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Thread: Empire 7: Into the Depths IC Thread

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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 4


    [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.

    Abyssal Stewards
    Spoiler
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    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.


    Small change to [Offer] Mantle of Warmth - only being offered to countries in the Polar zone.

    [Action - Military] Promote General - Marshal Fra Zel, once captured by the Gotezhar, has completed juir training with the Abyssal Stewards and reemerged, not as a Steward, but as Marshal. From their gills, a faint black smoke exudes, and their demeanor is that of iron and steel.

    [Action - Intrigue] Expedition Into The Maw - There is little time left to merely prepare at the surface. The Stewards must learn what lies in the depths of the Maw before they proceed further - though the sheer depths mean that others will not learn of what they find until they return - if they choose to share it. It is a long drop…

    [Task] Begin work on the Neritic Manuals [1/5] - The Abyssal Stewards seek knowledge of the architectural stylings and favored craftsforms of the Temperate zone.

    (Task: Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 7. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 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.)

    Spoiler: Ongoing
    Show
    (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.)

    (Offer: The Abyssal Stewards are offering generous loans!
    Benefit: Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure. Duration: Available until the end of Round 5. Details: None.
    )

    (Opportunity: The Abyssal Stewards are looking for polities capable of weathering a crisis! Reward: First Place: An Artifact of ancient origin. Second Place: 1 Treasure & 2 Actions of progress towards constructing a new Trading Post in a region of their choice. Third Place: 1 Unit Cost: None*. Deadline: End of Round 5. Details: Countries are scored by a points system; at the end of Rounds 2, 3, and 4, countries are awarded points based on a roll made by the Organization GM for their country; the bonus for this roll is based on the best available commander they have not involved in an offensive military action. 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 Military actions to improve their rolls in a given round; each Military 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 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5).
    )

    (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 6 Details: Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus.)

    (Request: The Abyssal Stewards are in need of extra sensory organs - ideally, ones attached to entities with some measure of martial ability. Reward: 1 Favor per 2 Units. Penalty: Reputation loss for COS, GTZ, LOL, OKI, and SKR if they do not pay off their Favor debt by the Deadline. Deadline: End of Round 5. Details: Non-action to gift Units. Paying off Favor debt and then later reaccumulating Favor debt will not result in Reputation loss.)

    (Task: The Abyssal Stewards expect all countries to maintain some basic military capability as a matter of course. Reward: None. Penalty: -1 Reputation Loss if a country has 1 or fewer Units at the Deadline. Deadline: End of Round 5. Details: Units recruited in Round 5 still count towards total Units; Units lost in battles during Round 5 are not counted towards total Units.)


    Chelonian Chora
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    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.


    [Request] Ask for the establishment of a Reefback Nursery in the Breakwaste - The great gap between the wastes which the Chora call the Breakwaste would be an ideal location for a Nursery - any who would establish one therein would earn their favor.

    (Request: Construct a Chelonian Chora Base (Reefback Nursery) in 70, 71, 72, or 73. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 6. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)

    [Task] Begin Work on the Songline of the Frozen Seas [1/5] - Those peoples who live within the frigid seas tell many tales to one another during the long winters to pass the time and stave off the bite of the cold. These are worth knowing, both so that passages beneath the great ice can be charted, and the Great Songs can be expanded…

    (Task: Cooperate in the creation of the Songline of the Frozen Seas. 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 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 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.)

    [Request] Items of Interest - The Chora seek the repayment of debts owed - and trading goods would be excellent options!

    (Request: Pay off Favor debt by providing certain trading posts! Reward: +1 Favor per Trading Post; max +1 Favor for non-debtors. Penalty: -1 Reputation for DRG, FAY, GRV, GTZ, LUX, and SKR if they do not pay off their Favor debt by the deadline. Deadline: End of Round 7. Details: Non-action to gift Trading Posts. Eligible trading posts will be for finished goods, skilled laborers, or high-value, low-volume raw materials.)

    Spoiler: Ongoing
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    (Opportunity: The Chora is looking for the most popular place in the Polar zone to host a new City! Reward: First Place: One free use of the Economy 5 Raise City Special Action. Second Place: 3 Treasure. Third Place: +1 to one Sway attempt in Round 5. Cost: None. Deadline: End of Round 4. Details: The most popular country in the Polar zone, as determined by amount of controlled Supports that country has, will be declared the winner. Ties will be broken by CCA Reputation level followed by number of Desired Imports supplied.)

    (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.)

    (Task: Cooperate in the creation of the Songline of the Broken 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 6. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 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.)

    (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 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: 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.)


    Divine Nacres
    Spoiler
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    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.


    [Taboo] The Nearly Dead Seas - The Nacres make it clear in no uncertain times that they would appreciate no disturbance of the ecosystem in [region 81]...but seem fine with harvesting the Hatesheer Lilies in the area - the only surviving element of that ‘ecosystem’. Strange, but then, the Nacres always have been. Another one of their esoteric requests, it appears.

    (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.)

    [Action - Intrigue] Begin Anti-Reaver Preparations - The city-spheres of the Nacres become a common sight over the waters of some polities, as they seem to arrange themselves into predetermined patterns and paths that circulate to maximize coverage despite their limited numbers. The warnings they brought - that the recent reprieve from the predations of the Reavers was the calm before a storm, as their limited knowledge of the movements of the Reavers have grown more and more purposeful and concentrated in recent years - seem understated, given their response now - even the mysterious Project Anastasia is put on hold to make ready.

    [Circumstance] Marshal 4 Outreach Program - The focus of the Nacres shifts towards a different area, seeking better relationship with their subaquatic neighbors.

    (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 Tropical Zone. Penalty: None. Duration: Until the end of Round 6. Details: None.)

    Spoiler: Ongoing
    Show
    (Opportunity: Pay off Favor debt by providing certain trading posts!
    Reward: +1 Favor. Cost: Give the Divine Nacres a trading post as a non-action. Deadline: End of Round 5. Details: Only countries which owe Favors to the DNA are eligible. Eligible trading posts will be for exotic flora, exotic fauna, or organic product Resources which the Nacres do not already have a trading post for. Labor does not count for this purpose - the Divine Nacres desire goods, not services, and consider the owning of slaves by one of their members or communities to be extremely sacrilegious.
    )

    (Task: Cooperate in the creation of the Genus Taxonomia Gelidum Mare. Available for Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 5. 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: Project Anastasia 4 Benefit: Currently Unknown Penalty: Currently Unknown Duration: Currently Unknown Details: Currently Unknown )

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. 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 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.)


    International Prestige
    Spoiler
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    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 will usually be referred to as simply "Prestige".


    (Small change to [Notoriety] The Fragility of Fear - Prestige loss will be assigned if a rebellion occurs in response to a failed Oppress Faction action or a successful Sack action, as failed attempts to Impress the Aristocracy will not normally progress towards Rebellion.)

    [Affluence] Opulent Optics - It is not enough to merely accumulate wealth - one must be willing to spend it lavishly, to no purpose beyond making it known that one can!

    (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.)

    [Mystique] Renegades, Turnskins, And Defectors - One clear sign of power is the willingness of people to serve - especially if they must turn against their former masters to do so.

    (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.)

    [Mendacity] A Lack Of Commitment - Empty words and broken promises, hollow threats and flagrant hypocrisy - these are how legitimacy is destroyed and dignity lost.

    (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.
    )


    Spoiler: Ongoing
    Show
    [Affluence] A New Generation - (Opportunity: The first country in each starting zone to settle a Colony region will gain 1 Prestige. Duration: Until fulfilled. Special: Simultaneous completions result in both countries gaining Prestige. Remaining Availability: Temperate and Tropical Zones)

    [Piety] Communion With The Divine - (Opportunity: Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. Duration: Until the end of Round 5. Special: None)

    [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.)

    [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.)

    [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 Rolepgeek; 2022-05-23 at 12:47 AM.
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