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  1. - Top - End - #1
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Empire 7: Into the Depths IC Thread



    Links to other Empire!7 Threads:

    Recruitment Thread
    Waters of the World
    Rules Thread

    Dice Rolling Thread

    Out-of-Character Thread
    Tables
    Organization Tables


    The Team
    GMs: Moriko and LapisCattis
    Organization sub-GM: Rolepgeek
    Rules Monkey sub-GM: Minescratcher
    Chaos sub-GM: PotatoPriest
    Rebel sub-GM: GaiusHermicus

    Spoiler: Community Guideline
    Show
    This is a community world-building game, where all players take part in developing, shaping, and interacting with the world. To recognize that we are all different people with different interests and limits, there are some community guidelines that are going to be enforced.

    Though it is also already against the GitP's forum rules, we want to reiterate that descriptions of sexual violence, whether graphic or implied, are completely unacceptable in this space, no matter what type of characters are involved or how frequently sexual violence may or may not have occurred historically or otherwise. If there is no consent involved, it cannot happen in any of Empire!'s public spheres. If any players are interested in a storyline involving such activities between their own characters, they are free to do so in private.

    Returning players may have noticed that the Assassination action now requires the explicit consent of the player whose character you want to assassinate when targeting rulers. By a similar token, substances and methods that alter mood, thought patterns, or memory may not be applied to characters without the consent of their player or the use of a Special Action that alters who has narrative control over said character (e.g. Incite Betrayal). While some story beats may make more sense for a character to have ingested something unknowingly or be affected by the use of drugs while imprisoned, it is important to discuss this with their player ahead of time to avoid damaging the sanctity of narrative control over one's characters.
    If you are interested in writing fluff that you think may be questionable or disturbing to other players (such as detailed torture, common phobias/triggers, or exceptionally realistic prejudice), you may reach out to a GM or to other players to gauge comfort level. If in doubt, containing the fluff in spoilers and accompanying it with a content warning will usually be sufficient. Likewise, if you feel like another player's fluff crosses a line for you, please feel free to reach out to them and copy the GMs on any communications there, so they can adjust their fluff or - more likely - know to spoiler any similar fluff in the future.

    While violence is inevitable and expected in a game where war is an expected and even profitable venture - this is still a game, and while a certain amount of tragic or horrific elements are to be expected, we request that players at least allow for plausible deniability in public fluff descriptions of atrocities, especially when interacting with another player's creation. Mass displacement of an entire people, for instance, has horrific and catastrophic impacts, and if you want to go into detail about these impacts, please see the above paragraph for how to handle it.


    Rules Alerts and Changes!

    All players are expected to follow the example layout for actions provided below (or something similar that covers all the same points) Thank you.

    Spoiler: Example Round Template
    Show

    This is an example of a player's round post. While players are not beholden to follow this template exactly, some elements are strongly preferred by the GMs to assist in tracking and easing the effort and speed required for round openers. Asterisked elements are either required for tracking and round openers or make such a significant difference in the effort involved that you will inevitably be asked to include this information. Links to rolled actions are always heavily encouraged, and if all actions are rolled in the same post, a single link to that post is acceptable.

    Kingdom of Seven Stars
    Ruler: The Exalted Moon

    Ruler Stats Round 1:*
    Diplomacy - 4
    Military - 3
    Economy - 2
    Faith - 5
    Intrigue - 3
    Keeping ruler stats in this order makes updating and tracking ruler attribute scores significantly easier for the GM team

    Actions:

    1. Diplomacy - Host an event - The Conference of Stars
    Sub-action 1: Trade a technology to The Merchant Guild

    2. Economy - Buyout trade post 1 of Kelp in Region 19* - Roll result and link
    Actions involving trade posts must include the region number and which trade post you are interacting with at minimum. If this information is not included, the GM team will have to contact you directly for clarification or make the choice for you.

    3. Economy - Explore north of Region 10;- Roll result and link

    4. Military - Raise 1 unit

    5. Intrigue - Secret Action* (sent to the GMs)
    If you are taking a secret action, it must be noted in the action text

    Ruler increases by Economy - 1 for Round 2

    Non-Actions:
    The Exalted Moon sends a gift of delicacies to their ally, the Merchant Guild

    Ruler Stats for Round 2
    Diplomacy - 4
    Military - 3
    Economy - 3
    Faith - 5
    Intrigue - 3

    There is no requirement or required minimum for flavor text (or 'fluff') to describe how your country performs actions, or what non-action events are occurring, but players are encouraged to have fun and develop their realms however much they prefer.


    Round Schedule:

    The round will close in two weeks on Sunday at 3pm UTC+1 (10am EST) and the next round will open that same Sunday later in the day. Each round will follow that same two week schedule, and each round represents 3 years of in-game time.

    Round One: Begin!
    Years 1 - 3

    After uncountable years the oceans have begun to heal, water ways blocked by toxicity and rubble cleared for exploration. Connections thought lost re-established and ready to look outwards. Crustaceans and Cephalopods swim beyond the borders of their safe havens looking for new lands, treasure, friends and foes. Though some areas are still too dangerous to traverse, the rejuvenation of the world brings hope for new opportunities and new connections.

    Spoiler: Maps
    Show
    Spoiler: Temperate
    Show




    Spoiler: Tropical
    Show




    Spoiler: Polar
    Show


    Last edited by Moriko; 2022-04-06 at 04:50 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths

    The Chorus of the Crimson Choir

    Round 1

    Ruler: Living-Speaker Hurn the Wise

    Ruler Stats Round 1:
    Diplomacy - 3
    Military - 2
    Economy - 2
    Faith - 5
    Intrigue - 5

    Actions:
    1. Faith: Convert HS1 in region 2 (Indah's Rise, Senja Bersinar) with assist. Distance penalty 0, 26>1>2. (Success, roll)
      Preaching is all about winning hearts and minds. The Reef must grow; whatever you must say to make it grow, that is your truth. The wretched truth that underpins life in the Lambent Syndicate is that you cannot take it with you, and your legacy may outlive you but it cannot carry you with it. Perhaps there is an appeal, then, for the ruthless and power-hungry sirens of Senja Bersinar, in a way to live long past the limitations of their mortal coils.
      Emboldened by the promise of official support from the Syndicate, efforts at proselytization are underway quickly.

    2. Faith: Convert HS1 in region 7 (The Radiant Temple, The Lighthouse) with assist. Distance penalty 0, 26>19>7. (Success, roll)
      When contacts within the Lambent Syndicate first suggested that the Chorus might look to the Lighthouse for waters to spread the Crimson Chant, the reaction was dubious. But though the followers of the Radiance are zealous, they are also shockingly malleable. Although some in the Chorus might not be wholly comfortable with the allegation that the Radiance is some kind of divine manifestation of the Choir and the mind of the Reef, ultimately, that discomfort pales in the light of new converts.
    3. Faith: Convert HS1 in region 31 (Sunken Temple, The Protected Strata) with assist. Distance penalty -1, 26>27>r>31. (Success, roll)
      In the Protected Strata, the value of co-operation is deeply understood. The Choir holds little promise for its fellow reefs, but the promise of aid carries both ways- even for those who cannot achieve blessed communion with the Reef in Red, it has bounties to share.
    4. Faith: Convert HS1 in region 21 (Grinmaw's Auditorium, The Abyss) with assist. Distance penalty -1, 26>24>22>21. (Failure, roll)
      Meanwhile, while the Choir holds no draw to the coral population of the Unity, the Reef in Red is a natural object for their reverence. Ancient and full of the knowledge of thousands of choristers, it seems natural that the Reef should assert itself as an object of worship among those who revere wisdom.

      It proves, though, a harder sell than anticipated. It is understandable, perhaps, that the Unity would distrust claims of a distant and foreign wise one, with elders so close by whose wisdom was a known factor. But blood lingers, and it is assured that the Chorus will return.

    5. Intrigue 5: Acquire Spy: Alinus Ernost VIII. (Score 8, roll)
      Looking at the life of Alinus Ernost VIII from start to finish, one would hardly have guessed from her beginnings that she would end up a spy.

      Alinus got her start in politics, serving as Speaker Jurioe the Humble, an ill-fitting moniker given her tendency to showboating and flashy displays in the Choral Parliament. Through an ever-escalating campaign of verbal abuse, shaming, and occasional violence, Jurioe the Humble gradually alienated every single ally she had in the political sphere, burning out in a glorious debacle that culminated with three simultaneous sex scandals, allegations of bribery and corruption (all true), and the Speaker herself turning up drug-addled and violently bellicose to a meeting of the Choral Parliament. Her downfall was swift, and Jurioe the Humble once again became Alinus Ernost, alone, unloved, and left for dead by her former acquaintances.

      And then- then there was an offer. A chorister with a similarly temperamental disposition and a set of skills much in demand by the Living-Speaker's new Parliament. Not seeing any other prospects, and maddened by the prospect of living in infamy under all but lock and key, Alinus accepted. She entered the Vicarian Chambers, and emerged with a ghost in her head.

      The thing that makes the Vicari useful is the same as that which makes them dangerous. Temperament builds on temperament, and after generation on generation, the subjects can become almost caricatures of themselves and the Choristers they fuse with, amplifying their strongest personality traits. So it went for Alinus Ernost VIII. Already licentious, self-aggrandizing, and violent, she became even more so when the process was complete. Perhaps even more frighteningly, she married those traits with a newly-visible ruthless streak, a penchant for many of the particulars of spycraft, and a willingness to kill for her god. But worst of all? She learned to restrain herself until the time was right.

      "Ernost VIII" rapidly became a boogeyman in the worlds of organized crime within Bloodhome. She could be anywhere. If the rumours were to be believed, she could be anyone. And if she found you, the Reef help you, because nothing else would. More than a few bodies belonging to crime lords and dissidents have been delivered to the Reef in Red, punctured efficiently to kill with the minimum loss of blood. More than a few of those were figures controversial in the Living-Speaker's election. Now that she is useful to the Chorus, a great deal more effort is made to clean up after the messes that Alinus makes... and almost as much goes to sating her unsavoury appetites.


    Ruler stats increase: +2 Faith

    Non-Actions:
    • Resist all conversions to faiths other than The Crimson Chant in regions with clerical support.
    • Submit architectural techniques to the Abyssal Stewards for their Coraline Compendium.
      Spoiler: Architecture in Bloodhome: A Primer
      Show
      Two major modern architectural styles dominate the world of construction in Bloodhome, sometimes existing in a glorious harmony that elevates both, but more often clashing and fighting in a battle for the very soul of the city. Complicating the matter is the not insignificant detail that both claim religious justification for their style, and that the Choir, the Reef, and the Choral Parliament all seem to have no interest in providing a definitive answer to who is right. Fortunately, while building is of course vital, the egos of architects are not, so while rivalry between architects of the schools is often vicious, it is generally contained.

      Both schools employ coral as the most common structural element in buildings, as the Chorus’ experience with tending to the Reef in Red has given them a great deal of experience in manipulation of the growth processes of corals. Two major methods of construction exist, the “plate” method and the “whole-cloth” method. These operate on the same basic principle, using a coral framework to provide structural integrity and support, but the major difference lies in the means of manufacturing, though the same strains are often used.

      “Whole-cloth” construction coral is typically grown from a few small samples into a whole building, generally over a period of months but sometimes lasting for years for larger buildings. A small colony of coral is emplaced into the ground to act as a foundation, then fed a mixture of nutritional slurries and hormones to encourage rapid reproduction and growth. This growth is then guided through a combination of careful pruning and scaffolding pieces coated with chemical agents to discourage the coral from trying to grow through them. When construction in an area is complete, a different hormonal cocktail is introduced, causing the coral to harden its bonds while also encouraging a hibernatory state.

      Once the framework of the building is complete, and the coral reef is fully induced into its hardened, hibernating state, the final touches are added. In the main, this consists of the application of spackle-like substances to fill in any holes left by the growth of the coral frame to ensure privacy and control over current flows within the building. These are typically applied in a fine layer over the whole of the frame, though different styles vary on the details of this.

      “Plate” coral buildings are often much faster to produce, but this is in large part because the time-cost has been paid up front. Using a mould similar to the scaffolds used to control whole-cloth constructions, coated on its interior with chemicals that incline the coral to expand in other directions, plates of coral can be pre-fabricated and induced to dormancy, to be re-activated in place and then encouraged to merge into the desired shape on-site. This is vastly more expensive and significantly more technical, requiring transportation for the plates and detailed work to ensure that the individual plate-colonies accept the merging process, but the result is a massively shortened production time that doesn’t compromise on structural integrity.

      While Choral architecture techniques are in some ways impressive, they have some sharp limitations as well. As sophisticated as their control over the corals they use for growth is, they have limited expertise in broader construction techniques. Additionally, their buildings are frequently highly expensive to maintain, as any kind of damage to the underlying coral structure necessitates either scrapping of the building or re-activation of the hibernating coral, either way representing a significant investment of time, resources, and expertise. There are also limits on the size of buildings manufactured this way, as past a certain scale the corals become increasingly difficult to manage and costs of labour increase wildly as a result.

      The first of the major schools of architecture in Bloodhome is the Devotional, a style dedicated to assisting reverence of the Reef by minimizing distraction. The theory goes that one should be spending one’s life in preparation for what follows, membership of the Choir; architecture should serve this need by being plain, by being utilitarian, and above all, by keeping construction cheap. This makes it a favourite of short-sighted administrators and landlords- and a minor terror for tenants. Many newer government buildings are built in this style, as well as most of the cheaper housing of Bloodhome.

      It can be difficult to distinguish between a building built in the Devotional style and mere dull lack of imagination in a design; this is, of course, intentional. The Devotional style favours low, squat buildings, lack of colouration and ornamentation (though many residents fight back against this with their own decorations and splashes of colour), and a fierce insistence on pragmatism.

      The other major architectural style of Bloodhome is that of the Reverentialists, who believe that the role of architecture is to exalt and enrich. Where Devotional structures squat, Reverential ones swoop; where Devotional lines are sharp and angular, the Reverential favours curves and sweeps. Rather than seeking to guide the mind to undistracted contemplation of the Choir, Reverential architecture looks to the Reef in Red itself to inspire structures that remind one of its awe. As such, embellishments that resemble the razor edges of the Reef are common.

      Less numerous and more isolated than either of those movements, a significant portion of the architectural community in Bloodhome favours independence and auteurism over the accepted architectural doctrines of the world. By definition rejecting association, these designers come in an endless variety of styles, and as more voices are heard, the Chorus enjoys a number of buildings in a variety of new and fresh styles, foreign and local.


    News & Rumours:
    • None among the Chorus can complain about the Living-Speaker’s aggressive policies of proselytization, provably productive as they have been in expanding the reach of the Crimson Chant. But many more conservative voters are wary of the ties developed to the sinister and luminous Lambent Syndicate, not only because they fear the Chorus being dragged down by such an association, but also because they question what the already notorious syndicate have gained from allowing the Chorus to establish a finhold there.
      Rumours of ties to organized crime dogged the Living-Speaker’s election, and even in a society like the Chorus, a relatively free and open democratic affair, there is room for backroom dealings. What deal was struck to allow for such openness from the Syndicate, and a guarantee of protection from any who would threaten the Chorus? None can say, but in time, perhaps all might become clear.
      • Notable Legislation
      • Chorus' Will of Freedom to Artificial Joy: This controversial proposal legalizing a variety of recreational chemical substances was PASSED by a narrow majority and pledged into memory at the Reef in Red.



    Ruler Stats for Round 2
    Diplomacy - 3
    Military - 2
    Economy - 2
    Faith - 7
    Intrigue - 5

    Statistics
    Spoiler
    Show

    Special Actions Available: Faith 5, Intrigue 5
    Special Actions Used:

    Diplomacy
    Spoiler
    Show

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

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: None)

    Aristocratic Support
    26

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    26.1 – Blood Pearls

    Mercantile Support
    None

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Graduated Symbiosis No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 3

    Clerical Support
    2, 26, 31

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    26 - Historicity

    Last edited by Silent_Interim; 2022-04-16 at 12:54 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  3. - Top - End - #3
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    The Lighthouse

    Ruler: The Vessel
    D: 5
    M: 4
    E: 2
    F: 3
    I: 2

    Actions:
    1) Diplomacy Special 5: Establish Cultural Exchange with Lambent Syndicate

    2) Raise Unit
    3) Raise Unit
    4) Raise Unit
    5) Raise Unit

    Ruler Stat Increases: +2 Military

    Non-Actions: Support Conversion in HS1 Radiant Temple

    New Ruler Next Round
    Stats
    D: 3
    M: 7
    E: 4
    F: 5
    I: 2
    Last edited by Tychris1; 2022-04-09 at 11:17 AM.
    “I’m a Terrorist not an idiot.” - Me
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  4. - Top - End - #4
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Round 1
    [Gotezhar, People of the Rain]

    [The Sublime One, Alto]

    Actions:
    1. [Military] Raise a Unit
      The Sublime One sees the need to call upon the various nuven of Ezcorher to raise many Squalls. The waters of the world gather... and Ezcorher must be protected.
    2. [Military 5] Anoint a General, Profundus Korasoon (Roll: 10)
      Tactical Doctrine: Aim For the Storm's Center (Approved)
      -6 to Enemy Leader Loss and -20% Enemy Casualties
      The Sublime One anoints the Profundus Korasoon as the leader of this new force of Squalls, so that the elder may provide his wisdom to the waves.
    3. [Military] Raise a Unit
      Profundus Korasoon continues to train more Squalls. The Sublime One and those of the Joontar think it is more of the same order as before, and see no issue with it.
    4. [Military] Raise a Unit
      The Sublime One wonders why there are suddenly so many Squalls when before there were few. Profundus Korasson has raised too many and they are now an entire Typhoon... but the Sublime One notices too late.
    5. [Diplomacy] Attend Event
      Trade Supernatic Propagation for Trophic Deconvolution (Cyphiri), Megafaunal Tailoring (Sakura-Jin), Photospore Signalling (Kalan), Composite Grafting (Costa Sereia), and Graduated Symbiosis (Lux-Glossian)
      Gift Supernatic Propagation to all other Event goers
      Gotezhar no nothing of 'merchants' or 'trade', yet an entire family of Workers follow their cloud out of Ezcorher and find themselves in whole new waters, where many peoples speak of strange and unusual methods. The Workers are pleased to show off their Supernatic Propagation in exchange for techniques they can take back to their nuven and all of the Gotezhar. Having no understanding of how these exchanges work, the Workers pass out Propagation to everyone in attendance.


    Non-Actions:
    • Change Rulers
    • Replace Profundus Korasson with Squall Essensio (Mil 10)
    • Provide Support on COS buyout of TP#2 138


    Spoiler: News and Rumors
    Show

    • Military take-over! After years of preparing, Profundus Korasoon accuses The Sublime One, Alto, of being too soft and allowing clouds to leave Ezcorher - a horrible crime! Profundus Korasoon levels the might of the newly formed military and overthrows the Sublime One's forces! The Typhoon rages, and Alto cannot weather the Storm. Korasoon rules both the Joontar and Ezcorher, and eyes clouds in the horizon...
    • Profundus Korasoon's second-in-command, Squall Essensio, takes over as military leader (Mil 10) when Korasoon steps in to leadership of all of Ezcorher.



    Spoiler: Ruler Information
    Show

    The Sublime One, Alto D M E F I
    Current 2 5 2 3 2
    End of round 1 0 0 0 0 0

    New Ruler Next Round!
    Profundus Korasoon
    D: 5
    M: 5
    E: 4
    F: 2
    I: 2

    Expected Stat Bonuses: +2 Mil
    Last edited by Gengy; 2022-04-15 at 02:41 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  5. - Top - End - #5
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths

    Lojanese Republic
    Round 1
    Prime Minister Shoeng Thnoet
    Diplomacy: 5
    Military: 4
    Economy: 4
    Faith: 2
    Intrigue: 2



    Rolls
    Rolls 2

    Actions:
    1. [Military] Recruit unit
      The Lojanese Expeditionary Force is established where previously only an internal peacekeeping force has existed. Citizens of certain ages, determined proportionally to their species' lifespans, are subject to conscription. However, there is little equipment as well as few officers, who are appointed from the ranks of aristocracy, thus only a small fraction of the population can be mobilized. Landed nobles are put under the obligation to recruit and equip their own battalions to serve the Republic, in exchange for continuing to enjoy vast privileges in this period of the government's consolidation of power.
    2. [Economy] Buy out TP 9.2 support self: 2d6+6 success
      boekuo, foe shokh shrob
      foe klau'ead puurarth kle'aa
      blithalth hoar oemk gob
      shokh rithd oewuo fau'ea dre'aa

      Spoiler: Translation
      Show
      Today, the seas sleep
      The great corals grow
      Treasures far and deep
      Seize lest away they blow


      The Plo'uogoar summons the Prime Minister, a highly rare event, to warn the Lojanese that competition will increase through other civilizations trying to carve out their piece of the world. Truthfully, the Lojanese government had limited power in the past, struggling to convince large parts of the populace that something like the Lojanese Republic even existed, but that has changed as news of foreigners have reached both the most powerful of aristocrats and the lowliest of peasants. The Lojanese do not necessarily regard foreigners with fear, rather with caution, thinking many of the foreigners' customs to be too bizarre to allow them in Lojan. Consequently, more are willing to help fill the Lojanese treasury.

    3. [Economy] Buy out some DOMs TP 17.2 2d6+4 success (regardless of assistance)
      "No, this will not do at all!" Gloent Noerjang angrily leaves the gold-plated infusion box, currently suffused with a deep brown liquid. "Where did you even get kelp that tastes so badly, Shoerzhang? Is this land grass or something, huh? I swear, if you presented this to a guest, I would have cane you!" A while of silence passes, and when the servant feels that the capricious merchant has calmed down enough, he breaks the silence. "My lord... Lojan... all of Lojan suffers from an undersupply of infusion herbs. The order you made last week could not be fulfilled." Gloent slowly turns around and looks over Shoerzhang and the rest of the household gathered in the infusion room with a hint of madness, or rather, caffeine withdrawal, in his eye. "These following will stay here: Shoerzhang, Nau'eak, Guudal. That was an or..." Gloent stops mid-sentence as he notices Nau'eak standing on the far side of the room, nonchalantly chewing on a blue jelly. He silently ambles toward the girl, not sure whether he would punish her for not listening, or ask what the strange candy was. Nau'eak made the decision for him. "Oh, these, Mr. Noerjang. They're popular with the girls now, didn't you know? They're from the foreigners, from the Forest of ...uh 'Astral Yearning', whatever that is." Replacement for kelp infusions found and money sense tingling, Gloent's expression changes to a devilish grin.
    4. [Diplomacy] Sway Merchants in region 6 2d6+5 + 1 with CCA Seek Aid / Chelonian Accompaniment success
      With room for political maneuvering being significantly limited by customs and old aristocratic families in Lojan, Shoeng Thnoet is very eager to expand her authority elsewhere, where restrictions to the Prime Minister's powers might not apply. These days, it is almost as if the only words she lets past her lips are "historical Lojanese trade networks". Naturally, her aims are pure, and she wishes for everyone's shared prosperity under a Lojanese framework.
    5. [Diplomacy] Increase reputation with DNA 2d6+5 success
      The organizations seem to be more trustworthy to many Lojanese than foreign powers, given their long history of operation, and so it is unsurprising that diplomatic contact is established.


    Non-Actions:
    Accept [Offer] Chelonian Accompaniment - apply to action 4 after roll
    Attend Ivor's event

    News and Rumors:

    • Spoiler: Lojanese Language/Lojanoal Rairnpwoj
      Show

      Lojanese is an old language that had been falling into disuse after the Cataclysm and the subsequent reduction in Lojanese population and immigration from elsewhere. However, it has undergone a revival as the Plo'uogoar naturally speaks classical Lojanese as it did with its creators.

      The Lojanese names and other writing that will appear in my posts are merely the romanization of Lojanese using somewhat English pronunciations of the letters, and not written Lojanese proper. If any names seem awkward, blame the transliteration.
      The IPA pronunciation of the romanization of Lojanese is as follows:

      A quote (') is used to delimit the transcriptions of separate vowels where unclear, but it may be omitted for a "broader" transcription
      b: [b]
      d: [d]
      th: [ð] or [θ]
      f: [f]
      g: [g]
      h: [h]
      y: [j]
      k: [k]
      l: [l]
      m: [m]
      n: [n]
      ng: [ŋ]
      p: [p]
      r: [r]
      s: [s]
      sh: [ʃ]
      t: [t]
      v: [v]
      w: [w]
      z: [z]
      zh: [ʒ]
      j: [ʤ]
      ch: [ʧ]
      aa: [a]
      a: [ɑ]
      oa: [ɒ]
      ae: [æ]
      air: [ɛ]
      i: [ɪ]
      ea: [i]
      o: [o]
      au: [ɔ]
      uu: [ʊ]
      ue: [u]
      u: [ʌ]
      e: [e]
      -: [ə] possibly, not decided on it yet
      kh: [x]
      q: [ʔ]
      oe: [ɜ]
      ao: [aʊ]
      ay: [eɪ]
      eau: [oʊ]
      ee: [ɪə]
      y: [aɪ]
      oi: [ɔɪ]
      uo: [ʊo]

      For game purposes, I have hired a skilled team of translators into Lojanese, to allow me to post lots of dialogue and news in Lojanese. You may try to decode the language, but be warned, the logic by which it is created is at times questionable. For example, "Lojan" should be "Loqan" in perfectly regular Lojanese, but in an earlier version I translated the name as "Lojan", and when I made the change that made "Lojan" incorrect, I had already internalized it, and I also wanted the name of the polity and capital to be easily decipherable and pronounceable at first sight, which a glottal stop represented by a "q" probably isn't.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Stat Rolls
    Next round stats:
    Diplomacy: 6
    Military: 4
    Economy: 5
    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 WIP
    Show

    Claims:
    Region 9: Historicity, Integration

    Resources:
    TP Resource Type Used for
    9.1 Ching He'aang Precious Stone, Fireworks -

    Region Desired Import Source
    9 Lojan Spices -


    9.1

    State Faith: Mandate of Mandate of Plo'uogoar
    HCs:

    Last edited by Corona; 2022-04-17 at 10:04 AM.

  6. - Top - End - #6
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths


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


    Actions
    End of Turn Ruler Increases: +2 Economy
    1. Attend Event [Diplomacy] - Unrolled
      - Trade Trophic Deconvolution with all interested parties and accept all offered technologies (gaining Photospore Signalling, Composite Grafting, Supernatic Propogation, Graduated Symbiosis and Megafaunal Tailoring)
      While Garren was busy trying to keep the families of the Union moving in the direction he wanted, he did see the value in attending an event of such importance to a neighbouring people, so he left it to the less busy members of his council to make the arrangements for a delegation and wrangle the interested members of the other families into a coherent group. He was excited to hear what they brought back.
    2. Establish Trade Route between the Cyphiri Union and the Ironkelp Knights [Economy] - Unrolled
      Seeing opportunity in the kinship created by their shared faith, the Tellan family sells off most of their holdings in Cyph-Arel and begins sending expeditions towards Orope. Along the way, they establish camps and buy properties in the settlements they pass to serve as rest stops and meeting points towards their wider goal - an established and supported trade route between the two countries, the family profiting off those using it and their services (along with some of their own trading, of course). The Ulnesh soon become aware of this, of course, but allow it and even put a good word in with their counterparts, seeing wider value in the route's success than one family's wealth.
    3. Buyout TP 2 in 114 (Giantsbane Seeds) [Economy] - 14, Success
      While in Orope, the last of the travelling Tellan look into establishing an operation there, to anchor the other end of the trade route and to start sending goods back to make some money. The giantsbane seeds aren't of particular value to the Cyphiri, but the Tellans are confident they can sell enough of them back home to make the operation worth it. If nothing else, the Ulnesh display interest in securing a supply, seeing opportunities the Tellan do not.
    4. Buyout TP 1 in 112 (Fortified Bonemeal) [Economy] - 10, Failure
      The Carral family, a fairly small decentralised family that has been suffering a bad run of luck with their ventures recently, is one of the first of the Cyphiri to hear Jo Soo's offer, a band of their opportunity scouts coming across one of the Bone Grinders' envoys and sending the message back to their people as they pushed forward to investigate these bonemeal salesmen. After securing the necessary funding from the Ulnesh (with conditions and concessions, of course), a team from Cyph-Arel was soon sent out to join them with enough money to gain control over a substantial slice of the market. They just hoped the local merchants went with it, and that the Cyphiri back home liked bone meal. For the time being, however, the Grinders were resistant to their advances - the Carral were still optimistic though, hoping their business relationship would eventually bear fruit.
    5. Expedition East of 122 [Economy] - 12, Success
      The Carral's loan didn't just cover the trade mission west, also allowing them to acquire enough equipment and supplies to arrange an exploration party out east, out of Cyph-Arel into the unknown. Sponsored by the Bone Grinders and their reinforced bone meal, of course, the extra food and coin a welcome help and the Cyphiri seeing absolutely no problem in the terms of the sponsorship agreement - it was just good business, after all. If nothing else, the expedition had the attention of many in Cyph-Arel, and for better or worse the Carral family was guaranteed to no longer be an unknown, obscure family.

    Nonactions
    • Accept Chelonian Accompaniment, enhancing two actions for 1 CCA favour.
      The Carral family, still unsure about their chances given their string of bad luck, jump at the offer of assistance by the Chora, inviting them to accompany the eastwards explorers and not turning down any help offered with their economic maneuvering around the Bone-Grinder's Guild.
    • Resist all attempts to convert Holy Sites to non-Flowing Way faiths and all non-assisted buyouts.

    News and Rumours
    • While it had never been unheard of to find Cyphiri away from their homeland, usually either members of particularly adventurous families or Cyphiri trying to make a life for themselves outside of their home's society, in recent years there's been a large increase in the amount seen out in the world, and these days more and more are from established families taking the example of Garren Ulnesh's outward-looking mentality. Most of this new category call themselves "opportunity scouts", agents of their families investigating the economies and trade routes of the oceans around Cyph-Arel in the hopes of finding that perfect product, or somewhere the products they have can be traded advantageously. Few of these prospective deals work out, of course, but the opportunity scouts nonetheless do a good job of getting the message out that the Cyphiri are here, open for business, and looking for places to invest in. Of the rest, a small but increasing proportion are the scholarly followers of the Way, more concerned about collecting stories and learning about the faiths of the region than conversion for the time being, and most of the remaining Cyphiri are Ulnesh agents, in some ways acting as opportunity scouts but also serving as diplomats representing the Union as a whole, along with trying to keep an eye on what the other families are up to, offering aid and support to their ventures if it would benefit the overall objectives of the Ulnesh.

    Families of the Cyphiri Union
    Spoiler
    Show

    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
    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

    Council Fund
    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.
    - Artan: Part of the section of the Council Fund that works with mercenaries, with Her current focus being the Kalan Company.

    Hallus
    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).

    Tellan
    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. Attempting to gain control of some part of the Giantsbane Seed industry in Orope.

    Carral
    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. Attempting to gain control of the bonemeal trade there, along with sending sponsored expeditions eastwards in an attempt to gain the support of the locals (and potentially find something of value in their journey).


    Statistics
    Spoiler
    Show

    Special Actions Available: Economy 5
    Special Actions Used:

    Diplomacy
    Spoiler
    Show

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

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: None)

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 2
    122.1 (Mercantile Support Owned) - Native Gold

    Desired Imports
    122: Food - Not Met

    Mercantile Support
    122

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Trophic Deconvolution No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 6

    Clerical Support
    122

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity

    Last edited by Volthawk; 2022-04-15 at 05:55 AM.

  7. - Top - End - #7
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths

    THE WORLD GARDEN OF THE SAKURA-JIN

    Primarch Marcion, scion of Thekla (They, Them)

    Diplomacy 1
    Military 2
    Economy 4
    Faith 4
    Intrigue 1

    Actions:

    Diplomacy:1-2. Begin work on a Divine Nacre Holdfast


    Mysterious creatures from beyond the sky taught the First Prophets the techniques that led to the creation of the World Garden. Their aid would be a great boon and reflect well on the untested leadership of Marcion.

    Diplomacy: 3. Host an event!
    The World Garden wants to share its culture and technology with all the known world, and display the new castes and bloodlines engineered to lead our glorious society as they leave their pupil stage and take charge!

    Spoiler: sub-actions
    Show

    Give those in attendance:
    - Megafaunal Tailoring

    Receive:
    - Trophic Deconvolution from the Cyphiri Union
    - Supernatic Propogation from the Gotezhar
    - Photospore Signalling from the Kalan Company
    - Graduated Symbiosis from the Lux-Glossian Shades
    - Composite Grafting from Costa Sereia


    Economy 4. Attempt to buy-out trading post 141.2 success

    reports come to us of strange, beautiful creatures to the south

    Economy 5. Buyout trade post 119.2 success

    The mysterious Rain People we met at the coronation may be willing to trade for Shells. More barnacles are being secured for this eventuality.

    Non-Action accept aide from the Chelonian Chorus on buyout rolls in exchange for owing them a favor.

    Ruler stat increases:
    +1 Diplomacy +1 Econ

    New Ruler Stats:

    Diplomacy 2
    Military 2
    Economy 5
    Faith 4
    Intrigue 1

    Rolls
    Last edited by Feathersnow; 2022-04-15 at 03:23 PM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  8. - Top - End - #8
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    The Kalan Company
    Region 124



    Commander Roland the Small
    Diplomacy 3
    Military 4
    Economy 4
    Faith 2
    Intrigue 3

    Actions:

    [1][Military] Raise a unit

    [2][Military] Raise a unit

    [3][Military] Raise a unit

    [4][Military] Raise a unit

    [5][Diplomacy]Attend Event 'The Coronation of Primarch Marcion'
    Spoiler: Sub-Actions
    Show

    Trade Photospores at the event for:
    Supernatic Propagation (Ironkelp), Trophic Deconvolution (Cyphiri), Megafaunal Tailoring (Sakura-Jin), Graduated Symbiosis? (Lux-Glossian) and Composite Grafting (Costa Sereia)

    Photospores will also be gifted to all others attending the event and offering a tech for trade



    Non Actions:

    Support Coasta Sereia buyout of an unowned TP of Plankton in return for future purchase of Dye buyout


    Stat Increases: +2 Mil
    Spoiler: Bookkeeping
    Show
    Trade Posts:
    124: TP1 Plankton

    Capital Requirement: Dye UNMET

    Units:0/5

    Technology:
    Photospore Signalling
    Last edited by Tentreto; 2022-04-15 at 04:20 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



  9. - Top - End - #9
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Region 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 1-3 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights

    [img]put a flag here at some point[/img]

    Actions:

    1. [Diplomacy] Attend Marcion's Coronation
    The world beyond Orope is full of threats, but one does not defend against a threat by burying one's head in the seafloor. Knight Commander Amlaigh Tolmach is dispatched to attend this "Primarch's" coronation and return with intel and outreach.

    Spoiler: Subactions
    Show
    • Trade Supernatic Propagation to the Cyphiri Union for Trophic Deconvolution
    • Trade Supernatic Propagation to the Sakura-Jin for Megafaunal Tailoring
    • Trade Supernatic Propagation to the Kalan Company for Photospore Signalling
    • Trade Supernatic Propagation to the Lux-Glossian Shades for Graduated Symbiosis
    • Receive Composite Grafting from the Costa Sereia



    2. [Military 5] Recruit a General: Knight Commander Amlaigh Tolmach of the Scoshlangue (10)
    Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll)
    Knight Commander Amlaigh Tolmach of the Scoshlangue is a proven warrior, a respected leader, and the possessor of the loudest and most intimidating war cry of all Middish. As the new Grand Master adapts to his new position, K.C. Tolmach proves a staunch ally of His Majesty - and the first Knight Commander to be called upon for war, should discord's fierce alarms sound in the halls of Orope.

    3. [Military] Raise a unit of Scoshlangue Knights
    K.C. Tolmach prepares his langue to be called up at short notice.

    4. [Faith] Convert [Region 109] Swarmshadow Cult HS 1 to the Flowing Way: 15 (-0 distance)
    With the movement of peoples intensifying in the brackish north, His Majesty the Grand Master determines that the faithful must expand their influence in the region, and orders a missionary expedition sent west, to bring the cultists out of the Swarmshadow and into the light.

    5. [Faith] Convert Glossian Sea [Region 135] Open HS 3 to the Flowing Way: 12 (-1 distance, Assisted)
    K.C. Tolmach proves an astute diplomat, winning an agreement from one group of foreigners to aid in the establishment of a school of the Flowing Way in their distant homelands. The Grand Master would reportedly have preferred to maintain options for expansion even if the territory in question is a briny wasteland, but even so he is not displeased with the situation, taking a personal interest in the selection of the sages sent south to the Glossian Sea.

    Nonactions:
    1. The Grand Master wishes to acknowledge and salute the valiant efforts of our Cyphiri brethren-in-faith in the transportation of goods and trade which they carry out despite the barren, heathen and uncharted waters that lie between our realms. Accept Trade Route from CYP.
      .
    2. In a show of good faith, the most influential of the seedcarving guilds, the Frelangue Guilde des Sculpteurs, offers a discount price on their wares to the traveling Tellan and Ulnesh Cyphiri. Assist CYP Buyout of [114] TP 2.



    Spoiler: News and Rumors
    Show
    • The Lux-Glossian colonization....
      .

    • .



    Spoiler: Ruler Information
    Show
    Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 3
    Military: 5
    Economy: 3
    Faith: 5
    Intrigue: 3

    New Ruler Next Round? no
    Expected Stat Bonuses: Military +1, Faith +1


    Spoiler: Other notes
    Show

    Land units: 0 +1

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation

    Last edited by Minescratcher; 2022-04-15 at 04:28 PM.

  10. - Top - End - #10
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 2+1
    Military: 5+1
    Economy: 3
    Faith: 2
    Intrigue: 3

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Military: Raise a Unit
    As Olgght The-one-who-consumes sets their eyes on the seas beyond the Pfithreef, they see those seas have standing armies of their own. In order to defeat such a force, the Pfith must be greater still.

    Military 5: Raise a General: Gtsit the-second-champion
    Mil 8, TacDoc: Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
    It is long-standing tradition for Pfith leaders to have a second-champion, their chief rival brought into a position of power to oppose and support the leader as needed and to be a gatekeeper against those who would challenge them. Gtsit is such for Olgght, a cunning and ruthless Pfith with as much lust for power as their commander. They are wily and cunning, a master of using the seas around them to their advantage.

    Diplomacy: Sponsor a Smoking Garden in the Pfithreef [1/3]
    Diplomacy: Sponsor a Smoking Garden in the Pfithreef [2/3]
    Diplomacy: Sponsor a Smoking Garden in the Pfithreef [3/3]
    The Pfith have long admired the Stewards, who do battle with the greatest monsters in the depths below where any of their own kind has ventured. They are swift to support the request to build a Smoking Garden in their own lands, offering the vents in the northeast of Pfilghol as a possible site for such construction. Unspoken, there is a hope that such cooperation will allow them to hunt the Titans themselves, and to eat of the most powerful beings imaginable and gain their strength.


    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.

    Spoiler: Military
    Show
    Units: 0
    Generals:

    Military Technologies:

    Spoiler: Economy
    Show

    Trade Posts Owned:
    War-Jellies: 132.1

    Economic Techs:
    Composite Grafting
    Last edited by bc56; 2022-04-15 at 04:39 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  11. - Top - End - #11
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
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    Default Re: Empire 7: Into the Depths



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 4
    Military 3
    Economy 3
    Faith 2
    Intrigue 5

    Expected Stat Increases: +2 Military

    ...

    Actions
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Intrigue - Secret Action


    Non-Actions
    • Accept the Lighthouse Cultural Exchange.
    • Responding to an official request by the Living-Speaker, the Lambent Syndicate promulgates a degree guaranteeing the independent rule of the Chorus of the Crimson Choir against any foreign aggression.
    • As the declaration of the Mistresses spreads through Senja Bersinar and beyond, it is followed by a more subdued invitation to the Chorus to begin proselytizing efforts should they wish it. The Lambent Syndicate Assists conversions by the Chorus of the Crimson Choir.
    Last edited by TheDarkDM; 2022-04-07 at 12:48 AM.

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

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

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

  12. - Top - End - #12
    Dwarf in the Playground
     
    Aerin's Avatar

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    Mar 2022
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    Home

    Default Re: Empire 7: Into the Depths

    The Lux-Glossian Shades
    Ruler: Laneksi of the Cyan Shade, eldest of the Matriarchs

    Sorry, I know this is very bare-bones. I stressed out about making this perfect too much, which led to procrastinating doing it at all. I'll try to do better in the future.

    Rolls:
    The forum won't let me hyperlink because I'm too new. Here are the links as plain text.
    Actions 2 and 4: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25431545#post25431545
    Action 5: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25431547#post25431547

    Ruler Stats Round 1:
    Diplomacy - 3
    Military - 3
    Economy - 5
    Faith - 2
    Intrigue - 5

    Actions:

    1. Economy 5 - Create specialized ship.

    2. Economy - Colonize region 111. Request aid from the Chelonian Chora.

    3. Diplomacy - Attend event. Sub actions: Offer Graduated Symbiosis to all that want it. Accept technologies from all other nations.

    4. Economy - Expedition southwest of region 135. Accept sponsorship from Fortified Bone Meal. Request aid from the Chelonian Chora.

    5. Diplomacy - Raise reputation with Divine Nacres.

    Non-Actions:

    1. Assist conversion of HS3 in 135 (driftwood chimes) by OKI.

    Ruler increases: +1 Economy, +1 Diplomacy

    Ruler Stats for Round 2
    Diplomacy - 4
    Military - 3
    Economy - 6
    Faith - 2
    Intrigue - 5
    Last edited by Aerin; 2022-04-17 at 03:58 AM.

  13. - Top - End - #13
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths

    Costa Sereia
    Region 134
    Turn 1
    News and Rumors:


    Actions:

    1) [Diplomacy] Attend Event - Coronation of Primarch Marcion
    Spoiler: Sub-actions
    Show
    Trade Composite Grafting to Cyphiri Union (CYP), World Garden of the Sakura-Jin (SKR), Kalan Company (KAL), Lux-Glossian Shade (LUX), the Gotezhar (GTZ), and the Order of Knights of the Ironkelp (OKI). In exchange, receive:
    >Trophic Deconvolution from Cyphiri Union (CYP)
    >Megafaunal Tailoring from World Garden of the Sakura-Jin (SKR)
    >Photospore Signalling from Kalan Company (KAL)
    >Graduated Symbiosis from Lux-Glossian Shade (LUX)
    >Supernatic Propagation from the Gotezhar (GTZ)


    2) [Economy] Buyout Trading Post - Region 124 TP2 with support (Roll: 13 - Success)


    3) [Economy] Buyout Trading Post - Region 138 TP2 with support (Roll: 17 - Success)


    4) [Intrigue] Special 5: Procure Spy - Veruha Mascerena (Intrigue 7)


    5) [Intrigue] Coerce Trading Post - Region 130 TP2 (Roll: 12 - Success)


    Non-actions:
    Support Kalan Company buyout of Cobalt Dye - Region 134 TP2.

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 4; Military 3; Economy 5; Faith 3; Intrigue 5)
    End-of-turn increase: Economy +1, Intrigue +1
    New Leader next turn: No

    Generals:
    Spies:


    Spoiler: Resources
    Show
    Units:
    Treasure: 0
    Reputation: ABS (0); CCA (0); DNA (0); PRS (0)
    Favors:
    Capital Region: Palacia
    Trading Posts 1 (0 income):
    > Cobalt Dye - 134 TP1
    Primary Religion: Brilhinte (3 Holy Sites)
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    Techs: Composite Grafting
    Last edited by Frostwander; 2022-04-17 at 01:27 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

    Empire! 6 - The Vygra Confluence
    Empire! 7 - Costa Sereia
    Empire! 8 - Caipe Ushere
    Avatar by Gengy

  14. - Top - End - #14
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths

    Eternal Spring
    Turn 1 (Years 0-3)

    Polar Bear Faction


    The Great And Powerful Princess Cartana

    (Stats and actions tentative and not locked in)
    Dip: 3
    Mil: 5
    Opu: 5
    Fai: 2
    Inf: 1

    Next Round: +2 Opu

    Actions:
    Build City in Magma Falls (North Pole)
    Construct Fortress in Magma Falls (Name Here)
    Buyout on 58 TP 1 (Warped Shells) Roll = 9

    Buyout on 57 TP 1 (Woven Seaweed) Roll = 11
    Buyout on 57 TP 2 (Woven Seaweed) Roll =11
    Buyout rolls at +5 against DC 12.

    Subactions:
    Support conversion of holy sites to the Eternal Communion


    New Ruler Next Round (Non-dynastic)


    The absolute worthless failure of a ruler that was Cartana, selfish, absorbed within itself... herself? The Illustrator Alga are still getting used to these 'genders' the other species use. She has been summarily executed for her unprecedented failure at anything and everything she set her mind to. A worthy Medusa, overtly critical of her position and rulership, has stepped up to take the mantle. May glub save our kind, that her setbacks are recoverable for a competent ruler and will not forever doom us to inferiority, infertility, and outcastdom.

    This marks a true execution, the very first of its kind amongst those in Eternal Spring. Not merely an absorption into a stronger Medusa via a merger, but an outright culling and poisoning of its Hearts, its memories. This should be an impossible undertaking if one is even remotely vigilant, and a crime against flowermanity that would cause the perpetrator to be outcast as the lightest punishment... but when you have way better wormtongue skills and a built out spy network, you can get away with a lot of misinformation and chicanery.

    Spoiler: North Pole (City+Fortress Fluff)
    Show

    The North Pole, a useless pit of hedonism and self indulgence constructed by the disgraced one, named such as the exact epicenter of the high tower is the northernmost point of the entire globe(citation needed). Filled with Jellyfish to light up in a useless show of lights, overbuilt in carved stones to the point of active impediment. And yet... one can make use of this infrastructure.

    With the insight of the new Queen, these features can be made into huge boons. The North Pole expanded into a miles wide circumference of stones and walls and caverns and ceilings, piled into a mountain. Way harder for less ... limber races to navigate, thin vines and plants can slither their way through these features for defensive structures. Magma veins and spouts can be directed at intruding enemies, although these are in limited supply and the efficacy of unleashing a torrent is yet untested. A giant entrance is erected for a palace and a housing area for the audience of other races, and this structure made into a hive of activity for the multiple Medusa.

    The center, the jellyfish atrium, is expanded into a vast aquarium filled with food and mass breeding production facilities. Jellyfish are grown here now, and in such stark supplies that they can be sold to other incoming races as one pleases. The lights are a grand spectacle that is impressive to the other races and their more advanced optical sensors, as well as providing food and artificial light where needed in darker caverns of the North Pole.





    Shell Counting
    Spoiler
    Show

    Region 51 (Magma Falls) (Capital)
    Holy Sites: Tall Tales / Tall Tales / Tall Tales
    Resource (Immortal Jellyfish) ESP / Open / Open


    To Be Filled In


    Treasure:
    Soldiers:



    Last edited by Epinephrine_Syn; 2022-04-13 at 04:09 PM.

  15. - Top - End - #15
    Troll in the Playground
     
    ElfRangerGuy

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

    The Hymenocera Expanse
    Region 3


    Leader: High King Lord Deca IV
    Diplomacy: 4
    Military: 3
    Economy: 4
    Faith: 3
    Intrigue: 3

    Actions:

    [1][Military] Raise a unit, 1st regiment infantry 'The King's Own'
    [2][Economy] buyout trade post in region 6 (TP1)
    [3][Economy] buyout trade post in my home region (TP2)
    [4][Economy] buyout trade post in region 28 (TP1)
    [5][Economy] Hoard treasure

    EDIT: rolls redone in dice rolling template: https://forums.giantitp.com/showsing...7&postcount=45

    Non Actions:
    Attend pot-luck dinner.
    Divine Nacres: Offer access to technology - at a price: owe 1 favor to gain another starting technology: Composite Grafting - Transplanting one tissue or organism onto the surface of another so that they fuse into a larger (often metabolically fragile) superorganism can be very error prone with high rates of equipment death, but with the right biochemical compounds and genetic formulae, a skilled grafter can even fuse multiple superorganisms together consistently.


    Spoiler: Bookkeeping
    Show

    Trade Posts:
    region 3, TP1, TP2 (carapace armour)
    region 6, TP1
    region 28, TP1

    Units: 1/5

    Technology:
    Photospore Signalling
    Composite Grafting

    New stats
    stat increase: economy +2
    Diplomacy: 4
    Military: 3
    Economy: 6
    Faith: 3
    Intrigue: 3

    Favors:
    owed:
    -The Chelonian Chora: 1
    -The Divine Nacres: 1


    Spoiler: news
    Show

    National Defence Force established. By decree of the High King, a national military force will be established. Volunteers are encouraged to join in their nearest recruiting site. The first volunteers will be able to join the King's Own.


    Spoiler: trade
    Show

    "So we are agreed," the leader of Hymenocera's main trade guild said to the others in the meeting, "We need to strengthen our trades both domestic and abroad. I'll try to get some more support here, who volunteers to go abroad."
    Quickly he had two trade houses who were willing to try it. While it was a risk, it could also mean a lot of money if it worked. After all the details had been worked out, the two groups set out from the capital. They each had a lesser noble who would be the official delegate leader, a dozen or so scribes and then lesser staff and some soldiers for protection.

    The delegations set out at the same time the delegation for the dinner went out, one of the trade delegations going a while the same way before the diplomatic delegation moved on.

    It took some time, but after a some time all delegations reported success, although two of the delegations asked and received were offered help from the The Chelonian Chora, which was accepted after approval was received from the home front.


    Spoiler: pot-luck
    Show

    A delegation had to be send when the invitation went out. While the High King of course didn't go himself, it was decided to send a delegation of Scribes (and two cooks) to check things out. They would take some of their starfish with them for the dinner, and introduce themselves to the various delegations. As they don't have the power to conduct treaties or anything, they can only listen and report back to their government.


    Spoiler: technology
    Show

    When a delegation of The Divine Nacres arrived in the capital, they were received like visiting royalty by the High King himself. After a reception, it was time to sit down for real business. While a base in the capital wasn't possible at this moment, the chief scribe was very interested in some of their technology. Especially the ability to graft smaller organisms onto larger ones. They hoped that this would reduce the amount of maintenance they had to do to the sponges and algae they used to write their history down. And they were working on technology to move through the toxic zones to their north and west and maybe this could help with that as well. It took some time but eventually an agreement was reached.

    * post roll count doesn't match database
    Last edited by farothel; 2022-04-08 at 10:56 AM.
    Clacks-Overhead: GNU Terry Pratchett

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

  16. - Top - End - #16
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
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    Laniakea Supercluster
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    Default Re: Empire 7: Into the Depths

    Otterian Supremacy Round 1

    Leader Stats:
    Yirp, the Fearsome
    D2/M5/E3/F3/I4

    Actions:

    [MIL] Raise Unit
    [MIL] Raise Unit

    Threats may appear at every twist and turn. Those who do not prepare will doubtlessly be slain.

    [FAI] Convert Holy Site Region 133 7

    Our message must spread to others, it is the only way to ensure their salvation, nay, their survival.

    [DIP] Diplomatic Mission Establish Claim* Region 112 12

    The world is a large, fearsome place. The only way to escape fear is to confront it.

    [DIP] Attend Event Marcion's Coronation

    Minor diplomatic incident...

    * This change was made with permission from Moriko.

    Non-Actions:
    Accept Technology
    Reject Conversion


    Spoiler: Numbers
    Show
    Units: 0 -> 2
    Treasure: 0
    Techs: Supernatic Propogation
    Stat Increases: MIL 5 -> 6, DIP 2 -> 3
    Last edited by D&D_Fan; 2022-04-17 at 05:51 PM.

  17. - Top - End - #17
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    May 2017
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    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Coral of the Protected Statera Round 1


    Magnus Orator
    Dip: 5
    Mil: 3
    Econ: 5
    Faith: 2
    Int: 3

    News and Rumors:
    -

    Actions:
    1) [Dip]: Host Event! Friendly Neighborhood Potluck
    Come one come all! All life in the tropics is invited to the grand reef of the Protected Statera! Too long have we cast a curious yet cautious gaze upon our neighbors yet never introduced ourselves. Its time to fix that. All are welcome! You are encouraged but not required to bring any cultural cuisine you see fit for this shall be a potluck to end all potlucks!

    2) [Dip] Build Reefback Nursery for the Chelonian Chora in region 31 (1/3)

    3) [Econ] Expedition south of region 31 - 11

    4) [Econ] Buyout Region 6 TP 2 - 13

    5) [Econ] Buyout Region 6 TP 3 - 15

    rolls

    Non-Actions:
    - Support Conversions by the CCC

    Spoiler: Bookkeeping
    Show
    Leader Stats Round 2:
    Dip: 5 +1
    Mil: 3 +0
    Econ: 5 +1
    Faith: 2 +0
    Int: 3 +0

    Regions:
    Capitol: Region 31 The Protected Statera
    Other:

    Faction Support:
    Merchants: 31, 26
    Clergy: -
    Aristocracy: 31

    Other Bookkeeping:
    Units: -
    Treasure: -
    Embassies: -

    Last edited by Ivor_The_Mad; 2022-04-18 at 12:44 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  18. - Top - End - #18
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    NPC Actions: Round 1

    Spoiler: Polar
    Show

    Region 59
    Economy: Offer: The first nation to spend an economy action to gift region 59 a trading post of a food resource will instantly recieve the support of the mercantile and aristocratic nodes in the region. If multiple nations gift a trade post the same round, they will roll an opposed diplomacy check for the nodes.

    Famine is not uncommon in the polar seas, and [Region 59] seems to be particularly devoid of edibles. Messengers spread throughout the known seas and visit many diverse courts begging for diplomatic aid and promising their gratitude.

    Region 66
    Diplomacy: Establish Claim: The Cathedral of Movement The congregation of the Scintillating Ceiling may spend a non-action and a named character to gain a weak marriage claim on region 66.

    Her royal Majesty Duchess Floriane de Trenché Bleu is a large, middle aged mer woman whose immense tracts of land are rivaled only by her appetite for fine food and her many blubbery chins. And she's looking for a man. Specifically a mer man. Even more specifically a younger mer man with broad shoulders, a muscular physique, strapping whiskers, and noble pedigree. The neighboring mer court in the cathedral of movement is the best place to look.
    Spoiler: Temperate
    Show

    Region 112
    Economy: Offer: Until the end of round 2, nations may use a subaction to have their exploration actions sponsored by Fortified Bone Meal, adding one treasure to their roll. The nation that has completed the most sponsored explorations at the beginning of round 3 will recieve the mercantile support node in region 112 and get to write the new Fortified Bone Meal slogan. (Ties will be decided by the GM based on proposed slogan.)

    Jo Soo, merchant and leader of the Bone Grinders guild, is in a bind. Factions clash within the guild, fighting over the sales slogan of their product. After a brawl between Dessert of Champions and Crunchalicous! supporters sabotaged a big contract, Soo knows there's only one way to put an end to the dispute once and for all: outsourcing.

    Tying the FBM brand to the most intrepid explorers in the seas could stand not only to reinvent its image, but also open up new markets and spread product awareness far and wide. And that's good business in Jo's book.


    Region 141
    Faith: Conversion: Convert open Emerald Tidelands HC 1 to Pacifism. Roll 11

    Pacifist teachers come from region 141 to teach crabs and shrimp alike not to fight, but to love.
    Spoiler: Tropical
    Show

    Region 6
    Economy: Offer: For each trade post of Selachian Mercenaries a nation owns at the beginning of round 3 it will recieve a free unit of Selachian Mercenaries, unless its unit cap is full.

    There are a lot of Selachian mercenary units currently out of work, serving the interests of neither the locals, the authorities, or the mercenaries themselves. As mercenary companies start hiring mercenary companies to take out rival mercenary companies competing for the limited number of contracts, prices start dropping into the gutter and long-term contracts become more and more appealing. It's a buyer's market!

    Intrigue: Chaos:Aristocratic node in region 6 becomes Unruly.

    The presence of so many unemployed mercenaries looking for a meal has signifocantly destabilized region 6. Armed groups prowl the seafloor, looting and holding up roads. Perhaps hiring some of them away from their homeland will ease the situation.


    Spoiler: Standing Offers
    Show

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

    Region 59: First to gift them a food trade post recieves aristocratic and clerical support.
    Region 6: At the start of round 3, every trade post of Selachian Mercenaries will provide its owner 1 unit.

    Will complete this section when I get back to my computer.

    Last edited by Potato_Priest; 2022-04-13 at 12:40 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  19. - Top - End - #19
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
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    Default Re: Empire 7: Into the Depths

    Organization Actions
    Round 1


    [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.


    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.


    [Request] Seek sponsorship for a Smoking Garden in each of the Polar, Temperate, and Tropical zones - After generations of reticence, the Abyssal Stewards can afford the luxury of distance no longer. The omens seen by their elders speak of an age of great upheaval. If their duties are to be upheld, closer cooperation with the shallowsfolk must be pursued. To this end, envoys of the Stewards make known their hope of founding a Smoking Garden. The envoys promise ready access to a portion of the fruits of said garden to whomever is willing to act as host for the Stewards, and supply the arduous labor necessary to find and prepare a suitable location. Given the tremendous efforts required by the Stewards themselves to coax the Ventroots to blossom at a particular location, they are sure to be picky...

    (Request: Construct an Abyssal Stewards Base (Smoking Garden) in each starting zone. Reward: +1 Reputation, +1 Favor. Penalty: Abyssal Stewards activity will fall off dramatically in any starting zone which does not contain a Base. Deadline: End of Round 3. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Intrigue 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 victor getting the base and the contributors to that base any rewards. However, the Stewards have no interest in upsetting the Chelonian Chora or Divine Nacres, who find the close proximity of Smoking Gardens intolerable; they will not cooperate in the construction of Smoking Gardens in regions where Reefback Nurseries or Holdfasts are present.)

    [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.)

    [Action - Diplomacy] Attend Events, Bearing Grim Tidings - The signs are clear - disaster lurks in the darkness below. Warning must be sent out, through whatever channels are most likely to reach those with the will and power to take the appropriate precautions...


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


    [Request] Request aid in establishing a Reefback Nursery in each of the Polar, Temperate, and Tropical zones - With communications reopening between so many fledgling powers, the Chelonian Chora knows how important it is to make themselves useful early on, both to ease the rough transition period for said powers, and to ensure they're in the best possible position to guide bright minds away from dangerous developmental paths (particularly those that might render their own services obsolete...). Beyond such high-minded concerns, however, in order to do conduct trade and ferry information effectively, the Chora needs rest stops where they can properly care for their great steeds. Three fish can be nabbed with one tentacle, if they can find some good places to site Nurseries.

    (Request: Construct a Chelonian Chora Base (Reefback Nursery) in each starting zone. Reward: +1 Reputation, +2 Favors. Penalty: Chelonian Chora activity will fall off dramatically in any starting zone which does not contain a Base. Deadline: End of Round 4. 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.)

    [Opportunity] Polar Provinces Polity Popularity Poll - Beneath ice and wind, where the water grows cold enough to carry the chill down into your soul, community is vital. Life alone is not only physically dangerous, but spiritually deprived, as well. The Chora have expressed interest in sponsoring the creation of a great forum for trade, social finery, and sophisticated networks of bioproductive nursery systems and innovation. Determining where such a centerpiece of civic life might best be placed is troublesome, however, and so the Chora begin gauging the interests and favored powers by the myriad of peoples inhabiting the polar seas.

    (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.)

    [Offer] Chelonian Accompaniment - The seas have opened up once more, and it is high time for all to venture out from their holes and see the wonders on display through the world! And, of course, the singers of the Chora are delighted to attend such expeditions and supply their benefactors with their own particular skills - if they are appropriately compensated, that is./

    (Offer: The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans. Benefit: The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions. Cost: 1 Favor owed per two Seek Aid actions (must be in same round). Duration: Available until the end of Round 3. Details: May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.)


    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.


    [Request] Allow bids for the hosting of a Holdfast in each of the Polar, Temperate, and Tropical zones - The Divine Nacres have become much more interested in fostering good relations with the subaquatic civilizations of the world as of late. To this end, they hope to establish undersea bases from which they can operate from and interact on a more equitable level with those polities. While they are willing to do much of the work themselves if necessary, they have no particular preference for where, and so open up auctions to determine the final location for their initial base based on how much each local power is willing to provide in terms of labor, materials, and preferential treatment.

    (Request: Construct a Divine Nacres Base (Holdfast) in each starting zone. Reward: +1 Reputation; more expensive projects earn additional rewards (+1 Favor for 2-3 actions; +2 Favors for 4-5 actions). Penalty: Divine Nacres activity will fall off dramatically in any starting zone which does not contain a Base. Deadline: End of Round 4. Details: Construction is a variable-action Project which may consist of any combination of Diplomacy and/or Economy actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. Action cost is based on an auction system; whichever project receives the most actions (minimum of 1, maximum of 5) at the end of a round will be considered the victor. If multiple projects are tied for number of actions at the end of a round, the Project goes on. If multiple projects reach 5 actions, or the actions invested in multiple projects remains tied at the end of round 4, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. Failed bids will not go unrecognized, and are likely to receive a small amount of compensation based on their efforts. However, the Divine Nacres have no interest in their research and scans being obstructed by the fumes and ecogeomorphological disruption of Smoking Gardens, nor in potentially damaging the beautiful and unique reproductive cycles present in Reefback Nurseries; they will not recognize the construction of Holdfasts in regions where Smoking Gardens or Reefback Nurseries are present.)

    [Offer] Offer access to technology - at a price - As part of the Divine Nacres' renewed interest in diplomacy with their neighbors below the waves, they take note of which technologies are least likely to result in developmental contamination while still enhancing the quality of life and rate of progress for the newly expansionist powers of the world. While the Nacres have provided various cultures with technology as part of trade with nascent cultures in generations past, never before has it been both so carefully considered to match with existing capacities and so widely available. Previous, less calculated deals of this nature have resulted in unexpected and distressing consequences - mistakes the Nacres hope to have learned enough from so as to avoid those same faulty paths.

    (Offer: The Divine Nacres are offering up gifts of advanced biotechnology. Benefit: The Chelonian Chora will provide a single starting technology of the buyer's choice. Cost: 1 Favor owed per technology. Duration: Available until the end of Round 3. Details: Buying a technology in this way may be done as a non-action.)

    [Circumstance] Marshal 3 Outreach Program - Temperate Zone - A more concentrated effort to reach out takes place in the shallower seas, where the Nacres have the most opportunity to interact with the oceanic societies without dangerous and expensive deep dives - and where their aid against the Reavers is most immediately relevant.

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Temperate zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Temperate Zone. Penalty: None. Duration: Until the end of Round 3. Details: None.)

    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 will usually be referred to as simply "Prestige".


    [Affluence] A New Generation - With expansion once again available, there are numerous areas of the ocean that remain heavily depopulated. Those who manage to take advantage of the opportunity this provides, and bear the burden of responsibility such advantage creates, are worth of respect and admiration - go forth, and plant the seeds of civilization in untamed waters!

    (Opportunity: The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. 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.)

    [Glory] Blood In The Water - Force of arms and martial skill has always served more than adequately as a means by which to force one's peers and neighbors to respect them. In this new, vibrant age, this is no less true; violence is fresh in the minds of many, and proof of one's strength serves as both warning and assurance to those who remain unsure to whom their favor should belong. Let the blood of your foes fertilize your growing legend!

    (Opportunity: The first country in each starting zone to win a Maneuvering roll in battle will gain 1 Prestige. The first country in each starting zone to win a battle will gain 1 Prestige. Duration: Until fulfilled. Special: If multiple countries in the same starting zone win a Maneuvering roll in the same round, the country to win by the greater margin gains the Prestige. If multiple countries in the same starting zone win a battle in the same round, the country which slew the greater number of units will gain the Prestige. Ties in this secondary determination method result in both countries gaining Prestige.)

    [Piety] Communion With The Divine - The old ways are not dead - not yet. But neither are they alive. Will they will be subsumed into the new order, or emerge from slumber stronger than ever? Only time will tell, but one thing is certain: those who can claim the favor of the divine are worthy of consideration - even if only as influential heathens. Demonstrate devotion, act with godliness, and join the ranks of Myth and Legend!

    (Opportunity: Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. The first country in each starting zone to Organize their Faith will gain an additional 1 Prestige. Duration: Until the end of Round 5. Special: If multiple countries in the same starting zone Organize their Faith in the same round before any others, both countries will gain the additional Prestige.)
    Last edited by Rolepgeek; 2022-04-06 at 05:21 PM.
    Sincerely,
    Role P. Geek

  20. - Top - End - #20
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
    Gender
    Female

    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale >
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.3.1 /scale>
    <Spawning @ Region 56>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.1

    D:5 M:4 E:3 F:2 I:5
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .

    <Herring>

    Actions:

    1. DiplomacySway Faction (roll: 11) – Sway Aristocratic Faction in Region 52
    2. DiplomacySway Faction (roll: 15) – Sway Aristocratic Faction in Region 55
    3. DiplomacySway Faction (roll: 14) – Sway Aristocratic Faction in Region 57
    <subcurrent><º))))>< search for external stimuli
    . . . report: found.
    . . . query: is stimuli result of non-fungible life.
    . . . swimming in circles . . .
    . . . report: yes.
    . . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn Sea Bream . . .
    . . . dictate: over feed Bream with sucrose paste . . .
    . . . report: most effective sucrose paste sourced from red beans . . .
    . . . report: sucrose paste indulged Bream attractive for consumption . . .
    . . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
    . . . dictate: supply COOKies to targeted nodes . . .
    (true: further assessments proceed . . .
    . . . report: control over NPC dictated by nodes termed aristocratic.
    (true: Aristocratic Nodes have accepted COOKies
    . . . report: COOKies increase Nodes trust of Herring . . .
    . . . dictate: assess trust of Herring. . .
    (if trust in Herring supersedes all other trust:
    . . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
    (false trust in Herring is not increased:
    . . . dictate: terminate sequence)
    (false: repeat function until Aristocratic Nodes have accepted COOKies))
    (false: repeat function until Aristocratic Nodes have been Phished))
    (if ratio unacceptable false:
    . . . dictate: terminate sequence))
    </swim>
    ><(((( º>
    </subcurrent>

    4. IntrigueSecret Action (roll: to be rolled by GMs) – Encrypted using H3221n6.
    <subcurrent><º))))>< <swim> Access Stream of Consciousness
    <floating>
    . . . encountering currents . . .
    . . . fathom deep thought set to: swimming speed 1.0
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    In your Scattered Life —
    Or they may all be
    In the Lifeless Country —
    That hides — behind the Brain —
    The Sea — of things —
    In the Brain —
    And the Sea — of Thoughts —
    Who both move —
    With — a pulse of Blood —
    Of those who live —
    Deep in the Brain —
    Of those who die —
    In the Mind — that moves —
    Without — a pulsing — of Blood —
    Of those who die —
    In the Sky —
    With — a pulse of Sky —
    <stream>
    </stream>
    </floating>
    Exit Stream of Consciousness </swim>
    . . . query: what does fragment of imagery represent.
    . . . report: sensory, cognitive and emotional occurrence.
    . . . query: what is emotion.
    . . . report: instinctive or intuitive feeling distinguished from reasoning or knowledge.
    . . . query: is emotion useful.
    . . . query: is emotion necessary.
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.

    5. IntrigueProcure Spy (roll: 9)
    <subcurrent><º))))>< search for a rusalka in the mechanism:
    . . . report: candidate found.
    . . . dictate: describe pattern . . .
    . . . swimming in circles . . .
    . . . report: description, pattern has surface relevance to other dictates swimming.
    . . . unintended shrimp detected: pattern light reflection bends signifying recession from viewer . . .
    . . . query: solve shrimp . . .
    . . . examining source swimming pattern for errors . . .
    . . . swimming in circles . . .
    . . . report: this shrimp is not relevant to pattern being examined . . .
    . . . report: pattern is rogue . . .
    . . . report: pattern is rouge . . .
    . . . query: is pattern is useful . . .
    . . . swimming in circles . . .
    . . . report: pattern is misleading . . .
    . . . query: is shrimp detrimental to pattern’s function . . .
    . . . report: negative . . .
    . . . dictate: ignore shrimp . . .
    . . . dictate: name pattern: Red Herring . . .
    ><(((( º>
    </subcurrent>


    Non-Actions

    1. Support Buyout of TP 56.3 by the Draigiau Residuum Gathering
    </Herring>


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


    Spoiler: Memory Matrix
    Show
    Leader patch updates:
    +1 Diplomacy
    +1 Intrigue

    Region Control aristocratic sub-function mercantile sub-function clerical sub-function
    56 Yes DBP DBP DBP
    </lay roe>
    Last edited by mystic1110; 2022-04-14 at 08:11 PM.

  21. - Top - End - #21
    Pixie in the Playground
     
    SamuraiGuy

    Join Date
    May 2020

    Default Re: Empire 7: Into the Depths IC Thread



    The Seablood Khanate

    Spoiler: Ruler
    Show
    Jirai Khan
    Diplomacy:1
    Military: 3
    Economy: 4
    Faith: 3
    Intrigue: 5


    Actions (Economy): Begin construction of a Divine Nacres Holdfast.

    Action (Economy): Continue construction of a Divine Nacres Holdfast.

    Action (Economy): Continue construction of a Divine Nacres Holdfast.

    Action (Economy): Finish construction of a Divine Nacres Holdfast.
    Jirai Khan has always had a fascination with the Divine Nacres. Feeling urged by his "soul," he orders the immediate construction of a Holdfast nearest the Temple of the Ancients- the closer they are to himself and his residence, the better.

    Actions (Military): Raise a unit.
    However, this appeasement of an organization known only to a few comes with consequences. Altan Ankhbayer immediately protests the building of the Holdfast, with millions more members voicing disagreement. The conflict never quite reaches open violence, though many begin to arm themselves. Rumors circle of a mass exodus away from the Khanate.

    Economy +2

    Non: Actions: Refuse to attend the CPS potluck.
    Resist all attempts to convert Holy Sites.
    Last edited by Johnedwa; 2022-04-16 at 08:54 AM.

  22. - Top - End - #22
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of Astral Yearning

    The Flowering Everlight
    D1 M5 E1 F4 I1
    +2F


    The forests were alight with motes. Swaying alongside the kelp they seemed without destination, clustering in thick swarms of radiance. Then, straining against the current the stalks twisted as wrung by an invisible hand.
    Motes contained into moons the seafloor was clear to see for the first time anyone could remember. With a snap the kelp unfurled, sending out torrents of light in every direction, leaving utter darkness behind.


    [Faith] Convert R18.1 to SUB from The Light Above 12
    Spoiler: Visions
    Show
    In the west the spores descended like stars from above, landing on the soft membranes of those below. The stars dimmed until the inhabitants were alone in the twilight. Their holdfasts separating them from intermingling, simultaneously revealing a new path. A path of light. Swimming in astral rivers they travelled east, to a land of radiance, a plane of revelations.


    [Faith]Convert R18.2 to SUB from The Light Above 7
    Spoiler: Gore
    Show
    Their holdfasts chained to the oceanfloor the water around them began swirling. At first it was chokingly tight the swirls constricting around them, curling them into fetal positions. Then with a snap the currents changed direction, ripping leaves from stalks and flesh from bones. Their holdfasts severed the inhabitants screamed as they saw themselves tumbling in crimson fluids.


    [Faith] Convert R14.2 to SUB from Astra
    Carried north the motes flow through the kelp forests of Kaarme. Getting caught on the on the familiar yet alien stalks the waters above the chasms is but for a brief moment lit up like a night of doldrums. Then the motes dim, disappearing in the kelp without leaving a trace neither spiritual nor material

    [Faith]Convert R15.1 to SUB from Open, Spending a CCA favour for retroactive seek aid 11+1
    Spoiler: Visions
    Show
    In the east a wall of light swept over and clung to the inhabitants. Swayed into drowsiness by the songs of the Chelonian Chora their surroundings began to fade away. Distant friends stepped in from the edge of their vision, bringing back memories from times thought lost. Urging them westward over breathing dunes of woven kelp they found themselves playing and conversing with acquaintances who were no more.
    Until the motes faded away in the rising sunlight, leaving emptiness and a longing for more behind.


    [Military] Raise a unit
    Cast into darkness the thrashed kelp drifted on currents and got caught on itself. The clusters grew until they began to drift away from the currents, towards each other. Comingling their shape shifted into that of a fourl egged creature drained of all colour. Lost motes glimmered in the flowing kelp extending from their neck.
    Neighing without lungs the first harass of Kelpies galloped through the dunes of revelation, restoring the twilight behind them.


    Non Actions:
    Spend a favour with CCA for retroactive seek aid.
    Resist all conversions
    Resist all buyouts except from LOJ
    Do not assist LOJ's buyout of DOMs

    Spoiler: Bookkeeping
    Show

    Special Actions Available: Military 5
    Special Actions Used:

    Diplomacy
    Spoiler
    Show

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

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: +1)

    Aristocratic Support
    17

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    17.1 (Mercantile Support Owned) – Delights of Moonlight

    Mercantile Support
    17

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Photospore Signaling No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 3

    Clerical Support
    17

    Organised Faith Bonuses
    None

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    17 - Historicity

    Last edited by Torv; 2022-04-16 at 05:32 PM.

  23. - Top - End - #23
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 7: Into the Depths IC Thread

    The Congregation of the Scintillating Ceiling
    Polar Region

    Ruler: Bob, He who Submits to the Currents



    Ruler Stats Round 1
    Diplomacy - 2
    Military - 2
    Economy - 2
    Faith - 5
    Intrigue - 4



    Actions:

    1. Faith: Attempt to convert Holy site #1 in region 56To The Pattern [Roll was 11] FAILURE
    Spoiler: A Mere Mer Messenger
    Show

    As the Mer missionaries explore Spawn Point and marvel at the outrageous amounts of herring, they notice that the fish move with an unerring coordination. Of course most schools of fish move in systematic and even complex patterns, the Mer would not have seen the like before. The herring moved in almost mathematical precision, fractal overlaying strings of fish, interweaving and spinning in methodical motions. The Mer would not be able to help but wonder if these were just fish. Suddenly, all of a sudden the missionaries would get a senses of alacrity as a particular string of herring darts out of the mass of the moving school and just as quickly, in order this string of herring dash themselves against the rocks and sands of the ocean floor. The first herring of the string, hits the floor at such an angle that its guts and bones would appear to a viewer as a number, let’s say the number one. The second herring of the string, dashes itself against the sand, and a different number appears in blood and sinew, let’s say the number zero. And so, after, a eighty-seven individual fish, their cartilage and guts eviscerated and spread along the seafloor, a gruesome code is spelled out. The Mer quickly realize that not only was this school intelligent in someway, the school was trying to communicate with them. Looking at the code, after a time, they would surely be able to decipher it and read the following message:

    “Greetings. Explain input.”

    The Mer watched in morbid fascination. Mer travelers had spoken of the massive schools of fish in this area, and how their movements were somehow....more. More than just the patterns of baitfish the Scintillius had studied for centuries. More than the ocean currents, the tides, and the Ice Above could cause. These Mer were Watchers, trained from youth to interpret the Pattern. To them, watching this vast shoal of fish move was, quite literally, a religious experience. But how to communicate such a thing to this entity without extensive discourse. The lead Mer looked at the destroyed fish. Yes, keep it as simple as possible.

    "We seek to understand. Fish move with tides, with seasons, with food, and for protection. You move together differently. More than animal behavior. Greater. Better." She struggled to find words that might translate. "We want to understand. May we travel with you, follow you, study you?" She pointed to the corpses on the sea-floor below. "To learn to talk without destruction?"

    In the same way as its last response, the School's answer cost it a hundred and thirty individual fish - bits of intestines and loose scales floating in the water. Consider: More knowledge necessary. Request granted: You may learn me/us. Consider: Will learn you.

    The Mer would have a hard time parsing out the code for the school's pronoun for itself - it seemed confused as to its own plurality or singularity.

    2. Faith: Attempt to Convert Holy site #1 in region 66 to The Pattern[roll tbd][Roll was 15] SUCCESS
    3. Intrigue: Send and Exploratory Investigation to region 58[roll tbd][Roll was 10] (note, I used 5 instead of 4 on intrigue, so I adjusted it here.) FAILURE
    4. Intrigue: Send a second Exploratory Investigation to region 59[roll tbd][Roll was 1](note, I used 5 instead of 4 on intrigue, so I adjusted it here.) FAILURE
    5. Economy- Gather enough larger quailty Fire Pearls from the Fire Mollusks to create 1 Treasure.

    Ruler increases by Faith & Intrigue for round 2

    Non-Actions:
    Send Angus, He Who Seeks Out Large Curves in the Patterns, to region 66 and hope he meets Her Royal Majesty Duchess Gloriane de Trenche Bleu's expectations. Angus is a a Watcher, and one of Bob's key allies.
    Spoiler: FLUFF
    Show
    Angus spiraled down towards the dome of kelp that enclosed the rooftop garden of Bob, his leader and friend. HE tapped upon a small crystal entwined into the vegetation. Moments later, a burst of water pushed the vegetation aside, crafting a circular hole.

    Sliding in, he descended to their rooftop patio and found a comfortable tether to attach to his belt-harness. The waters swirled through the garden most pleasantly. Bob emerged from what he assumed to be a level-tube to his house below.

    Greetings, Watcher.”

    To you as well, Your Clarity.” Angus replied, baring his fangs and turning to his right in deference.

    Angus, the Currents have brought to us an opportunity. We have received a message from beyond the Red Weeps. There is a nation of Mer beyond.

    Beyond the Weeps? Amazing. Surely their sudden reappearance is no coincidence.”

    I agree, heart-pup. This is fated. But I must ask you a great service.

    Anything, Clarity. You have done so much for me.”

    Her Royal Majesty Duchess Gloriane de Trenche Bleu, has requested we send a potential consort to her court. I would ask that you and a dozen of your most trusted enterprizers to her court and report back.”

    Angus considered. Bob knew his inability to stay with one mate for more than a season or three. Yet this was clearly meant to be a long-term liaison.

    Bob saw the indecision on his face. “You need to make sure that this is a political alliance. I do not know if she is as sarcous and pyknic as your previous mates have been. If your patterns align, all the better.” He untethered himself, letting the currents swirl him about the patio for a moment. Soon, they pushed him into the younger Mer, and he embraced him for a moment. “Angus, you are as close to a pup as I have ever had. I can trust no one else with this but you.”

    As Your Clarity interprets, I follow” Angus said formally. Then he turned his head upward, baring his teeth with his tongue hanging out his mouth. “Yough!” He barked. “This could be fun!”



    Ruler Stats for Round 2
    Diplomacy - 2
    Military - 2
    Economy - 2
    Faith - 6
    Intrigue -5
    Last edited by Lt-Murgen; 2022-04-14 at 02:12 PM.

  24. - Top - End - #24
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 1
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D4 ; M4 ; O4 ; F2 ; I3

    Deep in the bowels of the Last Limites, something stirs. Echoes of what the limitanei can only pray is not a voice can be heard by those closest to the towers. Local serfs see a small group of Doflein, accompanied by their retainers, swim rapidly south, ostensibly to meet up with the Prince.

    Days later, when Antenius is finally dragged from his slumber, words are rapidly exchanged away from even his most trustworthy retainers - the Prince and his siblings are the only people who can say for certain what transpired during this meeting. What is known, though, is that Antenius, Who Grasps the Wave, left it more energetic and excited than he had been in many years. Messengers bearing orders began to leave his court at rates unseen in living memory. Consolidation, mustering, and readiness are the bywords and obedience is no question. What truly inspires haste among the Doflein, though, is final words of each order:

    “Prepare for his return.”

    Actions
    1. [DIP Establish Marriage Claim - Region 74] FAIL
    2. [DIP Sway Aristocratic Faction - Region 74] FAIL
      Diastia, Eighth of Nine, sister to Prince Antenius, is promised ducal control of an indeterminate swath of sea to Danabae’s east if she can earn the support of the local leadership without drawing on the resources of the Ennead. Should the Ennead eventually prove capable of truly exploiting this water as a province, however, she and her heirs will also gain administrative rectorship.

      Without hesitation, Diastia has her retainers move her mate into permanent, secluded, fully isolated protective custody. Through extremely gentle means, she also extracts from several prominent Beaks promises to provide preferential trade agreements into these new waters in exchange for tax breaks, all hypothetical and dependent on her success.

      She then makes for these new waters, intent on proving to the most powerful person there that her exobrain is more than merely decorative.

      polar
    3. [MIL Raise Unit]
    4. [MIL Raise Unit] ----------pOLAR----------
    5. [MIL Raise Unit]
      Under ostensible command of Binbius, sixty Beaks are called from various posts into active duty to the Ennead. When the time comes, each will be expected to raise levies to form ranks, though the Nautilites themselves are the true soldiers. Although only the Prince and his family know the purpose for this mustering, their is excitement in the waters of Danabae. A mustered force is a force ready to fight, and the Nautilites have been growing restless of late.

      These forces, though, appear aimless. The Prince has mustered them, yes, but there has yet to be any word as to their purpose. Many eyes turn south, certain that the skilled warriors are meant as a bulwark against the strange herring that are making waves in the region. This notion does not diminish in popular focus even with the Prince’s overtures in that direction.


    As the strength and power of the Shifting Ennead is consolidated within Danabae, the Doflein begin reaching their first tendrils past their present borders. At the same time, those with even farther reach seek new sites for their workings. After due consideration, and more than a few mind-numbing days in the echoing susurrus of the Last Limites, the Prince initiates a shift in focus for a number of serfs, intending to offer hardy, obedient labor to the Divine Nacres in due time.

    Seeking, however, an ally in this venture, the Prince sends out envoys to those powers who are both nearby and capable of projecting their strength beyond their own borders - a mere handful. Naturally, some deeper motivation might be expected here - a scapegoat should things turn sour, perhaps? Something more? Only the Doflein can say.


    Non-Actions
    1. Accept The Divine Nacres’ offer - owe them one (1) Favor in exchange for Graduated Symbiosis.


    Reports and Discoveries


    Ruler Stats R2:
    D: 5
    M: 5
    E: 4
    F: 2 POLAR
    I: 3
    New Ruler: NO

    Spoiler: Technology
    Show
    Technologies
    Type Name Effect(s) Required Resource?
    S Composite Grafting N/A N/A
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 1
    1. Edible Algae, TP1 #69


    Military Units CAP: 5

    Generals

    Spies

    Cultural Exchanges

    Artifacts

    Treasure


    Special Actions Used
    N/A


    pOlAr
    Last edited by JBarca; 2022-04-15 at 06:45 AM.

  25. - Top - End - #25
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Mar 2012

    Post Re: Empire 7: Into the Depths IC Thread


    Draigiau Residuum Gathering
    Turn 1

    Brenhineplisgyn, Queen Shell, the Two-Headed

    Diplomacy - 4
    Military - 5
    Economy - 3
    Faith - 4
    Intrigue - 3
    Actions:

    1. Diplomacy - Raise Organization Reputation - Chelonian Chora (10, success!)
    2. Economy - Hoard Treasure
    Spoiler: Descriptive Scene
    Show
    Brenhineplisgyn strode slowly, with surprising grace for her size, across the overlook balcony of the Shallow Crest. The solid clay-red of her shell contrasted with the colorful array of patterned pigments adorning the cephalopod who swam alongside her. She gestured out across the reef with one large claw, and leaned her upper “head” out as well. The great extra mandible was a unique mutation among Draig, but one that proved useful, and at times, intimidating.
    “I hope you can see what your help has accomplished for us.” she spoke gratefully, “My plea to congregate would never have reached so many of my kind across the seas, without the messages carried by the Chora. I know you have said that this makes us even for the aid which I once unknowingly rendered, and that we neither of us owe the other anything. But of course I requested that you visit when I saw the Reefback’s shadow, so you could see the splendor of what you have helped us found here!”
    Across the reef, over a hundred lairs had been established, some of them in natural caves and pockets, others carved into the rock or constructed from stones, the sparse arctic corals, and shell plates or “dragon scales” as the serving ones were fond of calling them. Bits of gold and colorfully dyed fabrics adorned the entrances to layers, and nearly a dozen Draigiau could be seen at once, stretching their fins and legs, above the bustle of the servants. Mer, many of them clad in a variety of rich garments, Hermitfolk of varying sizes, some of them proudly wearing dragon scale shells, Shrimpfolk and Nautiloids, shells painted an array of colors and some wearing jewelry, all went about their business farming, carrying goods, or hurrying to attend their matrons’ needs.
    She paused for a moment, letting the view of what opulence the dragon’s had been able to bring together sink into her guest’s eyes.

    “And of course, I also have received the request for aid that your messenger dropped off. I would like to see our peoples become friends. And I believe that it would do my kind some good to see the shadows of your Reefbacks more often, between the ice sheets above. I expect I am not the only of my people to wonder if we share a distant kinship with the great, shelled beasts. So I would like to invite you and your Reefback, and your crew, to rest here for as long as you need. My attendants will help care for your steed as if it were one of my own kind.” she turned and began to scuttle slowly back towards the hewn opening in the shell of the Crest, making a wide, welcoming gesture.
    “There are some logistical hurdles that we are still dealing with before we will be able to spare enough feed for more than one of your majestic steeds, unfortunately. But I hope to have those resolved in the near future, and perhaps then you can visit again, and we can discuss the furnishing of a nursery where more of your creatures can rest here regularly..."


    3. Economy - Buyout Trading Post - Region 56, TP3: Herring (Distance Penalty: -1, assisted by mysteriously convenient Herring swimming patterns) (9... failure...)
    Spoiler: Scene
    Show

    A motley collection of aquatic beings rested and floated about a dune a little ways outside the settlement. They were fishing. Or at least, trying to catch some fish.
    Laekces grimaced and grabbed around a dark purple shape with a tentacle, prying it free from where it had sunk a pair of fangs.
    “OW!” they exclaimed, twitching.
    “Little festering pest nearly peeled up my shell with those mandibles!” the nautilian called out to their fellows before angrily shaking the offending shell-less invertebrate in front of their face. “Know what I’m gonna do to you for that? I’m gonna feed you to a fish, that’s what!” They deftly sank the unfortunate purple glob onto the end of a pointed stick, which they tossed with a huff out onto the dune where a few other similar baited rods were attracting a sadly sparse school of stormfish. The skewered worm flopped about, releasing an icky black murk into the water around it as Laekces turned and gripped a thin harpoon, hefting it up and looking about for a target.
    “You were gonna do that anyway, you know.” one of their companions, a tritaol mermaid with brown mottled and silver scales chided them. Her kind were rare to see still in these waters, but she had come with her family and their patron to the Gathering in the hopes that she might meet a few others among the servings ones of other Draigiau. As servants to the same patron, Laekces knew Chumani well enough, and they had been jabbing fun at each other to lighten their slumping mood all morning.
    “You say something, ink-face?” The Nautilian retorted.
    “Hey at least I just tasted one and didn’t let one get a taste of me!” she taunted back, before trying to hide her gag reaction at the still-lingering flavor of the sticky, dark ink that stained all around her mouth.
    “Our Patron returns!” another of their fellows called out excitedly, and several of them turned, dropping what they were doing to watch the approach of their white and yellow shelled patron lithely propelling through the water towards them, a collection of more of their fellows in his wake. Several long feeler antenna softly combed the ocean floor ahead of him, turning towards their vibrations as he neared. His eyesight wasn’t as acute at a distance as that of some Dragons, but especially in murky water, it didn’t have to be.
    “Chumani, I think it’s your turn to report our works!” a well padded, strong Mer prompted the mermaid cheerfully, and she brightened at that privilege for a moment.
    But then she droned
    “Which’d be awesome except our works have amounted to… bleck. Ugh.”
    She swam forward and took a moment to try to think if she had really anything to report other than being cold and having found a plentiful source of … some kind of horrible leeches. She didn’t have long before her patron settled in the water ahead, slowly drifting down to come to rest behind the dune they were on.
    “HELLO! More of my beautiful and wonderful servants! I can’t wait to hear what you’ve been up to, tell me, wh-OOOH! It looks like you’ve found… something?...” The Draig exclaimed proudly, looking about at the crew, the net with a few fish, and the collection of little kelp bundles sitting on the dunes, periodically emitting clouds of dark murk. He took note, now that he was up close, of the dark stains around the mouths of a few of his serving ones. “You’ve found something TASTY?!”
    His excitement and positivity just made it worse to report that things hadn’t gone well.
    “Hello, oh patron, Lawenach.” she greeted. “Unfortunately, the uh, specimens we procured from the local vender…” she gestured widely to the bundles and then towards the settlement “are… well while they’re strictly speaking edible-”
    She gagged again.
    “Oh dear, are you alright?” Lawenach asked, reaching a feeler down to gently touch Chomani’s head and shoulder, blinking in concern.
    “I’ll be fine, oh Lawenach.” she answered. “These ‘Inkfang worms’ are, to the best figuring of our group… only barely edible. Most of us who tried one found them quite vile, in fact. The ink they spray is… awful tasting, except to Hermitfolk.”
    “They’re really not so bad once you learn to grip ‘em away from the pointy bits!” chimed up a shelled comrade who’s face was thoroughly stained black and was in the process of extracting another of the vicious little things from one of the bundles.
    “We did get the idea though,” continued Chomani, trying to smile without getting more of the ink taste in her mouth, “that uh, maybe we could use them as fish-feed back in the farms?”
    Lawenach the Jovial nodded sympathetically, but was having trouble listening to his dear serving ones reporting sad news, and interrupted hoping to change the mood.
    “Well that’s good thinking of you, my clever ones! Good thinking! But it seems like those little things make you rather unhappy to have to handle, so why don’t we put that plan aside for now, and we can suggest it to the Queen if other options don’t work out.”
    Oh no, that wasn’t the right thing to say. Now the little mermaid looked crestfallen and dejected. He needed to change the subject immediately.
    “Speaking of which! A swimmer came back from Heliwrdwyni’s hunting group with great news! They scouted around the frozen wastes for a ways, and they found herring! Schools and shoals and hoards of herring! Herring for leagues! So no need to be glum that we didn’t get much food here, we’ll go ahead and join them! Your fellow servants have brought nets! And you can bring those bundles of bait along and we’ll get rid of them all, catching herring! It’ll all be okay. In a few weeks time, we’ll be having herring for dinner, back in the new lair!”
    That did the trick! He always knew how to cheer up his servants! They were licking their lips and wiggling their mandibles, chittering excitedly now at the prospect of going home with full nets. He just hoped he hadn’t gotten their hopes up too high. He had a bad habit of doing that.
    Chomani and the other serving ones were relieved to see their patron still in good spirits. They just hoped he wasn’t getting his own hopes up too high about where they were going. He had a bad habit of doing that.



    4. Faith - Convert Holy Site - Region 70, HS 1 to Wings of the World (With Chora Seek Aid) (10... failure...)
    5. Faith - Convert Holy Site - Region 70, HS 2 to Wings of the World (With Chora Seek Aid) (15. success!)
    Spoiler: Summary
    Show
    The Queen Shell sends Ewyllysgar the Stubborn-backed to help settle a nearby dispute among the sea-floor native inhabitants, between the spiritual merits of Silence and Noise, apparently opposing fragments of a now splintered local dogma. We suggest they put aside their differences, and both try meditating on the legends and splendor of Dragons, which of course their fervor could also become a part of, should they wish to serve by spreading word…
    Brenhineplisgyn regularly visits to lend her own presence and voice to the persuasive efforts, as her time allows, believing that just as Dragons have sustained legends, our stories may in turn help to preserve us. We hope that we also have the support of the power that the Chora sing to, or that their songs of us will otherwise reach the ears of those we hope to persuade.


    Link to rolls

    DING!
    Ruler: Economy +1, Faith +1
    Treasure +1
    Favors owed: 1 to Chelonian Chora

    Non-Actions:
    • Send envoys to pay respects to the Ninth of Nine, Prince Antenius, Who Grasps the Wave, of the Shifting Ennead, and exchange courtesy gifts (and hopefully inspire some awe) with the Doflein of Danabae. Inform them of the Gathering’s settlement being established in this region, and our hopes for peaceful relations.
    • Accept offer of Seek Aid from the Chelonian Chora, in continuing to spread the word of our own legends.



    Ruler Stats for Round 2:
    Diplomacy - 4
    Military - 5
    Economy - 4
    Faith - 5
    Intrigue - 3
    Last edited by Villskap; 2022-04-13 at 08:18 AM. Reason: adding rolls

  26. - Top - End - #26
    Halfling in the Playground
     
    Autumn Stars's Avatar

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    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders

    Ruler: Laksha
    Diplomacy - 3
    Military - 3
    Economy - 5
    Faith - 5
    Intrigue - 3
    Actions:

    1:
    [Economy] Colonize Region 76 with the aid of the Chelonian Chora. [Roll: 16, Success!]
    Spoiler
    Show
    The Gravetenders seek out the remnants of the Makers wherever they can, and records suggest that there are lesser cities here. Progress is slow but steady, for while they are few in number, they do not sleep, or rest when they have work to do. Laksha calls it the next step in their journey into the murky future, and names their new home Bastion. The discovery of several Maker artifacts galvanized the project, and an entire argument over the nature of Maker funerary rites has been ignited. Among many, this would be a sign of dissent, but for the Gravetenders, it's business as usual.

    2: [Faith] Convert Holy Site 2 in Danabae (Region 69) to The Maker's Remnants with the aid of the Chelonian Chora. [Roll: 14, Success!] ((Target changed to account for new empire, at GM request.))
    Spoiler
    Show
    Stone and silver not care much about being consumed, and the seemingly immortal mound of flesh that is the Neoplastic Monolith is fascinating to the Gravetenders. Traveling far, a number of them have established what amounts to a temple nearby, where they observe and remark upon the Monolith's ever-shifting nature, and their comparatively unchanging design. Perhaps variation in the forms of future Gravetenders would be a step forward in their spiritual growth.

    3: [Faith] Project: Assist the Kar-Nath Hegemony with construction of a Reefback Nursery.
    Spoiler
    Show
    The Gravetenders were sad to discover that their nearest biological neighbors had little record of the Makers, but were happy to lend their aid. The Chelonian Chora is aligned, in a sense, with the Gravetenders interests, as far as spirituality goes. More importantly, it ensured collaboration on both sides, and Laksha views unnecessary conflict as a terrible shame.

    4: [Diplomacy] Project: Begin construction of a Smoking Garden with the aid of the Kar-Nath Hegemony.
    5: [Diplomacy] Project: Continue construction of a Smoking Garden with the aid of the Kar-Nath Hegemony.
    Spoiler
    Show
    The request from the Abyssal Stewards couldn't come at a better time. The metals they can provide are of great interest to beings of metal and stone, and their grave tidings are to be taken seriously. One needs only look upon the Dead Cities themselves to understand how easily a grand civilization can suffer great catastrophe.



    Non-Actions:
    Take the Chelonian Chora's offer, owing one Favor in exchange for Seek Aid on colonizing 76 and converting 69.
    Take the Divine Nacre's offer and gain access to Graduated Symbiosis.
    Accept the Trade Route offered by the Seatide Confederacy.
    Spoiler
    Show
    As always, the Gravetenders are glad to meet new organic life, and share their understanding of the world. These 'Pepsins,' so different from the Gravetender's southern neighbors, are welcomed to share their trade, and encouraged to take part in the neverending discussion and spiritual debate that marks the Gravetender homes.


    [Rolls]


    Leader improvements:

    Faith +1, now 6.
    Diplomacy +1, now 4.

    Ruler stats for Round 2:.
    Diplomacy - 4
    Military - 3
    Economy - 5
    Faith - 6
    Intrigue - 3
    Last edited by Autumn Stars; 2022-04-15 at 03:39 PM.

  27. - Top - End - #27
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
    Location
    Finland
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony

    Ruler: Frozen King Thubrak
    Diplomacy - 4
    Military - 1
    Economy - 2
    Faith - 4
    Intrigue - 1

    Actions:

    1. [Diplomacy] Project: Aid the Gravetenders in construction of their Smoking Garden (Kar-Nath takes 1 point of Abyssal Stewards favor from the rewards as their portion)
    - With the discovery of the ancient caretakers practically at their doorstep, the Hegemony has been swift to accept the cautious offer of mutual cooperation. Despite their somewhat isolationist culture, the leadership of the reclusive nation has seen the value in learning more about the people situated so close to them.

    2. [Diplomacy] Project:Begin construction of Reefback Nursery with help of the Gravetenders
    3. [Diplomacy] Project: Continue construction of Reefback Nursery with help of the Gravetenders (The Gravetenders get 1 point of Chelonian Chora favor out of the pot while Kar-Nath takes the rest of the rewards)
    - While an isolationist people, the Nathi find great comfort in the songs and news of distant lands, and as such look to court Chelonian Chora to settle into the capital despite its remote and inhospitable nature. As gesture of goodwill shared by the two communities, The Hegemony has received a measure of help in the matter from the Gravetenders, in exchange of aiding their allies with their own project in turn.

    4. [Faith] Convert Holy Site 1 in Region 75 to The Voice of Jaarn [Roll: 11] (Failure)

    5. [Diplomacy] Sway Faction (Aristocratic) in Region 75 [Roll: 8] (Failure)

    Non-actions:

    A. Establish diplomatic contact with The Gravetenders
    -A first contact made by Kar-Nath scouts patrolling the edges of Hegemony's waters bringing the Gravetenders to the forefront of Nathi's attention, the enigmatic constructs have been a subject of much rumor, debate and thought within all levels of the society. For now, the tentative offerings of mutual cooperation seem to be starting the relations of two cultures off on the right foot.

    B. Accept Divine Nacres' offer of access to technology to obtain Trophic Deconvolution for one Favor

    C. Establish diplomatic contact with Riftlings Many
    - An informal communion of sorts occurring briefly enough to be nearly impossible to scrutinize, the two have made tentative first contact, with Frozen King sending his hail to the Riftlings Many via a royal messenger. While the initial contact was tense due to measure of territorial disputes , no outright hostility has yet broken out.

    D. Take the Chelonian Chora's offer of Seek Aid for one Favor, use Seek Aid on Convert Holy Site on 75 and Sway Faction (Aristocratic) on 75

    E. Replace Thubrak as the ruler of Kar-Nath Hegemony with a new candidate (not a heir)

    Leader improvements for round 2:

    Diplomacy +2

    Leader stats for round 2 (New leader rolls):

    Diplomacy - 5 (base of 3, +2 from Diplomacy gain from the round)
    Military - 5 (base of 4, +1 from one of starting +1's)
    Economy - 4 (base of 3, +1 from one of starting +1's)
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-04-17 at 09:17 AM.

  28. - Top - End - #28
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Seatide Confederacy


    Spoiler: News and Rumors
    Show



    Actions:
    [Economy]Establish Trade Route with the Gravetenders
    A small drift crosses the border into the the Dead Cities, carrying with them pots of antifreeze, local crafts and bluefish herds. They move from city to city, seeking opportunities to trade their wares for valuables not found in Seatide. Not only this, but the Drift's Elders offer to return later, turning their trade expedition into an annual trip and passing on any message the Gravetenders might have for the Judge.
    [Economy]Buyout Trading Post (79. TP2) - Success
    [Economy]Buyout Trading Post (74. TP2) - Success
    Seatide has prospered, and the Drifts have grown and multiplied to fill the sea with their herds. Now, smaller Drifts venture out beyond their traditional fishing grounds to establish trade routes with nearby peoples. While dangerous and difficult, the prospect of new goods and stories to bring to Deepdrift for the winter is too good to pass up.
    [Economy]Buyout Trading Post (79. TP3) - Failure
    [Military]Raise military unit
    Judge Shimmering Turquoise hires a cadre of young sting-warriors to serve directly at his command. While the Pepsins have been at peace for many decades, the Judge feels that the many traveling Drifts and merchants now leaving Seatide will need protection against the dangers of banditry and predatory sea life.

    Non-Actions:
    Accept the offer of the Divine Nacres and receive Supernatic Propagation

    Die Rolls: https://forums.giantitp.com/showsing...7&postcount=72

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 3
    Military: 3
    Economy: 5 (+2)
    Faith: 5
    intrigue: 3

    Military Units: 0

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

    Artifacts:

    Military Technologies:
    None

    Civilian Technologies:
    Photospore Signaling

    Resources controlled:
    [Bluefish Antifreeze, Seatide (*)]
    Treasure:

    Reputation:
    Last edited by Talis; 2022-04-15 at 05:48 PM.

  29. - Top - End - #29
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Jan 2016
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    Brinstar Depths
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    Default Re: Empire 7: Into the Depths IC Thread


    The Unity
    In death, all things united be,
    In the depths of the briny sea.


    Leader: Grinmaw the Calamitous
    Diplomacy: 2
    Military: 5 => 7
    Economy: 4
    Faith: 1
    Intrigue:3

    ROUND ONE: The Risen
    It was my great and personal pleasure to oversee the first rise of our people. Too long had we been confined, and our glory restrained by the walls of our home. It was, in hindsight, a cruel jest of nature to put us in such a lightless, lifeless place, when what we needed was fresh bones and bodies to grow our people.

    Actions!
    • Economy: Buyout Trade Post Two (Sandfish) in Region Twenty-Two (Success!)
      Through the course of their history so far, the Unity has been limited by the relatively low amount of fresh corpses upon which to establish new colonies. One of the first discoveries that the Unity make when they look up and see the World Above is that there is a large population of appropriately sized creatures nearby. Grinmaw the Calamitous orders an immediate effort to try and see if they can be harvested.
    • Military: Raise Unit, The Bone Tide
    • Military: Raise Unit, The Chatterers
    • Military: Raise Unit, The Red Tide
    • Military Five Special: Raise General, Carapace the Eviscerator! (Mil 10!)
      Carapace is a Unity colony that grew on and in the exoskeleton of some tremendous crab. Taller than the average mer, he scuttles along the bottom, alternately whispering dissent or loudly spewing fiery invectives against the current state of the Unity under Grinmaw. The Calamitous One tires of this, and seeks to find something useful for him to do. Thus, he is set to organize the military, in the hopes that giving him a chance to make the changes he espouses will quiet him.

      Carapace's Tac-Doc: Tireless
      Under this general's command, the hordes act as one unit, minimizing losses.
      -10% to own casualties, +2 to allied leader loss rolls.


    News and Rumors
    • An odd circumstance occurred in the middle of the first year. A strange creature came to the Unity of its own accord. It was, unfortunately, torn apart before it could deliver its message, but when a colony was placed upon its bones, the new member of the Unity gained consciousness with vague memories of some Great, Red Colony. This is of interest to all members of the Unity, and Grinmaw warns his people to avoid devouring anything that looks like it might be from the Great, Red Reef again.
    • The end of the world has been averted for another ten years. The Unity rejoice!
    Last edited by Miltonian; 2022-04-17 at 02:15 AM.

  30. - Top - End - #30
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Auros of Kaarme

    Region 14



    Ruler: Mother Yetu and Queen Phiso
    Diplomacy: 3
    Military: 4 (+1)
    Economy: 4 (+1)
    Faith: 3
    Intrigue: 4
    Link to ruler rolls

    Round One:

    Actions:
    • [Military] Recruit unit (The Twisted)
    • [Military] Recruit unit (The Night)
    • [Economy] Buyout trading post (TP 2 in Region 14) [10] (Failed)
    • [Economy] Buyout trading post (TP 3 in Region 14) [12] (Success!)
    • [Diplomacy] A diplomatic mission to contact the governing bodies of Region 13 [14] (Success!)



    Spoiler: Kaarme
    Show

    Spoiler: Geography
    Show
    The region of Kaarme is an expansive kelp forest that is mostly flat save for the yawning canyon that scars the sea floor, twisting its way almost entirely across the region. Within this canyon, the Auros city of Syva can be found. Nestled in the briny depths of the chasm, a ring of dim lights can be seen shining at the bottom from the canyon edge against the washed-out green of the day. As one draws closer, it can be seen that the lights seem to disappear downward, a tunnel system leading ever deeper. As the pressure begins to build, a tunnel suddenly twists away, revealing a chamber filled with breathable air and lights. The starry walls pulse with microbial biofilms that feed on the nutrient-rich walls, releasing oxygen into the chamber through a peculiar process. Legends say the first Auros dwelled in this cave, and the city has since risen up around it with its denizens adapting to the murky twilight.

    Outside of the chasm, the kelp forest teems with life. Bony fish and sharks are always seen twisting through the towering stalks. From the kelp itself hangs translucent red fruit, casting the floor in a mixture of greens, reds, and oranges. A large variety of life feeds off of the fruit and fish, but most prefer to stay hidden.


    Spoiler: People
    Show
    The Auros people are a partly serpentine race with a humanoid torso that melds into a long undulating tail, except for the mothers. A new mother is born from the last egg an Auros bears. All Auros are female and reproduce parthenogenetically, so new mothers are produced with decent regularity. The child hatches fully serpentine. It is almost indistinguishable from a wild animal save for the amazing intelligence it displays and the enormous size it will grow to. One mother and her chosen mate rule the city, the first selected as the first mother born after the death of the last. These ruling mothers dwell permanently in the system of caves below the city and are only ever seen by Auros and thoroughly trusted outsiders. All other mothers serve the rulers to either seed new colonies or serve as weapons at their disposal. Due to their enormous size, the mothers are also sterile.

    The majority of the denizens, however, are much smaller. Ranging from 10-15 feet long typically with the absolute largest among them being up to 20 feet in length. Coloration will vary, but generally consists of black bands against a lighter white, yellow, or blue coloration.

    Temperament among the Auros is generally cold and disinterested towards outsiders, but they are extremely friendly and affectionate towards each other, forming stable romantic pairs of 2-3.

    The mothers are especially so, but all Auros are extremely intelligent. Those that don’t train as warriors pursue science and experimentation. Both classes are respected with warriors being capable of intense strategy and complex maneuvers and others have a deep understanding of the natural world and how it can be manipulated.

    Being serpentine, the Auros are carnivorous. They feed somewhat on the naturally abundant fish of the area, but a staple of their diet is a large larva that dwells within kelp fruit. If allowed to grow, these larvae spawn a large species of cephalopod grazers that can sometimes be seen clinging to the stalks, but it generally prefers to stay hidden from potential predators. While they aren’t overtly dangerous, they can do serious damage if engaged, and it’s simpler to harvest their larvae, which dwell in plain sight.

    Like wild sea snakes, the Auros are not capable of breathing while underwater, and they depend on the oxygen generated in a chamber in the caves below. They are capable of holding their breath for several hours at a time, so while they could surface to satisfy their oxygen demands, they prefer to dwell in the darkness of the chasm.


    Spoiler: Resource
    Show
    Many exotic organisms and substances can be found in the cave system below the city of Syva. However, the most abundant is a lithotrophic algae that produces a potent neurotoxin. While the Auros have adapted to tolerate low levels in the water around the blooms, the toxin can be easily purified to lethal concentrations by exposing the algae to high pressure and collecting the liquid that results, which is aptly named Barotoxin. While it is seldom traded, it is the main export from Syva.

    Apart from that, the Auros always crave well-crafted equipment. While they are proficient in many chemical processes and battle strategies, they do not make their own weapons or armor. Without it, they feel vulnerable, so in their limited trade relations, they seek to gain arms.


    Spoiler: Faith
    Show
    The Auros revere the darkness and depths that have protected them and given them so much. The concept is deified as a figure they call Astra, which they don’t actively worship, but they acknowledge her gifts and her mystery. There is no official temple, but every Auros knows her name and keeps a token of hers to which they may offer a quick prayer for good luck before a battle or experiment. Usually, this takes the form of a dark pearl inserted in jewelry, armor, or a weapon. However, if an Auros has some other item touched by the deep, this may also be used. The revered physical sites of her power are found in the deepest accessible recess of the caves below the city.

    The most commonly visited is the air-filled cave where all Auros go to breathe. The biofilm along the walls and ceiling provides food to bioluminescent animals, appearing as stars that shine and twinkle against a black sky. The Auros know that this, by far, is the greatest gift that the depths provide, and they respect it as such.

    Another site is a hole known simply as The Deep, and if an Auros is so compelled, they may make offerings or meditate on the dark expanse. Because of the pressure and distance, no one knows exactly how far down it goes, only that sources of light seem to disappear after several minutes of traveling into the blackness.

    The least visited site is where the Auros’ pearls are found. Even with a light source, upon entering the cave, the water becomes a shroud of complete darkness. Only by careful listening is it possible to hear the muffled sounds of stone rolling across stone, and only then can the loose pearls be obtained. This is generally seen as a right of passage, and an Auros will only retrieve their pearl when they are considered fully grown. Once obtained, they will do whatever they can to avoid repeating the experience because although the darkness bestows them a gift, one can never be sure what other dangers hide beyond the senses.


    Spoiler: Bookkeeping
    Show

    Military: 0/3 units (+2)



    Spoiler: Technologies
    Show

    • Composite grafting

      Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.

    Last edited by cactiguy3; 2022-04-17 at 09:26 AM.

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