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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 13


    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.


    Round Opener Addenda:
    HEX falls to Reputation 2, and PGL falls to Reputation 3 with the Abyssal Stewards, both pushed out by DPB!

    As the mad worship of a maddening Titan spreads through the warm waters of the tropics, the Abyssal Stewards pull back and away, preparing in isolation to face this threat alone if need be. And in their starkly realized absence - traders, caravans, envoys, and sentries all declining to enter the conquered seas of The Lighthouse’s demesne - life in the tropical seas begins to wither. Like a sound only realized once it’s stopped, the faint but once ever-present taste of metal and sulfur in the water fades, replaced by the tingling taste of the Eel Without End and her inglorious Song. This might have proven to be a welcome change, if not for the slowly bleaching corals and wilting vegetation. The fertility that was once preeminent in the tropical waters has become unstable - cycling between a choking overabundance and foul withering. While not so severe as to be unmanageable, the change nonetheless results in costly inefficiencies for the Kosong and the ecosystems they cultivate.

    Amidst such developments, hints towards something more abstruse and enigmatic arise. A sensation newly familiar to the warrior-fanatics of The Lighthouse now pervades - a song akin to that of the Eel Without End, but distinct. Though the song of Indah Radiant is by now a terror so familiar as to be almost comforting in its omnipresence and power, this new sense carries with it an unease and urgency that few can deny. At uneven intervals, the experience carries with it an impulse or direction - but with it always is a demand to go down. It is something of a relief when a small, metallic object is found in a forgotten and long-abandoned corner of the seafloor, from which an uneven red light shines, beating in time to the rhythm of the strange song which preceded it. The meaning is unmistakable - the song they hear now comes from a distinctly external Source - and if there is a Source, then it may be Sought.

    Having become Rustplagued, the waters of the Lighthouse are left bare in the absence of the Stewards - but in these newly clarified waters, a curious resonance can be detected. Should they desire to uncover the origin of this mysterious manifestation, they may attempt to Seek The Source through an Investigation action in their capital with TN 14 while Rustplagued - success will allow them to refine their search, revealing which region must be Prospected in order to pinpoint The Source - it may be necessary to explore to find the specific region. This Prospect action does not have the usual requirements or limitations on Prospect actions and will have no other effect on the region, but does require seafloor access and has a TN of 16.

    Even the vast sensory apparatus of the herring entity known as Deep Blue can not discern from whence the vast and stately elders of the Abyssal Stewards arrived, appearing as they do in Spawn Point - instead their first realization of the presence of the Hearthmost is a disruption in normal systems processing caused by the increased temperature and altered chemical signals in the local waters. Manually adjusting the local behaviors to counterbalance should have been simple, but the result is viscerally unpleasant for Deep Blue. It might even be described as ‘painful’ - a decidedly unusual sensation for a distributed entity. Though the herring-mind is able to adapt, periodic readjustment will likely occupy processing cycles long into the future. As the schooling patterns of Spawn Point are gently warped by their mere presence, even leagues away, the Hearthmost explain that this is the Brand they will now bear - the mark of the Core’s chosen. If they desire to prove that the choice was well-made, the Hearthmost will provide such an opportunity.

    Deep Blue v2.6.12 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, Deep Blue v2.6.12 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.

    Verglas Volumes - All countries which submitted an entry or contributed an action to the Verglas Volumes may gain a free action’s worth of progress towards a Project of their choice.
    The accumulated material and architectural knowledge of the polar reaches has more than satisfied the Stewards’ hopes, and the Verglas Volumes are complete. Even if their efforts to defend against Mammos falter, something at least shall be preserved.

    [Task] Grow Again Greater - To the Abyssal Stewards, it seems that of late destruction and desolation have become the rule. This trend must be countered, and a great store of resources is made available to those who would see the seafloor bloom where once nothing but sand held sway.

    (Task: Cooperate with the Abyssal Stewards to rebuild or construct new Trading Posts and Holy Sites! Reward: 1 Favor w/ABS and 1 free action towards a project of your choice per 2 actions spent helping ABS build Trading Posts. Penalty: None. Deadline: End of Round 17. Details: As part of an action to Expand Trade or Settle a Colony in a region within 6 effective regions from a Smoking Garden, a country may designate that they are cooperating with the Abyssal Stewards. If so, then the action cost of the Project is reduced by 1 (to a minimum of 2), and the Trading Post will be controlled by the Abyssal Stewards once complete.)

    [Request] Beat Out The Slag - On the other claw, there are those who would see the whole world reduced to nothing but an endless expanse of blasted wastes. Though the threat posed by their ambitions is not yet great enough to afford weakening the watch on those Titans still slumbering, any power who works against them is an ally of the Stewards.

    (Request: The Abyssal Stewards are offering rewards for any who would oppose the Rustplagued. Reward: 1 Favor per openly hostile action targeting a Rustplagued country which succeeds (failed actions count as half), or per 2 Rustplagued units killed in battle. Maximum of 2 Favors per round; requirements per favor double after 6 favors have been earned. Penalty: None. Deadline: End of Round 15. Details: Under some circumstances, Org GM discretion will be used regarding if a given action counts, counts as half, or doesn’t count.)

    [Circumstance] Mitigation Measures - Present threats are not neglected, though the Stewards offer little explanation for their actions. Strange buildings spring up throughout known waters, though the well-traveled might note their placement, and their apparent purpose, varies with the seas….

    (Circumstance: The Abyssal Stewards are constructing anti-Titan traps in potential paths of the Eel Without End, fortified refugee camps in regions which have been or might be affected by the Trawling Beasts, and observation posts in areas which might be at risk of corruption by Mammos. Benefit: To be seen! Penalty: To be seen… Duration: Unclear. Details: Providing aid to the Abyssal Stewards in these endeavors is likely to render them more effective.)

    Spoiler: Ongoing
    Show
    [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. 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. )

    [Request] Quarantine Measures - (Request: The Abyssal Stewards would like aid in fighting the servants of Mammos - which they suspect to be a Titan of most unusual nature. Reward: If accepted, +1 Treasure per successful Sack of a Rustplagued country. Penalty: If refused, -1 Favor. If accepted but failed, -1 Favor and -1 Reputation. Deadline: May be accepted or refused until the end of Round 12. If accepted, have until the end of Round 14. Details: Applicable only to Reputation 3+ countries within 6 regions of a TP controlled by ESP, or Reputation 2+ countries within 1 region of a TP controlled by ESP.)

    [Offer] Abyssal Technologies - (Offer: The Abyssal Stewards are selling technology! Benefit: Gain Joined-Stalk Companies Technology. Cost: 1 Favor. Duration: Until the end of Round 15. Details: Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1.)


    Chelonian Chora
    Spoiler
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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.

    (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)


    Arriving at Archvast Reef atop a truly massive Reefback, eyes cloudy with age, an ensemble of Chorans presents themselves to Baran Hallus, head of the most influential family in the Cphiri Union. All bear the marks of age, but they speak as one as they explain the privilege and responsibility they now grant the Hallus family - custodianship of the Bell of Resolution. The Bell is massive and splendid, glittering with a myriad of colors across what would otherwise be a dull bronze-colored surface, and from below it seems to amplify and harmonize the sounds of everything nearby. They speak also of an ancient ceremony that Baran Hallus might now replicate, if they wished to prove themselves worthy of gifts greater still…

    Foremost among all in the eyes of the Chelonian Chora, XXX has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution. While XXX retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, they may embark on a sacred journey to Wander The Wastes by taking a unique Diplomacy, Military, or Intrigue action. While undergoing this journey, XXX may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song.

    Songline of the Sunlit Seas ends incomplete.
    With disappointment, the Chelonian bards and sages find they must withdraw from the tropical flats and shoals with far less lore than they expected; merely the impression of a surprisingly frigid group of species.

    Living Dreamers attempt to convert Holy Site 2 in Lupomata (4) and Holy Site 1 in region 29 to The Dreaming Dead!
    Living Dreamers, keen to hold onto their own traditions and influence in the face of hostility from the Hymenoceran elite, send priests and martyrs-to-be to convert impressionable youths and rekindle the faith in those who had been lulled into compliance and acquiescence in their homelands and beyond.

    [Offer] Nasin Nasa, Tan Tawa, Ali Ante, Part II - Though the strange disappearances of years past have slowed, they have never fully abated - and now it seems perhaps they are found. Chelonian traders appear in capitals the world over, hawking unfamiliar, exotic wares - some of which are truly legendary in their beauty - and bringing along brilliant minds filled with wanderlust, willing to work wonders for the right fee.

    (Offer: The Chelonian Chora have a myriad of antiques for sale and individuals with particularly interesting skill sets available for contract. Benefit: May Exhibit a Great Work as a non-action originating from a country affected by Nasin Nasa, Tan Tawa, Ali Ante. May receive the benefits of a Seek Aid action to all actions of a specified attribute for the round. Cost: 2 Favors and 1 Treasure for Great Work. 1 Favor and 1 Treasure for Seek Aid to actions of a particular. Duration: End of Round 16. Details: The originating country will gain any Prestige from Origins of the Exotic for Exhibiting a Great Work for the first time, rather than the Exhibiting Country, but the Exhibiting Country still gains the Prestige from Origins of the Exotic for being the first to Exhibit a specific Type of Great Work. )

    [Opportunity] To Kill A Dream - The relative inactivity of the Dreaming Dead in recent years was but a facade, as their hateful proselytization resumes once more. The Chora reiterates its dire warnings against these horrific perverters of the world and swears a debt to any who oppose them.

    (Opportunity: The Chelonian Chora are offering rewards to anyone who would help them destroy the Dreaming Dead. Reward: +1 Reputation or Favor (player choice) per Sack or Conversion of a Dreaming Dead Holy Site. +1 Reputation or Favor (player choice) per Clerical Support removed from the Dreaming Dead (Undermining counts half). Additional reward if the Dreaming Dead are totally eliminated. Cost: -1 Reputation or Favor (player choice) per two Holy Sites converted to the Dreaming Dread in regions you control or have Clerical Support in. -1 Reputation or Favor (player choice) per Clerical Support lost to the Dreaming Dead. -1 Reputation per Dreaming Dead Holy Order established in owned region. Deadline: End of Round 17. Details: Ineligible for other penalties or bonuses unless take a non-action to declare commitment to combating the Dreaming Dead - this will cause the Dreaming Dead to target Holy Sites in your regions/regions where you control the Clerical Support more frequently.

    [Action - Diplomacy] Sway Clergy in Gosto G’cor (137), Aniwana (153), Region 179 - Travel and exploration are the lifeblood of the Chora, and so it is no surprise that their relationship with the priests near major stopping points on their routes is warmly fostered.

    Spoiler: Ongoing
    Show
    [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - (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] Lape Moli Ike Li Kama - (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.)

    [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.)

    [Offer] Kalama Musi E Kulupu Pona - (Offer: The Chelonian Chora might sing your praises, for a price! Benefit: Sways a Faction in a region the requesting country controls, on their behalf. Cost: 1 Favor. Duration: Available until the end of Round 15. Details: Available only to countries of Reputation 1 or higher.)

    [Offer] Chelonian Technologies (Offer: The Chelonian Chora are selling technology! Benefit: Gain Adventuring Parties Technology. Cost: 1 Favor. Duration: Until the end of Round 15. Details: Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1.)


    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.


    The glittering sea-steads of the Divine Nacres gather above the waters of the Heights of Dashasham, each and every one the color of the night sky above the waves. Their paths weave together in slow, intricate patterns, familiar to those Sakura-Jin who have charted the sacred motions of the Nacres for decade after decade. Emissaries clad in fine textiles of the same color and luster as black opal descend into the World Garden’s capital, but what exactly they say remains behind closed doors. Even the Nacres are not immune to gossip, however, and with the presence of the Obsidian Synod, word slowly spreads that this can mean only one thing: the Mensa Rectores desire to see if another may be worthy of induction into the secrets of the Anamorphosis.

    As Heir to Phaeon, the World Garden has drawn the attention and interest of that most august body, the Mensa Rectores. While this assembly remains invested in their administration, Primarch Marcion may take part in a forum hosted by the Divine Nacres by taking a unique Diplomacy, Intrigue, or Faith action. While attending this event, Primarch Marcion may choose to roll the relevant attribute against TN 14 to Present a Dissertation on a subject of their choice in order to demonstrate their intellect, scholarship, and merit to the Mensa Rectores, earning the right to study the Anamorphic Canon.

    Genus Taxonomia Vadosus Mare Completion Results - To Come in Next Round Opener

    Results of Side Effects May Include (SKR only) - To Come in Next Round Opener

    Results of Divine Nacres investigation into Trawling Beast leavings -

    The report of the Nacres comes back with information about piles of separated resources towards the center of the island - valuables and building materials, neatly partitioned into oddly geometric piles with regularly spaced gaps between them. Some are likely unusable underwater, and others are of a type unfamiliar to most beneath the waves, but nonetheless could turn out to be quite useful. Retrieving these goods is likely to be a challenge given the distances involved, but whichever polity or polities manage to do so are likely to have quite the boon!

    [Circumstance] Reaver Raids - The Divine Nacres warn that the Reavers are returning - their attacks will be less concentrated now, and ideally fewer, given their own efforts, but the raiders have dispersed too well for their own approaches to function well without assistance.

    (Circumstance: The Reavers are returning!
    Benefit: DNA Reputation level will help defend against Sacks in regions of Depth 0; Holdfasts will provide DNA Protection. Penalty: Small-scale raids by Reavers are guaranteed. Duration: Unknown! Details: Reavers will not attack regions without Factions.
    )

    [Taboo] Carissime, Melius Est Descendit Ubi Madet: Sub Mari! -

    (Taboo: The Divine Nacres advise against trying to explore Terrestrial Wastes - it can lead only to chaos and ruin. Penalty: -1 Rep for creating a technology which would allow exploration of Terrestrial Wastes. -1 Rep for successfully Exploring a Terrestrial Wastes region. Duration: Indefinite. Details: A technology which would enable exploration of Terrestrial Wastes must have these prerequisites at minimum: a technology which allows crossing Brackish borders, a technology which allows crossing Toxic borders, and at least two additional resources.)

    [Action - Intrigue] Coerce Trading Posts - TP3 in Region 32, TP3 in Region 63, TP2 in 117 - Though the inner workings of the Nacres remain as ever a mystery, an uptick in "merchant" contracts with the suited creatures is observed. Perhaps there is some large-scale project requiring a great supply of organics....

    Spoiler: Ongoing
    Show
    (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.)

    [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.)

    [Request] Side Effects May Include… - (Request: The Divine Nacres would like to do some field experiments in the waters of those they favor. Reward: Unpredictable effect(s) if allowed as a non-action. Penalty: -1 Reputation for if refused. Deadline: If not allowed, assumed to be refused at the end of Round 12. Details: Applicable to Reputation 3+ countries only. )

    [Offer] Nacreous Technologies - (Offer: The Divine Nacres are selling technology! Benefit: Gain Seeker Barnacles Technology. Cost: 1 Favor. Duration: Until the end of Round 15. Details: Only available to countries with a Reputation of 1 or higher. Trading the technology to other countries before the end of Round 15 will result in Reputation loss for each country it has been traded to - this cannot lower a country’s Reputation beyond -1.)


    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.


    From their newfound position as Envy of the World, Baran Hallus spies opportunity - one unlike any other. A wonder to inspire and unite the families unlike any other, cementing the authority and unity of the Council Fund and the prestige of the Hallus family alike with one grand project. And if the Hallus Family is strong, and the Council Fund well-respected? Then all Cyphiri will surely benefit. Pyl-Garat might even become more noteworthy than Cyph-Arel, if they do too well.
    CYP may construct a World Wonder in Pyl-Garat (129)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder.

    The Drifts of the Seatide Confederacy are not divided, but neither are they fully united. Competing interests and a desire to be foremost among one’s peers (not to mention a strong love of their autonomy) has always meant that the Council of Elders was both more powerful and less decisive than was ideal. This, after all, was the reason for Judge Azure Gleam’s position. As Envy of the World, though, the Seatide Confederacy (and more importantly, the Council of Elders) are united in their dream of establishing a grandiose structure that might display the wealth and glory of the Drifts of Seatide for all the world to gaze at in wonder.
    STC may construct a World Wonder in Seatide (79)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder.

    Round Opener Addenda:
    GRV and GTZ fall to PRS Rank 3, OKI falls to PRS Rank 2, and COS, RFT, and LSD fall to PRS Rank 1 from Big Fish in Small Ponds!

    [PRS Actions] {WIP}

    Spoiler: Ongoing
    Show
    [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: Temperate, Tropical, Polar)

    [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: Marriage Claim: Temperate? Integrating Confederated Region: Temperate, Polar? Revealed Claim Fabrication: All
    )

    [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.
    Remaining Availability:
    )
    [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.)

    [Distinction] Origins Of The Exotic - (Opportunity: The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige. Duration: Until fulfilled. Special: ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Non-Exhaustive): Sculpture, Literature, Song, Engravings, Tapestry
    Countries/Great Work Types:)


    Spoiler: Permanent
    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.
    When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.
    )

    [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.)
    Last edited by Rolepgeek; 2022-10-20 at 03:42 PM.
    Sincerely,
    Role P. Geek