Effect TBD

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
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    Spies
    None


    Claims
    Spoiler
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    122 - Historicity, Integration


    Total Passive Effects
    Spoiler
    Show

    Actions
    Buyouts: 2d8 CI
    Impress: +1 Prestige, +1 Religion
    Sway: +1 Prestige
    Exploration: +1 Nacre Rep
    Prospecting: +1 Nacre Rep
    Colonisation: +1 Nacre Rep
    Claims: +1 Prestige

    Defensive
    Resist Coercion: +1 Steward Rep
    Resist Sack: +1 Steward Rep
    Resist Secret: +2 Steward Rep
    Resist Supports becoming Open/Unruly: +1 Chora Rep
    Resist Sway/Impress: +1 Prestige

    Misc
    Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
    Chora Rep: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases

    Last edited by Volthawk; 2022-08-19 at 01:17 PM.

  24. - Top - End - #264
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Round 10
    [Gotezhar Builders Union]

    [Profundus Korasoon, Typhoon's Center]
    Regions: 138, 128, 136, 139

    Actions:
    1. [Military] Raise a Unit
      Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.
    2. [Military] Raise a Unit
      Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.
    3. [Military] Raise a Unit
      Korasoon refuses to leave these Oceans without knowing that the Builders Union remains strong.
    4. [Military] Add Support to completing the Stewards' Crescent Companion (+1 Treasure, World Wonder, for [+2] to Project)
      Mira'din convinces everyone that stories are important, and while the Gotezhar may not receive any special acclaim for working with the world renowned Gravetenders to complete the Crescent Companion, Korasoon is hopeful that the Abyssal Stewards will remember that Mira'din threw her support behind them.
    5. [Economy] Colonize 137 (Roll: 16)
      With the region to the south no longer Contaminated, surplus Mer warriors from B'kini Bottom and hudged in Nuven leaders from Ezcorher urge Profundus Korasoon to lay claim to the region. It is clear to the Gotezhar that this area is important to their allies in Costa Sereia, so the Joontar that arrive stick only to administration, and welcome the Brilhinte faithful to stay on as researchers.
      Note for GMs: GTZ willingly chooses not to convert any existing Holy Centers to Flowing Way, but if given the option, would open a new one for Flowing Way.
    6. [Economy] Attempt to Colonize 174 (Roll: 13)
      The revelation that there are not just new peoples out there, but whole new oceans causes a few intrepid colonists to make an effort in the west. Korasoon allows this, as a success would mean being able to better assist Lux-Glossia in the event that the Gotezhar are called upon to honor the Flowing Peace. A mix of Gotezhar and Mer colonists rush to build new homes in new waters, where things are a little colder, but the clouds look a little different.
      Note for GMs: Flowing Way conversion in HC1.


    Non-Actions:
    • Occupy (2) Units [Round 8 and 9] for Occupational Etiquette. One unit returns home at the start of Round 10. One unit does not.
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • Bid (2) Treasure on the Tipsy John
    • Use (1) total Favor to entice ABS to consider their next Temperate zone base in either 137 or 136, with the former being the GTZ's personal preference.
    • Proclaim Acclaim for Lux-Glossia, based on their continued efforts to find new seas and skies
    • Proclaim Condemnation of the Divine Nacres


    Spoiler: News and Rumors
    Show

    • The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out why they are attacking then they are in finding the Reavers themselves...
    • Mira'din the Mer is named the heir to Korasoon, and she continues to train with the Masters of the Lank'a Style, in order to protect herself and her soon to be people. She is becoming very good at it, and soon is recognized as a Lank'a Master herself.
    • The adopted Mer-now-Gotezhar-in-name are starting to grow old enough to take on more strenuous tasks. While many of them remain what the Gotezhar would call Workers, there are a number who begin to take on the Merchant caste roles, proving to be more deft at numbers and thinking than the average Gotezhar. Yet a few also take on Joontar tasks of administration and clerical duties, and the remaining majority prove deft with spears and feel called to take up arms in the latest round of recruitment that Profundus Korasoon is sponsoring. Mira'din spends many weeks explaining to Gotezhar Squalls that a Mer at the ages between 13 and 17 might say they are ready for being a warrior, but only those 18 or over will be accepted into the ranks of Squalls. Gotezhar find this very strange, but the directions are simple: Ask their age. Verify with their guardian. Accept them if they are old enough. Tell them to Accumulate more if they are not of age.
    • Joontar of Afluente continue to explore the connections of the faith to the Flowing Way, and more and more are leaving the old thinking behind. The Middish Way is open enough for such thinking, that it allows for introspection, just as soon as Gotezhar figure out what that is.
    • The massive number of new oceans - and new clouds! - cause a susurrus of whispers for weeks within Ezcorher and Colownya.
    • Korasoon can feel the Strain upon themselves daily, and hangs on for as long as they are able. Yet, some time almost 27 years after taking power and dragging the Gotezhar through the storm to even better horizons, the Typhoon's Center finally feels it is time. Gathering their nuven - and only their nuven - the Profundus rises to the ocean surface on a bright and sunny day. They do this a top the World Wonder, the Gathering Tide Warehouse; it's roof high enough that many Gotezhar of Korasoon's nuven (and one sad but strong looking Mer Maiden) are able to gather around, and say their final goodbyes. Before the end, Korasoon rips their Actualization Shard and shoves it into Mira'din's forehead, where it glows and somehow stays. "Freely given, Menina. Live strong. Live wise. RISE." Saying their last words, Korasoon's Bolya can no longer take the Strain - not without their primary Actualization Shard gone from their bubble - and they Burst. It is a massive flood of the purest of waters, shooting high into the air. Korasoon's nuven all grow several inches... and Mira'din finds a small sheen of water surround her as well, no more than a couple inches. She wants desperately to cry, but read somewhere that tears have salt in them. And that would ruin the purity of Korasoon's final gift.



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 10 10 10 2 2
    End of round 1 0 2 0 0 0
    End of round 2 1 1 0 0 0
    End of round 3 0 2 0 0 0
    End of round 4 1 0 1 0 0
    End of round 5 1 0 1 0 0
    End of round 6 1 0 1 0 0
    End of round 7 1 0 1 0 0
    End of round 8 0 0 2 0 0
    End of round 9 0 0 0 0 0
    End of round 10 0 0 0 0 0

    New Ruler Next Round!
    Feytor Mira'din, Tsunami's Wake
    D: 5
    M: 4
    E: 3
    F: 4
    I: 1

    Expected Stat Bonuses: +2 Mil, +1 Econ


    Spoiler: Book Keeping
    Show

    Units: (4 / 12)
    General(s):
    - Squall Essensio (Mil 10) [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

    Cities:
    City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)
    Treasure (5 / 10)

    Cultural Exchanges:
    Gotezhar (138) to Costa Sereia (134)

    World Wonder
    The Gathering Tide Warehouse (138)
    Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action.

    Boon
    (+2) Actions Complete for a valid Trade Post of my choice, from the ABS

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Razor Current Netting
    +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold
    Supermarine Artillery
    +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Bitter Tourism
    The user can now cross Glacial borders.
    Filtration Grafts
    The user can now cross Toxic borders.
    Last edited by Gengy; 2022-08-21 at 08:19 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  25. - Top - End - #265
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Most Serene Lojanese Republic
    Time: Round 10, Place: Regions 6, 9, 11 and 13
    Prime Minister Hoerthd Thnoet
    Diplomacy: 6
    Military: 4
    Economy: 5
    Faith: 2 (4)
    Intrigue: 5
    (stats affected by Envy of the World)



    roll

    Actions:
    1. [Economy]World Wonder construction: Tairlav Palace in Lojan 5/5! Effect: The owner of the Tairlav Palace may spend 1 Wealth as a non-action to activate it each turn. If the Tairlav Palace has been activated for the turn, then the owner may once in that turn attempt to Buy Out a Trade Post as a sub-action of an attempt to Impress or Sway a Mercantile Faction in the same region. Additionally, if the Tairlav Palace has been activated for the turn, the owner may reduce any distance penalties suffered for their Buyouts that turn by 1.
      The central room is where the Lojanese Prime Minister, nobility and trade guilds receive foreign ambassadors and merchants, the Mer sitting on tall thrones and the Tobar holding on to gilded poles with their tails. The floor is terraced, with the deepest level forming a narrow rectangle stretching from the entrance to the middle of the room, with increasingly higher floor levels as you go outward towards the walls, like an arena. People entering the room, both those granted an audience and the Lojanese, may only walk on or swim above the sections of the floor corresponding to their rank. This arrangement is said to maintain the spiritual purity of the upper parts of the room and allow the higher classes to rise above material matters and conduct wise debates. Unintelligent beasts and slaves may only be brought to the bottommost level of the floor. Free people may ascend one step, above them are soldiers and craftsmen and so on. Behind and above the seats of rulers and philosophers, there is one more step where nobody is allowed, reserved for the divine. Incidentally, on the wall above that step, the body of the Plo'uogoar, torn into pieces just as it was discovered, is displayed, cast in resin. It is certainly a powerful symbol, but for the sake of the unity of the Republic, it is intentionally left ambiguous whether the peculiar cephalopod's body is displayed to be revered or as a warning to other would-be deities.

      Kila is a Mer merchant from region 12 who wants to sell goods within the borders of Lojan. As a foreigner, she is required to come to the Tairlav Palace to discuss the trade agreement. If her merchant guild or sovereign had a trade agreement with Lojan, she would still be required to come to present her wares and demonstrate their quality, because her turnover will likely be above the threshold set by the Lojanese government - artisans and small merchants trading just to sustain themselves are not required to undergo the expensive journey. Kila could also send someone of sufficient rank as a delegate, likely one of her children, but she decides not to risk them getting lost in the bustling cities of Lojan. Once she arrives and takes in the impressive palace garden and architecture, she is ushered to a room by a servant, and the palace administrator takes note of her arrival. Kila is not told anything about the schedule of her visit, so she simply socializes for a few days with the other visiting merchants and nobles close to her social status. There are bars, libraries, steephouses, sports halls, and countless other places to spend the time, all inside the palace. Kila's behaviour is secretly, silently observed by the omnipresent servants. They report it to the palace administration, which passes the information on to the official who is to decide the specfics of Kila's permit to trade in Lojan. Is she honest or deceitful? Does she see the world as a bright or a dark place? What is her religion? This info does not usually disqualify anyone from trading with Lojan, but it allows the official to assess the quality of presented wares more accurately and compare the observations to the merchant's answers in the one-to-one interview to come. One morning just after breakfast, Kila is suddenly called to a room she was not previously allowed to visit to participate in such an interview. After she answers the questions, both personal and trade-related, the official calculates the odds that she is seeking to illegally transport goods into the Republic or subvert the government as hundred to one, and so she is granted the permit. That does
      not conclude her trip. Tomorrow, she is required to visit the central audience room along with many other merchants and formally present one of the vases to one of the ten highest representatives of the Lojanese state, who declares Kila and the other merchants to be Trade Partners of the Republic. After that, she will likely stay for a few weeks in the palace or the nearby city of Sheade. Not only are there representatives of most of the guilds in the Republic that she could possibly want to trade with, it is also a unique opportunity to establish contact with powerful foreign personages who conveniently gather here all year round, and need to kill some time as they wait for their audience to start. Finally, Kila, even if she is an upper-class worldly person living in a city of local importance, will likely be tempted to stay a while to visit all of the new and superlative attractions and establishments Sheade has to offer.
    2. [Military]Invade Kaarme (14). Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: None. Units: 2. Treasure spent: 2 (+1 battle, +1 mercenary unit).
      Kaarme's government had regrettably grown incapable of administrating its territory, and the resultant chaos was a threat to the other nations of the tropics. With a heavy heart, the Prime Minister has ordered a few well-supplied Lojanese and mercenary battalions across the borders, to restore peace and quell any troublemakers. Kaarme will be declared a protectorate of the Republic. Self-administration will continue, the government will merely include Lojanese advisors to prevent a situation like this from arising again and to increase cooperation between the two countries for the prosperity of all. Gen. Zabkrew, known for his dislike of bloodshed, has been naturally chosen to lead this mission for peace. The army carries a large amount of supplies so that it does not have to pillage civilian settlements (much) and propaganda is distributed to Kaarmese citizens in hopes of winning them over quickly.

      Units participating: Republican Guard, 1st Selachian Battalion, mercenaries (battle fluffer: feel free to define what kind of mercenaries they are)

    3. [Military]Recruit one unit
      With the invasion of the Forests of Astral Yearning, there are precious few allies for the Lojanese to turn to in the event of a war. The Syndicate is friendly, but ambitious, and conservative Lojanese politicians would rather lose their tail than be perceived as submitting to the Syndicate or any foreign power in any way, including begging them for military protection. Relations with the Lighthouse are expected to cool given the denouncing of their invasion by the Republic, and if the Lojanese 'mission for peace' in Kaarme succeeds, the two nations will share a much longer border, a likely source of friction. Last, but not least, the renewalist faction has been pacified for now by concessions from the Prime Minister, but having a strong army can't hurt to discourage further unrest.

      Unit name: Sheade Regulars

    4. [Economy]Explore the eastern wastes (east of 13) using the Losinka Alaku 2d6 + 5 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12 failure
      As the Eel Without End slithers across large parts of the known seas, one countermeasure taken by Queen Nirali is the launching of expeditions to the nearby wastes in the hopes of discovering more distant resources that the Eel would hopefully not be able to reach.
    5. [Economy]Settle colony in Klau'ead Pyue'ea'oed (11) 1/3
      It is time to transform the wilderness, establish mining settlements and trade routes between them and fly the flag of our glorious nation over all corals!
    6. [Economy 5]Raise city Oarngalau in Selach (6), bonus: +1 to battles.
      The Lojanese army and the border length it needed to defend grew so large that commissioning smith guilds could not quite meet the demand for armaments, especially with highly speecialized troops such as the Syndicate-inspired conditioned death commandos for whom no amount of firepower was 'enough' or the Selachian elite shock troops, completely covered in metal plates so heavy that most species couldn't even dream of moving in such armour. A military supplies factory, and a settlement for the sole purpose of sustaining the factory workers, was raised in the hinterlands of th vast Selachian territories, where it would not disturb citizens and where it would be far from the reach of any hostile powers that may yet spring up in the future.


    Non-Actions:
    Attend event
    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    [Renown] A Monumental Undertaking: The Sunlit Roads 1/3
    Spoiler: The Sunlit Roads
    Show

    Woenpal Noerjang, son and heir of the late Gloent Noerjang, does not know what money is. A swarm of attendants caters to his every wish, and handles all the monetary aspects. Nevertheless, Woenpal still professes his care for the common people and the backcountry. Every day, he throws a diamond-tipped dart on a map of Lojan and visits the spot, no matter how remote. It is true that he travels in a rather comfortable carriage, accompanied by a sizeable retinue, but he does try to touch grass, for example grabbing a sickle to join the harvesting peasants for a few minutes as his bemused advisors watch on. His trips have gotten difficult lately, on account of the map of Lojan getting bigger and the sea lanes - routes with favorable currents and fewer bandits - getting clogged from the amount of trade and activity throughout the realm. Woenpal came up with a solution to the problem, touted as brilliant by himself and his advisors: build massive pipes to connect important settlements and trade hubs that don't have good natural sea lanes between them. These pipes will prevent bandits or wild currents from endangering people and cargo, and great pumps will be placed at the ends in order to simulate a strong current to speed up travel. Of course, each route will require two pipes, one with the current and people going from A to B and one going B to A. This solution might be a bit expensive, and the government has refused to fund it, preferring the established solution of travelling on fast, genetically-engineered mounts, but Woenpal Noerjang has very deep pockets...


    [Acclaim] Admiration For The Acclaimed - Acclaim the Lambent Syndicate for their wisdom of having a long-standing alliance with us, and for their technological advances pulling these seas out of the abyss of ignorance they were plunged into by the Cataclysm.
    [Strife] Scorn For The Condemned - Denounce the Lighthouse for their invasion of our head of faith and other warmongering behaviour, creating an atmosphere of insecurity in the tropics. Our military intervention in Kaarme is a mission for peace, and it cannot be compared to their violent incursions on the territory of sovereign states.


    News and Rumors:



    Spoiler: Ruler
    Show

    Prime Minister Hoerthd Thnoet
    Next round stats:
    Diplomacy: 6
    Military: 5
    Economy: 7
    Faith: 2 (4)
    Intrigue: 5

    New ruler next round? No

    Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course.


    Spoiler: Country Info, last update R10
    Show


    Special Actions Available: D5 I5
    Special Actions Used: E5

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports Table to be simplified?


    Reputation/Favours To be updated
    The Abyssal Stewards: Rep 1, 0 Favours (Expected Change: None)
    The Chelonian Chora: Rep -1, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 4, 0 Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera RIP

    Cultural Identities
    Let's Have a Cuppa - 2d8 to Swaying


    Military
    Spoiler
    Show


    Units: 6/10 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2
    • Black Guards - hired R3
    • Selachian Elites - gained R7
    • Region 13 unit - gained R9



    Generals
    Zabkrew - Mil 9, Graceful Show of Force:
    +1 to tactical maneuvering
    -20% enemy casualties
    -20% own casualties
    +12 to enemy leader loss roll
    +2 to own leader loss roll
    You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show


    Treasure: 6 (Expected Change: -2+3)
    Trade post income: 3 Treasure/round

    Trade Posts List to be simplified
    Total Owned ?? (?? for Treasure gain)

    Cities
    Sheade, Lojan - Swaying

    Trade Routes
    Coral of the Protected Statera RIP
    Lambent Syndicate
    Lighthouse
    Forests of Astral Yearning

    Specialised Ships
    Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions, 2d8 to Impressing

    Artefacts
    None

    Holy Orders
    None

    Miracles
    SUB followers can cross toxic borders.


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show


    ABS

    [Offer] Bounty of the Depths -

    (Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

    [Opportunity] Fueling The Forge -

    (Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

    CCA

    [Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

    [Request] A Little Less Lonely Road -
    (Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

    [Opportunity] An Appetite For Abundance -

    (Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

    Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

    (Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    DNA

    [Opportunity] A Need For Knowledge -
    (Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

    [Offer] Survival Of The Fittest -
    (Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

    (Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll.Duration: From the start of round 10 to the end of round 15.Details: None.)

    PRS


    [Honor] Remarkable Reconstruction -
    When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

    [Mystique] Renegades, Turnskins, And Defectors -
    The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


    [Piety] The Religious Community -
    (Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

    Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
    Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

    [Renown] A Monumental Undertaking -

    Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

    [Acclaim] To Greatness -

    Sea Power, Empire, Merchant Marine, or Holy Sea -> 1 Prestige. Usurpation results in Prestige loss for the usurped country.

    [Honor] Blood, Stone, and Ink - PRS treaties can be made.
    [Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
    [Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

    [Notoriety] The Fragility of Fear -
    [Ignominy] Stigma, Scandal, and Shame -

    Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
    Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
    Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.



    Last edited by Corona; 2022-08-21 at 12:59 AM.

  26. - Top - End - #266
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 7-9 of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights
    Round 10

    Actions:

    1. [Faith 10] Miracle: Multiply the Regalis Arbor

    That I may rise and stand, o'erthrow me, and bend
    Your force to break, blow, burn, and make me new.


    Spoiler: Effects
    Show
    The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

    • Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
      .
    • Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.


    2. [Faith 5] Create a Holy Order in 96
    The completion and maintenance of the new cenote in the contaminated waters has granted Dame Commander Clare Delamere great power in the local waters, and the difficulty of communications with Orope gives a pretense to declare the birth of a new military order free from the unreliable Grand Master Oliver's interference: The Order of Knights of the Hospital of Corbenic. This effective declaration of independence takes over a year to filter back to the Ironkelp, and its consequences remain to be seen....

    3. [Faith] Seek Aid for LUX colonization of 187: 21
    The Matriarch of the Shades reaches out to request spiritual aid in their ventures to the newly discovered southern waters, and the Grand Master is more than happy to request the favor of the divine upon their great adventure.

    4. [Diplomacy] Establish a marriage claim on 116: 11
    Still unmarried, the Grand Master sends his brother King Robert of Insol to the waters of the Anurians in hopes of possibly securing a wife appropriate to the prestige of the title of Grand Master. Talks are encouraging at first, but quickly fall through over issues King Robert is not completely able to understand.

    5. [Diplomacy] Establish a marriage claim on 118: 9
    Remaining hopeful for a quick solution, the Grand Master dispatches lesser diplomats, led by his cousin, Conrad Montpied, westwards. They meet with even worse luck, as Conrad proves too arrogant to treat the sea cow herders with the respect he believes is above their station, and the diplomats are quickly expelled.

    Nonactions:
    1. Lean on the Black Pearls to Assist LUX buyout of Ektalithiades [113] Phosphorite TP 2
    2. Acclaim the Cyphiri Union
    3. Contribute the following compilation of legends, lore, and observation to the Genus Taxonomia Vadosus Mare:
      Spoiler: Lãkuviato, Kingslayer
      Show
      Among all the beasts of Ke Yi Ade, none are as powerful or as feared as the Lãkuviato. A great monster, longer than two dozen Middish end to end, the Lãkuviato marches across the seafloor on four great limbs, each ending in five long claws. These are used to tear great holes in the seafloor, searching out food buried in the sand - "food" being a broad category for a Lãkuviato, as they will eat practically anything available, from seagrass ripped up at the roots to unearthed oysters and even smaller or unconscious Tomelãwo who stray too close, crushing anything that enters their mouth with powerful jaws and teeth.

      The Divine Nacres may find the Lãkuviato interesting for another reason: its skeleton and body plan are unlike anything else in the waters of Ke Yi Ade. Its quadrupedal body is optimized not for swimming, but for walking, and it can only swim weakly by paddling. For this reason the creature rarely leaves the seafloor, spending its whole life bound to a single plane. Supposedly, they are not native to Ke Yi Ade, though they have lived there long; Tomelãwo legends say that a great herd of them migrated from the north long ago, threatening to overrun their civilization until the herd was broken and scattered throughout the region. The sages compiling this information hope that this strange and unique lifestyle will provide the Nacres with a suitable subject of research, being apparently totally without relatives in the temperate waters except for some remote similarities to the Otterians in the gray fur that covers its entire body.


    4. Complete the projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (3/3)
      K.B. Redeye's project is complete, and the map of perhaps a dozen locations favorable to further cultivation is presented to the Order. The sites are immediately seized, and within only a few years, new Regalis Arbor trees have grown from the seeds of the progenitor. The first of the new seeds is tested in Ke Yi Ade, in the Duchy of the Forest of the Trinity.


    Spoiler: News and Rumors
    Show
    • The discovery of a new nexus of civilization to the far south....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 4
    Military: 3
    Economy: 4
    Faith: 10
    Intrigue: 5
    Rolls

    New Ruler Next Round? No
    Expected Stat Bonuses: +1 Diplomacy


    Spoiler: Other notes
    Show

    Generals:
    • Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll)

    Units: 4 / 7

    Treasure: 0

    Resources controlled:
    • Region 103: Adventuring Scholars
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires Composite Grafting, Trophic Deconvolution
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires Giantsbane Seeds, Supernatic Propagation, Photospore Signalling
    • Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

    State Religion: The Middish Way of the Flowing Way
    • 5 HCs: +1 offensive battle rolls
    • 15 HCs: 2d8 to Sway Factions

    Artifacts
    • Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order)
    • The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:
      Spoiler: Regalis Arbor
      Show
      • Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
        .
      • Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.
      Attempts to steal the Regalis Arbor suffer a -4 penalty.

    Reputation:
    • 1 ABS favor
    • PRS rank 2
    • Signatory to the Flowing Peace, alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-08-21 at 12:02 AM.

  27. - Top - End - #267
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Jul 2011
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    Default Re: Empire 7: Into the Depths IC Thread



    The Greenwater Clans
    Leader: Speaker Meriel Swiftwater
    Diplomacy: 3
    Military: 5
    Economy: 5
    Faith: 2
    Intrigue: 4


    News and Rumors:

    [Military 5 Special] Raise General (Yura Darkwater) - Tactical Doctrine: Ruinous Currents (+2 to battle, -20% enemy casualties, +10% own casualties, automatically recruit one unit.) (Result: 8.)
    Several months after Meriel ascends to the role of Speaker, a representative and a small escort are sent to the Living Grave. While the reason for their inquiries is kept discrete, they are noted to ask after one of the acolytes of the Grave who originally hails from Meriel's clan. Shortly thereafter, the representative's party is seen leaving, and the acolyte in question is nowhere to be found. Three days after the party returns to Haven, the appointment of Yura Darkwater to lead a military force for the protection of the Greenwater is announced, along with a call for the border clans to levy their forces.

    Yura swiftly proves an able tactician and strategist, with a head for logistics, and few can complain of her appointment on the grounds of her competence. Which is not to say that there is not grumbling, as there most certainly is: In light of their fears that Meriel intends to make her position hereditary, many of the other clans complain of her appointing someone from her own clan. They simply lack grounds for a formal dispute, particularly as they lack a widely agreed upon candidate to put forward in her stead, and so (largely) do so behind closed doors.

    However, while Meriel's belief that Yura possessed such skills was the reason she was sought out in the first place, Yura's most impressive talent has an entirely different source: A talent for alchemy. Careful experimentation has allowed her to produce a violently psychoactive compound that, in those properly prepared by pre-battle rituals that place them in the appropriate frame of mind, results in them fighting with unnatural fervor and strength (though unfortunately at a significant cost in control. For those who did not make such preparations, the resulting hallucinations and intensified emotions tend to be overwhelming, and dramatically reduce the ability to fight effectively even for those who remain on the battlefield.


    [Military] Impress Aristocracy in Region 123. (Result: 12. Failure.)
    Several envoys are dispatched to the north, with instructions to seek out the aristocracy. Unfortunately, while their unpreparedness for war is swiftly made apparent and negotiations appear promising at first, with select representatives brought back to witness the forces raised by the Clans and even speak at length with Yura Darkwater, they break down afterwards. While those who have seen the forces the Clans command with their own eyes are suitably impressed, they fail to convince their peers upon returning home. The use of native representatives was a key point upon which the plan relied, and in the absence of more widespread support, the talks ultimately stall with little to show for it.

    [Military] Raise 1 unit of Serovin Rangers.
    The first soldiers under Yura Darkwater are drawn from those who patrol the Serovin, as the readiest and best trained force that is neither necessarily engaged in its entirety nor solely loyal to a single clan. While largely unarmored, they are excellent swimmers and skilled at navigating dangerous terrain without being detected, traits which render them excellent scouts. They are also serviceable skirmishers, armed with finned javelins and short thrusting spears, both of which are traditionally tipped with the fangs of the great serpents that lurk in the depths of the Serovin and anointed with a wide variety of toxic reagents.

    [Intrigue] Explore Southeast of Region 142. (Result: 13. Success!)
    For decades, the Clans have been isolated. No more, however, and that means learning about the world around them. While there are a number of opportunities to learn about their nearest neighbors, they also begin to turn their eyes towards the edges of the known world. It is to this end that an expedition is sent out into unknown waters, taking the swiftest - if most dangerous - route of passing through the Deepheart.

    [Intrigue] Explore Northeast of Region 142. (Result: 11. Failure.)
    Sadly, what was to be the second such expedition returns having never left known waters, foiled by a vicious dispute over the best path to take and who should lead. Some claim it was no coincidence that several of those on that expedition were from the clans most openly concerned about Meriel, but opinions are divided as to if they sabotaged the expedition, or if she did so to harm their reputation.

    [Economy 5 Special] Construct Specialized Ship: The Crystal Garden.
    The Gardenbearer Turtle. Once they were the keystone of trade in the region, and they are still a highly valued component of it. Now, however, the Greenwater Clans turn their attention to them in an entirely different way. With their skill at Megafaunal Tailoring and their experience with the husbandry of Gardenbearer Turtles in particular, they set to work creating a truly vast specimen - and though there were an unfortunate number of failures prior to achieving the desired result, they finally <breed/grow/shape> one large enough for a moderate crew to live on its back for an extended period.

    Not content with this, however, they reach out to the Lux-Glossian Shades, importing Luminescent Crystals at great expense. They also offer safe passage to and from the Glossian Sea, along the full design notes on the Crystal Garden and an expedition to be chosen by agreement of all assisting Shades, should any Shades be willing to send experts in the creation of such ships - particularly those skilled at handling the challenges posed by the frequently toxic or otherwise dangerous waters in the Wastes the vessel is designed for.

    Fortunately, the (comparatively minor) success at exploration the Clans have displayed and the favorable terms prove sufficient to sway some Shades into sending ship technicians to assist. With such expert assistance, the exposed flesh of the turtle is swiftly rendered proof against such dangers and the shell sealed. The garden remains exposed, however, and it is here that the the crowning achievement of the collaboration is achieved: A great dome of transparent "crystal" - actually the glassy secretions of something like a snail, native to the Serovin and molded to such purposes, laid down with the utmost precision and care over nearly three years - is installed over the garden on the turtle's back. Set into the edge of it are a dozen symbiotic "pumps", which filter the waters surrounding the great turtle before exchanging them for those within the sealed dome. And finally, the use for the Luminescent Crystals is made plain, as the Lux-Glossians are called upon one last time to assist in placing them on the interior of the dome itself, hanging there like stars as they ensure that the Crystal Garden can grow no matter how dark the waters it swims through.


    [Economy] Buyout TP3 of Native Gold in Cyph-Arel (Region 122), with Cyphiri assistance. (Result: 12. Success!)
    After a particularly lucky - or clever - Cyphiri trader brings a few gold objects to Hunter's Rest, the merchants there grow quite enthusiastic about the prospect of selling it deeper in the Greenwater, not to mention acquiring some for themselves. A caravan is quickly organized, and with the assistance of the Cyphiri (who presumably are happy to find that their once somewhat aloof neighbors are now both friendly and keen to trade with them), it returns laden with gold, though it is only the first of many.

    [Diplomacy] Raise Reputation with the Divine Nacres from 0 to 1. (Result: 7. Failure.)
    As a show of goodwill, Meriel sends a number of Gardenbearer Turtles to the Divine Nacres, along with a number of reagents from other sources. She freely acknowledges, through the accompanying diplomat, that they likely have many of the things she sends already, but expresses the hope that the variety means at least some of it may prove useful.

    [Diplomacy] Sway Aristocracy in Region 141 (Result: 14. Success!)
    Meriel is better known for her skill at organization and trade than diplomacy. Despite that, her efforts to the southwest bear significantly more fruit than attempting to impress her northern neighbors with the benefits of a military alliance, perhaps because they do not feel threatened by the forces she can bring to bear. Cordial talks swiftly blossom into a close working relationship, even going so far as to see her personally receive a similar diplomatic expedition in Haven.

    Spoiler: Book-keeping
    Show
    Stat Change: Diplomacy +1, Military +1, Economy +1, Intrigue +1.
    Last edited by Lady Serpentine; 2022-08-14 at 04:15 PM.

  28. - Top - End - #268
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
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    Belgium
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    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca V
    Diplomacy: 5
    Military: 5
    Economy: 6
    Faith: 4
    Intrigue: 5

    Actions:

    [1][military] recruit general 10
    [2][diplomacy] press claim on region 4 (+1 treasure, +1 prestige, TN12) 14
    [3][faith] convert HS 29.2 (+1 treasure, TN12) (2d8) 13
    [4][diplomacy] press claim on region 29 (+1 treasure, +1 prestige, TN12) 15
    [5][faith] convert HS 3.2 (+2 assist, +1 treasure, TN12) (2d8) 18

    link to rolls

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)
    -Use favour to increase rep with Abyssal stewards to 3

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 4: TP1 (Eye Weed)
    region 6: TP1 (mercenaries)
    region 12: TP2 (Crystal Chips)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 15: TP1 (granite slabs)
    region 18: TP1 (Galena)
    region 28: TP1 (Tiny Turtles)

    Passive income: 3/turn

    Units: 4/7
    treasure (EOT): 3

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 1
    -The Divine Nacres: 1
    -Chelonian Chora: 1

    New stats
    stat increase:
    rolls for new ruler
    Diplomacy: 5 +1
    Military: 5
    Economy: 6
    Faith: 4 +1
    Intrigue: 5

    Organisation reputation
    Abyssal Stewards: 3
    chelonian chora: 2
    divine nacres: 2
    international prestige: 2



    Spoiler: news
    Show

    -The new ruler, High King Deca V, decides it's time to add regions 4 and 29 formally into the Hymenocera Expanse. A diplomatic mission is send to both regions to prepare the necessary documents. Of course, having married into the ruling family, they don't expect much problems, but gifts are send along as that's how it's done.


    Spoiler: General
    Show

    The young ruler knows he needs some extra support in the military, so he decides to appoint a Lord General to lead the army. Colonel Odonto, commander of the 1st infantery regiment, is appointed as Lord General. He will have his HQ in the new fortress of Taundosa.

    He immediately starts working on getting the army in better shape. He comes with a tactic where the infantry will hold the enemy in place and then the cavalry will charge from a flank or rear to destroy them. While this can work quite well, the chance of higher casualties, mostly amongst the infantry is there, as they have to hold until the cavalry is in place.


    Spoiler: Priests
    Show

    Now they have the priests in region 4 in their pocket, the Hymenocera priests decide to push the Dreamers out of their own region and to start pushing into region 29 as well.


    Spoiler: Organisations
    Show

    With the Titan running wild in the tropics, High King Deca V decides to become more friendly with the Abyssal Stewards in order to gain access to their technology for keeping the titans out of his territory. And with the Tropical base of the Abyssal Stewards in Hym, he doesn't expect too much trouble with that.
    Last edited by farothel; 2022-08-17 at 03:58 PM.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  29. - Top - End - #269
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Seatide Confederacy


    Spoiler: News and Rumors
    Show

    • The Seatide Confederacy objects to the protectionist bullying of the Kar-Nath Hegemony. Merchants and travelers have the right to move and make commerce without fearing for their lives and livelihoods. Using the threat of violence to maintain control over trade is tyranny of the most base kind.
    • The Seatide Confederacy welcomes its newly discovered neighbors in the Temperate region! Judge Flash of Green declares Seatide open to travelers and merchants from the north, and expresses his desire to open up new trade agreements and cultural exchanges to tie the region closer together.




    Actions:
    [Economy] Impress Merchants (65)
    Now that Kar-Nath's southern region has a relative stable economy, Seatide turns its attention to restoring the local merchant community. Confederate bankers loan large amounts of money to get local merchants back on their feet, and a small settlement of Pepsin expatriates settles down in the region to fill in the gaps.

    [Economy]Buyout Trade Post (187, TP1)(Spending 1 Treasure. +1 from City)
    Confederate merchants are shocked to discover that the original surveys to the north not only misreported their discovery of useful tools, but also missed an entire civilization! It is clear that the original expedition was falsified, and an investigation discovers that the commissioned drift embezzled much of their funding. Many of their assets are stripped, and the Drift is banished from Seatide, their reputation utterly destroyed. In the meantime, the Scintillating Ceiling still needs tools. Luckily, a new potential source has just been discovered.

    [Economy]Impress Merchants: Aelwyd Adferiad(71)(Supplying Edible Algae)
    [Economy]Buyout TP (80, TP1) +4 bonus
    It won't do to leave a market unsatisfied. Since the Draig have proven unable to keep their merchants happy, the Confederacy decides to step into the void, expanding its trade network into the region. To satisfy their demand for spices, an enterprising Drift ventures north into the open waters above the depths to set up a krill-harvesting operation. These sour-tasting little crustaceans should excite Draig palates.

    [Economy] Expedition across the wastes west of 80
    The discovery of the Temperate region sparks new interest in exploration in Seatide. What other potential markets exist out in the unknown? What other resources and opportunities? Seeking to discern the answer, the Judge Flash of Green orders an expedition to the west. The Great Manta is prepared for travel. A small colony of tents strapped to the creature's back, along with a vast amount of food, supplies and equipment.

    [Economy]Grant the people of 59 samples of Edible Algae
    Seatide has no desire to see its new business partners starve. Arrangements are made to ship samples of various algae strains to the region so that the locals can develop an optimal mix for cultivation.


    Non-Actions:
    Oppose all Sway and Impress actions targeting merchants loyal to Seatide
    Support Buyouts for factions that own the territory they are making the buyout in
    Support Cryptid Congress buyouts in 67 and 59, using Merchant Support

    Die Rolls:

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Flash of Green
    Diplomacy: 2
    Military: 2
    Economy: 8 (+2)
    Faith: 5
    intrigue: 2

    Military Units: 2

    Regions Owned: [Seatide 79]
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap)

    Artifacts:
    The Tideglobe - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

    Culture:
    Mutually Beneficial Arrangements - 2d8 to performing and resisting Impress Merchant attempts

    Military Technologies:
    Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

    Civilian Technologies:
    Composite Grafting
    Graduated Symbiosis
    Megafaunal Tailoring
    Photospore Signaling
    Supernatic Propagation
    Trophic Deconvolution

    Resources controlled:
    [Talented Crab (65, TP1)] Support
    [Gravelglass (68, TP1)]
    [Edible Algae (69, TP2)] Support
    [Edible Algae (69, TP3)] Support
    [Inkfang Worms (70, TP2)]
    [Rust-Veined Pumice (73, TP3)]
    [Firefly Squid (74, TP1)] Support
    [Magnetic Sand (75. TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP2)] Support
    [Bluefish Antifreeze, Seatide (79, TP3)] Support
    [Dragon Eyes, Cryptoclysus (84, TP1)]

    Merchant Faction ETB: +5
    ETP Total: 25

    Treasure: 4 (+3 / Turn)

    Factional Support:
    (52) - Merchant (Supply Firefly Squid)(+1 ETP)
    (59) - Merchant (Supply Edible Algae)(+2 ETP)
    (65) - Merchant (Supply Rust-Veined Pumice)
    The Cathedral of Movement (67) - Merchant (XXXX) (+1 ETP)
    Danabae (69) - Merchant (supply Inkfang Worms)
    Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
    The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
    Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

    Diplomacy:
    Trade Route with the Gravetenders
    Cultural Exchange with the Shifting Ennead

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-08-20 at 11:15 AM.

  30. - Top - End - #270
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Astral Rebellion

    Harald, The Mer
    D2 M1 E5 F5 I4


    [Faith 5] Hatch the Naked Ones, they join the Astral Menagerie as two members.
    Spoiler: Mechanics
    Show

    The Naked Ones turns into the Scintillating Twins.
    The Scintillating Twins becomes part of the Astral Menagerie, counting as two members. They provide +1 to an Intrigue roll if given a unique object as a fluff non-action.

    They trigger the Kelpie and Mare

    When united with the Withering Everlight their bonus increases to +2.

    The Banished Merchants causes them to try and spark a rebellion.

    If the Scintillating Twins appears in the same region they try to undermine a random support in addition to their other effects.


    [Faith] Contribute to the Songline of the Sunlit Seas

    [Diplomacy] Attend the Second Exquisite Gala
    Sub-Actions: Give the Everscintillating Goldfin to LSD

    [Economy 5] Create a Specialized Ship


    [Economy] Continue the Great Project to change the Resource Requirement of R17 to Drugs (2/5)

    Non Actions:
    Resist all conversions
    Last edited by Torv; 2022-08-21 at 01:54 AM.

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