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Thread: Empire 7: Into the Depths IC Thread

  1. - Top - End - #104
    Firbolg in the Playground
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    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 4
    Regions: 122, 129
    Ruler: Garren Ulnesh
    Faith: The Flowing Way
    Diplomacy 2 Military 1 Economy 10 Faith 5 Intrigue 2


    Actions
    End of Turn (New) Ruler Increases: +1 Economy, +1 Faith
    1. Form New School - The Cyphiri Way (+1 to Impress Actions) [Faith] - Unrolled
      Spoiler
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      The Flowing Way primarily refers to fate, and the way it flows and weaves through us all and across time. From the creation of the world by the gods, to the present day, to the future, the Way has flowed, but it is not an unknowable force - far from it, as hints of it are everywhere in the stories and legends of the many species of the seas. As all is connected by the Way, a strong understanding of the past leads to an understanding of the future, and as stories are our main way of knowing the past, they are of great importance to followers of the Way - even the inherent biases of the storyteller and the way they distort with time are of interest, as the people that caused them are a part of the Way. Naturally this uncertainty, combined with the fact that mortals are not slaves to the Way but merely pulled and guided by it, means that the path to true understanding is a rough one that requires plenty of study and thought, but even on the small scale a layman can benefit from careful examination of the past and the stories around it - it might not help them divine the future, but it can help them understand the way the Flowing Way has shaped the present.

      The followers of the Cyphiri Way lack the strong call to action that those of the Middish Way feel, in part due to the gods and their Will being of much less importance (they were still the creators of the world, and understanding the stories related to them are said to bring great understanding, but they are themselves a part of the Way rather than a force driving it), and are more inclined to seeing how their understanding of the Flowing Way can serve their interests, rather than seeing how they can serve it. One way this manifests is the way that followers of the Cyphiri Way often accompany other representatives of their people, lending aid through their broad knowledge of stories and the understanding of cultures and people that it brings - their knowledge of local tales and ways encourages merchants to accept imports from the Cyphiri so that their merchants can seize the opportunity, their understanding of the quirks of the traditions held by foreign believers of the Way helps win them around, and their knowledge of the stories of the warriors of their people can help sell their prowess when a show of force is required.
    2. Convert HS1 in 123 [Faith] - 8, Failure
      The Carral have now been in the lands they discovered for some time, having pulled their people out from Cyph-Arel and their previous westward venture to centralise in the region and having successfully gained dominance over the local economy (in no small part due to the Kelad-controlled spice trade). While there hasn't been a focused push to enlighten the locals in the truths of the Flowing Way, the Carral followers establishing themselves in the region and spreading their stories and wisdom, combined with the amount of faithful but not dedicated Cyphiri in the region, serves to convince some of those in the region that there's something worth paying attention to here, and the Cyphiri faithful are very enthusiastic when it comes to those interested in the Way. In the end though, few of the Carral followers are charasmatic enough to convince them to actually stick with the Flowing Way.
    3. Research Civilian Technology - Anoxic Adaptation [Economy 10] - Unrolled
      Spoiler
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      Anoxic Adaptaton
      Prerequisites: Composite Grafting, Trophic Deconvolution
      Effect: The user can now cross Brackish borders.
      Developed from a combination of her existing agricultural work and Costa Sereia's grafting techniques, Pellir Hallus' answer to the challenges of the brackish waters nearby to Cyph-Arel comes in two main parts. The first is a suite of comprehensive modifications, primarily designed for Cyphiri but with suggested modifications for other species that should allow for easy adaptation, which allow an individual to handle the typically low salinity, filter oxygen more efficiently from the lacking waters, and filter out the typical particulates found there, allowing for survival in those regions. The second part is a new range of crops, based off Pelir's original simplified crops, which have similar modifications to survive and a few tailor-made to make survival in those regions a likelier prospect and provide in ways the environments found there are often lacking.
    4. Buyout TP2 of 134 (Cobalt Dye) [Economy] - 19, Sucess
      Conscious of their obligations to the Ironkelp Order, the Tellan family continue their search for the resources the Middish are in need of. The answer comes from another family - the Hallus, who had sent some of their number to Palacia to attend Costa Sereia's Carnival. A messenger sent to the Tellan leadership talked about how the sereia mined an ore that was turned into a powder that could be used to write with, which struck the Hallus there as something the Middish sages would find very useful. They were willing to make the relevant introductions and arrangements to supply the Tellan (and as such the Order) with an adequate supply, but only in exchange for Tellan support in the Hallus effort to gain control of the Council. The decision to go along with the plan didn't take the Tellan family's leaders long.
    5. Attend Event [Diplomacy] - Unrolled
      The invitation to attend the Carnival gets little attention from many Cyphiri families - while yes, it sounds interesting, it is also rather far and most families have found their interests elsewhere from the far west. As such, the main attendees end up being from two families, Ulnesh and Hallus, and while both deny it the intent is rather clear - to gauge international feelings on the two families for leverage in their internal struggle.
      Spoiler: Sub-actions
      Show

      • [* ]Trade Anoxic Adaptation to SKR, LUX and COS
      • Recieve 1 Treasure from SKR



    Nonactions
    • Change Ruler - Baran Hallus (Non-dynastic succession, stats before end of turn increase: Dip 4, Mil 4, Eco 4->5, Faith 4->5, Int 2)
      Spoiler: Seizing the Council
      Show
      While the Hallus family's quiet ascent and alliance building had been going on for some time, and was something of an open secret at this point (intrigue and subterfuge wasn't their strong point), it is brought into stark focus during a vote in the Union Council. The topic itself was a relatively minor thing, adjudicating a legal dispute between two smaller families, but nonetheless grabs a significant amount of attention when the Hallus and Ulnesh families vote differently and more Council families go the way of the Hallus than that of the Ulnesh - a sure sign of the family's lessening grip on their peers.

      This comes to a head when Baran Hallus, the head of the Hallus family, calls for a vote to determine which family leads the Union Council. This is unprecedented, primarily because there never was an official leader of the Council - the Ulnesh hold on it was always an unofficial but openly recognised thing - but between the Hallus-backing families supporting Baran, some Ulnesh loyalists not believing the scale of Hallus support and many undecided just wanting the matter dealt with, the vote goes through. The Hallus family wins, and while some Ulnesh protest Garren decides to honour it so that the Ulnesh can hold on to what it still has without antagonising their peers, and so the Hallus family begins to set themselves up as the top family of the Cyphiri Union. Baran is pleased that the vote went through - he has plans for the future of the Union, and this first case of the families agreeing to his changes makes him optimistic about the future.
    • Present Cyphiri architecture for inclusion in the Neritic Manuals
      Spoiler: Cyphiri Architecture
      Show
      Like many aspects of Cyphiri settlements, their architecture is focused around the patches of fertile ground the Cyphiri build around, with several of the plant species grown there being used as building materials rather than as food or medicine - some are engineered to provide strong, sturdy structural elements, akin to terrestrial trees or bamboo depending on the variety, while others produce fibers that can be woven into reliable twine or rope to connect it all together, or into the larger mats and sheets that tend to serve as walls in Cyphiri buildings (bar when circumstances require a solid barrier - for instance, food stores tend to lack sheet walls due to the need to keep pests out).

      Cyphiri architecture tends towards being quite open, with large rooms supported by pillars and divided by sheets serving the purpose of several rooms, and most buildings tend to be entirely owned by one family - when one family acquires some part of another family's operations there is often a transitional period where one part of the building is technically owned by the former family (usually marked by special sheets to ensure there is no confusion) but there is an expectation that this is a temporary arrangement. The buildings directly around the agricultural spaces tend to be the largest and most prestigious, for both practical (being closest to the source of materials) and cultural (agriculture being so important to the Cyphiri makes being close to the crops and having a view desirable traits for a home) reasons, tending towards being large generalised buildings that handle many of the local affairs of the most important families in the settlement, while smaller and more specialised buildings are found further out.

      Given the Cyphiri tendency towards travel, the need for trade routes between settlements, the ventures of the more decentralised families and their opportunity scouts, and the common desire of Cyphiri followers of the Flowing Way to walk the Bones of Arthan, it's not uncommon for Cyphiri families to have stockpiles of tents and other temporary structures - they can be found scattered across the trade route between Cyph-Arel and Orope, for instance, and small camps can be found in any region the Cyphiri have an interest in. They're typically quite simple affairs, a collection of woven sheets and poles made from one of the lighter structural crops, although still on the bigger side - it's rare that Cyphiri travel alone, so tents are usually designed so that their parts can be split across the group and put together to form one larger multi-person tent.
    • A Monumental Undertaking: The Great Hall of the Union [2/3]
      Spoiler: The Hall Expands
      Show
      By the time the families of the Union have finished debating the matter of location, the Council Fund has already finished their plans for the Hall's construction, and are quick to put them into action. In the end, the site chosen was a newly-found patch of fertile ground in the south of Cyph-Arel, one with little enough built up that it's easy for the Fund to purchase it all and adapt what's there into their plans. While the building itself has already been planned out and designed and only needs a few adjustments to fit the reality of the site, the fact that it's a new settlement rather than fitting into an old one causes the scope of the Fund's operation to expand somewhat to fit in housing for family representatives, the agriculture required to sustain the settlement, and the other necessities of life. While they're first proposed as seperate buildings - the representative housing taking up the rest of the prime soil-side space, and the others fit in around and behind them as needed - one idea soon becomes quite popular among the designers hired by the Council Fund. If you're already building a grand structure, why then go on to make a load of normal buildings when you can just make the main structure even grander? To this end, they spend quite a while abandoning old plans and coming up with new ones, greatly expanding the planned size of the Hall so that it completely encircles the fertile ground (taking the role of a courtyard of sorts, open to the sun above), with rooms serving official purposes, representative housing, and other minor purposes all contained within it. It's a big plan, and the Fund finds itself needing to dip more into its own reserves to supplement the donations by the families to pay for all the extra expenses, but it's one that most Cyphiri find themselves supporting and wanting to see once they hear of it, although some critics do suggest that the Fund's designers are getting a bit carried away with it all and should just get on with it.


    News and Rumours
    • For all the change going on in Cyph-Arel, the Cyphiri found outside of the region insist that business is as usual. It does seem that they're telling the truth, though - a side effect of most families operating out in the wider world being decentralised and not particularly invested in Cyph-Arel itself is that they keep on going despite the uncertainty, and in any case the changeover of power seems to be going quite smoothly, neither the new or old family in charge wanting to cause problems and alienate their peers.


    Families of the Cyphiri Union
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    There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).
    Ulnesh
    Other: All Supports in 122
    Dominant power among the families, split between being the top agricultural family and a strong political structure, uses the two in tandem to maintain influence and strengthen both fields.
    - Garren Ulnesh: Head of the family and as such ruler of the Union, driving the push to look outside of Cyph-Arel for opportunities, and a dedicated student of the Flowing Way.
    - Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries.
    - Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack
    - Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position
    - Werran Ulnesh: 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.
    - Chelat Ulnesh, mainly deals with other major families and the Union Council, good at it but is dismissive about other countries and the advantages to working with them
    - Helad Ulnesh, coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used.

    Council Fund
    TPs: 122.1
    Acts as a family but not bloodline based, made up of people and assets contributed by every Union Council member. Creates and maintains a source of income that is used for the good of the Union rather than individual families (although council families use past loyalties and political maneuvering is used to push their focus towards their interests), and also pays for mercenaries and trains leaders in case of war. Their members lack surnames, instead working their Fund status into their introductions. Has a lot of investment in the photospore networks across Cyph-Arel. Also the biggest current buyer of the gold prospected by various families.
    - Artan: Part of the section of the Council Fund that works with mercenaries, with her current focus being the Kalan Company. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

    Hallus
    TPs: 122.2
    The second-largest agricultural family due to being the inventors of trophic deconvolution and leveraging that advantage as the Union adopted those methods. Eager to continue making advancements, has eyes on the Ulnesh family's position.
    - Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. 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.

    Tellan
    TPs: 109.1, 114.2
    Other: CYP-OKI Trade Route
    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.

    Carral
    TPs: 123.1
    Other: Mercantile Support of 123
    Small decentralised family down on its luck, turning to the Bone-Grinder's Guild of 112 to try to make a new future for themselves. Their attempts to become more powerful in 112 have stalled for now with little gain, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now making moves towards gaining full control of the economy there, with support from the Ulnesh and Kelad 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.

    Pylet
    TPs:
    Other:
    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 [129], but is beholden to the Hallus in turn.


    Statistics
    Spoiler
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    Special Actions Available: Economy 10, Faith 5 (Next Round: Economy 5, Faith 5)
    Special Actions Used: Economy 5 (Next Round: None)

    Diplomacy
    Spoiler
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    Reputation/Favours
    The Abyssal Stewards: Rep 0, 0 Favours (Expected Change: 1 Favour)
    The Chelonian Chora: Rep 2, 1 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 0, 0 Favours (Expected Change: None)
    International Prestige: Rep 1 (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
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    Units: 0 Land, 0 Naval (Expected Change: None)

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
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    Treasure: 2 (Expected Change: +3)

    Trade Posts
    Efective Total Owned 10
    109.1 - Swarm Ash
    114.2 - Giantsbane Seeds
    117.1 - Biolumiscent Tunicates
    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

    Mercantile Support
    122, 123

    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


    Faith
    Spoiler
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    Faith Holy Sites: 8

    Clerical Support
    122

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
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    Spies
    None

    Claims
    122 - Historicity

    Last edited by Volthawk; 2022-05-28 at 08:45 PM.