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Thread: Empire 7: Into the Depths IC Thread

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    Dwarf in the Playground
     
    NecromancerGirl

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    Default Re: Empire 7: Into the Depths IC Thread

    Lojanese Republic
    Time: Round 4, Place: Regions 9 and 8
    Prime Minister Shoeng Thnoet
    Diplomacy: 8
    Military: 4
    Economy: 7
    Faith: 2
    Intrigue: 2



    Rolls

    Actions:
    1. [Diplomacy]Sway Merchant support in region 10 2d6 + 8 Diplomacy + 1 Prestige + 1 treasure - 0 distance success
      The northern lands kindly charted by the Auros turned out to be surprisingly prosperous for being inhabited by barbarians (i.e. not Lojanese or close allies). In spite of having superiority complexes and already possessing great wealth in the civilized tropics, some merchants ventured north to make contacts and exchange messenger addresses. Particularly Tobar merchants, like the not-so-well-off crafts and toys seller Imzhe'av Rukhal, seized the opportunity; they had been struggling due to not having as many connections and established market niches as Mer merchants, who have the benefit of their race, and consequently their family businesses being in existence for much longer.
    2. [Diplomacy]Create a federation claim on region 6 2d6 + 8 Diplomacy + 1 Prestige - 0 distance success
      "Mighty Selachian tribes of the vast plains, hear ye! We, the Lojanese, are your fraternal nation. Our appearances may differ, but we have a long shared history of both feuds and friendship, of good times and catastrophes experienced together. As of late, our people have grown yet closer, in trade as in code of law. A lasting partnership would only benefit us all, and perhaps with joined forces we could restore some of the glory of our ancestors. We know you very well, as dear friends - we know you hold martial skill in high esteem. Thus, the Lojanese Republic presents you with the opportunity to practice your arts against bandits and discontents on its territory, in addition to any foreign invaders as may yet appear. More directly put, the Lojanese army - rather, it will become an army only should you accept - is accepting well-trained Selachians such as you! Naturally, we wish to avoid discrimination of any kind. Regardless of your species or your background, if you demonstrate great prowess and acumen, one of you may be elevated even to the most exalted rank of War Minister. In return, we seek nothing more than merely the chieftains' permission to call on them for discussions of important matters and to inspect the goods travelling through your lands, collecting a small administrative fee. We have no ill intentions, our request is made only to thwart the sales of inferior produce and protect all of the North from aggressive incursion by foreign merchants and spies, acting to disrupt local businesses. Truly, you will have no trouble accomodating it. Now, let us share a toast for a thousand years together, brothers and sisters!" The government spared no expense. Such messages were distributed, with gifts, to every chieftain in region 6 and even read out to the common people, in local dialect. Nobles with domains at the border with region 6 were instructed to fraternize with their counterparts across the border, and indeed make that border gradually disappear through agreements to lower taxes and allow free movement. They obeyed gladly, having been promised large slices of the pie when it is finished baking...
    3. [Economy 5]Raise the city Sheade in Lojan, with a bonus to Swaying
      While Imzhe'av Rukhal had yet to find anything that will turn a profit, many other merchants like Gloent Noerjang had accrued so much wealth that there was hardly anything worthwhile in Lojan for them to purchase that they did not have already. After some time, they had an idea: commission a city! It would increase the wealth of Lojan and create jobs, but more importantly, it would become the biggest advertisement for their wealth. The location was decided fairly quickly. Sheade was founded just barely in sight of the government's headquarters, taunting the supposed authorities with opulent, colorful pyramidal buildings. Half of the city is under the seafloor, however, including the Academy of Sheade, the first institute of higher education in Lojan, where aristocratic children are taught all the necessary rituals and tricks to performing the difficult role of a diplomat - very useful even if they did not enter the government's services and remained on their domain to administrate it. The seafloor in most of Lojan is made out of sand, so large quantities had to be removed or injected with glue to create stable foundations, but after three years, the center of the city already stood tall and Gloent and partners could celebrate with some Siren extract.
    4. [Economy]Buy out Flare Slug TP 10.1 2d6 + 7 Economy + 1 treasure - 0 distance success
      Imzhe'av Rukhal immediately purchased the strange slugs on her first journey to the north. They were not particularly cute for use as dolls, true, but they could show such brilliant colours, like the rising sun! Everyone back home will love them, Imzhe'av was certain.
    5. [Diplomacy]Attend The Exquisite Gala
      • Graciously turn over ownership of region 8 to the Lambent Syndicate
        Unbeknownst to the seas or the peoples living in them, two powers had partitioned between them vast areas of the northern tropics. Perhaps some would take issue with it - however, Shoeng Thnoet believed this agreement would secure a long, harmonious peace. The Syndicate's large army would be put to use in protecting the Shue'aaz Sho colony, while the Republic continued to oversee development of trade, and Lojanese colonists were to retain all of their rights. Importantly, the Syndicate had also recognized region 6 as part of the Lojanese sphere of influence.





    Non-Actions:
    [Renown] A Monumental Undertaking: Jewelled Inn 2/3
    Spoiler: Jewelled Inn
    Show

    Finishing touches are being put on the construction - a flying buttress made of glass to resemble ancient spires here, a terrace with rows of Doric columns supporting nothing but water there, and a alcove with a hidden door to a more private bar for those with particular tastes over there. The structure is ultimately structurally sound, a proof that the Delight works miracles. However, Oehal Ruurk, the feudal lord on whose domain the inn is being built, does not share the dream of the Jewelled Inn's founders, seeing drugs as a danger. He sends an armed force to deal with the troublemakers. But they are repelled, as travellers, merchants and people living in the surrounding rural areas have already taken a liking to the eccentric building and surrounded it with their carts and bodies.



    News and Rumors:
    • For ease of keeping records of a growing population, all citizens are obliged to choose a second name, if they already do not have one. Commoners can be seen queueing up before a government official's tent all over Lojan, choosing simple names based on their nicknames, place of birth or the sea urchin they saw on that morning.
    • The Prime Minister continues to be confirmed in her position as Lojan prospers, which is making some nobles uncomfortable. The republican government's rights to take away their lands or otherwise infringe on their domains are either very limited or able to be exercised only in extreme situations, but if an autocracy developed as it has in some other countries, they could be in danger of losing their rightly-held wealth to a monarch's whim.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 9
    Military: 4
    Economy: 8
    Faith: 2
    Intrigue: 2

    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
    Show


    Special Actions Available: E5
    Special Actions Used: D5

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports
    # Name Owned Claims Supports
    9 Lojan yes Historicity, Integration ACM
    8 Shue'aaz Sho yes - -
    6 Selach? no - AM

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

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera

    Cultural Identities
    None


    Military
    Spoiler
    Show


    Units: 3/6 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2



    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

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

    Trade Posts
    Total Owned 7 (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
    9.1,2 Ching He'aang Precious Stone, Fireworks - 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
    None

    Trade Routes
    Coral of the Protected Statera

    Specialised Ships
    None

    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

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show

    ABS
    [Task] Begin work on the Coraline Compendium [1/5] - The Abyssal Stewards, patient though they may be, are not particularly subtle: it is eminently clear that the emissaries they send inquiring about the architectural stylings and favored forms of craftsmership of the various cultures throughout the tropics have other concerns on their mind than mere professional curiosity. Nonetheless, cooperation with their efforts is likely to earn their favor, and the results of this 'Coraline Compendium' may turn out to be interesting.

    (Task: Cooperate in the creation of the Coraline Compendium. 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 4. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 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.)

    CCA
    (Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

    [Opportunity] Making Connections -

    (Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: 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. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

    [Taboo] Overextension -

    (Taboo: The Chelonian Chora disapproves of reckless expansionism!
    Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

    DNA

    [Request] Expanding Possibilities -

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

    (Offer: The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers! Benefit: Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6. Cost: 1 Treasure OR 1 Favor for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected. Duration: Until the end of Round 4. Details: Reavers are certain to attack, but their targets are unknown.)

    PRS

    [Acclaim] The Ties That Bind - Allies, confidants, and conspirators are key to the long-term success of any large polity. A healthy and stable government is a remarkably social creature, and to expand by social means is not only laudable, but admirable, whether it be through ties of family cemented by the next generation, or of friendship cemented by time and effort.

    (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.)

    [Renown] A Monumental Undertaking - It is not only the Gravetenders who are compelled to consider legacy and grandeur - the allure of grand projects intended to inspire awe, love, fear, or other such useful mental states can be felt by all.

    (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: Indefinite. 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.)

    [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 Impress Aristocracy 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.)



    Last edited by Corona; 2022-05-28 at 05:06 PM.